A* Pathfinding Project  4.1.5
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ModifierTutorial.cs

Simple custom path modifier.

See Also
Writing Modifiers
´╗┐using UnityEngine;
using System.Collections.Generic;
using Pathfinding;
public class ModifierTutorial : MonoModifier {
public override int Order { get { return 60; } }
public int iterations = 5;
public int subdivisions = 2;
public override void Apply (Path path) {
if (path.error || path.vectorPath == null || path.vectorPath.Count <= 2) {
return;
}
// Subdivisions should not be less than zero
subdivisions = Mathf.Max(subdivisions, 0);
// Prevent unknowing users from entering bad values
if (subdivisions > 12) {
Debug.LogWarning("Subdividing a path more than 12 times is quite a lot, it might cause memory problems and it will certainly slow the game down.\n" +
"When this message is logged, no smoothing will be applied");
subdivisions = 12;
return;
}
// Create a new list to hold the smoothed path
List<Vector3> newPath = new List<Vector3>();
List<Vector3> originalPath = path.vectorPath;
// One segment (line) in the original array will be subdivided to this number of smaller segments
int subSegments = (int)Mathf.Pow(2, subdivisions);
float fractionPerSegment = 1F / subSegments;
for (int i = 0; i < originalPath.Count - 1; i++) {
for (int j = 0; j < subSegments; j++) {
// Use Vector3.Lerp to place the points at their correct positions along the line
newPath.Add(Vector3.Lerp(originalPath[i], originalPath[i+1], j*fractionPerSegment));
}
}
// Add the last point
newPath.Add(originalPath[originalPath.Count-1]);
// Smooth the path [iterations] number of times
for (int it = 0; it < iterations; it++) {
// Loop through all points except the first and the last
for (int i = 1; i < newPath.Count-1; i++) {
// Set the new point to the average of the current point and the two adjacent points
Vector3 newpoint = (newPath[i] + newPath[i-1] + newPath[i+1]) / 3F;
newPath[i] = newpoint;
}
}
// Assign the new path to the p.vectorPath field
path.vectorPath = newPath;
}
}