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:
@@ -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));
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}
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/// <summary>
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/// Coroutine to smoothly transition the velocity factor over time
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/// </summary>
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private IEnumerator<WaitForEndOfFrame> TransitionVelocityFactor(float targetFactor)
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{
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float startFactor = _currentVelocityFactor;
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float elapsed = 0f;
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while (elapsed < speedTransitionDuration)
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{
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elapsed += Time.deltaTime;
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float t = Mathf.Clamp01(elapsed / speedTransitionDuration);
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// Smooth step interpolation
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float smoothStep = t * t * (3f - 2f * t);
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_currentVelocityFactor = Mathf.Lerp(startFactor, targetFactor, smoothStep);
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// Notify listeners about the velocity factor change
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OnVelocityFactorChanged?.Invoke(_currentVelocityFactor);
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yield return null;
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}
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_currentVelocityFactor = targetFactor;
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// Final assignment to ensure exact target value
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OnVelocityFactorChanged?.Invoke(_currentVelocityFactor);
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}
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}
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}
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Reference in New Issue
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