質問編集履歴
1
一部ソースの追加
test
CHANGED
File without changes
|
test
CHANGED
@@ -22,12 +22,560 @@
|
|
22
22
|
|
23
23
|
```c#
|
24
24
|
|
25
|
+
using System.Collections;
|
26
|
+
|
27
|
+
using System.Collections.Generic;
|
28
|
+
|
25
|
-
|
29
|
+
using UnityEngine;
|
30
|
+
|
31
|
+
|
32
|
+
|
33
|
+
public class CellScript : MonoBehaviour {
|
34
|
+
|
35
|
+
|
36
|
+
|
37
|
+
public GameObject wallL;
|
38
|
+
|
39
|
+
public GameObject wallR;
|
40
|
+
|
41
|
+
public GameObject wallU;
|
42
|
+
|
43
|
+
public GameObject wallD;
|
44
|
+
|
45
|
+
}
|
46
|
+
|
47
|
+
|
26
48
|
|
27
49
|
```
|
28
50
|
|
29
51
|
|
30
52
|
|
53
|
+
```c#
|
54
|
+
|
55
|
+
|
56
|
+
|
57
|
+
using System.Collections;
|
58
|
+
|
59
|
+
using System.Collections.Generic;
|
60
|
+
|
61
|
+
using UnityEngine;
|
62
|
+
|
63
|
+
|
64
|
+
|
65
|
+
public class MazeGenerator : MonoBehaviour {
|
66
|
+
|
67
|
+
|
68
|
+
|
69
|
+
|
70
|
+
|
71
|
+
private void Start()
|
72
|
+
|
73
|
+
{
|
74
|
+
|
75
|
+
GenerateMaze(mazeRows, mazeColumns);
|
76
|
+
|
77
|
+
}
|
78
|
+
|
79
|
+
|
80
|
+
|
81
|
+
private void GenerateMaze(int rows, int columns)
|
82
|
+
|
83
|
+
{
|
84
|
+
|
85
|
+
if (mazeParent != null) DeleteMaze();
|
86
|
+
|
87
|
+
|
88
|
+
|
89
|
+
mazeRows = rows;
|
90
|
+
|
91
|
+
mazeColumns = columns;
|
92
|
+
|
93
|
+
CreateLayout();
|
94
|
+
|
95
|
+
}
|
96
|
+
|
97
|
+
|
98
|
+
|
99
|
+
// Creates the grid of cells.
|
100
|
+
|
101
|
+
public void CreateLayout()
|
102
|
+
|
103
|
+
{
|
104
|
+
|
105
|
+
InitValues();
|
106
|
+
|
107
|
+
|
108
|
+
|
109
|
+
// Set starting point, set spawn point to start.
|
110
|
+
|
111
|
+
Vector2 startPos = new Vector2(-(cellSize * (mazeColumns / 2)) + (cellSize / 2), -(cellSize * (mazeRows / 2)) + (cellSize / 2));
|
112
|
+
|
113
|
+
Vector2 spawnPos = startPos;
|
114
|
+
|
115
|
+
|
116
|
+
|
117
|
+
for (int x = 1; x <= mazeColumns; x++)
|
118
|
+
|
119
|
+
{
|
120
|
+
|
121
|
+
for (int y = 1; y <= mazeRows; y++)
|
122
|
+
|
123
|
+
{
|
124
|
+
|
125
|
+
GenerateCell(spawnPos, new Vector2(x, y));
|
126
|
+
|
127
|
+
|
128
|
+
|
129
|
+
// Increase spawnPos y.
|
130
|
+
|
131
|
+
spawnPos.y += cellSize;
|
132
|
+
|
133
|
+
}
|
134
|
+
|
135
|
+
|
136
|
+
|
137
|
+
// Reset spawnPos y and increase spawnPos x.
