Esempio n. 1
0
 public void generateRange(int originX, int originY, int range, Tile tileType)
 {
     range = range * 10;
     close.Clear();
     open.Clear();
     open.Add(tiles[originX, originY]);
     while (open.Capacity > 1)
     {
         open    = open.OrderBy(g => g.G).ToList();
         current = open[0];
         if (current.G + 10 < range + 1)
         {
             //Debug.Log(current.G);
             if (current.X - 1 > -1)
             {
                 if (!tiles[current.X - 1, current.Y].isInClose)
                 {
                     if (tiles[current.X - 1, current.Y].walkable)
                     {
                         if (!tiles[current.X - 1, current.Y].isInOpen || tiles[current.X - 1, current.Y].G > current.G + 10)
                         {
                             tiles[current.X - 1, current.Y].isInOpen = true;
                             tiles[current.X - 1, current.Y].G        = current.G + 10;
                             open.Add(tiles[current.X - 1, current.Y]);
                         }
                     }
                 }
             }
             if (current.X + 1 < tiles.GetLength(0))
             {
                 if (!tiles[current.X + 1, current.Y].isInClose)
                 {
                     if (tiles[current.X + 1, current.Y].walkable)
                     {
                         if (!tiles[current.X + 1, current.Y].isInOpen || tiles[current.X + 1, current.Y].G > current.G + 10)
                         {
                             tiles[current.X + 1, current.Y].isInOpen = true;
                             tiles[current.X + 1, current.Y].G        = current.G + 10;
                             open.Add(tiles[current.X + 1, current.Y]);
                         }
                     }
                 }
             }
             if (current.Y - 1 > -1 && !tiles[current.X, current.Y - 1].isInClose)
             {
                 if (!tiles[current.X, current.Y - 1].isInClose)
                 {
                     if (tiles[current.X, current.Y - 1].walkable)
                     {
                         if (!tiles[current.X, current.Y - 1].isInOpen || tiles[current.X, current.Y - 1].G > current.G + 10)
                         {
                             tiles[current.X, current.Y - 1].isInOpen = true;
                             tiles[current.X, current.Y - 1].G        = current.G + 10;
                             open.Add(tiles[current.X, current.Y - 1]);
                         }
                     }
                 }
             }
             if (current.Y + 1 < tiles.GetLength(1))
             {
                 if (!tiles[current.X, current.Y + 1].isInClose)
                 {
                     if (tiles[current.X, current.Y + 1].walkable)
                     {
                         if (!tiles[current.X, current.Y + 1].isInOpen || tiles[current.X, current.Y + 1].G > current.G + 10)
                         {
                             tiles[current.X, current.Y + 1].isInOpen = true;
                             tiles[current.X, current.Y + 1].G        = current.G + 10;
                             open.Add(tiles[current.X, current.Y + 1]);
                         }
                     }
                 }
             }
         }
         if (current.G + 15 < range + 1)
         {
             //Debug.Log(current.G);
             if ((current.X - 1 > -1 && current.Y - 1 > -1))
             {
                 if (!tiles[current.X - 1, current.Y - 1].isInClose)
                 {
                     if ((tiles[current.X - 1, current.Y - 1].walkable && tiles[current.X - 1, current.Y].walkable) || (tiles[current.X - 1, current.Y - 1].walkable && tiles[current.X, current.Y - 1].walkable))
                     {
                         if (!tiles[current.X - 1, current.Y - 1].isInOpen || tiles[current.X - 1, current.Y - 1].G > current.G + 15)
                         {
                             tiles[current.X - 1, current.Y - 1].isInOpen = true;
                             tiles[current.X - 1, current.Y - 1].G        = current.G + 15;
                             open.Add(tiles[current.X - 1, current.Y - 1]);
                         }
                     }
                 }
             }
             if (current.X + 1 < tiles.GetLength(0) && current.Y - 1 > -1)
             {
                 if (!tiles[current.X + 1, current.Y - 1].isInClose)
                 {
                     if ((tiles[current.X + 1, current.Y - 1].walkable && tiles[current.X + 1, current.Y].walkable) || (tiles[current.X + 1, current.Y - 1].walkable && tiles[current.X, current.Y - 1].walkable))
                     {
                         if (!tiles[current.X + 1, current.Y - 1].isInOpen || tiles[current.X + 1, current.Y - 1].G > current.G + 15)
                         {
                             tiles[current.X + 1, current.Y - 1].isInOpen = true;
                             tiles[current.X + 1, current.Y - 1].G        = current.G + 15;
                             open.Add(tiles[current.X + 1, current.Y - 1]);
                         }
                     }
                 }
             }
             if (current.X - 1 > -1 && current.Y + 1 < tiles.GetLength(1))
             {
                 if (!tiles[current.X - 1, current.Y + 1].isInClose)
                 {
                     if ((tiles[current.X - 1, current.Y + 1].walkable && tiles[current.X - 1, current.Y].walkable) || (tiles[current.X - 1, current.Y + 1].walkable && tiles[current.X, current.Y + 1].walkable))
                     {
                         if (!tiles[current.X - 1, current.Y + 1].isInOpen || tiles[current.X - 1, current.Y + 1].G > current.G + 15)
                         {
                             tiles[current.X - 1, current.Y + 1].isInOpen = true;
                             tiles[current.X - 1, current.Y + 1].G        = current.G + 15;
                             open.Add(tiles[current.X - 1, current.Y + 1]);
                         }
                     }
                 }
             }
             if (current.X + 1 < tiles.GetLength(0) && current.Y + 1 < tiles.GetLength(1))
             {
                 if (!tiles[current.X + 1, current.Y + 1].isInClose)
                 {
                     if ((tiles[current.X + 1, current.Y + 1].walkable && tiles[current.X + 1, current.Y].walkable) || (tiles[current.X + 1, current.Y + 1].walkable && tiles[current.X, current.Y + 1].walkable))
                     {
                         if (!tiles[current.X + 1, current.Y + 1].isInOpen || tiles[current.X + 1, current.Y + 1].G > current.G + 15)
                         {
                             tiles[current.X + 1, current.Y + 1].isInOpen = true;
                             tiles[current.X + 1, current.Y + 1].G        = current.G + 15;
                             open.Add(tiles[current.X + 1, current.Y + 1]);
                         }
                     }
                 }
             }
         }
         open.Remove(current);
         open.TrimExcess();
         current.isInClose = true;
         close.Add(current);
         //Debug.Log(open.Capacity);
     }
     foreach (AStarTile tile in close)
     {
         if (tile.G != 0)
         {
             mapManager.generateRangeTile(tile.X, tile.Y, tileType);
         }
         //Debug.Log("X" + tile.X + "Y" + tile.Y);
     }
 }