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m_EditorClassIdentifier: Assembly-CSharp::Baba_yaga.GameSetup.MazeRework.MazeReworkConfig
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m_EditorClassIdentifier: Assembly-CSharp::Baba_yaga.GameSetup.MazeRework.MazeReworkConfig
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seed: 1337
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startLocation: {x: 1, y: 1}
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m_Center: {x: 0, y: 2.4999995, z: 0}
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@@ -31,6 +31,12 @@ namespace Baba_yaga.GameSetup.MazeRework
|
|||||||
|
|
||||||
private List<MazeReworkCellType[,]> _grids = new List<MazeReworkCellType[,]>();
|
private List<MazeReworkCellType[,]> _grids = new List<MazeReworkCellType[,]>();
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// World-space position of the Beginning (Start) cell on floor 0.
|
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|
/// Available after GenerateAndSpawn() completes. Fallback is Vector3.zero.
|
||||||
|
/// </summary>
|
||||||
|
public static Vector3 BeginningWorldPosition { get; private set; } = Vector3.zero;
|
||||||
|
|
||||||
private void Start()
|
private void Start()
|
||||||
{
|
{
|
||||||
GenerateAndSpawn();
|
GenerateAndSpawn();
|
||||||
@@ -119,6 +125,10 @@ namespace Baba_yaga.GameSetup.MazeRework
|
|||||||
float yOffset = i * floorHeight;
|
float yOffset = i * floorHeight;
|
||||||
spawner.Spawn(_grids[i], yOffset, mazeContainer);
|
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()
|
private void GenerateConnections()
|
||||||
@@ -184,5 +194,30 @@ namespace Baba_yaga.GameSetup.MazeRework
|
|||||||
type == MazeReworkCellType.Start ||
|
type == MazeReworkCellType.Start ||
|
||||||
type == MazeReworkCellType.End;
|
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;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -21,6 +21,12 @@ namespace Baba_yaga.GameSetup.MazeRework
|
|||||||
[Tooltip("Prefab for U-Turn 'U' (Dead end - 1 path).")]
|
[Tooltip("Prefab for U-Turn 'U' (Dead end - 1 path).")]
|
||||||
public GameObject uTurnPrefab;
|
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)")]
|
[Header("Rotation Offsets (Degrees)")]
|
||||||
[Tooltip("Rotation offset added to Hall 'I' prefab.")]
|
[Tooltip("Rotation offset added to Hall 'I' prefab.")]
|
||||||
public float hallRotationOffset = 0f;
|
public float hallRotationOffset = 0f;
|
||||||
@@ -32,6 +38,10 @@ namespace Baba_yaga.GameSetup.MazeRework
|
|||||||
public float turnRotationOffset = 0f;
|
public float turnRotationOffset = 0f;
|
||||||
[Tooltip("Rotation offset added to U-Turn 'U' prefab.")]
|
[Tooltip("Rotation offset added to U-Turn 'U' prefab.")]
|
||||||
public float uTurnRotationOffset = 0f;
|
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")]
|
[Header("Spacing Settings")]
|
||||||
[Tooltip("Physical distance between each grid cell center.")]
|
[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);
|
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>
|
/// <summary>
|
||||||
@@ -91,7 +107,23 @@ namespace Baba_yaga.GameSetup.MazeRework
|
|||||||
continue;
|
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);
|
(GameObject modularPrefab, float yRotation) = GetModularPrefabAndRotation(grid, x, z, width, depth);
|
||||||
if (modularPrefab != null)
|
if (modularPrefab != null)
|
||||||
{
|
{
|
||||||
|
|||||||
@@ -472,7 +472,11 @@ namespace Baba_yaga.UI
|
|||||||
private void SpawnPlayer(NetworkRunner runner, PlayerRef player)
|
private void SpawnPlayer(NetworkRunner runner, PlayerRef player)
|
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{
|
{
|
||||||
Debug.Log($"[BasicSpawner] Spawning Player {player.PlayerId} at {Time.time}");
|
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
|
||||||
|
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||||||
var networkPlayerObject = runner.Spawn(_playerPrefab, spawnPosition, Quaternion.identity, player);
|
var networkPlayerObject = runner.Spawn(_playerPrefab, spawnPosition, Quaternion.identity, player);
|
||||||
|
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// In Shared Mode, runner.Spawn automatically grants State Authority to the caller.
|
// In Shared Mode, runner.Spawn automatically grants State Authority to the caller.
