Beispiel #1
0
        float CaculateNodeCost(PlayerAtt player, PathFindNodeItem a, PathFindNodeItem b)
        {
            bool needClimb = false;
            bool needJump  = false;

            if (b.Height - a.Height > grid.CanPathThrethhold)
            {
                needClimb = true;
            }
            else if (a.Height - b.Height > grid.CanPathThrethhold)
            {
                needJump = true;
            }
            float distance = getDistanceNodes(a, b);
            float cost     = distance / player.moveSpeed;

            if (needClimb)
            {
                if (player.climbSpeed > 0.0f)
                {
                    float climpcost = (b.Height - a.Height) / player.climbSpeed;
                    cost += climpcost;
                }
                else
                {
                    cost = -1.0f;
                }
            }
            if (needJump)
            {
            }
            return(cost);
        }
Beispiel #2
0
        // A*寻路
        void FindingPath(PlayerAtt player, Vector3 s, Vector3 e)
        {
            PathFindNodeItem startNode = grid.getItem(s);
            PathFindNodeItem endNode   = grid.getItem(e);

            List <PathFindNodeItem>    openSet  = new List <PathFindNodeItem>();
            HashSet <PathFindNodeItem> closeSet = new HashSet <PathFindNodeItem>();

            openSet.Add(startNode);

            while (openSet.Count > 0)
            {
                PathFindNodeItem curNode = openSet[0];

                for (int i = 0, max = openSet.Count; i < max; i++)
                {
                    if (openSet[i].fCost <= curNode.fCost)
                    {
                        curNode = openSet[i];
                    }
                }

                openSet.Remove(curNode);
                closeSet.Add(curNode);

                // 找到的目标节点
                if (curNode == endNode)
                {
                    Debug.Log("cost is :" + curNode.gCost.ToString());
                    generatePath(startNode, endNode);
                    return;
                }

                // 判断周围节点,选择一个最优的节点
                foreach (var item in grid.getNeibourhood(curNode))
                {
                    // 如果是墙或者已经在关闭列表中

                    float neibourCost = CaculateNodeCost(player, curNode, item);
                    if (neibourCost == -1.0f || closeSet.Contains(item))
                    {
                        continue;
                    }
                    // 计算当前相领节点现开始节点距离
                    float newCost = curNode.gCost + neibourCost;
                    // 如果距离更小,或者原来不在开始列表中
                    if (newCost < item.gCost || !openSet.Contains(item))
                    {
                        // 更新与开始节点的距离
                        item.gCost = newCost;
                        // 更新与终点的距离
                        item.hCost = getDistanceNodes(item, endNode) / player.moveSpeed;
                        // 更新父节点为当前选定的节点
                        item.parent = curNode;
                        // 如果节点是新加入的,将它加入打开列表中
                        if (!openSet.Contains(item))
                        {
                            openSet.Add(item);
                        }
                    }
                }
            }

            generatePath(startNode, null);
        }
Beispiel #3
0
 // Use this for initialization
 void Start()
 {
     grid   = GetComponent <Grid>();
     player = GetComponent <PlayerAtt>();
 }