// Use this for initialization void Start() { size = 3; gen = new RandomMazeGenerator(size); gen.build(); builder.BuildMaze(size, gen.print()); cameraControls.cameraControllEnabled = false; playerControls.enabledControls = false; }
public void newLevel() { Destroy(GameObject.FindWithTag("maze")); Destroy(GameObject.FindWithTag("ElectricFloor")); Debug.Log("Destroyed Floor"); if (playerControls.count < 3 || playerControls.count % 3 == 0) { size++; } //player.transform.position = (new Vector3 (-4, 0, 0)); gen = new RandomMazeGenerator(size); gen.build(); builder.BuildMaze(size, gen.print()); Debug.Log("spawning new level"); }
/// ThreadPoolGeneratMaze<summary> /// thrading to genrate maze by give algorithem /// </summary> /// <param name="param">'hight' 'width' 'name'</param> public void ThreadPoolGeneratMaze(object param) { string[] p = (string[])param; IStoppable NewMazeGenerator; if (Curr_Genrator == "Dfs")//// Change from Configure { NewMazeGenerator = new DfsMazeGenerator(); } else { NewMazeGenerator = new RandomMazeGenerator(); } Workers.Add(NewMazeGenerator); maze m_Maze = new maze(); m_Status = string.Format("Maze {0} started Genarate...", p[2]); PrintEvent(); m_Maze = (maze)(((MazeGenerator)NewMazeGenerator).generatMaze(Convert.ToInt32(p[0]), Convert.ToInt32(p[1]))); if (m_Maze != null) { extendedMaze ex_Maze = new extendedMaze(m_Maze); ex_Maze.setName(p[2]); if (p[3] != "0") { ex_Maze.SaveGuiParams(p[3]); } addMaze(ex_Maze, p[2]); m_Status = string.Format("Maze {0} is ready...", p[2]); PrintEvent(); } }