Compare commits
13 Commits
Tuan
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034b9599f3
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| 034b9599f3 | |||
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133f2de285 | ||
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| 1e2b7a0dd2 | |||
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| 3a687a4d58 | |||
| d2e3dbf653 | |||
| 1d65734ec9 | |||
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31ad3c63ff |
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using UnityEditor;
|
||||||
|
using UnityEngine;
|
||||||
|
using UI;
|
||||||
|
|
||||||
|
namespace UIEditor
|
||||||
|
{
|
||||||
|
[CustomEditor(typeof(UIManager))]
|
||||||
|
public class UIManagerEditor : UnityEditor.Editor
|
||||||
|
{
|
||||||
|
public override void OnInspectorGUI()
|
||||||
|
{
|
||||||
|
UIManager manager = (UIManager)target;
|
||||||
|
|
||||||
|
// Vẽ giao diện mặc định (List screens, sliders...)
|
||||||
|
base.OnInspectorGUI();
|
||||||
|
|
||||||
|
EditorGUILayout.Space(20);
|
||||||
|
EditorGUILayout.LabelField("QUICK DASHBOARD", EditorStyles.boldLabel);
|
||||||
|
EditorGUILayout.HelpBox("Click các nút dưới đây để xem nhanh giao diện mà không cần Play game.", MessageType.Info);
|
||||||
|
|
||||||
|
if (manager.screens != null)
|
||||||
|
{
|
||||||
|
foreach (var screen in manager.screens)
|
||||||
|
{
|
||||||
|
EditorGUILayout.BeginHorizontal();
|
||||||
|
|
||||||
|
// Nút bấm để hiện duy nhất màn hình này
|
||||||
|
if (GUILayout.Button($"SHOW: {screen.screenName}", GUILayout.Height(30)))
|
||||||
|
{
|
||||||
|
manager.ShowOnly(screen.screenName);
|
||||||
|
EditorUtility.SetDirty(manager); // Lưu trạng thái
|
||||||
|
}
|
||||||
|
|
||||||
|
// Toggle nhanh trạng thái Active
|
||||||
|
bool newActive = EditorGUILayout.Toggle(screen.isActive, GUILayout.Width(20));
|
||||||
|
if (newActive != screen.isActive)
|
||||||
|
{
|
||||||
|
screen.isActive = newActive;
|
||||||
|
manager.SyncScreens();
|
||||||
|
EditorUtility.SetDirty(manager);
|
||||||
|
}
|
||||||
|
|
||||||
|
EditorGUILayout.EndHorizontal();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
EditorGUILayout.Space(10);
|
||||||
|
if (GUILayout.Button("HIDE ALL SCREENS", GUILayout.Height(25)))
|
||||||
|
{
|
||||||
|
foreach (var s in manager.screens) s.isActive = false;
|
||||||
|
manager.SyncScreens();
|
||||||
|
EditorUtility.SetDirty(manager);
|
||||||
|
}
|
||||||
|
|
||||||
|
EditorGUILayout.Space(10);
|
||||||
|
EditorGUILayout.HelpBox("TIP: Bạn có thể thay đổi Global Opacity ở trên để xem độ mờ của toàn bộ UI.", MessageType.None);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
2
Assets/Editor/UIManagerEditor.cs.meta
Normal file
2
Assets/Editor/UIManagerEditor.cs.meta
Normal file
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|
fileFormatVersion: 2
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|
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BIN
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BIN
Assets/Models/Maze.blend
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110
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Normal file
110
Assets/Models/Maze.blend.meta
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8
Assets/Prefabs/Maze.meta
Normal file
8
Assets/Prefabs/Maze.meta
Normal file
@@ -0,0 +1,8 @@
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|
fileFormatVersion: 2
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guid: 0988e2233101908428f5f5334d85a1f7
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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114
Assets/Prefabs/Maze/CorridorPrefab_.prefab
Normal file
114
Assets/Prefabs/Maze/CorridorPrefab_.prefab
Normal file
@@ -0,0 +1,114 @@
|
|||||||
|
%YAML 1.1
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|
%TAG !u! tag:unity3d.com,2011:
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Assets/Prefabs/Maze/CorridorPrefab_.prefab.meta
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63
Assets/Prefabs/Maze/ProcessingPrefab.prefab
Normal file
63
Assets/Prefabs/Maze/ProcessingPrefab.prefab
Normal file
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|
|||||||
|
%YAML 1.1
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15
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15
Assets/Resources/Localization/vi.json
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1483
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7
Assets/Scove/UIScaleTest.unity.meta
Normal file
7
Assets/Scove/UIScaleTest.unity.meta
Normal file
@@ -0,0 +1,7 @@
|
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@@ -14,11 +14,8 @@
|
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|
|
||||||
[Header("Character Selection")] public TMP_InputField playerNameInput;
|
[Header("Character Selection")] public TMP_InputField playerNameInput;
|
||||||
|
|
||||||
public Image[] characterPreviewImages;
|
|
||||||
|
|
||||||
|
|
||||||
public int selectedCharacterIndex = 0;
|
|
||||||
|
|
||||||
[Header("Room List")] public GameObject roomListParent;
|
[Header("Room List")] public GameObject roomListParent;
|
||||||
public GameObject roomListItemPrefab;
|
public GameObject roomListItemPrefab;
|
||||||
public TMP_InputField roomNameInput;
|
public TMP_InputField roomNameInput;
|
||||||
@@ -28,23 +25,13 @@
|
|||||||
{
|
{
|
||||||
lobbyPanel.SetActive(false);
|
lobbyPanel.SetActive(false);
|
||||||
characterSelectionPanel.SetActive(true);
|
characterSelectionPanel.SetActive(true);
|
||||||
OnSelectCharacter(selectedCharacterIndex);
|
|
||||||
|
|
||||||
spawner = FindFirstObjectByType<_BasicSpawner>();
|
spawner = FindFirstObjectByType<_BasicSpawner>();
|
||||||
await spawner.StartLobby();
|
await spawner.StartLobby();
|
||||||
}
|
}
|
||||||
|
|
||||||
public void OnSelectCharacter(int index)
|
|
||||||
{
|
|
||||||
selectedCharacterIndex = index;
|
|
||||||
// update preview images
|
|
||||||
for (var i = 0; i < characterPreviewImages.Length; i++)
|
|
||||||
{
|
|
||||||
characterPreviewImages[i].color = (i == index)
|
|
||||||
? Color.green
|
|
||||||
: Color.white;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
