Commmit minigame and tile logic

This commit is contained in:
2025-10-10 14:45:23 +02:00
parent 6b1eb45490
commit 1fe48c995b
9 changed files with 433 additions and 59 deletions

View File

@@ -989,15 +989,15 @@ PolygonCollider2D:
m_AutoTiling: 0
m_Points:
m_Paths:
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m_UseDelaunayMesh: 0
--- !u!50 &747976403
Rigidbody2D:
@@ -1940,6 +1940,50 @@ MonoBehaviour:
ropeDamping: 0.3
initialSeparationDistance: 0.1
initialFallImpulse: 2
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@@ -1985,24 +2029,38 @@ MonoBehaviour:
m_Name:
m_EditorClassIdentifier:
tilePrefabs:
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- {fileID: 2956826569642009690, guid: 9526b05f428f464459def30747966859, type: 3}
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initialTilePrefab: {fileID: 2956826569642009690, guid: c6ea8519596514e4dbf0f3e02ce14a2c, type: 3}
onTileSpawned:
m_PersistentCalls:
m_Calls: []
@@ -2012,6 +2070,22 @@ MonoBehaviour:
onLastTileLeft:
m_PersistentCalls:
m_Calls: []
depthDifficultyRanges:
- minDepth: 0
maxDepth: 10
difficulty: 1
- minDepth: 11
maxDepth: 20
difficulty: 2
- minDepth: 21
maxDepth: 30
difficulty: 3
- minDepth: 31
maxDepth: 40
difficulty: 4
- minDepth: 41
maxDepth: 2147483647
difficulty: 5
--- !u!1 &1834056336
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@@ -2335,3 +2409,4 @@ SceneRoots:
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View File

@@ -131,7 +131,7 @@ namespace AppleHills.Core.Settings
[SerializeField] private LayerMask playerObstacleLayerMask = -1;
[Tooltip("Whether to block player input during damage immunity period")]
[SerializeField] private bool blockInputDuringImmunity = true;
[SerializeField] private bool blockInputDuringImmunity;
[Tooltip("Type of bump response: 0=Impulse, 1=SmoothToCenter")]
[SerializeField] private BumpMode bumpMode = BumpMode.Impulse;

View File

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@@ -0,0 +1,16 @@
using UnityEngine;
public class decorationSpawner : MonoBehaviour
{
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{
}
// Update is called once per frame
void Update()
{
}
}

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@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 711fdad9f8a4ece45aeed22006b3e4f4

View File

@@ -6,6 +6,29 @@
/// </summary>
public class Tile : MonoBehaviour
{
[Header("Path In")]
public bool pathInLeft;
public bool pathInCenter;
public bool pathInRight;
[Header("Path Out")]
public bool pathOutLeft;
public bool pathOutCenter;
public bool pathOutRight;
[Header("Difficulty")]
public int difficultyLevel; // 1 (easy) to 5 (hard)
// --- FLOATING AREA LOGIC ---
[Header("Middle Obstacle")]
// Indicates if this tile has a floating area in the middle
public bool hasFloatingAreaMiddle;
// Indicates if this tile continues a floating area in the middle
public bool continuesFloatingAreaMiddle;
// Indicates if this tile ends a floating area in the middle
public bool endsFloatingAreaMiddle;
// You can set these in the Inspector for each tile prefab to control floating area behavior
// This is primarily a marker component, but we could add tile-specific properties here if needed
// Optional: Add properties that might be useful for all tiles

