Merge branch 'main' into DamianBranch
This commit is contained in:
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m_AnchoredPosition: {x: 0, y: 0}
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@@ -8511,7 +8511,7 @@ Camera:
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far clip plane: 1000
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field of view: 60
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orthographic: 1
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orthographic size: 20
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orthographic size: 35
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m_Depth: -1
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serializedVersion: 2
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m_ConstrainProportionsScale: 0
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m_Children: []
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@@ -4,7 +4,6 @@ using Core;
|
||||
using Data.CardSystem;
|
||||
using Pixelplacement;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
namespace UI.CardSystem
|
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{
|
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@@ -21,7 +20,6 @@ namespace UI.CardSystem
|
||||
[SerializeField] private GameObject visualContainer;
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||||
[SerializeField] private RectTransform[] boosterImages; // Up to 3 booster pack visuals
|
||||
[SerializeField] private RectTransform glowImage; // Single glow effect for all boosters
|
||||
[SerializeField] private Button continueButton;
|
||||
|
||||
[Header("Animation Settings")]
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||||
[SerializeField] private float hoverAmount = 20f;
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||||
@@ -34,6 +32,10 @@ namespace UI.CardSystem
|
||||
[SerializeField] private float tweenDuration = 0.8f;
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||||
[SerializeField] private float delayBetweenTweens = 0.2f;
|
||||
[SerializeField] private float disappearScale = 0.2f;
|
||||
|
||||
[Header("Auto-Proceed Settings")]
|
||||
[Tooltip("Time in seconds to display boosters before automatically proceeding with animation")]
|
||||
[SerializeField] private float autoProceedDelay = 1f;
|
||||
|
||||
private Vector3[] _boosterInitialPositions;
|
||||
private Vector3[] _boosterInitialScales;
|
||||
@@ -75,12 +77,6 @@ namespace UI.CardSystem
|
||||
_glowInitialScale = glowImage.localScale;
|
||||
}
|
||||
|
||||
// Setup button listener
|
||||
if (continueButton != null)
|
||||
{
|
||||
continueButton.onClick.AddListener(OnContinueClicked);
|
||||
}
|
||||
|
||||
// Start hidden
|
||||
if (visualContainer != null)
|
||||
{
|
||||
@@ -118,11 +114,6 @@ namespace UI.CardSystem
|
||||
{
|
||||
Instance = null;
|
||||
}
|
||||
|
||||
if (continueButton != null)
|
||||
{
|
||||
continueButton.onClick.RemoveListener(OnContinueClicked);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -167,12 +158,6 @@ namespace UI.CardSystem
|
||||
glowImage.localScale = _glowInitialScale;
|
||||
}
|
||||
|
||||
// Enable the continue button
|
||||
if (continueButton != null)
|
||||
{
|
||||
continueButton.interactable = true;
|
||||
}
|
||||
|
||||
// Start idle hovering animation on all visible boosters (ping-pong)
|
||||
for (int i = 0; i < visualCount; i++)
|
||||
{
|
||||
@@ -190,26 +175,13 @@ namespace UI.CardSystem
|
||||
Tween.LocalScale(glowImage, glowPulseScale, glowPulseDuration, 0f, Tween.EaseOut, Tween.LoopType.PingPong);
|
||||
}
|
||||
|
||||
// Wait for button click (handled by OnContinueClicked)
|
||||
yield return null;
|
||||
}
|
||||
// Wait for configured delay before auto-proceeding
|
||||
Logging.Debug($"[MinigameBoosterGiver] Displaying boosters for {autoProceedDelay} seconds");
|
||||
yield return new WaitForSeconds(autoProceedDelay);
|
||||
|
||||
private void OnContinueClicked()
|
||||
{
|
||||
if (_currentSequence == null)
|
||||
{
|
||||
return; // Not in a sequence
|
||||
}
|
||||
|
||||
// Disable and hide button to prevent double-clicks
|
||||
if (continueButton != null)
|
||||
{
|
||||
continueButton.interactable = false;
|
||||
continueButton.gameObject.SetActive(false);
|
||||
}
|
||||
|
||||
// Start moving all boosters to backpack
|
||||
StartCoroutine(MoveAllBoostersToBackpack());
|
||||
// Auto-proceed with animation
|
||||
Logging.Debug("[MinigameBoosterGiver] Auto-proceeding with booster animation");
|
||||
yield return StartCoroutine(MoveAllBoostersToBackpack());
|
||||
}
|
||||
|
||||
private IEnumerator MoveAllBoostersToBackpack()
|
||||
@@ -301,12 +273,7 @@ namespace UI.CardSystem
|
||||
{
|
||||
visualContainer.SetActive(false);
|
||||
}
|
||||
|
||||
// Show button again for next use
|
||||
if (continueButton != null)
|
||||
{
|
||||
continueButton.gameObject.SetActive(true);
|
||||
}
|
||||
|
||||
|
||||
// Invoke completion callback
|
||||
_onCompleteCallback?.Invoke();
|
||||
|
||||
@@ -186,7 +186,7 @@ namespace Minigames.BirdPooper
|
||||
|
||||
/// <summary>
|
||||
/// Called when player takes damage/dies.
