Commmit minigame and tile logic
This commit is contained in:
@@ -989,15 +989,15 @@ PolygonCollider2D:
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m_AutoTiling: 0
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m_Points:
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m_Paths:
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--- !u!50 &747976403
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Rigidbody2D:
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@@ -1940,6 +1940,50 @@ MonoBehaviour:
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ropeDamping: 0.3
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initialSeparationDistance: 0.1
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initialFallImpulse: 2
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--- !u!114 &1511344834
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MonoBehaviour:
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Transform:
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 1511344833}
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serializedVersion: 2
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalPosition: {x: 0.65042, y: 3.40914, z: 0}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_ConstrainProportionsScale: 0
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m_Children: []
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--- !u!1 &1679185997
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GameObject:
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@@ -1985,24 +2029,38 @@ MonoBehaviour:
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m_Name:
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m_EditorClassIdentifier:
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tilePrefabs:
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initialTilePrefab: {fileID: 2956826569642009690, guid: c6ea8519596514e4dbf0f3e02ce14a2c, type: 3}
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onTileSpawned:
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m_PersistentCalls:
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m_Calls: []
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@@ -2012,6 +2070,22 @@ MonoBehaviour:
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onLastTileLeft:
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m_PersistentCalls:
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m_Calls: []
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depthDifficultyRanges:
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- minDepth: 0
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maxDepth: 10
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difficulty: 1
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- minDepth: 11
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maxDepth: 20
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difficulty: 2
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- minDepth: 21
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maxDepth: 30
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difficulty: 3
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- minDepth: 31
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maxDepth: 40
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difficulty: 4
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- minDepth: 41
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maxDepth: 2147483647
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difficulty: 5
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--- !u!1 &1834056336
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GameObject:
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m_ObjectHideFlags: 0
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@@ -2335,3 +2409,4 @@ SceneRoots:
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- {fileID: 323864665}
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- {fileID: 461301697}
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- {fileID: 2064311129}
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- {fileID: 1511344835}
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@@ -131,7 +131,7 @@ namespace AppleHills.Core.Settings
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[SerializeField] private LayerMask playerObstacleLayerMask = -1;
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[Tooltip("Whether to block player input during damage immunity period")]
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[SerializeField] private bool blockInputDuringImmunity = true;
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[SerializeField] private bool blockInputDuringImmunity;
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[Tooltip("Type of bump response: 0=Impulse, 1=SmoothToCenter")]
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[SerializeField] private BumpMode bumpMode = BumpMode.Impulse;
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8
Assets/Scripts/DamianExperiments/Minigame.meta
Normal file
8
Assets/Scripts/DamianExperiments/Minigame.meta
Normal file
@@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: c80f2b7cca66f6042809fa08192e8eff
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,16 @@
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using UnityEngine;
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public class decorationSpawner : MonoBehaviour
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{
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// Start is called once before the first execution of Update after the MonoBehaviour is created
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void Start()
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{
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}
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// Update is called once per frame
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void Update()
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{
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}
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}
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: 711fdad9f8a4ece45aeed22006b3e4f4
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@@ -6,6 +6,29 @@
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/// </summary>
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public class Tile : MonoBehaviour
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{
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[Header("Path In")]
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public bool pathInLeft;
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public bool pathInCenter;
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public bool pathInRight;
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[Header("Path Out")]
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public bool pathOutLeft;
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public bool pathOutCenter;
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public bool pathOutRight;
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[Header("Difficulty")]
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public int difficultyLevel; // 1 (easy) to 5 (hard)
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// --- FLOATING AREA LOGIC ---
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[Header("Middle Obstacle")]
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// Indicates if this tile has a floating area in the middle
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public bool hasFloatingAreaMiddle;
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// Indicates if this tile continues a floating area in the middle
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public bool continuesFloatingAreaMiddle;
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// Indicates if this tile ends a floating area in the middle
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public bool endsFloatingAreaMiddle;
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// You can set these in the Inspector for each tile prefab to control floating area behavior
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// This is primarily a marker component, but we could add tile-specific properties here if needed
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// Optional: Add properties that might be useful for all tiles
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@@ -18,6 +18,10 @@ namespace Minigames.DivingForPictures
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[Tooltip("List of possible trench tile prefabs.")]
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[SerializeField] private List<GameObject> tilePrefabs;
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[Header("Initial Tile")]
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[Tooltip("Prefab for the initial trench tile. This will always be spawned first.")]
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[SerializeField] private GameObject initialTilePrefab;
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[Header("Events")]
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[FormerlySerializedAs("OnTileSpawned")]
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public UnityEvent<GameObject> onTileSpawned;
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@@ -67,6 +71,44 @@ namespace Minigames.DivingForPictures
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// Screen normalization
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private float _screenNormalizationFactor = 1.0f;
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// Tracks if a floating area in the middle is currently active
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private bool isFloatingAreaActive = false;
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// Current depth of the trench
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private int _currentDepth = 0;
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[System.Serializable]
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public struct DepthDifficultyRange
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{
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public int minDepth;
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public int maxDepth;
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public int difficulty;
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}
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[Header("Difficulty Depths")]
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[Tooltip("Configure depth ranges and their corresponding difficulty levels.")]
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[SerializeField] private List<DepthDifficultyRange> depthDifficultyRanges = new List<DepthDifficultyRange>
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{
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new DepthDifficultyRange { minDepth = 0, maxDepth = 10, difficulty = 1 },
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new DepthDifficultyRange { minDepth = 11, maxDepth = 20, difficulty = 2 },
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new DepthDifficultyRange { minDepth = 21, maxDepth = 30, difficulty = 3 },
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new DepthDifficultyRange { minDepth = 31, maxDepth = 40, difficulty = 4 },
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new DepthDifficultyRange { minDepth = 41, maxDepth = int.MaxValue, difficulty = 5 }
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};
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public int CurrentDifficulty
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{
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get
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{
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foreach (var range in depthDifficultyRanges)
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{
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if (_currentDepth >= range.minDepth && _currentDepth <= range.maxDepth)
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return range.difficulty;
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}
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return 1; // Default fallback
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}
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}
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private void Awake()
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{
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_mainCamera = Camera.main;
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@@ -213,7 +255,7 @@ namespace Minigames.DivingForPictures
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if (prefab == null)
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||||
{
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Debug.LogError("Null prefab found in tilePrefabs list!");
|
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continue;
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return;
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}
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Renderer renderer = prefab.GetComponentInChildren<Renderer>();
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@@ -300,7 +342,14 @@ namespace Minigames.DivingForPictures
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float prevHeight = GetTileHeight(prevTile);
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y = prevTile.transform.position.y - prevHeight;
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}
|
||||
SpawnTileAtY(y);
|
||||
if (i == 0 && initialTilePrefab != null)
|
||||
{
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||||
SpawnSpecificTileAtY(initialTilePrefab, y);
|
||||
}
|
||||
else
|
||||
{
|
||||
SpawnTileAtY(y);
|
||||
}
|
||||
}
|
||||
}
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||||
|
||||
@@ -594,6 +643,89 @@ namespace Minigames.DivingForPictures
|
||||
}
|
||||
}
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||||
|
||||
/// <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
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||||
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");
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
|
||||
Reference in New Issue
Block a user