Revamp the settings system (#7)
- A Settings Provider system to utilize addressables for loading settings at runtime - An editor UI for easy modifications of the settings objects - A split out developer settings functionality to keep gameplay and nitty-gritty details separately - Most settings migrated out of game objects and into the new system - An additional Editor utility for fetching the settings at editor runtime, for gizmos, visualization etc Co-authored-by: Michal Pikulski <michal.a.pikulski@gmail.com> Co-authored-by: AlexanderT <alexander@foolhardyhorizons.com> Reviewed-on: #7
This commit is contained in:
@@ -0,0 +1,69 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace Minigames.DivingForPictures
|
||||
{
|
||||
/// <summary>
|
||||
/// Collision behavior that handles damage from mobile obstacles.
|
||||
/// Uses trigger-based collision detection with shared immunity state.
|
||||
/// </summary>
|
||||
public class ObstacleCollision : PlayerCollisionBehavior
|
||||
{
|
||||
protected override void OnEnable()
|
||||
{
|
||||
base.OnEnable();
|
||||
|
||||
// Subscribe to immunity events
|
||||
OnImmunityStarted += HandleImmunityStarted;
|
||||
OnImmunityEnded += HandleImmunityEnded;
|
||||
}
|
||||
|
||||
protected override void OnDisable()
|
||||
{
|
||||
// Unsubscribe from immunity events
|
||||
OnImmunityStarted -= HandleImmunityStarted;
|
||||
OnImmunityEnded -= HandleImmunityEnded;
|
||||
|
||||
base.OnDisable();
|
||||
}
|
||||
|
||||
protected override void HandleCollisionResponse(Collider2D obstacle)
|
||||
{
|
||||
// Check if the obstacle is on the ObstacleLayer
|
||||
if (obstacle.gameObject.layer != _devSettings.ObstacleLayer)
|
||||
{
|
||||
// If not on the obstacle layer, don't process the collision
|
||||
Debug.Log($"[ObstacleCollision] Ignored collision with object on layer {obstacle.gameObject.layer} (expected {_devSettings.ObstacleLayer})");
|
||||
return;
|
||||
}
|
||||
|
||||
// Mark the obstacle as having dealt damage to prevent multiple hits
|
||||
FloatingObstacle obstacleComponent = obstacle.GetComponent<FloatingObstacle>();
|
||||
if (obstacleComponent != null)
|
||||
{
|
||||
obstacleComponent.MarkDamageDealt();
|
||||
}
|
||||
|
||||
Debug.Log($"[ObstacleCollision] Player hit by obstacle {obstacle.gameObject.name}");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Handler for immunity started event - replaces OnImmunityStart method
|
||||
/// </summary>
|
||||
private void HandleImmunityStarted()
|
||||
{
|
||||
Debug.Log($"[ObstacleCollision] Damage immunity started for {_gameSettings.DamageImmunityDuration} seconds");
|
||||
|
||||
// Don't block input for obstacle damage - let player keep moving
|
||||
// The shared immunity system will handle the collision prevention
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Handler for immunity ended event - replaces OnImmunityEnd method
|
||||
/// </summary>
|
||||
private void HandleImmunityEnded()
|
||||
{
|
||||
Debug.Log($"[ObstacleCollision] Damage immunity ended");
|
||||
// No special handling needed - shared immunity system handles collider re-enabling
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user