这里写目录标题
前述
地图:
寻路步骤:
公式:
实现代码:
实现代码:
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class AStar : MonoBehaviour
{
const int mapWidth = 8;
const int mapHeight = 6;
private Point[,] map = new Point[mapWidth, mapHeight];
void Start()
{
InitMap();
Point start = map[2, 3];
Point end = map[6, 3];
FindPath(start, end);
ShowPath(start, end);
GetArroundPoints(map[3, 3]);
}
private void ShowPath(Point start, Point end)
{
Point tempPoint = end;
while(true)
{
Debug.Log("temp.X:" + tempPoint.X + "temp.Y:" + tempPoint.Y);
tempPoint = tempPoint.parent;
if(tempPoint == null)
{
return;
}
}
}
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 p = FindMinFofPoint(openList);
openList.Remove(p);
closeList.Add(p);
List<Point> arroundPoints = GetArroundPoints(p);
PointsFilter(arroundPoints, closeList);
foreach (Point arroundPoint in arroundPoints)
{
if(openList.IndexOf(arroundPoint)> -1)
{
float nowG = CalcG(arroundPoint, p);
if (nowG < arroundPoint.G)
{
arroundPoint.UpdateParent(p, nowG);
}
}
else //不在开启列表中
{
arroundPoint.parent = p;
CalcF(arroundPoint, end);
openList.Add(arroundPoint);
}
}
//判断终止
if(openList.IndexOf(end)> -1)
{
return;
}
}
}
private void PointsFilter(List<Point> src,List<Point> closeList)
{
foreach(Point p in closeList)
{
if(src.IndexOf(p) > -1)
{
src.Remove(p);
}
}
}
private Point FindMinFofPoint(List<Point> openList)
{
float f = float.MaxValue;
Point tempP = null;
foreach(Point p in openList)
{
if(p.F < f)
{
tempP = p;
f = p.F;
}
}
return tempP;
}
private List<Point> GetArroundPoints(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 < mapWidth - 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;
}
private float CalcG(Point now, Point parent)
{
return Vector2.Distance(new Vector2(now.X, now.Y), new Vector2(parent.X, parent.Y)) + parent.G;
}
private void CalcF(Point now, Point end)
{
//F = G + H
float h = Mathf.Abs(now.X - end.X) + Mathf.Abs(now.Y - end.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;
}
}
顶点定义脚本:
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;
}
}
代码详解:
AStar
1.把地图小方块转换成Point方式便于计算
const int mapWidth = 8;
const int mapHeight = 6;
private Point[,] map = new Point[mapWidth, mapHeight];
2.初始化地图 InitMap()
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;
}
把那些是墙的地方赋值上去
3.查找寻路路径 FindPath(start, end)
思路:
分两个列表 开启列表和关闭列表,如前面步骤所述就不再描述了,
- 先从开启列表中找一个F最小的点,也就是最近的点,通过方法FindMinFofPoint 找到p
- 把p从开启列表中移出去,添加到关闭列表中
- 查找p周围可达到点 通过方法GetArroundPoints
- 判断周围可达到点 是否在关闭列表中 如果在的话,就排除掉,因为关闭列表的不需要检查
- 遍历这些周围可达到点,如果在开启列表中,就看看他需不需要换个爸爸,即到达该点有没有更短的路径
如果他不在开启列表中(当然也不在关闭列表),这时要考虑把他加进开启列表,就要计算他的 F,G,H
每个点的H基本是不变的,就是到end点的横坐标距离加上纵坐标距离的和 因为只能上下左右的移动 - 如果关闭点也在开启列表中了,那么就说明我们都计算完了,因为如果在开启列表中了,我们就知道他爸爸是谁了
代码:
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 p = FindMinFofPoint(openList);
openList.Remove(p);
closeList.Add(p);
List<Point> arroundPoints = GetArroundPoints(p);
PointsFilter(arroundPoints, closeList);
foreach (Point arroundPoint in arroundPoints)
{
if(openList.IndexOf(arroundPoint)> -1)
{
float nowG = CalcG(arroundPoint, p);
if (nowG < arroundPoint.G)
{
arroundPoint.UpdateParent(p, nowG);
}
}
else //不在开启列表中
{
arroundPoint.parent = p;
CalcF(arroundPoint, end);
openList.Add(arroundPoint);
}
}
//判断终止
if(openList.IndexOf(end)> -1)
{
return;
}
}
}
从开启列表中找一个最近的点 FindMinFofPoint
即F最小的点
private Point FindMinFofPoint(List<Point> openList)
{
float f = float.MaxValue;
Point tempP = null;
foreach(Point p in openList)
{
if(p.F < f)
{
tempP = p;
f = p.F;
}
}
return tempP;
}
寻找P周围的点 GetArroundPoints
private List<Point> GetArroundPoints(Point point)
{
Point up = null, down = null, left = null, right = null;
//左上,右上,左下,右下
Point lu = null, ru = null, ld = null, rd = null;
//检查p的上方是否有可达点
if (point.Y < mapHeight - 1)
{
up = map[point.X, point.Y + 1];
}
//检查p的下方是否有可达点
if (point.Y > 0)
{
down = map[point.X, point.Y - 1];
}
//检查p的左方是否有可达点
if (point.X > 0)
{
left = map[point.X - 1, point.Y];
}
//检查p的右方是否有可达点
if (point.X < mapWidth - 1)
{
right = map[point.X + 1, point.Y];
}
//检查p的左上方是否有可达点
if (up != null && left != null)
{
lu = map[point.X - 1, point.Y + 1];
}
//检查p的右上方是否有可达点
if (up != null && right != null)
{
ru = map[point.X + 1, point.Y + 1];
}
//检查p的左上方是否有可达点
if (down != null && left != null)
{
ld = map[point.X - 1, point.Y - 1];
}
//检查p的右下方是否有可达点
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);
}
//因为左上方是先左边在上边移动过去的,所以左和上都不能说墙
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;
}
关闭列表的点不需要再检查 PointsFilter
所以周围的点如果在关闭列表中 就把这个点移除出去
private void PointsFilter(List<Point> src,List<Point> closeList)
{
foreach(Point p in closeList)
{
if(src.IndexOf(p) > -1)
{
src.Remove(p);
}
}
}
计算当前点的G点 CalcG
因为可以斜着 所以
private float CalcG(Point now, Point parent)
{
return Vector2.Distance(new Vector2(now.X, now.Y), new Vector2(parent.X, parent.Y)) + parent.G;
}
即从当前点到父亲点距离,然后加上父亲点的G