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Grid.cs
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Grid.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace NPathfinding {
public class Grid : MonoBehaviour {
public Vector2Int gridSize;
private Node[,] grid;
private int gridSizeX, gridSizeY;
void Awake() {
gridSizeX = gridSize.x;
gridSizeY = gridSize.y;
CreateGrid();
}
void CreateGrid() {
grid = new Node[gridSizeX, gridSizeY];
for (int x = 0; x < gridSizeX; x++) {
for (int y = 0; y < gridSizeY; y++) {
grid[x, y] = new Node(true);
grid[x, y].SetPos(x, y);
}
}
}
public List<Node> GetNeighbours(Node node, PathfindingConfig config) {
List<Node> neighbours = new List<Node>();
for (int x = -1; x <= 1; x++) {
for (int y = -1; y <= 1; y++) {
if (config.AllowDiagonal) {
if (x == 0 && y == 0) continue;
} else {
if (x == 0 && y == 0 || x == -1 && y == -1 || x == 1 && y == -1 || x == -1 && y == 1 || x == 1 && y == 1) continue;
}
int checkX = node.gridX + x;
int checkY = node.gridY + y;
if (isInGrid(checkX, checkY)) {
neighbours.Add(grid[checkX, checkY]);
}
}
}
return neighbours;
}
public void SetWalkable(int x, int y, bool walk) {
if (isInGrid(x, y)) {
grid[x, y].walkable = walk;
}
}
public void SetWalkable(Vector2 pos, bool walk) {
SetWalkable((int)pos.x, (int)pos.y, walk);
}
public bool isInGrid(int x, int y) {
if (x >= 0 && x < gridSizeX && y >= 0 && y < gridSizeY) {
return true;
}
return false;
}
public bool isInGrid(Vector2 pos) {
return isInGrid((int)pos.x, (int)pos.y);
}
public void SetNode(int x, int y, Node node) {
if (isInGrid(x, y)) {
grid[x, y] = node;
}
}
public void SetNode(Vector2 pos, Node node) {
SetNode((int)pos.x, (int)pos.y, node);
}
public Node GetNode(int x, int y) {
if (isInGrid(x, y)) {
return grid[x, y];
}
return null;
}
public Node GetNode(Vector2 pos) {
return GetNode((int)pos.x, (int)pos.y);
}
public int MaxSize {
get {
return gridSizeX * gridSizeY;
}
}
}
}