Exemplo n.º 1
0
    bool TestMapCandidate(int[,] grid, float requiredFillPercent)
    {
        Vector2     randomOpenGridCoord = GetRandomOpenGridCoord();
        FloodFiller floodFillTester     = new FloodFiller(grid);

        bool[,] filled = floodFillTester.Fill((int)randomOpenGridCoord.x, (int)randomOpenGridCoord.y);

        int total       = 0;
        int totalFilled = 0;

        for (int y = 0; y < filled.GetLength(0); y++)
        {
            for (int x = 0; x < filled.GetLength(1); x++)
            {
                total++;
                if (filled[y, x])
                {
                    totalFilled++;
                }
            }
        }

        float filledPercent = (float)totalFilled / (float)total;

        return(filledPercent >= requiredFillPercent);
    }
Exemplo n.º 2
0
    void BoardSetup()
    {
        bool passed = false;
        int  count  = 0;

        bool[,] randomContinuousRegion = new bool[mapHeight, mapWidth];
        while (!passed && count < 30)
        {
            count++;
            grid = GenerateMapCandidate();
            Vector2     randomOpenGridCoord = GetRandomOpenGridCoord();
            FloodFiller floodFillTester     = new FloodFiller(grid);
            randomContinuousRegion = floodFillTester.Fill((int)randomOpenGridCoord.x, (int)randomOpenGridCoord.y);

            float total       = 0f;
            float totalFilled = 0f;
            for (int y = 0; y < randomContinuousRegion.GetLength(0); y++)
            {
                for (int x = 0; x < randomContinuousRegion.GetLength(1); x++)
                {
                    total++;
                    if (randomContinuousRegion[y, x])
                    {
                        totalFilled++;
                    }
                }
            }

            passed = totalFilled / total >= 0.3f;
        }

        terrainArray = new GameObject[mapHeight, mapWidth];
        for (int x = 0; x < mapWidth; x++)
        {
            for (int y = 0; y < mapHeight; y++)
            {
                terrainArray[y, x] = randomContinuousRegion[y, x] ? floorTile : wallTile;
            }
        }

        board      = new GameObject("Board").transform;
        boardTiles = new GameObject[mapHeight, mapWidth];

        for (int x = 0; x < mapWidth; x++)
        {
            for (int y = 0; y < mapHeight; y++)
            {
                GameObject toInstantiate = terrainArray[y, x];
                boardTiles[y, x] = Instantiate(toInstantiate, new Vector3(x, y, 0f), Quaternion.identity, board);
            }
        }
    }