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