Fix: Clean up code

Removing unused comment, refactor and remove some unused script
This commit is contained in:
Bobby Rafael
2025-07-17 12:04:03 +07:00
parent 083b9b33b6
commit 2ccba85268
14 changed files with 148 additions and 2453 deletions

View File

@ -6,6 +6,11 @@ using UnityEngine.UI;
using TMPro;
using System.IO;
/// <summary>
/// PathfindingUIManager merupakan kelas yang mengelola antarmuka pengguna untuk sistem pathfinding.
/// pengguna dapat mengatur ukuran grid, memilih algoritma pathfinding, menjalankan pathfinding.
/// </summary>
public class PathfindingUIManager : MonoBehaviour
{
[Header("References")]
@ -22,12 +27,11 @@ public class PathfindingUIManager : MonoBehaviour
public TMP_Dropdown algorithmDropdown;
public Button runPathfindingButton;
public Button resetButton;
public Toggle allowDiagonalToggle; // Toggle untuk diagonal movement
public Toggle allowDiagonalToggle;
[Header("Visualization Controls")]
public Slider visualizationSpeedSlider;
public Slider visualizationBatchSlider;
// public Toggle showVisualizationToggle;
public TMP_Text speedValueText;
public TMP_Text batchValueText;
@ -36,7 +40,7 @@ public class PathfindingUIManager : MonoBehaviour
public TMP_Text pathLengthText;
public TMP_Text nodesExploredText;
public TMP_Text memoryUsageText;
public TMP_Text cpuUsageText; // Text untuk menampilkan penggunaan CPU
public TMP_Text cpuUsageText;
[Header("Map Save/Load")]
public TMP_InputField mapNameInput;
@ -44,7 +48,7 @@ public class PathfindingUIManager : MonoBehaviour
public Button loadButton;
[Header("Application Controls")]
public Button exitButton; // Tombol untuk keluar aplikasi
public Button exitButton;
[Header("Optimization")]
[SerializeField] private bool performWarmup = true;
@ -54,29 +58,16 @@ public class PathfindingUIManager : MonoBehaviour
public TMP_Dropdown mazeSizeDropdown;
public TMP_Dropdown mazeDensityDropdown;
[Header("Automated Testing")]
[SerializeField] private GameObject testerPanelPrefab;
[SerializeField] private Transform testerPanelParent;
private GameObject testerPanelInstance;
// Konstanta untuk perhitungan CPU usage
private const float TARGET_FRAME_TIME_MS = 16.67f; // 60 FPS = 16.67ms per frame
// Add a flag to track if pathfinding is running
private bool isPathfindingRunning = false;
// Add a flag to track if visualization is running
private bool isVisualizationRunning = false;
// Add a flag to track if NPC is moving
private bool isNpcMoving = false;
private void Start()
{
// Initialize UI elements
InitializeUI();
// Add listeners
applyGridSizeButton.onClick.AddListener(OnApplyGridSize);
runPathfindingButton.onClick.AddListener(OnRunPathfinding);
resetButton.onClick.AddListener(OnResetPathfinding);
@ -84,56 +75,38 @@ public class PathfindingUIManager : MonoBehaviour
saveButton.onClick.AddListener(OnSaveMap);
loadButton.onClick.AddListener(OnLoadMap);
// Add exit button listener if the button exists
if (exitButton != null)
exitButton.onClick.AddListener(OnExitApplication);
// Add listener for maze generator
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;
npc.OnPathfindingComplete += OnPathfindingCompleted;
// Subscribe to visualization completion event
npc.OnVisualizationComplete += OnVisualizationCompleted;
// Subscribe to movement completion event
npc.OnMovementComplete += OnMovementCompleted;
// Initialize performance metrics
ClearPerformanceMetrics();
// Initialize visualization controls
InitializeVisualizationControls();
// Perform algorithm warmup
if (performWarmup)
{
StartCoroutine(WarmupPathfindingSystem());
}
// Tampilkan lokasi penyimpanan
ShowSaveLocation();
}
private IEnumerator WarmupPathfindingSystem()
{
// Wait one frame to ensure everything is initialized
yield return null;
if (showWarmupMessage)
@ -141,20 +114,16 @@ public class PathfindingUIManager : MonoBehaviour
//Debug.Log("Performing pathfinding warmup...");
}
// Get current NPC position
Vector3 npcPos = npc.transform.position;
