Finalize the parallax work
This commit is contained in:
@@ -14,9 +14,13 @@ namespace Editor.Minigames.Airplane
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public class ParallaxBackgroundSpawnerEditor : UnityEditor.Editor
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public class ParallaxBackgroundSpawnerEditor : UnityEditor.Editor
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{
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{
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private SerializedProperty _poolsProperty;
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private SerializedProperty _poolsProperty;
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private SerializedProperty _backgroundSortLayerProperty;
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private SerializedProperty _parallaxSortLayerProperty;
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private SerializedProperty _middleSortLayerProperty;
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private SerializedProperty _backgroundSortOrderProperty;
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private SerializedProperty _foregroundSortLayerProperty;
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private SerializedProperty _sortOrderIncrementProperty;
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private SerializedProperty _globalStrengthProperty;
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private SerializedProperty _backgroundSpeedProperty;
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private SerializedProperty _middleSpeedProperty;
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private SerializedProperty _foregroundSpeedProperty;
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private SerializedProperty _cameraManagerProperty;
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private SerializedProperty _cameraManagerProperty;
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private SerializedProperty _showDebugLogsProperty;
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private SerializedProperty _showDebugLogsProperty;
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@@ -33,9 +37,13 @@ namespace Editor.Minigames.Airplane
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private void OnEnable()
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private void OnEnable()
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{
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{
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_poolsProperty = serializedObject.FindProperty("pools");
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_poolsProperty = serializedObject.FindProperty("pools");
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_backgroundSortLayerProperty = serializedObject.FindProperty("backgroundSortLayer");
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_parallaxSortLayerProperty = serializedObject.FindProperty("parallaxSortLayer");
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_middleSortLayerProperty = serializedObject.FindProperty("middleSortLayer");
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_backgroundSortOrderProperty = serializedObject.FindProperty("backgroundSortOrder");
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_foregroundSortLayerProperty = serializedObject.FindProperty("foregroundSortLayer");
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_sortOrderIncrementProperty = serializedObject.FindProperty("sortOrderIncrement");
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_globalStrengthProperty = serializedObject.FindProperty("globalStrength");
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_backgroundSpeedProperty = serializedObject.FindProperty("backgroundSpeed");
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_middleSpeedProperty = serializedObject.FindProperty("middleSpeed");
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_foregroundSpeedProperty = serializedObject.FindProperty("foregroundSpeed");
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_cameraManagerProperty = serializedObject.FindProperty("cameraManager");
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_cameraManagerProperty = serializedObject.FindProperty("cameraManager");
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_showDebugLogsProperty = serializedObject.FindProperty("showDebugLogs");
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_showDebugLogsProperty = serializedObject.FindProperty("showDebugLogs");
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@@ -74,11 +82,44 @@ namespace Editor.Minigames.Airplane
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EditorGUILayout.PropertyField(_cameraManagerProperty);
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EditorGUILayout.PropertyField(_cameraManagerProperty);
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EditorGUILayout.Space();
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EditorGUILayout.Space();
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// Sort Layers
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// Parallax Configuration (CENTRALIZED SETTINGS)
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EditorGUILayout.LabelField("Sort Layer Configuration", EditorStyles.boldLabel);
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EditorGUILayout.LabelField("Parallax Configuration", EditorStyles.boldLabel);
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EditorGUILayout.PropertyField(_backgroundSortLayerProperty, new GUIContent("Background Sort Layer"));
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EditorGUILayout.HelpBox("These settings apply to ALL parallax elements spawned by this spawner. Adjust speeds to control depth perception.", MessageType.Info);
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EditorGUILayout.PropertyField(_middleSortLayerProperty, new GUIContent("Middle Sort Layer"));
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EditorGUILayout.PropertyField(_foregroundSortLayerProperty, new GUIContent("Foreground Sort Layer"));
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EditorGUILayout.PropertyField(_globalStrengthProperty, new GUIContent("Global Strength", "Overall parallax intensity (0 = no effect, 1 = full)"));
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EditorGUILayout.Space(5);
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EditorGUILayout.LabelField("Per-Layer Speeds", EditorStyles.miniBoldLabel);
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EditorGUI.indentLevel++;
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EditorGUILayout.PropertyField(_backgroundSpeedProperty, new GUIContent("Background Speed", "Slowest layer, appears furthest (e.g., 0.3)"));
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EditorGUILayout.PropertyField(_middleSpeedProperty, new GUIContent("Middle Speed", "Medium speed layer (e.g., 0.6)"));
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EditorGUILayout.PropertyField(_foregroundSpeedProperty, new GUIContent("Foreground Speed", "Fastest layer, appears closest (e.g., 0.9)"));
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EditorGUI.indentLevel--;
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// Validation warnings
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if (_backgroundSpeedProperty.floatValue >= _middleSpeedProperty.floatValue)
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{
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EditorGUILayout.HelpBox("Warning: Background speed should be less than Middle speed for proper depth effect", MessageType.Warning);
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}
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if (_middleSpeedProperty.floatValue >= _foregroundSpeedProperty.floatValue)
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{
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EditorGUILayout.HelpBox("Warning: Middle speed should be less than Foreground speed for proper depth effect", MessageType.Warning);
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}
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EditorGUILayout.Space();
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// Sort Configuration
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EditorGUILayout.LabelField("Sort Configuration", EditorStyles.boldLabel);
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EditorGUILayout.HelpBox("All parallax objects use the same sort layer with different sort orders for depth.", MessageType.Info);
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EditorGUILayout.PropertyField(_parallaxSortLayerProperty, new GUIContent("Sort Layer", "Sort layer for all parallax elements (typically 'Background')"));
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EditorGUILayout.PropertyField(_backgroundSortOrderProperty, new GUIContent("Background Sort Order", "Sort order for furthest back layer (e.g., -50)"));
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EditorGUILayout.PropertyField(_sortOrderIncrementProperty, new GUIContent("Sort Order Increment", "Increment between layers (e.g., 10 → Middle: -40, Foreground: -30)"));
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// Show calculated sort orders
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int middleOrder = _backgroundSortOrderProperty.intValue + _sortOrderIncrementProperty.intValue;
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int foregroundOrder = _backgroundSortOrderProperty.intValue + (_sortOrderIncrementProperty.intValue * 2);
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EditorGUILayout.LabelField($"Calculated: Background={_backgroundSortOrderProperty.intValue}, Middle={middleOrder}, Foreground={foregroundOrder}", EditorStyles.miniLabel);
