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(C#)A*算法偽代碼及源碼

2019-11-14 08:58:42
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A*   AStar   A星2d游戲,或者網(wǎng)格游戲中Cost f 總消耗Cost g 距離起點(diǎn)的消耗Cost h 距離終點(diǎn)的消耗默認(rèn)消耗,直走消耗10,斜著走消耗14開啟列表關(guān)閉列表父節(jié)點(diǎn)//開啟列表關(guān)閉列表開始循環(huán)(開啟列表有值) 當(dāng)前點(diǎn) = 開啟列表中最小的f_Cost  把當(dāng)前點(diǎn)從開啟列表刪除 把當(dāng)前點(diǎn)添加到關(guān)閉列表  If當(dāng)前點(diǎn)是終點(diǎn),跳出循環(huán) 點(diǎn)開一個紅點(diǎn),周圍的點(diǎn)會得到一個新的花費(fèi)循環(huán)周圍的點(diǎn) 這個點(diǎn)不能走或者在關(guān)閉列表中,跳過這個點(diǎn) 如果新花費(fèi)小于原來的花費(fèi), 替換成新的花費(fèi) 將這個點(diǎn)(周圍的點(diǎn)里面的)的父節(jié)點(diǎn)設(shè)置為當(dāng)前點(diǎn)(新點(diǎn)開的紅點(diǎn))這個點(diǎn)不再開啟列表中 這個點(diǎn)添加到開啟列表中  直接替換成新的花費(fèi)  將這個點(diǎn)(周圍的點(diǎn)里面的)的父節(jié)點(diǎn)設(shè)置為當(dāng)前點(diǎn)(新點(diǎn)開的紅點(diǎn))源碼
using UnityEngine;using System.Collections;public class Node{    /*邏輯中用的*/    public int gCost;    public int hCost;    public int fCost    {        get { return gCost + hCost; }    }    public Node parent;    /*在Unity當(dāng)中用的*/    public bool canWalk;    //網(wǎng)格的下標(biāo)    public int gridX;    public int gridY;    //節(jié)點(diǎn)的位置    public Vector3 worldPos;    public Node(bool _canWalk, Vector3 position, int x, int y)    {        canWalk = _canWalk;        worldPos = position;        gridX = x;        gridY = y;    }}
using UnityEngine;using System.Collections;using System.Collections.Generic;public class Grid : MonoBehaviour{    //存放點(diǎn)節(jié)點(diǎn)的數(shù)組    public Node[,] grid;    //網(wǎng)格的大小    public Vector2 gridSize;    //節(jié)點(diǎn)的大小    public float nodeRadius;    public float nodeDiameter;    //一個層,代表可不可以通過    public LayerMask cantLayer;    //x和y方向上各有多少個格子    public int gridContX;    public int gridContY;    //起點(diǎn)    public Transform start;    //用來保存路徑的列表    public List<Node> path = new List<Node>();    void Start ()    {        cantLayer = LayerMask.GetMask("CantWalk");        nodeDiameter = nodeRadius * 2;        //gridContX = (int)(gridSize.x / nodeDiameter);        gridContX = Mathf.RoundToInt(gridSize.x / nodeDiameter);        gridContY = Mathf.RoundToInt(gridSize.y / nodeDiameter);        grid = new Node[gridContX, gridContY];        CreatGrid();    }		void Update ()    {		}    //創(chuàng)建格子    void CreatGrid()    {        //網(wǎng)格起點(diǎn)        Vector3 startPoint = transform.position - gridSize.y / 2 * Vector3.forward - gridSize.x / 2 * Vector3.right;        for (int i = 0; i < gridContX; i++)        {            for (int j = 0; j < gridContY; j++)            {                Vector3 worldPos = startPoint + Vector3.right * (nodeDiameter * i + nodeRadius) + Vector3.forward * (nodeDiameter * j + nodeRadius);                //檢測有沒有碰到不能走的層上的物體                bool canwalk = !Physics.CheckSphere(worldPos, nodeRadius, cantLayer);                grid[i, j] = new Node(canwalk, worldPos, i, j);            }        }    }    //Unity中的輔助類    void OnDrawGizmos()    {        if (grid == null)        {            return;        }        foreach (Node node in grid)        {            if (node.canWalk)            {                Gizmos.color = Color.yellow;                Gizmos.DrawCube(node.worldPos, (nodeDiameter - 0.02f) * new Vector3(1, 0.2f, 1));            }            else            {                Gizmos.color = Color.red;                Gizmos.DrawCube(node.worldPos, (nodeDiameter - 0.02f) * new Vector3(1, 0.2f, 1));            }        }        //畫出起點(diǎn)的位置        Node startNode = FindWithPosition(start.position);        if (startNode.canWalk)        {            Gizmos.color = Color.black;            Gizmos.DrawCube(startNode.worldPos, (nodeDiameter - 0.02f) * new Vector3(1, 0.2f, 1));        }        //畫路徑        if(path != null)        {            foreach (var node in path)            {                Gizmos.color = Color.blue;                Gizmos.DrawCube(node.worldPos, (nodeDiameter - 0.02f) * new Vector3(1, 0.2f, 1));            }        }    }    //通過位置得到在哪一個格子    public Node FindWithPosition(Vector3 position)    {        //在x方向的占比        float percentX = (position.x + gridSize.x / 2) / gridSize.x;        float percentY = (position.z + gridSize.y / 2) / gridSize.y;        //算出在哪個格子        int x = Mathf.RoundToInt((gridContX - 1) * percentX);        int y = Mathf.RoundToInt((gridContY - 1) * percentY);        return grid[x, y];    }    //通過一個點(diǎn)尋找周圍的點(diǎn)    public List<Node> GetAroundNode(Node node)    {        List<Node> aroundNodes = new List<Node>();        for (int i = -1; i <= 1; i++)        {            for (int j = -1; j <= 1; j++)            {                //傳進(jìn)來的點(diǎn)的下標(biāo)  跳過                if(i == 0 && j == 0)                {                    continue;                }                int tempX = node.gridX + i;                int tempY = node.gridY + j;                //判斷有沒有越界                if (tempX >= 0 && tempX < gridContX && tempY >= 0 && tempY < gridContY)                {                    aroundNodes.Add(grid[tempX, tempY]);                }            }        }        return aroundNodes;    }}
using UnityEngine;using System.Collections;using System.Collections.Generic;public class FindPath_AStar : MonoBehaviour{    public Transform startPoint;    public Transform endPoint;    PRivate Grid grid;	// Use this for initialization	void Start ()    {        grid = GetComponent<Grid>();    }		void Update ()    {        FindPath(startPoint.position, endPoint.position);    }    //    void FindPath(Vector3 startPos, Vector3 endPos)    {        //開啟列表        List<Node> opentSet = new List<Node>();        //關(guān)閉列表        List<Node> closeSet = new List<Node>();        //起點(diǎn)格子        Node startNode = grid.FindWithPosition(startPos);        //終點(diǎn)格子        Node endNode = grid.FindWithPosition(endPos);        //把起點(diǎn)加入開啟列表        opentSet.Add(startNode);        //開始循環(huán)(開啟列表有值)        while (opentSet.Count > 0)        {            //當(dāng)前點(diǎn)            Node currentNode = opentSet[0];            //開啟列表中最小的f_Cost            for (int i = 0; i < opentSet.Count; i++)            {                //如果總花費(fèi)最小,并且離目標(biāo)點(diǎn)最近                if (opentSet[i].fCost <= currentNode.fCost && opentSet[i].hCost < currentNode.fCost)                {                    currentNode = opentSet[i];                }            }            //把這個點(diǎn) 點(diǎn)紅            //把當(dāng)前點(diǎn)從開啟列表刪除            opentSet.Remove(currentNode);            //把當(dāng)前點(diǎn)添加到關(guān)閉列表            closeSet.Add(currentNode);            //If當(dāng)前點(diǎn)是終點(diǎn),跳出循環(huán)            if (currentNode == endNode)            {                GetPath(startNode, endNode);                return;            }            //周圍的點(diǎn)            List<Node> around = grid.GetAroundNode(currentNode);            //循環(huán)周圍的點(diǎn)            foreach (Node node in around)            {                //這個點(diǎn)不能走或者在關(guān)閉列表中,跳過這個點(diǎn)                if (!node.canWalk || closeSet.Contains(node))                {                    continue;                }                //點(diǎn)開一個紅點(diǎn),周圍的點(diǎn)會得到一個新的花費(fèi)g                int newCost_g = currentNode.gCost + GetCost(currentNode, node);                //比較新花費(fèi)和原來的花費(fèi),誰更小(誰離我們起點(diǎn)近) || 這個點(diǎn)不再開啟列表中                if (newCost_g < node.gCost || !opentSet.Contains(node))                {                    //替換成新的花費(fèi)                    node.gCost = newCost_g;                    node.hCost = GetCost(node, endNode);                    //將這個點(diǎn)(周圍的點(diǎn)里面的)的父節(jié)點(diǎn)設(shè)置為當(dāng)前點(diǎn)(新點(diǎn)開的紅點(diǎn))                    node.parent = currentNode;                    //這個點(diǎn)不再開啟列表中                    if (!opentSet.Contains(node))                    {                        opentSet.Add(node);                    }                }            }        }    }    //計算花費(fèi)    int GetCost(Node a, Node b)    {        //等到兩點(diǎn)之間的一個距離(x方向和y方向)        int coutX = Mathf.Abs(a.gridX - b.gridX);        int coutY = Mathf.Abs(a.gridY - b.gridY);        if(coutX > coutY)        {            return (coutX - coutY) * 10 + coutY * 14;        }        else        {            return (coutY - coutX) * 10 + coutX * 14;        }    }    //得到路徑    void GetPath(Node startNode, Node endNode)    {        List<Node> path = new List<Node>();        Node temp = endNode;        while(temp != startNode)        {            path.Add(temp);            temp = temp.parent;        }        //列表轉(zhuǎn)置        path.Reverse();        grid.path = path;    }}
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