コード例 #1
0
ファイル: AStar.cs プロジェクト: coconut750750/heist
    public static IEnumerator CalculatePath(PathNode startNode, PathNode endNode, PathNode[] allNodes, StairNode[] stairNodes, Action <Vector3[], bool> callback)
    {
        bool success = false;
        bool reverse = true;

        // if start and end are on different floors, find nearest stair to the node on top floor
        if (startNode.pos.z != endNode.pos.z)
        {
            // floors are going down in z, so its inverted
            bool topToDown = startNode.pos.z < endNode.pos.z;
            if (!topToDown)
            {
                reverse = false;
            }
            PathNode topNode = topToDown ? startNode : endNode;
            PathNode botNode = !topToDown ? startNode : endNode;

            foreach (StairNode stairNode in stairNodes)
            {
                // for each stair node, find if there is a path between start/end node (which ever is on top floor)
                // if stair Node not on same floor as topNode, continue
                if (stairNode.pos.z != topNode.pos.z)
                {
                    continue;
                }
                else
                {
                    success = CalculateFlatPath(topNode, stairNode, allNodes);
                }
                if (success)
                {
                    stairNode.neighborStair.parent = stairNode;
                    success = CalculateFlatPath(stairNode.neighborStair, botNode, allNodes);
                }
                if (success)
                {
                    break;
                }
            }
        }
        else
        {
            success = CalculateFlatPath(startNode, endNode, allNodes);
        }

        yield return(null);

        if (success)
        {
            callback(RetracePath(startNode, endNode, reverse), true);
        }
        else
        {
            callback(new Vector3[0], false);
        }
    }
コード例 #2
0
ファイル: AStar.cs プロジェクト: Guendeli/2DNav
    private static Vector2[] RetracePath(PathNode startNode, PathNode endNode)
    {
        var path        = new List <Vector2>();
        var currentNode = endNode;

        while (currentNode != startNode)
        {
            path.Add(currentNode.pos);
            currentNode = currentNode.parent;
        }
        path.Add(startNode.pos);
        path.Reverse();
        return(path.ToArray());
    }
コード例 #3
0
ファイル: AStar.cs プロジェクト: coconut750750/heist
    // calculates path between start and end assuming they are on same floor
    private static bool CalculateFlatPath(PathNode startNode, PathNode endNode, PathNode[] allNodes)
    {
        var openList   = new Heap <PathNode>(allNodes.Length);
        var closedList = new HashSet <PathNode>();
        var success    = false;

        openList.Add(startNode);

        while (openList.Count > 0)
        {
            var currentNode = openList.RemoveFirst();
            closedList.Add(currentNode);

            if (currentNode == endNode)
            {
                success = true;
                break;
            }

            foreach (PathNode neighbour in currentNode.links)
            {
                if (closedList.Contains(neighbour))
                {
                    continue;
                }

                var costToNeighbour = currentNode.gCost + GetDistance(currentNode, neighbour);
                if (costToNeighbour < neighbour.gCost || !openList.Contains(neighbour))
                {
                    neighbour.gCost  = costToNeighbour;
                    neighbour.hCost  = GetDistance(neighbour, endNode);
                    neighbour.parent = currentNode;

                    if (!openList.Contains(neighbour))
                    {
                        openList.Add(neighbour);
                        openList.UpdateItem(neighbour);
                    }
                }
            }
        }

        return(success);
    }
コード例 #4
0
ファイル: AStar.cs プロジェクト: coconut750750/heist
    private static Vector3[] RetracePath(PathNode startNode, PathNode endNode, bool reverse)
    {
        List <Vector3> path           = new List <Vector3>();
        PathNode       currentNode    = reverse ? endNode : startNode;
        PathNode       retraceEndNode = reverse ? startNode : endNode;

        while (currentNode != retraceEndNode)
        {
            path.Add(currentNode.pos);

            currentNode = currentNode.parent;
        }

        path.Add(retraceEndNode.pos);
        if (reverse)
        {
            path.Reverse();
        }

        return(path.ToArray());
    }
コード例 #5
0
ファイル: AStar.cs プロジェクト: Guendeli/2DNav
 private static float GetDistance(PathNode a, PathNode b)
 {
     return((a.pos - b.pos).magnitude);
 }
コード例 #6
0
ファイル: AStar.cs プロジェクト: Guendeli/2DNav
    //A* implementation
    public static IEnumerator CalculatePath(PathNode startNode, PathNode endNode, PathNode[] allNodes, Action <Vector2[], bool> callback)
    {
                #if DEBUG
        Stopwatch sw = new Stopwatch();
        sw.Start();
                #endif

        var openList   = new Heap <PathNode>(allNodes.Length);
        var closedList = new HashSet <PathNode>();
        var success    = false;

        openList.Add(startNode);

        while (openList.Count > 0)
        {
            var currentNode = openList.RemoveFirst();
            closedList.Add(currentNode);

            if (currentNode == endNode)
            {
                                #if DEBUG
                sw.Stop();
                UnityEngine.Debug.Log("Path Found: " + sw.ElapsedMilliseconds + " ms.");
                                #endif

                success = true;
                break;
            }


            foreach (var neighbour in currentNode.links.Select(index => allNodes[index]))
            {
                if (closedList.Contains(neighbour))
                {
                    continue;
                }

                var costToNeighbour = currentNode.gCost + GetDistance(currentNode, neighbour);
                if (costToNeighbour < neighbour.gCost || !openList.Contains(neighbour))
                {
                    neighbour.gCost  = costToNeighbour;
                    neighbour.hCost  = GetDistance(neighbour, endNode);
                    neighbour.parent = currentNode;

                    if (!openList.Contains(neighbour))
                    {
                        openList.Add(neighbour);
                        openList.UpdateItem(neighbour);
                    }
                }
            }
        }

        yield return(null);

        if (success)
        {
            callback(RetracePath(startNode, endNode), true);
        }
        else
        {
            callback(new Vector2[0], false);
        }
    }