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Adventure Game #001: Waypoint Traversal

Way-points have always seemed to be an important part of gaming; traversing a unit through a path, patrolling an area, etc. Project and Source downloads are at the bottom of the post.

I started this post with what I thought was a well rounded and defined goal. As I moved forward with the code I thought "Hey, it would be cool to do this and add that". after going around and tripling my scope I decided to pair the features down to the basics: Moving to Random way-points and Traversing a way-point list in order. All other code was shelved for a part 2 and 3 (Reversing Direction, Shortest Paths)

I set forth with the idea to have unique customization events happen to each individual object traversing and with that in mind each unit contains the follow options:

 eWaypointAction {TraverseNext, Random}
eWaypointStartAction { TraverseNext, Random }
eWaypointIntermediateAction { TraverseNext, Random }
eWaypointEndAction { Destroy, GoToStart, Random }
eWaypointState { WaitingForPoints, WaitingToStart, Traversing, GoToStart, Paused }

Moving Forward

The "heros" move with the following code:
var directionToNextPoint = _Points[_CurrentPointsIndex] - this.transform.position;
var directionToNextPointNormal = directionToNextPoint.normalized;
this.transform.position += directionToNextPointNormal * _TravelSpeed * Time.smoothDeltaTime;
While the 'Moving Forward' code is in no way perfect, it works pretty solid for this application and should be quite easy to follow.

Random way-points

EnterStartPoint = Random
EnterIntermediatePoint = Random
EnterEndPoint = Random

chosing a random point is pretty easy, I just need to call:
_CurrentPointsIndex = Random.Range(0, _Points.Length);

Later I would like to add some intelligence and track already visited way-points to avoid them and keep a good coverage on the board.

Traverse way-points

EnterStartPoint = TraverseNext
EnterIntermediatePoint = TraverseNext
EnterEndPoint = TraverseNext

Traversing is simple, just increment the current index. with the EnterStartPoints and EnterEndPoint I can call custom actions when my hero reaches the respective positions.

A Tower defense might call a damage event and destroy, a patrolling unit might change states whenever he reaches the end. options are endless


Source code: TraverseWaypoints.cs


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o = open space
c = …

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1) Get shortest path with Gameobjects
2) Get shortest path with AstarNodes
3) Return null if end point is unreachable
4) AstarPathfinding is now static
5) Added summaries to the methods for ease of use
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1) Get shortest path with Gameobjects
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///<para>Takes a array of Gameobjects with Component AstarNode and returns a
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public static AstarNode GetShortestPath(GameObject[] gos) {
    List<AstarNode> nodes = new List<AstarNode>();
    foreach(var n in gos) {
        var wsn =…