public void RemoveObstacle_OutOfMaterix() { Vector2 obstaclePosition = new Vector2(5, 3); AStarEightDirections aStar = new AStarEightDirections(10, 10); aStar.SetObstacle(obstaclePosition); aStar.RemoveObstacle(new Vector2(100, 5)); aStar.RemoveObstacle(new Vector2(5, 100)); aStar.RemoveObstacle(new Vector2(-10, 5)); aStar.RemoveObstacle(new Vector2(5, -10)); for (int x = 0; x < aStar.matrix.GetLength(0); x++) { for (int y = 0; y < aStar.matrix.GetLength(1); y++) { if (x != (int)obstaclePosition.x || y != (int)obstaclePosition.y) { Assert.IsTrue(aStar.matrix[x, y].canThrough); } else { Assert.IsFalse(aStar.matrix[x, y].canThrough); } } } }
public void Creat_Normal() { int width = 5; int height = 10; AStarEightDirections aStar = new AStarEightDirections(width, height); Assert.AreEqual(aStar.matrix.GetLength(0), width); Assert.AreEqual(aStar.matrix.GetLength(1), height); }
public void Creat_Negative() { int width = -10; int height = -5; AStarEightDirections aStar = new AStarEightDirections(width, height); Assert.AreEqual(aStar.matrix.GetLength(0), 0); Assert.AreEqual(aStar.matrix.GetLength(1), 0); }
public void RemoveObstacle_Normal() { Vector2 obstaclePosition = new Vector2(5, 3); AStarEightDirections aStar = new AStarEightDirections(10, 10); aStar.SetObstacle(obstaclePosition); aStar.RemoveObstacle(obstaclePosition); foreach (AStarEightDirectionsHeapNode node in aStar.matrix) { Assert.IsTrue(node.canThrough); } }
public void SetObstacle_OutOfMaterix() { AStarEightDirections aStar = new AStarEightDirections(10, 10); aStar.SetObstacle(new Vector2(-1, 3)); aStar.SetObstacle(new Vector2(1, -3)); aStar.SetObstacle(new Vector2(5, 10)); aStar.SetObstacle(new Vector2(25, 3)); foreach (AStarEightDirectionsHeapNode node in aStar.matrix) { Assert.IsTrue(node.canThrough); } }
public void Pathfind_StartAndEndOutOfMatrix() { AStarEightDirections aStar = new AStarEightDirections(7, 7); Vector2 startPosition = new Vector2(0, 7); Vector2 endPosition = new Vector2(-1, 6); aStar.FindPath(startPosition, endPosition); foreach (AStarEightDirectionsHeapNode node in aStar.matrix) { Assert.AreEqual(null, node.nextNode); } }
public void Pathfind_EndIsObstacle() { AStarEightDirections aStar = new AStarEightDirections(7, 7); Vector2 startPosition = new Vector2(0, 0); Vector2 endPosition = new Vector2(6, 6); aStar.SetObstacle(new Vector2(6, 6)); aStar.FindPath(startPosition, endPosition); foreach (AStarEightDirectionsHeapNode node in aStar.matrix) { Assert.AreEqual(null, node.nextNode); } }
public void Pathfind_CanFind_NoObstacle() { AStarEightDirections aStar = new AStarEightDirections(7, 7); Vector2 startPosition = new Vector2(0, 0); Vector2 endPosition = new Vector2(6, 6); aStar.FindPath(startPosition, endPosition); /* * 0 0 0 0 ↘ ↓ E * * 0 0 0 ↘ ↓ ↙ ← * * 0 0 ↘ ↓ ↙ ← ↖ * * 0 ↘ ↓ ↙ ← ↖ 0 * * ↘ ↓ ↙ ← ↖ 0 0 * * ↓ ↙ ← ↖ 0 0 0 * * S ← ↖ 0 0 0 0 */ AStarEightDirectionsHeapNode[,] matrix = aStar.matrix; AStarEightDirectionsHeapNode[,] nextNodes = new AStarEightDirectionsHeapNode[7, 7] { { null, matrix[0, 0], matrix[1, 1], null, null, null, null }, { matrix[0, 0], matrix[0, 0], matrix[1, 1], matrix[2, 2], null, null, null }, { matrix[1, 1], matrix[1, 1], matrix[1, 1], matrix[2, 2], matrix[3, 3], null, null }, { null, matrix[2, 2], matrix[2, 2], matrix[2, 2], matrix[3, 3], matrix[4, 4], null }, { null, null, matrix[3, 3], matrix[3, 3], matrix[3, 3], matrix[4, 4], matrix[5, 5] }, { null, null, null, matrix[4, 4], matrix[4, 4], matrix[4, 4], matrix[5, 5] }, { null, null, null, null, matrix[5, 5], matrix[5, 5], matrix[5, 5] } }; for (int x = 0; x < 7; x++) { for (int y = 0; y < 7; y++) { Assert.AreEqual(nextNodes[y, x], aStar.matrix[x, y].nextNode); //二维数组赋值是按照横竖x的方式进行的,也就是说上面的矩阵写错了,要转置,这就是一个用 [y, x] 一个用 [x, y] 的原因 } } }
void CreatAStar() { _aStar = new AStarEightDirections(_width, _height); }