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Astar.cs
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Astar.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using DG.Tweening;
using System;
public class Astar : MonoBehaviour {
public NavGrid graph;
public Transform target;
private Dictionary<Node, float> cost_so_far;
private Dictionary<Node, Node> came_from;
private Vector3[] Path;
private Vector3 lastPosition;
private Coroutine astarCo;
private Node updatedTarget;
private Node updatedEnemy;
// Use this for initialization
void Start()
{
Node updatedTarget = graph.ClosestActiveNode(target.position);
Node updatedEnemy = graph.ClosestActiveNode(transform.position);
Coroutine astarCo = StartCoroutine(A_star_search(updatedEnemy, updatedTarget));
lastPosition = target.position;
}
private void Update()
{
if (TargetPositionChanged())
{
FollowTarget();
}
}
/// <summary>
/// Will follow the target using A* implementaation
/// </summary>
private void FollowTarget()
{
if (astarCo != null)
{
StopCoroutine(astarCo);
}
updatedTarget = graph.ClosestActiveNode(target.position);
updatedEnemy = graph.ClosestActiveNode(transform.position);
astarCo = StartCoroutine(A_star_search(updatedEnemy, updatedTarget));
lastPosition = target.position;
}
/// <summary>
/// Tests weather the target Position Changed.
/// </summary>
private bool TargetPositionChanged()
{
if(target.position == lastPosition)
{
return false;
}
else
{
return true;
}
}
/// <summary>
/// Sets up a Courutine for A*. Courtuines continues after gothroughing each of it nieghbors
/// After courtine is finished. Using the DoTween Libary animates the through the path.
IEnumerator A_star_search(Node start, Node goal)
{
Node startingNode = start;
Node goalNode = goal;
BinaryHeep frontier = new BinaryHeep();
frontier.Add(startingNode, 0f);
Node currentNode;
came_from = new Dictionary<Node, Node>();
cost_so_far = new Dictionary<Node, float>();
cost_so_far.Add(frontier.Peek(), 0);
while (!frontier.isEmpty())
{
currentNode = frontier.PopMin();
if (currentNode == goalNode)
{
break;
}
List<Node> nieghbors = graph.GetNeighbors(currentNode);
foreach (Node nextNode in nieghbors)
{
float newCost = CostSoFar(currentNode) + nextNode.graphCost;
if(!cost_so_far.ContainsKey(nextNode) || newCost < CostSoFar(nextNode)) //
{
cost_so_far[nextNode] = newCost;
float priority = graph.Heuristic(goalNode, nextNode);
frontier.Add(nextNode, priority);
came_from[nextNode] = currentNode;
}
}
yield return null;
}
getPath(goalNode, startingNode);
print("Ending Co: " + Path[4]);
transform.DOLocalPath(Path, 2, PathType.CatmullRom).SetEase(Ease.Linear).Play();
}
private float CostSoFar(Node n)
{
if (cost_so_far.ContainsKey(n))
{
return cost_so_far[n];
}
else
{
return 0f;
}
}
//Returns a list of Vector3 that represent the path from the dictionary CameFrom
private void getPath(Node goalNode,Node startNode)
{
Node current = goalNode;
List<Vector3> pathList = new List<Vector3>();
pathList.Add(current.worldPoint);
while(current != startNode)
{
current = came_from[current];
pathList.Add(current.worldPoint);
}
pathList.Add(startNode.worldPoint);
pathList.Reverse();
Path = pathList.ToArray();
}
}