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using UnityEngine;
namespace Pathfinding {
/// <summary>
/// Blocks single nodes in a graph.
///
/// This is useful in turn based games where you want
/// units to avoid all other units while pathfinding
/// but not be blocked by itself.
///
/// Note: To use this with a movement script, you have to assign the BlockManager's traversal provider to either <see cref="Seeker.traversalProvider"/> or <see cref="FollowerEntity.pathfindingSettings.traversalProvider"/>.
///
/// See: TurnBasedAI for example usage
///
/// See: BlockManager
/// See: turnbased (view in online documentation for working links)
/// See: traversal_provider (view in online documentation for working links)
/// </summary>
[HelpURL("https://arongranberg.com/astar/documentation/stable/singlenodeblocker.html")]
public class SingleNodeBlocker : VersionedMonoBehaviour {
public GraphNode lastBlocked { get; private set; }
public BlockManager manager;
/// <summary>
/// Block node closest to the position of this object.
///
/// Will unblock the last node that was reserved (if any)
/// </summary>
public void BlockAtCurrentPosition () {
BlockAt(transform.position);
}
/// <summary>
/// Block node closest to the specified position.
///
/// Will unblock the last node that was reserved (if any)
/// </summary>
public void BlockAt (Vector3 position) {
Unblock();
var node = AstarPath.active.GetNearest(position, NNConstraint.None).node;
if (node != null) {
Block(node);
}
}
/// <summary>
/// Block specified node.
///
/// Will unblock the last node that was reserved (if any)
/// </summary>
public void Block (GraphNode node) {
if (node == null)
throw new System.ArgumentNullException("node");
manager.InternalBlock(node, this);
lastBlocked = node;
}
/// <summary>Unblock the last node that was blocked (if any)</summary>
public void Unblock () {
if (lastBlocked == null || lastBlocked.Destroyed) {
lastBlocked = null;
return;
}
manager.InternalUnblock(lastBlocked, this);
lastBlocked = null;
}
}
}
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