using UnityEngine; using System.Collections.Generic; using Pathfinding; using System.Linq; namespace Pathfinding.Examples.RTS { [HelpURL("https://arongranberg.com/astar/documentation/stable/rtsbuildingmanager.html")] public class RTSBuildingManager : MonoBehaviour { public static bool IsValidBuildingPlacement (GameObject building) { var onNavmesh = AstarPath.active.data.recastGraph.PointOnNavmesh(building.transform.position, NNConstraint.None); // Check if the center of the building is on the navmesh if (onNavmesh == null) return false; var cuts = building.GetComponentsInChildren(true); if (cuts.Length == 0) return true; var graph = AstarPath.active.data.recastGraph; var characterRadius = graph.characterRadius; var boundingBox = cuts[0].GetBounds(graph.transform, characterRadius); List contours = new List(); for (int i = 0; i < cuts.Length; i++) { boundingBox = RectUnion(boundingBox, cuts[i].GetBounds(graph.transform, characterRadius)); cuts[i].GetContour(contours, Matrix4x4.identity, characterRadius); } Vector2[][] contourArrays = contours.Select(c => c.contour.ToArray()).ToArray(); // Loop over all tiles in the vincinity of the building var touchingTiles = graph.GetTouchingTilesInGraphSpace(boundingBox); for (int x = touchingTiles.xmin; x <= touchingTiles.xmax; x++) { for (int z = touchingTiles.ymin; z <= touchingTiles.ymax; z++) { // Loop over all nodes in the tile var tile = graph.GetTile(x, z); for (int i = 0; i < tile.nodes.Length; i++) { // Figure out which sides of the node are shared with adjacent nodes // and which ones are graph borders. var node = tile.nodes[i]; var usedSides = new bool[3]; for (int j = 0; j < node.connections.Length; j++) { var conn = node.connections[j]; if (conn.isEdgeShared && conn.shapeEdge >= 0 && conn.shapeEdge < 3) usedSides[conn.shapeEdge] = true; } for (int j = 0; j < 3; j++) { if (!usedSides[j]) { // This is a graph border as it is not shared with any neighbour nodes. // Check if this segment intersects with any navmesh cuts of the building var segmentStart = (Vector3)node.GetVertex(j); var segmentEnd = (Vector3)node.GetVertex((j+1) % 3); for (int k = 0; k < contourArrays.Length; k++) { if (Polygon.ContainsPoint(contourArrays[k], new Vector2(segmentStart.x, segmentStart.z)) || Polygon.ContainsPoint(contourArrays[k], new Vector2(segmentEnd.x, segmentEnd.z))) { // One of the vertices of the segment was inside a navmesh cut! This means the building placement is invalid return false; } var contour = contourArrays[k]; for (int v = 0; v < contour.Length; v++) { var a = new Vector3(contour[v].x, 0.0f, contour[v].y); var b = new Vector3(contour[(v+1) % contour.Length].x, 0.0f, contour[(v+1) % contour.Length].y); if (VectorMath.SegmentsIntersectXZ(a, b, segmentStart, segmentEnd)) { // This segment intersects one of the segments of a navmesh cut! This means the building placement is invalid return false; } } } } } } } } return true; } static Rect RectUnion (Rect a, Rect b) { return Rect.MinMaxRect(Mathf.Min(a.xMin, b.xMin), Mathf.Min(a.yMin, b.yMin), Mathf.Max(a.xMax, b.xMax), Mathf.Max(a.yMax, b.yMax)); } } }