public void SetUnits(PriorityQueueMin <UnitType> playerUnits)
    {
        Transform unitPanel = transform.Find("UnitPurchasePanel");
        int       unitPlace = 0;

        foreach (UnitType unit in playerUnits)
        {
            unitPanel.GetChild(unitPlace).GetComponent <Image>().sprite = Resources.Load("UnitSprites/" + unit.SpriteName, typeof(Sprite)) as Sprite;
            AvailableUnitTypes.Add(unit);
            unitPlace++;
        }
        for (int i = unitPlace; i < 4; i++)
        {
            unitPanel.GetChild(i).GetComponent <Button>().interactable = false;
        }
    }
Esempio n. 2
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        public static List <PathNode> ShortestPath(TerrainTile[,] terrainLayout, bool[,] obstructed, int startX, int startY, int goalX, int goalY)
        {
            int[,] distanceMatrix = new int[terrainLayout.GetLength(0), terrainLayout.GetLength(1)];
            for (int i = 0; i < distanceMatrix.GetLength(0); i++)
            {
                for (int j = 0; j < distanceMatrix.GetLength(1); j++)
                {
                    distanceMatrix[i, j] = -1;
                }
            }
            distanceMatrix[startX, startY] = 0;

            // Add start node
            PriorityQueueMin <Node> openSet = new PriorityQueueMin <Node>();
            Node initial = new Node(startX, startY, 0, ManhattanDistance(startX, startY, goalX, goalY), terrainLayout[startX, startY].MoveGroup, 0);

            initial.MoveCost = 10;
            openSet.Insert(initial);

            while (!openSet.IsEmpty())
            {
                Node current = openSet.DelMin();
                if (current.x == goalX && current.y == goalY)
                {
                    List <PathNode> path = new List <PathNode>();
                    while (current.Parent != null)
                    {
                        path.Add(new PathNode(current.MoveCost, new int[] { current.x, current.y }));
                        current = current.Parent;
                    }
                    path.Reverse();
                    return(path);
                }
                // search all the neighbours
                List <Node> neighbours = current.generateNeighbours(terrainLayout, obstructed, distanceMatrix, goalX, goalY);
                openSet.InsertRange(neighbours);
            }
            // we failed to find the goal
            return(null);
        }
Esempio n. 3
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 // Use this for initialization
 void Start()
 {
     Garrison        = new List <Stack>();
     ProductionUnits = new PriorityQueueMin <UnitType>();
 }
Esempio n. 4
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 public StackData()
 {
     Units = new PriorityQueueMin <Unit>();
 }