Create a diving minigame MVP (#6)
- Obstacles - Tiles - Object pooling - Monster spawns - Scoring - Minigame End Co-authored-by: Michal Pikulski <michal.a.pikulski@gmail.com> Co-authored-by: AlexanderT <alexander@foolhardyhorizons.com> Reviewed-on: #6
This commit is contained in:
@@ -26,10 +26,15 @@ namespace Minigames.DivingForPictures
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public int initialPoolSize = 10;
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public int maxPoolSize = 30;
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[Header("Surfacing Settings")]
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[Tooltip("Factor to multiply bubble speed by when surfacing (0.5 = half speed)")]
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[SerializeField] private float surfacingSpeedFactor = 0.5f;
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private float _timer;
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private float _nextSpawnInterval;
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private BubblePool _bubblePool;
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private Camera _mainCamera; // Cache camera reference
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private bool _isSurfacing = false;
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void Awake()
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{
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@@ -98,7 +103,18 @@ namespace Minigames.DivingForPictures
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}
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// Randomize bubble properties
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bubble.speed = Random.Range(speedRange.x, speedRange.y);
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float baseSpeed = Random.Range(speedRange.x, speedRange.y);
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// Apply surfacing speed reduction if needed
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if (_isSurfacing)
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{
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bubble.speed = baseSpeed * surfacingSpeedFactor;
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}
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else
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{
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bubble.speed = baseSpeed;
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}
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bubble.wobbleSpeed = Random.Range(wobbleSpeedRange.x, wobbleSpeedRange.y);
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// Set base scale (initial size) for the bubble
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@@ -119,6 +135,25 @@ namespace Minigames.DivingForPictures
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bubble.SetWobbleScaleLimits(wobbleMinScale, wobbleMaxScale);
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}
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/// <summary>
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/// Start surfacing mode - slow down all bubbles
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/// </summary>
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public void StartSurfacing()
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{
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if (_isSurfacing) return; // Already surfacing
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_isSurfacing = true;
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// Slow down all existing bubbles
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Bubble[] activeBubbles = FindObjectsOfType<Bubble>();
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foreach (Bubble bubble in activeBubbles)
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{
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bubble.speed *= surfacingSpeedFactor;
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}
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Debug.Log($"[BubbleSpawner] Started surfacing mode. Bubbles slowed to {surfacingSpeedFactor * 100}% speed.");
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}
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/// <summary>
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/// Logs the current pool statistics for debugging
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/// </summary>
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@@ -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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@@ -31,6 +33,20 @@ namespace Minigames.DivingForPictures
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[Tooltip("Additional points per depth unit")]
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[SerializeField] private int depthMultiplier = 10;
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[Header("Rope Damage System")]
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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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@@ -38,14 +54,32 @@ namespace Minigames.DivingForPictures
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private float timeSinceLastSpawn = 0f;
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private List<Monster> activeMonsters = new List<Monster>();
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// Velocity management
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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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public float CurrentVelocityFactor => _currentVelocityFactor;
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// Events
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public event Action<int> OnScoreChanged;
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public event Action<Monster> OnMonsterSpawned;
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public event Action<Monster, int> OnPictureTaken;
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public event Action<float> OnSpawnProbabilityChanged;
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public event Action OnGameOver;
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public event Action<int> OnRopeBroken; // Passes remaining ropes count
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public event Action<float> OnVelocityFactorChanged;
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// Private state variables for rope system
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private int currentRopeIndex = 0;
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private bool isGameOver = false;
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private bool _isSurfacing = false;
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// Used to track if we're currently surfacing
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public bool IsSurfacing => _isSurfacing;
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private void Awake()
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{
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@@ -64,6 +98,18 @@ namespace Minigames.DivingForPictures
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{
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Debug.LogWarning("No TrenchTileSpawner found in scene. Monster spawning won't work.");
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}
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// Subscribe to player damage events
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PlayerCollisionBehavior.OnDamageTaken += OnPlayerDamageTaken;
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// Validate rope references
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ValidateRopeReferences();
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}
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private void OnDestroy()
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{
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// Unsubscribe from events when the manager is destroyed
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PlayerCollisionBehavior.OnDamageTaken -= OnPlayerDamageTaken;
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}
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private void Update()
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@@ -92,6 +138,9 @@ namespace Minigames.DivingForPictures
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if (spawnPoints.Length == 0) return;
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// If we're surfacing, don't spawn new monsters
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if (_isSurfacing) return;
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bool forceSpawn = timeSinceLastSpawn >= guaranteedSpawnTime;
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bool onCooldown = timeSinceLastSpawn < spawnCooldown;
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@@ -176,6 +225,335 @@ namespace Minigames.DivingForPictures
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monster.OnMonsterDespawned -= OnMonsterDespawned;
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}
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/// <summary>
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/// Called when the player takes damage from any collision
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/// </summary>
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private void OnPlayerDamageTaken()
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{
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if (isGameOver) return;
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// Break the next rope in sequence
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BreakNextRope();
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// Check if all ropes are broken
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if (currentRopeIndex >= playerRopes.Length)
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{
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TriggerGameOver();
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}
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else
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{
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// Notify listeners about rope break and remaining ropes
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int remainingRopes = playerRopes.Length - currentRopeIndex;
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OnRopeBroken?.Invoke(remainingRopes);
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Debug.Log($"[DivingGameManager] Rope broken! {remainingRopes} ropes remaining.");
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}
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}
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/// <summary>
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/// Breaks the next available rope in the sequence