int startX = (int)(npcPos.x / gridMap.GridNodeWidth);
int startY = (int)(npcPos.y / gridMap.GridNodeHeight);
// Find destination node for warmup (try to use opposite corner)
int destX = gridMap.NumX - 1;
int destY = gridMap.NumY - 1;
// Ensure destination is walkable
GridNode destNode = gridMap.GetGridNode(destX, destY);
if (destNode == null || !destNode.IsWalkable)
{
// Find any walkable node for warmup
for (int x = 0; x < gridMap.NumX; x++)
{
for (int y = 0; y < gridMap.NumY; y++)
@ -173,66 +142,46 @@ public class PathfindingUIManager : MonoBehaviour
}
}
// Save current destination position
Vector3 originalDestPos = gridMap.Destination.position;
// Set temporary destination for warmup
gridMap.SetDestination(destX, destY);
// Run pathfinding quietly (without visualization)
GridNode startNode = gridMap.GetGridNode(startX, startY);
if (startNode != null && destNode != null && destNode.IsWalkable)
{
// Temporarily disable visualization for warmup
float originalVisualizationSpeed = npc.visualizationSpeed;
npc.visualizationSpeed = 0f;
bool originalShowVisualization = npc.showVisualization;
npc.showVisualization = false;
// Do warmup for each algorithm type to JIT compile all code paths
foreach (NPC.PathFinderType algoType in System.Enum.GetValues(typeof(NPC.PathFinderType)))
{
// Save current algorithm
NPC.PathFinderType originalAlgorithm = npc.pathFinderType;
// Change to this algorithm
npc.ChangeAlgorithm(algoType);
// Run silent pathfinding
npc.MoveTo(destNode, true);
// Wait a bit to ensure completion
yield return new WaitForSeconds(0.05f);
// Reset back to original algorithm
npc.ChangeAlgorithm(originalAlgorithm);
}
// Restore visualization settings
npc.visualizationSpeed = originalVisualizationSpeed;
npc.showVisualization = originalShowVisualization;
}
// Restore original destination
gridMap.Destination.position = originalDestPos;
// Clear metrics from warmup
ClearPerformanceMetrics();
if (showWarmupMessage)
{
//Debug.Log("Pathfinding warmup complete");
}
// Reset grid colors
gridMap.ResetGridNodeColours();
}
private void OnDestroy()
{
// Unsubscribe from events
if (npc != null)
{
npc.OnPathfindingComplete -= UpdatePerformanceMetrics;
@ -241,7 +190,6 @@ public class PathfindingUIManager : MonoBehaviour
npc.OnMovementComplete -= OnMovementCompleted;
}
// Unsubscribe from UI events
if (allowDiagonalToggle != null)
{
allowDiagonalToggle.onValueChanged.RemoveListener(OnDiagonalMovementChanged);
@ -250,19 +198,15 @@ public class PathfindingUIManager : MonoBehaviour
private void InitializeUI()
{
// Set initial values
gridSizeXInput.text = gridMap.NumX.ToString();
gridSizeYInput.text = gridMap.NumY.ToString();
// Set input fields to only accept integers
gridSizeXInput.contentType = TMP_InputField.ContentType.IntegerNumber;
gridSizeYInput.contentType = TMP_InputField.ContentType.IntegerNumber;
// Add input validation events
gridSizeXInput.onValidateInput += ValidateNumberInput;
gridSizeYInput.onValidateInput += ValidateNumberInput;
// Setup algorithm dropdown
algorithmDropdown.ClearOptions();
algorithmDropdown.AddOptions(new System.Collections.Generic.List<string> {
"A*",
@ -272,14 +216,12 @@ 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)
{
mazeSizeDropdown.ClearOptions();
@ -292,7 +234,6 @@ public class PathfindingUIManager : MonoBehaviour
});
}
// Setup maze density dropdown
if (mazeDensityDropdown != null)
{
mazeDensityDropdown.ClearOptions();
@ -306,17 +247,15 @@ public class PathfindingUIManager : MonoBehaviour
ClearPerformanceMetrics();
}
// Validation function to only allow numeric input
private char ValidateNumberInput(string text, int charIndex, char addedChar)
{
// Only allow digits
if (char.IsDigit(addedChar))
{
return addedChar;
}
else
{
return '\0'; // Return null character to reject the input
return '\0';
}
}
@ -336,7 +275,6 @@ public class PathfindingUIManager : MonoBehaviour
nodesExploredText.text = $"{metrics.nodesExplored} nodes";
memoryUsageText.text = FormatBytes(metrics.memoryUsed);
