Merge branch 'main' of https://scove-vault.duckdns.org/scove/HALLUCINATION
This commit is contained in:
@@ -7,6 +7,7 @@ namespace Hallucinate.GameSetup.Maze
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/// Holds the logical state of the maze grid.
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/// Notifies listeners whenever a cell changes to trigger visual updates.
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/// </summary>
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[Serializable]
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public class MazeGrid
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{
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public int Width { get; set; }
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@@ -5,34 +5,43 @@ using UnityEngine;
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namespace Hallucinate.GameSetup.Maze
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{
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/// <summary>
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/// Central controller for the Multi-floor Maze system.
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/// Handles initialization order and cross-floor connections.
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/// Central controller for the Maze system.
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/// Manages algorithm selection, debug speed, and regeneration.
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/// </summary>
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public class MazeManager : MonoBehaviour
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{
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public enum AlgorithmType { Recursive, Wilsons, Prims, Crawler }
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[Header("System Settings")]
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[Tooltip("Số lượng tầng mê cung cần sinh ra")]
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[Range(1, 10)] public int floorCount = 2;
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public float floorHeight = 4.0f;
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[Header("System Settings")]
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public MazeGrid[] mazes;
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public float floorHeight = 3.5f;
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public int connectionsPerFloor = 2;
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[Header("Grid Settings")]
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[SerializeField] private AlgorithmType selectedAlgorithm;
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[SerializeField] private int width = 20;
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[SerializeField] private int depth = 20;
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[SerializeField] private int width = 30;
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[SerializeField] private int depth = 30;
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[Header("Debug Settings")]
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[SerializeField] private bool debugMode = true;
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[Range(0.001f, 0.5f)]
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[SerializeField] private float visualizationInterval = 0.05f;
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[Header("References")]
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[SerializeField] private MazeRenderer rendererPrefab;
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[SerializeField] private MazeRenderer mazeRenderer;
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[SerializeField] private Transform mazeContainer;
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private List<MazeGrid> _mazeFloors = new List<MazeGrid>();
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private List<MazeRenderer> _activeRenderers = new List<MazeRenderer>();
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[Header("Corridor Setting")]
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public GameObject straightManHoleLadder;
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public GameObject straightManHoleUp;
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public GameObject deadendManHoleLadder;
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public GameObject deadendManHoleUp;
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private MazeGrid _grid;
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private Coroutine _generationCoroutine;
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private void Start()
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{
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Debug.Log("--- Tớ là: " + gameObject.name + " đang gọi Regenerate! ---");
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Regenerate();
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}
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@@ -44,117 +53,94 @@ namespace Hallucinate.GameSetup.Maze
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}
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}
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//[ContextMenu("Regenerate")]
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[ContextMenu("Regenerate")]
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public void Regenerate()
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{
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StopAllCoroutines();
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ClearExistingMaze();
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// 1. Khởi tạo dữ liệu các tầng (Logic Data)
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for (int i = 0; i < floorCount; i++)
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if (_generationCoroutine != null)
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{
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// FIX: Khởi tạo Object trước khi gán thuộc tính
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MazeGrid newFloor = new MazeGrid(width, depth);
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newFloor.Level = i;
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// 2. Chạy thuật toán sinh mê cung cho tầng này (Sync để đảm bảo có dữ liệu trước khi nối tầng)
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IMazeAlgorithm algorithm = GetAlgorithm(selectedAlgorithm);
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algorithm.Generate(newFloor);
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_mazeFloors.Add(newFloor);
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StopCoroutine(_generationCoroutine);
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}
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// 3. Tạo điểm nối cầu thang (Stairs) giữa các tầng kề nhau
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ConnectFloors();
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mazeRenderer.Clear();
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// 4. Hiển thị 3D cho tất cả các tầng
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RenderAllFloors();
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}
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private void ConnectFloors()
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{
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if (_mazeFloors.Count < 2) return;
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for (int i = 0; i < _mazeFloors.Count - 1; i++)
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// Step 1: Initialize all maze floors
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for (int i = 0; i < mazes.Length; i++)
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{
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MazeGrid currentFloor = _mazeFloors[i];
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MazeGrid nextFloor = _mazeFloors[i + 1];
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mazes[i] = new MazeGrid(width, depth);
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mazes[i].Level = i;
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// Generate each floor using the selected algorithm
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IMazeAlgorithm algorithmForFloor = GetAlgorithm(selectedAlgorithm);
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algorithmForFloor.Generate(mazes[i]);
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}
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List<Vector2Int> overlapPaths = new List<Vector2Int>();
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// Step 2: Create connections between adjacent floors
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for (int i = 0; i < mazes.Length - 1; i++)
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{
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MazeGrid currentFloor = mazes[i];
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MazeGrid nextFloor = mazes[i + 1];
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// Tìm các tọa độ (x, z) mà cả 2 tầng đều là đường đi (Corridor)
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for (int z = 1; z < depth - 1; z++)
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List<Vector2Int> possibleConnections = new List<Vector2Int>();
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for (int z = 0; z < depth; z++)
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{
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for (int x = 1; x < width - 1; x++)
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for (int x = 0; x < width; x++)
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{
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if (currentFloor.GetCell(x, z) == MazeCellType.Corridor &&
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nextFloor.GetCell(x, z) == MazeCellType.Corridor)
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// Check if both floors have a corridor at this position
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bool isCurrentFloorPath = currentFloor.GetCell(x, z) == MazeCellType.Corridor;
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bool isNextFloorPath = nextFloor.GetCell(x, z) == MazeCellType.Corridor;
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if (isCurrentFloorPath && isNextFloorPath)
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{
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overlapPaths.Add(new Vector2Int(x, z));
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possibleConnections.Add(new Vector2Int(x, z));
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}
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}
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}
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// Trộn ngẫu nhiên danh sách để điểm nối rải rác
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ShuffleList(overlapPaths);
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ShuffleList(possibleConnections);
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int actualConnections = Mathf.Min(connectionsPerFloor, overlapPaths.Count);
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for (int j = 0; j < actualConnections; j++)
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int connectionsMade = 0;
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foreach (Vector2Int pos in possibleConnections)
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{
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Vector2Int pos = overlapPaths[j];
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// Đánh dấu logic để Renderer tự chọn Prefab cầu thang từ VisualProfile
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currentFloor.SetCell(pos.x, pos.y, MazeCellType.StairsUp);
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nextFloor.SetCell(pos.x, pos.y, MazeCellType.StairsDown);
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if (connectionsMade >= connectionsPerFloor) break;
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int x = pos.x;
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int z = pos.y;
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// Set stair cells
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currentFloor.SetCell(x, z, MazeCellType.StairUp);
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nextFloor.SetCell(x, z, MazeCellType.StairDown);
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connectionsMade++;
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}
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}
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}
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private void RenderAllFloors()
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{
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Debug.Log("--- Đang chạy hàm này! ---");
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for (int i = 0; i < _mazeFloors.Count; i++)
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// Step 3: Render all floors
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if (mazes.Length > 0)
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{
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if (_activeRenderers.Count > 100) {
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Debug.LogError("DỪNG LẠI! Quá nhiều tầng rồi!");
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return;
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}
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// Tạo một Renderer instance cho mỗi tầng
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MazeRenderer floorRenderer = Instantiate(rendererPrefab, mazeContainer);
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floorRenderer.gameObject.name = $"Floor_Renderer_{i}";
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// Đặt vị trí Y của tầng
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floorRenderer.transform.localPosition = new Vector3(0, i * floorHeight, 0);
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// Khởi tạo hiển thị cho Grid tương ứng
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floorRenderer.Initialize(_mazeFloors[i], floorRenderer.transform);
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_activeRenderers.Add(floorRenderer);
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}
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}
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private void ClearExistingMaze()
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{
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foreach (var renderer in _activeRenderers)
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{
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if (renderer != null)
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{
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renderer.Clear();
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Destroy(renderer.gameObject);
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}
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}
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_activeRenderers.Clear();
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_mazeFloors.Clear();
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// Xóa sạch các object con cũ trong container (nếu có)
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if (mazeContainer != null)
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{
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foreach (Transform child in mazeContainer)
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for (int i = 0; i < mazes.Length; i++)
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{
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Destroy(child.gameObject);
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mazeRenderer.Initialize(mazes[i], mazeContainer, i == 0);
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}
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_grid = mazes[0];
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}
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else
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{
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_grid = new MazeGrid(width, depth);
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mazeRenderer.Initialize(_grid, mazeContainer);
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IMazeAlgorithm algorithm = GetAlgorithm(selectedAlgorithm);
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if (debugMode)
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{
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_generationCoroutine = StartCoroutine(algorithm.GenerateStepByStep(_grid, visualizationInterval));
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}
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else
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{
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algorithm.Generate(_grid);
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}
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}
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}
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private void ShuffleList<T>(List<T> list)
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{
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for (int i = 0; i < list.Count; i++)
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@@ -178,4 +164,4 @@ namespace Hallucinate.GameSetup.Maze
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};
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}
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}
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}
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}
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@@ -8,124 +8,39 @@ namespace Hallucinate.GameSetup.Maze
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/// Responsible for the visual representation of the maze.
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/// Handles spawning, pooling, and animations with safety checks.
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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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//
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// private readonly Dictionary<Vector2Int, GameObject> _spawnedCells = new Dictionary<Vector2Int, GameObject>();
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// private Transform _container;
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//
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// public void Initialize(MazeGrid grid, Transform container)
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// {
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// _container = container;
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// grid.OnCellChanged += HandleCellChanged;
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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(x, z, grid.GetCell(x, z), false);
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// }
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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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//
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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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// }
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//
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// private void HandleCellChanged(int x, int z, MazeCellType type)
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// {
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// UpdateCellVisual(x, z, type, true);
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// }
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//
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// private void UpdateCellVisual(int x, int z, MazeCellType type, bool animate)
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// {
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// Vector2Int pos = new Vector2Int(x, z);
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//
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// if (_spawnedCells.TryGetValue(pos, out GameObject oldObj))
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// {
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// Destroy(oldObj);
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// _spawnedCells.Remove(pos);
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// }
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//
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// GameObject prefab = visualProfile.GetPrefab(type);
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// if (prefab == null) return;
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//
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// // Ensure scale is always positive to avoid BoxCollider issues
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// float safeScale = Mathf.Max(0.001f, visualProfile.scale);
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// Vector3 worldPos = new Vector3(x * safeScale, 0, z * safeScale);
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//
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// GameObject newObj = Instantiate(prefab, worldPos, Quaternion.identity, _container);
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// newObj.transform.localScale = Vector3.one * safeScale;
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// _spawnedCells[pos] = newObj;
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//
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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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//
|
||||
// private IEnumerator AnimateCell(Transform target)
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// {
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// if (target == null) yield break;
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//
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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; // Use tiny positive instead of zero
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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;
|
||||
// float t = Mathf.Clamp01(elapsed / duration);
|
||||
// float s = Mathf.Sin(t * Mathf.PI * 0.5f);
|
||||
//
|
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// // Ensure s is never negative
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||||
// target.localScale = finalScale * Mathf.Max(0.001f, s);
|
||||
// yield return null;
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||||
// }
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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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public class MazeRenderer : MonoBehaviour
|
||||
{
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[SerializeField] private MazeVisualProfile visualProfile;
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||||
public float floorHeight = 3.5f;
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||||
|
||||
private readonly Dictionary<Vector2Int, GameObject> _spawnedCells = new Dictionary<Vector2Int, GameObject>();
|
||||
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 MazeGrid _currentGrid;
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||||
private List<MazeGrid> _grids = new List<MazeGrid>();
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|
||||
public void Initialize(MazeGrid grid, Transform container)
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public void Initialize(MazeGrid grid, Transform container, bool clearExisting = true)
|
||||
{
|
||||
_currentGrid = grid;
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||||
if (clearExisting)
|
||||
{
|
||||
Clear();
|
||||
}
|
||||
|
||||
_container = container;
|
||||
if (!_grids.Contains(grid))
|
||||
{
|
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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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||||
|
||||
// ĐỪNG đăng ký cái này vội: grid.OnCellChanged += HandleCellChanged;
|
||||
|
||||
// Initial render
|
||||
for (int z = 0; z < grid.Depth; z++)
|
||||
{
|
||||
for (int x = 0; x < grid.Width; x++)
|
||||
{
|
||||
UpdateCellVisual(x, z, grid.GetCell(x, z), false);
|
||||
UpdateCellVisual(grid, x, z, grid.GetCell(x, z), false);
|
||||
}
|
||||
}
|
||||
|
||||
// ĐĂNG KÝ Ở ĐÂY: Sau khi đã vẽ xong hết rồi mới nghe ngóng thay đổi
|
||||
grid.OnCellChanged += HandleCellChanged;
|
||||
}
|
||||
|
||||
public void Clear()
|
||||
@@ -138,52 +53,53 @@ namespace Hallucinate.GameSetup.Maze
|
||||
}
|
||||
|
||||
_spawnedCells.Clear();
|
||||
_currentGrid = null;
|
||||
}
|
||||
|
||||
private void HandleCellChanged(int x, int z, MazeCellType type)
|
||||
{
|
||||
UpdateCellVisual(x, z, type, true);
|
||||
|
||||
UpdateNeighborVisual(x + 1, z);
|
||||
UpdateNeighborVisual(x - 1, z);
|
||||
UpdateNeighborVisual(x, z + 1);
|
||||
UpdateNeighborVisual(x, z - 1);
|
||||
}
|
||||
|
||||
private void UpdateNeighborVisual(int x, int z)
|
||||
{
|
||||
if (_currentGrid != null && _currentGrid.IsInBounds(x, z))
|
||||
|
||||
foreach (var grid in _grids)
|
||||
{
|
||||
if (IsPath(x, z))
|
||||
// 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();
|
||||
}
|
||||
|
||||
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 = _currentGrid.GetCell(x, z);
|
||||
UpdateCellVisual(x, z, type, false);
|
||||
MazeCellType type = grid.GetCell(x, z);
|
||||
UpdateCellVisual(grid, x, z, type, false);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void UpdateCellVisual(int x, int z, MazeCellType type, bool animate)
|
||||
private void UpdateCellVisual(MazeGrid grid, int x, int z, MazeCellType type, bool animate)
|
||||
{
|
||||
Vector2Int pos = new Vector2Int(x, z);
|
||||
Vector3Int posKey = new Vector3Int(x, grid.Level, z);
|
||||
|
||||
// 1. DÙNG DestroyImmediate ĐỂ XÓA THẬT SỰ TRƯỚC KHI TẠO MỚI
|
||||
if (_spawnedCells.TryGetValue(pos, out GameObject oldObj))
|
||||
if (_spawnedCells.TryGetValue(posKey, out GameObject oldObj))
|
||||
{
|
||||
if (oldObj != null)
|
||||
