Use normalized movement settings

This commit is contained in:
Michal Pikulski
2025-10-07 09:28:41 +02:00
parent 413576701e
commit 348e982930
7 changed files with 398 additions and 48 deletions

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@@ -1 +0,0 @@
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@@ -1 +0,0 @@
{"MeasurementCount":-1}

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@@ -64,6 +64,10 @@ namespace AppleHills.Core.Settings
[Tooltip("How long to continue spawning tiles after surfacing begins (seconds)")]
[SerializeField] private float surfacingSpawnDelay = 5.0f;
[Header("Normalized Movement")]
[Tooltip("Reference screen height for normalized velocity calculations")]
[SerializeField] private float referenceScreenHeight = 1080f;
[Header("Tile Generation")]
[Tooltip("Initial number of tiles to create at start")]
[SerializeField] private int initialTileCount = 3;
@@ -71,17 +75,21 @@ namespace AppleHills.Core.Settings
[Tooltip("Buffer distance for spawning new tiles")]
[SerializeField] private float tileSpawnBuffer = 1f;
[Tooltip("Base movement speed for tiles")]
[SerializeField] private float moveSpeed = 3f;
[Tooltip("Base movement speed for tiles in screen units per second (normalized)")]
[SerializeField] private float normalizedTileMoveSpeed = 0.3f;
[Tooltip("Factor to increase speed by each interval")]
[SerializeField] private float speedUpFactor = 0.2f;
[SerializeField] private float speedUpFactor = 0.05f;
[Tooltip("Time interval between speed increases (seconds)")]
[SerializeField] private float speedUpInterval = 10f;
[Tooltip("Maximum movement speed allowed")]
[SerializeField] private float maxMoveSpeed = 12f;
[Tooltip("Maximum normalized movement speed allowed for tiles")]
[SerializeField] private float maxNormalizedTileMoveSpeed = 1.2f;
// Legacy settings - keeping for backward compatibility
[HideInInspector] [SerializeField] private float moveSpeed = 3f;
[HideInInspector] [SerializeField] private float maxMoveSpeed = 12f;
[Tooltip("Interval for velocity calculations (seconds)")]
[SerializeField] private float velocityCalculationInterval = 0.5f;
@@ -99,11 +107,11 @@ namespace AppleHills.Core.Settings
[Tooltip("Radius around obstacle spawn point to check for tile collisions")]
[SerializeField] private float obstacleSpawnCollisionRadius = 1f;
[Tooltip("Minimum movement speed for spawned obstacles")]
[SerializeField] private float obstacleMinMoveSpeed = 1f;
[Tooltip("Minimum normalized movement speed for obstacles (screen units per second)")]
[SerializeField] private float normalizedObstacleMinMoveSpeed = 0.1f;
[Tooltip("Maximum movement speed for spawned obstacles")]
[SerializeField] private float obstacleMaxMoveSpeed = 4f;
[Tooltip("Maximum normalized movement speed for obstacles (screen units per second)")]
[SerializeField] private float normalizedObstacleMaxMoveSpeed = 0.4f;
[Header("Collision Handling")]
[Tooltip("Duration in seconds of damage immunity after being hit")]
@@ -148,10 +156,11 @@ namespace AppleHills.Core.Settings
// IDivingMinigameSettings implementation - Tile Generation
public int InitialTileCount => initialTileCount;
public float TileSpawnBuffer => tileSpawnBuffer;
public float MoveSpeed => moveSpeed;
public float ReferenceScreenHeight => referenceScreenHeight;
public float NormalizedMoveSpeed => normalizedTileMoveSpeed;
public float SpeedUpFactor => speedUpFactor;
public float SpeedUpInterval => speedUpInterval;
public float MaxMoveSpeed => maxMoveSpeed;
public float MaxNormalizedMoveSpeed => maxNormalizedTileMoveSpeed;
public float VelocityCalculationInterval => velocityCalculationInterval;
