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133f2de285
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1483
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1483
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8
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Normal file
8
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100
Assets/Scripts/Duy/LobbyManager.cs
Normal file
100
Assets/Scripts/Duy/LobbyManager.cs
Normal file
@@ -0,0 +1,100 @@
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using System.Collections.Generic;
|
||||
using Fusion;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
using UnityEngine.UI;
|
||||
|
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public class _LobbyManager : MonoBehaviour
|
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{
|
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public GameObject lobbyPanel;
|
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public GameObject characterSelectionPanel;
|
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|
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public _BasicSpawner spawner;
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|
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[Header("Character Selection")] public TMP_InputField playerNameInput;
|
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|
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|
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[Header("Room List")] public GameObject roomListParent;
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public GameObject roomListItemPrefab;
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public TMP_InputField roomNameInput;
|
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|
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// Start is called once before the first execution of Update after the MonoBehaviour is created
|
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async void Start()
|
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{
|
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lobbyPanel.SetActive(false);
|
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characterSelectionPanel.SetActive(true);
|
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|
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|
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spawner = FindFirstObjectByType<_BasicSpawner>();
|
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await spawner.StartLobby();
|
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}
|
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|
||||
|
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|
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public void OnNextButton()
|
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{
|
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var playerName = playerNameInput.text;
|
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if (string.IsNullOrEmpty(playerName))
|
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{
|
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Debug.LogWarning("Player name cannot be empty!");
|
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return;
|
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}
|
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|
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// tạo 1 player _profile tạm thời, sau này sẽ gửi lên server để tạo player object
|
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var _profile = new _PlayerProfile()
|
||||
{
|
||||
Name = playerName,
|
||||
|
||||
};
|
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spawner.SetLocalPlayerProfile(_profile);
|
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// đưa lên host để tạo player object, ở đây tạm thời chỉ log ra console
|
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Debug.Log($"Player Name: {_profile.Name}, Class: {_profile.Role}");
|
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// chuyển sang lobby panel
|
||||
characterSelectionPanel.SetActive(false);
|
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lobbyPanel.SetActive(true);
|
||||
}
|
||||
|
||||
// hiển thị danh sách phòng
|
||||