public void OnNextButton()
|
public void OnNextButton()
|
||||||
{
|
{
|
||||||
@@ -59,11 +46,11 @@
|
|||||||
var _profile = new _PlayerProfile()
|
var _profile = new _PlayerProfile()
|
||||||
{
|
{
|
||||||
Name = playerName,
|
Name = playerName,
|
||||||
Class = (_CharacterClass)selectedCharacterIndex
|
|
||||||
};
|
};
|
||||||
spawner.SetLocalPlayerProfile(_profile);
|
spawner.SetLocalPlayerProfile(_profile);
|
||||||
// đưa lên host để tạo player object, ở đây tạm thời chỉ log ra console
|
// đưa lên host để tạo player object, ở đây tạm thời chỉ log ra console
|
||||||
Debug.Log($"Player Name: {_profile.Name}, Class: {_profile.Class}");
|
Debug.Log($"Player Name: {_profile.Name}, Class: {_profile.Role}");
|
||||||
// chuyển sang lobby panel
|
// chuyển sang lobby panel
|
||||||
characterSelectionPanel.SetActive(false);
|
characterSelectionPanel.SetActive(false);
|
||||||
lobbyPanel.SetActive(true);
|
lobbyPanel.SetActive(true);
|
||||||
|
|||||||
@@ -5,7 +5,7 @@ using UnityEngine;
|
|||||||
public struct _PlayerMetaData : INetworkStruct
|
public struct _PlayerMetaData : INetworkStruct
|
||||||
{
|
{
|
||||||
public NetworkString<_16> Name;
|
public NetworkString<_16> Name;
|
||||||
public _CharacterClass Class;
|
public _Role Role;
|
||||||
}
|
}
|
||||||
|
|
||||||
public class _PlayerDataManager : NetworkBehaviour
|
public class _PlayerDataManager : NetworkBehaviour
|
||||||
|
|||||||
@@ -2,16 +2,16 @@ using Fusion;
|
|||||||
using TMPro;
|
using TMPro;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
|
||||||
public enum _CharacterClass
|
public enum _Role
|
||||||
{
|
{
|
||||||
Blue,
|
Seeker,
|
||||||
Red
|
Trapper
|
||||||
}
|
}
|
||||||
|
|
||||||
public struct _PlayerProfile
|
public struct _PlayerProfile
|
||||||
{
|
{
|
||||||
public string Name;
|
public string Name;
|
||||||
public _CharacterClass Class;
|
public _Role Role;
|
||||||
}
|
}
|
||||||
|
|
||||||
public class PlayerInfo : NetworkBehaviour
|
public class PlayerInfo : NetworkBehaviour
|
||||||
@@ -37,7 +37,7 @@ public class PlayerInfo : NetworkBehaviour
|
|||||||
if (playerDataManager.TryGetPlayerMetaData(Object.InputAuthority, out var metadata))
|
if (playerDataManager.TryGetPlayerMetaData(Object.InputAuthority, out var metadata))
|
||||||
{
|
{
|
||||||
var name = metadata.Name;
|
var name = metadata.Name;
|
||||||
var charClass = metadata.Class;
|
var charClass = metadata.Role;
|
||||||
|
|
||||||
nameText.text = $"{name} ({charClass})";
|
nameText.text = $"{name} ({charClass})";
|
||||||
|
|
||||||
|
|||||||
@@ -146,7 +146,7 @@ public class _BasicSpawner : MonoBehaviour, INetworkRunnerCallbacks
|
|||||||
var metaData = new _PlayerMetaData()
|
var metaData = new _PlayerMetaData()
|
||||||
{
|
{
|
||||||
Name = LocalPlayerProfile.Name,
|
Name = LocalPlayerProfile.Name,
|
||||||
Class = LocalPlayerProfile.Class,
|
Role = LocalPlayerProfile.Role,
|
||||||
|
|
||||||
};
|
};
|
||||||
pdm.RPC_UpdatePlayerMetaData(player, metaData);
|
pdm.RPC_UpdatePlayerMetaData(player, metaData);
|
||||||
@@ -275,4 +275,27 @@ public class _BasicSpawner : MonoBehaviour, INetworkRunnerCallbacks
|
|||||||
}
|
}
|
||||||
return null;
|
return null;
|
||||||
}
|
}
|
||||||
|
void AssignRoles(NetworkRunner runner)
|
||||||
|
{
|
||||||
|
var players = runner.ActivePlayers.ToList();
|
||||||
|
|
||||||
|
if (players.Count < 2) return;
|
||||||
|
|
||||||
|
var p1 = players[0];
|
||||||
|
var p2 = players[1];
|
||||||
|
|
||||||
|
bool random = UnityEngine.Random.value > 0.5f;
|
||||||
|
|
||||||
|
SetRole(runner, p1, random ? _Role.Seeker : _Role.Trapper);
|
||||||
|
SetRole(runner, p2, random ? _Role.Trapper : _Role.Seeker);
|
||||||
|
}
|
||||||
|
void SetRole(NetworkRunner runner, PlayerRef player, _Role role)
|
||||||
|
{
|
||||||
|
var obj = runner.GetPlayerObject(player);
|
||||||
|
var data = obj.GetComponent<_PlayerData>();
|
||||||
|
|
||||||
|
data.PlayerRole = role;
|
||||||
|
|
||||||
|
Debug.Log($"Player {player} assigned role: {role}");
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
30
Assets/Scripts/Duy/_PlayerData.cs
Normal file
30
Assets/Scripts/Duy/_PlayerData.cs
Normal file
@@ -0,0 +1,30 @@
|
|||||||
|
using Fusion;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class _PlayerData : NetworkBehaviour
|
||||||
|
{
|
||||||
|
[Networked]
|
||||||
|
public _Role PlayerRole { get; set; }
|
||||||
|
|
||||||
|
public override void Spawned()
|
||||||
|
{
|
||||||
|
if (Object.HasInputAuthority)
|
||||||
|
{
|
||||||
|
SetupByRole(PlayerRole);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void SetupByRole(_Role role)
|
||||||
|
{
|
||||||
|
if (role == _Role.Seeker)
|
||||||
|
{
|
||||||
|
Debug.Log("I am Seeker");
|
||||||
|
// bật flashlight
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
Debug.Log("I am Trapper");
|
||||||
|
// bật trap UI
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
2
Assets/Scripts/Duy/_PlayerData.cs.meta
Normal file
2
Assets/Scripts/Duy/_PlayerData.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 96ce77b74a34e7440a0b54af32c6d402
|
||||||
@@ -8,6 +8,7 @@ using UnityEngine;
|
|||||||
using UnityEngine.SceneManagement;
|
using UnityEngine.SceneManagement;
|
||||||
using Random = UnityEngine.Random;
|
using Random = UnityEngine.Random;
|
||||||
|
|
||||||
|
// Struct input đồng bộ giữa Spawner, Movement và StateMachine
|
||||||
public struct PlayerInputData : INetworkInput
|
public struct PlayerInputData : INetworkInput
|
||||||
{
|
{
|
||||||
public Vector2 Direction;
|
public Vector2 Direction;
|
||||||
@@ -24,6 +25,7 @@ public class BasicSpawner : MonoBehaviour, INetworkRunnerCallbacks
|
|||||||
[SerializeField] private NetworkPrefabRef _playerPrefab;
|
[SerializeField] private NetworkPrefabRef _playerPrefab;
|
||||||
private Dictionary<PlayerRef, NetworkObject> _spawnedCharacters = new Dictionary<PlayerRef, NetworkObject>();
|
private Dictionary<PlayerRef, NetworkObject> _spawnedCharacters = new Dictionary<PlayerRef, NetworkObject>();
|
||||||
|
|
||||||
|
// Thông tin profile local
|
||||||
public PlayerProfile LocalPlayerProfile { get; private set; }
|
public PlayerProfile LocalPlayerProfile { get; private set; }
|
