254 lines
9.1 KiB
C#
254 lines
9.1 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using System.Text;
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using Gameplay.Area;
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using Gameplay.Character;
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using Gameplay.Level;
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using Gameplay.PostProcess.BlackArea;
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using Gameplay.Unit;
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using UnityEngine;
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using static Gameplay.Map;
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namespace Gameplay
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{
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public static class PathFinder
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{
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private static List<int> _cacheChangedCellIndexs = new List<int>();
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private static void _RuntimeMarkMapCrossState(GameUnit moveUnit)
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{
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var map = LevelManager.Instance.CurrentLevel.Map;
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// 找到所有的单位
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var allUnits = GameUnitManager.instance.infightUnits.unitList;
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for (int i = 0; i < allUnits.Count; i++)
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{
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var unit = allUnits[i];
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if (unit == moveUnit)
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{
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// 自己所在格子不需要设置
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continue;
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}
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if (unit.statusData.isOnVehicle)
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{
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// 在载具上的单位不需要设置
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continue;
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}
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var cellIndex = unit.transData.cellIndex;
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var unitStandLevel = unit.commonData.standLevel;
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map.GetRuntimeBlockProperty(cellIndex, out RuntimeBlockProperty runtimeBlockProperty);
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if (unitStandLevel > runtimeBlockProperty.crossLevel)
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{
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runtimeBlockProperty.crossLevel = unitStandLevel;
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map.SetRuntimeBlockProperty(cellIndex, runtimeBlockProperty);
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_cacheChangedCellIndexs.Add(cellIndex);
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}
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}
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if (moveUnit.commonData.troopId == ETroopsId.Self)
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{
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// 如果是己方,需要将所有未照亮的格子设置为不可通行
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var allLightPoints = BlackAreaManager.instance.pointList;
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for (int i = 0; i < allLightPoints.Count; i++)
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{
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var point = allLightPoints[i];
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if (point.isLight) continue;
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var cellIndex = point.cellIndex;
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map.GetRuntimeBlockProperty(cellIndex, out RuntimeBlockProperty runtimeBlockProperty);
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runtimeBlockProperty.crossLevel = int.MaxValue;
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map.SetRuntimeBlockProperty(cellIndex, runtimeBlockProperty);
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_cacheChangedCellIndexs.Add(cellIndex);
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}
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}
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}
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private static void _RuntimeRecoverMapCrossState()
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{
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var map = LevelManager.Instance.CurrentLevel.Map;
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for (int i = 0; i < _cacheChangedCellIndexs.Count; i++)
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{
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var cellIndex = _cacheChangedCellIndexs[i];
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map.GetRuntimeBlockProperty(cellIndex, out RuntimeBlockProperty runtimeBlockProperty);
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var mapData = map.GetBlockData(cellIndex);
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runtimeBlockProperty.crossLevel = mapData.GetTerrainTypeProperty().crossLevel;
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map.SetRuntimeBlockProperty(cellIndex, runtimeBlockProperty);
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}
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_cacheChangedCellIndexs.Clear();
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}
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public static bool CanPass(int cellIndex,
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GameUnit moveUnit)
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{
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var map = LevelManager.Instance.CurrentLevel.Map;
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var crossLevel = moveUnit.commonData.crossLevel;
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map.GetRuntimeBlockProperty(cellIndex, out var runtimeBlockProperty);
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if (runtimeBlockProperty.isEmptyBlock) return false;
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if (crossLevel <= runtimeBlockProperty.crossLevel) return false;
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// 额外判断当前格子是否有单位
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var units = AreaManager.instance.GetUnitsByCellIndex(cellIndex);
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for (int i = 0; i < units.Count; i++)
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{
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var unit = units[i];
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if (unit == moveUnit) continue;
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if (unit.commonData.standLevel >= crossLevel) return false;
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}
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return true;
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}
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private static bool _CheckEndCanPass(int to,
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GameUnit moveUnit)
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{
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var map = LevelManager.Instance.CurrentLevel.Map;
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var crossLevel = moveUnit.commonData.crossLevel;
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map.GetRuntimeBlockProperty(to, out var runtimeBlockProperty);
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if (runtimeBlockProperty.isEmptyBlock) return false;
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if (crossLevel <= runtimeBlockProperty.crossLevel) return false;
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return true;
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}
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public static List<int> FindPath(Map map,
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int to,
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GameUnit moveUnit)
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{
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var moveLevel = moveUnit.commonData.crossLevel;
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var from = moveUnit.transData.cellIndex;
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var result = new List<int>();
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if (from == to)
