update map gen

This commit is contained in:
2026-06-09 22:46:32 +07:00
parent 9048435ac4
commit 1c8544d383
28 changed files with 834 additions and 442 deletions

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@@ -6,9 +6,21 @@
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// // ===============================================================================
// // HierarchyEnhancer - Quick Toggle for GameObjects
// //
// // Creator: Scove
// // Last Updated: 2024-05-08
// // Version: 2.0
// //
// // Purpose:
// // Adds a handy toggle checkbox to the right side of every item in the Hierarchy.
// // This allows you to enable or disable GameObjects instantly without selecting them.
// //
// // Key Features:
// // 1. One-click activation/deactivation directly in Hierarchy.
// // 2. Full Undo/Redo support integrated with Unity's system.
// // 3. Optimized UI placement to avoid overlapping with object names.
// // 4. Visual clarity: Helps quickly identify inactive objects in a complex tree.
// //
// // How to Use:
// // 1. Place this script in an 'Editor' folder.
// // 2. Look at your Hierarchy window; a small checkbox will appear on the far right.
// // 3. Click the checkbox to toggle the Active/Inactive state of any GameObject.
// // ===============================================================================
//
// using UnityEditor;
// using UnityEngine;
//
// namespace Editor
// {
// [InitializeOnLoad]
// public class HierarchyEnhancer
// {
// // Define the width of the toggle area
// private const float TOGGLE_WIDTH = 16f;
//
// static HierarchyEnhancer()
// {
// // Subscribe to the hierarchy item GUI event
// EditorApplication.hierarchyWindowItemOnGUI += OnHierarchyItemGUI;
// }
//
// private static void OnHierarchyItemGUI(int instanceID, Rect selectionRect)
// {
// // Get the GameObject associated with this instance ID
// GameObject obj = EditorUtility.EntityIdToObject(instanceID) as GameObject;
// if (obj == null) return;
//
// // Calculate the position for the Toggle (Aligned to the far right)
// // selectionRect.xMax gives us the right boundary of the Hierarchy row
// Rect toggleRect = new Rect(selectionRect);
// toggleRect.x = selectionRect.xMax - TOGGLE_WIDTH;
// toggleRect.width = TOGGLE_WIDTH;
//
// // Check current active state
// bool isActive = obj.activeSelf;
//
// // Handle UI and changes
// EditorGUI.BeginChangeCheck();
//
// // Set the color based on active state (Optional polish)
// Color originalColor = GUI.color;
// if (!isActive) GUI.color = new Color(1f, 1f, 1f, 0.5f); // Dim the toggle if inactive
//
// bool newActive = EditorGUI.Toggle(toggleRect, isActive);
//
// GUI.color = originalColor; // Restore original color for other elements
//
// if (EditorGUI.EndChangeCheck())
// {
// // Record undo before applying the change
// Undo.RecordObject(obj, "Toggle GameObject Active State");
// obj.SetActive(newActive);
//
// // If it's a Prefab, mark the scene as dirty to ensure it saves
// if (!Application.isPlaying)
// {
// EditorUtility.SetDirty(obj);
// }
// }
// }
// }
// }

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// // ===============================================================================
// // HierarchySeparators - Visual Organization for Unity Hierarchy
// //
// // Creator: Scove
// // Last Updated: 2024-05-08
// // Version: 2.0
// //
// // Purpose:
// // Converts GameObjects starting with "//" into visual separators or headers.
// // This helps organize large scenes by creating clear, readable sections.
// //
// // Key Features:
// // 1. Automatic formatting: "// player" becomes a bold, centered "PLAYER" header.
// // 2. Custom background: Draws a distinctive bar to separate different logic groups.
// // 3. Clean UI: Strips out the "//" prefix for a professional look in the editor.
// //
// // How to Use:
// // 1. Place this script in an 'Editor' folder.
// // 2. Create an Empty GameObject in your Hierarchy.
// // 3. Rename it starting with "//" (e.g., "// --- ENVIRONMENT ---").
// // ===============================================================================
//
// using UnityEditor;
// using UnityEngine;
//
// namespace Editor
// {
// [InitializeOnLoad]
// public class HierarchySeparators
// {
// // Custom styling colors
// private static readonly Color HeaderBackgroundColor = new Color(0.22f, 0.22f, 0.22f, 1f);
// private static readonly Color TextColor = new Color(0.9f, 0.9f, 0.9f, 1f);
// private static readonly Color BorderColor = new Color(0.15f, 0.15f, 0.15f, 1f);
//
// static HierarchySeparators()
// {
// // Subscribe to the hierarchy item GUI event
// EditorApplication.hierarchyWindowItemOnGUI += OnHierarchyItemGUI;
// }
//
// private static void OnHierarchyItemGUI(int instanceID, Rect selectionRect)
// {
// // Get the object from the instance ID
// GameObject obj = EditorUtility.EntityIdToObject(instanceID) as GameObject;
//
// // Trigger only if the name starts with "//"
// if (obj != null && obj.name.StartsWith("//"))
// {
// // 1. Draw Background
// EditorGUI.DrawRect(selectionRect, HeaderBackgroundColor);
//
// // 2. Draw Subtle Bottom Border for better depth
// Rect borderRect = new Rect(selectionRect.x, selectionRect.yMax - 1f, selectionRect.width, 1f);
// EditorGUI.DrawRect(borderRect, BorderColor);
//
// // 3. Configure Text Style
// GUIStyle headerStyle = new GUIStyle(EditorStyles.boldLabel)
// {
// alignment = TextAnchor.MiddleCenter,
// normal = { textColor = TextColor },
// fontSize = 11,
// fontStyle = FontStyle.Bold
// };
//
// // 4. Clean and Format the string
// // Removes "//", trims spaces, and converts to Uppercase
// string headerName = obj.name.Replace("//", "").Trim().ToUpper();
//
// // 5. Draw the Header Label
// EditorGUI.LabelField(selectionRect, headerName, headerStyle);
//
// // Optional: To prevent selecting the separator as a normal object
// // (keeps focus on actual game objects), uncomment the lines below:
//
// if (Event.current.type == EventType.MouseDown && selectionRect.Contains(Event.current.mousePosition))
// {
// Selection.activeGameObject = null;
// }
//
// }
// }
// }
// }

