Working MVP code for Valentines
This commit is contained in:
3
Assets/Scripts/Minigames/Airplane.meta
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3
Assets/Scripts/Minigames/Airplane.meta
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fileFormatVersion: 2
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guid: 4cdcfc21e5ec473dafc45f1ae16624b2
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timeCreated: 1764851234
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3
Assets/Scripts/Minigames/Airplane/Core.meta
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3
Assets/Scripts/Minigames/Airplane/Core.meta
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fileFormatVersion: 2
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guid: 48e6932cbd9645bfac8add678e705033
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timeCreated: 1764851249
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160
Assets/Scripts/Minigames/Airplane/Core/AirplaneCameraManager.cs
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160
Assets/Scripts/Minigames/Airplane/Core/AirplaneCameraManager.cs
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using Common.Camera;
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using Core;
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using Minigames.Airplane.Data;
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using Unity.Cinemachine;
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using UnityEngine;
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namespace Minigames.Airplane.Core
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{
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/// <summary>
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/// Manages camera states for the airplane minigame.
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/// Handles transitions between Intro, NextPerson, Aiming, and Flight cameras.
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/// Flight camera includes follow functionality for tracking airplanes.
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/// </summary>
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public class AirplaneCameraManager : CameraStateManager<AirplaneCameraState>
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{
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#region Singleton
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private static AirplaneCameraManager _instance;
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public static AirplaneCameraManager Instance => _instance;
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#endregion
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#region Inspector References
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[Header("Cinemachine Cameras")]
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[Tooltip("Camera for intro sequence")]
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[SerializeField] private CinemachineCamera introCamera;
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[Tooltip("Camera for showing the next person")]
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[SerializeField] private CinemachineCamera nextPersonCamera;
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[Tooltip("Camera for aiming view")]
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[SerializeField] private CinemachineCamera aimingCamera;
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[Tooltip("Camera that follows the airplane (should have CinemachineFollow)")]
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[SerializeField] private CinemachineCamera flightCamera;
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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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// Set singleton
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if (_instance != null && _instance != this)
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{
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Logging.Warning("[AirplaneCameraManager] Multiple instances detected! Destroying duplicate.");
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Destroy(gameObject);
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return;
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}
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_instance = this;
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// Register cameras
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RegisterCamera(AirplaneCameraState.Intro, introCamera);
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RegisterCamera(AirplaneCameraState.NextPerson, nextPersonCamera);
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RegisterCamera(AirplaneCameraState.Aiming, aimingCamera);
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RegisterCamera(AirplaneCameraState.Flight, flightCamera);
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// Finalize initialization
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FinalizeInitialization();
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// Validate
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ValidateCameras();
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}
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internal override void OnManagedDestroy()
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{
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base.OnManagedDestroy();
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if (_instance == this)
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{
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_instance = null;
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}
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}
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#endregion
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#region Validation
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protected override void ValidateCameras()
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{
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if (introCamera == null)
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{
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Logging.Error("[AirplaneCameraManager] Intro camera not assigned!");
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}
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if (nextPersonCamera == null)
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{
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Logging.Error("[AirplaneCameraManager] Next person camera not assigned!");
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}
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if (aimingCamera == null)
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{
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Logging.Error("[AirplaneCameraManager] Aiming camera not assigned!");
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}
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if (flightCamera == null)
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{
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Logging.Error("[AirplaneCameraManager] Flight camera not assigned!");
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}
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else
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{
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// Verify flight camera has follow component
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var followComponent = flightCamera.GetComponent<CinemachineFollow>();
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if (followComponent == null)
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{
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Logging.Warning("[AirplaneCameraManager] Flight camera missing CinemachineFollow component!");
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}
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}
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}
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#endregion
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#region Flight Camera Follow
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/// <summary>
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/// Start following an airplane with the flight camera
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/// </summary>
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public void StartFollowingAirplane(Transform airplaneTransform)
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{
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if (flightCamera == null)
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{
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Logging.Warning("[AirplaneCameraManager] Cannot follow airplane - flight camera not assigned!");
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return;
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}
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if (airplaneTransform == null)
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{
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Logging.Warning("[AirplaneCameraManager] Cannot follow null airplane transform!");
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return;
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}
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// Set the follow target on the flight camera
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flightCamera.Target.TrackingTarget = airplaneTransform;
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// Switch to flight camera
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SwitchToState(AirplaneCameraState.Flight);
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if (showDebugLogs) Logging.Debug($"[AirplaneCameraManager] Now following airplane: {airplaneTransform.gameObject.name}");
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}
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/// <summary>
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/// Stop following the airplane and clear the target
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/// </summary>
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public void StopFollowingAirplane()
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{
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if (flightCamera == null) return;
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// Clear the follow target
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flightCamera.Target.TrackingTarget = null;
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if (showDebugLogs) Logging.Debug("[AirplaneCameraManager] Stopped following airplane");
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}
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#endregion
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}
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}
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 34b856742e12475793b85a0a3019d67b
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timeCreated: 1764851249
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281
Assets/Scripts/Minigames/Airplane/Core/AirplaneController.cs
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281
Assets/Scripts/Minigames/Airplane/Core/AirplaneController.cs
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@@ -0,0 +1,281 @@
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using System;
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using System.Collections;
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using Core;
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using Core.Lifecycle;
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using UnityEngine;
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namespace Minigames.Airplane.Core
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{
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/// <summary>
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/// Controls airplane movement using calculated (non-physics-based) flight.
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/// Uses Rigidbody2D for velocity application but not for simulation.
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/// Follows an arc trajectory based on launch parameters.
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/// </summary>
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[RequireComponent(typeof(Rigidbody2D), typeof(Collider2D))]
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public class AirplaneController : ManagedBehaviour
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{
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#region Events
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/// <summary>
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/// Fired when airplane is launched. Parameters: (AirplaneController airplane)
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/// </summary>
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public event Action<AirplaneController> OnLaunched;
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/// <summary>
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/// Fired when airplane lands/stops. Parameters: (AirplaneController airplane)
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/// </summary>
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public event Action<AirplaneController> OnLanded;
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/// <summary>
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/// Fired when airplane hits a target. Parameters: (AirplaneController airplane, string targetName)
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/// </summary>
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public event Action<AirplaneController, string> OnTargetHit;
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/// <summary>
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/// Fired when airplane times out. Parameters: (AirplaneController airplane)
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/// </summary>
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public event Action<AirplaneController> OnTimeout;
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#endregion
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#region Inspector Properties
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[Header("Flight Settings")]
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[Tooltip("Gravity multiplier for arc calculation")]
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[SerializeField] private float gravity = 9.81f;
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[Tooltip("Mass of the airplane")]
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[SerializeField] private float mass = 1f;
