Populate minigame with obstacles and monster spawns (#5)

- Simulated "fake" physics and collisions
- Object pooling for tiles, obstacles and monster spawns
- Base monster scoring with proximity triggers and depth multiplier

Co-authored-by: AlexanderT <alexander@foolhardyhorizons.com>
Co-authored-by: Michal Pikulski <michal.a.pikulski@gmail.com>
Reviewed-on: #5
This commit is contained in:
2025-09-21 07:32:56 +00:00
committed by Damian
parent 5305c20b00
commit 074b052abe
12 changed files with 323 additions and 37 deletions

View File

@@ -77,7 +77,7 @@ namespace Pixelplacement
/// <summary>
/// Moves a Transform along a spline path from a start percentage to an end percentage.
/// </summary>
public static TweenSystem.TweenBase Spline(Spline spline, Transform target, float startPercentage, float endPercentage, bool faceDirection, float duration, float delay, AnimationCurve easeCurve = null, LoopType loop = LoopType.None, Action startCallback = null, Action completeCallback = null, bool obeyTimescale = true)
public static TweenSystem.TweenBase Spline(Spline spline, Transform target, float startPercentage, float endPercentage, bool faceDirection, float duration, float delay, AnimationCurve easeCurve = null, LoopType loop = LoopType.None, Action startCallback = null, Action completeCallback = null, bool obeyTimescale = true, Action onComplete = null, Action onUpdate = null)
{
TweenSystem.SplinePercentage tween = new TweenSystem.SplinePercentage(spline, target, startPercentage, endPercentage, faceDirection, duration, delay, obeyTimescale, easeCurve, loop, startCallback, completeCallback);
SendTweenForProcessing(tween, true);