MazeRenderer.cs 15 KB

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  1. using UnityEngine;
  2. using UnityEngine.Tilemaps;
  3. using System.Collections.Generic;
  4. /// <summary>
  5. /// Renders a maze to a tilemap for visualization
  6. /// This allows you to see the generated maze in the game scene
  7. /// </summary>
  8. [RequireComponent(typeof(Grid))]
  9. public class MazeRenderer : MonoBehaviour
  10. {
  11. [SerializeField] private MazeController mazeController;
  12. [SerializeField] private Tilemap combinedTilemap;
  13. [SerializeField] private Tilemap floorTilemap;
  14. [SerializeField] private Tilemap wallTilemap;
  15. [SerializeField] private Tilemap decorationTilemap;
  16. [Header("Tile Assets")]
  17. [SerializeField] private TileBase floorTile;
  18. [SerializeField] private TileBase floorCenterTile;
  19. [SerializeField] private TileBase floorEdgeTile;
  20. [SerializeField] private TileBase floorCornerTile;
  21. [SerializeField] private TileBase wallTile;
  22. [SerializeField] private TileBase swampTile;
  23. [SerializeField] private TileBase stoneTile;
  24. [SerializeField] private TileBase lavaTile;
  25. [Header("Wall Variant Tiles")]
  26. [SerializeField] private TileBase wallCenterTile;
  27. [SerializeField] private TileBase wallVerticalTile;
  28. [SerializeField] private TileBase wallHorizontalTile;
  29. [SerializeField] private TileBase wallCornerNW;
  30. [SerializeField] private TileBase wallCornerNE;
  31. [SerializeField] private TileBase wallCornerSE;
  32. [SerializeField] private TileBase wallCornerSW;
  33. [SerializeField] private TileBase wallCornerGenericTile;
  34. [SerializeField] private TileBase wallEndNorthTile;
  35. [SerializeField] private TileBase wallEndEastTile;
  36. [SerializeField] private TileBase wallEndSouthTile;
  37. [SerializeField] private TileBase wallEndWestTile;
  38. [SerializeField] private TileBase wallEndTile;
  39. [SerializeField] private TileBase wallTJNorthTile;
  40. [SerializeField] private TileBase wallTJEastTile;
  41. [SerializeField] private TileBase wallTJSouthTile;
  42. [SerializeField] private TileBase wallTJWestTile;
  43. [SerializeField] private TileBase wallTTile;
  44. [SerializeField] private TileBase wallCrossTile;
  45. [Header("Debug")]
  46. [SerializeField] private bool showNeighborMaskDebug = false;
  47. [SerializeField] private Sprite startMarkerSprite;
  48. [SerializeField] private Sprite exitMarkerSprite;
  49. private Dictionary<MazeTile.TerrainType, TileBase> terrainTiles;
  50. void OnEnable()
  51. {
  52. SetupTerrainDictionary();
  53. }
  54. void SetupTerrainDictionary()
  55. {
  56. terrainTiles = new Dictionary<MazeTile.TerrainType, TileBase>
  57. {
  58. { MazeTile.TerrainType.Normal, floorTile ?? wallTile },
  59. { MazeTile.TerrainType.Swamp, swampTile ?? floorTile ?? wallTile },
  60. { MazeTile.TerrainType.Stone, stoneTile ?? floorTile ?? wallTile },
  61. { MazeTile.TerrainType.Lava, lavaTile ?? floorTile ?? wallTile },
  62. };
  63. }
  64. /// <summary>
  65. /// Renders the maze to the tilemaps
  66. /// </summary>
  67. public void RenderMaze()
  68. {
  69. ClearTilemaps();
  70. var maze = mazeController.GetCurrentMaze();
  71. if (maze == null)
  72. {
  73. Debug.LogError("No maze to render");
  74. return;
  75. }
  76. // For very large mazes, skip full rendering to prevent crashes
  77. if (maze.Width > 500 || maze.Height > 500)
  78. {
  79. Debug.LogWarning($"Maze too large ({maze.Width}x{maze.Height}) for tilemap rendering. Consider using chunked rendering or 3D mesh generation.");
  80. return;
  81. }