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/// </summary>
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private void BreakNextRope()
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{
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if (currentRopeIndex < playerRopes.Length)
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{
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RopeBreaker ropeToBreak = playerRopes[currentRopeIndex];
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if (ropeToBreak != null)
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{
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// Let the RopeBreaker component handle the breaking, effects, and sounds
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ropeToBreak.BreakRope();
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}
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else
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{
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Debug.LogWarning($"[DivingGameManager] Rope at index {currentRopeIndex} is null!");
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}
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// Move to the next rope regardless if current was null
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currentRopeIndex++;
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}
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}
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/// <summary>
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/// Manually break a rope (for testing or external events)
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/// </summary>
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public void ForceBreakRope()
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{
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if (!isGameOver)
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{
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OnPlayerDamageTaken();
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}
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}
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/// <summary>
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/// Triggers game over state when all ropes are broken
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/// </summary>
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private void TriggerGameOver()
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{
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if (isGameOver) return;
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isGameOver = true;
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Debug.Log("[DivingGameManager] Game Over! All ropes broken. Starting surfacing sequence...");
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// Fire game over event
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OnGameOver?.Invoke();
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// Start surfacing instead of directly ending the game
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StartSurfacing();
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}
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/// <summary>
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/// Validates rope references and logs warnings if any are missing
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/// </summary>
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private void ValidateRopeReferences()
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{
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if (playerRopes == null || playerRopes.Length == 0)
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{
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Debug.LogWarning("[DivingGameManager] No ropes assigned to break! Damage system won't work properly.");
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return;
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}
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for (int i = 0; i < playerRopes.Length; i++)
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{
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if (playerRopes[i] == null)
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{
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Debug.LogWarning($"[DivingGameManager] Rope at index {i} is null!");
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}
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}
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}
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/// <summary>
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/// Resets the rope system for a new game
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/// </summary>
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public void ResetRopeSystem()
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{
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// Reset rope state
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currentRopeIndex = 0;
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isGameOver = false;
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// Restore all broken ropes
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if (playerRopes != null)
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{
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foreach (var rope in playerRopes)
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{
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if (rope != null)
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{
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rope.RestoreRope();
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}
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}
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}
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Debug.Log("[DivingGameManager] Rope system reset.");
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}
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/// <summary>
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/// Starts the surfacing mode - reverses trench direction and adjusts all spawned entities
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/// </summary>
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public void StartSurfacing()
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{
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if (_isSurfacing) return; // Already surfacing
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_isSurfacing = true;
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// 1. Initiate smooth velocity transition to surfacing speed
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float targetVelocityFactor = -1.0f * surfacingSpeedFactor;
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SetVelocityFactor(targetVelocityFactor);
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// 2. Find and notify trench tile spawner about direction change (for spawning/despawning logic)
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TrenchTileSpawner tileSpawner = FindFirstObjectByType<TrenchTileSpawner>();
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if (tileSpawner != null)
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{
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// Subscribe to velocity changes if not already subscribed
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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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// Immediately send current velocity factor
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tileSpawner.OnVelocityFactorChanged(_currentVelocityFactor);
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}
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// Handle the Rock object - disable components and animate it falling offscreen
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GameObject rockObject = GameObject.FindGameObjectWithTag("Rock");
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if (rockObject != null)
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{
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// Disable all components except Transform on the rock object (not its children)
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foreach (Component component in rockObject.GetComponents<Component>())
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{
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if (!(component is Transform))
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{
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if (component is Behaviour behaviour)
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{
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behaviour.enabled = false;
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}
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}
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}
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// Start coroutine to animate the rock falling offscreen
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StartCoroutine(MoveRockOffscreen(rockObject.transform));
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Debug.Log("[DivingGameManager] Disabled rock components and animating it offscreen");
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}
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// Handle the Player object - disable components and reset X position
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GameObject playerObject = GameObject.FindGameObjectWithTag("Player");
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if (playerObject != null)
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{
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// Disable all components except Transform and Animator on the player object (not its children)
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foreach (Component component in playerObject.GetComponents<Component>())
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{
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if (!(component is Transform) && !(component is Animator))
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{
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if (component is Behaviour behaviour)
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{
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behaviour.enabled = false;
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}
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}
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}
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// Start coroutine to reset X position to 0 over 1 second
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StartCoroutine(ResetPlayerPosition(playerObject.transform));
