diff --git a/Assets/Prefabs/Maze/Dungeon/Doorway1.fbx.meta b/Assets/Prefabs/Maze/Dungeon/Doorway1.fbx.meta index fdff6bdb..ec65499f 100644 --- a/Assets/Prefabs/Maze/Dungeon/Doorway1.fbx.meta +++ b/Assets/Prefabs/Maze/Dungeon/Doorway1.fbx.meta @@ -43,7 +43,7 @@ ModelImporter: isReadable: 0 meshes: lODScreenPercentages: [] - globalScale: 1 + globalScale: 1.5 meshCompression: 0 addColliders: 0 useSRGBMaterialColor: 1 @@ -101,7 +101,7 @@ ModelImporter: armStretch: 0.05 legStretch: 0.05 feetSpacing: 0 - globalScale: 1 + globalScale: 1.5 rootMotionBoneName: hasTranslationDoF: 0 hasExtraRoot: 0 diff --git a/Assets/Prefabs/Maze/Dungeon/Doorway2.fbx.meta b/Assets/Prefabs/Maze/Dungeon/Doorway2.fbx.meta index da7cfa9c..00c9c7be 100644 --- a/Assets/Prefabs/Maze/Dungeon/Doorway2.fbx.meta +++ b/Assets/Prefabs/Maze/Dungeon/Doorway2.fbx.meta @@ -43,7 +43,7 @@ ModelImporter: isReadable: 0 meshes: lODScreenPercentages: [] - globalScale: 1 + globalScale: 1.5 meshCompression: 0 addColliders: 0 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Assets/Prefabs/Maze/Dungeon/DungeonTexture/TexturesCom_Concrete_WornWall_512_albedo 14.tif.meta diff --git a/Assets/Prefabs/Maze/Dungeon/TexturesCom_Concrete_WornWall_512_albedo 15.tif b/Assets/Prefabs/Maze/Dungeon/DungeonTexture/TexturesCom_Concrete_WornWall_512_albedo 15.tif similarity index 100% rename from Assets/Prefabs/Maze/Dungeon/TexturesCom_Concrete_WornWall_512_albedo 15.tif rename to Assets/Prefabs/Maze/Dungeon/DungeonTexture/TexturesCom_Concrete_WornWall_512_albedo 15.tif diff --git a/Assets/Prefabs/Maze/Dungeon/TexturesCom_Concrete_WornWall_512_albedo 15.tif.meta b/Assets/Prefabs/Maze/Dungeon/DungeonTexture/TexturesCom_Concrete_WornWall_512_albedo 15.tif.meta similarity index 100% rename from Assets/Prefabs/Maze/Dungeon/TexturesCom_Concrete_WornWall_512_albedo 15.tif.meta rename to Assets/Prefabs/Maze/Dungeon/DungeonTexture/TexturesCom_Concrete_WornWall_512_albedo 15.tif.meta diff --git a/Assets/Prefabs/Maze/Dungeon/TexturesCom_Concrete_WornWall_512_albedo 16.tif b/Assets/Prefabs/Maze/Dungeon/DungeonTexture/TexturesCom_Concrete_WornWall_512_albedo 16.tif similarity index 100% rename from Assets/Prefabs/Maze/Dungeon/TexturesCom_Concrete_WornWall_512_albedo 16.tif rename to Assets/Prefabs/Maze/Dungeon/DungeonTexture/TexturesCom_Concrete_WornWall_512_albedo 16.tif diff --git a/Assets/Prefabs/Maze/Dungeon/TexturesCom_Concrete_WornWall_512_albedo 16.tif.meta b/Assets/Prefabs/Maze/Dungeon/DungeonTexture/TexturesCom_Concrete_WornWall_512_albedo 16.tif.meta similarity index 100% rename from Assets/Prefabs/Maze/Dungeon/TexturesCom_Concrete_WornWall_512_albedo 16.tif.meta rename to Assets/Prefabs/Maze/Dungeon/DungeonTexture/TexturesCom_Concrete_WornWall_512_albedo 16.tif.meta diff --git a/Assets/Prefabs/Maze/Dungeon/TexturesCom_Concrete_WornWall_512_albedo 2.tif b/Assets/Prefabs/Maze/Dungeon/DungeonTexture/TexturesCom_Concrete_WornWall_512_albedo 2.tif similarity index 100% rename from Assets/Prefabs/Maze/Dungeon/TexturesCom_Concrete_WornWall_512_albedo 2.tif rename to Assets/Prefabs/Maze/Dungeon/DungeonTexture/TexturesCom_Concrete_WornWall_512_albedo 2.tif diff --git a/Assets/Prefabs/Maze/Dungeon/TexturesCom_Concrete_WornWall_512_albedo 2.tif.meta b/Assets/Prefabs/Maze/Dungeon/DungeonTexture/TexturesCom_Concrete_WornWall_512_albedo 2.tif.meta similarity index 100% rename from Assets/Prefabs/Maze/Dungeon/TexturesCom_Concrete_WornWall_512_albedo 