// IDivingMinigameSettings implementation - Obstacles
@@ -159,8 +168,8 @@ namespace AppleHills.Core.Settings
public float ObstacleSpawnIntervalVariation => obstacleSpawnIntervalVariation;
public int ObstacleMaxSpawnAttempts => obstacleMaxSpawnAttempts;
public float ObstacleSpawnCollisionRadius => obstacleSpawnCollisionRadius;
public float ObstacleMinMoveSpeed => obstacleMinMoveSpeed;
public float ObstacleMaxMoveSpeed => obstacleMaxMoveSpeed;
public float ObstacleMinMoveSpeed => normalizedObstacleMinMoveSpeed;
public float ObstacleMaxMoveSpeed => normalizedObstacleMaxMoveSpeed;
// IDivingMinigameSettings implementation - Collision Handling
public float DamageImmunityDuration => damageImmunityDuration;
@@ -211,10 +220,10 @@ namespace AppleHills.Core.Settings
// Validate tile generation
initialTileCount = Mathf.Max(1, initialTileCount);
tileSpawnBuffer = Mathf.Max(0f, tileSpawnBuffer);
moveSpeed = Mathf.Max(0.1f, moveSpeed);
normalizedTileMoveSpeed = Mathf.Max(0.01f, normalizedTileMoveSpeed);
speedUpFactor = Mathf.Max(0f, speedUpFactor);
speedUpInterval = Mathf.Max(0.1f, speedUpInterval);
maxMoveSpeed = Mathf.Max(moveSpeed, maxMoveSpeed);
maxNormalizedTileMoveSpeed = Mathf.Max(normalizedTileMoveSpeed, maxNormalizedTileMoveSpeed);
velocityCalculationInterval = Mathf.Max(0.01f, velocityCalculationInterval);
// Validate obstacle values
@@ -222,8 +231,8 @@ namespace AppleHills.Core.Settings
obstacleSpawnIntervalVariation = Mathf.Max(0f, obstacleSpawnIntervalVariation);
obstacleMaxSpawnAttempts = Mathf.Max(1, obstacleMaxSpawnAttempts);
obstacleSpawnCollisionRadius = Mathf.Max(0.1f, obstacleSpawnCollisionRadius);
obstacleMinMoveSpeed = Mathf.Max(0.1f, obstacleMinMoveSpeed);
obstacleMaxMoveSpeed = Mathf.Max(obstacleMinMoveSpeed, obstacleMaxMoveSpeed);
normalizedObstacleMinMoveSpeed = Mathf.Max(0.1f, normalizedObstacleMinMoveSpeed);
normalizedObstacleMaxMoveSpeed = Mathf.Max(normalizedObstacleMinMoveSpeed, normalizedObstacleMaxMoveSpeed);
// Validate collision settings
damageImmunityDuration = Mathf.Max(0.1f, damageImmunityDuration);

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@@ -79,19 +79,24 @@ namespace AppleHills.Core.Settings
// Tile Generation
int InitialTileCount { get; }
float TileSpawnBuffer { get; }
float MoveSpeed { get; }
float SpeedUpFactor { get; }
float SpeedUpInterval { get; }
float MaxMoveSpeed { get; }
float VelocityCalculationInterval { get; }
// Normalized Movement
float ReferenceScreenHeight { get; } // Screen height reference for normalized velocities
// Normalized Tile Movement
float NormalizedMoveSpeed { get; } // Gets normalizedTileMoveSpeed
float MaxNormalizedMoveSpeed { get; } // Gets maxNormalizedTileMoveSpeed
// Obstacles
float ObstacleSpawnInterval { get; }
float ObstacleSpawnIntervalVariation { get; }
int ObstacleMaxSpawnAttempts { get; }
float ObstacleSpawnCollisionRadius { get; }
float ObstacleMinMoveSpeed { get; }
float ObstacleMaxMoveSpeed { get; }
float ObstacleMinMoveSpeed { get; } // Gets normalizedObstacleMinMoveSpeed
float ObstacleMaxMoveSpeed { get; } // Gets normalizedObstacleMaxMoveSpeed
// Collision Handling
float DamageImmunityDuration { get; }

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@@ -1,5 +1,6 @@
using UnityEngine;
using System.Collections;
using AppleHills.Core.Settings;
using Pooling;
namespace Minigames.DivingForPictures
@@ -16,7 +17,7 @@ namespace Minigames.DivingForPictures
[Tooltip("Index of the prefab this obstacle was created from")]
[SerializeField] private int prefabIndex;
[Tooltip("Movement speed of this obstacle")]
