[Player] Add AI Pathfinding on a 2D grid to the player character

This commit is contained in:
Michal Pikulski
2025-09-02 11:42:25 +02:00
parent 3d3b72f04d
commit e53b5a0034
663 changed files with 148320 additions and 66 deletions

View File

@@ -2,6 +2,7 @@
#if ENABLE_INPUT_SYSTEM
using UnityEngine.InputSystem;
#endif
using Pathfinding; // Add this at the top
// Basic touch/mouse movement controller suitable for top-down 2D or 3D overworld
// Attach to the player GameObject. Works with or without Rigidbody/Rigidbody2D.
@@ -9,8 +10,6 @@ public class PlayerTouchController : MonoBehaviour, ITouchInputConsumer
{
public float moveSpeed = 5f;
public float stopDistance = 0.1f;
// If true and a Rigidbody/Rigidbody2D is present, movement will use physics MovePosition.
public bool useRigidbody = true;
Vector3 targetPosition;
@@ -18,11 +17,13 @@ public class PlayerTouchController : MonoBehaviour, ITouchInputConsumer
Rigidbody rb3d;
Rigidbody2D rb2d;
AIPath aiPath; // Reference to AIPath
void Awake()
{
rb3d = GetComponent<Rigidbody>();
rb2d = GetComponent<Rigidbody2D>();
aiPath = GetComponent<AIPath>(); // Get AIPath component
}
void Start()
@@ -58,58 +59,16 @@ public class PlayerTouchController : MonoBehaviour, ITouchInputConsumer
Debug.Log($"PlayerTouchController.SetTargetPosition: worldPosition={worldPosition}");
targetPosition = new Vector3(worldPosition.x, worldPosition.y, transform.position.z);
hasTarget = true;
}
void FixedUpdate()
{
if (hasTarget)
if (aiPath != null)
{
MoveTowardsTarget();
}
}
void MoveTowardsTarget()
{
// Keep original y (or z for 2D) depending on scene setup. We assume the player moves on the plane defined by its current transform.
Vector3 current = transform.position;
// Create a target that preserves the movement plane (so we don't change vertical axis unexpectedly)
Vector3 planarTarget = targetPosition;
// If the camera is orthographic top-down (y is up), preserve y
// Heuristic: if camera forward is (0,-1,0) then y is up and we should preserve y
Camera cam = Camera.main;
if (cam != null && Vector3.Dot(cam.transform.forward, Vector3.down) > 0.5f)
{
planarTarget.y = current.y;
aiPath.destination = targetPosition;
Debug.Log($"AIPath destination set to {targetPosition}");
}
else
{
// Otherwise assume z is depth for 2D setups and preserve z
planarTarget.z = current.z;
}
float step = moveSpeed * Time.deltaTime;
Vector3 next = Vector3.MoveTowards(current, planarTarget, step);
// If using Rigidbody, move via physics when present
if (useRigidbody && rb2d != null)
{
rb2d.MovePosition(new Vector2(next.x, next.y));
transform.position = new Vector3(next.x, next.y, transform.position.z); // ensure transform matches
}
else if (useRigidbody && rb3d != null)
{
rb3d.MovePosition(next);
}
else
{
transform.position = next;
}
if (Vector3.Distance(transform.position, planarTarget) <= stopDistance)
{
hasTarget = false;
Debug.LogWarning("AIPath component not found, falling back to direct movement");
}
}
// Remove FixedUpdate and MoveTowardsTarget, as AIPath handles movement
}