A*算法(曼哈顿距离)
- 地图分割:按照需求将地图分割为二维数组个格子
- 计算公式:F = G + H,F:为预估代价,G:起点到当前位置的距离代价,H:当前位置到终点的估算代价
- OpenList: 开放列表存放未考察的点;ClosedList: 存放已经考察过的点
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Point
{
public Point Parent { get; set; }
public float F { get; set; }
public float G { get; set; }
public float H { get; set; }
public int X { get; set; }
public int Y { get; set; }
public bool IsWall { get; set; }
public Point(int x,int y,Point parent = null)
{
this.X = x;
this.Y = y;
this.Parent = parent;
IsWall = false;
}
public void UpdateParent(Point parent,float g)
{
this.Parent = parent;
this.G = g;
F = G + H;
}
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class AStar : MonoBehaviour
{
private const int mapWith = 15;
private const int mapHeight = 15;
private Point[,] map = new Point[mapWith, mapHeight];
// Use this for initialization
void Start()
{
InitMap();
Point start = map[2, 3];
Point end = map[7, 4];
FindPath(start, end);
ShowPath(start,end);
//List<Point> l = GetSurroundPoints(map[3, 3]);
//foreach (Point p in l)
//{
// Debug.Log(p.X + "-" + p.Y);
//}
}
/// <summary>
/// 显示路径
/// </summary>
/// <param name="start"></param>
/// <param name="end"></param>
private void ShowPath(Point start, Point end)
{
Point temp = end;
while (true)
{
//Debug.Log(temp.X + "," + temp.Y);
Color c = Color.gray;
if (temp == start)
{
c = Color.green;
}
else if (temp==end)
{
c = Color.red;
}
CreateCube(temp.X, temp.Y, c);
if (temp.Parent == null)
{
break;
}
temp = temp.Parent;
}
for (int x = 0; x < mapWith; x++)
{
for (int y = 0; y < mapHeight; y++)
{
if (map[x,y].IsWall)
{
CreateCube(x, y, Color.blue);
}
}
}
}
private void CreateCube(int x,int y,Color color)
{
GameObject go = GameObject.CreatePrimitive(PrimitiveType.Cube);
go.transform.position = new Vector3(x, y, 0);
go.GetComponent<Renderer>().material.color = color;
}
/// <summary>
/// 初始化地图
/// </summary>
private void InitMap()
{
for (int x = 0; x < mapWith; 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>(); //开放列表
List<Point> closeList = new List<Point>(); //关闭列表
openList.Add(start);//将起点加入到开启列表中
while (openList.Count > 0)
{
Point point = FindMinFOfPoint(openList); //从开启列表中查找F值最小的点
openList.Remove(point); //将查找到的F值最小的点从开启列表中移除
closeList.Add(point); //将查找到的值加入到关闭列表中
List<Point> surroundPoints = GetSurroundPoints(point);//查找周围的点
PointsFilter(surroundPoints, closeList); //将周围在关闭列表中的点去除
//遍历周围的点
foreach (Point surroundPoint in surroundPoints)
{
if (openList.IndexOf(surroundPoint) > -1)//如果开放列表中存在当前遍历到的点
{
float nowG = CalcG(surroundPoint, point); //当前点的G值
if (nowG < surroundPoint.G) //如果计算出的G值小于当前点的原本G值,就更新该点的G值和父节点
{
surroundPoint.UpdateParent(point, nowG);
}
}
else//如果不存在开放列表
{
surroundPoint.Parent = point; //设置父节点
CalcF(surroundPoint, end); //计算F值
openList.Add(surroundPoint); //添加到开放列表中
}
}
//判断一下,如果结束点在开放列表中就结束路径查找 (路径已经查找到)
if (openList.IndexOf(end) > -1)
{
break;
}
}
}
/// <summary>
/// 过滤,将周围在关闭列表中的点去除
/// </summary>
/// <param name="src"></param>
/// <param name="closeList"></param>
private void PointsFilter(List<Point> src, List<Point> closeList)
{
foreach (Point p in closeList)
{
if (src.IndexOf(p) > -1)
{
src.Remove(p);
}
}
}
/// <summary>
/// 查找周围的点
/// </summary>
/// <returns></returns>
private List<Point> GetSurroundPoints(Point point)
{
Point up = null, down = null, left = null, right = null;
Point lu = null, ru = null, ld = null, rd = null;
if (point.Y < mapHeight - 1)
{
up = map[point.X, point.Y + 1];
}
if (point.Y > 0)
{
down = map[point.X, point.Y - 1];
}
if (point.X > 0)
{
left = map[point.X - 1, point.Y];
}
if (point.X < mapWith - 1)
{
right = map[point.X + 1, point.Y];
}
if (up != null && left != null)
{
lu = map[point.X - 1, point.Y + 1];
}
if (up != null && right != null)
{
ru = map[point.X + 1, point.Y + 1];
}
if (down != null && left != null)
{
ld = map[point.X - 1, point.Y - 1];
}
if (down != null && right != null)
{
rd = map[point.X + 1, point.Y - 1];
}
List<Point> list = new List<Point>();
if (down != null && down.IsWall == false)
{
list.Add(down);
}
if (up != null && up.IsWall == false)
{
list.Add(up);
}
if (left != null && left.IsWall == false)
{
list.Add(left);
}
if (right != null && right.IsWall == false)
{
list.Add(right);
}
if (lu != null && lu.IsWall == false && left.IsWall == false && up.IsWall == false)
{
list.Add(lu);
}
if (ld != null && ld.IsWall == false && left.IsWall == false && down.IsWall == false)
{
list.Add(ld);
}
if (ru != null && ru.IsWall == false && right.IsWall == false && up.IsWall == false)
{
list.Add(ru);
}
if (rd != null && rd.IsWall == false && right.IsWall == false && down.IsWall == false)
{
list.Add(rd);
}
return list;
}
/// <summary>
/// 查找开启列表中F值最小的点
/// </summary>
/// <param name="openList"></param>
/// <returns></returns>
private Point FindMinFOfPoint(List<Point> openList)
{
float f = float.MaxValue;
Point temp = null;
foreach (Point p in openList)
{
if (p.F < f)
{
temp = p;
f = p.F;
}
}
return temp;
}
/// <summary>
/// 计算G值
/// </summary>
/// <param name="now"></param>
/// <param name="parent"></param>
/// <returns></returns>
private float CalcG(Point now, Point parent)
{
return Vector2.Distance(new Vector2(now.X, now.Y), new Vector2(parent.X, parent.Y)) + parent.G;
}
/// <summary>
/// 计算F值
/// </summary>
/// <param name="now"></param>
/// <param name="end"></param>
private void CalcF(Point now, Point end)
{
// F = G + H
float h = Mathf.Abs(end.X - now.X) + Mathf.Abs(end.Y - now.Y);
float g = 0;
if (now.Parent == null)
{
g = 0;
}
else
{
g = Vector2.Distance(new Vector2(now.X, now.Y), new Vector2(now.Parent.X, now.Parent.Y)) + now.Parent.G;
}
float f = g + h;
now.F = f;
now.G = g;
now.H = h;
}
}