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@@ -102,203 +102,245 @@ namespace Hallucinate.GameSetup.Maze
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// }
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// }
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public class MazeRenderer : MonoBehaviour
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{
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[SerializeField] private MazeVisualProfile visualProfile;
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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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private MazeGrid _currentGrid; // Thêm biến để lưu trữ grid phục vụ việc kiểm tra hàng xóm
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public void Initialize(MazeGrid grid, Transform container)
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{
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_currentGrid = grid;
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_container = container;
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grid.OnCellChanged += HandleCellChanged;
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// Initial render
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for (int z = 0; z < grid.Depth; z++)
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[SerializeField] private MazeVisualProfile visualProfile;
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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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private MazeGrid _currentGrid;
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public void Initialize(MazeGrid grid, Transform container)
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{
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for (int x = 0; x < grid.Width; x++)
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_currentGrid = grid;
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_container = container;
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grid.OnCellChanged += HandleCellChanged;
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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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UpdateCellVisual(x, z, grid.GetCell(x, z), false);
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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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foreach (var cell in _spawnedCells.Values)
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public void Clear()
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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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_currentGrid = null;
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}
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StopAllCoroutines();
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private void HandleCellChanged(int x, int z, MazeCellType type)
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{
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// 1. Cập nhật ô vừa thay đổi (Có chạy Animation)
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UpdateCellVisual(x, z, type, true);
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// 2. Cập nhật 4 ô xung quanh để chúng tự nối ống với ô mới này (KHÔNG chạy Animation để tránh giật hình)
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UpdateNeighborVisual(x + 1, z);
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UpdateNeighborVisual(x - 1, z);
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UpdateNeighborVisual(x, z + 1);
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UpdateNeighborVisual(x, z - 1);
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}
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private void UpdateNeighborVisual(int x, int z)
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{
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if (_currentGrid != null && _currentGrid.IsInBounds(x, z))
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{
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// Chỉ cập nhật hình ảnh nếu hàng xóm là đường đi (tránh việc gọi vẽ lại tường gây tốn tài nguyên)
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if (IsPath(x, z))
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foreach (var cell in _spawnedCells.Values)
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{
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MazeCellType type = _currentGrid.GetCell(x, z);
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UpdateCellVisual(x, z, type, false);
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if (cell != null) Destroy(cell);
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}
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_spawnedCells.Clear();
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_currentGrid = null;
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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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UpdateNeighborVisual(x + 1, z);
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UpdateNeighborVisual(x - 1, z);
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UpdateNeighborVisual(x, z + 1);
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UpdateNeighborVisual(x, z - 1);
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}
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private void UpdateNeighborVisual(int x, int z)
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{
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if (_currentGrid != null && _currentGrid.IsInBounds(x, z))
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{
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if (IsPath(x, z))
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{
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MazeCellType type = _currentGrid.GetCell(x, z);
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UpdateCellVisual(x, z, type, false);
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}
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}
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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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if (_spawnedCells.TryGetValue(pos, out GameObject oldObj))
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private void UpdateCellVisual(int x, int z, MazeCellType type, bool animate)
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{
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Destroy(oldObj);
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_spawnedCells.Remove(pos);
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Vector2Int pos = new Vector2Int(x, z);
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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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GameObject prefab = null;
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Quaternion rotation = Quaternion.identity;
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if (type == MazeCellType.Corridor || type == MazeCellType.Processing)
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{
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(prefab, rotation) = GetCorridorPrefabAndRotation(x, z);
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}
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else
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{
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prefab = visualProfile.GetPrefab(type);
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}
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if (prefab == null) return;
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float safeScale = Mathf.Max(0.001f, visualProfile.scale);
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float modelScaleMultiplier = 0.335f;
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Vector3 worldPos = new Vector3(x * safeScale, 0, z * safeScale);
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GameObject newObj = Instantiate(prefab, worldPos, rotation, _container);
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newObj.transform.localScale = Vector3.one * safeScale * modelScaleMultiplier;
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_spawnedCells[pos] = newObj;
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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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GameObject prefab = null;
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Quaternion rotation = Quaternion.identity;
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// =================================================================================
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// THUẬT TOÁN BITMASK AUTO-TILING
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// =================================================================================
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private (GameObject, Quaternion) GetCorridorPrefabAndRotation(int x, int z)
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{
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bool top = IsPath(x, z + 1);
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bool right = IsPath(x + 1, z);
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bool bottom = IsPath(x, z - 1);
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bool left = IsPath(x - 1, z);
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if (type == MazeCellType.Corridor || type == MazeCellType.Processing)
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{
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(prefab, rotation) = GetCorridorPrefabAndRotation(x, z);
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}
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else
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{
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prefab = visualProfile.GetPrefab(type);
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int mask = 0;
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if (top) mask += 1;
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if (right) mask += 2;
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if (bottom) mask += 4;
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if (left) mask += 8;
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GameObject prefabToSpawn = null;
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float yRotation = 0f;
