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
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@@ -1,4 +1,5 @@
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using UnityEngine;
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using AppleHills.Core.Settings;
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namespace Minigames.DivingForPictures
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{
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@@ -8,11 +9,8 @@ namespace Minigames.DivingForPictures
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/// </summary>
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public class PlayerController : MonoBehaviour, ITouchInputConsumer
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{
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[Header("Tap Movement")]
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[Tooltip("Maximum distance the player can move from a single tap")]
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[SerializeField] private float tapMaxDistance = 0.5f;
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[Tooltip("How quickly the tap impulse fades (higher = faster stop)")]
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[SerializeField] private float tapDecelerationRate = 5.0f;
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// Settings reference
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private IDivingMinigameSettings _settings;
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private float _targetFingerX;
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private bool _isTouchActive;
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@@ -25,6 +23,13 @@ namespace Minigames.DivingForPictures
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void Awake()
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{
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_originY = transform.position.y;
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// Get settings from GameManager
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_settings = GameManager.GetSettingsObject<IDivingMinigameSettings>();
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if (_settings == null)
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{
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Debug.LogError("[PlayerController] Failed to load diving minigame settings!");
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}
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}
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void Start()
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@@ -42,7 +47,7 @@ namespace Minigames.DivingForPictures
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public void OnTap(Vector2 worldPosition)
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{
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// Debug.Log($"[EndlessDescenderController] OnTap at {worldPosition}");
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float targetX = Mathf.Clamp(worldPosition.x, GameManager.Instance.EndlessDescenderClampXMin, GameManager.Instance.EndlessDescenderClampXMax);
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float targetX = Mathf.Clamp(worldPosition.x, _settings.ClampXMin, _settings.ClampXMax);
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// Calculate tap direction (+1 for right, -1 for left)
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_tapDirection = Mathf.Sign(targetX - transform.position.x);
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@@ -63,7 +68,7 @@ namespace Minigames.DivingForPictures
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public void OnHoldStart(Vector2 worldPosition)
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{
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// Debug.Log($"[EndlessDescenderController] OnHoldStart at {worldPosition}");
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_targetFingerX = Mathf.Clamp(worldPosition.x, GameManager.Instance.EndlessDescenderClampXMin, GameManager.Instance.EndlessDescenderClampXMax);
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_targetFingerX = Mathf.Clamp(worldPosition.x, _settings.ClampXMin, _settings.ClampXMax);
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_isTouchActive = true;
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}
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@@ -73,7 +78,7 @@ namespace Minigames.DivingForPictures
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public void OnHoldMove(Vector2 worldPosition)
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{
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// Debug.Log($"[EndlessDescenderController] OnHoldMove at {worldPosition}");
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_targetFingerX = Mathf.Clamp(worldPosition.x, GameManager.Instance.EndlessDescenderClampXMin, GameManager.Instance.EndlessDescenderClampXMax);
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_targetFingerX = Mathf.Clamp(worldPosition.x, _settings.ClampXMin, _settings.ClampXMax);
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}
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/// <summary>
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@@ -91,9 +96,9 @@ namespace Minigames.DivingForPictures
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if (_isTouchActive)
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{
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float currentX = transform.position.x;
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float lerpSpeed = GameManager.Instance.EndlessDescenderLerpSpeed;
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float maxOffset = GameManager.Instance.EndlessDescenderMaxOffset;
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float exponent = GameManager.Instance.EndlessDescenderSpeedExponent;
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float lerpSpeed = _settings.LerpSpeed;
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float maxOffset = _settings.MaxOffset;
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float exponent = _settings.SpeedExponent;
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float targetX = _targetFingerX;
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float offset = targetX - currentX;
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offset = Mathf.Clamp(offset, -maxOffset, maxOffset);
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@@ -103,7 +108,7 @@ namespace Minigames.DivingForPictures
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// Prevent overshooting
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moveStep = Mathf.Clamp(moveStep, -absOffset, absOffset);
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float newX = currentX + moveStep;
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newX = Mathf.Clamp(newX, GameManager.Instance.EndlessDescenderClampXMin, GameManager.Instance.EndlessDescenderClampXMax);
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newX = Mathf.Clamp(newX, _settings.ClampXMin, _settings.ClampXMax);
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UpdatePosition(newX);
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}
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@@ -111,21 +116,21 @@ namespace Minigames.DivingForPictures
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else if (_tapImpulseStrength > 0)
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{
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float currentX = transform.position.x;
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float maxOffset = GameManager.Instance.EndlessDescenderMaxOffset;
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float lerpSpeed = GameManager.Instance.EndlessDescenderLerpSpeed;
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float maxOffset = _settings.MaxOffset;
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float lerpSpeed = _settings.LerpSpeed;
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// Calculate move distance based on impulse strength
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float moveDistance = maxOffset * _tapImpulseStrength * Time.deltaTime * lerpSpeed;
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// Limit total movement from single tap
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moveDistance = Mathf.Min(moveDistance, tapMaxDistance * _tapImpulseStrength);
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moveDistance = Mathf.Min(moveDistance, _settings.TapMaxDistance * _tapImpulseStrength);
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// Apply movement in tap direction
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float newX = currentX + (moveDistance * _tapDirection);
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newX = Mathf.Clamp(newX, GameManager.Instance.EndlessDescenderClampXMin, GameManager.Instance.EndlessDescenderClampXMax);
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newX = Mathf.Clamp(newX, _settings.ClampXMin, _settings.ClampXMax);
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// Reduce impulse strength over time
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_tapImpulseStrength -= Time.deltaTime * tapDecelerationRate;
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_tapImpulseStrength -= Time.deltaTime * _settings.TapDecelerationRate;
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if (_tapImpulseStrength < 0.01f)
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{
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_tapImpulseStrength = 0f;
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