Time-based difficulty scaling with object pools and bird pooper restart improvements to the minigame

This commit is contained in:
Michal Pikulski
2025-12-16 23:21:10 +01:00
parent 0ff3fbbc70
commit 6133caec53
14 changed files with 994 additions and 280 deletions

View File

@@ -15,11 +15,12 @@ namespace Minigames.BirdPooper
public UnityEngine.Events.UnityEvent OnFlap;
public UnityEngine.Events.UnityEvent OnPlayerDamaged;
private Rigidbody2D rb;
private IBirdPooperSettings settings;
private float verticalVelocity = 0f;
private bool isDead = false;
private float fixedXPosition; // Store the initial X position from the scene
private Rigidbody2D _rb;
private IBirdPooperSettings _settings;
private float _verticalVelocity;
private bool _isDead;
private float _fixedXPosition; // Store the initial X position from the scene
private bool _isInitialized; // Flag to control when physics/input are active
internal override void OnManagedAwake()
{
@@ -31,33 +32,49 @@ namespace Minigames.BirdPooper
if (OnPlayerDamaged == null)
OnPlayerDamaged = new UnityEngine.Events.UnityEvent();
// Load settings
settings = GameManager.GetSettingsObject<IBirdPooperSettings>();
if (settings == null)
{
Debug.LogError("[BirdPlayerController] BirdPooperSettings not found!");
return;
}
// Get Rigidbody2D component (Dynamic with gravityScale = 0)
rb = GetComponent<Rigidbody2D>();
if (rb != null)
{
rb.gravityScale = 0f; // Disable Unity physics gravity
rb.bodyType = RigidbodyType2D.Kinematic; // Kinematic = manual movement, no physics forces
// Store the initial X position from the scene
fixedXPosition = rb.position.x;
Debug.Log($"[BirdPlayerController] Fixed X position set to: {fixedXPosition}");
}
else
// Only cache component references - NO setup yet
_rb = GetComponent<Rigidbody2D>();
if (_rb == null)
{
Debug.LogError("[BirdPlayerController] Rigidbody2D component not found!");
return;
}
// Register as default consumer (gets input if nothing else consumes it)
// This allows UI buttons to work while still flapping when tapping empty space
// Load settings
_settings = GameManager.GetSettingsObject<IBirdPooperSettings>();
if (_settings == null)
{
Debug.LogError("[BirdPlayerController] BirdPooperSettings not found!");
}
Debug.Log("[BirdPlayerController] References cached, waiting for initialization...");
}
/// <summary>
/// Initializes the player controller - enables physics and input.
/// Should be called by BirdPooperGameManager when ready to start the game.
/// </summary>
public void Initialize()
{
if (_isInitialized)
{
Debug.LogWarning("[BirdPlayerController] Already initialized!");
return;
}
if (_rb == null || _settings == null)
{
Debug.LogError("[BirdPlayerController] Cannot initialize - missing references!");
return;
}
// Setup physics
_rb.gravityScale = 0f; // Disable Unity physics gravity
_rb.bodyType = RigidbodyType2D.Kinematic; // Kinematic = manual movement, no physics forces
// Store the initial X position from the scene
_fixedXPosition = _rb.position.x;
// Register as default input consumer
if (Input.InputManager.Instance != null)
{
Input.InputManager.Instance.SetDefaultConsumer(this);
@@ -67,52 +84,74 @@ namespace Minigames.BirdPooper
{
Debug.LogError("[BirdPlayerController] InputManager instance not found!");
}
_isInitialized = true;
Debug.Log($"[BirdPlayerController] Initialized! Fixed X position: {_fixedXPosition}");
}
private void Update()
{
if (!isDead && settings != null && rb != null)
{
// Apply manual gravity
verticalVelocity -= settings.Gravity * Time.deltaTime;
// Cap fall speed (terminal velocity)
if (verticalVelocity < -settings.MaxFallSpeed)
verticalVelocity = -settings.MaxFallSpeed;
// Update position manually
Vector2 newPosition = rb.position;
newPosition.y += verticalVelocity * Time.deltaTime;
newPosition.x = fixedXPosition; // Keep X fixed at scene-configured position
// Clamp Y position to bounds
newPosition.y = Mathf.Clamp(newPosition.y, settings.MinY, settings.MaxY);
rb.MovePosition(newPosition);
// Update rotation based on velocity
UpdateRotation();
}
// Only run physics/movement if initialized
if (!_isInitialized || _isDead || _settings == null || _rb == null)
return;
// Apply manual gravity
_verticalVelocity -= _settings.Gravity * Time.deltaTime;
// Cap fall speed (terminal velocity)
if (_verticalVelocity < -_settings.MaxFallSpeed)
_verticalVelocity = -_settings.MaxFallSpeed;
// Update position manually
Vector2 newPosition = _rb.position;
newPosition.y += _verticalVelocity * Time.deltaTime;
newPosition.x = _fixedXPosition; // Keep X fixed at scene-configured position
// Clamp Y position to bounds
newPosition.y = Mathf.Clamp(newPosition.y, _settings.MinY, _settings.MaxY);
_rb.MovePosition(newPosition);
// Update rotation based on velocity
UpdateRotation();
}
#region ITouchInputConsumer Implementation
public void OnTap(Vector2 tapPosition)
{
if (!isDead && settings != null)
{
verticalVelocity = settings.FlapForce;
Debug.Log($"[BirdPlayerController] Flap! velocity = {verticalVelocity}");
// Emit flap event
OnFlap?.Invoke();
}
// Only respond to input if initialized and alive
if (!_isInitialized || _isDead || _settings == null)
return;
Flap();
}
public void OnHoldStart(Vector2 position) { }
public void OnHoldMove(Vector2 position) { }
public void OnHoldEnd(Vector2 position) { }
#endregion
#region Player Actions
/// <summary>
/// Makes the bird flap, applying upward velocity.
/// Can be called by input system or externally (e.g., for first tap).
/// </summary>
public void Flap()
{
if (!_isInitialized || _isDead || _settings == null)
return;
_verticalVelocity = _settings.FlapForce;
Debug.Log($"[BirdPlayerController] Flap! velocity = {_verticalVelocity}");
// Emit flap event
OnFlap?.Invoke();
}
#endregion
#region Rotation
@@ -123,19 +162,19 @@ namespace Minigames.BirdPooper
/// </summary>
private void UpdateRotation()
{
if (settings == null) return;
if (_settings == null) return;
// Map velocity to rotation angle
// When falling at max speed (-MaxFallSpeed): -MaxRotationAngle (down)
// When at flap velocity (+FlapForce): +MaxRotationAngle (up)
float velocityPercent = Mathf.InverseLerp(
-settings.MaxFallSpeed,
settings.FlapForce,
verticalVelocity
-_settings.MaxFallSpeed,
_settings.FlapForce,
_verticalVelocity
);
float targetAngle = Mathf.Lerp(
-settings.MaxRotationAngle,
settings.MaxRotationAngle,
-_settings.MaxRotationAngle,
_settings.MaxRotationAngle,
velocityPercent
);
@@ -148,7 +187,7 @@ namespace Minigames.BirdPooper
float smoothedAngle = Mathf.Lerp(
currentAngle,
targetAngle,
settings.RotationSpeed * Time.deltaTime
_settings.RotationSpeed * Time.deltaTime
);
// Apply rotation to Z axis only (2D rotation)
@@ -175,10 +214,10 @@ namespace Minigames.BirdPooper
private void HandleDeath()
{
// Only process death once
if (isDead) return;
if (_isDead) return;
isDead = true;
verticalVelocity = 0f;
_isDead = true;
_verticalVelocity = 0f;
Debug.Log("[BirdPlayerController] Bird died!");
// Emit damage event - let the game manager handle UI
@@ -187,9 +226,9 @@ namespace Minigames.BirdPooper
#endregion
#region Public Properties
#region Public Accessors
public bool IsDead => isDead;
public bool IsDead => _isDead;
#endregion
}

