Beispiel #1
0
        public void ResetRuntime()
        {
            //将树节点加入缓存
            if (children != null)
            {
                MctCacheManager.AddInstantiateToCache(children[0]);
                MctCacheManager.AddInstantiateToCache(children[1]);
                MctCacheManager.AddInstantiateToCache(children[2]);
                MctCacheManager.AddInstantiateToCache(children[3]);
                children = null;
            }

            //将节点加入缓存
            if (quadLinkedList.Count > 0)
            {
                foreach (PFIQuadNode quadNode in quadLinkedList)
                {
                    switch (quadNode.shape)
                    {
                    case (PFQuadShape.Circle):
                        MctCacheManager.AddInstantiateToCache(quadNode);
                        break;
                    }
                }
                quadLinkedList.Clear();
            }
        }
Beispiel #2
0
 public void ResetRuntime()
 {
     algorithm.ResetRuntime();
     foreach (LinkedList <PFAStarNode> nodeLinedList in aStarNodeDictionary.Values)
     {
         foreach (PFAStarNode aStarPoint in nodeLinedList)
         {
             MctCacheManager.AddInstantiateToCache(aStarPoint);
         }
         nodeLinedList.Clear();
     }
 }
Beispiel #3
0
 public void ClearOpenAndCloseList()
 {
     foreach (var starPoint in openLinkedList)
     {
         MctCacheManager.AddInstantiateToCache(starPoint);
     }
     openLinkedList.Clear();
     foreach (var starPoint in closeLinkedList)
     {
         MctCacheManager.AddInstantiateToCache(starPoint);
     }
     closeLinkedList.Clear();
 }
Beispiel #4
0
 /// <summary>
 /// 移除子节点
 /// </summary>
 public void RemoveChildren()
 {
     if (children == null)
     {
         return;
     }
     RecycleQuadNodesFromChildren(this, quadLinkedList);
     foreach (var quadTress in children)
     {
         quadTress.ReleaseToCache();
         MctCacheManager.AddInstantiateToCache(quadTress);
     }
     children = null;
 }
Beispiel #5
0
        public PFAStarPoint CreatAStartPoint(PFAStarPoint parent, PFPoint tiledPoint)
        {
            PFAStarPoint aStartPoint = MctCacheManager.GetInstantiateFromCache <PFAStarPoint>();

            if (aStartPoint == null)
            {
                aStartPoint = new PFAStarPoint(parent, tiledPoint);
            }
            else
            {
                aStartPoint.ResetRuntime(parent, tiledPoint);
            }
            int key = tiledPoint.x * height + tiledPoint.y;

            starPointMap.Add(key, aStartPoint);
            return(aStartPoint);
        }
Beispiel #6
0
        /// <summary>
        /// 添加节点
        /// </summary>
        /// <typeparam name="T"></typeparam>
        /// <param name="quadNode">节点</param>
        public PFQuadNodeState AddQuadNode(PFQuadCircle quadNode)
        {
            PFQuadNodeState state = quadNode.CheckState(this);
            int             index = 0;

            switch (state)
            {
            //在自己范围内,如果在子节点内,则由子节点持有。如果与子节点相交或者不存在子节点,则自己持有
            case PFQuadNodeState.In:
                if (children != null)
                {
                    index = quadNode.point.x <= (rect.x + rect.x1) / 2 ? 0 : 1;
                    index = quadNode.point.y <= (rect.y + rect.y1) / 2 ? index : index + 2;
                    switch (children[index].AddQuadNode(quadNode))
                    {
                    case (PFQuadNodeState.In):
                        return(PFQuadNodeState.In);

                    case (PFQuadNodeState.Intersect):
                        break;

                    case (PFQuadNodeState.Out):
                        Debug.Fail("AddQuadNode 异常:子节点状态OUT");
                        return(PFQuadNodeState.Out);
                    }
                }
                quadLinkedList.AddLast(quadNode);
                quadNode.parentLinkNode = quadLinkedList.Last;
                quadNode.parent         = this;
                break;

            //相交则不保存,由父节点继续持有
            case PFQuadNodeState.Intersect:
                if (parent == null)
                {
                    UnityEngine.Debug.LogError("AddQuadNode 异常:节点不在根数节点内");
                }
                break;

            case PFQuadNodeState.Out:
                UnityEngine.Debug.LogError("AddQuadNode 异常:状态OUT");
                break;
            }

            //如果数量超过容纳范围,则将当前格子分裂4块
            if ((children == null) && (quadLinkedList.Count > PATH_FINDER_CONTAIN_NUMBER))
            {
                children = new PFQuadTree[4];
                for (int i = 0; i < 4; i++)
                {
                    int x  = rect.x + (rect.x1 - rect.x) / 2 * (i % 2);
                    int y  = rect.y + (rect.y1 - rect.y) / 2 * (i / 2);
                    int x1 = x + (rect.x1 - rect.x) / 2;
                    int y1 = y + (rect.y1 - rect.y) / 2;
                    children[i] = MctCacheManager.GetInstantiateFromCache <PFQuadTree>();
                    if (children[i] != null)
                    {
                        children[i].InitRuntime(root, this, new PFRect(x, y, x1, y1), depath + 1);
                    }
                    else
                    {
                        children[i] = new PFQuadTree(root, this, new PFRect(x, y, x1, y1), depath + 1);
                    }
                }

                //将父节点的节点转到子节点
                LinkedListNode <PFQuadCircle> node;
                LinkedListNode <PFQuadCircle> nodeNext;
                node = quadLinkedList.First;
                while (node != null)
                {
                    nodeNext = node.Next;
                    PFQuadCircle tempQuadNode = node.Value;
                    index = tempQuadNode.point.x <= (rect.x + rect.x1) / 2 ? 0 : 1;
                    index = tempQuadNode.point.y <= (rect.y + rect.y1) / 2 ? index : index + 2;
                    switch (children[index].AddQuadNode(tempQuadNode))
                    {
                    case (PFQuadNodeState.In):
                        quadLinkedList.Remove(node);
                        break;

                    case (PFQuadNodeState.Intersect):
                        break;

                    case (PFQuadNodeState.Out):
                        Debug.Fail("AddQuadNode 异常:分配子节点状态OUT");
                        break;
                    }
                    node = nodeNext;
                }
            }
            return(state);
        }