Astar.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Astar : MonoBehaviour {
private const int mapWidth = 8;
private const int mapHeight = 6;
private Point[,] map = new Point[mapWidth, mapHeight];
void Start () {
InitMap();
Point start = map[2, 3];
Point end = map[6, 3];
//测试
//List<Point> list = GetSurroundPoints(map[3, 3]);
//foreach(Point p in list)
//{
// Debug.Log(p.X + "- "+ p.Y);
//}
FindPath(start, end);
ShowPath(start, end);
}
private void InitMap(){
for(int x = 0; x < mapWidth; x++)
{
for(int y = 0; y <mapHeight; y++)
{
map[x, y] = new Point(x, y);
}
}
map[4, 2].IsWall = true;
map[4, 3].IsWall = true;
map[4, 4].IsWall = true;
}
private void FindPath(Point start, Point end)
{
List<Point> openList = new List<Point>();
List<Point> closeList = new List<Point>();
openList.Add(start);
while (openList.Count > 0)
{
Point point = FindMinOfPoint(openList);
openList.Remove(point);
closeList.Add(point);
List<Point> surroundPoints = GetSurroundPoints(point);
PointFilter(surroundPoints, closeList);
foreach(Point surroundPoint in surroundPoints)
{