View File

@@ -17,12 +17,13 @@ namespace Minigames.BirdPooper
[SerializeField] private BirdPlayerController player;
[SerializeField] private ObstacleSpawner obstacleSpawner;
[SerializeField] private TargetSpawner targetSpawner;
[SerializeField] private TapToStartController tapToStartController;
[SerializeField] private GameOverScreen gameOverScreen;
[SerializeField] private GameObject poopPrefab;
[Header("Game State")]
private int targetsHit;
private bool isGameOver;
private int _targetsHit;
private bool _isGameOver;
[Header("Input")]
[Tooltip("Minimum seconds between consecutive poop spawns")]
@@ -60,6 +61,11 @@ namespace Minigames.BirdPooper
Debug.LogWarning("[BirdPooperGameManager] TargetSpawner reference not assigned! Targets will not spawn.");
}
if (tapToStartController == null)
{
Debug.LogError("[BirdPooperGameManager] TapToStartController reference not assigned!");
}
if (gameOverScreen == null)
{
Debug.LogError("[BirdPooperGameManager] GameOverScreen reference not assigned!");
@@ -76,34 +82,76 @@ namespace Minigames.BirdPooper
}
}
internal override void OnManagedStart()
/// <summary>
/// Called after scene is fully loaded and any save data is restored.
/// Activates tap-to-start UI instead of starting immediately.
/// </summary>
internal override void OnSceneRestoreCompleted()
{
base.OnManagedStart();
base.OnSceneRestoreCompleted();
Debug.Log("[BirdPooperGameManager] Scene fully loaded, activating tap-to-start...");
if (tapToStartController != null)
{
tapToStartController.Activate();
}
else
{
Debug.LogError("[BirdPooperGameManager] TapToStartController missing! Starting game immediately as fallback.");
BeginMinigame();
}
}
/// <summary>
/// Central method to begin the minigame.
/// Initializes player, starts spawners, and sets up game state.
/// </summary>
public void BeginMinigame()
{
// Initialize game state
isGameOver = false;
targetsHit = 0;
_isGameOver = false;
_targetsHit = 0;
// Subscribe to player events
// Initialize and enable player
if (player != null)
{
player.Initialize();
player.OnPlayerDamaged.AddListener(HandlePlayerDamaged);
Debug.Log("[BirdPooperGameManager] Subscribed to player damaged event");
// Make bird do initial flap so first tap feels responsive
player.Flap();
Debug.Log("[BirdPooperGameManager] Player initialized and event subscribed");
}
else
{
Debug.LogError("[BirdPooperGameManager] Cannot begin minigame - player reference missing!");
}
// Start obstacle spawning
if (obstacleSpawner != null)
{
obstacleSpawner.StartSpawning();
Debug.Log("[BirdPooperGameManager] Started obstacle spawning");
Debug.Log("[BirdPooperGameManager] Obstacle spawner started");
}
else
{
Debug.LogError("[BirdPooperGameManager] Cannot begin minigame - obstacle spawner reference missing!");
}
// Start target spawning
if (targetSpawner != null)
{
targetSpawner.StartSpawning();
Debug.Log("[BirdPooperGameManager] Started target spawning");
Debug.Log("[BirdPooperGameManager] Target spawner started");
}
else
{
Debug.LogWarning("[BirdPooperGameManager] Target spawner reference missing - targets will not spawn");
}
Debug.Log("[BirdPooperGameManager] ✅ Minigame started successfully!");
}
internal override void OnManagedDestroy()
@@ -129,10 +177,10 @@ namespace Minigames.BirdPooper
/// </summary>
private void HandlePlayerDamaged()
{
if (isGameOver) return;
if (_isGameOver) return;
isGameOver = true;
Debug.Log($"[BirdPooperGameManager] Player damaged - Game Over! Targets Hit: {targetsHit}");
_isGameOver = true;
Debug.Log($"[BirdPooperGameManager] Player damaged - Game Over! Targets Hit: {_targetsHit}");
// Stop spawning obstacles
if (obstacleSpawner != null)
@@ -167,7 +215,7 @@ namespace Minigames.BirdPooper
if (Time.time < _lastPoopTime + poopCooldown)
return;
if (isGameOver || player == null || poopPrefab == null)
if (_isGameOver || player == null || poopPrefab == null)
return;
Vector3 spawnPosition = player.transform.position;
@@ -183,16 +231,17 @@ namespace Minigames.BirdPooper
/// </summary>
public void OnTargetHit()
{
if (isGameOver) return;
if (_isGameOver) return;
targetsHit++;
Debug.Log($"[BirdPooperGameManager] Target Hit! Total: {targetsHit}");
_targetsHit++;
Debug.Log($"[BirdPooperGameManager] Target Hit! Total: {_targetsHit}");
}
#region Public Accessors
public bool IsGameOver => isGameOver;
public int TargetsHit => targetsHit;
public bool IsGameOver => _isGameOver;
public int TargetsHit => _targetsHit;
public BirdPlayerController Player => player;
#endregion
}

