Scriptum/Assets/Scripts/ProceduralGeneration/Graph.cs

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C#
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using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using GUI_Scripts.ProceduralGeneration;
using UnityEngine;
public class Graph
{
public List<GraphNode> graphNodes = new List<GraphNode>();
public Dictionary<Vector2Int, GraphNode> nodesPositions = new Dictionary<Vector2Int, GraphNode>();
public Map map;
public Graph(Map map)
{
this.map = map;
}
public void Connect()
{
nodesPositions.Clear();
foreach (var node in graphNodes)
{
node.neighbours.Clear();
foreach (var pos in node.positions)
{
nodesPositions.Add(pos, node);
}
}
Debug.Log(graphNodes.Count);
Debug.Log(nodesPositions.Count);
for (int i = 0; i < map.size.x-1; i++)
{
for (int j = 0; j < map.size.y-1; j++)
{
Vector2Int pos = new Vector2Int(i, j);
Vector2Int right = new Vector2Int(i + 1, j);
Vector2Int down = new Vector2Int(i, j + 1);
if (!nodesPositions.ContainsKey(pos))
{
continue;
}
GraphNode node = nodesPositions[pos];
if (nodesPositions.TryGetValue(right, out GraphNode nodeRight))
{
if (node != nodeRight)
{
node.neighbours.Add(nodeRight);
nodeRight.neighbours.Add(node);
}
}
if (nodesPositions.TryGetValue(right, out GraphNode nodeDown))
{
if (node != nodeDown)
{
node.neighbours.Add(nodeDown);
nodeDown.neighbours.Add(node);
}
}
}
}
}
public void removeNode(GraphNode node)
{
graphNodes.Remove(node);
Connect();
}
public void AddNode(GraphNode node)
{
graphNodes.Add(node);
Connect();
}
public bool checkConnectivity()
{
GraphNode nodeStart = graphNodes[0];
Queue<GraphNode> toCheck = new Queue<GraphNode>();
List<GraphNode> visited = new List<GraphNode>();
toCheck.Enqueue(nodeStart);
while (toCheck.Count > 0)
{
GraphNode checkNow = toCheck.Dequeue();
visited.Add(checkNow);
foreach (var node in checkNow.neighbours)
{
if (!toCheck.Contains(node) && !visited.Contains(node))
{
toCheck.Enqueue(node);
}
}
}
return visited.Count == graphNodes.Count;
}
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
}