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using UnityEngine;
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namespace Pathfinding {
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/// <summary>
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/// Extended Path.
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///
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/// This is the same as a standard path but it is possible to customize when the target should be considered reached.
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/// Can be used to for example signal a path as complete when it is within a specific distance from the target.
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///
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/// Note: More customizations does make it slower to calculate than an ABPath but not by very much.
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///
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/// See: Pathfinding.PathEndingCondition
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/// </summary>
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public class XPath : ABPath {
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/// <summary>
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/// Ending Condition for the path.
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/// The ending condition determines when the path has been completed.
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/// Can be used to for example signal a path as complete when it is within a specific distance from the target.
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///
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/// If ending conditions are used that are not centered around the endpoint of the path
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/// you should also switch the <see cref="heuristic"/> to None to make sure that optimal paths are still found.
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/// This has quite a large performance impact so you might want to try to run it with the default
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/// heuristic and see if the path is optimal in enough cases.
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/// </summary>
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public PathEndingCondition endingCondition;
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public XPath () {}
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public new static XPath Construct (Vector3 start, Vector3 end, OnPathDelegate callback = null) {
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var p = PathPool.GetPath<XPath>();
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p.Setup(start, end, callback);
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p.endingCondition = new ABPathEndingCondition(p);
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return p;
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}
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protected override void Reset () {
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base.Reset();
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endingCondition = null;
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}
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#if !ASTAR_NO_GRID_GRAPH
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protected override bool EndPointGridGraphSpecialCase (GraphNode endNode) {
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// Don't use the grid graph special case for this path type
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return false;
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}
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#endif
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/// <summary>The start node need to be special cased and checked here if it is a valid target</summary>
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protected override void CompletePathIfStartIsValidTarget () {
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var pNode = pathHandler.GetPathNode(startNode);
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if (endingCondition.TargetFound(pNode)) {
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ChangeEndNode(startNode);
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Trace(pNode);
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CompleteState = PathCompleteState.Complete;
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}
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}
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/// <summary>
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/// Changes the <see cref="endNode"/> to target and resets some temporary flags on the previous node.
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/// Also sets <see cref="endPoint"/> to the position of target.
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/// </summary>
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void ChangeEndNode (GraphNode target) {
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// Reset temporary flags on the previous end node, otherwise they might be
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// left in the graph and cause other paths to calculate paths incorrectly
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if (endNode != null && endNode != startNode) {
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var pathNode = pathHandler.GetPathNode(endNode);
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pathNode.flag1 = pathNode.flag2 = false;
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}
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endNode = target;
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endPoint = (Vector3)target.position;
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cost = pathHandler.GetPathNode(endNode).G;
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}
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protected override void CalculateStep (long targetTick) {
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int counter = 0;
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// Continue to search as long as we haven't encountered an error and we haven't found the target
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while (CompleteState == PathCompleteState.NotCalculated) {
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searchedNodes++;
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// Close the current node, if the current node is the target node then the path is finished
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if (endingCondition.TargetFound(currentR)) {
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CompleteState = PathCompleteState.Complete;
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break;
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}
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// Loop through all walkable neighbours of the node and add them to the open list.
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currentR.node.Open(this, currentR, pathHandler);
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// Any nodes left to search?
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if (pathHandler.heap.isEmpty) {
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FailWithError("Searched whole area but could not find target");
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return;
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}
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// Select the node with the lowest F score and remove it from the open list
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currentR = pathHandler.heap.Remove();
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// Check for time every 500 nodes, roughly every 0.5 ms usually
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if (counter > 500) {
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// Have we exceded the maxFrameTime, if so we should wait one frame before continuing the search since we don't want the game to lag
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if (System.DateTime.UtcNow.Ticks >= targetTick) {
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//Return instead of yield'ing, a separate function handles the yield (CalculatePaths)
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return;
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}
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counter = 0;
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if (searchedNodes > 1000000) {
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throw new System.Exception("Probable infinite loop. Over 1,000,000 nodes searched");
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}
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}
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counter++;
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}
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if (CompleteState == PathCompleteState.Complete) {
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ChangeEndNode(currentR.node);
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Trace(currentR);
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}
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}
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}
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/// <summary>
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/// Customized ending condition for a path.
