Surfacing sequence 80% done
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8
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1248
Assets/Playables/SurfacingTimeline.playable
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1248
Assets/Playables/SurfacingTimeline.playable
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8
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|
--- !u!1 &2106431001
|
||||||
GameObject:
|
GameObject:
|
||||||
m_ObjectHideFlags: 0
|
m_ObjectHideFlags: 0
|
||||||
@@ -2256,3 +2388,4 @@ SceneRoots:
|
|||||||
- {fileID: 824396217}
|
- {fileID: 824396217}
|
||||||
- {fileID: 323864665}
|
- {fileID: 323864665}
|
||||||
- {fileID: 461301697}
|
- {fileID: 461301697}
|
||||||
|
- {fileID: 2064311129}
|
||||||
|
|||||||
@@ -1,7 +1,9 @@
|
|||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using System;
|
using System;
|
||||||
|
using System.Collections;
|
||||||
using UnityEngine.Events;
|
using UnityEngine.Events;
|
||||||
|
using UnityEngine.Playables;
|
||||||
|
|
||||||
namespace Minigames.DivingForPictures
|
namespace Minigames.DivingForPictures
|
||||||
{
|
{
|
||||||
@@ -35,6 +37,16 @@ namespace Minigames.DivingForPictures
|
|||||||
[Tooltip("Ropes that will break one by one as player takes damage")]
|
[Tooltip("Ropes that will break one by one as player takes damage")]
|
||||||
[SerializeField] private RopeBreaker[] playerRopes;
|
[SerializeField] private RopeBreaker[] playerRopes;
|
||||||
|
|
||||||
|
[Header("Surfacing Settings")]
|
||||||
|
[Tooltip("Duration in seconds for speed transition when surfacing")]
|
||||||
|
[SerializeField] private float speedTransitionDuration = 2.0f;
|
||||||
|
[Tooltip("Factor to multiply speed by when surfacing (usually 1.0 for same speed)")]
|
||||||
|
[SerializeField] private float surfacingSpeedFactor = 3.0f;
|
||||||
|
[Tooltip("How long to continue spawning tiles after surfacing begins (seconds)")]
|
||||||
|
[SerializeField] private float surfacingSpawnDelay = 5.0f;
|
||||||
|
[Tooltip("Reference to the PlayableDirector that will play the surfacing timeline")]
|
||||||
|
[SerializeField] private PlayableDirector surfacingTimeline;
|
||||||
|
|
||||||
// Private state variables
|
// Private state variables
|
||||||
private int playerScore = 0;
|
private int playerScore = 0;
|
||||||
private float currentSpawnProbability;
|
private float currentSpawnProbability;
|
||||||
@@ -43,15 +55,10 @@ namespace Minigames.DivingForPictures
|
|||||||
private List<Monster> activeMonsters = new List<Monster>();
|
private List<Monster> activeMonsters = new List<Monster>();
|
||||||
|
|
||||||
// Velocity management
|
// Velocity management
|
||||||
[Header("Surfacing Settings")]
|
|
||||||
[Tooltip("Duration in seconds for speed transition when surfacing")]
|
|
||||||
[SerializeField] private float speedTransitionDuration = 2.0f;
|
|
||||||
[Tooltip("Factor to multiply speed by when surfacing (usually 1.0 for same speed)")]
|
|
||||||
[SerializeField] private float surfacingSpeedFactor = 3.0f;
|
|
||||||
|
|
||||||
// Velocity state tracking
|
// Velocity state tracking
|
||||||
private float _currentVelocityFactor = 1.0f; // 1.0 = normal descent speed, -1.0 * surfacingSpeedFactor = full surfacing speed
|
private float _currentVelocityFactor = 1.0f; // 1.0 = normal descent speed, -1.0 * surfacingSpeedFactor = full surfacing speed
|
||||||
private Coroutine _velocityTransitionCoroutine;
|
private Coroutine _velocityTransitionCoroutine;
|
||||||
|
private Coroutine _surfacingSequenceCoroutine;
|
||||||
|
|
||||||
// Public properties
|
// Public properties
|
||||||
public int PlayerScore => playerScore;
|
public int PlayerScore => playerScore;
|
||||||
@@ -360,6 +367,10 @@ namespace Minigames.DivingForPictures
|
|||||||
OnVelocityFactorChanged -= tileSpawner.OnVelocityFactorChanged;
|
OnVelocityFactorChanged -= tileSpawner.OnVelocityFactorChanged;
|
||||||
OnVelocityFactorChanged += tileSpawner.OnVelocityFactorChanged;
|
OnVelocityFactorChanged += tileSpawner.OnVelocityFactorChanged;
|
||||||
|
|
||||||
|
// Subscribe to the last tile event
|
||||||
|
tileSpawner.onLastTileLeft.RemoveListener(OnLastTileLeft);
|
||||||
|
tileSpawner.onLastTileLeft.AddListener(OnLastTileLeft);
|
||||||
|
|
||||||
// Tell spawner to reverse spawn/despawn logic
|
// Tell spawner to reverse spawn/despawn logic
|
||||||
tileSpawner.StartSurfacing();
|
tileSpawner.StartSurfacing();
|
||||||
|
|
||||||
@@ -389,8 +400,50 @@ namespace Minigames.DivingForPictures
|
|||||||
obstacleSpawner.OnVelocityFactorChanged(_currentVelocityFactor);
|
obstacleSpawner.OnVelocityFactorChanged(_currentVelocityFactor);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Start the surfacing sequence coroutine
|
||||||
|
if (_surfacingSequenceCoroutine != null)
|
||||||
|
{
|
||||||
|
StopCoroutine(_surfacingSequenceCoroutine);
|
||||||
|
}
|
||||||
|
_surfacingSequenceCoroutine = StartCoroutine(SurfacingSequence());
