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

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