Add new meta files and interfaces for project structure

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2025-07-11 21:46:14 +02:00
commit 43c1730ed5
3230 changed files with 1428743 additions and 0 deletions

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using UnityEngine;
using System.Collections;
namespace Pathfinding.Examples {
/// <summary>Helper script in the example scene 'Turn Based'</summary>
[HelpURL("https://arongranberg.com/astar/documentation/stable/astar3dbutton.html")]
public class Astar3DButton : MonoBehaviour {
public GraphNode node;
public void OnHover (bool hover) {
// TODO: Play animation
}
public void OnClick () {
// TODO: Play animation
}
}
}

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using UnityEngine;
namespace Pathfinding.Examples {
/// <summary>Helper script in the example scene 'Turn Based'</summary>
[RequireComponent(typeof(Animator))]
[HelpURL("https://arongranberg.com/astar/documentation/stable/hexagontrigger.html")]
public class HexagonTrigger : MonoBehaviour {
Animator anim;
bool visible;
void Awake () {
anim = GetComponent<Animator>();
}
/// <summary>[OnTriggerEnter]</summary>
void OnTriggerEnter (Collider coll) {
var unit = coll.GetComponentInParent<TurnBasedAI>();
var node = AstarPath.active.GetNearest(transform.position).node;
// Check if it is an agent and the agent is headed for this node
if (unit != null && unit.targetNode == node) {
visible = true;
anim.CrossFade("show", 0.1f);
}
}
/// <summary>[OnTriggerEnter]</summary>
void OnTriggerExit (Collider coll) {
if (coll.GetComponentInParent<TurnBasedAI>() != null && visible) {
anim.CrossFade("hide", 0.1f);
}
}
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using UnityEngine;
using System.Collections;
using System.Collections.Generic;
namespace Pathfinding.Examples {
/// <summary>Helper script in the example scene 'Turn Based'</summary>
[RequireComponent(typeof(Animator))]
[RequireComponent(typeof(SingleNodeBlocker))]
[HelpURL("https://arongranberg.com/astar/documentation/stable/turnbaseddoor.html")]
public class TurnBasedDoor : MonoBehaviour {
Animator animator;
SingleNodeBlocker blocker;
bool open;
void Awake () {
animator = GetComponent<Animator>();
blocker = GetComponent<SingleNodeBlocker>();
}
void Start () {
// Make sure the door starts out blocked
blocker.BlockAtCurrentPosition();
animator.CrossFade("close", 0.2f);
}
public void Close () {
StartCoroutine(WaitAndClose());
}
IEnumerator WaitAndClose () {
var selector = new List<SingleNodeBlocker>() { blocker };
var node = AstarPath.active.GetNearest(transform.position).node;
// Wait while there is another SingleNodeBlocker occupying the same node as the door
// this is likely another unit which is standing on the door node, and then we cannot
// close the door
if (blocker.manager.NodeContainsAnyExcept(node, selector)) {
// Door is blocked
animator.CrossFade("blocked", 0.2f);
}
while (blocker.manager.NodeContainsAnyExcept(node, selector)) {
yield return null;
}
open = false;
animator.CrossFade("close", 0.2f);
blocker.BlockAtCurrentPosition();
}
public void Open () {
// Stop WaitAndClose if it is running
StopAllCoroutines();
// Play the open door animation
animator.CrossFade("open", 0.2f);
open = true;
// Unblock the door node so that units can traverse it again
blocker.Unblock();
}
public void Toggle () {
if (open) {
Close();
} else {
Open();
}
}
}
}

