aobatact / bluedove.ugraph Goto Github PK
View Code? Open in Web Editor NEWGraph Algorithm for Unity
Graph Algorithm for Unity
Node and Edge will be implemented by Entity
Needed for #17 , more efficient edge generation and other.
Related : #13 #21
Creating the General Utility for Selecting Node
Currently Selector is using only single hit and the extracting of selected node from raycastHit is doing in PathFinder (User of Selector).
Problem is
Re think about the input.
Might be confusing about this.
related #22
We can remove mono from path searcher in sample
For Faster A* Job
Move and Select with Cursor
Native Graph Structure
Currently, iterator returned by IGraph.Get*s()
is IEnumerable<T>
so it allocates (or even boxes) for IEnumerable<T>
and IEnumerator<T>
. This might cause the path finding slow so we might fix this.
Hierarchical Pathfinding A*
Need Hierarchical Graph
Add Way to Select Node and Edge in PlayMode
shader?
mesh?
Accept Duplicate Mode
Currently there is a sample mono graph and we can make it as an generic Mono Graph Component
Angle between edge of same node should be fixed for Auto Create Edges
Auto generate nodes for sample graph
Need test.
We need #12 to do this.
Add Layer and show them separately
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