public void DisplayRoomList(List<SessionInfo> sessions)
|
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{
|
||||
Debug.Log($"Received {sessions.Count} sessions from lobby");
|
||||
// clear danh sách cũ
|
||||
foreach (Transform child in roomListParent.transform)
|
||||
{
|
||||
Destroy(child.gameObject);
|
||||
}
|
||||
|
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if (sessions.Count == 0) return;
|
||||
|
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// tạo item mới cho mỗi phòng
|
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foreach (var session in sessions)
|
||||
{
|
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var item = Instantiate(roomListItemPrefab, roomListParent.transform);
|
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var text = item.GetComponentInChildren<TextMeshProUGUI>();
|
||||
text.text = $"{session.Name} ({session.PlayerCount}/{session.MaxPlayers})";
|
||||
var button = item.GetComponentInChildren<Button>();
|
||||
button.onClick.AddListener(() => OnJoinRoom(session.Name));
|
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item.SetActive(true);
|
||||
}
|
||||
}
|
||||
|
||||
async void OnJoinRoom(string sessionName)
|
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{
|
||||
await spawner.StartClient(sessionName);
|
||||
}
|
||||
|
||||
public async void OnCreateRoomButton()
|
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{
|
||||
var roomName = roomNameInput.text;
|
||||
if (string.IsNullOrEmpty(roomName))
|
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{
|
||||
Debug.LogWarning("Room name cannot be empty!");
|
||||
return;
|
||||
}
|
||||
|
||||
// tạo phòng mới với tên đã nhập
|
||||
await spawner.StartHost(roomName, SceneRef.FromIndex(1));
|
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}
|
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}
|
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2
Assets/Scripts/Duy/LobbyManager.cs.meta
Normal file
2
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Normal file
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31
Assets/Scripts/Duy/PlayerDataManager.cs
Normal file
31
Assets/Scripts/Duy/PlayerDataManager.cs
Normal file
@@ -0,0 +1,31 @@
|
||||
using Fusion;
|
||||
using UnityEngine;
|
||||
|
||||
// struct quản lý thông tin
|
||||
public struct _PlayerMetaData : INetworkStruct
|
||||
{
|
||||
public NetworkString<_16> Name;
|
||||
public _Role Role;
|
||||
}
|
||||
|
||||
public class _PlayerDataManager : NetworkBehaviour
|
||||
{
|
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// biến này của Fusion sẽ tự động đồng bộ giữa các client và host,
|
||||
// khi có thay đổi sẽ tự động cập nhật ở tất cả các bên
|
||||
[Networked]
|
||||
public NetworkDictionary<PlayerRef, _PlayerMetaData> Players => default;
|
||||
|
||||
// RPC: phương thức này sẽ được gọi từ client hoặc
|
||||
// host để cập nhật thông tin player, sau đó sẽ được gửi
|
||||
// đến state authority (host) để xử lý và đồng bộ lại cho tất cả các client
|
||||
[Rpc(RpcSources.All, RpcTargets.StateAuthority)]
|
||||
public void RPC_UpdatePlayerMetaData(PlayerRef playerRef, _PlayerMetaData metaData)
|
||||
{
|
||||
Players.Set(playerRef, metaData);
|
||||
}
|
||||
|
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public bool TryGetPlayerMetaData(PlayerRef playerRef, out _PlayerMetaData metaData)
|
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{
|
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return Players.TryGet(playerRef, out metaData);
|
||||
}
|
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}
|
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2
Assets/Scripts/Duy/PlayerDataManager.cs.meta
Normal file
2
Assets/Scripts/Duy/PlayerDataManager.cs.meta
Normal file
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50
Assets/Scripts/Duy/PlayerInfo.cs
Normal file
50
Assets/Scripts/Duy/PlayerInfo.cs
Normal file
@@ -0,0 +1,50 @@
|
||||
using Fusion;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
|
||||
public enum _Role
|
||||
{
|
||||
Seeker,
|
||||
Trapper
|
||||
}
|
||||
|
||||
public struct _PlayerProfile
|
||||
{
|
||||
public string Name;
|
||||
public _Role Role;
|
||||
}
|
||||
|
||||
public class PlayerInfo : NetworkBehaviour
|
