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bool allowDiagonalMovement = true; + bool allowDiagonalMovement = false; + + // Properti publik untuk mengakses allowDiagonalMovement dari luar + public bool AllowDiagonalMovement + { + get { return allowDiagonalMovement; } + set { allowDiagonalMovement = value; } + } // Warna-warna untuk representasi visual berbagai status node public Color COLOR_WALKABLE = new Color(0.4f, 0.4f, 0.8f, 1.0f); // Warna untuk node yang dapat dilalui diff --git a/Assets/Scripts/PathFinder.cs b/Assets/Scripts/PathFinder.cs index 86d80b5..9dbdf22 100644 --- a/Assets/Scripts/PathFinder.cs +++ b/Assets/Scripts/PathFinder.cs @@ -1065,7 +1065,7 @@ namespace PathFinding // Flag untuk batch processing private bool processingBatch = false; - private List> neighborBatch = new List>(8); + private List> neighborBatch = new List>(4); /// /// Implementasi spesifik algoritma Greedy untuk memproses node tetangga @@ -1079,6 +1079,7 @@ namespace PathFinding // Hitung biaya G yang sebenarnya (jarak dari start) float G = CurrentNode.GCost + NodeTraversalCost(CurrentNode.Location.Value, cell.Value); + float H; // Periksa apakah node sudah ada di open list PathFinderNode existingNode = null; @@ -1087,7 +1088,7 @@ namespace PathFinding if (!nodeExists) { // Hitung heuristik dengan normal - float H; + if (EqualityComparer.Default.Equals(cell.Value, Goal.Value)) { // Langsung ke tujuan - prioritaskan dengan H = 0 @@ -1101,10 +1102,11 @@ namespace PathFinding // Buat node dan tambahkan ke open list - gunakan G yang benar PathFinderNode n = new PathFinderNode(cell, CurrentNode, G, H); openList.Enqueue(n); + onAddToOpenList?.Invoke(n); openSet[cell.Value] = n; - if (!processingBatch && onAddToOpenList != null) - onAddToOpenList.Invoke(n); + //if (!processingBatch && onAddToOpenList != null) + // onAddToOpenList.Invoke(n); } else if (G < existingNode.GCost) { @@ -1117,10 +1119,11 @@ namespace PathFinding // Jika kita menggunakan G sebagai tie-breaker, maka perlu update prioritas // karena G yang lebih rendah sekarang bisa mempengaruhi urutan priority queue openList.UpdatePriority(existingNode, existingNode.HCost); + onAddToOpenList.Invoke(existingNode); // Callback untuk UI - if (!processingBatch && onAddToOpenList != null) - onAddToOpenList.Invoke(existingNode); + //if (!processingBatch && onAddToOpenList != null) + } } @@ -1161,7 +1164,7 @@ namespace PathFinding neighborBatch.AddRange(CurrentNode.Location.GetNeighbours()); // Proses tetangga dalam batch untuk mengurangi callback overhead - processingBatch = neighborBatch.Count > 5; // Gunakan batch hanya jika cukup banyak tetangga + // processingBatch = neighborBatch.Count > 5; // Gunakan batch hanya jika cukup banyak tetangga foreach (Node cell in neighborBatch) { diff --git a/Assets/Scripts/PathfindingUIManager.cs b/Assets/Scripts/PathfindingUIManager.cs index dce252f..ae1b4b0 100644 --- a/Assets/Scripts/PathfindingUIManager.cs +++ b/Assets/Scripts/PathfindingUIManager.cs @@ -20,6 +20,14 @@ public class PathfindingUIManager : MonoBehaviour public TMP_Dropdown algorithmDropdown; public Button runPathfindingButton; public Button resetButton; + public Toggle allowDiagonalToggle; // Toggle untuk diagonal movement + + [Header("Visualization Controls")] + public Slider visualizationSpeedSlider; + public Slider visualizationBatchSlider; + // public Toggle showVisualizationToggle; + public TMP_Text speedValueText; + public TMP_Text batchValueText; [Header("Performance Metrics")] public TMP_Text timeEstimateText; @@ -68,12 +76,28 @@ public class PathfindingUIManager : MonoBehaviour if (generateMazeButton != null) generateMazeButton.onClick.AddListener(OnGenerateMaze); + // Add visualization control listeners + if (visualizationSpeedSlider != null) + visualizationSpeedSlider.onValueChanged.AddListener(OnVisualizationSpeedChanged); + + if (visualizationBatchSlider != null) + visualizationBatchSlider.onValueChanged.AddListener(OnVisualizationBatchChanged); + + //if (showVisualizationToggle != null) + //{ + // showVisualizationToggle.isOn = npc.showVisualization; + // showVisualizationToggle.onValueChanged.AddListener(OnShowVisualizationChanged); + //} + // Subscribe to NPC's pathfinding events npc.OnPathfindingComplete += UpdatePerformanceMetrics; // Initialize performance metrics ClearPerformanceMetrics(); + // Initialize visualization controls + InitializeVisualizationControls(); + // Perform algorithm warmup if (performWarmup) { @@ -190,6 +214,12 @@ public class PathfindingUIManager : MonoBehaviour { npc.OnPathfindingComplete -= UpdatePerformanceMetrics; } + + // Unsubscribe from UI events + if (allowDiagonalToggle != null) + { + allowDiagonalToggle.onValueChanged.RemoveListener(OnDiagonalMovementChanged); + } } private void InitializeUI() @@ -208,6 +238,13 @@ public class PathfindingUIManager : MonoBehaviour "BFS" }); + // Initialize diagonal movement toggle + if (allowDiagonalToggle != null) + { + allowDiagonalToggle.isOn = gridMap.AllowDiagonalMovement; + allowDiagonalToggle.onValueChanged.AddListener(OnDiagonalMovementChanged); + } + // Setup maze size dropdown if (mazeSizeDropdown != null) { @@ -488,4 +525,65 @@ public class PathfindingUIManager : MonoBehaviour Debug.Log("Application exit requested"); } + + private void InitializeVisualizationControls() + { + // Set initial slider values based on NPC settings + if (visualizationSpeedSlider != null) + { + visualizationSpeedSlider.value = npc.visualizationSpeed; + UpdateSpeedValueText(npc.visualizationSpeed); + } + + if (visualizationBatchSlider != null) + { + visualizationBatchSlider.value = npc.visualizationBatch; + UpdateBatchValueText(npc.visualizationBatch); + } + } + + private void OnVisualizationSpeedChanged(float newValue) + { + npc.visualizationSpeed = newValue; + UpdateSpeedValueText(newValue); + } + + private void OnVisualizationBatchChanged(float newValue) + { + // Pastikan nilai batch adalah integer + int batchValue = Mathf.RoundToInt(newValue); + npc.visualizationBatch = batchValue; + UpdateBatchValueText(batchValue); + } + + private void OnShowVisualizationChanged(bool isOn) + { + npc.showVisualization = isOn; + } + + private void UpdateSpeedValueText(float value) + { + if (speedValueText != null) + { + speedValueText.text = value.ToString("F2") + "s"; + } + } + + private void UpdateBatchValueText(int value) + { + if (batchValueText != null) + { + batchValueText.text = value.ToString(); + } + } + + /// + /// Menangani perubahan toggle diagonal movement + /// + private void OnDiagonalMovementChanged(bool isOn) + { + gridMap.AllowDiagonalMovement = isOn; + // Reset performance metrics + ClearPerformanceMetrics(); + } } \ No newline at end of file