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@@ -0,0 +1,111 @@
using System;
using UnityEngine;
namespace Minigames.BirdPooper
{
/// <summary>
/// Container for a pool of obstacle prefabs at a specific difficulty tier.
/// Pools are ordered by difficulty, with pool[0] being the easiest.
/// </summary>
[Serializable]
public class ObstaclePool
{
[Tooltip("Obstacles in this difficulty tier")]
public GameObject[] obstacles;
}
/// <summary>
/// Configuration for obstacle spawning in Bird Pooper minigame.
/// Includes difficulty pools, spawn timing, and diversity settings.
/// </summary>
[Serializable]
public class ObstacleSpawnConfig
{
[Header("Difficulty Pools")]
[Tooltip("Obstacle pools ordered by difficulty (pool[0] = easiest, always active)")]
public ObstaclePool[] obstaclePools;
[Tooltip("Times (in seconds) when each additional pool unlocks. Length should be obstaclePools.Length - 1. At poolUnlockTimes[i], pool[i+1] becomes available.")]
public float[] poolUnlockTimes;
[Header("Spawn Timing")]
[Tooltip("Minimum interval between spawns (seconds) - represents high difficulty")]
public float minSpawnInterval = 1f;
[Tooltip("Maximum interval between spawns (seconds) - represents low difficulty")]
public float maxSpawnInterval = 2f;
[Header("Difficulty Scaling")]
[Tooltip("Time in seconds for difficulty to ramp from 0 to 1")]
public float difficultyRampDuration = 60f;
[Tooltip("Curve mapping normalized time (0..1) to difficulty (0..1). Default is linear.")]
public AnimationCurve difficultyCurve = AnimationCurve.Linear(0f, 0f, 1f, 1f);
[Tooltip("Maximum jitter applied to computed interval (fractional). 0.1 = +/-10% jitter")]
public float intervalJitter = 0.05f;
[Header("Recency / Diversity")]
[Tooltip("Time in seconds it takes for a recently-used prefab to recover back to full weight")]
public float recentDecayDuration = 10f;
[Tooltip("Minimum weight (0..1) applied to a just-used prefab so it can still appear occasionally")]
[Range(0f, 1f)]
public float minRecentWeight = 0.05f;
/// <summary>
/// Validates the configuration and logs warnings for invalid settings.
/// </summary>
public void Validate()
{
// Validate pools
if (obstaclePools == null || obstaclePools.Length == 0)
{
Debug.LogError("[ObstacleSpawnConfig] No obstacle pools defined!");
return;
}
// Validate pool unlock times
int expectedUnlockTimes = obstaclePools.Length - 1;
if (poolUnlockTimes == null)
{
Debug.LogWarning($"[ObstacleSpawnConfig] poolUnlockTimes is null. Expected {expectedUnlockTimes} entries. Only pool[0] will be available.");
}
else if (poolUnlockTimes.Length != expectedUnlockTimes)
{
Debug.LogWarning($"[ObstacleSpawnConfig] poolUnlockTimes.Length ({poolUnlockTimes.Length}) does not match expected value ({expectedUnlockTimes}). Should be obstaclePools.Length - 1.");
}
// Validate spawn intervals
if (minSpawnInterval < 0f)
{
Debug.LogWarning("[ObstacleSpawnConfig] minSpawnInterval is negative. Clamping to 0.");
}
if (maxSpawnInterval < 0f)
{
Debug.LogWarning("[ObstacleSpawnConfig] maxSpawnInterval is negative. Clamping to 0.");
}
if (minSpawnInterval > maxSpawnInterval)
{
Debug.LogWarning("[ObstacleSpawnConfig] minSpawnInterval is greater than maxSpawnInterval. Values should be swapped.");
}
// Validate difficulty ramp
if (difficultyRampDuration < 0.01f)
{
Debug.LogWarning("[ObstacleSpawnConfig] difficultyRampDuration is too small. Should be at least 0.01.");
}
// Validate recency settings
if (recentDecayDuration < 0.01f)
{
Debug.LogWarning("[ObstacleSpawnConfig] recentDecayDuration is too small. Should be at least 0.01.");
}
if (minRecentWeight < 0f || minRecentWeight > 1f)
{
Debug.LogWarning("[ObstacleSpawnConfig] minRecentWeight should be between 0 and 1.");
}
}
}
}

