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@hobblygobbly hobblygobbly/AstarAI.cs

Last active Aug 29, 2015
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using UnityEngine;
using System.Collections;
//Note this line, if it is left out, the script won't know that the class 'Path' exists and it will throw compiler errors
//This line should always be present at the top of scripts which use pathfinding
using Pathfinding;
public class AstarAI : MonoBehaviour
{
//The point to move to
public Transform target;
private Seeker seeker;
//The calculated path
public Path path;
//The AI's speed per second
public float speed = 2;
//The max distance from the AI to a waypoint for it to continue to the next waypoint
public float nextWaypointDistance = 3;
//The waypoint we are currently moving towards
private int currentWaypoint = 0;
public void Start ()
{
seeker = GetComponent<Seeker>();
//Start a new path to the targetPosition, return the result to the OnPathComplete function
seeker.StartPath( transform.position, target.position, OnPathComplete );
}
public void OnPathComplete ( Path p )
{
Debug.Log( "Yay, we got a path back. Did it have an error? " + p.error );
if (!p.error)
{
path = p;
//Reset the waypoint counter
currentWaypoint = 0;
}
}
public void FixedUpdate ()
{
if (path == null)
{
//We have no path to move after yet
return;
}
if (currentWaypoint >= path.vectorPath.Count)
{
Debug.Log( "End Of Path Reached" );
return;
}
//Direction to the next waypoint
Vector3 dir = ( path.vectorPath[ currentWaypoint ] - transform.position ).normalized;
dir *= speed * Time.fixedDeltaTime;
this.gameObject.transform.Translate( dir );
//Check if we are close enough to the next waypoint
//If we are, proceed to follow the next waypoint
if (Vector3.Distance( transform.position, path.vectorPath[ currentWaypoint ] ) < nextWaypointDistance)
{
currentWaypoint++;
return;
}
}
}
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