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

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@@ -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);

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using UnityEngine;
using Pixelplacement;
public class LawnMowerBehaviour : MonoBehaviour
{
private StateMachine stateMachineRef;
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{
stateMachineRef = GetComponent<StateMachine>();
}
// Update is called once per frame
void Update()
{
}
public void mowerTouched()
{
Debug.Log("Mower Touched");
}
public void stateSwitch(string StateName)
{
Debug.Log("State Switch to: " + StateName);
stateMachineRef.ChangeState(StateName);
}
}

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using UnityEngine;
using Pixelplacement;
public class LawnMowerChaseBehaviour : MonoBehaviour
{
public Spline ChaseSpline;
public Transform LawnMowerObject;
public float chaseDuration;
public float chaseDelay;
private Vector3 _originalScale;
private bool _facingRight = true;
private bool _movingForward = true;
private float _lastPercentage = 0f;
private const float AnchorThreshold = 0.1f; // Tolerance for anchor detection
void Start()
{
_originalScale = LawnMowerObject.localScale;
Tween.Spline(
ChaseSpline,
LawnMowerObject,
0,
1,
false,
chaseDuration,
chaseDelay,
Tween.EaseInOut,
Tween.LoopType.PingPong,
onComplete: OnTweenComplete
);
}
private void OnTweenComplete()
{
_movingForward = !_movingForward;
Flip(_movingForward);
}
private void OnTweenUpdate()
{
// Find the current percentage along the spline
float percentage = ChaseSpline.ClosestPoint(LawnMowerObject.position);
// Detect anchor arrival and flip accordingly
if (_facingRight && percentage >= 1f - AnchorThreshold)
{
Flip(false); // Face left at end anchor
_facingRight = false;
}
else if (!_facingRight && percentage <= AnchorThreshold)
{
Flip(true); // Face right at start anchor
_facingRight = true;
}
_lastPercentage = percentage;
}
private void Flip(bool faceRight)
{
var scale = _originalScale;
scale.x = Mathf.Abs(scale.x) * (faceRight ? 1 : -1);
LawnMowerObject.localScale = scale;
}
void Update() { }
}

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