340 lines
8.5 KiB
C#
340 lines
8.5 KiB
C#
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using System;
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using System.Collections.Generic;
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using HG;
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using RoR2.Navigation;
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using UnityEngine;
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namespace RoR2;
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public class PathFollower
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{
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public class Drawer : IDisposable
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{
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private PathFollower _target;
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private WireMeshBuilder wireMeshBuilder;
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private DebugOverlay.MeshDrawer passDistanceDrawer;
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private DebugOverlay.MeshDrawer pathDrawer;
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private List<Path.Waypoint> waypointCache;
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private int cachedCurrentWaypoint;
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public PathFollower target
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{
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get
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{
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return _target;
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}
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set
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{
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if (_target != value)
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{
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_target = value;
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pathDrawer.enabled = _target != null;
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passDistanceDrawer.enabled &= _target != null;
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waypointCache.Clear();
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}
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}
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}
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public Drawer(PathFollower target)
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{
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cachedCurrentWaypoint = -1;
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waypointCache = new List<Path.Waypoint>();
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wireMeshBuilder = new WireMeshBuilder();
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passDistanceDrawer = DebugOverlay.GetMeshDrawer();
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pathDrawer = DebugOverlay.GetMeshDrawer();
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int num = 32;
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float sliceSize = 360f / (float)num;
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Vector3 halfForward = Vector3.forward * 0.5f;
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Vector3 p = GetCirclePosition(-1);
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for (int j = 0; j < num; j++)
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{
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Vector3 vector = GetCirclePosition(j);
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wireMeshBuilder.AddLine(p, Color.yellow, vector, Color.yellow);
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p = vector;
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}
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passDistanceDrawer.hasMeshOwnership = true;
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passDistanceDrawer.mesh = wireMeshBuilder.GenerateMesh();
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wireMeshBuilder.Clear();
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pathDrawer.mesh = new Mesh();
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RoR2Application.onFixedUpdate += FixedUpdate;
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this.target = target;
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Vector3 GetCirclePosition(int i)
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{
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return Quaternion.AngleAxis((float)i * sliceSize, Vector3.up) * halfForward;
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}
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}
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private void SetWaypoints(List<Path.Waypoint> newWaypoints, int newCurrentWaypoint)
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{
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if (!ListUtils.SequenceEquals(waypointCache, newWaypoints) || !cachedCurrentWaypoint.Equals(newCurrentWaypoint))
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{
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waypointCache.Clear();
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waypointCache.AddRange(newWaypoints);
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cachedCurrentWaypoint = newCurrentWaypoint;
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RebuildPathMesh();
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}
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}
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private void RebuildPathMesh()
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{
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List<Path.Waypoint> waypoints = target.waypoints;
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Color nodeColor;
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Color traversedPathColor;
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Color currentPathColor;
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Color untraversedPathColor;
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Color drawPathColor;
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if (waypoints.Count > 1)
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{
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nodeColor = new Color(1f, 0.5f, 0.5f, 0.25f);
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traversedPathColor = new Color(0.5f, 0.5f, 0.5f, 0.25f);
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currentPathColor = new Color(1f, 0.5f, 0.5f, 1f);
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untraversedPathColor = new Color(0.5f, 0f, 0f, 0.25f);
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target.nodeGraph.GetNodePosition(waypoints[0].nodeIndex, out var position2);
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drawPathColor = untraversedPathColor;
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DrawNode(position2);
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for (int j = 1; j < waypoints.Count; j++)
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{
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UpdateDrawPathColor(j);
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target.nodeGraph.GetNodePosition(waypoints[j].nodeIndex, out var position3);
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wireMeshBuilder.AddLine(position2, drawPathColor, position3, drawPathColor);
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DrawNode(position3);
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position2 = position3;
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}
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}
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wireMeshBuilder.GenerateMesh(pathDrawer.mesh);
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wireMeshBuilder.Clear();
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void DrawNode(Vector3 position)
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{
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wireMeshBuilder.AddLine(position - Vector3.up, nodeColor, position + Vector3.up, nodeColor);
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}
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void UpdateDrawPathColor(int i)
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{
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if (cachedCurrentWaypoint == i)
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{
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drawPathColor = currentPathColor;
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}
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else if (cachedCurrentWaypoint < i)
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{
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drawPathColor = untraversedPathColor;
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}
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else
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{
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drawPathColor = traversedPathColor;
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}
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}
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}
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private void FixedUpdate()
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{
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if (target != null)
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{
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passDistanceDrawer.enabled = target.currentWaypoint < target.waypoints.Count;
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if (passDistanceDrawer.enabled)
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{
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target.nodeGraph.GetNodePosition(target.waypoints[target.currentWaypoint].nodeIndex, out var position);
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passDistanceDrawer.transform.position = position;
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passDistanceDrawer.transform.localScale = Vector3.one * target.debugPassDistance;
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}
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SetWaypoints(target.waypoints, target.currentWaypoint);
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}
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}
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public void Dispose()
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{
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target = null;
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RoR2Application.onFixedUpdate -= FixedUpdate;
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pathDrawer.Dispose();
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passDistanceDrawer.Dispose();
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wireMeshBuilder.Dispose();
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}
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}
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private Vector3 currentPosition;
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private const float waypointPassDistance = 2f;
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private const float waypointPassYTolerance = 2f;
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private List<Path.Waypoint> waypoints = new List<Path.Waypoint>();
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private int currentWaypoint;
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private NodeGraph.NodeIndex previousNode = NodeGraph.NodeIndex.invalid;
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private float debugPassDistance;