View File

@@ -18,6 +18,10 @@ namespace Minigames.DivingForPictures
[Tooltip("List of possible trench tile prefabs.")]
[SerializeField] private List<GameObject> tilePrefabs;
[Header("Initial Tile")]
[Tooltip("Prefab for the initial trench tile. This will always be spawned first.")]
[SerializeField] private GameObject initialTilePrefab;
[Header("Events")]
[FormerlySerializedAs("OnTileSpawned")]
public UnityEvent<GameObject> onTileSpawned;
@@ -67,6 +71,44 @@ namespace Minigames.DivingForPictures
// Screen normalization
private float _screenNormalizationFactor = 1.0f;
// Tracks if a floating area in the middle is currently active
private bool isFloatingAreaActive = false;
// Current depth of the trench
private int _currentDepth = 0;
[System.Serializable]
public struct DepthDifficultyRange
{
public int minDepth;
public int maxDepth;
public int difficulty;
}
[Header("Difficulty Depths")]
[Tooltip("Configure depth ranges and their corresponding difficulty levels.")]
[SerializeField] private List<DepthDifficultyRange> depthDifficultyRanges = new List<DepthDifficultyRange>
{
new DepthDifficultyRange { minDepth = 0, maxDepth = 10, difficulty = 1 },
new DepthDifficultyRange { minDepth = 11, maxDepth = 20, difficulty = 2 },
new DepthDifficultyRange { minDepth = 21, maxDepth = 30, difficulty = 3 },
new DepthDifficultyRange { minDepth = 31, maxDepth = 40, difficulty = 4 },
new DepthDifficultyRange { minDepth = 41, maxDepth = int.MaxValue, difficulty = 5 }
};
public int CurrentDifficulty
{
get
{
foreach (var range in depthDifficultyRanges)
{
if (_currentDepth >= range.minDepth && _currentDepth <= range.maxDepth)
return range.difficulty;
}
return 1; // Default fallback
}
}
private void Awake()
{
_mainCamera = Camera.main;
@@ -213,7 +255,7 @@ namespace Minigames.DivingForPictures
if (prefab == null)
{
Debug.LogError("Null prefab found in tilePrefabs list!");
continue;
return;
}
Renderer renderer = prefab.GetComponentInChildren<Renderer>();
@@ -300,7 +342,14 @@ namespace Minigames.DivingForPictures
float prevHeight = GetTileHeight(prevTile);
y = prevTile.transform.position.y - prevHeight;
}
SpawnTileAtY(y);
if (i == 0 && initialTilePrefab != null)
{
SpawnSpecificTileAtY(initialTilePrefab, y);
}
else
{
SpawnTileAtY(y);
}
}
}
@@ -594,6 +643,89 @@ namespace Minigames.DivingForPictures
}
}
/// <summary>
/// Checks if two tiles are fully compatible for spawning, following clarified floating area rules.
/// </summary>
private bool AreTilesFullyCompatible(Tile prev, Tile next)
{
// Path compatibility: at least one path is open in both Out (prev) and In (next)
bool pathCompatible =
(prev.pathOutLeft && next.pathInLeft) ||
(prev.pathOutCenter && next.pathInCenter) ||
(prev.pathOutRight && next.pathInRight);
// --- Updated floating area rules ---
// Continue tile: can only spawn after Start, and must be followed by End
if (next.continuesFloatingAreaMiddle)
{
if (!prev.hasFloatingAreaMiddle)
return false;
}
// End tile: can only spawn after Start or Continue
if (next.endsFloatingAreaMiddle)
{
if (!(prev.hasFloatingAreaMiddle || prev.continuesFloatingAreaMiddle))
return false;
}
// After a Start tile, only Continue or End can follow
if (prev.hasFloatingAreaMiddle)
{
if (!(next.continuesFloatingAreaMiddle || next.endsFloatingAreaMiddle))
return false;
}
// After a Continue tile, only End can follow
if (prev.continuesFloatingAreaMiddle)
{
if (!next.endsFloatingAreaMiddle)
return false;
}
// Otherwise, normal tiles are always allowed
return pathCompatible;
}
/// <summary>
/// Gets a weighted random index among fully compatible tiles, prioritizing least recently used.
/// </summary>
private int GetWeightedCompatibleTileIndex(Tile prevTile)
{
var compatibleIndices = new List<int>();
int currentDifficulty = CurrentDifficulty;
for (int i = 0; i < tilePrefabs.Count; i++)
{
var candidateGO = tilePrefabs[i];
var candidate = candidateGO?.GetComponent<Tile>();
if (candidate == null) continue;
if (candidate.difficultyLevel > currentDifficulty) continue;
bool compatible = AreTilesFullyCompatible(prevTile, candidate);
if (compatible)
compatibleIndices.Add(i);
}
if (compatibleIndices.Count == 0)
{
Debug.LogError("No compatible tile found for previous tile and current difficulty. Spawning aborted.");
return -1;
}
List<float> weights = new List<float>(compatibleIndices.Count);
foreach (var i in compatibleIndices)
{
int lastUsed = _tileLastUsed.TryGetValue(i, out var value) ? value : -tilePrefabs.Count;
int age = _spawnCounter - lastUsed;
float weight = Mathf.Clamp(age, 1, tilePrefabs.Count * 2);
weights.Add(weight);
}
float totalWeight = 0f;
foreach (var weight in weights)
totalWeight += weight;
float randomValue = Random.value * totalWeight;
for (int idx = 0; idx < compatibleIndices.Count; idx++)
{
if (randomValue < weights[idx])
return compatibleIndices[idx];
randomValue -= weights[idx];
}
return compatibleIndices[Random.Range(0, compatibleIndices.Count)];
}
/// <summary>
/// Spawn a new tile at the specified Y position
/// </summary>
@@ -606,7 +738,32 @@ namespace Minigames.DivingForPictures
return;
}
int prefabIndex = GetWeightedRandomTileIndex();
int prefabIndex;
// First tile: any tile
if (_activeTiles.Count == 0)
{
prefabIndex = GetWeightedRandomTileIndex();
}
else
{
GameObject prevTileGO = _activeTiles[_activeTiles.Count - 1];
Tile prevTile = prevTileGO != null ? prevTileGO.GetComponent<Tile>() : null;
if (prevTile != null)
{
// Use weighted compatible selection
prefabIndex = GetWeightedCompatibleTileIndex(prevTile);
if (prefabIndex == -1)
{
Debug.LogError("No compatible tile can be spawned after previous tile. Aborting spawn.");
return;
}
}
else
{
prefabIndex = GetWeightedRandomTileIndex();
}
}
GameObject prefab = tilePrefabs[prefabIndex];