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@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 74f4387c76774225afa2d02d590d5ad4
timeCreated: 1765918010

View File

@@ -4,6 +4,7 @@ using Core.Settings;
using Core.Lifecycle;
using AppleHillsCamera;
using System.Text;
using System.Collections.Generic;
namespace Minigames.BirdPooper
{
@@ -11,6 +12,7 @@ namespace Minigames.BirdPooper
/// Spawns obstacles at regular intervals for Bird Pooper minigame.
/// Uses Transform references for spawn and despawn positions instead of hardcoded values.
/// All obstacles are spawned at Y = 0 (prefabs should be authored accordingly).
/// Supports dynamic difficulty pools that unlock over time.
/// </summary>
public class ObstacleSpawner : ManagedBehaviour
{
@@ -20,6 +22,9 @@ namespace Minigames.BirdPooper
[Tooltip("Transform marking where obstacles despawn (off-screen left)")]
[SerializeField] private Transform despawnPoint;
[Tooltip("Optional parent transform for spawned obstacles (for scene organization)")]
[SerializeField] private Transform obstacleContainer;
[Header("EdgeAnchor References")]
[Tooltip("ScreenReferenceMarker to pass to spawned obstacles")]
@@ -28,55 +33,45 @@ namespace Minigames.BirdPooper
[Tooltip("CameraScreenAdapter to pass to spawned obstacles")]
[SerializeField] private CameraScreenAdapter cameraAdapter;
[Header("Obstacle Prefabs")]
[Tooltip("Array of obstacle prefabs to spawn randomly")]
[SerializeField] private GameObject[] obstaclePrefabs;
[Header("Spawn Timing")]
[Tooltip("Minimum interval between spawns (seconds)")]
[SerializeField] private float minSpawnInterval = 1f;
[Tooltip("Maximum interval between spawns (seconds)")]
[SerializeField] private float maxSpawnInterval = 2f;
[Header("Difficulty")]
[Tooltip("Time in seconds for difficulty to ramp from 0 to 1")]
[SerializeField] private float difficultyRampDuration = 60f;
[Tooltip("Curve mapping normalized time (0..1) to difficulty (0..1). Default is linear.")]
[SerializeField] private AnimationCurve difficultyCurve = AnimationCurve.Linear(0f, 0f, 1f, 1f);
[Tooltip("Maximum jitter applied to computed interval (fractional). 0.1 = +/-10% jitter")]
[SerializeField] private float intervalJitter = 0.05f;
[Header("Recency / Diversity")]
[Tooltip("Time in seconds it takes for a recently-used prefab to recover back to full weight")]
[SerializeField] private float recentDecayDuration = 10f;
[Tooltip("Minimum weight (0..1) applied to a just-used prefab so it can still appear occasionally")]
[Range(0f, 1f)]
[SerializeField] private float minRecentWeight = 0.05f;
private IBirdPooperSettings settings;
private float spawnTimer;
private bool isSpawning;
private IBirdPooperSettings _settings;
private ObstacleSpawnConfig _spawnConfig;
private float _spawnTimer;
private bool _isSpawning;
private float _currentSpawnInterval = 1f;
// difficulty tracking
private float _elapsedTime = 0f;
// Difficulty tracking
private float _elapsedTime;
// recency tracking
// Master obstacle list for recency tracking
private List<GameObject> _allObstacles;
private Dictionary<GameObject, int> _obstacleToGlobalIndex;
private float[] _lastUsedTimes;
internal override void OnManagedAwake()
/// <summary>
/// Initializes the obstacle spawner by loading settings, validating references, and building obstacle pools.
/// Should be called once before spawning begins.
/// </summary>
private void Initialize()
{
base.OnManagedAwake();
// Load settings
settings = GameManager.GetSettingsObject<IBirdPooperSettings>();
if (settings == null)
_settings = GameManager.GetSettingsObject<IBirdPooperSettings>();
if (_settings == null)
{
Debug.LogError("[ObstacleSpawner] BirdPooperSettings not found!");
// continue — we now use min/max interval fields instead of relying on settings
Debug.LogError("[ObstacleSpawner] BirdPooperSettings not found! Cannot initialize.");
return;
}
// Validate references
_spawnConfig = _settings.ObstacleSpawnConfiguration;
if (_spawnConfig == null)
{
Debug.LogError("[ObstacleSpawner] ObstacleSpawnConfiguration not found in settings! Cannot initialize.");
return;
}
// Validate spawn configuration
_spawnConfig.Validate();
// Validate scene references
if (spawnPoint == null)
{
Debug.LogError("[ObstacleSpawner] Spawn Point not assigned! Please assign a Transform in the Inspector.");
@@ -87,11 +82,6 @@ namespace Minigames.BirdPooper
Debug.LogError("[ObstacleSpawner] Despawn Point not assigned! Please assign a Transform in the Inspector.");
}
if (obstaclePrefabs == null || obstaclePrefabs.Length == 0)