{
|
||||
DestroyImmediate(oldObj);
|
||||
}
|
||||
_spawnedCells.Remove(pos);
|
||||
Destroy(oldObj);
|
||||
_spawnedCells.Remove(posKey);
|
||||
}
|
||||
|
||||
GameObject prefab = null;
|
||||
Quaternion rotation = Quaternion.identity;
|
||||
|
||||
// Logic xét duyệt loại prefab
|
||||
if (type == MazeCellType.Corridor || type == MazeCellType.Processing)
|
||||
{
|
||||
(prefab, rotation) = GetCorridorPrefabAndRotation(x, z);
|
||||
(prefab, rotation) = GetCorridorPrefabAndRotation(grid, x, z);
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -193,17 +109,17 @@ namespace Hallucinate.GameSetup.Maze
|
||||
if (prefab == null) return;
|
||||
|
||||
float safeScale = Mathf.Max(0.001f, visualProfile.scale);
|
||||
float modelScaleMultiplier = 0.167f;
|
||||
float modelScaleMultiplier = 0.25f;
|
||||
|
||||
Vector3 localPos = new Vector3(x * safeScale, 0, z * safeScale);
|
||||
float yOffset = grid.Level * floorHeight;
|
||||
Vector3 localPos = new Vector3(x * safeScale, yOffset, z * safeScale);
|
||||
|
||||
// GameObject newObj = Instantiate(prefab, worldPos, rotation, _container);
|
||||
GameObject newObj = Instantiate(prefab, _container);
|
||||
|
||||
newObj.transform.localPosition = localPos;
|
||||
newObj.transform.localRotation = rotation;
|
||||
newObj.transform.localScale = Vector3.one * safeScale * modelScaleMultiplier;
|
||||
_spawnedCells[pos] = newObj;
|
||||
_spawnedCells[posKey] = newObj;
|
||||
|
||||
if (animate && visualProfile.animationDuration > 0)
|
||||
{
|
||||
@@ -214,12 +130,12 @@ namespace Hallucinate.GameSetup.Maze
|
||||
// =================================================================================
|
||||
// THUẬT TOÁN BITMASK AUTO-TILING
|
||||
// =================================================================================
|
||||
private (GameObject, Quaternion) GetCorridorPrefabAndRotation(int x, int z)
|
||||
private (GameObject, Quaternion) GetCorridorPrefabAndRotation(MazeGrid grid, int x, int z)
|
||||
{
|
||||
bool top = IsPath(x, z + 1);
|
||||
bool right = IsPath(x + 1, z);
|
||||
bool bottom = IsPath(x, z - 1);
|
||||
bool left = IsPath(x - 1, 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;
|
||||
@@ -303,7 +219,6 @@ namespace Hallucinate.GameSetup.Maze
|
||||
break;
|
||||
}
|
||||
|
||||
// --- CỘNG THÊM OFFSET (Đã xóa bỏ phần code thừa bị lặp lại) ---
|
||||
float finalRotation = yRotation;
|
||||
if (prefabToSpawn == visualProfile.corridorTJunction) finalRotation += visualProfile.tJunctionOffset;
|
||||
if (prefabToSpawn == visualProfile.corridorDeadEnd) finalRotation += visualProfile.deadEndOffset;
|
||||
@@ -314,15 +229,17 @@ namespace Hallucinate.GameSetup.Maze
|
||||
return (prefabToSpawn, Quaternion.Euler(0, finalRotation, 0));
|
||||
}
|
||||
|
||||
private bool IsPath(int x, int z)
|
||||
private bool IsPath(MazeGrid grid, int x, int z)
|
||||
{
|
||||
if (_currentGrid == null || !_currentGrid.IsInBounds(x, z)) return false;
|
||||
MazeCellType type = _currentGrid.GetCell(x, 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.Path
|
||||
|| type == MazeCellType.StairUp
|
||||
|| type == MazeCellType.StairDown;
|
||||
}
|
||||
|
||||
// =================================================================================
|
||||
|
||||
@@ -17,12 +17,8 @@ namespace Hallucinate.GameSetup.Maze
|
||||
public GameObject pathPrefab;
|
||||
public GameObject startPrefab;
|
||||
public GameObject endPrefab;
|
||||
public GameObject stairsUp;
|
||||
|
||||
[Header("Room Pieces")]
|
||||
public GameObject wallpiece;
|
||||
public GameObject floorpiece;
|
||||
public GameObject cellingpiece;
|
||||
public GameObject stairUpPrefab;
|
||||
public GameObject stairDownPrefab;
|
||||
|
||||
[Header("Corridor Types")]
|
||||
public GameObject corridorStraight;
|
||||
@@ -45,7 +41,8 @@ namespace Hallucinate.GameSetup.Maze
|
||||
MazeCellType.Path => pathPrefab,
|
||||
MazeCellType.Start => startPrefab,
|
||||
MazeCellType.End => endPrefab,
|
||||
MazeCellType.StairsUp => stairsUp,
|
||||
MazeCellType.StairUp => stairUpPrefab,
|
||||
MazeCellType.StairDown => stairDownPrefab,
|
||||
_ => null
|
||||
};
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user