예제 #1
0
    IEnumerator FindPath(Vector3 startPos, Vector3 targetPos)
    {
        Vector3[] waypoints   = new Vector3[0];
        bool      pathSuccess = false;

        Star_Node startNode  = grid.NodeFromWorldPoint(startPos);
        Star_Node targetNode = grid.NodeFromWorldPoint(targetPos);


        if (startNode.walkable && targetNode.walkable)
        {
            Heap <Star_Node>    openSet   = new Heap <Star_Node>(grid.MaxSize);
            HashSet <Star_Node> closedSet = new HashSet <Star_Node>();
            openSet.Add(startNode);

            while (openSet.Count > 0)
            {
                Star_Node currentNode = openSet.RemoveFirst();
                closedSet.Add(currentNode);

                if (currentNode == targetNode)
                {
                    pathSuccess = true;
                    break;
                }

                foreach (Star_Node neighbour in grid.GetNeighbours(currentNode))
                {
                    if (!neighbour.walkable || closedSet.Contains(neighbour))
                    {
                        continue;
                    }

                    int newMovementCostToNeighbour = currentNode.gCost + GetDistance(currentNode, neighbour);
                    if (newMovementCostToNeighbour < neighbour.gCost || !openSet.Contains(neighbour))
                    {
                        neighbour.gCost  = newMovementCostToNeighbour;
                        neighbour.hCost  = GetDistance(neighbour, targetNode);
                        neighbour.parent = currentNode;

                        if (!openSet.Contains(neighbour))
                        {
                            openSet.Add(neighbour);
                        }
                        else
                        {
                            openSet.UpdateItem(neighbour);
                        }
                    }
                }
            }
        }
        yield return(null);

        if (pathSuccess)
        {
            waypoints = RetracePath(startNode, targetNode);
        }
        requestManager.FinishedProcessingPath(waypoints, pathSuccess);
    }
예제 #2
0
    int GetDistance(Star_Node nodeA, Star_Node nodeB)
    {
        int dstX = Mathf.Abs(nodeA.gridX - nodeB.gridX);
        int dstY = Mathf.Abs(nodeA.gridY - nodeB.gridY);

        if (dstX > dstY)
        {
            return(14 * dstY + 10 * (dstX - dstY));
        }
        return(14 * dstX + 10 * (dstY - dstX));
    }
예제 #3
0
    Vector3[] RetracePath(Star_Node startNode, Star_Node endNode)
    {
        List <Star_Node> path        = new List <Star_Node>();
        Star_Node        currentNode = endNode;

        while (currentNode != startNode)
        {
            path.Add(currentNode);
            currentNode = currentNode.parent;
        }
        path.Add(startNode);
        Vector3[] waypoints = SimplifyPath(path);
        Array.Reverse(waypoints);
        return(waypoints);
    }
예제 #4
0
    void CreateGrid()
    {
        grid = new Star_Node[gridSizeX, gridSizeY];
        //Vector3 worldBottomLeft = transform.position - Vector3.right * gridWorldSize.x / 2 - Vector3.up * gridWorldSize.y / 2;
        Vector3 worldBottomLeft = new Vector3(lx, ly, -1f);

        for (int x = 0; x < gridSizeX; x++)
        {
            for (int y = 0; y < gridSizeY; y++)
            {
                Vector3 worldPoint = worldBottomLeft + Vector3.right * (x * nodeDiameter + nodeRadius) + Vector3.up * (y * nodeDiameter + nodeRadius);
                bool    walkable   = !(Physics2D.OverlapCircle(worldPoint, nodeRadius, unwalkableMask));
                grid[x, y] = new Star_Node(walkable, worldPoint, x, y);
            }
        }
    }
예제 #5
0
    public List <Star_Node> GetNeighbours(Star_Node node)
    {
        List <Star_Node> neighbors = new List <Star_Node>();

        for (int x = -1; x <= 1; x++)
        {
            for (int y = -1; y <= 1; y++)
            {
                if (x == 0 && y == 0)
                {
                    continue;
                }
                int checkX = node.gridX + x;
                int checkY = node.gridY + y;

                if (checkX >= 0 && checkX < gridSizeX && checkY >= 0 && checkY < gridSizeY)
                {
                    neighbors.Add(grid[checkX, checkY]);
                }
            }
        }
        return(neighbors);
    }