Merge branch 'main' of https://homelab.tailf7f81b.ts.net/tschesky/AppleHillsProduction
This commit is contained in:
@@ -1,7 +1,7 @@
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using Core.Settings;
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using AppleHills.Core.Settings;
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using UnityEngine;
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namespace AppleHills.Core.Settings
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namespace Core.Settings
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{
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/// <summary>
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/// Settings related to minigames
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@@ -139,6 +139,12 @@ namespace AppleHills.Core.Settings
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[Header("Photo Input")]
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[Tooltip("Input mode for photo taking sequence")]
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[SerializeField] private PhotoInputModes photoInputMode = PhotoInputModes.Tap;
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[Tooltip("Photo taking mode - whether photo sequence is triggered by input or automatically")]
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[SerializeField] private PhotoTakingMode photoTakingMode = PhotoTakingMode.Input;
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[Tooltip("Delay before automatic photo when PhotoTakingMode is Automatic (in seconds)")]
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[SerializeField] private float autoPhotoDelay = 0.5f;
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[Tooltip("Padding factor to add space around the monster (1.0 = exact size, 1.2 = 20% extra)")]
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[SerializeField] private float paddingFactor = 1.2f;
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@@ -222,6 +228,8 @@ namespace AppleHills.Core.Settings
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public float MaxSizePercent => maxSizePercent;
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public float MinSizePercent => minSizePercent;
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public PhotoInputModes PhotoInputMode => photoInputMode;
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public PhotoTakingMode PhotoTakingMode => photoTakingMode;
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public float AutoPhotoDelay => autoPhotoDelay;
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public override void OnValidate()
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{
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@@ -294,6 +302,9 @@ namespace AppleHills.Core.Settings
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{
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viewfinderProgressThresholds[i] = Mathf.Clamp01(viewfinderProgressThresholds[i]);
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}
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// Validate photo taking settings
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autoPhotoDelay = Mathf.Max(0f, autoPhotoDelay);
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}
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}
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}
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@@ -14,6 +14,15 @@ namespace Core.Settings
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Hold // New hold-based input
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}
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/// <summary>
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/// Enum defining when photos are taken
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/// </summary>
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public enum PhotoTakingMode
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{
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Input, // Player must tap/hold to initiate photo sequence
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Automatic // Photos are taken automatically when player enters range
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}
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/// <summary>
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/// Interface for player movement settings (used by all player controllers)
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/// </summary>
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@@ -149,6 +158,10 @@ namespace Core.Settings
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float MaxSizePercent { get; }
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public float MinSizePercent { get; }
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public PhotoInputModes PhotoInputMode { get; }
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// Photo Taking Mode
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PhotoTakingMode PhotoTakingMode { get; } // Whether photos are taken via input or automatically
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float AutoPhotoDelay { get; } // Delay before automatic photo (when PhotoTakingMode is Automatic)
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}
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/// <summary>
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@@ -1,4 +1,4 @@
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using AppleHills.Core.Interfaces;
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using AppleHills.Core.Interfaces;
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using Cinematics;
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using Core;
