Esempio n. 1
0
        public void AStartPathFinding()
        {
            StartCell  = Maze.StartCell;
            FinishCell = Maze.FinishCell;

            PriorityQueue <PathFindingCell> cells       = new PriorityQueue <PathFindingCell>();
            HashSet <PathFindingCell>       closedCells = new HashSet <PathFindingCell>();

            cells.Enqueue(StartCell);
            closedCells.Add(StartCell);

            PathFindingCell currentCell;

            while (cells.Count() > 0)
            {
                currentCell = cells.Dequeue();
                if (currentCell.Equals(FinishCell))
                {
                    Path = GetPath(currentCell);
                    //ShowPath(path);
                    break;
                }
                foreach (PathFindingCell pathCell in currentCell.Links)
                {
                    if (!closedCells.Contains(pathCell))
                    {
                        pathCell.InitializeDistances();
                        closedCells.Add(pathCell);
                        pathCell.PreviousCell = currentCell;
                        cells.Enqueue(pathCell);
                    }
                }
            }
        }
Esempio n. 2
0
        //private void ShowPath(Stack<PathFindingCell> path)
        //{
        //    foreach (PathFindingCell cell in path)
        //    {
        //        int children = cell.transform.childCount;
        //        GameObject floor = cell.transform.GetChild(children - 1).gameObject;
        //        floor.GetComponent<MeshRenderer>().material = PathMaterial;
        //    }
        //}

        private Stack <PathFindingCell> GetPath(PathFindingCell currentCell)
        {
            Stack <PathFindingCell> pathCells    = new Stack <PathFindingCell>();
            PathFindingCell         nextPathCell = currentCell.PreviousCell;

            pathCells.Push(currentCell);
            while (nextPathCell != null)
            {
                pathCells.Push(nextPathCell);
                nextPathCell = nextPathCell.PreviousCell;
            }
            return(pathCells);
        }