public CuadriculaCompleja(GameObject g)
 {
     //cuadriculas = new ArrayList ();
     gameObject = g;
     toDoQuad = new Cuadricula (FindChild ("toDo"));
     doingQuad = new Cuadricula (FindChild ("doing"));
     doneQuad = new Cuadricula (FindChild ("done"));
     onTestQuad = new Cuadricula (FindChild ("onTest"));
     setBotones (toDoQuad);
     setBotones (doingQuad);
     setBotones (onTestQuad);
     setBotones (doneQuad);
 }
 private void setBotones(Cuadricula c)
 {
     avanzarQuadTaskboard accion = (avanzarQuadTaskboard)c.FindChild ("backButton").GetComponent ("avanzarQuadTaskboard");
     accion.setCuadricula (c);
     accion = (avanzarQuadTaskboard)c.FindChild ("forwardButton").GetComponent ("avanzarQuadTaskboard");
     accion.setCuadricula (c);
 }
Exemple #3
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        public override SearchDetails GetPathTick()
        {
            if (NodoActual == null)
            {
                if (!_Listaabierta.Any())
                {
                    return(GetSearchDetails());
                }

                // Take the current node off the open list to be examined
                NodoActual = _Listaabierta.OrderBy(x => x.F).ThenBy(x => x.H).First();

                // Move it to the closed list so it doesn't get examined again
                _Listaabierta.Remove(NodoActual);
                Cerrado.Add(NodoActual);
                Cuadricula.SetCell(NodoActual.Coord, Enums.CellType.Closed);

                _vecinos.AddRange(GetVECINO(NodoActual));
            }

            if (_vecinos.Any())
            {
                Cuadricula.SetCell(NodoActual.Coord, Enums.CellType.Current);

                var thisNeighbour = _vecinos.First();
                _vecinos.Remove(thisNeighbour);

                // If the neighbour is the destination
                if (CoordsMatch(thisNeighbour, Destination))
                {
                    // Construct the path by tracing back through the closed list until there are no more parent id references
                    Path = new List <Coord> {
                        thisNeighbour
                    };
                    int?parentId = NodoActual.Id;
                    while (parentId.HasValue)
                    {
                        var nextNode = Closed.First(x => x.Id == parentId);
                        Path.Add(nextNode.Coord);
                        parentId = nextNode.ParentId;
                    }

                    // Reorder the path to be from origin to destination and return
                    Path.Reverse();

                    return(GetSearchDetails());
                }

                // Get the cost of the current node plus the extra step weight and heuristic
                var hFromHere     = GetH(thisNeighbour, Destination);
                var cellWeight    = Grid.GetCell(thisNeighbour.X, thisNeighbour.Y).Weight;
                var neighbourCost = NodoActual.G + cellWeight + hFromHere;

                // Check if the node is on the open list already and if it has a higher cost path
                var openListItem = _Listaabierta.FirstOrDefault(x => x.Id == GetExistingNode(true, thisNeighbour));
                if (openListItem != null && openListItem.F > neighbourCost)
                {
                    // Repoint the openlist node to use this lower cost path
                    openListItem.F        = neighbourCost;
                    openListItem.ParentId = NodoActual.Id;
                }

                // Check if the node is on the closed list already and if it has a higher cost path
                var closedListItem = Closed.FirstOrDefault(x => x.Id == GetExistingNode(false, thisNeighbour));
                if (closedListItem != null && closedListItem.F > neighbourCost)
                {
                    // Repoint the closedlist node to use this lower cost path
                    closedListItem.F        = neighbourCost;
                    closedListItem.ParentId = NodoActual.Id;
                }

                // If the neighbour node isn't on the open or closed list, add it
                if (openListItem != null || closedListItem != null)
                {
                    return(GetSearchDetails());
                }
                _Listaabierta.Add(new Nodo(Id++, NodoActual.Id, thisNeighbour, NodoActual.G + cellWeight, hFromHere));
                Grid.SetCell(thisNeighbour.X, thisNeighbour.Y, Enums.CellType.Open);
            }
            else
            {
                Grid.SetCell(NodoActual.Coord, Enums.CellType.Closed);
                NodoActual = null;
                return(GetPathTick());
            }

            return(GetSearchDetails());
        }
 public void setCuadricula(Cuadricula c)
 {
     quad = c;
 }