[Diving][Input] First doodle on first minigame with basic controller

This commit is contained in:
Michal Pikulski
2025-09-04 21:58:05 +02:00
parent 6a3135d7ec
commit 74ca33208e
8 changed files with 788 additions and 218 deletions

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using UnityEngine;
public class EndlessDescenderController : MonoBehaviour, ITouchInputConsumer
{
private float targetFingerX;
private bool isTouchActive;
void Start()
{
// Register as default consumer for input
InputManager.Instance?.SetDefaultConsumer(this);
// Initialize target to current position
targetFingerX = transform.position.x;
isTouchActive = false;
}
public void OnTouchPress(Vector2 worldPosition)
{
// Only update horizontal position
targetFingerX = Mathf.Clamp(worldPosition.x, GameManager.Instance.EndlessDescenderClampXMin, GameManager.Instance.EndlessDescenderClampXMax);
isTouchActive = true;
}
public void OnTouchPosition(Vector2 worldPosition)
{
// Update target x as finger moves
targetFingerX = Mathf.Clamp(worldPosition.x, GameManager.Instance.EndlessDescenderClampXMin, GameManager.Instance.EndlessDescenderClampXMax);
}
void Update()
{
if (!isTouchActive) return;
float currentX = transform.position.x;
float lerpSpeed = GameManager.Instance.EndlessDescenderLerpSpeed;
float maxOffset = GameManager.Instance.EndlessDescenderMaxOffset;
float exponent = GameManager.Instance.EndlessDescenderSpeedExponent;
float targetX = targetFingerX;
float offset = targetX - currentX;
offset = Mathf.Clamp(offset, -maxOffset, maxOffset);
float absOffset = Mathf.Abs(offset);
float t = Mathf.Pow(absOffset / maxOffset, exponent); // Non-linear drop-off
float moveStep = Mathf.Sign(offset) * maxOffset * t * Time.deltaTime * lerpSpeed;
// Prevent overshooting
moveStep = Mathf.Clamp(moveStep, -absOffset, absOffset);
float newX = currentX + moveStep;
newX = Mathf.Clamp(newX, GameManager.Instance.EndlessDescenderClampXMin, GameManager.Instance.EndlessDescenderClampXMax);
Vector3 oldPos = transform.position;
transform.position = new Vector3(newX, transform.position.y, transform.position.z);
Debug.Log($"EndlessDescenderController: Moved from {oldPos} to {transform.position} (targetX={targetX}, lerpSpeed={lerpSpeed}, offset={offset}, exponent={exponent}, moveStep={moveStep})");
}
// Optionally, handle touch release if needed
// You can add a method to reset isTouchActive if desired
}

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@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: d39dbaae819c4a128a11ca60fbbc98c9
timeCreated: 1757014906

View File

@@ -69,4 +69,9 @@ public class GameManager : MonoBehaviour
return null;
}
// Add more accessors as needed
public float EndlessDescenderLerpSpeed => gameSettings != null ? gameSettings.endlessDescenderLerpSpeed : 12f;
public float EndlessDescenderMaxOffset => gameSettings != null ? gameSettings.endlessDescenderMaxOffset : 3f;
public float EndlessDescenderClampXMin => gameSettings != null ? gameSettings.endlessDescenderClampXMin : -5f;
public float EndlessDescenderClampXMax => gameSettings != null ? gameSettings.endlessDescenderClampXMax : 5f;
public float EndlessDescenderSpeedExponent => gameSettings != null ? gameSettings.endlessDescenderSpeedExponent : 2.5f;
}

View File

@@ -28,6 +28,18 @@ public class GameSettings : ScriptableObject
[Header("Default Prefabs")]
public GameObject basePickupPrefab;
[Header("Endless Descender Settings")]
[Tooltip("How quickly the character follows the finger horizontally (higher = more responsive)")]
public float endlessDescenderLerpSpeed = 12f;
[Tooltip("Maximum horizontal offset allowed between character and finger position")]
public float endlessDescenderMaxOffset = 3f;
[Tooltip("Minimum allowed X position for endless descender movement")]
public float endlessDescenderClampXMin = -3.5f;
[Tooltip("Maximum allowed X position for endless descender movement")]
public float endlessDescenderClampXMax = 3.5f;
[Tooltip("Exponent for speed drop-off curve (higher = sharper drop near target)")]
public float endlessDescenderSpeedExponent = 2.5f;
[System.Serializable]
public class CombinationRule {
public PickupItemData itemA;
@@ -75,4 +87,9 @@ public class GameSettings : ScriptableObject
public static float FollowerSpeedMultiplier => Instance.followerSpeedMultiplier;
public static float HeldIconDisplayHeight => Instance.heldIconDisplayHeight;
public static GameObject BasePickupPrefab => Instance.basePickupPrefab;
public static float EndlessDescenderLerpSpeed => Instance.endlessDescenderLerpSpeed;
public static float EndlessDescenderMaxOffset => Instance.endlessDescenderMaxOffset;
public static float EndlessDescenderClampXMin => Instance.endlessDescenderClampXMin;
public static float EndlessDescenderClampXMax => Instance.endlessDescenderClampXMax;
public static float EndlessDescenderSpeedExponent => Instance.endlessDescenderSpeedExponent;
}