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
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using UnityEngine;
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namespace Minigames.DivingForPictures
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{
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/// <summary>
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/// Collision behavior that handles damage from mobile obstacles.
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/// Uses trigger-based collision detection with shared immunity state.
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/// </summary>
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public class ObstacleCollision : PlayerCollisionBehavior
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{
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protected override void HandleCollisionResponse(Collider2D obstacle)
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{
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// Mark the obstacle as having dealt damage to prevent multiple hits
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FloatingObstacle obstacleComponent = obstacle.GetComponent<FloatingObstacle>();
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if (obstacleComponent != null)
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{
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obstacleComponent.MarkDamageDealt();
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}
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Debug.Log($"[ObstacleCollision] Player hit by obstacle {obstacle.gameObject.name}");
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}
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/// <summary>
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/// Override to prevent input blocking during damage immunity
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/// Since obstacles pass through the player, we don't want to block input
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/// </summary>
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protected override void OnImmunityStart()
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{
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Debug.Log($"[ObstacleCollision] Damage immunity started for {damageImmunityDuration} seconds");
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// Don't block input for obstacle damage - let player keep moving
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// The shared immunity system will handle the collision prevention
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}
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/// <summary>
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/// Override to handle immunity end
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/// </summary>
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protected override void OnImmunityEnd()
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{
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Debug.Log($"[ObstacleCollision] Damage immunity ended");
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// No special handling needed - shared immunity system handles collider re-enabling
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}
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}
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}
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