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[Tooltip("Maximum flight time before timeout (seconds)")]
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[SerializeField] private float maxFlightTime = 10f;
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[Header("Visual")]
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[Tooltip("Should airplane rotate to face velocity direction?")]
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[SerializeField] private bool rotateToVelocity = true;
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[Header("Debug")]
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[SerializeField] private bool showDebugLogs = false;
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#endregion
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#region State
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private Rigidbody2D rb2D;
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private Collider2D airplaneCollider;
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private Vector2 currentVelocity;
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private bool isFlying = false;
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private float flightTimer = 0f;
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private string lastHitTarget = null;
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public bool IsFlying => isFlying;
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public Vector2 CurrentVelocity => currentVelocity;
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public string LastHitTarget => lastHitTarget;
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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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// Cache components
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rb2D = GetComponent<Rigidbody2D>();
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airplaneCollider = GetComponent<Collider2D>();
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// Configure Rigidbody2D
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if (rb2D != null)
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{
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rb2D.isKinematic = true; // Not physics-simulated
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rb2D.collisionDetectionMode = CollisionDetectionMode2D.Continuous;
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}
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// Configure Collider2D as trigger
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if (airplaneCollider != null)
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{
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airplaneCollider.isTrigger = true;
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}
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}
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#endregion
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#region Launch
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/// <summary>
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/// Launch the airplane with calculated velocity
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/// </summary>
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public void Launch(Vector2 direction, float force)
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{
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if (isFlying)
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{
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Logging.Warning($"[AirplaneController] {gameObject.name} already flying!");
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return;
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}
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// Calculate initial velocity from force and mass
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float initialSpeed = force / mass;
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currentVelocity = direction.normalized * initialSpeed;
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isFlying = true;
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flightTimer = 0f;
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lastHitTarget = null;
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if (showDebugLogs)
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{
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Logging.Debug($"[AirplaneController] Launched - Force: {force:F2}, Mass: {mass:F2}, " +
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$"Initial Speed: {initialSpeed:F2}, Direction: {direction}");
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}
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OnLaunched?.Invoke(this);
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// Start flight update
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StartCoroutine(FlightUpdateCoroutine());
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}
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#endregion
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#region Flight Update
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/// <summary>
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/// Update airplane flight physics each frame
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/// </summary>
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private IEnumerator FlightUpdateCoroutine()
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{
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while (isFlying)
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{
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float deltaTime = Time.fixedDeltaTime;
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// Apply gravity to velocity
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currentVelocity.y -= gravity * deltaTime;
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// Apply velocity to rigidbody
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if (rb2D != null)
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{
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rb2D.linearVelocity = currentVelocity;
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}
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// Rotate to face velocity direction
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if (rotateToVelocity && currentVelocity.magnitude > 0.1f)
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{
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float angle = Mathf.Atan2(currentVelocity.y, currentVelocity.x) * Mathf.Rad2Deg;
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transform.rotation = Quaternion.Euler(0, 0, angle);
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}
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// Update flight timer
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flightTimer += deltaTime;
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// Check for timeout
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if (flightTimer >= maxFlightTime)
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{
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if (showDebugLogs) Logging.Debug("[AirplaneController] Flight timeout reached");
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HandleTimeout();
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yield break;
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}
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// Check if airplane has landed (velocity near zero or hit ground)
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if (currentVelocity.y < -0.1f && transform.position.y < -10f) // Below screen
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{
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if (showDebugLogs) Logging.Debug("[AirplaneController] Airplane went off screen");
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HandleLanding();
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yield break;
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}
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yield return new WaitForFixedUpdate();
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}
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}
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#endregion
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#region Collision Detection
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/// <summary>
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/// Detect trigger collisions with targets
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/// </summary>
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private void OnTriggerEnter2D(Collider2D other)
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{
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if (!isFlying) return;
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// Check if it's a target
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var target = other.GetComponent<Minigames.Airplane.Targets.AirplaneTarget>();
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if (target != null)
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{
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lastHitTarget = target.TargetName;
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if (showDebugLogs) Logging.Debug($"[AirplaneController] Hit target: {lastHitTarget}");
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OnTargetHit?.Invoke(this, lastHitTarget);
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// Land after hitting target
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HandleLanding();
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}
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}
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#endregion
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#region Landing and Timeout
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/// <summary>
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/// Handle airplane landing
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/// </summary>
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private void HandleLanding()
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{
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if (!isFlying) return;
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isFlying = false;
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currentVelocity = Vector2.zero;
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if (rb2D != null)
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{
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rb2D.linearVelocity = Vector2.zero;
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}
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if (showDebugLogs) Logging.Debug("[AirplaneController] Airplane landed");
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OnLanded?.Invoke(this);
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}
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/// <summary>
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/// Handle airplane timeout
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/// </summary>
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private void HandleTimeout()
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{
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if (!isFlying) return;
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isFlying = false;
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currentVelocity = Vector2.zero;
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if (rb2D != null)
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{
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rb2D.linearVelocity = Vector2.zero;
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}
|
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if (showDebugLogs) Logging.Debug("[AirplaneController] Airplane timed out");
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OnTimeout?.Invoke(this);
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}
|
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/// <summary>
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/// Public method to force stop the airplane
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/// </summary>
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public void ForceStop()
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{
|
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HandleLanding();
|
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}
|
||||
|
||||
#endregion
|
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|
||||
#region Cleanup
|
||||
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internal override void OnManagedDestroy()
|
||||
{
|
||||
base.OnManagedDestroy();
|
||||
|
||||
// Stop any coroutines
|
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StopAllCoroutines();
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
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||||
}
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||||
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||||
@@ -0,0 +1,3 @@
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||||
fileFormatVersion: 2
|
||||
guid: 0cdaac23e969495d8c0deeaf236c259e
|
||||
timeCreated: 1764851277
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||||
553
Assets/Scripts/Minigames/Airplane/Core/AirplaneGameManager.cs
Normal file
553
Assets/Scripts/Minigames/Airplane/Core/AirplaneGameManager.cs
Normal file
@@ -0,0 +1,553 @@
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||||
using System;
|
||||
using System.Collections;
|
||||
using Core;
|
||||
using Core.Lifecycle;
|
||||
using Minigames.Airplane.Data;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Minigames.Airplane.Core
|
||||
{
|
||||
/// <summary>
|
||||
/// Main game manager for the airplane minigame.
|
||||
/// Orchestrates game flow through state machine with distinct phases:
|
||||
/// Intro -> NextPerson -> Aiming -> Flying -> Evaluating -> (repeat or GameOver)
|
||||
/// </summary>
|
||||
public class AirplaneGameManager : ManagedBehaviour
|
||||
{
|
||||
#region Singleton
|
||||
|
||||
private static AirplaneGameManager _instance;
|
||||
public static AirplaneGameManager Instance => _instance;
|
||||
|
||||
#endregion
|
||||
|
||||
#region Inspector References
|
||||
|
||||
[Header("Core Systems")]
|
||||
[SerializeField] private PersonQueue personQueue;
|
||||
[SerializeField] private AirplaneCameraManager cameraManager;
|
||||
[SerializeField] private AirplaneLaunchController launchController;
|
||||
[SerializeField] private AirplaneTargetValidator targetValidator;
|
||||
|
||||
[Header("Targets")]
|
||||
[Tooltip("All targets in the scene (for highlighting)")]
|
||||
[SerializeField] private Targets.AirplaneTarget[] allTargets;
|
||||
|
||||