{
Debug.LogError("[ObstacleSpawner] No obstacle prefabs assigned! Please assign at least one prefab in the Inspector.");
}
if (referenceMarker == null)
{
Debug.LogError("[ObstacleSpawner] ScreenReferenceMarker not assigned! Obstacles need this for EdgeAnchor positioning.");
@@ -102,58 +92,100 @@ namespace Minigames.BirdPooper
Debug.LogWarning("[ObstacleSpawner] CameraScreenAdapter not assigned. EdgeAnchor will attempt to auto-find camera.");
}
// Validate interval range
if (minSpawnInterval < 0f) minSpawnInterval = 0f;
if (maxSpawnInterval < 0f) maxSpawnInterval = 0f;
if (minSpawnInterval > maxSpawnInterval)
// Build master obstacle list from all pools
BuildMasterObstacleList();
Debug.Log("[ObstacleSpawner] Initialized successfully with pool-based difficulty scaling");
}
/// <summary>
/// Builds a master list of all obstacles across all pools and creates index mappings for recency tracking.
/// </summary>
private void BuildMasterObstacleList()
{
_allObstacles = new List<GameObject>();
_obstacleToGlobalIndex = new Dictionary<GameObject, int>();
if (_spawnConfig.obstaclePools == null || _spawnConfig.obstaclePools.Length == 0)
{
float tmp = minSpawnInterval;
minSpawnInterval = maxSpawnInterval;
maxSpawnInterval = tmp;
Debug.LogWarning("[ObstacleSpawner] minSpawnInterval was greater than maxSpawnInterval. Values were swapped.");
Debug.LogError("[ObstacleSpawner] No obstacle pools defined in configuration!");
return;
}
// Clamp ramp duration
if (difficultyRampDuration < 0.01f) difficultyRampDuration = 0.01f;
int globalIndex = 0;
for (int poolIdx = 0; poolIdx < _spawnConfig.obstaclePools.Length; poolIdx++)
{
ObstaclePool pool = _spawnConfig.obstaclePools[poolIdx];
if (pool == null || pool.obstacles == null || pool.obstacles.Length == 0)
{
Debug.LogWarning($"[ObstacleSpawner] Pool[{poolIdx}] is empty or null!");
continue;
}
// Clamp recency
if (recentDecayDuration < 0.01f) recentDecayDuration = 0.01f;
if (minRecentWeight < 0f) minRecentWeight = 0f;
if (minRecentWeight > 1f) minRecentWeight = 1f;
foreach (GameObject prefab in pool.obstacles)
{
if (prefab == null)
{
Debug.LogWarning($"[ObstacleSpawner] Null prefab found in pool[{poolIdx}]");
continue;
}
// Initialize last-used timestamps so prefabs start available (set to sufficiently negative so they appear with full weight)
int n = obstaclePrefabs != null ? obstaclePrefabs.Length : 0;
_lastUsedTimes = new float[n];
float initTime = -recentDecayDuration - 1f;
for (int i = 0; i < n; i++) _lastUsedTimes[i] = initTime;
// Allow duplicates - same prefab can appear in multiple pools
if (!_obstacleToGlobalIndex.ContainsKey(prefab))
{
_obstacleToGlobalIndex[prefab] = globalIndex;
_allObstacles.Add(prefab);
globalIndex++;
}
}
}
Debug.Log("[ObstacleSpawner] Initialized successfully");
// Initialize recency tracking
int totalObstacles = _allObstacles.Count;
_lastUsedTimes = new float[totalObstacles];
float initTime = Time.time - _spawnConfig.recentDecayDuration - 1f;
for (int i = 0; i < totalObstacles; i++)
{
_lastUsedTimes[i] = initTime;
}
// Log pool configuration
StringBuilder sb = new StringBuilder();
sb.AppendLine($"[ObstacleSpawner] Loaded {_spawnConfig.obstaclePools.Length} obstacle pools with {totalObstacles} unique obstacles:");
for (int i = 0; i < _spawnConfig.obstaclePools.Length; i++)
{
ObstaclePool pool = _spawnConfig.obstaclePools[i];
int obstacleCount = pool != null && pool.obstacles != null ? pool.obstacles.Length : 0;
float unlockTime = (i == 0) ? 0f : (_spawnConfig.poolUnlockTimes != null && i - 1 < _spawnConfig.poolUnlockTimes.Length ? _spawnConfig.poolUnlockTimes[i - 1] : -1f);
sb.AppendLine($" Pool[{i}]: {obstacleCount} obstacles, unlocks at {unlockTime}s");
}
Debug.Log(sb.ToString());
}
private void Update()
{
if (!isSpawning || spawnPoint == null) return;
if (!_isSpawning || spawnPoint == null || _spawnConfig == null) return;
spawnTimer += Time.deltaTime;
_spawnTimer += Time.deltaTime;
_elapsedTime += Time.deltaTime;
if (spawnTimer >= _currentSpawnInterval)
if (_spawnTimer >= _currentSpawnInterval)
{
SpawnObstacle();
spawnTimer = 0f;
_spawnTimer = 0f;
// pick next interval based on difficulty ramp
float t = Mathf.Clamp01(_elapsedTime / difficultyRampDuration);
float difficulty = difficultyCurve.Evaluate(t); // 0..1
// Pick next interval based on difficulty ramp
float t = Mathf.Clamp01(_elapsedTime / _spawnConfig.difficultyRampDuration);
float difficulty = _spawnConfig.difficultyCurve.Evaluate(t); // 0..1
