public HeatingSearcher(Map map)
 {
     this.original     = map;
     this.hMapPrev     = new HeatMap(original, 300f);
     this.hMapFol      = new HeatMap(original, 300f);
     this.heatedBlocks = new Queue <HeatMap.Block>();
 }
        public Map Solve()
        {
            heatedBlocks.Enqueue(hMapPrev.startBlock);

            double indexTime = 0f;
            double calcuTime = 0f;

            bool foundGoal = false;
            int  count     = 0;

            while (true)
            {
                count++;
                for (int i = 0; i < hMapPrev.blocks.Count; i++)
                {
                    double t1   = Timer.ElapsedMilliSec();
                    var    prev = hMapPrev.blocks[i];
                    var    fol  = hMapFol.blocks[i];

                    double t2 = Timer.ElapsedMilliSec();
                    indexTime += t2 - t1;

                    bool transferredFirst = Mathf.gatherHeat(prev, fol);
                    if (transferredFirst)
                    {
                        heatedBlocks.Enqueue(fol); // 入れるものは、PrevのとFolのとで、交互になるが、ルート生成時には距離で判断するので、多分問題にはならない

                        if (fol.isGoal)
                        {
                            // 修了する
                            foundGoal = true;
                            goto FINISHED;
                        }
                    }
                    double t3 = Timer.ElapsedMilliSec();
                    calcuTime += t3 - t2;
                }

                // 反転させる
                var tmpMap = hMapPrev;
                hMapPrev = hMapFol;
                hMapFol  = tmpMap;
            }

            FINISHED :;

            Console.WriteLine("結果報告");
            Console.WriteLine("     総フレーム数: " + count);
            Console.WriteLine("     インデクス: " + indexTime / (double)count);
            Console.WriteLine("     計算: " + calcuTime / (double)count);

            if (foundGoal)
            {
                Console.WriteLine("経路を求められました.");

                var           heatedBlocks = this.heatedBlocks.ToArray();
                HeatMap.Block lastBlock    = heatedBlocks[heatedBlocks.Length - 1];
                for (int i = heatedBlocks.Length - 2; i >= 0; i--)
                {
                    var block = heatedBlocks[i];
                    if ((lastBlock.pos - block.pos).SqrDistance == 1)
                    {
                        original[block.pos.x, block.pos.y] = Map.ROUTE;
                        lastBlock = block;
                    }
                }

                return(original);
            }
            else
            {
                Console.WriteLine("経路を求められませんでした.\n作業内容を表示します.\n");
                Dump();

                return(null);
            }
        }