// Hitung dan tampilkan CPU usage
if (cpuUsageText != null)
{
float cpuUsagePercentage = (metrics.timeTaken / TARGET_FRAME_TIME_MS) * 100f;
@ -362,38 +300,29 @@ public class PathfindingUIManager : MonoBehaviour
if (int.TryParse(gridSizeXInput.text, out int newSizeX) &&
int.TryParse(gridSizeYInput.text, out int newSizeY))
{
// Validate grid size limits
const int MAX_GRID_SIZE = 200;
const int MIN_GRID_SIZE = 2;
if (newSizeX > MAX_GRID_SIZE || newSizeY > MAX_GRID_SIZE)
{
// Display an error message
Debug.LogWarning($"Grid size cannot exceed {MAX_GRID_SIZE}x{MAX_GRID_SIZE}. Resize operation cancelled.");
// Revert input fields to current grid size
gridSizeXInput.text = gridMap.NumX.ToString();
gridSizeYInput.text = gridMap.NumY.ToString();
// Don't proceed with resize
return;
}
// Check for minimum size
if (newSizeX < MIN_GRID_SIZE || newSizeY < MIN_GRID_SIZE)
{
// Display an error message
Debug.LogWarning($"Grid size cannot be less than {MIN_GRID_SIZE}x{MIN_GRID_SIZE}. Resize operation cancelled.");
// Revert input fields to current grid size
gridSizeXInput.text = gridMap.NumX.ToString();
gridSizeYInput.text = gridMap.NumY.ToString();
// Don't proceed with resize
return;
}
// Apply the grid size (only if within limits)
if (gridMap.ResizeGrid(newSizeX, newSizeY))
{
ClearPerformanceMetrics();
@ -403,17 +332,14 @@ public class PathfindingUIManager : MonoBehaviour
private void OnRunPathfinding()
{
// Get current NPC position
Vector3 npcPos = npc.transform.position;
int startX = (int)(npcPos.x / gridMap.GridNodeWidth);
int startY = (int)(npcPos.y / gridMap.GridNodeHeight);
// Get destination position
Vector3 destPos = gridMap.Destination.position;
int destX = (int)(destPos.x / gridMap.GridNodeWidth);
int destY = (int)(destPos.y / gridMap.GridNodeHeight);
// Run pathfinding
GridNode startNode = gridMap.GetGridNode(startX, startY);
GridNode endNode = gridMap.GetGridNode(destX, destY);
@ -421,10 +347,9 @@ public class PathfindingUIManager : MonoBehaviour
{
ClearPerformanceMetrics();
// Set flags that pathfinding, visualization, and movement will happen
isPathfindingRunning = true;
isVisualizationRunning = true;
isNpcMoving = true; // assume movement will happen
isNpcMoving = true;
SetUIInteractivity(false);
npc.MoveTo(endNode);
@ -433,20 +358,15 @@ public class PathfindingUIManager : MonoBehaviour
private void OnResetPathfinding()
{
// Reset all flags to ensure UI will be enabled after reload
isPathfindingRunning = false;
isVisualizationRunning = false;
isNpcMoving = false;
// Force enable UI - this ensures buttons will be enabled
// after reset regardless of editor/build status
SetUIInteractivity(true);
// Reload the current scene
UnityEngine.SceneManagement.SceneManager.LoadScene(
UnityEngine.SceneManagement.SceneManager.GetActiveScene().name);
//Debug.Log("Reloading scene...");
}
private void OnAlgorithmChanged(int index)
@ -460,7 +380,6 @@ public class PathfindingUIManager : MonoBehaviour
ClearPerformanceMetrics();
}
// Helper method to get the readable name of the algorithm
private string GetAlgorithmName(NPC.PathFinderType type)
{
switch (type)
@ -488,7 +407,6 @@ public class PathfindingUIManager : MonoBehaviour
return;
}
// Buat direktori jika belum ada
string saveDirectory = Path.Combine(Application.persistentDataPath, "GridSaves");
if (!Directory.Exists(saveDirectory))
{
@ -501,20 +419,13 @@ public class PathfindingUIManager : MonoBehaviour
Debug.Log($"Map saved to: {filePath} (includes grid state, NPC position, and destination position)");
}
/// <summary>
/// Membuka folder penyimpanan di File Explorer
/// </summary>
public void OpenSaveFolder()
{
string saveDirectory = Path.Combine(Application.persistentDataPath, "GridSaves");
// Buat direktori jika belum ada
if (!Directory.Exists(saveDirectory))
{
Directory.CreateDirectory(saveDirectory);
}
// Buka folder di file explorer
System.Diagnostics.Process.Start("explorer.exe", saveDirectory);
}
