示例#1
0
    private List <GridTile> CreatePath(GridTile startTile, GridTile endTile)
    {
        List <GridTile> path        = new List <GridTile>();
        GridTile        currentTile = endTile;

        while (!currentTile.Equals(startTile))
        {
            path.Add(currentTile);
            currentTile = currentTile.Parent;
        }
        path.Reverse();

        return(path);
    }
示例#2
0
    public static List <GridTile> GetPath(GridTile start, GridTile goal, bool isRawCount = false)
    {
        if (start == null)
        {
            return(new List <GridTile>());
        }
        //Evaluated nodes
        var closedSet = new HashSet <GridTile>();

        //Currently discovered nodes that have not been evaluated yet
        var openSet = new HashSet <GridTile>();

        openSet.Add(start);

        //Priority queue that sorts by lowest fScore
        var openSetbyFScore = new SimplePriorityQueue();

        // For each node, which node it can most efficiently be reached from.
        // If a node can be reached from many nodes, cameFrom will eventually contain the
        // most efficient previous step.
        var cameFrom = new Dictionary <GridTile, GridTile>();

        // For each node, the cost of getting from the start node to that node with default value of Infinity
        var gScore = new Dictionary <GridTile, int>();

        gScore[start] = 0;

        // For each node, the total cost of getting from the start node to the goal
        // by passing by that node. That value is partly known, partly heuristic.
        // with default value of Infinity
        var fScore = new Dictionary <GridTile, float>();

        fScore[start] = GetHeuristicEstimate(start, goal) - 1f;
        openSetbyFScore.Add(start, fScore[start]);
        while (openSet.Count > 0)
        {
            var current = openSetbyFScore.GetTop();

            if (current == goal)
            {
                return(ReconstructPath(current, cameFrom, isRawCount));
            }

            openSet.Remove(current);
            openSetbyFScore.Remove(current);
            closedSet.Add(current);
            foreach (Directions direction in System.Enum.GetValues(typeof(Directions)))
            {
                var neighbor = GridController.instance.GetNeighborAt(direction, current.WorldLocation);

                if (neighbor == null || closedSet.Contains(neighbor) || neighbor.State == GridTile.MovementState.COLLIDER)
                {
                    if (!goal.Equals(neighbor))
                    {
                        continue;
                    }
                    else
                    {
                        //We have gotten to the goal via the closest unoccupied neighbor
                        return(ReconstructPath(current, cameFrom, isRawCount));
                    }
                }

                var tentativeGScore = gScore[current] + GetDistanceBetween(current, neighbor);
                if (!openSet.Contains(neighbor))
                {
                    openSet.Add(neighbor);
                }
                else if (tentativeGScore >= gScore.GetValueOrDefault(neighbor))
                {
                    continue;
                }
                cameFrom[neighbor] = current;
                gScore[neighbor]   = tentativeGScore;
                fScore[neighbor]   = gScore[neighbor] + GetHeuristicEstimate(neighbor, goal);
                openSetbyFScore.Add(neighbor, fScore[neighbor]);
            }
        }
        return(new List <GridTile>());
    }