[Header("Debug")]
|
||||
[SerializeField] private bool showDebugLogs = true;
|
||||
|
||||
#endregion
|
||||
|
||||
#region Events
|
||||
|
||||
/// <summary>
|
||||
/// Fired when game state changes. Parameters: (AirplaneGameState oldState, AirplaneGameState newState)
|
||||
/// </summary>
|
||||
public event Action<AirplaneGameState, AirplaneGameState> OnStateChanged;
|
||||
|
||||
/// <summary>
|
||||
/// Fired when a person starts their turn. Parameters: (PersonData person)
|
||||
/// </summary>
|
||||
public event Action<PersonData> OnPersonStartTurn;
|
||||
|
||||
/// <summary>
|
||||
/// Fired when a person finishes their turn. Parameters: (PersonData person, bool success)
|
||||
/// </summary>
|
||||
public event Action<PersonData, bool> OnPersonFinishTurn;
|
||||
|
||||
/// <summary>
|
||||
/// Fired when game completes
|
||||
/// </summary>
|
||||
public event Action OnGameComplete;
|
||||
|
||||
#endregion
|
||||
|
||||
#region State
|
||||
|
||||
private AirplaneGameState _currentState = AirplaneGameState.Intro;
|
||||
private PersonData _currentPerson;
|
||||
private AirplaneController _currentAirplane;
|
||||
private int _successCount;
|
||||
private int _failCount;
|
||||
private int _totalTurns;
|
||||
|
||||
public AirplaneGameState CurrentState => _currentState;
|
||||
public PersonData CurrentPerson => _currentPerson;
|
||||
public int SuccessCount => _successCount;
|
||||
public int FailCount => _failCount;
|
||||
|
||||
#endregion
|
||||
|
||||
#region Lifecycle
|
||||
|
||||
internal override void OnManagedAwake()
|
||||
{
|
||||
base.OnManagedAwake();
|
||||
|
||||
// Set singleton
|
||||
if (_instance != null && _instance != this)
|
||||
{
|
||||
Logging.Warning("[AirplaneGameManager] Multiple instances detected! Destroying duplicate.");
|
||||
Destroy(gameObject);
|
||||
return;
|
||||
}
|
||||
_instance = this;
|
||||
|
||||
// Validate references
|
||||
ValidateReferences();
|
||||
}
|
||||
|
||||
internal override void OnManagedStart()
|
||||
{
|
||||
base.OnManagedStart();
|
||||
|
||||
// Subscribe to events
|
||||
if (launchController != null)
|
||||
{
|
||||
launchController.OnAirplaneLaunched += HandleAirplaneLaunched;
|
||||
}
|
||||
|
||||
if (targetValidator != null)
|
||||
{
|
||||
targetValidator.OnCorrectTargetHit += HandleCorrectTargetHit;
|
||||
targetValidator.OnWrongTargetHit += HandleWrongTargetHit;
|
||||
targetValidator.OnMissedAllTargets += HandleMissedTargets;
|
||||
}
|
||||
|
||||
// Start the game
|
||||
StartGame();
|
||||
}
|
||||
|
||||
internal override void OnManagedDestroy()
|
||||
{
|
||||
base.OnManagedDestroy();
|
||||
|
||||
// Unsubscribe from events
|
||||
if (launchController != null)
|
||||
{
|
||||
launchController.OnAirplaneLaunched -= HandleAirplaneLaunched;
|
||||
}
|
||||
|
||||
if (targetValidator != null)
|
||||
{
|
||||
targetValidator.OnCorrectTargetHit -= HandleCorrectTargetHit;
|
||||
targetValidator.OnWrongTargetHit -= HandleWrongTargetHit;
|
||||
targetValidator.OnMissedAllTargets -= HandleMissedTargets;
|
||||
}
|
||||
|
||||
if (_instance == this)
|
||||
{
|
||||
_instance = null;
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Validation
|
||||
|
||||
private void ValidateReferences()
|
||||
{
|
||||
if (personQueue == null)
|
||||
{
|
||||
Logging.Error("[AirplaneGameManager] PersonQueue not assigned!");
|
||||
}
|
||||
|
||||
if (cameraManager == null)
|
||||
{
|
||||
Logging.Error("[AirplaneGameManager] AirplaneCameraManager not assigned!");
|
||||
}
|
||||
|
||||
if (launchController == null)
|
||||
{
|
||||
Logging.Error("[AirplaneGameManager] AirplaneLaunchController not assigned!");
|
||||
}
|
||||
|
||||
if (targetValidator == null)
|
||||
{
|
||||
Logging.Error("[AirplaneGameManager] AirplaneTargetValidator not assigned!");
|
||||
}
|
||||
|
||||
if (allTargets == null || allTargets.Length == 0)
|
||||
{
|
||||
Logging.Warning("[AirplaneGameManager] No targets assigned!");
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region State Management
|
||||
|
||||
private void ChangeState(AirplaneGameState newState)
|
||||
{
|
||||
AirplaneGameState oldState = _currentState;
|
||||
_currentState = newState;
|
||||
|
||||
if (showDebugLogs) Logging.Debug($"[AirplaneGameManager] State: {oldState} -> {newState}");
|
||||
|
||||
OnStateChanged?.Invoke(oldState, newState);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Game Flow
|
||||
|
||||
/// <summary>
|
||||
/// Start the game
|
||||
/// </summary>
|
||||
public void StartGame()
|
||||
{
|
||||
if (showDebugLogs) Logging.Debug("[AirplaneGameManager] ===== GAME STARTING =====");
|
||||
|
||||
ChangeState(AirplaneGameState.Intro);
|
||||
StartCoroutine(IntroSequence());
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Intro sequence (stub for MVP)
|
||||
/// </summary>
|
||||
private IEnumerator IntroSequence()
|
||||
{
|
||||
if (showDebugLogs) Logging.Debug("[AirplaneGameManager] Playing intro sequence...");
|
||||
|
||||
// Switch to intro camera
|
||||
if (cameraManager != null)
|
||||
{
|
||||
cameraManager.SwitchToState(AirplaneCameraState.Intro);
|
||||
}
|
||||
|
||||
// Wait for intro duration (stub)
|
||||
yield return new WaitForSeconds(1f);
|
||||
|
||||
if (showDebugLogs) Logging.Debug("[AirplaneGameManager] Intro complete");
|
||||
|
||||
// Move to first person
|
||||
StartCoroutine(SetupNextPerson());
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Setup the next person's turn
|
||||
/// </summary>
|
||||
private IEnumerator SetupNextPerson()
|
||||
{
|
||||
// Check if there are more people
|
||||
if (personQueue == null || !personQueue.HasMorePeople())
|
||||
{
|
||||
if (showDebugLogs) Logging.Debug("[AirplaneGameManager] No more people, ending game");
|
||||
StartCoroutine(GameOver());
|
||||
yield break;
|
||||
}
|
||||
|
||||
ChangeState(AirplaneGameState.NextPerson);
|
||||
|
||||
// Pop next person
|
||||
_currentPerson = personQueue.PopNextPerson();
|
||||
_totalTurns++;
|
||||
|
||||
if (_currentPerson == null)
|
||||
{
|
||||
Logging.Error("[AirplaneGameManager] Failed to get next person!");
|
||||
yield break;
|
||||
}
|
||||
|
||||
if (showDebugLogs)
|
||||
{
|
||||
Logging.Debug($"[AirplaneGameManager] === Turn {_totalTurns}: {_currentPerson.personName} ===" +
|
||||
$"\n Target: {_currentPerson.targetName}");
|
||||
}
|
||||
|
||||
OnPersonStartTurn?.Invoke(_currentPerson);
|
||||
|
||||
// Switch to next person camera
|
||||
if (cameraManager != null)
|
||||
{
|
||||
cameraManager.SwitchToState(AirplaneCameraState.NextPerson);
|
||||
}
|
||||
|
||||
// Wait for person introduction (stub)
|
||||
yield return new WaitForSeconds(1f);
|
||||
|
||||
// Set expected target
|
||||
if (targetValidator != null)
|
||||
{
|
||||
targetValidator.SetExpectedTarget(_currentPerson.targetName);
|
||||
}
|
||||
|
||||
// Highlight the target
|
||||
HighlightTarget(_currentPerson.targetName);
|
||||
|
||||
// Enter aiming state
|
||||
EnterAimingState();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Enter aiming state - player can aim and launch
|
||||
/// </summary>
|
||||
private void EnterAimingState()
|
||||
{
|
||||
ChangeState(AirplaneGameState.Aiming);
|
||||
|
||||
if (showDebugLogs) Logging.Debug("[AirplaneGameManager] Ready to aim and launch!");
|
||||
|
||||
// Switch to aiming camera
|
||||
if (cameraManager != null)
|
||||
{
|
||||
cameraManager.SwitchToState(AirplaneCameraState.Aiming);
|
||||
}
|
||||
|
||||
// Enable launch controller
|
||||
if (launchController != null)
|
||||
{
|
||||
launchController.Enable();
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Event Handlers
|
||||
|
||||
/// <summary>
|
||||
/// Handle airplane launched event
|
||||
/// </summary>
|
||||
private void HandleAirplaneLaunched(AirplaneController airplane)
|
||||
{
|
||||
if (showDebugLogs) Logging.Debug("[AirplaneGameManager] Airplane launched!");
|
||||
|
||||
_currentAirplane = airplane;
|
||||
|
||||
// Disable launch controller
|
||||
if (launchController != null)
|
||||
{
|
||||
launchController.Disable();
|
||||
}
|
||||
|
||||
ChangeState(AirplaneGameState.Flying);
|
||||
|
||||
// Start following airplane with camera
|
||||
if (cameraManager != null)
|
||||
{
|
||||
cameraManager.StartFollowingAirplane(airplane.transform);
|
||||
}
|
||||
|
||||
// Subscribe to airplane events
|
||||
airplane.OnTargetHit += HandleAirplaneHitTarget;
|
||||
airplane.OnLanded += HandleAirplaneLanded;
|
||||
airplane.OnTimeout += HandleAirplaneTimeout;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Handle airplane hitting a target
|
||||
/// </summary>
|
||||
private void HandleAirplaneHitTarget(AirplaneController airplane, string targetName)
|
||||
{
|
||||
if (showDebugLogs) Logging.Debug($"[AirplaneGameManager] Airplane hit target: {targetName}");
|
||||
|
||||
// Validate the hit
|
||||
if (targetValidator != null)
|
||||
{
|
||||
targetValidator.ValidateHit(targetName);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Handle airplane landing
|
||||
/// </summary>
|
||||
private void HandleAirplaneLanded(AirplaneController airplane)
|
||||
{
|
||||
if (showDebugLogs) Logging.Debug("[AirplaneGameManager] Airplane landed");
|
||||
|
||||
// If no target was hit, count as miss
|
||||
if (targetValidator != null && !targetValidator.HasValidated)
|
||||
{
|
||||
targetValidator.HandleMiss();
|
||||
}
|
||||
|
||||
// Evaluate result
|
||||
StartCoroutine(EvaluateResult());
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Handle airplane timeout
|
||||
/// </summary>
|
||||
private void HandleAirplaneTimeout(AirplaneController airplane)
|
||||
{
|
||||
if (showDebugLogs) Logging.Debug("[AirplaneGameManager] Airplane timed out");
|
||||
|
||||
// Count as miss
|
||||
if (targetValidator != null && !targetValidator.HasValidated)
|
||||
{
|
||||
targetValidator.HandleMiss();
|
||||
}
|
||||
|
||||
// Evaluate result
|
||||
StartCoroutine(EvaluateResult());
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Handle correct target hit
|
||||
/// </summary>
|
||||
private void HandleCorrectTargetHit(string targetName)
|
||||
{
|
||||
_successCount++;
|
||||
if (showDebugLogs) Logging.Debug($"[AirplaneGameManager] ✓ SUCCESS! Hit correct target: {targetName}");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Handle wrong target hit
|
||||
/// </summary>
|
||||
private void HandleWrongTargetHit(string expectedTarget, string actualTarget)
|
||||
{
|
||||
_failCount++;
|
||||
if (showDebugLogs) Logging.Debug($"[AirplaneGameManager] ✗ FAIL! Expected: {expectedTarget}, Hit: {actualTarget}");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Handle missed all targets
|
||||
/// </summary>
|
||||
private void HandleMissedTargets()
|
||||
{
|
||||
_failCount++;
|
||||
if (showDebugLogs) Logging.Debug("[AirplaneGameManager] ✗ MISS! Didn't hit any target");
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Evaluation and Cleanup
|
||||
|
||||
/// <summary>
|
||||
/// Evaluate the result of the turn
|
||||
/// </summary>
|
||||
private IEnumerator EvaluateResult()
|
||||
{
|
||||
ChangeState(AirplaneGameState.Evaluating);
|
||||
|
||||
// Stop following airplane
|
||||
if (cameraManager != null)
|
||||
{
|
||||
cameraManager.StopFollowingAirplane();
|
||||
}
|
||||
|
||||
// Determine success/failure
|
||||
bool success = targetValidator != null &&
|
||||
targetValidator.HasValidated &&
|
||||
_currentAirplane != null &&
|
||||
!string.IsNullOrEmpty(_currentAirplane.LastHitTarget) &&
|
||||
targetValidator.IsExpectedTarget(_currentAirplane.LastHitTarget);
|
||||
|
||||
if (showDebugLogs)
|
||||
{
|
||||
Logging.Debug($"[AirplaneGameManager] Turn result: {(success ? "SUCCESS" : "FAILURE")}" +
|
||||
$"\n Score: {_successCount} / {_totalTurns}");
|
||||
}
|
||||
|
||||
OnPersonFinishTurn?.Invoke(_currentPerson, success);
|
||||
|
||||
// Wait for evaluation display (stub)
|
||||
yield return new WaitForSeconds(1f);
|
||||
|
||||
// Clean up airplane
|
||||
if (_currentAirplane != null)
|
||||
{
|
||||
Destroy(_currentAirplane.gameObject);
|
||||
_currentAirplane = null;
|
||||
}
|
||||
|
||||
// Clear launch controller reference
|
||||
if (launchController != null)
|
||||
{
|
||||
launchController.ClearActiveAirplane();
|
||||
}
|
||||
|
||||
// Clear target highlighting
|
||||
ClearAllTargetHighlights();
|
||||
|
||||
// Move to next person
|
||||
StartCoroutine(SetupNextPerson());
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Game over - no more people
|
||||
/// </summary>
|
||||
private IEnumerator GameOver()
|
||||
{
|
||||
ChangeState(AirplaneGameState.GameOver);
|
||||
|
||||
if (showDebugLogs)
|
||||
{
|
||||
Logging.Debug($"[AirplaneGameManager] ===== GAME OVER =====" +
|
||||
$"\n Total Turns: {_totalTurns}" +
|
||||
$"\n Success: {_successCount}" +
|
||||
$"\n Failures: {_failCount}" +
|
||||
$"\n Success Rate: {(_totalTurns > 0 ? (_successCount * 100f / _totalTurns) : 0):F1}%");
|
||||
}
|
||||
|
||||
OnGameComplete?.Invoke();
|
||||
|
||||
// Stub: Show game over UI
|
||||
yield return new WaitForSeconds(2f);
|
||||
|
||||
if (showDebugLogs) Logging.Debug("[AirplaneGameManager] Game complete");
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Target Management
|
||||
|
||||
/// <summary>
|
||||
/// Highlight a specific target by name
|
||||
/// </summary>
|
||||
private void HighlightTarget(string targetName)
|
||||
{
|
||||
if (allTargets == null) return;
|
||||
|
||||
foreach (var target in allTargets)
|
||||
{
|
||||
if (target != null)
|
||||
{
|
||||
bool isActive = string.Equals(target.TargetName, targetName, StringComparison.OrdinalIgnoreCase);
|
||||
target.SetAsActiveTarget(isActive);
|
||||
}
|
||||
}
|
||||
|
||||
if (showDebugLogs) Logging.Debug($"[AirplaneGameManager] Highlighted target: {targetName}");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Clear all target highlights
|
||||
/// </summary>
|
||||
private void ClearAllTargetHighlights()
|
||||
{
|
||||
if (allTargets == null) return;
|
||||
|
||||
foreach (var target in allTargets)
|
||||
{
|
||||
if (target != null)
|
||||
{
|
||||
target.SetAsActiveTarget(false);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Public Query Methods
|
||||
|
||||
/// <summary>
|
||||
/// Get current game statistics
|
||||
/// </summary>
|
||||
public (int total, int success, int fail) GetStatistics()
|
||||
{
|
||||
return (_totalTurns, _successCount, _failCount);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Check if game is active
|
||||
/// </summary>
|
||||
public bool IsGameActive()
|
||||
{
|
||||
return _currentState != AirplaneGameState.Intro && _currentState != AirplaneGameState.GameOver;
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: fd2c6d27dee546479b16d0dfd8c3b2ee
|
||||
timeCreated: 1764851399
|
||||
@@ -0,0 +1,252 @@
|
||||
using System;
|
||||
using AppleHills.Core.Settings;
|
||||
using Common.Input;
|
||||
using Core;
|
||||
using Core.Lifecycle;
|
||||
using Minigames.Airplane.Data;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Minigames.Airplane.Core
|
||||
{
|
||||
/// <summary>
|
||||
/// Launch controller for the airplane minigame.
