[Player] Add AI Pathfinding on a 2D grid to the player character
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58
Assets/External/AstarPathfindingProject/Generators/Utilities/EuclideanEmbedding.cs
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58
Assets/External/AstarPathfindingProject/Generators/Utilities/EuclideanEmbedding.cs
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#pragma warning disable 414
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using System.Collections.Generic;
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using UnityEngine;
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namespace Pathfinding {
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public enum HeuristicOptimizationMode {
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None,
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Random,
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RandomSpreadOut,
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Custom
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}
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/// <summary>
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/// Implements heuristic optimizations.
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///
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/// See: heuristic-opt
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/// See: Game AI Pro - Pathfinding Architecture Optimizations by Steve Rabin and Nathan R. Sturtevant
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/// </summary>
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[System.Serializable]
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public class EuclideanEmbedding {
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/// <summary>
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/// If heuristic optimization should be used and how to place the pivot points.
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/// See: heuristic-opt
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/// See: Game AI Pro - Pathfinding Architecture Optimizations by Steve Rabin and Nathan R. Sturtevant
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/// </summary>
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public HeuristicOptimizationMode mode;
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public int seed;
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/// <summary>All children of this transform will be used as pivot points</summary>
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public Transform pivotPointRoot;
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public int spreadOutCount = 1;
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[System.NonSerialized]
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public bool dirty;
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void EnsureCapacity (int index) {
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}
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public uint GetHeuristic (int nodeIndex1, int nodeIndex2) {
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return 0;
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}
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public void RecalculatePivots () {
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}
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public void RecalculateCosts () {
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dirty = false;
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}
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public void OnDrawGizmos () {
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}
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}
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}
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