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Hex Grid, Breadth First Search
Need help applying the depth int .. ive searched everything I could find on how to make this work .. I just can't seem to figure it out. This function works perfectly and allows easy path finding .. but it adds every tile on the map .. I just want tiles that are depth moves away from start.
Nothing makes sense to me in this regard .. I'd really like to understand it. Any help would be appreciated.
Dictionary came_from = new Dictionary ();
private void GetDestinations(Hex start, int depth){
Queue<Hex> frontier = new Queue<Hex>();
frontier.Enqueue(start);
came_from.Clear ();
came_from [start] = null;
while (frontier.Count != 0) {
Hex current = frontier.Dequeue();
for(int i = 0; i < 6; i++) {
Hex next = current.Neighbor(map.GetDirection(i));
if (!came_from.ContainsKey(next) && map.ContainsKey(next)) {
if(map.GetTile(next).GetComponent<GameTile>().Passable) {
map.GetTile(next).transform.Find ("Reticle").Find ("MO_GEN_HexReticle_001").gameObject.GetComponent<Renderer> ().material.SetColor ("_EmissionColor", Color.cyan);
map.GetTile(next).transform.Find ("Reticle").gameObject.SetActive(true);
frontier.Enqueue(next);
came_from[next] = current;
}
}
}
}
}
Thanks :)
Comment
Best Answer
Answer by azmundai · Aug 15, 2015 at 06:45 AM
Figured it out ..
private void GetDestinations(Hex start, int depth){
Queue<Hex> frontier = new Queue<Hex>();
frontier.Enqueue(start);
came_from.Clear ();
came_from[start] = null;
for (int k = 0; k < depth; k++) {
Queue<Hex> fringe = new Queue<Hex>();
foreach(Hex current in frontier){
for(int i = 0; i < 6; i++) {
Hex next = current.Neighbor(map.GetDirection(i));
if (!came_from.ContainsKey(next) && map.ContainsKey(next) && map.GetTile(next).GetComponent<GameTile>().Passable) {
map.GetTile(next).transform.Find ("Reticle").Find ("MO_GEN_HexReticle_001").gameObject.GetComponent<Renderer> ().material.SetColor ("_EmissionColor", Color.cyan);
map.GetTile(next).transform.Find ("Reticle").gameObject.SetActive(true);
fringe.Enqueue(next);
came_from[next] = current;
}
}
}
frontier = fringe;
}
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