本文整理汇总了C#中PriorityQueue.getCount方法的典型用法代码示例。如果您正苦于以下问题:C# PriorityQueue.getCount方法的具体用法?C# PriorityQueue.getCount怎么用?C# PriorityQueue.getCount使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类PriorityQueue
的用法示例。
在下文中一共展示了PriorityQueue.getCount方法的1个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: moveTo
/**
* A coroutine that uses A* pathfinding to find an optimal path between the unit's
* 'targetTile' to the given tileToMoveTo
* Note: it does not use 'currentTile' since that can often be considered 'previousTile' as well
*/
public virtual IEnumerator moveTo(Tile tileToMoveTo, bool activelySetNewTarget = false) {
// Avoid multiple calls to move the unit while the path is still being calculated
if ((isCalculatingPath && !activelySetNewTarget) || isInBattle || tileToMoveTo == null) yield break;
isCalculatingPath = true;
Debug.Log("Calculating path to new tile");
// Clear the previous path in case the user gave overriding commands
targetPath.setNewTileQueue(new Queue<Tile>());
// Set up the priority queue for our pathfinding algo: A*
PriorityQueue priorityQueue = new PriorityQueue();
priorityQueue.add(
getNewPath(
targetTile,
Vector2.Distance(targetTile.gameObject.transform.position, tileToMoveTo.gameObject.transform.position),
getTileCost(targetTile)
)
);
// Keep track of which tiles (by instance id) we have already 'visited' to cut down on running time
Dictionary<int, bool> visitedTiles = new Dictionary<int, bool>();
visitedTiles[targetTile.GetInstanceID()] = true;
// Continue to check and expand the first Path in the queue until we reach our target
Path path;
float startingTime = Time.time;
while (true) {
// If we have no paths left in the queue, then a solution is impossible
if (priorityQueue.getCount() == 0) {
Debug.Log("Could not find a path to target tile");
isCalculatingPath = false;
return false;
}
// Pop our next path and check if we have reached our target yet
path = priorityQueue.pop();
if (tileToMoveTo == path.getLastTileInPath()) {
//Debug.Log("Found optimal path: ");
//path.printPath();
break;
}
// If we havent reached the target, expand on the currently popped path with all adjacent tile options
foreach (Tile adjacentTile in mapManager.getAdjacentTiles(path.getLastTileInPath())) {
// Only add it to the path if it is unoccuppied and we haven't already visited it yet
if (visitedTiles.ContainsKey(adjacentTile.GetInstanceID()) || !canWalkTo(adjacentTile.transform.position)) continue;
else visitedTiles[adjacentTile.GetInstanceID()] = true;
// Add the tile to a deep copy of our original path
//Debug.Log("Adding adjacentTile to path: " + adjacentTile.GetInstanceID() + " - " + adjacentTile.gameObject.transform.position.ToString());
Path copiedPath = getNewPath(path);
// Our A* heuristic is the straight line distance between our next tile and our target
float heuristic = Vector2.Distance(adjacentTile.gameObject.transform.position, tileToMoveTo.gameObject.transform.position);
// Add the full path back to our priority queue
copiedPath.add(adjacentTile, heuristic, getTileCost(adjacentTile));
priorityQueue.add(copiedPath);
}
// If 100 milliseconds have passed Yield the coroutine to let the rest of unity work for a bit (until the next frame)
if (Time.time - startingTime > 0.1f) {
yield return null;
startingTime = Time.time;
}
}
//Debug.Log("Found optimal path");
setPath(path);
// Finish the coroutine
isCalculatingPath = false;
return true;
}