Working state for minigameobstacles

This commit is contained in:
2025-09-17 16:10:18 +02:00
committed by Michal Pikulski
parent 2ec5c3d855
commit 50070651c5
26 changed files with 4573 additions and 19 deletions

View File

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using UnityEngine;
using Pooling;
namespace Minigames.DivingForPictures
{
/// <summary>
/// Complete floating obstacle component that handles data, movement, collision detection, and pooling.
/// Obstacles move upward toward the surface and detect collisions with the player.
/// </summary>
public class FloatingObstacle : MonoBehaviour, IPoolable
{
[Header("Obstacle Properties")]
[Tooltip("Index of the prefab this obstacle was created from")]
[SerializeField] private int prefabIndex;
[Tooltip("Damage this obstacle deals to the player")]
[SerializeField] private float damage = 1f;
[Tooltip("Movement speed of this obstacle")]
[SerializeField] private float moveSpeed = 2f;
[Header("Movement")]
[Tooltip("Whether this obstacle moves (can be disabled for static obstacles)")]
[SerializeField] private bool enableMovement = true;
[Header("Collision Detection")]
[Tooltip("Layer mask for player detection - should match Player layer")]
[SerializeField] private LayerMask playerLayerMask = 1 << 7; // Player layer
[Tooltip("How often to check for collisions (in seconds)")]
[SerializeField] private float collisionCheckInterval = 0.1f;
[Header("References")]
[Tooltip("Reference to the spawner that created this obstacle")]
[SerializeField] private ObstacleSpawner spawner;
// Public properties
public int PrefabIndex
{
get => prefabIndex;
set => prefabIndex = value;
}
public float Damage
{
get => damage;
set => damage = value;
}
public float MoveSpeed
{
get => moveSpeed;
set => moveSpeed = value;
}
public bool HasDealtDamage => _hasDealtDamage;
// Private fields
private Collider2D _collider;
private float _collisionCheckTimer;
private bool _hasDealtDamage;
private Camera _mainCamera;
private float _screenTop;
private void Awake()
{
_collider = GetComponent<Collider2D>();
if (_collider == null)
{
_collider = GetComponentInChildren<Collider2D>();
}
if (_collider == null)
{
Debug.LogError($"[FloatingObstacle] No Collider2D found on {gameObject.name}!");
}
_mainCamera = Camera.main;
}
private void Update()
{
if (enableMovement)
{
HandleMovement();
}
HandleCollisionDetection();
CheckIfOffScreen();
}
/// <summary>
/// Moves the obstacle upward based on its speed
/// </summary>
private void HandleMovement()
{
transform.position += Vector3.up * (moveSpeed * Time.deltaTime);
}
/// <summary>
/// Checks for collisions with the player at regular intervals
/// </summary>
private void HandleCollisionDetection()
{
if (_hasDealtDamage || _collider == null) return;
_collisionCheckTimer -= Time.deltaTime;
if (_collisionCheckTimer <= 0f)
{
_collisionCheckTimer = collisionCheckInterval;
CheckForPlayerCollision();
}
}
/// <summary>
/// Checks if this obstacle is colliding with the player
/// </summary>
private void CheckForPlayerCollision()
{
Collider2D[] overlapping = new Collider2D[5];
ContactFilter2D filter = new ContactFilter2D();
filter.SetLayerMask(playerLayerMask);
filter.useTriggers = true;
int count = _collider.Overlap(filter, overlapping);
if (count > 0 && !_hasDealtDamage)
{
// Found collision with player
OnPlayerCollision(overlapping[0]);
}
}
/// <summary>
/// Called when this obstacle collides with the player
/// </summary>
/// <param name="playerCollider">The player's collider</param>
private void OnPlayerCollision(Collider2D playerCollider)
{
_hasDealtDamage = true;
// Trigger damage through events (following the existing pattern)
Debug.Log($"[FloatingObstacle] Obstacle dealt {damage} damage to player");
// Broadcast damage event using the static method
PlayerCollisionBehavior.TriggerDamageStart();
// Continue moving upward - don't destroy or stop the obstacle
Debug.Log($"[FloatingObstacle] Obstacle {gameObject.name} hit player and continues moving");
}
/// <summary>
/// Checks if the obstacle has moved off-screen and should be despawned
/// </summary>
private void CheckIfOffScreen()
{
if (_mainCamera == null) return;
// Calculate screen top if not cached
if (_screenTop == 0f)
{
Vector3 topWorldPoint = _mainCamera.ViewportToWorldPoint(new Vector3(0.5f, 1f, _mainCamera.nearClipPlane));
_screenTop = topWorldPoint.y;
}
// Check if obstacle is above screen
if (transform.position.y > _screenTop + 2f) // Extra buffer for safety
{
ReturnToPool();
}
}
/// <summary>
/// Returns this obstacle to the spawner's pool
/// </summary>
private void ReturnToPool()
{
if (spawner != null)
{
spawner.ReturnObstacleToPool(gameObject, prefabIndex);
}
else
{
Debug.LogWarning($"[FloatingObstacle] Cannot return {gameObject.name} to pool - missing spawner reference");
Destroy(gameObject);
}
}
/// <summary>
/// Sets the spawner reference for this obstacle
/// </summary>
/// <param name="obstacleSpawner">The spawner that created this obstacle</param>
public void SetSpawner(ObstacleSpawner obstacleSpawner)
{
spawner = obstacleSpawner;
}
/// <summary>
/// Called when the obstacle is retrieved from the pool
/// </summary>
public void OnSpawn()
{
_hasDealtDamage = false;
_collisionCheckTimer = 0f;
_screenTop = 0f; // Reset cached screen bounds
// Ensure the obstacle is active and visible
gameObject.SetActive(true);
Debug.Log($"[FloatingObstacle] Obstacle {gameObject.name} spawned");
}
/// <summary>
/// Called when the obstacle is returned to the pool
/// </summary>
public void OnDespawn()
{
_hasDealtDamage = false;
_collisionCheckTimer = 0f;
Debug.Log($"[FloatingObstacle] Obstacle {gameObject.name} despawned");
}
/// <summary>
/// Public method to manually trigger return to pool (for external systems)
/// </summary>
public void ForceReturnToPool()
{
ReturnToPool();
}
}
}