|
||||
/// Shows game over screen.
|
||||
/// Pauses all game entities and starts end game sequence.
|
||||
/// </summary>
|
||||
private void HandlePlayerDamaged()
|
||||
{
|
||||
@@ -210,7 +210,65 @@ namespace Minigames.BirdPooper
|
||||
targetSpawner.StopSpawning();
|
||||
}
|
||||
|
||||
// Show game over screen
|
||||
// Pause all existing scrolling entities (obstacles and targets)
|
||||
PauseAllScrollingEntities();
|
||||
|
||||
// Start the end game sequence (show boosters, then game over screen)
|
||||
StartCoroutine(EndGameSequence());
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Pause all existing scrolling entities in the scene.
|
||||
/// </summary>
|
||||
private void PauseAllScrollingEntities()
|
||||
{
|
||||
ScrollingEntity[] entities = FindObjectsByType<ScrollingEntity>(FindObjectsSortMode.None);
|
||||
foreach (ScrollingEntity entity in entities)
|
||||
{
|
||||
entity.Pause();
|
||||
}
|
||||
Debug.Log($"[BirdPooperGameManager] Paused {entities.Length} scrolling entities");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// End game sequence: award boosters, wait for completion, then show game over screen.
|
||||
/// </summary>
|
||||
private System.Collections.IEnumerator EndGameSequence()
|
||||
{
|
||||
// Calculate booster reward
|
||||
int boosterReward = CalculateBoosterReward(_targetsHit);
|
||||
|
||||
Debug.Log($"[BirdPooperGameManager] Targets hit: {_targetsHit}, awarding {boosterReward} booster pack(s)");
|
||||
|
||||
// Show booster pack reward UI and wait for completion
|
||||
if (boosterReward > 0)
|
||||
{
|
||||
Debug.Log("[BirdPooperGameManager] Starting booster giver sequence via GameManager");
|
||||
|
||||
var task = Core.GameManager.Instance.GiveBoosterPacksAsync(boosterReward);
|
||||
|
||||
// Wait for the task to complete
|
||||
while (!task.IsCompleted)
|
||||
{
|
||||
yield return null;
|
||||
}
|
||||
|
||||
// Check for exceptions
|
||||
if (task.IsFaulted)
|
||||
{
|
||||
Debug.LogWarning($"[BirdPooperGameManager] Booster pack reward failed: {task.Exception?.GetBaseException().Message}");
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.Log("[BirdPooperGameManager] Booster giver sequence finished, proceeding to game over screen");
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.Log("[BirdPooperGameManager] No boosters to award, proceeding directly to game over screen");
|
||||
}
|
||||
|
||||
// Now show game over screen
|
||||
if (gameOverScreen != null)
|
||||
{
|
||||
gameOverScreen.Show();
|
||||
@@ -221,6 +279,23 @@ namespace Minigames.BirdPooper
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Calculate booster pack reward based on targets hit.