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using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using Pathfinding;
using Pathfinding.Util;
using UnityEngine.EventSystems;
namespace Pathfinding.Examples {
/// <summary>Helper script in the example scene 'Turn Based'</summary>
[HelpURL("https://arongranberg.com/astar/documentation/stable/turnbasedmanager.html")]
public class TurnBasedManager : VersionedMonoBehaviour {
TurnBasedAI selected;
public float movementSpeed;
public GameObject nodePrefab;
public LayerMask layerMask;
List<GameObject> possibleMoves = new List<GameObject>();
EventSystem eventSystem;
public State state = State.SelectUnit;
public enum State {
SelectUnit,
SelectTarget,
Move
}
protected override void Awake () {
base.Awake();
eventSystem = UnityCompatibility.FindAnyObjectByType<EventSystem>();
}
void Update () {
var mousePos = Input.mousePosition;
// If the game view is not active, the mouse position can be infinite
if (!float.IsFinite(mousePos.x)) return;
Ray ray = Camera.main.ScreenPointToRay(mousePos);
// Ignore any input while the mouse is over a UI element
if (eventSystem.IsPointerOverGameObject()) {
return;
}
if (state == State.SelectTarget) {
HandleButtonUnderRay(ray);
}
if (state == State.SelectUnit || state == State.SelectTarget) {
if (Input.GetKeyDown(KeyCode.Mouse0)) {
var unitUnderMouse = GetByRay<TurnBasedAI>(ray);
if (unitUnderMouse != null) {
Select(unitUnderMouse);
DestroyPossibleMoves();
GeneratePossibleMoves(selected);
state = State.SelectTarget;
}
}
}
}
// TODO: Move to separate class
void HandleButtonUnderRay (Ray ray) {
var button = GetByRay<Astar3DButton>(ray);
if (button != null && Input.GetKeyDown(KeyCode.Mouse0)) {
button.OnClick();
DestroyPossibleMoves();
state = State.Move;
StartCoroutine(MoveToNode(selected, button.node));
}
}
T GetByRay<T>(Ray ray) where T : class {
RaycastHit hit;
if (Physics.Raycast(ray, out hit, float.PositiveInfinity, layerMask)) {
return hit.transform.GetComponentInParent<T>();
}
return null;
}
void Select (TurnBasedAI unit) {
selected = unit;
}
IEnumerator MoveToNode (TurnBasedAI unit, GraphNode node) {
var path = ABPath.Construct(unit.transform.position, (Vector3)node.position);
path.traversalProvider = unit.traversalProvider;
// Schedule the path for calculation
AstarPath.StartPath(path);
// Wait for the path calculation to complete
yield return StartCoroutine(path.WaitForPath());
if (path.error) {
// Not obvious what to do here, but show the possible moves again
// and let the player choose another target node
// Likely a node was blocked between the possible moves being
// generated and the player choosing which node to move to
Debug.LogError("Path failed:\n" + path.errorLog);
state = State.SelectTarget;
GeneratePossibleMoves(selected);
yield break;
}
// Set the target node so other scripts know which
// node is the end point in the path
unit.targetNode = path.path[path.path.Count - 1];
yield return StartCoroutine(MoveAlongPath(unit, path, movementSpeed));
unit.blocker.BlockAtCurrentPosition();
// Select a new unit to move
state = State.SelectUnit;
}
/// <summary>[MoveAlongPath]</summary>
/// <summary>Interpolates the unit along the path</summary>
static IEnumerator MoveAlongPath (TurnBasedAI unit, ABPath path, float speed) {
if (path.error || path.vectorPath.Count == 0)
throw new System.ArgumentException("Cannot follow an empty path");
// Very simple movement, just interpolate using a catmull-rom spline
float distanceAlongSegment = 0;
for (int i = 0; i < path.vectorPath.Count - 1; i++) {
var p0 = path.vectorPath[Mathf.Max(i-1, 0)];
// Start of current segment
var p1 = path.vectorPath[i];
// End of current segment
var p2 = path.vectorPath[i+1];
var p3 = path.vectorPath[Mathf.Min(i+2, path.vectorPath.Count-1)];
// Approximate the length of the spline
var segmentLength = Vector3.Distance(p1, p2);
// Move the agent forward each frame, until we reach the end of the segment
while (distanceAlongSegment < segmentLength) {
// Use a Catmull-rom spline to smooth the path. See https://en.wikipedia.org/wiki/Cubic_Hermite_spline#Catmull%E2%80%93Rom_spline
var interpolatedPoint = AstarSplines.CatmullRom(p0, p1, p2, p3, distanceAlongSegment / segmentLength);
unit.transform.position = interpolatedPoint;
yield return null;
distanceAlongSegment += Time.deltaTime * speed;
}
distanceAlongSegment -= segmentLength;
}
// Move the agent to the final point in the path
unit.transform.position = path.vectorPath[path.vectorPath.Count - 1];
}
/// <summary>[MoveAlongPath]</summary>
void DestroyPossibleMoves () {
foreach (var go in possibleMoves) {
GameObject.Destroy(go);
}
possibleMoves.Clear();
}
/// <summary>[GeneratePossibleMoves]</summary>
void GeneratePossibleMoves (TurnBasedAI unit) {
var path = ConstantPath.Construct(unit.transform.position, unit.movementPoints * 1000 + 1);
path.traversalProvider = unit.traversalProvider;
// Schedule the path for calculation
AstarPath.StartPath(path);
// Force the path request to complete immediately
// This assumes the graph is small enough that
// this will not cause any lag
path.BlockUntilCalculated();
foreach (var node in path.allNodes) {
if (node != path.startNode) {
// Create a new node prefab to indicate a node that can be reached
// NOTE: If you are going to use this in a real game, you might want to
// use an object pool to avoid instantiating new GameObjects all the time
var go = GameObject.Instantiate(nodePrefab, (Vector3)node.position, Quaternion.identity) as GameObject;
possibleMoves.Add(go);
go.GetComponent<Astar3DButton>().node = node;
}
}
}
/// <summary>[GeneratePossibleMoves]</summary>
}
}

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