|
138
|
+
|
139
|
+
spawnPos.y = startPos.y;
|
140
|
+
|
141
|
+
spawnPos.x += cellSize;
|
142
|
+
|
143
|
+
}
|
144
|
+
|
145
|
+
|
146
|
+
|
147
|
+
CreateCentre();
|
148
|
+
|
149
|
+
RunAlgorithm();
|
150
|
+
|
151
|
+
MakeExit();
|
152
|
+
|
153
|
+
}
|
154
|
+
|
155
|
+
|
156
|
+
|
157
|
+
// This is where the fun stuff happens.
|
158
|
+
|
159
|
+
public void RunAlgorithm()
|
160
|
+
|
161
|
+
{
|
162
|
+
|
163
|
+
// Get start cell, make it visited (i.e. remove from unvisited list).
|
164
|
+
|
165
|
+
unvisited.Remove(currentCell);
|
166
|
+
|
167
|
+
|
168
|
+
|
169
|
+
// While we have unvisited cells.
|
170
|
+
|
171
|
+
while (unvisited.Count > 0)
|
172
|
+
|
173
|
+
{
|
174
|
+
|
175
|
+
List<Cell> unvisitedNeighbours = GetUnvisitedNeighbours(currentCell);
|
176
|
+
|
177
|
+
if (unvisitedNeighbours.Count > 0)
|
178
|
+
|
179
|
+
{
|
180
|
+
|
181
|
+
// Get a random unvisited neighbour.
|
182
|
+
|
183
|
+
checkCell = unvisitedNeighbours[Random.Range(0, unvisitedNeighbours.Count)];
|
184
|
+
|
185
|
+
// Add current cell to stack.
|
186
|
+
|
187
|
+
stack.Add(currentCell);
|
188
|
+
|
189
|
+
// Compare and remove walls.
|
190
|
+
|
191
|
+
CompareWalls(currentCell, checkCell);
|
192
|
+
|
193
|
+
// Make currentCell the neighbour cell.
|
194
|
+
|
195
|
+
currentCell = checkCell;
|
196
|
+
|
197
|
+
// Mark new current cell as visited.
|
198
|
+
|
199
|
+
unvisited.Remove(currentCell);
|
200
|
+
|
201
|
+
}
|
202
|
+
|
203
|
+
else if (stack.Count > 0)
|
204
|
+
|
205
|
+
{
|
206
|
+
|
207
|
+
// Make current cell the most recently added Cell from the stack.
|
208
|
+
|
209
|
+
currentCell = stack[stack.Count - 1];
|
210
|
+
|
211
|
+
// Remove it from stack.
|
212
|
+
|
213
|
+
stack.Remove(currentCell);
|
214
|
+
|
215
|
+
}
|
216
|
+
|
217
|
+
}
|
218
|
+
|
219
|
+
}
|
220
|
+
|
221
|
+
|
222
|
+
|
223
|
+
public void MakeExit()
|
224
|
+
|
225
|
+
{
|
226
|
+
|
227
|
+
// Create and populate list of all possible edge cells.
|
228
|
+
|
229
|
+
List<Cell> edgeCells = new List<Cell>();
|
230
|
+
|
231
|
+
|
232
|
+
|
233
|
+
foreach (KeyValuePair<Vector2, Cell> cell in allCells)
|
234
|
+
|
235
|
+
{
|
236
|
+
|
237
|
+
if (cell.Key.x == 0 || cell.Key.x == mazeColumns || cell.Key.y == 0 || cell.Key.y == mazeRows)
|
238
|
+
|
239
|
+
{
|
240
|
+
|
241
|
+
edgeCells.Add(cell.Value);
|
242
|
+
|
243
|
+
}
|
244
|
+
|
245
|
+
}
|
246
|
+
|
247
|
+
|
248
|
+
|
249
|
+
// Get edge cell randomly from list.
|
250
|
+
|
251
|
+
Cell newCell = edgeCells[Random.Range(0, edgeCells.Count)];
|
252
|
+
|
253
|
+
|
254
|
+
|
255
|
+
// Remove appropriate wall for chosen edge cell.
