前言
还在看别人的寻路逻辑?保姆级教程,一步步教你实现网格寻路逻辑。 超级详细的代码注释,图文步骤详解。写文不易,有帮助的话三连支持下吧~
一,效果展示
二,场景搭建
以一个 9 * 9 的地图为例:
- 新建工程,设置屏幕分辨率为: [1080 * 1920],如下图:
- 在自带场景下创建Image作为背景(在Hierarchy右键 --> UI --> Image); 修改其名字为”GridManager“,坐标为: [0, 0, 0],大小为:[1000 * 1000] 并将颜色设置为黑色,完成后效果如下图:
- 在"GridManager"下面创建一个空物体,命名为"Grid",将其锚点设置为铺满,并为其添加组件
Grid Layout Group
,完成后效果如下图:
- 在"Grid"下面添加一个Image,并为其添加
Button
组件,作为点击格子使用,然后Ctrl + D
复制80个,实现效果如下:
- 调整"Grid"的
Grid Layout Group
组件属性值,Left,Top,SpacingX,Y 均设置为10,意思为左边距为10,上边距为10,物体间隔为10,实现后效果如下:
现在这样就已经模拟搭建出类似棋盘场景了,下面看下代码改如何是实现的吧。
三,代码逻辑
- 寻路二维数组的物体:
/// <summary>
/// 移动方向
/// </summary>
public enum Direction
{
up, down, left, right
}
public class RoutingObject : MonoBehaviour
{
/// <summary>
/// x坐标
/// </summary>
public int x;
/// <summary>
/// y坐标
/// </summary>
public int y;
/// <summary>
/// 目标距离
/// </summary>
public int targetDistance;
/// <summary>
/// 移动距离
/// </summary>
public int moveDistance;
/// <summary>
/// A*和值(目标距离+移动距离)
/// </summary>
public int moveSum;
/// <summary>
/// 是否可以移动
/// </summary>
public bool isCanMove;
/// <summary>
/// 移动方向
/// </summary>
public Direction direction;
}
- 寻路逻辑:根据传入参数(起始点,结束点,地图),进行查找可移动路线,最后筛选出最短路线。部分代码如下:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 寻路
/// </summary>
public class Routing
{
#region 单例
Routing() { }
static Routing instance;
public static Routing Instance
{
get
{
if (instance == null)
{
instance = new Routing();
}
return instance;
}
}
#endregion
/// <summary>
/// 二维数组的地图
/// </summary>
RoutingObject[,] map;
/// <summary>
/// 存储被考虑来寻找最短路径的点
/// </summary>
List<RoutingObject> open = new List<RoutingObject>();
/// <summary>
/// 存储不再被考虑寻找最短路径的点
/// </summary>
List<RoutingObject> closed = new List<RoutingObject>();
/// <summary>
/// 存储路线点的列表
/// </summary>
List<RoutingObject> route = new List<RoutingObject>();
/// <summary>
/// 初始化
/// </summary>
void Init(RoutingObject[,] mapArray)
{
open.Clear();
closed.Clear();
route.Clear();
map = mapArray;
}
/// <summary>
/// 判断从起始点是否能到达目标点
/// </summary>
/// <param name="start_x">起始点x坐标</param>
/// <param name="start_y">起始点y坐标</param>
/// <param name="end_x">目标点x坐标</param>
/// <param name="end_y">目标点y坐标</param>
/// <param name="map"></param>
/// <returns></returns>
public bool IsRouting(RoutingObject start, RoutingObject end, RoutingObject[,] mapArray)
{
Init(mapArray);
Explore(start, end, start);
// 判断存储路线点的列表里是否存有点
return route.Count > 0;
}
/// <summary>
/// 探索中心点上下左右四个方向点
/// </summary>
void Explore(RoutingObject center, RoutingObject end, RoutingObject start)
{
// 中心点不再考虑寻找路径
closed.Add(center);
// 将中心点从寻找列表中移除
if (open.Contains(center))
{
open.Remove(center);
}
// 是否找到目标点
if (IsGetEnd(end))
{
// 找到目标点
ReturnRoute(end, start);
}
else
{
// 判断中心点上边的点
if (center.y - 1 >= 0)
{
RoutingObject up = map[center.x, center.y - 1];
GetMoveSumByDirection(up, center, end, Direction.up);
