Improvements and touchups to a more event-driven flow and fake physics
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@@ -42,12 +42,6 @@ namespace Minigames.DivingForPictures
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[Tooltip("Maximum movement speed for spawned obstacles")]
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[SerializeField] private float maxMoveSpeed = 4f;
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[Tooltip("Minimum damage dealt by obstacles")]
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[SerializeField] private float minDamage = 0.5f;
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[Tooltip("Maximum damage dealt by obstacles")]
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[SerializeField] private float maxDamage = 2f;
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[Header("Object Pooling")]
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[Tooltip("Whether to use object pooling for obstacles")]
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@@ -356,7 +350,6 @@ namespace Minigames.DivingForPictures
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// Randomize properties
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obstacleComponent.MoveSpeed = Random.Range(minMoveSpeed, maxMoveSpeed);
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obstacleComponent.Damage = Random.Range(minDamage, maxDamage);
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// Set spawner reference (since FloatingObstacle has this built-in now)
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obstacleComponent.SetSpawner(this);
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@@ -423,15 +416,6 @@ namespace Minigames.DivingForPictures
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maxMoveSpeed = max;
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}
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/// <summary>
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/// Public method to set damage range at runtime
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/// </summary>
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public void SetDamageRange(float min, float max)
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{
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minDamage = min;
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maxDamage = max;
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}
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/// <summary>
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/// Gets the count of currently active obstacles
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/// </summary>
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