A* Algorithm 진행중
Algorithm/풀고있는 문제 2019. 5. 17. 20:23A* Algorithm
하나의 노드로부터 타겟 노드까지의 최단 경로를 찾는 알고리즘
f(n) = g(n) + h(n) 을 통해 최단 경로를 찾는다.
풀이는 집가서 써야지
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 | using System.Collections; using System.Collections.Generic; using UnityEngine; public class Test0517 : MonoBehaviour { public int row, col; public int startX, startY; public int targetX, targetY; private GameObject[] tilePrefabs; private GameObject[,] tiles; private GameObject motherNode; private GameObject startNode; private GameObject targetNode; private List<GameObject> listTile; private List<GameObject> openList; private List<GameObject> closeList; private List<GameObject> motherNodes; private Vector2[,] coordinate; void Start() { this.tilePrefabs = Resources.LoadAll<GameObject>("Tiles"); this.coordinate = new Vector2[this.row, this.col]; this.tiles = new GameObject[this.row, this.col]; this.listTile = new List<GameObject>(); this.SetCorrdinate(); this.CreateTiles(); this.SetMotherNode(this.tiles[startX, startY]); this.FindPath(this.tiles[2, 5]); } private void FindPath(GameObject target) { this.FindNodes(); } private void FindNodes() { var mother = this.motherNode.GetComponent<TestTile>(); var motherX = this.motherNode.GetComponent<TestTile>().x - 1; var motherY = this.motherNode.GetComponent<TestTile>().y - 1; var maxX = this.motherNode.GetComponent<TestTile>().x + 1; var maxY = this.motherNode.GetComponent<TestTile>().y + 1; if (motherX < 0) { motherX = 0; } if(motherY < 0) { motherY = 0; } for (int i = motherX; i <= maxX; i++) { for (int j = motherY; j <= maxY; j++) { if (this.tiles[i, j].GetComponent<TestTile>().tileType == 0) { this.listTile.Add(this.tiles[i, j]); this.SetG(this.tiles[i, j]); this.SetH(this.tiles[i, j]); this.SetF(this.tiles[i, j]); this.TurnArrow(this.tiles[i,j]); var sprite = this.tiles[i, j].GetComponentInChildren<SpriteRenderer>(); sprite.color = Color.cyan; } } } } private void TurnArrow(GameObject tile) { var script = tile.GetComponent<TestTile>(); var xPos = this.startNode.transform.position.x - script.Arrow.transform.position.x; var yPos = this.startNode.transform.position.y - script.Arrow.transform.position.y; var rad = Mathf.Atan2(yPos, xPos) * Mathf.Rad2Deg; script.Arrow.transform.rotation = Quaternion.Euler(new Vector3(0, 0, rad+270)); script.Arrow.SetActive(true); } private void SetMotherNode(GameObject mother) { this.motherNode = mother; this.motherNode.GetComponent<TestTile>().tileType = 2; } private void SetCorrdinate() { for (int i = 0; i < this.row; i++) { for (int j = 0; j < this.col; j++) { this.coordinate[i, j] = new Vector2(i, j); } } } private void SetF(GameObject tile) { var tileScript = tile.GetComponent<TestTile>(); tileScript.f = tileScript.g + tileScript.h; tileScript.textF.text = tileScript.f.ToString(); } private void SetG(GameObject tile) { var tileScript = tile.GetComponent<TestTile>(); var targetScript = this.targetNode.GetComponent<TestTile>(); var dis = (int)(Vector2.Distance(tile.transform.position, this.targetNode.transform.position)) * 10; Debug.Log(dis); tileScript.textH.text = dis.ToString(); tileScript.h = dis; } private void SetH(GameObject tile) { var tileScript = tile.GetComponent<TestTile>(); var targetScript = this.targetNode.GetComponent<TestTile>(); var dis = (int)(Vector2.Distance(tile.transform.position, this.startNode.transform.position)) * 10; Debug.Log(dis); tileScript.textG.text = dis.ToString(); tileScript.g = dis; } private void CreateTiles() { for (int i = 0; i < this.row; i++) { for (int j = 0; j < this.col; j++) { var screenPos = Camera.main.ScreenToWorldPoint(new Vector2((j * 100) + 400, (i * -100) + 550)); screenPos.z = 0; if (i == this.startX && j == this.startY) { var tile = GameObject.Instantiate(this.tilePrefabs[1]); this.tiles[i, j] = tile; this.startNode = tile; var script = tile.GetComponent<TestTile>(); script.x = i; script.y = j; script.textCoord.text = script.x.ToString() + ", " + script.y.ToString(); tile.transform.position = screenPos; } else if (i == this.targetX && j == this.targetY) { var tile = GameObject.Instantiate(this.tilePrefabs[2]); this.tiles[i, j] = tile; this.targetNode = tile; var script = tile.GetComponent<TestTile>(); script.x = i; script.y = j; script.textCoord.text = script.x.ToString() + ", " + script.y.ToString(); tile.transform.position = screenPos; } else if ((i >= 1 && i < 4) && j == 3) { var tile = GameObject.Instantiate(this.tilePrefabs[0]); this.tiles[i, j] = tile; var script = tile.GetComponent<TestTile>(); script.tileType = 1; script.x = i; script.y = j; script.textCoord.text = script.x.ToString() + ", " + script.y.ToString(); tile.transform.position = screenPos; } else { var tile = GameObject.Instantiate(this.tilePrefabs[3]); this.tiles[i, j] = tile; var script = tile.GetComponent<TestTile>(); script.x = i; script.y = j; script.textCoord.text = script.x.ToString() + ", " + script.y.ToString(); tile.transform.position = screenPos; } } } } } | cs |
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