private void ComputeNextPath() { var from = _maze.Grid.WorldToCell(_moveToPosition); var to = GetTargetPosition(from); MazePaths.GetDfsPath(_maze.FloorSpriteTilemap, _path, from, to); _moveToPosition = transform.position; NextMovePosition(); }
public override List <Vector3Int> GetInterestingPoints(Maze maze) { Vector3Int f; Vector3Int t; if (pickRandomPoints) { f = maze.FloorSpriteTilemap.GetRandomTilePosition(); t = maze.FloorSpriteTilemap.GetRandomTilePosition(); } else { f = from; t = to; } var path = new List <Vector3Int>(); MazePaths.GetDfsPath(maze.FloorSpriteTilemap, path, f, t); return(path); }