コード例 #1
0
ファイル: CommandMove.cs プロジェクト: cosmoddd/RPG_
    public override void Start()
    {
        base.Start();

        combatController.SelectEvent += Ready;

        distanceCalc            = GetComponent <DistanceCalc>();
        distanceCompare         = GetComponent <DistanceCompare>();
        transform.localPosition = new Vector3(0, 0, 0);
    }
コード例 #2
0
    // Update is called once per frame
    void Update()
    {
        if (distanceCompare == null)
        {
            distanceCompare              = this.transform.parent.GetComponentInChildren <DistanceCompare>();
            distanceCompare.InsideRange += InsideRange;
            distanceCompare.OutOfRange  += OutOfRange;
            return;
        }

        if (commandMove == null)
        {
            commandMove = this.transform.parent.GetComponentInChildren <CommandMove>();
            commandMove.RemoveWaypoint += InsideRangeRC;
            return;
        }
    }
コード例 #3
0
 public void CheckIndex()
 {
     if (compareIndex == 0)
     {
         CubeSpawner[] spawners = compareList[compareIndex].GetComponentsInChildren <CubeSpawner>();
         foreach (CubeSpawner spawner in spawners)
         {
             spawner.startComparison();
         }
     }
     else if (compareIndex == 1)
     {
         ObjectSizeChanger[] spawners = compareList[compareIndex].GetComponentsInChildren <ObjectSizeChanger>();
         foreach (ObjectSizeChanger spawner in spawners)
         {
             spawner.ChangeSize();
         }
     }
     else if (compareIndex == 2)
     {
         DistanceCompare compare = compareList[compareIndex].GetComponent <DistanceCompare>();
         compare.SetupCompare();
     }
 }
コード例 #4
0
ファイル: Dijkstra.cs プロジェクト: nduane/algorithms
    // Calculate shortest path(s) using Dijkstra's algorithm.  Note that
    // the matrix contains edge distance between vertexes.  A zero value
    // indicates no path between the verticies.  Since zero could be a
    // concievable distance, we add 1 to all distances such that we can
    // use zero to indicate no path between the verticies.  This means
    // the actual length is the distance value minus 1.

    public static uint[,] ShortestPaths(uint[,] graph, uint start, uint end)
    {
        // Do some validation.

        if (graph.Rank != 2)
        {
            throw(new InvalidOperationException("graph matrix must be two " +
                                                "dimensional"));
        }
        if (graph.GetLength(0) != graph.GetLength(1))
        {
            throw(new InvalidOperationException("graph matrix must be square"));
        }

        // Create an array to hold the distance to each vertex while calculating
        // the shortest path.

        uint[] distance = new uint[graph.GetLength(0)];
        for (uint i = 0; i < (uint)distance.Length; ++i)
        {
            distance[i] = uint.MaxValue;
        }

        // Set the distance of our start vertex to zero.  This will cause it to
        // get sorted to the front of the queue and thus get processed first.

        distance[start] = 0;

        // This queue initially contains all the indexes.

        uint[] queue = new uint[distance.Length];
        for (uint i = 0; i < (uint)queue.Length; ++i)
        {
            queue[i] = i;
        }
        int head = 0;

        IComparer distanceCompare = new DistanceCompare(distance);

        // Go until queue is empty.

        while (head != queue.Length)
        {
            // Sort the queue of indexes by distance.

            Array.Sort(queue, head, queue.Length - head, distanceCompare);

            // Get the vertex with the shortest distance.

            uint vertex = queue[head];

            // Remove front of queue.

            head++;

            // Check each neighbor of vertex and see if we need to update
            // the distance to that neighbor.

            for (uint i = 0; i < (uint)graph.GetLength(0); ++i)
            {
                // Is this a neighbor?

                if (graph[vertex, i] > 1)
                {
                    // If we found a shorter distance then update the distance.

                    if (distance[i] > distance[vertex] + (graph[vertex, i] - 1))
                    {
                        distance[i] = distance[vertex] + (graph[vertex, i] - 1);
                    }
                }
            }
        }

        // If no path found then return null.

        if (distance[end] == uint.MaxValue)
        {
            return(null);
        }

        else
        {
            // Create a return graph with just lengths for the shortest
            // paths.  Initialize all edges to 0 (meaning no path).

            uint[,] paths = new uint[graph.GetLength(0), graph.GetLength(1)];
            for (uint i = 0; i < (uint)graph.GetLength(0); ++i)
            {
                for (uint j = 0; j < graph.GetLength(1); ++j)
                {
                    paths[i, j] = 0;
                }
            }

            // Flags to tell whether we already handled a vertex when
            // generating the paths (eg. backtracing).

            bool[] handledVertex = new bool[graph.GetLength(0)];
            for (uint i = 0; i < (uint)handledVertex.Length; ++i)
            {
                handledVertex[i] = false;
            }

            // Vertexes queue used when determining the paths.

            uint[] vertexes = new uint[graph.GetLength(0)];
            vertexes[0] = end;
            uint cur   = 0;
            uint avail = 1;

            // Go from end to start along the shortest paths found to
            // fill in the paths graph.

            while (cur != avail)
            {
                for (uint i = 0; i < (uint)graph.GetLength(0); ++i)
                {
                    // Rows in the graph indicate outgoing edges from the vertex.
                    // Columns in the graph indicate incoming edges to the vertex.

                    // I'm checking down column vertexes[cur] to see if there
                    // in an incoming edge from vertex i.

                    if (graph[i, vertexes[cur]] > 1)
                    {
                        // If the edge was part of a shortest path, eg. distance
                        // of current vertex is the sum of the distance of the
                        // incoming vertex plus the edge, then the incoming vertex
                        // was part of a shortest path.

                        if (distance[vertexes[cur]] ==
                            (distance[i] + (graph[i, vertexes[cur]] - 1)))
                        {
                            // This incoming vertex was part of a shortest path
                            // so copy over its edge from the original graph.

                            paths[i, vertexes[cur]] = graph[i, vertexes[cur]];

                            // If we didn't handle this incoming vertex already
                            // add it to the queue.

                            if (handledVertex[i] == false)
                            {
                                vertexes[avail++] = i;
                                handledVertex[i]  = true;
                            }
                        }
                    }
                }

                // Move to next vertex to process.

                cur++;
            }

            return(paths);
        }
    }