  82. // Auto-generate placeholder tiles if none are assigned
  83. if (floorTile == null)
  84. {
  85. GeneratePlaceholderTiles();
  86. }
  87. // Render tiles
  88. for (int x = 0; x < maze.Width; x++)
  89. {
  90. for (int y = 0; y < maze.Height; y++)
  91. {
  92. var tile = maze.GetTile(x, y);
  93. var position = new Vector3Int(x, y, 0);
  94. if (combinedTilemap != null)
  95. {
  96. if (tile.Type == MazeTile.TileType.Wall)
  97. {
  98. var wallDefinition = GetWallTileDefinition(maze, x, y);
  99. SetTileWithRotation(combinedTilemap, position, wallDefinition.tile, wallDefinition.rotation);
  100. }
  101. else if (tile.Type == MazeTile.TileType.Floor || tile.Type == MazeTile.TileType.Terrain)
  102. {
  103. combinedTilemap.SetTile(position, GetFloorTile(maze, x, y, tile.Terrain));
  104. }
  105. }
  106. else
  107. {
  108. if (tile.Type == MazeTile.TileType.Wall)
  109. {
  110. var wallDefinition = GetWallTileDefinition(maze, x, y);
  111. SetTileWithRotation(wallTilemap, position, wallDefinition.tile, wallDefinition.rotation);
  112. }
  113. else if (tile.Type == MazeTile.TileType.Floor || tile.Type == MazeTile.TileType.Terrain)
  114. {
  115. floorTilemap.SetTile(position, GetFloorTile(maze, x, y, tile.Terrain));
  116. }
  117. }
  118. }
  119. }
  120. // Render room markers (optional - can cause performance issues with large mazes)
  121. // RenderRoomBoundaries(maze);
  122. // Render start and exit points
  123. RenderStartPoints(maze);
  124. RenderExitPoints(maze);
  125. if (showNeighborMaskDebug)
  126. {
  127. LogNeighborMaskStats(maze);
  128. }
  129. Debug.Log("Maze rendered");
  130. }
  131. /// <summary>
  132. /// Gets the tilemap tile for a terrain type
  133. /// </summary>
  134. private TileBase GetTerrainTile(MazeTile.TerrainType terrain)
  135. {
  136. if (terrainTiles.TryGetValue(terrain, out var tile))
  137. {
  138. return tile;
  139. }
  140. return floorTile;
  141. }
  142. private TileBase GetFloorTile(MazeData maze, int x, int y, MazeTile.TerrainType terrain)
  143. {
  144. int openMask = GetFloorOpenMask(maze, x, y);
  145. return openMask switch
  146. {
  147. 0 => floorCenterTile ?? GetTerrainTile(terrain),
  148. 1 or 2 or 4 or 8 => floorEdgeTile ?? GetTerrainTile(terrain),
  149. 3 or 6 or 12 or 9 => floorCornerTile ?? GetTerrainTile(terrain),
  150. 5 or 10 => GetTerrainTile(terrain),
  151. _ => GetTerrainTile(terrain),
  152. };
  153. }
  154. private (TileBase tile, Quaternion rotation) GetWallTileDefinition(MazeData maze, int x, int y)
  155. {
  156. int openMask = GetWallOpenMask(maze, x, y);
  157. if (showNeighborMaskDebug)
  158. {
  159. Debug.Log($"Wall mask @({x},{y}) = {openMask}");
  160. }
  161. return openMask switch
  162. {
  163. 0 => (wallCenterTile ?? wallTile, Quaternion.identity),
  164. 5 => (wallVerticalTile ?? wallTile, Quaternion.identity),
  165. 10 => (wallHorizontalTile ?? wallTile, Quaternion.identity),
  166. 3 => (wallCornerNE ?? wallCornerGenericTile ?? wallTile, Quaternion.identity),
  167. 6 => (wallCornerSE ?? wallCornerGenericTile ?? wallTile, Quaternion.identity),
  168. 12 => (wallCornerSW ?? wallCornerGenericTile ?? wallTile, Quaternion.identity),
  169. 9 => (wallCornerNW ?? wallCornerGenericTile ?? wallTile, Quaternion.identity),
  170. 1 => (wallEndNorthTile ?? wallEndTile ?? wallTile, Quaternion.identity),
  171. 2 => (wallEndEastTile ?? wallEndTile ?? wallTile, Quaternion.Euler(0, 0, 270)),
  172. 4 => (wallEndSouthTile ?? wallEndTile ?? wallTile, Quaternion.Euler(0, 0, 180)),
  173. 8 => (wallEndWestTile ?? wallEndTile ?? wallTile, Quaternion.Euler(0, 0, 90)),
