Algorithm/풀고있는 문제
A* Algorithm 구현
DueCare
2019. 5. 21. 17:14
A* 알고리즘
4방향과 8방향을 구현했다.
8방향에서는 다음 노드로 이동하는 경우 옆에 벽이 있으면 대각선으로 이동 못하게 구현했다.
이는 사각형이 통으로 움직인다고 가정했을 때, 옆에 벽이 있으면 사각형이 손실되기 때문이다.
근데 4방향 이동시에 문제점이 있는데, (0,3)노드를 지나고 (0,4)가 되는 순간부터 우측에 있는 노드를 인식하지 못한다.
(4,4)에서는 우측의 노드를 인식하고 마더노드 설정 후 이동을 하는데,
아무리 코드를 보고 고민을 해봐도 뭐가 문제인지 모르겠다.
문제점 해결 되면 추가로 포스팅해야겠다.
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using System.Collections.Generic; using UnityEngine; using System.Linq; using UnityEngine.UI; public class Test0517 : MonoBehaviour { public int row, col; public int startX, startY; public int targetX, targetY; public Button btn; public Button btn2; public GameObject character; 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 List<GameObject> minList; private Vector2[,] coordinate; void Start() { this.minList = new List<GameObject>(); this.motherNodes = new List<GameObject>(); this.openList = new List<GameObject>(); this.closeList = new List<GameObject>(); 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.SetOpenList(); this.OrderByList(); this.character.transform.position = this.motherNode.transform.position; this.btn.onClick.AddListener(() => { if (closeList.LastOrDefault() == this.targetNode) { Debug.Log("목표 위치에 도달했습니다."); } else { this.SetOpenList(); this.OrderByList(); this.closeList.Add(this.openList.FirstOrDefault()); this.ResetOpenList(); if (this.CheckWall(this.openList.FirstOrDefault())) { this.SetMotherNode(openList.FirstOrDefault()); } else { this.SetMotherNode(openList[1]); } this.openList.Clear(); this.MoveCharacter(); } }); this.btn2.onClick.AddListener(() => { if (closeList.LastOrDefault() == this.targetNode) { Debug.Log("목표 위치에 도달했습니다."); } else { bool tf = false; foreach (var nodes in this.minList) { var list = this.minList.OrderBy(x => x.GetComponent<TestTile>().f); if (nodes.GetComponent<TestTile>().vec2 == this.targetNode.GetComponent<TestTile>().vec2 && nodes.GetComponent<TestTile>().f == list.FirstOrDefault().GetComponent<TestTile>().f) { this.SetMotherNode(this.targetNode); this.motherNode = this.targetNode; this.motherNodes.Add(this.targetNode); tf = true; break; } tf = false; } if(tf == false) { var orderList = this.minList.OrderBy(x => x.GetComponent<TestTile>().f).ToList(); this.closeList.Add(orderList.FirstOrDefault()); this.ResetOpenList(); this.SetMotherNode(orderList.FirstOrDefault()); this.openList.Clear(); this.minList.Clear(); this.MoveCharacter(); this.SetOpenList(); this.OrderByList(); foreach (var item in this.minList) { Debug.LogFormat("<color=blue>minList item : {0} </color>", item.GetComponent<TestTile>().vec2); } } } }); } #region 타일 검사 및 캐릭터 이동 private bool CheckWall(GameObject node) { var checkNode = node; var x = checkNode.GetComponent<TestTile>().x; var y = checkNode.GetComponent<TestTile>().y; Debug.LogFormat("checkNode : {0}.{1}", x, y); if(this.motherNode.GetComponent<TestTile>().x < x) { //타겟의 x-1 / y-1 검사 var targetNode1 = this.tiles[x - 1, y]; var targetNode2 = this.tiles[x, y - 1]; if(targetNode1.GetComponent<TestTile>().tileType == 1 || targetNode2.GetComponent<TestTile>().tileType == 1) { return false; } } else if(this.motherNode.GetComponent<TestTile>().x > x) { //4,3 -> 3,4 3,3 4,4 //타겟의 x+1 / y+1 검사 var targetNode1 = this.tiles[x + 1, y]; var targetNode2 = this.tiles[x, y + 1]; var targetNode3 = this.tiles[x, y - 1]; if(targetNode1.GetComponent<TestTile>().tileType == 1 || targetNode2.GetComponent<TestTile>().tileType == 1 || targetNode3.GetComponent<TestTile>().tileType == 1) { return false; } } return true; } private void MoveCharacter() { var anim = this.character.GetComponentInChildren<Animation>(); anim.Play("run@loop"); StartCoroutine(this.MoveCharacterImpl()); } private IEnumerator MoveCharacterImpl() { var anim = this.character.GetComponentInChildren<Animation>(); var dir = (this.motherNode.transform.position - this.character.transform.position).normalized; while(true) { var dis = Vector3.Distance(this.character.transform.position, this.motherNode.transform.position); this.character.transform.position += (dir * 0.1f); yield return null; if(dis <= 0.1f) { this.character.transform.position = this.motherNode.transform.position; anim.Play("idle@loop"); break; } } } #endregion #region OrderBy private void OrderByList() { var list = this.openList.OrderBy(x => x.GetComponent<TestTile>().f).ToList(); this.openList = list; this.OrderByMin(); } private void OrderByMin() { var list = this.openList.OrderBy(x => x.GetComponent<TestTile>().g).ToList(); int index = 0; foreach (var tile in list) { Debug.LogFormat("{0} vs {1}", tile.GetComponent<TestTile>().g, list.FirstOrDefault().GetComponent<TestTile>().g); if (tile.GetComponent<TestTile>().g == list.FirstOrDefault().GetComponent<TestTile>().g && tile != this.motherNode) { this.minList.Add(list[index]); } index++; } } #endregion #region OpenList Set & Reset private void SetOpenList() { 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.openList.Add(this.tiles[i, j]); this.SetG(this.tiles[i, j]); this.SetH(this.tiles[i, j]); this.SetF(this.tiles[i, j]); var sprite = this.tiles[i, j].GetComponentInChildren<SpriteRenderer>(); sprite.color = Color.cyan; } } } this.TurnArrow(); } private void ResetOpenList() { foreach (var tile in this.openList) { var sprite = tile.GetComponentInChildren<SpriteRenderer>(); sprite.color = Color.white; } this.SetFalseArrow(); this.SetFalseValue(); } #endregion #region MotherNode Setting private void SetMotherNode(GameObject mother) { this.motherNode = mother; this.motherNodes.Add(this.motherNode); this.motherNode.GetComponent<TestTile>().tileType = 2; Debug.LogFormat("Mother node : {0}", this.motherNode.GetComponent<TestTile>().vec2); var sprite = this.motherNode.GetComponentInChildren<SpriteRenderer>(); sprite.color = Color.gray; } #endregion #region Arrow, FGH Value, Coordinate private void TurnArrow() { foreach (var tile in this.openList) { var script = tile.GetComponent<TestTile>(); var xPos = this.motherNode.transform.position.x - script.Arrow.transform.position.x; var yPos = this.motherNode.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 SetFalseArrow() { foreach (var tile in this.openList) { var script = tile.GetComponent<TestTile>(); script.Arrow.SetActive(false); } } private void SetFalseValue() { foreach (var tile in this.openList) { var script = tile.GetComponent<TestTile>(); script.textF.text = "F"; script.textG.text = "G"; script.textH.text = "H"; } } 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("f0"); } private void SetG(GameObject tile) { var tileScript = tile.GetComponent<TestTile>(); var targetScript = this.targetNode.GetComponent<TestTile>(); var dis = (Vector2.Distance(tile.transform.position, this.motherNode.transform.position)) * 10; tileScript.textG.text = dis.ToString("f0"); tileScript.g = dis; } private void SetH(GameObject tile) { var tileScript = tile.GetComponent<TestTile>(); var targetScript = this.targetNode.GetComponent<TestTile>(); var dis = (Vector2.Distance(tile.transform.position, this.targetNode.transform.position)) * 10; tileScript.textH.text = dis.ToString("f0"); tileScript.h = dis; } #endregion #region CreateTiles 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.vec2 = this.coordinate[i, j]; 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.vec2 = this.coordinate[i, j]; 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.vec2 = this.coordinate[i, j]; 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.vec2 = this.coordinate[i, j]; script.x = i; script.y = j; script.textCoord.text = script.x.ToString() + ", " + script.y.ToString(); tile.transform.position = screenPos; } } } } #endregion } | cs |