All settings migrated, stuff should work

This commit is contained in:
2025-09-24 15:28:13 +02:00
parent aeaa977294
commit 0ea7e7ca84
5 changed files with 21 additions and 9 deletions

View File

@@ -10,7 +10,7 @@ namespace AppleHills.Core.Settings.Editor
{
private Vector2 scrollPosition;
private List<BaseSettings> allSettings = new List<BaseSettings>();
private string[] tabNames = new string[] { "Player & Follower", "Interaction & Items", "Minigames" };
private string[] tabNames = new string[] { "Player & Follower", "Interaction & Items", "Diving Minigame" };
private int selectedTab = 0;
private Dictionary<string, SerializedObject> serializedSettingsObjects = new Dictionary<string, SerializedObject>();
private GUIStyle headerStyle;
@@ -47,7 +47,7 @@ namespace AppleHills.Core.Settings.Editor
// If any settings are missing, create them
CreateSettingsIfMissing<PlayerFollowerSettings>("PlayerFollowerSettings");
CreateSettingsIfMissing<InteractionSettings>("InteractionSettings");
CreateSettingsIfMissing<DivingMinigameSettings>("MinigameSettings");
CreateSettingsIfMissing<DivingMinigameSettings>("DivingMinigameSettings");
}
private void CreateSettingsIfMissing<T>(string fileName) where T : BaseSettings

View File

@@ -390,10 +390,12 @@ namespace Minigames.DivingForPictures
GameObject playerObject = GameObject.FindGameObjectWithTag("Player");
if (playerObject != null)
{
// Disable all components except Transform and Animator on the player object (not its children)
// Disable all components except Transform, Animator, and PlayerBlinkBehavior on the player object
foreach (Component component in playerObject.GetComponents<Component>())
{
if (!(component is Transform) && !(component is Animator))
if (!(component is Transform) &&
!(component is Animator) &&
!(component is PlayerBlinkBehavior))
{
if (component is Behaviour behaviour)
{
@@ -405,7 +407,7 @@ namespace Minigames.DivingForPictures
// Start coroutine to reset X position to 0 over 1 second
StartCoroutine(ResetPlayerPosition(playerObject.transform));
Debug.Log("[DivingGameManager] Disabled player components (keeping Animator) and resetting position");
Debug.Log("[DivingGameManager] Disabled player components (keeping Animator and PlayerBlinkBehavior) and resetting position");
}
// 3. Find bubble spawner and slow down existing bubbles (no velocity management needed)

View File

@@ -254,7 +254,17 @@ namespace Minigames.DivingForPictures
/// </summary>
protected virtual void UpdateControllerTarget()
{
// This would normally be implemented in derived classes if needed
if (playerController != null && playerCharacter != null)
{
// Use reflection to update the private _targetFingerX field
var targetField = typeof(PlayerController)
.GetField("_targetFingerX", System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance);
if (targetField != null)
{
targetField.SetValue(playerController, playerCharacter.transform.position.x);
}
}
}
}
}

View File

@@ -10,15 +10,15 @@ MonoBehaviour:
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 0ce4dba7a1c54e73b1b3d7131a1c0570, type: 3}
m_Name: MinigameSettings
m_Name: DivingMinigameSettings
m_EditorClassIdentifier:
lerpSpeed: 2
maxOffset: 10
clampXMin: -3.5
clampXMax: 3.5
speedExponent: 0.97
tapMaxDistance: 0.5
tapDecelerationRate: 5
tapMaxDistance: 0.2
tapDecelerationRate: 15
baseSpawnProbability: 0.2
maxSpawnProbability: 0.5
probabilityIncreaseRate: 0.01