Use normalized movement settings
This commit is contained in:
@@ -1 +0,0 @@
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@@ -1 +0,0 @@
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{"MeasurementCount":-1}
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@@ -64,6 +64,10 @@ namespace AppleHills.Core.Settings
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[Tooltip("How long to continue spawning tiles after surfacing begins (seconds)")]
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[SerializeField] private float surfacingSpawnDelay = 5.0f;
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[Header("Normalized Movement")]
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[Tooltip("Reference screen height for normalized velocity calculations")]
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[SerializeField] private float referenceScreenHeight = 1080f;
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[Header("Tile Generation")]
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[Tooltip("Initial number of tiles to create at start")]
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[SerializeField] private int initialTileCount = 3;
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@@ -71,17 +75,21 @@ namespace AppleHills.Core.Settings
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[Tooltip("Buffer distance for spawning new tiles")]
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[SerializeField] private float tileSpawnBuffer = 1f;
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[Tooltip("Base movement speed for tiles")]
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[SerializeField] private float moveSpeed = 3f;
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[Tooltip("Base movement speed for tiles in screen units per second (normalized)")]
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[SerializeField] private float normalizedTileMoveSpeed = 0.3f;
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[Tooltip("Factor to increase speed by each interval")]
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[SerializeField] private float speedUpFactor = 0.2f;
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[SerializeField] private float speedUpFactor = 0.05f;
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[Tooltip("Time interval between speed increases (seconds)")]
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[SerializeField] private float speedUpInterval = 10f;
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[Tooltip("Maximum movement speed allowed")]
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[SerializeField] private float maxMoveSpeed = 12f;
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[Tooltip("Maximum normalized movement speed allowed for tiles")]
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[SerializeField] private float maxNormalizedTileMoveSpeed = 1.2f;
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// Legacy settings - keeping for backward compatibility
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[HideInInspector] [SerializeField] private float moveSpeed = 3f;
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[HideInInspector] [SerializeField] private float maxMoveSpeed = 12f;
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[Tooltip("Interval for velocity calculations (seconds)")]
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[SerializeField] private float velocityCalculationInterval = 0.5f;
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@@ -99,11 +107,11 @@ namespace AppleHills.Core.Settings
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[Tooltip("Radius around obstacle spawn point to check for tile collisions")]
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[SerializeField] private float obstacleSpawnCollisionRadius = 1f;
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[Tooltip("Minimum movement speed for spawned obstacles")]
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[SerializeField] private float obstacleMinMoveSpeed = 1f;
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[Tooltip("Minimum normalized movement speed for obstacles (screen units per second)")]
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[SerializeField] private float normalizedObstacleMinMoveSpeed = 0.1f;
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[Tooltip("Maximum movement speed for spawned obstacles")]
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[SerializeField] private float obstacleMaxMoveSpeed = 4f;
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[Tooltip("Maximum normalized movement speed for obstacles (screen units per second)")]
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[SerializeField] private float normalizedObstacleMaxMoveSpeed = 0.4f;
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[Header("Collision Handling")]
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[Tooltip("Duration in seconds of damage immunity after being hit")]
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@@ -148,10 +156,11 @@ namespace AppleHills.Core.Settings
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// IDivingMinigameSettings implementation - Tile Generation
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public int InitialTileCount => initialTileCount;
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public float TileSpawnBuffer => tileSpawnBuffer;
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public float MoveSpeed => moveSpeed;
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public float ReferenceScreenHeight => referenceScreenHeight;
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public float NormalizedMoveSpeed => normalizedTileMoveSpeed;
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public float SpeedUpFactor => speedUpFactor;
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public float SpeedUpInterval => speedUpInterval;
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public float MaxMoveSpeed => maxMoveSpeed;
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public float MaxNormalizedMoveSpeed => maxNormalizedTileMoveSpeed;
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public float VelocityCalculationInterval => velocityCalculationInterval;
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// IDivingMinigameSettings implementation - Obstacles
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@@ -159,8 +168,8 @@ namespace AppleHills.Core.Settings
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public float ObstacleSpawnIntervalVariation => obstacleSpawnIntervalVariation;
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public int ObstacleMaxSpawnAttempts => obstacleMaxSpawnAttempts;
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public float ObstacleSpawnCollisionRadius => obstacleSpawnCollisionRadius;
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public float ObstacleMinMoveSpeed => obstacleMinMoveSpeed;
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public float ObstacleMaxMoveSpeed => obstacleMaxMoveSpeed;
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public float ObstacleMinMoveSpeed => normalizedObstacleMinMoveSpeed;
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public float ObstacleMaxMoveSpeed => normalizedObstacleMaxMoveSpeed;
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// IDivingMinigameSettings implementation - Collision Handling
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public float DamageImmunityDuration => damageImmunityDuration;
