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Lyrcaxis committed Jan 9, 2021
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2 changes: 2 additions & 0 deletions .gitattributes
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# Auto detect text files and perform LF normalization
* text=auto
60 changes: 60 additions & 0 deletions .gitignore
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# This .gitignore file should be placed at the root of your Unity project directory
#
# Get latest from https://github.com/github/gitignore/blob/master/Unity.gitignore
#
/[Ll]ibrary/
/[Tt]emp/
/[Oo]bj/
/[Bb]uild/
/[Bb]uilds/
/[Ll]ogs/
/[Mm]emoryCaptures/

# Never ignore Asset meta data
!/[Aa]ssets/**/*.meta

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# /[Aa]ssets/AssetStoreTools*

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[Aa]ssets/Plugins/Editor/JetBrains*

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# Unity3D generated file on crash reports
sysinfo.txt

# Builds
*.apk
*.unitypackage

# Crashlytics generated file
crashlytics-build.properties

6 changes: 6 additions & 0 deletions .vsconfig
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{
"version": "1.0",
"components": [
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]
}
8 changes: 8 additions & 0 deletions Assets/Scenes.meta

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252 changes: 252 additions & 0 deletions Assets/Scenes/SampleScene.unity
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7 changes: 7 additions & 0 deletions Assets/Scenes/SampleScene.unity.meta

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8 changes: 8 additions & 0 deletions Assets/Scripts.meta

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7 changes: 7 additions & 0 deletions Assets/Scripts/Extensions.cs
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using System.Collections.Generic;

using UnityEngine;

static class Extensions {
public static T GetRandom<T>(this IList<T> list) => list[Random.Range(0, list.Count)];
}
11 changes: 11 additions & 0 deletions Assets/Scripts/Extensions.cs.meta

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23 changes: 23 additions & 0 deletions Assets/Scripts/MazeCell.cs
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using System.Collections.Generic;

using UnityEngine;

public class MazeCell {
public bool hasBeenVisited;
public Vector2Int pos;
public WallsRemaining wallsRemaining = WallsRemaining.All;
public MazeCell parent;
public List<MazeCell> notScannedNeighbors = new List<MazeCell>();

public MazeCell(Vector2Int pos) {
this.pos = pos;
}

public void KnockdownWall(Vector2Int fromPos) {
if (fromPos == pos + Vector2Int.right) { wallsRemaining &= ~WallsRemaining.Right; }
else if (fromPos == pos + Vector2Int.left) { wallsRemaining &= ~WallsRemaining.Left; }
else if (fromPos == pos + Vector2Int.up) { wallsRemaining &= ~WallsRemaining.Up; }
else if (fromPos == pos + Vector2Int.down) { wallsRemaining &= ~WallsRemaining.Down; }
else { throw new UnityException($"Weird wall {fromPos} --> {pos}"); }
}
}
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