private void Button_Click(object sender, RoutedEventArgs e) { Maze maze = MazeMeshGenerator.GenerateRectMesh(5, 5, 50, 50); foreach (var item in maze.Cells) { Ellipse ell = new Ellipse() { Width = 10, Height = 10, Fill = new SolidColorBrush(Colors.Black) }; //Canvas.SetLeft(ell, item.Position.X-5); //Canvas.SetTop(ell, item.Position.Y-5); //Canvas.Children.Add(ell); ell.Margin = new Thickness(item.Position.X, item.Position.Y, 0, 0); ell.VerticalAlignment = VerticalAlignment.Top; ell.HorizontalAlignment = HorizontalAlignment.Left; Grd.Children.Add(ell); //Grid.SetRow(ell, 0); } foreach (var item in maze.Passages) { Line ln = new Line(); ln.X1 = (item.Cell1 as Cell).Position.X; ln.Y1 = (item.Cell1 as Cell).Position.Y; ln.X2 = (item.Cell2 as Cell).Position.X; ln.Y2 = (item.Cell2 as Cell).Position.Y; ln.Stroke = new SolidColorBrush(item.IsOpen ? Colors.Blue : Colors.Navy); ln.StrokeThickness = 3; Grd.Children.Add(ln); //Canvas.Children.Add(ln); } }
private void Awake() { data = new int[, ] { { 1, 1, 1 }, { 1, 0, 1 }, { 1, 1, 1 } }; dG = new MazeDataGenerator(); mG = new MazeMeshGenerator(); }
//3 void Awake() { // default to walls surrounding a single empty cell data = new int[, ] { { 1, 1, 1 }, { 1, 0, 1 }, { 1, 1, 1 } }; dataGenerator = new MazeDataGenerator(); meshGenerator = new MazeMeshGenerator(); }
void Awake() { meshGenerator = new MazeMeshGenerator(); dataGenerator = new MazeDataGenerator(); data = new int[, ] { { 1, 1, 1 }, { 1, 0, 1 }, { 1, 1, 1 } }; }
void Awake() { data = new int[, ] { { 1, 1, 1 }, { 1, 0, 1 }, { 1, 1, 1 } }; dataGenerator = new MazeDataGenerator(); meshGenerator = new MazeMeshGenerator(); generatedMaze = null; generatedObstacles = new List <NavMeshObstacle>(); }
void Awake() { data = new int[, ] { { 1, 1, 1 }, { 1, 0, 1 }, { 1, 1, 1 } }; dataGenerator = new MazeDataGenerator(); meshGenerator = new MazeMeshGenerator(wallTorch); }
private void Awake() { dataGenerator = new MazeDataGenerator(); meshGenerator = new MazeMeshGenerator(); // Примитивный лабиринт с пустым центром data = new int[, ] { { 1, 1, 1 }, { 1, 0, 1 }, { 1, 1, 1 } }; }
private void Awake() { dataGenerator = new MazeDataGenerator(); meshGenerator = new MazeMeshGenerator(); // default walls surrounding a single empty cell // empty cell is area the player can move around in, dont generate a mesh here data = new int[, ] { { 1, 1, 1 }, { 1, 0, 1 }, { 1, 1, 1 } }; }
void Awake() { meshGenerator = new MazeMeshGenerator(); mazeGenerator = new MazeDataGenerator(); data = new PathNode[, ] { { new PathNode(), new PathNode(), new PathNode() }, { new PathNode(), new PathNode(), new PathNode() }, { new PathNode(), new PathNode(), new PathNode() } }; }
void Awake() { dataGenerator = new MazeDataGenerator(); //used for layout meshGenerator = new MazeMeshGenerator(); //used for textures //default to walls surrounding a empty cell resulting in a single room data = new int[, ] { { 1, 1, 1 }, { 1, 0, 1 }, { 1, 1, 1 } }; }
private MazeMeshGenerator meshGenerator; //Частное поле для хранения генератора меша. //Функция инициализирует data с массивом 3 x 3 из единиц, окружающих ноль. 1 означает стену, а 0 — пустое пространство, то есть сетка по умолчанию выглядит как окружённая стеной комната. void Awake() { dataGenerator = new MazeDataGenerator(); //Создаем экземпляр генератора данных, сохраняя генератор в новую переменную meshGenerator = new MazeMeshGenerator(); //Создаем экземпляр генератора меша, сохранив генератор в новом поле // default to walls surrounding a single empty cell data = new int[, ] { { 1, 1, 1 }, { 1, 0, 1 }, { 1, 1, 1 } }; }
void Awake() { // default to walls surrounding a single empty cell meshGenerator = new MazeMeshGenerator(); dataGenerator = new MazeDataGenerator(); tempGo = new GameObject(); data = new int[, ] { { 1, 1, 1 }, { 1, 0, 1 }, { 1, 1, 1 } }; }
void Start() { var mazeData = _mazeScaner.GetOriginMaze(); var generateData = new MazeData(mazeData); generateData.Entrance = generateData.FirstRoad - new Vector2(2, 0); generateData.Exit = generateData.LastRoad + new Vector2(2, 0); generateData.GenerateOneWall(); _mazePrimitiveGenerater.Data = generateData.Data; _mazeTextureOutputer.data = generateData.Data; _mazeTextureOutputer.OutputToTexture(); _mazePrimitiveGenerater.Generate(); var mazeMeshGenerator = new MazeMeshGenerator(_mazePrimitiveGenerater.MazeConnects, _mazePrimitiveGenerater.MazeCorsses); mazeMeshGenerator.Generate(); _roadMeshFilter.mesh = mazeMeshGenerator.RoadMesh; _wallMeshFilter.mesh = mazeMeshGenerator.WallMesh; }
/* * Method to initialize maze data and mesh generator */ private void Awake() { dataGenerator = new MazeDataGenerator(); meshGenerator = new MazeMeshGenerator(); }