if (prefab == null)
{
@@ -615,7 +772,6 @@ namespace Minigames.DivingForPictures
}
GameObject tile;
if (_devSettings != null && _devSettings.TrenchTileUseObjectPooling && _tilePool != null)
{
tile = _tilePool.GetTile(prefabIndex);
@@ -624,12 +780,9 @@ namespace Minigames.DivingForPictures
Debug.LogError("Failed to get tile from pool!");
return;
}
tile.transform.position = new Vector3(0f, y, TileSpawnZ);
tile.transform.rotation = prefab.transform.rotation;
tile.transform.SetParent(transform);
// Set the layer to the configured trench tile layer
if (_devSettings != null)
{
tile.layer = _devSettings.TrenchTileLayer;
@@ -638,20 +791,112 @@ namespace Minigames.DivingForPictures
}
else
{
// Use the prefab's original rotation
tile = Instantiate(prefab, new Vector3(0f, y, TileSpawnZ), prefab.transform.rotation, transform);
// Set the layer to the configured trench tile layer
if (_devSettings != null)
{
tile.layer = _devSettings.TrenchTileLayer;
SetLayerRecursively(tile, _devSettings.TrenchTileLayer);
}
}
_activeTiles.Add(tile);
_tileLastUsed[prefabIndex] = _spawnCounter++;
_currentDepth++;
Debug.Log($"[TrenchTileSpawner] Current Depth: {_currentDepth}");
onTileSpawned?.Invoke(tile);
// --- FLOATING AREA STATE MANAGEMENT ---
Tile spawnedTile = tile.GetComponent<Tile>();
if (spawnedTile != null)
{
if (spawnedTile.hasFloatingAreaMiddle || spawnedTile.continuesFloatingAreaMiddle)
{
isFloatingAreaActive = true;
}
if (spawnedTile.endsFloatingAreaMiddle)
{
isFloatingAreaActive = false;
}
}
}
/// <summary>
/// Spawn a specific tile at the specified Y position
/// </summary>
/// <param name="prefab">The tile prefab to spawn</param>
/// <param name="y">The Y position to spawn at</param>
private void SpawnSpecificTileAtY(GameObject prefab, float y)
{
GameObject tile;
if (_devSettings != null && _devSettings.TrenchTileUseObjectPooling && _tilePool != null)
{
int prefabIndex = tilePrefabs.IndexOf(prefab);
if (prefabIndex >= 0)
{
tile = _tilePool.GetTile(prefabIndex);
if (tile == null)
{
Debug.LogError("Failed to get initial tile from pool!");
return;
}
}
else
{
tile = Instantiate(prefab, new Vector3(0f, y, TileSpawnZ), prefab.transform.rotation, transform);
}
tile.transform.position = new Vector3(0f, y, TileSpawnZ);
tile.transform.rotation = prefab.transform.rotation;
tile.transform.SetParent(transform);
if (_devSettings != null)
{
tile.layer = _devSettings.TrenchTileLayer;
SetLayerRecursively(tile, _devSettings.TrenchTileLayer);
}
}
else
{
tile = Instantiate(prefab, new Vector3(0f, y, TileSpawnZ), prefab.transform.rotation, transform);
if (_devSettings != null)
{
tile.layer = _devSettings.TrenchTileLayer;
SetLayerRecursively(tile, _devSettings.TrenchTileLayer);
}
}
_activeTiles.Add(tile);
_currentDepth++;
Debug.Log($"[TrenchTileSpawner] Current Depth: {_currentDepth}");
onTileSpawned?.Invoke(tile);
// Optionally update floating area state if needed
Tile spawnedTile = tile.GetComponent<Tile>();
if (spawnedTile != null)
{
if (spawnedTile.hasFloatingAreaMiddle || spawnedTile.continuesFloatingAreaMiddle)
{
isFloatingAreaActive = true;
}
if (spawnedTile.endsFloatingAreaMiddle)
{
isFloatingAreaActive = false;
}
}
}
/// <summary>
/// Gets a list of allowed tile indices for the current difficulty
/// </summary>
/// <returns>List of allowed prefab indices</returns>
private List<int> GetAllowedTileIndicesForCurrentDifficulty()
{
var allowedIndices = new List<int>();
int currentDifficulty = CurrentDifficulty;
for (int i = 0; i < tilePrefabs.Count; i++)
{
var tileComponent = tilePrefabs[i]?.GetComponent<Tile>();
if (tileComponent != null && tileComponent.difficultyLevel <= currentDifficulty)
{
allowedIndices.Add(i);
}
}
return allowedIndices;
}
/// <summary>
@@ -660,14 +905,19 @@ namespace Minigames.DivingForPictures
/// <returns>The selected prefab index</returns>
private int GetWeightedRandomTileIndex()
{
int prefabCount = tilePrefabs.Count;
List<float> weights = new List<float>(prefabCount);
for (int i = 0; i < prefabCount; i++)
var allowedIndices = GetAllowedTileIndicesForCurrentDifficulty();
if (allowedIndices.Count == 0)
{
int lastUsed = _tileLastUsed.TryGetValue(i, out var value) ? value : -prefabCount;
Debug.LogError("No allowed tiles for current difficulty!");
return 0;
}
List<float> weights = new List<float>(allowedIndices.Count);
for (int i = 0; i < allowedIndices.Count; i++)
{
int lastUsed = _tileLastUsed.TryGetValue(allowedIndices[i], out var value) ? value : -tilePrefabs.Count;
int age = _spawnCounter - lastUsed;
float weight = Mathf.Clamp(age, 1, prefabCount * 2); // More unused = higher weight
float weight = Mathf.Clamp(age, 1, tilePrefabs.Count * 2); // More unused = higher weight
weights.Add(weight);
}
@@ -678,16 +928,16 @@ namespace Minigames.DivingForPictures
}
float randomValue = Random.value * totalWeight;
for (int i = 0; i < prefabCount; i++)
for (int i = 0; i < allowedIndices.Count; i++)
{
if (randomValue < weights[i])
{
return i;
return allowedIndices[i];
}
randomValue -= weights[i];
}
return Random.Range(0, prefabCount); // fallback
return Random.Range(0, allowedIndices.Count); // fallback
}
/// <summary>
@@ -1005,13 +1255,13 @@ namespace Minigames.DivingForPictures
{
StopCoroutine(_speedRampingCoroutine);
}
_speedRampingCoroutine = StartCoroutine(SpeedRampingCoroutine());
_speedRampingCoroutine = StartCoroutine(SpeedRampingRoutine());
}
/// <summary>
/// Coroutine that handles increasing the movement speed over time
/// </summary>
private IEnumerator SpeedRampingCoroutine()
private IEnumerator SpeedRampingRoutine()
{
const float checkInterval = 1.0f; // Check once per second as requested
Debug.Log($"[TrenchTileSpawner] Started speed ramping coroutine with interval: {checkInterval}s");

