holopy3/Assets/Scripts/MazePathFinder.cs

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2020-12-10 14:25:12 +00:00
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
public class MazePathFinder : MonoBehaviour {
//Same as maze parameters
private int xSize = 0;
private int ySize = 0;
//Found path
private List<int> path;
//System activated?
private bool canFind = false;
//Completed maze
private Zelle[] myMaze;
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
}
//You have to activate the path finder atleast once with correct values
//Sets the parameters and activates the path finder
public void ActivatePathFinder (int passedSizeX , int passedSizeY,Zelle[] passedMaze){
xSize = passedSizeX;
ySize = passedSizeY;
myMaze = passedMaze;
canFind = true;
Debug.Log("Maze Path Finder is Ready to use");
}
//Finds the path and returns as a List<int>
public List<int> FindPath (int passedStart , int passedEnd){
if (!canFind) {
Debug.LogWarning("Path finder is not ready");
return null;
}
if (passedStart < 0 || passedStart >= (xSize * ySize)) {
Debug.LogWarning("Passed Start cell does not exist");
return null;
}
if (passedEnd < 0 || passedEnd >= (xSize * ySize)) {
Debug.LogWarning("Passed End cell does not exist");
return null;
}
foreach (Zelle currentMaze in myMaze) {
currentMaze.visited = false;
}
path = new List<int> ();
path.Clear ();
int currentPoint = passedStart;
myMaze [currentPoint].visited = true;
path.Add (currentPoint);
while (path.Count < (xSize*ySize)){
currentPoint = path[path.Count-1];
if (currentPoint == passedEnd){
break;
}
GiveMeNieghbour(currentPoint);
}
Debug.Log("Path Found");
return path;
}
//Gives a unvisited and accesible neighbour
void GiveMeNieghbour (int currentCell){
int length = 0;
int[] neighbour = new int[4];
int check =0;
int totalCells = xSize * ySize;
check = ((currentCell+1) / xSize);
check -= 1;
check *= xSize;
check += xSize;
//west
if (!myMaze[currentCell].west && currentCell + 1 < totalCells && (currentCell+1) != check && xSize > 1) {
//Debug.Log(currentCell + 1);
if (myMaze[currentCell+1].visited == false){
neighbour[length] = currentCell+1;
length++;
}
}
//east
if (!myMaze[currentCell].east && currentCell - 1 >= 0 && currentCell != check && xSize > 1) {
//Debug.Log(currentCell - 1);
if (myMaze[currentCell-1].visited == false){
neighbour[length] = currentCell-1;
length++;
}
}
//north
if (!myMaze[currentCell].north && currentCell + xSize < totalCells && ySize > 1) {
//Debug.Log(currentCell+xSize);
if (myMaze[currentCell+xSize].visited == false){
neighbour[length] = currentCell+xSize;
length++;
}
}
//south
if (!myMaze[currentCell].south && currentCell - xSize >= 0 && ySize > 1) {
//Debug.Log(currentCell-xSize);
if (myMaze[currentCell-xSize].visited == false){
neighbour[length] = currentCell-xSize;
length++;
}
}
if (length != 0){
int theChosenOne = Random.Range (0, length);
myMaze[neighbour[theChosenOne]].visited = true;
path.Add(neighbour[theChosenOne]);
}
else {
if (path.Count > 0){
path.RemoveAt(path.Count-1);
}
}
}
}