Working MVP code for Valentines
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373
Assets/Scripts/Common/Input/DragLaunchController.cs
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373
Assets/Scripts/Common/Input/DragLaunchController.cs
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using System;
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using Core;
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using Core.Lifecycle;
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using Input;
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using UnityEngine;
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namespace Common.Input
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{
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/// <summary>
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/// Base class for drag-to-launch mechanics (Angry Birds style).
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/// Provides core drag logic, force calculation, and input handling.
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/// Uses SlingshotConfig for all settings - fully configuration-driven.
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/// Subclasses implement visual feedback and specific launch behavior.
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/// </summary>
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public abstract class DragLaunchController : ManagedBehaviour, ITouchInputConsumer
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{
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#region Events
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/// <summary>
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/// Fired when drag starts. Parameters: (Vector2 startPosition)
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/// </summary>
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public event Action<Vector2> OnDragStart;
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/// <summary>
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/// Fired during drag update. Parameters: (Vector2 currentPosition, Vector2 direction, float force)
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/// </summary>
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public event Action<Vector2, Vector2, float> OnDragUpdate;
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/// <summary>
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/// Fired when drag ends. Parameters: (Vector2 endPosition, Vector2 direction, float force)
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/// </summary>
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public event Action<Vector2, Vector2, float> OnDragEnd;
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/// <summary>
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/// Fired when launch occurs. Parameters: (Vector2 direction, float force)
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/// </summary>
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public event Action<Vector2, float> OnLaunch;
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#endregion
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#region Settings
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private SlingshotConfig _config;
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protected SlingshotConfig Config
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{
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get
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{
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if (_config == null)
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{
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_config = GetSlingshotConfig();
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}
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return _config;
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}
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}
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/// <summary>
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/// Subclasses implement to return their slingshot configuration
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/// from their specific settings object
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/// </summary>
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protected abstract SlingshotConfig GetSlingshotConfig();
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/// <summary>
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/// Subclasses implement to return the projectile prefab that will be launched.
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/// Used for reading Rigidbody2D properties (mass, gravityScale) for trajectory calculations.
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/// </summary>
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protected abstract GameObject GetProjectilePrefab();
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#endregion
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#region Inspector Properties
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[Header("Launch Settings Overrides (leave 0 to use config)")]
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[Tooltip("Override max drag distance (0 = use config)")]
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[SerializeField] protected float maxDragDistanceOverride = 0f;
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[Tooltip("Override max force (0 = use config)")]
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[SerializeField] protected float maxForceOverride = 0f;
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[Header("References")]
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[Tooltip("Launch anchor point (spawn/slingshot position)")]
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[SerializeField] protected Transform launchAnchor;
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[Header("Debug")]
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[SerializeField] protected bool showDebugLogs;
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#endregion
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#region Computed Properties
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protected float MaxDragDistance => maxDragDistanceOverride > 0 ? maxDragDistanceOverride : Config?.maxDragDistance ?? 5f;
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protected float MaxForce => maxForceOverride > 0 ? maxForceOverride : Config?.baseLaunchForce ?? 20f;
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#endregion
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#region State
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private bool _isDragging;
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private Vector2 _dragStartPosition;
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private bool _isEnabled = false;
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private bool _isRegistered = false;
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public bool IsDragging => _isDragging;
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public bool IsEnabled => _isEnabled;
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#endregion
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#region Lifecycle
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internal override void OnManagedAwake()
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{
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base.OnManagedAwake();
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if (launchAnchor == null)
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{
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launchAnchor = transform;
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}
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}
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#endregion
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#region Enable/Disable
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/// <summary>
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/// Enable the launch controller and register with InputManager
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/// </summary>
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public virtual void Enable()
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{
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_isEnabled = true;
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// Register with InputManager as override consumer
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if (InputManager.Instance != null && !_isRegistered)
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{
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InputManager.Instance.RegisterOverrideConsumer(this);
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_isRegistered = true;
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if (showDebugLogs) Logging.Debug($"[{GetType().Name}] Registered with InputManager");
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}
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// Show preview visuals
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ShowPreview();
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if (showDebugLogs) Logging.Debug($"[{GetType().Name}] Enabled");
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}
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/// <summary>
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/// Disable the launch controller and unregister from InputManager
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/// </summary>
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public virtual void Disable()
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{
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_isEnabled = false;
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_isDragging = false;
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// Unregister from InputManager
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if (InputManager.Instance != null && _isRegistered)
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{
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InputManager.Instance.UnregisterOverrideConsumer(this);
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_isRegistered = false;
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if (showDebugLogs) Logging.Debug($"[{GetType().Name}] Unregistered from InputManager");
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}
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// Hide preview visuals
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HidePreview();
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if (showDebugLogs) Logging.Debug($"[{GetType().Name}] Disabled");
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}
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#endregion
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#region ITouchInputConsumer Implementation
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public void OnTap(Vector2 worldPosition)
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{
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// Drag-to-launch uses hold/drag, not tap
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}
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public void OnHoldStart(Vector2 worldPosition)
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{
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if (!_isEnabled) return;
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StartDrag(worldPosition);
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}
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public void OnHoldMove(Vector2 worldPosition)
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{
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if (!_isEnabled || !_isDragging) return;
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UpdateDrag(worldPosition);
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}
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public void OnHoldEnd(Vector2 worldPosition)
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{
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if (!_isEnabled || !_isDragging) return;
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EndDrag(worldPosition);
