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Question by szymonides · May 20, 2019 at 01:04 PM · 2dscripting beginnerpathfindingastar

Trouble with pathfinding in 2d

I was trying to repurpose the A* script by Sebastian Lague to work in 2D, I got stuck on ep.8 of his tutorial and I can't get the weight lines in the right positions.alt text What am I doing wrong here?

These are all the scripts that were to be edited for that episode:

Line:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public struct Line {
 
     const float verticalLineGradient = 1e5f;
 
     float gradient;
     float y_intercept;
     Vector2 pointOnLine_1;
     Vector2 pointOnLine_2;
 
     //float gradientPerpendicular;
 
     bool approachSide;
 
     public Line(Vector2 pointOnLine, Vector2 pointPerpendicularToLine) {
         float dx = pointOnLine.x - pointPerpendicularToLine.x;
         float dy = pointOnLine.y - pointPerpendicularToLine.y;
 
         if (dy == 0) {
             gradient = verticalLineGradient;
         } else {
             gradient = -dx / dy;
         }
 
 
         y_intercept = pointOnLine.y - gradient * pointOnLine.x;
         pointOnLine_1 = pointOnLine;
         pointOnLine_2 = pointOnLine + new Vector2 (1, gradient);
 
         approachSide = false;
         approachSide = GetSide (pointPerpendicularToLine);
     }
 
     bool GetSide(Vector2 p) {
         return (p.x - pointOnLine_1.x) * (pointOnLine_2.y - pointOnLine_1.y) > (p.y - pointOnLine_1.y) * (pointOnLine_2.x - pointOnLine_1.x);
     }
 
     public bool HasCrossedLine(Vector2 p) {
         return GetSide (p) != approachSide;
     }
 
     public void DrawWithGizmos(float length) {
         Vector2 lineDir = new Vector2 (gradient ,1).normalized;
         Vector2 lineCentre = new Vector2 (pointOnLine_1.x, pointOnLine_1.y);
         Gizmos.DrawLine (lineCentre - lineDir * length / 2f , lineCentre + lineDir * length / 2f);
     }
 }

Path:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class Path {
 
     public readonly Vector2[] lookPoints;
     public readonly Line[] turnBoundaries;
     public readonly int finishLineIndex;
 
     public Path(Vector2[] waypoints, Vector2 startPos, float turnDst) {
         lookPoints = waypoints;
         turnBoundaries = new Line[lookPoints.Length];
         finishLineIndex = turnBoundaries.Length - 1;
 
         Vector2 previousPoint = startPos;
         for (int i = 0; i < lookPoints.Length; i++) {
             Vector2 currentPoint = lookPoints [i];
             Vector2 dirToCurrentPoint = (currentPoint - previousPoint).normalized;
             Vector2 turnBoundaryPoint = (i == finishLineIndex)?currentPoint : currentPoint - dirToCurrentPoint * turnDst;
             turnBoundaries [i] = new Line (turnBoundaryPoint, previousPoint - dirToCurrentPoint * turnDst);
             previousPoint = turnBoundaryPoint;
         }
     }
 
     public void DrawWithGizmos() {
 
         Gizmos.color = Color.black;
         foreach (Vector3 p in lookPoints) {
             Gizmos.DrawCube (p , Vector3.one*0.2f);
         }
 
         Gizmos.color = Color.white;
         foreach (Line l in turnBoundaries) {
             l.DrawWithGizmos (0.3f);
         }
 
     }
 
 }

Unit:

 using UnityEngine;
 using System.Collections;
 
 public class Unit : MonoBehaviour {
 
 
     public Transform target;
     public float speed = 0.5f;
     public float turnDst = 5;
 
     Path path;
     //Vector2[] path;
     //int targetIndex;
     MovementController movementController;
 
     void Update()
     {
         if (Input.GetButtonDown("Fire1") && Vector2.Distance(transform.position, target.position) > 1.75f){
             PathRequestManager.RequestPath(transform.position,target.position, OnPathFound);
         }
     }
     void Start() {
         PathRequestManager.RequestPath(transform.position,target.position, OnPathFound);
         movementController = GetComponent<MovementController>();
     }
 
     public void OnPathFound(Vector2[] waypoints, bool pathSuccessful) {//newPath
         if (pathSuccessful) {
             path = new Path(waypoints,transform.position, turnDst);
             //targetIndex = 0;
             StopCoroutine("FollowPath");
             StartCoroutine("FollowPath");
         }
     }
 
 
     IEnumerator FollowPath() {
         //Vector2 currentWaypoint = path[0];
         while (true) {
             // if (Vector2.Distance(transform.position, currentWaypoint) < 0.1f) {
             //     targetIndex ++;
             //     if (targetIndex >= path.Length) {
             //         yield break;
             //     }
             //     currentWaypoint = path[targetIndex];
             // }
             // movementController.MoveWithController(transform.position,currentWaypoint,speed);
             // 
             yield return null;
 
         }
     }
 
     public void OnDrawGizmos() {
         if (path != null) {
             path.DrawWithGizmos();
             // for (int i = targetIndex; i < path.Length; i ++) {
             //     Gizmos.color = Color.green;
             //     Gizmos.DrawCube(path[i], Vector2.one*(0.1f));
 
             //     if (i == targetIndex) {
             //         Gizmos.DrawLine(transform.position, path[i]);
             //     }
             //     else {
             //         Gizmos.DrawLine(path[i-1],path[i]);
             //     }
         }
     }
 }
 
 


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