Adding A* Algorythm and carpet roads
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@ -0,0 +1,281 @@
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using UnityEngine;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace Pathfinding.Examples {
|
||||
/// <summary>Example script for generating an infinite procedural world</summary>
|
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[HelpURL("http://arongranberg.com/astar/docs/class_pathfinding_1_1_examples_1_1_procedural_world.php")]
|
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public class ProceduralWorld : MonoBehaviour {
|
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public Transform target;
|
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|
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public ProceduralPrefab[] prefabs;
|
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|
||||
/// <summary>How far away to generate tiles</summary>
|
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public int range = 1;
|
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|
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public int disableAsyncLoadWithinRange = 1;
|
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|
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/// <summary>World size of tiles</summary>
|
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public float tileSize = 100;
|
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public int subTiles = 20;
|
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|
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/// <summary>
|
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/// Enable static batching on generated tiles.
|
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/// Will improve overall FPS, but might cause FPS drops on
|
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/// some frames when static batching is done
|
||||
/// </summary>
|
||||
public bool staticBatching = false;
|
||||
|
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Queue<IEnumerator> tileGenerationQueue = new Queue<IEnumerator>();
|
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|
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public enum RotationRandomness {
|
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AllAxes,
|
||||
Y
|
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}
|
||||
|
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[System.Serializable]
|
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public class ProceduralPrefab {
|
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/// <summary>Prefab to use</summary>
|
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public GameObject prefab;
|
||||
|
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/// <summary>Number of objects per square world unit</summary>
|
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public float density = 0;
|
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|
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/// <summary>
|
||||
/// Multiply by [perlin noise].
|
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/// Value from 0 to 1 indicating weight.
|
||||
/// </summary>
|
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public float perlin = 0;
|
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|
||||
/// <summary>
|
||||
/// Perlin will be raised to this power.
|
||||
/// A higher value gives more distinct edges
|
||||
/// </summary>
|
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public float perlinPower = 1;
|
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|
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/// <summary>Some offset to avoid identical density maps</summary>
|
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public Vector2 perlinOffset = Vector2.zero;
|
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|
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/// <summary>
|
||||
/// Perlin noise scale.
|
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/// A higher value spreads out the maximums and minimums of the density.
|
||||
/// </summary>
|
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public float perlinScale = 1;
|
||||
|
||||
/// <summary>
|
||||
/// Multiply by [random].
|
||||
/// Value from 0 to 1 indicating weight.
|
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/// </summary>
|
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public float random = 1;
|
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|
||||
public RotationRandomness randomRotation = RotationRandomness.AllAxes;
|
||||
|
||||
/// <summary>If checked, a single object will be created in the center of each tile</summary>
|
||||
public bool singleFixed = false;
|
||||
}
|
||||
|
||||
/// <summary>All tiles</summary>
|
||||
Dictionary<Int2, ProceduralTile> tiles = new Dictionary<Int2, ProceduralTile>();
|
||||
|
||||
// Use this for initialization
|
||||
void Start () {
|
||||
// Calculate the closest tiles
|
||||
// and then recalculate the graph
|
||||
Update();
|
||||
AstarPath.active.Scan();
|
||||
|
||||
StartCoroutine(GenerateTiles());
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update () {
|
||||
// Calculate the tile the target is standing on
|
||||
Int2 p = new Int2(Mathf.RoundToInt((target.position.x - tileSize*0.5f) / tileSize), Mathf.RoundToInt((target.position.z - tileSize*0.5f) / tileSize));
|
||||
|
||||
// Clamp range
|
||||
range = range < 1 ? 1 : range;
|
||||
|
||||
// Remove tiles which are out of range
|
||||
bool changed = true;
|
||||
while (changed) {
|
||||
changed = false;
|
||||
foreach (KeyValuePair<Int2, ProceduralTile> pair in tiles) {
|
||||
if (Mathf.Abs(pair.Key.x-p.x) > range || Mathf.Abs(pair.Key.y-p.y) > range) {
|
||||
pair.Value.Destroy();
|
||||
tiles.Remove(pair.Key);
|
||||
changed = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Add tiles which have come in range
|
||||
// and start calculating them
|
||||
for (int x = p.x-range; x <= p.x+range; x++) {
|
||||
for (int z = p.y-range; z <= p.y+range; z++) {
|
||||
if (!tiles.ContainsKey(new Int2(x, z))) {
|
||||
ProceduralTile tile = new ProceduralTile(this, x, z);
|
||||
var generator = tile.Generate();
|
||||
// Tick it one step forward
|
||||
generator.MoveNext();
|
||||
// Calculate the rest later
|
||||
tileGenerationQueue.Enqueue(generator);
|
||||
tiles.Add(new Int2(x, z), tile);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// The ones directly adjacent to the current one
|
||||
// should always be completely calculated
|
||||
// make sure they are