||||||
public void SetLocalPlayerProfile(PlayerProfile profile)
|
public void SetLocalPlayerProfile(PlayerProfile profile)
|
||||||
{
|
{
|
||||||
@@ -36,9 +38,10 @@ public class BasicSpawner : MonoBehaviour, INetworkRunnerCallbacks
|
|||||||
DontDestroyOnLoad(gameObject);
|
DontDestroyOnLoad(gameObject);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Khởi tạo Game (Host/Client)
|
||||||
public async Task StartGame(GameMode mode, string sessionName = "TestRoom")
|
public async Task StartGame(GameMode mode, string sessionName = "TestRoom")
|
||||||
{
|
{
|
||||||
Debug.Log($"<color=yellow>Fusion:</color> Starting with Mode: {mode} | Room: {sessionName}");
|
Debug.Log($"<color=yellow>Fusion:</color> Đang khởi tạo kết nối với Mode: {mode} | Phòng: {sessionName}");
|
||||||
|
|
||||||
if (_runner == null) _runner = gameObject.AddComponent<NetworkRunner>();
|
if (_runner == null) _runner = gameObject.AddComponent<NetworkRunner>();
|
||||||
_runner.ProvideInput = true;
|
_runner.ProvideInput = true;
|
||||||
@@ -54,10 +57,18 @@ public class BasicSpawner : MonoBehaviour, INetworkRunnerCallbacks
|
|||||||
SceneManager = sceneManager
|
SceneManager = sceneManager
|
||||||
});
|
});
|
||||||
|
|
||||||
if (!result.Ok)
|
if (result.Ok)
|
||||||
{
|
{
|
||||||
Debug.LogError($"<color=red>Fusion failed:</color> {result.ShutdownReason}");
|
Debug.Log($"<color=green>Fusion thành công:</color> Đã vào phòng {sessionName}");
|
||||||
if (_runner != null) { Destroy(_runner); _runner = null; }
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
Debug.LogError($"<color=red>Fusion thất bại:</color> Lý do: {result.ShutdownReason}");
|
||||||
|
if (_runner != null)
|
||||||
|
{
|
||||||
|
Destroy(_runner);
|
||||||
|
_runner = null;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -65,12 +76,20 @@ public class BasicSpawner : MonoBehaviour, INetworkRunnerCallbacks
|
|||||||
{
|
{
|
||||||
if (_runner == null || !_runner.IsRunning)
|
if (_runner == null || !_runner.IsRunning)
|
||||||
{
|
{
|
||||||
float width = 400; float height = 300;
|
float width = 400;
|
||||||
float x = (Screen.width - width) / 2f; float y = (Screen.height - height) / 2f;
|
float height = 300;
|
||||||
|
float x = (Screen.width - width) / 2f;
|
||||||
|
float y = (Screen.height - height) / 2f;
|
||||||
|
|
||||||
GUI.Box(new Rect(x, y, width, height), "FUSION MULTIPLAYER");
|
GUI.Box(new Rect(x, y, width, height), "FUSION MULTIPLAYER");
|
||||||
float innerX = x + 20; float innerY = y + 40; float contentWidth = width - 40;
|
|
||||||
GUI.Label(new Rect(innerX, innerY, 100, 30), "Room Name:");
|
float innerX = x + 20;
|
||||||
|
float innerY = y + 40;
|
||||||
|
float contentWidth = width - 40;
|
||||||
|
|
||||||
|
GUI.Label(new Rect(innerX, innerY, 100, 30), "Tên phòng:");
|
||||||
_roomName = GUI.TextField(new Rect(innerX + 100, innerY, contentWidth - 100, 30), _roomName);
|
_roomName = GUI.TextField(new Rect(innerX + 100, innerY, contentWidth - 100, 30), _roomName);
|
||||||
|
|
||||||
if (GUI.Button(new Rect(innerX, innerY + 50, contentWidth, 60), "VÀO PHÒNG\n(Tự động Host/Client)"))
|
if (GUI.Button(new Rect(innerX, innerY + 50, contentWidth, 60), "VÀO PHÒNG\n(Tự động Host/Client)"))
|
||||||
{
|
{
|
||||||
_ = StartGame(GameMode.AutoHostOrClient, _roomName);
|
_ = StartGame(GameMode.AutoHostOrClient, _roomName);
|
||||||
@@ -108,8 +127,8 @@ public class BasicSpawner : MonoBehaviour, INetworkRunnerCallbacks
|
|||||||
{
|
{
|
||||||
if (runner.IsServer)
|
if (runner.IsServer)
|
||||||
{
|
{
|
||||||
Maze maze = GameObject.FindAnyObjectByType<Maze>();
|
Vector3 spawnPosition = new Vector3(Random.Range(-10f, 10f), 2f, Random.Range(-10f, 10f));
|
||||||
Vector3 spawnPosition = (maze != null) ? maze.GetPlayerSpawnPoint() : new Vector3(0, 2f, 0);
|
spawnPosition += new Vector3(player.RawEncoded % 3, 0, player.RawEncoded % 3);
|
||||||
|
|
||||||
var networkPlayerObject = runner.Spawn(_playerPrefab, spawnPosition, Quaternion.identity, player);
|
var networkPlayerObject = runner.Spawn(_playerPrefab, spawnPosition, Quaternion.identity, player);
|
||||||
runner.SetPlayerObject(player, networkPlayerObject);
|
runner.SetPlayerObject(player, networkPlayerObject);
|
||||||
@@ -129,6 +148,8 @@ public class BasicSpawner : MonoBehaviour, INetworkRunnerCallbacks
|
|||||||
public void OnInput(NetworkRunner runner, NetworkInput input)
|
public void OnInput(NetworkRunner runner, NetworkInput input)
|
||||||
{
|
{
|
||||||
var data = new PlayerInputData();
|
var data = new PlayerInputData();
|
||||||
|
|
||||||
|
// ĐỌC TRỰC TIẾP: Không dùng Buffer để tránh bị trôi phím
|
||||||
data.Direction = new Vector2(Input.GetAxisRaw("Horizontal"), Input.GetAxisRaw("Vertical"));
|
data.Direction = new Vector2(Input.GetAxisRaw("Horizontal"), Input.GetAxisRaw("Vertical"));
|
||||||
data.sprint = Input.GetKey(KeyCode.LeftShift);
|
data.sprint = Input.GetKey(KeyCode.LeftShift);
|
||||||
|
|
||||||
@@ -138,6 +159,7 @@ public class BasicSpawner : MonoBehaviour, INetworkRunnerCallbacks
|
|||||||
if (sm.Cam != null) data.rot = sm.Cam.PlanarRotation;
|
if (sm.Cam != null) data.rot = sm.Cam.PlanarRotation;
|
||||||
else data.rot = sm.NetworkedCameraRotation;
|
else data.rot = sm.NetworkedCameraRotation;
|
||||||
}
|
}
|
||||||
|
|
||||||
input.Set(data);
|
input.Set(data);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -1,51 +0,0 @@
|
|||||||
using System.Collections;
|
|
||||||
using System.Collections.Generic;
|
|
||||||
using UnityEngine;
|
|
||||||
|
|
||||||
public class Crawler : Maze
|
|
||||||
{
|
|
||||||
|
|
||||||
public override void Generate()
|
|
||||||
{
|
|
||||||
//for (int i = 0; i < 2; i++)
|
|
||||||
// CrawlV();
|
|
||||||
|
|
||||||
//for(int i = 0; i < 3; i++)
|
|
||||||
// CrawlH();
|
|
||||||
}
|
|
||||||
|
|
||||||
void CrawlV()
|
|
||||||
{
|
|
||||||
bool done = false;
|
|
||||||
int x = Random.Range(1,width-1);
|
|
||||||
int z = 1;
|
|
||||||
|
|
||||||
while (!done)
|
|
||||||
{
|
|
||||||
map[x, z] = 0;
|
|
||||||
if (Random.Range(0, 100) < 50)
|
|
||||||
x += Random.Range(-1, 2);
|
|
||||||
else
|
|
||||||
z += Random.Range(0, 2);
|
|
||||||
