fix di chuyen update maze ui update map

This commit is contained in:
2026-04-22 13:22:42 +07:00
parent 666b4a5058
commit 0e6e763b64
11 changed files with 985 additions and 449 deletions

View File

@@ -0,0 +1,38 @@
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>");
}
}
}
}
}

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@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: d3b0727dd84fbb046ac472bb1404b363

View File

@@ -1,6 +1,8 @@
using System.Collections;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Fusion;
using OnlyScove.Scripts.GameSetup.Maze;
public class MapLocation
{
@@ -14,7 +16,7 @@ public class MapLocation
}
}
public class Maze : MonoBehaviour
public class Maze : NetworkBehaviour
{
public List<MapLocation> directions = new List<MapLocation>() {
new MapLocation(1,0),
@@ -27,14 +29,52 @@ public class Maze : MonoBehaviour
public int scale = 6;
public Transform _mapParentObjet;
// Start is called before the first frame update
void Start()
[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];
@@ -55,18 +95,60 @@ public class Maze : MonoBehaviour
}
}
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)
{
Vector3 pos = new Vector3(x * scale, 0, z * scale);
GameObject wall = GameObject.CreatePrimitive(PrimitiveType.Cube);
wall.name = $"Wall_{x}_{z}";
wall.transform.localScale = new Vector3(scale, scale, scale);
wall.transform.position = pos;
wall.transform.SetParent(_mapParentObjet.transform);
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>();
}
}
}
@@ -97,4 +179,4 @@ public class Maze : MonoBehaviour
{
return CountSquareNeighbours(x,z) + CountDiagonalNeighbours(x,z);
}
}
}