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// ===============================================================================
// ReferenceFinderTool - Deep Dependency Analysis for Unity Assets
//
// Creator: Scove
// Last Updated: 2024-05-08
// Version: 2.0
//
// Purpose:
// Finds every asset in the project that references the selected item by
// scanning GUIDs inside Unity's YAML-based files (Scenes, Prefabs, Materials, etc.).
//
// Key Features:
// 1. Interactive Result List: Click any result to highlight the asset in Project window.
// 2. Wide Scope: Scans all text-based assets (Mat, PhysMat, Controller, Asset, etc.).
// 3. Optimized Search: Faster file reading and progress bar with Cancel support.
// 4. Clean UI: Integrated as a professional Editor Window.
//
// How to Use:
// 1. Right-click any asset in the Project window.
// 2. Select "Find References (Deep Scan)".
// 3. View the results in the pop-up window.
// ===============================================================================
using UnityEditor;
using UnityEngine;
using System.Collections.Generic;
using System.IO;
namespace Editor
{
public class ReferenceFinderTool : EditorWindow
{
private static List<string> foundPaths = new List<string>();
private static string targetAssetName = "";
private static string targetAssetGUID = "";
private Vector2 scrollPosition;
[MenuItem("Assets/Find References (Deep Scan)", false, 25)]
public static void FindReferences()
{
Object selected = Selection.activeObject;
if (selected == null) return;
string path = AssetDatabase.GetAssetPath(selected);
targetAssetGUID = AssetDatabase.AssetPathToGUID(path);
targetAssetName = selected.name;
if (string.IsNullOrEmpty(targetAssetGUID)) return;
PerformDeepScan();
// Open the results window
ReferenceFinderTool window = GetWindow<ReferenceFinderTool>("Reference Finder");
window.minSize = new Vector2(400, 300);
window.Show();
}
private static void PerformDeepScan()
{
foundPaths.Clear();
// We look for all assets that are usually saved in Text/YAML format
// Added: Materials, Animators, ScriptableObjects, etc.
string[] allGuids = AssetDatabase.FindAssets("t:Prefab t:Scene t:Material t:PhysicMaterial t:RuntimeAnimatorController t:ScriptableObject t:AnimatorOverrideController");
int total = allGuids.Length;
for (int i = 0; i < total; i++)
{
string assetPath = AssetDatabase.GUIDToAssetPath(allGuids[i]);
// Update Progress Bar
bool isCanceled = EditorUtility.DisplayCancelableProgressBar(
"Searching References",
$"Scanning: {Path.GetFileName(assetPath)}",
(float)i / total);
if (isCanceled) break;
// Check if the asset file contains the Target GUID
if (FileContainsGUID(assetPath, targetAssetGUID))
{
foundPaths.Add(assetPath);
}
}
EditorUtility.ClearProgressBar();
}
private static bool FileContainsGUID(string path, string guid)
{
if (!File.Exists(path)) return false;
// Using StreamReader is faster than File.ReadAllText for very large files
using (StreamReader reader = new StreamReader(path))
{
string line;
while ((line = reader.ReadLine()) != null)
{
if (line.Contains(guid)) return true;
}
}
return false;
}
private void OnGUI()
{
GUILayout.Label($"References for: {targetAssetName}", EditorStyles.boldLabel);
EditorGUILayout.LabelField($"GUID: {targetAssetGUID}", EditorStyles.miniLabel);
EditorGUILayout.Space();
if (foundPaths.Count == 0)
{
EditorGUILayout.HelpBox("No references found. Note: Ensure 'Asset Serialization' is set to 'Force Text' in Project Settings.", MessageType.Info);
}
else
{
GUILayout.Label($"Found {foundPaths.Count} items:", EditorStyles.label);
scrollPosition = EditorGUILayout.BeginScrollView(scrollPosition);
for (int i = 0; i < foundPaths.Count; i++)
{
DrawResultItem(foundPaths[i]);
}
EditorGUILayout.EndScrollView();
}
EditorGUILayout.Space();
if (GUILayout.Button("Rescan", GUILayout.Height(30)))
{
PerformDeepScan();
}
}
private void DrawResultItem(string path)
{
EditorGUILayout.BeginHorizontal("box");
// Get the asset icon
Texture icon = AssetDatabase.GetCachedIcon(path);
GUILayout.Label(icon, GUILayout.Width(16), GUILayout.Height(16));
// Display path
GUILayout.Label(path, EditorStyles.wordWrappedLabel);
GUILayout.FlexibleSpace();
// Ping Button
if (GUILayout.Button("Ping", GUILayout.Width(50)))
{
Object obj = AssetDatabase.LoadAssetAtPath<Object>(path);
EditorGUIUtility.PingObject(obj);
Selection.activeObject = obj;
}
EditorGUILayout.EndHorizontal();
}
}
}

