• 自动寻路方案


    这里是用cube模拟的自动寻路。还不是最优的寻路方案

      1 using UnityEngine;
      2 using System.Collections;
      3 using System.Collections.Generic;
      4 
      5 class Point //代表人
      6 {
      7     public int X { get; set; }
      8     public int Y { get; set; }
      9 
     10     public Point Parent { get; set; }
     11 
     12     public Point(int x, int y)
     13     {
     14         X = x;
     15         Y = y;
     16     }
     17 }
     18 
     19 public class ANavition : MonoBehaviour
     20 {
     21 
     22     List<Point> nowList; //正在访问的集合 讲台
     23     List<Point> visitendList; //已经访问过的集合 ,白板
     24 
     25     //玩家和目标
     26     GameObject player;
     27     GameObject target;
     28 
     29     bool canReach; //能否到达目标点
     30 
     31     bool[,] maps; //地图 二维数组
     32 
     33     int[,] dir = new int[,] { { 0, 1 }/*up*/, { 0, -1 }/*down*/, { -1, 0 }/*left*/, { 1, 0 }/*right*/ };
     34 
     35     Vector3 moveDir; //玩家自动寻路的方向
     36 
     37 
     38     // Use this for initialization
     39     void Start()
     40     {
     41         LoadGameMap();
     42         InitGameMap();
     43         FindTarget();
     44 
     45     }
     46 
     47     void OnGUI()
     48     {
     49         if (GUILayout.Button("刷新"))
     50         {
     51             Application.LoadLevel("03ANav");
     52         }
     53     }
     54 
     55     // Update is called once per frame
     56     void Update()
     57     {
     58         if (canReach)
     59         {
     60             AntoMove();
     61         }
     62     }
     63 
     64     /// <summary>
     65     /// 角色自动导航
     66     /// </summary>
     67     private void AntoMove()
     68     {
     69         if (ways.Count > 0)
     70         {
     71             moveDir = (ways.Peek() - player.transform.position).normalized;
     72 
     73             player.transform.Translate(moveDir * Time.deltaTime);
     74 
     75             //
     76             if (Vector3.Distance(ways.Peek(), player.transform.position) < 0.1f)
     77             {
     78                 ways.Pop();//弹出栈顶元素
     79             }
     80         }
     81     }
     82 
     83     /// <summary>
     84     /// 找目标
     85     /// </summary>
     86     void FindTarget()
     87     {
     88         //初始化集合
     89         nowList = new List<Point>();
     90         visitendList = new List<Point>();
     91 
     92         Point yangbo = new Point(0, 0);
     93         //yangbo.X = 0;
     94         //yangbo.Y = 0;
     95 
     96         nowList.Add(yangbo);
     97         visitendList.Add(yangbo);
     98 
     99 
    100         Point first;
    101         int x, y;
    102         //只要有人,游戏一直继续玩下去
    103         while (nowList.Count > 0)
    104         {
    105             first = nowList[0];
    106 
    107             //dir-> 前 (0,1) 后(0,-1)
    108             for (int i = 0; i < 4; i++)
    109             {
    110                 x = first.X + dir[i, 0]; //第i个方向的x
    111                 y = first.Y + dir[i, 1]; //第i个方向的y
    112 
    113                 if (IsOk(x, y))
    114                 {
    115                     Point person = new Point(x, y);
    116                     person.Parent = first;
    117 
    118                     nowList.Add(person);//上讲台
    119                     visitendList.Add(person); //写上名字
    120                 }
    121 
    122                 //找到了目标点
    123                 if (IsFindTarGet(first))
    124                 {
    125                     break;
    126                 }
    127             }
    128 
    129             nowList.Remove(first); //移除上了讲台的人
    130         }
    131     }
    132     Stack<Vector3> ways; //栈,存路径
    133     bool IsFindTarGet(Point person)
    134     {
    135         if (person.X == 5 && person.Y == 5)
    136         {
    137             ways = new Stack<Vector3>();
    138             while (person.Parent != null) //链表查找父亲
    139             {
    140                 Vector3 pos = new Vector3(person.X, 1, person.Y);
    141 
    142                 ways.Push(pos);
    143 
    144                 person = person.Parent;
    145             }
    146             canReach = true;
    147             return canReach;
    148         }
    149         return false;
    150     }
    151 
    152     bool IsOk(int x, int y)
    153     {
    154         //数组越界
    155         if (x < 0 || y < 0 || x > 5 || y > 5) return false;
    156 
    157         //访问过的节点不能再次访问
    158         foreach (Point p in visitendList)
    159         {
    160             if (p.X == x && p.Y == y) return false;
    161         }
    162 
    163         return maps[x, y];
    164     }
    165 
    166     /// <summary>
    167     /// 生成游戏地图数组
    168     /// </summary>
    169     public void LoadGameMap()
    170     {
    171         maps = new bool[6, 6]; //6行6列的游戏地图
    172 
    173         for (int i = 0; i < maps.GetLength(0); i++)
    174         {
    175             for (int j = 0; j < maps.GetLength(1); j++)
    176             {
    177                 //70% true  30% false
    178                 maps[i, j] = Random.Range(1, 11) <= 7 ? true : false;
    179             }
    180         }
    181 
    182         //都必须是绿色 即为true
    183         maps[0, 0] = true; //玩家起点位置 
    184         maps[5, 5] = true; //目标点位置
    185     }
    186 
    187     /// <summary>
    188     /// 初始化地图
    189     /// </summary>
    190     void InitGameMap()
    191     {
    192         for (int i = 0; i < 6; i++)
    193         {
    194             for (int j = 0; j < 6; j++)
    195             {
    196                 GameObject cube = GameObject.CreatePrimitive(PrimitiveType.Cube);
    197                 //cube.transform.position = new Vector3(j, i, 0);
    198 
    199                 cube.transform.position = new Vector3(i, 0, j); //从顶部看  xz平面上
    200 
    201                 //true为绿色。即可以走。false为红色。即不可以走
    202                 cube.transform.renderer.material.color = maps[i, j] ? Color.green : Color.red;
    203 
    204                 cube.transform.localScale = Vector3.one * 0.8f; //缩放cube
    205 
    206                 cube.transform.SetParent(transform); //设置父对象,便于管理
    207             }
    208         }
    209 
    210         //玩家和目标
    211         player = GameObject.CreatePrimitive(PrimitiveType.Capsule);
    212 
    213         target = GameObject.CreatePrimitive(PrimitiveType.Sphere);
    214 
    215         player.transform.position = new Vector3(0, 1, 0); //玩家的初始位置
    216 
    217         player.transform.localScale = Vector3.one * 0.5f; //缩放玩家
    218 
    219         target.transform.position = new Vector3(5, 1, 5); //目标点的位置
    220 
    221     }
    222 
    223 
    224 }
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  • 原文地址:https://www.cnblogs.com/nsky/p/4614304.html
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