done |= (x < 1 || x >= width-1 || z < 1 || z >= depth-1);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
void CrawlH()
|
|
||||||
{
|
|
||||||
bool done = false;
|
|
||||||
int x = 1;
|
|
||||||
int z = Random.Range(1,depth-1);
|
|
||||||
|
|
||||||
while (!done)
|
|
||||||
{
|
|
||||||
map[x, z] = 0;
|
|
||||||
if (Random.Range(0, 100) < 50)
|
|
||||||
x += Random.Range(0, 2);
|
|
||||||
else
|
|
||||||
z += Random.Range(-1, 2);
|
|
||||||
done |= (x < 1 || x >= width-1 || z < 1 || z >= depth-1);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
}
|
|
||||||
@@ -1,11 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 7b5776943e6d841879f829c725bf4e6b
|
|
||||||
MonoImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
serializedVersion: 2
|
|
||||||
defaultReferences: []
|
|
||||||
executionOrder: 0
|
|
||||||
icon: {instanceID: 0}
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
||||||
77
Assets/Scripts/GameSetup/Maze/CrawlerAlgorithm.cs
Normal file
77
Assets/Scripts/GameSetup/Maze/CrawlerAlgorithm.cs
Normal file
@@ -0,0 +1,77 @@
|
|||||||
|
using System.Collections;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
namespace Hallucinate.GameSetup.Maze
|
||||||
|
{
|
||||||
|
public class CrawlerAlgorithm : IMazeAlgorithm
|
||||||
|
{
|
||||||
|
private const int CrawlChance = 50;
|
||||||
|
private const int MinBoundary = 1;
|
||||||
|
private const int VerticalCrawlerCount = 3;
|
||||||
|
private const int HorizontalCrawlerCount = 3;
|
||||||
|
|
||||||
|
public void Generate(MazeGrid grid)
|
||||||
|
{
|
||||||
|
for (int i = 0; i < VerticalCrawlerCount; i++) CrawlV(grid, 0);
|
||||||
|
for (int i = 0; i < HorizontalCrawlerCount; i++) CrawlH(grid, 0);
|
||||||
|
}
|
||||||
|
|
||||||
|
public IEnumerator GenerateStepByStep(MazeGrid grid, float interval)
|
||||||
|
{
|
||||||
|
for (int i = 0; i < VerticalCrawlerCount; i++) yield return CrawlV(grid, interval);
|
||||||
|
for (int i = 0; i < HorizontalCrawlerCount; i++) yield return CrawlH(grid, interval);
|
||||||
|
}
|
||||||
|
|
||||||
|
private IEnumerator CrawlV(MazeGrid grid, float interval)
|
||||||
|
{
|
||||||
|
bool done = false;
|
||||||
|
int x = Random.Range(MinBoundary, grid.Width - MinBoundary);
|
||||||
|
int z = MinBoundary;
|
||||||
|
|
||||||
|
while (!done)
|
||||||
|
{
|
||||||
|
grid.SetCell(x, z, MazeCellType.Processing);
|
||||||
|
if (interval > 0) yield return new WaitForSeconds(interval);
|
||||||
|
|
||||||
|
grid.SetCell(x, z, MazeCellType.Corridor);
|
||||||
|
|
||||||
|
if (Random.Range(0, 100) < CrawlChance)
|
||||||
|
{
|
||||||
|
x += Random.Range(-1, 2);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
z += Random.Range(0, 2);
|
||||||
|
}
|
||||||
|
|
||||||
|
done |= (x < MinBoundary || x >= grid.Width - MinBoundary || z < MinBoundary || z >= grid.Depth - MinBoundary);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private IEnumerator CrawlH(MazeGrid grid, float interval)
|
||||||
|
{
|
||||||
|
bool done = false;
|
||||||
|
int x = MinBoundary;
|
||||||
|
int z = Random.Range(MinBoundary, grid.Depth - MinBoundary);
|
||||||
|
|
||||||
|
while (!done)
|
||||||
|
{
|
||||||
|
grid.SetCell(x, z, MazeCellType.Processing);
|
||||||
|
if (interval > 0) yield return new WaitForSeconds(interval);
|
||||||
|
|
||||||
|
grid.SetCell(x, z, MazeCellType.Corridor);
|
||||||
|
|
||||||
|
if (Random.Range(0, 100) < CrawlChance)
|
||||||
|
{
|
||||||
|
x += Random.Range(0, 2);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
z += Random.Range(-1, 2);
|
||||||
|
}
|
||||||
|
|
||||||
|
done |= (x < MinBoundary || x >= grid.Width - MinBoundary || z < MinBoundary || z >= grid.Depth - MinBoundary);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
2
Assets/Scripts/GameSetup/Maze/CrawlerAlgorithm.cs.meta
Normal file
2
Assets/Scripts/GameSetup/Maze/CrawlerAlgorithm.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: bd419f9be92beac48b6f551063165e1f
|
||||||
@@ -1,21 +1,25 @@
|
|||||||
using System.Collections;
|
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using UnityEngine;
|
|
||||||
|
|
||||||
public static class Extensions
|
namespace Hallucinate.GameSetup.Maze.Extensions
|
||||||
{
|
{
|
||||||
private static System.Random rng = new System.Random();
|
public static class ListExtensions
|
||||||
|
{
|
||||||
|
private static System.Random _rng = new System.Random();
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Shuffles a list using the Fisher-Yates algorithm.
|
||||||
|
/// </summary>
|
||||||
public static void Shuffle<T>(this IList<T> list)
|
public static void Shuffle<T>(this IList<T> list)
|
||||||
{
|
{
|
||||||
int n = list.Count;
|
int n = list.Count;
|
||||||
while (n > 1)
|
while (n > 1)
|
||||||
{
|
{
|
||||||
n--;
|
n--;
|
||||||
int k = rng.Next(n + 1);
|
int k = _rng.Next(n + 1);
|
||||||
T value = list[k];
|
T value = list[k];
|
||||||
list[k] = list[n];
|
list[k] = list[n];
|
||||||
list[n] = value;
|
list[n] = value;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,11 +1,2 @@
|
|||||||
fileFormatVersion: 2
|
fileFormatVersion: 2
|
||||||
guid: 7d9791b1b03c14f16a245b2d4577c5f9
|
guid: 7d9791b1b03c14f16a245b2d4577c5f9
|
||||||
MonoImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
serializedVersion: 2
|
|
||||||
defaultReferences: []
|
|
||||||
executionOrder: 0
|
|
||||||
icon: {instanceID: 0}
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
||||||
|
|||||||
@@ -1,38 +0,0 @@
|
|||||||
using UnityEngine;
|
|
||||||
using Fusion;
|
|
||||||
|
|
||||||
namespace OnlyScove.Scripts.GameSetup.Maze
|
|
||||||
{
|
|
||||||
public class GoalSpot : MonoBehaviour
|
|
||||||
{
|
|
||||||
private bool _isActivated = false;
|
|
||||||
|
|
||||||
private void OnTriggerEnter(Collider healthcare)
|
|
||||||
{
|
|
||||||
if (_isActivated) return;
|
|
||||||
|
|
||||||
// Kiểm tra xem đối tượng chạm vào có phải là người chơi không
|
|
||||||
PlayerStateMachine player = healthcare.GetComponentInParent<PlayerStateMachine>();
|
|
||||||
|
|
||||||
if (player != null)
|
|
||||||
{
|
|
||||||
bool isOffline = player.Runner == null || !player.Runner.IsRunning;
|
|
||||||
|
|
||||||
// Nếu có mạng, kiểm tra quyền điều khiển. Nếu offline, mặc định là người chơi cục bộ.
