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2 Commits

Author SHA1 Message Date
Lucastaa
6b6e4bff1d Merge branch 'main' of https://scove-vault.duckdns.org/scove/HALLUCINATION 2026-05-01 02:48:46 +07:00
Lucastaa
92735fe2b6 Change map 2026-05-01 02:48:43 +07:00
4 changed files with 299 additions and 87 deletions

View File

@@ -628,7 +628,7 @@ Transform:
m_GameObject: {fileID: 1437922948}
serializedVersion: 2
m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
m_LocalPosition: {x: 3.5546, y: -5.79626, z: 4.39807}
m_LocalPosition: {x: 3.5546, y: -66, z: 4.39807}
m_LocalScale: {x: 50, y: 1, z: 50}
m_ConstrainProportionsScale: 0
m_Children: []

View File

@@ -8,97 +8,297 @@ namespace Hallucinate.GameSetup.Maze
/// Responsible for the visual representation of the maze.
/// Handles spawning, pooling, and animations with safety checks.
/// </summary>
// public class MazeRenderer : MonoBehaviour
// {
// [SerializeField] private MazeVisualProfile visualProfile;
//
// private readonly Dictionary<Vector2Int, GameObject> _spawnedCells = new Dictionary<Vector2Int, GameObject>();
// private Transform _container;
//
// public void Initialize(MazeGrid grid, Transform container)
// {
// _container = container;
// 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);
// }
// }
// }
//
// public void Clear()
// {
// StopAllCoroutines();
//
// foreach (var cell in _spawnedCells.Values)
// {
// if (cell != null) Destroy(cell);
// }
// _spawnedCells.Clear();
// }
//
// private void HandleCellChanged(int x, int z, MazeCellType type)
// {
// UpdateCellVisual(x, z, type, true);
// }
//
// private void UpdateCellVisual(int x, int z, MazeCellType type, bool animate)
// {
// Vector2Int pos = new Vector2Int(x, z);
//
// if (_spawnedCells.TryGetValue(pos, out GameObject oldObj))
// {
// Destroy(oldObj);
// _spawnedCells.Remove(pos);
// }
//
// GameObject prefab = visualProfile.GetPrefab(type);
// if (prefab == null) return;
//
// // Ensure scale is always positive to avoid BoxCollider issues
// float safeScale = Mathf.Max(0.001f, visualProfile.scale);
// Vector3 worldPos = new Vector3(x * safeScale, 0, z * safeScale);
//
// GameObject newObj = Instantiate(prefab, worldPos, Quaternion.identity, _container);
// newObj.transform.localScale = Vector3.one * safeScale;
// _spawnedCells[pos] = newObj;
//
// if (animate && visualProfile.animationDuration > 0)
// {
// StartCoroutine(AnimateCell(newObj.transform));
// }
// }
//
// 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; // Use tiny positive instead of zero
//
// 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);
//
// // Ensure s is never negative
// target.localScale = finalScale * Mathf.Max(0.001f, s);
// yield return null;
// }
//
// if (target != null)
// {
// target.localScale = finalScale;
// }
// }
// }
public class MazeRenderer : MonoBehaviour
{
[SerializeField] private MazeVisualProfile visualProfile;
private readonly Dictionary<Vector2Int, GameObject> _spawnedCells = new Dictionary<Vector2Int, GameObject>();
private Transform _container;
private MazeGrid _currentGrid; // Thêm biến để lưu trữ grid phục vụ việc kiểm tra hàng xóm
public void Initialize(MazeGrid grid, Transform container)
{
[SerializeField] private MazeVisualProfile visualProfile;
_currentGrid = grid;
_container = container;
grid.OnCellChanged += HandleCellChanged;
private readonly Dictionary<Vector2Int, GameObject> _spawnedCells = new Dictionary<Vector2Int, GameObject>();
private Transform _container;
public void Initialize(MazeGrid grid, Transform container)
// Initial render
for (int z = 0; z < grid.Depth; z++)
{
_container = container;
grid.OnCellChanged += HandleCellChanged;
// Initial render
for (int z = 0; z < grid.Depth; z++)
for (int x = 0; x < grid.Width; x++)
{
for (int x = 0; x < grid.Width; x++)
{
UpdateCellVisual(x, z, grid.GetCell(x, z), false);
}
}
}
public void Clear()
{
StopAllCoroutines();
foreach (var cell in _spawnedCells.Values)
{
if (cell != null) Destroy(cell);
}
_spawnedCells.Clear();
}
private void HandleCellChanged(int x, int z, MazeCellType type)
{
UpdateCellVisual(x, z, type, true);
}
private void UpdateCellVisual(int x, int z, MazeCellType type, bool animate)
{
Vector2Int pos = new Vector2Int(x, z);
if (_spawnedCells.TryGetValue(pos, out GameObject oldObj))
{
Destroy(oldObj);
_spawnedCells.Remove(pos);
}
GameObject prefab = visualProfile.GetPrefab(type);
if (prefab == null) return;
// Ensure scale is always positive to avoid BoxCollider issues
float safeScale = Mathf.Max(0.001f, visualProfile.scale);
Vector3 worldPos = new Vector3(x * safeScale, 0, z * safeScale);
GameObject newObj = Instantiate(prefab, worldPos, Quaternion.identity, _container);