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EditorGUILayout.Space();
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EditorGUILayout.Space();
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// Pool Mode (locked to Exclusive)
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// Pool Mode (locked to Exclusive)
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@@ -98,8 +139,9 @@ namespace Editor.Minigames.Airplane
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{
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{
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var poolElement = _poolsProperty.GetArrayElementAtIndex(i);
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var poolElement = _poolsProperty.GetArrayElementAtIndex(i);
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var prefabsProperty = poolElement.FindPropertyRelative("prefabs");
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var prefabsProperty = poolElement.FindPropertyRelative("prefabs");
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var unlockTimeProperty = poolElement.FindPropertyRelative("unlockTime");
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var descProperty = poolElement.FindPropertyRelative("description");
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var descProperty = poolElement.FindPropertyRelative("description");
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var overrideMinDistProperty = poolElement.FindPropertyRelative("overrideMinDistance");
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var overrideMaxDistProperty = poolElement.FindPropertyRelative("overrideMaxDistance");
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EditorGUILayout.BeginVertical(EditorStyles.helpBox);
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EditorGUILayout.BeginVertical(EditorStyles.helpBox);
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@@ -113,8 +155,14 @@ namespace Editor.Minigames.Airplane
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EditorGUILayout.LabelField(_layerDescriptions[i], EditorStyles.miniLabel);
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EditorGUILayout.LabelField(_layerDescriptions[i], EditorStyles.miniLabel);
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EditorGUILayout.Space(5);
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EditorGUILayout.Space(5);
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EditorGUILayout.PropertyField(descProperty, new GUIContent("Description"));
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EditorGUILayout.PropertyField(prefabsProperty, new GUIContent("Prefabs"), true);
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EditorGUILayout.PropertyField(prefabsProperty, new GUIContent("Prefabs"), true);
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EditorGUILayout.PropertyField(unlockTimeProperty, new GUIContent("Unlock Time (seconds)"));
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EditorGUILayout.Space(5);
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EditorGUILayout.LabelField("Spawn Distance Overrides", EditorStyles.miniBoldLabel);
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EditorGUILayout.HelpBox("Leave at 0 to use global settings. Set > 0 to override for this layer.", MessageType.Info);
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EditorGUILayout.PropertyField(overrideMinDistProperty, new GUIContent("Min Distance Override", "Minimum distance between objects (0 = use global)"));
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EditorGUILayout.PropertyField(overrideMaxDistProperty, new GUIContent("Max Distance Override", "Maximum distance between objects (0 = use global)"));
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// Show info about prefab count
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// Show info about prefab count
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if (prefabsProperty.arraySize == 0)
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if (prefabsProperty.arraySize == 0)
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8
Assets/Prefabs/Minigames/Airplane/ParalaxBackground.meta
Normal file
8
Assets/Prefabs/Minigames/Airplane/ParalaxBackground.meta
Normal file
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File diff suppressed because it is too large
Load Diff
@@ -150,8 +150,7 @@ namespace Minigames.Airplane.Core
|
|||||||
// Update spawner game times for pool unlocking
|
// Update spawner game times for pool unlocking
|
||||||
UpdateSpawnerTimes(deltaTime);
|
UpdateSpawnerTimes(deltaTime);
|
||||||
|
|
||||||
// Update dynamic spawning
|
// Dynamic spawning is handled by coroutine (SpawnUpdateCoroutine)
|
||||||
UpdateDynamicSpawning();
|
|
||||||
}
|
}
|
||||||
|
|
||||||
#endregion
|
#endregion
|
||||||
@@ -297,6 +296,9 @@ namespace Minigames.Airplane.Core
|
|||||||
_isSpawningActive = true;
|
_isSpawningActive = true;
|
||||||
_gameTime = 0f;
|
_gameTime = 0f;
|
||||||
|
|
||||||
|
// Start spawn update coroutine
|
||||||
|
StartSpawnUpdates();
|
||||||
|
|
||||||
// Start UI tracking with calculated target position
|
// Start UI tracking with calculated target position
|
||||||
if (targetDisplayUI != null)
|
if (targetDisplayUI != null)
|
||||||
{
|
{
|
||||||
@@ -317,6 +319,9 @@ namespace Minigames.Airplane.Core
|
|||||||
_isSpawningActive = false;
|
_isSpawningActive = false;
|
||||||
_planeTransform = null;
|
_planeTransform = null;
|
||||||
|
|
||||||
|
// Stop spawn update coroutine
|
||||||
|
StopSpawnUpdates();
|
||||||
|
|
||||||
// Stop UI tracking
|
// Stop UI tracking
|
||||||
if (targetDisplayUI != null)
|
if (targetDisplayUI != null)
|
||||||
{
|
{
|
||||||
@@ -500,10 +505,18 @@ namespace Minigames.Airplane.Core
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
private void UpdateDynamicSpawning()
|
private Coroutine _spawnUpdateCoroutine;
|
||||||
{
|
|
||||||
if (_planeTransform == null || !_isSpawningActive) return;
|
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Coroutine that periodically updates spawn horizons for all spawners.
|
||||||
|
/// Runs every 0.2 seconds while plane is active.
|
||||||
|
/// </summary>
|
||||||
|
private System.Collections.IEnumerator SpawnUpdateCoroutine()
|
||||||
|
{
|
||||||
|
WaitForSeconds wait = new WaitForSeconds(0.2f);
|
||||||
|
|
||||||
|
while (_isSpawningActive && _planeTransform != null)
|
||||||
|
{
|
||||||
float planeX = _planeTransform.position.x;
|
float planeX = _planeTransform.position.x;
|
||||||
|
|
||||||
// Track furthest X position reached
|
// Track furthest X position reached
|
||||||
@@ -517,37 +530,56 @@ namespace Minigames.Airplane.Core
|
|||||||
|
|
||||||
if (shouldSpawnNewContent)
|
if (shouldSpawnNewContent)
|
||||||
{
|
{
|
||||||
// Centralized distance checking - orchestrator decides when to spawn
|
// Push spawn horizons to spawners - they decide independently if spawning is needed
|
||||||
|
|
||||||
// Obstacles - check if next spawn point is within ahead distance
|
// Obstacles - standard spawn distance
|
||||||
if (obstacleSpawner != null)
|
if (obstacleSpawner != null)
|
||||||
{
|
{
|
||||||
float nextObstacleX = obstacleSpawner.GetNextSpawnX();
|
float obstacleHorizon = planeX + _settings.SpawnDistanceAhead;
|
||||||
if (nextObstacleX <= planeX + _settings.SpawnDistanceAhead)
|
obstacleSpawner.UpdateSpawnHorizon(obstacleHorizon);
|
||||||
{
|
|
||||||
obstacleSpawner.SpawnNext();
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// Ground - spawn further ahead (2x distance)
|
// Ground - spawn further ahead (2x distance)
|
||||||
if (groundSpawner != null)
|
if (groundSpawner != null)
|
||||||
{
|
{
|
||||||
float nextGroundX = groundSpawner.GetNextSpawnX();
|
float groundHorizon = planeX + (_settings.SpawnDistanceAhead * 2f);
|
||||||
if (nextGroundX <= planeX + (_settings.SpawnDistanceAhead * 2f))
|
groundSpawner.UpdateSpawnHorizon(groundHorizon);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Parallax - spawn at 1.5x distance, each pool spawns independently
|
||||||
|
if (parallaxSpawner != null)
|
||||||
{
|
{
|
||||||
groundSpawner.SpawnNext();
|
float parallaxHorizon = planeX + (_settings.SpawnDistanceAhead * 1.5f);
|
||||||
|
parallaxSpawner.UpdateSpawnHorizon(parallaxHorizon);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// Parallax - spawn at 1.5x distance
|
yield return wait;
|
||||||
if (parallaxSpawner != null)
|
}
|
||||||
|
|
||||||
|
if (showDebugLogs)
|
||||||
{
|
{
|
||||||
float nextParallaxX = parallaxSpawner.GetNextSpawnX();
|
Logging.Debug("[AirplaneSpawnManager] Spawn update coroutine stopped");
|
||||||
if (nextParallaxX <= planeX + (_settings.SpawnDistanceAhead * 1.5f))
|
|
||||||
{
|
|
||||||
parallaxSpawner.SpawnNext();
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
private void StartSpawnUpdates()
|
||||||
|
{
|
||||||
|
StopSpawnUpdates();
|
||||||
|
_spawnUpdateCoroutine = StartCoroutine(SpawnUpdateCoroutine());
|
||||||
|
|
||||||
|
if (showDebugLogs)
|
||||||
|
{
|
||||||
|
Logging.Debug("[AirplaneSpawnManager] Started spawn update coroutine");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private void StopSpawnUpdates()
|
||||||
|
{
|
||||||
|
if (_spawnUpdateCoroutine != null)
|
||||||
|
{
|
||||||
|
StopCoroutine(_spawnUpdateCoroutine);
|
||||||
|
_spawnUpdateCoroutine = null;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -799,75 +831,22 @@ namespace Minigames.Airplane.Core
|
|||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Position an object based on the specified spawn mode.
|
/// Position an object based on the specified spawn mode.
|
||||||
/// Used for target positioning.