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using Core.Lifecycle;
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@@ -44,7 +44,7 @@ namespace Minigames.DivingForPictures
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private float _currentSpawnProbability;
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private float _lastSpawnTime = -100f;
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private float _timeSinceLastSpawn = 0f;
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private List<Monster> _activeMonsters = new List<Monster>();
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private List<Monster.Monster> _activeMonsters = new List<Monster.Monster>();
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// Velocity management
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// Velocity state tracking
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@@ -59,8 +59,8 @@ namespace Minigames.DivingForPictures
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// Events
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public event Action<int> OnScoreChanged;
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public event Action<Monster> OnMonsterSpawned;
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public event Action<Monster, int> OnPictureTaken;
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public event Action<Monster.Monster> OnMonsterSpawned;
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public event Action<Monster.Monster, int> OnPictureTaken;
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public event Action<float> OnSpawnProbabilityChanged;
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public event Action OnGameOver;
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public event Action<int> OnRopeBroken; // Passes remaining ropes count
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@@ -86,15 +86,16 @@ namespace Minigames.DivingForPictures
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// Photo sequence state
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private bool _isPhotoSequenceActive = false;
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private Monster _currentPhotoTarget = null;
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private Monster.Monster _currentPhotoTarget = null;
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private float _capturedProximity = 0f;
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private Coroutine _autoPhotoCoroutine = null; // Coroutine for automatic photo taking
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// List of components to exempt from pausing during photo sequence
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private List<IPausable> _exemptFromPhotoSequencePausing = new List<IPausable>();
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// Photo sequence events
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public event Action<Monster> OnPhotoSequenceStarted;
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public event Action<Monster, float> OnPhotoSequenceCompleted; // Now includes proximity score
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public event Action<Monster.Monster> OnPhotoSequenceStarted;
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public event Action<Monster.Monster, float> OnPhotoSequenceCompleted; // Now includes proximity score
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private static DivingGameManager _instance = null;
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@@ -151,6 +152,7 @@ namespace Minigames.DivingForPictures
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viewfinderManager.OnProximityUpdated += OnProximityUpdated;
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viewfinderManager.OnViewfinderTappedDuringAnimation += OnViewfinderTappedDuringAnimation;
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viewfinderManager.OnReverseAnimationStarted += OnReverseAnimationStarted;
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viewfinderManager.OnPerfectPositionReached += OnPerfectPositionReached;
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// TODO: Give this a second look and make sure this is correct
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// Add the viewfinder manager to exempt list to ensure it keeps working during photo sequences
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@@ -183,6 +185,7 @@ namespace Minigames.DivingForPictures
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viewfinderManager.OnProximityUpdated -= OnProximityUpdated;
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viewfinderManager.OnViewfinderTappedDuringAnimation -= OnViewfinderTappedDuringAnimation;
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viewfinderManager.OnReverseAnimationStarted -= OnReverseAnimationStarted;
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viewfinderManager.OnPerfectPositionReached -= OnPerfectPositionReached;
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}
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}
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@@ -255,7 +258,7 @@ namespace Minigames.DivingForPictures
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// Instantiate monster at spawn point position
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GameObject monsterObj = Instantiate(prefab, spawnPoint.position, Quaternion.identity);
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Monster monster = monsterObj.GetComponent<Monster>();
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Monster.Monster monster = monsterObj.GetComponent<Monster.Monster>();
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if (monster != null)
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{
