// Start is called before the first frame update void Start() { SceneTerrainMgr instance = SceneTerrainMgr.Instance; /** * * 0 :路 * 1 :障碍物 * 2 :比较艰难的路 */ m_Grides = new int[] { 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 1, 1, 0, 1, 0, 1, 1, 0, 0, 0, 0, 1, 0, 1, 0, 1, 0, 0, 1, 1, 0, 1, 0, 1, 0, 1, 0, 0, 0, 1, 0, 1, 0, 1, 0, 1, 0, 0, 0, 1, 0, 1, 0, 1, 0, 1, 1, 0, 0, 0, 0, 1, 0, 1, 0, 1, 1, 1, 1, 1, 1, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1, 1, 1, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, }; MapFlag[] grids = new MapFlag[m_Grides.Length]; for (int i = 0; i < m_Grides.Length; i++) { int v = m_Grides[i]; switch (v) { case 0: grids[i] = MapFlag.walkable; break; case 1: grids[i] = MapFlag.unwalkable; break; case 2: grids[i] = MapFlag.shadow; break; } } m_MapData = new IMapInfo() { gridCols = 10, gridRows = 10, grids = grids }; instance.InitMap(m_MapData); findPath(0, 5, 9, 5); }
public static MapFlag ConvertMapFlag(int i) { return(MapFlag.GetMapFlag(i)); }