|
||||
for (int x = p.x-disableAsyncLoadWithinRange; x <= p.x+disableAsyncLoadWithinRange; x++) {
|
||||
for (int z = p.y-disableAsyncLoadWithinRange; z <= p.y+disableAsyncLoadWithinRange; z++) {
|
||||
tiles[new Int2(x, z)].ForceFinish();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
IEnumerator GenerateTiles () {
|
||||
while (true) {
|
||||
if (tileGenerationQueue.Count > 0) {
|
||||
var generator = tileGenerationQueue.Dequeue();
|
||||
yield return StartCoroutine(generator);
|
||||
}
|
||||
yield return null;
|
||||
}
|
||||
}
|
||||
|
||||
class ProceduralTile {
|
||||
int x, z;
|
||||
System.Random rnd;
|
||||
|
||||
ProceduralWorld world;
|
||||
|
||||
public bool destroyed { get; private set; }
|
||||
|
||||
public ProceduralTile (ProceduralWorld world, int x, int z) {
|
||||
this.x = x;
|
||||
this.z = z;
|
||||
this.world = world;
|
||||
rnd = new System.Random((x * 10007) ^ (z*36007));
|
||||
}
|
||||
|
||||
Transform root;
|
||||
IEnumerator ie;
|
||||
|
||||
public IEnumerator Generate () {
|
||||
ie = InternalGenerate();
|
||||
GameObject rt = new GameObject("Tile " + x + " " + z);
|
||||
root = rt.transform;
|
||||
while (ie != null && root != null && ie.MoveNext()) yield return ie.Current;
|
||||
ie = null;
|
||||
}
|
||||
|
||||
public void ForceFinish () {
|
||||
while (ie != null && root != null && ie.MoveNext()) {}
|
||||
ie = null;
|
||||
}
|
||||
|
||||
Vector3 RandomInside () {
|
||||
Vector3 v = new Vector3();
|
||||
|
||||
v.x = (x + (float)rnd.NextDouble())*world.tileSize;
|
||||
v.z = (z + (float)rnd.NextDouble())*world.tileSize;
|
||||
return v;
|
||||
}
|
||||
|
||||
Vector3 RandomInside (float px, float pz) {
|
||||
Vector3 v = new Vector3();
|
||||
|
||||
v.x = (px + (float)rnd.NextDouble()/world.subTiles)*world.tileSize;
|
||||
v.z = (pz + (float)rnd.NextDouble()/world.subTiles)*world.tileSize;
|
||||
return v;
|
||||
}
|
||||
|
||||
Quaternion RandomYRot (ProceduralPrefab prefab) {
|
||||
return prefab.randomRotation == RotationRandomness.AllAxes ? Quaternion.Euler(360*(float)rnd.NextDouble(), 360*(float)rnd.NextDouble(), 360*(float)rnd.NextDouble()) : Quaternion.Euler(0, 360 * (float)rnd.NextDouble(), 0);
|
||||
}
|
||||
|
||||
IEnumerator InternalGenerate () {
|
||||
Debug.Log("Generating tile " + x + ", " + z);
|
||||
int counter = 0;
|
||||
|
||||
float[, ] ditherMap = new float[world.subTiles+2, world.subTiles+2];
|
||||
|
||||
//List<GameObject> objs = new List<GameObject>();
|
||||
|
||||
for (int i = 0; i < world.prefabs.Length; i++) {
|
||||
ProceduralPrefab pref = world.prefabs[i];
|
||||
|
||||
if (pref.singleFixed) {
|
||||
Vector3 p = new Vector3((x+0.5f) * world.tileSize, 0, (z+0.5f) * world.tileSize);
|
||||
GameObject ob = GameObject.Instantiate(pref.prefab, p, Quaternion.identity) as GameObject;
|
||||
ob.transform.parent = root;
|
||||
} else {
|
||||
float subSize = world.tileSize/world.subTiles;
|
||||
|
||||
for (int sx = 0; sx < world.subTiles; sx++) {
|
||||
for (int sz = 0; sz < world.subTiles; sz++) {
|
||||
ditherMap[sx+1, sz+1] = 0;
|
||||
}
|
||||
}
|
||||
|
||||
for (int sx = 0; sx < world.subTiles; sx++) {
|
||||
for (int sz = 0; sz < world.subTiles; sz++) {
|
||||
float px = x + sx/(float)world.subTiles;//sx / world.tileSize;
|
||||
float pz = z + sz/(float)world.subTiles;//sz / world.tileSize;
|
||||
|
||||
float perl = Mathf.Pow(Mathf.PerlinNoise((px + pref.perlinOffset.x)*pref.perlinScale, (pz + pref.perlinOffset.y)*pref.perlinScale), pref.perlinPower);
|
||||
|
||||
float density = pref.density * Mathf.Lerp(1, perl, pref.perlin) * Mathf.Lerp(1, (float)rnd.NextDouble(), pref.random);
|
||||
float fcount = subSize*subSize*density + ditherMap[sx+1, sz+1];
|
||||
int count = Mathf.RoundToInt(fcount);
|
||||
|
||||
// Apply dithering
|
||||
// See http://en.wikipedia.org/wiki/Floyd%E2%80%93Steinberg_dithering
|
||||
ditherMap[sx+1+1, sz+1+0] += (7f/16f) * (fcount - count);
|
||||
ditherMap[sx+1-1, sz+1+1] += (3f/16f) * (fcount - count);
|
||||
ditherMap[sx+1+0, sz+1+1] += (5f/16f) * (fcount - count);
|
||||
ditherMap[sx+1+1, sz+1+1] += (1f/16f) * (fcount - count);
|
||||
|
||||
// Create a number of objects
|
||||
for (int j = 0; j < count; j++) {
|
||||
// Find a random position inside the current sub-tile
|
||||
Vector3 p = RandomInside(px, pz);
|
||||
GameObject ob = GameObject.Instantiate(pref.prefab, p, RandomYRot(pref)) as GameObject;
|
||||
ob.transform.parent = root;
|
||||
//ob.SetActive ( false );
|
||||
//objs.Add ( ob );
|
||||
counter++;
|
||||
if (counter % 2 == 0)
|
||||
yield return null;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
ditherMap = null;
|
||||
|
||||
yield return null;
|
||||
yield return null;
|
||||
|
||||
//Batch everything for improved performance
|
||||
if (Application.HasProLicense() && world.staticBatching) {
|
||||
StaticBatchingUtility.Combine(root.gameObject);
|
||||
}
|
||||
}
|
||||
|
||||
public void Destroy () {
|
||||
if (root != null) {
|
||||
Debug.Log("Destroying tile " + x + ", " + z);
|
||||
GameObject.Destroy(root.gameObject);
|
||||
root = null;
|
||||
}
|
||||
|
||||
// Make sure the tile generator coroutine is destroyed
|
||||
ie = null;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
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Normal file
5
AR/Assets/AstarPathfindingProject/ExampleScenes/Example9_Penalties.meta
generated
Normal file
@ -0,0 +1,5 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a22bb0d2b6e4d4a50b5ef62e1219d9ea
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
userData:
|
9264
AR/Assets/AstarPathfindingProject/ExampleScenes/Example9_Penalties/PenaltiesExample.unity
generated
Normal file
9264
AR/Assets/AstarPathfindingProject/ExampleScenes/Example9_Penalties/PenaltiesExample.unity
generated
Normal file
File diff suppressed because it is too large
Load Diff
4
AR/Assets/AstarPathfindingProject/ExampleScenes/Example9_Penalties/PenaltiesExample.unity.meta
generated
Normal file
4
AR/Assets/AstarPathfindingProject/ExampleScenes/Example9_Penalties/PenaltiesExample.unity.meta
generated
Normal file
@ -0,0 +1,4 @@
|
||||
fileFormatVersion: 2
|
||||
guid: af5549f83cd6e498dbe788615aa953da
|
||||
DefaultImporter:
|
||||
userData:
|
2
AR/Assets/AstarPathfindingProject/ExampleScenes/ExampleScripts.meta
generated
Normal file
2
AR/Assets/AstarPathfindingProject/ExampleScenes/ExampleScripts.meta
generated
Normal file
@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e6852ce581432417ba95e2115d89c478
|
@ -0,0 +1,38 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace Pathfinding.Examples {
|
||||
/// <summary>
|
||||
/// Smooth Camera Following.
