本文整理汇总了C#中NavGraph.getEdge方法的典型用法代码示例。如果您正苦于以下问题:C# NavGraph.getEdge方法的具体用法?C# NavGraph.getEdge怎么用?C# NavGraph.getEdge使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类NavGraph
的用法示例。
在下文中一共展示了NavGraph.getEdge方法的2个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: g_func
protected override float g_func(ref NavGraph para_graph, ref NavNode para_node1, ref NavNode para_node2)
{
NavEdge reqEdge = para_graph.getEdge(para_node1.getNodeID(),para_node2.getNodeID());
float retGVal = 0;
if(reqEdge == null)
{
retGVal = float.PositiveInfinity;
}
else
{
retGVal = reqEdge.getCost();
}
return retGVal;
}
示例2: renderNavGraph
public static GameObject renderNavGraph(string para_renderName, NavGraph para_graph, Transform para_graphNodePrefab)
{
GameObject navGraphRenderObj = new GameObject(para_renderName);
// Extract color info if needed.
Color defaultColor = Color.white;
Dictionary<int,Color> nodeTypeIDToColorMap = null;
if(para_graph is ColoredNavGraph)
{
ColoredNavGraph castGraph = (ColoredNavGraph) para_graph;
nodeTypeIDToColorMap = castGraph.createTypeIDToColorMap();
}
// Render Nodes:
GameObject navNodesObj = new GameObject("Nodes");
List<int> nodeKeys = para_graph.getAllNodeKeys();
for(int i=0; i<nodeKeys.Count; i++)
{
WorldNode reqNode = (WorldNode) para_graph.getNode(nodeKeys[i]);
int reqNodeType = reqNode.getNodeType();
/*int[] imgLocPt = reqNode.get2DLocationPt();
Vector3 nodeWorldPt = new Vector3((gPropMapWorldBounds.x + (gPropMapWorldBounds.cellWidth/2f)) + (gPropMapWorldBounds.cellWidth * (imgLocPt[0] * 1.0f)),
(gPropMapWorldBounds.y - (gPropMapWorldBounds.cellHeight/2f)) - (gPropMapWorldBounds.cellHeight * (imgLocPt[1] * 1.0f)),
gPropMapWorldBounds.z);*/
Vector3 nodeWorldPt = reqNode.getWorldPt();
Transform nwNodePt = (Transform) Transform.Instantiate(para_graphNodePrefab,nodeWorldPt,Quaternion.identity);
nwNodePt.name = "Node-"+reqNode.getNodeID();
nwNodePt.parent = navNodesObj.transform;
Color paintColor = defaultColor;
if((nodeTypeIDToColorMap != null)
&&(nodeTypeIDToColorMap.ContainsKey(reqNodeType)))
{
paintColor = nodeTypeIDToColorMap[reqNodeType];
}
nwNodePt.renderer.material.color = paintColor;
}
// Render Edges:
GameObject navEdgesObj = new GameObject("Edges");
List<string> edgeKeys = para_graph.getAllEdgeKeys();
for(int i=0; i<edgeKeys.Count; i++)
{
NavEdge reqEdge = para_graph.getEdge(edgeKeys[i]);
int[] nodesOnEdge = reqEdge.getNodeIDs();
Vector3 node1Pt = (GameObject.Find("Node-"+nodesOnEdge[0])).transform.position;
Vector3 node2Pt = (GameObject.Find("Node-"+nodesOnEdge[1])).transform.position;
GameObject nwEdge = new GameObject("Edge:"+nodesOnEdge[0]+"-"+nodesOnEdge[1]);
LineRenderer lRend = nwEdge.AddComponent<LineRenderer>();
lRend.castShadows = false;
lRend.receiveShadows = false;
lRend.SetVertexCount(2);
lRend.SetWidth(0.1f,0.1f);
lRend.SetPosition(0,node1Pt);
lRend.SetPosition(1,node2Pt);
lRend.SetColors(Color.yellow,Color.yellow);
lRend.material = new Material(Shader.Find("Diffuse"));//"Particles/Additive"));
nwEdge.transform.parent = navEdgesObj.transform;
}
// Finish Object.
navNodesObj.transform.parent = navGraphRenderObj.transform;
navEdgesObj.transform.parent = navGraphRenderObj.transform;
return navGraphRenderObj;
}