Working generic object pooling, pool monitor editor tool and batch component adder editor tool
This commit is contained in:
@@ -2,6 +2,7 @@
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using UnityEngine;
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using UnityEngine.Events;
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using UnityEngine.Serialization;
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using Pooling;
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namespace Minigames.DivingForPictures
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{
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@@ -12,50 +13,105 @@ namespace Minigames.DivingForPictures
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{
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[Header("Tile Prefabs")]
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[Tooltip("List of possible trench tile prefabs.")]
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public List<GameObject> tilePrefabs;
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[SerializeField] private List<GameObject> tilePrefabs;
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[Header("Tile Settings")]
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private Dictionary<GameObject, float> _tileHeights = new Dictionary<GameObject, float>();
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public int initialTileCount = 3;
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public float tileSpawnBuffer = 1f;
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[SerializeField] private int initialTileCount = 3;
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[SerializeField] private float tileSpawnBuffer = 1f;
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[Header("Movement Settings")]
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public float moveSpeed = 3f;
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public float speedUpFactor = 0.2f;
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public float speedUpInterval = 10f;
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public float maxMoveSpeed = 12f; // Added a cap to the movement speed
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[SerializeField] private float moveSpeed = 3f;
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[SerializeField] private float speedUpFactor = 0.2f;
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[SerializeField] private float speedUpInterval = 10f;
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[SerializeField] private float maxMoveSpeed = 12f;
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[Header("Object Pooling")]
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public bool useObjectPooling = true;
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public bool preInstantiateTiles = false; // Added option to control pre-instantiation
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public int initialTilesPerPrefab = 2;
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public int maxPerPrefabPoolSize = 2;
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public int totalMaxPoolSize = 10; // Total pool size across all prefab types
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[SerializeField] private bool useObjectPooling = true;
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[SerializeField] private int maxPerPrefabPoolSize = 2;
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[SerializeField] private int totalMaxPoolSize = 10;
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[FormerlySerializedAs("OnTileSpawned")] [Header("Events")]
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[Header("Events")]
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[FormerlySerializedAs("OnTileSpawned")]
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public UnityEvent<GameObject> onTileSpawned;
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[FormerlySerializedAs("OnTileDestroyed")]
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public UnityEvent<GameObject> onTileDestroyed;
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// Private fields
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private readonly Dictionary<GameObject, float> _tileHeights = new Dictionary<GameObject, float>();
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private readonly List<GameObject> _activeTiles = new List<GameObject>();
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private readonly Dictionary<int, int> _tileLastUsed = new Dictionary<int, int>();
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private int _spawnCounter;
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private float _speedUpTimer;
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private Camera _mainCamera;
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private float _screenBottom;
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private float _screenTop;
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private TrenchTilePool _tilePool;
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private const float TileSpawnZ = -1f; // All spawned tiles should have z = -1
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private const float TileSpawnZ = -1f;
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private const float DefaultTileHeight = 5f;
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void Awake()
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private void Awake()
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{
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_mainCamera = Camera.main;
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// Calculate tile heights for each prefab
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CalculateTileHeights();
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// Ensure all prefabs have Tile components
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ValidateTilePrefabs();
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if (useObjectPooling)
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{
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InitializeObjectPool();
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}
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}
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// Validate that all prefabs have Tile components
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private void ValidateTilePrefabs()
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{
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for (int i = 0; i < tilePrefabs.Count; i++)
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{
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if (tilePrefabs[i] == null) continue;
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// Check if the prefab has a Tile component
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if (tilePrefabs[i].GetComponent<Tile>() == null)
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{
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Debug.LogWarning($"Prefab {tilePrefabs[i].name} does not have a Tile component. Adding one automatically.");
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// Add the Tile component if it doesn't exist
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tilePrefabs[i].AddComponent<Tile>();
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}
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}
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}
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private void Start()
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{
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CalculateScreenBounds();
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SpawnInitialTiles();
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}
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private void Update()
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{
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MoveTiles();
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HandleTileDestruction();
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HandleTileSpawning();
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HandleSpeedRamping();
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}
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/// <summary>
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/// Calculate height values for all tile prefabs
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/// </summary>
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private void CalculateTileHeights()
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{
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foreach (var prefab in tilePrefabs)
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{
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if (prefab == null)
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{
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Debug.LogError("Null prefab found in tilePrefabs list!");
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continue;
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}
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Renderer renderer = prefab.GetComponentInChildren<Renderer>();
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if (renderer != null)
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{
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@@ -64,31 +120,56 @@ namespace Minigames.DivingForPictures
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else
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{
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// Fallback in case no renderer is found
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_tileHeights[prefab] = 5f;
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Debug.LogWarning($"No renderer found in prefab {prefab.name}. Using default height of 5.");
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_tileHeights[prefab] = DefaultTileHeight;
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Debug.LogWarning($"No renderer found in prefab {prefab.name}. Using default height of {DefaultTileHeight}.");
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}
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}
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if (useObjectPooling)
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{
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// Create the tile pool
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GameObject poolGO = new GameObject("TrenchTilePool");
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poolGO.transform.SetParent(transform);
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_tilePool = poolGO.AddComponent<TrenchTilePool>();
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_tilePool.preInstantiateTiles = preInstantiateTiles;
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_tilePool.initialTilesPerPrefab = initialTilesPerPrefab;