|
||||
/// Rules:
|
||||
/// - First booster pack is given for simply playing the game (participation reward)
|
||||
/// - Every 3 hit targets gives 1 additional booster pack
|
||||
/// </summary>
|
||||
private int CalculateBoosterReward(int targetsHit)
|
||||
{
|
||||
// Base reward: 1 booster for participation
|
||||
int reward = 1;
|
||||
|
||||
// Additional reward: 1 booster per 3 targets hit
|
||||
reward += targetsHit / 3;
|
||||
|
||||
return reward;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Spawns a poop projectile at the player's current position.
|
||||
/// Called by UI button OnClick event.
|
||||
|
||||
@@ -2,14 +2,12 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using Core;
|
||||
using UI;
|
||||
|
||||
namespace Minigames.BirdPooper
|
||||
{
|
||||
/// <summary>
|
||||
/// Game over screen for Bird Pooper minigame.
|
||||
/// Displays when the player dies and allows restarting the level.
|
||||
/// Uses unscaled time for UI updates (works when Time.timeScale = 0).
|
||||
/// </summary>
|
||||
public class GameOverScreen : MonoBehaviour
|
||||
{
|
||||
@@ -53,7 +51,7 @@ namespace Minigames.BirdPooper
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Show the game over screen and pause the game.
|
||||
/// Show the game over screen.
|
||||
/// </summary>
|
||||
public void Show()
|
||||
{
|
||||
@@ -67,11 +65,7 @@ namespace Minigames.BirdPooper
|
||||
canvasGroup.blocksRaycasts = true;
|
||||
}
|
||||
|
||||
// Pause the game (set timescale to 0)
|
||||
// PauseMenu uses unscaled time for tweens, so it will still work
|
||||
Time.timeScale = 0f;
|
||||
|
||||
Debug.Log("[GameOverScreen] Game Over - Time.timeScale set to 0");
|
||||
Debug.Log("[GameOverScreen] Game Over screen shown");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -89,8 +83,6 @@ namespace Minigames.BirdPooper
|
||||
}
|
||||
gameObject.SetActive(false);
|
||||
|
||||
// Reset time scale BEFORE reloading
|
||||
Time.timeScale = 1f;
|
||||
var progress = new Progress<float>(p => Logging.Debug($"Loading progress: {p * 100:F0}%"));
|
||||
await SceneManagerService.Instance.ReloadCurrentScene(progress);
|
||||
}
|
||||
|
||||
@@ -21,6 +21,7 @@ namespace Minigames.BirdPooper
|
||||
protected IBirdPooperSettings settings;
|
||||
protected float despawnXPosition;
|
||||
protected bool isInitialized;
|
||||
protected bool isPaused;
|
||||
protected EdgeAnchor edgeAnchor;
|
||||
|
||||
/// <summary>
|
||||
@@ -191,12 +192,33 @@ namespace Minigames.BirdPooper
|
||||
|
||||
protected virtual void Update()
|
||||
{
|
||||
if (!isInitialized || settings == null) return;
|
||||
if (!isInitialized || settings == null || isPaused) return;
|
||||
|
||||
MoveLeft();
|
||||
CheckBounds();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Pause the scrolling movement of this entity.
|
||||
/// </summary>
|
||||
public void Pause()
|
||||
{
|
||||
isPaused = true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Resume the scrolling movement of this entity.
|
||||
/// </summary>
|
||||
public void Resume()
|
||||
{
|
||||
isPaused = false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Check if this entity is currently paused.
|
||||
/// </summary>
|
||||
public bool IsPaused => isPaused;
|
||||
|
||||
/// <summary>
|
||||
/// Move entity left at constant speed (manual movement, no physics).
|
||||
/// Override GetMoveSpeed() to customize speed per entity type.
|
||||
|
||||
@@ -66,11 +66,12 @@ namespace Minigames.CardSorting.Controllers
|
||||
|
||||
/// <summary>
|
||||
/// Calculate booster pack reward based on performance.
|
||||
/// Formula: Number of correctly sorted cards divided by 10, rounded down.
