MazeController.cs 6.5 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 MeshMazeRenderer meshMazeRenderer;
  13. [Header("AI Agents")]
  14. [SerializeField] private bool spawnAIAgents = true;
  15. [SerializeField] private AIAgentManager agentManager;
  16. [Header("Monsters")]
  17. [SerializeField] private MonsterSpawner monsterSpawner;
  18. private MazeData currentMaze;
  19. private MazeGenerator generator;
  20. void Start()
  21. {
  22. if (mazeRenderer == null)
  23. {
  24. mazeRenderer = GetComponent<MazeRenderer>() ?? FindAnyObjectByType<MazeRenderer>();
  25. }
  26. if (meshMazeRenderer == null)
  27. {
  28. meshMazeRenderer = GetComponent<MeshMazeRenderer>() ?? FindAnyObjectByType<MeshMazeRenderer>();
  29. }
  30. // Setup AI agent manager
  31. if (spawnAIAgents)
  32. {
  33. if (agentManager == null)
  34. {
  35. agentManager = GetComponent<AIAgentManager>();
  36. }
  37. if (agentManager == null)
  38. {
  39. // Create agent manager if not already present
  40. GameObject managerGO = new GameObject("AIAgentManager");
  41. managerGO.transform.parent = transform;
  42. agentManager = managerGO.AddComponent<AIAgentManager>();
  43. }
  44. }
  45. // Find MonsterSpawner if not assigned
  46. if (monsterSpawner == null)
  47. monsterSpawner = FindAnyObjectByType<MonsterSpawner>();
  48. if (generateOnStart)
  49. {
  50. GenerateMaze();
  51. }
  52. }
  53. /// <summary>
  54. /// Generates a new maze using the current configuration
  55. /// </summary>
  56. public void GenerateMaze()
  57. {
  58. Debug.Log("Generating maze...");
  59. generator = new MazeGenerator(mazeConfig);
  60. currentMaze = generator.Generate();
  61. if (visualizeDebug)
  62. {
  63. VisualizeMaze();
  64. }
  65. if (mazeRenderer != null)
  66. {
  67. mazeRenderer.RenderMaze();
  68. }
  69. if (meshMazeRenderer != null)
  70. {
  71. meshMazeRenderer.RefreshMesh();
  72. }
  73. // Bake thread-safe maze snapshot for the pathfinding scheduler
  74. if (PathfindingScheduler.Instance == null)
  75. {
  76. var schedulerGO = new GameObject("PathfindingScheduler");
  77. schedulerGO.transform.parent = transform;
  78. schedulerGO.AddComponent<PathfindingScheduler>();
  79. }
  80. PathfindingScheduler.Instance.BakeMaze(currentMaze);
  81. // Reset AI agents for new maze
  82. if (spawnAIAgents && agentManager != null)
  83. {
  84. agentManager.ResetForNewMaze();
  85. }
  86. // Spawn monsters now that the maze is ready
  87. if (monsterSpawner != null)
  88. monsterSpawner.SpawnForMaze(currentMaze, mazeConfig);
  89. }
  90. /// <summary>
  91. /// Visualizes the maze in the editor/game for debugging
  92. /// </summary>
  93. private void VisualizeMaze()
  94. {
  95. if (currentMaze == null) return;
  96. // Draw grid visualization in Scene view
  97. for (int x = 0; x < currentMaze.Width; x += 10)
  98. {
  99. Debug.DrawLine(new Vector3(x, 0, 0), new Vector3(x, currentMaze.Height, 0), Color.gray);
  100. }
  101. for (int y = 0; y < currentMaze.Height; y += 10)
  102. {
  103. Debug.DrawLine(new Vector3(0, y, 0), new Vector3(currentMaze.Width, y, 0), Color.gray);
  104. }
  105. // Highlight start and exit points
  106. foreach (var start in currentMaze.StartPoints)
  107. {
  108. Debug.DrawLine(new Vector3(start.x - 0.5f, start.y - 0.5f, 0),
  109. new Vector3(start.x + 0.5f, start.y + 0.5f, 0), Color.green);
  110. }
  111. foreach (var exit in currentMaze.ExitPoints)
  112. {
  113. Debug.DrawLine(new Vector3(exit.x - 0.5f, exit.y - 0.5f, 0),
  114. new Vector3(exit.x + 0.5f, exit.y + 0.5f, 0), Color.red);
  115. }
  116. }
  117. /// <summary>
  118. /// Gets the current maze data
  119. /// </summary>
  120. public MazeData GetCurrentMaze()
  121. {
  122. return currentMaze;
  123. }
  124. /// <summary>
  125. /// Sets the current maze data (used by async generators)
  126. /// </summary>
  127. public void SetCurrentMaze(MazeData maze)
  128. {
  129. currentMaze = maze;
  130. if (visualizeDebug)
  131. {
  132. VisualizeMaze();
  133. }
  134. // Render the maze using available renderers
  135. var renderer = GetComponent<MazeRenderer>();
  136. if (renderer != null)
  137. {
  138. renderer.RenderMaze();
  139. }
  140. var meshRenderer = GetComponent<MeshMazeRenderer>();
  141. if (meshRenderer != null)
  142. {
  143. meshRenderer.RefreshMesh();
  144. }
  145. // Reset AI agents for new maze
  146. if (spawnAIAgents && agentManager != null)
  147. {
  148. agentManager.ResetForNewMaze();
  149. }
  150. // Spawn monsters for the new maze
  151. if (monsterSpawner != null)
  152. monsterSpawner.SpawnForMaze(currentMaze, mazeConfig);
  153. }
  154. /// <summary>
  155. /// Gets the current maze configuration
  156. /// </summary>
  157. public MazeConfig GetConfig()
  158. {
  159. return mazeConfig;
  160. }
  161. /// <summary>
  162. /// Gets a tile at specific coordinates
  163. /// </summary>
  164. public MazeTile GetTile(int x, int y)
  165. {
  166. return currentMaze?.GetTile(x, y);
  167. }
  168. /// <summary>
  169. /// Checks if a position is walkable
  170. /// </summary>
  171. public bool IsWalkable(int x, int y)
  172. {
  173. return currentMaze?.IsWalkable(x, y) ?? false;
  174. }
  175. /// <summary>
  176. /// Gets the room at a specific tile position
  177. /// </summary>
  178. public MazeRoom GetRoomAtTile(int x, int y)
  179. {
  180. return currentMaze?.GetRoomAtTile(x, y);
  181. }
  182. /// <summary>
  183. /// Gets all start points
  184. /// </summary>
  185. public System.Collections.Generic.List<Vector2Int> GetStartPoints()
  186. {
  187. return currentMaze?.StartPoints ?? new();
  188. }
  189. /// <summary>
  190. /// Gets all exit points
  191. /// </summary>
  192. public System.Collections.Generic.List<Vector2Int> GetExitPoints()
  193. {
  194. return currentMaze?.ExitPoints ?? new();
  195. }
  196. /// <summary>
  197. /// Gets the AI agent manager
  198. /// </summary>
  199. public AIAgentManager GetAgentManager()
  200. {
  201. return agentManager;
  202. }
  203. void Update()
  204. {
  205. // Can be used for real-time generation or maze editing later
  206. }
  207. }