Feat: Finishing UI

This commit is contained in:
Bobby Rafael
2025-05-01 14:46:13 +07:00
parent c602d46555
commit 2188a2c06c
25 changed files with 14952 additions and 4956 deletions

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using UnityEngine;
using UnityEditor;
#if UNITY_EDITOR
public class MemoryProfilerSetup
{
[MenuItem("Tools/Pathfinding/Enable Memory Profiler")]
public static void EnableMemoryProfiler()
{
string definesString = PlayerSettings.GetScriptingDefineSymbolsForGroup(
EditorUserBuildSettings.selectedBuildTargetGroup);
if (!definesString.Contains("ENABLE_MEMORY_PROFILER"))
{
if (definesString.Length > 0)
definesString += ";";
definesString += "ENABLE_MEMORY_PROFILER";
PlayerSettings.SetScriptingDefineSymbolsForGroup(
EditorUserBuildSettings.selectedBuildTargetGroup, definesString);
Debug.Log("Memory Profiler enabled! (Added ENABLE_MEMORY_PROFILER symbol)");
Debug.Log("Please restart the editor for this to take effect.");
}
else
{
Debug.Log("Memory Profiler is already enabled.");
}
}
[MenuItem("Tools/Pathfinding/Disable Memory Profiler")]
public static void DisableMemoryProfiler()
{
string definesString = PlayerSettings.GetScriptingDefineSymbolsForGroup(
EditorUserBuildSettings.selectedBuildTargetGroup);
if (definesString.Contains("ENABLE_MEMORY_PROFILER"))
{
definesString = definesString.Replace("ENABLE_MEMORY_PROFILER", "");
definesString = definesString.Replace(";;", ";"); // Fix double semicolons
// Remove leading or trailing semicolons
if (definesString.StartsWith(";"))
definesString = definesString.Substring(1);
if (definesString.EndsWith(";"))
definesString = definesString.Substring(0, definesString.Length - 1);
PlayerSettings.SetScriptingDefineSymbolsForGroup(
EditorUserBuildSettings.selectedBuildTargetGroup, definesString);
Debug.Log("Memory Profiler disabled! (Removed ENABLE_MEMORY_PROFILER symbol)");
Debug.Log("Please restart the editor for this to take effect.");
}
else
{
Debug.Log("Memory Profiler is already disabled.");
}
}
}
#endif

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using PathFinding;
using System;
using System.Collections;
using System.Collections.Generic;
using System.Diagnostics;
using UnityEngine;
public struct PathfindingMetrics
{
public float timeTaken; // in milliseconds
public int pathLength; // number of nodes in path
public long memoryUsed; // memory used by pathfinding in bytes
public int maxOpenListSize; // maximum size of open list during pathfinding
public int maxClosedListSize; // maximum size of closed list during pathfinding
// Tambahan untuk cost metrics
public float totalGCost; // Total biaya G untuk jalur (jarak sebenarnya)
public float totalHCost; // Total biaya H untuk jalur (heuristik)
public float totalFCost; // Total biaya F untuk jalur (G + H)
// Tambahan metrik untuk analisis akademis
public int totalExpandedNodes; // Node yang dikeluarkan dari open list dan diproses (ClosedList)
public int totalGeneratedNodes; // Node yang ditambahkan ke open list
public int totalTouchedNodes; // Node yang dievaluasi/diupdate (termasuk yang di-skip)
}
public class NPC : MonoBehaviour
{
public float speed = 2.0f;
public Queue<Vector2> wayPoints = new Queue<Vector2>();
// Event that fires when pathfinding is complete with performance metrics
public event Action<PathfindingMetrics> OnPathfindingComplete;
public enum PathFinderType