2.tif.meta rename to Assets/Prefabs/Maze/Dungeon/DungeonTexture/TexturesCom_Concrete_WornWall_512_albedo 2.tif.meta diff --git a/Assets/Prefabs/Maze/Dungeon/TexturesCom_Concrete_WornWall_512_albedo 3.tif b/Assets/Prefabs/Maze/Dungeon/DungeonTexture/TexturesCom_Concrete_WornWall_512_albedo 3.tif similarity index 100% rename from Assets/Prefabs/Maze/Dungeon/TexturesCom_Concrete_WornWall_512_albedo 3.tif rename to Assets/Prefabs/Maze/Dungeon/DungeonTexture/TexturesCom_Concrete_WornWall_512_albedo 3.tif diff --git a/Assets/Prefabs/Maze/Dungeon/TexturesCom_Concrete_WornWall_512_albedo 3.tif.meta b/Assets/Prefabs/Maze/Dungeon/DungeonTexture/TexturesCom_Concrete_WornWall_512_albedo 3.tif.meta similarity index 100% rename from Assets/Prefabs/Maze/Dungeon/TexturesCom_Concrete_WornWall_512_albedo 3.tif.meta rename to Assets/Prefabs/Maze/Dungeon/DungeonTexture/TexturesCom_Concrete_WornWall_512_albedo 3.tif.meta diff --git a/Assets/Prefabs/Maze/Dungeon/TexturesCom_Concrete_WornWall_512_albedo 4.tif b/Assets/Prefabs/Maze/Dungeon/DungeonTexture/TexturesCom_Concrete_WornWall_512_albedo 4.tif similarity index 100% rename from Assets/Prefabs/Maze/Dungeon/TexturesCom_Concrete_WornWall_512_albedo 4.tif rename to Assets/Prefabs/Maze/Dungeon/DungeonTexture/TexturesCom_Concrete_WornWall_512_albedo 4.tif diff --git a/Assets/Prefabs/Maze/Dungeon/TexturesCom_Concrete_WornWall_512_albedo 4.tif.meta b/Assets/Prefabs/Maze/Dungeon/DungeonTexture/TexturesCom_Concrete_WornWall_512_albedo 4.tif.meta similarity index 100% rename from Assets/Prefabs/Maze/Dungeon/TexturesCom_Concrete_WornWall_512_albedo 4.tif.meta rename to Assets/Prefabs/Maze/Dungeon/DungeonTexture/TexturesCom_Concrete_WornWall_512_albedo 4.tif.meta diff --git a/Assets/Prefabs/Maze/Dungeon/TexturesCom_Concrete_WornWall_512_albedo 5.tif b/Assets/Prefabs/Maze/Dungeon/DungeonTexture/TexturesCom_Concrete_WornWall_512_albedo 5.tif similarity index 100% rename from Assets/Prefabs/Maze/Dungeon/TexturesCom_Concrete_WornWall_512_albedo 5.tif rename to Assets/Prefabs/Maze/Dungeon/DungeonTexture/TexturesCom_Concrete_WornWall_512_albedo 5.tif diff --git a/Assets/Prefabs/Maze/Dungeon/TexturesCom_Concrete_WornWall_512_albedo 5.tif.meta b/Assets/Prefabs/Maze/Dungeon/DungeonTexture/TexturesCom_Concrete_WornWall_512_albedo 5.tif.meta similarity index 100% rename from Assets/Prefabs/Maze/Dungeon/TexturesCom_Concrete_WornWall_512_albedo 5.tif.meta rename to Assets/Prefabs/Maze/Dungeon/DungeonTexture/TexturesCom_Concrete_WornWall_512_albedo 5.tif.meta diff --git a/Assets/Prefabs/Maze/Dungeon/TexturesCom_Concrete_WornWall_512_albedo 6.tif b/Assets/Prefabs/Maze/Dungeon/DungeonTexture/TexturesCom_Concrete_WornWall_512_albedo 6.tif similarity index 100% rename from Assets/Prefabs/Maze/Dungeon/TexturesCom_Concrete_WornWall_512_albedo 6.tif rename to Assets/Prefabs/Maze/Dungeon/DungeonTexture/TexturesCom_Concrete_WornWall_512_albedo 6.tif diff --git a/Assets/Prefabs/Maze/Dungeon/TexturesCom_Concrete_WornWall_512_albedo 6.tif.meta b/Assets/Prefabs/Maze/Dungeon/DungeonTexture/TexturesCom_Concrete_WornWall_512_albedo 6.tif.meta similarity index 100% rename from Assets/Prefabs/Maze/Dungeon/TexturesCom_Concrete_WornWall_512_albedo 6.tif.meta rename to Assets/Prefabs/Maze/Dungeon/DungeonTexture/TexturesCom_Concrete_WornWall_512_albedo 6.tif.meta diff --git a/Assets/Prefabs/Maze/Dungeon/TexturesCom_Concrete_WornWall_512_albedo 7.tif