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@@ -211,10 +220,10 @@ namespace AppleHills.Core.Settings
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// Validate tile generation
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initialTileCount = Mathf.Max(1, initialTileCount);
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tileSpawnBuffer = Mathf.Max(0f, tileSpawnBuffer);
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moveSpeed = Mathf.Max(0.1f, moveSpeed);
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normalizedTileMoveSpeed = Mathf.Max(0.01f, normalizedTileMoveSpeed);
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speedUpFactor = Mathf.Max(0f, speedUpFactor);
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speedUpInterval = Mathf.Max(0.1f, speedUpInterval);
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maxMoveSpeed = Mathf.Max(moveSpeed, maxMoveSpeed);
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maxNormalizedTileMoveSpeed = Mathf.Max(normalizedTileMoveSpeed, maxNormalizedTileMoveSpeed);
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velocityCalculationInterval = Mathf.Max(0.01f, velocityCalculationInterval);
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// Validate obstacle values
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@@ -222,8 +231,8 @@ namespace AppleHills.Core.Settings
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obstacleSpawnIntervalVariation = Mathf.Max(0f, obstacleSpawnIntervalVariation);
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obstacleMaxSpawnAttempts = Mathf.Max(1, obstacleMaxSpawnAttempts);
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obstacleSpawnCollisionRadius = Mathf.Max(0.1f, obstacleSpawnCollisionRadius);
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obstacleMinMoveSpeed = Mathf.Max(0.1f, obstacleMinMoveSpeed);
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obstacleMaxMoveSpeed = Mathf.Max(obstacleMinMoveSpeed, obstacleMaxMoveSpeed);
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normalizedObstacleMinMoveSpeed = Mathf.Max(0.1f, normalizedObstacleMinMoveSpeed);
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normalizedObstacleMaxMoveSpeed = Mathf.Max(normalizedObstacleMinMoveSpeed, normalizedObstacleMaxMoveSpeed);
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// Validate collision settings
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damageImmunityDuration = Mathf.Max(0.1f, damageImmunityDuration);
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@@ -79,19 +79,24 @@ namespace AppleHills.Core.Settings
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// Tile Generation
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int InitialTileCount { get; }
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float TileSpawnBuffer { get; }
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float MoveSpeed { get; }
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float SpeedUpFactor { get; }
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float SpeedUpInterval { get; }
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float MaxMoveSpeed { get; }
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float VelocityCalculationInterval { get; }
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// Normalized Movement
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float ReferenceScreenHeight { get; } // Screen height reference for normalized velocities
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// Normalized Tile Movement
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float NormalizedMoveSpeed { get; } // Gets normalizedTileMoveSpeed
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float MaxNormalizedMoveSpeed { get; } // Gets maxNormalizedTileMoveSpeed
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// Obstacles
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float ObstacleSpawnInterval { get; }
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float ObstacleSpawnIntervalVariation { get; }
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int ObstacleMaxSpawnAttempts { get; }
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float ObstacleSpawnCollisionRadius { get; }
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float ObstacleMinMoveSpeed { get; }
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float ObstacleMaxMoveSpeed { get; }
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float ObstacleMinMoveSpeed { get; } // Gets normalizedObstacleMinMoveSpeed
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float ObstacleMaxMoveSpeed { get; } // Gets normalizedObstacleMaxMoveSpeed
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// Collision Handling
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float DamageImmunityDuration { get; }
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@@ -1,5 +1,6 @@
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using UnityEngine;
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using System.Collections;
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using AppleHills.Core.Settings;
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using Pooling;
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namespace Minigames.DivingForPictures
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@@ -16,7 +17,7 @@ namespace Minigames.DivingForPictures
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[Tooltip("Index of the prefab this obstacle was created from")]
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[SerializeField] private int prefabIndex;
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[Tooltip("Movement speed of this obstacle")]
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[Tooltip("Movement speed of this obstacle (will be overridden by normalized settings)")]
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[SerializeField] private float moveSpeed = 2f;
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[Header("Movement")]
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@@ -51,6 +52,10 @@ namespace Minigames.DivingForPictures
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private float _velocityFactor = 1.0f; // Current velocity factor from game manager
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private float _baseMoveSpeed; // Original move speed before velocity factor is applied
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// Screen normalization
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private float _screenNormalizationFactor = 1.0f;
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private IDivingMinigameSettings _settings;
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private void Awake()
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{
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_collider = GetComponent<Collider2D>();
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@@ -66,7 +71,45 @@ namespace Minigames.DivingForPictures
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}
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_mainCamera = Camera.main;
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_baseMoveSpeed = moveSpeed; // Store original speed
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// Get settings
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_settings = GameManager.GetSettingsObject<IDivingMinigameSettings>();
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if (_settings == null)
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{
