示例#1
0
    void SearchOpenNode(PathNode toCheck, PathNode fromNode, DirectionType dir = DirectionType.None)
    {
        if (!mapPath.CheckWalkable(toCheck) || toCheck.status == NodeStatus.Close)
        {
            return;
        }
        if (dir == DirectionType.TopRight && (!mapPath.CheckWalkable(fromNode.neighbor.top) || !mapPath.CheckWalkable(fromNode.neighbor.right)))
        {
            return;
        }
        if (dir == DirectionType.TopLeft && (!mapPath.CheckWalkable(fromNode.neighbor.top) || !mapPath.CheckWalkable(fromNode.neighbor.left)))
        {
            return;
        }
        if (dir == DirectionType.BottomRight && (!mapPath.CheckWalkable(fromNode.neighbor.bottom) || !mapPath.CheckWalkable(fromNode.neighbor.right)))
        {
            return;
        }
        if (dir == DirectionType.BottomLeft && (!mapPath.CheckWalkable(fromNode.neighbor.bottom) || !mapPath.CheckWalkable(fromNode.neighbor.left)))
        {
            return;
        }
        if (toCheck.status == NodeStatus.Open)
        {
            var cost  = ComputeG(dir);
            var gTemp = fromNode.g + cost;
            if (gTemp < toCheck.g)
            {
                toCheck.parent = fromNode;
                toCheck.g      = gTemp;
                toCheck.f      = gTemp + toCheck.h;
            }

            mapPath.OpenHeap.TryUpAdjust(toCheck);
            return;
        }
        toCheck.parent = fromNode;
        toCheck.g      = fromNode.g + ComputeG(dir);
        toCheck.h      = PathNode.ComputeH(toCheck, endNode);
        toCheck.f      = toCheck.g + toCheck.h;
        toCheck.status = NodeStatus.Open;
        mapPath.OpenHeap.Enqueue(toCheck);
    }
示例#2
0
    private PathNode GetNext(PathNode toCheck, PathNode fromNode, DirectionType dir, JumpType jumpType)
    {
        if (!mapPath.CheckWalkable(toCheck) || toCheck.status == NodeStatus.Close)
        {
            return(null);
        }

        DirectionType jumpNodeDir;
        var           tempValue = jumpType == JumpType.Line ? IsLineJumpNode(toCheck, dir, out jumpNodeDir) : IsTitleJumpNode(toCheck, dir, out jumpNodeDir);

        if (tempValue)                             // toCheck是跳点
        {
            if (toCheck.status == NodeStatus.Open) // 已经在openlist里了 判断是否更新G值 更新parent
            {
                var cost  = ComputeG(dir, fromNode, toCheck);
                var gTemp = fromNode.g + cost;
                if (gTemp < toCheck.g)
                {
                    var oldDir = GetDirection(toCheck.parent, toCheck);
                    toCheck.dir    = (toCheck.dir ^ oldDir) | jumpNodeDir; // 去掉旧的父亲方向 保留自身方向 添加新的方向
                    toCheck.parent = fromNode;
                    toCheck.g      = gTemp;
                    toCheck.f      = gTemp + toCheck.h;
                }

                mapPath.OpenHeap.TryUpAdjust(toCheck);
                return(null);
            }
            //加入openlist
            toCheck.parent = fromNode;
            toCheck.g      = fromNode.g + ComputeG(dir, toCheck, fromNode);
            toCheck.h      = PathNode.ComputeH(toCheck, endNode);
            toCheck.f      = toCheck.g + toCheck.h;
            toCheck.status = NodeStatus.Open;
            toCheck.dir    = jumpNodeDir;
            mapPath.OpenHeap.Enqueue(toCheck);
            return(null);
        }
        return(toCheck);
    }