AStar algorithm 4방향(캐릭터 이동)
Algorithmus 2019. 5. 21. 18:54애니메이션이 이상해
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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 | using System; using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; public class Test0517 : MonoBehaviour { public int row, col; public int startX, startY; public int targetX, targetY; public Button btnNext; 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 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.openList = new List<GameObject>(); this.closeList = new List<GameObject>(); this.SetCorrdinate(); this.CreateTiles(); this.character.transform.position = this.startNode.transform.position; this.SetMotherNode(this.tiles[startX, startY]); //this.FindPath(this.tiles[targetX, targetY]); this.FindPath_4(this.tiles[targetX, targetY]); this.closeList.Add(this.motherNode); this.btnNext.onClick.AddListener(() => { //현재 박스 저장한 뒤 this.OpenTileSort(this.openList); //Debug.LogFormat("{0} F : {1}", this.openList[0].GetComponent<TestTile>().textCoord.text, this.openList[0].GetComponent<TestTile>().f); this.SetMotherNode(this.openList[0]); this.ResetNodeVal(this.openList); //this.openList.Clear(); this.openList = new List<GameObject>(); //this.FindPath(this.tiles[targetX, targetY]); this.FindPath_4(this.tiles[targetX, targetY]); this.closeList.Add(this.motherNode); if (this.motherNode.GetComponent<TestTile>().x == targetX && this.motherNode.GetComponent<TestTile>().y == targetY) { Debug.Log("찾음!"); this.btnNext.gameObject.SetActive(false); StartCoroutine(this.MoveCharacter()); } }); } private IEnumerator MoveCharacter() { //Debug.LogFormat("움직여라 닝겐 : {0}", this.closeList.Count); for (int i = 0; i < this.closeList.Count; i++) { var dis = Vector2.Distance(this.closeList[i].transform.position, this.character.transform.position); var dir = (this.closeList[i].transform.position - this.character.transform.position); var dirX = Mathf.Round(dir.x); var dirY = Mathf.Round(dir.y); Debug.LogFormat("x : {0},y : {1}", dirX, dirY); if (dirX > 0) { Debug.Log("오른"); this.character.GetComponent<Animator>().Play("Right"); } else if (dirX < 0) { Debug.Log("왼"); this.character.GetComponent<Animator>().Play("Left"); } else if (dirY > 0) { Debug.Log("위"); this.character.GetComponent<Animator>().Play("Up"); } else if (dirY < 0) { Debug.Log("아래"); this.character.GetComponent<Animator>().Play("Down"); } while (true) { if (dis <= 0) { break; } this.character.transform.position += dir * 1f * Time.deltaTime; dis -= 1f * Time.deltaTime; yield return null; } } Debug.Log("도착!"); this.character.GetComponent<Animator>().Play("idle"); } private void ResetNodeVal(List<GameObject> openList) { for (int i = 0; i < openList.Count; i++) { openList[i].GetComponent<TestTile>().textF.text = "F"; openList[i].GetComponent<TestTile>().textG.text = "G"; openList[i].GetComponent<TestTile>().textH.text = "H"; openList[i].GetComponent<TestTile>().Arrow.gameObject.SetActive(false); } } private void OpenTileSort(List<GameObject> openList) { //Debug.Log("솔트시작"); int i = 0; int j = 0; int min = 0; for (i = 0; i < openList.Count - 1; i++)//전체 훑기 Count-1 : 마지막칸은 자동으로 정렬되고 뒷칸이 없으므로 제외 { min = i;//최소값을 들고 있을 제 3의 손//맨 처음엔 검사하는 첫배열을 들고있음 for (j = i + 1; j < openList.Count; j++)// 최소값을 탐색한다. { if (openList[j].GetComponent<TestTile>().f < openList[min].GetComponent<TestTile>().f)//초기값 or 최소값이 j보다 크면 j를 최소값에 넣는다. { min = j; } } if (min != 0)//스왑 알고리즘 { SwapList(i, min); } } } private void SwapList(int index1, int index2) { //값을 임시로 저장할 temp변수 var temp = openList[index2]; openList[index2] = openList[index1]; openList[index1] = temp; } 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.openList.Add(this.tiles[i, j]); this.SetH(this.tiles[i, j]); this.SetG(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; } else { this.tiles[i, j].GetComponent<TestTile>().closeNode = true; } } } } private void FindPath_4(GameObject target) { this.FindNodes_4(); } private void FindNodes_4() { 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; } if (this.tiles[motherX, mother.y].GetComponent<TestTile>().tileType == 0) { this.listTile.Add(this.tiles[motherX, mother.y]); this.openList.Add(this.tiles[motherX, mother.y]); this.SetH(this.tiles[motherX, mother.y]); this.SetG(this.tiles[motherX, mother.y]); this.SetF(this.tiles[motherX, mother.y]); this.TurnArrow(this.tiles[motherX, mother.y]); var sprite = this.tiles[motherX, mother.y].GetComponentInChildren<SpriteRenderer>(); sprite.color = Color.cyan; } if (this.tiles[maxX, mother.y].GetComponent<TestTile>().tileType == 0) { this.listTile.Add(this.tiles[maxX, mother.y]); this.openList.Add(this.tiles[maxX, mother.y]); this.SetH(this.tiles[maxX, mother.y]); this.SetG(this.tiles[maxX, mother.y]); this.SetF(this.tiles[maxX, mother.y]); this.TurnArrow(this.tiles[maxX, mother.y]); var sprite = this.tiles[maxX, mother.y].GetComponentInChildren<SpriteRenderer>(); sprite.color = Color.cyan; } if (this.tiles[mother.x, motherY].GetComponent<TestTile>().tileType == 0) { this.listTile.Add(this.tiles[mother.x, motherY]); this.openList.Add(this.tiles[mother.x, motherY]); this.SetH(this.tiles[mother.x, motherY]); this.SetG(this.tiles[mother.x, motherY]); this.SetF(this.tiles[mother.x, motherY]); this.TurnArrow(this.tiles[mother.x, motherY]); var sprite = this.tiles[mother.x, motherY].GetComponentInChildren<SpriteRenderer>(); sprite.color = Color.cyan; } if (this.tiles[mother.x, maxY].GetComponent<TestTile>().tileType == 0) { this.listTile.Add(this.tiles[mother.x, maxY]); this.openList.Add(this.tiles[mother.x, maxY]); this.SetH(this.tiles[mother.x, maxY]); this.SetG(this.tiles[mother.x, maxY]); this.SetF(this.tiles[mother.x, maxY]); this.TurnArrow(this.tiles[mother.x, maxY]); var sprite = this.tiles[mother.x, maxY].GetComponentInChildren<SpriteRenderer>(); sprite.color = Color.cyan; } } private void TurnArrow(GameObject tile) { 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 SetMotherNode(GameObject mother) { this.motherNode = mother; this.motherNode.GetComponent<TestTile>().tileType = 2; this.motherNode.GetComponentInChildren<SpriteRenderer>().color = Color.gray; } 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 SetH(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 SetG(GameObject tile) { var tileScript = tile.GetComponent<TestTile>(); var targetScript = this.targetNode.GetComponent<TestTile>(); var dis = (int)Mathf.Round(((Vector2.Distance(tile.transform.position, this.motherNode.transform.position)) * 10)); //Debug.LogFormat("G{0} : {1}", tile.transform.position, 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 |
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 | using System.Collections; using System.Collections.Generic; using UnityEngine; public class TestTile : MonoBehaviour { public TextMesh textCoord; public TextMesh textF; public TextMesh textG; public TextMesh textH; public GameObject Arrow; public int x, y; public int tileType; public Vector2 vec2; public int g, h, f; public bool closeNode; public TestTile() { this.vec2 = new Vector2(this.x, this.y); } } | cs |
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