}
// 判断中心点下边的点
if (center.y + 1 < GridManager.Instance.mapColumnCount)
{
RoutingObject down = map[center.x, center.y + 1];
GetMoveSumByDirection(down, center, end, Direction.down);
}
// 判断中心点左边的点
if (center.x - 1 >= 0)
{
RoutingObject left = map[center.x - 1, center.y];
GetMoveSumByDirection(left, center, end, Direction.left);
}
// 判断中心点右边的点
if (center.x + 1 < GridManager.Instance.mapRowCount)
{
RoutingObject right = map[center.x + 1, center.y];
GetMoveSumByDirection(right, center, end, Direction.right);
}
if (open.Count > 0)
{
// 没有找到目标点,则在被考虑的列表中找出一个和值最小的
RoutingObject ro = GetMinimumMoveSum();
Explore(ro, end, start);
}
else
{
Debug.Log("没有找到目标点");
}
}
}
/// <summary>
/// 根据传进来的方向去获取和值
/// </summary>
/// <param name="center"></param>
/// <param name="start"></param>
/// <param name="end"></param>
/// <param name="direction"></param>
void GetMoveSumByDirection(RoutingObject center, RoutingObject start, RoutingObject end, Direction direction)
{
// 判断这个点是否能移动或者是否被考虑
if (IsForward(center))
{
center.direction = direction;
// 获取移动距离
center.moveDistance = GetDistance(center, start);
// 获取目标距离
center.targetDistance = GetDistance(center, end);
// 获取A*和值
center.moveSum = center.moveDistance + center.targetDistance;
// 将中心点加入将要被考虑的列表中
open.Add(center);
}
else
{
//Debug.Log(center.name + " 不能移动");
}
}
/// <summary>
/// 判断这个点是否属于未来被考虑前进的点
/// </summary>
/// <param name="ro"></param>
/// <returns></returns>
bool IsForward(RoutingObject ro)
{
// 判断这个点是否已经在不再考虑的列表中
if (closed.Contains(ro) || open.Contains(ro))
{
return false;
}
else
{
// 判断这个点是否可以移动
if (ro.isCanMove)
{
return true;
}
else
{
// 不可以移动就加入不再考虑的列表中
closed.Add(ro);
return false;
}
}
}
/// <summary>
/// 获取距离
/// </summary>
/// <param name="start"></param>
/// <param name="end"></param>
int GetDistance(RoutingObject start, RoutingObject end)
{
// 定义目标距离返回值, --> 谁大,谁减谁
return Mathf.Abs(start.x - end.x) + Mathf.Abs(start.y - end.y);
}
/// <summary>
/// 是否找到目标点
/// </summary>
/// <returns></returns>
bool IsGetEnd(RoutingObject end)
{
return closed.Contains(end);
}
/// <summary>
/// 在被考虑的列表中获取和值最小的点
/// </summary>
/// <returns></returns>
RoutingObject GetMinimumMoveSum()
{
RoutingObject ro = null;
RoutingObject temporary = new RoutingObject();
for (int i = 0; i < open.Count; i++)
{
//Debug.Log("当前 " + open[i].name + " 的和值为: " + open[i].moveSum);
// 列表中的第一个不需要比较,直接赋值
if (i == 0)
{
ro = open[i];
temporary = open[i];
}
else
{
// 寻找列表中和值最小的点
if (open[i].moveSum < temporary.moveSum)
{
ro = open[i];
temporary = open[i];
}
}
}
//Debug.Log("最终 " + ro.name + " 的和值为: " + ro.moveSum);
return ro;
}
/// <summary>
/// 返回路线
/// </summary>
/// <param name="center"></param>
/// <param name="start"></param>
void ReturnRoute(RoutingObject center, RoutingObject start)
{
// 将这个点存储到路线列表中
route.Add(center);
// 判断路线列表中是否包含起始点
if (!route.Contains(start))