// map difficulty to interval: difficulty 0 -> max interval (easy), 1 -> min interval (hard)
float baseInterval = Mathf.Lerp(maxSpawnInterval, minSpawnInterval, difficulty);
// Map difficulty to interval: difficulty 0 -> max interval (easy), 1 -> min interval (hard)
float baseInterval = Mathf.Lerp(_spawnConfig.maxSpawnInterval, _spawnConfig.minSpawnInterval, difficulty);
// apply small jitter
if (intervalJitter > 0f)
// Apply small jitter
if (_spawnConfig.intervalJitter > 0f)
{
float jitter = Random.Range(-intervalJitter, intervalJitter);
float jitter = Random.Range(-_spawnConfig.intervalJitter, _spawnConfig.intervalJitter);
_currentSpawnInterval = Mathf.Max(0f, baseInterval * (1f + jitter));
}
else
@@ -167,14 +199,14 @@ namespace Minigames.BirdPooper
}
/// <summary>
/// Spawn a random obstacle at the spawn point position (Y = 0).
/// Spawn a random obstacle from currently unlocked pools at the spawn point position (Y = 0).
/// Uses timestamp/decay weighting so prefabs used recently are less likely.
/// </summary>
private void SpawnObstacle()
{
if (obstaclePrefabs == null || obstaclePrefabs.Length == 0)
if (_spawnConfig == null || _spawnConfig.obstaclePools == null || _spawnConfig.obstaclePools.Length == 0)
{
Debug.LogWarning("[ObstacleSpawner] No obstacle prefabs to spawn!");
Debug.LogWarning("[ObstacleSpawner] No obstacle pools configured!");
return;
}
@@ -184,53 +216,133 @@ namespace Minigames.BirdPooper
return;
}
int count = obstaclePrefabs.Length;
// Defensive: ensure _lastUsedTimes is initialized and matches prefab count
if (_lastUsedTimes == null || _lastUsedTimes.Length != count)
// Determine which pools are currently unlocked based on elapsed time
int unlockedPoolCount = 1; // Pool[0] is always unlocked
if (_spawnConfig.poolUnlockTimes != null)
{
_lastUsedTimes = new float[count];
float initTime = Time.time - recentDecayDuration - 1f;
for (int i = 0; i < count; i++) _lastUsedTimes[i] = initTime;
for (int i = 0; i < _spawnConfig.poolUnlockTimes.Length; i++)
{
if (_elapsedTime >= _spawnConfig.poolUnlockTimes[i])
{
unlockedPoolCount = i + 2; // +2 because we're unlocking pool[i+1]
}
else
{
break; // Times should be in order, so stop when we hit a future unlock
}
}
}
// compute weights based on recency (newer = lower weight)
float[] weights = new float[count];
// Clamp to available pools
unlockedPoolCount = Mathf.Min(unlockedPoolCount, _spawnConfig.obstaclePools.Length);
// Build list of available obstacles from unlocked pools
List<GameObject> availableObstacles = new List<GameObject>();
List<int> availableGlobalIndices = new List<int>();
for (int poolIdx = 0; poolIdx < unlockedPoolCount; poolIdx++)
{
ObstaclePool pool = _spawnConfig.obstaclePools[poolIdx];
if (pool == null || pool.obstacles == null) continue;
foreach (GameObject prefab in pool.obstacles)
{
if (prefab == null) continue;
// Add to available list (duplicates allowed if same prefab is in multiple pools)
availableObstacles.Add(prefab);
// Look up global index for recency tracking
if (_obstacleToGlobalIndex.TryGetValue(prefab, out int globalIdx))
{
availableGlobalIndices.Add(globalIdx);
}
else
{
Debug.LogWarning($"[ObstacleSpawner] Prefab '{prefab.name}' not found in global index!");
availableGlobalIndices.Add(-1); // Invalid index
}
}
}
if (availableObstacles.Count == 0)
{
Debug.LogWarning($"[ObstacleSpawner] No obstacles available in unlocked pools (0..{unlockedPoolCount-1})");
return;
}
// Compute weights based on recency
float[] weights = new float[availableObstacles.Count];
float now = Time.time;
for (int i = 0; i < count; i++)
for (int i = 0; i < availableObstacles.Count; i++)
{
float age = now - _lastUsedTimes[i];
float normalized = Mathf.Clamp01(age / recentDecayDuration); // 0 = just used, 1 = fully recovered
float weight = Mathf.Max(minRecentWeight, normalized); // ensure minimum probability
weights[i] = weight; // base weight = 1.0, could be extended to per-prefab weights
int globalIdx = availableGlobalIndices[i];
if (globalIdx < 0 || globalIdx >= _lastUsedTimes.Length)
{
weights[i] = 1f; // Default weight for invalid indices
continue;
}
float age = now - _lastUsedTimes[globalIdx];
float normalized = Mathf.Clamp01(age / _spawnConfig.recentDecayDuration); // 0 = just used, 1 = fully recovered
float weight = Mathf.Max(_spawnConfig.minRecentWeight, normalized);
weights[i] = weight;
}
// compute probabilities for logging
// Compute and log probabilities for debugging
float totalW = 0f;
for (int i = 0; i < count; i++) totalW += Mathf.Max(0f, weights[i]);
