private int checkCrossing(QVector2Int currentPosition, QVector2Int newPosition, List <QMazeOutput> newPositionOutputs, QMazeOutputDirection dir) { if (QMath.getRandom() < piecePack.getPiece(QMazePieceType.Crossing).frequency&& newPositionOutputs != null && newPositionOutputs.Count == 1 && newPositionOutputs[0].outputDirList.Count == 2 && !newPositionOutputs[0].outputDirList.Contains(dir) && !newPositionOutputs[0].outputDirList.Contains(QMazeOutput.opposite[dir])) { QVector2Int newPosition2 = newPosition.clone(); newPosition2.x += QMazeOutput.dx[dir]; newPosition2.y += QMazeOutput.dy[dir]; if (pointInMaze(newPosition2) && mazeArray[newPosition2.x][newPosition2.y] == null) { QMazeOutput output = mazeArray[currentPosition.x][currentPosition.y][mazeArray[currentPosition.x][currentPosition.y].Count - 1]; output.outputDirList.Add(dir); mazeArray[newPosition.x][newPosition.y][0].outputDirList.Add(dir); mazeArray[newPosition.x][newPosition.y][0].outputDirList.Add(QMazeOutput.opposite[dir]); output = new QMazeOutput(); output.outputDirList.Add(QMazeOutput.opposite[dir]); mazeArray[newPosition2.x][newPosition2.y] = new List <QMazeOutput>(); mazeArray[newPosition2.x][newPosition2.y].Add(output); path.Add(new QVector2Int(newPosition2.x, newPosition2.y)); lastDirection = dir; return(CHECK_BREAK); } } return(CHECK_FAILED); }
public static QMazeOutput getShuffleOutput() { QMazeOutput mazeOutput = new QMazeOutput(); mazeOutput.outputDirList = new List<QMazeOutputDirection>(); mazeOutput.outputDirList.Add(QMazeOutputDirection.N); mazeOutput.outputDirList.Add(QMazeOutputDirection.E); mazeOutput.outputDirList.Add(QMazeOutputDirection.S); mazeOutput.outputDirList.Add(QMazeOutputDirection.W); QListUtil.Shuffle(mazeOutput.outputDirList); return mazeOutput; }
public static QMazeOutput getShuffleOutput() { QMazeOutput mazeOutput = new QMazeOutput(); mazeOutput.outputDirList = new List <QMazeOutputDirection>(); mazeOutput.outputDirList.Add(QMazeOutputDirection.N); mazeOutput.outputDirList.Add(QMazeOutputDirection.E); mazeOutput.outputDirList.Add(QMazeOutputDirection.S); mazeOutput.outputDirList.Add(QMazeOutputDirection.W); QListUtil.Shuffle(mazeOutput.outputDirList); return(mazeOutput); }
private int checkDoubleCorner(QVector2Int currentPosition, QVector2Int newPosition, List <QMazeOutput> newPositionOutputs, QMazeOutputDirection dir) { if (QMath.getRandom() < piecePack.getPiece(QMazePieceType.DoubleCorner).frequency&& newPositionOutputs.Count == 1 && newPositionOutputs[0].outputDirList.Count == 2 && newPositionOutputs[0].outputDirList.Contains(dir) && !newPositionOutputs[0].outputDirList.Contains(QMazeOutput.opposite[dir])) { QVector2Int newPos1 = new QVector2Int(newPosition.x + QMazeOutput.dx[QMazeOutput.rotateCW[dir]], newPosition.y + QMazeOutput.dy[QMazeOutput.rotateCW[dir]]); QVector2Int newPos2 = new QVector2Int(newPosition.x + QMazeOutput.dx[QMazeOutput.rotateCCW[dir]], newPosition.y + QMazeOutput.dy[QMazeOutput.rotateCCW[dir]]); if ((pointInMaze(newPos1) && mazeArray[newPos1.x][newPos1.y] == null && newPositionOutputs[0].outputDirList.Contains(QMazeOutput.rotateCCW[dir])) || (pointInMaze(newPos2) && mazeArray[newPos2.x][newPos2.y] == null && newPositionOutputs[0].outputDirList.Contains(QMazeOutput.rotateCW [dir]))) { QMazeOutputDirection dir2 = dir; QMazeOutput output = mazeArray[currentPosition.x][currentPosition.y][mazeArray[currentPosition.x][currentPosition.y].Count - 1]; output.outputDirList.Add(dir); output = new QMazeOutput(); output.outputDirList.Add(QMazeOutput.opposite[dir]); if (!mazeArray[newPosition.x][newPosition.y][0].outputDirList.Contains(QMazeOutput.rotateCW[dir])) { output.outputDirList.Add(QMazeOutput.rotateCW[dir]); dir2 = QMazeOutput.rotateCW[dir]; } else { output.outputDirList.Add(QMazeOutput.rotateCCW[dir]); dir2 = QMazeOutput.rotateCCW[dir]; } mazeArray[newPosition.x][newPosition.y].Add(output); newPosition.x += QMazeOutput.dx[dir2]; newPosition.y += QMazeOutput.dy[dir2]; output = new QMazeOutput(); output.outputDirList.Add(QMazeOutput.opposite[dir2]); mazeArray[newPosition.x][newPosition.y] = new List <QMazeOutput>(); mazeArray[newPosition.x][newPosition.y].Add(output); path.Add(new QVector2Int(newPosition.x, newPosition.y)); lastDirection = dir2; return(CHECK_BREAK); } } return(CHECK_FAILED); }
// PRIVATE private void rotate(List <QMazeOutput> sourceOutputs) { int sourceOutputsCount = sourceOutputs.Count; for (int i = 0; i < sourceOutputsCount; i++) { QMazeOutput sourceOutput = sourceOutputs[i]; List <QMazeOutputDirection> directions = sourceOutput.outputDirList; int directionCount = directions.Count; for (int j = 0; j < directionCount; j++) { directions[j] = QMazeOutput.rotateCW[directions[j]]; } } }
private int checkTripple(QVector2Int currentPosition, QVector2Int newPosition, List <QMazeOutput> newPositionOutputs, QMazeOutputDirection dir) { if (QMath.getRandom() < piecePack.getPiece(QMazePieceType.Triple).frequency&& newPositionOutputs.Count == 1 && newPositionOutputs[0].outputDirList.Count == 2 && newPositionOutputs[0].outputDirList.Contains(dir) && !newPositionOutputs[0].outputDirList.Contains(QMazeOutput.opposite[dir])) { QMazeOutput output = mazeArray[currentPosition.x][currentPosition.y][mazeArray[currentPosition.x][currentPosition.y].Count - 1]; output.outputDirList.Add(dir); newPositionOutputs[newPositionOutputs.Count - 1].outputDirList.Add(QMazeOutput.opposite[dir]); return(CHECK_CONTINUE); } return(CHECK_FAILED); }
private int checkCornerDeadlock2(QVector2Int currentPosition, QVector2Int newPosition, List <QMazeOutput> newPositionOutputs, QMazeOutputDirection dir) { if (QMath.getRandom() < piecePack.getPiece(QMazePieceType.CornerDeadlock2).frequency&& newPositionOutputs.Count == 1 && newPositionOutputs[0].outputDirList.Count == 2 && newPositionOutputs[0].outputDirList.Contains(dir) && newPositionOutputs[0].outputDirList.Contains(QMazeOutput.rotateCCW[dir])) { QMazeOutput output = mazeArray[currentPosition.x][currentPosition.y][mazeArray[currentPosition.x][currentPosition.y].Count - 1]; output.outputDirList.Add(dir); output = new QMazeOutput(); output.outputDirList.Add(QMazeOutput.opposite[dir]); mazeArray[newPosition.x][newPosition.y].Add(output); return(CHECK_CONTINUE); } return(CHECK_FAILED); }
