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151
Packages/com.arongranberg.astar/Core/Misc/NodeLink.cs
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151
Packages/com.arongranberg.astar/Core/Misc/NodeLink.cs
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using UnityEngine;
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#if UNITY_EDITOR
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using UnityEditor;
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#endif
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namespace Pathfinding {
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using Pathfinding.Util;
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using Pathfinding.Drawing;
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/// <summary>
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/// Connects two nodes with a direct connection.
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/// It is not possible to detect this link when following a path (which may be good or bad), for that you can use NodeLink2.
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///
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/// See: editing-graphs (view in online documentation for working links)
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/// </summary>
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[AddComponentMenu("Pathfinding/Link")]
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[HelpURL("https://arongranberg.com/astar/documentation/stable/nodelink.html")]
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public class NodeLink : GraphModifier {
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/// <summary>End position of the link</summary>
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public Transform end;
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/// <summary>
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/// The connection will be this times harder/slower to traverse.
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/// Note that values lower than one will not always make the pathfinder choose this path instead of another path even though this one should
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/// lead to a lower total cost unless you also adjust the Heuristic Scale in A* Inspector -> Settings -> Pathfinding or disable the heuristic altogether.
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/// </summary>
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public float costFactor = 1.0f;
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/// <summary>Make a one-way connection</summary>
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public bool oneWay = false;
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/// <summary>Delete existing connection instead of adding one</summary>
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public bool deleteConnection = false;
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public Transform Start {
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get { return transform; }
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}
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public Transform End {
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get { return end; }
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}
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public override void OnGraphsPostUpdateBeforeAreaRecalculation () {
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Apply();
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}
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public static void DrawArch (Vector3 a, Vector3 b, Vector3 up, Color color) {
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Vector3 dir = b - a;
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if (dir == Vector3.zero) return;
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var normal = Vector3.Cross(up, dir);
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var normalUp = Vector3.Cross(dir, normal).normalized * dir.magnitude * 0.1f;
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Draw.Bezier(a, a + normalUp, b + normalUp, b, color);
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}
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/// <summary>
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/// Connects the start and end points using a link or refreshes the existing link.
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///
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/// If you have moved the link or otherwise modified it you need to call this method.
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///
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/// Warning: This must only be done when it is safe to update the graph structure.
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/// The easiest is to do it inside a work item. See <see cref="AstarPath.AddWorkItem"/>.
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/// </summary>
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public virtual void Apply () {
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if (Start == null || End == null || AstarPath.active == null) return;
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GraphNode startNode = AstarPath.active.GetNearest(Start.position).node;
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GraphNode endNode = AstarPath.active.GetNearest(End.position).node;
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if (startNode == null || endNode == null) return;
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if (deleteConnection) {
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GraphNode.Disconnect(startNode, endNode);
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} else {
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uint cost = (uint)System.Math.Round((startNode.position-endNode.position).costMagnitude*costFactor);
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GraphNode.Connect(startNode, endNode, cost, oneWay ? OffMeshLinks.Directionality.OneWay : OffMeshLinks.Directionality.TwoWay);
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}
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}
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public override void DrawGizmos () {
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if (Start == null || End == null) return;
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NodeLink.DrawArch(Start.position, End.position, Vector3.up, deleteConnection ? Color.red : Color.green);
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}
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#if UNITY_EDITOR
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[UnityEditor.MenuItem("Edit/Pathfinding/Link Pair %&l")]
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public static void LinkObjects () {
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Transform[] tfs = Selection.transforms;
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if (tfs.Length == 2) {
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LinkObjects(tfs[0], tfs[1], false);
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}
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SceneView.RepaintAll();
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}
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[UnityEditor.MenuItem("Edit/Pathfinding/Unlink Pair %&u")]
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public static void UnlinkObjects () {
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Transform[] tfs = Selection.transforms;
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if (tfs.Length == 2) {
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LinkObjects(tfs[0], tfs[1], true);
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}
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SceneView.RepaintAll();
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}
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[UnityEditor.MenuItem("Edit/Pathfinding/Delete Links on Selected %&b")]
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public static void DeleteLinks () {
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Transform[] tfs = Selection.transforms;
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for (int i = 0; i < tfs.Length; i++) {
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NodeLink[] conns = tfs[i].GetComponents<NodeLink>();
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for (int j = 0; j < conns.Length; j++) DestroyImmediate(conns[j]);
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}
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SceneView.RepaintAll();
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}
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public static void LinkObjects (Transform a, Transform b, bool removeConnection) {
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NodeLink connecting = null;
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NodeLink[] conns = a.GetComponents<NodeLink>();
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for (int i = 0; i < conns.Length; i++) {
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if (conns[i].end == b) {
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connecting = conns[i];
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break;
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}
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}
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conns = b.GetComponents<NodeLink>();
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for (int i = 0; i < conns.Length; i++) {
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if (conns[i].end == a) {
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connecting = conns[i];
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break;
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}
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}
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if (removeConnection) {
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if (connecting != null) DestroyImmediate(connecting);
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} else {
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if (connecting == null) {
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connecting = a.gameObject.AddComponent<NodeLink>();
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connecting.end = b;
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} else {
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connecting.deleteConnection = !connecting.deleteConnection;
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}
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}
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}
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#endif
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}
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}
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