|
||||
/// Extends DragLaunchController with airplane-specific behavior.
|
||||
/// Spawns and launches airplanes on release.
|
||||
/// </summary>
|
||||
public class AirplaneLaunchController : DragLaunchController
|
||||
{
|
||||
#region Events
|
||||
|
||||
/// <summary>
|
||||
/// Fired when airplane is launched. Parameters: (AirplaneController airplane)
|
||||
/// </summary>
|
||||
public event Action<AirplaneController> OnAirplaneLaunched;
|
||||
|
||||
#endregion
|
||||
|
||||
#region Settings
|
||||
|
||||
protected override SlingshotConfig GetSlingshotConfig()
|
||||
{
|
||||
return GameManager.GetSettingsObject<IAirplaneSettings>()?.SlingshotSettings;
|
||||
}
|
||||
|
||||
protected override GameObject GetProjectilePrefab()
|
||||
{
|
||||
return airplanePrefab;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Inspector Properties
|
||||
|
||||
[Header("Airplane Setup")]
|
||||
[Tooltip("Airplane prefab to spawn")]
|
||||
[SerializeField] private GameObject airplanePrefab;
|
||||
|
||||
[Header("Visual Feedback")]
|
||||
[Tooltip("Line renderer for trajectory preview (optional)")]
|
||||
[SerializeField] private LineRenderer trajectoryLine;
|
||||
|
||||
[Tooltip("Visual indicator for launch anchor (optional)")]
|
||||
[SerializeField] private GameObject anchorVisual;
|
||||
|
||||
#endregion
|
||||
|
||||
#region State
|
||||
|
||||
private AirplaneController _activeAirplane;
|
||||
|
||||
public AirplaneController ActiveAirplane => _activeAirplane;
|
||||
|
||||
#endregion
|
||||
|
||||
#region Lifecycle
|
||||
|
||||
internal override void OnManagedAwake()
|
||||
{
|
||||
base.OnManagedAwake();
|
||||
|
||||
// Validate airplane prefab
|
||||
if (airplanePrefab == null)
|
||||
{
|
||||
Logging.Error("[AirplaneLaunchController] Airplane prefab not assigned!");
|
||||
}
|
||||
else
|
||||
{
|
||||
// Verify airplane has AirplaneController
|
||||
if (airplanePrefab.GetComponent<AirplaneController>() == null)
|
||||
{
|
||||
Logging.Error("[AirplaneLaunchController] Airplane prefab missing AirplaneController component!");
|
||||
}
|
||||
}
|
||||
|
||||
// Setup trajectory line
|
||||
if (trajectoryLine != null)
|
||||
{
|
||||
trajectoryLine.enabled = false;
|
||||
}
|
||||
|
||||
// Hide anchor visual initially
|
||||
if (anchorVisual != null)
|
||||
{
|
||||
anchorVisual.SetActive(false);
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Visual Feedback
|
||||
|
||||
protected override void ShowPreview()
|
||||
{
|
||||
// Show anchor visual
|
||||
if (anchorVisual != null)
|
||||
{
|
||||
anchorVisual.SetActive(true);
|
||||
}
|
||||
|
||||
// Show trajectory line (will be updated during drag)
|
||||
if (trajectoryLine != null)
|
||||
{
|
||||
trajectoryLine.enabled = false; // Only show during drag
|
||||
}
|
||||
|
||||
if (showDebugLogs) Logging.Debug("[AirplaneLaunchController] Preview shown");
|
||||
}
|
||||
|
||||
protected override void HidePreview()
|
||||
{
|
||||
// Hide anchor visual
|
||||
if (anchorVisual != null)
|
||||
{
|
||||
anchorVisual.SetActive(false);
|
||||
}
|
||||
|
||||
// Hide trajectory line
|
||||
if (trajectoryLine != null)
|
||||
{
|
||||
trajectoryLine.enabled = false;
|
||||
}
|
||||
|
||||
if (showDebugLogs) Logging.Debug("[AirplaneLaunchController] Preview hidden");
|
||||
}
|
||||
|
||||
protected override void UpdateVisuals(Vector2 currentPosition, Vector2 direction, float force, float dragDistance, float mass)
|
||||
{
|
||||
// Show trajectory line during drag
|
||||
if (trajectoryLine != null && trajectoryLine.enabled == false && dragDistance > 0.1f)
|
||||
{
|
||||
trajectoryLine.enabled = true;
|
||||
}
|
||||
|
||||
// Update trajectory preview
|
||||
if (trajectoryLine != null && trajectoryLine.enabled)
|
||||
{
|
||||
UpdateTrajectoryPreview(direction, force, mass);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Update the trajectory preview line
|
||||
/// </summary>
|
||||
private void UpdateTrajectoryPreview(Vector2 direction, float force, float mass)
|
||||
{
|
||||
if (trajectoryLine == null) return;
|
||||
|
||||
var config = Config;
|
||||
if (config == null) return;
|
||||
|
||||
if (mass <= 0f)
|
||||
{
|
||||
if (showDebugLogs) Logging.Warning("[AirplaneLaunchController] Cannot calculate trajectory with zero mass!");
|
||||
return;
|
||||
}
|
||||
|
||||
Vector2 startPos = launchAnchor.position;
|
||||
float initialSpeed = force / mass;
|
||||
Vector2 velocity = direction * initialSpeed;
|
||||
|
||||
// Get gravity from prefab's Rigidbody2D (Physics2D.gravity.magnitude * rb.gravityScale)
|
||||
float gravity = GetGravity();
|
||||
|
||||
trajectoryLine.positionCount = config.trajectoryPoints;
|
||||
|
||||
// Calculate trajectory points using config values
|
||||
for (int i = 0; i < config.trajectoryPoints; i++)
|
||||
{
|
||||
float time = i * config.trajectoryTimeStep;
|
||||
|
||||
// Calculate position at this time
|
||||
float x = startPos.x + velocity.x * time;
|
||||
float y = startPos.y + velocity.y * time - 0.5f * gravity * time * time;
|
||||
|
||||
trajectoryLine.SetPosition(i, new Vector3(x, y, 0));
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Launch
|
||||
|
||||
protected override void PerformLaunch(Vector2 direction, float force)
|
||||
{
|
||||
if (airplanePrefab == null)
|
||||
{
|
||||
Logging.Error("[AirplaneLaunchController] Cannot launch - airplane prefab not assigned!");
|
||||
return;
|
||||
}
|
||||
|
||||
// Spawn airplane at launch anchor
|
||||
GameObject airplaneObj = Instantiate(airplanePrefab, launchAnchor.position, Quaternion.identity);
|
||||
_activeAirplane = airplaneObj.GetComponent<AirplaneController>();
|
||||
|
||||
if (_activeAirplane == null)
|
||||
{
|
||||
Logging.Error("[AirplaneLaunchController] Spawned airplane missing AirplaneController!");
|
||||
Destroy(airplaneObj);
|
||||
return;
|
||||
}
|
||||
|
||||
// Launch the airplane
|
||||
_activeAirplane.Launch(direction, force);
|
||||
|
||||
// Hide trajectory preview
|
||||
if (trajectoryLine != null)
|
||||
{
|
||||
trajectoryLine.enabled = false;
|
||||
}
|
||||
|
||||
if (showDebugLogs)
|
||||
{
|
||||
Logging.Debug($"[AirplaneLaunchController] Launched airplane with force {force:F2}, direction {direction}");
|
||||
}
|
||||
|
||||
// Fire event
|
||||
OnAirplaneLaunched?.Invoke(_activeAirplane);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Public Methods
|
||||
|
||||
/// <summary>
|
||||
/// Get reference to the currently active airplane (if any)
|
||||
/// </summary>
|
||||
public AirplaneController GetActiveAirplane()
|
||||
{
|
||||
return _activeAirplane;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Clear reference to active airplane (called after airplane is destroyed)
|
||||
/// </summary>
|
||||
public void ClearActiveAirplane()
|
||||
{
|
||||
_activeAirplane = null;
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a819923cb68240d494bdcf6d5ecf6b9b
|
||||
timeCreated: 1764851349
|
||||
@@ -0,0 +1,186 @@
|
||||
using System;
|
||||
using Core;
|
||||
using Core.Lifecycle;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Minigames.Airplane.Core
|
||||
{
|
||||
/// <summary>
|
||||
/// Validates whether the airplane hit the correct target.