{
ASTAR,
DIJKSTRA,
GREEDY,
BACKTRACKING,
BFS,
}
// Mode pengukuran memori
public enum MemoryMeasurementMode
{
UNITY_PROFILER // Pengukuran dari Unity Profiler
}
[SerializeField]
public PathFinderType pathFinderType = PathFinderType.ASTAR;
// Mode pengukuran memori
[SerializeField]
public MemoryMeasurementMode memoryMeasurementMode = MemoryMeasurementMode.UNITY_PROFILER;
PathFinder<Vector2Int> pathFinder = null;
public GridMap Map { get; set; }
// List to store all steps for visualization playback
private List<PathfindingVisualizationStep> visualizationSteps = new List<PathfindingVisualizationStep>();
private bool isVisualizingPath = false;
// Properties to control visualization
[SerializeField]
// Visualization speed is time between visualization steps
public float visualizationSpeed = 0.0f; // Default 0; set higher for slower visualization
// Visualization batch is the number of steps to visualize at once
public int visualizationBatch = 1; // Default 1; set higher value for faster visualization
[SerializeField]
public bool showVisualization = true; // Whether to show visualization at all
// Struct to store each step of the pathfinding process for visualization
private struct PathfindingVisualizationStep
{
public enum StepType { CurrentNode, OpenList, ClosedList, FinalPath }
public StepType type;
public Vector2Int position;
public PathfindingVisualizationStep(StepType type, Vector2Int position)
{
this.type = type;
this.position = position;
}
}
// Tambahkan counter untuk metrik baru
private int expandedNodesCount = 0;
private int generatedNodesCount = 0;
private int touchedNodesCount = 0;
private IEnumerator Coroutine_MoveOverSeconds(
GameObject objectToMove,
Vector3 end,
float seconds)
{
float elaspedTime = 0.0f;
Vector3 startingPos = objectToMove.transform.position;
while (elaspedTime < seconds)
{
objectToMove.transform.position =
Vector3.Lerp(startingPos, end, elaspedTime / seconds);
elaspedTime += Time.deltaTime;
yield return new WaitForEndOfFrame();
}
objectToMove.transform.position = end;
}
IEnumerator Coroutine_MoveToPoint(Vector2 p, float speed)
{
Vector3 endP = new Vector3(p.x, p.y, transform.position.z);
float duration = (transform.position - endP).magnitude / speed;
yield return StartCoroutine(
Coroutine_MoveOverSeconds(
transform.gameObject, endP, duration));
}
public IEnumerator Coroutine_MoveTo()
{
while (true)
{
while (wayPoints.Count > 0)
{
yield return StartCoroutine(
Coroutine_MoveToPoint(
wayPoints.Dequeue(),
speed));
}
yield return null;
}
}
private void AddWayPoint(GridNode node)
{
wayPoints.Enqueue(new Vector2(
node.Value.x * Map.GridNodeWidth,
node.Value.y * Map.GridNodeHeight));
// We set a color to show the path.
GridNodeView gnv = Map.GetGridNodeView(node.Value.x, node.Value.y);
gnv.SetInnerColor(Map.COLOR_PATH);
}
public void SetStartNode(GridNode node)
{
wayPoints.Clear();
transform.position = new Vector3(
node.Value.x * Map.GridNodeWidth,
node.Value.y * Map.GridNodeHeight,
transform.position.z);
}
private void InitializePathFinder()
{
// Hitung perkiraan jumlah node dalam grid
int estimatedNodeCount = 0;
if (Map != null)
{
estimatedNodeCount = Map.NumX * Map.NumY;
}
// Log informasi ukuran grid dan strategi optimisasi
bool isLargeGrid = estimatedNodeCount > 2500;
UnityEngine.Debug.Log($"Grid Size: {Map?.NumX ?? 0}x{Map?.NumY ?? 0} ({estimatedNodeCount} nodes) - " +
