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using UnityEngine;
using System.Collections.Generic;
using Pathfinding.Util;
using System.Linq;
using Unity.Mathematics;

namespace Pathfinding.Examples.RTS {
	public class RTSUnitManager {
		public readonly List<RTSUnit> selectedUnits = new List<RTSUnit>();

		public Camera cam;
		public readonly List<RTSUnit> units = new List<RTSUnit>();
		bool batchSelection = false;

		RTSUnit mActiveUnit;
		public RTSUnit activeUnit {
			get {
				return mActiveUnit;
			}
			set {
				if (value != mActiveUnit) {
					if (mActiveUnit != null) mActiveUnit.OnMakeActiveUnit(false);
					mActiveUnit = value;
					if (mActiveUnit != null) mActiveUnit.OnMakeActiveUnit(true);
				}
			}
		}

		public void Awake () {
			cam = Camera.main;
		}

		public void OnDestroy () {
		}

		public void SetSelection (System.Predicate<RTSUnit> predicate) {
			try {
				batchSelection = true;
				for (int i = 0; i < units.Count; i++) {
					units[i].selected = predicate(units[i]);
				}
			} finally {
				batchSelection = false;
				UpdateActiveUnit();
			}
		}

		void UpdateActiveUnit () {
			if (!batchSelection) activeUnit = selectedUnits.Count > 0 ? selectedUnits[0] : null;
		}

		public void OnSelected (RTSUnit unit) {
			if (!selectedUnits.Contains(unit)) selectedUnits.Add(unit);
			UpdateActiveUnit();
		}

		public void OnDeselected (RTSUnit unit) {
			selectedUnits.Remove(unit);
			UpdateActiveUnit();
		}

		public void AddUnit (RTSUnit unit) {
			units.Add(unit);
		}

		public void RemoveUnit (RTSUnit unit) {
			OnDeselected(unit);
			units.Remove(unit);
		}

		public void MoveGroupTo (List<RTSUnit> group, Vector3 destination, bool userOrder, MovementMode mode) {
			if (group.Count == 0) return;

			var positions = group.Select(u => u.transform.position).ToList();

			var previousMean = Vector3.zero;
			for (int i = 0; i < positions.Count; i++) previousMean += positions[i];
			previousMean /= positions.Count;

			var standardDeviation = Mathf.Sqrt(group.Average(u => Vector3.SqrMagnitude(u.transform.position - previousMean)));
			var thresholdDistance = standardDeviation*1.0f;

			if (Vector3.Distance(destination, previousMean) > thresholdDistance) {
				//Pathfinding.PathUtilities.GetPointsAroundPointWorldFlexible(destination, Quaternion.identity, positions);
				Pathfinding.PathUtilities.FormationPacked(positions, destination, group[0].radius * 1.1f, new NativeMovementPlane(quaternion.identity));
			} else {
				//Pathfinding.PathUtilities.GetPointsAroundPointWorld(destination, AstarPath.active.data.recastGraph, positions, 0, 0.5f * 2);
				for (int i = 0; i < positions.Count; i++) positions[i] = destination;
			}

			for (int i = 0; i < group.Count; i++) {
				group[i].SetDestination(positions[i], mode);
			}
		}
	}

	public enum MovementMode {
		Move,
		AttackMove
	}
}