View File

@@ -37,18 +37,18 @@ MonoBehaviour:
playerBlinkDamageColor: {r: 1, g: 0, b: 0, a: 1}
playerBlinkRate: 0.15
playerDamageColorAlpha: 0.7
playerWobbleFrequency: 1.5
playerBaseWobbleAmplitude: 8
playerSpeedToAmplitude: 2
playerMaxRotationLimit: 45
playerVerticalFrequency: 0.5
playerWobbleFrequency: 1.2
playerBaseWobbleAmplitude: 5
playerSpeedToAmplitude: 1
playerMaxRotationLimit: 40
playerVerticalFrequency: 0.4
playerVerticalAmplitude: 0.2
playerVelocitySmoothing: 10
playerRotationSmoothing: 10
playerObstacleLayerMask:
serializedVersion: 2
m_Bits: 5120
blockInputDuringImmunity: 1
blockInputDuringImmunity: 0
bumpMode: 0
bumpCurve:
serializedVersion: 2

View File

@@ -12,7 +12,7 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: 0ce4dba7a1c54e73b1b3d7131a1c0570, type: 3}
m_Name: DivingMinigameSettings
m_EditorClassIdentifier:
lerpSpeed: 2
lerpSpeed: 6
maxOffset: 10
clampXMin: -3.5
clampXMax: 3.5
@@ -45,7 +45,7 @@ MonoBehaviour:
obstacleSpawnCollisionRadius: 1
normalizedObstacleMinMoveSpeed: 1
normalizedObstacleMaxMoveSpeed: 3
damageImmunityDuration: 1
bumpForce: 5
damageImmunityDuration: 2.5
bumpForce: 2
smoothMoveSpeed: 8
blockInputDuringBump: 1
blockInputDuringBump: 0