79 lines
2.5 KiB
C#
79 lines
2.5 KiB
C#
![]() |
using UnityEngine;
|
||
|
using System.Collections;
|
||
|
|
||
|
namespace Pathfinding.Examples {
|
||
|
/// <summary>Small sample script for placing obstacles</summary>
|
||
|
[HelpURL("http://arongranberg.com/astar/docs/class_pathfinding_1_1_examples_1_1_object_placer.php")]
|
||
|
public class ObjectPlacer : MonoBehaviour {
|
||
|
/// <summary>
|
||
|
/// GameObject to place.
|
||
|
/// When using a Grid Graph you need to make sure the object's layer is included in the collision mask in the GridGraph settings.
|
||
|
/// </summary>
|
||
|
public GameObject go;
|
||
|
|
||
|
/// <summary>Flush Graph Updates directly after placing. Slower, but updates are applied immidiately</summary>
|
||
|
public bool direct = false;
|
||
|
|
||
|
/// <summary>Issue a graph update object after placement</summary>
|
||
|
public bool issueGUOs = true;
|
||
|
|
||
|
/// <summary>Update is called once per frame</summary>
|
||
|
void Update () {
|
||
|
if (Input.GetKeyDown("p")) {
|
||
|
PlaceObject();
|
||
|
}
|
||
|
|
||
|
if (Input.GetKeyDown("r")) {
|
||
|
StartCoroutine(RemoveObject());
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public void PlaceObject () {
|
||
|
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
|
||
|
RaycastHit hit;
|
||
|
|
||
|
// Figure out where the ground is
|
||
|
if (Physics.Raycast(ray, out hit, Mathf.Infinity)) {
|
||
|
Vector3 p = hit.point;
|
||
|
GameObject obj = GameObject.Instantiate(go, p, Quaternion.identity) as GameObject;
|
||
|
|
||
|
if (issueGUOs) {
|
||
|
Bounds b = obj.GetComponent<Collider>().bounds;
|
||
|
GraphUpdateObject guo = new GraphUpdateObject(b);
|
||
|
AstarPath.active.UpdateGraphs(guo);
|
||
|
if (direct) {
|
||
|
AstarPath.active.FlushGraphUpdates();
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public IEnumerator RemoveObject () {
|
||
|
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
|
||
|
RaycastHit hit;
|
||
|
|
||
|
// Check what object is under the mouse cursor
|
||
|
if (Physics.Raycast(ray, out hit, Mathf.Infinity)) {
|
||
|
// Ignore ground and triggers
|
||
|
if (hit.collider.isTrigger || hit.transform.gameObject.name == "Ground") yield break;
|
||
|
|
||
|
Bounds b = hit.collider.bounds;
|
||
|
Destroy(hit.collider);
|
||
|
Destroy(hit.collider.gameObject);
|
||
|
|
||
|
if (issueGUOs) {
|
||
|
// In Unity, object destruction is actually delayed until the end of the Update loop.
|
||
|
// This means that we need to wait until the end of the frame (or until the next frame) before
|
||
|
// we update the graph. Otherwise the graph would still think that the objects are there.
|
||
|
yield return new WaitForEndOfFrame();
|
||
|
GraphUpdateObject guo = new GraphUpdateObject(b);
|
||
|
AstarPath.active.UpdateGraphs(guo);
|
||
|
if (direct) {
|
||
|
AstarPath.active.FlushGraphUpdates();
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|