@ -530,22 +441,15 @@ public class PathfindingUIManager : MonoBehaviour
if (!File.Exists(filePath))
{
//Debug.LogWarning($"Map file not found: {filePath}");
return;
}
gridMap.LoadGridState(filePath);
ClearPerformanceMetrics();
//Debug.Log($"Map loaded from: {filePath}");
}
/// <summary>
/// Generates a random maze with the selected size and density
/// </summary>
private void OnGenerateMaze()
{
// Get selected maze size
int sizeX = 20;
int sizeY = 20;
bool isLargeGrid = false;
@ -569,10 +473,8 @@ public class PathfindingUIManager : MonoBehaviour
sizeX = sizeY = 100;
isLargeGrid = true;
break;
// If more options are added that exceed MAX_GRID_SIZE, they'll be rejected
}
// Check if size exceeds maximum or is below minimum - reject if it does
if (sizeX > MAX_GRID_SIZE || sizeY > MAX_GRID_SIZE)
{
Debug.LogWarning($"Maze size {sizeX}x{sizeY} exceeds maximum of {MAX_GRID_SIZE}x{MAX_GRID_SIZE}. Operation cancelled.");
@ -585,22 +487,18 @@ public class PathfindingUIManager : MonoBehaviour
return;
}
// Resize grid if needed
if (gridMap.NumX != sizeX || gridMap.NumY != sizeY)
{
if (!gridMap.ResizeGrid(sizeX, sizeY))
{
// Resize failed, abort maze generation
return;
}
// Update grid size inputs
gridSizeXInput.text = sizeX.ToString();
gridSizeYInput.text = sizeY.ToString();
}
// Get selected density
float density = 30f; // Default medium
float density = 30f;
switch (mazeDensityDropdown.value)
{
@ -615,61 +513,40 @@ public class PathfindingUIManager : MonoBehaviour
break;
}
// Untuk grid besar, nonaktifkan visualisasi sementara untuk performa lebih baik
bool originalShowVisualization = false;
float originalVisualizationSpeed = 0f;
if (isLargeGrid && npc != null)
{
// Simpan nilai asli
originalShowVisualization = npc.showVisualization;
originalVisualizationSpeed = npc.visualizationSpeed;
// Nonaktifkan visualisasi untuk grid besar
npc.showVisualization = false;
}
// Generate the maze with selected density
gridMap.GenerateRandomMaze(density);
// Kembalikan nilai visualisasi jika diubah
if (isLargeGrid && npc != null)
{
npc.showVisualization = originalShowVisualization;
npc.visualizationSpeed = originalVisualizationSpeed;
}
// Clear performance metrics
ClearPerformanceMetrics();
// Tampilkan pesan khusus untuk grid besar
if (isLargeGrid)
{
//Debug.Log("Large maze generated. For best performance, consider disabling visualization during pathfinding.");
}
//Debug.Log($"Generated maze with size {sizeX}x{sizeY} and density {density}%");
}
/// <summary>
/// Menampilkan lokasi penyimpanan file di konsol
/// </summary>
private void ShowSaveLocation()
{
string saveDirectory = Path.Combine(Application.persistentDataPath, "GridSaves");
}
/// <summary>
/// Menutup aplikasi saat tombol exit ditekan
/// </summary>
public void OnExitApplication()
{
#if UNITY_EDITOR
// Jika di Unity Editor
UnityEditor.EditorApplication.isPlaying = false;
#else
// Jika di build
Application.Quit();
// Jika di build
Application.Quit();
#endif
Debug.Log("Application exit requested");
@ -677,7 +554,6 @@ public class PathfindingUIManager : MonoBehaviour
private void InitializeVisualizationControls()
{
// Set initial slider values based on NPC settings
if (visualizationSpeedSlider != null)
{
visualizationSpeedSlider.value = npc.visualizationSpeed;
@ -699,7 +575,6 @@ public class PathfindingUIManager : MonoBehaviour
private void OnVisualizationBatchChanged(float newValue)
{
// Pastikan nilai batch adalah integer
int batchValue = Mathf.RoundToInt(newValue);
npc.visualizationBatch = batchValue;
UpdateBatchValueText(batchValue);
@ -725,31 +600,22 @@ public class PathfindingUIManager : MonoBehaviour
batchValueText.text = value.ToString();
}
}
/// <summary>
/// Menangani perubahan toggle diagonal movement
/// </summary>
private void OnDiagonalMovementChanged(bool isOn)
{
gridMap.AllowDiagonalMovement = isOn;
// Reset performance metrics
ClearPerformanceMetrics();
}
// New method to handle pathfinding completion
private void OnPathfindingCompleted(PathfindingMetrics metrics)