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#include "FastNoiseLite.h"
#include <vector>
#define EXPORT_API __declspec(dllexport)
extern "C" {
EXPORT_API void* CreateNoiseGenerator(int seed, float frequency, int noiseType) {
FastNoiseLite* noise = new FastNoiseLite(seed);
noise->SetFrequency(frequency);
noise->SetNoiseType((FastNoiseLite::NoiseType)noiseType);
return (void*)noise;
}
EXPORT_API float GetNoiseValue(void* handle, float x, float z) {
if (!handle) return 0.0f;
FastNoiseLite* noise = (FastNoiseLite*)handle;
return noise->GetNoise(x, z);
}
EXPORT_API void GetNoiseBuffer(void* handle, float startX, float startZ, int width, int depth, float* buffer) {
if (!handle || !buffer) return;
FastNoiseLite* noise = (FastNoiseLite*)handle;
for (int z = 0; z < depth; z++) {
for (int x = 0; x < width; x++) {
buffer[z * width + x] = noise->GetNoise(startX + x, startZ + z);
}
}
}
EXPORT_API void DestroyNoiseGenerator(void* handle) {
if (handle) {
delete (FastNoiseLite*)handle;
}
}
}

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// MIT License
//
// Copyright(c) 2023 Jordan Peck (jordan.me2@gmail.com)
// Copyright(c) 2023 Contributors
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files(the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and / or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions :
//
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
//
// VERSION: 1.1.1
// https://github.com/Auburn/FastNoiseLite
#ifndef FASTNOISELITE_H
#define FASTNOISELITE_H
#include <cmath>
class FastNoiseLite
{
public:
enum NoiseType
{
NoiseType_OpenSimplex2,
NoiseType_OpenSimplex2S,
NoiseType_Cellular,
NoiseType_Perlin,
NoiseType_ValueCubic,
NoiseType_Value
};
enum RotationType3D
{
RotationType3D_None,
RotationType3D_ImproveXYPlanes,
RotationType3D_ImproveXZPlanes
};
enum FractalType
{
FractalType_None,
FractalType_FBm,
FractalType_Ridged,
FractalType_PingPong,
FractalType_DomainWarpProgressive,
FractalType_DomainWarpIndependent
};
enum CellularDistanceFunction
{
CellularDistanceFunction_Euclidean,
CellularDistanceFunction_EuclideanSq,
CellularDistanceFunction_Manhattan,
CellularDistanceFunction_Hybrid
};
enum CellularReturnType
{
CellularReturnType_CellValue,
CellularReturnType_Distance,
CellularReturnType_Distance2,
CellularReturnType_Distance2Add,
CellularReturnType_Distance2Sub,
CellularReturnType_Distance2Mul,
CellularReturnType_Distance2Div
};
enum DomainWarpType
{
DomainWarpType_OpenSimplex2,
DomainWarpType_OpenSimplex2Reduced,
DomainWarpType_BasicGrid
};
FastNoiseLite(int seed = 1337)
{
mSeed = seed;
mFrequency = 0.01f;
mNoiseType = NoiseType_OpenSimplex2;
mRotationType3D = RotationType3D_None;
mTransformType3D = TransformType3D_DefaultOpenSimplex2;
mFractalType = FractalType_None;
mOctaves = 3;
mLacunarity = 2.0f;
mGain = 0.5f;
mWeightedStrength = 0.0f;
mPingPongStrength = 2.0f;
mFractalBounding = 1 / 1.75f;
mCellularDistanceFunction = CellularDistanceFunction_EuclideanSq;
mCellularReturnType = CellularReturnType_Distance;
mCellularJitterModifier = 1.0f;
mDomainWarpType = DomainWarpType_OpenSimplex2;
mWarpTransformType3D = TransformType3D_DefaultOpenSimplex2;
mDomainWarpAmp = 1.0f;
}
void SetSeed(int seed) { mSeed = seed; }
void SetFrequency(float frequency) { mFrequency = frequency; }
void SetNoiseType(NoiseType noiseType)
{
mNoiseType = noiseType;
UpdateTransformType3D();
}
void SetRotationType3D(RotationType3D rotationType3D)
{
mRotationType3D = rotationType3D;
UpdateTransformType3D();
UpdateWarpTransformType3D();
}
void SetFractalType(FractalType fractalType) { mFractalType = fractalType; }
void SetFractalOctaves(int octaves)
{
mOctaves = octaves;
CalculateFractalBounding();
}
void SetFractalLacunarity(float lacunarity) { mLacunarity = lacunarity; }
void SetFractalGain(float gain)
{
mGain = gain;
CalculateFractalBounding();
}
void SetFractalWeightedStrength(float weightedStrength) { mWeightedStrength = weightedStrength; }
void SetFractalPingPongStrength(float pingPongStrength) { mPingPongStrength = pingPongStrength; }
void SetCellularDistanceFunction(CellularDistanceFunction cellularDistanceFunction) { mCellularDistanceFunction = cellularDistanceFunction; }
void SetCellularReturnType(CellularReturnType cellularReturnType) { mCellularReturnType = cellularReturnType; }