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Debug.LogWarning("[FloatingObstacle] Could not retrieve settings, using default values");
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_baseMoveSpeed = moveSpeed; // Use the serialized value as fallback
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}
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else
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{
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// Initialize with the obstacle-specific normalized speed settings
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float minSpeed = _settings.ObstacleMinMoveSpeed;
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float maxSpeed = _settings.ObstacleMaxMoveSpeed;
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// For variety, randomly assign a speed between min and max
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_baseMoveSpeed = Random.Range(minSpeed, maxSpeed);
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Debug.Log($"[FloatingObstacle] Initialized with normalized speed: {_baseMoveSpeed} (range: {minSpeed}-{maxSpeed})");
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}
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// Calculate screen normalization factor
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CalculateScreenNormalizationFactor();
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}
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/// <summary>
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/// Calculates the screen normalization factor based on current screen height
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/// </summary>
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private void CalculateScreenNormalizationFactor()
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{
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// Get reference height from settings with fallback if not available
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float referenceHeight = 1080f; // Default fallback value
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if (_settings != null)
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{
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referenceHeight = _settings.ReferenceScreenHeight;
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}
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// Calculate normalization factor based on screen height
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_screenNormalizationFactor = Screen.height / referenceHeight;
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Debug.Log($"[FloatingObstacle] Screen normalization factor: {_screenNormalizationFactor} (Screen height: {Screen.height}, Reference: {referenceHeight})");
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}
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private void OnEnable()
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@@ -119,7 +162,7 @@ namespace Minigames.DivingForPictures
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// Update actual move speed based on velocity factor and base speed
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// We use Abs for magnitude and Sign for direction
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moveSpeed = _baseMoveSpeed * Mathf.Abs(_velocityFactor);
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moveSpeed = _baseMoveSpeed * Mathf.Abs(_velocityFactor) * _screenNormalizationFactor;
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// Restart movement with new speed if needed
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if (enableMovement && gameObject.activeInHierarchy)
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@@ -131,18 +174,22 @@ namespace Minigames.DivingForPictures
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_movementCoroutine = StartCoroutine(MovementCoroutine());
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}
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Debug.Log($"[FloatingObstacle] {gameObject.name} velocity factor updated to {_velocityFactor:F2}, speed: {moveSpeed:F2}");
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Debug.Log($"[FloatingObstacle] {gameObject.name} velocity factor updated to {_velocityFactor:F2}, normalized speed: {moveSpeed:F2}");
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}
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/// <summary>
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/// Coroutine that handles obstacle movement
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/// Coroutine that handles obstacle movement using normalized velocities
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/// </summary>
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private IEnumerator MovementCoroutine()
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{
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Debug.Log($"[FloatingObstacle] Started movement coroutine with speed: {moveSpeed:F3}");
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while (enabled && gameObject.activeInHierarchy)
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{
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// Use velocity factor sign to determine direction
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Vector3 direction = Vector3.up * Mathf.Sign(_velocityFactor);
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// Apply normalized movement with deltaTime for frame rate independence
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float speed = moveSpeed * Time.deltaTime;
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// Apply movement in correct direction
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@@ -56,6 +56,15 @@ namespace Minigames.DivingForPictures
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// Velocity management
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private float _baseMoveSpeed;
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private float _velocityFactor = 1.0f;
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// Coroutine references
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private Coroutine _movementCoroutine;
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private Coroutine _tileDestructionCoroutine;
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private Coroutine _tileSpawningCoroutine;
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private Coroutine _speedRampingCoroutine;
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// Screen normalization
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private float _screenNormalizationFactor = 1.0f;
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private void Awake()
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{
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@@ -75,7 +84,7 @@ namespace Minigames.DivingForPictures
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Debug.LogError("[TrenchTileSpawner] Failed to load diving developer settings!");
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}
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_baseMoveSpeed = _settings?.MoveSpeed ?? 3f; // Store the original base speed
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_baseMoveSpeed = _settings?.NormalizedMoveSpeed ?? 3f; // Store the original base speed
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// Calculate tile heights for each prefab
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CalculateTileHeights();
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@@ -108,8 +117,6 @@ namespace Minigames.DivingForPictures