|
|
||||||
bool canActivate = isOffline || (player.Object != null && player.Object.HasInputAuthority);
|
|
||||||
|
|
||||||
if (canActivate)
|
|
||||||
{
|
|
||||||
_isActivated = true;
|
|
||||||
player.CompleteMaze();
|
|
||||||
|
|
||||||
// Hiệu ứng hình ảnh khi chạm đích
|
|
||||||
var renderer = GetComponent<Renderer>();
|
|
||||||
if (renderer != null) renderer.material.color = Color.green;
|
|
||||||
|
|
||||||
Debug.Log("<color=cyan>Goal reached!</color>");
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,2 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: d3b0727dd84fbb046ac472bb1404b363
|
|
||||||
8
Assets/Scripts/GameSetup/Maze/Interfaces.meta
Normal file
8
Assets/Scripts/GameSetup/Maze/Interfaces.meta
Normal file
@@ -0,0 +1,8 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 6e1bb9cd9af7ffe40ad1a740c3c30dd6
|
||||||
|
folderAsset: yes
|
||||||
|
DefaultImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
19
Assets/Scripts/GameSetup/Maze/Interfaces/IMazeAlgorithm.cs
Normal file
19
Assets/Scripts/GameSetup/Maze/Interfaces/IMazeAlgorithm.cs
Normal file
@@ -0,0 +1,19 @@
|
|||||||
|
namespace Hallucinate.GameSetup.Maze
|
||||||
|
{
|
||||||
|
/// <summary>
|
||||||
|
/// Interface for all maze generation algorithms.
|
||||||
|
/// Supports both immediate and step-by-step (animated) generation.
|
||||||
|
/// </summary>
|
||||||
|
public interface IMazeAlgorithm
|
||||||
|
{
|
||||||
|
/// <summary>
|
||||||
|
/// Generates the maze immediately in one frame.
|
||||||
|
/// </summary>
|
||||||
|
void Generate(MazeGrid grid);
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Generates the maze step-by-step for visualization.
|
||||||
|
/// </summary>
|
||||||
|
System.Collections.IEnumerator GenerateStepByStep(MazeGrid grid, float interval);
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 46b6a7796ba3c494581e4dcb884da064
|
||||||
32
Assets/Scripts/GameSetup/Maze/MapLocation.cs
Normal file
32
Assets/Scripts/GameSetup/Maze/MapLocation.cs
Normal file
@@ -0,0 +1,32 @@
|
|||||||
|
namespace Hallucinate.GameSetup.Maze
|
||||||
|
{
|
||||||
|
/// <summary>
|
||||||
|
/// Represents a 2D coordinate on the maze grid.
|
||||||
|
/// Used as a lightweight value type to avoid GC allocations.
|
||||||
|
/// </summary>
|
||||||
|
public readonly struct MapLocation
|
||||||
|
{
|
||||||
|
public readonly int x;
|
||||||
|
public readonly int z;
|
||||||
|
|
||||||
|
public MapLocation(int _x, int _z)
|
||||||
|
{
|
||||||
|
x = _x;
|
||||||
|
z = _z;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Static predefined directions to eliminate magic numbers in algorithms
|
||||||
|
public static MapLocation Right => new MapLocation(1, 0);
|
||||||
|
public static MapLocation Left => new MapLocation(-1, 0);
|
||||||
|
public static MapLocation Up => new MapLocation(0, 1);
|
||||||
|
public static MapLocation Down => new MapLocation(0, -1);
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Returns a list of all 4 cardinal directions.
|
||||||
|
/// </summary>
|
||||||
|
public static System.Collections.Generic.List<MapLocation> Directions => new System.Collections.Generic.List<MapLocation>
|
||||||
|
{
|
||||||
|
Right, Up, Left, Down
|
||||||
|
};
|
||||||
|
}
|
||||||
|
}
|
||||||
2
Assets/Scripts/GameSetup/Maze/MapLocation.cs.meta
Normal file
2
Assets/Scripts/GameSetup/Maze/MapLocation.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 987a7c46c96326a44b3a5f179fe61161
|
||||||
@@ -1,182 +0,0 @@
|
|||||||
using System.Collections;
|
|
||||||
using System.Collections.Generic;
|
|
||||||
using UnityEngine;
|
|
||||||
using Fusion;
|
|
||||||
using OnlyScove.Scripts.GameSetup.Maze;
|
|
||||||
|
|
||||||
public class MapLocation
|
|
||||||
{
|
|
||||||
public int x;
|
|
||||||
public int z;
|
|
||||||
|
|
||||||
public MapLocation(int _x, int _z)
|
|
||||||
{
|
|
||||||
x = _x;
|
|
||||||
z = _z;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
public class Maze : NetworkBehaviour
|
|
||||||
{
|
|
||||||
public List<MapLocation> directions = new List<MapLocation>() {
|
|
||||||
new MapLocation(1,0),
|
|
||||||
new MapLocation(0,1),
|
|
||||||
new MapLocation(-1,0),
|
|
||||||
new MapLocation(0,-1) };
|
|
||||||
public int width = 30; //x length
|
|
||||||
public int depth = 30; //z length
|
|
||||||
public byte[,] map;
|
|
||||||
public int scale = 6;
|
|
||||||
public Transform _mapParentObjet;
|
|
||||||
|
|
||||||
[Header("Sync & Materials")]
|
|
||||||
[Networked] public int MazeSeed { get; set; }
|
|
||||||
public Material wallMaterial;
|
|
||||||
public Material floorMaterial;
|
|
||||||
|
|
||||||
[Header("Win Condition")]
|
|
||||||
public GameObject goalPrefab;
|
|
||||||
|
|
||||||
public override void Spawned()
|
|
||||||
{
|
|
||||||
if (Object.HasStateAuthority)
|
|
||||||
{
|
|
||||||
// Nếu chưa có seed thì tạo mới
|
|
||||||
if (MazeSeed == 0) MazeSeed = Random.Range(1, 99999);
|
|
||||||
}
|
|
||||||
|
|
||||||
GenerateMazeWithSeed(MazeSeed);
|
|
||||||
}
|
|
||||||
|
|
||||||
public void GenerateMazeWithSeed(int seed)
|
|
||||||
{
|
|
||||||
if (_mapParentObjet != null)
|
|
||||||
{
|
|
||||||
// Dùng list để tránh lỗi modify collection khi đang duyệt
|
|
||||||
List<GameObject> children = new List<GameObject>();
|
|
||||||
foreach (Transform child in _mapParentObjet) children.Add(child.gameObject);
|
|
||||||
foreach (GameObject child in children) Destroy(child);
|
|
||||||
}
|
|
||||||
|
|
||||||
Random.InitState(seed);
|
|
||||||
InitialiseMap();
|
|
||||||
Generate();
|
|
||||||
|
|
||||||
// Ép ô (1,1) là đường đi cho player spawn
|
|
||||||
map[1, 1] = 0;
|
|
||||||
|
|
||||||
PlaceExit();
|
|
||||||
DrawMap();
|
|
||||||
}
|
|
||||||
|
|
||||||
public Vector3 GetPlayerSpawnPoint()
|
|
||||||
{
|
|
||||||
// Trả về vị trí tại ô (1,1). y = 1.0f cục bộ
|
|
||||||
