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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using Brains.Framework.Behaviors;
using Microsoft.Xna.Framework.Graphics;
using Brains.Framework.Behaviors.PathFinding;
using Microsoft.Xna.Framework;
namespace AIRendering
{
public class DrawableBehaviorGoTo : GoToBehavior, IRender
{
public void Render(PrimitiveBatch primitiveBatch)
{
FollowPathBehavior followBehaviour = (FollowPathBehavior)this.SubBehaviors[1];
if (followBehaviour == null)
{
return;
}
if (followBehaviour.pathNodes == null)
{
return;
}
DrawFollowPath(followBehaviour,primitiveBatch);
}
public static void DrawFollowPath(FollowPathBehavior follow, PrimitiveBatch primitiveBatch)
{
Color pathColor;
Color bisectorsColor;
if (follow.pathNodes == null)
return;
for (int index = 0; index < follow.pathNodes.Length; index++)
{
if (follow.pathNodes[index].nodeVisited)
{
pathColor = Color.Gray;
bisectorsColor = Color.Gray;
}
else
{
pathColor = Color.Gold;
bisectorsColor = Color.Honeydew;
}
if (index < follow.pathNodes.Length - 1)
{
primitiveBatch.DrawLine(
follow.pathNodes[index].nodePosition,
follow.pathNodes[index + 1].nodePosition,
pathColor
);
}
primitiveBatch.DrawLine(
follow.pathNodes[index].biNormalStart,
follow.pathNodes[index].biNormalEnd,
bisectorsColor
);
}
}
public override void Update(GameTime gameTime)
{
base.Update(gameTime);
}
}
} |