[프로토타입]딕셔너리 키 오류 해결
Project/TODO2019. 6. 7. 18:04
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using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; using System.Linq; public class TestIsometricAstar : MonoBehaviour { public Button btn; public int colCount, rowCount; public Vector2 startPos; private GameObject mapTile; private Coroutine routine; private int tileWidth = 64; private int tileHeight = 32; private int col = 0; //행 private int row = 0; //열 private GameObject my; private GameObject motherNode; private GameObject targetNode; private GameObject selectedTile; private Dictionary<Vector2, GameObject> dicFIndTile = new Dictionary<Vector2, GameObject>(); private List<GameObject> openList = new List<GameObject>(); private List<GameObject> closeList = new List<GameObject>(); void Start() { this.CreateMap(); this.CreateTile(); this.TileCheck(); this.btn.onClick.AddListener(() => { //this.NextPosition(); this.FIndNextPos(); }); } void TileCheck() { if (this.routine != null) { StopCoroutine(this.routine); } this.routine = StartCoroutine(this.TileCheckImpl()); } IEnumerator TileCheckImpl() { while (true) { if (Input.GetMouseButtonDown(0)) { Vector2 worldPos = Camera.main.ScreenToWorldPoint(Input.mousePosition); RaycastHit2D hit = Physics2D.Raycast(worldPos, Vector2.zero); if (hit.collider != null) { this.targetNode = hit.collider.gameObject; hit.collider.GetComponent<SpriteRenderer>().color = Color.cyan; } } yield return null; } } private void FIndNextPos() { if (this.routine != null) { StopCoroutine(this.routine); } this.routine = StartCoroutine(this.FindNextPosImpl()); } private IEnumerator FindNextPosImpl() { while (true) { if (this.targetNode == this.motherNode) { Debug.Log("도착"); this.FindNode(); this.TileCheck(); this.ClearMap(); break; } this.FindNode(); this.SetFGH(); this.NextNode(); yield return new WaitForSeconds(0.5f); } } private void ClearMap() { Debug.Log("타일초기화"); for (int i = 0; i < colCount; i++) { for (int j = 0; j < rowCount; j++) { var tiles = new Vector2(j, i); var tile = dicFIndTile[tiles]; tile.GetComponent<SpriteRenderer>().color = Color.white; } } this.openList.Clear(); this.closeList.Clear(); } #region OpenList Sorting and SelecterdTile -> MotherNode private void NextNode() { IEnumerable<GameObject> sortNode = this.openList.OrderBy(x => x.GetComponent<TestTile>().f); this.selectedTile = sortNode.FirstOrDefault<GameObject>(); this.motherNode = this.selectedTile; //this.selectedTile.GetComponentInChildren<SpriteRenderer>().color = Color.magenta; } #endregion private void FindNode() { var mother = this.motherNode.GetComponent<TestTile>().vec2; var motherX = mother.x - 1; var motherY = mother.y - 1; var maxX = mother.x + 1; var maxY = mother.y + 1; if (motherX < 0) { motherX = 0; } if (motherY < 0) { motherY = 0; } for (int x = (int)motherX; x <= maxX; x++) { for (int y = (int)motherY; y <= maxY; y++) { var data = new Vector2(x, y); if (x < this.colCount && y < this.rowCount) { var tile = this.dicFIndTile[data]; if (tile.GetComponent<TestTile>().isBlock != true && !this.closeList.Contains(tile)) { this.openList.Add(tile); this.openList.Remove(motherNode); this.closeList.Add(motherNode); if (tile != this.motherNode) { this.my.transform.position = this.motherNode.transform.position; tile.GetComponent<SpriteRenderer>().color = Color.grey; } } } } } } #region FGH 활성화 비활성화 private void SetActiveFGH(GameObject tile) { if (!this.openList.Contains(tile)) { tile.GetComponent<TestTile>().G.gameObject.SetActive(false); tile.GetComponent<TestTile>().F.gameObject.SetActive(false); tile.GetComponent<TestTile>().H.gameObject.SetActive(false); } else { tile.GetComponent<TestTile>().G.gameObject.SetActive(true); tile.GetComponent<TestTile>().F.gameObject.SetActive(true); tile.GetComponent<TestTile>().H.gameObject.SetActive(true); } } #endregion #region OpenList에 FGH 값 넣기 private void SetFGH() { foreach (var tile in this.openList) { //this.SetActiveFGH(tile); var getG = tile.GetComponent<TestTile>().g; var getH = tile.GetComponent<TestTile>().h; getG = Mathf.Round(Vector2.Distance(tile.GetComponent<TestTile>().vec2, this.motherNode.GetComponent<TestTile>().vec2) * 10); var dx = Mathf.Abs(tile.GetComponent<TestTile>().vec2.x - this.targetNode.GetComponent<TestTile>().vec2.x); var dy = Mathf.Abs(tile.GetComponent<TestTile>().vec2.y - this.targetNode.GetComponent<TestTile>().vec2.y); getH = (dx + dy) * 10; tile.GetComponent<TestTile>().f = getG + getH; //tileScript.G.text = getG.ToString(); //tileScript.H.text = getH.ToString(); //tileScript.F.text = tile.GetComponent<TestTile>().f.ToString(); } } #endregion #region 맵, 타일 생성 private void CreateTile() { if (this.my == null) { this.my = Instantiate(Resources.Load<GameObject>("myIsoTile")); this.CreatedTileMap(my, this.startPos.x, this.startPos.y); } } private void CreateMap() { while (true) { this.mapTile = Instantiate(Resources.Load<GameObject>("tile")); this.mapTile.tag = "Tile"; this.mapTile.transform.SetParent(this.transform); this.CreatedTileMap(this.mapTile, this.col, row); this.dicFIndTile.Add(new Vector2(col, row), mapTile); this.col++; if (this.col >= this.colCount) { this.col = 0; this.row++; } if (this.row >= this.rowCount) { row = 0; break; } } } private void CreatedTileMap(GameObject tileMap, float x, float y) { var vec2 = new Vector2(x, y); if (tileMap.GetComponentInChildren<TextMesh>()) { tileMap.GetComponentInChildren<TextMesh>().text = string.Format("({0},{1})", x, y); this.SetActiveFGH(tileMap); } if (tileMap == this.my) { this.motherNode = tileMap; } tileMap.AddComponent<TestTile>(); tileMap.GetComponent<TestTile>().vec2 = vec2; var screen = this.MapToScreen(vec2); var screenPos = Camera.main.ScreenToWorldPoint(new Vector2(screen.x + 512, screen.y + 384 + 100)); tileMap.transform.position = new Vector3(screenPos.x, screenPos.y, 0); } public Vector2 MapToScreen(Vector2 mapPos) { var screenX = mapPos.x * this.tileWidth - (mapPos.y * this.tileWidth); var screenY = mapPos.y * -tileHeight - (mapPos.x * tileHeight); return new Vector2(screenX, screenY); } #endregion } | cs |
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