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/// This class can be used to implement a custom ending condition for e.g an Pathfinding.XPath.
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/// Inherit from this class and override the <see cref="TargetFound"/> function to implement you own ending condition logic.
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///
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/// For example, you might want to create an Ending Condition which stops when a node is close enough to a given point.
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/// Then what you do is that you create your own class, let's call it MyEndingCondition and override the function TargetFound to specify our own logic.
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/// We want to inherit from ABPathEndingCondition because only ABPaths have end points defined.
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///
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/// <code>
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/// public class MyEndingCondition : ABPathEndingCondition {
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///
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/// // Maximum world distance to the target node before terminating the path
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/// public float maxDistance = 10;
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///
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/// // Reuse the constructor in the superclass
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/// public MyEndingCondition (ABPath p) : base (p) {}
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///
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/// public override bool TargetFound (PathNode node) {
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/// return ((Vector3)node.node.position - abPath.originalEndPoint).sqrMagnitude <= maxDistance*maxDistance;
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/// }
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/// }
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/// </code>
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///
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/// One part at a time. We need to cast the node's position to a Vector3 since internally, it is stored as an integer coordinate (Int3).
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/// Then we subtract the Pathfinding.Path.originalEndPoint from it to get their difference.
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/// The original end point is always the exact point specified when calling the path.
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/// As a last step we check the squared magnitude (squared distance, it is much faster than the non-squared distance) and check if it is lower or equal to our maxDistance squared.
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/// There you have it, it is as simple as that.
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/// Then you simply assign it to the endingCondition variable on, for example an XPath which uses the EndingCondition.
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///
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/// <code>
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/// XPath myXPath = XPath.Construct(startPoint, endPoint);
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/// MyEndingCondition ec = new MyEndingCondition();
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/// ec.maxDistance = 100; // Or some other value
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/// myXPath.endingCondition = ec;
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///
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/// // Calculate the path!
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/// seeker.StartPath (ec);
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/// </code>
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///
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/// Where seeker is a <see cref="Seeker"/> component, and myXPath is an Pathfinding.XPath.
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///
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/// Note: The above was written without testing. I hope I haven't made any mistakes, if you try it out, and it doesn't seem to work. Please post a comment in the forums.
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///
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/// Version: Method structure changed in 3.2
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/// Version: Updated in version 3.6.8
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///
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/// See: Pathfinding.XPath
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/// See: Pathfinding.ConstantPath
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/// </summary>
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public abstract class PathEndingCondition {
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/// <summary>Path which this ending condition is used on</summary>
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protected Path path;
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protected PathEndingCondition () {}
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public PathEndingCondition (Path p) {
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if (p == null) throw new System.ArgumentNullException("p");
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this.path = p;
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}
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/// <summary>Has the ending condition been fulfilled.</summary>
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/// <param name="node">The current node.</param>
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public abstract bool TargetFound(PathNode node);
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}
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/// <summary>Ending condition which emulates the default one for the ABPath</summary>
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public class ABPathEndingCondition : PathEndingCondition {
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/// <summary>
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/// Path which this ending condition is used on.
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/// Same as <see cref="path"/> but downcasted to ABPath
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/// </summary>
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protected ABPath abPath;
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public ABPathEndingCondition (ABPath p) {
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if (p == null) throw new System.ArgumentNullException("p");
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abPath = p;
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path = p;
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}
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/// <summary>Has the ending condition been fulfilled.</summary>
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/// <param name="node">The current node.
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/// This is per default the same as asking if node == p.endNode</param>
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public override bool TargetFound (PathNode node) {
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return node.node == abPath.endNode;
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}
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}
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/// <summary>Ending condition which stops a fixed distance from the target point</summary>
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public class EndingConditionProximity : ABPathEndingCondition {
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/// <summary>Maximum world distance to the target node before terminating the path</summary>
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public float maxDistance = 10;
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public EndingConditionProximity (ABPath p, float maxDistance) : base(p) {
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this.maxDistance = maxDistance;
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}
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public override bool TargetFound (PathNode node) {
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return ((Vector3)node.node.position - abPath.originalEndPoint).sqrMagnitude <= maxDistance*maxDistance;
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}
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}
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}
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