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@@ -281,7 +284,7 @@ namespace Minigames.DivingForPictures
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}
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}
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private void DoPictureTaken(Monster monster)
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private void DoPictureTaken(Monster.Monster monster)
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{
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// Calculate points based on depth
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int depthBonus = Mathf.FloorToInt(Mathf.Abs(monster.transform.position.y) * _settings.DepthMultiplier);
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@@ -838,14 +841,57 @@ namespace Minigames.DivingForPictures
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component.DoResume();
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}
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// Change input mode to UI when menu is open
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InputManager.Instance.SetInputMode(InputMode.GameAndUI);
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// Restore game input mode
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InputManager.Instance.SetInputMode(InputMode.Game);
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Logging.Debug($"[DivingGameManager] Game resumed. Resumed {_pausableComponents.Count} components.");
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}
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#region Photo Sequence Methods
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/// <summary>
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/// Coroutine to automatically take a photo after a configured delay
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/// </summary>
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private IEnumerator AutomaticPhotoSequence(Monster.Monster monster)
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{
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// Wait for the configured delay
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yield return new WaitForSeconds(_settings.AutoPhotoDelay);
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// Check if monster is still valid and player is still in range
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if (monster != null && monster.IsPlayerInDetectionRange && !_isPhotoSequenceActive && !monster.IsPictureTaken)
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{
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// Start photo sequence automatically
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_isPhotoSequenceActive = true;
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_currentPhotoTarget = monster;
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// Pause the game
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DoPause(false);
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// Mark monster as in photo sequence
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monster.SetPhotoSequenceInProgress();
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// Reset captured proximity
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_capturedProximity = 0f;
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// Notify listeners
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OnPhotoSequenceStarted?.Invoke(monster);
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// Start the viewfinder animation
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if (viewfinderManager != null)
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{
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viewfinderManager.StartViewfinderSequence(monster.transform);
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Logging.Debug($"[DivingGameManager] Automatically started photo sequence for monster {monster.name}");
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}
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else
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{
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Debug.LogError("[DivingGameManager] No ViewfinderManager available!");
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CompletePhotoSequence();
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}
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}
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_autoPhotoCoroutine = null;
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}
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/// <summary>
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/// Called when the viewfinder animation phase changes to reverse (zoom out)
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/// </summary>
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@@ -854,6 +900,22 @@ namespace Minigames.DivingForPictures
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Logging.Debug("[DivingGameManager] Viewfinder animation entering reverse (zoom-out) phase");
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}
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/// <summary>
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/// Called when the viewfinder reaches perfect position (end of zoom-in phase)
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/// In automatic mode, this triggers the photo capture
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/// </summary>
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private void OnPerfectPositionReached()
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{
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Logging.Debug("[DivingGameManager] Viewfinder reached perfect position");
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// In automatic mode, take the photo when perfect position is reached
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if (_settings.PhotoTakingMode == PhotoTakingMode.Automatic && _isPhotoSequenceActive)
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{
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Logging.Debug("[DivingGameManager] Automatic mode - taking photo at perfect position");
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TakePicture();
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}
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}
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/// <summary>
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/// Called when proximity value is updated during animation
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/// </summary>
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@@ -888,6 +950,12 @@ namespace Minigames.DivingForPictures
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if (!_isPhotoSequenceActive || _currentPhotoTarget == null)
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return;
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// Stop the viewfinder animation if it's still running
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if (viewfinderManager != null)
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{
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viewfinderManager.StopViewfinderAnimation();
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}
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// Notify the monster that its picture was taken
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_currentPhotoTarget.NotifyPictureTaken();
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@@ -914,7 +982,7 @@ namespace Minigames.DivingForPictures
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/// <summary>
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/// Calculates the score for a picture based on proximity to target and monster depth
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/// </summary>
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private void CalculateScore(Monster monster, float proximity)
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private void CalculateScore(Monster.Monster monster, float proximity)
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{
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if (monster == null) return;
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@@ -1035,7 +1103,7 @@ namespace Minigames.DivingForPictures
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#endregion
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private void DoMonsterSpawned(Monster monster)
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private void DoMonsterSpawned(Monster.Monster monster)
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{
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if (monster != null)
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{
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@@ -1049,7 +1117,7 @@ namespace Minigames.DivingForPictures
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}
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}
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private void DoMonsterDespawned(Monster monster)
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private void DoMonsterDespawned(Monster.Monster monster)
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{
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// Remove from active list
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_activeMonsters.Remove(monster);
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@@ -1064,29 +1132,47 @@ namespace Minigames.DivingForPictures
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}
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// Handles player entering monster detection range
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private void OnPlayerEnterMonsterRange(Monster monster)
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private void OnPlayerEnterMonsterRange(Monster.Monster monster)
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{
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if (monster != null && !_isPhotoSequenceActive)
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{
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// Store current target for later use
|
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_currentPhotoTarget = monster;
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|
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// Show the full-screen viewfinder (first step in two-step process)
|
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if (viewfinderManager != null)
|
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// Check the photo taking mode from settings
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if (_settings.PhotoTakingMode == PhotoTakingMode.Automatic)
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{
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viewfinderManager.ShowFullScreenViewfinder();
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Logging.Debug($"[DivingGameManager] Player entered range of monster {monster.name}, showing full-screen viewfinder");
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// Automatic mode: Start coroutine to automatically take photo after delay
|
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_autoPhotoCoroutine = StartCoroutine(AutomaticPhotoSequence(monster));
|
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Logging.Debug($"[DivingGameManager] Player entered range of monster {monster.name}, starting automatic photo sequence");
|
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}
|
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else
|
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{
|
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// Input mode: Show the full-screen viewfinder (first step in two-step process)
|
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if (viewfinderManager != null)
|
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{
|
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viewfinderManager.ShowFullScreenViewfinder();
|
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Logging.Debug($"[DivingGameManager] Player entered range of monster {monster.name}, showing full-screen viewfinder");
|
||||
}
|
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}
|
||||
}
|
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}
|
||||
|
||||
// Handles player exiting monster detection range
|
||||
private void OnPlayerExitMonsterRange(Monster monster)
|
||||
private void OnPlayerExitMonsterRange(Monster.Monster monster)
|
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{
|
||||
// Only hide viewfinder if we're not already in a photo sequence
|
||||
if (!_isPhotoSequenceActive && monster == _currentPhotoTarget)
|
||||
{
|
||||
// Hide the viewfinder
|
||||
// Cancel automatic photo coroutine if it's running
|
||||
if (_autoPhotoCoroutine != null)
|
||||
{
|
||||
StopCoroutine(_autoPhotoCoroutine);
|
||||
_autoPhotoCoroutine = null;
|
||||
Logging.Debug($"[DivingGameManager] Player exited range, cancelled automatic photo sequence");
|
||||
}
|
||||
|
||||
// Hide the viewfinder (only relevant for input mode)
|
||||
if (viewfinderManager != null)
|
||||
{
|
||||
viewfinderManager.HideViewfinder();
|
||||
|
||||
@@ -44,7 +44,7 @@ namespace Minigames.DivingForPictures
|
||||
}
|
||||
}
|
||||
|
||||
private void ShowScorePopup(Monster monster, int points)
|
||||
private void ShowScorePopup(Monster.Monster monster, int points)
|
||||
{
|
||||
if (scorePopupPrefab == null) return;
|
||||
|
||||
|
||||
@@ -1,23 +1,24 @@
|
||||
using AudioSourceEvents;
|
||||
using Core;
|
||||
using System;
|
||||
using System;
|
||||
using System.Collections;
|
||||
using AudioSourceEvents;
|
||||
using Core;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Audio;
|
||||
|
||||
namespace Minigames.DivingForPictures
|
||||
namespace Minigames.DivingForPictures.Monster
|
||||
{
|
||||
public class Monster : MonoBehaviour
|
||||
{
|
||||
[Header("References")]
|
||||
[SerializeField] private CircleCollider2D detectionCollider;
|
||||
[SerializeField] private GameObject proximityIndicator; // Visual sprite showing detection range
|
||||
|
||||
private bool pictureAlreadyTaken = false;
|
||||
private bool photoSequenceInProgress = false;
|
||||
private UnityEngine.Camera mainCamera;
|
||||
private bool _pictureAlreadyTaken = false;
|
||||
private bool _photoSequenceInProgress = false;
|
||||
private Camera _mainCamera;
|
||||
|
||||
// Track if player is in detection range
|
||||
private bool playerInDetectionRange = false;
|
||||
private bool _playerInDetectionRange = false;
|
||||
|
||||
// Events
|
||||
public event Action<Monster> OnMonsterDespawned;
|
||||
@@ -26,18 +27,18 @@ namespace Minigames.DivingForPictures
|
||||
|
||||
// Properties
|
||||
public float PictureRadius => detectionCollider != null ? detectionCollider.radius : 0f;
|
||||
public bool IsPhotoSequenceInProgress => photoSequenceInProgress;
|
||||
public bool IsPlayerInDetectionRange => playerInDetectionRange;
|
||||
public bool IsPictureTaken => pictureAlreadyTaken;
|
||||
public bool IsPhotoSequenceInProgress => _photoSequenceInProgress;
|
||||
public bool IsPlayerInDetectionRange => _playerInDetectionRange;
|
||||
public bool IsPictureTaken => _pictureAlreadyTaken;
|
||||
|
||||
public enum MonsterSounds
|
||||
{Hello, RareBeast, Pooping,Smile,Whatsup1, Whatsup2}
|
||||
private AudioSource _audioSource;
|
||||
public AudioResource[] monsterClips;
|
||||
private AudioSource playerAudioSource;
|
||||
private AudioSource _playerAudioSource;
|
||||
public AudioResource monsterSpottedAudio;
|
||||
private IAudioEventSource _eventSource;
|
||||
private GameObject playerObject;
|
||||
private GameObject _playerObject;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
@@ -46,37 +47,37 @@ namespace Minigames.DivingForPictures
|
||||
if (detectionCollider == null)
|
||||
detectionCollider = GetComponent<CircleCollider2D>();
|
||||
|
||||
mainCamera = UnityEngine.Camera.main;
|
||||
_mainCamera = UnityEngine.Camera.main;
|
||||
_audioSource = GetComponent<AudioSource>();
|
||||
|
||||
|
||||
playerObject = GameObject.FindGameObjectsWithTag("Player")[0];
|
||||
playerAudioSource = playerObject.GetComponent<AudioSource>();
|
||||
_eventSource = playerAudioSource.RequestEventHandlers();
|
||||
_eventSource.AudioStopped += playerAudioDone;
|
||||
_playerObject = GameObject.FindGameObjectsWithTag("Player")[0];
|
||||
_playerAudioSource = _playerObject.GetComponent<AudioSource>();
|
||||
_eventSource = _playerAudioSource.RequestEventHandlers();
|
||||
_eventSource.AudioStopped += PlayerAudioDone;
|
||||
|
||||
|
||||
// Start checking if monster is off-screen
|
||||
StartCoroutine(CheckIfOffScreen());
|
||||
}
|
||||
|
||||
private void playerAudioDone(object sender, EventArgs e)
|
||||
private void PlayerAudioDone(object sender, EventArgs e)
|
||||
{
|
||||
_audioSource.Play();
|
||||
}
|
||||
|
||||
private void OnEnable()
|
||||
{
|
||||
playerAudioSource.resource = monsterSpottedAudio;
|
||||
playerAudioSource.Play();
|
||||
pictureAlreadyTaken = false;
|
||||
photoSequenceInProgress = false;
|
||||
_playerAudioSource.resource = monsterSpottedAudio;
|
||||
_playerAudioSource.Play();