[Tooltip("Movement speed of this obstacle (will be overridden by normalized settings)")]
[SerializeField] private float moveSpeed = 2f;
[Header("Movement")]
@@ -51,6 +52,10 @@ namespace Minigames.DivingForPictures
private float _velocityFactor = 1.0f; // Current velocity factor from game manager
private float _baseMoveSpeed; // Original move speed before velocity factor is applied
// Screen normalization
private float _screenNormalizationFactor = 1.0f;
private IDivingMinigameSettings _settings;
private void Awake()
{
_collider = GetComponent<Collider2D>();
@@ -66,7 +71,45 @@ namespace Minigames.DivingForPictures
}
_mainCamera = Camera.main;
_baseMoveSpeed = moveSpeed; // Store original speed
// Get settings
_settings = GameManager.GetSettingsObject<IDivingMinigameSettings>();
if (_settings == null)
{
Debug.LogWarning("[FloatingObstacle] Could not retrieve settings, using default values");
_baseMoveSpeed = moveSpeed; // Use the serialized value as fallback
}
else
{
// Initialize with the obstacle-specific normalized speed settings
float minSpeed = _settings.ObstacleMinMoveSpeed;
float maxSpeed = _settings.ObstacleMaxMoveSpeed;
// For variety, randomly assign a speed between min and max
_baseMoveSpeed = Random.Range(minSpeed, maxSpeed);
Debug.Log($"[FloatingObstacle] Initialized with normalized speed: {_baseMoveSpeed} (range: {minSpeed}-{maxSpeed})");
}
// Calculate screen normalization factor
CalculateScreenNormalizationFactor();
}
/// <summary>
/// Calculates the screen normalization factor based on current screen height
/// </summary>
private void CalculateScreenNormalizationFactor()
{
// Get reference height from settings with fallback if not available
float referenceHeight = 1080f; // Default fallback value
if (_settings != null)
{
referenceHeight = _settings.ReferenceScreenHeight;
}
// Calculate normalization factor based on screen height
_screenNormalizationFactor = Screen.height / referenceHeight;
Debug.Log($"[FloatingObstacle] Screen normalization factor: {_screenNormalizationFactor} (Screen height: {Screen.height}, Reference: {referenceHeight})");
}
private void OnEnable()
@@ -119,7 +162,7 @@ namespace Minigames.DivingForPictures
// Update actual move speed based on velocity factor and base speed
// We use Abs for magnitude and Sign for direction
moveSpeed = _baseMoveSpeed * Mathf.Abs(_velocityFactor);
moveSpeed = _baseMoveSpeed * Mathf.Abs(_velocityFactor) * _screenNormalizationFactor;
// Restart movement with new speed if needed
if (enableMovement && gameObject.activeInHierarchy)
@@ -131,18 +174,22 @@ namespace Minigames.DivingForPictures
_movementCoroutine = StartCoroutine(MovementCoroutine());
}
Debug.Log($"[FloatingObstacle] {gameObject.name} velocity factor updated to {_velocityFactor:F2}, speed: {moveSpeed:F2}");
Debug.Log($"[FloatingObstacle] {gameObject.name} velocity factor updated to {_velocityFactor:F2}, normalized speed: {moveSpeed:F2}");
}
/// <summary>
/// Coroutine that handles obstacle movement
/// Coroutine that handles obstacle movement using normalized velocities
/// </summary>
private IEnumerator MovementCoroutine()
{
Debug.Log($"[FloatingObstacle] Started movement coroutine with speed: {moveSpeed:F3}");
while (enabled && gameObject.activeInHierarchy)
{
// Use velocity factor sign to determine direction
Vector3 direction = Vector3.up * Mathf.Sign(_velocityFactor);
// Apply normalized movement with deltaTime for frame rate independence
float speed = moveSpeed * Time.deltaTime;
// Apply movement in correct direction

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@@ -56,6 +56,15 @@ namespace Minigames.DivingForPictures
