Add a pausable interface and make minigameobjecs pausable
This commit is contained in:
@@ -6,13 +6,14 @@ using UnityEngine.Serialization;
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using Pooling;
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using AppleHills.Core.Settings;
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using Utils;
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using AppleHills.Core.Interfaces;
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namespace Minigames.DivingForPictures
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{
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/// <summary>
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/// Spawns and manages trench wall tiles for the endless descender minigame.
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/// </summary>
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public class TrenchTileSpawner : MonoBehaviour
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public class TrenchTileSpawner : MonoBehaviour, IPausable
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{
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[Header("Tile Prefabs")]
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[Tooltip("List of possible trench tile prefabs.")]
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@@ -67,6 +68,12 @@ namespace Minigames.DivingForPictures
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// Screen normalization
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private float _screenNormalizationFactor = 1.0f;
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// Pause state
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private bool _isPaused = false;
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// IPausable implementation
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public bool IsPaused => _isPaused;
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private void Awake()
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{
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_mainCamera = Camera.main;
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@@ -124,6 +131,9 @@ namespace Minigames.DivingForPictures
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{
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gameManager.OnGameInitialized += Initialize;
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// Register with the DivingGameManager for pause/resume events
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gameManager.RegisterPausableComponent(this);
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// If game is already initialized, initialize immediately
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if (gameManager.GetType().GetField("_isGameInitialized",
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System.Reflection.BindingFlags.NonPublic |
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@@ -139,6 +149,71 @@ namespace Minigames.DivingForPictures
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}
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}
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private void OnDestroy()
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{
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// Unregister from DivingGameManager
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DivingGameManager gameManager = FindFirstObjectByType<DivingGameManager>();
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if (gameManager != null)
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{
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gameManager.UnregisterPausableComponent(this);
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}
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}
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/// <summary>
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/// Pauses the spawner and all associated processes
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/// </summary>
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public void Pause()
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{
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if (_isPaused) return; // Already paused
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_isPaused = true;
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// Stop all active coroutines but save their references
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if (_movementCoroutine != null)
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{
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StopCoroutine(_movementCoroutine);
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_movementCoroutine = null;
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}
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if (_tileDestructionCoroutine != null)
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{
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StopCoroutine(_tileDestructionCoroutine);
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_tileDestructionCoroutine = null;
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}
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if (_tileSpawningCoroutine != null)
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{
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StopCoroutine(_tileSpawningCoroutine);
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_tileSpawningCoroutine = null;
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}
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if (_speedRampingCoroutine != null)
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{
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StopCoroutine(_speedRampingCoroutine);
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_speedRampingCoroutine = null;
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}
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Debug.Log("[TrenchTileSpawner] Paused");
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}
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/// <summary>
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/// Resumes the spawner and all associated processes
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/// </summary>
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public void Resume()
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{
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if (!_isPaused) return; // Already running
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_isPaused = false;
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// Restart all necessary coroutines
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StartMovementCoroutine();
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StartTileDestructionCoroutine();
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StartTileSpawningCoroutine();
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StartSpeedRampingCoroutine();
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Debug.Log("[TrenchTileSpawner] Resumed");
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}
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/// <summary>
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/// Initializes the tile spawner when triggered by DivingGameManager
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/// </summary>
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@@ -385,25 +460,57 @@ namespace Minigames.DivingForPictures
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}
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/// <summary>
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/// Starts the movement coroutine and stores its reference
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/// Starts the movement coroutine if it's not already running
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/// </summary>
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private void StartMovementCoroutine()
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{
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if (_movementCoroutine != null)
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if (_movementCoroutine == null && !_isPaused)
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{
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StopCoroutine(_movementCoroutine);
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_movementCoroutine = StartCoroutine(MoveActiveTilesRoutine());
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}
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_movementCoroutine = StartCoroutine(MovementCoroutine());
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}
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/// <summary>
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/// Starts the tile destruction coroutine if it's not already running
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/// </summary>
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private void StartTileDestructionCoroutine()
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{
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if (_tileDestructionCoroutine == null && !_isPaused)
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{
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_tileDestructionCoroutine = StartCoroutine(TileDestructionRoutine());
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}
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}
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/// <summary>
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/// Starts the tile spawning coroutine if it's not already running
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/// </summary>
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private void StartTileSpawningCoroutine()
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{
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if (_tileSpawningCoroutine == null && !_isPaused && !_stopSpawning)
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{
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_tileSpawningCoroutine = StartCoroutine(TileSpawningRoutine());
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}
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}
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/// <summary>
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/// Starts the speed ramping coroutine if it's not already running
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/// </summary>
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private void StartSpeedRampingCoroutine()
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{
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if (_speedRampingCoroutine == null && !_isPaused)
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{
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_speedRampingCoroutine = StartCoroutine(SpeedRampingRoutine());
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}
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}
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/// <summary>
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/// Coroutine that handles obstacle movement using normalized screen-relative speed
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/// </summary>
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private IEnumerator MovementCoroutine()
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private IEnumerator MoveActiveTilesRoutine()
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{
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Debug.Log($"[TrenchTileSpawner] Started movement coroutine with normalized speed: {_baseMoveSpeed:F3}");
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while (enabled && gameObject.activeInHierarchy)
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while (enabled && gameObject.activeInHierarchy && !_isPaused)
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{
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// Skip if no active tiles
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if (_activeTiles.Count == 0)
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@@ -431,167 +538,194 @@ namespace Minigames.DivingForPictures
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// Wait for next frame
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yield return null;
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}
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// Clear coroutine reference when stopped
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_movementCoroutine = null;
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}
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/// <summary>
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/// Coroutine that checks for tiles to destroy periodically
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/// </summary>
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private IEnumerator TileDestructionRoutine()
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{
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const float checkInterval = 0.5f; // Check every half second
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Debug.Log($"[TrenchTileSpawner] Started tile destruction coroutine with interval: {checkInterval}s");
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while (enabled && gameObject.activeInHierarchy && !_isPaused)
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{
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// Check and handle tile destruction
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if (_activeTiles.Count > 0)
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{
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GameObject topTile = _activeTiles[0];
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if (topTile == null)
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{
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_activeTiles.RemoveAt(0);
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}
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else
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{
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float tileHeight = GetTileHeight(topTile);
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bool shouldDestroy;
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if (_isSurfacing)
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{
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// When surfacing, destroy tiles at the bottom
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shouldDestroy = topTile.transform.position.y + tileHeight / 2 < _screenBottom - _settings.TileSpawnBuffer;
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}
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else
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{
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// When descending, destroy tiles at the top
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shouldDestroy = topTile.transform.position.y - tileHeight / 2 > _screenTop + _settings.TileSpawnBuffer;
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}
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if (shouldDestroy)
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{
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_activeTiles.RemoveAt(0);
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onTileDestroyed?.Invoke(topTile);
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if (_devSettings != null && _devSettings.TrenchTileUseObjectPooling && _tilePool != null)
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{
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// Find the prefab index for this tile
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int prefabIndex = GetPrefabIndex(topTile);
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if (prefabIndex >= 0)
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{
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_tilePool.ReturnTile(topTile, prefabIndex);
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}
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else
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{
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Destroy(topTile);
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}
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}
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else
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{
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Destroy(topTile);
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}
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}
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}
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}
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// Wait for the next check interval
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yield return new WaitForSeconds(checkInterval);
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}
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// Clear coroutine reference when stopped
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_tileDestructionCoroutine = null;
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}
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/// <summary>
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/// Handles the movement of all active tiles based on the current velocity
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/// Coroutine that checks if new tiles need to be spawned periodically
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/// </summary>
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private void HandleMovement()
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private IEnumerator TileSpawningRoutine()
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{
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foreach (var tile in _activeTiles)
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{
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if (tile != null)
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{
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// Use velocity factor to determine direction
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Vector3 direction = Vector3.up * Mathf.Sign(_velocityFactor);
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float speed = _currentVelocity;
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// Apply movement
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tile.transform.position += direction * speed;
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}
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}
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}
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/// <summary>
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/// Check for tiles that have moved off screen and should be destroyed or returned to pool
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/// </summary>
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private void HandleTileDestruction()
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{
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if (_activeTiles.Count == 0) return;
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const float checkInterval = 0.2f; // Check every fifth of a second
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Debug.Log($"[TrenchTileSpawner] Started tile spawning coroutine with interval: {checkInterval}s");
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GameObject topTile = _activeTiles[0];
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if (topTile == null)
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while (enabled && gameObject.activeInHierarchy && !_isPaused && !_stopSpawning)
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{
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_activeTiles.RemoveAt(0);
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return;
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}
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float tileHeight = GetTileHeight(topTile);
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bool shouldDestroy;
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if (_isSurfacing)
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{
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// When surfacing, destroy tiles at the bottom
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shouldDestroy = topTile.transform.position.y + tileHeight / 2 < _screenBottom - _settings.TileSpawnBuffer;
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}
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else
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{
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// When descending, destroy tiles at the top
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shouldDestroy = topTile.transform.position.y - tileHeight / 2 > _screenTop + _settings.TileSpawnBuffer;
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}
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if (shouldDestroy)
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{
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_activeTiles.RemoveAt(0);
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onTileDestroyed?.Invoke(topTile);
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if (_devSettings != null && _devSettings.TrenchTileUseObjectPooling && _tilePool != null)
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// Check if we need to spawn new tiles
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if (_activeTiles.Count == 0)
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{
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// Find the prefab index for this tile
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int prefabIndex = GetPrefabIndex(topTile);
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if (prefabIndex >= 0)
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{
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_tilePool.ReturnTile(topTile, prefabIndex);
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}
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else
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{
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Destroy(topTile);
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}
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}
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else
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{
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Destroy(topTile);
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}
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}
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}
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/// <summary>
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/// Check if new tiles need to be spawned
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/// </summary>
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private void HandleTileSpawning()
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{
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if (_activeTiles.Count == 0)
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{
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// If we have no active tiles and spawning is stopped, trigger the event
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if (_stopSpawning)
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{
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onLastTileLeft.Invoke();
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}
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return;
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}
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GameObject bottomTile = _activeTiles[^1];
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if (bottomTile == null)
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{
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_activeTiles.RemoveAt(_activeTiles.Count - 1);
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return;
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}
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// Get the tile height once to use in all calculations
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float tileHeight = GetTileHeight(bottomTile);
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// If we're in stop spawning mode, don't spawn new tiles
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if (_stopSpawning)
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{
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// Check if this is the last tile, and if it's about to leave the screen
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if (_activeTiles.Count == 1)
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{
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bool isLastTileLeaving;
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if (_isSurfacing)
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{
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// When surfacing, check if the bottom of the tile is above the top of the screen
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isLastTileLeaving = bottomTile.transform.position.y - tileHeight / 2 > _screenTop + _settings.TileSpawnBuffer;
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}
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else
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{
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// When descending, check if the top of the tile is below the bottom of the screen
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isLastTileLeaving = bottomTile.transform.position.y + tileHeight / 2 < _screenBottom - _settings.TileSpawnBuffer;
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}
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if (isLastTileLeaving)
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// If we have no active tiles and spawning is stopped, trigger the event
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if (_stopSpawning)
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{
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onLastTileLeft.Invoke();
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}
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}
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return;
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}
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bool shouldSpawn;
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float newY;
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if (_isSurfacing)
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{
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// When surfacing, spawn new tiles at the top
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float topEdge = bottomTile.transform.position.y + tileHeight / 2;
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shouldSpawn = topEdge < _screenTop + _settings.TileSpawnBuffer;
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newY = bottomTile.transform.position.y + tileHeight;
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}
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else
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{
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// When descending, spawn new tiles at the bottom
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float bottomEdge = bottomTile.transform.position.y - tileHeight / 2;
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shouldSpawn = bottomEdge > _screenBottom - _settings.TileSpawnBuffer;
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newY = bottomTile.transform.position.y - tileHeight;
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else
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{
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GameObject bottomTile = _activeTiles[^1];
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if (bottomTile == null)
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{
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_activeTiles.RemoveAt(_activeTiles.Count - 1);
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}
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else
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{
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// Get the tile height once to use in all calculations
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float tileHeight = GetTileHeight(bottomTile);
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// If we're in stop spawning mode, check if last tile is leaving
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if (_stopSpawning)
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{
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// Check if this is the last tile, and if it's about to leave the screen
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if (_activeTiles.Count == 1)
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{
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bool isLastTileLeaving;
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if (_isSurfacing)
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{
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// When surfacing, check if bottom of tile is above top of screen
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isLastTileLeaving = bottomTile.transform.position.y - tileHeight / 2 > _screenTop + _settings.TileSpawnBuffer;
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}
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else
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{
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// When descending, check if top of tile is below bottom of screen
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isLastTileLeaving = bottomTile.transform.position.y + tileHeight / 2 < _screenBottom - _settings.TileSpawnBuffer;
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}
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if (isLastTileLeaving)
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{
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onLastTileLeft.Invoke();
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}
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}
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}
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else
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{
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// Normal spawning mode
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bool shouldSpawn;
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float newY;
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if (_isSurfacing)
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{
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// When surfacing, spawn new tiles at the top
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float topEdge = bottomTile.transform.position.y + tileHeight / 2;
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shouldSpawn = topEdge < _screenTop + _settings.TileSpawnBuffer;
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newY = bottomTile.transform.position.y + tileHeight;
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}
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else
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{
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// When descending, spawn new tiles at the bottom
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float bottomEdge = bottomTile.transform.position.y - tileHeight / 2;
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shouldSpawn = bottomEdge > _screenBottom - _settings.TileSpawnBuffer;
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newY = bottomTile.transform.position.y - tileHeight;
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}
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if (shouldSpawn)
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{
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SpawnTileAtY(newY);
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}
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}
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}
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}
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// Wait for the next check interval
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yield return new WaitForSeconds(checkInterval);
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}
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if (shouldSpawn)
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{
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SpawnTileAtY(newY);
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}
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// Clear coroutine reference when stopped
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_tileSpawningCoroutine = null;
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}
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/// <summary>
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/// Handle increasing the movement speed over time
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/// Coroutine that handles increasing the movement speed over time
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/// </summary>
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private void HandleSpeedRamping()
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private IEnumerator SpeedRampingRoutine()
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{
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_speedUpTimer += Time.deltaTime;
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if (_speedUpTimer >= _settings.SpeedUpInterval)
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const float checkInterval = 1.0f; // Check once per second
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Debug.Log($"[TrenchTileSpawner] Started speed ramping coroutine with interval: {checkInterval}s");
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while (enabled && gameObject.activeInHierarchy && !_isPaused)
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{
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// Increase the base move speed up to the maximum
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_baseMoveSpeed = Mathf.Min(_baseMoveSpeed + _settings.SpeedUpFactor, _settings.MaxNormalizedMoveSpeed);
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_speedUpTimer = 0f;
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// Recalculate velocity with the new base speed
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CalculateVelocity();
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// Wait for the next check interval
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yield return new WaitForSeconds(checkInterval);
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}
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// Clear coroutine reference when stopped
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_speedRampingCoroutine = null;
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}
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/// <summary>
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||||
@@ -816,217 +950,5 @@ namespace Minigames.DivingForPictures
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||||
}
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||||
}
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}
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/// <summary>
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/// Starts the tile destruction coroutine and stores its reference
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/// </summary>
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private void StartTileDestructionCoroutine()
|
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{
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if (_tileDestructionCoroutine != null)
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{
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StopCoroutine(_tileDestructionCoroutine);
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}
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_tileDestructionCoroutine = StartCoroutine(TileDestructionCoroutine());
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}
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/// <summary>
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/// Coroutine that checks for tiles to destroy periodically
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/// </summary>
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private IEnumerator TileDestructionCoroutine()
|
||||
{
|
||||
const float checkInterval = 0.5f; // Check every half second as requested
|
||||
Debug.Log($"[TrenchTileSpawner] Started tile destruction coroutine with interval: {checkInterval}s");
|
||||
|
||||
while (enabled && gameObject.activeInHierarchy)
|
||||
{
|
||||
// Check and handle tile destruction
|
||||
if (_activeTiles.Count > 0)
|
||||
{
|
||||
GameObject topTile = _activeTiles[0];
|
||||
if (topTile == null)
|
||||
{
|
||||
_activeTiles.RemoveAt(0);
|
||||
}
|
||||
else
|
||||
{
|
||||
float tileHeight = GetTileHeight(topTile);
|
||||
|
||||
bool shouldDestroy;
|
||||
if (_isSurfacing)
|
||||
{
|
||||
// When surfacing, destroy tiles at the bottom
|
||||
shouldDestroy = topTile.transform.position.y + tileHeight / 2 < _screenBottom - _settings.TileSpawnBuffer;
|
||||
}
|
||||
else
|
||||
{
|
||||
// When descending, destroy tiles at the top
|
||||
shouldDestroy = topTile.transform.position.y - tileHeight / 2 > _screenTop + _settings.TileSpawnBuffer;
|
||||
}
|
||||
|
||||
if (shouldDestroy)
|
||||
{
|
||||
_activeTiles.RemoveAt(0);
|
||||
onTileDestroyed?.Invoke(topTile);
|
||||
|
||||
if (_devSettings != null && _devSettings.TrenchTileUseObjectPooling && _tilePool != null)
|
||||
{
|
||||
// Find the prefab index for this tile
|
||||
int prefabIndex = GetPrefabIndex(topTile);
|
||||
if (prefabIndex >= 0)
|
||||
{
|
||||
_tilePool.ReturnTile(topTile, prefabIndex);
|
||||
}
|
||||
else
|
||||
{
|
||||
Destroy(topTile);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
Destroy(topTile);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Wait for the next check interval
|
||||
yield return new WaitForSeconds(checkInterval);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Starts the tile spawning coroutine and stores its reference
|
||||
/// </summary>
|
||||
private void StartTileSpawningCoroutine()
|
||||
{
|
||||
if (_tileSpawningCoroutine != null)
|
||||
{
|
||||
StopCoroutine(_tileSpawningCoroutine);
|
||||
}
|
||||
_tileSpawningCoroutine = StartCoroutine(TileSpawningCoroutine());
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Coroutine that checks if new tiles need to be spawned periodically
|
||||
/// </summary>
|
||||
private IEnumerator TileSpawningCoroutine()
|
||||
{
|
||||
const float checkInterval = 0.2f; // Check every half second as requested
|
||||
Debug.Log($"[TrenchTileSpawner] Started tile spawning coroutine with interval: {checkInterval}s");
|
||||
|
||||
while (enabled && gameObject.activeInHierarchy)
|
||||
{
|
||||
// Check if we need to spawn new tiles
|
||||
if (_activeTiles.Count == 0)
|
||||
{
|
||||
// If we have no active tiles and spawning is stopped, trigger the event
|
||||
if (_stopSpawning)
|
||||
{
|
||||
onLastTileLeft.Invoke();
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
GameObject bottomTile = _activeTiles[^1];
|
||||
if (bottomTile == null)
|
||||
{
|
||||
_activeTiles.RemoveAt(_activeTiles.Count - 1);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Get the tile height once to use in all calculations
|
||||
float tileHeight = GetTileHeight(bottomTile);
|
||||
|
||||
// If we're in stop spawning mode, check if last tile is leaving
|
||||
if (_stopSpawning)
|
||||
{
|
||||
// Check if this is the last tile, and if it's about to leave the screen
|
||||
if (_activeTiles.Count == 1)
|
||||
{
|
||||
bool isLastTileLeaving;
|
||||
|
||||
if (_isSurfacing)
|
||||
{
|
||||
// When surfacing, check if bottom of tile is above top of screen
|
||||
isLastTileLeaving = bottomTile.transform.position.y - tileHeight / 2 > _screenTop + _settings.TileSpawnBuffer;
|
||||
}
|
||||
else
|
||||
{
|
||||
// When descending, check if top of tile is below bottom of screen
|
||||
isLastTileLeaving = bottomTile.transform.position.y + tileHeight / 2 < _screenBottom - _settings.TileSpawnBuffer;
|
||||
}
|
||||
|
||||
if (isLastTileLeaving)
|
||||
{
|
||||
onLastTileLeft.Invoke();
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Normal spawning mode
|
||||
bool shouldSpawn;
|
||||
float newY;
|
||||
|
||||
if (_isSurfacing)
|
||||
{
|
||||
// When surfacing, spawn new tiles at the top
|
||||
float topEdge = bottomTile.transform.position.y + tileHeight / 2;
|
||||
shouldSpawn = topEdge < _screenTop + _settings.TileSpawnBuffer;
|
||||
newY = bottomTile.transform.position.y + tileHeight;
|
||||
}
|
||||
else
|
||||
{
|
||||
// When descending, spawn new tiles at the bottom
|
||||
float bottomEdge = bottomTile.transform.position.y - tileHeight / 2;
|
||||
shouldSpawn = bottomEdge > _screenBottom - _settings.TileSpawnBuffer;
|
||||
newY = bottomTile.transform.position.y - tileHeight;
|
||||
}
|
||||
|
||||
if (shouldSpawn)
|
||||
{
|
||||
SpawnTileAtY(newY);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Wait for the next check interval
|
||||
yield return new WaitForSeconds(checkInterval);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Starts the speed ramping coroutine and stores its reference
|
||||
/// </summary>
|
||||
private void StartSpeedRampingCoroutine()
|
||||
{
|
||||
if (_speedRampingCoroutine != null)
|
||||
{
|
||||
StopCoroutine(_speedRampingCoroutine);
|
||||
}
|
||||
_speedRampingCoroutine = StartCoroutine(SpeedRampingCoroutine());
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Coroutine that handles increasing the movement speed over time
|
||||
/// </summary>
|
||||
private IEnumerator SpeedRampingCoroutine()
|
||||
{
|
||||
const float checkInterval = 1.0f; // Check once per second as requested
|
||||
Debug.Log($"[TrenchTileSpawner] Started speed ramping coroutine with interval: {checkInterval}s");
|
||||
|
||||
while (enabled && gameObject.activeInHierarchy)
|
||||
{
|
||||
// Increase the base move speed up to the maximum
|
||||
_baseMoveSpeed = Mathf.Min(_baseMoveSpeed + _settings.SpeedUpFactor, _settings.MaxNormalizedMoveSpeed);
|
||||
|
||||
// Recalculate velocity with the new base speed
|
||||
CalculateVelocity();
|
||||
|
||||
// Wait for the next check interval
|
||||
yield return new WaitForSeconds(checkInterval);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user