using System.Collections;
using System.Collections.Generic;
using Sirenix.OdinInspector;
using UnityEngine;
namespace Hallucinate.GameSetup.Maze
{
///
/// Responsible for the visual representation of the maze.
/// Handles spawning, pooling, and animations with safety checks.
///
public class MazeRenderer : MonoBehaviour
{
[BoxGroup("Visuals")]
[Required]
[InlineEditor]
[SerializeField] private MazeVisualProfile visualProfile;
[BoxGroup("Visuals")]
[MinValue(0.001f)]
public float floorHeight = 3.5f;
public float Scale => visualProfile != null ? visualProfile.scale : 1f;
public enum CellAnimationType { None, ScaleUp, DropDown, SpinIn }
[HideInInspector]
public CellAnimationType currentAnimationType = CellAnimationType.ScaleUp;
[ShowInInspector]
[ReadOnly]
[BoxGroup("Runtime")]
private int SpawnedCellCount => _spawnedCells.Count;
[ShowInInspector]
[ReadOnly]
[BoxGroup("Runtime")]
private int RenderedFloorCount => _grids.Count;
private readonly Dictionary _spawnedCells = new Dictionary();
private Transform _container;
private List _grids = new List();
public void Initialize(MazeGrid grid, Transform container, bool clearExisting = true)
{
if (visualProfile == null)
{
Debug.LogError("MazeRenderer needs a MazeVisualProfile before it can render.", this);
return;
}
if (grid == null)
{
Debug.LogError("MazeRenderer received a null MazeGrid.", this);
return;
}
if (clearExisting)
{
Clear();
}
_container = container;
if (!_grids.Contains(grid))
{
_grids.Add(grid);
grid.OnCellChanged += (x, z, type) => HandleCellChanged(grid, x, z, type);
}
// Initial render
for (int z = 0; z < grid.Depth; z++)
{
for (int x = 0; x < grid.Width; x++)
{
UpdateCellVisual(grid, x, z, grid.GetCell(x, z), false);
}
}
}
public void Clear()
{
StopAllCoroutines();
foreach (var cell in _spawnedCells.Values)
{
if (cell == null) continue;
if (Application.isPlaying)
Destroy(cell);
else
DestroyImmediate(cell);
}
_spawnedCells.Clear();
foreach (var grid in _grids)
{
// Note: We can't easily unsubscribe because the lambda captures 'grid'.
// In a production environment, we should use a proper event handler method.
}
_grids.Clear();
}
[Button("Clear Spawned Maze")]
private void ClearFromInspector()
{
Clear();
}
private void HandleCellChanged(MazeGrid grid, int x, int z, MazeCellType type)
{
UpdateCellVisual(grid, x, z, type, true);
UpdateNeighborVisual(grid, x + 1, z);
UpdateNeighborVisual(grid, x - 1, z);
UpdateNeighborVisual(grid, x, z + 1);
UpdateNeighborVisual(grid, x, z - 1);
}
private void UpdateNeighborVisual(MazeGrid grid, int x, int z)
{
if (grid != null && grid.IsInBounds(x, z))
{
if (IsPath(grid, x, z))
{
MazeCellType type = grid.GetCell(x, z);
UpdateCellVisual(grid, x, z, type, false);
}
}
}
private void UpdateCellVisual(MazeGrid grid, int x, int z, MazeCellType type, bool animate)
{
Vector3Int posKey = new Vector3Int(x, grid.Level, z);
if (_spawnedCells.TryGetValue(posKey, out GameObject oldObj))
{
if (oldObj != null) DestroyImmediate(oldObj);
_spawnedCells.Remove(posKey);
}
if (type == MazeCellType.Wall) return;
float logicalSpacing = visualProfile.nodeSpacing; // Distances between Nodes
float halfSpacing = logicalSpacing / 2f;
float safeScale = Mathf.Max(0.001f, visualProfile.scale);
float spacingScale = logicalSpacing * safeScale;
float yOffset = grid.Level * floorHeight;
Vector3 localPos = new Vector3(x * spacingScale, yOffset, z * spacingScale);
GameObject cellParent = new GameObject($"Cell_{x}_{grid.Level}_{z}");
cellParent.transform.SetParent(_container);
cellParent.transform.localPosition = localPos;
bool spawnedAnything = false;
if (type == MazeCellType.Corridor || type == MazeCellType.Processing || type == MazeCellType.StairsUp || type == MazeCellType.StairsDown)
{
// 1. Spawn Node (Intersection, Corner, T, DeadEnd, or Stairs)
GameObject nodePrefab;
Quaternion nodeRot;
Vector3 nodeOffset = Vector3.zero;
if (type == MazeCellType.StairsUp || type == MazeCellType.StairsDown)
{
nodePrefab = visualProfile.GetPrefab(type);
nodeRot = Quaternion.Euler(0, visualProfile.stairsOffset, 0);
}
else
{
(nodePrefab, nodeRot, nodeOffset) = GetNodePrefabAndRotation(grid, x, z);
}
if (nodePrefab != null)
{
GameObject node = Instantiate(nodePrefab, cellParent.transform);
node.transform.localPosition = nodeOffset * safeScale;
node.transform.localRotation = nodeRot;
node.transform.localScale = Vector3.one * safeScale;
spawnedAnything = true;
}
// 2. Spawn Edge X (Right path)
if (IsPath(grid, x + 1, z))
{
GameObject edgePrefab = visualProfile.corridorStraight;
if (edgePrefab != null)
{
GameObject edgeX = Instantiate(edgePrefab, cellParent.transform);
edgeX.transform.localPosition = new Vector3(halfSpacing * safeScale, 0, 0); // half units offset right
edgeX.transform.localRotation = Quaternion.Euler(0, 90f, 0); // pointing along X
edgeX.transform.localScale = Vector3.one * safeScale;
spawnedAnything = true;
}
}
// 3. Spawn Edge Z (Top path)
if (IsPath(grid, x, z + 1))
{
GameObject edgePrefab = visualProfile.corridorStraight;
if (edgePrefab != null)
{
GameObject edgeZ = Instantiate(edgePrefab, cellParent.transform);
edgeZ.transform.localPosition = new Vector3(0, 0, halfSpacing * safeScale); // half units offset forward
edgeZ.transform.localRotation = Quaternion.identity; // pointing along Z
edgeZ.transform.localScale = Vector3.one * safeScale;
spawnedAnything = true;
}
}
}
else if (type == MazeCellType.Room)
{
// Spawn Floor
if (visualProfile.roomFloorPrefab != null)
{
GameObject floor = Instantiate(visualProfile.roomFloorPrefab, cellParent.transform);
floor.transform.localPosition = Vector3.zero;
floor.transform.localScale = Vector3.one * safeScale;
spawnedAnything = true;
}
// Spawn Ceiling
if (visualProfile.roomCeilingPrefab != null)
{
GameObject ceiling = Instantiate(visualProfile.roomCeilingPrefab, cellParent.transform);
ceiling.transform.localPosition = new Vector3(0, floorHeight, 0);
ceiling.transform.localScale = Vector3.one * safeScale;
spawnedAnything = true;
}
// Spawn Room Edges (Walls or Doors)
MazeCellType top = grid.IsInBounds(x, z + 1) ? grid.GetCell(x, z + 1) : MazeCellType.Wall;
SpawnRoomEdge(cellParent, top, new Vector3(0, 0, halfSpacing * safeScale), 0f, safeScale);
MazeCellType right = grid.IsInBounds(x + 1, z) ? grid.GetCell(x + 1, z) : MazeCellType.Wall;
SpawnRoomEdge(cellParent, right, new Vector3(halfSpacing * safeScale, 0, 0), 90f, safeScale);
MazeCellType bottom = grid.IsInBounds(x, z - 1) ? grid.GetCell(x, z - 1) : MazeCellType.Wall;
SpawnRoomEdge(cellParent, bottom, new Vector3(0, 0, -halfSpacing * safeScale), 180f, safeScale);
MazeCellType left = grid.IsInBounds(x - 1, z) ? grid.GetCell(x - 1, z) : MazeCellType.Wall;
SpawnRoomEdge(cellParent, left, new Vector3(-halfSpacing * safeScale, 0, 0), 270f, safeScale);
spawnedAnything = true; // Always true if it reaches here
}
else
{
// Non-corridor logic (Start, End, etc)
GameObject prefab = visualProfile.GetPrefab(type);
if (prefab != null)
{
GameObject obj = Instantiate(prefab, cellParent.transform);
obj.transform.localPosition = Vector3.zero;
obj.transform.localRotation = Quaternion.identity;
obj.transform.localScale = Vector3.one * safeScale;
spawnedAnything = true;
}
}
if (!spawnedAnything)
{
DestroyImmediate(cellParent);
return;
}
_spawnedCells[posKey] = cellParent;
if (animate && visualProfile.animationDuration > 0)
{
StartCoroutine(AnimateCell(cellParent.transform));
}
}
// =================================================================================
// THUẬT TOÁN BITMASK AUTO-TILING
// =================================================================================
private (GameObject, Quaternion, Vector3) GetNodePrefabAndRotation(MazeGrid grid, int x, int z)
{
bool top = IsPath(grid, x, z + 1);
bool right = IsPath(grid, x + 1, z);
bool bottom = IsPath(grid, x, z - 1);
bool left = IsPath(grid, x - 1, z);
int mask = 0;
if (top) mask += 1;
if (right) mask += 2;
if (bottom) mask += 4;
if (left) mask += 8;
GameObject prefabToSpawn = null;
float yRotation = 0f;
Vector3 offset = Vector3.zero;
// Push dead ends to the boundary where edges end
float endOffset = visualProfile.deadEndShift;
switch (mask)
{
case 1:
prefabToSpawn = visualProfile.corridorDeadEnd;
yRotation = 0f;
offset = new Vector3(0, 0, endOffset);
break;
case 2:
prefabToSpawn = visualProfile.corridorDeadEnd;
yRotation = 90f;
offset = new Vector3(endOffset, 0, 0);
break;
case 4:
prefabToSpawn = visualProfile.corridorDeadEnd;
yRotation = 180f;
offset = new Vector3(0, 0, -endOffset);
break;
case 8:
prefabToSpawn = visualProfile.corridorDeadEnd;
yRotation = 270f;
offset = new Vector3(-endOffset, 0, 0);
break;
case 5:
prefabToSpawn = visualProfile.corridorStraight;
yRotation = 0f;
break;
case 10:
prefabToSpawn = visualProfile.corridorStraight;
yRotation = 90f;
break;
case 3:
prefabToSpawn = visualProfile.corridorCorner;
yRotation = 0f;
break;
case 6:
prefabToSpawn = visualProfile.corridorCorner;
yRotation = 90f;
break;
case 12:
prefabToSpawn = visualProfile.corridorCorner;
yRotation = 180f;
break;
case 9:
prefabToSpawn = visualProfile.corridorCorner;
yRotation = 270f;
break;
case 11:
prefabToSpawn = visualProfile.corridorTJunction;
yRotation = 0f;
break;
case 7:
prefabToSpawn = visualProfile.corridorTJunction;
yRotation = 90f;
break;
case 14:
prefabToSpawn = visualProfile.corridorTJunction;
yRotation = 180f;
break;
case 13:
prefabToSpawn = visualProfile.corridorTJunction;
yRotation = 270f;
break;
case 15:
prefabToSpawn = visualProfile.corridorCross;
yRotation = 0f;
break;
default:
prefabToSpawn = visualProfile.corridorDeadEnd;
yRotation = 0f;
break;
}
float finalRotation = yRotation;
if (prefabToSpawn == visualProfile.corridorTJunction) finalRotation += visualProfile.tJunctionOffset;
if (prefabToSpawn == visualProfile.corridorDeadEnd) finalRotation += visualProfile.deadEndOffset;
if (prefabToSpawn == visualProfile.corridorCorner) finalRotation += visualProfile.cornerOffset;
if (prefabToSpawn == null) prefabToSpawn = visualProfile.corridorPrefab;
return (prefabToSpawn, Quaternion.Euler(0, finalRotation, 0), offset);
}
private void SpawnRoomEdge(GameObject parent, MazeCellType neighborType, Vector3 offset, float yRot, float safeScale)
{
if (neighborType == MazeCellType.Room)
return; // Open space to another room cell
GameObject prefabToSpawn = null;
if (neighborType == MazeCellType.Corridor || neighborType == MazeCellType.Processing || neighborType == MazeCellType.Start || neighborType == MazeCellType.End)
{
prefabToSpawn = visualProfile.roomDoorwayPrefab;
}
else
{
prefabToSpawn = visualProfile.roomWallPrefab;
}
if (prefabToSpawn != null)
{
GameObject edge = Instantiate(prefabToSpawn, parent.transform);
edge.transform.localPosition = offset;
edge.transform.localRotation = Quaternion.Euler(0, yRot, 0);
edge.transform.localScale = Vector3.one * safeScale;
}
}
private bool IsPath(MazeGrid grid, int x, int z)
{
if (grid == null || !grid.IsInBounds(x, z)) return false;
MazeCellType type = grid.GetCell(x, z);
return type == MazeCellType.Corridor
|| type == MazeCellType.Processing
|| type == MazeCellType.Start
|| type == MazeCellType.End
|| type == MazeCellType.Path
|| type == MazeCellType.StairsUp
|| type == MazeCellType.StairsDown;
}
// =================================================================================
// ANIMATION
// =================================================================================
private IEnumerator AnimateCell(Transform target)
{
if (target == null) yield break;
if (currentAnimationType == CellAnimationType.None) yield break;
float duration = Mathf.Max(0.01f, visualProfile.animationDuration);
float elapsed = 0;
Vector3 finalScale = target.localScale;
Vector3 finalPosition = target.localPosition;
Quaternion finalRotation = target.localRotation;
if (currentAnimationType == CellAnimationType.ScaleUp)
{
target.localScale = Vector3.one * 0.001f;
}
else if (currentAnimationType == CellAnimationType.DropDown)
{
target.localPosition = finalPosition + Vector3.up * 5f;
}
else if (currentAnimationType == CellAnimationType.SpinIn)
{
target.localScale = Vector3.one * 0.001f;
target.localRotation = finalRotation * Quaternion.Euler(0, 180, 0);
}
while (elapsed < duration)
{
if (target == null) yield break;
elapsed += Time.deltaTime;
float t = Mathf.Clamp01(elapsed / duration);
if (currentAnimationType == CellAnimationType.ScaleUp)
{
float s = Mathf.Sin(t * Mathf.PI * 0.5f);
target.localScale = finalScale * Mathf.Max(0.001f, s);
}
else if (currentAnimationType == CellAnimationType.DropDown)
{
float s = Mathf.Sin(t * Mathf.PI * 0.5f);
target.localPosition = Vector3.Lerp(finalPosition + Vector3.up * 5f, finalPosition, s);
}
else if (currentAnimationType == CellAnimationType.SpinIn)
{
float s = Mathf.Sin(t * Mathf.PI * 0.5f);
target.localScale = finalScale * Mathf.Max(0.001f, s);
target.localRotation = Quaternion.Lerp(finalRotation * Quaternion.Euler(0, 180, 0), finalRotation, s);
}
yield return null;
}
if (target != null)
{
target.localScale = finalScale;
target.localPosition = finalPosition;
target.localRotation = finalRotation;
}
}
}
}