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  • unity 使用深度优先搜索生成迷宫之二

    unity 使用深度优先搜索生成迷宫之二

    之前写过一篇使用深度优先搜索生成随机迷宫的文章

    https://www.cnblogs.com/JinT-Hwang/p/9599913.html

    今天做了一下优化,使用unity的TileMap来做,并且代码减少到100行以内。

    先看一下效果图

    DFS

     

    下面直接是代码,至于在unity中怎么创建tilemap资源这里就不讲了:

     

    using System.Collections;
    using System.Collections.Generic;
    using UnityEngine;
    using UnityEngine.Tilemaps;
    
    public class TileMapTestBehaviour : MonoBehaviour
    {
        public TileBase baseTile;
        public Tilemap tilemap;
    
        public int mapWidth;
        public int mapHeight;
    
        public float tileSize = 0.16f;
    
        private Stack<Vector3Int> tileMapPosStack;
        private List<Vector3Int> tileSaveList;
        private Queue<Vector3Int> recordQueue;
    
        private static readonly List<Vector3Int> tilesOffset = new List<Vector3Int>()
        {
            Vector3Int.down,Vector3Int.right,Vector3Int.up,Vector3Int.left
        };
    
        // Use this for initialization
        void Start()
        {
            tileMapPosStack = new Stack<Vector3Int>();
            tileSaveList = new List<Vector3Int>();
            recordQueue = new Queue<Vector3Int>();
    
            tileMapPosStack.Push(Vector3Int.zero);
            tileSaveList.Add(Vector3Int.zero);
    
            CreateMap_DFS();
        }
    
        private void CreateMap_DFS()
        {
            Vector3Int currentTile;
            Vector3Int nextTile;
    
            List<Vector3Int> aroundTileList = new List<Vector3Int>();
    
            while (tileMapPosStack.Count > 0)
            {
                currentTile = tileMapPosStack.Pop();
    
                for (int i = 0; i < 4; i++)
                {
                    nextTile = currentTile + tilesOffset[i];
    
                    if (!tileSaveList.Contains(nextTile))
                    {
                        aroundTileList.Add(nextTile);
                    }
                }
    
                if (aroundTileList.Count >= 3)
                {
                    while (aroundTileList.Count > 0)
                    {
                        Vector3Int tilePos = aroundTileList[Random.Range(0, aroundTileList.Count)];
                        aroundTileList.Remove(tilePos);
    
                        if (IsTileInRange(tilePos))
                        {
                            tileMapPosStack.Push(tilePos);
                        }
                    }
    
                    if (!tileSaveList.Contains(currentTile))
                        tileSaveList.Add(currentTile);
    
                    recordQueue.Enqueue(currentTile);
                }
    
                aroundTileList.Clear();
            }
    
            StartCoroutine("Display");
        }
    
        private bool IsTileInRange(Vector3Int tilePos)
        {
            return tilePos.x >= 0 && tilePos.x < mapWidth && tilePos.y >= 0 && tilePos.y < mapHeight;
        }
    
        private IEnumerator Display()
        {
            while (recordQueue.Count > 0)
            {
                yield return new WaitForSecondsRealtime(0.1f);
    
                tilemap.SetTile(recordQueue.Dequeue(), baseTile);
            }
        }
    }

     

    欢迎交流,转载注明出处。:)

     

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  • 原文地址:https://www.cnblogs.com/JinT-Hwang/p/10027922.html
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