2023-04-24 15:49:03 +02:00

78 lines
2.2 KiB
C#

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();
}
}
}
}
}
}