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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@@ -31,7 +31,7 @@ namespace Minigames.DivingForPictures
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/// </summary>
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public void OnTap(Vector2 worldPosition)
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{
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Debug.Log($"[EndlessDescenderController] OnTap at {worldPosition}");
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// Debug.Log($"[EndlessDescenderController] OnTap at {worldPosition}");
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_targetFingerX = Mathf.Clamp(worldPosition.x, GameManager.Instance.EndlessDescenderClampXMin, GameManager.Instance.EndlessDescenderClampXMax);
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_isTouchActive = true;
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}
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@@ -41,7 +41,7 @@ namespace Minigames.DivingForPictures
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/// </summary>
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public void OnHoldStart(Vector2 worldPosition)
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{
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Debug.Log($"[EndlessDescenderController] OnHoldStart at {worldPosition}");
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// Debug.Log($"[EndlessDescenderController] OnHoldStart at {worldPosition}");
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_targetFingerX = Mathf.Clamp(worldPosition.x, GameManager.Instance.EndlessDescenderClampXMin, GameManager.Instance.EndlessDescenderClampXMax);
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_isTouchActive = true;
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}
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@@ -51,7 +51,7 @@ namespace Minigames.DivingForPictures
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/// </summary>
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public void OnHoldMove(Vector2 worldPosition)
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{
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Debug.Log($"[EndlessDescenderController] OnHoldMove at {worldPosition}");
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// Debug.Log($"[EndlessDescenderController] OnHoldMove at {worldPosition}");
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_targetFingerX = Mathf.Clamp(worldPosition.x, GameManager.Instance.EndlessDescenderClampXMin, GameManager.Instance.EndlessDescenderClampXMax);
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}
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@@ -60,7 +60,7 @@ namespace Minigames.DivingForPictures
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/// </summary>
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public void OnHoldEnd(Vector2 worldPosition)
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{
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Debug.Log($"[EndlessDescenderController] OnHoldEnd at {worldPosition}");
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// Debug.Log($"[EndlessDescenderController] OnHoldEnd at {worldPosition}");
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_isTouchActive = false;
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}
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