newObj.transform.localScale = Vector3.one * safeScale;
_spawnedCells[pos] = newObj;
if (animate && visualProfile.animationDuration > 0)
{
StartCoroutine(AnimateCell(newObj.transform));
}
}
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; // Use tiny positive instead of zero
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);
// Ensure s is never negative
target.localScale = finalScale * Mathf.Max(0.001f, s);
yield return null;
}
if (target != null)
{
target.localScale = finalScale;
UpdateCellVisual(x, z, grid.GetCell(x, z), false);
}
}
}
public void Clear()
{
StopAllCoroutines();
foreach (var cell in _spawnedCells.Values)
{
if (cell != null) Destroy(cell);
}
_spawnedCells.Clear();
_currentGrid = null;
}
private void HandleCellChanged(int x, int z, MazeCellType type)
{
// 1. Cập nhật ô vừa thay đổi (Có chạy Animation)
UpdateCellVisual(x, z, type, true);
// 2. Cập nhật 4 ô xung quanh để chúng tự nối ống với ô mới này (KHÔNG chạy Animation để tránh giật hình)
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))
{
// Chỉ cập nhật hình ảnh nếu hàng xóm là đường đi (tránh việc gọi vẽ lại tường gây tốn tài nguyên)
if (IsPath(x, z))
{
MazeCellType type = _currentGrid.GetCell(x, z);
UpdateCellVisual(x, z, type, false);
}
}
}
private void UpdateCellVisual(int x, int z, MazeCellType type, bool animate)
{
Vector2Int pos = new Vector2Int(x, z);
if (_spawnedCells.TryGetValue(pos, out GameObject oldObj))
{
Destroy(oldObj);
_spawnedCells.Remove(pos);
}
GameObject prefab = null;
Quaternion rotation = Quaternion.identity;
if (type == MazeCellType.Corridor || type == MazeCellType.Processing)
{
(prefab, rotation) = GetCorridorPrefabAndRotation(x, z);
}
else
{
prefab = visualProfile.GetPrefab(type);
}
if (prefab == null) return;
float safeScale = Mathf.Max(0.001f, visualProfile.scale);
// --- SỬA ĐỔI TẠI ĐÂY: Thu nhỏ prefab thành 0.5 ---
float modelScaleMultiplier = 0.5f;
// Giữ nguyên safeScale cho worldPos để các ô vẫn cách đều nhau
Vector3 worldPos = new Vector3(x * safeScale, 0, z * safeScale);
GameObject newObj = Instantiate(prefab, worldPos, rotation, _container);
// Nhân thêm 0.5 vào kích thước cuối cùng của Object
newObj.transform.localScale = Vector3.one * safeScale * modelScaleMultiplier;
_spawnedCells[pos] = newObj;
if (animate && visualProfile.animationDuration > 0)
{
StartCoroutine(AnimateCell(newObj.transform));
}
}
// =================================================================================
// THUẬT TOÁN BITMASK AUTO-TILING
// =================================================================================
private (GameObject, Quaternion) GetCorridorPrefabAndRotation(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);
int mask = 0;
if (top) mask += 1;
if (right) mask += 2;
if (bottom) mask += 4;
if (left) mask += 8;
GameObject prefabToSpawn = visualProfile.corridorDeadEnd;
float yRotation = 0f;
switch (mask)
{
// === NGÕ CỤT (Giữ nguyên) ===
case 1: prefabToSpawn = visualProfile.corridorDeadEnd; yRotation = 180f; break;
case 2: prefabToSpawn = visualProfile.corridorDeadEnd; yRotation = 270f; break;
case 4: prefabToSpawn = visualProfile.corridorDeadEnd; yRotation = 0f; break;
case 8: prefabToSpawn = visualProfile.corridorDeadEnd; yRotation = 90f; break;
// === ĐƯỜNG THẲNG (Giữ nguyên) ===
case 5: prefabToSpawn = visualProfile.corridorStraight; yRotation = 0f; break;
case 10: prefabToSpawn = visualProfile.corridorStraight; yRotation = 90f; break;
// === GÓC CUA (Giữ nguyên) ===
case 3: prefabToSpawn = visualProfile.corridorCorner; yRotation = 0f; break;
case 6: prefabToSpawn = visualProfile.corridorCorner; yRotation = 90f; break;
case 12: prefabToSpawn = visualProfile.corridorCorner; yRotation = 180f; break;
case 9: prefabToSpawn = visualProfile.corridorCorner; yRotation = -90f; break;
// === NGÃ BA (Đã điều chỉnh lại góc xoay) ===
case 11: prefabToSpawn = visualProfile.corridorTJunction; yRotation = 0f; break; // Mở: Trên, Phải, Trái. Bịt: Dưới.
case 7: prefabToSpawn = visualProfile.corridorTJunction; yRotation = -90f; break; // Mở: Trên, Phải, Dưới. Bịt: Trái.
case 14: prefabToSpawn = visualProfile.corridorTJunction; yRotation = 180f; break; // Mở: Phải, Dưới, Trái. Bịt: Trên.
case 13: prefabToSpawn = visualProfile.corridorTJunction; yRotation = 90f; break; // Mở: Trên, Dưới, Trái. Bịt: Phải.
// === NGÃ TƯ (Giữ nguyên) ===
case 15: prefabToSpawn = visualProfile.corridorCross; yRotation = 0f; break;
default: prefabToSpawn = visualProfile.corridorDeadEnd; yRotation = 0f; break;
}
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)
{
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;
}
}
}
}

