Beispiel #1
0
        /// <summary>
        /// 导航
        /// </summary>
        /// <param name="battleMap">地图信息</param>
        /// <param name="from">从哪出发</param>
        /// <param name="to">到哪里去</param>
        /// <param name="path">路径</param>
        /// <param name="searched">探索过但没采用的</param>
        /// <returns>是否导航成功</returns>
        public bool Navigate(
            BattleMapData battleMap,
            GridUnitData from,
            GridUnitData to,
            List <GridUnitData> path,
            List <GridUnitData> searched)
        {
            //没有设置地图
            if (battleMap == null)
            {
                return(false);
            }

            if (path != null)
            {
                path.Clear();
            }
            if (searched != null)
            {
                searched.Clear();
            }

            int tryTimes = battleMap.GridCount;

            List <NavigationData> opening = new List <NavigationData>();

            opening.Add(GetEmptyNavigationData(from, null, 0, from.Distance(to)));

            int  retry   = 0;
            bool catched = false;

            //当前探索方向
            int curDir = 0;
            //上次探索方向
            int lastDir = 0;
            //每次检测方向的次数
            int checkTimes = 0;

            //判断是否需要遍历open列表
            NavigationData gift = null;

            //距离最近的格子(接下来要移动的)
            NavigationData next_0 = null;
            //距离次近的格子
            NavigationData next_1 = null;

            int minStep = EGameConstL.Infinity;

            while (retry <= tryTimes && !catched)
            {
                ++retry;
                //从open中查找最近的节点
                if (gift != null)
                {
                    next_0 = gift;
                    gift   = null;
                }
                else if (next_1 != null)
                {
                    next_0 = next_1;
                    next_1 = null;
                }
                else
                {
                    minStep = EGameConstL.Infinity;

                    for (int i = opening.Count - 1; i >= 0; --i)
                    {
                        if (!opening[i].open)
                        {
                            opening.RemoveAt(i);
                        }
                        else if (opening[i].F < minStep)
                        {
                            next_0  = opening[i];
                            minStep = next_0.F;
                        }
                        else if (next_1 == null && next_0 != null && opening[i].F == next_0.F)
                        {
                            next_1 = opening[i];
                        }
                    }
                }

                //标志为已关闭
                next_0.open = false;

                //放入已搜索中
                if (searched != null)
                {
                    searched.Add(next_0.thisGrid);
                }

                checkTimes = 6;
                curDir     = lastDir;
                //遍历最近节点的周围6个节点,依次放入close中
                int roads = next_0.thisGrid.passes;
                while (checkTimes > 0)
                {
                    //沿着当前探索方向继续探索
                    if ((roads & (1 << curDir)) != 0)
                    {
                        //获取该路通向的下一个item
                        GridUnitData sibling = battleMap.GetGridDataByDir(next_0.thisGrid.row, next_0.thisGrid.column, curDir);
                        if (sibling == null)
                        {
                            //没路
                            ++curDir;
                            curDir = (curDir > 5) ? 0 : curDir;
                            --checkTimes;
                            continue;
                        }
                        //如果这个不能移动
                        else if (sibling.GridType == GridType.Obstacle)
                        {
                            //没路
                            ++curDir;
                            curDir = (curDir > 5) ? 0 : curDir;
                            --checkTimes;
                            continue;
                        }
                        else
                        {
                            //如果这个item就是目标
                            if (sibling.Equals(to))
                            {
                                catched = true;
                                if (path != null)
                                {
                                    NavigationData current = next_0;
                                    while (current != null)
                                    {
                                        if (current.thisGrid != from)
                                        {
                                            path.Add(current.thisGrid);
                                        }
                                        current = current.preGrid;
                                    }
                                }

                                break;
                            }
                            else
                            {
                                //尝试判断这个是否为closed
                                NavigationData nd = sibling.tempRef == null ? null : (NavigationData)(sibling.tempRef);
                                if (nd == null)
                                {
                                    //这个格子没有探索过,新建并添加
                                    nd = GetEmptyNavigationData(sibling, next_0, next_0.G + 1, sibling.Distance(to));
                                    //这个格子不错哦
                                    if (nd.F <= next_0.F && gift == null)
                                    {
                                        //保存礼物
                                        gift = nd;
                                        //记录下次起始的更新方向
                                        lastDir = curDir;
                                    }
                                    //比第二目标好
                                    else if (next_1 != null && nd.F < next_1.F)
                                    {
                                        //替换第二目标
                                        next_1 = nd;
                                        opening.Add(nd);
                                    }
                                    else
                                    {
                                        //已经设置了礼物,因此只能放入opening列表中,以后再更新了呢
                                        opening.Add(nd);
                                    }
                                }
                                else
                                {
                                    //只处理没有被探索过的格子
                                    if (nd.open)
                                    {
                                        //已经在Open列表中了
                                        if ((next_0.G + 1) < nd.G)
                                        {
                                            //比原来的近,应该不可能
                                            nd.G        = next_0.G + 1;
                                            nd.H        = sibling.Distance(to);
                                            nd.F        = nd.G + nd.H;
                                            nd.preGrid  = next_0;
                                            nd.thisGrid = sibling;
                                        }
                                        //这个格子不错哦
                                        if (nd.F <= next_0.F && gift == null)
                                        {
                                            gift = nd;
                                            //保存当前探索方向
                                            lastDir = curDir;
                                        }
                                        else if (next_1 != null && nd.F < next_1.F)
                                        {
                                            //替换第二目标
                                            next_1 = nd;
                                        }
                                    }
                                }
                            }
                        }
                    }
                    ++curDir;
                    curDir = (curDir > 5) ? 0 : curDir;
                    --checkTimes;
                }
            }

            opening.Clear();

            //重置池子
            ResetPool();

            return(catched);
        }
Beispiel #2
0
 //生成地图
 private void GenerateMap(int width, int height, int obstacleCount, int gap)
 {
     //创建地图
     mapData = BattleMapManager.Instance.CreateMap(width, height, obstacleCount, gap);
 }