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using UnityEngine;
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namespace Pathfinding {
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/// <summary>
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/// Blocks single nodes in a graph.
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///
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/// This is useful in turn based games where you want
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/// units to avoid all other units while pathfinding
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/// but not be blocked by itself.
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///
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/// Note: This cannot be used together with any movement script
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/// as the nodes are not blocked in the normal way.
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/// See: TurnBasedAI for example usage
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///
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/// See: BlockManager
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/// See: turnbased (view in online documentation for working links)
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/// See: traversal_provider (view in online documentation for working links)
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/// </summary>
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[HelpURL("https://arongranberg.com/astar/documentation/stable/class_pathfinding_1_1_single_node_blocker.php")]
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public class SingleNodeBlocker : VersionedMonoBehaviour {
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public GraphNode lastBlocked { get; private set; }
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public BlockManager manager;
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/// <summary>
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/// Block node closest to the position of this object.
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///
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/// Will unblock the last node that was reserved (if any)
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/// </summary>
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public void BlockAtCurrentPosition () {
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BlockAt(transform.position);
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}
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/// <summary>
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/// Block node closest to the specified position.
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///
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/// Will unblock the last node that was reserved (if any)
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/// </summary>
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public void BlockAt (Vector3 position) {
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Unblock();
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var node = AstarPath.active.GetNearest(position, NNConstraint.None).node;
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if (node != null) {
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Block(node);
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}
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}
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/// <summary>
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/// Block specified node.
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///
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/// Will unblock the last node that was reserved (if any)
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/// </summary>
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public void Block (GraphNode node) {
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if (node == null)
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throw new System.ArgumentNullException("node");
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manager.InternalBlock(node, this);
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lastBlocked = node;
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}
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/// <summary>Unblock the last node that was blocked (if any)</summary>
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public void Unblock () {
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if (lastBlocked == null || lastBlocked.Destroyed) {
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lastBlocked = null;
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return;
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}
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manager.InternalUnblock(lastBlocked, this);
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lastBlocked = null;
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}
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}
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}
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