using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class AStar : MonoBehaviour
{
private static AStar _instance;
public static AStar Inst() { return _instance; }
void Awake() { _instance = this; }
public int width;//地图的宽(需要为双数)
public int height;//地图的高(需要为双数)
public const float gridWidth = 0.5f;//格子的宽高
private const float gridGapDis = 0.05f;//格子之间的间隙
public Point[,] map;//格子
private List<Vector2> aimPosList_Test = new List<Vector2>();//测试用目标点位置列表
void Start()
{
SetMapWH();//根据屏幕的高宽设置格子的个数
map = new Point[width, height];//地图格子二维数组
InitMap();//地图初始化
}
void Update()
{
if (Input.GetMouseButtonDown(0))//鼠标左键点击添加目标点
{
Vector2 pos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
aimPosList_Test.Add(pos);
}
else if (Input.GetMouseButtonDown(1))//鼠标右键点击得到路径列表
{
FindPath(aimPosList_Test);
}
}
public void InitMap()//初始化地图
{
for (int i = 0; i < width; i++)
{
for (int j = 0; j < height; j++)
{
map[i, j] = new Point(i, j);
}
}
}
void OnDrawGizmos()
{
if (map == null) return;
for (int i = 0; i < width; i++)
{
for (int j = 0; j < height; j++)
{
if (map[i, j] != null)
{
Point point = new Point(i, j);
if (map[i, j].IsObstacle) Gizmos.color = Color.red;
else if (map[i, j].isRoad) Gizmos.color = Color.black;
else Gizmos.color = Color.green;