Ladder for level maze
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@@ -11,6 +11,8 @@ namespace Hallucinate.GameSetup.Maze
|
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Processing, // Currently being evaluated by algorithm (Debug)
|
||||
Path, // Temporary path (e.g., Wilson's crawler)
|
||||
Start, // Entry point
|
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End // Exit point
|
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End, // Exit point
|
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StairUp,
|
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StairDown
|
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}
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}
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|
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/// </summary>
|
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public class MazeGrid
|
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{
|
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public int Width { get; }
|
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public int Depth { get; }
|
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public int Width { get; private set; }
|
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public int Depth { get; private set; }
|
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public int Level { get; set; }
|
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private readonly MazeCellType[,] _cells;
|
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|
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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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[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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[SerializeField] private AlgorithmType selectedAlgorithm;
|
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[SerializeField] private int width = 30;
|
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[SerializeField] private int depth = 30;
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@@ -26,6 +29,14 @@ namespace Hallucinate.GameSetup.Maze
|
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[SerializeField] private MazeRenderer mazeRenderer;
|
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[SerializeField] private Transform mazeContainer;
|
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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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private MazeGrid _grid;
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private Coroutine _generationCoroutine;
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@@ -45,7 +56,78 @@ namespace Hallucinate.GameSetup.Maze
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[ContextMenu("Regenerate")]
|
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public void Regenerate()
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{
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if (_generationCoroutine != null)
|
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|
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{
|
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mazes[i].width = width;
|
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mazes[i].depth = depth;
|
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mazes[i].level = i;
|
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mazes[i].Build(); // Lưu ý: Hàm Build này của bạn nên được tối ưu để KHÔNG Instantiate Model vội.
|
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}
|
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// Bước 2: Tạo điểm nối giữa các cặp tầng (0->1, 1->2, 2->3...)
|
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for (int i = 0; i < mazes.Length - 1; i++)
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{
|
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|
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MazeGrid nextFloor = mazes[i + 1];
|
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// 2.1: Quét tìm TẤT CẢ các tọa độ (x, z) có thể làm điểm nối
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|
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for (int z = 0; z < depth; z++)
|
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{
|
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for (int x = 0; x < width; x++)
|
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{
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// Nếu cả Tầng Dưới và Tầng Trên đều đang là đường đi (Path) ở tọa độ này
|
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// (Bạn cần đổi điều kiện này cho khớp với Enum/Class thực tế của bạn)
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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));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 2.2: Chọn ngẫu nhiên N điểm từ danh sách để làm thang nối
|
||||
int connectionsMade = 0;
|
||||
|
||||
// Trộn ngẫu nhiên danh sách (Shuffle) để các điểm nối không bị dồn về 1 góc
|
||||
ShuffleList(possibleConnections);
|
||||
|
||||
foreach (Vector2Int pos in possibleConnections)
|
||||
{
|
||||
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++;
|
||||
}
|
||||
}
|
||||
|
||||
if (_generationCoroutine != null)
|
||||
{
|
||||
StopCoroutine(_generationCoroutine);
|
||||
}
|
||||
@@ -65,6 +147,16 @@ namespace Hallucinate.GameSetup.Maze
|
||||
algorithm.Generate(_grid);
|
||||
}
|
||||
}
|
||||
private void ShuffleList<T>(List<T> list)
|
||||
{
|
||||
for (int i = 0; i < list.Count; i++)
|
||||
{
|
||||
T temp = list[i];
|
||||
int randomIndex = Random.Range(i, list.Count);
|
||||
list[i] = list[randomIndex];
|
||||
list[randomIndex] = temp;
|
||||
}
|
||||
}
|
||||
|
||||
private IMazeAlgorithm GetAlgorithm(AlgorithmType type)
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user