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private void Start()
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{
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// Find DivingGameManager and subscribe to its initialization event
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DivingGameManager gameManager = FindFirstObjectByType<DivingGameManager>();
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if (gameManager != null)
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@@ -136,23 +143,25 @@ namespace Minigames.DivingForPictures
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/// </summary>
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private void Initialize()
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{
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// Calculate screen bounds and normalization factor
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CalculateScreenBounds();
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CalculateScreenNormalizationFactor();
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// Spawn initial tiles to fill the screen
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SpawnInitialTiles();
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// Initialize velocity and start the velocity calculation coroutine
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_currentVelocity = _baseMoveSpeed * Time.fixedDeltaTime;
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StartCoroutine(VelocityCalculationRoutine());
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// Initialize velocity and apply screen normalization
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_baseMoveSpeed = _settings?.NormalizedMoveSpeed ?? 3f;
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_currentVelocity = _baseMoveSpeed * Time.fixedDeltaTime * _screenNormalizationFactor;
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Debug.Log("[TrenchTileSpawner] Initialized");
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}
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private void Update()
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{
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HandleMovement();
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HandleTileDestruction();
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HandleTileSpawning();
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HandleSpeedRamping();
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// Start all coroutines
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StartCoroutine(VelocityCalculationRoutine());
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StartMovementCoroutine();
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StartTileDestructionCoroutine();
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StartTileSpawningCoroutine();
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StartSpeedRampingCoroutine();
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Debug.Log("[TrenchTileSpawner] Initialized with normalized speed");
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}
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/// <summary>
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@@ -315,6 +324,24 @@ namespace Minigames.DivingForPictures
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_screenTop = top.y;
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}
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/// <summary>
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/// Calculates the screen normalization factor based on current screen height
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/// </summary>
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private void CalculateScreenNormalizationFactor()
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{
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// Get reference height from settings with fallback if not available
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float referenceHeight = 1080f; // Default fallback value
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if (_settings != null)
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{
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referenceHeight = _settings.ReferenceScreenHeight;
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}
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// Calculate normalization factor based on screen height
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_screenNormalizationFactor = Screen.height / referenceHeight;
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Debug.Log($"[TrenchTileSpawner] Screen normalization factor: {_screenNormalizationFactor} (Screen height: {Screen.height}, Reference: {referenceHeight})");
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}
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/// <summary>
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/// Called when the velocity factor changes from the DivingGameManager
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/// </summary>
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@@ -324,7 +351,7 @@ namespace Minigames.DivingForPictures
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// Update the actual move speed based on the velocity factor
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// This keeps the original move speed intact for game logic
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_baseMoveSpeed = _settings.MoveSpeed * Mathf.Abs(_velocityFactor);
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_baseMoveSpeed = _settings.NormalizedMoveSpeed * Mathf.Abs(_velocityFactor);
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// Recalculate velocity immediately
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CalculateVelocity();
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@@ -356,6 +383,55 @@ namespace Minigames.DivingForPictures
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_stopSpawning = true;
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}
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/// <summary>
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/// Starts the movement coroutine and stores its reference
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/// </summary>
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private void StartMovementCoroutine()
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{
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if (_movementCoroutine != null)
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{
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StopCoroutine(_movementCoroutine);
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}
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_movementCoroutine = StartCoroutine(MovementCoroutine());
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}
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/// <summary>
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/// Coroutine that handles obstacle movement using normalized screen-relative speed
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||||
/// </summary>
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||||
private IEnumerator MovementCoroutine()
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{
|
||||
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);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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
|
||||
|
||||
Reference in New Issue
Block a user