private void GenerateMazePath() { List <Direction> cur = ChoosePath(); List <Direction> newpaths = MazeCreator.FindPath(mazeDim, mazeDim, cur[cur.Count - 1]); Debug.Log("Background maze path"); if (choosePathA) { mazePathB = newpaths; } else { mazePathA = newpaths; } }
public void SetupRamp(GameObject rampObject) { pathQueue = new CircularQueue <PathPrefab>(queueLength); buildPoint.transform.position = new Vector3(0, 0, 30); tearDownComplete = false; foreach (Transform child in rampObject.transform) { ramp = child.gameObject; ramp.GetComponent <BoxCollider>().enabled = false; pathQueue.Add(ramp.GetComponent <PathPrefab>()); } lastDirection = Direction.North; lastPath = ramp.GetComponent <PathPrefab>(); mazePathA = MazeCreator.FindPath(mazeDim, mazeDim, lastDirection); choosePathA = true; mazePathIndex = 0; mazePathBuffer = 10; }