Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by TheUberMedic · Dec 26, 2017 at 09:43 PM · listsvalueselementchanging

Adding elements to a list is changing the initial values. Need help!

So I'm generating a maze and I want to create a list of adjacent cells to a specific cell. Here is my current code that's relevant to the problem:

 public static void AddFrontier(List<List<int>> frontier, List<int> loci,List<List<int>> maze, int size)
     {
         loci[0] += 1;
         FrontierCondition(frontier, loci, maze, size);
         loci[0] -= 2;
         FrontierCondition(frontier, loci, maze, size);
         loci[0] += 1;
         loci[1] += 1;
         FrontierCondition(frontier, loci, maze, size);
         loci[1] -= 2;
         FrontierCondition(frontier, loci, maze, size);
         loci[1] += 1;
     }
     public static void FrontierCondition(List<List<int>> frontier, List<int> loci, List<List<int>> maze, int size)
     {
         if (!frontier.Contains(loci) & !maze.Contains(loci))
         {
             if (loci[0] < size & loci[1] < size)
             {
                 frontier.Add(loci);
             }
         }
     }
 ... (generating maze walls and floor)
 var maze = new List<List<int>>();
         var frontier = new List<List<int>>();
         c = Random.Range(0,grid.Count);
         maze.Add(grid[c]);
         var loci = new List<int>
         {
             grid[c][0],
             grid[c][1],
         };
         Debug.Log(string.Format("{0},{1}", loci[0], loci[1]));
         AddFrontier(frontier, loci, maze, size);
         for (int e = 0; e < frontier.Count; e += 1)
         {
             Debug.Log(string.Format("{0},{1}", frontier[e][0], frontier[e][0]));
         }

It keeps messing up with the Z coordinate. Apparently, 19 - 1 is 5... The X coordinate is generated perfectly yet the Z is FUBAR'd constantly.

Comment
Add comment · Show 5
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image ShadyProductions · Dec 26, 2017 at 10:15 PM 0
Share

Why not use a multidimensional array ins$$anonymous$$d of a list of a list?

avatar image TheUberMedic ShadyProductions · Dec 26, 2017 at 10:27 PM 0
Share

I like lists of lists. Seems easier to work with for me.

avatar image TheUberMedic ShadyProductions · Dec 26, 2017 at 10:39 PM 0
Share

Right, I swapped to an array system since I realised I was an idiot in trying to first implement them. Still doesn't solve my adjacent cells problem. Numbers are still being FUBAR'd

avatar image Larry-Dietz TheUberMedic · Dec 26, 2017 at 10:59 PM 0
Share

After swapping to the array, has your problem been resolved? If not, can you post your current relevant code?

Show more comments

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

72 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

How to access individual class elements, that has an array, that is in a list for c# 1 Answer

how can I get values stored in a list? 3 Answers

How to make a list store and save values even while changing scenes. 1 Answer

When creating new elements how do you auto set values? 1 Answer

How to add dictionary keys with defined values to a list 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges