Esempio n. 1
0
void UNavigationPath::SetPathPointsFromPath(FNavigationPath& NativePath)
{
	PathPoints.Reset(NativePath.GetPathPoints().Num());
	for (const auto& PathPoint : NativePath.GetPathPoints())
	{
		PathPoints.Add(PathPoint.Location);
	}
}
void FGameplayDebuggerCategory_AI::CollectPathData(AAIController* DebugAI)
{
	UPathFollowingComponent* PathComp = DebugAI ? DebugAI->GetPathFollowingComponent() : nullptr;
	DataPack.bIsUsingPathFollowing = (PathComp != nullptr);

	if (PathComp)
	{
		TArray<FString> Tokens;
		TArray<EPathFollowingDebugTokens::Type> Flags;
		PathComp->GetDebugStringTokens(Tokens, Flags);

		for (int32 Idx = 0; Idx < Tokens.Num(); Idx++)
		{
			switch (Flags[Idx])
			{
			case EPathFollowingDebugTokens::Description:
				DataPack.PathFollowingInfo += Tokens[Idx];
				break;

			case EPathFollowingDebugTokens::ParamName:
				DataPack.PathFollowingInfo += TEXT(", {yellow}");
				DataPack.PathFollowingInfo += Tokens[Idx];
				DataPack.PathFollowingInfo += TEXT(":");
				break;

			case EPathFollowingDebugTokens::PassedValue:
				DataPack.PathFollowingInfo += TEXT("{yellow}");
				DataPack.PathFollowingInfo += Tokens[Idx];
				break;

			case EPathFollowingDebugTokens::FailedValue:
				DataPack.PathFollowingInfo += TEXT("{orange}");
				DataPack.PathFollowingInfo += Tokens[Idx];
				break;

			default:
				break;
			}
		}

		FNavigationPath* CurrentPath = PathComp->GetPath().Get();
		if (CurrentPath)
		{
			DataPack.bPathHasGoalActor = (CurrentPath->GetGoalActor() != nullptr);
			DataPack.PathGoalLocation = CurrentPath->GetGoalLocation();
			DataPack.NextPathPointIndex = PathComp->GetNextPathIndex();
		}

		if ((CurrentPath != RawLastPath) || (CurrentPath && (CurrentPath->GetLastUpdateTime() != LastPathUpdateTime) ))
		{
			RawLastPath = CurrentPath;
			PathDataPack = FRepDataPath();

			if (CurrentPath)
			{
				LastPathUpdateTime = CurrentPath->GetLastUpdateTime();

				const FNavMeshPath* NavMeshPath = CurrentPath->CastPath<FNavMeshPath>();
				const ARecastNavMesh* NavData = Cast<const ARecastNavMesh>(CurrentPath->GetNavigationDataUsed());
				if (NavMeshPath && NavData)
				{
					for (int32 Idx = 0; Idx < NavMeshPath->PathCorridor.Num(); Idx++)
					{
						FRepDataPath::FPoly PolyData;
						NavData->GetPolyVerts(NavMeshPath->PathCorridor[Idx], PolyData.Points);
						
						const uint32 AreaId = NavData->GetPolyAreaID(NavMeshPath->PathCorridor[Idx]);
						PolyData.Color = NavData->GetAreaIDColor(AreaId);

						PathDataPack.PathCorridor.Add(PolyData);
					}
				}

				for (int32 Idx = 0; Idx < CurrentPath->GetPathPoints().Num(); Idx++)
				{
					PathDataPack.PathPoints.Add(CurrentPath->GetPathPoints()[Idx].Location);
				}
			}
		}
	}
}