本文主要是介绍A星算法--Unity,对大家解决编程问题具有一定的参考价值,需要的程序猿们随着小编来一起学习吧!
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class AStarManager : MonoBehaviour
{
private void Awake()
{
for (int i = 0; i < 100; i++)
{
for (int j = 0; j < 100; j++)
{
var p = new Vector2(i, j);
mapPathData.Add(p, new AStarNode(p));
}
}
var start = new Vector2(Random.Range(0, 100), Random.Range(0, 100));
var end = new Vector2(Random.Range(0, 100), Random.Range(0, 100));
var list = FindPath(start, end);
Debug.Log(start);
Debug.Log(end);
Debug.Log(list);
}
static public Dictionary<Vector2, AStarNode> mapPathData = new Dictionary<Vector2, AStarNode>();
static public List<Vector2> FindPath(Vector2 startPos, Vector2 endPos)
{
if (!mapPathData.ContainsKey(startPos) || !mapPathData.ContainsKey(endPos)) return null;
List<AStarNode> openPath = new List<AStarNode>();
AStarNode startNode = mapPathData[startPos];
AStarNode endNode = mapPathData[endPos];
List<AStarNode> openNode = new List<AStarNode>();
List<AStarNode> closeNode = new List<AStarNode>();
openNode.Add(startNode);
startNode.parent = null;
while (openNode.Count > 0)
{
AStarNode currentNode = openNode[0];
for (int i = 0; i < openNode.Count; i++)
{
if (openNode[i].fValue <= currentNode.fValue && openNode[i].hValue < currentNode.hValue)
{
currentNode = openNode[i];
}
}
openNode.Remove(currentNode);
closeNode.Add(currentNode);
if (currentNode == endNode)
{
List<Vector2> path = new List<Vector2>();
while (currentNode.parent != null)
{
path.Add(currentNode.mapGird);
currentNode = currentNode.parent;
}
path.Reverse();
return path;
}
openPath.Add(currentNode);
if (closeNode.Count > 1000)
{
Debug.Log("关闭列表过大 //临时解决 寻路造成的性能问题");
return null;
}
List<AStarNode> OpenNodeList = GetOpenAroundNode(currentNode, closeNode, mapPathData);
foreach (var node in OpenNodeList)
{
float newCode = currentNode.gValue + GetDistanceToPos(currentNode, node);
if (!openNode.Contains(node) || node.gValue > newCode)
{
node.gValue = newCode;
node.hValue = GetDistanceToPos(node, endNode);
node.parent = currentNode;
if (!openNode.Contains(node))
{
openNode.Add(node);
}
}
}
}
return null;
}
static public float GetDistanceToPos(AStarNode StartNode, AStarNode EndNode)
{
float d = Vector2.Distance(StartNode.mapGird, EndNode.mapGird);
return d;
}
static private List<AStarNode> GetOpenAroundNode(AStarNode currentNode, List<AStarNode> closeNode, Dictionary<Vector2, AStarNode> pathData)
{
List<AStarNode> OpenNodeList = new List<AStarNode>();
Vector2 pos1 = new Vector2(currentNode.mapGird.x - 1, currentNode.mapGird.y);
Vector2 pos2 = new Vector2(currentNode.mapGird.x + 1, currentNode.mapGird.y);
Vector2 pos3 = new Vector2(currentNode.mapGird.x, currentNode.mapGird.y - 1);
Vector2 pos4 = new Vector2(currentNode.mapGird.x, currentNode.mapGird.y + 1);
Vector2 pos5 = new Vector2(currentNode.mapGird.x - 1, currentNode.mapGird.y + 1);
Vector2 pos6 = new Vector2(currentNode.mapGird.x - 1, currentNode.mapGird.y - 1);
Vector2 pos7 = new Vector2(currentNode.mapGird.x + 1, currentNode.mapGird.y + 1);
Vector2 pos8 = new Vector2(currentNode.mapGird.x + 1, currentNode.mapGird.y - 1);
if (pathData.ContainsKey(pos1) && !closeNode.Contains(pathData[pos1]))
{
OpenNodeList.Add(pathData[pos1]);
}
if (pathData.ContainsKey(pos2) && !closeNode.Contains(pathData[pos2]))
{
OpenNodeList.Add(pathData[pos2]);
}
if (pathData.ContainsKey(pos3) && !closeNode.Contains(pathData[pos3]))
{
OpenNodeList.Add(pathData[pos3]);
}
if (pathData.ContainsKey(pos4) && !closeNode.Contains(pathData[pos4]))
{
OpenNodeList.Add(pathData[pos4]);
}
if (pathData.ContainsKey(pos5) && pathData.ContainsKey(pos1) && pathData.ContainsKey(pos4) && !closeNode.Contains(pathData[pos5]))
{
OpenNodeList.Add(pathData[pos5]);
}
if (pathData.ContainsKey(pos6) && pathData.ContainsKey(pos1) && pathData.ContainsKey(pos3) && !closeNode.Contains(pathData[pos6]))
{
OpenNodeList.Add(pathData[pos6]);
}
if (pathData.ContainsKey(pos7) && pathData.ContainsKey(pos2) && pathData.ContainsKey(pos4) && !closeNode.Contains(pathData[pos7]))
{
OpenNodeList.Add(pathData[pos7]);
}
if (pathData.ContainsKey(pos8) && pathData.ContainsKey(pos2) && pathData.ContainsKey(pos3) && !closeNode.Contains(pathData[pos8]))
{
OpenNodeList.Add(pathData[pos8]);
}
return OpenNodeList;
}
}
public class AStarNode
{
public Vector2 mapGird;
public float gValue;
public float hValue;
public int i;
public int index;
public float fValue
{
get
{
return gValue + hValue;
}
}
public AStarNode parent;
public AStarNode(Vector2 grid)
{
mapGird = grid;
}
}
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