private int checkStandard(QVector2Int currentPosition, QVector2Int newPosition, List <QMazeOutput> newPositionOutputs, QMazeOutputDirection dir) { if (mazeArray[newPosition.x][newPosition.y] == null) { QMazeOutput output = mazeArray[currentPosition.x][currentPosition.y][mazeArray[currentPosition.x][currentPosition.y].Count - 1]; output.outputDirList.Add(dir); output = new QMazeOutput(); output.outputDirList.Add(QMazeOutput.opposite[dir]); mazeArray[newPosition.x][newPosition.y] = new List <QMazeOutput>(); mazeArray[newPosition.x][newPosition.y].Add(output); path.Add(new QVector2Int(newPosition.x, newPosition.y)); lastDirection = dir; return(CHECK_BREAK); } return(CHECK_FAILED); }
private int checkStartFinishPoint(QVector2Int currentPosition, QVector2Int newPosition, List <QMazeOutput> newPositionOutputs, QMazeOutputDirection dir) { if (QListUtil.has(startPointList, newPosition) || QListUtil.has(finishPointList, newPosition)) { if (mazeArray[newPosition.x][newPosition.y] == null) { QMazeOutput output = mazeArray[currentPosition.x][currentPosition.y][mazeArray[currentPosition.x][currentPosition.y].Count - 1]; output.outputDirList.Add(dir); output = new QMazeOutput(); output.outputDirList.Add(QMazeOutput.opposite[dir]); mazeArray[newPosition.x][newPosition.y] = new List <QMazeOutput>(); mazeArray[newPosition.x][newPosition.y].Add(output); } return(CHECK_CONTINUE); } else if (QListUtil.has(startPointList, currentPosition) || QListUtil.has(finishPointList, currentPosition)) { return(CHECK_BREAK); } return(CHECK_FAILED); }
private IEnumerator generate(bool generateWithGeometry = true, bool asynchronous = true, float maxTime = 0.1f) { generationProgress = 0; generateStartPoint(); generateFinishPoint(); QVector2Int startGenerationPoint = new QVector2Int(QMath.getRandom(0, mazeWidth), QMath.getRandom(0, mazeHeight)); while (QListUtil.has(startPointList, startGenerationPoint) || QListUtil.has(finishPointList, startGenerationPoint) || QListUtil.has(obstaclePointList, startGenerationPoint)) { startGenerationPoint.x = QMath.getRandom(0, mazeWidth); startGenerationPoint.y = QMath.getRandom(0, mazeHeight); } path = new List<QVector2Int>(); mazeArray = new List<QMazeOutput>[mazeWidth][]; for (int px = 0; px < mazeWidth; px++) mazeArray[px] = new List<QMazeOutput>[mazeHeight]; lastDirection = QMazeOutputDirection.None; QVector2Int currentPosition = new QVector2Int(startGenerationPoint.x, startGenerationPoint.y); QMazeOutput output = new QMazeOutput(); mazeArray[currentPosition.x][currentPosition.y] = new List<QMazeOutput>(); mazeArray[currentPosition.x][currentPosition.y].Add(output); path.Add(new QVector2Int(currentPosition.x, currentPosition.y)); checkTaskList.Clear(); if (startPointList.Count > 0 || finishPointList.Count > 0) checkTaskList.Add(checkStartFinishPoint); checkTaskList.Add(checkStandard); if (piecePack.getPiece(QMazePieceType.Intersection ).use) checkTaskList.Add(checkUnder); if (piecePack.getPiece(QMazePieceType.Crossing ).use && !onlyWay) checkTaskList.Add(checkCrossing); if (piecePack.getPiece(QMazePieceType.Triple ).use && !onlyWay) checkTaskList.Add(checkTripple); if (piecePack.getPiece(QMazePieceType.DoubleCorner ).use) checkTaskList.Add(checkDoubleCorner); if (piecePack.getPiece(QMazePieceType.DeadlockCorner ).use) checkTaskList.Add(checkDeadlockCorner); if (piecePack.getPiece(QMazePieceType.DeadlockLine ).use) checkTaskList.Add(checkDeadlockLine); if (piecePack.getPiece(QMazePieceType.DeadlockTriple ).use) checkTaskList.Add(checkDeadlockTriple); if (piecePack.getPiece(QMazePieceType.DeadlockCrossing ).use) checkTaskList.Add(checkDeadlockCrossing); if (piecePack.getPiece(QMazePieceType.TripleDeadlock ).use) checkTaskList.Add(checkTripleDeadlock); if (piecePack.getPiece(QMazePieceType.LineDeadlock ).use) checkTaskList.Add(checkLineDeadlock); if (piecePack.getPiece(QMazePieceType.LineDeadlockLine ).use) checkTaskList.Add(checkLineDeadlockLine); if (piecePack.getPiece(QMazePieceType.CornerDeadlock1 ).use) checkTaskList.Add(checkCornerDeadlock1); if (piecePack.getPiece(QMazePieceType.CornerDeadlock2 ).use) checkTaskList.Add(checkCornerDeadlock2); if (piecePack.getPiece(QMazePieceType.CornerDeadlockCorner).use) checkTaskList.Add(checkCornerDeadlockCorner); if (piecePack.getPiece(QMazePieceType.Empty ).use) checkTaskList.Add(checkEmpty); float time = Time.realtimeSinceStartup; do { int lastPathIndex = path.Count - 1; currentPosition.set(path[lastPathIndex].x, path[lastPathIndex].y); lastDirection = QMazeOutputDirection.None; QMazeOutput outputArray = QMazeOutput.getShuffleOutput(); foreach (QMazeOutputDirection dir in outputArray.outputDirList) { QVector2Int newPosition = new QVector2Int(currentPosition.x + QMazeOutput.dx[dir], currentPosition.y + QMazeOutput.dy[dir]); if (pointInMaze(newPosition)) { if (mazeArray[currentPosition.x][currentPosition.y].Count == 1) { List<QMazeOutput> newPositionOutputs = mazeArray[newPosition.x][newPosition.y]; int checkResult = 0; for (int i = 0; i < checkTaskList.Count; i++) { CheckTask checkTask = checkTaskList[i]; checkResult = checkTask(currentPosition, newPosition, newPositionOutputs, dir); if (checkResult != CHECK_FAILED) break; } if (checkResult == CHECK_CONTINUE) continue; if (checkResult == CHECK_BREAK) { generationProgress++; break; } } } else if (QListUtil.has(exitPointList, newPosition)) { if (!mazeArray[currentPosition.x][currentPosition.y][0].outputDirList.Contains(dir)) mazeArray[currentPosition.x][currentPosition.y][0].outputDirList.Add(dir); } } if (lastDirection == QMazeOutputDirection.None) path.RemoveAt(path.Count - 1); if (asynchronous && Time.realtimeSinceStartup - time > maxTime) { time = Time.realtimeSinceStartup; yield return null; } } while (path.Count > 0); if (generateWithGeometry && mazeGeometryGenerator != null) { if (asynchronous) { yield return StartCoroutine(mazeGeometryGenerator.generateGeometry(this, mazeArray, maxTime)); } else { IEnumerator geometryCreatorEnumerator = mazeGeometryGenerator.generateGeometry(this, mazeArray, maxTime); while (geometryCreatorEnumerator.MoveNext()); } } }
private int checkUnder(QVector2Int currentPosition, QVector2Int newPosition, List<QMazeOutput> newPositionOutputs, QMazeOutputDirection dir) { if (QMath.getRandom() < piecePack.getPiece(QMazePieceType.Intersection).frequency && newPositionOutputs != null && newPositionOutputs.Count == 1 && newPositionOutputs[0].outputDirList.Count == 2 && !newPositionOutputs[0].outputDirList.Contains(dir) && !newPositionOutputs[0].outputDirList.Contains(QMazeOutput.opposite[dir])) { QVector2Int newPosition2 = newPosition.clone(); newPosition2.x += QMazeOutput.dx[dir]; newPosition2.y += QMazeOutput.dy[dir]; if (pointInMaze(newPosition2) && mazeArray[newPosition2.x][newPosition2.y] == null) { QMazeOutput output = mazeArray[currentPosition.x][currentPosition.y][mazeArray[currentPosition.x][currentPosition.y].Count - 1]; output.outputDirList.Add(dir); output = new QMazeOutput(); output.outputDirList.Add(dir); output.outputDirList.Add(QMazeOutput.opposite[dir]); mazeArray[newPosition.x][newPosition.y].Add(output); output = new QMazeOutput(); output.outputDirList.Add(QMazeOutput.opposite[dir]); mazeArray[newPosition2.x][newPosition2.y] = new List<QMazeOutput>(); mazeArray[newPosition2.x][newPosition2.y].Add(output); path.Add(new QVector2Int(newPosition2.x, newPosition2.y)); lastDirection = dir; return CHECK_BREAK; } } return CHECK_FAILED; }
private int checkTripleDeadlock(QVector2Int currentPosition, QVector2Int newPosition, List<QMazeOutput> newPositionOutputs, QMazeOutputDirection dir) { if (QMath.getRandom() < piecePack.getPiece(QMazePieceType.TripleDeadlock).frequency && newPositionOutputs != null && newPositionOutputs.Count == 1 && newPositionOutputs[0].outputDirList.Count == 3 && !newPositionOutputs[0].outputDirList.Contains(QMazeOutput.opposite[dir])) { QMazeOutput output = mazeArray[currentPosition.x][currentPosition.y][mazeArray[currentPosition.x][currentPosition.y].Count - 1]; output.outputDirList.Add(dir); output = new QMazeOutput(); output.outputDirList.Add(QMazeOutput.opposite[dir]); mazeArray[newPosition.x][newPosition.y].Add(output); return CHECK_CONTINUE; } return CHECK_FAILED; }
private int checkStartFinishPoint(QVector2Int currentPosition, QVector2Int newPosition, List<QMazeOutput> newPositionOutputs, QMazeOutputDirection dir) { if (QListUtil.has(startPointList, newPosition) || QListUtil.has(finishPointList, newPosition)) { if (mazeArray[newPosition.x][newPosition.y] == null) { QMazeOutput output = mazeArray[currentPosition.x][currentPosition.y][mazeArray[currentPosition.x][currentPosition.y].Count - 1]; output.outputDirList.Add(dir); output = new QMazeOutput(); output.outputDirList.Add(QMazeOutput.opposite[dir]); mazeArray[newPosition.x][newPosition.y] = new List<QMazeOutput>(); mazeArray[newPosition.x][newPosition.y].Add(output); } return CHECK_CONTINUE; } else if (QListUtil.has(startPointList, currentPosition) || QListUtil.has(finishPointList, currentPosition)) { return CHECK_BREAK; } return CHECK_FAILED; }
private int checkStandard(QVector2Int currentPosition, QVector2Int newPosition, List<QMazeOutput> newPositionOutputs, QMazeOutputDirection dir) { if (mazeArray[newPosition.x][newPosition.y] == null) { QMazeOutput output = mazeArray[currentPosition.x][currentPosition.y][mazeArray[currentPosition.x][currentPosition.y].Count - 1]; output.outputDirList.Add(dir); output = new QMazeOutput(); output.outputDirList.Add(QMazeOutput.opposite[dir]); mazeArray[newPosition.x][newPosition.y] = new List<QMazeOutput>(); mazeArray[newPosition.x][newPosition.y].Add(output); path.Add(new QVector2Int(newPosition.x, newPosition.y)); lastDirection = dir; return CHECK_BREAK; } return CHECK_FAILED; }
