Stash paralax work
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24
Assets/Scripts/Minigames/Airplane/Data/ParallaxLayer.cs
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24
Assets/Scripts/Minigames/Airplane/Data/ParallaxLayer.cs
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namespace Minigames.Airplane.Data
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{
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/// <summary>
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/// Defines parallax layer depth for background elements.
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/// </summary>
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public enum ParallaxLayer
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{
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/// <summary>
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/// Furthest back layer, moves slowest (lowest parallax factor).
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/// </summary>
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Background,
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/// <summary>
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/// Middle layer, moves at medium speed.
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/// </summary>
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Middle,
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/// <summary>
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/// Closest layer, moves fastest (highest parallax factor).
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/// </summary>
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Foreground
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}
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}
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fileFormatVersion: 2
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guid: 30cd4bc1743c44089146678153542aae
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timeCreated: 1765965854
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45
Assets/Scripts/Minigames/Airplane/Data/SpawnPoolConfig.cs
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45
Assets/Scripts/Minigames/Airplane/Data/SpawnPoolConfig.cs
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using System;
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using UnityEngine;
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namespace Minigames.Airplane.Data
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{
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/// <summary>
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/// Configuration for a single spawn pool.
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/// Contains prefabs, unlock timing, and optional spawn parameter overrides.
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/// </summary>
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[Serializable]
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public class SpawnPoolConfig
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{
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[Tooltip("Prefabs that can spawn from this pool")]
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public GameObject[] prefabs;
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[Tooltip("Time (seconds from game start) when this pool becomes available. 0 = available immediately.")]
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public float unlockTime = 0f;
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[Tooltip("Description for this pool (editor reference only)")]
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public string description = "Pool";
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[Header("Spawn Parameter Overrides (0 = use global)")]
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[Tooltip("Override minimum spawn distance for this pool (0 = use global)")]
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public float overrideMinDistance = 0f;
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[Tooltip("Override maximum spawn distance for this pool (0 = use global)")]
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public float overrideMaxDistance = 0f;
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/// <summary>
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/// Check if this pool has valid prefabs assigned.
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/// </summary>
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public bool HasPrefabs => prefabs != null && prefabs.Length > 0;
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/// <summary>
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/// Get effective minimum distance (uses override if non-zero, otherwise uses global).
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/// </summary>
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public float GetMinDistance(float globalMin) => overrideMinDistance > 0f ? overrideMinDistance : globalMin;
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/// <summary>
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/// Get effective maximum distance (uses override if non-zero, otherwise uses global).
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/// </summary>
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public float GetMaxDistance(float globalMax) => overrideMaxDistance > 0f ? overrideMaxDistance : globalMax;
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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: 51d29acb7cdd48819588acd1401456a9
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timeCreated: 1765965854
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21
Assets/Scripts/Minigames/Airplane/Data/SpawnPoolMode.cs
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21
Assets/Scripts/Minigames/Airplane/Data/SpawnPoolMode.cs
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namespace Minigames.Airplane.Data
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{
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/// <summary>
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/// Defines how multiple spawn pools are combined.
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/// </summary>
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public enum SpawnPoolMode
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{
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/// <summary>
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/// All unlocked pools contribute to a single shared spawn stream.
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/// Objects spawn at regular intervals considering all available pools.
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/// </summary>
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Together,
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/// <summary>
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/// Each pool spawns independently with its own timing.
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/// Multiple objects can spawn simultaneously from different pools.
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/// </summary>
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Exclusive
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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: 5206332ad0e54ed4b20df47663202967
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timeCreated: 1765965854
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