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{
|
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[Networked] public string playerName { get; set; }
|
||||
|
||||
public _PlayerDataManager playerDataManager;
|
||||
public TextMeshProUGUI nameText;
|
||||
|
||||
public GameObject[] characterIcons; // mảng chứa icon tương ứng với từng class, có thể gán trong inspector
|
||||
|
||||
// sau khi game object được tạo ra trên mạng,
|
||||
// sẽ gọi phương thức này để khởi tạo thông tin player
|
||||
public override void Spawned()
|
||||
{
|
||||
playerDataManager = FindFirstObjectByType<_PlayerDataManager>(); // tìm PlayerDataManager trong scene
|
||||
}
|
||||
|
||||
// phương thức này sẽ được gọi mỗi frame để cập nhật thông tin hiển thị của player
|
||||
public override void Render()
|
||||
{
|
||||
if (playerDataManager == null) return;
|
||||
if (playerDataManager.TryGetPlayerMetaData(Object.InputAuthority, out var metadata))
|
||||
{
|
||||
var name = metadata.Name;
|
||||
var charClass = metadata.Role;
|
||||
|
||||
nameText.text = $"{name} ({charClass})";
|
||||
|
||||
for (var i = 0; i < characterIcons.Length; i++)
|
||||
{
|
||||
characterIcons[i].SetActive(i == (int)charClass); // hiển thị icon tương ứng với class của player
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
2
Assets/Scripts/Duy/PlayerInfo.cs.meta
Normal file
2
Assets/Scripts/Duy/PlayerInfo.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 70abb536cf50f2948882e913634daedf
|
||||
6
Assets/Scripts/Duy/PlayerInputData.cs
Normal file
6
Assets/Scripts/Duy/PlayerInputData.cs
Normal file
@@ -0,0 +1,6 @@
|
||||
using Fusion;
|
||||
|
||||
public partial struct _PlayerInputData : INetworkInput
|
||||
{
|
||||
public float direction;
|
||||
}
|
||||
2
Assets/Scripts/Duy/PlayerInputData.cs.meta
Normal file
2
Assets/Scripts/Duy/PlayerInputData.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 731ed4a4b6e0ae64c8194463a76646c7
|
||||
301
Assets/Scripts/Duy/_BasicSpawner.cs
Normal file
301
Assets/Scripts/Duy/_BasicSpawner.cs
Normal file
@@ -0,0 +1,301 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Threading.Tasks;
|
||||
using Fusion;
|
||||
using Fusion.Sockets;
|
||||
using UnityEngine;
|
||||
|
||||
|
||||
// ghi nhận các input của người chơi, ở đây chỉ có hướng di chuyển
|
||||
|
||||
|
||||
public class _BasicSpawner : MonoBehaviour, INetworkRunnerCallbacks
|
||||
{
|
||||
private NetworkRunner _runner { get; set; }
|
||||
|
||||
public _LobbyManager LobbyManager;
|
||||
|
||||
|
||||
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
|
||||
// dont destroy this object when loading new scenes
|
||||
if(_runner == null) _runner = gameObject.AddComponent<NetworkRunner>();
|
||||
DontDestroyOnLoad(gameObject);
|
||||
}
|
||||
|
||||
// thông tin profile của player local, sẽ được tạo ra từ lobby và gửi lên host để tạo player object, ở đây tạm thời chỉ tạo 1 profile mặc định
|
||||
public _PlayerProfile LocalPlayerProfile { get; private set; }
|
||||
public void SetLocalPlayerProfile(_PlayerProfile _profile)
|
||||
{
|
||||
LocalPlayerProfile = _profile;
|
||||
}
|
||||
|
||||
// start lobby
|
||||
public async Task StartLobby()
|
||||
{
|
||||
if(_runner == null) _runner = gameObject.AddComponent<NetworkRunner>();
|
||||
_runner.ProvideInput = true;
|
||||
_runner.AddCallbacks(this);
|
||||
var result = await _runner.JoinSessionLobby(SessionLobby.ClientServer);
|
||||
if (result.Ok)
|
||||
{
|
||||
Debug.Log("Joined lobby successfully!");
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogError($"Failed to join lobby: {result.ShutdownReason}");
|
||||
}
|
||||
}
|
||||
|
||||
// tạo phòng
|
||||
public async Task StartHost(string sessionName, SceneRef scene)
|
||||
{
|
||||
var result = await _runner.StartGame(new StartGameArgs()
|
||||
{
|
||||
GameMode = GameMode.Host,
|
||||
SessionName = sessionName,
|
||||
Scene = scene,
|
||||
PlayerCount = 2,
|
||||
SceneManager = gameObject.AddComponent<NetworkSceneManagerDefault>()
|
||||
});
|
||||
if (result.Ok)
|
||||
{
|
||||
Debug.Log("Started host successfully!");
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogError($"Failed to start host: {result.ShutdownReason}");
|
||||
}
|
||||
}
|
||||
|
||||
// tham gia phòng
|
||||
public async Task StartClient(string sessionName)
