Maze Factory  1.0
Unity3d component package for procedural mazes
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MazeFactory Class Reference

Visualize a generate maze. More...

List of all members.

Public Attributes

bool previewInEditor = false
 Preview the maze in the editor. Make sure to click "update editor" to refresh the screen.
bool updateEditor = false
 Update editor. Regenerates maze.
GameObject PathBeginGizmo = null
 Helper to show you where the beginning of the maze is.
GameObject PathEndGizmo = null
 Helper to show you where the end of the maze is.
GameObject Block
 Block that makes up the tiles of the wall. Currently a block must have a collider to check its bounds.
bool showDebugHelpers = true
 Show helpers (PathBeginGizmo, PathEndGizmo) and the solution as a line in the editor. Solution is only shown for a few seconds.
bool randomSeed = false
 Randomize the seed value.
int seed = 123456
 The seed value identifies the state of the maze. Use this value in combination with the width and height to exchange the exact representation of the maze. Roll your own pseudo randomizer class if you really have to be sure a maze never changes due to updates on the .net randomizer or due to device fragmentation.
int widthCells = 10
 Width of the maze in number of cells. Note that each cell is made out of nine blocks. This means 1 cell in width is 3 blocks in space.
int heightCells = 10
 Height of the maze in number of cells. Note that each cell is made out of nine blocks. This means 1 cell in height is 3 blocks in space.
bool useFixedBeginEnd = false
 Use a fixed begin and end entry/exit of the maze.
int fixedBeginY = 0
 The cell index along the maze height on the left side of the maze where you will start. Note that each cell is made out of nine blocks. This means 1 cell in height is 3 blocks in space.
int fixedEndY = 0
 The cell index along the maze height on the right side of the maze where you will end. Note that each cell is made out of nine blocks. This means 1 cell in height is 3 blocks in space.

Properties

MFMaze mg [get, set]
 A reference to the MFMaze class. Get low level access to the grid array and found solution of your maze.
float blockWidth [get, set]
 Width of the block in worldspace
float blockHeight [get, set]
 Height of the block in worldspace
float totalHeight [get, set]
 Total height in worldspace

Detailed Description

Visualize a generate maze.


Member Data Documentation

GameObject Block

Block that makes up the tiles of the wall. Currently a block must have a collider to check its bounds.

int fixedBeginY = 0

The cell index along the maze height on the left side of the maze where you will start. Note that each cell is made out of nine blocks. This means 1 cell in height is 3 blocks in space.

int fixedEndY = 0

The cell index along the maze height on the right side of the maze where you will end. Note that each cell is made out of nine blocks. This means 1 cell in height is 3 blocks in space.

int heightCells = 10

Height of the maze in number of cells. Note that each cell is made out of nine blocks. This means 1 cell in height is 3 blocks in space.

GameObject PathBeginGizmo = null

Helper to show you where the beginning of the maze is.

GameObject PathEndGizmo = null

Helper to show you where the end of the maze is.

bool previewInEditor = false

Preview the maze in the editor. Make sure to click "update editor" to refresh the screen.

bool randomSeed = false

Randomize the seed value.

int seed = 123456

The seed value identifies the state of the maze. Use this value in combination with the width and height to exchange the exact representation of the maze. Roll your own pseudo randomizer class if you really have to be sure a maze never changes due to updates on the .net randomizer or due to device fragmentation.

bool showDebugHelpers = true

Show helpers (PathBeginGizmo, PathEndGizmo) and the solution as a line in the editor. Solution is only shown for a few seconds.

bool updateEditor = false

Update editor. Regenerates maze.

bool useFixedBeginEnd = false

Use a fixed begin and end entry/exit of the maze.

int widthCells = 10

Width of the maze in number of cells. Note that each cell is made out of nine blocks. This means 1 cell in width is 3 blocks in space.


Property Documentation

float blockHeight
getset

Height of the block in worldspace

float blockWidth
getset

Width of the block in worldspace

MFMaze mg
getset

A reference to the MFMaze class. Get low level access to the grid array and found solution of your maze.

float totalHeight
getset

Total height in worldspace


The documentation for this class was generated from the following file: