Scriptum/Assets/Scripts/ProceduralGeneration/FloodFill.cs

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C#
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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
{
private Map map;
private int id;
private List<Vector2Int> positions = new List<Vector2Int>();
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;
foreach (var dir in Directions2D)
{
if (map.tiles.ContainsKey(posiiton + dir) && !positions.Contains(posiiton+dir))
{
queue.Add(posiiton+dir);
}
}
}
}
return queue.Count == 0;
}
public static readonly Vector2Int[] Directions2D = new Vector2Int[]
{
Vector2Int.left,
Vector2Int.right,
Vector2Int.up,
Vector2Int.down,
};
}
public class Map
{
public Dictionary<Vector2Int, int> tiles;
public Map(Vector2Int size)
{
tiles = new Dictionary<Vector2Int, int>();
for (int x = 0; x < size.x; x++)
{
for (int y = 0; y < size.y; y++)
{
tiles.Add(new Vector2Int(x,y),0);
}
}
}
public void Fill(List<FloodFill> fillers)
{
int count = fillers.Count;
while (count > 0)
{
count = fillers.Count;
foreach (var filler in fillers)
{
if (filler.Fill())
{
count--;
}
}
}
}
}
}