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}
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#endregion
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#region Drag Handling
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/// <summary>
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/// Start drag operation
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/// </summary>
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protected virtual void StartDrag(Vector2 worldPosition)
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{
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_isDragging = true;
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// Use launch anchor as the reference point (like Angry Birds)
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_dragStartPosition = launchAnchor.position;
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if (showDebugLogs) Logging.Debug($"[{GetType().Name}] Started drag at {worldPosition}, anchor at {_dragStartPosition}");
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OnDragStart?.Invoke(worldPosition);
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}
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/// <summary>
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/// Update drag operation
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/// </summary>
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protected virtual void UpdateDrag(Vector2 currentWorldPosition)
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{
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// Calculate drag vector from anchor to current drag position
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// Pull back (away from anchor) = launch forward (toward anchor direction)
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Vector2 dragVector = _dragStartPosition - currentWorldPosition;
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// Calculate force and direction
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float dragDistance = dragVector.magnitude;
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float dragRatio = Mathf.Clamp01(dragDistance / MaxDragDistance);
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// Use config to calculate force with multipliers
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float force = Config?.CalculateForce(dragDistance, dragRatio) ?? (dragRatio * MaxForce);
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Vector2 direction = dragVector.normalized;
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float mass = GetProjectileMass();
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// Warn if mass is zero or invalid
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if (mass <= 0f && showDebugLogs)
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{
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Logging.Warning($"[{GetType().Name}] Projectile mass is {mass}! Trajectory calculation will be inaccurate. Override GetProjectileMass().");
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}
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// Update visuals with mass parameter
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UpdateVisuals(currentWorldPosition, direction, force, dragDistance, mass);
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OnDragUpdate?.Invoke(currentWorldPosition, direction, force);
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}
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/// <summary>
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/// End drag operation and potentially launch
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/// </summary>
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protected virtual void EndDrag(Vector2 currentWorldPosition)
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{
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_isDragging = false;
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// Hide preview
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HidePreview();
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// Calculate final launch parameters
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Vector2 dragVector = _dragStartPosition - currentWorldPosition;
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float dragDistance = dragVector.magnitude;
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float dragRatio = Mathf.Clamp01(dragDistance / MaxDragDistance);
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// Use config to calculate force with multipliers
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float force = Config?.CalculateForce(dragDistance, dragRatio) ?? (dragRatio * MaxForce);
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Vector2 direction = dragVector.normalized;
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// Get minimum force from config
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float minForce = Config?.GetMinForce() ?? (MaxForce * 0.1f);
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if (showDebugLogs)
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Logging.Debug($"[{GetType().Name}] Drag ended - Force: {force:F2}, Min: {minForce:F2}, Distance: {dragDistance:F2}");
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OnDragEnd?.Invoke(currentWorldPosition, direction, force);
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// Launch if force exceeds minimum
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if (force >= minForce)
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{
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if (showDebugLogs) Logging.Debug($"[{GetType().Name}] Launching with force {force:F2}");
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PerformLaunch(direction, force);
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OnLaunch?.Invoke(direction, force);
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}
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else
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{
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if (showDebugLogs) Logging.Debug($"[{GetType().Name}] Drag too short - force {force:F2} < min {minForce:F2}");
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}
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}
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#endregion
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#region Abstract Methods - Subclass Implementation
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/// <summary>
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/// Update visual feedback during drag (trajectory preview, rubber band, etc.)
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/// </summary>
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protected abstract void UpdateVisuals(Vector2 currentPosition, Vector2 direction, float force, float dragDistance, float mass);
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/// <summary>
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/// Show preview visuals when controller is enabled
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/// </summary>
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protected abstract void ShowPreview();
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/// <summary>
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/// Hide preview visuals when controller is disabled
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/// </summary>
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protected abstract void HidePreview();
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/// <summary>
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/// Perform the actual launch (spawn projectile/airplane, apply force, etc.)
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/// </summary>
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protected abstract void PerformLaunch(Vector2 direction, float force);
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#endregion
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#region Virtual Methods - Optional Override
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/// <summary>
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/// Get projectile mass for trajectory calculation.
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/// Reads from the prefab's Rigidbody2D component.
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/// Subclasses can override for custom behavior (e.g., if mass changes dynamically).
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/// </summary>
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protected virtual float GetProjectileMass()
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{
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GameObject prefab = GetProjectilePrefab();
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if (prefab == null)
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{
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if (showDebugLogs)
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Logging.Warning($"[{GetType().Name}] GetProjectilePrefab() returned null!");
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return 0f;
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}
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var rb = prefab.GetComponent<Rigidbody2D>();
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if (rb == null)
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{
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if (showDebugLogs)
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Logging.Warning($"[{GetType().Name}] Projectile prefab '{prefab.name}' has no Rigidbody2D!");
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return 0f;
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}
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return rb.mass;
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}
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/// <summary>
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/// Get gravity value for trajectory calculation.
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/// Uses Physics2D.gravity.magnitude * prefab's Rigidbody2D gravityScale.
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/// </summary>
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protected virtual float GetGravity()
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{
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GameObject prefab = GetProjectilePrefab();
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if (prefab == null)
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{
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// Fallback to project gravity
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return Physics2D.gravity.magnitude;
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}
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var rb = prefab.GetComponent<Rigidbody2D>();
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float gravityScale = rb != null ? rb.gravityScale : 1f;
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return Physics2D.gravity.magnitude * gravityScale;
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}
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#endregion
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#region Cleanup
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internal override void OnManagedDestroy()
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{
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base.OnManagedDestroy();
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// Ensure we unregister from InputManager
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if (_isRegistered && InputManager.Instance != null)
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{
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InputManager.Instance.UnregisterOverrideConsumer(this);
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}
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}
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#endregion
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}
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}
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