|
||||
{
|
||||
var result = await _runner.StartGame(new StartGameArgs()
|
||||
{
|
||||
GameMode = GameMode.Client,
|
||||
SessionName = sessionName,
|
||||
SceneManager = gameObject.AddComponent<NetworkSceneManagerDefault>()
|
||||
});
|
||||
if (result.Ok) {
|
||||
Debug.Log("Started client successfully!");
|
||||
}
|
||||
else {
|
||||
Debug.LogError($"Failed to start client: {result.ShutdownReason}");
|
||||
}
|
||||
}
|
||||
|
||||
public void OnObjectExitAOI(NetworkRunner runner, NetworkObject obj, PlayerRef player)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public void OnObjectEnterAOI(NetworkRunner runner, NetworkObject obj, PlayerRef player)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
[SerializeField] private NetworkPrefabRef _playerPrefab;
|
||||
private Dictionary<PlayerRef, NetworkObject> _spawnedCharacters = new Dictionary<PlayerRef, NetworkObject>();
|
||||
|
||||
public void OnPlayerJoined(NetworkRunner runner, PlayerRef player)
|
||||
{
|
||||
// nếu là host
|
||||
if (runner.IsServer)
|
||||
{
|
||||
Vector2 spawnPosition;
|
||||
|
||||
if (player == runner.LocalPlayer)
|
||||
{
|
||||
spawnPosition = new Vector2(-8, 0);
|
||||
}
|
||||
else
|
||||
{
|
||||
spawnPosition = new Vector2(8, 0);
|
||||
}
|
||||
|
||||
|
||||
// Create a unique position for the player
|
||||
// var spawnPosition = new Vector2(Random.Range(0, 5), Random.Range(0, 5));
|
||||
var networkPlayerObject = runner.Spawn(
|
||||
_playerPrefab,
|
||||
spawnPosition,
|
||||
Quaternion.identity,
|
||||
player);
|
||||
// Keep track of the player avatars for easy access
|
||||
_spawnedCharacters.Add(player, networkPlayerObject);
|
||||
// if (runner.ActivePlayers.Count() == 2 && !_ballStarted)
|
||||
// {
|
||||
// var ball = FindFirstObjectByType<Ball>();
|
||||
// ball.Launch();
|
||||
// _ballStarted = true;
|
||||
// }
|
||||
|
||||
|
||||
}
|
||||
|
||||
Debug.Log("Player joined: " + player + ", is local player: " + (player == runner.LocalPlayer));
|
||||
if (player == runner.LocalPlayer)
|
||||
{
|
||||
var pdm = FindFirstObjectByType<_PlayerDataManager>();
|
||||
if (pdm == null) return;
|
||||
var metaData = new _PlayerMetaData()
|
||||
{
|
||||
Name = LocalPlayerProfile.Name,
|
||||
Role = LocalPlayerProfile.Role,
|
||||
|
||||
};
|
||||
pdm.RPC_UpdatePlayerMetaData(player, metaData);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public void OnPlayerLeft(NetworkRunner runner, PlayerRef player)
|
||||
{
|
||||
if (_spawnedCharacters.TryGetValue(player, out NetworkObject networkObject))
|
||||
{
|
||||
runner.Despawn(networkObject);
|
||||
_spawnedCharacters.Remove(player);
|
||||
if (runner.IsServer)
|
||||
{
|
||||
runner.Shutdown();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private bool IsGameReady(NetworkRunner runner)
|
||||
{
|
||||
|
||||
return runner.ActivePlayers.Count() >= 2;
|
||||
}
|
||||
|
||||
public void OnShutdown(NetworkRunner runner, ShutdownReason shutdownReason)
|
||||
{
|
||||
Debug.Log("Game shutdown: " + shutdownReason);
|
||||
|
||||
|
||||
UnityEngine.SceneManagement.SceneManager.LoadScene("Lobby");
|
||||
}
|
||||
|
||||
public void OnDisconnectedFromServer(NetworkRunner runner, NetDisconnectReason reason)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public void OnConnectRequest(NetworkRunner runner, NetworkRunnerCallbackArgs.ConnectRequest request, byte[] token)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public void OnConnectFailed(NetworkRunner runner, NetAddress remoteAddress, NetConnectFailedReason reason)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public void OnUserSimulationMessage(NetworkRunner runner, SimulationMessagePtr message)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public void OnReliableDataReceived(NetworkRunner runner, PlayerRef player, ReliableKey key, ArraySegment<byte> data)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public void OnReliableDataProgress(NetworkRunner runner, PlayerRef player, ReliableKey key, float progress)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
|
||||
public void OnInput(NetworkRunner runner, NetworkInput input)
|
||||
{
|
||||
// collect the input and send it to the runner, which will then be sent to the server and other clients
|
||||