|
/// Delegates to PositioningUtility for all positioning logic.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
private void PositionObject(GameObject obj, float xPosition, SpawnPositionMode mode,
|
private void PositionObject(GameObject obj, float xPosition, SpawnPositionMode mode,
|
||||||
float specifiedY, float randomYMin, float randomYMax)
|
float specifiedY, float randomYMin, float randomYMax)
|
||||||
{
|
{
|
||||||
if (obj == null) return;
|
Spawning.PositioningUtility.PositionObject(obj, xPosition, mode, specifiedY, randomYMin, randomYMax,
|
||||||
|
_settings, _settings.ShowDebugLogs);
|
||||||
float targetY;
|
|
||||||
|
|
||||||
switch (mode)
|
|
||||||
{
|
|
||||||
case SpawnPositionMode.SnapToGround:
|
|
||||||
targetY = SnapToGround(obj, xPosition);
|
|
||||||
break;
|
|
||||||
|
|
||||||
case SpawnPositionMode.SpecifiedY:
|
|
||||||
targetY = specifiedY;
|
|
||||||
break;
|
|
||||||
|
|
||||||
case SpawnPositionMode.RandomRange:
|
|
||||||
targetY = Random.Range(randomYMin, randomYMax);
|
|
||||||
break;
|
|
||||||
|
|
||||||
default:
|
|
||||||
Logging.Error($"[AirplaneSpawnManager] Unknown spawn position mode: {mode}");
|
|
||||||
targetY = 0f;
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Apply position
|
|
||||||
Vector3 newPosition = obj.transform.position;
|
|
||||||
newPosition.y = targetY;
|
|
||||||
obj.transform.position = newPosition;
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Snap an object to the ground using raycast.
|
|
||||||
/// </summary>
|
|
||||||
private float SnapToGround(GameObject obj, float xPosition)
|
|
||||||
{
|
|
||||||
Vector2 rayOrigin = new Vector2(xPosition, 0.0f);
|
|
||||||
int layerMask = 1 << _settings.GroundLayer;
|
|
||||||
RaycastHit2D hit = Physics2D.Raycast(rayOrigin, Vector2.down, _settings.MaxGroundRaycastDistance, layerMask);
|
|
||||||
|
|
||||||
if (hit.collider != null)
|
|
||||||
{
|
|
||||||
float groundY = hit.point.y;
|
|
||||||
Bounds bounds = GetObjectBounds(obj);
|
|
||||||
return groundY + bounds.extents.y;
|
|
||||||
}
|
|
||||||
|
|
||||||
return _settings.FallbackYPosition;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Get the bounds of an object.
|
/// Get the bounds of an object.
|
||||||
|
/// Delegates to PositioningUtility.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
private Bounds GetObjectBounds(GameObject obj)
|
private Bounds GetObjectBounds(GameObject obj)
|
||||||
{
|
{
|
||||||
Renderer objRenderer = obj.GetComponentInChildren<Renderer>();
|
return Spawning.PositioningUtility.GetObjectBounds(obj);
|
||||||
if (objRenderer != null) return objRenderer.bounds;
|
|
||||||
|
|
||||||
Collider2D objCollider2D = obj.GetComponentInChildren<Collider2D>();
|
|
||||||
if (objCollider2D != null) return objCollider2D.bounds;
|
|
||||||
|
|
||||||
Collider objCollider3D = obj.GetComponentInChildren<Collider>();
|
|
||||||
if (objCollider3D != null) return objCollider3D.bounds;
|
|
||||||
|
|
||||||
return new Bounds(obj.transform.position, Vector3.one);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
#endregion
|
#endregion
|
||||||
|
|||||||
@@ -120,54 +120,61 @@ namespace Minigames.Airplane.Core.Spawning
|
|||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Spawn the next object at the predetermined NextSpawnX position.
|
/// Update the spawn horizon and spawn objects if needed.
|
||||||
/// Updates LastSpawnedX and calculates new NextSpawnX.
|
/// Called by orchestrator to push spawn updates.
|
||||||
/// Called by orchestrator when distance check determines spawning is needed.
|
/// Each spawner independently decides if spawning is needed.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
public virtual void SpawnNext()
|
public virtual void UpdateSpawnHorizon(float horizonX)
|
||||||
{
|
{
|
||||||
if (poolMode == SpawnPoolMode.Together)
|
if (poolMode == SpawnPoolMode.Together)
|
||||||
|
{
|
||||||
|
UpdateSpawnHorizonTogether(horizonX);
|
||||||
|
}
|
||||||
|
else // Exclusive mode - each pool checks independently
|
||||||
|
{
|
||||||
|
UpdateSpawnHorizonExclusive(horizonX);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private void UpdateSpawnHorizonTogether(float horizonX)
|
||||||
|
{
|
||||||
|
// Keep spawning while next spawn point is behind the horizon
|
||||||
|
while (NextSpawnX < horizonX)
|
||||||
{
|
{
|
||||||
SpawnAtPosition(NextSpawnX);
|
SpawnAtPosition(NextSpawnX);
|
||||||
LastSpawnedX = NextSpawnX;
|
LastSpawnedX = NextSpawnX;
|
||||||
NextSpawnX = LastSpawnedX + Random.Range(settings.ObjectSpawnMinDistance, settings.ObjectSpawnMaxDistance);
|
NextSpawnX = LastSpawnedX + Random.Range(settings.ObjectSpawnMinDistance, settings.ObjectSpawnMaxDistance);
|
||||||
}
|
|
||||||
else // Exclusive mode - spawn from each pool independently
|
if (settings.ShowDebugLogs)
|
||||||
{
|
{
|
||||||
|
Logging.Debug($"[{GetType().Name}] Together mode: Spawned at {LastSpawnedX:F2}, next at {NextSpawnX:F2}");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private void UpdateSpawnHorizonExclusive(float horizonX)
|
||||||
|
{
|
||||||
|
// Each pool spawns independently based on its own position
|
||||||
foreach (int poolIndex in UnlockedPoolIndices)
|
foreach (int poolIndex in UnlockedPoolIndices)
|
||||||
{
|
{
|
||||||
if (poolIndex >= pools.Length || !pools[poolIndex].HasPrefabs) continue;
|
if (poolIndex >= pools.Length || !pools[poolIndex].HasPrefabs) continue;
|
||||||
if (!PoolNextSpawnX.ContainsKey(poolIndex)) continue;
|
if (!PoolNextSpawnX.ContainsKey(poolIndex)) continue;
|
||||||
|
|
||||||
SpawnFromPool(poolIndex, PoolNextSpawnX[poolIndex]);
|
|
||||||
|
|
||||||
float minDist = pools[poolIndex].GetMinDistance(settings.ObjectSpawnMinDistance);
|
float minDist = pools[poolIndex].GetMinDistance(settings.ObjectSpawnMinDistance);
|
||||||
float maxDist = pools[poolIndex].GetMaxDistance(settings.ObjectSpawnMaxDistance);
|
float maxDist = pools[poolIndex].GetMaxDistance(settings.ObjectSpawnMaxDistance);
|
||||||
|
|
||||||
|
// Keep spawning from this pool while its next spawn is behind horizon
|
||||||
|
while (PoolNextSpawnX[poolIndex] < horizonX)
|
||||||
|
{
|
||||||
|
SpawnFromPool(poolIndex, PoolNextSpawnX[poolIndex]);
|
||||||
PoolNextSpawnX[poolIndex] += Random.Range(minDist, maxDist);
|
PoolNextSpawnX[poolIndex] += Random.Range(minDist, maxDist);
|
||||||
LastSpawnedX = Mathf.Max(LastSpawnedX, PoolNextSpawnX[poolIndex]);
|
LastSpawnedX = Mathf.Max(LastSpawnedX, PoolNextSpawnX[poolIndex]);
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
if (settings.ShowDebugLogs)
|
||||||
/// Get the X position where the next spawn will occur.
|
|
||||||
/// Used by orchestrator for distance checking.