|
256
|
+
|
257
|
+
if (newCell.gridPos.x == 0) RemoveWall(newCell.cScript, 1);
|
258
|
+
|
259
|
+
else if (newCell.gridPos.x == mazeColumns) RemoveWall(newCell.cScript, 2);
|
260
|
+
|
261
|
+
else if (newCell.gridPos.y == mazeRows) RemoveWall(newCell.cScript, 3);
|
262
|
+
|
263
|
+
else RemoveWall(newCell.cScript, 4);
|
264
|
+
|
265
|
+
|
266
|
+
|
267
|
+
Debug.Log("Maze generation finished.");
|
268
|
+
|
269
|
+
}
|
270
|
+
|
271
|
+
|
272
|
+
|
273
|
+
public List<Cell> GetUnvisitedNeighbours(Cell curCell)
|
274
|
+
|
275
|
+
{
|
276
|
+
|
277
|
+
// Create a list to return.
|
278
|
+
|
279
|
+
List<Cell> neighbours = new List<Cell>();
|
280
|
+
|
281
|
+
// Create a Cell object.
|
282
|
+
|
283
|
+
Cell nCell = curCell;
|
284
|
+
|
285
|
+
// Store current cell grid pos.
|
286
|
+
|
287
|
+
Vector2 cPos = curCell.gridPos;
|
288
|
+
|
289
|
+
|
290
|
+
|
291
|
+
foreach (Vector2 p in neighbourPositions)
|
292
|
+
|
293
|
+
{
|
294
|
+
|
295
|
+
// Find position of neighbour on grid, relative to current.
|
296
|
+
|
297
|
+
Vector2 nPos = cPos + p;
|
298
|
+
|
299
|
+
// If cell exists.
|
300
|
+
|
301
|
+
if (allCells.ContainsKey(nPos)) nCell = allCells[nPos];
|
302
|
+
|
303
|
+
// If cell is unvisited.
|
304
|
+
|
305
|
+
if (unvisited.Contains(nCell)) neighbours.Add(nCell);
|
306
|
+
|
307
|
+
}
|
308
|
+
|
309
|
+
|
310
|
+
|
311
|
+
return neighbours;
|
312
|
+
|
313
|
+
}
|
314
|
+
|
315
|
+
|
316
|
+
|
317
|
+
// Compare neighbour with current and remove appropriate walls.
|
318
|
+
|
319
|
+
public void CompareWalls(Cell cCell, Cell nCell)
|
320
|
+
|
321
|
+
{
|
322
|
+
|
323
|
+
// If neighbour is left of current.
|
324
|
+
|
325
|
+
if (nCell.gridPos.x < cCell.gridPos.x)
|
326
|
+
|
327
|
+
{
|
328
|
+
|
329
|
+
RemoveWall(nCell.cScript, 2);
|
330
|
+
|
331
|
+
RemoveWall(cCell.cScript, 1);
|
332
|
+
|
333
|
+
}
|
334
|
+
|
335
|
+
// Else if neighbour is right of current.
|
336
|
+
|
337
|
+
else if (nCell.gridPos.x > cCell.gridPos.x)
|
338
|
+
|
339
|
+
{
|
340
|
+
|
341
|
+
RemoveWall(nCell.cScript, 1);
|
342
|
+
|
343
|
+
RemoveWall(cCell.cScript, 2);
|
344
|
+
|
345
|
+
}
|
346
|
+
|
347
|
+
// Else if neighbour is above current.
|
348
|
+
|
349
|
+
else if (nCell.gridPos.y > cCell.gridPos.y)
|
350
|
+
|
351
|
+
{
|
352
|
+
|
353
|
+
RemoveWall(nCell.cScript, 4);
|
354
|
+
|
355
|
+
RemoveWall(cCell.cScript, 3);
|
356
|
+
|
357
|
+
}
|
358
|
+
|
359
|
+
// Else if neighbour is below current.
|
360
|
+
|
361
|
+
else if (nCell.gridPos.y < cCell.gridPos.y)
|
362
|
+
|
363
|
+
{
|
364
|
+
|
365
|
+
RemoveWall(nCell.cScript, 3);
|
366
|
+
|
367
|
+
RemoveWall(cCell.cScript, 4);
|
368
|
+
|
369
|
+
}
|
370
|
+
|
371
|
+
}
|
372
|
+
|
373
|
+
|
374
|
+
|
375
|
+
// Function disables wall of your choosing, pass it the script attached to the desired cell
|
376
|
+
|
377
|
+
// and an 'ID', where the ID = the wall. 1 = left, 2 = right, 3 = up, 4 = down.