$"Using {(isLargeGrid ? "optimized" : "simplified")} pathfinding strategy");
// Create new pathfinder instance
switch (pathFinderType)
{
case PathFinderType.ASTAR:
pathFinder = new AStarPathFinder<Vector2Int>(estimatedNodeCount);
break;
case PathFinderType.DIJKSTRA:
pathFinder = new DijkstraPathFinder<Vector2Int>(estimatedNodeCount);
break;
case PathFinderType.GREEDY:
pathFinder = new GreedyPathFinder<Vector2Int>();
break;
case PathFinderType.BACKTRACKING:
pathFinder = new BacktrackingPathFinder<Vector2Int>();
break;
case PathFinderType.BFS:
pathFinder = new BFSPathFinder<Vector2Int>();
break;
}
// Set up callbacks
pathFinder.onSuccess = OnSuccessPathFinding;
pathFinder.onFailure = OnFailurePathFinding;
// Gunakan setting asli
pathFinder.HeuristicCost = GridMap.GetManhattanCost;
pathFinder.NodeTraversalCost = GridMap.GetEuclideanCost;
UnityEngine.Debug.Log($"Initialized pathfinder with algorithm: {pathFinderType}");
}
public void MoveTo(GridNode destination, bool silentMode = false)
{
if (pathFinder == null)
{
UnityEngine.Debug.LogError("Pathfinder is not initialized!");
InitializePathFinder();
}
if (pathFinder.Status == PathFinderStatus.RUNNING)
{
UnityEngine.Debug.Log("PathFinder is running. Cannot start a new pathfinding now");
return;
}
GridNode start = Map.GetGridNode(
(int)(transform.position.x / Map.GridNodeWidth),
(int)(transform.position.y / Map.GridNodeHeight));
if (start == null || destination == null)
{
UnityEngine.Debug.LogError($"Invalid start or destination node. Start: {start}, Destination: {destination}");
return;
}
if (!silentMode)
{
UnityEngine.Debug.Log($"Starting pathfinding from ({start.Value.x}, {start.Value.y}) to ({destination.Value.x}, {destination.Value.y})");
}
SetStartNode(start);
// Reset grid colors
if (!silentMode)
{
Map.ResetGridNodeColours();
}
visualizationSteps.Clear();
isVisualizingPath = false;
// Initialize pathfinding
if (!pathFinder.Initialise(start, destination))
{
UnityEngine.Debug.LogError("Failed to initialize pathfinder!");
return;
}
StartCoroutine(Coroutine_FindPathStep(silentMode));
}
IEnumerator Coroutine_FindPathStep(bool silentMode = false)
{
yield return StartCoroutine(MeasurePerformance(silentMode));
// Start visualization after calculation is complete
if (pathFinder.Status == PathFinderStatus.SUCCESS && showVisualization && !silentMode)
{
yield return StartCoroutine(VisualizePathfinding());
}
}
IEnumerator MeasurePerformance(bool silentMode = false)
{
// Memory tracking for pathfinding structures - tetap untuk visualisasi
int maxOpenListSize = 0;
int currentOpenListSize = 0;
int maxClosedListSize = 0;
int currentClosedListSize = 0;
// Pre-allocate visualizationSteps with estimated capacity to avoid reallocations
visualizationSteps = new List<PathfindingVisualizationStep>(1000);
// ===== MEMORY MEASUREMENT START: Ukur memory sebelum algoritma =====
System.GC.Collect(); // Force garbage collection untuk pengukuran yang akurat
System.GC.WaitForPendingFinalizers();
long memoryBefore = System.GC.GetTotalMemory(false);
// Setup callbacks before running algorithm
SetupCallbacks(silentMode, ref maxOpenListSize, ref currentOpenListSize,
ref maxClosedListSize, ref currentClosedListSize);
// ===== STOPWATCH START: Pengukuran waktu algoritma =====
float startTime = Time.realtimeSinceStartup;
// Counter untuk jumlah step yang dilakukan algoritma