// Velocity management
private float _baseMoveSpeed;
private float _velocityFactor = 1.0f;
// Coroutine references
private Coroutine _movementCoroutine;
private Coroutine _tileDestructionCoroutine;
private Coroutine _tileSpawningCoroutine;
private Coroutine _speedRampingCoroutine;
// Screen normalization
private float _screenNormalizationFactor = 1.0f;
private void Awake()
{
@@ -75,7 +84,7 @@ namespace Minigames.DivingForPictures
Debug.LogError("[TrenchTileSpawner] Failed to load diving developer settings!");
}
_baseMoveSpeed = _settings?.MoveSpeed ?? 3f; // Store the original base speed
_baseMoveSpeed = _settings?.NormalizedMoveSpeed ?? 3f; // Store the original base speed
// Calculate tile heights for each prefab
CalculateTileHeights();
@@ -108,8 +117,6 @@ namespace Minigames.DivingForPictures
private void Start()
{
// Find DivingGameManager and subscribe to its initialization event
DivingGameManager gameManager = FindFirstObjectByType<DivingGameManager>();
if (gameManager != null)
@@ -136,23 +143,25 @@ namespace Minigames.DivingForPictures
/// </summary>
private void Initialize()
{
// Calculate screen bounds and normalization factor
CalculateScreenBounds();
CalculateScreenNormalizationFactor();
// Spawn initial tiles to fill the screen
SpawnInitialTiles();
// Initialize velocity and start the velocity calculation coroutine
_currentVelocity = _baseMoveSpeed * Time.fixedDeltaTime;
StartCoroutine(VelocityCalculationRoutine());
// Initialize velocity and apply screen normalization
_baseMoveSpeed = _settings?.NormalizedMoveSpeed ?? 3f;
_currentVelocity = _baseMoveSpeed * Time.fixedDeltaTime * _screenNormalizationFactor;
Debug.Log("[TrenchTileSpawner] Initialized");
}
private void Update()
{
HandleMovement();
HandleTileDestruction();
HandleTileSpawning();
HandleSpeedRamping();
// Start all coroutines
StartCoroutine(VelocityCalculationRoutine());
StartMovementCoroutine();
StartTileDestructionCoroutine();
StartTileSpawningCoroutine();
StartSpeedRampingCoroutine();
Debug.Log("[TrenchTileSpawner] Initialized with normalized speed");
}
/// <summary>
@@ -315,6 +324,24 @@ namespace Minigames.DivingForPictures
_screenTop = top.y;
}
/// <summary>
/// Calculates the screen normalization factor based on current screen height
/// </summary>
private void CalculateScreenNormalizationFactor()
{
// Get reference height from settings with fallback if not available
float referenceHeight = 1080f; // Default fallback value
if (_settings != null)
{
referenceHeight = _settings.ReferenceScreenHeight;
}
// Calculate normalization factor based on screen height
_screenNormalizationFactor = Screen.height / referenceHeight;
Debug.Log($"[TrenchTileSpawner] Screen normalization factor: {_screenNormalizationFactor} (Screen height: {Screen.height}, Reference: {referenceHeight})");
}
/// <summary>
/// Called when the velocity factor changes from the DivingGameManager
/// </summary>
@@ -324,7 +351,7 @@ namespace Minigames.DivingForPictures
// Update the actual move speed based on the velocity factor
// This keeps the original move speed intact for game logic
_baseMoveSpeed = _settings.MoveSpeed * Mathf.Abs(_velocityFactor);
_baseMoveSpeed = _settings.NormalizedMoveSpeed * Mathf.Abs(_velocityFactor);
// Recalculate velocity immediately
CalculateVelocity();
@@ -356,6 +383,55 @@ namespace Minigames.DivingForPictures
_stopSpawning = true;
}
/// <summary>
/// Starts the movement coroutine and stores its reference
/// </summary>
private void StartMovementCoroutine()
{
if (_movementCoroutine != null)
{
StopCoroutine(_movementCoroutine);
}