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switch (mask)
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{
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case 1:
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prefabToSpawn = visualProfile.corridorDeadEnd;
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yRotation = 180f;
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break;
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case 2:
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prefabToSpawn = visualProfile.corridorDeadEnd;
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yRotation = 270f;
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break;
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case 4:
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prefabToSpawn = visualProfile.corridorDeadEnd;
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yRotation = 0f;
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break;
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case 8:
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prefabToSpawn = visualProfile.corridorDeadEnd;
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yRotation = 90f;
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break;
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case 5:
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prefabToSpawn = visualProfile.corridorStraight;
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yRotation = 0f;
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break;
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case 10:
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prefabToSpawn = visualProfile.corridorStraight;
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yRotation = 90f;
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break;
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case 3:
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prefabToSpawn = visualProfile.corridorCorner;
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yRotation = 0f;
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break;
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case 6:
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prefabToSpawn = visualProfile.corridorCorner;
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yRotation = 90f;
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break;
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case 12:
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prefabToSpawn = visualProfile.corridorCorner;
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yRotation = 180f;
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break;
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case 9:
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prefabToSpawn = visualProfile.corridorCorner;
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yRotation = 270f;
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break;
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case 11:
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prefabToSpawn = visualProfile.corridorTJunction;
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yRotation = 180f;
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break;
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case 7:
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prefabToSpawn = visualProfile.corridorTJunction;
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yRotation = 270f;
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break;
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case 14:
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prefabToSpawn = visualProfile.corridorTJunction;
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yRotation = 0f;
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break;
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case 13:
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prefabToSpawn = visualProfile.corridorTJunction;
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yRotation = 90f;
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break;
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case 15:
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prefabToSpawn = visualProfile.corridorCross;
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yRotation = 0f;
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break;
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default:
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prefabToSpawn = visualProfile.corridorDeadEnd;
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yRotation = 0f;
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break;
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}
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// --- CỘNG THÊM OFFSET (Đã xóa bỏ phần code thừa bị lặp lại) ---
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float finalRotation = yRotation;
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if (prefabToSpawn == visualProfile.corridorTJunction) finalRotation += visualProfile.tJunctionOffset;
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if (prefabToSpawn == visualProfile.corridorDeadEnd) finalRotation += visualProfile.deadEndOffset;
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if (prefabToSpawn == visualProfile.corridorCorner) finalRotation += visualProfile.cornerOffset;
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if (prefabToSpawn == null) prefabToSpawn = visualProfile.corridorPrefab;
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return (prefabToSpawn, Quaternion.Euler(0, finalRotation, 0));
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}
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if (prefab == null) return;
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float safeScale = Mathf.Max(0.001f, visualProfile.scale);
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// --- SỬA ĐỔI TẠI ĐÂY: Thu nhỏ prefab thành 0.5 ---
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float modelScaleMultiplier = 0.5f;
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// Giữ nguyên safeScale cho worldPos để các ô vẫn cách đều nhau
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Vector3 worldPos = new Vector3(x * safeScale, 0, z * safeScale);
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GameObject newObj = Instantiate(prefab, worldPos, rotation, _container);
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// Nhân thêm 0.5 vào kích thước cuối cùng của Object
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newObj.transform.localScale = Vector3.one * safeScale * modelScaleMultiplier;
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_spawnedCells[pos] = newObj;
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if (animate && visualProfile.animationDuration > 0)
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private bool IsPath(int x, int z)
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{
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StartCoroutine(AnimateCell(newObj.transform));
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}
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}
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// =================================================================================
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// THUẬT TOÁN BITMASK AUTO-TILING
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// =================================================================================
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private (GameObject, Quaternion) GetCorridorPrefabAndRotation(int x, int z)
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{
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bool top = IsPath(x, z + 1);
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bool right = IsPath(x + 1, z);
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bool bottom = IsPath(x, z - 1);
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bool left = IsPath(x - 1, z);
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int mask = 0;
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if (top) mask += 1;
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if (right) mask += 2;
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if (bottom) mask += 4;
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if (left) mask += 8;
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GameObject prefabToSpawn = visualProfile.corridorDeadEnd;
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float yRotation = 0f;
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switch (mask)
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{
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// === NGÕ CỤT (Giữ nguyên) ===
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case 1: prefabToSpawn = visualProfile.corridorDeadEnd; yRotation = 180f; break;
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case 2: prefabToSpawn = visualProfile.corridorDeadEnd; yRotation = 270f; break;
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case 4: prefabToSpawn = visualProfile.corridorDeadEnd; yRotation = 0f; break;
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case 8: prefabToSpawn = visualProfile.corridorDeadEnd; yRotation = 90f; break;
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// === ĐƯỜNG THẲNG (Giữ nguyên) ===
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case 5: prefabToSpawn = visualProfile.corridorStraight; yRotation = 0f; break;
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case 10: prefabToSpawn = visualProfile.corridorStraight; yRotation = 90f; break;
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// === GÓC CUA (Giữ nguyên) ===
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case 3: prefabToSpawn = visualProfile.corridorCorner; yRotation = 0f; break;
|
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|
case 6: prefabToSpawn = visualProfile.corridorCorner; yRotation = 90f; break;
|
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|
case 12: prefabToSpawn = visualProfile.corridorCorner; yRotation = 180f; break;
|
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case 9: prefabToSpawn = visualProfile.corridorCorner; yRotation = -90f; break;
|
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|
// === NGÃ BA (Đã điều chỉnh lại góc xoay) ===
|
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|
|
case 11: prefabToSpawn = visualProfile.corridorTJunction; yRotation = 0f; break; // Mở: Trên, Phải, Trái. Bịt: Dưới.