|
||||
/// \author http://wiki.unity3d.com/index.php/SmoothFollow2
|
||||
/// </summary>
|
||||
[HelpURL("http://arongranberg.com/astar/docs/class_pathfinding_1_1_examples_1_1_astar_smooth_follow2.php")]
|
||||
public class AstarSmoothFollow2 : MonoBehaviour {
|
||||
public Transform target;
|
||||
public float distance = 3.0f;
|
||||
public float height = 3.0f;
|
||||
public float damping = 5.0f;
|
||||
public bool smoothRotation = true;
|
||||
public bool followBehind = true;
|
||||
public float rotationDamping = 10.0f;
|
||||
public bool staticOffset = false;
|
||||
|
||||
void LateUpdate () {
|
||||
Vector3 wantedPosition;
|
||||
|
||||
if (staticOffset) {
|
||||
wantedPosition = target.position + new Vector3(0, height, distance);
|
||||
} else {
|
||||
if (followBehind)
|
||||
wantedPosition = target.TransformPoint(0, height, -distance);
|
||||
else
|
||||
wantedPosition = target.TransformPoint(0, height, distance);
|
||||
}
|
||||
transform.position = Vector3.Lerp(transform.position, wantedPosition, Time.deltaTime * damping);
|
||||
|
||||
if (smoothRotation) {
|
||||
Quaternion wantedRotation = Quaternion.LookRotation(target.position - transform.position, target.up);
|
||||
transform.rotation = Quaternion.Slerp(transform.rotation, wantedRotation, Time.deltaTime * rotationDamping);
|
||||
} else transform.LookAt(target, target.up);
|
||||
}
|
||||
}
|
||||
}
|
8
AR/Assets/AstarPathfindingProject/ExampleScenes/ExampleScripts/AstarSmoothFollow2.cs.meta
generated
Normal file
8
AR/Assets/AstarPathfindingProject/ExampleScenes/ExampleScripts/AstarSmoothFollow2.cs.meta
generated
Normal file
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 46fb00c7e6ad9485282a146ad398a2a5
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
@ -0,0 +1,59 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace Pathfinding.Examples {
|
||||
/// <summary>Example script used in the example scenes</summary>
|
||||
[HelpURL("http://arongranberg.com/astar/docs/class_pathfinding_1_1_examples_1_1_door_controller.php")]
|
||||
public class DoorController : MonoBehaviour {
|
||||
private bool open = false;
|
||||
|
||||
public int opentag = 1;
|
||||
public int closedtag = 1;
|
||||
public bool updateGraphsWithGUO = true;
|
||||
public float yOffset = 5;
|
||||
|
||||
Bounds bounds;
|
||||
|
||||
public void Start () {
|
||||
// Capture the bounds of the collider while it is closed
|
||||
bounds = GetComponent<Collider>().bounds;
|
||||
|
||||
// Initially open the door
|
||||
SetState(open);
|
||||
}
|
||||
|
||||
void OnGUI () {
|
||||
// Show a UI button for opening and closing the door
|
||||
if (GUI.Button(new Rect(5, yOffset, 100, 22), "Toggle Door")) {
|
||||
SetState(!open);
|
||||
}
|
||||
}
|
||||
|
||||
public void SetState (bool open) {
|
||||
this.open = open;
|
||||
|
||||
if (updateGraphsWithGUO) {
|
||||
// Update the graph below the door
|
||||
// Set the tag of the nodes below the door
|
||||
// To something indicating that the door is open or closed
|
||||
GraphUpdateObject guo = new GraphUpdateObject(bounds);
|
||||
int tag = open ? opentag : closedtag;
|
||||
|
||||
// There are only 32 tags
|
||||
if (tag > 31) { Debug.LogError("tag > 31"); return; }
|
||||
|
||||
guo.modifyTag = true;
|
||||
guo.setTag = tag;
|
||||
guo.updatePhysics = false;
|
||||
|
||||
AstarPath.active.UpdateGraphs(guo);
|
||||
}
|
||||
|
||||
// Play door animations
|
||||
if (open) {
|
||||
GetComponent<Animation>().Play("Open");
|
||||
} else {
|
||||
GetComponent<Animation>().Play("Close");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
7
AR/Assets/AstarPathfindingProject/ExampleScenes/ExampleScripts/DoorController.cs.meta
generated
Normal file
7
AR/Assets/AstarPathfindingProject/ExampleScenes/ExampleScripts/DoorController.cs.meta
generated
Normal file
@ -0,0 +1,7 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e96422fbb088f477baaf6f2ada396863
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
@ -0,0 +1,55 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace Pathfinding.Examples {
|
||||
/// <summary>
|
||||
/// AI controller specifically made for the spider robot.