{
// 没有包含
// 返回路线取这个点的反方向
switch (center.direction)
{
case Direction.up:
ReturnRoute(map[center.x, center.y + 1], start);
break;
case Direction.down:
ReturnRoute(map[center.x, center.y - 1], start);
break;
case Direction.left:
ReturnRoute(map[center.x + 1, center.y], start);
break;
case Direction.right:
ReturnRoute(map[center.x - 1, center.y], start);
break;
}
}
else
{
RouteSort(start);
}
}
/// <summary>
/// 路线排序(将起始点从存储路线点的列表中移除,并从起始点到目标点重新排序)
/// </summary>
void RouteSort(RoutingObject start)
{
List<RoutingObject> list = new List<RoutingObject>(route);
route.Clear();
for (int i = list.Count - 1; i >= 0; i--)
{
if (list[i] != start)
{
route.Add(list[i]);
}
}
}
/// <summary>
/// 返回最短路线
/// </summary>
/// <returns></returns>
public List<RoutingObject> GetRoute()
{
return route;
}
}
- 创建
GridManager
脚本,将其挂载到GridManager物体上,
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class GridManager : MonoBehaviour
{
/// <summary>
/// 单例
/// </summary>
public static GridManager Instance;
/// <summary>
/// 地图行数
/// </summary>
public int mapColumnCount = 9;
/// <summary>
/// 地图列数
/// </summary>
public int mapRowCount = 9;
/// <summary>
/// 当前可移动最短路径存储集合
/// </summary>
public List<RoutingObject> routeList = new List<RoutingObject>();
/// <summary>
/// 已被占领的格子集合 -- 格子上有障碍物
/// </summary>
public List<GameObject> OccupyGridList = new List<GameObject>();
/// <summary>
/// 存储地图格子
/// </summary>
private GameObject[,] GridArray;
/// <summary>
/// 当前所选格子
/// </summary>
private GameObject selectGrid;
private void Awake()
{
Instance = this;
GridArray = new GameObject[mapRowCount, mapColumnCount];
}
void Start()
{
}
/// <summary>
/// 每个格子初始化时 调用赋值
/// </summary>
/// <param name="go">格子</param>
/// <param name="x">所在X</param>
/// <param name="y">所在Y</param>
public void SetGridArray(GameObject go, int x, int y)
{
GridArray[x, y] = go;
}
/// <summary>
/// 根据(x,y)获取 格子物体
/// </summary>
/// <param name="x"></param>
/// <param name="y"></param>
/// <returns></returns>
GameObject GetGridArray(int x, int y)
{
return GridArray[x, y];
}
/// <summary>
/// 获取一个准备移动球的二维数组(每个坐标点上记录着是否可以移动)
/// </summary>
/// <returns></returns>
Grid[,] GetMoveMap()
{
// 定义存储地图格子是否可以移动的二维数组
Grid[,] array = new Grid[mapRowCount, mapColumnCount];
for (int i = 0; i < mapRowCount; i++)
{
for (int j = 0; j < mapColumnCount; j++)
{
if (OccupyGridList.Contains(GridArray[i, j]))
{
GridArray[i, j].GetComponent<Grid>().isCanMove = false;
}
else
{
GridArray[i, j].GetComponent<Grid>().isCanMove = true;
}
array[i, j] = GridArray[i, j].GetComponent<Grid>();
}
}
return array;
}
/// <summary>
/// 点击格子的调用
/// </summary>
/// <param name="selectObj"></param>
public void OnClickGrid(GameObject selectObj)
{
if (selectGrid == null)
{
selectGrid = selectObj;
}
else
{
// 获取当前地图(地图记录每个点是否能移动)
RoutingObject[,] map = GetMoveMap();
// 获取起始点