for (int i = 0; i < availableObstacles.Count; i++)
{
totalW += Mathf.Max(0f, weights[i]);
}
if (totalW > 0f)
{
var sb = new StringBuilder();
sb.Append("[ObstacleSpawner] Prefab pick probabilities: ");
for (int i = 0; i < count; i++)
StringBuilder sb = new StringBuilder();
sb.Append($"[ObstacleSpawner] Spawning from pools 0-{unlockedPoolCount-1}. Probabilities: ");
for (int i = 0; i < availableObstacles.Count; i++)
{
float p = weights[i] / totalW;
string name = obstaclePrefabs[i] != null ? obstaclePrefabs[i].name : i.ToString();
sb.AppendFormat("{0}:{1:P1}", name, p);
if (i < count - 1) sb.Append(", ");
string prefabName = availableObstacles[i] != null ? availableObstacles[i].name : i.ToString();
sb.AppendFormat("{0}:{1:P1}", prefabName, p);
if (i < availableObstacles.Count - 1) sb.Append(", ");
}
Debug.Log(sb.ToString());
}
// Select obstacle using weighted random
int chosenIndex = WeightedPickIndex(weights);
GameObject selectedPrefab = obstaclePrefabs[chosenIndex];
GameObject selectedPrefab = availableObstacles[chosenIndex];
int selectedGlobalIndex = availableGlobalIndices[chosenIndex];
// record usage timestamp
_lastUsedTimes[chosenIndex] = Time.time;
// Record usage timestamp for recency tracking
if (selectedGlobalIndex >= 0 && selectedGlobalIndex < _lastUsedTimes.Length)
{
_lastUsedTimes[selectedGlobalIndex] = Time.time;
}
// Determine which pool this obstacle came from (for logging)
int sourcePool = -1;
for (int poolIdx = 0; poolIdx < unlockedPoolCount; poolIdx++)
{
ObstaclePool pool = _spawnConfig.obstaclePools[poolIdx];
if (pool != null && pool.obstacles != null && System.Array.IndexOf(pool.obstacles, selectedPrefab) >= 0)
{
sourcePool = poolIdx;
break;
}
}
// Spawn at spawn point position with Y = 0
Vector3 spawnPosition = new Vector3(spawnPoint.position.x, 0f, 0f);
GameObject obstacleObj = Instantiate(selectedPrefab, spawnPosition, Quaternion.identity);
// Parent to container if provided
if (obstacleContainer != null)
{
obstacleObj.transform.SetParent(obstacleContainer, true);
}
// Initialize obstacle with despawn X position and EdgeAnchor references
Obstacle obstacle = obstacleObj.GetComponent<Obstacle>();
@@ -244,7 +356,7 @@ namespace Minigames.BirdPooper
Destroy(obstacleObj);
}
Debug.Log($"[ObstacleSpawner] Spawned obstacle '{selectedPrefab.name}' at position {spawnPosition}");
Debug.Log($"[ObstacleSpawner] Spawned '{selectedPrefab.name}' from pool[{sourcePool}] at {spawnPosition}");
}
private int WeightedPickIndex(float[] weights)
@@ -275,20 +387,45 @@ namespace Minigames.BirdPooper
/// <summary>
/// Start spawning obstacles.
/// Initializes the spawner if not already initialized, then begins spawning logic.
/// Spawns the first obstacle immediately, then continues with interval-based spawning.
/// </summary>
public void StartSpawning()
{
isSpawning = true;
spawnTimer = 0f;
// Initialize if not already done
if (_spawnConfig == null)
{
Initialize();
}
// Ensure initialization was successful
if (_spawnConfig == null)
{
Debug.LogError("[ObstacleSpawner] Cannot start spawning - initialization failed!");
return;
}
// Begin the spawning process
BeginSpawningObstacles();
}
/// <summary>
/// Internal method that handles the actual spawning startup logic.
/// Sets initial state, computes first interval, and spawns the first obstacle.
/// </summary>
private void BeginSpawningObstacles()
{
_isSpawning = true;
_spawnTimer = 0f;
_elapsedTime = 0f;
// choose initial interval based on difficulty (at time 0)
float initialDifficulty = difficultyCurve.Evaluate(0f);
float initialBase = Mathf.Lerp(maxSpawnInterval, minSpawnInterval, initialDifficulty);
if (intervalJitter > 0f)
// Choose initial interval based on difficulty (at time 0)
float initialDifficulty = _spawnConfig.difficultyCurve.Evaluate(0f);
float initialBase = Mathf.Lerp(_spawnConfig.maxSpawnInterval, _spawnConfig.minSpawnInterval, initialDifficulty);
if (_spawnConfig.intervalJitter > 0f)
{
float jitter = Random.Range(-intervalJitter, intervalJitter);
float jitter = Random.Range(-_spawnConfig.intervalJitter, _spawnConfig.intervalJitter);
_currentSpawnInterval = Mathf.Max(0f, initialBase * (1f + jitter));
}
else
@@ -310,14 +447,14 @@ namespace Minigames.BirdPooper
/// </summary>
public void StopSpawning()
{
isSpawning = false;
_isSpawning = false;
Debug.Log("[ObstacleSpawner] Stopped spawning");
}
/// <summary>
/// Check if spawner is currently active.
/// </summary>
public bool IsSpawning => isSpawning;
public bool IsSpawning => _isSpawning;
#if UNITY_EDITOR
/// <summary>