b/Assets/Prefabs/Maze/Dungeon/DungeonTexture/TexturesCom_Concrete_WornWall_512_albedo 7.tif similarity index 100% rename from Assets/Prefabs/Maze/Dungeon/TexturesCom_Concrete_WornWall_512_albedo 7.tif rename to Assets/Prefabs/Maze/Dungeon/DungeonTexture/TexturesCom_Concrete_WornWall_512_albedo 7.tif diff --git a/Assets/Prefabs/Maze/Dungeon/TexturesCom_Concrete_WornWall_512_albedo 7.tif.meta b/Assets/Prefabs/Maze/Dungeon/DungeonTexture/TexturesCom_Concrete_WornWall_512_albedo 7.tif.meta similarity index 100% rename from Assets/Prefabs/Maze/Dungeon/TexturesCom_Concrete_WornWall_512_albedo 7.tif.meta rename to Assets/Prefabs/Maze/Dungeon/DungeonTexture/TexturesCom_Concrete_WornWall_512_albedo 7.tif.meta diff --git a/Assets/Prefabs/Maze/Dungeon/TexturesCom_Concrete_WornWall_512_albedo 8.tif b/Assets/Prefabs/Maze/Dungeon/DungeonTexture/TexturesCom_Concrete_WornWall_512_albedo 8.tif similarity index 100% rename from Assets/Prefabs/Maze/Dungeon/TexturesCom_Concrete_WornWall_512_albedo 8.tif rename to Assets/Prefabs/Maze/Dungeon/DungeonTexture/TexturesCom_Concrete_WornWall_512_albedo 8.tif diff --git a/Assets/Prefabs/Maze/Dungeon/TexturesCom_Concrete_WornWall_512_albedo 8.tif.meta b/Assets/Prefabs/Maze/Dungeon/DungeonTexture/TexturesCom_Concrete_WornWall_512_albedo 8.tif.meta similarity index 100% rename from Assets/Prefabs/Maze/Dungeon/TexturesCom_Concrete_WornWall_512_albedo 8.tif.meta rename to Assets/Prefabs/Maze/Dungeon/DungeonTexture/TexturesCom_Concrete_WornWall_512_albedo 8.tif.meta diff --git a/Assets/Prefabs/Maze/Dungeon/TexturesCom_Concrete_WornWall_512_albedo 9.tif b/Assets/Prefabs/Maze/Dungeon/DungeonTexture/TexturesCom_Concrete_WornWall_512_albedo 9.tif similarity index 100% rename from Assets/Prefabs/Maze/Dungeon/TexturesCom_Concrete_WornWall_512_albedo 9.tif rename to Assets/Prefabs/Maze/Dungeon/DungeonTexture/TexturesCom_Concrete_WornWall_512_albedo 9.tif diff --git a/Assets/Prefabs/Maze/Dungeon/TexturesCom_Concrete_WornWall_512_albedo 9.tif.meta b/Assets/Prefabs/Maze/Dungeon/DungeonTexture/TexturesCom_Concrete_WornWall_512_albedo 9.tif.meta similarity index 100% rename from Assets/Prefabs/Maze/Dungeon/TexturesCom_Concrete_WornWall_512_albedo 9.tif.meta rename to Assets/Prefabs/Maze/Dungeon/DungeonTexture/TexturesCom_Concrete_WornWall_512_albedo 9.tif.meta diff --git a/Assets/Prefabs/Maze/Dungeon/TexturesCom_Concrete_WornWall_512_albedo.tif b/Assets/Prefabs/Maze/Dungeon/DungeonTexture/TexturesCom_Concrete_WornWall_512_albedo.tif similarity index 100% rename from Assets/Prefabs/Maze/Dungeon/TexturesCom_Concrete_WornWall_512_albedo.tif rename to Assets/Prefabs/Maze/Dungeon/DungeonTexture/TexturesCom_Concrete_WornWall_512_albedo.tif diff --git a/Assets/Prefabs/Maze/Dungeon/TexturesCom_Concrete_WornWall_512_albedo.tif.meta b/Assets/Prefabs/Maze/Dungeon/DungeonTexture/TexturesCom_Concrete_WornWall_512_albedo.tif.meta similarity index 100% rename from Assets/Prefabs/Maze/Dungeon/TexturesCom_Concrete_WornWall_512_albedo.tif.meta rename to Assets/Prefabs/Maze/Dungeon/DungeonTexture/TexturesCom_Concrete_WornWall_512_albedo.tif.meta diff --git a/Assets/Prefabs/Maze/Dungeon/TexturesCom_Pavement_RomanMosaic_512_albedo 1.tif b/Assets/Prefabs/Maze/Dungeon/DungeonTexture/TexturesCom_Pavement_RomanMosaic_512_albedo 1.tif similarity index 100% rename from Assets/Prefabs/Maze/Dungeon/TexturesCom_Pavement_RomanMosaic_512_albedo 1.tif rename to Assets/Prefabs/Maze/Dungeon/DungeonTexture/TexturesCom_Pavement_RomanMosaic_512_albedo 