|
||||||
|
|
||||||
Debug.Log($"[DivingGameManager] Started surfacing with target velocity factor: {targetVelocityFactor}");
|
Debug.Log($"[DivingGameManager] Started surfacing with target velocity factor: {targetVelocityFactor}");
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Coroutine to handle the surfacing sequence timing
|
||||||
|
/// </summary>
|
||||||
|
private IEnumerator SurfacingSequence()
|
||||||
|
{
|
||||||
|
// Wait for the configured delay
|
||||||
|
yield return new WaitForSeconds(surfacingSpawnDelay);
|
||||||
|
|
||||||
|
// Find tile spawner and tell it to stop spawning
|
||||||
|
TrenchTileSpawner tileSpawner = FindFirstObjectByType<TrenchTileSpawner>();
|
||||||
|
if (tileSpawner != null)
|
||||||
|
{
|
||||||
|
// Tell it to stop spawning new tiles
|
||||||
|
tileSpawner.StopSpawning();
|
||||||
|
Debug.Log("[DivingGameManager] Stopped spawning new tiles after delay");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Called when the last tile leaves the screen
|
||||||
|
/// </summary>
|
||||||
|
private void OnLastTileLeft()
|
||||||
|
{
|
||||||
|
// Play the timeline
|
||||||
|
if (surfacingTimeline != null)
|
||||||
|
{
|
||||||
|
surfacingTimeline.Play();
|
||||||
|
Debug.Log("[DivingGameManager] Last tile left the screen, playing timeline");
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
Debug.LogWarning("[DivingGameManager] No surfacing timeline assigned!");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
// Call this when the game ends
|
// Call this when the game ends
|
||||||
public void EndGame()
|
public void EndGame()
|
||||||
|
|||||||
@@ -61,6 +61,10 @@ namespace Minigames.DivingForPictures
|
|||||||
|
|
||||||
// Direction state
|
// Direction state
|
||||||
private bool _isSurfacing = false;
|
private bool _isSurfacing = false;
|
||||||
|
private bool _stopSpawning = false;
|
||||||
|
|
||||||
|
// Event triggered when the last tile leaves the screen after stopping spawning
|
||||||
|
public UnityEvent onLastTileLeft = new UnityEvent();
|
||||||
|
|
||||||
// Velocity management
|
// Velocity management
|
||||||
private float _baseMoveSpeed;
|
private float _baseMoveSpeed;
|
||||||
@@ -311,6 +315,14 @@ namespace Minigames.DivingForPictures
|
|||||||
Debug.Log("[TrenchTileSpawner] Started surfacing - reversed array order");
|
Debug.Log("[TrenchTileSpawner] Started surfacing - reversed array order");
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Stops spawning new tiles
|
||||||
|
/// </summary>
|
||||||
|
public void StopSpawning()
|
||||||
|
{
|
||||||
|
_stopSpawning = true;
|
||||||
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Handles the movement of all active tiles based on the current velocity
|
/// Handles the movement of all active tiles based on the current velocity
|
||||||
/// </summary>
|
/// </summary>
|
||||||
@@ -388,7 +400,15 @@ namespace Minigames.DivingForPictures
|
|||||||
/// </summary>
|
/// </summary>
|
||||||
private void HandleTileSpawning()
|
private void HandleTileSpawning()
|
||||||
{
|
{
|
||||||
if (_activeTiles.Count == 0) return;
|
if (_activeTiles.Count == 0)
|
||||||
|
{
|
||||||
|
// If we have no active tiles and spawning is stopped, trigger the event
|
||||||
|
if (_stopSpawning)
|
||||||
|
{
|
||||||
|
onLastTileLeft.Invoke();
|
||||||
|
}
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
GameObject bottomTile = _activeTiles[^1];
|
GameObject bottomTile = _activeTiles[^1];
|
||||||
if (bottomTile == null)
|
if (bottomTile == null)
|
||||||
@@ -397,8 +417,36 @@ namespace Minigames.DivingForPictures
|
|||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Get the tile height once to use in all calculations
|
||||||
float tileHeight = GetTileHeight(bottomTile);
|
float tileHeight = GetTileHeight(bottomTile);
|
||||||
|
|
||||||
|
// If we're in stop spawning mode, don't spawn new tiles
|
||||||
|
if (_stopSpawning)
|
||||||
|
{
|
||||||
|
// Check if this is the last tile, and if it's about to leave the screen
|
||||||
|
if (_activeTiles.Count == 1)
|
||||||
|
{
|
||||||
|
bool isLastTileLeaving;
|
||||||
|
|
||||||
|
if (_isSurfacing)
|
||||||
|
{
|
||||||
|
// When surfacing, check if the bottom of the tile is above the top of the screen
|
||||||
|
isLastTileLeaving = bottomTile.transform.position.y - tileHeight / 2 > _screenTop + tileSpawnBuffer;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
// When descending, check if the top of the tile is below the bottom of the screen
|
||||||
|
isLastTileLeaving = bottomTile.transform.position.y + tileHeight / 2 < _screenBottom - tileSpawnBuffer;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (isLastTileLeaving)
|
||||||
|
{
|
||||||
|
onLastTileLeft.Invoke();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
bool shouldSpawn;
|
bool shouldSpawn;
|
||||||
float newY;
|
float newY;
|
||||||
|
|
||||||
|
|||||||
Reference in New Issue
Block a user