Example #1
0
    private void DoNextGenerationStep(List <MazeCell> activeCells)
    {
        int      currentIndex = activeCells.Count - 1;
        MazeCell currentCell  = activeCells[currentIndex];

        if (currentCell.IsFullyInitialized)
        {
            activeCells.RemoveAt(currentIndex);
            return;
        }
        MazeDirection direction   = currentCell.RandomUninitializedDirection;
        IntVector2    coordinates = currentCell.coordinates + direction.ToIntVector2();

        if (ContainsCoordinates(coordinates))
        {
            MazeCell neighbor = GetCell(coordinates);
            if (neighbor == null)
            {
                neighbor = CreateCell(coordinates);
                neighbor.CreateCoin(this.coinPrefab, this.coinProbability);
                CreatePassage(currentCell, neighbor, direction);
                activeCells.Add(neighbor);
            }
            else if (currentCell.room.settingsIndex == neighbor.room.settingsIndex)
            {
                CreatePassageInSameRoom(currentCell, neighbor, direction);
            }
            else
            {
                CreateWall(currentCell, neighbor, direction);
            }
        }
        else
        {
            CreateWall(currentCell, null, direction);
        }
    }