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;
Gizmos.DrawCube(PointToPos(point), new Vector3(gridWidth - gridGapDis, gridWidth - gridGapDis, 0.1f));
}
}
}
}
//根据屏幕的宽高设置地图格子的宽高数量
private void SetMapWH()
{
float worldMapWidth = Camera.main.orthographicSize / ((float)Screen.height / Screen.width) * 2f;//世界坐标下屏幕的宽度
float worldMapHeight = Camera.main.orthographicSize * 2f;//世界坐标下屏幕的高度
int tempWidth = (int)Math.Ceiling(worldMapWidth / gridWidth);
int tempHeight = (int)Math.Ceiling(worldMapHeight / gridWidth);
width = tempWidth % 2 == 0 ? tempWidth : tempWidth + 1;//向上取整
height = tempHeight % 2 == 0 ? tempHeight : tempHeight + 1;//向上取整
}
//找到路径(多个目标点)
public List<Vector2> FindPath(List<Vector2> aimPosList)
{
if (aimPosList.Count < 2)
{
Debug.Log("传入的列表长度至少为2个,包含起点和终点");
return null;
}
List<Point> pointAimList = new List<Point>();
for (int i = 0; i < aimPosList.Count; i++)
{
Point point = PosToPoint(aimPosList[i]);
//过滤掉在障碍物的位置的目标点
if (map[point.X, point.Y].IsObstacle) continue;
pointAimList.Add(point);
}
List<Vector2> pathPointList = new List<Vector2>();
for (int i = 0; i < pointAimList.Count - 1; i++)
{
List<Vector2> tempList = FindPath(pointAimList[i], pointAimList[i + 1]);
if (tempList != null)
tempList.ForEach((a) => { pathPointList.Add(a); });
}
return pathPointList;
}
//找到路径(开始位置,结束位置)
public List<Vector2> FindPath(Point startPoint, Point endPoint)
{
startPoint = map[startPoint.X, startPoint.Y];//开始格子
endPoint = map[endPoint.X, endPoint.Y];//结束格子
List<Point> openList = new List<Point>();
List<Point> closeList = new List<Point>();
openList.Add(startPoint);
while (openList.Count > 0)//只要开放列表还存在元素就继续
{
Point point = GetMinFOfList(openList);//选出open集合中F值最小的点
openList.Remove(point);
closeList.Add(point);
List<Point> SurroundPoints = GetSurroundPoint(point.X, point.Y);
foreach (Point p in closeList)//在周围点中把已经在关闭列表的点删除
{
if (SurroundPoints.Contains(p))
{
SurroundPoints.Remove(p);
}
}
foreach (Point p in SurroundPoints)//遍历周围的点
{
if (openList.Contains(p))//周围点已经在开放列表中
{
//重新计算G,如果比原来的G更小,就更改这个点的父亲
int newG = 1 + point.G;
if (newG < p.G)
{
p.SetParent(point, newG);
}
}
else
{
//设置父亲和F并加入开放列表
p.parent = point;
GetF(p, endPoint);
openList.Add(p);
}
}
if (openList.Contains(endPoint))//只要出现终点就结束
{
break;
}
}
//得到寻路路径的坐标点列表
List<Vector2> pathList = new List<Vector2>();
pathList.Insert(0, PointToPos(endPoint));
map[endPoint.X, endPoint.Y].isRoad = true;
Point temp = endPoint.parent;
pathList.Insert(0, PointToPos(temp));
map[temp.X, temp.Y].isRoad = true;
while (temp != startPoint)
{
temp = temp.parent;
map[temp.X, temp.Y].isRoad = true;
pathList.Insert(0, PointToPos(temp));
}
return pathList;
}
//得到一个点周围的点(上下左右四个点,如果可以斜向走,就再加四个点)
public List<Point> GetSurroundPoint(int x, int y)
{
List<Point> PointList = new List<Point>();
//上下左右
if (x > 0 && !map[x - 1, y].IsObstacle)
{
PointList.Add(map[x - 1, y]);
}
if (y > 0 && !map[x, y - 1].IsObstacle)
{
PointList.Add(map[x, y - 1]);
}
if (x < width - 1 && !map[x + 1, y].IsObstacle)
{
PointList.Add(map[x + 1, y]);
}
if (y < height - 1 && !map[x, y + 1].IsObstacle)
{
PointList.Add(map[x, y + 1]);
}
//斜向
//if (x > 0 && y < height - 1 && !map[x - 1, y + 1].IsObstacle)
//{
// PointList.Add(map[x - 1, y]);
//}
//if (x > 0 && y > 0 && !map[x - 1, y - 1].IsObstacle)
//{
// PointList.Add(map[x, y - 1]);
//}
//if (x < width - 1 && y < height - 1 && !map[x + 1, y + 1].IsObstacle)
//{
// PointList.Add(map[x + 1, y]);
//}
//if (x < width - 1 && y > 0 && !map[x + 1, y - 1].IsObstacle)
//{
// PointList.Add(map[x, y + 1]);
//}
return PointList;
}
public void GetF(Point point, Point endPoint)//计算某个点的F值
{
int G = 0;
int H = Mathf.Abs(endPoint.X - point.X) + Mathf.Abs(endPoint.Y - point.Y);
if (point.parent != null)
{
G = 1 + point.parent.G;
}
int F = H + G;
point.H = H;
point.G = G;
point.F = F;
}
public Point GetMinFOfList(List<Point> list)//得到一个集合中F值最小的点
{
int min = int.MaxValue;
Point point = null;
foreach (Point p in list)
{
if (p.F < min)
{
min = p.F;
point = p;
}
}
return point;
}
//坐标点转化为格子的x,y
public Point PosToPoint(Vector2 pos)
{
int x = (int)((pos.x - (-width / 2 * gridWidth)) / gridWidth);
int y = (int)((pos.y - (-height / 2 * gridWidth)) / gridWidth);
return new Point(x, y);
}
//格子的x,y转化为坐标点
public Vector2 PointToPos(Point point)
{
return new Vector2((point.X - width / 2) * gridWidth + gridWidth / 2, (point.Y - height / 2) * gridWidth + gridWidth / 2);
}
}
public class Point
{
public int X;
public int Y;
public int F;
public int G;
public int H;
public Point parent = null;
private bool isObstacle = false;
public bool IsObstacle
{
get
{
if (AStar.Inst() == null) return isObstacle;
Vector2 pos = AStar.Inst().PointToPos(this);
//射线圆形范围内检测格子下方是否为障碍物
RaycastHit2D hit = Physics2D.CircleCast(pos, AStar.gridWidth / 2f, Vector2.zero, 1 << 8);
isObstacle = hit.transform != null;
return isObstacle;
}
set => isObstacle = value;
}
public bool isRoad = false;//是否是路
public Point(int x, int y)
{
X = x;
Y = y;
}
public void SetParent(Point parent, int g)
{
this.parent = parent;
G = g;
F = G + H;
}
}
来源:CSDN
作者:monster_god
链接:https://blog.csdn.net/monster_god/article/details/103476434