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:
2025-09-22 12:16:32 +00:00
parent 46755fecb3
commit 5305c20b00
24 changed files with 3466 additions and 165 deletions

View File

@@ -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}");
}
}
}