/// <summary> /// Get all neighbours that havent been traversed /// </summary> private List <Vector2Int> GetNeighbours(int x, int y) { // get all neighbour cells List <Vector2Int> neighbours = maze.GetCellsAtEdge(new Vector2Int(x, y), wallSpacing, includeDiagonals); // remove all cells that have been traversed neighbours = neighbours.FindAll(n => maze[n] == 0); // apply mask (if there is one) if (mask != null) { List <Vector2Int> maskedNeighbours = new List <Vector2Int>(); for (int i = neighbours.Count - 1; i >= 0; i--) { if (mask.IsInsideBounds(neighbours[i])) { if (mask[neighbours[i]] > 0) { maskedNeighbours.Add(neighbours[i]); } } } return(maskedNeighbours); } else { return(neighbours); } }
/// <summary> /// Subtracts two Value Maps /// </summary> public ValueMap Subtract(ValueMap map) { var output = Clone(); for (int x = 0; x < Width; x++) { for (int y = 0; y < Height; y++) { if (map.IsInsideBounds(x, y)) { output.values[x, y] = values[x, y] - map.values[x, y]; } } } return(output); }
/// <summary> /// Multiplies two Value Maps /// </summary> public ValueMap Multiply(ValueMap map) { ValueMap output = Clone(); for (int x = 0; x < Width; x++) { for (int y = 0; y < Height; y++) { if (map.IsInsideBounds(x, y)) { output.values[x, y] = values[x, y] * map.values[x, y]; } } } return(output); }
/// <summary> /// Uses another ValueMap to mask this one, values less then or equal to zero are treated as masked /// </summary> public ValueMap ApplyMask(ValueMap mask, float threshold) { ValueMap output = Clone(); for (int x = 0; x < Width; x++) { for (int y = 0; y < Height; y++) { if (mask.IsInsideBounds(x, y)) { if (mask[x, y] <= threshold) { output[x, y] = 0; } } } } return(output); }