Files
AppleHillsProduction/Assets/Scripts/Minigames/Airplane/Settings/AirplaneSettings.cs

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C#
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2025-12-04 15:10:20 +01:00
using AppleHills.Core.Settings;
using Common.Input;
using UnityEngine;
namespace Minigames.Airplane.Settings
{
/// <summary>
/// Settings for the airplane minigame.
/// Create via Assets > Create > AppleHills > Settings > Airplane
/// </summary>
[CreateAssetMenu(fileName = "AirplaneSettings", menuName = "AppleHills/Settings/Airplane", order = 9)]
public class AirplaneSettings : BaseSettings, IAirplaneSettings
{
[Header("Slingshot Configuration")]
[SerializeField] private SlingshotConfig slingshotSettings = new SlingshotConfig
{
maxDragDistance = 5f,
baseLaunchForce = 20f,
minForceMultiplier = 0.1f,
maxForceMultiplier = 1f,
trajectoryPoints = 20,
trajectoryTimeStep = 0.1f,
trajectoryLockDuration = 0f, // No locking for airplane
autoRegisterInput = true // Direct registration
};
[Header("Flight Settings")]
[Tooltip("Mass of the airplane")]
[SerializeField] private float airplaneMass = 1f;
[Tooltip("Maximum flight time before timeout (seconds)")]
[SerializeField] private float maxFlightTime = 10f;
[Header("Camera Settings")]
[Tooltip("Camera follow smoothness (higher = smoother but more lag)")]
[SerializeField] private float cameraFollowSmoothing = 5f;
[Tooltip("Camera zoom level during flight")]
[SerializeField] private float flightCameraZoom = 5f;
[Header("Timing")]
[Tooltip("Duration of intro sequence (seconds)")]
[SerializeField] private float introDuration = 1f;
[Tooltip("Duration of person introduction (seconds)")]
[SerializeField] private float personIntroDuration = 1f;
[Tooltip("Duration of result evaluation (seconds)")]
[SerializeField] private float evaluationDuration = 1f;
[Header("Debug")]
[Tooltip("Show debug logs in console")]
[SerializeField] private bool showDebugLogs;
#region IAirplaneSettings Implementation
public SlingshotConfig SlingshotSettings => slingshotSettings;
public float AirplaneMass => airplaneMass;
public float MaxFlightTime => maxFlightTime;
public float CameraFollowSmoothing => cameraFollowSmoothing;
public float FlightCameraZoom => flightCameraZoom;
public float IntroDuration => introDuration;
public float PersonIntroDuration => personIntroDuration;
public float EvaluationDuration => evaluationDuration;
public bool ShowDebugLogs => showDebugLogs;
#endregion
}
}