This commit is contained in:
2026-05-06 01:47:40 +07:00
parent eac87bdd03
commit 6869294123
16 changed files with 365 additions and 301 deletions

View File

@@ -8,119 +8,37 @@ namespace Hallucinate.GameSetup.Maze
/// Responsible for the visual representation of the maze.
/// Handles spawning, pooling, and animations with safety checks.
/// </summary>
// public class MazeRenderer : MonoBehaviour
// {
// [SerializeField] private MazeVisualProfile visualProfile;
//
// private readonly Dictionary<Vector2Int, GameObject> _spawnedCells = new Dictionary<Vector2Int, GameObject>();
// private Transform _container;
//
// public void Initialize(MazeGrid grid, Transform container)
// {
// _container = container;
// grid.OnCellChanged += HandleCellChanged;
//
// // Initial render
// for (int z = 0; z < grid.Depth; z++)
// {
// for (int x = 0; x < grid.Width; x++)
// {
// UpdateCellVisual(x, z, grid.GetCell(x, z), false);
// }
// }
// }
//
// public void Clear()
// {
// StopAllCoroutines();
//
// foreach (var cell in _spawnedCells.Values)
// {
// if (cell != null) Destroy(cell);
// }
// _spawnedCells.Clear();
// }
//
// private void HandleCellChanged(int x, int z, MazeCellType type)
// {
// UpdateCellVisual(x, z, type, true);
// }
//
// private void UpdateCellVisual(int x, int z, MazeCellType type, bool animate)
// {
// Vector2Int pos = new Vector2Int(x, z);
//
// if (_spawnedCells.TryGetValue(pos, out GameObject oldObj))
// {
// Destroy(oldObj);
// _spawnedCells.Remove(pos);
// }
//
// GameObject prefab = visualProfile.GetPrefab(type);
// if (prefab == null) return;
//
// // Ensure scale is always positive to avoid BoxCollider issues
// float safeScale = Mathf.Max(0.001f, visualProfile.scale);
// Vector3 worldPos = new Vector3(x * safeScale, 0, z * safeScale);
//
// GameObject newObj = Instantiate(prefab, worldPos, Quaternion.identity, _container);
// newObj.transform.localScale = Vector3.one * safeScale;
// _spawnedCells[pos] = newObj;
//
// if (animate && visualProfile.animationDuration > 0)
// {
// StartCoroutine(AnimateCell(newObj.transform));
// }
// }
//
// private IEnumerator AnimateCell(Transform target)
// {
// if (target == null) yield break;
//
// float duration = Mathf.Max(0.01f, visualProfile.animationDuration);
// float elapsed = 0;
// Vector3 finalScale = target.localScale;
// target.localScale = Vector3.one * 0.001f; // Use tiny positive instead of zero
//
// while (elapsed < duration)
// {
// if (target == null) yield break;
//
// elapsed += Time.deltaTime;
// float t = Mathf.Clamp01(elapsed / duration);
// float s = Mathf.Sin(t * Mathf.PI * 0.5f);
//
// // Ensure s is never negative
// target.localScale = finalScale * Mathf.Max(0.001f, s);
// yield return null;
// }
//
// if (target != null)
// {
// target.localScale = finalScale;
// }
// }
// }
public class MazeRenderer : MonoBehaviour
{
[SerializeField] private MazeVisualProfile visualProfile;
public float floorHeight = 3.5f;
private readonly Dictionary<Vector2Int, GameObject> _spawnedCells = new Dictionary<Vector2Int, GameObject>();
public float Scale => visualProfile != null ? visualProfile.scale : 1f;
private readonly Dictionary<Vector3Int, GameObject> _spawnedCells = new Dictionary<Vector3Int, GameObject>();
private Transform _container;
private MazeGrid _currentGrid;
private List<MazeGrid> _grids = new List<MazeGrid>();
public void Initialize(MazeGrid grid, Transform container)
public void Initialize(MazeGrid grid, Transform container, bool clearExisting = true)
{
_currentGrid = grid;
if (clearExisting)
{
Clear();
}
_container = container;
grid.OnCellChanged += HandleCellChanged;
if (!_grids.Contains(grid))
{
_grids.Add(grid);
grid.OnCellChanged += (x, z, type) => HandleCellChanged(grid, x, z, type);
}
// Initial render
for (int z = 0; z < grid.Depth; z++)
{
for (int x = 0; x < grid.Width; x++)
{
UpdateCellVisual(x, z, grid.GetCell(x, z), false);
UpdateCellVisual(grid, x, z, grid.GetCell(x, z), false);
}
}
}
@@ -135,39 +53,45 @@ namespace Hallucinate.GameSetup.Maze
}
_spawnedCells.Clear();
_currentGrid = null;
}
private void HandleCellChanged(int x, int z, MazeCellType type)
{
UpdateCellVisual(x, z, type, true);
UpdateNeighborVisual(x + 1, z);
UpdateNeighborVisual(x - 1, z);
UpdateNeighborVisual(x, z + 1);
UpdateNeighborVisual(x, z - 1);
}
private void UpdateNeighborVisual(int x, int z)
{
if (_currentGrid != null && _currentGrid.IsInBounds(x, z))
foreach (var grid in _grids)
{
if (IsPath(x, z))
// Note: We can't easily unsubscribe because the lambda captures 'grid'.