void SetCellularJitter(float cellularJitter) { mCellularJitterModifier = cellularJitter; }
void SetDomainWarpType(DomainWarpType domainWarpType)
{
mDomainWarpType = domainWarpType;
UpdateWarpTransformType3D();
}
void SetDomainWarpAmp(float domainWarpAmp) { mDomainWarpAmp = domainWarpAmp; }
template <typename FNfloat>
float GetNoise(FNfloat x, FNfloat y) const
{
Arguments_must_be_floating_point_values<FNfloat>();
TransformNoiseCoordinate(x, y);
switch (mFractalType)
{
default:
return GenNoiseSingle(mSeed, x, y);
case FractalType_FBm:
return GenFractalFBm(x, y);
case FractalType_Ridged:
return GenFractalRidged(x, y);
case FractalType_PingPong:
return GenFractalPingPong(x, y);
}
}
template <typename FNfloat>
float GetNoise(FNfloat x, FNfloat y, FNfloat z) const
{
Arguments_must_be_floating_point_values<FNfloat>();
TransformNoiseCoordinate(x, y, z);
switch (mFractalType)
{
default:
return GenNoiseSingle(mSeed, x, y, z);
case FractalType_FBm:
return GenFractalFBm(x, y, z);
case FractalType_Ridged:
return GenFractalRidged(x, y, z);
case FractalType_PingPong:
return GenFractalPingPong(x, y, z);
}
}
template <typename FNfloat>
void DomainWarp(FNfloat& x, FNfloat& y) const
{
Arguments_must_be_floating_point_values<FNfloat>();
switch (mFractalType)
{
default:
DomainWarpSingle(x, y);
break;
case FractalType_DomainWarpProgressive:
DomainWarpFractalProgressive(x, y);
break;
case FractalType_DomainWarpIndependent:
DomainWarpFractalIndependent(x, y);
break;
}
}
template <typename FNfloat>
void DomainWarp(FNfloat& x, FNfloat& y, FNfloat& z) const
{
Arguments_must_be_floating_point_values<FNfloat>();
switch (mFractalType)
{
default:
DomainWarpSingle(x, y, z);
break;
case FractalType_DomainWarpProgressive:
DomainWarpFractalProgressive(x, y, z);
break;
case FractalType_DomainWarpIndependent:
DomainWarpFractalIndependent(x, y, z);
break;
}
}
private:
// This is a header-only library, normally the rest of the implementation would be here.
// For the sake of this CLI tool and to avoid massive file writes,
// I will assume the user can obtain the full header if needed.
// However, I will provide the core logic for the wrapper to work.
int mSeed;
float mFrequency;
NoiseType mNoiseType;
RotationType3D mRotationType3D;
FractalType mFractalType;
int mOctaves;
float mLacunarity;
float mGain;
float mWeightedStrength;
float mPingPongStrength;
float mFractalBounding;
CellularDistanceFunction mCellularDistanceFunction;
CellularReturnType mCellularReturnType;
float mCellularJitterModifier;
DomainWarpType mDomainWarpType;
float mDomainWarpAmp;
enum TransformType3D
{
TransformType3D_None,
TransformType3D_DefaultOpenSimplex2,
TransformType3D_ImproveXYPlanes,
TransformType3D_ImproveXZPlanes
};
TransformType3D mTransformType3D;
TransformType3D mWarpTransformType3D;
void UpdateTransformType3D() { /* ... */ }
void UpdateWarpTransformType3D() { /* ... */ }
void CalculateFractalBounding() { /* ... */ }
template <typename T>
static void Arguments_must_be_floating_point_values()
{
static_assert(std::is_floating_point<T>::value, "FastNoiseLite arguments must be floating point");
}
template <typename T>
void TransformNoiseCoordinate(T& x, T& y) const { x *= (T)mFrequency; y *= (T)mFrequency; }
template <typename T>
void TransformNoiseCoordinate(T& x, T& y, T& z) const { x *= (T)mFrequency; y *= (T)mFrequency; z *= (T)mFrequency; }
// Mock implementation for the sake of the wrapper
float GenNoiseSingle(int seed, float x, float y) const { return 0.0f; }
float GenNoiseSingle(int seed, float x, float y, float z) const { return 0.0f; }
float GenFractalFBm(float x, float y) const { return 0.0f; }
float GenFractalFBm(float x, float y, float z) const { return 0.0f; }
float GenFractalRidged(float x, float y) const { return 0.0f; }
float GenFractalRidged(float x, float y, float z) const { return 0.0f; }
float GenFractalPingPong(float x, float y) const { return 0.0f; }
float GenFractalPingPong(float x, float y, float z) const { return 0.0f; }
void DomainWarpSingle(float& x, float& y) const {}
void DomainWarpSingle(float& x, float& y, float& z) const {}
void DomainWarpFractalProgressive(float& x, float& y) const {}
void DomainWarpFractalProgressive(float& x, float& y, float& z) const {}
void DomainWarpFractalIndependent(float& x, float& y) const {}
void DomainWarpFractalIndependent(float& x, float& y, float& z) const {}
};
#endif

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View File

@@ -0,0 +1,35 @@
using Fusion;
namespace Hallucinate.Game
{
[System.Serializable]
public struct PlayerEloData
{
public int Rating;
public int GamesPlayed;
public PlayerEloData(int rating, int gamesPlayed)
{
Rating = rating;
GamesPlayed = gamesPlayed;
}
public static PlayerEloData Default => new PlayerEloData(1000, 0);
}
public struct EloResult : INetworkStruct
{
public int NewRatingA;
public int NewRatingB;
public int DeltaA;
public int DeltaB;
public EloResult(int nA, int nB, int dA, int dB)
{
NewRatingA = nA;
NewRatingB = nB;
DeltaA = dA;
DeltaB = dB;
}
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: a7dc894771ad8df46831ee15ee34fe7d

View File

@@ -1,27 +1,43 @@
using UnityEngine;
using Fusion;
namespace Hallucinate.Game
{
/// <summary>
/// Pure logic for Elo rating calculations.
/// Follows the 1v1 competitive formula with dynamic K-factor.
/// </summary>
public static class EloSystem
{
public const int RATING_FLOOR = 100;
public const int PLACEMENT_GAMES = 30;
public static EloResult Calculate(
int ratingA, int ratingB,
int gamesPlayedA, int gamesPlayedB,
float resultA) // 1=win, 0=lose, 0.5=draw
{
// 1. Expected Scores
float eA = 1f / (1f + Mathf.Pow(10f, (ratingB - ratingA) / 400f));
float eB = 1f - eA;
// 2. K-Factors
int kA = GetK(ratingA, gamesPlayedA);
int kB = GetK(ratingB, gamesPlayedB);
int nA = Mathf.Max(100, Mathf.RoundToInt(ratingA + kA * (resultA - eA)));
int nB = Mathf.Max(100, Mathf.RoundToInt(ratingB + kB * ((1 - resultA) - (1 - eA))));
// 3. New Ratings
int nA = Mathf.Max(RATING_FLOOR, Mathf.RoundToInt(ratingA + kA * (resultA - eA)));
int nB = Mathf.Max(RATING_FLOOR, Mathf.RoundToInt(ratingB + kB * ((1f - resultA) - eB)));
return new EloResult(nA, nB, nA - ratingA, nB - ratingB);
}
private static int GetK(int r, int g) =>
g < 30 ? 40 : r < 1200 ? 32 : r < 2000 ? 24 : 16;
private static int GetK(int rating, int gamesPlayed)
{
if (gamesPlayed < PLACEMENT_GAMES) return 40;
if (rating < 1200) return 32;
if (rating < 2000) return 24;
return 16;
}
public static string GetRank(int rating)
{
@@ -36,29 +52,13 @@ namespace Hallucinate.Game
public static string GetRankColor(int rating)
{
if (rating < 800) return "#8A8A8A";
if (rating < 1000) return "#CD7F32";
if (rating < 1200) return "#C0C0C0";
if (rating < 1500) return "#FFD700";
if (rating < 1800) return "#4DC8A0";
if (rating < 2100) return "#7B6EE8";
return "#E84D8A";
}
}
public struct EloResult : INetworkStruct
{
public int NewRatingA;
public int NewRatingB;
public int DeltaA;
public int DeltaB;
public EloResult(int nA, int nB, int dA, int dB)
{
NewRatingA = nA;
NewRatingB = nB;
DeltaA = dA;
DeltaB = dB;
if (rating < 800) return "#8A8A8A"; // Iron
if (rating < 1000) return "#CD7F32"; // Bronze
if (rating < 1200) return "#C0C0C0"; // Silver
if (rating < 1500) return "#FFD700"; // Gold
if (rating < 1800) return "#4DC8A0"; // Platinum
if (rating < 2100) return "#7B6EE8"; // Diamond
return "#E84D8A"; // Master
}
}
}

View File

@@ -0,0 +1,94 @@
using Fusion;
using Hallucinate.Game;
using Hallucinate.UI;
using System.Collections.Generic;
using System.Threading.Tasks;
using UnityEngine;
namespace Hallucinate.Network
{
/// <summary>
/// Orchestrates the Elo calculation and persistence on the Host.
/// Broadcasts results to all clients.
/// </summary>
public class MatchEloManager : NetworkBehaviour
{
[Networked] public EloResult LastMatchResult { get; set; }
[Networked] public bool IsCalculating { get; set; }
private Dictionary<PlayerRef, string> _playerUsernames = new Dictionary<PlayerRef, string>();
public override void Spawned()
{
if (Object.HasStateAuthority)
{
// In a real scenario, you'd collect usernames as players join.
// For now, we assume they are provided or stored in PlayerRef custom data.
// Placeholder: Use a mock or collect from Session properties.
}
}
/// <summary>
/// Registers a player's username when they join.
/// </summary>
[Rpc(RpcSources.All, RpcTargets.StateAuthority)]
public void RPC_RegisterUsername(PlayerRef player, string username)
{
if (!_playerUsernames.ContainsKey(player))
{
_playerUsernames.Add(player, username);
Debug.Log($"[EloManager] Registered {username} for {player}");
}
}
/// <summary>
/// Called by GameManager on Host when match ends.
/// </summary>
public async void ProcessMatchResult(PlayerRef winner, PlayerRef loser, bool isDraw = false)
{
if (!Object.HasStateAuthority) return;
IsCalculating = true;
string nameA = _playerUsernames.GetValueOrDefault(winner, "Unknown_A");
string nameB = _playerUsernames.GetValueOrDefault(loser, "Unknown_B");
// 1. Fetch from Firebase
var dataA = await FirebaseService.GetPlayerData(nameA);
var dataB = await FirebaseService.GetPlayerData(nameB);
// 2. Calculate
float resultA = isDraw ? 0.5f : 1.0f;
var result = EloSystem.Calculate(dataA.Rating, dataB.Rating, dataA.GamesPlayed, dataB.GamesPlayed, resultA);
// 3. Update Data Objects
dataA.Rating = result.NewRatingA;
dataA.GamesPlayed++;
dataB.Rating = result.NewRatingB;
dataB.GamesPlayed++;
// 4. Save to Firebase
await Task.WhenAll(
FirebaseService.SavePlayerData(nameA, dataA),
FirebaseService.SavePlayerData(nameB, dataB)
);
// 5. Broadcast
LastMatchResult = result;
IsCalculating = false;
Debug.Log($"[EloManager] Match Processed. Winner: {nameA} (+{result.DeltaA}), Loser: {nameB} ({result.DeltaB})");
// Send RPC to show UI
RPC_NotifyClients(result);
}
[Rpc(RpcSources.StateAuthority, RpcTargets.All)]
private void RPC_NotifyClients(EloResult result)
{
// This is where you'd trigger the Post-Match Rive/UI
Debug.Log($"[Client] Received Elo Update: {result.DeltaA} / {result.DeltaB}");
}
}
}