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_tilePool.maxPerPrefabPoolSize = maxPerPrefabPoolSize;
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_tilePool.totalMaxPoolSize = totalMaxPoolSize;
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_tilePool.Initialize(tilePrefabs);
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// Periodically trim the pool to optimize memory usage
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InvokeRepeating(nameof(TrimExcessPooledTiles), 10f, 30f);
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}
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}
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void Start()
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/// <summary>
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/// Initialize the object pool system
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/// </summary>
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private void InitializeObjectPool()
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{
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// Create the tile pool
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GameObject poolGO = new GameObject("TrenchTilePool");
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poolGO.transform.SetParent(transform);
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_tilePool = poolGO.AddComponent<TrenchTilePool>();
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// Set up the pool configuration
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_tilePool.maxPerPrefabPoolSize = maxPerPrefabPoolSize;
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_tilePool.totalMaxPoolSize = totalMaxPoolSize;
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// Convert the GameObject list to a Tile list
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List<Tile> prefabTiles = new List<Tile>(tilePrefabs.Count);
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foreach (var prefab in tilePrefabs)
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{
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if (prefab != null)
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{
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Tile tileComponent = prefab.GetComponent<Tile>();
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if (tileComponent != null)
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{
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prefabTiles.Add(tileComponent);
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}
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else
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{
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Debug.LogError($"Prefab {prefab.name} is missing a Tile component!");
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}
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}
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}
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// Initialize the pool with the tile component list
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_tilePool.Initialize(prefabTiles);
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// Periodically trim the pool to optimize memory usage
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InvokeRepeating(nameof(TrimExcessPooledTiles), 10f, 30f);
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}
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/// <summary>
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/// Spawn the initial set of tiles
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/// </summary>
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private void SpawnInitialTiles()
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{
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CalculateScreenBounds();
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for (int i = 0; i < initialTileCount; i++)
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{
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float y = _screenBottom;
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@@ -103,22 +184,30 @@ namespace Minigames.DivingForPictures
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}
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}
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void Update()
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{
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MoveTiles();
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HandleTileDestruction();
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HandleTileSpawning();
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HandleSpeedRamping();
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}
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/// <summary>
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/// Calculate the screen bounds in world space
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/// </summary>
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private void CalculateScreenBounds()
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{
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if (_mainCamera == null)
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{
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_mainCamera = Camera.main;
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if (_mainCamera == null)
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{
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Debug.LogError("No main camera found!");
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return;
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}
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}
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Vector3 bottom = _mainCamera.ViewportToWorldPoint(new Vector3(0.5f, 0f, _mainCamera.nearClipPlane));
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Vector3 top = _mainCamera.ViewportToWorldPoint(new Vector3(0.5f, 1f, _mainCamera.nearClipPlane));
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_screenBottom = bottom.y;
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_screenTop = top.y;
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}
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/// <summary>
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/// Move all active tiles upward
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/// </summary>
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private void MoveTiles()
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{
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float moveDelta = moveSpeed * Time.deltaTime;
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@@ -131,10 +220,20 @@ namespace Minigames.DivingForPictures
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}
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}
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/// <summary>
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/// Check for tiles that have moved off screen and should be destroyed or returned to pool
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/// </summary>
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private void HandleTileDestruction()
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{
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if (_activeTiles.Count == 0) return;
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GameObject topTile = _activeTiles[0];
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if (topTile == null)
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{
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_activeTiles.RemoveAt(0);
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return;
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}
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float tileHeight = GetTileHeight(topTile);
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if (topTile.transform.position.y - tileHeight / 2 > _screenTop + tileSpawnBuffer)
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{
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@@ -161,10 +260,20 @@ namespace Minigames.DivingForPictures
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}
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}
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/// <summary>
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/// Check if new tiles need to be spawned
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/// </summary>
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private void HandleTileSpawning()
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{
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if (_activeTiles.Count == 0) return;
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GameObject bottomTile = _activeTiles[^1];
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if (bottomTile == null)
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{
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_activeTiles.RemoveAt(_activeTiles.Count - 1);
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return;
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}
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float tileHeight = GetTileHeight(bottomTile);
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float bottomEdge = bottomTile.transform.position.y - tileHeight / 2;
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if (bottomEdge > _screenBottom - tileSpawnBuffer)
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@@ -174,6 +283,9 @@ namespace Minigames.DivingForPictures
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}
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}
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/// <summary>
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/// Handle increasing the movement speed over time
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/// </summary>
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private void HandleSpeedRamping()
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{
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_speedUpTimer += Time.deltaTime;
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@@ -184,15 +296,37 @@ namespace Minigames.DivingForPictures
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}
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}
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/// <summary>
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/// Spawn a new tile at the specified Y position
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/// </summary>
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/// <param name="y">The Y position to spawn at</param>
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private void SpawnTileAtY(float y)
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{