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m_Scale: {x: 1, y: 1}
|
||||||
|
m_Offset: {x: 0, y: 0}
|
||||||
|
- _DetailNormalMap:
|
||||||
|
m_Texture: {fileID: 0}
|
||||||
|
m_Scale: {x: 1, y: 1}
|
||||||
|
m_Offset: {x: 0, y: 0}
|
||||||
|
- _EmissionMap:
|
||||||
|
m_Texture: {fileID: 0}
|
||||||
|
m_Scale: {x: 1, y: 1}
|
||||||
|
m_Offset: {x: 0, y: 0}
|
||||||
|
- _MainTex:
|
||||||
|
m_Texture: {fileID: 2800000, guid: c4f655f5d01f55547a23a546b58afd04, type: 3}
|
||||||
|
m_Scale: {x: 1, y: 1}
|
||||||
|
m_Offset: {x: 0, y: 0}
|
||||||
|
- _MetallicGlossMap:
|
||||||
|
m_Texture: {fileID: 0}
|
||||||
|
m_Scale: {x: 1, y: 1}
|
||||||
|
m_Offset: {x: 0, y: 0}
|
||||||
|
- _OcclusionMap:
|
||||||
|
m_Texture: {fileID: 0}
|
||||||
|
m_Scale: {x: 1, y: 1}
|
||||||
|
m_Offset: {x: 0, y: 0}
|
||||||
|
- _ParallaxMap:
|
||||||
|
m_Texture: {fileID: 0}
|
||||||
|
m_Scale: {x: 1, y: 1}
|
||||||
|
m_Offset: {x: 0, y: 0}
|
||||||
|
m_Ints: []
|
||||||
|
m_Floats:
|
||||||
|
- _BlendOp: 0
|
||||||
|
- _BumpScale: 1
|
||||||
|
- _CameraFadingEnabled: 0
|
||||||
|
- _CameraFarFadeDistance: 2
|
||||||
|
- _CameraNearFadeDistance: 1
|
||||||
|
- _ColorMode: 0
|
||||||
|
- _Cull: 0
|
||||||
|
- _Cutoff: 0.5
|
||||||
|
- _DetailNormalMapScale: 1
|
||||||
|
- _DistortionBlend: 0.5
|
||||||
|
- _DistortionEnabled: 0
|
||||||
|
- _DistortionStrength: 1
|
||||||
|
- _DistortionStrengthScaled: 0
|
||||||
|
- _DstBlend: 10
|
||||||
|
- _EmissionEnabled: 0
|
||||||
|
- _FlipbookMode: 0
|
||||||
|
- _GlossMapScale: 1
|
||||||
|
- _Glossiness: 0.5
|
||||||
|
- _GlossyReflections: 1
|
||||||
|
- _LightingEnabled: 0
|
||||||
|
- _Metallic: 0
|
||||||
|
- _Mode: 2
|
||||||
|
- _OcclusionStrength: 1
|
||||||
|
- _Parallax: 0.02
|
||||||
|
- _SmoothnessTextureChannel: 0
|
||||||
|
- _SoftParticlesEnabled: 0
|
||||||
|
- _SoftParticlesFarFadeDistance: 1
|
||||||
|
- _SoftParticlesNearFadeDistance: 0
|
||||||
|
- _SpecularHighlights: 1
|
||||||
|
- _SrcBlend: 5
|
||||||
|
- _UVSec: 0
|
||||||
|
- _ZWrite: 0
|
||||||
|
m_Colors:
|
||||||
|
- _CameraFadeParams: {r: 0, g: Infinity, b: 0, a: 0}
|
||||||
|
- _Color: {r: 4.754717, g: 4.754717, b: 4.754717, a: 1}
|
||||||
|
- _ColorAddSubDiff: {r: 0, g: 0, b: 0, a: 0}
|
||||||
|
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
|
||||||
|
- _SoftParticleFadeParams: {r: 0, g: 0, b: 0, a: 0}
|
||||||
|
m_BuildTextureStacks: []
|
||||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user