void Start() { converterInst = GetComponent <GraphToMaze>(); if (makeMaze) { return;//will be drawn on second frame anyway } //Graph g = Mazes.PrimPath(width, height); Graph g = Mazes.DfsPath(width, height); //Graph g = Mazes.BfsPath(width, height); //Graph g = Mazes.BaseGraph(10, 10); converterInst.MakeWalls(g, width, height, (0, 0)); DisplayGraph(g); }
private void Update() { if (makeMaze) { makeMaze = false; if (mazeSettings.grid) { Graph grid = Mazes.BaseGraph(width, height); DisplayGraph(grid); converterInst.MakeWalls(grid, width, height, (0, 0)); } if (mazeSettings.dfs) { Graph dfs = Mazes.DfsPath(width, height); //Graph dfs = Mazes.DfsIter(width, height); DisplayGraph(dfs); converterInst.MakeWalls(dfs, width, height, (0, 0)); } if (mazeSettings.prims) { Graph prims = Mazes.PrimPath(width, height); DisplayGraph(prims); converterInst.MakeWalls(prims, width, height, (0, 0)); } if (mazeSettings.bfs) { Graph path = Mazes.BfsPath(width, height); DisplayGraph(path); converterInst.MakeWalls(path, width, height, (0, 0)); } if (!(mazeSettings.dfs || mazeSettings.prims || mazeSettings.grid || mazeSettings.bfs)) { Graph nuall = Mazes.DefaultPath(width, height); DisplayGraph(nuall); converterInst.MakeWalls(nuall, width, height, (0, 0)); } } }