1.tif diff --git a/Assets/Prefabs/Maze/Dungeon/TexturesCom_Pavement_RomanMosaic_512_albedo 1.tif.meta b/Assets/Prefabs/Maze/Dungeon/DungeonTexture/TexturesCom_Pavement_RomanMosaic_512_albedo 1.tif.meta similarity index 100% rename from Assets/Prefabs/Maze/Dungeon/TexturesCom_Pavement_RomanMosaic_512_albedo 1.tif.meta rename to Assets/Prefabs/Maze/Dungeon/DungeonTexture/TexturesCom_Pavement_RomanMosaic_512_albedo 1.tif.meta diff --git a/Assets/Prefabs/Maze/Dungeon/TexturesCom_Pavement_RomanMosaic_512_albedo 2.tif b/Assets/Prefabs/Maze/Dungeon/DungeonTexture/TexturesCom_Pavement_RomanMosaic_512_albedo 2.tif similarity index 100% rename from Assets/Prefabs/Maze/Dungeon/TexturesCom_Pavement_RomanMosaic_512_albedo 2.tif rename to Assets/Prefabs/Maze/Dungeon/DungeonTexture/TexturesCom_Pavement_RomanMosaic_512_albedo 2.tif diff --git a/Assets/Prefabs/Maze/Dungeon/TexturesCom_Pavement_RomanMosaic_512_albedo 2.tif.meta b/Assets/Prefabs/Maze/Dungeon/DungeonTexture/TexturesCom_Pavement_RomanMosaic_512_albedo 2.tif.meta similarity index 100% rename from Assets/Prefabs/Maze/Dungeon/TexturesCom_Pavement_RomanMosaic_512_albedo 2.tif.meta rename to Assets/Prefabs/Maze/Dungeon/DungeonTexture/TexturesCom_Pavement_RomanMosaic_512_albedo 2.tif.meta diff --git a/Assets/Prefabs/Maze/Dungeon/TexturesCom_Pavement_RomanMosaic_512_albedo 3.tif b/Assets/Prefabs/Maze/Dungeon/DungeonTexture/TexturesCom_Pavement_RomanMosaic_512_albedo 3.tif similarity index 100% rename from Assets/Prefabs/Maze/Dungeon/TexturesCom_Pavement_RomanMosaic_512_albedo 3.tif rename to Assets/Prefabs/Maze/Dungeon/DungeonTexture/TexturesCom_Pavement_RomanMosaic_512_albedo 3.tif diff --git a/Assets/Prefabs/Maze/Dungeon/TexturesCom_Pavement_RomanMosaic_512_albedo 3.tif.meta b/Assets/Prefabs/Maze/Dungeon/DungeonTexture/TexturesCom_Pavement_RomanMosaic_512_albedo 3.tif.meta similarity index 100% rename from Assets/Prefabs/Maze/Dungeon/TexturesCom_Pavement_RomanMosaic_512_albedo 3.tif.meta rename to Assets/Prefabs/Maze/Dungeon/DungeonTexture/TexturesCom_Pavement_RomanMosaic_512_albedo 3.tif.meta diff --git a/Assets/Prefabs/Maze/Dungeon/TexturesCom_Pavement_RomanMosaic_512_albedo 4.tif b/Assets/Prefabs/Maze/Dungeon/DungeonTexture/TexturesCom_Pavement_RomanMosaic_512_albedo 4.tif similarity index 100% rename from Assets/Prefabs/Maze/Dungeon/TexturesCom_Pavement_RomanMosaic_512_albedo 4.tif rename to Assets/Prefabs/Maze/Dungeon/DungeonTexture/TexturesCom_Pavement_RomanMosaic_512_albedo 4.tif diff --git a/Assets/Prefabs/Maze/Dungeon/TexturesCom_Pavement_RomanMosaic_512_albedo 4.tif.meta b/Assets/Prefabs/Maze/Dungeon/DungeonTexture/TexturesCom_Pavement_RomanMosaic_512_albedo 4.tif.meta similarity index 100% rename from Assets/Prefabs/Maze/Dungeon/TexturesCom_Pavement_RomanMosaic_512_albedo 4.tif.meta rename to Assets/Prefabs/Maze/Dungeon/DungeonTexture/TexturesCom_Pavement_RomanMosaic_512_albedo 4.tif.meta diff --git a/Assets/Prefabs/Maze/Dungeon/TexturesCom_Pavement_RomanMosaic_512_albedo 5.tif b/Assets/Prefabs/Maze/Dungeon/DungeonTexture/TexturesCom_Pavement_RomanMosaic_512_albedo 5.tif similarity index 100% rename from Assets/Prefabs/Maze/Dungeon/TexturesCom_Pavement_RomanMosaic_512_albedo 5.tif rename to Assets/Prefabs/Maze/Dungeon/DungeonTexture/TexturesCom_Pavement_RomanMosaic_512_albedo 5.tif diff --git a/Assets/Prefabs/Maze/Dungeon/TexturesCom_Pavement_RomanMosaic_512_albedo 5.tif.meta