private void FillMax(int[,] arr, List <GridSystem.Cell> q) { for (int i = 0; i < grid.Width; i++) { for (int j = 0; j < grid.Height; j++) { arr[i, j] = int.MaxValue; q.Add(grid.GetCellAt(i, j)); } } }
void CreateBoardTiles() { BoardTiles = new Tile[GridWidth, GridHeight]; GridSystem.Grid gameGrid = GameGridSystem.MainGameGrid; foreach (var entrance in gameGrid.Entrances) { _gmInstance.SearchFlyingPath(entrance.X, entrance.Y); } Vector3 startPosition = new Vector3(0f, 0f, 0f); startPosition.x = 0 - (GridWidth / 2.0f) * TileSize; startPosition.y = 0 - (GridHeight / 2.0f) * TileSize; startPosition.z = 0f; //Create grid for (int y = 0; y < GridHeight; ++y) { for (int x = 0; x < GridWidth; ++x) { GridSystem.Cell cell = gameGrid.GetCellAt(x, y); if (cell.IsEntrance) { BoardTiles[x, y] = new Tile(TileEntrance, x, y, TileSize, _boardHolder, startPosition); } else if (cell.IsExit) { BoardTiles[x, y] = new Tile(TileExit, x, y, TileSize, _boardHolder, startPosition); } else if (cell.IsBlocked) { BoardTiles[x, y] = new Tile(TileObstacles, x, y, TileSize, _boardHolder, startPosition); } else { BoardTiles[x, y] = new Tile(TileGound, x, y, TileSize, _boardHolder, startPosition); } } } }