public MazeCell() { _sides = new bool[] { true, true, true, true, true, true }; _data = null; Visited = false; Row = -1; Column = -1; Layer = -1; }
public MazeCell(MazeCellData data, int row, int col, int lay) { _sides = new bool[] { true, true, true, true, true, true }; _data = data; Row = row; Column = col; Layer = lay; Visited = false; }
public MazeGenerator(MazeData data, MazeCellData mcData) { _data = data; _mcData = mcData; ROWS = _data.numberOfRows; COLS = _data.numberOfColumns; LAYS = _data.numberOfLayers; _maze = new Maze(ROWS, COLS, LAYS, mcData); _cellStack = new Stack <MazeCell>(); }
public void Init(MazeData data, MazeCellData mcData) { if (data == null) { _data = new MazeData(); } else { _data = data; } MazeGenerator mg = new MazeGenerator(data, mcData); _spawnGroups = mg.GenerateMaze(); _startCell = mg.StartCell; _endCell = mg.EndCell; CanDoPickup = false; _mazeGameObject = GameObject.FindGameObjectWithTag("MazeParent"); }
public Maze(int rows, int cols, int layers, MazeCellData mcData) { _rows = rows; _cols = cols; _layers = layers; _cells = new MazeCell[_rows][][]; for (int i = 0; i < _rows; ++i) { _cells[i] = new MazeCell[_cols][]; for (int j = 0; j < _cols; ++j) { _cells[i][j] = new MazeCell[_layers]; for (int k = 0; k < _layers; ++k) { _cells[i][j][k] = new MazeCell(mcData, i, j, k); } } } }