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Question by galaboy · Feb 14, 2021 at 08:53 PM · c#logic

Game of life - populating the cells not working properly

am trying to create the conway's gameo of life simulation. i have created the grid, calculated the neighbors but when i try to call the population control method, the neighbor calculation method doesnt work properly. The simulation comes to zero gradually. i couldnt able to figure out where am missing the logic. need help.

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class GameOfLife_GameManager : MonoBehaviour
 {
     #region Integers
     [Header("Integers")]
     [SerializeField]
     private int NoOfColumns = 6; //Screen Height
     [SerializeField]
     private int NoOfRows = 6; //Screen Width
     [SerializeField]
     private int RandomCeilingHeight = 40;
     #endregion
 
     #region Floats
     private float rectWidth, rectHeight, xDistance = 0f, yDistance = 0f;
 
     [SerializeField]
     private float speed = 0f, timer = 0f;
     #endregion
 
     #region Gameobjects
     [Header("Gameobjects")]
     [SerializeField]
     private GameObject BlackSprite_gobj;
     [SerializeField]
     private GameObject WhiteSprite_gobj;
     [SerializeField]
     private GameObject GridParent_gobj;
     #endregion
 
     //public CellScript[,] Grid;
     public GameObject[,] Grid;
 
 
     void Awake()
     {
         InitValues();
     }
 
     // Start is called before the first frame update
     void Start()
     {
         GridCreation();
         CalculateNeighbours();
     }
 
     // Update is called once per frame
     void Update()
     {
         if (timer >= speed)
         {
             timer = 0;
             CalculateNeighbours();
             PopulationControl();
         }
         else
         {
             timer += Time.deltaTime;
         }
     }
     private void InitValues()
     {
         //Grid = new CellScript[NoOfRows, NoOfColumns];
         Grid = new GameObject[NoOfRows, NoOfColumns];
 
         if (NoOfColumns > Camera.main.orthographicSize * 2)
         {
             float val = NoOfColumns - Camera.main.orthographicSize * 2;
             Camera.main.orthographicSize += val / 2;
         }        
 
         rectWidth = rectHeight = Camera.main.orthographicSize;
 
         //Assigning the offset
         xDistance = rectWidth / NoOfColumns;
         yDistance = rectHeight / NoOfRows;        
     }
 
 
     private void GridCreation()
     {
         for (int x = 0; x < NoOfRows; x++)
         {
             for (int y = 0; y < NoOfColumns; y++)
             {                
                 Vector3 position = new Vector3(y * WhiteSprite_gobj.transform.localScale.x - (rectWidth - 0.5f) ,
                                                 x * WhiteSprite_gobj.transform.localScale.y - (rectHeight - 0.5f),
                                                 WhiteSprite_gobj.transform.position.z);
 
                 GameObject go = Instantiate(WhiteSprite_gobj, position, Quaternion.identity);
                 go.GetComponent<CellScript>().SetAliveOrNot(SetCellAliveOrDead());
                 Grid[x, y] = go;
                 go.transform.parent = GridParent_gobj.transform;
             }
         }
     }
        
 
     private void CalculateNeighbours()
     {
         for(int x = 0; x < NoOfRows; x++)
         {
             for(int y = 0; y < NoOfColumns; y++)
             {
                 int NoOfNeighbours = 0;
 
                 //North         
                 //if(x+1 < NoOfRows)                
                 if (y+1 < NoOfColumns)                
                 {
                     if(Grid[x, y+1].GetComponent<CellScript>().IsAlive)
                     {
                         NoOfNeighbours++;
                         //Debug.LogError( x.ToString() + ": " + y.ToString() + " -- " + x.ToString() + "," + (y + 1));
                     }
                 }
 
                 //South
                 //if(x -1 >= 0)
                 if(y -1 >= 0)
                 {
                     if(Grid[x,y-1].GetComponent<CellScript>().IsAlive)
                     {
                         NoOfNeighbours++;
                         //Debug.LogError(x.ToString() + ": " + y.ToString() + " -- " + x.ToString() + "," + (y - 1));
                     }
                 }
 
