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This question was closed Aug 13, 2017 at 01:38 AM by DoYouEvenFish for the following reason:

The question is answered, right answer was accepted

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Question by DoYouEvenFish · Aug 11, 2017 at 06:47 AM · c#unity 5scripting problemcrash

While loop won't work, it freezes Unity

So I'm trying to use a while loop to have my program find a path through an 8x8 array. However on launch, Unity stops responding and has to be closed. Can someone help explain why my code doesn't work as I don't see anything wrong with it as the condition for it to end is changed. Here is the source code:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;

 public class LevelGenerator : MonoBehaviour {
     
     public int counter = 0;
     
     int[,] LevelData = new int[8,8]{
         {0,0,0,0,0,0,0,0},
         {0,0,0,0,0,0,0,0},
         {0,0,0,0,0,0,0,0},
         {0,0,0,0,0,0,0,0},
         {0,0,0,0,0,0,0,0},
         {0,0,0,0,0,0,0,0},
         {0,0,0,0,0,0,0,0},
         {0,0,0,0,0,0,0,0}
     };
     
     void Start () {
         Generate();
         
     }
     
     void Generate(){
         //picks a random location for the level to start and the second room, then generates a random path to the bottom of the level
         int LevelStartX = Random.Range(0,8);
         int LevelStartY = Random.Range(0,5);
         int LevelX = 0;
         int LevelY = 0;
         LevelData[LevelStartX,LevelStartY] = 1;
         Debug.Log(LevelStartX);
         Debug.Log(LevelStartY);
         int Direction = Random.Range(0,3);
         if(Direction==0){
             if(LevelStartX==0){
                 LevelData[LevelStartX+1,LevelStartY]=1;
                 LevelX = LevelStartX+1;
                 LevelY = LevelStartY;
             }else{
                 LevelData[LevelStartX-1,LevelStartY]=1;
                 LevelX = LevelStartX-1;
                 LevelY = LevelStartY;
             }
         }else if(Direction==1){
             if(LevelStartX==7){
                 LevelData[LevelStartX-1,LevelStartY]=1;
                 LevelX = LevelStartX-1;
                 LevelY = LevelStartY;
             }else{
                 LevelData[LevelStartX+1,LevelStartY]=1;
                 LevelX = LevelStartX+1;
                 LevelY = LevelStartY;
             }
         }else{
             LevelData[LevelStartX,LevelStartY+1]=1;
             LevelX = LevelStartX;
             LevelY = LevelStartY+1;
         }
         
         while(LevelY!=7){
             int NewDirection = Random.Range(0,3);
             if(NewDirection==0){
                 if(LevelX!=0){
                     if(LevelData[LevelX-1,LevelY]==0){
                         LevelData[LevelX-1,LevelY]=1;
                         LevelX=LevelX-1;
                     }
                 }
             }else if(NewDirection==1){
                 if(LevelX!=7){
                     if(LevelData[LevelX+1,LevelY]==0){
                         LevelData[LevelX+1,LevelY]=1;
                         LevelX=LevelX+1;
                     }
                 }
             }
             else if(NewDirection==2){
                 if(LevelY!=7){
                     if(LevelData[LevelX,LevelY-1]==0){
                         LevelData[LevelX,LevelY+1]=1;
                         LevelY=LevelY+1;
                     }
                 }
             }
         }
     }
     
 }

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avatar image DoYouEvenFish · Aug 11, 2017 at 06:47 AM 0
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I slightly changed how the program works and now it sometimes works but sometimes stops responding. Here is the new source code:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class LevelGenerator : $$anonymous$$onoBehaviour {
     
     public int counter = 0;
     int LevelX = 0;
     int LevelY = 0;
     
     int[,] LevelData = new int[8,8]{
         {0,0,0,0,0,0,0,0},
         {0,0,0,0,0,0,0,0},
         {0,0,0,0,0,0,0,0},
         {0,0,0,0,0,0,0,0},
         {0,0,0,0,0,0,0,0},
         {0,0,0,0,0,0,0,0},
         {0,0,0,0,0,0,0,0},
         {0,0,0,0,0,0,0,0}
     };
     
     void Start () {
         Generate();
         
     }
     void RandomPath(){
         int NewDirection = Random.Range(0,3);
         if(NewDirection==0){
             if(LevelX!=0){
                 if(LevelData[LevelX-1,LevelY]==0){
                     counter++;
                     LevelData[LevelX-1,LevelY]=counter;
                     LevelX=LevelX-1;
                 }
             }
         }else if(NewDirection==1){
             if(LevelX!=7){
                 if(LevelData[LevelX+1,LevelY]==0){
                     counter++;
                     LevelData[LevelX+1,LevelY]=counter;
                     LevelX=LevelX+1;
                 }
             }
         }
         else if(NewDirection==2){
             if(LevelY!=7){
                 if(LevelY!=0){
                     if(LevelData[LevelX,LevelY-1]==0){
                         counter++;
                         LevelData[LevelX,LevelY+1]=counter;
                         LevelY=LevelY+1;
                     }
                 }else{
                     counter++;
                     LevelData[LevelX,LevelY+1]=counter;
                     LevelY=LevelY+1;
                 }
             }
         }
     }
     
     void Generate(){
         //picks a random location for the level to start and the second room, then generates a random path to the bottom of the level
         int LevelStartX = Random.Range(0,8);
         int LevelStartY = Random.Range(0,5);
         counter++;
         LevelData[LevelStartX,LevelStartY] = counter;
         Debug.Log(LevelStartX);
         Debug.Log(LevelStartY);
         int Direction = Random.Range(0,3);
         if(Direction==0){
             if(LevelStartX==0){
                 counter++;
                 LevelData[LevelStartX+1,LevelStartY]=counter;
                 LevelX = LevelStartX+1;
                 LevelY = LevelStartY;
             }else{
                 counter++;
                 LevelData[LevelStartX-1,LevelStartY]=counter;
                 LevelX = LevelStartX-1;
                 LevelY = LevelStartY;
             }
         }else if(Direction==1){
             if(LevelStartX==7){
                 counter++;
                 LevelData[LevelStartX-1,LevelStartY]=counter;
                 LevelX = LevelStartX-1;
                 LevelY = LevelStartY;
             }else{
                 counter++;
                 LevelData[LevelStartX+1,LevelStartY]=counter;
                 LevelX = LevelStartX+1;
                 LevelY = LevelStartY;
             }
         }else{
             counter++;
             LevelData[LevelStartX,LevelStartY+1]=counter;
             LevelX = LevelStartX;
             LevelY = LevelStartY+1;
         }
         while(LevelY!=7 || counter==32){
             RandomPath();
         }
         
     }
 }
avatar image DoYouEvenFish · Aug 12, 2017 at 02:43 AM 0
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I tested how often the program crashes by running it 20 times and it ended up crashing 50% of the time.

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Answer by DoYouEvenFish · Aug 13, 2017 at 01:37 AM

After debugging using breakpoints, I've realized that the error was one of the checks done in RandomPath if NewDirection equals two. Essentially, the program would get stuck in a corner. However, I have fixed it by changing the check from if(LevelData[LevelX,LevelY-1]==0) to if(LevelData[LevelX,LevelY-1]==0 || LevelData[LevelX,LevelY-1]!=counter-1)

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