Refactored PlaceStartAndEnd to intelligently place start and end points at dead ends using random selection and distance-based fallbacks. Added EnforceSingleConnection to ensure start/end points have exactly one connection, compatible with U-turn prefabs. Improved MazeReworkSpawner with object hierarchy grouping (Floors, Categories) and made RefreshSingleCell public. Updated maze config and cleaned up scene hierarchy.
Enhance maze generation animation system with visual feedback during algorithm execution and a two-phase rendering approach:
- Phase 1: Preview mode displays simple blocks while algorithms run, with real-time feedback for path checking (valid/invalid/evaluating states)
- Phase 2: Sweep 3D modular pieces into place with pop-in animations
Updates:
- New MazeCellHighlight states (EvaluatingValid, EvaluatingInvalid) for algorithm feedback
- Modified all maze algorithms (DFS, Kruskal's, Prim's) to emit visual feedback when checking adjacent cells
- New animation components: HighlightLinger (self-destruct highlights) and PopInAnimation (juicy pop-in effect)
- Refactored MazeReworkSpawner to support preview prefabs and track spawned object state
- New prefabs: Stair room and MazeVisualize variants
- Added stepDelay and isPreviewMode controls to MazeAnimator for flexible pacing
- Reduced default maze size and adjusted material colors for testing
Modify Assets/Scenes/Main Scene.unity: adjust multiple GameObject transforms and prefab instance localPositions (several large position shifts), rename/add objects (TeleporterE1, HallT_Label3 -> TeleporterE1, BulletInsert), add new prefab instance modifications, update mesh/material references and ray-tracing mode, remove many temporary/unused Cube entries to clean up the scene, and activate a character (Nolan). Update .idea workspace.xml: add changelist entry referencing the scene, add a short workItem entry timestamp, and remove a Unity reference flag. Overall: scene layout and prefab cleanup, plus small IDE metadata updates.