return transform.TransformPoint(new Vector3(1 * scale, 1.0f, 1 * scale));
|
|
||||||
}
|
|
||||||
|
|
||||||
void InitialiseMap()
|
|
||||||
{
|
|
||||||
map = new byte[width,depth];
|
|
||||||
for (int z = 0; z < depth; z++)
|
|
||||||
for (int x = 0; x < width; x++)
|
|
||||||
{
|
|
||||||
map[x, z] = 1; //1 = wall 0 = corridor
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
public virtual void Generate()
|
|
||||||
{
|
|
||||||
for (int z = 0; z < depth; z++)
|
|
||||||
for (int x = 0; x < width; x++)
|
|
||||||
{
|
|
||||||
if(Random.Range(0,100) < 50)
|
|
||||||
map[x, z] = 0; //1 = wall 0 = corridor
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
public virtual void PlaceExit()
|
|
||||||
{
|
|
||||||
int x = width - 2;
|
|
||||||
int z = depth - 2;
|
|
||||||
map[x, z] = 2;
|
|
||||||
if (CountSquareNeighbours(x, z) == 0) map[x - 1, z] = 0;
|
|
||||||
}
|
|
||||||
|
|
||||||
void DrawMap()
|
|
||||||
{
|
|
||||||
if (_mapParentObjet == null) _mapParentObjet = this.transform;
|
|
||||||
|
|
||||||
// Tạo sàn chống rơi và Z-fighting
|
|
||||||
GameObject floor = GameObject.CreatePrimitive(PrimitiveType.Plane);
|
|
||||||
floor.name = "Floor";
|
|
||||||
floor.transform.SetParent(_mapParentObjet);
|
|
||||||
floor.transform.localPosition = new Vector3((width - 1) * scale / 2f, -0.05f, (depth - 1) * scale / 2f);
|
|
||||||
floor.transform.localScale = new Vector3(width * scale / 10f, 1, depth * scale / 10f);
|
|
||||||
if (floorMaterial != null) floor.GetComponent<Renderer>().material = floorMaterial;
|
|
||||||
|
|
||||||
for (int z = 0; z < depth; z++)
|
|
||||||
for (int x = 0; x < width; x++)
|
|
||||||
{
|
|
||||||
Vector3 pos = new Vector3(x * scale, scale / 2f, z * scale);
|
|
||||||
if (map[x, z] == 1)
|
|
||||||
{
|
|
||||||
GameObject wall = GameObject.CreatePrimitive(PrimitiveType.Cube);
|
|
||||||
wall.name = $"Wall_{x}_{z}";
|
|
||||||
wall.transform.localScale = new Vector3(scale, scale, scale);
|
|
||||||
wall.transform.SetParent(_mapParentObjet);
|
|
||||||
wall.transform.localPosition = pos;
|
|
||||||
if (wallMaterial != null) wall.GetComponent<Renderer>().material = wallMaterial;
|
|
||||||
}
|
|
||||||
else if (map[x, z] == 2)
|
|
||||||
{
|
|
||||||
GameObject goalObj;
|
|
||||||
if (goalPrefab != null)
|
|
||||||
goalObj = Instantiate(goalPrefab, transform.TransformPoint(pos), Quaternion.identity);
|
|
||||||
else
|
|
||||||
{
|
|
||||||
goalObj = GameObject.CreatePrimitive(PrimitiveType.Cylinder);
|
|
||||||
goalObj.GetComponent<Renderer>().material.color = Color.yellow;
|
|
||||||
goalObj.transform.localScale = new Vector3(scale * 0.5f, scale * 0.5f, scale * 0.5f);
|
|
||||||
}
|
|
||||||
|
|
||||||
goalObj.name = "Goal_WinSpot";
|
|
||||||
goalObj.transform.SetParent(_mapParentObjet);
|
|
||||||
goalObj.transform.localPosition = pos;
|
|
||||||
|
|
||||||
Collider col = goalObj.GetComponent<Collider>();
|
|
||||||
if (col == null) col = goalObj.AddComponent<CapsuleCollider>();
|
|
||||||
col.isTrigger = true;
|
|
||||||
|
|
||||||
if (goalObj.GetComponent<GoalSpot>() == null) goalObj.AddComponent<GoalSpot>();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
public int CountSquareNeighbours(int x, int z)
|
|
||||||
{
|
|
||||||
int count = 0;
|
|
||||||
if (x <= 0 || x >= width - 1 || z <= 0 || z >= depth - 1) return 5;
|
|
||||||
if (map[x - 1, z] == 0) count++;
|
|
||||||
if (map[x + 1, z] == 0) count++;
|
|
||||||
if (map[x, z + 1] == 0) count++;
|
|
||||||
if (map[x, z - 1] == 0) count++;
|
|
||||||
return count;
|
|
||||||
}
|
|
||||||
|
|
||||||
public int CountDiagonalNeighbours(int x, int z)
|
|
||||||
{
|
|
||||||
int count = 0;
|
|
||||||
if (x <= 0 || x >= width - 1 || z <= 0 || z >= depth - 1) return 5;
|
|
||||||
if (map[x - 1, z - 1] == 0) count++;
|
|
||||||
if (map[x + 1, z + 1] == 0) count++;
|
|
||||||
if (map[x - 1, z + 1] == 0) count++;
|
|
||||||
if (map[x + 1, z - 1] == 0) count++;
|
|
||||||
return count;
|
|
||||||
}
|
|
||||||
|
|
||||||
public int CountAllNeighbours(int x, int z)
|
|
||||||
{
|
|
||||||
return CountSquareNeighbours(x,z) + CountDiagonalNeighbours(x,z);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,11 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 1039d646c358a4bd5ac697b0446a2f7e
|
|
||||||
MonoImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
serializedVersion: 2
|
|
||||||
defaultReferences: []
|
|
||||||
executionOrder: 0
|
|
||||||
icon: {instanceID: 0}
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
||||||
16
Assets/Scripts/GameSetup/Maze/MazeCellType.cs
Normal file
16
Assets/Scripts/GameSetup/Maze/MazeCellType.cs
Normal file
@@ -0,0 +1,16 @@
|
|||||||
|
namespace Hallucinate.GameSetup.Maze
|
||||||
|
{
|
||||||
|
/// <summary>
|
||||||
|
/// Defines the state of each cell in the maze.
|
||||||
|
/// Used to replace magic numbers and drive visual changes.
|
||||||
|
/// </summary>
|
||||||
|
public enum MazeCellType
|
||||||
|
{
|
||||||
|
Wall, // Solid block
|
||||||
|
Corridor, // Finalized path
|
||||||
|
Processing, // Currently being evaluated by algorithm (Debug)
|
||||||
|
Path, // Temporary path (e.g., Wilson's crawler)
|
||||||
|
Start, // Entry point
|
||||||
|
End // Exit point
|
||||||
|
}
|
||||||
|
}
|
||||||
2
Assets/Scripts/GameSetup/Maze/MazeCellType.cs.meta
Normal file
2
Assets/Scripts/GameSetup/Maze/MazeCellType.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: f54ef08fa4922eb4a968d46c7aa71faf
|
||||||
71
Assets/Scripts/GameSetup/Maze/MazeGrid.cs
Normal file
71
Assets/Scripts/GameSetup/Maze/MazeGrid.cs
Normal file
@@ -0,0 +1,71 @@
|
|||||||
|
using System;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
namespace Hallucinate.GameSetup.Maze
|
||||||
|
{
|
||||||
|
/// <summary>
|
||||||
|
/// Holds the logical state of the maze grid.
|
||||||
|
/// Notifies listeners whenever a cell changes to trigger visual updates.