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Debug.Log("[DivingGameManager] Disabled player components (keeping Animator) and resetting position");
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}
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// 3. Find bubble spawner and slow down existing bubbles (no velocity management needed)
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BubbleSpawner bubbleSpawner = FindFirstObjectByType<BubbleSpawner>();
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if (bubbleSpawner != null)
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{
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bubbleSpawner.StartSurfacing();
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}
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// 4. Find obstacle spawner and set up for velocity changes
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ObstacleSpawner obstacleSpawner = FindFirstObjectByType<ObstacleSpawner>();
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if (obstacleSpawner != null)
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{
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// Subscribe to velocity changes
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OnVelocityFactorChanged -= obstacleSpawner.OnVelocityFactorChanged;
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OnVelocityFactorChanged += obstacleSpawner.OnVelocityFactorChanged;
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// Tell spawner to reverse spawn/despawn logic
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obstacleSpawner.StartSurfacing();
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// Immediately send current velocity factor
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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 animate the rock falling below the screen
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/// </summary>
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private IEnumerator MoveRockOffscreen(Transform rockTransform)
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{
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Vector3 startPosition = rockTransform.position;
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// Calculate position below the screen
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Camera mainCamera = Camera.main;
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if (mainCamera == null)
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{
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Debug.LogWarning("[DivingGameManager] Cannot find main camera to calculate offscreen position");
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yield break;
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}
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// Get a position below the bottom of the screen
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Vector3 offscreenPosition = mainCamera.ViewportToWorldPoint(new Vector3(0.5f, -0.2f, mainCamera.nearClipPlane));
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Vector3 targetPosition = new Vector3(startPosition.x, offscreenPosition.y, startPosition.z);
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float duration = 2.0f; // Animation duration in seconds
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float elapsed = 0f;
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while (elapsed < duration)
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{
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elapsed += Time.deltaTime;
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float t = Mathf.Clamp01(elapsed / duration);
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// Use an easing function that accelerates to simulate falling
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float easedT = t * t; // Quadratic easing
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rockTransform.position = Vector3.Lerp(startPosition, targetPosition, easedT);
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yield return null;
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}
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// Ensure final position is exactly at target
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rockTransform.position = targetPosition;
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}
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/// <summary>
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/// Coroutine to reset the player's X position to 0 over time
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/// </summary>
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private IEnumerator ResetPlayerPosition(Transform playerTransform)
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{
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Vector3 startPosition = playerTransform.position;
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Vector3 targetPosition = new Vector3(0f, startPosition.y, startPosition.z);
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float duration = 1.0f; // Reset duration in seconds (as requested)
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float elapsed = 0f;
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while (elapsed < duration)
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{
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elapsed += Time.deltaTime;
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float t = Mathf.Clamp01(elapsed / duration);
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// Use smooth step for more natural movement
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float smoothT = Mathf.SmoothStep(0f, 1f, t);
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playerTransform.position = Vector3.Lerp(startPosition, targetPosition, smoothT);
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yield return null;
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}
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// Ensure final position is exactly at target
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playerTransform.position = targetPosition;
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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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{
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@@ -193,5 +571,49 @@ namespace Minigames.DivingForPictures
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// Final score could be saved to player prefs or other persistence
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Debug.Log($"Final Score: {playerScore}");
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}
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/// <summary>
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/// Starts a smooth transition to the new velocity factor
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/// </summary>
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/// <param name="targetFactor">Target velocity factor (e.g., -1.0 for surfacing speed)</param>
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public void SetVelocityFactor(float targetFactor)
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{
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if (_velocityTransitionCoroutine != null)
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{
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StopCoroutine(_velocityTransitionCoroutine);
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}
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|
||||
_velocityTransitionCoroutine = StartCoroutine(TransitionVelocityFactor(targetFactor));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Coroutine to smoothly transition the velocity factor over time
|
||||
/// </summary>
|
||||
private IEnumerator<WaitForEndOfFrame> TransitionVelocityFactor(float targetFactor)
|
||||
{
|
||||
float startFactor = _currentVelocityFactor;
|
||||
float elapsed = 0f;
|
||||
|
||||
while (elapsed < speedTransitionDuration)
|
||||
{
|
||||
elapsed += Time.deltaTime;
|
||||
float t = Mathf.Clamp01(elapsed / speedTransitionDuration);
|
||||
|
||||
// Smooth step interpolation
|
||||
float smoothStep = t * t * (3f - 2f * t);
|
||||
|
||||
_currentVelocityFactor = Mathf.Lerp(startFactor, targetFactor, smoothStep);
|
||||
|
||||
// Notify listeners about the velocity factor change
|
||||
OnVelocityFactorChanged?.Invoke(_currentVelocityFactor);
|
||||
|
||||
yield return null;
|
||||
}
|
||||
|
||||
_currentVelocityFactor = targetFactor;
|
||||
|
||||
// Final assignment to ensure exact target value
|
||||
OnVelocityFactorChanged?.Invoke(_currentVelocityFactor);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -44,8 +44,12 @@ namespace Minigames.DivingForPictures
|
||||
private Collider2D _collider;
|
||||
private Camera _mainCamera;
|
||||
private float _screenTop;
|
||||
private float _screenBottom; // Added to track bottom of screen
|
||||
private Coroutine _movementCoroutine;
|
||||
private Coroutine _offScreenCheckCoroutine;
|
||||
private bool _isSurfacing = false; // Flag to track surfacing state
|
||||
private float _velocityFactor = 1.0f; // Current velocity factor from game manager
|
||||
private float _baseMoveSpeed; // Original move speed before velocity factor is applied
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
@@ -62,6 +66,7 @@ namespace Minigames.DivingForPictures
|
||||
}
|
||||
|
||||
_mainCamera = Camera.main;
|
||||
_baseMoveSpeed = moveSpeed; // Store original speed
|
||||
}
|
||||
|
||||
private void OnEnable()
|
||||
@@ -105,6 +110,30 @@ namespace Minigames.DivingForPictures
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Called when the velocity factor changes from the DivingGameManager via ObstacleSpawner
|
||||
/// </summary>
|
||||
public void OnVelocityFactorChanged(float velocityFactor)
|
||||
{
|
||||
_velocityFactor = velocityFactor;
|
||||
|
||||
// Update actual move speed based on velocity factor and base speed
|
||||
// We use Abs for magnitude and Sign for direction
|
||||
moveSpeed = _baseMoveSpeed * Mathf.Abs(_velocityFactor);
|
||||
|
||||
// Restart movement with new speed if needed
|
||||
if (enableMovement && gameObject.activeInHierarchy)
|
||||
{
|
||||
if (_movementCoroutine != null)
|
||||
{
|
||||
StopCoroutine(_movementCoroutine);
|
||||
}
|
||||
_movementCoroutine = StartCoroutine(MovementCoroutine());
|
||||
}
|
||||
|
||||
Debug.Log($"[FloatingObstacle] {gameObject.name} velocity factor updated to {_velocityFactor:F2}, speed: {moveSpeed:F2}");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Coroutine that handles obstacle movement
|
||||
/// </summary>
|
||||
@@ -112,8 +141,12 @@ namespace Minigames.DivingForPictures
|
||||
{
|
||||
while (enabled && gameObject.activeInHierarchy)
|
||||
{
|
||||
// Move the obstacle upward
|
||||
transform.position += Vector3.up * (moveSpeed * Time.deltaTime);
|
||||
// Use velocity factor sign to determine direction
|
||||
Vector3 direction = Vector3.up * Mathf.Sign(_velocityFactor);
|
||||
float speed = moveSpeed * Time.deltaTime;
|
||||
|
||||
// Apply movement in correct direction
|
||||
transform.position += direction * speed;
|
||||
|
||||
// Wait for next frame
|
||||
yield return null;
|
||||
@@ -165,6 +198,9 @@ namespace Minigames.DivingForPictures
|
||||
Vector3 topWorldPoint = _mainCamera.ViewportToWorldPoint(new Vector3(0.5f, 1f, _mainCamera.transform.position.z));
|
||||
_screenTop = topWorldPoint.y;
|
||||
|
||||
Vector3 bottomWorldPoint = _mainCamera.ViewportToWorldPoint(new Vector3(0.5f, 0f, _mainCamera.transform.position.z));
|
||||
_screenBottom = bottomWorldPoint.y;
|
||||
|
||||
// Check if obstacle is significantly above screen top (obstacles move upward)
|
||||
// Use a larger buffer to ensure obstacles are truly off-screen before returning to pool
|
||||
if (transform.position.y > _screenTop + 5f)
|
||||
@@ -172,6 +208,11 @@ namespace Minigames.DivingForPictures
|
||||
Debug.Log($"[FloatingObstacle] {gameObject.name} off-screen at Y:{transform.position.y:F2}, screen top:{_screenTop:F2}");
|
||||
ReturnToPool();
|
||||
}
|
||||
else if (transform.position.y < _screenBottom - 5f) // Added check for bottom screen edge
|
||||
{
|
||||
Debug.Log($"[FloatingObstacle] {gameObject.name} below screen at Y:{transform.position.y:F2}, screen bottom:{_screenBottom:F2}");
|
||||
ReturnToPool();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -279,5 +320,20 @@ namespace Minigames.DivingForPictures
|
||||
StartObstacleBehavior();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sets surfacing mode, which reverses obstacle movement direction
|
||||
/// </summary>
|
||||
public void StartSurfacing()
|
||||
{
|
||||
if (_isSurfacing) return; // Already surfacing
|
||||
|
||||
_isSurfacing = true;
|
||||
|
||||
// Reverse movement speed (already handled by ObstacleSpawner, but this ensures consistency)
|
||||
moveSpeed *= -1;
|
||||
|
||||
Debug.Log($"[FloatingObstacle] {gameObject.name} started surfacing with speed: {moveSpeed}");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -75,6 +75,8 @@ namespace Minigames.DivingForPictures
|
||||
private Coroutine _spawnCoroutine;
|
||||
private readonly List<GameObject> _activeObstacles = new List<GameObject>();
|
||||
private int _obstacleCounter = 0; // Counter for unique obstacle naming
|
||||
private bool _isSurfacing = false; // Flag to track surfacing state
|
||||
private float _velocityFactor = 1.0f; // Current velocity factor from the game manager
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
@@ -250,6 +252,13 @@ namespace Minigames.DivingForPictures
|
||||
/// </summary>
|
||||
private void TrySpawnObstacle()
|
||||
{
|
||||
// Don't spawn new obstacles when surfacing
|
||||
if (_isSurfacing)
|
||||
{
|
||||
Debug.Log("[ObstacleSpawner] Skipping obstacle spawn - currently surfacing");
|
||||
return;
|
||||
}
|
||||
|
||||
Debug.Log($"[ObstacleSpawner] TrySpawnObstacle called at {Time.time:F2}");
|
||||
|
||||
if (obstaclePrefabs == null || obstaclePrefabs.Count == 0)
|
||||
@@ -338,25 +347,53 @@ namespace Minigames.DivingForPictures
|
||||
return;
|
||||
}
|
||||
|
||||
Debug.Log($"[ObstacleSpawner] Got obstacle {obstacle.name} from pool, active state: {obstacle.activeInHierarchy}");
|
||||
|
||||
// FORCE ACTIVATION - bypass pool issues
|
||||
if (!obstacle.activeInHierarchy)
|
||||
{
|
||||
Debug.LogWarning($"[ObstacleSpawner] Pool returned inactive object {obstacle.name}, force activating!");
|
||||
obstacle.SetActive(true);
|
||||
Debug.Log($"[ObstacleSpawner] After force activation, {obstacle.name} active state: {obstacle.activeInHierarchy}");
|
||||
}
|
||||
|
||||
// Important: Set position/parent/rotation BEFORE activation to avoid visual glitches
|
||||
obstacle.transform.position = position;
|
||||
obstacle.transform.rotation = prefab.transform.rotation;
|
||||
obstacle.transform.SetParent(transform);
|
||||
Debug.Log($"[ObstacleSpawner] After positioning, obstacle {obstacle.name} active state: {obstacle.activeInHierarchy}");
|
||||
|
||||
Debug.Log($"[ObstacleSpawner] Got obstacle {obstacle.name} from pool, active state: {obstacle.activeInHierarchy}");
|
||||
|
||||
// ENHANCED FORCE ACTIVATION - more robust approach
|
||||
if (!obstacle.activeInHierarchy)
|
||||
{
|
||||
Debug.LogWarning($"[ObstacleSpawner] Pool returned inactive object {obstacle.name}, force activating!");
|
||||
|
||||
// Configure obstacle BEFORE activation
|
||||
ConfigureObstacle(obstacle, prefabIndex);
|
||||
|
||||
// Force activate the obstacle
|
||||
obstacle.SetActive(true);
|
||||
|
||||
// Double-check activation status
|
||||
if (!obstacle.activeInHierarchy)
|
||||
{
|
||||
Debug.LogError($"[ObstacleSpawner] CRITICAL ERROR: Failed to activate {obstacle.name} after multiple attempts!");
|
||||
|
||||
// Last resort: try to instantiate a new one instead
|
||||
GameObject newObstacle = Instantiate(prefab, position, prefab.transform.rotation, transform);
|
||||
if (newObstacle != null)
|
||||
{
|
||||
obstacle = newObstacle;
|
||||
ConfigureObstacle(obstacle, prefabIndex);
|
||||
}
|
||||
}
|
||||
|
||||
Debug.Log($"[ObstacleSpawner] After force activation, {obstacle.name} active state: {obstacle.activeInHierarchy}");
|
||||
}
|
||||
else
|
||||
{
|
||||
// Still configure if already active
|
||||
ConfigureObstacle(obstacle, prefabIndex);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.Log($"[ObstacleSpawner] Instantiating new obstacle (pooling disabled)");
|
||||
obstacle = Instantiate(prefab, position, prefab.transform.rotation, transform);
|
||||
|
||||
// Configure the newly instantiated obstacle
|
||||
ConfigureObstacle(obstacle, prefabIndex);
|
||||
}
|
||||
|
||||
// Assign unique name with counter
|
||||
@@ -364,10 +401,6 @@ namespace Minigames.DivingForPictures
|
||||
string oldName = obstacle.name;
|
||||
obstacle.name = $"Obstacle{_obstacleCounter:D3}";
|
||||
Debug.Log($"[ObstacleSpawner] Renamed obstacle from '{oldName}' to '{obstacle.name}', active state: {obstacle.activeInHierarchy}");
|
||||
|
||||
// Configure the obstacle
|
||||
ConfigureObstacle(obstacle, prefabIndex);
|
||||
Debug.Log($"[ObstacleSpawner] After configuration, obstacle {obstacle.name} active state: {obstacle.activeInHierarchy}");
|
||||
|
||||
// Track active obstacles
|
||||
_activeObstacles.Add(obstacle);
|
||||
@@ -459,6 +492,55 @@ namespace Minigames.DivingForPictures
|
||||
CalculateScreenBounds();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Called when the velocity factor changes from the DivingGameManager
|
||||
/// </summary>
|
||||
public void OnVelocityFactorChanged(float velocityFactor)
|
||||
{
|
||||
_velocityFactor = velocityFactor;
|
||||
|
||||
// Update all active obstacles with the new velocity factor
|
||||
foreach (GameObject obstacle in _activeObstacles)
|
||||
{
|
||||
if (obstacle != null)
|
||||
{
|
||||
FloatingObstacle obstacleComponent = obstacle.GetComponent<FloatingObstacle>();
|
||||
if (obstacleComponent != null)
|
||||
{
|
||||
obstacleComponent.OnVelocityFactorChanged(velocityFactor);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Debug.Log($"[ObstacleSpawner] Velocity factor updated to {_velocityFactor:F2}, propagated to {_activeObstacles.Count} active obstacles");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Start surfacing mode - reverse direction of existing obstacles and stop spawning new ones
|
||||
/// </summary>
|
||||
public void StartSurfacing()
|
||||
{
|
||||
if (_isSurfacing) return; // Already surfacing
|
||||
|
||||
_isSurfacing = true;
|
||||
|
||||
// Notify obstacles about surfacing state (for direction-based logic)
|
||||
foreach (GameObject obstacle in _activeObstacles)
|
||||
{
|
||||
if (obstacle != null)
|
||||
{
|
||||
FloatingObstacle obstacleComponent = obstacle.GetComponent<FloatingObstacle>();
|
||||
if (obstacleComponent != null)
|
||||
{
|
||||
// Call StartSurfacing on the obstacle component itself
|
||||
obstacleComponent.StartSurfacing();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Debug.Log($"[ObstacleSpawner] Started surfacing mode for {_activeObstacles.Count} active obstacles");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the count of currently active obstacles
|
||||
/// </summary>
|
||||
|
||||
331
Assets/Scripts/Minigames/DivingForPictures/RopeBreaker.cs
Normal file
331
Assets/Scripts/Minigames/DivingForPictures/RopeBreaker.cs
Normal file
@@ -0,0 +1,331 @@
|
||||
using UnityEngine;
|
||||
using System.Collections;
|
||||
using GogoGaga.OptimizedRopesAndCables;
|
||||
|
||||
/// <summary>
|
||||
/// Component that allows breaking a rope in half.
|
||||
/// Attach this to the same GameObject that has a Rope and LineRenderer component.
|
||||
/// </summary>
|
||||
public class RopeBreaker : MonoBehaviour
|
||||
{
|
||||
[Header("Break Settings")]
|
||||
[Tooltip("Position along rope where break occurs (0-1)")]
|
||||
[Range(0f, 1f)]
|
||||
[SerializeField] private float breakPosition = 0.5f;
|
||||
|
||||
[Tooltip("Effect to spawn at break point (optional)")]
|
||||
[SerializeField] private GameObject breakEffect;
|
||||
|
||||
[Tooltip("Sound to play when rope breaks (optional)")]
|
||||
[SerializeField] private AudioClip breakSound;
|
||||
|
||||
[Header("Physics Settings")]
|
||||
[Tooltip("Follow speed for the rope physics simulation")]
|
||||
[SerializeField] private float ropeFollowSpeed = 5f;
|
||||
|
||||
[Tooltip("Trailing amount for the rope physics simulation")]
|
||||
[SerializeField] private float ropeTrailing = 0.2f;
|
||||
|
||||
[Tooltip("Gravity strength applied to hanging rope end")]
|
||||
[SerializeField] private float ropeGravityStrength = 9.8f;
|
||||
|
||||
[Tooltip("How strongly the rope tries to hang vertically")]
|
||||
[SerializeField] private float ropeVerticalHangStrength = 2f;
|
||||
|
||||
[Tooltip("Damping for physics movement (higher = less bouncy)")]
|
||||
[SerializeField] private float ropeDamping = 0.3f;
|
||||
|
||||
[Tooltip("Initial separation distance between rope ends when broken")]
|
||||
[SerializeField] private float initialSeparationDistance = 0.1f;
|
||||
|
||||
[Tooltip("Initial downward impulse for falling rope end")]
|
||||
[SerializeField] private float initialFallImpulse = 2.0f;
|
||||
|
||||
// Private references
|
||||
private Rope originalRope;
|
||||
private LineRenderer originalLineRenderer;
|
||||
private GameObject firstHalfRope;
|
||||
private GameObject secondHalfRope;
|
||||
private Rope firstHalfRopeComponent;
|
||||
private Rope secondHalfRopeComponent;
|
||||
private Transform breakPointTransform;
|
||||
private Transform secondBreakTransform;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
// Get references to the required components
|
||||
originalRope = GetComponent<Rope>();
|
||||
originalLineRenderer = GetComponent<LineRenderer>();
|
||||
|
||||
if (originalRope == null || originalLineRenderer == null)
|
||||
{
|
||||
Debug.LogError("RopeBreaker requires both Rope and LineRenderer components on the same GameObject");
|
||||
enabled = false;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Breaks the rope at the specified position.
