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{fileID: 1142785474} - {fileID: 841412614} - {fileID: 51806460} + - {fileID: 8258928368180580295} + - {fileID: 7477006319521516329} + - {fileID: 6183881471858100781} + - {fileID: 5166543384961234755} diff --git a/Assets/Scripts/GameSetup/Maze/MazeManager.cs b/Assets/Scripts/GameSetup/Maze/MazeManager.cs index 852130f0..ed07cb83 100644 --- a/Assets/Scripts/GameSetup/Maze/MazeManager.cs +++ b/Assets/Scripts/GameSetup/Maze/MazeManager.cs @@ -59,10 +59,10 @@ namespace Hallucinate.GameSetup.Maze // Bước 1: Khởi tạo tất cả các tầng mê cung for (int i = 0; i < mazes.Length; i++) { - mazes[i].width = width; - mazes[i].depth = depth; - mazes[i].level = i; - mazes[i].Build(); // Lưu ý: Hàm Build này của bạn nên được tối ưu để KHÔNG Instantiate Model vội. + // mazes[i].width = width; + // mazes[i].depth = depth; + // mazes[i].level = i; + // mazes[i].Build(); // Lưu ý: Hàm Build này của bạn nên được tối ưu để KHÔNG Instantiate Model vội. } // Bước 2: Tạo điểm nối giữa các cặp tầng (0->1, 1->2, 2->3...) @@ -80,14 +80,14 @@ namespace Hallucinate.GameSetup.Maze { // Nếu cả Tầng Dưới và Tầng Trên đều đang là đường đi (Path) ở tọa độ này // (Bạn cần đổi điều kiện này cho khớp với Enum/Class thực tế của bạn) - bool isCurrentFloorPath = - currentFloor.piecePlace[x, z].piece == MazeGrid.PieceType.Vertical_Straight; - bool isNextFloorPath = nextFloor.piecePlace[x, z].piece == MazeGrid.PieceType.Vertical_Straight; - - if (isCurrentFloorPath && isNextFloorPath) - { - possibleConnections.Add(new Vector2Int(x, z)); - } + // bool isCurrentFloorPath = + // currentFloor.piecePlace[x, z].piece == MazeGrid.PieceType.Vertical_Straight; + // bool isNextFloorPath = nextFloor.piecePlace[x, z].piece == MazeGrid.PieceType.Vertical_Straight; + // + // if (isCurrentFloorPath && isNextFloorPath) + // { + // possibleConnections.Add(new Vector2Int(x, z)); + // } } } @@ -104,21 +104,21 @@ namespace Hallucinate.GameSetup.Maze int x = pos.x; int z = pos.y; - // Xóa model đường đi cũ (nếu hàm Build() đã lỡ Instantiate) - if (currentFloor.piecePlace[x, z].model != null) Destroy(currentFloor.piecePlace[x, z].model); - if (nextFloor.piecePlace[x, z].model != null) Destroy(nextFloor.piecePlace[x, z].model); + // // Xóa model đường đi cũ (nếu hàm Build() đã lỡ Instantiate) + // if (currentFloor.piecePlace[x, z].model != null) Destroy(currentFloor.piecePlace[x, z].model); + // if (nextFloor.piecePlace[x, z].model != null) Destroy(nextFloor.piecePlace[x, z].model); + // + // // TÍNH TOẠ ĐỘ Y CHUẨN XÁC: Y = Tầng * Độ_Cao_Tầng + // Vector3 upManHolePos = new Vector3(x * currentFloor.scale, currentFloor.level * floorHeight, + // z * currentFloor.scale); + // Vector3 ladderManPos = new Vector3(x * nextFloor.scale, nextFloor.level * floorHeight, + // z * nextFloor.scale); - // TÍNH TOẠ ĐỘ Y CHUẨN XÁC: Y = Tầng * Độ_Cao_Tầng - Vector3 upManHolePos = new Vector3(x * currentFloor.scale, currentFloor.level * floorHeight, - z * currentFloor.scale); - Vector3 ladderManPos = new Vector3(x * nextFloor.scale, nextFloor.level * floorHeight, - z * nextFloor.scale); - - // Sinh Model mới tại điểm đã chốt - currentFloor.piecePlace[x, z].model = - Instantiate(straightManHoleUp, upManHolePos, Quaternion.identity); - nextFloor.piecePlace[x, z].model = - Instantiate(straightManHoleLadder, ladderManPos, Quaternion.identity); + // // Sinh Model mới tại điểm đã chốt + // currentFloor.piecePlace[x, z].model = + // Instantiate(straightManHoleUp, upManHolePos, Quaternion.identity); + // nextFloor.piecePlace[x, z].model = + // Instantiate(straightManHoleLadder, ladderManPos, Quaternion.identity); // Cập nhật loại dữ liệu để hệ thống ghi nhận đây là ô cầu thang // currentFloor.piecePlace[x, z].piece = Maze.PieceType.StairsUp; (Nếu bạn có enum này) diff --git a/Assets/Scripts/GameSetup/Maze/MazeVisualProfile.cs b/Assets/Scripts/GameSetup/Maze/MazeVisualProfile.cs index c7ba3303..fbaf5e87 100644 --- a/Assets/Scripts/GameSetup/Maze/MazeVisualProfile.cs +++ b/Assets/Scripts/GameSetup/Maze/MazeVisualProfile.cs @@ -17,6 +17,11 @@ namespace Hallucinate.GameSetup.Maze public GameObject pathPrefab; public GameObject startPrefab; public GameObject endPrefab; + + [Header("Room Pieces")] + public GameObject wallpiece; + public GameObject floorpiece; + public GameObject cellingpiece; [Header("Corridor Types")] public GameObject corridorStraight; diff --git a/Assets/Settings/Project Setting/DefaultMazeProfile.asset b/Assets/Settings/Project Setting/DefaultMazeProfile.asset index 6b112e2a..46f00c2b 100644 --- a/Assets/Settings/Project Setting/DefaultMazeProfile.asset +++ b/Assets/Settings/Project Setting/DefaultMazeProfile.asset @@ -21,6 +21,9 @@ MonoBehaviour: pathPrefab: {fileID: 0} startPrefab: {fileID: 0} endPrefab: {fileID: 0} + wallpiece: {fileID: 4577348821146165120, guid: b69e6489df77a9b498c1c77003e0ee1f, type: 3} + floorpiece: {fileID: 4223043221652826205, guid: a9482a26b06970942a1b56c2d7575f2a, type: 3} + cellingpiece: {fileID: 2878949705306832448, guid: 5629501e49db88c4bb12289a632c8c7c, type: 3} corridorStraight: {fileID: 919132149155446097, guid: 31c4154f4868c31419e8c1be5681fea1, type: 3} corridorCorner: {fileID: 919132149155446097, guid: 9a0138c4a172272478edaf689ad99cb3, type: 3} corridorTJunction: {fileID: 919132149155446097, guid: 7957821753825954a8aad1fa25d0c745, type: 3}