2026-04-21 23:28:49 +07:00
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace Hallucinate.GameSetup.Maze
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{
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/// <summary>
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/// Responsible for the visual representation of the maze.
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2026-04-22 00:29:09 +07:00
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/// Handles spawning, pooling, and animations with safety checks.
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2026-04-21 23:28:49 +07:00
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/// </summary>
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public class MazeRenderer : MonoBehaviour
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{
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[SerializeField] private MazeVisualProfile visualProfile;
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public float floorHeight = 3.5f;
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public float Scale => visualProfile != null ? visualProfile.scale : 1f;
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private readonly Dictionary<Vector3Int, GameObject> _spawnedCells = new Dictionary<Vector3Int, GameObject>();
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private Transform _container;
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private List<MazeGrid> _grids = new List<MazeGrid>();
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public void Initialize(MazeGrid grid, Transform container, bool clearExisting = true)
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{
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if (clearExisting)
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{
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Clear();
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}
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_container = container;
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if (!_grids.Contains(grid))
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{
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_grids.Add(grid);
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grid.OnCellChanged += (x, z, type) => HandleCellChanged(grid, x, z, type);
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}
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// Initial render
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for (int z = 0; z < grid.Depth; z++)
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{
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for (int x = 0; x < grid.Width; x++)
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{
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UpdateCellVisual(grid, x, z, grid.GetCell(x, z), false);
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}
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}
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}
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public void Clear()
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{
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StopAllCoroutines();
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foreach (var cell in _spawnedCells.Values)
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{
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if (cell != null) Destroy(cell);
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}
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_spawnedCells.Clear();
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foreach (var grid in _grids)
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{
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// Note: We can't easily unsubscribe because the lambda captures 'grid'.
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// In a production environment, we should use a proper event handler method.
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}
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_grids.Clear();
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}
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private void HandleCellChanged(MazeGrid grid, int x, int z, MazeCellType type)
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{
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UpdateCellVisual(grid, x, z, type, true);
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UpdateNeighborVisual(grid, x + 1, z);
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UpdateNeighborVisual(grid, x - 1, z);
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UpdateNeighborVisual(grid, x, z + 1);
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UpdateNeighborVisual(grid, x, z - 1);
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}
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private void UpdateNeighborVisual(MazeGrid grid, int x, int z)
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{
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if (grid != null && grid.IsInBounds(x, z))
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{
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if (IsPath(grid, x, z))
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{
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MazeCellType type = grid.GetCell(x, z);
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UpdateCellVisual(grid, x, z, type, false);
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}
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}
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}
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private void UpdateCellVisual(MazeGrid grid, int x, int z, MazeCellType type, bool animate)
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{
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Vector3Int posKey = new Vector3Int(x, grid.Level, z);
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if (_spawnedCells.TryGetValue(posKey, out GameObject oldObj))
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{
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Destroy(oldObj);
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_spawnedCells.Remove(posKey);
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}
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GameObject prefab = null;
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Quaternion rotation = Quaternion.identity;
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if (type == MazeCellType.Corridor || type == MazeCellType.Processing)
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{
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(prefab, rotation) = GetCorridorPrefabAndRotation(grid, x, z);
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}
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else
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{
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prefab = visualProfile.GetPrefab(type);
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}
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if (prefab == null) return;
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float safeScale = Mathf.Max(0.001f, visualProfile.scale);
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float modelScaleMultiplier = 0.25f;
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float yOffset = grid.Level * floorHeight;
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Vector3 localPos = new Vector3(x * safeScale, yOffset, z * safeScale);
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GameObject newObj = Instantiate(prefab, _container);
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newObj.transform.localPosition = localPos;
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newObj.transform.localRotation = rotation;
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newObj.transform.localScale = Vector3.one * safeScale * modelScaleMultiplier;
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_spawnedCells[posKey] = newObj;
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if (animate && visualProfile.animationDuration > 0)
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{
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StartCoroutine(AnimateCell(newObj.transform));
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}
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}
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// =================================================================================
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// THUẬT TOÁN BITMASK AUTO-TILING
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// =================================================================================
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private (GameObject, Quaternion) GetCorridorPrefabAndRotation(MazeGrid grid, int x, int z)
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{
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bool top = IsPath(grid, x, z + 1);
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bool right = IsPath(grid, x + 1, z);
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bool bottom = IsPath(grid, x, z - 1);
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bool left = IsPath(grid, x - 1, z);
