IndieGame/client/Assets/Scripts/System/AStar/AStar.cs
DOBEST\zhaoyingjie f242607587 初始化工程
2024-10-11 10:12:15 +08:00

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using static UnityEngine.UI.Image;
namespace Ether
{
public class AStar
{
private AStarNode[,] gridNode;
private int gridWidth;
private int gridHeight;
private Vector2Int origin;
public AStar(int gridWidth, int gridHeight, List<Vector2Int> obstacleList, Vector2Int origin = default)
{
this.gridWidth = gridWidth;
this.gridHeight = gridHeight;
this.origin = origin;
SetData(gridWidth, gridHeight);
foreach (var obstaclePos in obstacleList)
{
AStarNode node = GetGridNode(obstaclePos.x - origin.x, obstaclePos.y - origin.x);
node.isObstacle = true;
}
}
private void SetData(int gridWidth, int gridHeight)
{
gridNode = new AStarNode[gridWidth, gridHeight];
for (int x = 0; x < gridWidth; x++)
{
for (int y = 0; y < gridHeight; y++)
{
gridNode[x, y] = new AStarNode(new Vector2Int(x, y));
}
}
}
public AStarNode GetGridNode(int xPos, int yPos)
{
if (xPos < gridWidth && yPos < gridHeight)
{
return gridNode[xPos, yPos];
}
Debug.Log("超出寻路网格范围");
return null;
}
public void Reset(int gridWidth, int gridHeight, List<Vector2Int> obstacleList)
{
this.gridWidth = gridWidth;
this.gridHeight = gridHeight;
SetData(gridWidth, gridHeight);
foreach (var obstaclePos in obstacleList)
{
AStarNode node = GetGridNode(obstaclePos.x, obstaclePos.y);
node.isObstacle = true;
}
}
private List<AStarNode> openNodeList = new List<AStarNode>(); //当前选中Node周围的8个点
private HashSet<AStarNode> closedNodeList = new HashSet<AStarNode>(); //所有被选中的点
private bool isPathFound;
private AStarNode startNode;
private AStarNode targetNode;
public void BuildPath(Vector2Int startPos, Vector2Int endPos, Stack<Vector2Int> stepStack)
{
openNodeList.Clear();
closedNodeList.Clear();
isPathFound = false;
startNode = GetGridNode(startPos.x - origin.x, startPos.y - origin.y);
targetNode = GetGridNode(endPos.x - origin.x, endPos.y - origin.y);
if (startNode == null || targetNode == null)
{
string str = (startNode == null && targetNode == null) ? startPos + "和" + endPos.x :
(startNode == null ? startPos.ToString() : endPos.ToString());
Debug.LogError($"找不到对应的网格点:{str}");
return;
}
//查找最短路径
if (FindShortestPath() && stepStack != null)
{
AStarNode nextNode = targetNode;
while (nextNode != null)
{
stepStack.Push(nextNode.gridPosition + origin);
nextNode = nextNode.parentNode;
}
}
}
private bool FindShortestPath()
{
//添加起点
openNodeList.Add(startNode);
while (openNodeList.Count > 0)
{
//节点排序Node内涵比较函数
openNodeList.Sort();
AStarNode closeNode = openNodeList[0];
openNodeList.RemoveAt(0);
closedNodeList.Add(closeNode);
if (closeNode == targetNode)
{
isPathFound = true;
break;
}
//计算周围8个Node补充到OpenList
EvaluateNeighbourNodes(closeNode);
}
return isPathFound;
}
/// <summary>
/// 评估周围8个点并生成对应消耗值
/// </summary>
/// <param name="currentNode"></param>
private void EvaluateNeighbourNodes(AStarNode currentNode)
{
Vector2Int currentNodePos = currentNode.gridPosition;
AStarNode validNeighbourNode;
for (int x = -1; x <= 1; x++)
{
for (int y = -1; y <= 1; y++)
{
if (x == 0 && y == 0)
continue;
validNeighbourNode = GetValidNeighbourNode(currentNodePos.x + x, currentNodePos.y + y);
if (validNeighbourNode != null)
{
if (!openNodeList.Contains(validNeighbourNode))
{
validNeighbourNode.gCost = currentNode.gCost + GetDistance(currentNode, validNeighbourNode);
validNeighbourNode.hCost = GetDistance(validNeighbourNode, targetNode);
//链接父节点
validNeighbourNode.parentNode = currentNode;
openNodeList.Add(validNeighbourNode);
}
}
}
}
}
/// <summary>
/// 找到有效的Node,非障碍,非已选择
/// </summary>
/// <param name="x"></param>
/// <param name="y"></param>
/// <returns></returns>
private AStarNode GetValidNeighbourNode(int x, int y)
{
if (x >= gridWidth || y >= gridHeight || x < 0 || y < 0)
return null;
AStarNode neighbourNode = GetGridNode(x, y);
if (neighbourNode.isObstacle || closedNodeList.Contains(neighbourNode))
return null;
else
return neighbourNode;
}
/// <summary>
/// 返回两点距离值
/// </summary>
/// <param name="nodeA"></param>
/// <param name="nodeB"></param>
/// <returns>14的倍数+10的倍数</returns>
private int GetDistance(AStarNode nodeA, AStarNode nodeB)
{
int xDistance = Mathf.Abs(nodeA.gridPosition.x - nodeB.gridPosition.x);
int yDistance = Mathf.Abs(nodeA.gridPosition.y - nodeB.gridPosition.y);
if (xDistance > yDistance)
{
return 14 * yDistance + 10 * (xDistance - yDistance);
}
return 14 * xDistance + 10 * (yDistance - xDistance);
}
}
}