In the Project Process part of this website, I have shown videos of my development of AI across a Navigation Graph.
Here I am showing how this has come to pass, each Room Script/Object has a reference to their border Nodes as each room setup are collectively organized in they own prefab.
On creation of all the rooms from the Room Manager (RM) the border nodes query their room for their neighboring node; as shown in the diagram this query is passed to the Room Manager which through a calculation no matter the rotation of either room the correct node is returned from the neighboring Room.
As such any configuration of map can be put together and the connections will be built, allowing AI navigation.
Furthermore creating a new design of room is merely a matter of importing the model and creating a prefab with appropriately placed nodes with correct connections.
There is also the potential to make the map design 3Dimensional with special rooms that query for a below connection in a special way, but for now 2D proof of concept is all I plan.
Here I am showing how this has come to pass, each Room Script/Object has a reference to their border Nodes as each room setup are collectively organized in they own prefab.
On creation of all the rooms from the Room Manager (RM) the border nodes query their room for their neighboring node; as shown in the diagram this query is passed to the Room Manager which through a calculation no matter the rotation of either room the correct node is returned from the neighboring Room.
As such any configuration of map can be put together and the connections will be built, allowing AI navigation.
Furthermore creating a new design of room is merely a matter of importing the model and creating a prefab with appropriately placed nodes with correct connections.
There is also the potential to make the map design 3Dimensional with special rooms that query for a below connection in a special way, but for now 2D proof of concept is all I plan.