|
||||
/// Singleton for easy access throughout the minigame.
|
||||
/// </summary>
|
||||
public class AirplaneTargetValidator : ManagedBehaviour
|
||||
{
|
||||
#region Singleton
|
||||
|
||||
private static AirplaneTargetValidator _instance;
|
||||
public static AirplaneTargetValidator Instance => _instance;
|
||||
|
||||
#endregion
|
||||
|
||||
#region Events
|
||||
|
||||
/// <summary>
|
||||
/// Fired when correct target is hit. Parameters: (string targetName)
|
||||
/// </summary>
|
||||
public event Action<string> OnCorrectTargetHit;
|
||||
|
||||
/// <summary>
|
||||
/// Fired when wrong target is hit. Parameters: (string expectedTarget, string actualTarget)
|
||||
/// </summary>
|
||||
public event Action<string, string> OnWrongTargetHit;
|
||||
|
||||
/// <summary>
|
||||
/// Fired when no target is hit
|
||||
/// </summary>
|
||||
public event Action OnMissedAllTargets;
|
||||
|
||||
#endregion
|
||||
|
||||
#region State
|
||||
|
||||
private string _expectedTargetName = null;
|
||||
private bool _hasValidatedCurrentShot = false;
|
||||
|
||||
public string ExpectedTargetName => _expectedTargetName;
|
||||
|
||||
#endregion
|
||||
|
||||
#region Configuration
|
||||
|
||||
[Header("Debug")]
|
||||
[SerializeField] private bool showDebugLogs = false;
|
||||
|
||||
#endregion
|
||||
|
||||
#region Lifecycle
|
||||
|
||||
internal override void OnManagedAwake()
|
||||
{
|
||||
base.OnManagedAwake();
|
||||
|
||||
// Set singleton
|
||||
if (_instance != null && _instance != this)
|
||||
{
|
||||
Logging.Warning("[AirplaneTargetValidator] Multiple instances detected! Destroying duplicate.");
|
||||
Destroy(gameObject);
|
||||
return;
|
||||
}
|
||||
_instance = this;
|
||||
}
|
||||
|
||||
internal override void OnManagedDestroy()
|
||||
{
|
||||
base.OnManagedDestroy();
|
||||
|
||||
if (_instance == this)
|
||||
{
|
||||
_instance = null;
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Target Setting
|
||||
|
||||
/// <summary>
|
||||
/// Set the expected target for the current shot
|
||||
/// </summary>
|
||||
public void SetExpectedTarget(string targetName)
|
||||
{
|
||||
_expectedTargetName = targetName;
|
||||
_hasValidatedCurrentShot = false;
|
||||
|
||||
if (showDebugLogs) Logging.Debug($"[AirplaneTargetValidator] Expected target set to: {targetName}");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Clear the expected target
|
||||
/// </summary>
|
||||
public void ClearExpectedTarget()
|
||||
{
|
||||
_expectedTargetName = null;
|
||||
_hasValidatedCurrentShot = false;
|
||||
|
||||
if (showDebugLogs) Logging.Debug("[AirplaneTargetValidator] Expected target cleared");
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Validation
|
||||
|
||||
/// <summary>
|
||||
/// Validate if the hit target matches the expected target
|
||||
/// </summary>
|
||||
public bool ValidateHit(string hitTargetName)
|
||||
{
|
||||
// Prevent multiple validations for the same shot
|
||||
if (_hasValidatedCurrentShot)
|
||||
{
|
||||
if (showDebugLogs) Logging.Debug("[AirplaneTargetValidator] Already validated this shot");
|
||||
return false;
|
||||
}
|
||||
|
||||
_hasValidatedCurrentShot = true;
|
||||
|
||||
if (string.IsNullOrEmpty(_expectedTargetName))
|
||||
{
|
||||
Logging.Warning("[AirplaneTargetValidator] No expected target set!");
|
||||
return false;
|
||||
}
|
||||
|
||||
bool isCorrect = string.Equals(hitTargetName, _expectedTargetName, StringComparison.OrdinalIgnoreCase);
|
||||
|
||||
if (isCorrect)
|
||||
{
|
||||
if (showDebugLogs) Logging.Debug($"[AirplaneTargetValidator] ✓ Correct! Hit target: {hitTargetName}");
|
||||
OnCorrectTargetHit?.Invoke(hitTargetName);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (showDebugLogs) Logging.Debug($"[AirplaneTargetValidator] ✗ Wrong! Expected: {_expectedTargetName}, Hit: {hitTargetName}");
|
||||
OnWrongTargetHit?.Invoke(_expectedTargetName, hitTargetName);
|
||||
}
|
||||
|
||||
return isCorrect;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Handle case where airplane didn't hit any target
|
||||
/// </summary>
|
||||
public void HandleMiss()
|
||||
{
|
||||
// Prevent multiple validations for the same shot
|
||||
if (_hasValidatedCurrentShot)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
_hasValidatedCurrentShot = true;
|
||||
|
||||
if (showDebugLogs) Logging.Debug($"[AirplaneTargetValidator] ✗ Missed! Expected target: {_expectedTargetName}");
|
||||
|
||||
OnMissedAllTargets?.Invoke();
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Query Methods
|
||||
|
||||
/// <summary>
|
||||
/// Check if a target name matches the expected target
|
||||
/// </summary>
|
||||
public bool IsExpectedTarget(string targetName)
|
||||
{
|
||||
return string.Equals(targetName, _expectedTargetName, StringComparison.OrdinalIgnoreCase);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Check if validation has been done for current shot
|
||||
/// </summary>
|
||||
public bool HasValidated => _hasValidatedCurrentShot;
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 3cf7815b220240e090fb5cba4fc7414f
|
||||
timeCreated: 1764851309
|
||||
197
Assets/Scripts/Minigames/Airplane/Core/PersonQueue.cs
Normal file
197
Assets/Scripts/Minigames/Airplane/Core/PersonQueue.cs
Normal file
@@ -0,0 +1,197 @@
|
||||
using System.Collections.Generic;
|
||||
using Core;
|
||||
using Core.Lifecycle;
|
||||
using Minigames.Airplane.Data;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Minigames.Airplane.Core
|
||||
{
|
||||
/// <summary>
|
||||
/// Manages the queue of people waiting to launch airplanes.
|
||||
/// Provides methods to pop the next person and track remaining people.
|
||||
/// </summary>
|
||||
public class PersonQueue : ManagedBehaviour
|
||||
{
|
||||
#region Inspector Properties
|
||||
|
||||
[Header("Person Setup")]
|
||||
[Tooltip("List of people in the queue (order matters)")]
|
||||
[SerializeField] private List<PersonData> peopleInQueue = new List<PersonData>();
|
||||
|
||||
[Header("Debug")]
|
||||
[SerializeField] private bool showDebugLogs = false;
|
||||
|
||||
#endregion
|
||||
|
||||
#region State
|
||||
|
||||
private int _currentTurnNumber = 1;
|
||||
|
||||
public int TotalPeople => peopleInQueue.Count;
|
||||
public int RemainingPeople => peopleInQueue.Count;
|
||||
|
||||
#endregion
|
||||
|
||||
#region Lifecycle
|
||||
|
||||
internal override void OnManagedAwake()
|
||||
{
|
||||
base.OnManagedAwake();
|
||||
|
||||
ValidateQueue();
|
||||
}
|
||||
|
||||
internal override void OnManagedStart()
|
||||
{
|
||||
base.OnManagedStart();
|
||||
|
||||
if (showDebugLogs)
|
||||
{
|
||||
Logging.Debug($"[PersonQueue] Initialized with {TotalPeople} people");
|
||||
foreach (var person in peopleInQueue)
|
||||
{
|
||||
Logging.Debug($" - {person.personName} -> Target: {person.targetName}");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Validation
|
||||
|
||||
/// <summary>
|
||||
/// Validate the queue setup
|
||||
/// </summary>
|
||||
private void ValidateQueue()
|
||||
{
|
||||
if (peopleInQueue.Count == 0)
|
||||
{
|
||||
Logging.Warning("[PersonQueue] No people in queue! Add people in the inspector.");
|
||||
return;
|
||||
}
|
||||
|
||||
// Check for missing data
|
||||
for (int i = 0; i < peopleInQueue.Count; i++)
|
||||
{
|
||||
var person = peopleInQueue[i];
|
||||
|
||||
if (string.IsNullOrEmpty(person.personName))
|
||||
{
|
||||
Logging.Warning($"[PersonQueue] Person at index {i} has no name!");
|
||||
}
|
||||
|
||||
if (string.IsNullOrEmpty(person.targetName))
|
||||
{
|
||||
Logging.Warning($"[PersonQueue] Person '{person.personName}' at index {i} has no target assigned!");
|
||||
}
|
||||
|
||||
if (person.personTransform == null)
|
||||
{
|
||||
Logging.Warning($"[PersonQueue] Person '{person.personName}' at index {i} has no transform reference!");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Queue Management
|
||||
|
||||
/// <summary>
|
||||
/// Check if there are more people in the queue
|
||||
/// </summary>
|
||||
public bool HasMorePeople()
|
||||
{
|
||||
return peopleInQueue.Count > 0;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get the next person without removing them from the queue
|
||||
/// </summary>
|
||||
public PersonData PeekNextPerson()
|
||||
{
|
||||
if (peopleInQueue.Count == 0)
|
||||
{
|
||||
if (showDebugLogs) Logging.Debug("[PersonQueue] Queue is empty!");
|
||||
return null;
|
||||
}
|
||||
|
||||
return peopleInQueue[0];
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Pop the next person from the queue
|
||||
/// </summary>
|
||||
public PersonData PopNextPerson()
|
||||
{
|
||||
if (peopleInQueue.Count == 0)
|
||||
{
|
||||
if (showDebugLogs) Logging.Debug("[PersonQueue] Queue is empty!");
|
||||
return null;
|
||||