|
||||||
|
/// </summary>
|
||||||
|
public class MazeGrid
|
||||||
|
{
|
||||||
|
public int Width { get; }
|
||||||
|
public int Depth { get; }
|
||||||
|
|
||||||
|
private readonly MazeCellType[,] _cells;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Event fired when a cell's type is changed.
|
||||||
|
/// Useful for the Renderer to trigger animations/FX.
|
||||||
|
/// </summary>
|
||||||
|
public event Action<int, int, MazeCellType> OnCellChanged;
|
||||||
|
|
||||||
|
public MazeGrid(int width, int depth)
|
||||||
|
{
|
||||||
|
Width = width;
|
||||||
|
Depth = depth;
|
||||||
|
_cells = new MazeCellType[width, depth];
|
||||||
|
|
||||||
|
// Initialize all as walls
|
||||||
|
for (int z = 0; z < depth; z++)
|
||||||
|
for (int x = 0; x < width; x++)
|
||||||
|
_cells[x, z] = MazeCellType.Wall;
|
||||||
|
}
|
||||||
|
|
||||||
|
public void SetCell(int x, int z, MazeCellType type)
|
||||||
|
{
|
||||||
|
if (IsInBounds(x, z))
|
||||||
|
{
|
||||||
|
if (_cells[x, z] != type)
|
||||||
|
{
|
||||||
|
_cells[x, z] = type;
|
||||||
|
OnCellChanged?.Invoke(x, z, type);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public MazeCellType GetCell(int x, int z)
|
||||||
|
{
|
||||||
|
if (IsInBounds(x, z))
|
||||||
|
return _cells[x, z];
|
||||||
|
return MazeCellType.Wall; // Treat out of bounds as walls
|
||||||
|
}
|
||||||
|
|
||||||
|
public bool IsInBounds(int x, int z)
|
||||||
|
{
|
||||||
|
return x >= 0 && x < Width && z >= 0 && z < Depth;
|
||||||
|
}
|
||||||
|
|
||||||
|
public int CountSquareNeighbours(int x, int z, MazeCellType targetType)
|
||||||
|
{
|
||||||
|
int count = 0;
|
||||||
|
if (x <= 0 || x >= Width - 1 || z <= 0 || z >= Depth - 1) return 5;
|
||||||
|
|
||||||
|
if (GetCell(x - 1, z) == targetType) count++;
|
||||||
|
if (GetCell(x + 1, z) == targetType) count++;
|
||||||
|
if (GetCell(x, z + 1) == targetType) count++;
|
||||||
|
if (GetCell(x, z - 1) == targetType) count++;
|
||||||
|
return count;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
2
Assets/Scripts/GameSetup/Maze/MazeGrid.cs.meta
Normal file
2
Assets/Scripts/GameSetup/Maze/MazeGrid.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: a1a7a252ff0b1014a9690f08897e2e59
|
||||||
81
Assets/Scripts/GameSetup/Maze/MazeManager.cs
Normal file
81
Assets/Scripts/GameSetup/Maze/MazeManager.cs
Normal file
@@ -0,0 +1,81 @@
|
|||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
namespace Hallucinate.GameSetup.Maze
|
||||||
|
{
|
||||||
|
/// <summary>
|
||||||
|
/// Central controller for the Maze system.
|
||||||
|
/// Manages algorithm selection, debug speed, and regeneration.
|
||||||
|
/// </summary>
|
||||||
|
public class MazeManager : MonoBehaviour
|
||||||
|
{
|
||||||
|
public enum AlgorithmType { Recursive, Wilsons, Prims, Crawler }
|
||||||
|
|
||||||
|
[Header("System Settings")]
|
||||||
|
[SerializeField] private AlgorithmType selectedAlgorithm;
|
||||||
|
[SerializeField] private int width = 30;
|
||||||
|
[SerializeField] private int depth = 30;
|
||||||
|
|
||||||
|
[Header("Debug Settings")]
|
||||||
|
[SerializeField] private bool debugMode = true;
|
||||||
|
[Range(0.001f, 0.5f)]
|
||||||
|
[SerializeField] private float visualizationInterval = 0.05f;
|
||||||
|
|
||||||
|
[Header("References")]
|
||||||
|
[SerializeField] private MazeRenderer mazeRenderer;
|
||||||
|
[SerializeField] private Transform mazeContainer;
|
||||||
|
|
||||||
|
private MazeGrid _grid;
|
||||||
|
private Coroutine _generationCoroutine;
|
||||||
|
|
||||||
|
private void Start()
|
||||||
|
{
|
||||||
|
Regenerate();
|
||||||
|
}
|
||||||
|
|
||||||
|
private void Update()
|
||||||
|
{
|
||||||
|
if (Input.GetKeyDown(KeyCode.R))
|
||||||
|
{
|
||||||
|
Regenerate();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
[ContextMenu("Regenerate")]
|
||||||
|
public void Regenerate()
|
||||||
|
{
|
||||||
|
if (_generationCoroutine != null)
|
||||||
|
{
|
||||||
|
StopCoroutine(_generationCoroutine);
|
||||||
|
}
|
||||||
|
|
||||||
|
mazeRenderer.Clear();
|
||||||
|
_grid = new MazeGrid(width, depth);
|
||||||
|
mazeRenderer.Initialize(_grid, mazeContainer);
|
||||||
|
|
||||||
|
IMazeAlgorithm algorithm = GetAlgorithm(selectedAlgorithm);
|
||||||
|
|
||||||
|
if (debugMode)
|
||||||
|
{
|
||||||
|
_generationCoroutine = StartCoroutine(algorithm.GenerateStepByStep(_grid, visualizationInterval));
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
algorithm.Generate(_grid);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private IMazeAlgorithm GetAlgorithm(AlgorithmType type)
|
||||||
|
{
|
||||||
|
return type switch
|
||||||
|
{
|
||||||
|
AlgorithmType.Recursive => new RecursiveAlgorithm(),
|
||||||
|
AlgorithmType.Wilsons => new WilsonsAlgorithm(),
|
||||||
|
AlgorithmType.Prims => new PrimsAlgorithm(),
|
||||||
|
AlgorithmType.Crawler => new CrawlerAlgorithm(),
|
||||||
|
_ => new RecursiveAlgorithm()
|
||||||
|
};
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
2
Assets/Scripts/GameSetup/Maze/MazeManager.cs.meta
Normal file
2
Assets/Scripts/GameSetup/Maze/MazeManager.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 3607adabe0c29c34591af73b414eb17a
|
||||||
104
Assets/Scripts/GameSetup/Maze/MazeRenderer.cs
Normal file
104
Assets/Scripts/GameSetup/Maze/MazeRenderer.cs
Normal file
@@ -0,0 +1,104 @@
|
|||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
namespace Hallucinate.GameSetup.Maze
|
||||||
|
{
|
||||||
|
/// <summary>
|
||||||
|
/// Responsible for the visual representation of the maze.
|
||||||
|
/// Handles spawning, pooling, and animations with safety checks.
