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- using UnityEngine;
- using UnityEngine.Tilemaps;
- using System.Collections.Generic;
- /// <summary>
- /// Renders a maze to a tilemap for visualization
- /// This allows you to see the generated maze in the game scene
- /// </summary>
- [RequireComponent(typeof(Grid))]
- public class MazeRenderer : MonoBehaviour
- {
- [SerializeField] private MazeController mazeController;
- [SerializeField] private Tilemap combinedTilemap;
- [SerializeField] private Tilemap floorTilemap;
- [SerializeField] private Tilemap wallTilemap;
- [SerializeField] private Tilemap decorationTilemap;
- [Header("Tile Assets")]
- [SerializeField] private TileBase floorTile;
- [SerializeField] private TileBase floorCenterTile;
- [SerializeField] private TileBase floorEdgeTile;
- [SerializeField] private TileBase floorCornerTile;
- [SerializeField] private TileBase wallTile;
- [SerializeField] private TileBase swampTile;
- [SerializeField] private TileBase stoneTile;
- [SerializeField] private TileBase lavaTile;
- [Header("Wall Variant Tiles")]
- [SerializeField] private TileBase wallCenterTile;
- [SerializeField] private TileBase wallVerticalTile;
- [SerializeField] private TileBase wallHorizontalTile;
- [SerializeField] private TileBase wallCornerNW;
- [SerializeField] private TileBase wallCornerNE;
- [SerializeField] private TileBase wallCornerSE;
- [SerializeField] private TileBase wallCornerSW;
- [SerializeField] private TileBase wallCornerGenericTile;
- [SerializeField] private TileBase wallEndNorthTile;
- [SerializeField] private TileBase wallEndEastTile;
- [SerializeField] private TileBase wallEndSouthTile;
- [SerializeField] private TileBase wallEndWestTile;
- [SerializeField] private TileBase wallEndTile;
- [SerializeField] private TileBase wallTJNorthTile;
- [SerializeField] private TileBase wallTJEastTile;
- [SerializeField] private TileBase wallTJSouthTile;
- [SerializeField] private TileBase wallTJWestTile;
- [SerializeField] private TileBase wallTTile;
- [SerializeField] private TileBase wallCrossTile;
- [Header("Debug")]
- [SerializeField] private bool showNeighborMaskDebug = false;
- [SerializeField] private Sprite startMarkerSprite;
- [SerializeField] private Sprite exitMarkerSprite;
- private Dictionary<MazeTile.TerrainType, TileBase> terrainTiles;
- void OnEnable()
- {
- SetupTerrainDictionary();
- }
- void SetupTerrainDictionary()
- {
- terrainTiles = new Dictionary<MazeTile.TerrainType, TileBase>
- {
- { MazeTile.TerrainType.Normal, floorTile ?? wallTile },
- { MazeTile.TerrainType.Swamp, swampTile ?? floorTile ?? wallTile },
- { MazeTile.TerrainType.Stone, stoneTile ?? floorTile ?? wallTile },
- { MazeTile.TerrainType.Lava, lavaTile ?? floorTile ?? wallTile },
- };
- }
- /// <summary>
- /// Renders the maze to the tilemaps
- /// </summary>
- public void RenderMaze()
- {
- ClearTilemaps();
- var maze = mazeController.GetCurrentMaze();
- if (maze == null)
- {
- Debug.LogError("No maze to render");
- return;
- }
- // For very large mazes, skip full rendering to prevent crashes
- if (maze.Width > 500 || maze.Height > 500)
- {
- Debug.LogWarning($"Maze too large ({maze.Width}x{maze.Height}) for tilemap rendering. Consider using chunked rendering or 3D mesh generation.");
- return;
- }
- // Auto-generate placeholder tiles if none are assigned
- if (floorTile == null)
- {
- GeneratePlaceholderTiles();
- }
- // Render tiles
- for (int x = 0; x < maze.Width; x++)
- {
- for (int y = 0; y < maze.Height; y++)
- {
- var tile = maze.GetTile(x, y);
- var position = new Vector3Int(x, y, 0);
- if (combinedTilemap != null)
- {
- if (tile.Type == MazeTile.TileType.Wall)
- {
- var wallDefinition = GetWallTileDefinition(maze, x, y);
- SetTileWithRotation(combinedTilemap, position, wallDefinition.tile, wallDefinition.rotation);
- }
- else if (tile.Type == MazeTile.TileType.Floor || tile.Type == MazeTile.TileType.Terrain)
- {
- combinedTilemap.SetTile(position, GetFloorTile(maze, x, y, tile.Terrain));
- }
- }
- else
- {
- if (tile.Type == MazeTile.TileType.Wall)
- {
- var wallDefinition = GetWallTileDefinition(maze, x, y);
- SetTileWithRotation(wallTilemap, position, wallDefinition.tile, wallDefinition.rotation);
- }
- else if (tile.Type == MazeTile.TileType.Floor || tile.Type == MazeTile.TileType.Terrain)
- {
- floorTilemap.SetTile(position, GetFloorTile(maze, x, y, tile.Terrain));
- }
- }
- }
- }
- // Render room markers (optional - can cause performance issues with large mazes)
- // RenderRoomBoundaries(maze);
- // Render start and exit points
- RenderStartPoints(maze);
- RenderExitPoints(maze);
- if (showNeighborMaskDebug)
- {
- LogNeighborMaskStats(maze);
- }
- Debug.Log("Maze rendered");
- }
- /// <summary>
- /// Gets the tilemap tile for a terrain type
- /// </summary>
- private TileBase GetTerrainTile(MazeTile.TerrainType terrain)
- {
- if (terrainTiles.TryGetValue(terrain, out var tile))
- {
- return tile;
- }
- return floorTile;
- }
- private TileBase GetFloorTile(MazeData maze, int x, int y, MazeTile.TerrainType terrain)
- {
- int openMask = GetFloorOpenMask(maze, x, y);
- return openMask switch
- {
- 0 => floorCenterTile ?? GetTerrainTile(terrain),
- 1 or 2 or 4 or 8 => floorEdgeTile ?? GetTerrainTile(terrain),
- 3 or 6 or 12 or 9 => floorCornerTile ?? GetTerrainTile(terrain),
- 5 or 10 => GetTerrainTile(terrain),
- _ => GetTerrainTile(terrain),
- };
- }
- private (TileBase tile, Quaternion rotation) GetWallTileDefinition(MazeData maze, int x, int y)
- {
- int openMask = GetWallOpenMask(maze, x, y);
- if (showNeighborMaskDebug)
- {
- Debug.Log($"Wall mask @({x},{y}) = {openMask}");
- }
- return openMask switch
- {
- 0 => (wallCenterTile ?? wallTile, Quaternion.identity),
- 5 => (wallVerticalTile ?? wallTile, Quaternion.identity),
- 10 => (wallHorizontalTile ?? wallTile, Quaternion.identity),
- 3 => (wallCornerNE ?? wallCornerGenericTile ?? wallTile, Quaternion.identity),
- 6 => (wallCornerSE ?? wallCornerGenericTile ?? wallTile, Quaternion.identity),
- 12 => (wallCornerSW ?? wallCornerGenericTile ?? wallTile, Quaternion.identity),
- 9 => (wallCornerNW ?? wallCornerGenericTile ?? wallTile, Quaternion.identity),
- 1 => (wallEndNorthTile ?? wallEndTile ?? wallTile, Quaternion.identity),
- 2 => (wallEndEastTile ?? wallEndTile ?? wallTile, Quaternion.Euler(0, 0, 270)),
- 4 => (wallEndSouthTile ?? wallEndTile ?? wallTile, Quaternion.Euler(0, 0, 180)),
- 8 => (wallEndWestTile ?? wallEndTile ?? wallTile, Quaternion.Euler(0, 0, 90)),
- 7 => (wallTJNorthTile ?? wallTTile ?? wallTile, Quaternion.identity),
- 11 => (wallTJEastTile ?? wallTTile ?? wallTile, Quaternion.Euler(0, 0, 270)),
- 14 => (wallTJSouthTile ?? wallTTile ?? wallTile, Quaternion.Euler(0, 0, 180)),
- 13 => (wallTJWestTile ?? wallTTile ?? wallTile, Quaternion.Euler(0, 0, 90)),
- 15 => (wallCrossTile ?? wallTile, Quaternion.identity),
- _ => (wallTile, Quaternion.identity),
- };
- }
- private void SetTileWithRotation(Tilemap tilemap, Vector3Int position, TileBase tile, Quaternion rotation)
- {
- tilemap.SetTile(position, tile);
- tilemap.SetTransformMatrix(position, Matrix4x4.TRS(Vector3.zero, rotation, Vector3.one));
- }
- private bool IsWallNeighbor(MazeData maze, int x, int y)
- {
- if (!maze.IsInBounds(x, y))
- {
- return true;
- }
- var tile = maze.GetTile(x, y);
- return tile != null && tile.Type == MazeTile.TileType.Wall;
- }
- private bool IsWalkableNeighbor(MazeData maze, int x, int y)
- {
- if (!maze.IsInBounds(x, y))
- {
- return false;
- }
- var tile = maze.GetTile(x, y);
- return tile != null && (tile.Type == MazeTile.TileType.Floor || tile.Type == MazeTile.TileType.Terrain);
- }
- private int GetWallOpenMask(MazeData maze, int x, int y)
- {
- int mask = 0;
- if (!IsWallNeighbor(maze, x, y + 1)) mask |= 1; // north open
- if (!IsWallNeighbor(maze, x + 1, y)) mask |= 2; // east open
- if (!IsWallNeighbor(maze, x, y - 1)) mask |= 4; // south open
- if (!IsWallNeighbor(maze, x - 1, y)) mask |= 8; // west open
- return mask;
- }
- private int GetFloorOpenMask(MazeData maze, int x, int y)
- {
- int mask = 0;
- if (IsWalkableNeighbor(maze, x, y + 1)) mask |= 1; // north walkable
- if (IsWalkableNeighbor(maze, x + 1, y)) mask |= 2; // east walkable
- if (IsWalkableNeighbor(maze, x, y - 1)) mask |= 4; // south walkable
- if (IsWalkableNeighbor(maze, x - 1, y)) mask |= 8; // west walkable
- return mask;
- }
- private void LogNeighborMaskStats(MazeData maze)
- {
- int wallMaskCount = 0;
- int floorMaskCount = 0;
- for (int x = 0; x < maze.Width; x++)
- {
- for (int y = 0; y < maze.Height; y++)
- {
- var tile = maze.GetTile(x, y);
- if (tile.Type == MazeTile.TileType.Wall)
- {
- if (GetWallOpenMask(maze, x, y) != 0) wallMaskCount++;
- }
- else if (tile.Type == MazeTile.TileType.Floor || tile.Type == MazeTile.TileType.Terrain)
- {
- if (GetFloorOpenMask(maze, x, y) != 0) floorMaskCount++;
- }
- }
- }
- Debug.Log($"Neighbor mask debug: wall tiles with open sides={wallMaskCount}, floor tiles with adjacent walkable={floorMaskCount}");
- }
- /// <summary>
- /// Renders start points as visual markers
- /// </summary>
- private void RenderStartPoints(MazeData maze)
- {
- foreach (var point in maze.StartPoints)
- {
- var go = new GameObject($"StartPoint_{point.x}_{point.y}");
- go.transform.parent = transform;
- go.transform.position = new Vector3(point.x + 0.5f, point.y + 0.5f, -1);
- if (startMarkerSprite != null)
- {
- var spriteRenderer = go.AddComponent<SpriteRenderer>();
- spriteRenderer.sprite = startMarkerSprite;
- spriteRenderer.color = new Color(0, 1, 0, 0.7f);
- }
- }
- }
- /// <summary>
- /// Renders exit points as visual markers
- /// </summary>
- private void RenderExitPoints(MazeData maze)
- {
- foreach (var point in maze.ExitPoints)
- {
- var go = new GameObject($"ExitPoint_{point.x}_{point.y}");
- go.transform.parent = transform;
- go.transform.position = new Vector3(point.x + 0.5f, point.y + 0.5f, -1);
- if (exitMarkerSprite != null)
- {
- var spriteRenderer = go.AddComponent<SpriteRenderer>();
- spriteRenderer.sprite = exitMarkerSprite;
- spriteRenderer.color = new Color(1, 0, 0, 0.7f);
- }
- }
- }
- /// <summary>
- /// Renders room boundaries (disabled by default for performance)
- /// </summary>
- private void RenderRoomBoundaries(MazeData maze)
- {
- foreach (var room in maze.Rooms)
- {
- // You could draw gizmo lines or use wireframe renderer
- Debug.DrawLine(new Vector3(room.MinX, room.MinY, 0),
- new Vector3(room.MaxX, room.MinY, 0), Color.cyan);
- Debug.DrawLine(new Vector3(room.MaxX, room.MinY, 0),
- new Vector3(room.MaxX, room.MaxY, 0), Color.cyan);
- Debug.DrawLine(new Vector3(room.MaxX, room.MaxY, 0),
- new Vector3(room.MinX, room.MaxY, 0), Color.cyan);
- Debug.DrawLine(new Vector3(room.MinX, room.MaxY, 0),
- new Vector3(room.MinX, room.MinY, 0), Color.cyan);
- }
- }
- /// <summary>
- /// Clears all tilemaps
- /// </summary>
- private void ClearTilemaps()
- {
- if (combinedTilemap != null)
- {
- combinedTilemap.ClearAllTiles();
- }
- else
- {
- if (floorTilemap != null) floorTilemap.ClearAllTiles();
- if (wallTilemap != null) wallTilemap.ClearAllTiles();
- }
- if (decorationTilemap != null) decorationTilemap.ClearAllTiles();
- // Clear markers
- foreach (Transform child in transform)
- {
- Destroy(child.gameObject);
- }
- }
- /// <summary>
- /// Generates placeholder tiles at runtime if none are assigned
- /// </summary>
- private void GeneratePlaceholderTiles()
- {
- floorTile = TileGenerator.CreateTile(TileGenerator.CreateColoredSprite(new Color(0.8f, 0.8f, 0.8f), "Floor"));
- floorCenterTile = floorTile;
- floorEdgeTile = floorTile;
- floorCornerTile = floorTile;
- wallTile = TileGenerator.CreateTile(TileGenerator.CreateColoredSprite(new Color(0.3f, 0.3f, 0.3f), "Wall"));
- wallCenterTile = wallTile;
- wallVerticalTile = wallTile;
- wallHorizontalTile = wallTile;
- wallCornerNW = wallTile;
- wallCornerNE = wallTile;
- wallCornerSE = wallTile;
- wallCornerSW = wallTile;
- wallCornerGenericTile = wallTile;
- wallEndNorthTile = wallTile;
- wallEndEastTile = wallTile;
- wallEndSouthTile = wallTile;
- wallEndWestTile = wallTile;
- wallEndTile = wallTile;
- wallTJNorthTile = wallTile;
- wallTJEastTile = wallTile;
- wallTJSouthTile = wallTile;
- wallTJWestTile = wallTile;
- wallTTile = wallTile;
- wallCrossTile = wallTile;
- swampTile = TileGenerator.CreateTile(TileGenerator.CreateCheckerSprite(new Color(0.5f, 0.8f, 0.3f), new Color(0.4f, 0.6f, 0.2f), "Swamp"));
- stoneTile = TileGenerator.CreateTile(TileGenerator.CreateCheckerSprite(new Color(0.7f, 0.7f, 0.7f), new Color(0.6f, 0.6f, 0.6f), "Stone"));
- lavaTile = TileGenerator.CreateTile(TileGenerator.CreateColoredSprite(new Color(1.0f, 0.4f, 0.0f), "Lava"));
- // Rebuild the terrain dictionary
- SetupTerrainDictionary();
- Debug.Log("Generated placeholder tiles for maze rendering");
- }
- }
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