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PERSONATSL/Unity3d_Maze_Alpha-0.0.2

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Unity3d_Maze

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Mian code

1.Create Grid

 public void CerateGrid()
 {
 xLong = int.Parse(ip1.text);
 yLong = int.Parse(ip2.text);
 speed = float.Parse(sp1.text);
 wallHoder = new GameObject();
 wallHoder.name = "WallHolder";
 for(int i = 0; i <= xLong; i++)
 for(int j = 0; j < yLong; j++)
 {
 Vector3 pos = new Vector3(i - xLong / 2f, 0f, (yLong - 1f) / 2f - j);
 GameObject t = Instantiate(wallPrefab, pos, Quaternion.identity);
 t.transform.SetParent(wallHoder.transform);
 }
 for (int i = 0; i < xLong; i++)
 for (int j = 0; j <= yLong; j++)
 {
 Vector3 pos = new Vector3(i - (xLong - 1f) / 2f, 0f, yLong / 2f - j);
 GameObject t = Instantiate(wallPrefab, pos, Quaternion.Euler(0f, 90f, 0f));
 t.transform.SetParent(wallHoder.transform);
 }
 CreateCell();
 }

2.CreateCell

 void CreateCell()
 {
 lastCells = new List<int>();
 lastCells.Clear();
 totalCell = xLong * yLong;
 int westEastNumber = 0;
 int northSouthNumber = 0;
 cells = new Cell[xLong * yLong];
 List<GameObject> allWalls = new List<GameObject>();
 for(int i = 0; i < wallHoder.transform.childCount; i++)
 {
 allWalls.Add(wallHoder.transform.GetChild(i).gameObject);
 }
 for(int i = 0; i < cells.Length; i++)
 {
 cells[i] = new Cell();
 cells[i].ID = i+1;
 cells[i].West = allWalls[westEastNumber];
 cells[i].East = allWalls[westEastNumber + yLong];
 cells[i].North = allWalls[northSouthNumber + xLong * yLong + yLong];
 cells[i].South = allWalls[northSouthNumber + xLong * yLong + yLong + 1];
 if((i+1)%yLong == 0)
 {
 northSouthNumber += 2;
 }
 else
 {
 northSouthNumber++;
 }
 cells[i].CellPos = new Vector3(cells[i].East.transform.position.x - .5f, 0f, cells[i].East.transform.position.z);
 westEastNumber++;
 
 }
 CreateMaze();
 }

Screen Shot

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