From 869353cc00ee1db87a68766b7e0e2bd398d15d42 Mon Sep 17 00:00:00 2001 From: Tran Nguyen Phuong Date: Sun, 5 Jul 2026 00:24:30 +0700 Subject: [PATCH] update --- .idea/.idea.BABA_YAGA/.idea/workspace.xml | 111 +- Assets/Materials/HallT1.mat | 137 + Assets/Materials/HallT1.mat.meta | 8 + Assets/Prefabs/Environment/Hall/Hall.prefab | 598 +- .../Hall/HallDoubleRoom Extend.prefab | 205 +- Assets/Prefabs/Environment/Hall/HallT.prefab | 777 +- Assets/Prefabs/Environment/Hall/HallT2.prefab | 88 +- .../Hall/RoomInterior Variant 1.prefab | 132 + .../Hall/RoomInterior Variant 1.prefab.meta | 7 + .../Hall/RoomInterior Variant Variant.prefab | 262 + .../RoomInterior Variant Variant.prefab.meta | 7 + .../Hall/RoomInterior Variant.prefab | 204 + .../Hall/RoomInterior Variant.prefab.meta | 7 + .../Environment/Hall/RoomInterior.prefab | 617 + .../Environment/Hall/RoomInterior.prefab.meta | 7 + Assets/Prefabs/Environment/Hall/Turn.prefab | 4 +- Assets/Prefabs/Environment/Hall/U-Turn.prefab | 257 + Assets/Prefabs/Environment/Room/Stair.prefab | 146 +- Assets/Presets/MazeRework.asset | 14 +- Assets/Scenes/Main Scene.unity | 558821 +++++++++++++-- .../MazeRework/Algorithms/DFSIterative.cs | 7 +- .../MazeRework/Algorithms/DFSRecursive.cs | 3 + .../GameSetup/MazeRework/Algorithms/Prims.cs | 20 +- .../MazeRework/Animation/PopInAnimation.cs | 1 - 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List candidates = new List(4); + candidates.Clear(); for (int i = 0; i < 4; i++) { int nx = current.x + dx[i]; diff --git a/Assets/Scripts/Baba_yaga/GameSetup/MazeRework/Algorithms/DFSRecursive.cs b/Assets/Scripts/Baba_yaga/GameSetup/MazeRework/Algorithms/DFSRecursive.cs index 931eaacd..932942c0 100644 --- a/Assets/Scripts/Baba_yaga/GameSetup/MazeRework/Algorithms/DFSRecursive.cs +++ b/Assets/Scripts/Baba_yaga/GameSetup/MazeRework/Algorithms/DFSRecursive.cs @@ -10,6 +10,9 @@ namespace Baba_yaga.GameSetup.MazeRework.Algorithms System.Random rng, System.Action onCellChanged = null) { + grid[startX, startZ] = MazeReworkCellType.Corridor; + visited[startX, startZ] = true; + CarveFrom(startX, startZ, grid, visited, rng, width, depth, onCellChanged); // Clear final head position when completely done onCellChanged?.Invoke(startX, startZ, MazeReworkCellType.Corridor, Animation.MazeCellHighlight.None); diff --git a/Assets/Scripts/Baba_yaga/GameSetup/MazeRework/Algorithms/Prims.cs b/Assets/Scripts/Baba_yaga/GameSetup/MazeRework/Algorithms/Prims.cs index c12e50e7..68d5635e 100644 --- a/Assets/Scripts/Baba_yaga/GameSetup/MazeRework/Algorithms/Prims.cs +++ b/Assets/Scripts/Baba_yaga/GameSetup/MazeRework/Algorithms/Prims.cs @@ -5,6 +5,9 @@ namespace Baba_yaga.GameSetup.MazeRework.Algorithms { public class Prims : IMazeReworkAlgorithm { + private static readonly int[] dx = { 2, -2, 0, 0 }; + private static readonly int[] dz = { 0, 0, 2, -2 }; + public void Carve( MazeReworkCellType[,] grid, bool[,] visited, @@ -18,7 +21,8 @@ namespace Baba_yaga.GameSetup.MazeRework.Algorithms onCellChanged?.Invoke(startX, startZ, MazeReworkCellType.Corridor, Animation.MazeCellHighlight.None); List<(int nx, int nz, int wx, int wz)> frontier = new List<(int, int, int, int)>(); - AddFrontier(startX, startZ, frontier, visited, width, depth, grid, onCellChanged); + HashSet inFrontier = new