}
|
||||
|
||||
// Get first person
|
||||
PersonData nextPerson = peopleInQueue[0];
|
||||
|
||||
// Assign turn number
|
||||
nextPerson.turnNumber = _currentTurnNumber;
|
||||
_currentTurnNumber++;
|
||||
|
||||
// Remove from queue
|
||||
peopleInQueue.RemoveAt(0);
|
||||
|
||||
if (showDebugLogs)
|
||||
{
|
||||
Logging.Debug($"[PersonQueue] Popped person: {nextPerson.personName} (Turn {nextPerson.turnNumber}), " +
|
||||
$"Remaining: {RemainingPeople}");
|
||||
}
|
||||
|
||||
return nextPerson;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Reset the queue (for testing or replay)
|
||||
/// </summary>
|
||||
public void ResetQueue(List<PersonData> newQueue)
|
||||
{
|
||||
peopleInQueue.Clear();
|
||||
peopleInQueue.AddRange(newQueue);
|
||||
_currentTurnNumber = 1;
|
||||
|
||||
if (showDebugLogs) Logging.Debug($"[PersonQueue] Reset queue with {TotalPeople} people");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Clear the queue
|
||||
/// </summary>
|
||||
public void Clear()
|
||||
{
|
||||
peopleInQueue.Clear();
|
||||
_currentTurnNumber = 1;
|
||||
|
||||
if (showDebugLogs) Logging.Debug("[PersonQueue] Queue cleared");
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Query Methods
|
||||
|
||||
/// <summary>
|
||||
/// Get count of people still in queue
|
||||
/// </summary>
|
||||
public int GetRemainingCount()
|
||||
{
|
||||
return peopleInQueue.Count;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get the current turn number
|
||||
/// </summary>
|
||||
public int GetCurrentTurnNumber()
|
||||
{
|
||||
return _currentTurnNumber;
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 77964ec3bd5848a6b947ed4ac9b0ee3f
|
||||
timeCreated: 1764851326
|
||||
3
Assets/Scripts/Minigames/Airplane/Data.meta
Normal file
3
Assets/Scripts/Minigames/Airplane/Data.meta
Normal file
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 4d58653664484f58be14ab8089e22ce3
|
||||
timeCreated: 1764851234
|
||||
@@ -0,0 +1,14 @@
|
||||
namespace Minigames.Airplane.Data
|
||||
{
|
||||
/// <summary>
|
||||
/// Camera states for the airplane minigame
|
||||
/// </summary>
|
||||
public enum AirplaneCameraState
|
||||
{
|
||||
Intro, // Intro sequence camera
|
||||
NextPerson, // Camera focusing on the next person
|
||||
Aiming, // Camera for aiming the airplane
|
||||
Flight // Camera following the airplane in flight
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f5b6a3623e7040be9dfeac6ee8e195cf
|
||||
timeCreated: 1764851235
|
||||
16
Assets/Scripts/Minigames/Airplane/Data/AirplaneGameState.cs
Normal file
16
Assets/Scripts/Minigames/Airplane/Data/AirplaneGameState.cs
Normal file
@@ -0,0 +1,16 @@
|
||||
namespace Minigames.Airplane.Data
|
||||
{
|
||||
/// <summary>
|
||||
/// Game states for the airplane minigame
|
||||
/// </summary>
|
||||
public enum AirplaneGameState
|
||||
{
|
||||
Intro, // Intro sequence
|
||||
NextPerson, // Introducing the next person
|
||||
Aiming, // Player is aiming the airplane
|
||||
Flying, // Airplane is in flight
|
||||
Evaluating, // Evaluating the result of the flight
|
||||
GameOver // All people have had their turn
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 59636bd1dbca4575b431820510da201f
|
||||
timeCreated: 1764851235
|
||||
52
Assets/Scripts/Minigames/Airplane/Data/PersonData.cs
Normal file
52
Assets/Scripts/Minigames/Airplane/Data/PersonData.cs
Normal file
@@ -0,0 +1,52 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace Minigames.Airplane.Data
|
||||
{
|
||||
/// <summary>
|
||||
/// Data for a person participating in the airplane minigame.
|
||||
/// Contains their name, target assignment, and scene reference.
|
||||
/// </summary>
|
||||
[System.Serializable]
|
||||
public class PersonData
|
||||
{
|
||||
[Tooltip("Name of the person")]
|
||||
public string personName;
|
||||
|
||||
[Tooltip("Target name they need to hit")]
|
||||
public string targetName;
|
||||
|
||||
[Tooltip("Transform reference to the person in the scene")]
|
||||
public Transform personTransform;
|
||||
|
||||
[Tooltip("Turn number (assigned at runtime)")]
|
||||
public int turnNumber;
|
||||
|
||||
/// <summary>
|
||||
/// Constructor for creating person data
|
||||
/// </summary>
|
||||
public PersonData(string name, string target, Transform transform, int turn = 0)
|
||||
{
|
||||
personName = name;
|
||||
targetName = target;
|
||||
personTransform = transform;
|
||||
turnNumber = turn;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Default constructor for serialization
|
||||
/// </summary>
|
||||
public PersonData()
|
||||
{
|
||||
personName = "Unknown";
|
||||
targetName = "Unknown";
|
||||
personTransform = null;
|
||||
turnNumber = 0;
|
||||
}
|
||||
|
||||
public override string ToString()
|
||||
{
|
||||
return $"Person: {personName}, Target: {targetName}, Turn: {turnNumber}";
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b9a03de5cfa64dadaf6c53b8f3935d3e
|
||||
timeCreated: 1764851235
|
||||
3
Assets/Scripts/Minigames/Airplane/Settings.meta
Normal file
3
Assets/Scripts/Minigames/Airplane/Settings.meta
Normal file
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 81b8f6aeeaf946cea5f5338a9127ae74
|
||||
timeCreated: 1764851415
|
||||
@@ -0,0 +1,70 @@
|
||||
using AppleHills.Core.Settings;
|
||||
using Common.Input;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Minigames.Airplane.Settings
|
||||
{
|
||||
/// <summary>
|
||||
/// Settings for the airplane minigame.
|
||||
/// Create via Assets > Create > AppleHills > Settings > Airplane
|
||||
/// </summary>
|
||||
[CreateAssetMenu(fileName = "AirplaneSettings", menuName = "AppleHills/Settings/Airplane", order = 9)]
|
||||
public class AirplaneSettings : BaseSettings, IAirplaneSettings
|
||||
{
|
||||
[Header("Slingshot Configuration")]
|
||||
[SerializeField] private SlingshotConfig slingshotSettings = new SlingshotConfig
|
||||
{
|
||||
maxDragDistance = 5f,
|
||||
baseLaunchForce = 20f,
|
||||
minForceMultiplier = 0.1f,
|
||||
maxForceMultiplier = 1f,
|
||||
trajectoryPoints = 20,
|
||||
trajectoryTimeStep = 0.1f,
|
||||
trajectoryLockDuration = 0f, // No locking for airplane
|
||||
autoRegisterInput = true // Direct registration
|
||||
};
|
||||
|
||||
[Header("Flight Settings")]
|
||||
[Tooltip("Mass of the airplane")]
|
||||
[SerializeField] private float airplaneMass = 1f;
|
||||
|
||||
[Tooltip("Maximum flight time before timeout (seconds)")]
|
||||
[SerializeField] private float maxFlightTime = 10f;
|
||||
|
||||
[Header("Camera Settings")]
|
||||
[Tooltip("Camera follow smoothness (higher = smoother but more lag)")]
|
||||
[SerializeField] private float cameraFollowSmoothing = 5f;
|
||||
|
||||
[Tooltip("Camera zoom level during flight")]
|
||||
[SerializeField] private float flightCameraZoom = 5f;
|
||||
|
||||
[Header("Timing")]
|
||||
[Tooltip("Duration of intro sequence (seconds)")]
|
||||
[SerializeField] private float introDuration = 1f;
|
||||
|
||||
[Tooltip("Duration of person introduction (seconds)")]
|
||||
[SerializeField] private float personIntroDuration = 1f;
|
||||
|
||||
[Tooltip("Duration of result evaluation (seconds)")]
|
||||
[SerializeField] private float evaluationDuration = 1f;
|
||||
|
||||
[Header("Debug")]
|
||||
[Tooltip("Show debug logs in console")]
|
||||
[SerializeField] private bool showDebugLogs;
|
||||
|
||||
#region IAirplaneSettings Implementation
|
||||
|
||||
public SlingshotConfig SlingshotSettings => slingshotSettings;
|
||||
public float AirplaneMass => airplaneMass;
|
||||
public float MaxFlightTime => maxFlightTime;
|
||||
public float CameraFollowSmoothing => cameraFollowSmoothing;
|
||||
public float FlightCameraZoom => flightCameraZoom;
|
||||
public float IntroDuration => introDuration;
|
||||
public float PersonIntroDuration => personIntroDuration;
|
||||
public float EvaluationDuration => evaluationDuration;
|
||||
public bool ShowDebugLogs => showDebugLogs;
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 1c277e2fec3d42e2b3b0bed1b8a33beb
|
||||
timeCreated: 1764851415
|
||||
3
Assets/Scripts/Minigames/Airplane/Targets.meta
Normal file
3
Assets/Scripts/Minigames/Airplane/Targets.meta
Normal file
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: bef822469ac14cedad520c7d8f01562a
|
||||
timeCreated: 1764851291
|
||||
151
Assets/Scripts/Minigames/Airplane/Targets/AirplaneTarget.cs
Normal file
151
Assets/Scripts/Minigames/Airplane/Targets/AirplaneTarget.cs
Normal file
@@ -0,0 +1,151 @@
|
||||
using System;
|
||||
using Core;
|
||||
using Core.Lifecycle;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Minigames.Airplane.Targets
|
||||
{
|
||||
/// <summary>
|
||||
/// Represents a target in the airplane minigame.
|
||||
/// Detects airplane collisions and can be highlighted when active.