|
|
||||||
/// </summary>
|
|
||||||
public float GetNextSpawnX()
|
|
||||||
{
|
{
|
||||||
if (poolMode == SpawnPoolMode.Together)
|
Logging.Debug($"[{GetType().Name}] Exclusive mode: Pool {poolIndex} spawned at {PoolNextSpawnX[poolIndex]:F2}");
|
||||||
{
|
|
||||||
return NextSpawnX;
|
|
||||||
}
|
}
|
||||||
else // Exclusive - return the closest spawn point across all pools
|
|
||||||
{
|
|
||||||
float closest = float.MaxValue;
|
|
||||||
foreach (var kvp in PoolNextSpawnX)
|
|
||||||
{
|
|
||||||
if (kvp.Value < closest)
|
|
||||||
closest = kvp.Value;
|
|
||||||
}
|
}
|
||||||
return closest;
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -315,15 +322,28 @@ namespace Minigames.Airplane.Core.Spawning
|
|||||||
|
|
||||||
protected virtual void PreSpawnTogether(float startX, float endX)
|
protected virtual void PreSpawnTogether(float startX, float endX)
|
||||||
{
|
{
|
||||||
|
if (settings.ShowDebugLogs)
|
||||||
|
{
|
||||||
|
Logging.Debug($"[{GetType().Name}] PreSpawnTogether START: Range X={startX:F2} to X={endX:F2}, Min/Max distance=[{settings.ObjectSpawnMinDistance:F1}-{settings.ObjectSpawnMaxDistance:F1}]");
|
||||||
|
}
|
||||||
|
|
||||||
float currentX = startX + Random.Range(settings.ObjectSpawnMinDistance, settings.ObjectSpawnMaxDistance);
|
float currentX = startX + Random.Range(settings.ObjectSpawnMinDistance, settings.ObjectSpawnMaxDistance);
|
||||||
|
int objectsSpawned = 0;
|
||||||
|
float firstSpawnX = currentX;
|
||||||
|
|
||||||
while (currentX <= endX)
|
while (currentX <= endX)
|
||||||
{
|
{
|
||||||
SpawnAtPosition(currentX);
|
SpawnAtPosition(currentX);
|
||||||
|
objectsSpawned++;
|
||||||
currentX += Random.Range(settings.ObjectSpawnMinDistance, settings.ObjectSpawnMaxDistance);
|
currentX += Random.Range(settings.ObjectSpawnMinDistance, settings.ObjectSpawnMaxDistance);
|
||||||
}
|
}
|
||||||
|
|
||||||
NextSpawnX = currentX;
|
NextSpawnX = currentX;
|
||||||
|
|
||||||
|
if (settings.ShowDebugLogs)
|
||||||
|
{
|
||||||
|
Logging.Debug($"[{GetType().Name}] PreSpawnTogether COMPLETE: Spawned {objectsSpawned} objects from X={firstSpawnX:F2} to X={NextSpawnX:F2}");
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
#endregion
|
#endregion
|
||||||
@@ -332,21 +352,74 @@ namespace Minigames.Airplane.Core.Spawning
|
|||||||
|
|
||||||
protected virtual void PreSpawnExclusive(float startX, float endX)
|
protected virtual void PreSpawnExclusive(float startX, float endX)
|
||||||
{
|
{
|
||||||
foreach (int poolIndex in UnlockedPoolIndices)
|
if (settings.ShowDebugLogs)
|
||||||
{
|
{
|
||||||
if (poolIndex >= pools.Length || !pools[poolIndex].HasPrefabs) continue;
|
Logging.Debug($"[{GetType().Name}] PreSpawnExclusive START: Range X={startX:F2} to X={endX:F2}, Total pools={pools.Length}");
|
||||||
|
}
|
||||||
|
|
||||||
|
// Pre-spawn only from pools with unlockTime <= 0 (immediate availability)
|
||||||
|
// Pools with positive unlock times are meant to unlock during gameplay progression
|
||||||
|
int spawnedPoolCount = 0;
|
||||||
|
int skippedPoolCount = 0;
|
||||||
|
|
||||||
|
for (int poolIndex = 0; poolIndex < pools.Length; poolIndex++)
|
||||||
|
{
|
||||||
|
if (!pools[poolIndex].HasPrefabs)
|
||||||
|
{
|
||||||
|
if (settings.ShowDebugLogs)
|
||||||
|
{
|
||||||
|
Logging.Warning($"[{GetType().Name}] Pool {poolIndex} skipped - no prefabs assigned");
|
||||||
|
}
|
||||||
|
skippedPoolCount++;
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Skip pools that unlock later during gameplay
|
||||||
|
if (pools[poolIndex].unlockTime > 0f)
|
||||||
|
{
|
||||||
|
if (settings.ShowDebugLogs)
|
||||||
|
{
|
||||||
|
Logging.Debug($"[{GetType().Name}] Pool {poolIndex} '{pools[poolIndex].description}' skipped - unlockTime={pools[poolIndex].unlockTime}s (will unlock during gameplay)");
|
||||||
|
}
|
||||||
|
skippedPoolCount++;
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
float minDist = pools[poolIndex].GetMinDistance(settings.ObjectSpawnMinDistance);
|
float minDist = pools[poolIndex].GetMinDistance(settings.ObjectSpawnMinDistance);
|
||||||
float maxDist = pools[poolIndex].GetMaxDistance(settings.ObjectSpawnMaxDistance);
|
float maxDist = pools[poolIndex].GetMaxDistance(settings.ObjectSpawnMaxDistance);
|
||||||
float currentX = startX + Random.Range(minDist, maxDist);
|
float currentX = startX + Random.Range(minDist, maxDist);
|
||||||
|
|
||||||
|
int objectsSpawned = 0;
|
||||||
|
float firstSpawnX = currentX;
|
||||||
|
|
||||||
while (currentX <= endX)
|
while (currentX <= endX)
|
||||||
{
|
{
|
||||||
SpawnFromPool(poolIndex, currentX);
|
SpawnFromPool(poolIndex, currentX);
|
||||||
|
objectsSpawned++;
|
||||||
currentX += Random.Range(minDist, maxDist);
|
currentX += Random.Range(minDist, maxDist);
|
||||||
}
|
}
|
||||||
|
|
||||||
PoolNextSpawnX[poolIndex] = currentX;
|
PoolNextSpawnX[poolIndex] = currentX;
|
||||||
|
spawnedPoolCount++;
|
||||||
|
|
||||||
|
if (settings.ShowDebugLogs)
|
||||||
|
{
|
||||||
|
Logging.Debug($"[{GetType().Name}] Pool {poolIndex} '{pools[poolIndex].description}': unlockTime={pools[poolIndex].unlockTime}s, prefabs={pools[poolIndex].prefabs.Length}, distance=[{minDist:F1}-{maxDist:F1}], spawned {objectsSpawned} objects from X={firstSpawnX:F2} to X={PoolNextSpawnX[poolIndex]:F2}");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Ensure all pools with unlockTime <= 0 are marked as unlocked for dynamic spawning
|
||||||
|
for (int i = 0; i < pools.Length; i++)
|
||||||
|
{
|
||||||
|
if (pools[i].unlockTime <= 0f && !UnlockedPoolIndices.Contains(i))
|
||||||
|
{
|
||||||
|
UnlockedPoolIndices.Add(i);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if (settings.ShowDebugLogs)
|
||||||
|
{
|
||||||
|
Logging.Debug($"[{GetType().Name}] PreSpawnExclusive COMPLETE: {spawnedPoolCount} pools spawned, {skippedPoolCount} pools skipped, {UnlockedPoolIndices.Count} pools unlocked for dynamic spawning");
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -387,87 +460,13 @@ namespace Minigames.Airplane.Core.Spawning
|
|||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Position an object based on the specified spawn mode.
|
/// Position an object based on the specified spawn mode.
|
||||||
/// Used by spawners to apply Y positioning after instantiation.
|
/// Delegates to PositioningUtility for all positioning logic.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
protected void PositionObject(GameObject obj, float xPosition, SpawnPositionMode mode,
|
protected void PositionObject(GameObject obj, float xPosition, SpawnPositionMode mode,
|
||||||
float specifiedY, float randomYMin, float randomYMax)
|
float specifiedY, float randomYMin, float randomYMax)
|
||||||
{
|
{
|
||||||
if (obj == null) return;
|
PositioningUtility.PositionObject(obj, xPosition, mode, specifiedY, randomYMin, randomYMax,
|
||||||
|
settings, settings.ShowDebugLogs);
|
||||||
float targetY;
|
|
||||||
|
|
||||||
switch (mode)
|
|
||||||
{
|
|
||||||
case SpawnPositionMode.SnapToGround:
|
|
||||||
targetY = SnapToGround(obj, xPosition);
|
|
||||||
break;
|
|
||||||
|
|
||||||
case SpawnPositionMode.SpecifiedY:
|
|
||||||
targetY = specifiedY;
|
|
||||||
break;
|
|
||||||
|
|
||||||
case SpawnPositionMode.RandomRange:
|
|
||||||
targetY = Random.Range(randomYMin, randomYMax);
|
|
||||||
break;
|
|
||||||
|
|
||||||
default:
|
|
||||||
targetY = 0f;
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
|
|
||||||
Vector3 newPosition = obj.transform.position;
|
|
||||||
newPosition.y = targetY;
|
|
||||||
obj.transform.position = newPosition;
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Snap an object to the ground using raycast.