{
// Pathfinding is completed, but visualization might still be running
isPathfindingRunning = false;
// Check if pathfinding failed by looking at metrics or path length
bool pathfindingFailed = (metrics.pathLength == 0) ||
(npc.pathFinder != null &&
npc.pathFinder.Status == PathFinding.PathFinderStatus.FAILURE);
if (pathfindingFailed)
{
// If pathfinding failed, there won't be any visualization or movement
Debug.Log("Pathfinding failed - re-enabling UI controls immediately");
isVisualizationRunning = false;
isNpcMoving = false;
@ -765,22 +631,15 @@ public class PathfindingUIManager : MonoBehaviour
return;
}
// If pathfinding succeeded, continue with normal flow
// Very important: Keep UI disabled regardless of visualization state to prevent
// the brief window of interactivity between pathfinding completion and visualization start
if (npc.showVisualization)
{
// If visualization is enabled in settings, assume it will start soon
// Keep UI disabled by keeping isVisualizationRunning true
isVisualizationRunning = true;
// Do NOT enable UI here - wait for visualization to complete
}
else
{
// Only if visualization is completely disabled in settings, enable UI
isVisualizationRunning = false;
// Only re-enable in editor mode
#if UNITY_EDITOR
SetUIInteractivity(true);
#else
@ -790,25 +649,18 @@ public class PathfindingUIManager : MonoBehaviour
}
}
// New method to handle visualization completion
private void OnVisualizationCompleted()
{
// Visualization is completed, but NPC may start moving
isVisualizationRunning = false;
// Check if NPC is moving or will move
if (npc.IsMoving || npc.wayPoints.Count > 0)
{
// Movement is starting or in progress
isNpcMoving = true;
// Leave UI disabled
}
else
{
// No movement expected
isNpcMoving = false;
// Only re-enable in editor mode
#if UNITY_EDITOR
SetUIInteractivity(true);
#else
@ -818,13 +670,10 @@ public class PathfindingUIManager : MonoBehaviour
}
}
// New method to handle movement completion
private void OnMovementCompleted()
{
// Movement is completed, re-enable UI buttons only in editor
isNpcMoving = false;
// Only re-enable in editor mode
#if UNITY_EDITOR
SetUIInteractivity(true);
#else
@ -834,13 +683,10 @@ public class PathfindingUIManager : MonoBehaviour
#endif
}
// Method to enable/disable UI elements based on pathfinding, visualization, and movement state
private void SetUIInteractivity(bool enabled)
{
// If any process is running, disable controls
bool shouldEnable = enabled && !isPathfindingRunning && !isVisualizationRunning && !isNpcMoving;
// In builds (not editor), once disabled, buttons stay disabled until reset
#if !UNITY_EDITOR
if (shouldEnable && (isPathfindingRunning || isVisualizationRunning || isNpcMoving))
{
@ -850,13 +696,10 @@ public class PathfindingUIManager : MonoBehaviour
}
#endif
// Add debug logging
Debug.Log($"SetUIInteractivity called with enabled={enabled}, pathfinding={isPathfindingRunning}, " +
$"visualization={isVisualizationRunning}, movement={isNpcMoving}, shouldEnable={shouldEnable}, " +
$"inEditor={Application.isEditor}");
// Keep reset and exit buttons always enabled
// Disable all other buttons when processes are running
if (applyGridSizeButton != null)
applyGridSizeButton.interactable = shouldEnable;
@ -899,17 +742,12 @@ public class PathfindingUIManager : MonoBehaviour
if (mapNameInput != null)
mapNameInput.interactable = shouldEnable;
// Reset and exit buttons remain enabled
// resetButton and exitButton stay interactable
}
private void Update()
{
// Continuously check for various states - this ensures buttons stay disabled
if (npc != null)
{
// Check visualization
if (npc.IsVisualizingPath && !isVisualizationRunning)
{
Debug.Log("Detected active visualization - updating UI state");
@ -917,7 +755,6 @@ public class PathfindingUIManager : MonoBehaviour
SetUIInteractivity(false);
}
// Check movement
if (npc.IsMoving && !isNpcMoving)
{
Debug.Log("Detected active NPC movement - updating UI state");