IEnumerator CreateNeighbourhood() { //se agregan los vecinos a las listas foreach (var sl in maze) { var cols = Physics.OverlapSphere(sl.transform.position, 30); foreach (var neigh in cols) { if (neigh.gameObject != sl.gameObject) { sl.links.Add(neigh.GetComponent <Slot>()); } } } //se inicia el DFS para crear el laberinto StartCoroutine(DFS.DeepFirstSearch(maze[0])); yield return(null); }
bool CalculatePathDFS(Vector3 endPos) { if (endPos != null) { var dfs = _dfs.DeepFirstSearch(FindNearNode(transform.position), FindNearNode(endPos)); if (dfs != null) { return(true); } else { return(false); } } else { return(false); } }