  174. 7 => (wallTJNorthTile ?? wallTTile ?? wallTile, Quaternion.identity),
  175. 11 => (wallTJEastTile ?? wallTTile ?? wallTile, Quaternion.Euler(0, 0, 270)),
  176. 14 => (wallTJSouthTile ?? wallTTile ?? wallTile, Quaternion.Euler(0, 0, 180)),
  177. 13 => (wallTJWestTile ?? wallTTile ?? wallTile, Quaternion.Euler(0, 0, 90)),
  178. 15 => (wallCrossTile ?? wallTile, Quaternion.identity),
  179. _ => (wallTile, Quaternion.identity),
  180. };
  181. }
  182. private void SetTileWithRotation(Tilemap tilemap, Vector3Int position, TileBase tile, Quaternion rotation)
  183. {
  184. tilemap.SetTile(position, tile);
  185. tilemap.SetTransformMatrix(position, Matrix4x4.TRS(Vector3.zero, rotation, Vector3.one));
  186. }
  187. private bool IsWallNeighbor(MazeData maze, int x, int y)
  188. {
  189. if (!maze.IsInBounds(x, y))
  190. {
  191. return true;
  192. }
  193. var tile = maze.GetTile(x, y);
  194. return tile != null && tile.Type == MazeTile.TileType.Wall;
  195. }
  196. private bool IsWalkableNeighbor(MazeData maze, int x, int y)
  197. {
  198. if (!maze.IsInBounds(x, y))
  199. {
  200. return false;
  201. }
  202. var tile = maze.GetTile(x, y);
  203. return tile != null && (tile.Type == MazeTile.TileType.Floor || tile.Type == MazeTile.TileType.Terrain);
  204. }
  205. private int GetWallOpenMask(MazeData maze, int x, int y)
  206. {
  207. int mask = 0;
  208. if (!IsWallNeighbor(maze, x, y + 1)) mask |= 1; // north open
  209. if (!IsWallNeighbor(maze, x + 1, y)) mask |= 2; // east open
  210. if (!IsWallNeighbor(maze, x, y - 1)) mask |= 4; // south open
  211. if (!IsWallNeighbor(maze, x - 1, y)) mask |= 8; // west open
  212. return mask;
  213. }
  214. private int GetFloorOpenMask(MazeData maze, int x, int y)
  215. {
  216. int mask = 0;
  217. if (IsWalkableNeighbor(maze, x, y + 1)) mask |= 1; // north walkable
  218. if (IsWalkableNeighbor(maze, x + 1, y)) mask |= 2; // east walkable
  219. if (IsWalkableNeighbor(maze, x, y - 1)) mask |= 4; // south walkable
  220. if (IsWalkableNeighbor(maze, x - 1, y)) mask |= 8; // west walkable
  221. return mask;
  222. }
  223. private void LogNeighborMaskStats(MazeData maze)
  224. {
  225. int wallMaskCount = 0;
  226. int floorMaskCount = 0;
  227. for (int x = 0; x < maze.Width; x++)
  228. {
  229. for (int y = 0; y < maze.Height; y++)
  230. {
  231. var tile = maze.GetTile(x, y);
  232. if (tile.Type == MazeTile.TileType.Wall)
  233. {
  234. if (GetWallOpenMask(maze, x, y) != 0) wallMaskCount++;
  235. }
  236. else if (tile.Type == MazeTile.TileType.Floor || tile.Type == MazeTile.TileType.Terrain)
  237. {
  238. if (GetFloorOpenMask(maze, x, y) != 0) floorMaskCount++;
  239. }
  240. }
  241. }
  242. Debug.Log($"Neighbor mask debug: wall tiles with open sides={wallMaskCount}, floor tiles with adjacent walkable={floorMaskCount}");
  243. }
  244. /// <summary>
  245. /// Renders start points as visual markers
  246. /// </summary>
  247. private void RenderStartPoints(MazeData maze)
  248. {
  249. foreach (var point in maze.StartPoints)
  250. {
  251. var go = new GameObject($"StartPoint_{point.x}_{point.y}");
  252. go.transform.parent = transform;
  253. go.transform.position = new Vector3(point.x + 0.5f, point.y + 0.5f, -1);
  254. if (startMarkerSprite != null)
  255. {
  256. var spriteRenderer = go.AddComponent<SpriteRenderer>();
  257. spriteRenderer.sprite = startMarkerSprite;
  258. spriteRenderer.color = new Color(0, 1, 0, 0.7f);
  259. }
  260. }
  261. }
  262. /// <summary>
  263. /// Renders exit points as visual markers
  264. /// </summary>
