/// <summary> /// 重置场景。 /// </summary> public void ResetScene() { // 重置AStarUnityTile m_AStarUnityTile?.Reset(); // 重新随机生成障碍物 RandomGenerateObstacle(); // 重新设置设置点的机会为2 m_SetPointChance = 2; // 开始点和目标点都设为空 m_StartNode = null; m_EndNode = null; // 提示字也设置为空字符串 m_TipText.text = ""; // 重新初始化AStarUnityTile实例,该实例继承自AStarUnity,AStarUnity继承自AStar。核心算法在AStar中。 m_AStarUnityTile = new AStarUnityTile(m_Map, m_TileMap, m_Tiles, m_TipText, m_commandExecutor, m_speed); }
public AddToCloseCommand(T actor, AStarUnityTile tool) : base(actor) { m_tool = tool; }
public MarkNeighborCommand(T actor, AStarUnityTile tool) : base(actor) { m_tool = tool; }