C# A*寻路数据结构

C# A*寻路数据结构,c#,unity3d,artificial-intelligence,path-finding,a-star,C#,Unity3d,Artificial Intelligence,Path Finding,A Star,我目前正试图按照维基百科当前的A*伪代码编写我的A*算法: function A*(start,goal) closedset := the empty set // The set of nodes already evaluated. openset := {start} // The set of tentative nodes to be evaluated, initially containing the start node came_from

我目前正试图按照维基百科当前的A*伪代码编写我的A*算法:

function A*(start,goal)
    closedset := the empty set    // The set of nodes already evaluated.
    openset := {start}    // The set of tentative nodes to be evaluated, initially containing the start node
    came_from := the empty map    // The map of navigated nodes.

    g_score[start] := 0    // Cost from start along best known path.
    // Estimated total cost from start to goal through y.
    f_score[start] := g_score[start] + heuristic_cost_estimate(start, goal)

    while openset is not empty
        current := the node in openset having the lowest f_score[] value
        if current = goal
            return reconstruct_path(came_from, goal)

        remove current from openset
        add current to closedset
        for each neighbor in neighbor_nodes(current)
            if neighbor in closedset
                continue
            tentative_g_score := g_score[current] + dist_between(current,neighbor)

            if neighbor not in openset or tentative_g_score < g_score[neighbor] 
                came_from[neighbor] := current
                g_score[neighbor] := tentative_g_score
                f_score[neighbor] := g_score[neighbor] + heuristic_cost_estimate(neighbor, goal)
                if neighbor not in openset
                    add neighbor to openset

    return failure

function reconstruct_path(came_from,current)
    total_path := [current]
    while current in came_from:
        current := came_from[current]
        total_path.append(current)
    return total_path
我正在为openset和closedset分别使用PriorityQueue,但是我不确定如何从导航节点的映射中为Comed_使用。这有关系吗?我也应该使用优先级队列吗?或者简单的列表就可以了


谢谢

我最终使用了C字典数据结构,如果有人感兴趣的话,它工作得很好