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  • 小妖精的完美游戏教室——人工智能,A*算法,启发因子篇

    //================================================================
    //
    // Copyright (C) 2017 Team Saluka
    // All Rights Reserved
    //
    // Author:小妖精Balous

    //

    //Summary:这里一共列出3种启发因子,启发因子决定搜索精确度与CPU开销
    //
    //================================================================

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

    namespace Saruka
    {
    /// <summary>
    /// 启发因子
    /// </summary>
    public abstract class Heuristics
    {
    public abstract float GetHeuristics(NavNode startNode, NavNode targetNode);
    }

    /// <summary>
    /// 曼哈顿距离
    /// </summary>
    public class ManhattanDistance : Heuristics
    {
    public override float GetHeuristics(NavNode startNode, NavNode targetNode)
    {
    return Mathf.Abs(startNode.gridX - targetNode.gridX) + Mathf.Abs(startNode.gridY - targetNode.gridY);
    }
    }

    /// <summary>
    /// 欧几里得距离
    /// </summary>
    public class EuclideanDistance : Heuristics
    {
    public override float GetHeuristics(NavNode startNode, NavNode targetNode)
    {
    int disX = startNode.gridX - targetNode.gridX;
    int disY = startNode.gridY - targetNode.gridY;
    return Mathf.Sqrt(disX * disX + disY * disY);
    }
    }

    /// <summary>
    /// 八方向距离
    /// </summary>
    public class EightDirectionsDistance : Heuristics
    {
    public override float GetHeuristics(NavNode startNode, NavNode targetNode)
    {
    int disX = Mathf.Abs(startNode.gridX - targetNode.gridX);
    int disY = Mathf.Abs(startNode.gridY - targetNode.gridY);
    if (disX > disY) return 1.414213562f * disY + (disX - disY);
    return 1.414213562f * disX + (disY - disX);
    }
    }
    }

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  • 原文地址:https://www.cnblogs.com/balous/p/7498707.html
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