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if (tilePrefabs == null || tilePrefabs.Count == 0)
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{
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Debug.LogError("No tile prefabs available for spawning!");
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return;
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}
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int prefabIndex = GetWeightedRandomTileIndex();
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GameObject prefab = tilePrefabs[prefabIndex];
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if (prefab == null)
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{
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Debug.LogError($"Tile prefab at index {prefabIndex} is null!");
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return;
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}
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GameObject tile;
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if (useObjectPooling && _tilePool != null)
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{
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tile = _tilePool.GetTile(prefabIndex);
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if (tile == null)
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{
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Debug.LogError("Failed to get tile from pool!");
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return;
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}
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tile.transform.position = new Vector3(0f, y, TileSpawnZ);
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tile.transform.rotation = prefab.transform.rotation;
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tile.transform.SetParent(transform);
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@@ -208,27 +342,40 @@ namespace Minigames.DivingForPictures
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onTileSpawned?.Invoke(tile);
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}
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/// <summary>
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/// Gets a weighted random tile index, favoring tiles that haven't been used recently
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/// </summary>
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/// <returns>The selected prefab index</returns>
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private int GetWeightedRandomTileIndex()
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{
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// Weight tiles not used recently higher
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int n = tilePrefabs.Count;
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List<float> weights = new List<float>(n);
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for (int i = 0; i < n; i++)
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int prefabCount = tilePrefabs.Count;
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List<float> weights = new List<float>(prefabCount);
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for (int i = 0; i < prefabCount; i++)
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{
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int lastUsed = _tileLastUsed.TryGetValue(i, out var value) ? value : -n;
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int lastUsed = _tileLastUsed.TryGetValue(i, out var value) ? value : -prefabCount;
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int age = _spawnCounter - lastUsed;
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float weight = Mathf.Clamp(age, 1, n * 2); // More unused = higher weight
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float weight = Mathf.Clamp(age, 1, prefabCount * 2); // More unused = higher weight
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weights.Add(weight);
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}
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float total = 0f;
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foreach (var w in weights) total += w;
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float r = Random.value * total;
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for (int i = 0; i < n; i++)
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float totalWeight = 0f;
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foreach (var weight in weights)
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{
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if (r < weights[i]) return i;
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r -= weights[i];
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totalWeight += weight;
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}
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return Random.Range(0, n); // fallback
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float randomValue = Random.value * totalWeight;
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for (int i = 0; i < prefabCount; i++)
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{
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if (randomValue < weights[i])
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{
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return i;
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}
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randomValue -= weights[i];
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}
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return Random.Range(0, prefabCount); // fallback
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}
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/// <summary>
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@@ -238,9 +385,17 @@ namespace Minigames.DivingForPictures
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/// <returns>The height of the tile</returns>
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private float GetTileHeight(GameObject tile)
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{
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if (tile == null)
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{
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Debug.LogWarning("Attempted to get height of null tile!");
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return DefaultTileHeight;
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}
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// Check if this is a known prefab
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foreach (var prefab in tilePrefabs)
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{
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if (prefab == null) continue;
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// Check if this tile was created from this prefab
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if (tile.name.StartsWith(prefab.name))
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{
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@@ -259,7 +414,7 @@ namespace Minigames.DivingForPictures
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}
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// Fallback
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return 5f;
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return DefaultTileHeight;
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}
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/// <summary>
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@@ -269,8 +424,15 @@ namespace Minigames.DivingForPictures
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/// <returns>The index of the prefab or -1 if not found</returns>
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private int GetPrefabIndex(GameObject tile)
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{
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if (tile == null || tilePrefabs == null)
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{
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return -1;
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}
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for (int i = 0; i < tilePrefabs.Count; i++)
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{
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if (tilePrefabs[i] == null) continue;
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if (tile.name.StartsWith(tilePrefabs[i].name))
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{
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return i;
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@@ -291,14 +453,26 @@ namespace Minigames.DivingForPictures
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}
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#if UNITY_EDITOR
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void OnDrawGizmosSelected()
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private void OnDrawGizmosSelected()
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{
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if (!Application.isPlaying)
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{
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// Only try to calculate this if _screenBottom hasn't been set by the game
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Camera editorCam = Camera.main;
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if (editorCam != null)
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{
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Vector3 bottom = editorCam.ViewportToWorldPoint(new Vector3(0.5f, 0f, editorCam.nearClipPlane));
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_screenBottom = bottom.y;
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}
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}
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// Draw tile bounds for debugging
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Gizmos.color = Color.cyan;
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for (int i = 0; i < initialTileCount; i++)
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{
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float height = 5f;
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if (tilePrefabs.Count > 0 && _tileHeights.TryGetValue(tilePrefabs[0], out float h))
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float height = DefaultTileHeight;
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if (tilePrefabs != null && tilePrefabs.Count > 0 && tilePrefabs[0] != null &&
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_tileHeights.TryGetValue(tilePrefabs[0], out float h))
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{
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height = h;
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}
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