170 lines
6.0 KiB
C#
170 lines
6.0 KiB
C#
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using UnityEngine;
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using System.Collections.Generic;
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namespace Pathfinding {
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using Pathfinding.Util;
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/// <summary>
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/// Manager for blocker scripts such as SingleNodeBlocker.
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///
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/// This is part of the turn based utilities. It can be used for
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/// any game, but it is primarily intended for turn based games.
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///
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/// See: TurnBasedAI
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/// See: turnbased (view in online documentation for working links)
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/// </summary>
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[HelpURL("http://arongranberg.com/astar/docs/class_pathfinding_1_1_block_manager.php")]
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public class BlockManager : VersionedMonoBehaviour {
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/// <summary>Contains info on which SingleNodeBlocker objects have blocked a particular node</summary>
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Dictionary<GraphNode, List<SingleNodeBlocker> > blocked = new Dictionary<GraphNode, List<SingleNodeBlocker> >();
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public enum BlockMode {
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/// <summary>All blockers except those in the TraversalProvider.selector list will block</summary>
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AllExceptSelector,
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/// <summary>Only elements in the TraversalProvider.selector list will block</summary>
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OnlySelector
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}
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/// <summary>Blocks nodes according to a BlockManager</summary>
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public class TraversalProvider : ITraversalProvider {
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/// <summary>Holds information about which nodes are occupied</summary>
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readonly BlockManager blockManager;
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/// <summary>Affects which nodes are considered blocked</summary>
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public BlockMode mode { get; private set; }
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/// <summary>
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/// Blockers for this path.
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/// The effect depends on <see cref="mode"/>.
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///
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/// Note that having a large selector has a performance cost.
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///
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/// See: mode
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/// </summary>
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readonly List<SingleNodeBlocker> selector;
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public TraversalProvider (BlockManager blockManager, BlockMode mode, List<SingleNodeBlocker> selector) {
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if (blockManager == null) throw new System.ArgumentNullException("blockManager");
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if (selector == null) throw new System.ArgumentNullException("selector");
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this.blockManager = blockManager;
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this.mode = mode;
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this.selector = selector;
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}
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#region ITraversalProvider implementation
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public bool CanTraverse (Path path, GraphNode node) {
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// This first IF is the default implementation that is used when no traversal provider is used
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if (!node.Walkable || (path.enabledTags >> (int)node.Tag & 0x1) == 0) {
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return false;
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} else if (mode == BlockMode.OnlySelector) {
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return !blockManager.NodeContainsAnyOf(node, selector);
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} else {
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// assume mode == BlockMode.AllExceptSelector
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return !blockManager.NodeContainsAnyExcept(node, selector);
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}
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}
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public uint GetTraversalCost (Path path, GraphNode node) {
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// Same as default implementation
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return path.GetTagPenalty((int)node.Tag) + node.Penalty;
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}
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#endregion
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}
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void Start () {
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if (!AstarPath.active)
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throw new System.Exception("No AstarPath object in the scene");
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}
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/// <summary>True if the node contains any blocker which is included in the selector list</summary>
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public bool NodeContainsAnyOf (GraphNode node, List<SingleNodeBlocker> selector) {
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List<SingleNodeBlocker> blockersInNode;
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if (!blocked.TryGetValue(node, out blockersInNode)) {
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return false;
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}
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for (int i = 0; i < blockersInNode.Count; i++) {
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var inNode = blockersInNode[i];
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for (int j = 0; j < selector.Count; j++) {
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// Need to use ReferenceEquals because this code may be called from a separate thread
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// and the equality comparison that Unity provides is not thread safe
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if (System.Object.ReferenceEquals(inNode, selector[j])) {
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return true;
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}
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}
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}
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return false;
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}
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/// <summary>True if the node contains any blocker which is not included in the selector list</summary>
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public bool NodeContainsAnyExcept (GraphNode node, List<SingleNodeBlocker> selector) {
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List<SingleNodeBlocker> blockersInNode;
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if (!blocked.TryGetValue(node, out blockersInNode)) {
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return false;
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}
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for (int i = 0; i < blockersInNode.Count; i++) {
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var inNode = blockersInNode[i];
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bool found = false;
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for (int j = 0; j < selector.Count; j++) {
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// Need to use ReferenceEquals because this code may be called from a separate thread
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// and the equality comparison that Unity provides is not thread safe
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if (System.Object.ReferenceEquals(inNode, selector[j])) {
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found = true;
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break;
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}
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}
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if (!found) return true;
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}
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return false;
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}
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/// <summary>
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/// Register blocker as being present at the specified node.
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/// Calling this method multiple times will add multiple instances of the blocker to the node.
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///
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/// Note: The node will not be blocked immediately. Instead the pathfinding
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/// threads will be paused and then the update will be applied. It is however
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/// guaranteed to be applied before the next path request is started.
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/// </summary>
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public void InternalBlock (GraphNode node, SingleNodeBlocker blocker) {
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AstarPath.active.AddWorkItem(new AstarWorkItem(() => {
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List<SingleNodeBlocker> blockersInNode;
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if (!blocked.TryGetValue(node, out blockersInNode)) {
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blockersInNode = blocked[node] = ListPool<SingleNodeBlocker>.Claim();
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}
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blockersInNode.Add(blocker);
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}));
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}
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/// <summary>
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/// Remove blocker from the specified node.
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/// Will only remove a single instance, calling this method multiple
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/// times will remove multiple instances of the blocker from the node.
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///
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/// Note: The node will not be unblocked immediately. Instead the pathfinding
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/// threads will be paused and then the update will be applied. It is however
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/// guaranteed to be applied before the next path request is started.
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/// </summary>
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public void InternalUnblock (GraphNode node, SingleNodeBlocker blocker) {
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AstarPath.active.AddWorkItem(new AstarWorkItem(() => {
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List<SingleNodeBlocker> blockersInNode;
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if (blocked.TryGetValue(node, out blockersInNode)) {
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blockersInNode.Remove(blocker);
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if (blockersInNode.Count == 0) {
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blocked.Remove(node);
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ListPool<SingleNodeBlocker>.Release(ref blockersInNode);
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}
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}
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}));
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}
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}
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}
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