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/*
*
* Adventure Creator
* by Chris Burton, 2013-2014
*
* "Paths.cs"
*
* This script stores a series of "nodes", which act
* as waypoints for character movement.
*
*/
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using AC;
public class Paths : MonoBehaviour
{
public List<Vector3> nodes = new List<Vector3>();
public AC_PathType pathType = AC_PathType.ForwardOnly;
public PathSpeed pathSpeed;
public bool affectY;
public float nodePause;
void Awake ()
{
if (nodePause < 0f)
{
nodePause = 0f;
}
}
public bool WillStopAtNextNode (int currentNode)
{
if (GetNextNode (currentNode, currentNode-1, false) == -1)
{
return true;
}
return false;
}
public void BuildNavPath (Vector3[] pointData)
{
if (pointData.Length > 0)
{
pathType = AC_PathType.ForwardOnly;
affectY = false;
nodePause = 0;
nodes.Clear ();
nodes.Add (this.transform.position);
foreach (Vector3 point in pointData)
{
nodes.Add (point);
}
}
}
public int GetNextNode (int currentNode, int prevNode, bool playerControlled)
{
int numNodes = nodes.Count;
if (numNodes == 1)
{
return -1;
}
else if (playerControlled)
{
if (currentNode == 0)
{
return 1;
}
else if (currentNode == numNodes - 1)
{
return -1;
}
return (currentNode + 1);
}
else
{
if (pathType == AC_PathType.ForwardOnly)
{
if (currentNode == numNodes - 1)
{
return -1;
}
return (currentNode + 1);
}
else if (pathType == AC_PathType.Loop)
{
if (currentNode == numNodes-1)
{
return 0;
}
return (currentNode + 1);
}
else if (pathType == AC_PathType.PingPong)
{
if (prevNode > currentNode)
{
// Going backwards
if (currentNode == 0)
{
return 1;
}
else
{
return (currentNode - 1);
}
}
else
{
// Going forwards
if (currentNode == numNodes-1)
{
return (currentNode - 1);
}
return (currentNode + 1);
}
}
else if (pathType == AC_PathType.IsRandom)
{
if (numNodes > 0)
{
int randomNode = Random.Range (0, numNodes);
while (randomNode == currentNode)
{
randomNode = Random.Range (0, numNodes);
}
return (randomNode);
}
return 0;
}
return -1;
}
}
private void OnDrawGizmos ()
{
// Draws a blue line from this transform to the target
Gizmos.color = Color.blue;
int i;
int numNodes = nodes.Count;
if (pathType == AC_PathType.IsRandom && numNodes > 1)
{
for (i=1; i<numNodes; i++)
{
for (int j=0; j<numNodes; j++)
{
if (i != j)
{
ConnectNodes (i,j);
}
}
}
}
else
{
if (numNodes > 1)
{
for (i=1; i<numNodes; i++)
{
Gizmos.DrawIcon (nodes[i], "", true);
ConnectNodes (i, i - 1);
}
}
if (pathType == AC_PathType.Loop)
{
if (numNodes > 2)
{
ConnectNodes (numNodes-1, 0);
}
}
}
}
private void ConnectNodes (int a, int b)
{
Vector3 PosA = nodes[a];
Vector3 PosB = nodes[b];
Gizmos.DrawLine (PosA, PosB);
}
}
|
Revision |
Author |
Commited |
Message |
83
|
FMMortaroli
|
Tue 13 May, 2014 11:32:51 +0000 |
|