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SpawnMonster(spawnPoint.transform.position); + // Spawn the monster at the spawn point and parent it + SpawnMonster(spawnPoint.transform); // Reset timer and adjust probability lastSpawnTime = Time.time; @@ -115,7 +115,7 @@ namespace Minigames.DivingForPictures } } - private void SpawnMonster(Vector3 position) + private void SpawnMonster(Transform spawnPoint) { if (monsterPrefabs.Length == 0) { @@ -126,12 +126,15 @@ namespace Minigames.DivingForPictures // Select random monster prefab GameObject prefab = monsterPrefabs[UnityEngine.Random.Range(0, monsterPrefabs.Length)]; - // Instantiate monster - GameObject monsterObj = Instantiate(prefab, position, Quaternion.identity); + // Instantiate monster at spawn point position + GameObject monsterObj = Instantiate(prefab, spawnPoint.position, Quaternion.identity); Monster monster = monsterObj.GetComponent(); if (monster != null) { + // Parent the monster to the spawn point so it moves with the tile + monsterObj.transform.SetParent(spawnPoint); + // Subscribe to monster events monster.OnPictureTaken += OnMonsterPictureTaken; monster.OnMonsterDespawned += OnMonsterDespawned; diff --git a/Assets/Scripts/Minigames/DivingForPictures/DivingScoreUI.cs b/Assets/Scripts/Minigames/DivingForPictures/DivingScoreUI.cs index b64d7b14..81f39524 100644 --- a/Assets/Scripts/Minigames/DivingForPictures/DivingScoreUI.cs +++ b/Assets/Scripts/Minigames/DivingForPictures/DivingScoreUI.cs @@ -13,7 +13,7 @@ namespace Minigames.DivingForPictures private void Start() { - gameManager = FindObjectOfType(); + gameManager = FindFirstObjectByType(); if (gameManager != null) { diff --git a/Assets/Scripts/Minigames/DivingForPictures/Monster.cs b/Assets/Scripts/Minigames/DivingForPictures/Monster.cs index 04eefcd5..5320fc6c 100644 --- a/Assets/Scripts/Minigames/DivingForPictures/Monster.cs +++ b/Assets/Scripts/Minigames/DivingForPictures/Monster.cs @@ -61,13 +61,19 @@ namespace Minigames.DivingForPictures if (mainCamera == null) return false; - Vector3 viewportPoint = mainCamera.WorldToViewportPoint(transform.position); - float buffer = 0.2f; // Extra buffer outside the screen + // Get the world position (will account for parent movement) + Vector3 worldPosition = transform.position; + Vector3 viewportPoint = mainCamera.WorldToViewportPoint(worldPosition); - return viewportPoint.x > -buffer && - viewportPoint.x < 1 + buffer && - viewportPoint.y > -buffer && - viewportPoint.y < 1 + buffer; + // Adjust buffer to be larger below the screen to account for downward movement + float bufferSides = 0.2f; + float bufferTop = 0.2f; + float bufferBottom = 0.5f; // Larger buffer below the screen + + return viewportPoint.x > -bufferSides && + viewportPoint.x < 1 + bufferSides && + viewportPoint.y > -bufferBottom && + viewportPoint.y < 1 + bufferTop; } private void OnTriggerEnter2D(Collider2D other)