                 //East
                 //if(y+1 < NoOfColumns)                
                 if(x+1 < NoOfRows)                
                 {
                     if(Grid[x+1, y].GetComponent<CellScript>().IsAlive)
                     {
                         NoOfNeighbours++;
                         //Debug.LogError(x.ToString() + ": " + y.ToString() + " -- " + (x+1).ToString() + "," + y);
                     }
                 }
 
                 //West
                 //if(y-1 >= 0)
                 if(x-1 >= 0)
                 {
                     if(Grid[x-1,y].GetComponent<CellScript>().IsAlive)
                     {
                         NoOfNeighbours++;
                         //Debug.LogError(x.ToString() + ": " + y.ToString() + " -- " + (x-1).ToString() + "," + y.ToString());
                     }
                 }
 
                 //North East
                 //if(x + 1 < NoOfRows && y + 1 < NoOfColumns)                
                 if(y + 1 < NoOfColumns && x + 1 < NoOfRows)                
                 {
                     if(Grid[x+1, y+1].GetComponent<CellScript>().IsAlive)
                     {
                         NoOfNeighbours++;
                         //Debug.LogError(x.ToString() + ": " + y.ToString() + " -- " + (x+1).ToString() + "," + (y+1).ToString());
                     }
                 }
 
                 //NorthWest
                 //if (x + 1 < NoOfRows && y - 1 >= 0)                
                 if (y + 1 < NoOfColumns && x - 1 >= 0)                
                 {
                     if (Grid[x-1, y + 1].GetComponent<CellScript>().IsAlive)
                     {
                         NoOfNeighbours++;
                         //Debug.LogError(x.ToString() + ": " + y.ToString() + " -- " + (x-1).ToString() + "," + (y+1).ToString());
                     }
                 }
 
                 //SouthEast
                 if (y - 1 >= 0 && x + 1 < NoOfRows)                
                 {
                     if (Grid[x + 1, y - 1].GetComponent<CellScript>().IsAlive)
                     {
                         NoOfNeighbours++;
                         //Debug.LogError(x.ToString() + ": " + y.ToString() + " -- " + (x+1).ToString() + "," + (y-1).ToString());
                     }
                 }
 
                 //SouthWest
                 if(y - 1 >= 0 && x - 1 >= 0)
                 {
                     if (Grid[x - 1, y - 1].GetComponent<CellScript>().IsAlive)
                     {
                         NoOfNeighbours++;
                         //Debug.LogError(x.ToString() + ": " + y.ToString() + " -- " + (x-1).ToString() + "," + (y-1).ToString());
                     }
                 }
 
                 Grid[x, y].GetComponent<CellScript>().Neighbours = NoOfNeighbours;
             }
         }        
     }
 
     /// <summary>
     /// Rules
     /// 1 - Any live cell with two or three live neighbours survives.
     /// 2 - Any dead cell with three live neighbours becomes a live cell.
     /// 3 - All other live cells die in the next generation.Similarly, all other dead cells stay dead.
     /// </summary>
     private void PopulationControl()
     {
         for (int x = 0; x < NoOfRows; x++)
         {
             for (int y = 0; y < NoOfColumns; y++)
             {
                 if (Grid[x, y].GetComponent<CellScript>().IsAlive)
                 {
                     //Any live cell with two or three live neighbours survives
                     if (Grid[x, y].GetComponent<CellScript>().Neighbours != 2 || Grid[x, y].GetComponent<CellScript>().Neighbours != 3)
                     {
                         Grid[x, y].GetComponent<CellScript>().SetAliveOrNot(false);
                     }
                 }
                 else
                 {
                     //Any dead cell with three live neighbours becomes a live cell
                     if (Grid[x, y].GetComponent<CellScript>().Neighbours == 3)
                     {
                         Grid[x, y].GetComponent<CellScript>().SetAliveOrNot(true);
                     }
                 }
             }
 
         }
     }
 
     private bool SetCellAliveOrDead()
     {
         int rand = UnityEngine.Random.Range(0, 10);
 
         if(rand > RandomCeilingHeight)
         {
             return true;
         }
 
         return false;
     }    
 }

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