int stepCount = 0;
// Execute the pathfinding algorithm synchronously in a single frame without visualization
while (pathFinder.Status == PathFinderStatus.RUNNING)
{
stepCount++;
pathFinder.Step();
}
// ===== STOPWATCH STOP: Akhir pengukuran waktu algoritma =====
float endTime = Time.realtimeSinceStartup;
float duration = (endTime - startTime) * 1000f; // Convert to milliseconds
// ===== MEMORY MEASUREMENT END: Ukur memory setelah algoritma =====
long memoryAfter = System.GC.GetTotalMemory(false);
long memoryUsed = memoryAfter - memoryBefore;
UnityEngine.Debug.Log($"Memory used: {memoryUsed} bytes");
UnityEngine.Debug.Log($"Algorithm execution time: {duration:F2} ms");
// Calculate path length once and reuse
int pathLength = 0;
float totalGCost = 0;
float totalHCost = 0;
float totalFCost = 0;
// Add memory for path reconstruction (final path)
if (pathFinder.Status == PathFinderStatus.SUCCESS)
{
pathLength = CalculatePathLength();
// Hitung total G, H, dan F cost
CalculatePathCosts(out totalGCost, out totalHCost, out totalFCost);
}
// Koreksi estimasi touched nodes berdasarkan jumlah langkah dan expanded nodes
// Pendekatan heuristik: touched nodes = expanded nodes * rata-rata branching factor
float estimatedBranchingFactor = 4.0f; // Untuk grid 4-connected
if (pathFinderType == PathFinderType.ASTAR || pathFinderType == PathFinderType.GREEDY)
{
// A* dan Greedy biasanya memeriksa lebih sedikit node karena heuristik
estimatedBranchingFactor = 3.5f;
}
// Koreksi touchedNodesCount jika terlalu rendah, karena estimasi minimal
int estimatedTouchedNodes = Mathf.RoundToInt(expandedNodesCount * estimatedBranchingFactor);
touchedNodesCount = Mathf.Max(touchedNodesCount, estimatedTouchedNodes);
// Create and send metrics - waktu pengukuran algoritma yang tepat
PathfindingMetrics metrics = new PathfindingMetrics
{
timeTaken = duration, // Waktu algoritma yang diukur dengan Time.realtimeSinceStartup
pathLength = pathLength,
memoryUsed = memoryUsed,
maxOpenListSize = maxOpenListSize,
maxClosedListSize = maxClosedListSize,
totalGCost = totalGCost,
totalHCost = totalHCost,
totalFCost = totalFCost,
// Tambahkan metrik baru
totalExpandedNodes = expandedNodesCount,
totalGeneratedNodes = generatedNodesCount,
totalTouchedNodes = touchedNodesCount
};
// Report metrics before visualization
if (!silentMode)
{
OnPathfindingComplete?.Invoke(metrics);
}
// Path visualization and handling
HandlePathFindingResult(silentMode, pathLength);
// Pastikan untuk mengembalikan nilai di akhir coroutine
yield return null;
}
/// <summary>
/// Setup callbacks for tracking nodes in open/closed lists and visualization
/// </summary>
private void SetupCallbacks(bool silentMode, ref int maxOpenListSize, ref int currentOpenListSize,
ref int maxClosedListSize, ref int currentClosedListSize)
{
// Reset counters setiap kali pathfinding dimulai
expandedNodesCount = 0;
generatedNodesCount = 0;
touchedNodesCount = 0;
// Buat variabel lokal untuk menghindari masalah dengan ref parameter dalam lambda
int localCurrentOpenListSize = currentOpenListSize;
int localMaxOpenListSize = maxOpenListSize;
int localCurrentClosedListSize = currentClosedListSize;
int localMaxClosedListSize = maxClosedListSize;
if (silentMode)
{
// In silent mode, just set minimal callbacks for metrics
pathFinder.onAddToOpenList = (node) =>
{
// Menghitung node yang ditambahkan ke open list (generated)
generatedNodesCount++;
localCurrentOpenListSize++;
if (localCurrentOpenListSize > localMaxOpenListSize)
localMaxOpenListSize = localCurrentOpenListSize;
};
pathFinder.onAddToClosedList = (node) =>
{
// Menghitung node yang dipindahkan ke closed list (expanded)
expandedNodesCount++;
localCurrentClosedListSize++;
if (localCurrentClosedListSize > localMaxClosedListSize)
localMaxClosedListSize = localCurrentClosedListSize;
localCurrentOpenListSize--; // When a node is moved from open to closed list
};
// For touched nodes, kita menghitung semua node yang dievaluasi
// Karena kita tidak bisa memodifikasi PathFinder class, kita estimasi ini
// berdasarkan jumlah Step yang dilakukan algoritma
pathFinder.onChangeCurrentNode = (node) =>
{
// Setiap kali node diproses, node tetangga dievaluasi (touched)
// Kita akan mengestimasi jumlah node tetangga (umumnya 4-8 untuk grid)
touchedNodesCount += 4; // Estimasi minimal, akan dikoreksi nanti
};
}
else
{
// In regular mode, track and prepare for visualization
pathFinder.onAddToOpenList = (node) =>
{
// Menghitung node yang ditambahkan ke open list (generated)
generatedNodesCount++;
visualizationSteps.Add(new PathfindingVisualizationStep(
PathfindingVisualizationStep.StepType.OpenList,
node.Location.Value));
localCurrentOpenListSize++;
if (localCurrentOpenListSize > localMaxOpenListSize)
localMaxOpenListSize = localCurrentOpenListSize;
};
pathFinder.onAddToClosedList = (node) =>
{
// Menghitung node yang dipindahkan ke closed list (expanded)
expandedNodesCount++;
visualizationSteps.Add(new PathfindingVisualizationStep(
PathfindingVisualizationStep.StepType.ClosedList,
node.Location.Value));
localCurrentClosedListSize++;
if (localCurrentClosedListSize > localMaxClosedListSize)
localMaxClosedListSize = localCurrentClosedListSize;
localCurrentOpenListSize--; // When a node is moved from open to closed list
};
pathFinder.onChangeCurrentNode = (node) =>
{
// Setiap kali node diproses, node tetangga dievaluasi (touched)
touchedNodesCount += 4; // Estimasi minimal
visualizationSteps.Add(new PathfindingVisualizationStep(
PathfindingVisualizationStep.StepType.CurrentNode,
node.Location.Value));
};
}
// Setelah lambda selesai dijalankan, perbarui variabel ref
maxOpenListSize = localMaxOpenListSize;
currentOpenListSize = localCurrentOpenListSize;
maxClosedListSize = localMaxClosedListSize;
currentClosedListSize = localCurrentClosedListSize;
}
/// <summary>
/// Handle path finding result (success or failure)
/// </summary>
private void HandlePathFindingResult(bool silentMode, int pathLength)
{
if (pathFinder.Status == PathFinderStatus.SUCCESS)
{
OnSuccessPathFinding();
// In non-silent mode, prepare visualization data for the path
if (!silentMode && showVisualization)
{
// Add the path nodes for visualization in efficient batched way
PathFinder<Vector2Int>.PathFinderNode node = pathFinder.CurrentNode;
List<Vector2Int> pathPositions = new List<Vector2Int>(pathLength); // Pre-allocate with known size
// Build path in reverse order
while (node != null)
{
pathPositions.Add(node.Location.Value);
node = node.Parent;
}
// Process path in correct order
for (int i = pathPositions.Count - 1; i >= 0; i--)
{
visualizationSteps.Add(new PathfindingVisualizationStep(
PathfindingVisualizationStep.StepType.FinalPath,
pathPositions[i]));
}
}
