[Unity2D]DFS算法生成迷宫

[Unity2D]DFS算法生成迷宫

源码
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Tilemaps;
using UnityEditor;
public class MazeCreate : MonoBehaviour
{
    public Tilemap tilemap;	//在哪个Tilemap绘制
    public RuleTile ruleTile;	//用哪个瓦片绘制,可用普通的TileBase替代
    public int row;	//迷宫的行
    public int col;	//迷宫的列
    private int TotalPointsCount;
    private int pointsCount;
    public Vector2Int startPoint;	//迷宫的起点坐标
    public Vector2Int endPoint;	//迷宫的终点坐标
    public List<List<int>> mapList;	//迷宫的二维数组
    enum Direction
    {
        up = 1,
        right,
        down,
        left
    }
    //0代表未标记点
    //1代表墙
    //2代表已标记点
    private void Start()
    {
        TotalPointsCount = row * col;
        row = row * 2 + 1;
        col = col * 2 + 1;
        mapList = new List<List<int>>();
        for (int i = 0; i < row; i++)
        {
            mapList.Add(new List<int>());
            for (int j = 0; j < col; j++)
            {
                if (i % 2 == 0 || j % 2 == 0)
                {
                    mapList[i].Add(1);
                }
                else
                {
                    mapList[i].Add(0);
                }
            }
        }
        pointsCount = 1;
        mapList[startPoint.x][startPoint.y] = 2;
        DFS(startPoint);
        DrawTilemap();
    }
    private void DFS(Vector2Int currentPoint)
    {
        if (pointsCount == TotalPointsCount || currentPoint == endPoint)
        {
            return;
        }
        List<int> accessDir = new List<int>();
        while (true)
        {
            HasAccess(accessDir, currentPoint); //获得当前点可向哪几个方向扩展
            if (accessDir.Count > 0)
            {
                int randomIndex = Random.Range(0, accessDir.Count); // 随机选择一个方向
                Vector2Int nextPoint = OpenUp(currentPoint, (Direction)accessDir[randomIndex]);    //打通墙
                pointsCount++;
                accessDir.RemoveAt(randomIndex);
                DFS(nextPoint);
            }
            else
            {
                break;
            }
        }
    }
    private void HasAccess(List<int> dirList, Vector2Int currentPoint)
    {
        dirList.Clear();
        for (int i = (int)Direction.up; i <= (int)Direction.left; i++)
        {
            Vector2Int neighborPoint = GetNeighborPoint(currentPoint, (Direction)i);
            if (neighborPoint.x > 0 && neighborPoint.y > 0 &&
            neighborPoint.x < row && neighborPoint.y < col &&
            mapList[neighborPoint.x][neighborPoint.y] == 0)
            {
                dirList.Add(i);
            }
        }
    }
    private Vector2Int GetNeighborPoint(Vector2Int currentPoint, Direction direction)
    {
        switch (direction)
        {
            case Direction.up:
                return new Vector2Int(currentPoint.x, currentPoint.y - 2);
            case Direction.right:
                return new Vector2Int(currentPoint.x + 2, currentPoint.y);
            case Direction.down:
                return new Vector2Int(currentPoint.x, currentPoint.y + 2);
            case Direction.left:
                return new Vector2Int(currentPoint.x - 2, currentPoint.y);
            default:
                return new Vector2Int(0, 0);
        }
    }
    private Vector2Int OpenUp(Vector2Int currentPoint, Direction direction)
    {
        Vector2Int nextPoint = GetNeighborPoint(currentPoint, direction);
        mapList[nextPoint.x][nextPoint.y] = 2;
        switch (direction)
        {
            case Direction.up:
                mapList[currentPoint.x][currentPoint.y - 1] = 2;
                break;
            case Direction.right:
                mapList[currentPoint.x + 1][currentPoint.y] = 2;
                break;
            case Direction.down:
                mapList[currentPoint.x][currentPoint.y + 1] = 2;
                break;
            case Direction.left:
                mapList[currentPoint.x - 1][currentPoint.y] = 2;
                break;
            default:
                break;
        }
        return nextPoint;
    }
    private void DrawTilemap()
    {
        for (int i = 0; i < row; i++)
        {
            for (int j = 0; j < col; j++)
            {
                if (mapList[i][j] == 1)
                {
                    tilemap.SetTile(new Vector3Int(i, j, 0), ruleTile);
                }
            }
        }
    }
}

最终效果

在这里插入图片描述
有什么问题可以问,我会及时回答的。

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