Populate minigame with obstacles and monster spawns (#5)

- Simulated "fake" physics and collisions
- Object pooling for tiles, obstacles and monster spawns
- Base monster scoring with proximity triggers and depth multiplier

Co-authored-by: AlexanderT <alexander@foolhardyhorizons.com>
Co-authored-by: Michal Pikulski <michal.a.pikulski@gmail.com>
Reviewed-on: #5
This commit is contained in:
2025-09-21 07:32:56 +00:00
parent 2ec5c3d855
commit 46755fecb3
30 changed files with 3181 additions and 68 deletions

View File

@@ -43,6 +43,9 @@ namespace Editor.Utilities
[Tooltip("Color used for previewing colliders in the scene view")]
private Color previewColor = new Color(0.2f, 1f, 0.3f, 0.5f);
[Tooltip("Layer to assign to GameObjects when colliders are generated")]
private int targetLayer = 0;
private List<Mesh> previewMeshes = new List<Mesh>();
[MenuItem("Tools/Sprite Collider Generator")]
@@ -51,8 +54,29 @@ namespace Editor.Utilities
GetWindow<SpriteColliderGenerator>("Sprite Collider Generator");
}
private void OnEnable()
{
// Subscribe to scene change events to clear invalid object references
UnityEditor.SceneManagement.EditorSceneManager.sceneOpened += OnSceneOpened;
UnityEditor.SceneManagement.EditorSceneManager.sceneClosed += OnSceneClosed;
// Also subscribe to playmode changes as they can invalidate references
EditorApplication.playModeStateChanged += OnPlayModeStateChanged;
// Subscribe to prefab stage changes (Unity 2018.3+)
UnityEditor.SceneManagement.PrefabStage.prefabStageOpened += OnPrefabStageOpened;
UnityEditor.SceneManagement.PrefabStage.prefabStageClosing += OnPrefabStageClosing;
}
private void OnDisable()
{
// Unsubscribe from events
UnityEditor.SceneManagement.EditorSceneManager.sceneOpened -= OnSceneOpened;
UnityEditor.SceneManagement.EditorSceneManager.sceneClosed -= OnSceneClosed;
EditorApplication.playModeStateChanged -= OnPlayModeStateChanged;
UnityEditor.SceneManagement.PrefabStage.prefabStageOpened -= OnPrefabStageOpened;
UnityEditor.SceneManagement.PrefabStage.prefabStageClosing -= OnPrefabStageClosing;
// Clean up any preview meshes when window is closed
foreach (var mesh in previewMeshes)
{
@@ -63,7 +87,53 @@ namespace Editor.Utilities
}
previewMeshes.Clear();
}
private void OnSceneOpened(UnityEngine.SceneManagement.Scene scene, UnityEditor.SceneManagement.OpenSceneMode mode)
{
// Clear selected objects when a scene is opened
ClearInvalidReferences();
}
private void OnSceneClosed(UnityEngine.SceneManagement.Scene scene)
{
// Clear selected objects when a scene is closed
ClearInvalidReferences();
}
private void OnPlayModeStateChanged(PlayModeStateChange state)
{
// Clear references when entering/exiting play mode as they become invalid
if (state == PlayModeStateChange.ExitingEditMode || state == PlayModeStateChange.ExitingPlayMode)
{
ClearInvalidReferences();
}
}
private void OnPrefabStageOpened(UnityEditor.SceneManagement.PrefabStage stage)
{
// Clear selected objects when entering a prefab stage
ClearInvalidReferences();
}
private void OnPrefabStageClosing(UnityEditor.SceneManagement.PrefabStage stage)
{
// Clear selected objects when exiting a prefab stage
ClearInvalidReferences();
}
/// <summary>
/// Clears invalid GameObject references from the selected objects list
/// </summary>
private void ClearInvalidReferences()
{
if (selectedObjects.Count > 0)
{
selectedObjects.Clear();
ClearPreviews(); // Also clear any preview meshes
Repaint(); // Refresh the window UI
}
}
private void OnGUI()
{
EditorGUILayout.BeginVertical();
@@ -146,6 +216,12 @@ namespace Editor.Utilities
new GUIContent("Generate Trigger Colliders", "When enabled, creates trigger colliders instead of solid colliders."),
generateTriggerColliders);
// Layer selection
EditorGUILayout.BeginHorizontal();
EditorGUILayout.LabelField(new GUIContent("Target Layer:", "Layer to assign to GameObjects when colliders are generated. Leave as 'Nothing' to keep current layer."), GUILayout.Width(180));
targetLayer = EditorGUILayout.LayerField(targetLayer);
EditorGUILayout.EndHorizontal();
// Offset option
offsetFromCenter = EditorGUILayout.Toggle(
new GUIContent("Offset From Center", "When enabled, allows scaling the collider outward or inward from the sprite center."),
@@ -445,8 +521,24 @@ namespace Editor.Utilities
polygonCollider.SetPath(i, paths[i]);
}
// Set the layer on the GameObject if a specific layer is selected
SetTargetLayer(targetObject);
return true;
}
/// <summary>
/// Sets the target layer on the GameObject if a layer is selected
/// </summary>
/// <param name="targetObject">The GameObject to set the layer on</param>
private void SetTargetLayer(GameObject targetObject)
{
if (targetLayer != 0)
{
Undo.RecordObject(targetObject, "Set GameObject Layer");
targetObject.layer = targetLayer;
}
}
private List<Vector2[]> GetSpritePaths(Sprite sprite, float tolerance)
{