HashSet(); + AddFrontier(startX, startZ, frontier, inFrontier, visited, width, depth, grid, onCellChanged); while (frontier.Count > 0) { @@ -53,25 +57,29 @@ namespace Baba_yaga.GameSetup.MazeRework.Algorithms onCellChanged?.Invoke(nx, nz, MazeReworkCellType.Corridor, Animation.MazeCellHighlight.SearchHead); onCellChanged?.Invoke(nx, nz, MazeReworkCellType.Corridor, Animation.MazeCellHighlight.None); - AddFrontier(nx, nz, frontier, visited, width, depth, grid, onCellChanged); + AddFrontier(nx, nz, frontier, inFrontier, visited, width, depth, grid, onCellChanged); } } private void AddFrontier(int cx, int cz, List<(int nx, int nz, int wx, int wz)> frontier, + HashSet inFrontier, bool[,] visited, int width, int depth, MazeReworkCellType[,] grid, System.Action onCellChanged) { - int[] dx = { 2, -2, 0, 0 }; - int[] dz = { 0, 0, 2, -2 }; for (int i = 0; i < 4; i++) { int nx = cx + dx[i], nz = cz + dz[i]; int wx = cx + dx[i] / 2, wz = cz + dz[i] / 2; if (nx > 0 && nx < width - 1 && nz > 0 && nz < depth - 1 && !visited[nx, nz]) { - frontier.Add((nx, nz, wx, wz)); - onCellChanged?.Invoke(nx, nz, grid[nx, nz], Animation.MazeCellHighlight.Frontier); + long key = (long)nx * 100000 + nz; + if (!inFrontier.Contains(key)) + { + inFrontier.Add(key); + frontier.Add((nx, nz, wx, wz)); + onCellChanged?.Invoke(nx, nz, grid[nx, nz], Animation.MazeCellHighlight.Frontier); + } } } } diff --git a/Assets/Scripts/Baba_yaga/GameSetup/MazeRework/Animation/PopInAnimation.cs b/Assets/Scripts/Baba_yaga/GameSetup/MazeRework/Animation/PopInAnimation.cs index 0e3ce3cd..dec540d0 100644 --- a/Assets/Scripts/Baba_yaga/GameSetup/MazeRework/Animation/PopInAnimation.cs +++ b/Assets/Scripts/Baba_yaga/GameSetup/MazeRework/Animation/PopInAnimation.cs @@ -39,7 +39,6 @@ namespace Baba_yaga.GameSetup.MazeRework.Animation transform.localScale = targetScale * Mathf.Max(0f, easeT); // Spin into place using easeOut - float easeOutQuad = 1 - (1 - t) * (1 - t); transform.localRotation = Quaternion.SlerpUnclamped(targetRot * Quaternion.Euler(0, -90f, 0), targetRot, easeT); yield return null; diff --git a/Assets/Scripts/Baba_yaga/GameSetup/MazeRework/MazeReworkGenerator.cs b/Assets/Scripts/Baba_yaga/GameSetup/MazeRework/MazeReworkGenerator.cs index 5f5f6f8e..04f2e86b 100644 --- a/Assets/Scripts/Baba_yaga/GameSetup/MazeRework/MazeReworkGenerator.cs +++ b/Assets/Scripts/Baba_yaga/GameSetup/MazeRework/MazeReworkGenerator.cs @@ -387,41 +387,53 @@ namespace Baba_yaga.GameSetup.MazeRework System.Random rng, int width, int depth, Action onCellChanged = null) { - for (int z = 1; z < depth - 1; z += 2) + Vector2Int[] dirs = new Vector2Int[4] { - for (int x = 1; x < width - 1; x += 2) - { - if (!visited[x, z]) - { - Vector2Int[] dirs = new Vector2Int[4] - { - new Vector2Int(2, 0), new Vector2Int(-2, 0), - new Vector2Int(0, 2), new Vector2Int(0, -2) - }; - for (int i = 3; i > 0; i--) { int j = rng.Next(i + 1); var t = dirs[i]; dirs[i] = dirs[j]; dirs[j] = t; } + new Vector2Int(2, 0), new Vector2Int(-2, 0), + new Vector2Int(0, 2), new Vector2Int(0, -2) + }; - bool connected = false; - for (int i = 0; i < 4; i++) + bool connectedAny; + do + { + connectedAny = false; + for (int z = 1; z < depth - 1; z += 2) + { + for (int x = 1; x < width - 1; x += 2) + { + if (!visited[x, z]) { - int nx = x + dirs[i].x, nz = z + dirs[i].y; - int wx = x + dirs[i].x / 2, wz = z + dirs[i].y / 2; - if (nx > 0 && nx < width - 1 && nz > 0 && nz < depth - 1 && visited[nx, nz]) + // Reset and shuffle in-place (Fisher-Yates) + dirs[0] = new Vector2Int(2, 0); dirs[1] = new Vector2Int(-2, 0); + dirs[2] = new Vector2Int(0, 2); dirs[3] = new Vector2Int(0, -2); + for (int i = 3; i > 0; i--) { int j = rng.Next(i + 1); var t = dirs[i]; dirs[i] = dirs[j]; dirs[j] = t; } + + bool connected = false; + for (int i = 0; i < 4; i++) { - grid[wx, wz] = MazeReworkCellType.Corridor; - grid[x, z] = MazeReworkCellType.Corridor; - visited[wx, wz] = visited[x, z] = true; - onCellChanged?.Invoke(wx, wz, MazeReworkCellType.Corridor); - onCellChanged?.Invoke(x, z, MazeReworkCellType.Corridor); - connected = true; - break; + int nx = x + dirs[i].x, nz = z + dirs[i].y; + int wx = x + dirs[i].x / 2, wz = z + dirs[i].y / 2; + if (nx > 0 && nx < width - 1 && nz > 0 && nz < depth - 1 && visited[nx, nz]) + { + grid[wx, wz] = MazeReworkCellType.Corridor; + grid[x, z] = MazeReworkCellType.Corridor; + visited[wx, wz] = visited[x, z] = true; + onCellChanged?.Invoke(wx, wz, MazeReworkCellType.Corridor); + onCellChanged?.Invoke(x, z, MazeReworkCellType.Corridor); + connected = true; + connectedAny = true; + break; + } + } + + if (connected) + { + ConnectRoomsFrom(x, z, grid, visited, rooms, rng, width, depth); } } - - ConnectRoomsFrom(x, z, grid, visited, rooms, rng, width, depth); - _ = connected; // suppress unused warning } } - } + } while (connectedAny); for (int i = 0; i < rooms.Count; i++) { @@ -494,7 +506,7 @@ namespace Baba_yaga.GameSetup.MazeRework } else { - startPt = FindDeadEnd(grid, width, depth, rng, new Vector2Int(-1, -1), endBounds); + startPt = FindDeadEnd(grid, width, depth, rng, new Vector2Int(-1, -1), null); if (startPt.x == -1) { // Fallback to config start if no corridors exist @@ -576,7 +588,7 @@ namespace Baba_yaga.GameSetup.MazeRework private Vector2Int FindFurthestCorridor(MazeReworkCellType[,] grid, int width, int depth, Vector2Int from, Vector2Int? bounds = null) { Vector2Int best = new Vector2Int(-1, -1); - float maxDist = -1f; + int maxDistSq = -1; int maxW = bounds.HasValue ? Mathf.Min(width, bounds.Value.x) : width; int maxD = bounds.HasValue ? Mathf.Min(depth, bounds.Value.y) : depth; @@ -588,10 +600,12 @@ namespace Baba_yaga.GameSetup.MazeRework if (grid[x, z] == MazeReworkCellType.Corridor) { if (x == from.x && z == from.y) continue; - float dist = Vector2Int.Distance(new Vector2Int(x, z), from); - if (dist > maxDist) + int ddx = x - from.x; + int ddz = z - from.y; + int distSq = ddx * ddx + ddz * ddz; + if (distSq > maxDistSq) { - maxDist = dist; + maxDistSq = distSq; best = new Vector2Int(x, z); } } @@ -654,6 +668,7 @@ namespace Baba_yaga.GameSetup.MazeRework if (z % 2 == 0) z--; } + // TODO: Linear scan — could be replaced with a spatial grid lookup for O(1) access if room count grows. private int FindRoomIndex(List rooms, int x, int z) { for (int i = 0; i < rooms.Count; i++) @@ -669,12 +684,7 @@ namespace Baba_yaga.GameSetup.MazeRework private bool IsPathCell(MazeReworkCellType type) { - return type == MazeReworkCellType.Corridor || - type == MazeReworkCellType.Room || - type == MazeReworkCellType.Start || - type == MazeReworkCellType.End || - type == MazeReworkCellType.StairsUp || - type == MazeReworkCellType.StairsDown; + return