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Grid.cs
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using UnityEngine;
using System.Collections;
using System.Collections.Generic;
namespace StartFramework.GamePlay.Astar
{
public interface IGrid
{
public List<Node> path { get; set; }
public Node NodeFromWorldPoint(Vector3 worldPosition);
public List<Node> GetNeighbours(Node node);
}
public class Grid : MonoBehaviour, IGrid
{
public LayerMask unwalkableMask;
public Vector2 gridWorldSize;
public float nodeRadius;
Node[,] grid;
float nodeDiameter; //节点直径
int gridSizeX, gridSizeY; //寻路网格的尺寸
void Awake()
{
nodeDiameter = nodeRadius * 2;
gridSizeX = Mathf.RoundToInt(gridWorldSize.x / nodeDiameter); //30
gridSizeY = Mathf.RoundToInt(gridWorldSize.y / nodeDiameter); //30
CreateGrid();
}
//创建寻路网格 → 烘焙node
void CreateGrid()
{
grid = new Node[gridSizeX, gridSizeY];
//寻路网格的左下角世界坐标
Vector3 worldBottomLeft = transform.position - Vector3.right * gridWorldSize.x / 2 - Vector3.forward * gridWorldSize.y / 2;
for (int x = 0; x < gridSizeX; x++)
{
for (int y = 0; y < gridSizeY; y++)
{
//此node的世界坐标
Vector3 worldPoint = worldBottomLeft + Vector3.right * (x * nodeDiameter + nodeRadius) + Vector3.forward * (y * nodeDiameter + nodeRadius);
bool walkable = !Physics.CheckSphere(worldPoint, nodeRadius, unwalkableMask);
grid[x, y] = new Node(walkable, worldPoint, x, y);
}
}
}
/// <summary>
/// 找邻居
/// </summary>
public List<Node> GetNeighbours(Node node)
{
List<Node> neighbours = new List<Node>();
for (int x = -1; x <= 1; x++)
{
for (int y = -1; y <= 1; y++)
{
if (x == 0 && y == 0)
continue;
int checkX = node.gridX + x;
int checkY = node.gridY + y;
if (checkX >= 0 && checkX < gridSizeX && checkY >= 0 && checkY < gridSizeY)
{
neighbours.Add(grid[checkX, checkY]);
}
}
}
return neighbours;
}
public Node NodeFromWorldPoint(Vector3 worldPosition)
{
float percentX = (worldPosition.x + gridWorldSize.x / 2) / gridWorldSize.x;
float percentY = (worldPosition.z + gridWorldSize.y / 2) / gridWorldSize.y;
percentX = Mathf.Clamp01(percentX);
percentY = Mathf.Clamp01(percentY);
int x = Mathf.RoundToInt((gridSizeX - 1) * percentX);
int y = Mathf.RoundToInt((gridSizeY - 1) * percentY);
return grid[x, y];
}
public List<Node> path { get; set; }
void OnDrawGizmos()
{
Gizmos.DrawWireCube(transform.position, new Vector3(gridWorldSize.x, 1, gridWorldSize.y));
if (grid != null)
{
foreach (Node n in grid)
{
Gizmos.color = (n.walkable) ? Color.white : Color.red;
if (path != null)
if (path.Contains(n))
Gizmos.color = Color.green;
Gizmos.DrawCube(n.worldPosition, Vector3.one * (nodeDiameter - .1f));
}
}
}
}
}