RoutingObject start = selectGrid.GetComponent<RoutingObject>();
RoutingObject end = selectObj.GetComponent<RoutingObject>();
// 判断是否可以通过
if (Routing.Instance.IsRouting(start, end, map))
{
Debug.Log("判断可以通过");
// 标识为起点
start.gameObject.GetComponent<Image>().color = Color.cyan;
// 最短路径 添加到管理器
routeList.AddRange(Routing.Instance.GetRoute());
MoveBall();
}
else
{
// TODO... 提示
Debug.LogError("不能移动到当前位置...");
}
selectGrid = null;
}
}
/// <summary>
/// 执行移动逻辑
/// </summary>
void MoveBall()
{
// 模拟移动
StartCoroutine(MoveGrid());
// todo... 按需修改实际逻辑
//for (int i = 0; i < routeList.Count; i++)
//{
// GameObject go = GetGridArray(routeList[i].x, routeList[i].y);
// go.GetComponent<Image>().color = Color.green;
//}
//
//routeList.Clear();
}
/// <summary>
/// 模拟移动
/// </summary>
/// <returns></returns>
IEnumerator MoveGrid()
{
for (int i = 0; i < routeList.Count; i++)
{
GameObject go = GetGridArray(routeList[i].x, routeList[i].y);
go.GetComponent<Image>().color = Color.green;
yield return new WaitForSeconds(0.2f);
}
routeList.Clear();
}
}
- 创建
Grid
脚本名并将其继承RoutingObject
;此脚本需挂载到场景中物体名为‘Grid’的81一个子物体上,主要逻辑:初始计算自身所在二维数组中的位置(左上角为0,0点),给自身添加点击监听。
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class Grid : RoutingObject
{
private void Start()
{
// 初始化 在二维数组中的位置
x = transform.GetSiblingIndex() / GridManager.Instance.mapColumnCount;
y = transform.GetSiblingIndex() % GridManager.Instance.mapRowCount;
// 添加到管理器中
GridManager.Instance.SetGridArray(gameObject, x, y);
// 添加按钮监听
GetComponent<Button>().onClick.AddListener(OnClick);
}
void OnClick()
{
Debug.Log("点击格子: " + x + "," + y);
GridManager.Instance.OnClickGrid(gameObject);
}
}
四,完善场景
完成上面步骤就已经完成运行测试了,随便点击两个点警徽得到如下结果:
重复运行即可测试无障碍物的情况了,下面我们手动添加下障碍物。
思路:
- 添加Toggle,勾选Toggle,添加/删除障碍物;
- 添加Button,还原当前表格状态,方便测试时不用重新运行
在GridManager
脚本中添加如下代码:
/// <summary>
/// 添加障碍物
/// </summary>
public Toggle AddOccupyToggle;
/// <summary>
/// 清空按钮
/// </summary>
public Button ClearButton;
void Start()
{
ClearButton.onClick.AddListener(ClearFun);
}
/// <summary>
/// 加入或移除障碍物
/// </summary>
/// <param name="go"></param>
void AddOccupyGridList(GameObject go)
{
Debug.Log("加入或移除障碍物");
if (OccupyGridList.Contains(go))
{
go.GetComponent<Image>().color = Color.white;
OccupyGridList.Remove(go);
}
else
{
go.GetComponent<Image>().color = Color.red;
OccupyGridList.Add(go);
}
}
void ClearFun()
{
Debug.Log("清空所有格子的状态...");
selectGrid = null;
OccupyGridList.Clear();
for (int i = 0; i < mapRowCount; i++)
{
for (int j = 0; j < mapColumnCount; j++)
{
GameObject go = GridArray[i, j];
go.GetComponent<Image>().color = Color.white;
}
}
}
在OnClickGrid()
中添加点击格子触发逻辑
代码处理完成后,在Inspector面板给AddOccupyToggle 和 ClearButton 赋值如下图:
运行测试:
五,使用小结
经过上的一系列操作就完成了2D网格寻路逻辑,使用时你只需要拷贝RoutingObject
和Routing
两个代码即可。
使用方式:调用Routing.Instance.IsRouting(start, end, map)
校验是否能通过,若能通过则通过Routing.Instance.GetRoute()
获取最短路径,提供个实际逻辑使用即可。