}
else if (pathFinder.Status == PathFinderStatus.FAILURE)
{
OnFailurePathFinding();
}
}
/// <summary>
/// Memformat ukuran byte menjadi string yang lebih mudah dibaca
/// </summary>
void OnSuccessPathFinding()
{
float totalGCost = 0;
float totalHCost = 0;
float totalFCost = 0;
// Hitung biaya-biaya path menggunakan metode yang sudah ada
CalculatePathCosts(out totalGCost, out totalHCost, out totalFCost);
// Informasi dasar
int pathLength = CalculatePathLength();
// Log informasi lengkap hanya jika dibutuhkan
if (UnityEngine.Debug.isDebugBuild)
{
UnityEngine.Debug.Log($"Pathfinding Success - Algorithm: {pathFinderType}");
UnityEngine.Debug.Log($"Final Path length: {pathLength} nodes");
UnityEngine.Debug.Log($"Nodes explored: {expandedNodesCount}");
// Log node metrics untuk analisis akademis
UnityEngine.Debug.Log($"Generated nodes: {generatedNodesCount}");
UnityEngine.Debug.Log($"Touched nodes: {touchedNodesCount}");
// Log cost metrics dengan format yang lebih jelas
bool usesHeuristic = pathFinderType == PathFinderType.ASTAR || pathFinderType == PathFinderType.GREEDY;
UnityEngine.Debug.Log($"Total G-Cost: {totalGCost:F2} (Jarak sebenarnya)");
if (usesHeuristic)
{
UnityEngine.Debug.Log($"Total H-Cost: {totalHCost:F2} (Estimasi heuristik)");
UnityEngine.Debug.Log($"Total F-Cost: {totalFCost:F2} (G+H, Biaya total)");
}
// Log detail tambahan jika perlu
UnityEngine.Debug.Log($"Average cost per step: {(pathLength > 0 ? totalGCost / pathLength : 0):F2}");
}
}
void OnFailurePathFinding()
{
if (UnityEngine.Debug.isDebugBuild)
{
UnityEngine.Debug.Log("Cannot find path. No valid path exists!");
UnityEngine.Debug.Log($"Nodes explored: {expandedNodesCount}");
}
}
/// <summary>
/// Changes the pathfinding algorithm at runtime
/// </summary>
public void ChangeAlgorithm(PathFinderType newType)
{
// Don't change if pathfinding is in progress
if (pathFinder != null && pathFinder.Status == PathFinderStatus.RUNNING)
{
UnityEngine.Debug.Log("Cannot change algorithm while pathfinding is running");
return;
}
pathFinderType = newType;
// Hitung perkiraan jumlah node dalam grid
int estimatedNodeCount = 0;
if (Map != null)
{
estimatedNodeCount = Map.NumX * Map.NumY;
}
// Create new pathfinder instance
switch (pathFinderType)
{
case PathFinderType.ASTAR:
pathFinder = new AStarPathFinder<Vector2Int>(estimatedNodeCount);
break;
case PathFinderType.DIJKSTRA:
pathFinder = new DijkstraPathFinder<Vector2Int>(estimatedNodeCount);
break;
case PathFinderType.GREEDY:
pathFinder = new GreedyPathFinder<Vector2Int>();
break;
case PathFinderType.BACKTRACKING:
pathFinder = new BacktrackingPathFinder<Vector2Int>();
break;
case PathFinderType.BFS:
pathFinder = new BFSPathFinder<Vector2Int>();
break;
}
// Set up callbacks
pathFinder.onSuccess = OnSuccessPathFinding;
pathFinder.onFailure = OnFailurePathFinding;
// Gunakan setting asli
pathFinder.HeuristicCost = GridMap.GetManhattanCost;
pathFinder.NodeTraversalCost = GridMap.GetEuclideanCost;
UnityEngine.Debug.Log($"Changed pathfinding algorithm to {pathFinderType}");
}
private int CalculatePathLength()
{
int pathLength = 0;
PathFinder<Vector2Int>.PathFinderNode node = pathFinder.CurrentNode;
while (node != null)
{
pathLength++;
node = node.Parent;
}
return pathLength;
}
IEnumerator VisualizePathfinding()
{
if (!showVisualization)
yield break;
isVisualizingPath = true;