|
|
||||||
/// Positions object so its bottom bounds touch the ground surface.
|
|
||||||
/// </summary>
|
|
||||||
protected float SnapToGround(GameObject obj, float xPosition)
|
|
||||||
{
|
|
||||||
// Raycast from high up to ensure we're above the ground
|
|
||||||
Vector2 rayOrigin = new Vector2(xPosition, settings.MaxGroundRaycastDistance);
|
|
||||||
int layerMask = 1 << settings.GroundLayer;
|
|
||||||
RaycastHit2D hit = Physics2D.Raycast(rayOrigin, Vector2.down, settings.MaxGroundRaycastDistance + 100f, layerMask);
|
|
||||||
|
|
||||||
if (hit.collider != null)
|
|
||||||
{
|
|
||||||
float groundY = hit.point.y;
|
|
||||||
Bounds bounds = GetObjectBounds(obj);
|
|
||||||
float finalY = groundY + bounds.extents.y;
|
|
||||||
|
|
||||||
if (settings.ShowDebugLogs)
|
|
||||||
{
|
|
||||||
Logging.Debug($"[{GetType().Name}] SnapToGround: X={xPosition:F2}, Ground={groundY:F2}, Final={finalY:F2}");
|
|
||||||
}
|
|
||||||
|
|
||||||
return finalY;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (settings.ShowDebugLogs)
|
|
||||||
{
|
|
||||||
Logging.Warning($"[{GetType().Name}] SnapToGround FAILED at X={xPosition:F2} - no ground found! Using fallback Y={settings.FallbackYPosition:F2}");
|
|
||||||
}
|
|
||||||
|
|
||||||
return settings.FallbackYPosition;
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Get the bounds of an object from its Renderer or Collider.
|
|
||||||
/// </summary>
|
|
||||||
protected Bounds GetObjectBounds(GameObject obj)
|
|
||||||
{
|
|
||||||
Renderer objRenderer = obj.GetComponentInChildren<Renderer>();
|
|
||||||
if (objRenderer != null) return objRenderer.bounds;
|
|
||||||
|
|
||||||
Collider2D objCollider2D = obj.GetComponentInChildren<Collider2D>();
|
|
||||||
if (objCollider2D != null) return objCollider2D.bounds;
|
|
||||||
|
|
||||||
Collider objCollider3D = obj.GetComponentInChildren<Collider>();
|
|
||||||
if (objCollider3D != null) return objCollider3D.bounds;
|
|
||||||
|
|
||||||
return new Bounds(obj.transform.position, Vector3.one);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
#endregion
|
#endregion
|
||||||
|
|||||||
@@ -37,26 +37,46 @@ namespace Minigames.Airplane.Core.Spawning
|
|||||||
// Override to use fixed intervals instead of random distances
|
// Override to use fixed intervals instead of random distances
|
||||||
protected override void PreSpawnTogether(float startX, float endX)
|
protected override void PreSpawnTogether(float startX, float endX)
|
||||||
{
|
{
|
||||||
|
if (settings.ShowDebugLogs)
|
||||||
|
{
|
||||||
|
Logging.Debug($"[GroundDistanceSpawner] PreSpawnTogether START: Range X={startX:F2} to X={endX:F2}, Fixed interval={_groundSpawnInterval:F1}");
|
||||||
|
}
|
||||||
|
|
||||||
float currentX = startX;
|
float currentX = startX;
|
||||||
|
int tilesSpawned = 0;
|
||||||
|
|
||||||
while (currentX <= endX)
|
while (currentX <= endX)
|
||||||
{
|
{
|
||||||
SpawnAtPosition(currentX);
|
SpawnAtPosition(currentX);
|
||||||
|
tilesSpawned++;
|
||||||
currentX += _groundSpawnInterval; // FIXED interval, not random
|
currentX += _groundSpawnInterval; // FIXED interval, not random
|
||||||
}
|
}
|
||||||
|
|
||||||
NextSpawnX = currentX;
|
NextSpawnX = currentX;
|
||||||
|
|
||||||
|
if (settings.ShowDebugLogs)
|
||||||
|
{
|
||||||
|
Logging.Debug($"[GroundDistanceSpawner] PreSpawnTogether COMPLETE: Spawned {tilesSpawned} ground tiles from X={startX:F2} to X={NextSpawnX:F2}");
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Override SpawnNext to use fixed ground intervals instead of random distances.
|
/// Override SpawnNext to use fixed ground intervals instead of random distances.
|
||||||
/// Called by orchestrator when distance check determines spawning is needed.
|
|
||||||
/// </summary>
|
/// </summary>
|
||||||
public override void SpawnNext()
|
public override void UpdateSpawnHorizon(float horizonX)
|
||||||
|
{
|
||||||
|
// Keep spawning while next spawn point is behind the horizon
|
||||||
|
while (NextSpawnX < horizonX)
|
||||||
{
|
{
|
||||||
SpawnAtPosition(NextSpawnX);
|
SpawnAtPosition(NextSpawnX);
|
||||||
LastSpawnedX = NextSpawnX;
|
LastSpawnedX = NextSpawnX;
|
||||||
NextSpawnX += _groundSpawnInterval; // FIXED interval, not random
|
NextSpawnX += _groundSpawnInterval; // FIXED interval, not random
|
||||||
|
|
||||||
|
if (settings.ShowDebugLogs)
|
||||||
|
{
|
||||||
|
Logging.Debug($"[GroundDistanceSpawner] Spawned at {LastSpawnedX:F2}, next at {NextSpawnX:F2}");
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
protected override void SpawnFromPool(int poolIndex, float xPosition)
|
protected override void SpawnFromPool(int poolIndex, float xPosition)
|
||||||
|
|||||||
@@ -13,10 +13,27 @@ namespace Minigames.Airplane.Core.Spawning
|
|||||||
public class ParallaxBackgroundSpawner : BaseDistanceSpawner
|
public class ParallaxBackgroundSpawner : BaseDistanceSpawner
|
||||||
{
|
{
|
||||||
[Header("Parallax-Specific")]
|
[Header("Parallax-Specific")]
|
||||||
[Tooltip("Sort layer names for each parallax layer")]
|
[Tooltip("Sort layer for all parallax elements")]
|
||||||
[SerializeField] private string backgroundSortLayer = "Background";
|
[SerializeField] private string parallaxSortLayer = "Background";
|
||||||
[SerializeField] private string middleSortLayer = "Midground";
|
|
||||||
[SerializeField] private string foregroundSortLayer = "Foreground";
|
[Tooltip("Sort order for background layer (furthest back)")]
|
||||||
|
[SerializeField] private int backgroundSortOrder = -50;
|
||||||
|
|
||||||
|
[Tooltip("Sort order increment between layers")]
|
||||||
|
[SerializeField] private int sortOrderIncrement = 10;
|
||||||
|
|
||||||
|
[Header("Parallax Configuration")]
|
||||||
|
[Tooltip("Global parallax strength multiplier (0 = no effect, 1 = full effect)")]
|
||||||
|
[SerializeField] private float globalStrength = 1f;
|
||||||
|
|
||||||
|
[Tooltip("Background layer movement speed (typically slowest, e.g. 0.3)")]
|
||||||
|
[SerializeField] private float backgroundSpeed = 0.3f;
|
||||||
|
|
||||||
|
[Tooltip("Middle layer movement speed (typically medium, e.g. 0.6)")]
|
||||||
|
[SerializeField] private float middleSpeed = 0.6f;
|
||||||
|
|
||||||
|
[Tooltip("Foreground layer movement speed (typically fastest, e.g. 0.9)")]
|
||||||
|
[SerializeField] private float foregroundSpeed = 0.9f;
|
||||||
|
|
||||||
[Header("Camera Integration")]
|
[Header("Camera Integration")]
|
||||||
[Tooltip("Camera manager for tracking active camera")]
|
[Tooltip("Camera manager for tracking active camera")]
|
||||||
@@ -71,7 +88,7 @@ namespace Minigames.Airplane.Core.Spawning
|
|||||||
var parallaxElement = child.GetComponent<ParallaxElement>();
|