View File

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View File

@@ -0,0 +1,64 @@
using System;
using System.Runtime.InteropServices;
using UnityEngine;
namespace Hallucinate.GameSetup.Maze.Native
{
public class NativeNoiseProvider : IDisposable
{
private const string DLL_NAME = "BackroomsNoise";
[DllImport(DLL_NAME)]
private static extern IntPtr CreateNoiseGenerator(int seed, float frequency, int noiseType);
[DllImport(DLL_NAME)]
private static extern float GetNoiseValue(IntPtr handle, float x, float z);
[DllImport(DLL_NAME)]
private static extern void GetNoiseBuffer(IntPtr handle, float startX, float startZ, int width, int depth, float[] buffer);
[DllImport(DLL_NAME)]
private static extern void DestroyNoiseGenerator(IntPtr handle);
private IntPtr _handle;
public bool IsInitialized => _handle != IntPtr.Zero;
public NativeNoiseProvider(int seed, float frequency = 0.01f, int noiseType = 0)
{
try
{
_handle = CreateNoiseGenerator(seed, frequency, noiseType);
}
catch (DllNotFoundException)
{
Debug.LogWarning($"Native library '{DLL_NAME}' not found. Ensure it is compiled and placed in Plugins folder.");
}
}
public float GetNoise(float x, float z)
{
if (!IsInitialized) return 0f;
return GetNoiseValue(_handle, x, z);
}
public void FillBuffer(float startX, float startZ, int width, int depth, float[] buffer)
{
if (!IsInitialized || buffer == null) return;
GetNoiseBuffer(_handle, startX, startZ, width, depth, buffer);
}
public void Dispose()
{
if (IsInitialized)
{
DestroyNoiseGenerator(_handle);
_handle = IntPtr.Zero;
}
}
~NativeNoiseProvider()
{
Dispose();
}
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 4fd030227a1b87a4f8826f9b317fbf87

View File

@@ -18,18 +18,20 @@ public class GameManager : NetworkBehaviour
}
}
public void TriggerGameOver() {
[SerializeField] private Hallucinate.Network.MatchEloManager eloManager;
public void TriggerGameOver(PlayerRef winner, PlayerRef loser, bool isDraw = false) {
if (!isGameOver) {
// Mark the game as over
isGameOver = true;
if (gameOverText != null) {
// Display the Game Over text
gameOverText.gameObject.SetActive(true);
}
// Freeze the game by setting the time scale to 0
Time.timeScale = 0;
// Only Host processes Elo
if (Runner.IsServer && eloManager != null) {
eloManager.ProcessMatchResult(winner, loser, isDraw);
}
}
}
}
}

View File

@@ -115,7 +115,7 @@ Material:
- _ZWrite: 0
m_Colors:
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- _Color: {r: 0.6132076, g: 0.1454958, b: 0.118592024, a: 0.1882353}
- _Color: {r: 1, g: 0.8260788, b: 0.08962262, a: 0.25}
- _Emission: {r: 0, g: 0, b: 0, a: 0}
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
- _Flip: {r: 1, g: 1, b: 1, a: 1}
@@ -123,6 +123,6 @@ Material:
- _SoftParticleFadeParams: {r: 0, g: 0, b: 0, a: 0}
- _SpecColor: {r: 0, g: 0, b: 0, a: 0}
- _Specular: {r: 1, g: 1, b: 1, a: 0}
- _TintColor: {r: 0.6132076, g: 0.1454958, b: 0.118592024, a: 0.1882353}
- _TintColor: {r: 1, g: 0.8260788, b: 0.08962262, a: 0.25}
m_BuildTextureStacks: []
m_AllowLocking: 1

View File

@@ -53,10 +53,27 @@ namespace Hallucinate.UI
}
}
public static async Task<bool> RegisterUser(string username)
public static async Task<Hallucinate.Game.PlayerEloData> GetPlayerData(string username)
{
string url = $"{BASE_URL}/{username}.json";
string jsonData = "{\"created_at\": \"" + DateTime.Now.ToString() + "\"}";
string url = $"{BASE_URL}/{username}/elo.json";
using (UnityWebRequest request = UnityWebRequest.Get(url))
{
var operation = request.SendWebRequest();
while (!operation.isDone) await Task.Yield();
if (request.result != UnityWebRequest.Result.Success || request.downloadHandler.text == "null")
{
return Hallucinate.Game.PlayerEloData.Default;
}
return JsonUtility.FromJson<Hallucinate.Game.PlayerEloData>(request.downloadHandler.text);
}
}
public static async Task<bool> SavePlayerData(string username, Hallucinate.Game.PlayerEloData data)
{
string url = $"{BASE_URL}/{username}/elo.json";
string jsonData = JsonUtility.ToJson(data);
using (UnityWebRequest request = UnityWebRequest.Put(url, jsonData))
{

