LunarInfantry/Assets/Scripts/EnemyMovement.cs
2026-01-04 22:28:34 -08:00

104 lines
3.4 KiB
C#

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