Surfacing sequence 80% done
This commit is contained in:
@@ -1,7 +1,9 @@
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using UnityEngine;
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using System.Collections.Generic;
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using System;
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using System.Collections;
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using UnityEngine.Events;
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using UnityEngine.Playables;
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namespace Minigames.DivingForPictures
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{
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@@ -35,6 +37,16 @@ namespace Minigames.DivingForPictures
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[Tooltip("Ropes that will break one by one as player takes damage")]
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[SerializeField] private RopeBreaker[] playerRopes;
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[Header("Surfacing Settings")]
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[Tooltip("Duration in seconds for speed transition when surfacing")]
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[SerializeField] private float speedTransitionDuration = 2.0f;
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[Tooltip("Factor to multiply speed by when surfacing (usually 1.0 for same speed)")]
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[SerializeField] private float surfacingSpeedFactor = 3.0f;
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[Tooltip("How long to continue spawning tiles after surfacing begins (seconds)")]
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[SerializeField] private float surfacingSpawnDelay = 5.0f;
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[Tooltip("Reference to the PlayableDirector that will play the surfacing timeline")]
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[SerializeField] private PlayableDirector surfacingTimeline;
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// Private state variables
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private int playerScore = 0;
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private float currentSpawnProbability;
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@@ -43,15 +55,10 @@ namespace Minigames.DivingForPictures
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private List<Monster> activeMonsters = new List<Monster>();
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// Velocity management
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[Header("Surfacing Settings")]
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[Tooltip("Duration in seconds for speed transition when surfacing")]
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[SerializeField] private float speedTransitionDuration = 2.0f;
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[Tooltip("Factor to multiply speed by when surfacing (usually 1.0 for same speed)")]
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[SerializeField] private float surfacingSpeedFactor = 3.0f;
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// Velocity state tracking
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private float _currentVelocityFactor = 1.0f; // 1.0 = normal descent speed, -1.0 * surfacingSpeedFactor = full surfacing speed
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private Coroutine _velocityTransitionCoroutine;
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private Coroutine _surfacingSequenceCoroutine;
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// Public properties
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public int PlayerScore => playerScore;
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@@ -360,6 +367,10 @@ namespace Minigames.DivingForPictures
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OnVelocityFactorChanged -= tileSpawner.OnVelocityFactorChanged;
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OnVelocityFactorChanged += tileSpawner.OnVelocityFactorChanged;
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// Subscribe to the last tile event
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tileSpawner.onLastTileLeft.RemoveListener(OnLastTileLeft);
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tileSpawner.onLastTileLeft.AddListener(OnLastTileLeft);
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// Tell spawner to reverse spawn/despawn logic
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tileSpawner.StartSurfacing();
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@@ -389,8 +400,50 @@ namespace Minigames.DivingForPictures
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obstacleSpawner.OnVelocityFactorChanged(_currentVelocityFactor);
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}
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// Start the surfacing sequence coroutine
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if (_surfacingSequenceCoroutine != null)
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{
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StopCoroutine(_surfacingSequenceCoroutine);
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}
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_surfacingSequenceCoroutine = StartCoroutine(SurfacingSequence());
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Debug.Log($"[DivingGameManager] Started surfacing with target velocity factor: {targetVelocityFactor}");
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}
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/// <summary>
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/// Coroutine to handle the surfacing sequence timing
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/// </summary>
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private IEnumerator SurfacingSequence()
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{
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// Wait for the configured delay
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yield return new WaitForSeconds(surfacingSpawnDelay);
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// Find tile spawner and tell it to stop spawning
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TrenchTileSpawner tileSpawner = FindFirstObjectByType<TrenchTileSpawner>();
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if (tileSpawner != null)
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{
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// Tell it to stop spawning new tiles
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tileSpawner.StopSpawning();
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Debug.Log("[DivingGameManager] Stopped spawning new tiles after delay");
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}
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}
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/// <summary>
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/// Called when the last tile leaves the screen
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/// </summary>
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private void OnLastTileLeft()
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{
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// Play the timeline
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if (surfacingTimeline != null)
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{
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surfacingTimeline.Play();
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Debug.Log("[DivingGameManager] Last tile left the screen, playing timeline");
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}
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else
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{
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Debug.LogWarning("[DivingGameManager] No surfacing timeline assigned!");
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}
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}
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// Call this when the game ends
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public void EndGame()
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@@ -61,6 +61,10 @@ namespace Minigames.DivingForPictures
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// Direction state
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private bool _isSurfacing = false;
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private bool _stopSpawning = false;
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// Event triggered when the last tile leaves the screen after stopping spawning
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public UnityEvent onLastTileLeft = new UnityEvent();
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// Velocity management
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private float _baseMoveSpeed;
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@@ -311,6 +315,14 @@ namespace Minigames.DivingForPictures
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Debug.Log("[TrenchTileSpawner] Started surfacing - reversed array order");
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}
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/// <summary>
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/// Stops spawning new tiles
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/// </summary>
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public void StopSpawning()
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{
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_stopSpawning = true;
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}
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/// <summary>
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/// Handles the movement of all active tiles based on the current velocity
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/// </summary>
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@@ -388,7 +400,15 @@ namespace Minigames.DivingForPictures
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/// </summary>
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private void HandleTileSpawning()
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{
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if (_activeTiles.Count == 0) return;
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if (_activeTiles.Count == 0)
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{
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// If we have no active tiles and spawning is stopped, trigger the event
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if (_stopSpawning)
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{
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onLastTileLeft.Invoke();
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}
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return;
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}
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GameObject bottomTile = _activeTiles[^1];
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if (bottomTile == null)
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@@ -397,8 +417,36 @@ namespace Minigames.DivingForPictures
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return;
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}
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// Get the tile height once to use in all calculations
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float tileHeight = GetTileHeight(bottomTile);
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// If we're in stop spawning mode, don't spawn new tiles
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if (_stopSpawning)
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{
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// Check if this is the last tile, and if it's about to leave the screen
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if (_activeTiles.Count == 1)
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{
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bool isLastTileLeaving;
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if (_isSurfacing)
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{
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// When surfacing, check if the bottom of the tile is above the top of the screen
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isLastTileLeaving = bottomTile.transform.position.y - tileHeight / 2 > _screenTop + tileSpawnBuffer;
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}
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else
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{
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// When descending, check if the top of the tile is below the bottom of the screen
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isLastTileLeaving = bottomTile.transform.position.y + tileHeight / 2 < _screenBottom - tileSpawnBuffer;
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}
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if (isLastTileLeaving)
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{
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onLastTileLeft.Invoke();
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}
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}
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return;
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}
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bool shouldSpawn;
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float newY;
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