|
||||
/// </summary>
|
||||
/// <param name="breakPositionOverride">Optional override for break position (0-1)</param>
|
||||
/// <returns>True if rope was broken successfully, false otherwise</returns>
|
||||
public bool BreakRope(float? breakPositionOverride = null)
|
||||
{
|
||||
if (originalRope == null || !originalRope.StartPoint || !originalRope.EndPoint)
|
||||
{
|
||||
Debug.LogError("Cannot break rope: Missing rope component or endpoints");
|
||||
return false;
|
||||
}
|
||||
|
||||
// Use override position if provided
|
||||
float breakPos = breakPositionOverride ?? breakPosition;
|
||||
breakPos = Mathf.Clamp01(breakPos);
|
||||
|
||||
// Get the world position at the break point
|
||||
Vector3 breakPointPosition = originalRope.GetPointAt(breakPos);
|
||||
|
||||
// Create a transform at the break point to use as an anchor
|
||||
CreateBreakPointTransform(breakPointPosition);
|
||||
|
||||
// Create two new rope GameObjects
|
||||
CreateRopeSegments(breakPointPosition);
|
||||
|
||||
// Hide the original rope
|
||||
originalLineRenderer.enabled = false;
|
||||
|
||||
// Play effects
|
||||
PlayBreakEffects(breakPointPosition);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Creates a transform at the break point to use as an anchor
|
||||
/// </summary>
|
||||
private void CreateBreakPointTransform(Vector3 breakPointPosition)
|
||||
{
|
||||
// Store references to the original rope endpoints
|
||||
Transform originalStartPoint = originalRope.StartPoint;
|
||||
Transform originalEndPoint = originalRope.EndPoint;
|
||||
|
||||
// Create a new GameObject for the break point (attached to Player)
|
||||
GameObject breakPointObj = new GameObject("RopeBreakPoint");
|
||||
breakPointTransform = breakPointObj.transform;
|
||||
breakPointTransform.position = breakPointPosition;
|
||||
breakPointTransform.SetParent(transform.parent); // Parent to the same parent as the rope
|
||||
|
||||
// Add the physics follower component to the break point
|
||||
RopeEndPhysicsFollower follower = breakPointObj.AddComponent<RopeEndPhysicsFollower>();
|
||||
|
||||
// Set specific transform to follow instead of using tag
|
||||
follower.SetTargetTransform(originalStartPoint);
|
||||
follower.canFall = false; // Player rope end doesn't fall
|
||||
follower.followSpeed = ropeFollowSpeed;
|
||||
follower.trailing = ropeTrailing;
|
||||
|
||||
// Create second break point (for the rock-attached end)
|
||||
GameObject secondBreakObj = new GameObject("RopeBreakPoint_Second");
|
||||
secondBreakTransform = secondBreakObj.transform;
|
||||
secondBreakTransform.position = breakPointPosition;
|
||||
secondBreakTransform.SetParent(transform.parent);
|
||||
|
||||
// Add physics behavior to second break point
|
||||
RopeEndPhysicsFollower secondFollower = secondBreakObj.AddComponent<RopeEndPhysicsFollower>();
|
||||
|
||||
// Set specific transform to follow instead of using tag
|
||||
secondFollower.SetTargetTransform(originalEndPoint);
|
||||
secondFollower.canFall = true; // Rock end can fall
|
||||
secondFollower.followSpeed = ropeFollowSpeed;
|
||||
secondFollower.trailing = ropeTrailing;
|
||||
secondFollower.gravityStrength = ropeGravityStrength;
|
||||
secondFollower.verticalHangStrength = ropeVerticalHangStrength;
|
||||
secondFollower.damping = ropeDamping;
|
||||
secondFollower.initialFallImpulse = initialFallImpulse;
|
||||
|
||||
// Create initial separation
|
||||
Vector3 direction = (originalEndPoint.position - breakPointPosition).normalized;
|
||||
if (direction.magnitude < 0.01f) direction = Vector3.down;
|
||||
|
||||
breakPointTransform.position -= direction * initialSeparationDistance * 0.5f;
|
||||
secondBreakTransform.position += direction * initialSeparationDistance * 0.5f;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Creates two new rope GameObjects for the broken segments
|
||||
/// </summary>
|
||||
private void CreateRopeSegments(Vector3 breakPointPosition)
|
||||
{
|
||||
// Create the first half rope (from start to break point)
|
||||
firstHalfRope = new GameObject("Rope_FirstHalf");
|
||||
firstHalfRope.transform.position = transform.position;
|
||||
firstHalfRope.transform.rotation = transform.rotation;
|
||||
firstHalfRope.transform.SetParent(transform.parent);
|
||||
|
||||
// Add Rope component which automatically adds LineRenderer due to RequireComponent
|
||||
firstHalfRopeComponent = firstHalfRope.AddComponent<Rope>();
|
||||
|
||||
// Get the LineRenderer that was automatically added
|
||||
LineRenderer firstLineRenderer = firstHalfRope.GetComponent<LineRenderer>();
|
||||
if (firstLineRenderer == null)
|
||||
{
|
||||
// Only add if somehow not created (shouldn't happen, but safety check)
|
||||
firstLineRenderer = firstHalfRope.AddComponent<LineRenderer>();
|
||||
}
|
||||
CopyLineRendererProperties(originalLineRenderer, firstLineRenderer);
|
||||
|
||||
// Create the second half rope (from break point to end)
|
||||
secondHalfRope = new GameObject("Rope_SecondHalf");
|
||||
secondHalfRope.transform.position = transform.position;
|
||||
secondHalfRope.transform.rotation = transform.rotation;
|
||||
secondHalfRope.transform.SetParent(transform.parent);
|
||||
|
||||
// Add Rope component which automatically adds LineRenderer due to RequireComponent
|
||||
secondHalfRopeComponent = secondHalfRope.AddComponent<Rope>();
|
||||
|
||||
// Get the LineRenderer that was automatically added
|
||||
LineRenderer secondLineRenderer = secondHalfRope.GetComponent<LineRenderer>();
|
||||
if (secondLineRenderer == null)
|
||||
{
|
||||
// Only add if somehow not created (shouldn't happen, but safety check)
|
||||
secondLineRenderer = secondHalfRope.AddComponent<LineRenderer>();
|
||||
}
|
||||
CopyLineRendererProperties(originalLineRenderer, secondLineRenderer);
|
||||
|
||||
// Configure the first half rope
|
||||
firstHalfRopeComponent.SetStartPoint(originalRope.StartPoint);
|
||||
firstHalfRopeComponent.SetEndPoint(breakPointTransform, false); // Don't recalculate yet
|
||||
|
||||
// Copy properties from original rope
|
||||
CopyRopeProperties(originalRope, firstHalfRopeComponent);
|
||||
|
||||
// Explicitly initialize the rope
|
||||
firstHalfRopeComponent.Initialize();
|
||||
|
||||
// Now force recalculation after initialization
|
||||
firstHalfRopeComponent.RecalculateRope();
|
||||
|
||||
// Configure the second half rope - REVERSED: Rock (End) is now Start, Break point is now End
|
||||
secondHalfRopeComponent.SetStartPoint(originalRope.EndPoint);
|
||||
secondHalfRopeComponent.SetEndPoint(secondBreakTransform, false); // Don't recalculate yet
|
||||
|
||||
// Copy properties from original rope
|
||||
CopyRopeProperties(originalRope, secondHalfRopeComponent);
|
||||
|
||||
// Explicitly initialize the rope
|
||||
secondHalfRopeComponent.Initialize();
|
||||
|
||||
// Now force recalculation after initialization
|
||||
secondHalfRopeComponent.RecalculateRope();
|
||||
|
||||
// Set explicit rope length constraints on the physics followers
|
||||
// This needs to be done after the rope segments are created so we have the correct rope lengths
|
||||
RopeEndPhysicsFollower playerFollower = breakPointTransform.GetComponent<RopeEndPhysicsFollower>();
|
||||
if (playerFollower != null)
|
||||
{
|
||||
playerFollower.SetMaxDistance(firstHalfRopeComponent.ropeLength);
|
||||
}
|
||||
|
||||
RopeEndPhysicsFollower rockFollower = secondBreakTransform.GetComponent<RopeEndPhysicsFollower>();
|
||||
if (rockFollower != null)
|
||||
{
|
||||
rockFollower.SetMaxDistance(secondHalfRopeComponent.ropeLength);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Copies properties from one LineRenderer to another
|
||||
/// </summary>
|
||||
private void CopyLineRendererProperties(LineRenderer source, LineRenderer destination)
|
||||
{
|
||||
// Copy material
|
||||
destination.material = source.material;
|
||||
|
||||
// Copy colors
|
||||
destination.startColor = source.startColor;
|
||||
destination.endColor = source.endColor;
|
||||
|
||||
// Copy width
|
||||
destination.startWidth = source.startWidth;
|
||||
destination.endWidth = source.endWidth;
|
||||
|
||||
// Copy other properties
|
||||
destination.numCornerVertices = source.numCornerVertices;
|
||||
destination.numCapVertices = source.numCapVertices;
|
||||
destination.alignment = source.alignment;
|
||||
destination.textureMode = source.textureMode;
|
||||
destination.generateLightingData = source.generateLightingData;
|
||||
destination.useWorldSpace = source.useWorldSpace;
|
||||
destination.loop = source.loop;
|
||||
destination.sortingLayerID = source.sortingLayerID;
|
||||
destination.sortingOrder = source.sortingOrder;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Copies properties from one Rope to another
|
||||
/// </summary>
|
||||
private void CopyRopeProperties(Rope source, Rope destination)
|
||||
{
|
||||
destination.linePoints = source.linePoints;
|
||||
destination.stiffness = source.stiffness;
|
||||
destination.damping = source.damping;
|
||||
destination.ropeLength = source.ropeLength / 2f; // Halve the rope length for each segment
|
||||
destination.ropeWidth = source.ropeWidth;
|
||||
destination.midPointWeight = source.midPointWeight;
|
||||
destination.midPointPosition = source.midPointPosition;
|
||||
|
||||
// Recalculate the rope to update its appearance
|
||||
destination.RecalculateRope();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Plays visual and audio effects at the break point
|
||||
/// </summary>
|
||||
private void PlayBreakEffects(Vector3 breakPointPosition)
|
||||
{
|
||||
// Spawn break effect if assigned
|
||||
if (breakEffect != null)
|
||||
{
|
||||
Instantiate(breakEffect, breakPointPosition, Quaternion.identity);
|
||||
}
|
||||
|
||||
// Play break sound if assigned
|
||||
if (breakSound != null)
|
||||
{
|
||||
AudioSource.PlayClipAtPoint(breakSound, breakPointPosition);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Restores the original rope and cleans up the broken pieces
|
||||
/// </summary>
|
||||
public void RestoreRope()
|
||||
{
|
||||
// Re-enable the original rope
|
||||
if (originalLineRenderer != null)
|
||||
{
|
||||
originalLineRenderer.enabled = true;
|
||||
}
|
||||
|
||||
// Clean up the broken rope pieces
|
||||
if (firstHalfRope != null)
|
||||
{
|
||||
Destroy(firstHalfRope);
|
||||
}
|
||||
|
||||
if (secondHalfRope != null)
|
||||
{
|
||||
Destroy(secondHalfRope);
|
||||
}
|
||||
|
||||
// Clean up both break points
|
||||
if (breakPointTransform != null)
|
||||
{
|
||||
Destroy(breakPointTransform.gameObject);
|
||||
}
|
||||
|
||||
if (secondBreakTransform != null)
|
||||
{
|
||||
Destroy(secondBreakTransform.gameObject);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 30919200017f4879867c3b6289429924
|
||||
timeCreated: 1758466190
|
||||
@@ -0,0 +1,306 @@
|
||||
using GogoGaga.OptimizedRopesAndCables;
|
||||
using UnityEngine;
|
||||
|
||||
public class RopeEndPhysicsFollower : MonoBehaviour
|
||||
{
|
||||
[Header("Target Settings")]
|
||||
[Tooltip("Transform this endpoint should follow")]
|
||||
public Transform targetTransform;
|
||||
[Tooltip("Tag of the object this endpoint should follow (only used if targetTransform is not set)")]
|
||||
public string targetTag;
|
||||
[Tooltip("How quickly the endpoint follows the target when not using physics")]
|
||||
public float followSpeed = 5f;
|
||||
[Tooltip("How much trailing (0 = instant, 1 = very slow)")]
|
||||
public float trailing = 0.2f;
|
||||
|
||||
[Header("Physics Simulation")]
|
||||
[Tooltip("Gravity strength")]
|
||||
public float gravityStrength = 9.8f;
|
||||
[Tooltip("How strongly the rope attempts to hang vertically")]
|
||||
public float verticalHangStrength = 2f;
|
||||
[Tooltip("Damping for physics movement (higher = less bouncy)")]
|
||||
public float damping = 0.3f;
|
||||
[Tooltip("Initial downward impulse when enabled")]
|
||||
public float initialFallImpulse = 2.0f;
|
||||
[Tooltip("Whether this end can fall with gravity (false for player-attached ends)")]
|
||||
public bool canFall = true;
|
||||
|
||||
// Private variables
|
||||
private Transform target;
|
||||
private Vector2 physicsVelocity;
|
||||
private Vector2 offset;
|
||||
private Vector3 lastTargetPosition;
|
||||
private bool initialized = false;
|
||||
private bool debugLog = true;
|
||||
|
||||
// Rope reference to get the actual rope length
|
||||
private Rope attachedRope;
|
||||
private float maxDistance;
|
||||
|
||||
void Start()
|
||||
{
|
||||
// Find the Rope component to determine the maximum distance
|
||||
FindAttachedRope();
|
||||
|
||||
// Use targetTransform if set, otherwise try to find by tag
|
||||
if (targetTransform != null)
|
||||
{
|
||||
target = targetTransform;
|
||||
if (debugLog) Debug.Log($"[RopeEndPhysicsFollower] Using assigned target transform: {target.name}");
|
||||
}
|
||||
else if (!string.IsNullOrEmpty(targetTag))
|
||||
{
|
||||
GameObject found = GameObject.FindGameObjectWithTag(targetTag);
|
||||
if (found)
|
||||
{
|
||||
target = found.transform;
|
||||
if (debugLog) Debug.Log($"[RopeEndPhysicsFollower] Found target by tag '{targetTag}': {target.name}");
|
||||
}
|
||||
}
|
||||
|
||||
// Initialize offset and velocities
|
||||
if (target)
|
||||
{
|
||||
// Only store horizontal offset, not vertical for physics simulation
|
||||
Vector2 offsetVec = transform.position - target.position;
|
||||
offset.x = offsetVec.x;
|
||||
offset.y = 0; // Don't preserve vertical offset for gravity simulation
|
||||
lastTargetPosition = target.position;
|
||||
|
||||
// Apply initial falling impulse if this end can fall
|
||||
if (canFall)
|
||||
{
|
||||
physicsVelocity = new Vector2(0, -initialFallImpulse);
|
||||
if (debugLog) Debug.Log($"[RopeEndPhysicsFollower] Initialized with target: {target.name}, initial Y velocity: {physicsVelocity.y}");
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
offset = Vector2.zero;
|
||||
lastTargetPosition = transform.position;
|
||||
if (debugLog) Debug.Log($"[RopeEndPhysicsFollower] No target found");
|
||||
}
|
||||
|
||||
initialized = true;
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
if (!target) return;
|
||||
|
||||
// Calculate deltaTime for physics stability
|
||||
float deltaTime = Time.deltaTime;
|
||||
|
||||
// Get target velocity
|
||||
Vector3 targetVelocity = (target.position - lastTargetPosition) / deltaTime;
|
||||
lastTargetPosition = target.position;
|
||||
|
||||
// Current position relative to target
|
||||
Vector2 relativePos = new Vector2(
|
||||
transform.position.x - target.position.x,
|
||||
transform.position.y - target.position.y
|
||||
);
|
||||
|
||||
// Get the straight-line distance between target and this transform
|
||||
float currentDistance = relativePos.magnitude;
|
||||
|
||||
// Normalized direction from target to this transform
|
||||
Vector2 directionToTarget = relativePos.normalized;
|
||||
|
||||
// Apply forces based on whether this end can fall
|
||||
if (canFall)
|
||||
{
|
||||
// 1. Gravity - always pulls down
|
||||
physicsVelocity.y -= gravityStrength * deltaTime;
|
||||
}
|
||||
|
||||
// 2. Vertical hanging force - try to align X with target when stationary
|
||||
if (Mathf.Abs(targetVelocity.x) < 0.1f)
|
||||
{
|
||||
// Use the actual X position of the target as the desired X position
|
||||
float xOffset = transform.position.x - target.position.x;
|
||||
physicsVelocity.x -= xOffset * verticalHangStrength * deltaTime;
|
||||
|
||||
// Debug log to track vertical hanging behavior
|
||||
if (debugLog && Time.frameCount % 120 == 0)
|
||||
{
|
||||
Debug.Log($"[RopeEndPhysicsFollower] Vertical hanging: target X={target.position.x}, my X={transform.position.x}, offset={xOffset}");
|
||||
}
|
||||
}
|
||||
|
||||
// 3. Rope length constraint - apply a force toward the target if we're exceeding the rope length
|
||||
if (currentDistance > maxDistance)
|
||||
{
|
||||
// Calculate constraint force proportional to how much we're exceeding the rope length
|
||||
float exceededDistance = currentDistance - maxDistance;
|
||||
|
||||
// Apply a stronger constraint force the more we exceed the max distance
|
||||
Vector2 constraintForce = -directionToTarget * exceededDistance * 10f;
|
||||
|
||||
// Apply to velocity
|
||||
physicsVelocity += constraintForce * deltaTime;
|
||||
|
||||
if (debugLog && Time.frameCount % 60 == 0)
|
||||
{
|
||||
Debug.Log($"[RopeEndPhysicsFollower] Exceeding max distance: {exceededDistance}, applying constraint");
|
||||
}
|
||||
}
|
||||
|
||||
// Apply damping to physics velocity
|
||||
physicsVelocity *= (1f - damping * deltaTime);
|
||||
|
||||
// Log physics state periodically for debugging
|
||||
if (debugLog && Time.frameCount % 60 == 0)
|
||||
{
|
||||
Debug.Log($"[RopeEndPhysicsFollower] Y position: {transform.position.y}, Y velocity: {physicsVelocity.y}, Distance: {currentDistance}/{maxDistance}");
|
||||
}
|
||||
|
||||
// Apply physics velocity to position
|
||||
Vector3 newPos = transform.position;
|
||||
newPos.x += physicsVelocity.x * deltaTime;
|
||||
|
||||
// Only apply vertical movement if this end can fall
|
||||
if (canFall)
|
||||
{
|
||||
newPos.y += physicsVelocity.y * deltaTime;
|
||||
}
|
||||
|
||||
transform.position = newPos;
|
||||
|
||||
// Final distance check - hard constraint to ensure we never exceed the rope length
|
||||
// This prevents numerical instability from causing the rope to stretch
|
||||
float finalDistance = Vector2.Distance(
|
||||
new Vector2(transform.position.x, transform.position.y),
|
||||
new Vector2(target.position.x, target.position.y)
|
||||
);
|
||||
|
||||
if (finalDistance > maxDistance)
|
||||
{
|
||||
// Calculate the direction from target to this transform
|
||||
Vector2 direction = new Vector2(
|
||||
transform.position.x - target.position.x,
|
||||
transform.position.y - target.position.y
|
||||
).normalized;
|
||||
|
||||
// Set position to be exactly at the maximum distance
|
||||
Vector3 constrainedPos = new Vector3(
|
||||
target.position.x + direction.x * maxDistance,
|
||||
target.position.y + direction.y * maxDistance,
|
||||
transform.position.z
|
||||
);
|
||||
|
||||
transform.position = constrainedPos;
|
||||
}
|
||||
}
|
||||
|
||||
private void FindAttachedRope()
|
||||
{
|
||||
// Find the Rope component on the same GameObject or parent
|
||||
attachedRope = GetComponent<Rope>();
|
||||
if (attachedRope == null)
|
||||
{
|
||||
attachedRope = GetComponentInParent<Rope>();
|
||||
}
|
||||
|
||||
// If we still couldn't find it, look for it on a child GameObject
|
||||
if (attachedRope == null)
|
||||
{
|
||||
attachedRope = GetComponentInChildren<Rope>();
|
||||
}
|
||||
|
||||
// Look for a rope attached to this endpoint
|
||||
if (attachedRope == null)
|
||||
{
|
||||
// Find any rope that has this transform as an endpoint
|
||||
Rope[] allRopes = FindObjectsOfType<Rope>();
|
||||
foreach (var rope in allRopes)
|
||||
{
|
||||
if (rope.EndPoint == transform || rope.StartPoint == transform)
|
||||
{
|
||||
attachedRope = rope;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Set max distance based on rope length if we found a rope
|
||||
if (attachedRope != null)
|
||||
{
|
||||
maxDistance = attachedRope.ropeLength;
|
||||
if (debugLog) Debug.Log($"[RopeEndPhysicsFollower] Found attached rope with length: {maxDistance}");
|
||||
}
|
||||
else
|
||||
{
|
||||
// Default fallback value if no rope is found
|
||||
maxDistance = 2f;
|
||||
if (debugLog) Debug.Log("[RopeEndPhysicsFollower] No attached rope found, using default max distance");
|
||||
}
|
||||
}
|
||||
|
||||
public void SetTargetTransform(Transform newTarget)
|
||||
{
|
||||
targetTransform = newTarget;
|
||||
target = newTarget;
|
||||
|
||||
if (target != null)
|
||||
{
|
||||
lastTargetPosition = target.position;
|
||||
|
||||
// Only update horizontal offset to maintain current vertical position
|
||||
if (initialized)
|
||||
{
|
||||
Vector2 newOffset = transform.position - target.position;
|
||||
offset.x = newOffset.x;
|
||||
// Don't update offset.y to allow gravity to work
|
||||
}
|
||||
else
|
||||
{
|
||||
Vector2 newOffset = transform.position - target.position;
|
||||
offset.x = newOffset.x;
|
||||
offset.y = 0; // Don't preserve vertical offset for gravity simulation
|
||||
}
|
||||
|
||||
// Apply initial falling impulse if this end can fall
|
||||
if (canFall)
|
||||
{
|
||||
physicsVelocity = new Vector2(physicsVelocity.x, -initialFallImpulse);
|
||||
if (debugLog) Debug.Log($"[RopeEndPhysicsFollower] Reset Y velocity to {physicsVelocity.y} after target change to {target.name}");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Original tag-based method kept for backward compatibility
|
||||
public void SetTargetTag(string tag)
|
||||
{
|
||||
targetTag = tag;
|
||||
GameObject found = GameObject.FindGameObjectWithTag(targetTag);
|
||||
if (found)
|
||||
{
|
||||
SetTargetTransform(found.transform);
|
||||
}
|
||||
}
|
||||
|
||||
// Debug method to force reset the physics
|
||||
public void ForceResetPhysics()
|
||||
{
|
||||
if (target)
|
||||
{
|
||||
// Reset velocity with a strong downward impulse
|
||||
physicsVelocity = new Vector2(0, -initialFallImpulse * 2f);
|
||||
|
||||
// Reset position to be at the same level as the target
|
||||
Vector3 pos = transform.position;
|
||||
pos.y = target.position.y;
|
||||
transform.position = pos;
|
||||
|
||||
if (debugLog) Debug.Log($"[RopeEndPhysicsFollower] Physics forcibly reset, new Y velocity: {physicsVelocity.y}");
|
||||
}
|
||||
}
|
||||
|
||||
// Method to manually set the maximum distance
|
||||
public void SetMaxDistance(float distance)
|
||||
{
|
||||
maxDistance = distance;
|
||||
if (debugLog) Debug.Log($"[RopeEndPhysicsFollower] Max distance manually set to: {maxDistance}");
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: bc5a0e35b5e74474b4241fae08971e7a
|
||||
timeCreated: 1758485385
|
||||
@@ -1,4 +1,5 @@
|
||||
using System.Collections.Generic;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Events;
|
||||
using UnityEngine.Serialization;
|
||||
@@ -48,13 +49,31 @@ namespace Minigames.DivingForPictures
|
||||
private float _screenBottom;
|
||||
private float _screenTop;
|
||||
private TrenchTilePool _tilePool;
|
||||
|
||||
// Current velocity for tile movement
|
||||
private float _currentVelocity;
|
||||
|
||||
// Interval for velocity calculations (seconds)
|
||||
[SerializeField] private float velocityCalculationInterval = 0.5f;
|
||||
|
||||
private const float TileSpawnZ = -1f;
|
||||
private const float DefaultTileHeight = 5f;
|
||||
|
||||
// Direction state
