MazeController.cs 5.0 KB

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  1. using UnityEngine;
  2. /// <summary>
  3. /// Main controller for maze generation and management
  4. /// </summary>
  5. public class MazeController : MonoBehaviour
  6. {
  7. [SerializeField] private MazeConfig mazeConfig = new();
  8. [SerializeField] private bool generateOnStart = true;
  9. [SerializeField] private bool visualizeDebug = true;
  10. [Header("Renderers")]
  11. [SerializeField] private MazeRenderer mazeRenderer;
  12. [SerializeField] private ChunkedMazeRenderer chunkedRenderer;
  13. [SerializeField] private MeshMazeRenderer meshMazeRenderer;
  14. private MazeData currentMaze;
  15. private MazeGenerator generator;
  16. void Start()
  17. {
  18. if (mazeRenderer == null)
  19. {
  20. mazeRenderer = GetComponent<MazeRenderer>() ?? FindFirstObjectByType<MazeRenderer>();
  21. }
  22. if (chunkedRenderer == null)
  23. {
  24. chunkedRenderer = GetComponent<ChunkedMazeRenderer>() ?? FindFirstObjectByType<ChunkedMazeRenderer>();
  25. }
  26. if (meshMazeRenderer == null)
  27. {
  28. meshMazeRenderer = GetComponent<MeshMazeRenderer>() ?? FindFirstObjectByType<MeshMazeRenderer>();
  29. }
  30. if (generateOnStart)
  31. {
  32. GenerateMaze();
  33. }
  34. }
  35. /// <summary>
  36. /// Generates a new maze using the current configuration
  37. /// </summary>
  38. public void GenerateMaze()
  39. {
  40. Debug.Log("Generating maze...");
  41. generator = new MazeGenerator(mazeConfig);
  42. currentMaze = generator.Generate();
  43. if (visualizeDebug)
  44. {
  45. VisualizeMaze();
  46. }
  47. if (mazeRenderer != null)
  48. {
  49. mazeRenderer.RenderMaze();
  50. }
  51. if (chunkedRenderer != null)
  52. {
  53. chunkedRenderer.RefreshVisibleChunks();
  54. }
  55. if (meshMazeRenderer != null)
  56. {
  57. meshMazeRenderer.RefreshMesh();
  58. }
  59. }
  60. /// <summary>
  61. /// Visualizes the maze in the editor/game for debugging
  62. /// </summary>
  63. private void VisualizeMaze()
  64. {
  65. if (currentMaze == null) return;
  66. // Draw grid visualization in Scene view
  67. for (int x = 0; x < currentMaze.Width; x += 10)
  68. {
  69. Debug.DrawLine(new Vector3(x, 0, 0), new Vector3(x, currentMaze.Height, 0), Color.gray);
  70. }
  71. for (int y = 0; y < currentMaze.Height; y += 10)
  72. {
  73. Debug.DrawLine(new Vector3(0, y, 0), new Vector3(currentMaze.Width, y, 0), Color.gray);
  74. }
  75. // Highlight start and exit points
  76. foreach (var start in currentMaze.StartPoints)
  77. {
  78. Debug.DrawLine(new Vector3(start.x - 0.5f, start.y - 0.5f, 0),
  79. new Vector3(start.x + 0.5f, start.y + 0.5f, 0), Color.green);
  80. }
  81. foreach (var exit in currentMaze.ExitPoints)
  82. {
  83. Debug.DrawLine(new Vector3(exit.x - 0.5f, exit.y - 0.5f, 0),
  84. new Vector3(exit.x + 0.5f, exit.y + 0.5f, 0), Color.red);
  85. }
  86. }
  87. /// <summary>
  88. /// Gets the current maze data
  89. /// </summary>
  90. public MazeData GetCurrentMaze()
  91. {
  92. return currentMaze;
  93. }
  94. /// <summary>
  95. /// Sets the current maze data (used by async generators)
  96. /// </summary>
  97. public void SetCurrentMaze(MazeData maze)
  98. {
  99. currentMaze = maze;
  100. if (visualizeDebug)
  101. {
  102. VisualizeMaze();
  103. }
  104. // Render the maze using available renderers
  105. var renderer = GetComponent<MazeRenderer>();
  106. if (renderer != null)
  107. {
  108. renderer.RenderMaze();
  109. }
  110. var chunkedRenderer = GetComponent<ChunkedMazeRenderer>();
  111. if (chunkedRenderer != null)
  112. {
  113. chunkedRenderer.RefreshVisibleChunks();
  114. }
  115. var meshRenderer = GetComponent<MeshMazeRenderer>();
  116. if (meshRenderer != null)
  117. {
  118. meshRenderer.RefreshMesh();
  119. }
  120. }
  121. /// <summary>
  122. /// Gets the current maze configuration
  123. /// </summary>
  124. public MazeConfig GetConfig()
  125. {
  126. return mazeConfig;
  127. }
  128. /// <summary>
  129. /// Gets a tile at specific coordinates
  130. /// </summary>
  131. public MazeTile GetTile(int x, int y)
  132. {
  133. return currentMaze?.GetTile(x, y);
  134. }
  135. /// <summary>
  136. /// Checks if a position is walkable
  137. /// </summary>
  138. public bool IsWalkable(int x, int y)
  139. {
  140. return currentMaze?.IsWalkable(x, y) ?? false;
  141. }
  142. /// <summary>
  143. /// Gets the room at a specific tile position
  144. /// </summary>
  145. public MazeRoom GetRoomAtTile(int x, int y)
  146. {
  147. return currentMaze?.GetRoomAtTile(x, y);
  148. }
  149. /// <summary>
  150. /// Gets all start points
  151. /// </summary>
  152. public System.Collections.Generic.List<Vector2Int> GetStartPoints()
  153. {
  154. return currentMaze?.StartPoints ?? new();
  155. }
  156. /// <summary>
  157. /// Gets all exit points
  158. /// </summary>
  159. public System.Collections.Generic.List<Vector2Int> GetExitPoints()
  160. {
  161. return currentMaze?.ExitPoints ?? new();
  162. }
  163. void Update()
  164. {
  165. // Can be used for real-time generation or maze editing later
  166. }
  167. }