MazeController.cs 8.0 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 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 Fight Tracker and UI
  31. InitializeFightTracking();
  32. // Setup AI agent manager
  33. if (spawnAIAgents)
  34. {
  35. if (agentManager == null)
  36. {
  37. agentManager = GetComponent<AIAgentManager>();
  38. }
  39. if (agentManager == null)
  40. {
  41. // Create agent manager if not already present
  42. GameObject managerGO = new GameObject("AIAgentManager");
  43. managerGO.transform.parent = transform;
  44. agentManager = managerGO.AddComponent<AIAgentManager>();
  45. }
  46. }
  47. // Find MonsterSpawner if not assigned
  48. if (monsterSpawner == null)
  49. monsterSpawner = FindAnyObjectByType<MonsterSpawner>();
  50. if (generateOnStart)
  51. {
  52. GenerateMaze();
  53. }
  54. }
  55. /// <summary>
  56. /// Initializes the fight tracking system and UI
  57. /// </summary>
  58. private void InitializeFightTracking()
  59. {
  60. // Ensure FightTracker exists
  61. var fightTracker = FindAnyObjectByType<FightTracker>();
  62. if (fightTracker == null)
  63. {
  64. var trackerGO = new GameObject("FightTracker");
  65. trackerGO.transform.parent = transform;
  66. trackerGO.AddComponent<FightTracker>();
  67. }
  68. // Ensure ActiveFightsUIPanel exists
  69. var fightsPanel = FindAnyObjectByType<ActiveFightsUIPanel>();
  70. if (fightsPanel == null)
  71. {
  72. var panelGO = new GameObject("ActiveFightsUIPanel");
  73. var canvas = FindAnyObjectByType<Canvas>();
  74. if (canvas != null)
  75. {
  76. panelGO.transform.SetParent(canvas.transform);
  77. }
  78. else
  79. {
  80. panelGO.transform.parent = transform;
  81. }
  82. panelGO.AddComponent<ActiveFightsUIPanel>();
  83. }
  84. // Ensure SimulationControlsUIPanel exists (pause / 0.5x / 1x / 2x buttons)
  85. var simControls = FindAnyObjectByType<SimulationControlsUIPanel>();
  86. if (simControls == null)
  87. {
  88. var controlsGO = new GameObject("SimulationControlsUIPanel");
  89. controlsGO.transform.parent = transform;
  90. controlsGO.AddComponent<SimulationControlsUIPanel>();
  91. }
  92. }
  93. /// <summary>
  94. /// Generates a new maze using the current configuration
  95. /// </summary>
  96. public void GenerateMaze()
  97. {
  98. Debug.Log("Generating maze...");
  99. generator = new MazeGenerator(mazeConfig);
  100. currentMaze = generator.Generate();
  101. if (visualizeDebug)
  102. {
  103. VisualizeMaze();
  104. }
  105. if (mazeRenderer != null)
  106. {
  107. mazeRenderer.RenderMaze();
  108. }
  109. if (meshMazeRenderer != null)
  110. {
  111. meshMazeRenderer.RefreshMesh();
  112. }
  113. // Bake thread-safe maze snapshot for the pathfinding scheduler
  114. if (PathfindingScheduler.Instance == null)
  115. {
  116. var schedulerGO = new GameObject("PathfindingScheduler");
  117. schedulerGO.transform.parent = transform;
  118. schedulerGO.AddComponent<PathfindingScheduler>();
  119. }
  120. PathfindingScheduler.Instance.BakeMaze(currentMaze);
  121. // Reset AI agents for new maze
  122. if (spawnAIAgents && agentManager != null)
  123. {
  124. agentManager.ResetForNewMaze();
  125. }
  126. // Spawn monsters now that the maze is ready
  127. if (monsterSpawner != null)
  128. monsterSpawner.SpawnForMaze(currentMaze, mazeConfig);
  129. }
  130. /// <summary>
  131. /// Visualizes the maze in the editor/game for debugging
  132. /// </summary>
