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問題は ShowPath() にあります。このコードをオーバーロードし続けるメソッドは、最短ルートを収集し、開始タイルと終了タイルの両方が見つかったらそれを強調表示することになっています。最初への最短ルートを計算します

using UnityEngine;
using System;
using System.Collections.Generic;

namespace PathfindingClass
{
    public class pathFinding
    {
            public  bool startFound = false;
    public TileClass.Tile[,] grid = new TileClass.Tile[AStarPath.gridWidth,AStarPath.gridHeight];
    public Vector2 startTile;
    public Vector2 endTile;
    public Vector2 currentTile;

    // create a list that stores the checked tiles
    List<Vector2> openList = new List<Vector2>();
    List<Vector2> closedList = new List<Vector2>();

    public pathFinding (TileClass.Tile[,] grid)
    {
        this.grid = grid;

    }

    public void SearchPath(Vector2 startTile, Vector2 endTile){
        this.startTile = startTile;
        this.endTile = endTile;

        #region Path Validation
        bool canSearch = true;

        if(grid[(int)startTile.x,(int)startTile.y].walkable ==false){
        canSearch = false;
            Console.WriteLine("the start square is not walkable");
        }
        if(grid[(int)endTile.x,(int)endTile.y].walkable ==false){
        canSearch = false;
            Console.WriteLine("the end square is not walkable");
        }

        #endregion

        if(canSearch){
            //add the starting tile to the open list
        openList.Add(startTile);    
            currentTile = new Vector2(-1,-1);

            //while the open list is not empty
            while(openList.Count > 0){
                currentTile = getTyleWithLowestTotal(openList);

                //if the current tile is the end tile stop searching
                if((int)currentTile.x == (int)endTile.x && (int)currentTile.y == (int)endTile.y  ){
                //  if((int)currentTile.x == (int)endTile.x){
                        break;
                    //}
                }else{
                    openList.Remove(currentTile);
                    closedList.Add(currentTile);

                    //get all the adjacent tiles
                    List<Vector2> adjacentTiles = getAdjacentTiles(currentTile);

                    foreach(Vector2 adjacentTile in adjacentTiles){
                    // the adjacent tile is not aloude within eith of the open or closed lists
                        if(!openList.Contains(adjacentTile)){
                            if(!closedList.Contains(adjacentTile)){
                                // move it to the open list
                                openList.Add(adjacentTile);

                                TileClass.Tile tile = grid[(int)adjacentTile.x,(int)adjacentTile.y];

                                tile.cost = grid[(int)adjacentTile.x,(int)adjacentTile.y].cost+1;

                                //calculate the manhattan distance
                                tile.horistic = ManhattanDistance(adjacentTile);

                                //calculate the total cost
                                tile.total = tile.cost + tile.horistic;

                                tile.color = new Vector4(0,0,1,1);
                                tile.Y=2;
                                }
                        }                           
                    }
                }
            }
        }
        grid[(int)startTile.x,(int)startTile.y].color = Color.yellow;
        grid[(int)endTile.x,(int)endTile.y].color = Color.yellow;

        //Show the shortestPath

        ShowPath();
    }


    public void ShowPath(){
        Vector2 currentTile = endTile;
        List<Vector2> PathTiles = new List<Vector2>();

        while(!startFound){
        List<Vector2> adjacentTiles = getAdjacentTiles(currentTile);

            //check to  see what the used current tile is
            foreach(Vector2 adjacentTile in adjacentTiles){
                if(openList.Contains(adjacentTile) || closedList.Contains(adjacentTile)){

                    grid[(int)adjacentTile.x,(int)adjacentTile.y].color = Color.yellow;

                    if(adjacentTile.x == startTile.x){
                        startFound = true;
                    break;  
                    }
                }
            }
        }           
    }



    //calculate the manhattan distance
    public int ManhattanDistance(Vector2 adjacentTile){
    int manhattan = Math.Abs((int)( endTile.x - adjacentTile.x)) + Math.Abs((int)(endTile.y - adjacentTile.y)); 
        return manhattan;
    }

                    //check the adjacent tiles to the current tile
    public List<Vector2> getAdjacentTiles(Vector2 currentTile){
        List<Vector2> adjacentTiles = new List<Vector2>();
        Vector2 adjacentTile;

        //above
        adjacentTile = new Vector2(currentTile.x,currentTile.y+1);
        if(adjacentTile.y < AStarPath.gridHeight && grid[(int)adjacentTile.x,(int)adjacentTile.y].walkable){
            adjacentTiles.Add(adjacentTile);
        }
                    //below
        adjacentTile = new Vector2(currentTile.x,currentTile.y-1);
        if(adjacentTile.y >= 0 && grid[(int)adjacentTile.x,(int)adjacentTile.y].walkable){
            adjacentTiles.Add(adjacentTile);
        }
                    //right
        adjacentTile = new Vector2(currentTile.x +1,currentTile.y);
        if(adjacentTile.x < AStarPath.gridWidth && grid[(int)adjacentTile.x,(int)adjacentTile.y].walkable){
            adjacentTiles.Add(adjacentTile);
        }
                    //left
        adjacentTile = new Vector2(currentTile.x -1,currentTile.y);
        if(adjacentTile.x >= 0 && grid[(int)adjacentTile.x,(int)adjacentTile.y].walkable){
            adjacentTiles.Add(adjacentTile);
        }

        //optional to add diagonal checking
        return adjacentTiles;
    }   

    // get the tiles with the lowest total value
    public Vector2 getTyleWithLowestTotal(List<Vector2> openList){
        //temp vars
        Vector2 tileWithLowestTotal = new Vector2(-1,-1);
        int lowestTotal = int.MaxValue;

        // search all the open tiles and get the tile with the lowest total cost
        foreach(Vector2 openTile in openList){
            if(grid[(int)openTile.x,(int)openTile.y].total <= lowestTotal){
            lowestTotal = grid[(int)openTile.x,(int)openTile.y].total;
                tileWithLowestTotal = grid[(int)openTile.x,(int)openTile.y].ID;
            }               
        }
    return tileWithLowestTotal;
    }

}

}

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1 に答える 1

0

Unity Pro はありますか?その場合は、プロファイラーを使用して、より多くの時間を費やしている場所を見つけることができます。そうでない場合は、MonoDevelop で実行できます。Debuggerコードにいくつかのブレークポイントを配置し、Debugボタンを押します。Unity の別のインスタンスが開きます。次に、プロジェクトを再生すると、ブレークポイントで停止します。その時点から、ステップごとに実行して、ロックされている場所を確認できます。詳細はこちら

于 2012-04-11T22:29:20.823 に答える