|
||||
_pictureAlreadyTaken = false;
|
||||
_photoSequenceInProgress = false;
|
||||
}
|
||||
|
||||
private void OnDestroy()
|
||||
{
|
||||
Logging.Debug("Monster destroyed: " + gameObject.name);
|
||||
_eventSource.AudioStopped -= playerAudioDone;
|
||||
_eventSource.AudioStopped -= PlayerAudioDone;
|
||||
}
|
||||
|
||||
private IEnumerator CheckIfOffScreen()
|
||||
@@ -97,15 +98,15 @@ namespace Minigames.DivingForPictures
|
||||
|
||||
private bool IsVisibleToCamera()
|
||||
{
|
||||
if (mainCamera == null)
|
||||
mainCamera = UnityEngine.Camera.main;
|
||||
if (_mainCamera == null)
|
||||
_mainCamera = UnityEngine.Camera.main;
|
||||
|
||||
if (mainCamera == null)
|
||||
if (_mainCamera == null)
|
||||
return false;
|
||||
|
||||
// Get the world position (will account for parent movement)
|
||||
Vector3 worldPosition = transform.position;
|
||||
Vector3 viewportPoint = mainCamera.WorldToViewportPoint(worldPosition);
|
||||
Vector3 viewportPoint = _mainCamera.WorldToViewportPoint(worldPosition);
|
||||
|
||||
// If z is negative, the object is behind the camera
|
||||
if (viewportPoint.z < 0)
|
||||
@@ -129,10 +130,14 @@ namespace Minigames.DivingForPictures
|
||||
|
||||
private void OnTriggerEnter2D(Collider2D other)
|
||||
{
|
||||
// Don't trigger if picture already taken - prevents re-triggering photo sequence
|
||||
if (_pictureAlreadyTaken)
|
||||
return;
|
||||
|
||||
// Check if it's the player
|
||||
if (other.CompareTag("Player") && !pictureAlreadyTaken)
|
||||
if (other.CompareTag("Player"))
|
||||
{
|
||||
playerInDetectionRange = true;
|
||||
_playerInDetectionRange = true;
|
||||
// Fire the event so the game manager can display the viewfinder without pausing
|
||||
OnPlayerEnterDetectionRange?.Invoke(this);
|
||||
}
|
||||
@@ -140,10 +145,14 @@ namespace Minigames.DivingForPictures
|
||||
|
||||
private void OnTriggerExit2D(Collider2D other)
|
||||
{
|
||||
// Don't trigger if picture already taken
|
||||
if (_pictureAlreadyTaken)
|
||||
return;
|
||||
|
||||
// Check if it's the player
|
||||
if (other.CompareTag("Player"))
|
||||
{
|
||||
playerInDetectionRange = false;
|
||||
_playerInDetectionRange = false;
|
||||
// Fire the event so the game manager can hide the viewfinder
|
||||
OnPlayerExitDetectionRange?.Invoke(this);
|
||||
}
|
||||
@@ -154,8 +163,8 @@ namespace Minigames.DivingForPictures
|
||||
/// </summary>
|
||||
public void SetPhotoSequenceInProgress(bool inProgress = true)
|
||||
{
|
||||
if (pictureAlreadyTaken) return;
|
||||
photoSequenceInProgress = inProgress;
|
||||
if (_pictureAlreadyTaken) return;
|
||||
_photoSequenceInProgress = inProgress;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -164,10 +173,19 @@ namespace Minigames.DivingForPictures
|
||||
/// </summary>
|
||||
public void NotifyPictureTaken()
|
||||
{
|
||||
if (pictureAlreadyTaken) return;
|
||||
if (_pictureAlreadyTaken) return;
|
||||
|
||||
pictureAlreadyTaken = true;
|
||||
photoSequenceInProgress = false;
|
||||
_pictureAlreadyTaken = true;
|
||||
_photoSequenceInProgress = false;
|
||||
|
||||
// Destroy the proximity indicator visual
|
||||
if (proximityIndicator != null)
|
||||
{
|
||||
Destroy(proximityIndicator);
|
||||
proximityIndicator = null;
|
||||
}
|
||||
|
||||
Logging.Debug($"[Monster] {gameObject.name} picture taken, collider still enabled for debugging");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
||||
@@ -1,7 +1,6 @@
|
||||
using UnityEngine;
|
||||
using System;
|
||||
using System.Collections;
|
||||
using AppleHills.Core.Settings;
|
||||
using Core;
|
||||
using Core.Settings;
|
||||
using UnityEngine.Audio;
|
||||
@@ -71,6 +70,7 @@ namespace Minigames.DivingForPictures.PictureCamera
|
||||
public event Action OnAnimationStarted;
|
||||
public event Action OnAnimationCompleted;
|
||||
public event Action OnReverseAnimationStarted; // New event for when zoom-out phase starts
|
||||
public event Action OnPerfectPositionReached; // New event for when viewfinder reaches perfect position (end of zoom-in)
|
||||
public event Action<float> OnProximityUpdated; // New event for proximity updates
|
||||
public event Action<float> OnProgressThresholdReached; // Fires at configured thresholds (25%, 50%, etc.)
|
||||
public event Action OnViewfinderTapped; // Event when viewfinder is tapped during normal display
|
||||
@@ -308,8 +308,16 @@ namespace Minigames.DivingForPictures.PictureCamera
|
||||
|
||||
if (viewfinderInstance != null)
|
||||
{
|
||||
// Remove input override before destroying
|
||||
if (viewfinderComponent != null)
|
||||
{
|
||||
viewfinderComponent.RemoveInputOverride();
|
||||
}
|
||||
|
||||
Destroy(viewfinderInstance);
|
||||
viewfinderInstance = null;
|
||||
viewfinderComponent = null;
|
||||
viewfinderRectTransform = null;
|
||||
}
|
||||
|
||||
isAnimating = false;
|
||||
@@ -484,8 +492,17 @@ namespace Minigames.DivingForPictures.PictureCamera
|
||||
{
|
||||
if (viewfinderInstance != null)
|
||||
{
|
||||
// Remove input override before destroying old viewfinder
|
||||
if (viewfinderComponent != null)
|
||||
{
|
||||
viewfinderComponent.RemoveInputOverride();
|
||||
}
|
||||
|
||||
// Already showing a viewfinder, destroy it first
|
||||
Destroy(viewfinderInstance);
|
||||
viewfinderInstance = null;
|
||||
viewfinderComponent = null;
|
||||
viewfinderRectTransform = null;
|
||||
}
|
||||
|
||||
if (settings.ViewfinderPrefab == null)
|
||||
@@ -712,6 +729,9 @@ namespace Minigames.DivingForPictures.PictureCamera
|
||||
currentProximity = 1.0f; // At target
|
||||
OnProximityUpdated?.Invoke(currentProximity);
|
||||
|
||||
// Fire event that we've reached perfect position
|
||||
OnPerfectPositionReached?.Invoke();
|
||||
|
||||
// Brief pause at target
|
||||
yield return new WaitForSecondsRealtime(0.2f);
|
||||
|
||||
|
||||
Reference in New Issue
Block a user