So I'm building a Tower Defence, with mazing (i.e. the player can place towers to make the mobs take a longer route to there destination.)
I'm using Unity's Navmesh system. Each Enemy unit has a Navmesh Agent component. And each Tower has a Navmesh Obstacle component.
The Path-finding is working Perfectly. However (as expected) when the play completely blocks off all routes to the Agent's Destination, the agent simply moves to the spot closest to the destination that it can get to and sits there.
What i need, is to detect when that happens... Some kindof NoValidRoute() or something, I haven't been able to dig anything up in the Unity documentation or from google Searches.
Once i have that, I need to determin which Navmesh Obstacles need to be destroyed to open the shortest route possible with the fewest number of Obstacles destroyed. (i.e. if a path can be opened with only 1 tower destroyed which tower would give me the shortest route.)
I'm finding a serious lack of any information on this subject.. as far as i can tell no one has even tried to do this, or asked for help doing something like this. (at least not with Unity's Nevmesh.) I think A* is a little(and by little i Mean LOTS) outside of my skill to implement at present.
Thanks In advance