|
378
|
+
|
379
|
+
public void RemoveWall(CellScript cScript, int wallID)
|
380
|
+
|
381
|
+
{
|
382
|
+
|
383
|
+
if (wallID == 1) cScript.wallL.SetActive(false);
|
384
|
+
|
385
|
+
else if (wallID == 2) cScript.wallR.SetActive(false);
|
386
|
+
|
387
|
+
else if (wallID == 3) cScript.wallU.SetActive(false);
|
388
|
+
|
389
|
+
else if (wallID == 4) cScript.wallD.SetActive(false);
|
390
|
+
|
391
|
+
}
|
392
|
+
|
393
|
+
|
394
|
+
|
395
|
+
public void CreateCentre()
|
396
|
+
|
397
|
+
{
|
398
|
+
|
399
|
+
// Get the 4 centre cells using the rows and columns variables.
|
400
|
+
|
401
|
+
// Remove the required walls for each.
|
402
|
+
|
403
|
+
centreCells[0] = allCells[new Vector2((mazeColumns / 2), (mazeRows / 2) + 1)];
|
404
|
+
|
405
|
+
RemoveWall(centreCells[0].cScript, 4);
|
406
|
+
|
407
|
+
RemoveWall(centreCells[0].cScript, 2);
|
408
|
+
|
409
|
+
centreCells[1] = allCells[new Vector2((mazeColumns / 2) + 1, (mazeRows / 2) + 1)];
|
410
|
+
|
411
|
+
RemoveWall(centreCells[1].cScript, 4);
|
412
|
+
|
413
|
+
RemoveWall(centreCells[1].cScript, 1);
|
414
|
+
|
415
|
+
centreCells[2] = allCells[new Vector2((mazeColumns / 2), (mazeRows / 2))];
|
416
|
+
|
417
|
+
RemoveWall(centreCells[2].cScript, 3);
|
418
|
+
|
419
|
+
RemoveWall(centreCells[2].cScript, 2);
|
420
|
+
|
421
|
+
centreCells[3] = allCells[new Vector2((mazeColumns / 2) + 1, (mazeRows / 2))];
|
422
|
+
|
423
|
+
RemoveWall(centreCells[3].cScript, 3);
|
424
|
+
|
425
|
+
RemoveWall(centreCells[3].cScript, 1);
|
426
|
+
|
427
|
+
|
428
|
+
|
429
|
+
// Create a List of ints, using this, select one at random and remove it.
|
430
|
+
|
431
|
+
// We then use the remaining 3 ints to remove 3 of the centre cells from the 'unvisited' list.
|
432
|
+
|
433
|
+
// This ensures that one of the centre cells will connect to the maze but the other three won't.
|
434
|
+
|
435
|
+
// This way, the centre room will only have 1 entry / exit point.
|
436
|
+
|
437
|
+
List<int> rndList = new List<int> { 0, 1, 2, 3 };
|
438
|
+
|
439
|
+
int startCell = rndList[Random.Range(0, rndList.Count)];
|
440
|
+
|
441
|
+
rndList.Remove(startCell);
|
442
|
+
|
443
|
+
currentCell = centreCells[startCell];
|
444
|
+
|
445
|
+
foreach(int c in rndList)
|
446
|
+
|
447
|
+
{
|
448
|
+
|
449
|
+
unvisited.Remove(centreCells[c]);
|
450
|
+
|
451
|
+
}
|
452
|
+
|
453
|
+
}
|
454
|
+
|
455
|
+
|
456
|
+
|
457
|
+
public void GenerateCell(Vector2 pos, Vector2 keyPos)
|
458
|
+
|
459
|
+
{
|
460
|
+
|
461
|
+
// Create new Cell object.