var parallaxElement = child.GetComponent<ParallaxElement>();
|
||||||
if (parallaxElement != null)
|
if (parallaxElement != null)
|
||||||
{
|
{
|
||||||
parallaxElement.SetCameraTransform(_currentCameraTransform);
|
parallaxElement.UpdateCamera(_currentCameraTransform);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -107,25 +124,65 @@ namespace Minigames.Airplane.Core.Spawning
|
|||||||
parallaxElement = instance.AddComponent<ParallaxElement>();
|
parallaxElement = instance.AddComponent<ParallaxElement>();
|
||||||
}
|
}
|
||||||
|
|
||||||
// Configure parallax element
|
|
||||||
parallaxElement.SetLayer(layer);
|
|
||||||
parallaxElement.SetCameraTransform(_currentCameraTransform);
|
|
||||||
|
|
||||||
// Set sort layer on sprite renderer
|
// Set sort layer on sprite renderer
|
||||||
SetSortLayer(instance, layer);
|
SetSortLayer(instance, layer);
|
||||||
|
|
||||||
|
// Log Y position BEFORE positioning
|
||||||
|
Vector3 positionBeforePositionObject = instance.transform.position;
|
||||||
|
|
||||||
// Try to get spawn entry for Y positioning (same logic as obstacles)
|
// Try to get spawn entry for Y positioning (same logic as obstacles)
|
||||||
var spawnEntry = prefab.GetComponent<PrefabSpawnEntryComponent>();
|
var spawnEntry = prefab.GetComponent<PrefabSpawnEntryComponent>();
|
||||||
if (spawnEntry != null)
|
if (spawnEntry != null)
|
||||||
{
|
{
|
||||||
|
if (settings.ShowDebugLogs)
|
||||||
|
{
|
||||||
|
Logging.Debug($"[ParallaxBackgroundSpawner] '{prefab.name}' has PrefabSpawnEntryComponent: mode={spawnEntry.spawnPositionMode}, specifiedY={spawnEntry.specifiedY}, randomRange=[{spawnEntry.randomYMin},{spawnEntry.randomYMax}]");
|
||||||
|
}
|
||||||
|
|
||||||
|
// Use per-prefab configuration
|
||||||
PositionObject(instance, xPosition, spawnEntry.spawnPositionMode,
|
PositionObject(instance, xPosition, spawnEntry.spawnPositionMode,
|
||||||
spawnEntry.specifiedY, spawnEntry.randomYMin, spawnEntry.randomYMax);
|
spawnEntry.specifiedY, spawnEntry.randomYMin, spawnEntry.randomYMax);
|
||||||
}
|
}
|
||||||
// Otherwise stays at Y=0
|
else
|
||||||
|
{
|
||||||
|
if (settings.ShowDebugLogs)
|
||||||
|
{
|
||||||
|
Logging.Debug($"[ParallaxBackgroundSpawner] '{prefab.name}' NO component, using global: mode={settings.DefaultObstaclePositionMode}");
|
||||||
|
}
|
||||||
|
|
||||||
|
// Fall back to global default configuration from settings
|
||||||
|
PositionObject(instance, xPosition, settings.DefaultObstaclePositionMode,
|
||||||
|
settings.FallbackYPosition, settings.DefaultObstacleRandomYMin, settings.DefaultObstacleRandomYMax);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Log Y position AFTER positioning
|
||||||
|
Vector3 positionAfterPositionObject = instance.transform.position;
|
||||||
|
|
||||||
if (settings.ShowDebugLogs)
|
if (settings.ShowDebugLogs)
|
||||||
{
|
{
|
||||||
Logging.Debug($"[ParallaxBackgroundSpawner] Spawned {layer} element at X={xPosition:F2}");
|
Logging.Debug($"[ParallaxBackgroundSpawner] Y positioning: BEFORE={positionBeforePositionObject.y:F2}, AFTER={positionAfterPositionObject.y:F2}, CHANGED={positionAfterPositionObject.y != positionBeforePositionObject.y}");
|
||||||
|
}
|
||||||
|
|
||||||
|
// IMPORTANT: Initialize parallax element AFTER positioning so it captures the correct Y coordinate
|
||||||
|
// The parallax element caches _startPosition which includes Y coordinate
|
||||||
|
// If we initialize before positioning, Y=0 gets cached and objects appear at wrong height
|
||||||
|
float layerSpeed = GetLayerSpeed(layer);
|
||||||
|
parallaxElement.Initialize(layer, layerSpeed, globalStrength, _currentCameraTransform);
|
||||||
|
|
||||||
|
// Verify that Initialize didn't move the object
|
||||||
|
Vector3 positionAfterInitialize = instance.transform.position;
|
||||||
|
|
||||||
|
if (Mathf.Abs(positionAfterInitialize.y - positionAfterPositionObject.y) > 0.01f)
|
||||||
|
{
|
||||||
|
Logging.Error($"[ParallaxBackgroundSpawner] BUG: Y position changed during Initialize! Before={positionAfterPositionObject.y:F2}, After={positionAfterInitialize.y:F2}");
|
||||||
|
}
|
||||||
|
|
||||||
|
if (settings.ShowDebugLogs)
|
||||||
|
{
|
||||||
|
string positionModeInfo = spawnEntry != null
|
||||||
|
? $", positionMode={spawnEntry.spawnPositionMode} (per-prefab)"
|
||||||
|
: $", positionMode={settings.DefaultObstaclePositionMode} (global fallback)";
|
||||||
|
Logging.Debug($"[ParallaxBackgroundSpawner] FINAL: '{prefab.name}' at WORLD position X={positionAfterInitialize.x:F2}, Y={positionAfterInitialize.y:F2}, Z={positionAfterInitialize.z:F2}{positionModeInfo}");
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -134,21 +191,30 @@ namespace Minigames.Airplane.Core.Spawning
|
|||||||
SpriteRenderer spriteRenderer = obj.GetComponentInChildren<SpriteRenderer>();
|
SpriteRenderer spriteRenderer = obj.GetComponentInChildren<SpriteRenderer>();
|
||||||
if (spriteRenderer == null) return;
|
if (spriteRenderer == null) return;
|
||||||
|
|
||||||
string sortLayerName = layer switch
|
// All parallax objects use the same sort layer
|
||||||
{
|
spriteRenderer.sortingLayerName = parallaxSortLayer;
|
||||||
ParallaxLayer.Background => backgroundSortLayer,
|
|
||||||
ParallaxLayer.Middle => middleSortLayer,
|
|
||||||
ParallaxLayer.Foreground => foregroundSortLayer,
|
|
||||||
_ => "Default"
|
|
||||||
};
|
|
||||||
|
|
||||||
spriteRenderer.sortingLayerName = sortLayerName;
|
// Calculate sort order based on layer depth
|
||||||
|
// Background (0): -50, Middle (1): -40, Foreground (2): -30
|
||||||
|
int sortOrder = backgroundSortOrder + ((int)layer * sortOrderIncrement);
|
||||||
|
spriteRenderer.sortingOrder = sortOrder;
|
||||||
|
|
||||||
if (settings.ShowDebugLogs)
|
if (settings.ShowDebugLogs)
|
||||||
{
|
{
|
||||||
Logging.Debug($"[ParallaxBackgroundSpawner] Set sort layer '{sortLayerName}' for {layer}");
|
Logging.Debug($"[ParallaxBackgroundSpawner] Set '{parallaxSortLayer}' layer with sort order {sortOrder} for {layer}");
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
private float GetLayerSpeed(ParallaxLayer layer)
|
||||||
|
{
|
||||||
|
return layer switch
|
||||||
|
{
|
||||||
|
ParallaxLayer.Background => backgroundSpeed,
|
||||||
|
ParallaxLayer.Middle => middleSpeed,
|
||||||
|
ParallaxLayer.Foreground => foregroundSpeed,
|
||||||
|
_ => 1f
|
||||||
|
};
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -0,0 +1,238 @@
|
|||||||
|
using Core;
|
||||||
|
using Core.Settings;
|
||||||
|
using Minigames.Airplane.Data;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
namespace Minigames.Airplane.Core.Spawning
|
||||||
|
{
|
||||||
|
/// <summary>
|
||||||
|
/// Static utility for object positioning in the airplane minigame.
