我在我的Unity 2D游戏中实现了A *寻路算法。一切正常,但在搜索广泛的地图时可能会引起恐慌。
问题是由主线程上执行的While循环引起的。我希望算法能够在一个单独的线程上运行,以便在函数运行时阻止游戏变弱。
我对协同程序的理解是它们更适合用于顺序函数,而不是像这样繁重的计算。该函数必须返回一个值或使用引用来附加值。
如何在不阻塞主线程的情况下实现这个CPU大量的计算?即多线程?
修改
Heisenbug指出,目前正在实施Coroutines。
来自"重计算功能的未完全提取"应该在多个框架中分散到均匀的工作负载。
//if the daemon is currently searching
public bool Searching;
//Create list for the algorithm
Pathfinding_Path Path = new Pathfinding_Path();
List<Pathfinding_Point> OpenList = new List<Pathfinding_Point>();
List<Pathfinding_Point> ClosedList = new List<Pathfinding_Point>();
//Agent is the object that shall pathfind, position is goal, callback
public IEnumerator Pathfind(GameObject Agent, Vector3 Position, Func<Pathfinding_Path,Vector3, bool,bool> Callback)
{
//Abort if already searching
if (Searching)
yield break;
Searching = true;
//If the target position is not clear, abort
if (!IsClear(Position))
{
Searching = false;
yield break;
}
//Get the size of the agent
Vector3 AgentSize = GetSize(Agent);
//Start the algorithm
Pathfinding_Point start = CreatePoint(AgentSize, Agent.transform.position, Position, 0);
//Get possible steps from the first position
CreateAdjacent(start, Position);
//Add the node to the search tree
OpenList.Add(start);
//Keep track of how many iterations the function has ran (to not keep on going forever)
int iterations = 0;
//If there is an object to visit and the number of iterations is allowed
while (OpenList.Count > 0 && iterations < 250)
{
iterations++;
//Get the best node and visit it
Pathfinding_Point point = GetBest(OpenList);
OpenList.Remove(point);
ClosedList.Add(point);
//Add all neighbors to the search tree
foreach (Pathfinding_Point adjacent in point.Adjacent)
{
if (!ClosedList.Contains(adjacent))
{
if (!OpenList.Contains(adjacent))
{
adjacent.Parent = point;
//The goal position is near, this is goal
if (Vector3.Distance(adjacent.Position, Position) <= AgentSize.sqrMagnitude * 0.5f)
{
//Add the final point to the path
Path.Add(adjacent);
//Get the last point
Pathfinding_Point step = Path.Points[0];
//Track backwards to find path
while(step.Parent != null){
Path.Add(step.Parent);
step = step.Parent;
}
Path.Finalize();
//Return the final path somehow (preferably using a callback method)
Callback(Path, Position, false);
Searching = false;
//Don't run the function no more
yield break;
}
else if (IsClear(adjacent))
{
//Add to search tree
CreateAdjacent(adjacent, Position);
OpenList.Add(adjacent);
}
}
else
{
//If the score is lower this way, re-calculate it
if (point.G + 1 < adjacent.G)
{
adjacent.G = point.G + 1;
adjacent.F = adjacent.G + adjacent.H;
}
}
}
}
}
//If there are no more ways to go
if(OpenList.Count == 0)
yield break;
//Here, the search has exceeded its limit on 250 iterations and shall continue after a small delay
yield return new WaitForSeconds(0.005f);
//The callback will run this function again, until the goal is reached or if there are no more nodes to visit
Callback(Path, Position, true);
}
应该处理搜索功能可能达到的不同情况的回调
//Path to use if it succeded, position that was the initial target, if the search is not yet finished and should be continued
bool GetPath(Pathfinding_Path Path, Vector3 pz, bool Continue)
{
//Run the function again with the same parameters as the first time
if (Continue)
{
StartCoroutine(Pathfinder.Pathfind(gameObject, pz, GetPath));
}
else if (Path.Points.Count > 0)
{
//A path has been found
InvestigatePath = Path;
}
return true;
}
答案 0 :(得分:1)
你最终可以像往常一样在C#中使用threads。关键是这不是一个方便的解决方案,因为你需要保持你的线程与引擎循环同步。这可能不是一件容易的事。
我对协同程序的理解是它们更适合使用 顺序函数,不是像这样繁重的计算。
事实并非如此。协同程序的主要目标之一(它们只是iterator blocks)是随时间推移计算(多帧)以避免打嗝。它是一种合作多任务的形式,因此您可以获得几乎所有线程的好处,而不会出现同步的复杂性,因为脚本的主循环will be executed之后的协程Update已经完成
使用协同程序,您负责每帧执行多少计算,因此您可以自行组织代码以保持稳定的帧速率。在寻路的情况下可能是这样的:
IEnumerator PathFinding()
{
while(!goalNodeReached)
{
VisitMaxNodes(maxNodesToVisit); // this function visit only a subset of the graph each frame
yield return null;
}
}
答案 1 :(得分:0)
你应该能够以惯用的方式生成一个新线程并执行你的计算,只要新线程不必与Unity本身交互,有很多方法可以实现,但很难说哪一个使用。我最后一次使用它时,Unity不支持某些.NET 4.0语言功能,例如“任务”,但这可能已经改变了。