|
||||
/// Deprecated: This script has been replaced by Pathfinding.Examples.MineBotAnimation. Any uses of this script in the Unity editor will be automatically replaced by one AIPath component and one MineBotAnimation component.
|
||||
/// </summary>
|
||||
[RequireComponent(typeof(Seeker))]
|
||||
[System.Obsolete("This script has been replaced by Pathfinding.Examples.MineBotAnimation. Any uses of this script in the Unity editor will be automatically replaced by one AIPath component and one MineBotAnimation component.")]
|
||||
[HelpURL("http://arongranberg.com/astar/docs/class_pathfinding_1_1_examples_1_1_mine_bot_a_i.php")]
|
||||
public class MineBotAI : AIPath {
|
||||
/// <summary>
|
||||
/// Animation component.
|
||||
/// Should hold animations "awake" and "forward"
|
||||
/// </summary>
|
||||
public Animation anim;
|
||||
|
||||
/// <summary>Minimum velocity for moving</summary>
|
||||
public float sleepVelocity = 0.4F;
|
||||
|
||||
/// <summary>Speed relative to velocity with which to play animations</summary>
|
||||
public float animationSpeed = 0.2F;
|
||||
|
||||
/// <summary>
|
||||
/// Effect which will be instantiated when end of path is reached.
|
||||
/// See: OnTargetReached
|
||||
/// </summary>
|
||||
public GameObject endOfPathEffect;
|
||||
|
||||
#if UNITY_EDITOR
|
||||
protected override int OnUpgradeSerializedData (int version, bool unityThread) {
|
||||
if (unityThread) {
|
||||
var components = gameObject.GetComponents<Component>();
|
||||
int index = System.Array.IndexOf(components, this);
|
||||
foreach (System.Type newType in new [] { typeof(AIPath), typeof(MineBotAnimation) }) {
|
||||
var newComp = gameObject.AddComponent(newType);
|
||||
foreach (var field in newComp.GetType().GetFields(System.Reflection.BindingFlags.Instance | System.Reflection.BindingFlags.Public)) {
|
||||
var oldField = this.GetType().GetField(field.Name);
|
||||
try {
|
||||
if (oldField != null) field.SetValue(newComp, oldField.GetValue(this));
|
||||
} catch (System.Exception e) {
|
||||
Debug.LogError("Failed to upgrade some fields.\n" + e);
|
||||
}
|
||||
}
|
||||
for (int i = components.Length - 1; i > index; i--) UnityEditorInternal.ComponentUtility.MoveComponentUp(newComp);
|
||||
}
|
||||
GameObject.DestroyImmediate(this);
|
||||
return 0;
|
||||
} else {
|
||||
return base.OnUpgradeSerializedData(version, unityThread);
|
||||
}
|
||||
}
|
||||
#endif
|
||||
}
|
||||
}
|
7
AR/Assets/AstarPathfindingProject/ExampleScenes/ExampleScripts/MineBotAI.cs.meta
generated
Normal file
7
AR/Assets/AstarPathfindingProject/ExampleScenes/ExampleScripts/MineBotAI.cs.meta
generated
Normal file
@ -0,0 +1,7 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 3f35b84b127b849e38b74966118e7e0f
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
@ -0,0 +1,73 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace Pathfinding.Examples {
|
||||
/// <summary>
|
||||
/// Animation helper specifically made for the spider robot in the example scenes.
|
||||
/// The spider robot (or mine-bot) which has been copied from the Unity Example Project
|
||||
/// can have this script attached to be able to pathfind around with animations working properly.\n
|
||||
/// This script should be attached to a parent GameObject however since the original bot has Z+ as up.
|
||||
/// This component requires Z+ to be forward and Y+ to be up.\n
|
||||
///
|
||||
/// A movement script (e.g AIPath) must also be attached to the same GameObject to actually move the unit.
|
||||
///
|
||||
/// Animation is handled by this component. The Animator component refered to in <see cref="anim"/> should have a single parameter called NormalizedSpeed.
|
||||
/// When the end of path is reached, if the <see cref="endOfPathEffect"/> is not null, it will be instantiated at the current position. However a check will be
|
||||
/// done so that it won't spawn effects too close to the previous spawn-point.
|
||||
/// [Open online documentation to see images]
|
||||
/// </summary>
|
||||
[HelpURL("http://arongranberg.com/astar/docs/class_pathfinding_1_1_examples_1_1_mine_bot_animation.php")]
|
||||
public class MineBotAnimation : VersionedMonoBehaviour {
|
||||
/// <summary>
|
||||
/// Animation component.
|
||||
/// Should hold animations "awake" and "forward"
|
||||
/// </summary>
|
||||
public Animator anim;
|
||||
|
||||
/// <summary>
|
||||
/// Effect which will be instantiated when end of path is reached.
|
||||
/// See: <see cref="OnTargetReached"/>
|
||||
/// </summary>
|
||||
public GameObject endOfPathEffect;
|
||||
|
||||
bool isAtDestination;
|
||||
|
||||
IAstarAI ai;
|
||||
Transform tr;
|
||||
|
||||
protected override void Awake () {
|
||||
base.Awake();
|
||||
ai = GetComponent<IAstarAI>();
|
||||
tr = GetComponent<Transform>();
|
||||
}
|
||||
|
||||
/// <summary>Point for the last spawn of <see cref="endOfPathEffect"/></summary>
|
||||
protected Vector3 lastTarget;
|
||||
|
||||
/// <summary>
|
||||
/// Called when the end of path has been reached.
