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using System.Collections; | ||
using System.Collections.Generic; | ||
using UnityEngine; | ||
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namespace NPathfinding { | ||
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public class Grid : MonoBehaviour { | ||
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public Vector2Int gridSize; | ||
private Node[,] grid; | ||
private int gridSizeX, gridSizeY; | ||
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void Awake() { | ||
gridSizeX = gridSize.x; | ||
gridSizeY = gridSize.y; | ||
CreateGrid(); | ||
} | ||
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void CreateGrid() { | ||
grid = new Node[gridSizeX, gridSizeY]; | ||
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for (int x = 0; x < gridSizeX; x++) { | ||
for (int y = 0; y < gridSizeY; y++) { | ||
grid[x, y] = new Node(true); | ||
grid[x, y].SetPos(x, y); | ||
} | ||
} | ||
} | ||
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public List<Node> GetNeighbours(Node node, PathfindingConfig config) { | ||
List<Node> neighbours = new List<Node>(); | ||
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for (int x = -1; x <= 1; x++) { | ||
for (int y = -1; y <= 1; y++) { | ||
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if (config.AllowDiagonal) { | ||
if (x == 0 && y == 0) continue; | ||
} else { | ||
if (x == 0 && y == 0 || x == -1 && y == -1 || x == 1 && y == -1 || x == -1 && y == 1 || x == 1 && y == 1) continue; | ||
} | ||
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int checkX = node.gridX + x; | ||
int checkY = node.gridY + y; | ||
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if (isInGrid(checkX, checkY)) { | ||
neighbours.Add(grid[checkX, checkY]); | ||
} | ||
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} | ||
} | ||
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return neighbours; | ||
} | ||
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public void SetWalkable(int x, int y, bool walk) { | ||
if (isInGrid(x, y)) { | ||
grid[x, y].walkable = walk; | ||
} | ||
} | ||
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public void SetWalkable(Vector2 pos, bool walk) { | ||
SetWalkable((int)pos.x, (int)pos.y, walk); | ||
} | ||
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public bool isInGrid(int x, int y) { | ||
if (x >= 0 && x < gridSizeX && y >= 0 && y < gridSizeY) { | ||
return true; | ||
} | ||
return false; | ||
} | ||
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public bool isInGrid(Vector2 pos) { | ||
return isInGrid((int)pos.x, (int)pos.y); | ||
} | ||
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public void SetNode(int x, int y, Node node) { | ||
if (isInGrid(x, y)) { | ||
grid[x, y] = node; | ||
} | ||
} | ||
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public void SetNode(Vector2 pos, Node node) { | ||
SetNode((int)pos.x, (int)pos.y, node); | ||
} | ||
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public Node GetNode(int x, int y) { | ||
if (isInGrid(x, y)) { | ||
return grid[x, y]; | ||
} | ||
return null; | ||
} | ||
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public Node GetNode(Vector2 pos) { | ||
return GetNode((int)pos.x, (int)pos.y); | ||
} | ||
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public int MaxSize { | ||
get { | ||
return gridSizeX * gridSizeY; | ||
} | ||
} | ||
} | ||
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} |
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using UnityEngine; | ||
using System.Collections; | ||
using System; | ||
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namespace NPathfinding { | ||
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public class Heap<T> where T : IHeapItem<T> { | ||
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T[] items; | ||
int currentItemCount; | ||
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public Heap(int maxHeapSize) { | ||
items = new T[maxHeapSize]; | ||
} | ||
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public void Add(T item) { | ||
item.HeapIndex = currentItemCount; | ||
items[currentItemCount] = item; | ||
SortUp(item); | ||
currentItemCount++; | ||
} | ||
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public T RemoveFirst() { | ||
T firstItem = items[0]; | ||
currentItemCount--; | ||
items[0] = items[currentItemCount]; | ||
items[0].HeapIndex = 0; | ||
SortDown(items[0]); | ||
return firstItem; | ||
} | ||
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public void UpdateItem(T item) { | ||
SortUp(item); | ||
} | ||
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public int Count { | ||
get { | ||
return currentItemCount; | ||
} | ||
} | ||
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public bool Contains(T item) { | ||
return Equals(items[item.HeapIndex], item); | ||
} | ||
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void SortDown(T item) { | ||
while (true) { | ||
int childIndexLeft = item.HeapIndex * 2 + 1; | ||
int childIndexRight = item.HeapIndex * 2 + 2; | ||
int swapIndex = 0; | ||
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if (childIndexLeft < currentItemCount) { | ||
swapIndex = childIndexLeft; | ||
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if (childIndexRight < currentItemCount) { | ||
if (items[childIndexLeft].CompareTo(items[childIndexRight]) < 0) { | ||
swapIndex = childIndexRight; | ||
} | ||
} | ||
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if (item.CompareTo(items[swapIndex]) < 0) { | ||
Swap(item, items[swapIndex]); | ||
} else { | ||
return; | ||
} | ||
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} else { | ||
return; | ||
} | ||
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} | ||
} | ||
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void SortUp(T item) { | ||
int parentIndex = (item.HeapIndex - 1) / 2; | ||
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while (true) { | ||
