Surfacing sequence 80% done
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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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