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public NodeGraph nodeGraph { get; private set; }
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public NodeGraph.NodeIndex nextNode { get; private set; } = NodeGraph.NodeIndex.invalid;
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public bool isFinished => currentWaypoint >= waypoints.Count;
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public bool isOnJumpLink => false;
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public bool hasPassedFirstWaypoint => currentWaypoint > 0;
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public bool nextWaypointNeedsJump
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{
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get
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{
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if (waypoints.Count > 0 && currentWaypoint < waypoints.Count)
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{
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return waypoints[currentWaypoint].minJumpHeight > 0f;
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}
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return false;
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}
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}
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private static float DistanceXZ(Vector3 a, Vector3 b)
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{
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a.y = 0f;
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b.y = 0f;
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return Vector3.Distance(a, b);
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}
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public float CalculateJumpVelocityNeededToReachNextWaypoint(float moveSpeed)
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{
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if (!nextWaypointNeedsJump)
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{
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return 0f;
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}
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Vector3 a = currentPosition;
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if (!GetNextNodePosition(out var nextPosition))
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{
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return 0f;
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}
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return Trajectory.CalculateInitialYSpeed(Trajectory.CalculateGroundTravelTime(moveSpeed, DistanceXZ(a, nextPosition)), nextPosition.y - a.y);
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}
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public void UpdatePosition(Vector3 newPosition)
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{
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Vector3 vector = currentPosition;
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currentPosition = newPosition;
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if (GetNextNodePosition(out var nextPosition))
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{
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Vector3 vector2 = nextPosition - currentPosition;
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Vector3 vector3 = vector2;
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vector3.y = 0f;
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float num = 2f;
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Vector3 inNormal = currentPosition - vector;
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Plane plane = new Plane(inNormal, nextPosition);
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if (plane.GetSide(currentPosition) != plane.GetSide(vector))
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{
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num += 2f;
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}
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if (waypoints.Count > currentWaypoint + 1 && waypoints[currentWaypoint + 1].minJumpHeight > 0f)
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{
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num = 0.5f;
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}
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debugPassDistance = num;
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if (num * num >= vector3.sqrMagnitude && Mathf.Abs(vector2.y) <= 2f)
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{
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SetWaypoint(currentWaypoint + 1);
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}
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}
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_ = nextNode != NodeGraph.NodeIndex.invalid;
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}
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private void SetWaypoint(int newWaypoint)
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{
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currentWaypoint = Math.Min(newWaypoint, waypoints.Count);
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if (currentWaypoint == waypoints.Count)
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{
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nextNode = NodeGraph.NodeIndex.invalid;
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previousNode = NodeGraph.NodeIndex.invalid;
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}
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else
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{
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nextNode = waypoints[currentWaypoint].nodeIndex;
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previousNode = ((currentWaypoint > 0) ? waypoints[currentWaypoint - 1].nodeIndex : NodeGraph.NodeIndex.invalid);
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}
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}
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public void Reset()
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{
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nodeGraph = null;
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nextNode = NodeGraph.NodeIndex.invalid;
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previousNode = NodeGraph.NodeIndex.invalid;
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waypoints.Clear();
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currentWaypoint = 0;
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}
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public void SetPath(Path newPath)
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{
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if (nodeGraph != newPath.nodeGraph)
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{
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Reset();
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nodeGraph = newPath.nodeGraph;
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}
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waypoints.Clear();
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newPath.WriteWaypointsToList(waypoints);
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currentWaypoint = 0;
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for (int i = 1; i < waypoints.Count; i++)
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{
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if (waypoints[i].nodeIndex == nextNode && waypoints[i - 1].nodeIndex == previousNode)
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{
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currentWaypoint = i;
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break;
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}
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}
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SetWaypoint(currentWaypoint);
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}
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private void GetPreviousAndNextNodePositions(out Vector3? previousPosition, out Vector3? nextPosition)
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{
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previousPosition = null;
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nextPosition = null;
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if (!(nodeGraph == null))
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{
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if (nodeGraph.GetNodePosition(previousNode, out var position))
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{
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previousPosition = position;
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}
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if (nodeGraph.GetNodePosition(nextNode, out position))
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{
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nextPosition = position;
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}
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}
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}
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private bool GetNextNodePosition(out Vector3 nextPosition)
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{
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if (nodeGraph != null && nextNode != NodeGraph.NodeIndex.invalid && nodeGraph.GetNodePosition(nextNode, out nextPosition))
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{
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return true;
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}
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nextPosition = currentPosition;
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return false;
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}
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public Vector3? GetNextPosition()
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{
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if (GetNextNodePosition(out var nextPosition))
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{
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return nextPosition;
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}
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return null;
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}
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public void DebugDrawPath(Color color, float duration)
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{
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for (int i = 1; i < waypoints.Count; i++)
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{
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nodeGraph.GetNodePosition(waypoints[i].nodeIndex, out var position);
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nodeGraph.GetNodePosition(waypoints[i - 1].nodeIndex, out var position2);
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Debug.DrawLine(position, position2, color, duration);
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}
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for (int j = 0; j < waypoints.Count; j++)
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{
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nodeGraph.GetNodePosition(waypoints[j].nodeIndex, out var position3);
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Debug.DrawLine(position3 + Vector3.up, position3 - Vector3.up, color, duration);
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}
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}
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}
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