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Question by Zackmonkey34 · Mar 17, 2018 at 09:26 PM · aipathfindingareaastardigging

Astar Pathfinding check if areas are connected (Please Help!)

Hello all!

A friend and I are remaking Dig Dug for a class project, and we are stumped!

The aim: In Dig Dug, the enemies don't actively seek out the player until the player connects his tunnel to the enemy's. We want to write a script that disables the AIPath script on the enemy, until the tunnels are connected, to recreate this effect.

The problem: We aren't sure how to determine (through code) when the enemy's tunnel connects to the player's.

We tried using the IsPathPossible function. However, this didn't work.

I suspect that the problem with IsPathPossible lies in the fact that our player deletes nodes from a graph as he "digs" -- the deleting acts as opening up "tunnels" that the enemies can path through. A gif of this, can be found here

However, since IsPathPossible only works for nodes, this is a problem... or so I suspect. Please correct me if I am wrong.

Does anyone have any solutions? As I have been looking through the documentation, I get the sense that I may be looking for testing if "areas" are connected? I haven't figured out how to access "areas" in code, although I have gathered that they are the colored shapes that appear in the editor view when running the game.

I haven't a clue, though.

Thanks for the help! I believe in the super Unity Community!

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