|
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|
|
case 7: prefabToSpawn = visualProfile.corridorTJunction; yRotation = -90f; break; // Mở: Trên, Phải, Dưới. Bịt: Trái.
|
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|
|
case 14: prefabToSpawn = visualProfile.corridorTJunction; yRotation = 180f; break; // Mở: Phải, Dưới, Trái. Bịt: Trên.
|
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|
|
case 13: prefabToSpawn = visualProfile.corridorTJunction; yRotation = 90f; break; // Mở: Trên, Dưới, Trái. Bịt: Phải.
|
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|
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|
|
// === NGÃ TƯ (Giữ nguyên) ===
|
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|
|
case 15: prefabToSpawn = visualProfile.corridorCross; yRotation = 0f; break;
|
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|
|
default: prefabToSpawn = visualProfile.corridorDeadEnd; yRotation = 0f; break;
|
|
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|
|
if (_currentGrid == null || !_currentGrid.IsInBounds(x, z)) return false;
|
|
|
|
|
MazeCellType type = _currentGrid.GetCell(x, z);
|
|
|
|
|
return type == MazeCellType.Corridor
|
|
|
|
|
|| type == MazeCellType.Processing
|
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|
|
|| type == MazeCellType.Start
|
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|
|
|| type == MazeCellType.End
|
|
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|
|
|| type == MazeCellType.Path;
|
|
|
|
|
}
|
|
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|
|
|
|
|
|
|
if (prefabToSpawn == null) prefabToSpawn = visualProfile.corridorPrefab;
|
|
|
|
|
|
|
|
|
|
return (prefabToSpawn, Quaternion.Euler(0, yRotation, 0));
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private bool IsPath(int x, int z)
|
|
|
|
|
{
|
|
|
|
|
if (_currentGrid == null || !_currentGrid.IsInBounds(x, z)) return false;
|
|
|
|
|
MazeCellType type = _currentGrid.GetCell(x, z);
|
|
|
|
|
return type == MazeCellType.Corridor
|
|
|
|
|
|| type == MazeCellType.Processing
|
|
|
|
|
|| type == MazeCellType.Start
|
|
|
|
|
|| type == MazeCellType.End
|
|
|
|
|
|| type == MazeCellType.Path;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// =================================================================================
|
|
|
|
|
// ANIMATION
|
|
|
|
|
// =================================================================================
|
|
|
|
|
private IEnumerator AnimateCell(Transform target)
|
|
|
|
|
{
|
|
|
|
|
if (target == null) yield break;
|
|
|
|
|
|
|
|
|
|
float duration = Mathf.Max(0.01f, visualProfile.animationDuration);
|
|
|
|
|
float elapsed = 0;
|
|
|
|
|
Vector3 finalScale = target.localScale;
|
|
|
|
|
target.localScale = Vector3.one * 0.001f;
|
|
|
|
|
|
|
|
|
|
while (elapsed < duration)
|
|
|
|
|
// =================================================================================
|
|
|
|
|
// ANIMATION
|
|
|
|
|
// =================================================================================
|
|
|
|
|
private IEnumerator AnimateCell(Transform target)
|
|
|
|
|
{
|
|
|
|
|
if (target == null) yield break;
|
|
|
|
|
|
|
|
|
|
elapsed += Time.deltaTime;
|
|
|
|
|
float t = Mathf.Clamp01(elapsed / duration);
|
|
|
|
|
float s = Mathf.Sin(t * Mathf.PI * 0.5f);
|
|
|
|
|
|
|
|
|
|
target.localScale = finalScale * Mathf.Max(0.001f, s);
|
|
|
|
|
yield return null;
|
|
|
|
|
}
|
|
|
|
|
float duration = Mathf.Max(0.01f, visualProfile.animationDuration);
|
|
|
|
|
float elapsed = 0;
|
|
|
|
|
Vector3 finalScale = target.localScale;
|
|
|
|
|
target.localScale = Vector3.one * 0.001f;
|
|
|
|
|
|
|
|
|
|
if (target != null)
|
|
|
|
|
{
|
|
|
|
|
target.localScale = finalScale;
|
|
|
|
|
while (elapsed < duration)
|
|
|
|
|
{
|
|
|
|
|
if (target == null) yield break;
|
|
|
|
|
|
|
|
|
|
elapsed += Time.deltaTime;
|
|
|
|
|
float t = Mathf.Clamp01(elapsed / duration);
|
|
|
|
|
float s = Mathf.Sin(t * Mathf.PI * 0.5f);
|
|
|
|
|
|
|
|
|
|
target.localScale = finalScale * Mathf.Max(0.001f, s);
|
|
|
|
|
yield return null;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (target != null)
|
|
|
|
|
{
|
|
|
|
|
target.localScale = finalScale;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|