/// <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;
 }
Beispiel #3
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 public MarkNeighborCommand(T actor, AStarUnityTile tool) : base(actor)
 {
     m_tool = tool;
 }