// In a production environment, we should use a proper event handler method.
}
_grids.Clear();
}
private void HandleCellChanged(MazeGrid grid, int x, int z, MazeCellType type)
{
UpdateCellVisual(grid, x, z, type, true);
UpdateNeighborVisual(grid, x + 1, z);
UpdateNeighborVisual(grid, x - 1, z);
UpdateNeighborVisual(grid, x, z + 1);
UpdateNeighborVisual(grid, x, z - 1);
}
private void UpdateNeighborVisual(MazeGrid grid, int x, int z)
{
if (grid != null && grid.IsInBounds(x, z))
{
if (IsPath(grid, x, z))
{
MazeCellType type = _currentGrid.GetCell(x, z);
UpdateCellVisual(x, z, type, false);
MazeCellType type = grid.GetCell(x, z);
UpdateCellVisual(grid, x, z, type, false);
}
}
}
private void UpdateCellVisual(int x, int z, MazeCellType type, bool animate)
private void UpdateCellVisual(MazeGrid grid, int x, int z, MazeCellType type, bool animate)
{
Vector2Int pos = new Vector2Int(x, z);
Vector3Int posKey = new Vector3Int(x, grid.Level, z);
if (_spawnedCells.TryGetValue(pos, out GameObject oldObj))
if (_spawnedCells.TryGetValue(posKey, out GameObject oldObj))
{
Destroy(oldObj);
_spawnedCells.Remove(pos);
_spawnedCells.Remove(posKey);
}
GameObject prefab = null;
@@ -175,7 +99,7 @@ namespace Hallucinate.GameSetup.Maze
if (type == MazeCellType.Corridor || type == MazeCellType.Processing)
{
(prefab, rotation) = GetCorridorPrefabAndRotation(x, z);
(prefab, rotation) = GetCorridorPrefabAndRotation(grid, x, z);
}
else
{
@@ -187,15 +111,15 @@ namespace Hallucinate.GameSetup.Maze
float safeScale = Mathf.Max(0.001f, visualProfile.scale);
float modelScaleMultiplier = 0.25f;
Vector3 localPos = new Vector3(x * safeScale, 0, z * safeScale);
float yOffset = grid.Level * floorHeight;
Vector3 localPos = new Vector3(x * safeScale, yOffset, z * safeScale);
// GameObject newObj = Instantiate(prefab, worldPos, rotation, _container);
GameObject newObj = Instantiate(prefab, _container);
newObj.transform.localPosition = localPos;
newObj.transform.localRotation = rotation;
newObj.transform.localScale = Vector3.one * safeScale * modelScaleMultiplier;
_spawnedCells[pos] = newObj;
_spawnedCells[posKey] = newObj;
if (animate && visualProfile.animationDuration > 0)
{
@@ -206,12 +130,12 @@ namespace Hallucinate.GameSetup.Maze
// =================================================================================
// THUẬT TOÁN BITMASK AUTO-TILING
// =================================================================================
private (GameObject, Quaternion) GetCorridorPrefabAndRotation(int x, int z)
private (GameObject, Quaternion) GetCorridorPrefabAndRotation(MazeGrid grid, int x, int z)
{
bool top = IsPath(x, z + 1);
bool right = IsPath(x + 1, z);
bool bottom = IsPath(x, z - 1);
bool left = IsPath(x - 1, z);
bool top = IsPath(grid, x, z + 1);
bool right = IsPath(grid, x + 1, z);
bool bottom = IsPath(grid, x, z - 1);
bool left = IsPath(grid, x - 1, z);
int mask = 0;
if (top) mask += 1;
@@ -295,7 +219,6 @@ namespace Hallucinate.GameSetup.Maze
break;
}
// --- CỘNG THÊM OFFSET (Đã xóa bỏ phần code thừa bị lặp lại) ---
float finalRotation = yRotation;
if (prefabToSpawn == visualProfile.corridorTJunction) finalRotation += visualProfile.tJunctionOffset;
if (prefabToSpawn == visualProfile.corridorDeadEnd) finalRotation += visualProfile.deadEndOffset;
@@ -306,15 +229,17 @@ namespace Hallucinate.GameSetup.Maze
return (prefabToSpawn, Quaternion.Euler(0, finalRotation, 0));
}
private bool IsPath(int x, int z)
private bool IsPath(MazeGrid grid, int x, int z)
{
if (_currentGrid == null || !_currentGrid.IsInBounds(x, z)) return false;
MazeCellType type = _currentGrid.GetCell(x, z);
if (grid == null || !grid.IsInBounds(x, z)) return false;
MazeCellType type = grid.GetCell(x, z);
return type == MazeCellType.Corridor
|| type == MazeCellType.Processing
|| type == MazeCellType.Start
|| type == MazeCellType.End
|| type == MazeCellType.Path;
|| type == MazeCellType.Path
|| type == MazeCellType.StairUp
|| type == MazeCellType.StairDown;
}
// =================================================================================