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int mask = 0;
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if (top) mask += 1;
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if (right) mask += 2;
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if (bottom) mask += 4;
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if (left) mask += 8;
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GameObject prefabToSpawn = null;
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float yRotation = 0f;
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switch (mask)
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{
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case 1:
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prefabToSpawn = visualProfile.corridorDeadEnd;
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yRotation = 180f;
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break;
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case 2:
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prefabToSpawn = visualProfile.corridorDeadEnd;
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yRotation = 270f;
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break;
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case 4:
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prefabToSpawn = visualProfile.corridorDeadEnd;
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yRotation = 0f;
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break;
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case 8:
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prefabToSpawn = visualProfile.corridorDeadEnd;
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yRotation = 90f;
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break;
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case 5:
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prefabToSpawn = visualProfile.corridorStraight;
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yRotation = 0f;
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break;
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case 10:
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prefabToSpawn = visualProfile.corridorStraight;
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yRotation = 90f;
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break;
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case 3:
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prefabToSpawn = visualProfile.corridorCorner;
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yRotation = 0f;
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break;
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case 6:
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prefabToSpawn = visualProfile.corridorCorner;
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yRotation = 90f;
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break;
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case 12:
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prefabToSpawn = visualProfile.corridorCorner;
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yRotation = 180f;
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break;
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case 9:
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prefabToSpawn = visualProfile.corridorCorner;
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yRotation = 270f;
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break;
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case 11:
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prefabToSpawn = visualProfile.corridorTJunction;
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yRotation = 180f;
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break;
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case 7:
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prefabToSpawn = visualProfile.corridorTJunction;
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yRotation = 270f;
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break;
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case 14:
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prefabToSpawn = visualProfile.corridorTJunction;
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yRotation = 0f;
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break;
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case 13:
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prefabToSpawn = visualProfile.corridorTJunction;
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yRotation = 90f;
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break;
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case 15:
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prefabToSpawn = visualProfile.corridorCross;
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yRotation = 0f;
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break;
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default:
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prefabToSpawn = visualProfile.corridorDeadEnd;
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yRotation = 0f;
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break;
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}
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float finalRotation = yRotation;
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if (prefabToSpawn == visualProfile.corridorTJunction) finalRotation += visualProfile.tJunctionOffset;
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if (prefabToSpawn == visualProfile.corridorDeadEnd) finalRotation += visualProfile.deadEndOffset;
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if (prefabToSpawn == visualProfile.corridorCorner) finalRotation += visualProfile.cornerOffset;
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if (prefabToSpawn == null) prefabToSpawn = visualProfile.corridorPrefab;
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return (prefabToSpawn, Quaternion.Euler(0, finalRotation, 0));
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}
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private bool IsPath(MazeGrid grid, int x, int z)
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{
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if (grid == null || !grid.IsInBounds(x, z)) return false;
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MazeCellType type = grid.GetCell(x, z);
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return type == MazeCellType.Corridor
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|| type == MazeCellType.Processing
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|| type == MazeCellType.Start
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|| type == MazeCellType.End
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|| type == MazeCellType.Path
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|| type == MazeCellType.StairUp
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|| type == MazeCellType.StairDown;
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}
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// =================================================================================
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// ANIMATION
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// =================================================================================
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private IEnumerator AnimateCell(Transform target)
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{
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if (target == null) yield break;
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float duration = Mathf.Max(0.01f, visualProfile.animationDuration);
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float elapsed = 0;
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Vector3 finalScale = target.localScale;
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target.localScale = Vector3.one * 0.001f;
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while (elapsed < duration)
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{
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if (target == null) yield break;
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elapsed += Time.deltaTime;
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float t = Mathf.Clamp01(elapsed / duration);
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float s = Mathf.Sin(t * Mathf.PI * 0.5f);
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target.localScale = finalScale * Mathf.Max(0.001f, s);
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yield return null;
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}
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if (target != null)
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{
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target.localScale = finalScale;
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}
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}
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}
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}
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