mirror of
https://github.com/BobbyRafael31/Unity-MazeRunner-Pathfinding-Visualizer.git
synced 2025-08-13 08:52:21 +00:00
Initial commit
This commit is contained in:
491
Assets/Scripts/PathfindingUIManager.cs
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491
Assets/Scripts/PathfindingUIManager.cs
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@ -0,0 +1,491 @@
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using UnityEngine;
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using UnityEngine.UI;
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using TMPro;
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using System.Collections;
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using System.IO;
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public class PathfindingUIManager : MonoBehaviour
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{
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[Header("References")]
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public GridMap gridMap;
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public NPC npc;
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[Header("Grid Controls")]
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public TMP_InputField gridSizeXInput;
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public TMP_InputField gridSizeYInput;
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public Button applyGridSizeButton;
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public Button generateMazeButton;
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[Header("Algorithm Controls")]
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public TMP_Dropdown algorithmDropdown;
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public Button runPathfindingButton;
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public Button resetButton;
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[Header("Performance Metrics")]
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public TMP_Text timeEstimateText;
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public TMP_Text pathLengthText;
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public TMP_Text nodesExploredText;
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public TMP_Text memoryUsageText;
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public TMP_Text cpuUsageText; // Text untuk menampilkan penggunaan CPU
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[Header("Map Save/Load")]
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public TMP_InputField mapNameInput;
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public Button saveButton;
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public Button loadButton;
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[Header("Application Controls")]
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public Button exitButton; // Tombol untuk keluar aplikasi
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[Header("Optimization")]
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[SerializeField] private bool performWarmup = true;
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[SerializeField] private bool showWarmupMessage = false;
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[Header("Maze Generator")]
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public TMP_Dropdown mazeSizeDropdown;
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public TMP_Dropdown mazeDensityDropdown;
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// Konstanta untuk perhitungan CPU usage
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private const float TARGET_FRAME_TIME_MS = 16.67f; // 60 FPS = 16.67ms per frame
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private void Start()
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{
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// Initialize UI elements
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InitializeUI();
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// Add listeners
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applyGridSizeButton.onClick.AddListener(OnApplyGridSize);
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runPathfindingButton.onClick.AddListener(OnRunPathfinding);
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resetButton.onClick.AddListener(OnResetPathfinding);
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algorithmDropdown.onValueChanged.AddListener(OnAlgorithmChanged);
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saveButton.onClick.AddListener(OnSaveMap);
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loadButton.onClick.AddListener(OnLoadMap);
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// Add exit button listener if the button exists
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if (exitButton != null)
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exitButton.onClick.AddListener(OnExitApplication);
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// Add listener for maze generator
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if (generateMazeButton != null)
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generateMazeButton.onClick.AddListener(OnGenerateMaze);
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// Subscribe to NPC's pathfinding events
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npc.OnPathfindingComplete += UpdatePerformanceMetrics;
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// Initialize performance metrics
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ClearPerformanceMetrics();
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// Perform algorithm warmup
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if (performWarmup)
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{
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StartCoroutine(WarmupPathfindingSystem());
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}
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// Tampilkan lokasi penyimpanan
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ShowSaveLocation();
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}
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private IEnumerator WarmupPathfindingSystem()
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{
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// Wait one frame to ensure everything is initialized
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yield return null;
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if (showWarmupMessage)
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{
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//Debug.Log("Performing pathfinding warmup...");
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}
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// Get current NPC position
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Vector3 npcPos = npc.transform.position;
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int startX = (int)(npcPos.x / gridMap.GridNodeWidth);
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int startY = (int)(npcPos.y / gridMap.GridNodeHeight);
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// Find destination node for warmup (try to use opposite corner)
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int destX = gridMap.NumX - 1;
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int destY = gridMap.NumY - 1;
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// Ensure destination is walkable
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GridNode destNode = gridMap.GetGridNode(destX, destY);
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if (destNode == null || !destNode.IsWalkable)
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{
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// Find any walkable node for warmup
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for (int x = 0; x < gridMap.NumX; x++)
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{
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for (int y = 0; y < gridMap.NumY; y++)
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{
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GridNode testNode = gridMap.GetGridNode(x, y);
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if (testNode != null && testNode.IsWalkable && (x != startX || y != startY))
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{
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destX = x;
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destY = y;
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destNode = testNode;
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break;
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}
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}
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if (destNode != null && destNode.IsWalkable)
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break;
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}
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}
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// Save current destination position
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Vector3 originalDestPos = gridMap.Destination.position;
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// Set temporary destination for warmup
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gridMap.SetDestination(destX, destY);
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// Run pathfinding quietly (without visualization)
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GridNode startNode = gridMap.GetGridNode(startX, startY);
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if (startNode != null && destNode != null && destNode.IsWalkable)
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{
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// Temporarily disable visualization for warmup
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float originalVisualizationSpeed = npc.visualizationSpeed;
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npc.visualizationSpeed = 0f;
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bool originalShowVisualization = npc.showVisualization;
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npc.showVisualization = false;
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// Do warmup for each algorithm type to JIT compile all code paths
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foreach (NPC.PathFinderType algoType in System.Enum.GetValues(typeof(NPC.PathFinderType)))
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{
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// Save current algorithm
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NPC.PathFinderType originalAlgorithm = npc.pathFinderType;
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// Change to this algorithm
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npc.ChangeAlgorithm(algoType);
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// Run silent pathfinding
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npc.MoveTo(destNode, true);
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// Wait a bit to ensure completion
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yield return new WaitForSeconds(0.05f);
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// Reset back to original algorithm
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npc.ChangeAlgorithm(originalAlgorithm);
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}
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// Restore visualization settings
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npc.visualizationSpeed = originalVisualizationSpeed;
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npc.showVisualization = originalShowVisualization;
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}
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// Restore original destination
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gridMap.Destination.position = originalDestPos;
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// Clear metrics from warmup
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ClearPerformanceMetrics();
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if (showWarmupMessage)
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{
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//Debug.Log("Pathfinding warmup complete");
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}
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// Reset grid colors
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gridMap.ResetGridNodeColours();
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}
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private void OnDestroy()
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{
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// Unsubscribe from events
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if (npc != null)
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{
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npc.OnPathfindingComplete -= UpdatePerformanceMetrics;
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}
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}
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private void InitializeUI()
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{
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// Set initial values
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gridSizeXInput.text = gridMap.NumX.ToString();
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gridSizeYInput.text = gridMap.NumY.ToString();
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// Setup algorithm dropdown
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algorithmDropdown.ClearOptions();
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algorithmDropdown.AddOptions(new System.Collections.Generic.List<string> {
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"A*",
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"Dijkstra",
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"Greedy Best-First",
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"Backtracking",
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"BFS"
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});
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// Setup maze size dropdown
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if (mazeSizeDropdown != null)
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{
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mazeSizeDropdown.ClearOptions();
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mazeSizeDropdown.AddOptions(new System.Collections.Generic.List<string> {
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"Small",
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"Medium",
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"Big"
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});
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}
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// Setup maze density dropdown
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if (mazeDensityDropdown != null)
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{
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mazeDensityDropdown.ClearOptions();
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mazeDensityDropdown.AddOptions(new System.Collections.Generic.List<string> {
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"Low",
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"Medium",
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"High"
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});
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}
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ClearPerformanceMetrics();
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}
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private void ClearPerformanceMetrics()
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{
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timeEstimateText.text = "0";
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pathLengthText.text = "0";
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memoryUsageText.text = "0";
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nodesExploredText.text = "0";
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cpuUsageText.text = "0%";
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}
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private void UpdatePerformanceMetrics(PathfindingMetrics metrics)
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{
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timeEstimateText.text = $"{metrics.timeTaken:F2} ms";
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pathLengthText.text = $"{metrics.pathLength} nodes";
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nodesExploredText.text = $"{metrics.nodesExplored} nodes";
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memoryUsageText.text = FormatBytes(metrics.memoryUsed);
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// Hitung dan tampilkan CPU usage
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if (cpuUsageText != null)
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{
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float cpuUsagePercentage = (metrics.timeTaken / TARGET_FRAME_TIME_MS) * 100f;
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cpuUsageText.text = $"{cpuUsagePercentage:F2}%";
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}
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}
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private string FormatBytes(long bytes)
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{
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string[] sizes = { "B", "KB", "MB", "GB" };
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int order = 0;
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double size = bytes;
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while (size >= 1024 && order < sizes.Length - 1)
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{
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order++;
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size = size / 1024;
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}
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return $"{size:0.##} {sizes[order]}";
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}
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private void OnApplyGridSize()
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{
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if (int.TryParse(gridSizeXInput.text, out int newSizeX) &&
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int.TryParse(gridSizeYInput.text, out int newSizeY))
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{
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gridMap.ResizeGrid(newSizeX, newSizeY);
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ClearPerformanceMetrics();
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}
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}
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private void OnRunPathfinding()
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{
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// Get current NPC position
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Vector3 npcPos = npc.transform.position;
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int startX = (int)(npcPos.x / gridMap.GridNodeWidth);
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int startY = (int)(npcPos.y / gridMap.GridNodeHeight);
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// Get destination position
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Vector3 destPos = gridMap.Destination.position;
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int destX = (int)(destPos.x / gridMap.GridNodeWidth);
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int destY = (int)(destPos.y / gridMap.GridNodeHeight);
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// Run pathfinding
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GridNode startNode = gridMap.GetGridNode(startX, startY);
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GridNode endNode = gridMap.GetGridNode(destX, destY);
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if (startNode != null && endNode != null)
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{
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ClearPerformanceMetrics();
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npc.MoveTo(endNode);
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}
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}
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private void OnResetPathfinding()
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{
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// Reload the current scene
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UnityEngine.SceneManagement.SceneManager.LoadScene(
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UnityEngine.SceneManagement.SceneManager.GetActiveScene().name);
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//Debug.Log("Reloading scene...");
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}
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private void OnAlgorithmChanged(int index)
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{
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NPC.PathFinderType newType = (NPC.PathFinderType)index;
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npc.ChangeAlgorithm(newType);
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ClearPerformanceMetrics();
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}
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private void OnSaveMap()
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{
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if (string.IsNullOrEmpty(mapNameInput.text))
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{
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//Debug.LogWarning("Please enter a map name before saving");
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return;
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}
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// Buat direktori jika belum ada
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string saveDirectory = Path.Combine(Application.persistentDataPath, "GridSaves");
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if (!Directory.Exists(saveDirectory))
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{
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Directory.CreateDirectory(saveDirectory);
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}
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string filePath = Path.Combine(saveDirectory, $"{mapNameInput.text}.json");
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gridMap.SaveGridState(filePath);
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Debug.Log($"Map saved to: {filePath}");
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}
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/// <summary>
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/// Membuka folder penyimpanan di File Explorer
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/// </summary>
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public void OpenSaveFolder()
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{
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string saveDirectory = Path.Combine(Application.persistentDataPath, "GridSaves");
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// Buat direktori jika belum ada
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if (!Directory.Exists(saveDirectory))
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{
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Directory.CreateDirectory(saveDirectory);
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}
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// Buka folder di file explorer
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System.Diagnostics.Process.Start("explorer.exe", saveDirectory);
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}
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private void OnLoadMap()
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{
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if (string.IsNullOrEmpty(mapNameInput.text))
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{
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return;
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}
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string saveDirectory = Path.Combine(Application.persistentDataPath, "GridSaves");
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string filePath = Path.Combine(saveDirectory, $"{mapNameInput.text}.json");
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if (!File.Exists(filePath))
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{
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//Debug.LogWarning($"Map file not found: {filePath}");
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return;
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}
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gridMap.LoadGridState(filePath);
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ClearPerformanceMetrics();
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//Debug.Log($"Map loaded from: {filePath}");
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}
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/// <summary>
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/// Generates a random maze with the selected size and density
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/// </summary>
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private void OnGenerateMaze()
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{
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// Get selected maze size
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int sizeX = 20;
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int sizeY = 20;
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bool isLargeGrid = false;
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switch (mazeSizeDropdown.value)
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{
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case 0: // Kecil
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sizeX = sizeY = 20;
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break;
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case 1: // Sedang
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sizeX = sizeY = 50;
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break;
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case 2: // Besar
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sizeX = sizeY = 100;
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isLargeGrid = true;
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break;
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}
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// Resize grid if needed
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if (gridMap.NumX != sizeX || gridMap.NumY != sizeY)
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{
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gridMap.ResizeGrid(sizeX, sizeY);
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// Update grid size inputs
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gridSizeXInput.text = sizeX.ToString();
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gridSizeYInput.text = sizeY.ToString();
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}
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// Get selected density
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float density = 30f; // Default medium
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switch (mazeDensityDropdown.value)
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{
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case 0: // Low
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density = 10f;
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break;
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case 1: // Medium
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density = 30f;
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break;
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case 2: // High
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density = 50f;
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break;
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}
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// Untuk grid besar, nonaktifkan visualisasi sementara untuk performa lebih baik
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bool originalShowVisualization = false;
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float originalVisualizationSpeed = 0f;
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if (isLargeGrid && npc != null)
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{
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// Simpan nilai asli
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originalShowVisualization = npc.showVisualization;
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originalVisualizationSpeed = npc.visualizationSpeed;
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// Nonaktifkan visualisasi untuk grid besar
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npc.showVisualization = false;
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}
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// Generate the maze with selected density
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gridMap.GenerateRandomMaze(density);
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// Kembalikan nilai visualisasi jika diubah
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if (isLargeGrid && npc != null)
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{
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npc.showVisualization = originalShowVisualization;
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npc.visualizationSpeed = originalVisualizationSpeed;
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}
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// Clear performance metrics
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ClearPerformanceMetrics();
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// Tampilkan pesan khusus untuk grid besar
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if (isLargeGrid)
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{
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//Debug.Log("Large maze generated. For best performance, consider disabling visualization during pathfinding.");
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}
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//Debug.Log($"Generated maze with size {sizeX}x{sizeY} and density {density}%");
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}
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/// <summary>
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/// Menampilkan lokasi penyimpanan file di konsol
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/// </summary>
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private void ShowSaveLocation()
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{
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string saveDirectory = Path.Combine(Application.persistentDataPath, "GridSaves");
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}
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/// <summary>
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/// Menutup aplikasi saat tombol exit ditekan
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/// </summary>
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public void OnExitApplication()
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{
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#if UNITY_EDITOR
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// Jika di Unity Editor
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UnityEditor.EditorApplication.isPlaying = false;
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#else
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// Jika di build
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Application.Quit();
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#endif
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Debug.Log("Application exit requested");
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}
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}
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Reference in New Issue
Block a user