MazeController.cs 5.6 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. private MazeData currentMaze;
  17. private MazeGenerator generator;
  18. void Start()
  19. {
  20. if (mazeRenderer == null)
  21. {
  22. mazeRenderer = GetComponent<MazeRenderer>() ?? FindAnyObjectByType<MazeRenderer>();
  23. }
  24. if (meshMazeRenderer == null)
  25. {
  26. meshMazeRenderer = GetComponent<MeshMazeRenderer>() ?? FindAnyObjectByType<MeshMazeRenderer>();
  27. }
  28. // Setup AI agent manager
  29. if (spawnAIAgents)
  30. {
  31. if (agentManager == null)
  32. {
  33. agentManager = GetComponent<AIAgentManager>();
  34. }
  35. if (agentManager == null)
  36. {
  37. // Create agent manager if not already present
  38. GameObject managerGO = new GameObject("AIAgentManager");
  39. managerGO.transform.parent = transform;
  40. agentManager = managerGO.AddComponent<AIAgentManager>();
  41. }
  42. }
  43. if (generateOnStart)
  44. {
  45. GenerateMaze();
  46. }
  47. }
  48. /// <summary>
  49. /// Generates a new maze using the current configuration
  50. /// </summary>
  51. public void GenerateMaze()
  52. {
  53. Debug.Log("Generating maze...");
  54. generator = new MazeGenerator(mazeConfig);
  55. currentMaze = generator.Generate();
  56. if (visualizeDebug)
  57. {
  58. VisualizeMaze();
  59. }
  60. if (mazeRenderer != null)
  61. {
  62. mazeRenderer.RenderMaze();
  63. }
  64. if (meshMazeRenderer != null)
  65. {
  66. meshMazeRenderer.RefreshMesh();
  67. }
  68. // Reset AI agents for new maze
  69. if (spawnAIAgents && agentManager != null)
  70. {
  71. agentManager.ResetForNewMaze();
  72. }
  73. }
  74. /// <summary>
  75. /// Visualizes the maze in the editor/game for debugging
  76. /// </summary>
  77. private void VisualizeMaze()
  78. {
  79. if (currentMaze == null) return;
  80. // Draw grid visualization in Scene view
  81. for (int x = 0; x < currentMaze.Width; x += 10)
  82. {
  83. Debug.DrawLine(new Vector3(x, 0, 0), new Vector3(x, currentMaze.Height, 0), Color.gray);
  84. }
  85. for (int y = 0; y < currentMaze.Height; y += 10)
  86. {
  87. Debug.DrawLine(new Vector3(0, y, 0), new Vector3(currentMaze.Width, y, 0), Color.gray);
  88. }
  89. // Highlight start and exit points
  90. foreach (var start in currentMaze.StartPoints)
  91. {
  92. Debug.DrawLine(new Vector3(start.x - 0.5f, start.y - 0.5f, 0),
  93. new Vector3(start.x + 0.5f, start.y + 0.5f, 0), Color.green);
  94. }
  95. foreach (var exit in currentMaze.ExitPoints)
  96. {
  97. Debug.DrawLine(new Vector3(exit.x - 0.5f, exit.y - 0.5f, 0),
  98. new Vector3(exit.x + 0.5f, exit.y + 0.5f, 0), Color.red);
  99. }
  100. }
  101. /// <summary>
  102. /// Gets the current maze data
  103. /// </summary>
  104. public MazeData GetCurrentMaze()
  105. {
  106. return currentMaze;
  107. }
  108. /// <summary>
  109. /// Sets the current maze data (used by async generators)
  110. /// </summary>
  111. public void SetCurrentMaze(MazeData maze)
  112. {
  113. currentMaze = maze;
  114. if (visualizeDebug)
  115. {
  116. VisualizeMaze();
  117. }
  118. // Render the maze using available renderers
  119. var renderer = GetComponent<MazeRenderer>();
  120. if (renderer != null)
  121. {
  122. renderer.RenderMaze();
  123. }
  124. var meshRenderer = GetComponent<MeshMazeRenderer>();
  125. if (meshRenderer != null)
  126. {
  127. meshRenderer.RefreshMesh();
  128. }
  129. // Reset AI agents for new maze
  130. if (spawnAIAgents && agentManager != null)
  131. {
  132. agentManager.ResetForNewMaze();
  133. }
  134. }
  135. /// <summary>
  136. /// Gets the current maze configuration
  137. /// </summary>
  138. public MazeConfig GetConfig()
  139. {
  140. return mazeConfig;
  141. }
  142. /// <summary>
  143. /// Gets a tile at specific coordinates
  144. /// </summary>
  145. public MazeTile GetTile(int x, int y)
  146. {
  147. return currentMaze?.GetTile(x, y);
  148. }
  149. /// <summary>
  150. /// Checks if a position is walkable
  151. /// </summary>
  152. public bool IsWalkable(int x, int y)
  153. {
  154. return currentMaze?.IsWalkable(x, y) ?? false;
  155. }
  156. /// <summary>
  157. /// Gets the room at a specific tile position
  158. /// </summary>
  159. public MazeRoom GetRoomAtTile(int x, int y)
  160. {
  161. return currentMaze?.GetRoomAtTile(x, y);
  162. }
  163. /// <summary>
  164. /// Gets all start points
  165. /// </summary>
  166. public System.Collections.Generic.List<Vector2Int> GetStartPoints()
  167. {
  168. return currentMaze?.StartPoints ?? new();
  169. }
  170. /// <summary>
  171. /// Gets all exit points
  172. /// </summary>
  173. public System.Collections.Generic.List<Vector2Int> GetExitPoints()
  174. {
  175. return currentMaze?.ExitPoints ?? new();
  176. }
  177. /// <summary>
  178. /// Gets the AI agent manager
  179. /// </summary>
  180. public AIAgentManager GetAgentManager()
  181. {
  182. return agentManager;
  183. }
  184. void Update()
  185. {
  186. // Can be used for real-time generation or maze editing later
  187. }
  188. }