_movementCoroutine = StartCoroutine(MovementCoroutine());
}
/// <summary>
/// Coroutine that handles obstacle movement using normalized screen-relative speed
/// </summary>
private IEnumerator MovementCoroutine()
{
Debug.Log($"[TrenchTileSpawner] Started movement coroutine with normalized speed: {_currentVelocity:F3}");
while (enabled && gameObject.activeInHierarchy)
{
// Skip if no active tiles
if (_activeTiles.Count == 0)
{
yield return null;
continue;
}
// Use velocity factor sign to determine direction
Vector3 direction = Vector3.up * Mathf.Sign(_velocityFactor);
// Apply normalized movement with deltaTime for frame rate independence
float speed = _currentVelocity * _screenNormalizationFactor;
// Move all active tiles
foreach (var tile in _activeTiles)
{
if (tile != null)
{
// Apply movement in correct direction
tile.transform.position += direction * speed;
}
}
// Wait for next frame
yield return null;
}
}
/// <summary>
/// Handles the movement of all active tiles based on the current velocity
/// </summary>
@@ -512,7 +588,7 @@ namespace Minigames.DivingForPictures
_speedUpTimer += Time.deltaTime;
if (_speedUpTimer >= _settings.SpeedUpInterval)
{
_baseMoveSpeed = Mathf.Min(_baseMoveSpeed + _settings.SpeedUpFactor, _settings.MaxMoveSpeed);
_baseMoveSpeed = Mathf.Min(_baseMoveSpeed + _settings.SpeedUpFactor, _settings.MaxNormalizedMoveSpeed);
_speedUpTimer = 0f;
}
}
@@ -739,5 +815,217 @@ namespace Minigames.DivingForPictures
}
}
}
/// <summary>
/// Starts the tile destruction coroutine and stores its reference
/// </summary>
private void StartTileDestructionCoroutine()
{
if (_tileDestructionCoroutine != null)
{
StopCoroutine(_tileDestructionCoroutine);
}
_tileDestructionCoroutine = StartCoroutine(TileDestructionCoroutine());
}
/// <summary>
/// Coroutine that checks for tiles to destroy periodically
/// </summary>
private IEnumerator TileDestructionCoroutine()
{
const float checkInterval = 0.5f; // Check every half second as requested
Debug.Log($"[TrenchTileSpawner] Started tile destruction coroutine with interval: {checkInterval}s");
while (enabled && gameObject.activeInHierarchy)
{
// Check and handle tile destruction
if (_activeTiles.Count > 0)
{
GameObject topTile = _activeTiles[0];
if (topTile == null)
{
_activeTiles.RemoveAt(0);
}
else
{
float tileHeight = GetTileHeight(topTile);
bool shouldDestroy;
if (_isSurfacing)
{
// When surfacing, destroy tiles at the bottom
shouldDestroy = topTile.transform.position.y + tileHeight / 2 < _screenBottom - _settings.TileSpawnBuffer;
}
else
{
// When descending, destroy tiles at the top
shouldDestroy = topTile.transform.position.y - tileHeight / 2 > _screenTop + _settings.TileSpawnBuffer;
}
if (shouldDestroy)
{
_activeTiles.RemoveAt(0);
onTileDestroyed?.Invoke(topTile);
if (_devSettings != null && _devSettings.TrenchTileUseObjectPooling && _tilePool != null)
{
// Find the prefab index for this tile
int prefabIndex = GetPrefabIndex(topTile);
if (prefabIndex >= 0)
{
_tilePool.ReturnTile(topTile, prefabIndex);
}
else
{
Destroy(topTile);
}
}
else
{
Destroy(topTile);
}
}
}
}
// Wait for the next check interval
yield return new WaitForSeconds(checkInterval);
}
}
/// <summary>
/// Starts the tile spawning coroutine and stores its reference
/// </summary>
private void StartTileSpawningCoroutine()
{
if (_tileSpawningCoroutine != null)
{
StopCoroutine(_tileSpawningCoroutine);
}
_tileSpawningCoroutine = StartCoroutine(TileSpawningCoroutine());
}
/// <summary>
/// Coroutine that checks if new tiles need to be spawned periodically
/// </summary>
private IEnumerator TileSpawningCoroutine()
{