|
||||
/// </summary>
|
||||
public int CalculateBoosterReward()
|
||||
{
|
||||
// Simple: 1 booster per correct sort (or use settings multiplier)
|
||||
return correctSorts * settings.BoosterPacksPerCorrectItem;
|
||||
// Award 1 booster pack per 10 correctly sorted cards
|
||||
return (correctSorts / 10) + 1;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
||||
@@ -325,10 +325,11 @@ namespace Minigames.CardSorting.Core
|
||||
|
||||
private IEnumerator EndGameSequence()
|
||||
{
|
||||
// Calculate rewards
|
||||
// Calculate rewards based on correctly sorted cards
|
||||
int boosterReward = Score.CalculateBoosterReward();
|
||||
int sortedCards = Score.CorrectSorts;
|
||||
|
||||
Logging.Debug($"[SortingGameManager] Game ended! Score: {Score.TotalScore}, Boosters: {boosterReward}");
|
||||
Logging.Debug($"[SortingGameManager] Game ended! Score: {Score.TotalScore}, Cards sorted: {sortedCards}, Boosters: {boosterReward}");
|
||||
|
||||
// Show booster pack reward UI and wait for completion
|
||||
if (boosterReward > 0)
|
||||
|
||||
@@ -62,6 +62,7 @@ namespace Minigames.FortFight.Core
|
||||
private PlayerData playerTwo;
|
||||
private bool isGameActive = false;
|
||||
private float gameStartTime = 0f;
|
||||
private float completionTime = 0f; // Store completion time when game ends
|
||||
|
||||
public FortFightGameMode CurrentGameMode => currentGameMode;
|
||||
public bool IsGameActive => isGameActive;
|
||||
@@ -73,6 +74,11 @@ namespace Minigames.FortFight.Core
|
||||
{
|
||||
get
|
||||
{
|
||||
if (!isGameActive && completionTime > 0f)
|
||||
{
|
||||
// Game ended, return the stored completion time
|
||||
return completionTime;
|
||||
}
|
||||
if (!isGameActive) return 0f;
|
||||
return Time.time - gameStartTime;
|
||||
}
|
||||
@@ -333,6 +339,8 @@ namespace Minigames.FortFight.Core
|
||||
return;
|
||||
}
|
||||
|
||||
// Store completion time before setting isGameActive to false
|
||||
completionTime = Time.time - gameStartTime;
|
||||
isGameActive = false;
|
||||
|
||||
// Stop turn manager
|
||||
@@ -341,12 +349,123 @@ namespace Minigames.FortFight.Core
|
||||
TurnManager.Instance.SetGameOver();
|
||||
}
|
||||
|
||||
// Manage UI transitions
|
||||
ShowGameOver();
|
||||
// Start the end game sequence (show boosters, then game over screen)
|
||||
StartCoroutine(EndGameSequence());
|
||||
|
||||
OnGameEnded?.Invoke();
|
||||
|
||||
Logging.Debug("[FortFightGameManager] Game ended");
|
||||
Logging.Debug($"[FortFightGameManager] Game ended - Duration: {completionTime:F2}s");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// End game sequence: award boosters, wait for completion, then show game over screen
|
||||
/// </summary>
|
||||
private System.Collections.IEnumerator EndGameSequence()
|
||||
{
|
||||
// Determine if player won
|
||||
bool playerWon = DidPlayerWin();
|
||||
|
||||
// Calculate booster reward based on completion time and win/loss
|
||||
int boosterReward = CalculateBoosterReward(completionTime, playerWon);
|
||||
|
||||
string resultText = playerWon ? "WON" : "LOST";
|
||||
Logging.Debug($"[FortFightGameManager] Game completed in {completionTime:F2}s - Player {resultText}, awarding {boosterReward} booster pack(s)");
|
||||
|
||||
// Show booster pack reward UI and wait for completion
|
||||
if (boosterReward > 0)
|
||||
{
|
||||
Logging.Debug("[FortFightGameManager] Starting booster giver sequence via GameManager");
|
||||
|
||||
var task = GameManager.Instance.GiveBoosterPacksAsync(boosterReward);
|
||||
|
||||
// Wait for the task to complete
|
||||
while (!task.IsCompleted)
|
||||
