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Question by K-Skanz · Sep 29, 2016 at 01:54 AM · c#listpathfindinglayermask

Help with Layermask and List.Contains

I'm trying to do a Pathfinder by myself, and this is part of my current code (Sorry for no comments in this code, my English is not so good):

 void search()
     {
         do
         {
             distance = Vector3.Distance(point, obj);
 
             obj = GameObject.FindGameObjectWithTag("Objetivo").transform.position;
 
             minus = Vector3.Distance(point, obj);
 
             LayerMask layermask = 1 << 8;
 
             list_card[0] = (new Vector3(point.x, point.y, point.z + radius)); //Norte
             list_card[1] = (new Vector3(point.x, point.y, point.z - radius)); //Sul
             list_card[2] = (new Vector3(point.x + radius, point.y, point.z)); //Leste
             list_card[3] = (new Vector3(point.x - radius, point.y, point.z)); //Oeste
             list_card[4] = (new Vector3(point.x - radius, point.y, point.z + radius)); //Noroeste
             list_card[5] = (new Vector3(point.x - radius, point.y, point.z - radius)); //Sudoeste
             list_card[6] = (new Vector3(point.x + radius, point.y, point.z + radius)); //Nordeste
             list_card[7] = (new Vector3(point.x + radius, point.y, point.z - radius)); //Sudeste
 
             for (i = 0; i < 8; i++)
             {
                 if (Physics.CheckSphere(list_card[i], 0, layermask))
                 {
                     if (!list_block.Contains(list_card[i]))
                     {
                         list_block.Add(list_card[i]);
                         cont_block++;
                     }
                 }
 
                 if (!list_block.Contains(list_card[i]) && (Vector3.Distance(list_card[i], obj) < minus))
                 {
                     minus = Vector3.Distance(list_card[i], obj);
                     card_i = i;
                 }
             }
             point = list_card[card_i];
 
             list_block.Add(list_card[card_i]);
 
             cont_block++;
 
             Instantiate(mark, point, Quaternion.identity);
         } while (distance > 1);
         
         for (i = 0; i <= cont_block; i++)
         {
             Instantiate(mark_block, list_block[i], Quaternion.identity);
         }
     }
 }

They create a block list, check if the next coordinates are in the list and if is the shortest way.

it's very simple, this just tries to reach the goal, not in the short way or something like that, but if the objective is in a perfect line or do a line after some diagonals they ignore the wall:

Normal

Bug

I tried to put a Debug.Log("Hi") if the Coord of the Pathfinder is trying to access is the same as blocked, but they don't return any "Hi". And I put a yellow block to spawn in all Blocked coord, and they spawn 2 yellow blocks inside the wall, that's meant the code put it in a block list two times, one to say "You can't go there", and another one "I passed here".

I just started with Unity a short time ago, I don't know what I do wrong, the code looks good, maybe something about Layermask or List.contains, I really don't know and need any help about that :(

Sorry my English :((

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