const float checkInterval = 0.2f; // Check every half second as requested
Debug.Log($"[TrenchTileSpawner] Started tile spawning coroutine with interval: {checkInterval}s");
while (enabled && gameObject.activeInHierarchy)
{
// Check if we need to spawn new tiles
if (_activeTiles.Count == 0)
{
// If we have no active tiles and spawning is stopped, trigger the event
if (_stopSpawning)
{
onLastTileLeft.Invoke();
}
}
else
{
GameObject bottomTile = _activeTiles[^1];
if (bottomTile == null)
{
_activeTiles.RemoveAt(_activeTiles.Count - 1);
}
else
{
// Get the tile height once to use in all calculations
float tileHeight = GetTileHeight(bottomTile);
// If we're in stop spawning mode, check if last tile is leaving
if (_stopSpawning)
{
// Check if this is the last tile, and if it's about to leave the screen
if (_activeTiles.Count == 1)
{
bool isLastTileLeaving;
if (_isSurfacing)
{
// When surfacing, check if bottom of tile is above top of screen
isLastTileLeaving = bottomTile.transform.position.y - tileHeight / 2 > _screenTop + _settings.TileSpawnBuffer;
}
else
{
// When descending, check if top of tile is below bottom of screen
isLastTileLeaving = bottomTile.transform.position.y + tileHeight / 2 < _screenBottom - _settings.TileSpawnBuffer;
}
if (isLastTileLeaving)
{
onLastTileLeft.Invoke();
}
}
}
else
{
// Normal spawning mode
bool shouldSpawn;
float newY;
if (_isSurfacing)
{
// When surfacing, spawn new tiles at the top
float topEdge = bottomTile.transform.position.y + tileHeight / 2;
shouldSpawn = topEdge < _screenTop + _settings.TileSpawnBuffer;
newY = bottomTile.transform.position.y + tileHeight;
}
else
{
// When descending, spawn new tiles at the bottom
float bottomEdge = bottomTile.transform.position.y - tileHeight / 2;
shouldSpawn = bottomEdge > _screenBottom - _settings.TileSpawnBuffer;
newY = bottomTile.transform.position.y - tileHeight;
}
if (shouldSpawn)
{
SpawnTileAtY(newY);
}
}
}
}
// Wait for the next check interval
yield return new WaitForSeconds(checkInterval);
}
}
/// <summary>
/// Starts the speed ramping coroutine and stores its reference
/// </summary>
private void StartSpeedRampingCoroutine()
{
if (_speedRampingCoroutine != null)
{
StopCoroutine(_speedRampingCoroutine);
}
_speedRampingCoroutine = StartCoroutine(SpeedRampingCoroutine());
}
/// <summary>
/// Coroutine that handles increasing the movement speed over time
/// </summary>
private IEnumerator SpeedRampingCoroutine()
{
const float checkInterval = 1.0f; // Check once per second as requested
Debug.Log($"[TrenchTileSpawner] Started speed ramping coroutine with interval: {checkInterval}s");
while (enabled && gameObject.activeInHierarchy)
{
// Increase the base move speed up to the maximum
_baseMoveSpeed = Mathf.Min(_baseMoveSpeed + _settings.SpeedUpFactor, _settings.MaxNormalizedMoveSpeed);
// Recalculate velocity with the new base speed
CalculateVelocity();
// Wait for the next check interval
yield return new WaitForSeconds(checkInterval);
}
}
}
}

View File

@@ -29,19 +29,22 @@ MonoBehaviour:
speedTransitionDuration: 2
surfacingSpeedFactor: 3
surfacingSpawnDelay: 5
referenceScreenHeight: 1920
initialTileCount: 3
tileSpawnBuffer: 1
moveSpeed: 1
normalizedTileMoveSpeed: 0.5
speedUpFactor: 0
speedUpInterval: 10
maxNormalizedTileMoveSpeed: 0.5
moveSpeed: 1
maxMoveSpeed: 12
velocityCalculationInterval: 0.5
obstacleSpawnInterval: 2
obstacleSpawnIntervalVariation: 0.5
obstacleMaxSpawnAttempts: 10
obstacleSpawnCollisionRadius: 1
obstacleMinMoveSpeed: 1
obstacleMaxMoveSpeed: 4
normalizedObstacleMinMoveSpeed: 1
normalizedObstacleMaxMoveSpeed: 2
damageImmunityDuration: 1
bumpForce: 5
smoothMoveSpeed: 8