|
||||
/// An effect (<see cref="endOfPathEffect)"/> is spawned when this function is called
|
||||
/// However, since paths are recalculated quite often, we only spawn the effect
|
||||
/// when the current position is some distance away from the previous spawn-point
|
||||
/// </summary>
|
||||
void OnTargetReached () {
|
||||
if (endOfPathEffect != null && Vector3.Distance(tr.position, lastTarget) > 1) {
|
||||
GameObject.Instantiate(endOfPathEffect, tr.position, tr.rotation);
|
||||
lastTarget = tr.position;
|
||||
}
|
||||
}
|
||||
|
||||
protected void Update () {
|
||||
if (ai.reachedEndOfPath) {
|
||||
if (!isAtDestination) OnTargetReached();
|
||||
isAtDestination = true;
|
||||
} else isAtDestination = false;
|
||||
|
||||
// Calculate the velocity relative to this transform's orientation
|
||||
Vector3 relVelocity = tr.InverseTransformDirection(ai.velocity);
|
||||
relVelocity.y = 0;
|
||||
|
||||
// Speed relative to the character size
|
||||
anim.SetFloat("NormalizedSpeed", relVelocity.magnitude / anim.transform.lossyScale.x);
|
||||
}
|
||||
}
|
||||
}
|
12
AR/Assets/AstarPathfindingProject/ExampleScenes/ExampleScripts/MineBotAnimation.cs.meta
generated
Normal file
12
AR/Assets/AstarPathfindingProject/ExampleScenes/ExampleScripts/MineBotAnimation.cs.meta
generated
Normal file
@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8503d71a898994d3288ce1708e2707fe
|
||||
timeCreated: 1516539312
|
||||
licenseType: Pro
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -0,0 +1,78 @@
|
||||
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();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
7
AR/Assets/AstarPathfindingProject/ExampleScenes/ExampleScripts/ObjectPlacer.cs.meta
generated
Normal file
7
AR/Assets/AstarPathfindingProject/ExampleScenes/ExampleScripts/ObjectPlacer.cs.meta
generated
Normal file
@ -0,0 +1,7 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 687e3bc0934ac46d3957e59872965f3c
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
@ -0,0 +1,21 @@
|
||||
using UnityEngine;
|
||||
using System.Collections;
|
||||
using Pathfinding;
|
||||
|
||||
/// <summary>
|
||||
/// Helper editor script to snap an object to the closest node.
|
||||
/// Used in the "Turn Based" example scene for snapping obstacles to the hexagon grid.
|
||||
/// </summary>
|
||||
[ExecuteInEditMode]
|
||||
[HelpURL("http://arongranberg.com/astar/docs/class_snap_to_node.php")]
|
||||
public class SnapToNode : MonoBehaviour {
|
||||
void Update () {
|
||||
if (transform.hasChanged && AstarPath.active != null) {
|
||||
var node = AstarPath.active.GetNearest(transform.position, NNConstraint.None).node;
|
||||
if (node != null) {
|
||||
transform.position = (Vector3)node.position;
|
||||
transform.hasChanged = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
12
AR/Assets/AstarPathfindingProject/ExampleScenes/ExampleScripts/SnapToNode.cs.meta
generated
Normal file
12
AR/Assets/AstarPathfindingProject/ExampleScenes/ExampleScripts/SnapToNode.cs.meta
generated
Normal file
@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c0acfdba178b145239678a03b9df938a
|
||||
timeCreated: 1453723051
|
||||
licenseType: Pro
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -0,0 +1,77 @@
|
||||
using UnityEngine;
|
||||
using System.Linq;
|
||||
|
||||
namespace Pathfinding {
|
||||
/// <summary>
|
||||
/// Moves the target in example scenes.
|
||||
/// This is a simple script which has the sole purpose
|
||||
/// of moving the target point of agents in the example
|
||||
/// scenes for the A* Pathfinding Project.
|
||||
///
|
||||
/// It is not meant to be pretty, but it does the job.
|
||||
/// </summary>
|
||||
[HelpURL("http://arongranberg.com/astar/docs/class_pathfinding_1_1_target_mover.php")]
|
||||
public class TargetMover : MonoBehaviour {
|
||||
/// <summary>Mask for the raycast placement</summary>
|
||||
public LayerMask mask;
|
||||
|
||||
public Transform target;
|
||||
IAstarAI[] ais;
|
||||
|
||||
/// <summary>Determines if the target position should be updated every frame or only on double-click</summary>
|
||||
public bool onlyOnDoubleClick;
|
||||
public bool use2D;
|
||||
|
||||
Camera cam;
|
||||
|
||||
public void Start () {
|
||||
//Cache the Main Camera
|
||||
cam = Camera.main;
|
||||
// Slightly inefficient way of finding all AIs, but this is just an example script, so it doesn't matter much.
|
||||
// FindObjectsOfType does not support interfaces unfortunately.
