AStar.cs 2.82 KB
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using UnityEngine;
using System.Collections;
using System.Collections.Generic;

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public class AStar : MonoBehaviour {
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	public int rows = 6;
	public int cols = 6;

	public GameObject tile;
	public GameObject enemy;
	public static Tile[,] map;

	public Tile startPos;
	public Tile endPos;

	public Heap open;

	void Start () {

		map = new Tile[rows, cols];

		float startx = -(float)rows / 2f * tile.transform.lossyScale.x;
		float starty = (float)cols / 2f * tile.transform.lossyScale.y;

		for (int y = 0; y < cols; y++) {
			for (int x = 0; x < rows; x++) {

				map[x, y] = ((GameObject) Instantiate (tile, new Vector2(startx + x * tile.GetComponent<BoxCollider2D>().size.x,
					starty - y * tile.GetComponent<BoxCollider2D>().size.x), Quaternion.identity)).GetComponent<Tile> ();

				map [x, y].x = x;
				map [x, y].y = y;
			}
		}

		open = new Heap (rows * cols);

		enemy = (GameObject)(Instantiate (enemy, map[0, 0].transform.position, Quaternion.identity));
	}

	void FixedUpdate () {

		if (map[rows - 1, cols - 1].prev != null) {

			Tile current = map [rows - 1, cols - 1];
			while (current.prev != null) {
				Debug.DrawLine (current.transform.position, current.prev.transform.position, Color.red);
				current = current.prev;
			}
		}
	}

	public void BeginPath () {
		Path (map[0, 0], map[rows - 1, cols - 1]);
	}

	void Path (Tile start, Tile finish) {

		if (start == finish) {
			return;
		}
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		open.Add (start);
		start.goal = 0;
		start.fitness = EstimateHeuristic (start, finish);

		while (open.Count != 0) {

			Tile current = open.RemoveFirst ();
			current.closed = true;

			List<Tile> neighbors = current.GetNeighbors();
			for (int i = 0; i < neighbors.Count; i++) {
				if (neighbors[i].closed) {
					continue;
				}

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				float tempGoal = current.goal + DistBetween(current, neighbors[i]) + neighbors[i].weight;
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				if (!open.Contains (neighbors[i])) {
					
					neighbors [i].prev = current;
					neighbors [i].goal = tempGoal;
					neighbors [i].fitness = neighbors[i].goal + EstimateHeuristic(neighbors[i], finish);
					open.Add (neighbors [i]);

				}else if (tempGoal >= neighbors[i].goal) {
					continue;
				}
			}
		}

//		PrintPathRetrace (finish);
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		if (finish.prev != null) {
			enemy.GetComponent<TraversePath> ().BeginTraversingPath (CreatePath (finish));
		}
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	}

	float EstimateHeuristic (Tile current, Tile finish) {
		return Mathf.Abs (current.x - finish.x) + Mathf.Abs (current.y - finish.y);
	}

	float DistBetween (Tile current, Tile neighbor) {
		return Mathf.Pow(current.x - neighbor.x, 2) + Mathf.Pow(current.y - neighbor.y, 2);
	}

	void PrintPathRetrace (Tile end) {

		while (end != null) {
			Debug.Log (end.x + ", " + end.y);
			end = end.prev;
		}
	}

	Path CreatePath (Tile finish) {

		Path path = new Path ();

		while (finish != null) {
			path.Push (finish);
			finish = finish.prev;
		}

		return path;
	}
}