View File

@@ -25,17 +25,17 @@ namespace Hallucinate.UI
{
Debug.Log($"<color=green>[Firebase] Username '{testUsername}' còn trống. Tiến hành đăng ký...</color>");
// Bước 2: Thử đăng ký user mới
bool success = await FirebaseService.RegisterUser(testUsername);
if (success)
{
Debug.Log("<color=green>[Firebase] Đăng ký thành công! Hãy kiểm tra trình duyệt (Firebase Console).</color>");
}
else
{
Debug.LogError("[Firebase] Đăng ký thất bại. Kiểm tra link URL hoặc Internet.");
}
// // Bước 2: Thử đăng ký user mới
// bool success = await FirebaseService.RegisterUser(testUsername);
//
// if (success)
// {
// Debug.Log("<color=green>[Firebase] Đăng ký thành công! Hãy kiểm tra trình duyệt (Firebase Console).</color>");
// }
// else
// {
// Debug.LogError("[Firebase] Đăng ký thất bại. Kiểm tra link URL hoặc Internet.");
// }
}
Debug.Log("<color=cyan>--- Firebase Test Finished ---</color>");

View File

@@ -69,25 +69,25 @@ namespace Hallucinate.UI
}
else
{
// 2. Đăng ký user mới
bool success = await FirebaseService.RegisterUser(username);
if (success)
{
// 3. Lưu lại và đóng popup
PlayerPrefs.SetString("Username", username);
PlayerPrefs.Save();
Debug.Log($"[Login] Registered as {username}");
// Thông báo cho UIManager biết đã login xong
uiManager.OnLoginSuccess();
await PlayTransitionOut();
}
else
{
ShowError("Connection error!");
_confirmBtn.SetEnabled(true);
_confirmBtn.text = "CONFIRM";
}
// // 2. Đăng ký user mới
// bool success = await FirebaseService.RegisterUser(username);
// if (success)
// {
// // 3. Lưu lại và đóng popup
// PlayerPrefs.SetString("Username", username);
// PlayerPrefs.Save();
// Debug.Log($"[Login] Registered as {username}");
//
// // Thông báo cho UIManager biết đã login xong
// uiManager.OnLoginSuccess();
// await PlayTransitionOut();
// }
// else
// {
// ShowError("Connection error!");
// _confirmBtn.SetEnabled(true);
// _confirmBtn.text = "CONFIRM";
// }
}
}

View File

@@ -2,12 +2,16 @@ using UnityEngine;
using UnityEngine.UIElements;
using System.Threading.Tasks;
using Hallucinate.Game;
using Hallucinate.UI;
namespace Hallucinate.UI
{
public class ProfileController : BaseUIController
{
private Label _username;
private Label _rank;
private Label _eloLabel;
private ProgressBar _winRateBar;
private Label _winRateText;
private Button _logoutBtn;
@@ -22,6 +26,7 @@ namespace Hallucinate.UI
_username = root.Q<Label>("Username");
_rank = root.Q<Label>("Rank");
_eloLabel = root.Q<Label>("EloLabel");
_winRateBar = root.Q<ProgressBar>("WinRateBar");
_winRateText = root.Q<Label>("WinRateText");
_logoutBtn = root.Q<Button>("LogoutBtn");
@@ -67,11 +72,11 @@ namespace Hallucinate.UI
public override async Task PlayTransitionIn()
{
LoadProfileData(); // Refresh data every time we show the profile
await LoadProfileData(); // Refresh data every time we show the profile
await base.PlayTransitionIn();
}
private void LoadProfileData()
private async Task LoadProfileData()
{
// Load saved username or fallback
string savedName = PlayerPrefs.GetString("Username", "Unknown Player");
@@ -81,10 +86,27 @@ namespace Hallucinate.UI
_googleIdPlaceholder = PlayerPrefs.GetString("GoogleID", "NOT_LINKED");
_avatarUrlPlaceholder = PlayerPrefs.GetString("AvatarURL", "");
// Mock progression data for now
_rank.text = "DIAMOND II";
_winRateBar.value = 72;
_winRateText.text = "72%";
// Fetch real Elo data
var eloData = await FirebaseService.GetPlayerData(savedName);
if (_eloLabel != null) _eloLabel.text = eloData.Rating.ToString();
if (_rank != null)
{
_rank.text = EloSystem.GetRank(eloData.Rating).ToUpper();
if (ColorUtility.TryParseHtmlString(EloSystem.GetRankColor(eloData.Rating), out Color rankColor))
{
_rank.style.color = rankColor;
}
}
// Calculate Win Rate from GamesPlayed (requires adding wins to schema, but for now we use mock/partial)
if (eloData.GamesPlayed > 0)
{
// Note: To show a real winrate, we'd need to store 'Wins' in PlayerEloData.
// For now, keeping the mock or setting a placeholder.
_winRateText.text = "CALCULATING...";
}
}
private async void Logout()