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{
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// 同一个格子
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result.Add(to);
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return result;
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}
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var canReach = true;
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var mapData = map.GetBlockData(to);
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if (mapData == null)
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{
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DebugUtil.LogError("FindPath: mapData is null, to: " + to);
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return result;
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}
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if (!_CheckEndCanPass(to, moveUnit))
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{
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// 如果终点不可通行,直接走无法走通的逻辑
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// 地形层面的不可通行
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canReach = false;
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}
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_RuntimeMarkMapCrossState(moveUnit);
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var toData = default(RuntimeBlockProperty);
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if (canReach)
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{
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map.GetRuntimeBlockProperty(to, out toData);
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MapUtils.ForceSetCanCross(true, ref toData);
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map.SetRuntimeBlockProperty(to, toData);
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_cacheChangedCellIndexs.Add(to);
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result = map.TerrainGridSystem.FindPath(from, to, moveLevel);
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}
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// 无法直接走通
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if (!_IsPathExist(result))
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{
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var cacheFrom = from;
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var deepSearch = _ProcessCannotFindPath(map, cacheFrom, to, result, moveLevel);
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while (deepSearch)
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{
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cacheFrom = result[^1];
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deepSearch = _ProcessCannotFindPath(map, cacheFrom, to, result, moveLevel);
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}
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}
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if (result.Count == 1 && !CanPass(to, moveUnit))
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{
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// 只有一格 且下一格子不可通行,则无法到达
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result.Clear();
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}
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if (DebugUtil.LogEnable)
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{
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var stringBuilder = new StringBuilder();
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stringBuilder.Append("FindPath: ");
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stringBuilder.Append(from);
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stringBuilder.Append(" -> ");
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stringBuilder.Append(to);
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stringBuilder.Append(" : ");
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for (int i = 0; i < result.Count; i++)
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{
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stringBuilder.Append(result[i]);
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stringBuilder.Append(" ");
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}
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DebugUtil.Log(stringBuilder);
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}
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_RuntimeRecoverMapCrossState();
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return result;
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}
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private static bool _ProcessCannotFindPath(Map map,
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int from,
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int to,
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ICollection<int> pathList,
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int moveLevel)
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{
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// 如果两个格子相邻,则直接返回
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var distanceToNow = map.TerrainGridSystem.CellGetHexagonDistance(from, to);
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if (distanceToNow <= 1)
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{
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return false;
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}
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// 无法到达
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// 获得附近一圈的格子
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var nearByCells = map.TerrainGridSystem.CellGetNeighboursWithinRange(from, 1, 1);
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if (nearByCells == null || nearByCells.Count <= 0) return false;
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// 取最近的格子
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int closestCell = -1;
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var selfPos = map.TGSCellIndex2WorldPosition(from);
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var targetPos = map.TGSCellIndex2WorldPosition(to);
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var minDistance = Vector3.Distance(selfPos, targetPos) - 0.5f;
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for (int i = 0; i < nearByCells.Count; i++)
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{
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var cellIndex = nearByCells[i];
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// 不走回头路
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if (pathList.Contains(cellIndex))
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{
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continue;
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}
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// 判断是否可通行
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map.GetRuntimeBlockProperty(cellIndex, out var toData);
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if (!MapUtils.CanPass(moveLevel, toData))
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{
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continue;
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}
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var newPos = map.TGSCellIndex2WorldPosition(cellIndex);
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var distance = Vector3.Distance(targetPos, newPos);
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if (distance < minDistance)
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{
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minDistance = distance;
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closestCell = cellIndex;
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}
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}
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if (closestCell != -1)
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{
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pathList.Add(closestCell);
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return true;
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}
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return false;
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}
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private static bool _IsPathExist(ICollection pathList)
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{
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return !(pathList == null || pathList.Count <= 0);
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}
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}
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}
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