|
||||
/// </summary>
|
||||
[RequireComponent(typeof(Collider2D))]
|
||||
public class AirplaneTarget : ManagedBehaviour
|
||||
{
|
||||
#region Events
|
||||
|
||||
/// <summary>
|
||||
/// Fired when this target is hit. Parameters: (AirplaneTarget target, GameObject airplane)
|
||||
/// </summary>
|
||||
public event Action<AirplaneTarget, GameObject> OnTargetHit;
|
||||
|
||||
#endregion
|
||||
|
||||
#region Inspector Properties
|
||||
|
||||
[Header("Target Configuration")]
|
||||
[Tooltip("Name of this target (for validation)")]
|
||||
[SerializeField] private string targetName = "Target";
|
||||
|
||||
[Header("Visual Feedback")]
|
||||
[Tooltip("Sprite renderer for visual feedback (optional)")]
|
||||
[SerializeField] private SpriteRenderer spriteRenderer;
|
||||
|
||||
[Tooltip("Color when target is active")]
|
||||
[SerializeField] private Color activeColor = Color.yellow;
|
||||
|
||||
[Tooltip("Color when target is inactive")]
|
||||
[SerializeField] private Color inactiveColor = Color.white;
|
||||
|
||||
[Header("Debug")]
|
||||
[SerializeField] private bool showDebugLogs = false;
|
||||
|
||||
#endregion
|
||||
|
||||
#region Properties
|
||||
|
||||
public string TargetName => targetName;
|
||||
|
||||
private bool _isActive = false;
|
||||
public bool IsActive => _isActive;
|
||||
|
||||
#endregion
|
||||
|
||||
#region State
|
||||
|
||||
private Collider2D _targetCollider;
|
||||
private Color _originalColor;
|
||||
|
||||
#endregion
|
||||
|
||||
#region Lifecycle
|
||||
|
||||
internal override void OnManagedAwake()
|
||||
{
|
||||
base.OnManagedAwake();
|
||||
|
||||
// Cache components
|
||||
_targetCollider = GetComponent<Collider2D>();
|
||||
|
||||
// Configure collider as trigger
|
||||
if (_targetCollider != null)
|
||||
{
|
||||
_targetCollider.isTrigger = true;
|
||||
}
|
||||
|
||||
// Cache sprite renderer if not assigned
|
||||
if (spriteRenderer == null)
|
||||
{
|
||||
spriteRenderer = GetComponent<SpriteRenderer>();
|
||||
}
|
||||
|
||||
// Store original color
|
||||
if (spriteRenderer != null)
|
||||
{
|
||||
_originalColor = spriteRenderer.color;
|
||||
}
|
||||
}
|
||||
|
||||
internal override void OnManagedStart()
|
||||
{
|
||||
base.OnManagedStart();
|
||||
|
||||
// Start as inactive
|
||||
SetAsActiveTarget(false);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Active State
|
||||
|
||||
/// <summary>
|
||||
/// Set this target as active (highlighted) or inactive
|
||||
/// </summary>
|
||||
public void SetAsActiveTarget(bool active)
|
||||
{
|
||||
_isActive = active;
|
||||
|
||||
// Update visual feedback
|
||||
if (spriteRenderer != null)
|
||||
{
|
||||
spriteRenderer.color = active ? activeColor : inactiveColor;
|
||||
}
|
||||
|
||||
if (showDebugLogs) Logging.Debug($"[AirplaneTarget] {targetName} set to {(active ? "active" : "inactive")}");
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Collision Detection
|
||||
|
||||
/// <summary>
|
||||
/// Detect when airplane enters trigger
|
||||
/// </summary>
|
||||
private void OnTriggerEnter2D(Collider2D other)
|
||||
{
|
||||
// Check if it's an airplane
|
||||
var airplane = other.GetComponent<Core.AirplaneController>();
|
||||
if (airplane != null)
|
||||
{
|
||||
if (showDebugLogs) Logging.Debug($"[AirplaneTarget] {targetName} hit by airplane: {other.gameObject.name}");
|
||||
|
||||
OnTargetHit?.Invoke(this, other.gameObject);
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Public Methods
|
||||
|
||||
/// <summary>
|
||||
/// Reset target to original state
|
||||
/// </summary>
|
||||
public void Reset()
|
||||
{
|
||||
SetAsActiveTarget(false);
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 53e3dae13bb14c109a038bb5a84bd941
|
||||
timeCreated: 1764851291
|
||||
@@ -1,6 +1,7 @@
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using AppleHills.Core.Settings;
|
||||
using Common.Input;
|
||||
using Minigames.FortFight.Data;
|
||||
using Minigames.FortFight.Settings;
|
||||
using UnityEngine;
|
||||
@@ -14,6 +15,19 @@ namespace Minigames.FortFight.Core
|
||||
[CreateAssetMenu(fileName = "FortFightSettings", menuName = "AppleHills/Settings/Fort Fight", order = 8)]
|
||||
public class FortFightSettings : BaseSettings, IFortFightSettings
|
||||
{
|
||||
[Header("Slingshot Configuration")]
|
||||
[SerializeField] private SlingshotConfig slingshotSettings = new SlingshotConfig
|
||||
{
|
||||
maxDragDistance = 5f,
|
||||
baseLaunchForce = 20f,
|
||||
minForceMultiplier = 0.1f,
|
||||
maxForceMultiplier = 1f,
|
||||
trajectoryPoints = 50,
|
||||
trajectoryTimeStep = 0.1f,
|
||||
trajectoryLockDuration = 2f,
|
||||
autoRegisterInput = false // TurnManager handles registration
|
||||
};
|
||||
|
||||
[Header("Block Material Configurations")]
|
||||
[Tooltip("HP and mass configurations for each material type")]
|
||||
[SerializeField] private List<BlockMaterialConfig> materialConfigs = new List<BlockMaterialConfig>
|
||||
@@ -142,6 +156,8 @@ namespace Minigames.FortFight.Core
|
||||
|
||||
#region IFortFightSettings Implementation
|
||||
|
||||
public SlingshotConfig SlingshotSettings => slingshotSettings;
|
||||
|
||||
public List<BlockMaterialConfig> MaterialConfigs => materialConfigs;
|
||||
public List<BlockSizeConfig> SizeConfigs => sizeConfigs;
|
||||
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
using System;
|
||||
using AppleHills.Core.Settings;
|
||||
using Common.Input;
|
||||
using Core;
|
||||
using Core.Lifecycle;
|
||||
using Minigames.FortFight.Data;
|
||||
using Minigames.FortFight.Projectiles;
|
||||
using UnityEngine;
|
||||
@@ -9,22 +9,14 @@ using UnityEngine;
|
||||
namespace Minigames.FortFight.Core
|
||||
{
|
||||
/// <summary>
|
||||
/// Controls slingshot aiming and projectile launching.
|
||||
/// Angry Birds-style drag-to-aim mechanic with trajectory preview.
|
||||
/// Implements ITouchInputConsumer for InputManager integration.
|
||||
/// Controls slingshot aiming and projectile launching for FortFight.
|
||||
/// Extends DragLaunchController with FortFight-specific ammo management and trajectory preview.