T parentItem = items[parentIndex]; | ||
if (item.CompareTo(parentItem) > 0) { | ||
Swap(item, parentItem); | ||
} else { | ||
break; | ||
} | ||
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parentIndex = (item.HeapIndex - 1) / 2; | ||
} | ||
} | ||
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void Swap(T itemA, T itemB) { | ||
items[itemA.HeapIndex] = itemB; | ||
items[itemB.HeapIndex] = itemA; | ||
int itemAIndex = itemA.HeapIndex; | ||
itemA.HeapIndex = itemB.HeapIndex; | ||
itemB.HeapIndex = itemAIndex; | ||
} | ||
} | ||
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public interface IHeapItem<T> : IComparable<T> { | ||
int HeapIndex { | ||
get; | ||
set; | ||
} | ||
} | ||
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} |
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<?xml version="1.0" encoding="utf-8"?> | ||
<Project ToolsVersion="15.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003"> | ||
<Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" /> | ||
<PropertyGroup> | ||
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration> | ||
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform> | ||
<ProjectGuid>{E2060040-6D45-43D8-8877-37BC3FF96812}</ProjectGuid> | ||
<OutputType>Library</OutputType> | ||
<AppDesignerFolder>Properties</AppDesignerFolder> | ||
<RootNamespace>NPathfinding</RootNamespace> | ||
<AssemblyName>NPathfinding</AssemblyName> | ||
<TargetFrameworkVersion>v4.7.2</TargetFrameworkVersion> | ||
<FileAlignment>512</FileAlignment> | ||
<Deterministic>true</Deterministic> | ||
</PropertyGroup> | ||
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' "> | ||
<DebugSymbols>true</DebugSymbols> | ||
<DebugType>full</DebugType> | ||
<Optimize>false</Optimize> | ||
<OutputPath>bin\Debug\</OutputPath> | ||
<DefineConstants>DEBUG;TRACE</DefineConstants> | ||
<ErrorReport>prompt</ErrorReport> | ||
<WarningLevel>4</WarningLevel> | ||
</PropertyGroup> | ||
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' "> | ||
<DebugType>pdbonly</DebugType> | ||
<Optimize>true</Optimize> | ||
<OutputPath>bin\Release\</OutputPath> | ||
<DefineConstants>TRACE</DefineConstants> | ||
<ErrorReport>prompt</ErrorReport> | ||
<WarningLevel>4</WarningLevel> | ||
</PropertyGroup> | ||
<ItemGroup> | ||
<Reference Include="System" /> | ||
<Reference Include="System.Core" /> | ||
<Reference Include="System.Xml.Linq" /> | ||
<Reference Include="System.Data.DataSetExtensions" /> | ||
<Reference Include="Microsoft.CSharp" /> | ||
<Reference Include="System.Data" /> | ||
<Reference Include="System.Net.Http" /> | ||
<Reference Include="System.Xml" /> | ||
<Reference Include="UnityEngine"> | ||
<HintPath>..\UnityEngine.dll</HintPath> | ||
</Reference> | ||
</ItemGroup> | ||
<ItemGroup> | ||
<Compile Include="Grid.cs" /> | ||
<Compile Include="Heap.cs" /> | ||
<Compile Include="Node.cs" /> | ||
<Compile Include="Pathfinding.cs" /> | ||
<Compile Include="PathfindingConfig.cs" /> | ||
<Compile Include="Properties\AssemblyInfo.cs" /> | ||
</ItemGroup> | ||
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" /> | ||
</Project> |
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Microsoft Visual Studio Solution File, Format Version 12.00 | ||
# Visual Studio Version 16 | ||
VisualStudioVersion = 16.0.29215.179 | ||
MinimumVisualStudioVersion = 10.0.40219.1 | ||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "NPathfinding", "NPathfinding.csproj", "{E2060040-6D45-43D8-8877-37BC3FF96812}" | ||
EndProject | ||
Global | ||
GlobalSection(SolutionConfigurationPlatforms) = preSolution | ||
Debug|Any CPU = Debug|Any CPU | ||
Release|Any CPU = Release|Any CPU | ||
EndGlobalSection | ||
GlobalSection(ProjectConfigurationPlatforms) = postSolution | ||
{E2060040-6D45-43D8-8877-37BC3FF96812}.Debug|Any CPU.ActiveCfg = Debug|Any CPU | ||
{E2060040-6D45-43D8-8877-37BC3FF96812}.Debug|Any CPU.Build.0 = Debug|Any CPU | ||
{E2060040-6D45-43D8-8877-37BC3FF96812}.Release|Any CPU.ActiveCfg = Release|Any CPU | ||
{E2060040-6D45-43D8-8877-37BC3FF96812}.Release|Any CPU.Build.0 = Release|Any CPU | ||
EndGlobalSection | ||
GlobalSection(SolutionProperties) = preSolution | ||
HideSolutionNode = FALSE | ||
EndGlobalSection | ||
GlobalSection(ExtensibilityGlobals) = postSolution | ||
SolutionGuid = {6D58CDE9-73AC-42B5-BA0A-C7A21F38990D} | ||
EndGlobalSection | ||
EndGlobal |
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@@ -0,0 +1,54 @@ | ||
using UnityEngine; | ||
using System.Collections; | ||
using System; | ||
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namespace NPathfinding { | ||
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public class Node : IHeapItem<Node> { | ||
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//Node params | ||
public bool walkable; | ||
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//Pathfinding Stuff | ||
public int gCost; | ||
public int hCost; | ||
public int gridX; | ||
public int gridY; | ||
public Node parent; | ||
private int heapIndex; | ||
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public Node(bool _walkable) { | ||
this.walkable = _walkable; | ||
} | ||
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public void SetPos(int x, int y) { | ||
this.gridX = x; | ||
this.gridY = y; | ||
} | ||
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public int fCost { | ||
get { | ||
return gCost + hCost; | ||
} | ||
} | ||
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public int HeapIndex { | ||
get { | ||
return heapIndex; | ||
} | ||
set { | ||
heapIndex = value; | ||
} | ||
} | ||
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public int CompareTo(Node nodeToCompare) { | ||
int compare = fCost.CompareTo(nodeToCompare.fCost); | ||
if (compare == 0) { | ||
compare = hCost.CompareTo(nodeToCompare.hCost); | ||
} | ||
return -compare; | ||
} | ||
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} | ||
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} |
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