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

@@ -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);
}
}
}
}
}