  265. private void RenderExitPoints(MazeData maze)
  266. {
  267. foreach (var point in maze.ExitPoints)
  268. {
  269. var go = new GameObject($"ExitPoint_{point.x}_{point.y}");
  270. go.transform.parent = transform;
  271. go.transform.position = new Vector3(point.x + 0.5f, point.y + 0.5f, -1);
  272. if (exitMarkerSprite != null)
  273. {
  274. var spriteRenderer = go.AddComponent<SpriteRenderer>();
  275. spriteRenderer.sprite = exitMarkerSprite;
  276. spriteRenderer.color = new Color(1, 0, 0, 0.7f);
  277. }
  278. }
  279. }
  280. /// <summary>
  281. /// Renders room boundaries (disabled by default for performance)
  282. /// </summary>
  283. private void RenderRoomBoundaries(MazeData maze)
  284. {
  285. foreach (var room in maze.Rooms)
  286. {
  287. // You could draw gizmo lines or use wireframe renderer
  288. Debug.DrawLine(new Vector3(room.MinX, room.MinY, 0),
  289. new Vector3(room.MaxX, room.MinY, 0), Color.cyan);
  290. Debug.DrawLine(new Vector3(room.MaxX, room.MinY, 0),
  291. new Vector3(room.MaxX, room.MaxY, 0), Color.cyan);
  292. Debug.DrawLine(new Vector3(room.MaxX, room.MaxY, 0),
  293. new Vector3(room.MinX, room.MaxY, 0), Color.cyan);
  294. Debug.DrawLine(new Vector3(room.MinX, room.MaxY, 0),
  295. new Vector3(room.MinX, room.MinY, 0), Color.cyan);
  296. }
  297. }
  298. /// <summary>
  299. /// Clears all tilemaps
  300. /// </summary>
  301. private void ClearTilemaps()
  302. {
  303. if (combinedTilemap != null)
  304. {
  305. combinedTilemap.ClearAllTiles();
  306. }
  307. else
  308. {
  309. if (floorTilemap != null) floorTilemap.ClearAllTiles();
  310. if (wallTilemap != null) wallTilemap.ClearAllTiles();
  311. }
  312. if (decorationTilemap != null) decorationTilemap.ClearAllTiles();
  313. // Clear markers
  314. foreach (Transform child in transform)
  315. {
  316. Destroy(child.gameObject);
  317. }
  318. }
  319. /// <summary>
  320. /// Generates placeholder tiles at runtime if none are assigned
  321. /// </summary>
  322. private void GeneratePlaceholderTiles()
  323. {
  324. floorTile = TileGenerator.CreateTile(TileGenerator.CreateColoredSprite(new Color(0.8f, 0.8f, 0.8f), "Floor"));
  325. floorCenterTile = floorTile;
  326. floorEdgeTile = floorTile;
  327. floorCornerTile = floorTile;
  328. wallTile = TileGenerator.CreateTile(TileGenerator.CreateColoredSprite(new Color(0.3f, 0.3f, 0.3f), "Wall"));
  329. wallCenterTile = wallTile;
  330. wallVerticalTile = wallTile;
  331. wallHorizontalTile = wallTile;
  332. wallCornerNW = wallTile;
  333. wallCornerNE = wallTile;
  334. wallCornerSE = wallTile;
  335. wallCornerSW = wallTile;
  336. wallCornerGenericTile = wallTile;
  337. wallEndNorthTile = wallTile;
  338. wallEndEastTile = wallTile;
  339. wallEndSouthTile = wallTile;
  340. wallEndWestTile = wallTile;
  341. wallEndTile = wallTile;
  342. wallTJNorthTile = wallTile;
  343. wallTJEastTile = wallTile;
  344. wallTJSouthTile = wallTile;
  345. wallTJWestTile = wallTile;
  346. wallTTile = wallTile;
  347. wallCrossTile = wallTile;
  348. swampTile = TileGenerator.CreateTile(TileGenerator.CreateCheckerSprite(new Color(0.5f, 0.8f, 0.3f), new Color(0.4f, 0.6f, 0.2f), "Swamp"));
  349. stoneTile = TileGenerator.CreateTile(TileGenerator.CreateCheckerSprite(new Color(0.7f, 0.7f, 0.7f), new Color(0.6f, 0.6f, 0.6f), "Stone"));
  350. lavaTile = TileGenerator.CreateTile(TileGenerator.CreateColoredSprite(new Color(1.0f, 0.4f, 0.0f), "Lava"));
  351. // Rebuild the terrain dictionary
  352. SetupTerrainDictionary();
  353. Debug.Log("Generated placeholder tiles for maze rendering");
  354. }
  355. }