type != MazeReworkCellType.Wall; } #endregion diff --git a/Assets/Scripts/Baba_yaga/GameSetup/MazeRework/MazeReworkManager.cs b/Assets/Scripts/Baba_yaga/GameSetup/MazeRework/MazeReworkManager.cs index 5a47d60c..42d0edde 100644 --- a/Assets/Scripts/Baba_yaga/GameSetup/MazeRework/MazeReworkManager.cs +++ b/Assets/Scripts/Baba_yaga/GameSetup/MazeRework/MazeReworkManager.cs @@ -302,11 +302,13 @@ namespace Baba_yaga.GameSetup.MazeRework } // Spawn prefabs for all floors + spawner.skipPopIn = true; for (int i = 0; i < floorCount; i++) { float yOffset = i * floorHeight; spawner.Spawn(_grids[i], yOffset, mazeContainer); } + spawner.skipPopIn = false; // Compute and cache the world-space Beginning position from floor 0 BeginningWorldPosition = FindBeginningWorldPosition(_grids[0]); diff --git a/Assets/Scripts/Baba_yaga/GameSetup/MazeRework/MazeReworkSpawner.cs b/Assets/Scripts/Baba_yaga/GameSetup/MazeRework/MazeReworkSpawner.cs index a990331a..05b744f3 100644 --- a/Assets/Scripts/Baba_yaga/GameSetup/MazeRework/MazeReworkSpawner.cs +++ b/Assets/Scripts/Baba_yaga/GameSetup/MazeRework/MazeReworkSpawner.cs @@ -28,6 +28,14 @@ namespace Baba_yaga.GameSetup.MazeRework [AssetsOnly] public GameObject[] hallDoubleRoomPrefabs; + [FoldoutGroup("Modular Hallway Prefabs/Room Interior (4-way Room)")] + [Tooltip("Prefab specifically used for the inside of rooms (4 open connections).")] + [AssetsOnly] + public GameObject roomInteriorPrefab; + [FoldoutGroup("Modular Hallway Prefabs/Room Interior (4-way Room)")] + [AssetsOnly] + public GameObject[] roomInteriorPrefabs; + [FoldoutGroup("Modular Hallway Prefabs/HallT '⊢' (T-Junction)")] [Tooltip("Prefab for HallT '⊢' (T-Junction connection - 3-way intersection).")] [AssetsOnly] @@ -80,6 +88,10 @@ namespace Baba_yaga.GameSetup.MazeRework [FoldoutGroup("Preview Mode Settings")] [Tooltip("If true, the spawner will only spawn simple preview blocks instead of full 3D modular pieces.")] public bool isPreviewMode = false; + + [FoldoutGroup("Preview Mode Settings")] + [Tooltip("If true, spawned objects will not play the PopInAnimation.")] + public bool skipPopIn = false; [FoldoutGroup("Preview Mode Settings")] [Tooltip("Simple prefab to represent carved paths during the algorithm phase (e.g. a flat plane or basic cube).")] @@ -110,6 +122,9 @@ namespace Baba_yaga.GameSetup.MazeRework [Tooltip("Rotation offset added to HallDoubleRoom '+' prefab.")] public float hallDoubleRoomRotationOffset = 0f; [FoldoutGroup("Offsets (Rotation & Height)")] + [Tooltip("Rotation offset added to Room Interior prefab.")] + public float roomInteriorRotationOffset = 0f; + [FoldoutGroup("Offsets (Rotation & Height)")] [Tooltip("Rotation offset added to HallT '⊢' prefab.")] public float hallTRotationOffset = 0f; [FoldoutGroup("Offsets (Rotation & Height)")] @@ -143,8 +158,9 @@ namespace Baba_yaga.GameSetup.MazeRework public float Rotation; } - private readonly Dictionary _spawnedGridCells = new Dictionary(); - private readonly Dictionary _spawnedHighlights = new Dictionary(); + private readonly Dictionary _spawnedGridCells = new Dictionary(); + private readonly Dictionary _spawnedHighlights = new Dictionary(); + private readonly Dictionary _groupCache = new Dictionary(); private void Start() { @@ -183,6 +199,7 @@ namespace Baba_yaga.GameSetup.MazeRework