|
||||
ais = FindObjectsOfType<MonoBehaviour>().OfType<IAstarAI>().ToArray();
|
||||
useGUILayout = false;
|
||||
}
|
||||
|
||||
public void OnGUI () {
|
||||
if (onlyOnDoubleClick && cam != null && Event.current.type == EventType.MouseDown && Event.current.clickCount == 2) {
|
||||
UpdateTargetPosition();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>Update is called once per frame</summary>
|
||||
void Update () {
|
||||
if (!onlyOnDoubleClick && cam != null) {
|
||||
UpdateTargetPosition();
|
||||
}
|
||||
}
|
||||
|
||||
public void UpdateTargetPosition () {
|
||||
Vector3 newPosition = Vector3.zero;
|
||||
bool positionFound = false;
|
||||
|
||||
if (use2D) {
|
||||
newPosition = cam.ScreenToWorldPoint(Input.mousePosition);
|
||||
newPosition.z = 0;
|
||||
positionFound = true;
|
||||
} else {
|
||||
// Fire a ray through the scene at the mouse position and place the target where it hits
|
||||
RaycastHit hit;
|
||||
if (Physics.Raycast(cam.ScreenPointToRay(Input.mousePosition), out hit, Mathf.Infinity, mask)) {
|
||||
newPosition = hit.point;
|
||||
positionFound = true;
|
||||
}
|
||||
}
|
||||
|
||||
if (positionFound && newPosition != target.position) {
|
||||
target.position = newPosition;
|
||||
|
||||
if (onlyOnDoubleClick) {
|
||||
for (int i = 0; i < ais.Length; i++) {
|
||||
if (ais[i] != null) ais[i].SearchPath();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
7
AR/Assets/AstarPathfindingProject/ExampleScenes/ExampleScripts/TargetMover.cs.meta
generated
Normal file
7
AR/Assets/AstarPathfindingProject/ExampleScenes/ExampleScripts/TargetMover.cs.meta
generated
Normal file
@ -0,0 +1,7 @@
|
||||
fileFormatVersion: 2
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||||
guid: f903c2eb621d8418d88f8dad81b13dc6
|
||||
MonoImporter:
|
||||
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|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
2
AR/Assets/AstarPathfindingProject/ExampleScenes/Materials.meta
generated
Normal file
2
AR/Assets/AstarPathfindingProject/ExampleScenes/Materials.meta
generated
Normal file
@ -0,0 +1,2 @@
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||||
fileFormatVersion: 2
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||||
guid: d2fa9a928cd7a49c8afd1146a49db3ce
|
64
AR/Assets/AstarPathfindingProject/ExampleScenes/Materials/AI.mat
generated
Normal file
64
AR/Assets/AstarPathfindingProject/ExampleScenes/Materials/AI.mat
generated
Normal file
@ -0,0 +1,64 @@
|
||||
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||||
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||||
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|
||||
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||||
second: .284990668
|
||||
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|
||||
first:
|
||||
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||||
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||||
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|
||||
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|
||||
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|
||||
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|
||||
second: {r: .5, g: .5, b: .5, a: 1}
|
||||
data:
|
||||
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|
||||
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|
||||
second: {r: 0, g: 0, b: 0, a: 0}
|
||||
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|
||||
first:
|
||||
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|
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--- !u!1002 &2100001
|
||||
EditorExtensionImpl:
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||||
serializedVersion: 6
|
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generated
Normal file
2
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Normal file
@ -0,0 +1,2 @@
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||||
fileFormatVersion: 2
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||||
guid: db55ebdb9473a4a80a0037f64aafccce
|
30
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generated
Normal file
30
AR/Assets/AstarPathfindingProject/ExampleScenes/Materials/BlueBox.mat
generated
Normal file
@ -0,0 +1,30 @@
|
||||
%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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||||
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||||
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||||
serializedVersion: 6
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AR/Assets/AstarPathfindingProject/ExampleScenes/Materials/BlueBox.mat.meta
generated
Normal file
2
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Normal file
@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
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||||
guid: 99dbb3f3abc3c4845a9b650ff678e7c1
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generated
Normal file
42
AR/Assets/AstarPathfindingProject/ExampleScenes/Materials/BlueCheckerGround.mat
generated
Normal file
@ -0,0 +1,42 @@
|
||||
%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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m_Shader: {fileID: 200, guid: 0000000000000000f000000000000000, type: 0}
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m_TexEnvs:
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|
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second: 3
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m_Colors:
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||||
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second: {r: 1, g: 1, b: 1, a: 1}
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data:
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first:
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|
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second: {r: .0447761416, g: .0447761416, b: .0447761416, a: 1}
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data:
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first:
|
||||
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|
||||
second: {r: .649253726, g: .649253726, b: .649253726, a: .156862751}
|
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generated
Normal file
4
AR/Assets/AstarPathfindingProject/ExampleScenes/Materials/BlueCheckerGround.mat.meta
generated
Normal file
@ -0,0 +1,4 @@