// First, ensure grid is reset
Map.ResetGridNodeColours();
// Visualize each step with a delay - use batch processing for efficiency
int stepCount = visualizationSteps.Count;
int batchSize = Mathf.Min(visualizationBatch, stepCount); // set higher value for faster visualization
for (int i = 0; i < stepCount; i += batchSize)
{
int end = Mathf.Min(i + batchSize, stepCount);
// Process a batch of steps
for (int j = i; j < end; j++)
{
var step = visualizationSteps[j];
GridNodeView gnv = Map.GetGridNodeView(step.position.x, step.position.y);
if (gnv != null)
{
switch (step.type)
{
case PathfindingVisualizationStep.StepType.CurrentNode:
gnv.SetInnerColor(Map.COLOR_CURRENT_NODE);
break;
case PathfindingVisualizationStep.StepType.OpenList:
gnv.SetInnerColor(Map.COLOR_ADD_TO_OPENLIST);
break;
case PathfindingVisualizationStep.StepType.ClosedList:
gnv.SetInnerColor(Map.COLOR_ADD_TO_CLOSEDLIST);
break;
case PathfindingVisualizationStep.StepType.FinalPath:
gnv.SetInnerColor(Map.COLOR_PATH);
// Also add the waypoint when we process the path
if (step.type == PathfindingVisualizationStep.StepType.FinalPath)
{
GridNode pathNode = Map.GetGridNode(step.position.x, step.position.y);
AddWayPoint(pathNode);
}
break;
}
}
}
// Yield after each batch to prevent frame drops
yield return new WaitForSeconds(visualizationSpeed);
}
isVisualizingPath = false;
}
/// <summary>
/// Menghitung biaya G, H, dan F untuk jalur
/// </summary>
private void CalculatePathCosts(out float totalGCost, out float totalHCost, out float totalFCost)
{
// Inisialisasi nilai awal
totalGCost = 0;
totalHCost = 0;
totalFCost = 0;
// Jika tidak ada path yang ditemukan, return nilai 0
if (pathFinder.CurrentNode == null)
return;
// Untuk algoritma yang menggunakan heuristik
bool usesHeuristic = pathFinderType == PathFinderType.ASTAR ||
pathFinderType == PathFinderType.GREEDY;
// Node final berisi total cost jalur
PathFinder<Vector2Int>.PathFinderNode finalNode = pathFinder.CurrentNode;
// G cost adalah biaya sebenarnya dari start ke goal, sudah terakumulasi di node akhir
totalGCost = finalNode.GCost;
// H cost di node final idealnya 0 (sudah di tujuan),
// tapi untuk info lengkap, kita dapat path's H cost dari node awal
if (usesHeuristic)
{
// H cost dari node awal ke tujuan (untuk referensi)
totalHCost = finalNode.HCost;
// F cost adalah G + H di node akhir
totalFCost = finalNode.FCost;
// Log additional debug info
UnityEngine.Debug.Log($"Final node - G:{finalNode.GCost:F2}, H:{finalNode.HCost:F2}, F:{finalNode.FCost:F2}");
}
else
{
// Algoritma tanpa heuristik (seperti Dijkstra)
totalFCost = totalGCost;
}
// Hitung rata-rata biaya per langkah untuk analisis
int pathLength = CalculatePathLength();
float avgCostPerStep = pathLength > 0 ? totalGCost / pathLength : 0;
UnityEngine.Debug.Log($"[COST] Path: {pathLength} steps, Avg cost/step: {avgCostPerStep:F2}");
}
}

View File

@ -233,7 +233,7 @@ public class PathfindingUIManager : MonoBehaviour
algorithmDropdown.AddOptions(new System.Collections.Generic.List<string> {
"A*",
"Dijkstra",
"Greedy Best-First",
"Greedy BFS",
"Backtracking",
"BFS"
});
@ -565,7 +565,7 @@ public class PathfindingUIManager : MonoBehaviour
{
if (speedValueText != null)
{
speedValueText.text = value.ToString("F2") + "s";
speedValueText.text = value.ToString("F1") + "s";
}
}

View File

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