b/Assets/Prefabs/Maze/Dungeon/DungeonTexture/TexturesCom_Pavement_RomanMosaic_512_albedo 5.tif.meta similarity index 100% rename from Assets/Prefabs/Maze/Dungeon/TexturesCom_Pavement_RomanMosaic_512_albedo 5.tif.meta rename to Assets/Prefabs/Maze/Dungeon/DungeonTexture/TexturesCom_Pavement_RomanMosaic_512_albedo 5.tif.meta diff --git a/Assets/Prefabs/Maze/Dungeon/TexturesCom_Pavement_RomanMosaic_512_albedo.tif b/Assets/Prefabs/Maze/Dungeon/DungeonTexture/TexturesCom_Pavement_RomanMosaic_512_albedo.tif similarity index 100% rename from Assets/Prefabs/Maze/Dungeon/TexturesCom_Pavement_RomanMosaic_512_albedo.tif rename to Assets/Prefabs/Maze/Dungeon/DungeonTexture/TexturesCom_Pavement_RomanMosaic_512_albedo.tif diff --git a/Assets/Prefabs/Maze/Dungeon/TexturesCom_Pavement_RomanMosaic_512_albedo.tif.meta b/Assets/Prefabs/Maze/Dungeon/DungeonTexture/TexturesCom_Pavement_RomanMosaic_512_albedo.tif.meta similarity index 100% rename from Assets/Prefabs/Maze/Dungeon/TexturesCom_Pavement_RomanMosaic_512_albedo.tif.meta rename to Assets/Prefabs/Maze/Dungeon/DungeonTexture/TexturesCom_Pavement_RomanMosaic_512_albedo.tif.meta diff --git a/Assets/Prefabs/Maze/Dungeon/Example_Corner.fbx.meta b/Assets/Prefabs/Maze/Dungeon/Example_Corner.fbx.meta index 44bbbc1d..3b32c3f6 100644 --- a/Assets/Prefabs/Maze/Dungeon/Example_Corner.fbx.meta +++ b/Assets/Prefabs/Maze/Dungeon/Example_Corner.fbx.meta @@ -48,7 +48,7 @@ ModelImporter: isReadable: 0 meshes: lODScreenPercentages: [] - globalScale: 1 + globalScale: 1.5 meshCompression: 0 addColliders: 0 useSRGBMaterialColor: 1 @@ -106,7 +106,7 @@ ModelImporter: armStretch: 0.05 legStretch: 0.05 feetSpacing: 0 - globalScale: 1 + globalScale: 1.5 rootMotionBoneName: hasTranslationDoF: 0 hasExtraRoot: 0 diff --git a/Assets/Prefabs/Maze/Dungeon/Example_Cross.fbx.meta b/Assets/Prefabs/Maze/Dungeon/Example_Cross.fbx.meta index da139791..a3bdcfb2 100644 --- a/Assets/Prefabs/Maze/Dungeon/Example_Cross.fbx.meta +++ b/Assets/Prefabs/Maze/Dungeon/Example_Cross.fbx.meta @@ -48,7 +48,7 @@ ModelImporter: isReadable: 0 meshes: lODScreenPercentages: [] - globalScale: 1 + globalScale: 1.5 meshCompression: 0 addColliders: 0 useSRGBMaterialColor: 1 @@ -106,7 +106,7 @@ ModelImporter: armStretch: 0.05 legStretch: 0.05 feetSpacing: 0 - globalScale: 1 + globalScale: 1.5 rootMotionBoneName: hasTranslationDoF: 0 hasExtraRoot: 0 diff --git a/Assets/Prefabs/Maze/Dungeon/Example_DeadEnd.fbx.meta b/Assets/Prefabs/Maze/Dungeon/Example_DeadEnd.fbx.meta index 2ec304c5..ed12fa63 100644 --- a/Assets/Prefabs/Maze/Dungeon/Example_DeadEnd.fbx.meta +++ b/Assets/Prefabs/Maze/Dungeon/Example_DeadEnd.fbx.meta @@ -48,7 +48,7 @@ ModelImporter: isReadable: 0 meshes: lODScreenPercentages: [] - globalScale: 1 + globalScale: 1.5 meshCompression: 0 addColliders: 0 useSRGBMaterialColor: 1 @@ -106,7 +106,7 @@ ModelImporter: armStretch: 0.05 legStretch: 0.05 feetSpacing: 0 - globalScale: 1 + globalScale: 1.5 rootMotionBoneName: hasTranslationDoF: 0 hasExtraRoot: 0 diff --git a/Assets/Prefabs/Maze/Dungeon/Example_Floor (Straight).002.fbx.meta b/Assets/Prefabs/Maze/Dungeon/Example_Floor 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390662299} --- !u!1001 &3886963620680427248 PrefabInstance: m_ObjectHideFlags: 0 diff --git a/Assets/Scripts/GameSetup/Maze/MazeCellType.cs b/Assets/Scripts/GameSetup/Maze/MazeCellType.cs index 8c7a7c04..9cf13950 100644 --- a/Assets/Scripts/GameSetup/Maze/MazeCellType.cs +++ b/Assets/Scripts/GameSetup/Maze/MazeCellType.cs @@ -1,3 +1,5 @@ +using UnityEngine; + namespace Hallucinate.GameSetup.Maze { /// @@ -12,7 +14,26 @@ namespace Hallucinate.GameSetup.Maze Path, // Temporary path (e.g., Wilson's crawler) Start, // Entry point End, // Exit point - StairUp, - StairDown + StairsUp, + StairsDown + } + public enum PieceType + { + None, + Wall, + Vertical_Straight, // Đường thẳng dọc + Horizontal_Straight, // Đường thẳng ngang + Corner, // Góc cua + T_Junction, // Ngã ba + Crossroads, // Ngã tư + Stairs, + StairsUp// Cầu thang (Điểm nối) + } + public struct MazePieceData + { + public PieceType piece; // Hình dạng mảnh ghép + // Bạn có thể thêm rotation nếu cần xoay hướng model sau này + public int rotation; + public GameObject model; } } diff --git a/Assets/Scripts/GameSetup/Maze/MazeGrid.cs b/Assets/Scripts/GameSetup/Maze/MazeGrid.cs index ca991f5b..fe34ebdc 100644 --- a/Assets/Scripts/GameSetup/Maze/MazeGrid.cs +++ b/Assets/Scripts/GameSetup/Maze/MazeGrid.cs @@ -9,9 +9,11 @@ namespace Hallucinate.GameSetup.Maze /// public class MazeGrid { - public int Width { get; private set; } - public int Depth { get; private set; } + public int Width { get; set; } + public int Depth { get; set; } public int Level { get; set; } + public MazePieceData[,] piecePlace; + public float scale = 1f; private readonly MazeCellType[,] _cells; @@ -25,12 +27,20 @@ namespace Hallucinate.GameSetup.Maze { Width = width; Depth = depth; + piecePlace = new MazePieceData[width, depth]; + _cells = new MazeCellType[width, depth]; // Initialize all as walls for (int z = 0; z < depth; z++) + { for (int x = 0; x < width; x++) + { _cells[x, z] = MazeCellType.Wall; + piecePlace[x, z].piece = PieceType.Wall; + } + } + } public void SetCell(int x, int z, MazeCellType type) diff --git a/Assets/Scripts/GameSetup/Maze/MazeManager.cs b/Assets/Scripts/GameSetup/Maze/MazeManager.cs index ed07cb83..ef9ab4c4 100644 --- a/Assets/Scripts/GameSetup/Maze/MazeManager.cs +++ b/Assets/Scripts/GameSetup/Maze/MazeManager.cs @@ -5,43 +5,34 @@ using UnityEngine; namespace Hallucinate.GameSetup.Maze { /// - /// Central controller for the Maze system. - /// Manages algorithm selection, debug speed, and regeneration. + /// Central controller for the Multi-floor Maze system. + /// Handles initialization order and cross-floor connections. /// public class MazeManager : MonoBehaviour { public enum AlgorithmType { Recursive, Wilsons, Prims, Crawler } - [Header("System Settings")] - public MazeGrid[] mazes; - public float floorHeight = 3.5f; + [Header("System Settings")] + [Tooltip("Số lượng tầng mê cung cần sinh ra")] + [Range(1, 10)] public int floorCount = 2; + public float floorHeight = 4.0f; public int connectionsPerFloor = 2; - [SerializeField] private AlgorithmType selectedAlgorithm; - [SerializeField] private int width = 30; - [SerializeField] private int depth = 30; - [Header("Debug Settings")] - [SerializeField] private bool debugMode = true; - [Range(0.001f, 0.5f)] - [SerializeField] private float visualizationInterval = 0.05f; - + [Header("Grid Settings")] + [SerializeField] private AlgorithmType selectedAlgorithm; + [SerializeField] private int width = 20; + [SerializeField] private int depth = 20; + [Header("References")] - [SerializeField] private MazeRenderer mazeRenderer; + [SerializeField] private MazeRenderer rendererPrefab; [SerializeField] private Transform mazeContainer; - [Header("Corridor Setting")] - public GameObject