|
462
|
+
|
463
|
+
Cell newCell = new Cell();
|
464
|
+
|
465
|
+
|
466
|
+
|
467
|
+
// Store reference to position in grid.
|
468
|
+
|
469
|
+
newCell.gridPos = keyPos;
|
470
|
+
|
471
|
+
// Set and instantiate cell GameObject.
|
472
|
+
|
473
|
+
newCell.cellObject = Instantiate(cellPrefab, pos, cellPrefab.transform.rotation);
|
474
|
+
|
475
|
+
// Child new cell to parent.
|
476
|
+
|
477
|
+
if (mazeParent != null) newCell.cellObject.transform.parent = mazeParent.transform;
|
478
|
+
|
479
|
+
// Set name of cellObject.
|
480
|
+
|
481
|
+
newCell.cellObject.name = "Cell - X:" + keyPos.x + " Y:" + keyPos.y;
|
482
|
+
|
483
|
+
// Get reference to attached CellScript.
|
484
|
+
|
485
|
+
newCell.cScript = newCell.cellObject.GetComponent<CellScript>();
|
486
|
+
|
487
|
+
// Disable Cell sprite, if applicable.
|
488
|
+
|
489
|
+
if (disableCellSprite) newCell.cellObject.GetComponent<SpriteRenderer>().enabled = false;
|
490
|
+
|
491
|
+
|
492
|
+
|
493
|
+
// Add to Lists.
|
494
|
+
|
495
|
+
allCells[keyPos] = newCell;
|
496
|
+
|
497
|
+
unvisited.Add(newCell);
|
498
|
+
|
499
|
+
}
|
500
|
+
|
501
|
+
|
502
|
+
|
503
|
+
public void DeleteMaze()
|
504
|
+
|
505
|
+
{
|
506
|
+
|
507
|
+
if (mazeParent != null) Destroy(mazeParent);
|
508
|
+
|
509
|
+
}
|
510
|
+
|
511
|
+
|
512
|
+
|
513
|
+
public void InitValues()
|
514
|
+
|
515
|
+
{
|
516
|
+
|
517
|
+
// Check generation values to prevent generation failing.
|
518
|
+
|
519
|
+
if (IsOdd(mazeRows)) mazeRows--;
|
520
|
+
|
521
|
+
if (IsOdd(mazeColumns)) mazeColumns--;
|
522
|
+
|
523
|
+
|
524
|
+
|
525
|
+
if (mazeRows <= 3) mazeRows = 4;
|
526
|
+
|
527
|
+
if (mazeColumns <= 3) mazeColumns = 4;
|
528
|
+
|
529
|
+
|
530
|
+
|
531
|
+
// Determine size of cell using localScale.
|
532
|
+
|
533
|
+
cellSize = cellPrefab.transform.localScale.x;
|
534
|
+
|
535
|
+
|
536
|
+
|
537
|
+
// Create an empty parent object to hold the maze in the scene.
|
538
|
+
|
539
|
+
mazeParent = new GameObject();
|
540
|
+
|
541
|
+
mazeParent.transform.position = Vector2.zero;
|
542
|
+
|
543
|
+
mazeParent.name = "Maze";
|
544
|
+
|
545
|
+
}
|
546
|
+
|
547
|
+
|
548
|
+
|
549
|
+
public bool IsOdd(int value)
|
550
|
+
|
551
|
+
{
|
552
|
+
|
553
|
+
return value % 2 != 0;
|
554
|
+
|
555
|
+
}
|
556
|
+
|
557
|
+
|
558
|
+
|
559
|
+
public class Cell
|
560
|
+
|
561
|
+
{
|
562
|
+
|
563
|
+
public Vector2 gridPos;
|
564
|
+
|
565
|
+
public GameObject cellObject;
|
566
|
+
|
567
|
+
public CellScript cScript;
|
568
|
+
|
569
|
+
}
|
570
|
+
|
571
|
+
}
|
572
|
+
|
573
|
+
|
574
|
+
|
575
|
+
```
|
576
|
+
|
577
|
+
|
578
|
+
|
31
579
|
### 試したこと
|
32
580
|
|
33
581
|
|