public static void DoSearch() { NodeGrid nodeGrid = GameObject.Find("Grid").GetComponent <NodeGrid>(); Search_PFA search = new Search_PFA(nodeGrid); search.DoStep(); }
public static void AStarSearch() { NodeGrid nodeGrid = GameObject.Find("Grid").GetComponent <NodeGrid>(); AStar search = new AStar(nodeGrid); search.GetHeuristic(); search.DoStep(); }
/// <summary> /// Node class constructor /// </summary> /// <param name="grid">NodeGrid class object</param> /// <param name="row">the node‘s row</param> /// <param name="col">the node's col</param> /// <param name="type">Node type</param> public Node(NodeGrid grid, int row, int col, NodeType type) { Grid = grid; Row = row; Col = col; NodeType = type; Pos = new Vector2(Row, Col); Name = $"Node({Row},{Col})"; IsStepped = false; IsMarked = false; }
/// <summary> /// Constructor /// </summary> /// <param name="nodeGrid">NodeGrid class object</param> protected PathFindAlgorithm(NodeGrid nodeGrid) { grid = nodeGrid; motionDic = new Dictionary <Node, Vector3>(); }
public VisualStep(NodeGrid grid) { nodeGrid = grid; }
public AStar(NodeGrid nodeGrid) : base(nodeGrid) { openList = new List <Node>(); pathNodes = new List <Node>(); }
public Search_PFA(NodeGrid nodeGrid) : base(nodeGrid) { openList = new List <Node>(); pathNodes = new List <Node>(); }