View File

@@ -12,6 +12,13 @@ namespace Hallucinate.GameSetup.Maze
public GameObject pathPrefab;
public GameObject startPrefab;
public GameObject endPrefab;
[Header("Corridor Types")]
public GameObject corridorStraight;
public GameObject corridorCorner;
public GameObject corridorTJunction;
public GameObject corridorCross;
public GameObject corridorDeadEnd;
[Header("Visualization Settings")]
public float scale = 1f;

View File

@@ -13,10 +13,15 @@ MonoBehaviour:
m_Name: DefaultMazeProfile
m_EditorClassIdentifier: Assembly-CSharp::Hallucinate.GameSetup.Maze.MazeVisualProfile
wallPrefab: {fileID: 865692088774546613, guid: c49f25c5b1c3e4b43a2bc56717387124, type: 3}
corridorPrefab: {fileID: 7041334646084879511, guid: 4872dd25f62fbfa48b25a2b636aa6865, type: 3}
corridorPrefab: {fileID: 919132149155446097, guid: 4721de3f311aa364e9609e41c5a28665, type: 3}
processingPrefab: {fileID: 1560533784803380970, guid: 1e8b6ed6b01405e4b9e358abc8f7a058, type: 3}
pathPrefab: {fileID: 0}
startPrefab: {fileID: 0}
endPrefab: {fileID: 0}
corridorStraight: {fileID: 919132149155446097, guid: 4721de3f311aa364e9609e41c5a28665, type: 3}
corridorCorner: {fileID: 919132149155446097, guid: 075b1b03af4930445823f0aadfe82cef, type: 3}
corridorTJunction: {fileID: 919132149155446097, guid: c57b571fe619e894c833cf1d9e5c057a, type: 3}
corridorCross: {fileID: 919132149155446097, guid: 25a6a5f070d975c48a85d820c7f78438, type: 3}
corridorDeadEnd: {fileID: 919132149155446097, guid: 710f9f3daf0b6fa48ab017ff20db25ac, type: 3}
scale: 1
animationDuration: 0.25