var data = new _PlayerInputData();
|
||||
data.direction = Input.GetAxis("Vertical");
|
||||
input.Set(data);
|
||||
}
|
||||
|
||||
public void OnInputMissing(NetworkRunner runner, PlayerRef player, NetworkInput input)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public void OnConnectedToServer(NetworkRunner runner)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
// khi có update về danh sách phòng,
|
||||
// ví dụ khi có phòng mới được tạo hoặc phòng bị xóa,
|
||||
// host sẽ gửi update này cho tất cả client trong lobby
|
||||
public void OnSessionListUpdated(NetworkRunner runner, List<SessionInfo> sessionList)
|
||||
{
|
||||
Debug.Log("Session list updated, total sessions: " + sessionList.Count);
|
||||
LobbyManager.DisplayRoomList(sessionList);
|
||||
}
|
||||
|
||||
public void OnCustomAuthenticationResponse(NetworkRunner runner, Dictionary<string, object> data)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public void OnHostMigration(NetworkRunner runner, HostMigrationToken hostMigrationToken)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public void OnSceneLoadDone(NetworkRunner runner)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public void OnSceneLoadStart(NetworkRunner runner)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public void DespawnGO(NetworkObject networkObject)
|
||||
{
|
||||
if (_runner != null && networkObject != null)
|
||||
{
|
||||
_runner.Despawn(networkObject);
|
||||
}
|
||||
}
|
||||
|
||||
public NetworkObject SpawnGO(NetworkPrefabRef prefabRef, Vector2 position,Quaternion rotation, PlayerRef owner = default)
|
||||
{
|
||||
if (_runner != null)
|
||||
{
|
||||
return _runner.Spawn(prefabRef, position, rotation, owner);
|
||||
}
|
||||
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}");
|
||||
}
|
||||
}
|
||||
2
Assets/Scripts/Duy/_BasicSpawner.cs.meta
Normal file
2
Assets/Scripts/Duy/_BasicSpawner.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ca752d01bdc2c5e42938776307031da3
|
||||
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
|
||||
@@ -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 UnityEngine;
|
||||
|
||||
public static class Extensions
|
||||
namespace Hallucinate.GameSetup.Maze.Extensions
|
||||
{
|
||||
private static System.Random rng = new System.Random();
|
||||
public static void Shuffle<T>(this IList<T> list)
|
||||
public static class ListExtensions
|
||||
{
|
||||
int n = list.Count;
|
||||
while (n > 1)
|
||||
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)
|
||||
{
|
||||
n--;
|
||||
int k = rng.Next(n + 1);
|
||||
T value = list[k];
|
||||
list[k] = list[n];
|
||||
list[n] = value;
|
||||
int n = list.Count;
|
||||
while (n > 1)
|
||||
{
|
||||
n--;
|
||||
int k = _rng.Next(n + 1);
|
||||
T value = list[k];
|
||||
list[k] = list[n];
|
||||
list[n] = value;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
@@ -1,11 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 7d9791b1b03c14f16a245b2d4577c5f9
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
guid: 7d9791b1b03c14f16a245b2d4577c5f9
|
||||
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
|
||||
@@ -1,99 +0,0 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class MapLocation
|
||||
{
|
||||
public int x;
|
||||
public int z;
|
||||
|
||||
public MapLocation(int _x, int _z)
|
||||
{
|
||||
x = _x;
|
||||
z = _z;
|
||||
}
|
||||
}
|
||||
|
||||
public class Maze : MonoBehaviour
|
||||
{
|
||||
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;
|
||||
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
InitialiseMap();
|
||||
Generate();
|
||||
DrawMap();
|
||||
}
|
||||
|
||||
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
|
||||
}
|
||||
}
|
||||
|
||||
void DrawMap()
|
||||
{
|
||||
for (int z = 0; z < depth; z++)
|
||||
for (int x = 0; x < width; x++)
|
||||
{
|
||||
if (map[x, z] == 1)
|
||||
{
|
||||
Vector3 pos = new Vector3(x * scale, 0, z * scale);
|
||||
GameObject wall = GameObject.CreatePrimitive(PrimitiveType.Cube);
|
||||
wall.transform.localScale = new Vector3(scale, scale, scale);
|
||||
wall.transform.position = pos;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
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
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user