{
|
||||
yield return null;
|
||||
}
|
||||
|
||||
// Check for exceptions
|
||||
if (task.IsFaulted)
|
||||
{
|
||||
Logging.Warning($"[FortFightGameManager] Booster pack reward failed: {task.Exception?.GetBaseException().Message}");
|
||||
}
|
||||
else
|
||||
{
|
||||
Logging.Debug("[FortFightGameManager] Booster giver sequence finished, proceeding to game over screen");
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
Logging.Debug("[FortFightGameManager] No boosters to award, proceeding directly to game over screen");
|
||||
}
|
||||
|
||||
// Now show game over screen
|
||||
ShowGameOver();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Determine if the player won the game
|
||||
/// </summary>
|
||||
private bool DidPlayerWin()
|
||||
{
|
||||
var fortManager = FortManager.Instance;
|
||||
if (fortManager == null)
|
||||
{
|
||||
Logging.Warning("[FortFightGameManager] Cannot determine winner - FortManager not found");
|
||||
return false;
|
||||
}
|
||||
|
||||
bool playerDefeated = fortManager.PlayerFort?.IsDefeated ?? false;
|
||||
bool enemyDefeated = fortManager.EnemyFort?.IsDefeated ?? false;
|
||||
|
||||
// Player wins if enemy fort is defeated and player fort is not
|
||||
return enemyDefeated && !playerDefeated;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Calculate booster pack reward based on completion time and game result.
|
||||
///
|
||||
/// If player WON:
|
||||
/// < 1min: 5 Booster Packs
|
||||
/// < 3min: 4 Booster Packs
|
||||
/// < 5min: 3 Booster Packs
|
||||
/// < 7min: 2 Booster Packs
|
||||
/// >= 7min: 1 Booster Pack
|
||||
///
|
||||
/// If player LOST:
|
||||
/// 1 Booster Pack (participation reward)
|
||||
/// </summary>
|
||||
private int CalculateBoosterReward(float timeInSeconds, bool playerWon)
|
||||
{
|
||||
// If player lost, give participation reward
|
||||
if (!playerWon)
|
||||
{
|
||||
return 1;
|
||||
}
|
||||
|
||||
// If player won, calculate reward based on completion time
|
||||
float minutes = timeInSeconds / 60f;
|
||||
|
||||
if (minutes < 1f)
|
||||
{
|
||||
return 5;
|
||||
}
|
||||
else if (minutes < 3f)
|
||||
{
|
||||
return 4;
|
||||
}
|
||||
else if (minutes < 5f)
|
||||
{
|
||||
return 3;
|
||||
}
|
||||
else if (minutes < 7f)
|
||||
{
|
||||
return 2;
|
||||
}
|
||||
else
|
||||
{
|
||||
return 1;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
using Core;
|
||||
using System;
|
||||
using Core;
|
||||
using Core.Lifecycle;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
@@ -220,12 +221,10 @@ namespace Minigames.FortFight.UI
|
||||
/// <summary>
|
||||
/// Restart the game by reloading the current scene
|
||||
/// </summary>
|
||||
private void RestartGame()
|
||||
private async void RestartGame()
|
||||
{
|
||||
// Use Unity's SceneManager to reload current scene
|
||||
string currentScene = UnityEngine.SceneManagement.SceneManager.GetActiveScene().name;
|
||||
Logging.Debug($"[GameOverUI] Reloading scene: {currentScene}");
|
||||
UnityEngine.SceneManagement.SceneManager.LoadScene(currentScene);
|
||||
var progress = new Progress<float>(p => Logging.Debug($"Loading progress: {p * 100:F0}%"));
|
||||
await SceneManagerService.Instance.ReloadCurrentScene(progress);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
@@ -1,9 +1,6 @@
|
||||
using AudioSourceEvents;
|
||||
using Levels;
|
||||
using MoreMountains.Feedbacks;
|
||||
using System;
|
||||
using System.Diagnostics.Tracing;
|
||||
using UnityEditor.Animations;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Audio;
|
||||
|
||||
|
||||
Reference in New Issue
Block a user