104 lines
3.4 KiB
C#
104 lines
3.4 KiB
C#
using System.Collections.Generic;
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using UnityEngine;
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public class EnemyMovement : MonoBehaviour
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{
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#region Statication
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public static EnemyMovement instance;
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private void Awake()
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{
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if (instance != null && instance != this)
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{
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Destroy(gameObject);
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return;
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}
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instance = this;
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}
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#endregion
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private Queue<TileObject> allMovableTiles = new();
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private Queue<TileObject> currentMovableTiles = new();
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private Dictionary<TileObject, TileObject> currentPaths = new();
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public void PathfindToTarget(TileObject target, Enemy selectedEntity)
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{
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allMovableTiles.Clear();
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currentMovableTiles.Clear();
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currentPaths.Clear();
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GetTilesInRange(selectedEntity);
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TileObject requestedTile = GetPathToTarget(target, selectedEntity);
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selectedEntity.currentTile = requestedTile;
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selectedEntity.transform.position = requestedTile.transform.position;
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}
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private void GetTilesInRange(Enemy selectedEntity)
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{
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foreach (TileObject tileObject in selectedEntity.currentTile.neighbors)
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{
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if (!tileObject.blocked && !tileObject.hasUnit)
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{
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currentMovableTiles.Enqueue(tileObject);
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allMovableTiles.Enqueue(tileObject);
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currentPaths.Add(tileObject, selectedEntity.currentTile);
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}
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}
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for (int i = 0; i < selectedEntity.maxMovement - 1; i++)
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{
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foreach (TileObject tileObject in currentMovableTiles.ToArray())
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{
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foreach (TileObject neighboringTiles in tileObject.neighbors)
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{
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if (!neighboringTiles.blocked && !neighboringTiles.hasUnit)
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{
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currentMovableTiles.Enqueue(neighboringTiles);
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currentPaths.TryAdd(neighboringTiles, tileObject);
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}
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}
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}
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}
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foreach (TileObject tileObject in allMovableTiles.ToArray())
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{
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foreach (TileObject neighboringTiles in tileObject.neighbors)
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{
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if (!neighboringTiles.blocked && !neighboringTiles.hasUnit)
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{
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allMovableTiles.Enqueue(neighboringTiles);
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currentPaths.TryAdd(neighboringTiles, tileObject);
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}
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}
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}
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}
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private TileObject GetPathToTarget(TileObject target, Enemy selectedEntity)
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{
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TileObject currentTile = target;
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List<TileObject> pathToTarget = new();
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TileObject pathTileInRange = null;
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while (currentTile != selectedEntity.currentTile)
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{
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pathToTarget.Add(currentTile);
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currentTile = currentPaths[currentTile];
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}
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for (int i = 0; i < pathToTarget.Count; i++)
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{
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if (currentMovableTiles.Contains(pathToTarget[i]))
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{
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pathTileInRange = pathToTarget[i];
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return pathTileInRange;
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}
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}
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List<TileObject> pathToRange = new();
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/*if (pathTileInRange != null)
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{
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while (pathTileInRange != selectedEntity.currentTile)
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{
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pathToTarget.Add(pathTileInRange);
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pathTileInRange = currentPaths[pathTileInRange];
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}
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return pathToRange;
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}*/
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return null;
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}
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}
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