|
||||||
|
/// Provides common positioning logic used by spawners and managers.
|
||||||
|
/// Handles snap-to-ground, specified Y, and random Y positioning.
|
||||||
|
/// </summary>
|
||||||
|
public static class PositioningUtility
|
||||||
|
{
|
||||||
|
/// <summary>
|
||||||
|
/// Position an object based on the specified spawn mode.
|
||||||
|
/// Handles all positioning modes: SnapToGround, SpecifiedY, and RandomRange.
|
||||||
|
/// </summary>
|
||||||
|
public static void PositionObject(GameObject obj, float xPosition, SpawnPositionMode mode,
|
||||||
|
float specifiedY, float randomYMin, float randomYMax, IAirplaneSettings settings, bool showDebugLogs = false)
|
||||||
|
{
|
||||||
|
if (obj == null)
|
||||||
|
{
|
||||||
|
if (showDebugLogs)
|
||||||
|
{
|
||||||
|
Logging.Warning("[PositioningUtility] PositionObject called with null object!");
|
||||||
|
}
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
// First, set an initial Y position based on mode
|
||||||
|
float initialY;
|
||||||
|
|
||||||
|
switch (mode)
|
||||||
|
{
|
||||||
|
case SpawnPositionMode.SnapToGround:
|
||||||
|
// Start at fallback position, SnapToGround will adjust
|
||||||
|
initialY = settings.FallbackYPosition;
|
||||||
|
break;
|
||||||
|
|
||||||
|
case SpawnPositionMode.SpecifiedY:
|
||||||
|
initialY = specifiedY;
|
||||||
|
break;
|
||||||
|
|
||||||
|
case SpawnPositionMode.RandomRange:
|
||||||
|
initialY = Random.Range(randomYMin, randomYMax);
|
||||||
|
break;
|
||||||
|
|
||||||
|
default:
|
||||||
|
initialY = 0f;
|
||||||
|
if (showDebugLogs)
|
||||||
|
{
|
||||||
|
Logging.Warning($"[PositioningUtility] Unknown spawn position mode: {mode}");
|
||||||
|
}
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Set initial position
|
||||||
|
obj.transform.position = new Vector3(xPosition, initialY, 0f);
|
||||||
|
|
||||||
|
// For SnapToGround mode, now adjust the object to align with ground
|
||||||
|
if (mode == SpawnPositionMode.SnapToGround)
|
||||||
|
{
|
||||||
|
SnapToGround(obj, xPosition, settings, showDebugLogs);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Draw debug visualization AFTER positioning
|
||||||
|
if (showDebugLogs)
|
||||||
|
{
|
||||||
|
DrawObjectBoundsDebug(obj, mode);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Snap an object to the ground using raycast.
|
||||||
|
/// Positions object so its bottom bounds touch the TOP surface of the ground.
|
||||||
|
/// Uses simple measure-and-adjust approach that works with any pivot configuration.
|
||||||
|
/// </summary>
|
||||||
|
public static void SnapToGround(GameObject obj, float xPosition, IAirplaneSettings settings, bool showDebugLogs = false)
|
||||||
|
{
|
||||||
|
if (obj == null)
|
||||||
|
{
|
||||||
|
if (showDebugLogs)
|
||||||
|
{
|
||||||
|
Logging.Warning("[PositioningUtility] SnapToGround called with null object!");
|
||||||
|
}
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Raycast from high up to find the TOP of the ground surface
|
||||||
|
Vector2 rayOrigin = new Vector2(xPosition, settings.MaxGroundRaycastDistance);
|
||||||
|
int layerMask = 1 << settings.GroundLayer;
|
||||||
|
RaycastHit2D hit = Physics2D.Raycast(rayOrigin, Vector2.down, settings.MaxGroundRaycastDistance + 100f, layerMask);
|
||||||
|
|
||||||
|
if (hit.collider == null)
|
||||||
|
{
|
||||||
|
if (showDebugLogs)
|
||||||
|
{
|
||||||
|
Logging.Warning($"[PositioningUtility] SnapToGround FAILED at X={xPosition:F2} - no ground found! Object stays at current Y.");
|
||||||
|
}
|
||||||
|
return; // Can't snap, leave object where it is
|
||||||
|
}
|
||||||
|
|
||||||
|
// Ground surface is at the raycast hit point (TOP of ground collider)
|
||||||
|
float groundY = hit.point.y;
|
||||||
|
|
||||||
|
// Measure where the object's bottom actually is RIGHT NOW
|
||||||
|
Bounds bounds = GetObjectBounds(obj);
|
||||||
|
float currentBottom = bounds.min.y;
|
||||||
|
|
||||||
|
// Calculate how far off we are from desired position
|
||||||
|
float offset = currentBottom - groundY;
|
||||||
|
|
||||||
|
// Adjust the object's position to align bottom with ground
|
||||||
|
Vector3 pos = obj.transform.position;
|
||||||
|
pos.y -= offset; // Move up or down by the difference
|
||||||
|
obj.transform.position = pos;
|
||||||
|
|
||||||
|
if (showDebugLogs)
|
||||||
|
{
|
||||||
|
// Draw raycast (cyan)
|
||||||
|
Debug.DrawLine(rayOrigin, hit.point, Color.cyan, 5f);
|
||||||
|
|
||||||
|
// Draw ground hit point (magenta)
|
||||||
|
Debug.DrawLine(new Vector3(xPosition - 1f, groundY, 0f),
|
||||||
|
new Vector3(xPosition + 1f, groundY, 0f), Color.magenta, 5f);
|
||||||
|
|
||||||
|
// Draw object bottom after snapping (red)
|
||||||
|
Bounds finalBounds = GetObjectBounds(obj);
|
||||||
|
Debug.DrawLine(new Vector3(xPosition - 1f, finalBounds.min.y, 0f),
|
||||||
|
new Vector3(xPosition + 1f, finalBounds.min.y, 0f), Color.red, 5f);
|
||||||
|
|
||||||
|
Logging.Debug($"[PositioningUtility] SnapToGround: X={xPosition:F2}, GroundTop={groundY:F2}, " +
|
||||||
|
$"BottomWas={currentBottom:F2}, Offset={offset:F2}, FinalY={obj.transform.position.y:F2}");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Get the bounds of an object from its Renderer or Collider.
|
||||||
|
/// Searches child objects if no component is found on the root.
|
||||||
|
/// </summary>
|
||||||
|
public static Bounds GetObjectBounds(GameObject obj)
|
||||||
|
{
|
||||||
|
if (obj == null)
|
||||||
|
{
|
||||||
|
return new Bounds(Vector3.zero, Vector3.one);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Try renderer first (most common for sprites)
|
||||||
|
Renderer objRenderer = obj.GetComponentInChildren<Renderer>();
|
||||||
|
if (objRenderer != null) return objRenderer.bounds;
|
||||||
|
|
||||||
|
// Try 2D collider
|
||||||
|
Collider2D objCollider2D = obj.GetComponentInChildren<Collider2D>();
|
||||||
|
if (objCollider2D != null) return objCollider2D.bounds;
|
||||||
|
|
||||||
|
// Try 3D collider
|
||||||
|
Collider objCollider3D = obj.GetComponentInChildren<Collider>();
|
||||||
|
if (objCollider3D != null) return objCollider3D.bounds;
|
||||||
|
|
||||||
|
// Fallback to transform position with unit size
|
||||||
|
return new Bounds(obj.transform.position, Vector3.one);
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Draw debug visualization for object bounds after positioning.