if (Application.isPlaying) Destroy(obj); else DestroyImmediate(obj); } _spawnedHighlights.Clear(); + _groupCache.Clear(); } public void Spawn(MazeReworkCellType[,] grid, float yOffset, Transform container) @@ -242,7 +259,7 @@ namespace Baba_yaga.GameSetup.MazeRework { if (x < 0 || x >= width || z < 0 || z >= depth) return; - Vector3 pos = new Vector3(x, yOffset, z); + Vector3Int pos = new Vector3Int(x, Mathf.RoundToInt(yOffset * 100f), z); MazeReworkCellType type = grid[x, z]; MazeCellHighlight hType = highlights != null ? highlights[x, z] : MazeCellHighlight.None; @@ -383,7 +400,8 @@ namespace Baba_yaga.GameSetup.MazeRework spawnedObj.transform.localPosition = localPosition; spawnedObj.transform.localRotation = Quaternion.Euler(0f, targetRot, 0f); spawnedObj.name = $"{targetName}_{x}_{z}"; - spawnedObj.AddComponent(); + if (!skipPopIn) + spawnedObj.AddComponent(); _spawnedGridCells[pos] = new SpawnedCellData { Instance = spawnedObj, Prefab = targetPrefab, Rotation = targetRot }; } @@ -391,6 +409,9 @@ namespace Baba_yaga.GameSetup.MazeRework private Transform GetOrCreateGroup(Transform parent, string groupName) { if (parent == null) return null; + string cacheKey = $"{parent.GetInstanceID()}_{groupName}"; + if (_groupCache.TryGetValue(cacheKey, out Transform cached) && cached != null) + return cached; Transform group = parent.Find(groupName); if (group == null) { @@ -399,6 +420,7 @@ namespace Baba_yaga.GameSetup.MazeRework go.transform.localPosition = Vector3.zero; group = go.transform; } + _groupCache[cacheKey] = group; return group; } @@ -407,8 +429,8 @@ namespace Baba_yaga.GameSetup.MazeRework if (array != null && array.Length > 0) { int hash = (x * 73856093) ^ (z * 19349663) ^ (Mathf.RoundToInt(yOffset * 100f) * 83492791); - System.Random rng = new System.Random(hash); - return array[rng.Next(array.Length)]; + int index = ((hash % array.Length) + array.Length) % array.Length; + return array[index]; } return single; } @@ -450,8 +472,12 @@ namespace Baba_yaga.GameSetup.MazeRework case 14: return (GetRandomPrefab(hallTPrefab, hallTPrefabs, x, z, yOffset), 180f + hallTRotationOffset); // Open to Right, Bottom, Left (no Top) case 13: return (GetRandomPrefab(hallTPrefab, hallTPrefabs, x, z, yOffset), 270f + hallTRotationOffset); // Open to Bottom, Left, Top (no Right) - // --- 4 open connections: HallDoubleRoom "+" --- - case 15: return (GetRandomPrefab(hallDoubleRoomPrefab, hallDoubleRoomPrefabs, x, z, yOffset), 0f + hallDoubleRoomRotationOffset); // Open in all 4 directions + // --- 4 open connections: HallDoubleRoom "+" or Room Interior --- + case 15: + if (grid[x, z] == MazeReworkCellType.Room) + return (GetRandomPrefab(roomInteriorPrefab, roomInteriorPrefabs, x, z, yOffset), 0f + roomInteriorRotationOffset); + else + return (GetRandomPrefab(hallDoubleRoomPrefab, hallDoubleRoomPrefabs, x, z, yOffset), 0f + hallDoubleRoomRotationOffset); // Fallback for isolated cells (0 connections) default: return (GetRandomPrefab(uTurnPrefab, uTurnPrefabs, x, z, yOffset), 0f + uTurnRotationOffset); @@ -461,13 +487,7 @@ namespace Baba_yaga.GameSetup.MazeRework private bool IsPath(MazeReworkCellType[,] grid, int x, int z, int width, int depth) { if (x < 0 || x >= width || z < 0 || z >= depth) return false; - 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