View File

@@ -0,0 +1,153 @@
using UnityEngine;
using UnityEngine.UI;
using Core.Lifecycle;
using Pixelplacement.TweenSystem;
using Utils;
namespace Minigames.BirdPooper
{
/// <summary>
/// Manages "tap to start" flow for Bird Pooper minigame.
/// Shows blinking finger UI, waits for first tap, then starts the game.
/// </summary>
public class TapToStartController : ManagedBehaviour, ITouchInputConsumer
{
[Header("UI References")]
[SerializeField] private GameObject fingerContainer;
[SerializeField] private Image fingerImage;
[Header("Animation Settings")]
[Tooltip("Duration for one complete fade in/out cycle")]
[SerializeField] private float blinkDuration = 1.5f;
[Tooltip("Minimum alpha value during blink")]
[SerializeField] private float minAlpha = 0.3f;
[Tooltip("Maximum alpha value during blink")]
[SerializeField] private float maxAlpha = 1f;
private bool _isWaitingForTap;
private TweenBase _blinkTween;
internal override void OnManagedAwake()
{
base.OnManagedAwake();
// Validate references
if (fingerContainer == null)
{
Debug.LogError("[TapToStartController] Finger container not assigned!");
}
if (fingerImage == null)
{
Debug.LogError("[TapToStartController] Finger image not assigned!");
}
// Start hidden
if (fingerContainer != null)
{
fingerContainer.SetActive(false);
}
}
/// <summary>
/// Activates the tap-to-start UI and begins waiting for player input.
/// Called by BirdPooperGameManager when scene is ready.
/// </summary>
public void Activate()
{
if (_isWaitingForTap)
{
Debug.LogWarning("[TapToStartController] Already waiting for tap!");
return;
}
Debug.Log("[TapToStartController] Activating tap-to-start...");
_isWaitingForTap = true;
// Show finger UI
if (fingerContainer != null)
{
fingerContainer.SetActive(true);
}
// Start blinking animation using tween utility
if (fingerImage != null)
{
_blinkTween = TweenAnimationUtility.StartBlinkImage(fingerImage, minAlpha, maxAlpha, blinkDuration);
}
// Register as high-priority input consumer to catch first tap
if (Input.InputManager.Instance != null)
{
Input.InputManager.Instance.SetDefaultConsumer(this);
Debug.Log("[TapToStartController] Registered as input consumer");
}
else
{
Debug.LogError("[TapToStartController] InputManager instance not found!");
}
}
#region ITouchInputConsumer Implementation
public void OnTap(Vector2 tapPosition)
{
if (!_isWaitingForTap) return;
Debug.Log("[TapToStartController] First tap received! Starting game...");
// Stop waiting for tap
_isWaitingForTap = false;
// Stop blinking animation
if (_blinkTween != null)
{
_blinkTween.Stop();
_blinkTween = null;
}
// Hide finger UI
if (fingerContainer != null)
{
fingerContainer.SetActive(false);
}
// Unregister from input system
if (Input.InputManager.Instance != null)
{
Input.InputManager.Instance.SetDefaultConsumer(null);
Debug.Log("[TapToStartController] Unregistered from input");
}
// Tell game manager to start the game (it will handle the initial flap)
BirdPooperGameManager.Instance.BeginMinigame();
}
public void OnHoldStart(Vector2 position) { }
public void OnHoldMove(Vector2 position) { }
public void OnHoldEnd(Vector2 position) { }
#endregion
internal override void OnManagedDestroy()
{
// Stop blinking animation if active
if (_blinkTween != null)
{
_blinkTween.Stop();
_blinkTween = null;
}
// Unregister from input if still registered
if (_isWaitingForTap && Input.InputManager.Instance != null)
{
Input.InputManager.Instance.SetDefaultConsumer(null);
}
base.OnManagedDestroy();
}
}
}

View File

@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 2a6ee5aca3ca423c82b57e16c0b2cca3
timeCreated: 1765922092

View File

@@ -31,9 +31,9 @@ namespace Minigames.BirdPooper
[Tooltip("Array of target prefabs to spawn randomly")]
[SerializeField] private GameObject[] targetPrefabs;
private IBirdPooperSettings settings;
private float spawnTimer;
private bool isSpawning;
private IBirdPooperSettings _settings;
private float _spawnTimer;
private bool _isSpawning;
private float _currentTargetInterval = 1f;
[Header("Spawn Timing")]
@@ -42,16 +42,17 @@ namespace Minigames.BirdPooper
[Tooltip("Maximum interval between target spawns (seconds)")]
[SerializeField] private float maxTargetSpawnInterval = 2f;
internal override void OnManagedAwake()
/// <summary>
/// Initializes the target spawner by loading settings and validating references.
/// Should be called once before spawning begins.
/// </summary>
private void Initialize()
{
base.OnManagedAwake();
// Load settings
settings = GameManager.GetSettingsObject<IBirdPooperSettings>();
if (settings == null)
_settings = GameManager.GetSettingsObject<IBirdPooperSettings>();
if (_settings == null)
{
Debug.LogError("[TargetSpawner] BirdPooperSettings not found!");
// continue we'll use inspector intervals
Debug.LogWarning("[TargetSpawner] BirdPooperSettings not found! Using inspector intervals.");
}
// Validate interval range
@@ -96,15 +97,15 @@ namespace Minigames.BirdPooper
private void Update()
{
if (!isSpawning)
if (!_isSpawning)
return;
spawnTimer += Time.deltaTime;
_spawnTimer += Time.deltaTime;
if (spawnTimer >= _currentTargetInterval)
if (_spawnTimer >= _currentTargetInterval)
{
SpawnTarget();
spawnTimer = 0f;
_spawnTimer = 0f;
// pick next random interval
_currentTargetInterval = Random.Range(minTargetSpawnInterval, maxTargetSpawnInterval);
}
@@ -167,15 +168,34 @@ namespace Minigames.BirdPooper
}
/// <summary>
/// Start spawning targets at regular intervals.
/// Start spawning targets.
/// Initializes the spawner if not already initialized, then begins spawning logic.
/// </summary>
public void StartSpawning()
{
isSpawning = true;
spawnTimer = 0f;
// choose initial interval
// Initialize if not already done
if (_settings == null)
{
Initialize();
}
// Begin the spawning process
BeginSpawningTargets();
}
/// <summary>
/// Internal method that handles the actual spawning startup logic.
/// Sets initial state and computes first interval.
/// </summary>
private void BeginSpawningTargets()
{
_isSpawning = true;
_spawnTimer = 0f;
// Choose initial interval
_currentTargetInterval = Random.Range(minTargetSpawnInterval, maxTargetSpawnInterval);
Debug.Log("[TargetSpawner] Started spawning targets");
Debug.Log($"[TargetSpawner] Started spawning targets with interval {_currentTargetInterval:F2}s");
}
/// <summary>
@@ -183,14 +203,14 @@ namespace Minigames.BirdPooper
/// </summary>
public void StopSpawning()
{
isSpawning = false;
_isSpawning = false;
Debug.Log("[TargetSpawner] Stopped spawning targets");
}
/// <summary>
/// Check if spawner is currently spawning.
/// </summary>
public bool IsSpawning => isSpawning;
public bool IsSpawning => _isSpawning;
/// <summary>
/// Draw gizmos to visualize spawn and despawn points in the editor.