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2026-07-04 02:52:36 +07:00
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commit ddaf07ef2f
359 changed files with 1402384 additions and 1670 deletions

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m_EditorClassIdentifier: Assembly-CSharp::Baba_yaga.GameSetup.MazeRework.MazeReworkConfig
width: 21
depth: 21
width: 15
depth: 15
useRandomSeed: 1
seed: 1337
startLocation: {x: 1, y: 1}
generateRooms: 1
roomCount: 1
generateRooms: 0
roomCount: 207
minRoomSize: {x: 3, y: 3}
maxRoomSize: {x: 5, y: 5}
extraRoomDoorChance: 0.3

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@@ -31,6 +31,12 @@ namespace Baba_yaga.GameSetup.MazeRework
private List<MazeReworkCellType[,]> _grids = new List<MazeReworkCellType[,]>();
/// <summary>
/// World-space position of the Beginning (Start) cell on floor 0.
/// Available after GenerateAndSpawn() completes. Fallback is Vector3.zero.
/// </summary>
public static Vector3 BeginningWorldPosition { get; private set; } = Vector3.zero;
private void Start()
{
GenerateAndSpawn();
@@ -119,6 +125,10 @@ namespace Baba_yaga.GameSetup.MazeRework
float yOffset = i * floorHeight;
spawner.Spawn(_grids[i], yOffset, mazeContainer);
}
// Compute and cache the world-space Beginning position from floor 0
BeginningWorldPosition = FindBeginningWorldPosition(_grids[0]);
Debug.Log($"[MazeReworkManager] Beginning world position set to: {BeginningWorldPosition}");
}
private void GenerateConnections()
@@ -184,5 +194,30 @@ namespace Baba_yaga.GameSetup.MazeRework
type == MazeReworkCellType.Start ||
type == MazeReworkCellType.End;
}
private Vector3 FindBeginningWorldPosition(MazeReworkCellType[,] grid)
{
if (grid == null) return Vector3.zero;
int width = grid.GetLength(0);
int depth = grid.GetLength(1);
for (int z = 0; z < depth; z++)
{
for (int x = 0; x < width; x++)
{
if (grid[x, z] == MazeReworkCellType.Start)
{
// Convert grid coordinates to world space using spawner spacing
float spacing = spawner != null ? spawner.spacing : 3.0f;
Vector3 containerOffset = mazeContainer != null ? mazeContainer.position : Vector3.zero;
return containerOffset + new Vector3(x * spacing, 0f, z * spacing);
}
}
}
Debug.LogWarning("[MazeReworkManager] No Start cell found in the grid. Defaulting to Vector3.zero.");
return Vector3.zero;
}
}
}

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@@ -21,6 +21,12 @@ namespace Baba_yaga.GameSetup.MazeRework
[Tooltip("Prefab for U-Turn 'U' (Dead end - 1 path).")]
public GameObject uTurnPrefab;
[Header("Special Modular Prefabs")]
[Tooltip("Prefab for the Beginning cell (player spawn point). Auto-rotates based on neighbors.")]
public GameObject beginningPrefab;
[Tooltip("Prefab for the End cell (player exit point). Auto-rotates based on neighbors.")]
public GameObject endPrefab;
[Header("Rotation Offsets (Degrees)")]
[Tooltip("Rotation offset added to Hall 'I' prefab.")]
public float hallRotationOffset = 0f;
@@ -32,6 +38,10 @@ namespace Baba_yaga.GameSetup.MazeRework
public float turnRotationOffset = 0f;
[Tooltip("Rotation offset added to U-Turn 'U' prefab.")]
public float uTurnRotationOffset = 0f;
[Tooltip("Rotation offset added to Beginning prefab.")]
public float beginningRotationOffset = 0f;
[Tooltip("Rotation offset added to End prefab.")]
public float endRotationOffset = 0f;
[Header("Spacing Settings")]
[Tooltip("Physical distance between each grid cell center.")]
@@ -50,6 +60,12 @@ namespace Baba_yaga.GameSetup.MazeRework
{
Debug.LogWarning("<b>[MazeReworkSpawner]</b> One or more modular hallway prefabs are not assigned in the Inspector! Please assign your Hall, HallDoubleRoom, HallT, turn, and U-Turn prefabs.", this);
}
if (beginningPrefab == null)
Debug.LogWarning("<b>[MazeReworkSpawner]</b> Beginning prefab is not assigned. The spawn point cell will fall back to modular hallway pieces.", this);
if (endPrefab == null)
Debug.LogWarning("<b>[MazeReworkSpawner]</b> End prefab is not assigned. The exit point cell will fall back to modular hallway pieces.", this);
}
/// <summary>
@@ -91,7 +107,23 @@ namespace Baba_yaga.GameSetup.MazeRework
continue;
}
// Evaluate connectivity of path cells to select and rotate the modular hallway prefab
// For Start and End cells, use their dedicated prefab if assigned,
// then apply connectivity-based rotation so they face the correct open direction.
if (type == MazeReworkCellType.Start && beginningPrefab != null)
{
(_, float baseRot) = GetModularPrefabAndRotation(grid, x, z, width, depth);
SpawnPrefab(beginningPrefab, x, yOffset, z, baseRot + beginningRotationOffset, container, "Beginning");
continue;
}
if (type == MazeReworkCellType.End && endPrefab != null)
{
(_, float baseRot) = GetModularPrefabAndRotation(grid, x, z, width, depth);
SpawnPrefab(endPrefab, x, yOffset, z, baseRot + endRotationOffset, container, "End");
continue;
}
// All other path cells: evaluate connectivity to select and rotate the modular hallway prefab
(GameObject modularPrefab, float yRotation) = GetModularPrefabAndRotation(grid, x, z, width, depth);
if (modularPrefab != null)
{

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@@ -472,7 +472,11 @@ namespace Baba_yaga.UI
private void SpawnPlayer(NetworkRunner runner, PlayerRef player)
{
Debug.Log($"[BasicSpawner] Spawning Player {player.PlayerId} at {Time.time}");
Vector3 spawnPosition = (player == runner.LocalPlayer) ? new Vector3(-8, 2, 0) : new Vector3(8, 2, 0);
// Use the maze Beginning (Start) cell world position. Falls back to Vector3.zero if maze not ready.
Vector3 spawnPosition = Baba_yaga.GameSetup.MazeRework.MazeReworkManager.BeginningWorldPosition;
spawnPosition.y += 1f; // Offset slightly above the floor surface
var networkPlayerObject = runner.Spawn(_playerPrefab, spawnPosition, Quaternion.identity, player);
// In Shared Mode, runner.Spawn automatically grants State Authority to the caller.

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Add post process "Bloom" to make effects better like on the screenshots.
You can find it in the Asset Store or in the Package manager.
You can even create "Bloom shader" yourself :)

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