straightManHoleLadder; - public GameObject straightManHoleUp; - public GameObject deadendManHoleLadder; - public GameObject deadendManHoleUp; - - - - private MazeGrid _grid; - private Coroutine _generationCoroutine; + private List _mazeFloors = new List(); + private List _activeRenderers = new List(); private void Start() { + Debug.Log("--- Tớ là: " + gameObject.name + " đang gọi Regenerate! ---"); Regenerate(); } @@ -53,100 +44,117 @@ namespace Hallucinate.GameSetup.Maze } } - [ContextMenu("Regenerate")] + //[ContextMenu("Regenerate")] public void Regenerate() { - // Bước 1: Khởi tạo tất cả các tầng mê cung - for (int i = 0; i < mazes.Length; i++) + StopAllCoroutines(); + ClearExistingMaze(); + + // 1. Khởi tạo dữ liệu các tầng (Logic Data) + for (int i = 0; i < floorCount; 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. + // FIX: Khởi tạo Object trước khi gán thuộc tính + MazeGrid newFloor = new MazeGrid(width, depth); + newFloor.Level = i; + + // 2. Chạy thuật toán sinh mê cung cho tầng này (Sync để đảm bảo có dữ liệu trước khi nối tầng) + IMazeAlgorithm algorithm = GetAlgorithm(selectedAlgorithm); + algorithm.Generate(newFloor); + + _mazeFloors.Add(newFloor); } - // Bước 2: Tạo điểm nối giữa các cặp tầng (0->1, 1->2, 2->3...) - for (int i = 0; i < mazes.Length - 1; i++) + // 3. Tạo điểm nối cầu thang (Stairs) giữa các tầng kề nhau + ConnectFloors(); + + // 4. Hiển thị 3D cho tất cả các tầng + RenderAllFloors(); + } + + private void ConnectFloors() + { + if (_mazeFloors.Count < 2) return; + + for (int i = 0; i < _mazeFloors.Count - 1; i++) { - MazeGrid currentFloor = mazes[i]; - MazeGrid nextFloor = mazes[i + 1]; + MazeGrid currentFloor = _mazeFloors[i]; + MazeGrid nextFloor = _mazeFloors[i + 1]; - // 2.1: Quét tìm TẤT CẢ các tọa độ (x, z) có thể làm điểm nối - List possibleConnections = new List(); + List overlapPaths = new List(); - for (int z = 0; z < depth; z++) + // Tìm các tọa độ (x, z) mà cả 2 tầng đều là đường đi (Corridor) + for (int z = 1; z < depth - 1; z++) { - for (int x = 0; x < width; x++) + for (int x = 1; x < width - 1; x++) { - // 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)); - // } + if (currentFloor.GetCell(x, z) == MazeCellType.Corridor && + nextFloor.GetCell(x, z) == MazeCellType.Corridor) + { + overlapPaths.Add(new Vector2Int(x, z)); + } } } - // 2.2: Chọn ngẫu nhiên N điểm từ danh sách để làm thang nối - int connectionsMade = 0; + // Trộn ngẫu nhiên danh sách để điểm nối rải rác + ShuffleList(overlapPaths); - // Trộn ngẫu nhiên danh sách (Shuffle) để các điểm nối không bị dồn về 1 góc - ShuffleList(possibleConnections); - - foreach (Vector2Int pos in possibleConnections) + int actualConnections = Mathf.Min(connectionsPerFloor, overlapPaths.Count); + for (int j = 0; j < actualConnections; j++) { - if (connectionsMade >= connectionsPerFloor) break; // Đã đủ số lượng đường lên thì dừng - - 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); - // - // // 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); - - // 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) - - connectionsMade++; + Vector2Int pos = overlapPaths[j]; + // Đánh dấu logic để Renderer tự chọn Prefab cầu thang từ VisualProfile + currentFloor.SetCell(pos.x, pos.y, MazeCellType.StairsUp); + nextFloor.SetCell(pos.x, pos.y, MazeCellType.StairsDown); } } + } - if (_generationCoroutine != null) + private void RenderAllFloors() + { + Debug.Log("--- Đang chạy