public void RemoveBorderBetweenCells(GraphVertex otherGraphVertex)
    {
        QuadCell otherCell = (QuadCell)otherGraphVertex;

        foreach (QuadCell c in this.connectedCells.Values)
        {
            // We look for the adjacent cell to remove the border
            if (c.Equals(otherCell))
            {
                // We look for the corner points which are common to the two cells
                List <Vertex> commonVertices = new List <Vertex> ();
                foreach (Vertex v1 in this.cornerPoints.Values)
                {
                    foreach (Vertex v2 in otherCell.cornerPoints.Values)
                    {
                        if (v1.Equals(v2))
                        {
                            commonVertices.Add(v1);
                        }
                    }
                }

                // We disconnect all the border points which are common to the 2 cells so that the way is open
                foreach (Vertex v1 in commonVertices)
                {
                    foreach (Vertex v2 in commonVertices)
                    {
                        v1.RemoveNeighbour(v2);
                    }
                }
            }
        }
    }
示例#2
0
    private void CreateMapGrid()
    {
        ClearMapGrid();
        //计算行数,列数
        int rowCount = height / cellSize;
        int colCount = width / cellSize;

        //先绘制行
        for (int i = 0; i < rowCount; i++)
        {
            for (int j = 0; j < colCount; j++)
            {
                QuadCell cell = Instantiate <QuadCell>(cellPrefab);
                cell.transform.SetParent(transform, false);
                Vector3 position = new Vector3();
                position.x = cellSize / 2 + j * cellSize;
                position.y = 0;
                position.z = cellSize / 2 + i * cellSize;
                cell.transform.localPosition = position;
                cell.transform.localScale    = new Vector3(cellSize, 0.001f, cellSize);
                QuadCoordinates coordinate = new QuadCoordinates(j, i);
                cell.coordinate = coordinate;
                this.cells.Add(cell);
                //添加标签
//                Text label = Instantiate<Text>(cellLabelPrefab);
//                label.transform.SetParent(gridCanvas.transform);
//                label.transform.localPosition = new Vector3(position.x,position.z,1);
//                label.text = coordinate.ToString();
            }
        }
    }
    // Connects 2 cells (connects the corner points each other and the cores)
    public void ConnectToOtherGraphVertex(GraphVertex other)
    {
        QuadCell cell = (QuadCell)other;

        if (cell.core.Coo.x < this.core.Coo.x - cellSize / 2)
        {
            // The cell is on the left, so we connect the appropriate corners
            ReplaceCorner("up left", cell.cornerPoints["up right"]);
            ReplaceCorner("down left", cell.cornerPoints ["down right"]);

            this.connectedCells.Add("left", cell);
            cell.connectedCells.Add("right", this);
        }
        else if (cell.core.Coo.x > this.core.Coo.x + cellSize / 2)
        {
            // The cell is on the right
            ReplaceCorner("up right", cell.cornerPoints["up left"]);
            ReplaceCorner("down right", cell.cornerPoints ["down left"]);

            this.connectedCells.Add("right", cell);
            cell.connectedCells.Add("left", this);
        }
        else if (cell.core.Coo.y < this.core.Coo.y - cellSize / 2)
        {
            // The cell is down
            ReplaceCorner("down right", cell.cornerPoints["up right"]);
            ReplaceCorner("down left", cell.cornerPoints ["up left"]);

            this.connectedCells.Add("down", cell);
            cell.connectedCells.Add("up", this);
        }
        else if (cell.core.Coo.y > this.core.Coo.y + cellSize / 2)
        {
            // The cell is up
            ReplaceCorner("up left", cell.cornerPoints["down left"]);
            ReplaceCorner("up right", cell.cornerPoints ["down right"]);

            this.connectedCells.Add("up", cell);
            cell.connectedCells.Add("down", this);
        }

        // Now we connect the cores
        this.core.AddNeighbour(cell.core);
        cell.core.AddNeighbour(this.core);
    }