Scriptum/Assets/Scripts/ProceduralGeneration/FloodFill.cs

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using System;
using System.Collections.Generic;
using System.Drawing;
using System.Linq;
using UnityEngine;
namespace GUI_Scripts.ProceduralGeneration
{
public class FloodFill : GraphNode
{
private Map map;
private List<Vector2Int> queue = new List<Vector2Int>();
public FloodFill(Map map, int id, Vector2Int startPosition)
{
this.map = map;
this.id = id;
queue.Add(startPosition);
}
public bool Fill()
{
while (queue.Count > 0)
{
Vector2Int posiiton = queue[0];
queue.RemoveAt(0);
if (map.tiles.ContainsKey(posiiton) && map.tiles[posiiton] == 0)
{
map.tiles[posiiton] = id;
positions.Add(posiiton);
foreach (var dir in Directions2D)
{
if (map.tiles.ContainsKey(posiiton + dir) && !positions.Contains(posiiton+dir))
{
queue.Add(posiiton+dir);
}
}
break;
}
}
return queue.Count == 0;
}
public static readonly Vector2Int[] Directions2D = new Vector2Int[]
{
Vector2Int.left,
Vector2Int.right,
Vector2Int.up,
Vector2Int.down,
};
}
}