using System; using System.Collections; using System.Collections.Generic; using System.Linq; using GUI_Scripts.ProceduralGeneration; using UnityEngine; public class Graph { public List graphNodes = new List(); public Dictionary nodesPositions = new Dictionary(); 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 toCheck = new Queue(); List visited = new List(); 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() { } }