  133. private void VisualizeMaze()
  134. {
  135. if (currentMaze == null) return;
  136. // Draw grid visualization in Scene view
  137. for (int x = 0; x < currentMaze.Width; x += 10)
  138. {
  139. Debug.DrawLine(new Vector3(x, 0, 0), new Vector3(x, currentMaze.Height, 0), Color.gray);
  140. }
  141. for (int y = 0; y < currentMaze.Height; y += 10)
  142. {
  143. Debug.DrawLine(new Vector3(0, y, 0), new Vector3(currentMaze.Width, y, 0), Color.gray);
  144. }
  145. // Highlight start and exit points
  146. foreach (var start in currentMaze.StartPoints)
  147. {
  148. Debug.DrawLine(new Vector3(start.x - 0.5f, start.y - 0.5f, 0),
  149. new Vector3(start.x + 0.5f, start.y + 0.5f, 0), Color.green);
  150. }
  151. foreach (var exit in currentMaze.ExitPoints)
  152. {
  153. Debug.DrawLine(new Vector3(exit.x - 0.5f, exit.y - 0.5f, 0),
  154. new Vector3(exit.x + 0.5f, exit.y + 0.5f, 0), Color.red);
  155. }
  156. }
  157. /// <summary>
  158. /// Gets the current maze data
  159. /// </summary>
  160. public MazeData GetCurrentMaze()
  161. {
  162. return currentMaze;
  163. }
  164. /// <summary>
  165. /// Sets the current maze data (used by async generators)
  166. /// </summary>
  167. public void SetCurrentMaze(MazeData maze)
  168. {
  169. currentMaze = maze;
  170. if (visualizeDebug)
  171. {
  172. VisualizeMaze();
  173. }
  174. // Render the maze using available renderers
  175. var renderer = GetComponent<MazeRenderer>();
  176. if (renderer != null)
  177. {
  178. renderer.RenderMaze();
  179. }
  180. var meshRenderer = GetComponent<MeshMazeRenderer>();
  181. if (meshRenderer != null)
  182. {
  183. meshRenderer.RefreshMesh();
  184. }
  185. // Reset AI agents for new maze
  186. if (spawnAIAgents && agentManager != null)
  187. {
  188. agentManager.ResetForNewMaze();
  189. }
  190. // Spawn monsters for the new maze
  191. if (monsterSpawner != null)
  192. monsterSpawner.SpawnForMaze(currentMaze, mazeConfig);
  193. }
  194. /// <summary>
  195. /// Gets the current maze configuration
  196. /// </summary>
  197. public MazeConfig GetConfig()
  198. {
  199. return mazeConfig;
  200. }
  201. /// <summary>
  202. /// Gets a tile at specific coordinates
  203. /// </summary>
  204. public MazeTile GetTile(int x, int y)
  205. {
  206. return currentMaze?.GetTile(x, y);
  207. }
  208. /// <summary>
  209. /// Checks if a position is walkable
  210. /// </summary>
  211. public bool IsWalkable(int x, int y)
  212. {
  213. return currentMaze?.IsWalkable(x, y) ?? false;
  214. }
  215. /// <summary>
  216. /// Gets the room at a specific tile position
  217. /// </summary>
  218. public MazeRoom GetRoomAtTile(int x, int y)
  219. {
  220. return currentMaze?.GetRoomAtTile(x, y);
  221. }
  222. /// <summary>
  223. /// Gets all start points
  224. /// </summary>
  225. public System.Collections.Generic.List<Vector2Int> GetStartPoints()
  226. {
  227. return currentMaze?.StartPoints ?? new();
  228. }
  229. /// <summary>
  230. /// Gets all exit points
  231. /// </summary>
  232. public System.Collections.Generic.List<Vector2Int> GetExitPoints()
  233. {
  234. return currentMaze?.ExitPoints ?? new();
  235. }
  236. /// <summary>
  237. /// Gets the AI agent manager
  238. /// </summary>
  239. public AIAgentManager GetAgentManager()
  240. {
  241. return agentManager;
  242. }
  243. void Update()
  244. {
  245. // Can be used for real-time generation or maze editing later
  246. }
  247. }