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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using Brains.Framework.PathFinding;
using Microsoft.Xna.Framework;
using Brains.Framework.Map;
namespace Brains.Framework.Behaviors.PathFinding
{
public class FindPathBehavior:CompositeBehavior,IActionBehavior
{
public object lockMe = new object();
protected PathFinder pathfinder;
protected GridCell startNode;
protected GridCell endNode;
public bool initialized = false;
public PathFinder PathFinder
{
get { return pathfinder; }
}
public GridCell StartNode
{
get { return startNode; }
set
{
startNode = value;
}
}
public GridCell EndNode
{
get { return endNode; }
set
{
endNode = value;
}
}
public FindPathBehavior()
{
pathfinder = new PathFinder();
}
public override void Update(GameTime gameTime)
{
if (!initialized)
{
pathfinder.Agent = this.Owner;
pathfinder.Grid = this.startNode.Parent;
pathfinder.StartNode = this.startNode;
pathfinder.EndNode = this.endNode;
pathfinder.Reset();
initialized = true;
}
else
{
if (pathfinder.State == PathFinderState.Idle)
{
pathfinder.FindPath();
}
}
for (int i = 0; i < 10; i++)
{
pathfinder.Iterate();
}
switch (pathfinder.State)
{
case PathFinderState.Idle:
this.State = BehaviorState.Idle;
break;
case PathFinderState.Working:
this.State = BehaviorState.Running;
break;
case PathFinderState.Finished:
this.State = BehaviorState.Success;
break;
case PathFinderState.Failed:
this.State = BehaviorState.Failed;
break;
default:
Exception err = new Exception("Unknown pathfinder state: " + pathfinder.State.ToString());
break;
}
// iterate subbehaviours
base.Update(gameTime);
}
public override void Reset()
{
initialized = false;
base.Reset();
this.State = BehaviorState.Idle;
pathfinder.Reset();
}
~FindPathBehavior()
{
pathfinder = null;
}
}
} |