|
||||||
|
/// </summary>
|
||||||
|
public class MazeRenderer : MonoBehaviour
|
||||||
|
{
|
||||||
|
[SerializeField] private MazeVisualProfile visualProfile;
|
||||||
|
|
||||||
|
private readonly Dictionary<Vector2Int, GameObject> _spawnedCells = new Dictionary<Vector2Int, GameObject>();
|
||||||
|
private Transform _container;
|
||||||
|
|
||||||
|
public void Initialize(MazeGrid grid, Transform container)
|
||||||
|
{
|
||||||
|
_container = container;
|
||||||
|
grid.OnCellChanged += HandleCellChanged;
|
||||||
|
|
||||||
|
// Initial render
|
||||||
|
for (int z = 0; z < grid.Depth; z++)
|
||||||
|
{
|
||||||
|
for (int x = 0; x < grid.Width; x++)
|
||||||
|
{
|
||||||
|
UpdateCellVisual(x, z, grid.GetCell(x, z), false);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Clear()
|
||||||
|
{
|
||||||
|
StopAllCoroutines();
|
||||||
|
|
||||||
|
foreach (var cell in _spawnedCells.Values)
|
||||||
|
{
|
||||||
|
if (cell != null) Destroy(cell);
|
||||||
|
}
|
||||||
|
_spawnedCells.Clear();
|
||||||
|
}
|
||||||
|
|
||||||
|
private void HandleCellChanged(int x, int z, MazeCellType type)
|
||||||
|
{
|
||||||
|
UpdateCellVisual(x, z, type, true);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void UpdateCellVisual(int x, int z, MazeCellType type, bool animate)
|
||||||
|
{
|
||||||
|
Vector2Int pos = new Vector2Int(x, z);
|
||||||
|
|
||||||
|
if (_spawnedCells.TryGetValue(pos, out GameObject oldObj))
|
||||||
|
{
|
||||||
|
Destroy(oldObj);
|
||||||
|
_spawnedCells.Remove(pos);
|
||||||
|
}
|
||||||
|
|
||||||
|
GameObject prefab = visualProfile.GetPrefab(type);
|
||||||
|
if (prefab == null) return;
|
||||||
|
|
||||||
|
// Ensure scale is always positive to avoid BoxCollider issues
|
||||||
|
float safeScale = Mathf.Max(0.001f, visualProfile.scale);
|
||||||
|
Vector3 worldPos = new Vector3(x * safeScale, 0, z * safeScale);
|
||||||
|
|
||||||
|
GameObject newObj = Instantiate(prefab, worldPos, Quaternion.identity, _container);
|
||||||
|
newObj.transform.localScale = Vector3.one * safeScale;
|
||||||
|
_spawnedCells[pos] = newObj;
|
||||||
|
|
||||||
|
if (animate && visualProfile.animationDuration > 0)
|
||||||
|
{
|
||||||
|
StartCoroutine(AnimateCell(newObj.transform));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private IEnumerator AnimateCell(Transform target)
|
||||||
|
{
|
||||||
|
if (target == null) yield break;
|
||||||
|
|
||||||
|
float duration = Mathf.Max(0.01f, visualProfile.animationDuration);
|
||||||
|
float elapsed = 0;
|
||||||
|
Vector3 finalScale = target.localScale;
|
||||||
|
target.localScale = Vector3.one * 0.001f; // Use tiny positive instead of zero
|
||||||
|
|
||||||
|
while (elapsed < duration)
|
||||||
|
{
|
||||||
|
if (target == null) yield break;
|
||||||
|
|
||||||
|
elapsed += Time.deltaTime;
|
||||||
|
float t = Mathf.Clamp01(elapsed / duration);
|
||||||
|
float s = Mathf.Sin(t * Mathf.PI * 0.5f);
|
||||||
|
|
||||||
|
// Ensure s is never negative
|
||||||
|
target.localScale = finalScale * Mathf.Max(0.001f, s);
|
||||||
|
yield return null;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (target != null)
|
||||||
|
{
|
||||||
|
target.localScale = finalScale;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
2
Assets/Scripts/GameSetup/Maze/MazeRenderer.cs.meta
Normal file
2
Assets/Scripts/GameSetup/Maze/MazeRenderer.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: f30df611110713742ab984f5bead5d88
|
||||||
34
Assets/Scripts/GameSetup/Maze/MazeVisualProfile.cs
Normal file
34
Assets/Scripts/GameSetup/Maze/MazeVisualProfile.cs
Normal file
@@ -0,0 +1,34 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
namespace Hallucinate.GameSetup.Maze
|
||||||
|
{
|
||||||
|
[CreateAssetMenu(fileName = "MazeVisualProfile", menuName = "Hallucinate/Maze/Visual Profile")]
|
||||||
|
public class MazeVisualProfile : ScriptableObject
|
||||||
|
{
|
||||||
|
[Header("Prefabs")]
|
||||||
|
public GameObject wallPrefab;
|
||||||
|
public GameObject corridorPrefab;
|
||||||
|
public GameObject processingPrefab;
|
||||||
|
public GameObject pathPrefab;
|
||||||
|
public GameObject startPrefab;
|
||||||
|
public GameObject endPrefab;
|
||||||
|
|
||||||
|
[Header("Visualization Settings")]
|
||||||
|
public float scale = 1f;
|
||||||
|
public float animationDuration = 0.25f;
|
||||||
|
|
||||||
|
public GameObject GetPrefab(MazeCellType type)
|
||||||
|
{
|
||||||
|
return type switch
|
||||||
|
{
|
||||||
|
MazeCellType.Wall => wallPrefab,
|
||||||
|
MazeCellType.Corridor => corridorPrefab,
|
||||||
|
MazeCellType.Processing => processingPrefab,
|
||||||
|
MazeCellType.Path => pathPrefab,
|
||||||
|
MazeCellType.Start => startPrefab,
|
||||||
|
MazeCellType.End => endPrefab,
|
||||||
|
_ => null
|
||||||
|
};
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
2
Assets/Scripts/GameSetup/Maze/MazeVisualProfile.cs.meta
Normal file
2
Assets/Scripts/GameSetup/Maze/MazeVisualProfile.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: d3ff96571406a624381b7b0e596a4d1b
|
||||||
@@ -1,39 +0,0 @@
|
|||||||
using System.Collections;
|
|
||||||
using System.Collections.Generic;
|
|
||||||
using UnityEngine;
|
|
||||||
|
|
||||||
public class Prims : Maze
|
|
||||||
{
|
|
||||||
public override void Generate()
|
|
||||||
{
|
|
||||||
int x = 2;
|
|
||||||
int z = 2;
|
|
||||||
|
|
||||||
map[x, z] = 0;
|
|
||||||
|
|
||||||
List<MapLocation> walls = new List<MapLocation>();
|
|
||||||
walls.Add(new MapLocation(x + 1, z));
|
|
||||||
walls.Add(new MapLocation(x - 1, z));
|
|
||||||
walls.Add(new MapLocation(x, z + 1));
|
|
||||||
walls.Add(new MapLocation(x, z - 1));
|
|
||||||
|
|
||||||
int countloops = 0;
|
|
||||||
while (walls.Count > 0 && countloops < 5000)
|
|
||||||
{
|
|
||||||
int rwall = Random.Range(0, walls.Count);
|
|
||||||
x = walls[rwall].x;
|
|
||||||
z = walls[rwall].z;
|
|
||||||
walls.RemoveAt(rwall);
|
|
||||||
if (CountSquareNeighbours(x, z) == 1)
|
|
||||||
{
|
|
||||||
map[x, z] = 0;
|
|
||||||
walls.Add(new MapLocation(x + 1, z));
|
|
||||||
walls.Add(new MapLocation(x - 1, z));
|
|
||||||
walls.Add(new MapLocation(x, z + 1));
|
|
||||||
walls.Add(new MapLocation(x, z - 1));
|
|
||||||
}
|
|
||||||
|
|
||||||
countloops++;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user