hàm này! ---"); + for (int i = 0; i < _mazeFloors.Count; i++) { - StopCoroutine(_generationCoroutine); - } - - mazeRenderer.Clear(); - _grid = new MazeGrid(width, depth); - mazeRenderer.Initialize(_grid, mazeContainer); - - IMazeAlgorithm algorithm = GetAlgorithm(selectedAlgorithm); - - if (debugMode) - { - _generationCoroutine = StartCoroutine(algorithm.GenerateStepByStep(_grid, visualizationInterval)); - } - else - { - algorithm.Generate(_grid); + if (_activeRenderers.Count > 100) { + Debug.LogError("DỪNG LẠI! Quá nhiều tầng rồi!"); + return; + } + // Tạo một Renderer instance cho mỗi tầng + MazeRenderer floorRenderer = Instantiate(rendererPrefab, mazeContainer); + floorRenderer.gameObject.name = $"Floor_Renderer_{i}"; + + // Đặt vị trí Y của tầng + floorRenderer.transform.localPosition = new Vector3(0, i * floorHeight, 0); + + // Khởi tạo hiển thị cho Grid tương ứng + floorRenderer.Initialize(_mazeFloors[i], floorRenderer.transform); + + _activeRenderers.Add(floorRenderer); } } + + private void ClearExistingMaze() + { + foreach (var renderer in _activeRenderers) + { + if (renderer != null) + { + renderer.Clear(); + Destroy(renderer.gameObject); + } + } + _activeRenderers.Clear(); + _mazeFloors.Clear(); + + // Xóa sạch các object con cũ trong container (nếu có) + if (mazeContainer != null) + { + foreach (Transform child in mazeContainer) + { + Destroy(child.gameObject); + } + } + } + private void ShuffleList(List list) { for (int i = 0; i < list.Count; i++) @@ -170,4 +178,4 @@ namespace Hallucinate.GameSetup.Maze }; } } -} +} \ No newline at end of file diff --git a/Assets/Scripts/GameSetup/Maze/MazeRenderer.cs b/Assets/Scripts/GameSetup/Maze/MazeRenderer.cs index d6977597..19c8ae28 100644 --- a/Assets/Scripts/GameSetup/Maze/MazeRenderer.cs +++ b/Assets/Scripts/GameSetup/Maze/MazeRenderer.cs @@ -113,9 +113,9 @@ namespace Hallucinate.GameSetup.Maze { _currentGrid = grid; _container = container; - grid.OnCellChanged += HandleCellChanged; - // Initial render + // ĐỪNG đăng ký cái này vội: grid.OnCellChanged += HandleCellChanged; + for (int z = 0; z < grid.Depth; z++) { for (int x = 0; x < grid.Width; x++) @@ -123,6 +123,9 @@ namespace Hallucinate.GameSetup.Maze UpdateCellVisual(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() @@ -164,15 +167,20 @@ namespace Hallucinate.GameSetup.Maze { Vector2Int pos = new Vector2Int(x, z); + // 1. DÙNG DestroyImmediate ĐỂ XÓA THẬT SỰ TRƯỚC KHI TẠO MỚI if (_spawnedCells.TryGetValue(pos, out GameObject oldObj)) { - Destroy(oldObj); + if (oldObj != null) + { + DestroyImmediate(oldObj); + } _spawnedCells.Remove(pos); } GameObject prefab = null; Quaternion rotation = Quaternion.identity; + // Logic xét duyệt loại prefab if (type == MazeCellType.Corridor || type == MazeCellType.Processing) { (prefab, rotation) = GetCorridorPrefabAndRotation(x, z); @@ -185,7 +193,7 @@ namespace Hallucinate.GameSetup.Maze if (prefab == null) return; float safeScale = Mathf.Max(0.001f, visualProfile.scale); - float modelScaleMultiplier = 0.25f; + float modelScaleMultiplier = 0.167f; Vector3 localPos = new Vector3(x * safeScale, 0, z * safeScale); diff --git a/Assets/Scripts/GameSetup/Maze/MazeVisualProfile.cs b/Assets/Scripts/GameSetup/Maze/MazeVisualProfile.cs index fbaf5e87..5007fd25 100644 --- a/Assets/Scripts/GameSetup/Maze/MazeVisualProfile.cs +++ b/Assets/Scripts/GameSetup/Maze/MazeVisualProfile.cs 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