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my main code
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my main code
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using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class game : MonoBehaviour
{
private class wall
{
public int x1, y1, x2, y2, x, y;
public wall(int x1, int y1, int x2, int y2, int x, int y)
{
this.x1 = x1; this.y1 = y1;
this.x2 = x2; this.y2 = y2;
this.x = x; this.y = y;
}
}
private bool[,] map = new bool[31, 31];
private List<wall> walls = new List<wall>();
private Vector2Int[,] fa = new Vector2Int[31, 31];
public GameObject zhu;
void Start()
{
makemaze();
}
Vector2Int find(int x, int y)
{
if (fa[x, y].x == x && fa[x, y].y == y) return fa[x, y];
else return fa[x, y] = find(fa[x, y].x, fa[x, y].y);
}
void makemaze()
{
for (int x = 0; x < 31; x++)
for (int y = 0; y < 31; y++)
{
if (y % 2 == 1)
{
map[x, y] = false;
if (x % 2 == 0) walls.Add(new wall(x, y - 1, x, y + 1, x, y));
}
else
{
if (x % 2 == 0) map[x, y] = true;
else
{
map[x, y] = false;
walls.Add(new wall(x - 1, y, x + 1, y, x, y));
}
}
fa[x, y] = new Vector2Int(x, y);
}
System.Random rnd = new System.Random();
for (int i = 0; i < walls.Count; i++)
{
int a = rnd.Next(walls.Count - 1), b = rnd.Next(a + 1, walls.Count);
wall c = walls[a]; walls[a] = walls[b]; walls[b] = c;
}
for (int i = 0; i < walls.Count; i++)
{
Vector2Int a = find(walls[i].x1, walls[i].y1);
Vector2Int b = find(walls[i].x2, walls[i].y2);
if (!a.Equals(b))
{
map[walls[i].x, walls[i].y] = true;
fa[a.x, a.y] = b;
}
else continue;
if (find(0, 0).Equals(find(30, 30))) break;
}
for (int x = 0; x < 31; x++)
for (int y = 0; y < 31; y++)
if (!map[x, y])
{
GameObject go = Instantiate(zhu);
go.transform.position = new Vector3(x, 0.5f, y);
}
}
// Update is called once per frame
void Update()
{
}
}