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fileFormatVersion: 2
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guid: 8f4d5503fdeab441e8c6c041504cf535
|
||||
NativeFormatImporter:
|
||||
userData:
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30
AR/Assets/AstarPathfindingProject/ExampleScenes/Materials/BlueGround.mat
generated
Normal file
30
AR/Assets/AstarPathfindingProject/ExampleScenes/Materials/BlueGround.mat
generated
Normal file
@ -0,0 +1,30 @@
|
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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generated
Normal file
2
AR/Assets/AstarPathfindingProject/ExampleScenes/Materials/BlueGround.mat.meta
generated
Normal file
@ -0,0 +1,2 @@
|
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fileFormatVersion: 2
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Shader "Diffuse - Always visible" {
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Properties {
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_NotVisibleColor ("X-ray color (RGB)", Color) = (0,1,0,1)
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_Color ("Main Color",Color) = (0.5,0.5,0.5,1)
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_MainTex ("Base (RGB)", 2D) = "white" {}
|
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SubShader {
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Tags { "RenderType"="Opaque-1" }
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LOD 200
|
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|
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|
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|
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Pass {
|
||||
ZTest LEqual
|
||||
Material {
|
||||
Diffuse [_Color]
|
||||
Ambient [_Color]
|
||||
}
|
||||
Lighting On
|
||||
|
||||
SetTexture [_MainTex] {
|
||||
Combine texture * primary DOUBLE, texture * primary
|
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}
|
||||
}
|
||||
|
||||
Pass {
|
||||
|
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ZTest Greater
|
||||
|
||||
Material {
|
||||
Diffuse [_NotVisibleColor]
|
||||
}
|
||||
|
||||
Color [_NotVisibleColor]
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
}
|
||||
FallBack "Diffuse"
|
||||
}
|
2
AR/Assets/AstarPathfindingProject/ExampleScenes/Materials/DiffuseAlwaysVisible.shader.meta
generated
Normal file
2
AR/Assets/AstarPathfindingProject/ExampleScenes/Materials/DiffuseAlwaysVisible.shader.meta
generated
Normal file
@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: 5c4aad560e4da4a59aa10f6f2f6e84ce
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30
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generated
Normal file
30
AR/Assets/AstarPathfindingProject/ExampleScenes/Materials/Door.mat
generated
Normal file
@ -0,0 +1,30 @@
|
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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generated
Normal file
2
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generated
Normal file
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guid: 863174fbef875425ca78e4c949f12318
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generated
Normal file
30
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Normal file
@ -0,0 +1,30 @@
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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EditorExtensionImpl:
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serializedVersion: 6
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generated
Normal file
2
AR/Assets/AstarPathfindingProject/ExampleScenes/Materials/Ground.mat.meta
generated
Normal file
@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
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||||
guid: 3219de2d574674beb889c87b844502b5
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30
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generated
Normal file
30
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generated
Normal file
@ -0,0 +1,30 @@
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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Normal file
2
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Normal file
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guid: 48404990b059d4ad881cae67992eb592
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Normal file
30
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Normal file
@ -0,0 +1,30 @@
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Normal file
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Normal file
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generated
Normal file
42
AR/Assets/AstarPathfindingProject/ExampleScenes/Materials/PathBlueArea.mat
generated
Normal file
@ -0,0 +1,42 @@
|
||||
%YAML 1.1
|
||||
%TAG !u! tag:unity3d.com,2011:
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||||
--- !u!21 &2100000
|
||||
Material:
|
||||
serializedVersion: 3
|
||||
m_ObjectHideFlags: 0
|
||||
m_PrefabParentObject: {fileID: 0}
|
||||
m_PrefabInternal: {fileID: 0}
|
||||
m_Name: PathBlueArea
|
||||
m_Shader: {fileID: 6, guid: 0000000000000000f000000000000000, type: 0}
|
||||
m_ShaderKeywords: []
|
||||
m_SavedProperties:
|
||||
serializedVersion: 2
|
||||
m_TexEnvs:
|
||||
data:
|
||||
first:
|
||||
name: _MainTex
|
||||
second:
|
||||
m_Texture: {fileID: 0}
|
||||
m_Scale: {x: 1, y: 1}
|
||||
m_Offset: {x: 0, y: 0}
|
||||
m_Floats:
|
||||
data:
|
||||
first:
|
||||
name: _Shininess
|
||||
second: .699999988
|
||||
m_Colors:
|
||||
data:
|
||||
first:
|
||||
name: _Color
|
||||
second: {r: 0, g: 0, b: 0, a: 1}
|
||||
data:
|
||||
first:
|
||||
name: _SpecColor
|
||||
second: {r: 1, g: 1, b: 1, a: 0}
|
||||
data:
|
||||
first:
|
||||
name: _Emission
|
||||
second: {r: .263175696, g: .324492931, b: .427450985, a: 1}
|
||||
--- !u!1002 &2100001
|
||||
EditorExtensionImpl:
|
||||
serializedVersion: 6
|
2
AR/Assets/AstarPathfindingProject/ExampleScenes/Materials/PathBlueArea.mat.meta
generated
Normal file
2
AR/Assets/AstarPathfindingProject/ExampleScenes/Materials/PathBlueArea.mat.meta
generated
Normal file
@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 6e0bae036cdbd42bfb17a675c07df5f9
|
30
AR/Assets/AstarPathfindingProject/ExampleScenes/Materials/PathGreyCube.mat
generated
Normal file
30
AR/Assets/AstarPathfindingProject/ExampleScenes/Materials/PathGreyCube.mat