|
||||
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
|
||||
private float _baseMoveSpeed;
|
||||
private float _velocityFactor = 1.0f;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
_mainCamera = Camera.main;
|
||||
_baseMoveSpeed = moveSpeed; // Store the original base speed
|
||||
|
||||
// Calculate tile heights for each prefab
|
||||
CalculateTileHeights();
|
||||
@@ -89,15 +108,57 @@ namespace Minigames.DivingForPictures
|
||||
{
|
||||
CalculateScreenBounds();
|
||||
SpawnInitialTiles();
|
||||
|
||||
// Initialize velocity and start the velocity calculation coroutine
|
||||
_currentVelocity = moveSpeed * Time.fixedDeltaTime;
|
||||
StartCoroutine(VelocityCalculationRoutine());
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
MoveTiles();
|
||||
HandleMovement();
|
||||
HandleTileDestruction();
|
||||
HandleTileSpawning();
|
||||
HandleSpeedRamping();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the current velocity of the tiles
|
||||
/// </summary>
|
||||
/// <returns>The current upward velocity of the tiles</returns>
|
||||
public float GetCurrentVelocity()
|
||||
{
|
||||
return _currentVelocity;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sets a custom velocity, overriding the calculated one
|
||||
/// </summary>
|
||||
/// <param name="velocity">The new velocity value</param>
|
||||
public void SetVelocity(float velocity)
|
||||
{
|
||||
_currentVelocity = velocity;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Coroutine that periodically calculates the velocity based on game state
|
||||
/// </summary>
|
||||
private IEnumerator VelocityCalculationRoutine()
|
||||
{
|
||||
while (true)
|
||||
{
|
||||
CalculateVelocity();
|
||||
yield return new WaitForSeconds(velocityCalculationInterval);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Calculates the current velocity based on move speed
|
||||
/// </summary>
|
||||
private void CalculateVelocity()
|
||||
{
|
||||
_currentVelocity = moveSpeed * Time.fixedDeltaTime;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Calculate height values for all tile prefabs
|
||||
@@ -170,9 +231,25 @@ namespace Minigames.DivingForPictures
|
||||
/// </summary>
|
||||
private void SpawnInitialTiles()
|
||||
{
|
||||
// Calculate starting Y position - moved 2 tiles up from the bottom of the screen
|
||||
float startingY = _screenBottom;
|
||||
|
||||
// If we have prefab tiles with known heights, use their average height for offset calculation
|
||||
float tileHeightEstimate = DefaultTileHeight;
|
||||
if (tilePrefabs != null && tilePrefabs.Count > 0 && tilePrefabs[0] != null)
|
||||
{
|
||||
if (_tileHeights.TryGetValue(tilePrefabs[0], out float height))
|
||||
{
|
||||
tileHeightEstimate = height;
|
||||
}
|
||||
}
|
||||
|
||||
// Move starting position up by 2 tile heights
|
||||
startingY += tileHeightEstimate * 2;
|
||||
|
||||
for (int i = 0; i < initialTileCount; i++)
|
||||
{
|
||||
float y = _screenBottom;
|
||||
float y = startingY;
|
||||
// Calculate proper Y position based on previous tiles
|
||||
if (i > 0 && _activeTiles.Count > 0)
|
||||
{
|
||||
@@ -206,16 +283,61 @@ namespace Minigames.DivingForPictures
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Move all active tiles upward
|
||||
/// Called when the velocity factor changes from the DivingGameManager
|
||||
/// </summary>
|
||||
private void MoveTiles()
|
||||
public void OnVelocityFactorChanged(float velocityFactor)
|
||||
{
|
||||
_velocityFactor = velocityFactor;
|
||||
|
||||
// Update the actual move speed based on the velocity factor
|
||||
// This keeps the original move speed intact for game logic
|
||||
moveSpeed = _baseMoveSpeed * Mathf.Abs(_velocityFactor);
|
||||
|
||||
// Recalculate velocity immediately
|
||||
CalculateVelocity();
|
||||
|
||||
Debug.Log($"[TrenchTileSpawner] Velocity factor updated to {_velocityFactor:F2}, moveSpeed: {moveSpeed:F2}");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Reverses direction to start surfacing
|
||||
/// </summary>
|
||||
public void StartSurfacing()
|
||||
{
|
||||
if (_isSurfacing) return; // Already surfacing
|
||||
|
||||
// Set surfacing flag for spawn/despawn logic
|
||||
_isSurfacing = true;
|
||||
|
||||
// Reverse the active tiles array to maintain consistent indexing logic
|
||||
_activeTiles.Reverse();
|
||||
|
||||
Debug.Log("[TrenchTileSpawner] Started surfacing - reversed array order");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Stops spawning new tiles
|
||||
/// </summary>
|
||||
public void StopSpawning()
|
||||
{
|
||||
_stopSpawning = true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Handles the movement of all active tiles based on the current velocity
|
||||
/// </summary>
|
||||
private void HandleMovement()
|
||||
{
|
||||
float moveDelta = moveSpeed * Time.deltaTime;
|
||||
foreach (var tile in _activeTiles)
|
||||
{
|
||||
if (tile != null)
|
||||
{
|
||||
tile.transform.position += Vector3.up * moveDelta;
|
||||
// Use velocity factor to determine direction
|
||||
Vector3 direction = Vector3.up * Mathf.Sign(_velocityFactor);
|
||||
float speed = _currentVelocity;
|
||||
|
||||
// Apply movement
|
||||
tile.transform.position += direction * speed;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -235,7 +357,20 @@ namespace Minigames.DivingForPictures
|
||||
}
|
||||
|
||||
float tileHeight = GetTileHeight(topTile);
|
||||
if (topTile.transform.position.y - tileHeight / 2 > _screenTop + tileSpawnBuffer)
|
||||
|
||||
bool shouldDestroy;
|
||||
if (_isSurfacing)
|
||||
{
|
||||
// When surfacing, destroy tiles at the bottom
|
||||
shouldDestroy = topTile.transform.position.y + tileHeight / 2 < _screenBottom - tileSpawnBuffer;
|
||||
}
|
||||
else
|
||||
{
|
||||
// When descending, destroy tiles at the top
|
||||
shouldDestroy = topTile.transform.position.y - tileHeight / 2 > _screenTop + tileSpawnBuffer;
|
||||
}
|
||||
|
||||
if (shouldDestroy)
|
||||
{
|
||||
_activeTiles.RemoveAt(0);
|
||||
onTileDestroyed?.Invoke(topTile);
|
||||
@@ -265,7 +400,15 @@ namespace Minigames.DivingForPictures
|
||||
/// </summary>
|
||||
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];
|
||||
if (bottomTile == null)
|
||||
@@ -274,15 +417,60 @@ namespace Minigames.DivingForPictures
|
||||
return;
|
||||
}
|
||||
|
||||
// Get the tile height once to use in all calculations
|
||||
float tileHeight = GetTileHeight(bottomTile);
|
||||
float bottomEdge = bottomTile.transform.position.y - tileHeight / 2;
|
||||
if (bottomEdge > _screenBottom - tileSpawnBuffer)
|
||||
|
||||
// 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;
|
||||
float newY;
|
||||
|
||||
if (_isSurfacing)
|
||||
{
|
||||
// When surfacing, spawn new tiles at the top
|
||||
float topEdge = bottomTile.transform.position.y + tileHeight / 2;
|
||||
shouldSpawn = topEdge < _screenTop + tileSpawnBuffer;
|
||||
newY = bottomTile.transform.position.y + tileHeight;
|
||||
}
|
||||
else
|
||||
{
|
||||
// When descending, spawn new tiles at the bottom
|
||||
float bottomEdge = bottomTile.transform.position.y - tileHeight / 2;
|
||||
shouldSpawn = bottomEdge > _screenBottom - tileSpawnBuffer;
|
||||
newY = bottomTile.transform.position.y - tileHeight;
|
||||
}
|
||||
|
||||
if (shouldSpawn)
|
||||
{
|
||||
float newY = bottomTile.transform.position.y - tileHeight;
|
||||
SpawnTileAtY(newY);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Handle increasing the movement speed over time
|
||||
/// </summary>
|
||||
|
||||
Reference in New Issue
Block a user