private int checkDoubleCorner(QVector2Int currentPosition, QVector2Int newPosition, List<QMazeOutput> newPositionOutputs, QMazeOutputDirection dir) { if (QMath.getRandom() < piecePack.getPiece(QMazePieceType.DoubleCorner).frequency && newPositionOutputs.Count == 1 && newPositionOutputs[0].outputDirList.Count == 2 && newPositionOutputs[0].outputDirList.Contains(dir) && !newPositionOutputs[0].outputDirList.Contains(QMazeOutput.opposite[dir])) { QVector2Int newPos1 = new QVector2Int(newPosition.x + QMazeOutput.dx[QMazeOutput.rotateCW[dir]], newPosition.y + QMazeOutput.dy[QMazeOutput.rotateCW[dir]]); QVector2Int newPos2 = new QVector2Int(newPosition.x + QMazeOutput.dx[QMazeOutput.rotateCCW[dir]], newPosition.y + QMazeOutput.dy[QMazeOutput.rotateCCW[dir]]); if ((pointInMaze(newPos1) && mazeArray[newPos1.x][newPos1.y] == null && newPositionOutputs[0].outputDirList.Contains(QMazeOutput.rotateCCW[dir])) || (pointInMaze(newPos2) && mazeArray[newPos2.x][newPos2.y] == null && newPositionOutputs[0].outputDirList.Contains(QMazeOutput.rotateCW [dir]))) { QMazeOutputDirection dir2 = dir; QMazeOutput output = mazeArray[currentPosition.x][currentPosition.y][mazeArray[currentPosition.x][currentPosition.y].Count - 1]; output.outputDirList.Add(dir); output = new QMazeOutput(); output.outputDirList.Add(QMazeOutput.opposite[dir]); if (!mazeArray[newPosition.x][newPosition.y][0].outputDirList.Contains(QMazeOutput.rotateCW[dir])) { output.outputDirList.Add(QMazeOutput.rotateCW[dir]); dir2 = QMazeOutput.rotateCW[dir]; } else { output.outputDirList.Add(QMazeOutput.rotateCCW[dir]); dir2 = QMazeOutput.rotateCCW[dir]; } mazeArray[newPosition.x][newPosition.y].Add(output); newPosition.x += QMazeOutput.dx[dir2]; newPosition.y += QMazeOutput.dy[dir2]; output = new QMazeOutput(); output.outputDirList.Add(QMazeOutput.opposite[dir2]); mazeArray[newPosition.x][newPosition.y] = new List<QMazeOutput>(); mazeArray[newPosition.x][newPosition.y].Add(output); path.Add(new QVector2Int(newPosition.x, newPosition.y)); lastDirection = dir2; return CHECK_BREAK; } } return CHECK_FAILED; }
private IEnumerator generate(bool generateWithGeometry = true, bool asynchronous = true, float maxTime = 0.1f) { generationProgress = 0; generateStartPoint(); generateFinishPoint(); QVector2Int startGenerationPoint = new QVector2Int(QMath.getRandom(0, mazeWidth), QMath.getRandom(0, mazeHeight)); while (QListUtil.has(startPointList, startGenerationPoint) || QListUtil.has(finishPointList, startGenerationPoint) || QListUtil.has(obstaclePointList, startGenerationPoint)) { startGenerationPoint.x = QMath.getRandom(0, mazeWidth); startGenerationPoint.y = QMath.getRandom(0, mazeHeight); } path = new List <QVector2Int>(); mazeArray = new List <QMazeOutput> [mazeWidth][]; for (int px = 0; px < mazeWidth; px++) { mazeArray[px] = new List <QMazeOutput> [mazeHeight]; } lastDirection = QMazeOutputDirection.None; QVector2Int currentPosition = new QVector2Int(startGenerationPoint.x, startGenerationPoint.y); QMazeOutput output = new QMazeOutput(); mazeArray[currentPosition.x][currentPosition.y] = new List <QMazeOutput>(); mazeArray[currentPosition.x][currentPosition.y].Add(output); path.Add(new QVector2Int(currentPosition.x, currentPosition.y)); checkTaskList.Clear(); if (startPointList.Count > 0 || finishPointList.Count > 0) { checkTaskList.Add(checkStartFinishPoint); } checkTaskList.Add(checkStandard); if (piecePack.getPiece(QMazePieceType.Intersection).use) { checkTaskList.Add(checkUnder); } if (piecePack.getPiece(QMazePieceType.Crossing).use&& !onlyWay) { checkTaskList.Add(checkCrossing); } if (piecePack.getPiece(QMazePieceType.Triple).use&& !onlyWay) { checkTaskList.Add(checkTripple); } if (piecePack.getPiece(QMazePieceType.DoubleCorner).use) { checkTaskList.Add(checkDoubleCorner); } if (piecePack.getPiece(QMazePieceType.DeadlockCorner).use) { checkTaskList.Add(checkDeadlockCorner); } if (piecePack.getPiece(QMazePieceType.DeadlockLine).use) { checkTaskList.Add(checkDeadlockLine); } if (piecePack.getPiece(QMazePieceType.DeadlockTriple).use) { checkTaskList.Add(checkDeadlockTriple); } if (piecePack.getPiece(QMazePieceType.DeadlockCrossing).use) { checkTaskList.Add(checkDeadlockCrossing); } if (piecePack.getPiece(QMazePieceType.TripleDeadlock).use) { checkTaskList.Add(checkTripleDeadlock); } if (piecePack.getPiece(QMazePieceType.LineDeadlock).use) { checkTaskList.Add(checkLineDeadlock); } if (piecePack.getPiece(QMazePieceType.LineDeadlockLine).use) { checkTaskList.Add(checkLineDeadlockLine); } if (piecePack.getPiece(QMazePieceType.CornerDeadlock1).use) { checkTaskList.Add(checkCornerDeadlock1); } if (piecePack.getPiece(QMazePieceType.CornerDeadlock2).use) { checkTaskList.Add(checkCornerDeadlock2); } if (piecePack.getPiece(QMazePieceType.CornerDeadlockCorner).use) { checkTaskList.Add(checkCornerDeadlockCorner); } if (piecePack.getPiece(QMazePieceType.Empty).use) { checkTaskList.Add(checkEmpty); } float time = Time.realtimeSinceStartup; do { int lastPathIndex = path.Count - 1; currentPosition.set(path[lastPathIndex].x, path[lastPathIndex].y); lastDirection = QMazeOutputDirection.None; QMazeOutput outputArray = QMazeOutput.getShuffleOutput(); foreach (QMazeOutputDirection dir in outputArray.outputDirList) { QVector2Int newPosition = new QVector2Int(currentPosition.x + QMazeOutput.dx[dir], currentPosition.y + QMazeOutput.dy[dir]); if (pointInMaze(newPosition)) { if (mazeArray[currentPosition.x][currentPosition.y].Count == 1) { List <QMazeOutput> newPositionOutputs = mazeArray[newPosition.x][newPosition.y]; int checkResult = 0; for (int i = 0; i < checkTaskList.Count; i++) { CheckTask checkTask = checkTaskList[i]; checkResult = checkTask(currentPosition, newPosition, newPositionOutputs, dir); if (checkResult != CHECK_FAILED) { break; } } if (checkResult == CHECK_CONTINUE) { continue; } if (checkResult == CHECK_BREAK) { generationProgress++; break; } } } else if (QListUtil.has(exitPointList, newPosition)) { if (!mazeArray[currentPosition.x][currentPosition.y][0].outputDirList.Contains(dir)) { mazeArray[currentPosition.x][currentPosition.y][0].outputDirList.Add(dir); } } } if (lastDirection == QMazeOutputDirection.None) { path.RemoveAt(path.Count - 1); } if (asynchronous && Time.realtimeSinceStartup - time > maxTime) { time = Time.realtimeSinceStartup; yield return(null); } }while (path.Count > 0); if (generateWithGeometry && mazeGeometryGenerator != null) { if (asynchronous) { yield return(StartCoroutine(mazeGeometryGenerator.generateGeometry(this, mazeArray, maxTime))); } else { IEnumerator geometryCreatorEnumerator = mazeGeometryGenerator.generateGeometry(this, mazeArray, maxTime); while (geometryCreatorEnumerator.MoveNext()) { ; } } } }