|
||||
/// </summary>
|
||||
public class SlingshotController : ManagedBehaviour, ITouchInputConsumer
|
||||
public class SlingshotController : DragLaunchController
|
||||
{
|
||||
#region Inspector Properties
|
||||
|
||||
[Header("Launch Settings")]
|
||||
[Tooltip("Drag distance to reach max force")]
|
||||
[SerializeField] private float maxDragDistance = 5f;
|
||||
|
||||
[Tooltip("Spawn point for projectiles")]
|
||||
[SerializeField] private Transform projectileSpawnPoint;
|
||||
|
||||
[Header("References")]
|
||||
[Header("FortFight Specific")]
|
||||
[Tooltip("Trajectory preview component")]
|
||||
[SerializeField] private TrajectoryPreview trajectoryPreview;
|
||||
|
||||
@@ -58,8 +50,15 @@ namespace Minigames.FortFight.Core
|
||||
}
|
||||
}
|
||||
|
||||
private float MaxForce => CachedSettings?.BaseLaunchForce ?? 20f;
|
||||
private bool ShowDebugLogs => CachedDevSettings?.SlingshotShowDebugLogs ?? false;
|
||||
protected override SlingshotConfig GetSlingshotConfig()
|
||||
{
|
||||
return CachedSettings?.SlingshotSettings;
|
||||
}
|
||||
|
||||
protected override GameObject GetProjectilePrefab()
|
||||
{
|
||||
return _currentAmmo?.prefab;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
@@ -74,13 +73,10 @@ namespace Minigames.FortFight.Core
|
||||
|
||||
#region State
|
||||
|
||||
private bool _isDragging;
|
||||
private Vector2 _dragStartPosition;
|
||||
private ProjectileConfig _currentAmmo;
|
||||
private ProjectileBase _activeProjectile;
|
||||
|
||||
public bool IsDragging => _isDragging;
|
||||
public bool IsEnabled { get; private set; } = true;
|
||||
public ProjectileBase ActiveProjectile => _activeProjectile;
|
||||
|
||||
#endregion
|
||||
|
||||
@@ -90,15 +86,15 @@ namespace Minigames.FortFight.Core
|
||||
{
|
||||
base.OnManagedAwake();
|
||||
|
||||
if (projectileSpawnPoint == null)
|
||||
{
|
||||
projectileSpawnPoint = transform;
|
||||
}
|
||||
// Base class handles launchAnchor (previously projectileSpawnPoint)
|
||||
|
||||
if (trajectoryPreview == null)
|
||||
{
|
||||
trajectoryPreview = GetComponent<TrajectoryPreview>();
|
||||
}
|
||||
|
||||
// Set debug logging from developer settings
|
||||
showDebugLogs = CachedDevSettings?.SlingshotShowDebugLogs ?? false;
|
||||
}
|
||||
|
||||
internal override void OnManagedStart()
|
||||
@@ -114,132 +110,51 @@ namespace Minigames.FortFight.Core
|
||||
|
||||
#endregion
|
||||
|
||||
#region ITouchInputConsumer Implementation
|
||||
#region Override Methods
|
||||
|
||||
public void OnTap(Vector2 worldPosition)
|
||||
protected override float GetProjectileMass()
|
||||
{
|
||||
// Slingshot uses hold/drag, not tap
|
||||
return _currentAmmo?.GetMass() ?? base.GetProjectileMass();
|
||||
}
|
||||
|
||||
public void OnHoldStart(Vector2 worldPosition)
|
||||
protected override void StartDrag(Vector2 worldPosition)
|
||||
{
|
||||
if (!IsEnabled) return;
|
||||
StartDrag(worldPosition);
|
||||
}
|
||||
|
||||
public void OnHoldMove(Vector2 worldPosition)
|
||||
{
|
||||
if (!IsEnabled || !_isDragging) return;
|
||||
UpdateDrag(worldPosition);
|
||||
}
|
||||
|
||||
public void OnHoldEnd(Vector2 worldPosition)
|
||||
{
|
||||
if (!IsEnabled || !_isDragging) return;
|
||||
EndDrag(worldPosition);
|
||||
// Check ammo before starting drag
|
||||
if (_currentAmmo == null)
|
||||
{
|
||||
if (showDebugLogs) Logging.Warning("[SlingshotController] No ammo selected!");
|
||||
return;
|
||||
}
|
||||
|
||||
base.StartDrag(worldPosition);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Drag Handling
|
||||
#region Abstract Method Implementations
|
||||
|
||||
private void StartDrag(Vector2 worldPosition)
|
||||
protected override void ShowPreview()
|
||||
{
|
||||
if (_currentAmmo == null)
|
||||
{
|
||||
if (ShowDebugLogs) Logging.Warning("[SlingshotController] No ammo selected!");
|
||||
return;
|
||||
}
|
||||
|
||||
_isDragging = true;
|
||||
// Use the projectile spawn point as the anchor, not the touch position
|
||||
// This makes it work like Angry Birds - pull back from slingshot to launch forward
|
||||
_dragStartPosition = projectileSpawnPoint.position;
|
||||
|
||||
// Show trajectory preview
|
||||
if (trajectoryPreview != null)
|
||||
{
|
||||
trajectoryPreview.Show();
|
||||
}
|
||||
|
||||
if (ShowDebugLogs) Logging.Debug($"[SlingshotController] Started drag at {worldPosition}, anchor at spawn point {_dragStartPosition}");
|
||||
trajectoryPreview?.Show();
|
||||
}
|
||||
|
||||
private void UpdateDrag(Vector2 currentWorldPosition)
|
||||
protected override void HidePreview()
|
||||
{
|
||||
// Calculate drag vector from spawn point to current drag position
|
||||
// Pull back (away from spawn) = launch forward (toward spawn direction)
|
||||
Vector2 dragVector = _dragStartPosition - currentWorldPosition;
|
||||
|
||||
// Calculate force and direction
|
||||
float dragDistance = dragVector.magnitude;
|
||||
float dragRatio = Mathf.Clamp01(dragDistance / maxDragDistance);
|
||||
|
||||
// Apply configurable max force multiplier
|
||||
float maxMultiplier = CachedSettings?.MaxForceMultiplier ?? 1f;
|
||||
float forceMultiplier = dragRatio * maxMultiplier;
|
||||
float force = forceMultiplier * MaxForce;
|
||||
|
||||
Vector2 direction = dragVector.normalized;
|
||||
|
||||
// Update trajectory preview with projectile mass
|
||||
if (trajectoryPreview != null && _currentAmmo != null)
|
||||
trajectoryPreview?.Hide();
|
||||
}
|
||||
|
||||
protected override void UpdateVisuals(Vector2 currentPosition, Vector2 direction,
|
||||
float force, float dragDistance, float mass)
|
||||
{
|
||||
if (trajectoryPreview != null)
|
||||
{
|
||||
Vector2 worldStartPos = projectileSpawnPoint.position;
|
||||
float mass = _currentAmmo.GetMass();
|
||||
|
||||
// Debug: Log trajectory calculation (uncomment for debugging)
|
||||
// if (showDebugLogs && Time.frameCount % 30 == 0) // Log every 30 frames to avoid spam
|
||||
// {
|
||||
// Logging.Debug($"[Slingshot] Preview - Force: {force:F2}, Mass: {mass:F2}, Velocity: {force/mass:F2}, Dir: {direction}");
|
||||
// }
|
||||
|
||||
trajectoryPreview.UpdateTrajectory(worldStartPos, direction, force, mass);
|
||||
trajectoryPreview.UpdateTrajectory(launchAnchor.position, direction, force, mass);
|
||||
}
|
||||
}
|
||||
|
||||
private void EndDrag(Vector2 currentWorldPosition)
|
||||
protected override void PerformLaunch(Vector2 direction, float force)
|
||||
{
|
||||
_isDragging = false;
|
||||
|
||||
// Hide trajectory
|
||||
if (trajectoryPreview != null)
|
||||
{
|
||||
trajectoryPreview.Hide();
|
||||
}
|
||||
|
||||
// Calculate final launch parameters from spawn point to final drag position
|
||||
Vector2 dragVector = _dragStartPosition - currentWorldPosition;
|
||||
float dragDistance = dragVector.magnitude;
|
||||
float dragRatio = Mathf.Clamp01(dragDistance / maxDragDistance);
|
||||
|
||||
// Apply configurable max force multiplier
|
||||
float maxMultiplier = CachedSettings?.MaxForceMultiplier ?? 1f;
|
||||
float forceMultiplier = dragRatio * maxMultiplier;
|
||||
float force = forceMultiplier * MaxForce;
|
||||
|
||||
Vector2 direction = dragVector.normalized;
|
||||
|
||||
// Check against configurable minimum force threshold
|
||||
float minMultiplier = CachedSettings?.MinForceMultiplier ?? 0.1f;
|
||||
float minForce = minMultiplier * MaxForce;
|
||||
|
||||
// Launch projectile if force exceeds minimum
|
||||
if (force >= minForce)
|
||||
{
|
||||
if (ShowDebugLogs && _currentAmmo != null)
|
||||
{
|
||||
float mass = _currentAmmo.GetMass();
|
||||
float velocity = force / mass;
|
||||
Logging.Debug($"[Slingshot] Launch - Force: {force:F2}, Mass: {mass:F2}, Velocity: {velocity:F2}, Dir: {direction}");
|
||||
}
|
||||
|
||||
LaunchProjectile(direction, force);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (ShowDebugLogs) Logging.Debug($"[SlingshotController] Drag too short - force {force:F2} < min {minForce:F2}");
|
||||
}
|
||||
LaunchProjectile(direction, force);
|
||||
}
|
||||
|
||||
#endregion
|
||||
@@ -252,7 +167,7 @@ namespace Minigames.FortFight.Core
|
||||
public void SetAmmo(ProjectileConfig ammoConfig)
|
||||
{
|
||||
_currentAmmo = ammoConfig;
|
||||
if (ShowDebugLogs) Logging.Debug($"[SlingshotController] Ammo set to: {ammoConfig?.displayName ?? "null"}");
|
||||
if (showDebugLogs) Logging.Debug($"[SlingshotController] Ammo set to: {ammoConfig?.displayName ?? "null"}");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -266,8 +181,8 @@ namespace Minigames.FortFight.Core
|
||||
return;
|
||||
}
|
||||
|
||||
// Spawn projectile
|
||||
GameObject projectileObj = Instantiate(_currentAmmo.prefab, projectileSpawnPoint.position, Quaternion.identity);
|
||||
// Spawn projectile at launch anchor
|
||||
GameObject projectileObj = Instantiate(_currentAmmo.prefab, launchAnchor.position, Quaternion.identity);
|
||||
_activeProjectile = projectileObj.GetComponent<ProjectileBase>();
|
||||
|
||||
if (_activeProjectile == null)
|
||||
@@ -290,7 +205,7 @@ namespace Minigames.FortFight.Core
|
||||
trajectoryPreview.LockTrajectory(lockDuration);
|
||||
}
|
||||
|
||||
if (ShowDebugLogs) Logging.Debug($"[SlingshotController] Launched {_currentAmmo?.displayName ?? "projectile"} with force {force}");
|
||||
if (showDebugLogs) Logging.Debug($"[SlingshotController] Launched {_currentAmmo?.displayName ?? "projectile"} with force {force}");
|
||||
|
||||
// Fire event
|
||||
OnProjectileLaunched?.Invoke(_activeProjectile);
|
||||
@@ -324,7 +239,7 @@ namespace Minigames.FortFight.Core
|
||||
float speed = velocity.magnitude;
|
||||
float force = mass * speed;
|
||||
|
||||
if (ShowDebugLogs)
|
||||
if (showDebugLogs)
|
||||
{
|
||||
Logging.Debug($"[Slingshot] LaunchWithVelocity - Velocity: {velocity}, Mass: {mass:F2}, Force: {force:F2}");
|
||||
}
|
||||
@@ -341,34 +256,7 @@ namespace Minigames.FortFight.Core
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Enable/Disable
|
||||
|
||||
/// <summary>
|
||||
/// Enable slingshot (allow aiming/launching)
|
||||
/// </summary>
|
||||
public void Enable()
|
||||
{
|
||||
IsEnabled = true;
|
||||
if (ShowDebugLogs) Logging.Debug("[SlingshotController] Enabled");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Disable slingshot (prevent aiming/launching)
|
||||
/// </summary>
|
||||
public void Disable()
|
||||
{
|
||||
IsEnabled = false;
|
||||
_isDragging = false;
|
||||
|
||||
if (trajectoryPreview != null)
|
||||
{
|
||||
trajectoryPreview.Hide();
|
||||
}
|
||||
|
||||
if (ShowDebugLogs) Logging.Debug("[SlingshotController] Disabled");
|
||||
}
|
||||
|
||||
#endregion
|
||||
// Note: Enable/Disable methods now handled by base DragLaunchController class
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user