private void MarkAsPath(int i, int j) { grids[i, j].GetComponent <Renderer>().material.color = pathColor; grids[i, j].GetComponent <GameGrid>().structure = structureType.PATH; grids[i, j].transform.position = new Vector3(grids[i, j].transform.position.x, grids[i, j].transform.position.y - 1, grids[i, j].transform.position.z); Vector3 trans = new Vector3(grids[i, j].transform.position.x, -1, grids[i, j].transform.position.y); PathVectors.Add(grids[i, j].transform.position); }
private void GeneratePath() { Debug.Log($"A tömb: {grids.GetLength(0)},{grids.GetLength(1)}"); int startX = 0, startY = 0; int endX = grids.GetLength(0) - 1, endY = grids.GetLength(1) - 1; Debug.Log($"startX: {startX}, startY: {startY}, endX: {endX}, endY: {endY}"); MarkAsPath(startX, startY); PathVectors.Add(new Vector3(startX, -1, startY)); int xDiff = (int)Mathf.Abs(startX - endX); int yDiff = (int)Mathf.Abs(endY - startY); int currentX = startX, currentY = startY; Debug.Log($"xDiff: {xDiff}, yDiff: {yDiff}"); Debug.Log($"currentX: {currentX}, currentY: {currentY}"); while ((currentX != endX) || (currentY != endY)) { int random = UnityEngine.Random.Range(0, 2); Debug.Log("Erre megy a random: " + random); if (random == 0) { // tehát x-et sorsoltuk if (xDiff > 0) { //ha mehetünk még x irányába, akkor menjünk: xDiff--; currentX++; MarkAsPath(currentX, currentY); } } else { if (yDiff > 0) { //ha mehetünk még x irányába, akkor menjünk: yDiff--; currentY++; MarkAsPath(currentX, currentY); } } } GameObject portalInstantiated = Instantiate(portal, grids[wideness - 1, depth - 1].transform.position + new Vector3(0f, 1.25f, 0f), Quaternion.identity); portalInstantiated.transform.position = new Vector3(portalInstantiated.transform.position.x - 32, portalInstantiated.transform.position.y, portalInstantiated.transform.position.z); grids[wideness - 1, depth - 1].GetComponent <GameGrid>().structure = structureType.PORTAL; portalInstantiated.transform.localScale = new Vector3(0.3f, 0.3f, 0.3f); portalInstantiated.transform.GetChild(2).localScale = new Vector3(0.3f, 0.3f, 0.3f); if (grids[wideness - 2, depth - 1].transform.position.y == 0) { portalInstantiated.transform.rotation = Quaternion.Euler(new Vector3(0f, 90f, 0f)); } grids[wideness - 1, depth - 1].GetComponent <GameGrid>().objectsHeld[1] = portalInstantiated; }