/// <summary> /// 找路径 /// </summary> /// <param name="routeData"></param> /// <param name="currentNode">当前节点</param> /// <param name="costGetter">从起点导航到本节点的代价 计算公式</param> /// <returns></returns> private IList<Point> FindPath(RouteData routeData, AStarNode currentNode, ICostGetter costGetter) { IList<CompassDirections> allCompassDirections = CompassDirectionsHelper.GetAllCompassDirections(); for (int i = 0; i < allCompassDirections.Count; i++) { CompassDirections direction = allCompassDirections[i]; Point nextPoint = GeometryHelper.GetAdjacentPoint(currentNode.Location, direction); //if (地图之外) 或 如果非寻路点 跳过 //if (!Usable(nextPoint, routeData.CellMap)) continue; if (!CanPass(nextPoint)) continue; int costG = costGetter.GetCost(currentNode.Location, direction);//获取消费G值 int costH = Mathf.Abs(nextPoint.R - routeData.Destination.R) + Mathf.Abs(nextPoint.C - routeData.Destination.C);//H耗值 //下一个到目的点 寻路结束 if (costH == 0) { IList<Point> routeList = new List<Point>(); AStarNode desNode = currentNode; routeList.Add(nextPoint); routeList.Insert(0, currentNode.Location); while (desNode.PreviousNode != null) { //从子节点往父节点逐个加到list中 routeList.Insert(0, desNode.PreviousNode.Location); desNode = desNode.PreviousNode; } return routeList; } AStarNode exitNode = GetNodeOnLocation(nextPoint, routeData); if (null != exitNode) { //在open或者close列表中存在该节点 则与当前节点比较G 如果有更短的路劲则更新该位置原始路径 if (exitNode.CostG > costG) { exitNode.ResetPreviousNode(currentNode, costG); } } else { AStarNode newNode = new AStarNode(nextPoint, currentNode, costG, costH); routeData.OpenedList.Add(newNode); } } routeData.OpenedList.Remove(currentNode); routeData.ClosedList.Add(currentNode); //找最短路劲 AStarNode minCostNode = GetMinCostNode(routeData.OpenedList); if (null == minCostNode) return null; //对开放列表中的下一个代价最小的节点作递归调用 return FindPath(routeData, minCostNode, costGetter); }
public AStarNode(Point loc, AStarNode previous, int _costG, int _costH) { this.location = loc; this.previousNode = previous; this.costG = _costG; this.costH = _costH; }
/// <summary> /// 获取路径 /// </summary> /// <param name="startPoint">开始点</param> /// <param name="destination">结束点</param> /// <param name="maps">二维地图</param> /// <returns></returns> public IList<Point> GetPath(Point startPoint, Point destination) { if (!Usable(startPoint) || !Usable(destination)) { Debug.Log(string.Format("此处为非寻路点:({0},{1}),type={2}",destination.R,destination.C,maps[destination.R,destination.C].GetMapType().ToString())); return null; } //RouteData routData = new RouteData(maps, destination); RouteData routData = new RouteData(destination); ICostGetter costGetter = new SimpleCostGetter(); AStarNode startNode = new AStarNode(startPoint, null, 0, 0); routData.OpenedList.Add(startNode); AStarNode currentNode = startNode; return FindPath(routData, currentNode, costGetter); }
/// <summary> /// ResetPreviousNode 当从起点到达本节点有更优的路径时,调用该方法采用更优的路径。 /// </summary> public void ResetPreviousNode(AStarNode previous, int _costG) { this.previousNode = previous; this.costG = _costG; }