generated
Normal file
@ -0,0 +1,30 @@
|
||||
%YAML 1.1
|
||||
%TAG !u! tag:unity3d.com,2011:
|
||||
--- !u!21 &2100000
|
||||
Material:
|
||||
serializedVersion: 3
|
||||
m_ObjectHideFlags: 0
|
||||
m_PrefabParentObject: {fileID: 0}
|
||||
m_PrefabInternal: {fileID: 0}
|
||||
m_Name: PathGreyCube
|
||||
m_Shader: {fileID: 7, guid: 0000000000000000f000000000000000, type: 0}
|
||||
m_ShaderKeywords: []
|
||||
m_SavedProperties:
|
||||
serializedVersion: 2
|
||||
m_TexEnvs:
|
||||
data:
|
||||
first:
|
||||
name: _MainTex
|
||||
second:
|
||||
m_Texture: {fileID: 0}
|
||||
m_Scale: {x: 1, y: 1}
|
||||
m_Offset: {x: 0, y: 0}
|
||||
m_Floats: {}
|
||||
m_Colors:
|
||||
data:
|
||||
first:
|
||||
name: _Color
|
||||
second: {r: .518715024, g: .518715024, b: .518715024, a: 1}
|
||||
--- !u!1002 &2100001
|
||||
EditorExtensionImpl:
|
||||
serializedVersion: 6
|
2
AR/Assets/AstarPathfindingProject/ExampleScenes/Materials/PathGreyCube.mat.meta
generated
Normal file
2
AR/Assets/AstarPathfindingProject/ExampleScenes/Materials/PathGreyCube.mat.meta
generated
Normal file
@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 48e8130f8426d4539a2879304cc512fb
|
42
AR/Assets/AstarPathfindingProject/ExampleScenes/Materials/PathRedArea.mat
generated
Normal file
42
AR/Assets/AstarPathfindingProject/ExampleScenes/Materials/PathRedArea.mat
generated
Normal file
@ -0,0 +1,42 @@
|
||||
%YAML 1.1
|
||||
%TAG !u! tag:unity3d.com,2011:
|
||||
--- !u!21 &2100000
|
||||
Material:
|
||||
serializedVersion: 3
|
||||
m_ObjectHideFlags: 0
|
||||
m_PrefabParentObject: {fileID: 0}
|
||||
m_PrefabInternal: {fileID: 0}
|
||||
m_Name: PathRedArea
|
||||
m_Shader: {fileID: 6, guid: 0000000000000000f000000000000000, type: 0}
|
||||
m_ShaderKeywords: []
|
||||
m_SavedProperties:
|
||||
serializedVersion: 2
|
||||
m_TexEnvs:
|
||||
data:
|
||||
first:
|
||||
name: _MainTex
|
||||
second:
|
||||
m_Texture: {fileID: 0}
|
||||
m_Scale: {x: 1, y: 1}
|
||||
m_Offset: {x: 0, y: 0}
|
||||
m_Floats:
|
||||
data:
|
||||
first:
|
||||
name: _Shininess
|
||||
second: .699999988
|
||||
m_Colors:
|
||||
data:
|
||||
first:
|
||||
name: _Color
|
||||
second: {r: 0, g: 0, b: 0, a: 1}
|
||||
data:
|
||||
first:
|
||||
name: _SpecColor
|
||||
second: {r: 1, g: 1, b: 1, a: 0}
|
||||
data:
|
||||
first:
|
||||
name: _Emission
|
||||
second: {r: .427450985, g: .263175696, b: .263175696, a: 1}
|
||||
--- !u!1002 &2100001
|
||||
EditorExtensionImpl:
|
||||
serializedVersion: 6
|
2
AR/Assets/AstarPathfindingProject/ExampleScenes/Materials/PathRedArea.mat.meta
generated
Normal file
2
AR/Assets/AstarPathfindingProject/ExampleScenes/Materials/PathRedArea.mat.meta
generated
Normal file
@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: deda211578c2d47f69bee1211faed775
|
@ -0,0 +1,26 @@
|
||||
Shader "Projector/Light" {
|
||||
Properties {
|
||||
_Color ("Main Color", Color) = (1,1,1,1)
|
||||
_ShadowTex ("Cookie", 2D) = "" { TexGen ObjectLinear }
|
||||
_FalloffTex ("FallOff", 2D) = "" { TexGen ObjectLinear }
|
||||
}
|
||||
Subshader {
|
||||
Pass {
|
||||
ZWrite off
|
||||
Fog { Color (0, 0, 0) }
|
||||
Color [_Color]
|
||||
ColorMask RGB
|
||||
Blend DstColor One
|
||||
Offset -1, -1
|
||||
SetTexture [_ShadowTex] {
|
||||
combine texture * primary, ONE - texture
|
||||
Matrix [_Projector]
|
||||
}
|
||||
SetTexture [_FalloffTex] {
|
||||
constantColor (0,0,0,0)
|
||||
combine previous lerp (texture) constant
|
||||
Matrix [_ProjectorClip]
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
2
AR/Assets/AstarPathfindingProject/ExampleScenes/Materials/Projector Light.shader.meta
generated
Normal file
2
AR/Assets/AstarPathfindingProject/ExampleScenes/Materials/Projector Light.shader.meta
generated
Normal file
@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 2bec400a4eb5244d5b08b2425411bc8b
|
56
AR/Assets/AstarPathfindingProject/ExampleScenes/Materials/SomeBox.mat
generated
Normal file
56
AR/Assets/AstarPathfindingProject/ExampleScenes/Materials/SomeBox.mat
generated
Normal file
@ -0,0 +1,56 @@
|
||||
%YAML 1.1
|
||||
%TAG !u! tag:unity3d.com,2011:
|
||||
--- !u!21 &2100000
|
||||
Material:
|
||||
serializedVersion: 3
|
||||
m_ObjectHideFlags: 0
|
||||
m_PrefabParentObject: {fileID: 0}
|
||||
m_PrefabInternal: {fileID: 0}
|
||||
m_Name: SomeBox
|
||||
m_Shader: {fileID: 7, guid: 0000000000000000f000000000000000, type: 0}
|
||||
m_ShaderKeywords: []
|
||||
m_SavedProperties:
|
||||
serializedVersion: 2
|
||||
m_TexEnvs:
|
||||
data:
|
||||
first:
|
||||
name: _MainTex
|
||||
second:
|
||||
m_Texture: {fileID: 2800000, guid: 527965173b00f43f9a1b8fc9e8c2e64b, type: 3}
|
||||
m_Scale: {x: 15, y: 15}
|
||||
m_Offset: {x: 0, y: 0}
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data:
|
||||
first:
|
||||
name: _BumpMap
|
||||
second:
|
||||
m_Texture: {fileID: 0}
|
||||
m_Scale: {x: 1, y: 1}
|
||||
m_Offset: {x: 0, y: 0}
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||||
data:
|
||||
first:
|
||||
name: _Detail
|
||||
second:
|
||||
m_Texture: {fileID: 2800000, guid: 527965173b00f43f9a1b8fc9e8c2e64b, type: 3}
|
||||
m_Scale: {x: 10, y: 10}
|
||||
m_Offset: {x: 0, y: 0}
|
||||
m_Floats:
|
||||
data:
|
||||
first:
|
||||
name: _Shininess
|
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second: 1
|
||||
m_Colors:
|
||||
data:
|
||||
first:
|
||||
name: _Color
|
||||
second: {r: 1, g: .800000012, b: .400000006, a: .968627453}
|
||||
data:
|
||||
first:
|
||||
name: _SpecColor
|
||||
second: {r: .5, g: .5, b: .5, a: 1}
|
||||
data:
|
||||
first:
|
||||
name: _NotVisibleColor
|
||||
second: {r: 0, g: 1, b: 0, a: 1}
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--- !u!1002 &2100001
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EditorExtensionImpl:
|
||||
serializedVersion: 6
|
2
AR/Assets/AstarPathfindingProject/ExampleScenes/Materials/SomeBox.mat.meta
generated
Normal file
2
AR/Assets/AstarPathfindingProject/ExampleScenes/Materials/SomeBox.mat.meta
generated
Normal file
@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 86ebf3c4b42174d2a9d3c1dfd2476f32
|
2
AR/Assets/AstarPathfindingProject/ExampleScenes/Materials/Textures.meta
generated
Normal file
2
AR/Assets/AstarPathfindingProject/ExampleScenes/Materials/Textures.meta
generated
Normal file
@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: afffbd3e47ed044a3b8245b974754305
|
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user