|
||||||
|
/// Shows the actual bounds in world space at the object's final position.
|
||||||
|
/// </summary>
|
||||||
|
public static void DrawObjectBoundsDebug(GameObject obj, SpawnPositionMode mode)
|
||||||
|
{
|
||||||
|
if (obj == null) return;
|
||||||
|
|
||||||
|
Bounds bounds = default;
|
||||||
|
string sourceType = "none";
|
||||||
|
|
||||||
|
// Get bounds from whatever component is available
|
||||||
|
Renderer objRenderer = obj.GetComponentInChildren<Renderer>();
|
||||||
|
if (objRenderer != null)
|
||||||
|
{
|
||||||
|
bounds = objRenderer.bounds;
|
||||||
|
sourceType = "Renderer";
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
Collider2D objCollider2D = obj.GetComponentInChildren<Collider2D>();
|
||||||
|
if (objCollider2D != null)
|
||||||
|
{
|
||||||
|
bounds = objCollider2D.bounds;
|
||||||
|
sourceType = "Collider2D";
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
Collider objCollider3D = obj.GetComponentInChildren<Collider>();
|
||||||
|
if (objCollider3D != null)
|
||||||
|
{
|
||||||
|
bounds = objCollider3D.bounds;
|
||||||
|
sourceType = "Collider3D";
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if (sourceType == "none") return;
|
||||||
|
|
||||||
|
Vector3 center = bounds.center;
|
||||||
|
Vector3 extents = bounds.extents;
|
||||||
|
float height = bounds.size.y;
|
||||||
|
|
||||||
|
// Draw bounds box (green)
|
||||||
|
Debug.DrawLine(new Vector3(center.x - extents.x, center.y - extents.y, center.z),
|
||||||
|
new Vector3(center.x + extents.x, center.y - extents.y, center.z), Color.green, 5f);
|
||||||
|
Debug.DrawLine(new Vector3(center.x - extents.x, center.y + extents.y, center.z),
|
||||||
|
new Vector3(center.x + extents.x, center.y + extents.y, center.z), Color.green, 5f);
|
||||||
|
Debug.DrawLine(new Vector3(center.x - extents.x, center.y - extents.y, center.z),
|
||||||
|
new Vector3(center.x - extents.x, center.y + extents.y, center.z), Color.green, 5f);
|
||||||
|
Debug.DrawLine(new Vector3(center.x + extents.x, center.y - extents.y, center.z),
|
||||||
|
new Vector3(center.x + extents.x, center.y + extents.y, center.z), Color.green, 5f);
|
||||||
|
|
||||||
|
// Draw center point (yellow cross)
|
||||||
|
Debug.DrawLine(new Vector3(center.x - 1f, center.y, center.z),
|
||||||
|
new Vector3(center.x + 1f, center.y, center.z), Color.yellow, 5f);
|
||||||
|
Debug.DrawLine(new Vector3(center.x, center.y - 1f, center.z),
|
||||||
|
new Vector3(center.x, center.y + 1f, center.z), Color.yellow, 5f);
|
||||||
|
|
||||||
|
// Draw bottom edge (red thick line) - where we expect the object to touch ground
|
||||||
|
Debug.DrawLine(new Vector3(center.x - extents.x, center.y - extents.y, center.z),
|
||||||
|
new Vector3(center.x + extents.x, center.y - extents.y, center.z), Color.red, 5f);
|
||||||
|
|
||||||
|
// Draw top edge (cyan)
|
||||||
|
Debug.DrawLine(new Vector3(center.x - extents.x, center.y + extents.y, center.z),
|
||||||
|
new Vector3(center.x + extents.x, center.y + extents.y, center.z), Color.cyan, 5f);
|
||||||
|
|
||||||
|
Logging.Debug($"[PositioningUtility] ObjectBounds: {obj.name}, Mode={mode}, Source={sourceType}, " +
|
||||||
|
$"Height={height:F2}, Center.y={center.y:F2}, Bottom.y={center.y - extents.y:F2}, " +
|
||||||
|
$"Top.y={center.y + extents.y:F2}, Scale={obj.transform.localScale.y:F2}");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
@@ -0,0 +1,3 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 369dac4c5d0943329fd0918ea52bdd4b
|
||||||
|
timeCreated: 1766006091
|
||||||
@@ -7,48 +7,27 @@ namespace Minigames.Airplane.Interactive
|
|||||||
/// <summary>
|
/// <summary>
|
||||||
/// Parallax element that adjusts position based on camera movement.
|
/// Parallax element that adjusts position based on camera movement.
|
||||||
/// Creates depth illusion by moving at different speeds for different layers.
|
/// Creates depth illusion by moving at different speeds for different layers.
|
||||||
/// Continuously tracks active camera for seamless transitions.
|
/// Configuration is provided by ParallaxBackgroundSpawner at initialization.
|
||||||
|
/// IMPORTANT: Always calculates position relative to ORIGINAL spawn position and camera,
|
||||||
|
/// ensuring deterministic behavior during camera blends and switches.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
public class ParallaxElement : MonoBehaviour
|
public class ParallaxElement : MonoBehaviour
|
||||||
{
|
{
|
||||||
[Header("Layer Configuration")]
|
// Runtime state (set by spawner via Initialize)
|
||||||
[Tooltip("Which parallax layer this element belongs to")]
|
private ParallaxLayer _layer;
|
||||||
[SerializeField] private ParallaxLayer layer = ParallaxLayer.Background;
|
private float _layerSpeed;
|
||||||
|
private float _globalStrength;
|
||||||
[Header("Parallax Settings")]
|
|
||||||
[Tooltip("Global parallax strength multiplier (0 = no parallax, 1 = full)")]
|
|
||||||
[SerializeField] private float globalStrength = 1f;
|
|
||||||
|
|
||||||
[Tooltip("Per-layer parallax factors (Background/Middle/Foreground)")]
|
|
||||||
[SerializeField] private float backgroundFactor = 0.3f;
|
|
||||||
[SerializeField] private float middleFactor = 0.6f;
|
|
||||||
[SerializeField] private float foregroundFactor = 0.9f;
|
|
||||||
|
|
||||||
[Header("Debug")]
|
|
||||||
[SerializeField] private bool showDebugLogs;
|
|
||||||
|
|
||||||
|
// Current camera being tracked
|
||||||
private Transform _cameraTransform;
|
private Transform _cameraTransform;
|
||||||
private Vector3 _startPosition;
|
|
||||||
private float _startCameraX;
|
// ORIGINAL spawn state - NEVER reset after initialization
|
||||||
|
// This ensures objects return to spawn position when camera returns to spawn position
|
||||||
|
private Vector3 _originalSpawnPosition;
|
||||||
|
private float _originalCameraX;
|
||||||
|
|
||||||
private bool _isInitialized;
|
private bool _isInitialized;
|
||||||
|
|
||||||
private void Awake()
|
|
||||||
{
|
|
||||||
// Ensure correct sort layer
|
|
||||||
EnsureSortLayer();
|
|
||||||
}
|
|
||||||
|
|
||||||
private void Start()
|
|
||||||
{
|
|
||||||
_startPosition = transform.position;
|
|
||||||
|
|
||||||
if (_cameraTransform != null)
|
|
||||||
{
|
|
||||||
_startCameraX = _cameraTransform.position.x;
|
|
||||||
_isInitialized = true;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
private void Update()
|
private void Update()
|
||||||
{
|
{
|
||||||
if (!_isInitialized || _cameraTransform == null) return;
|
if (!_isInitialized || _cameraTransform == null) return;
|
||||||
@@ -57,94 +36,69 @@ namespace Minigames.Airplane.Interactive
|
|||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Set the parallax layer for this element.
|
/// Initialize the parallax element with spawner-provided settings.
|
||||||
|
/// Called by ParallaxBackgroundSpawner when spawning.
|
||||||
|
/// Sets the ORIGINAL spawn position and camera position - these are never reset.
|
||||||
|
/// IMPORTANT: Uses Camera.main for tracking to ensure smooth updates during Cinemachine blends.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
public void SetLayer(ParallaxLayer newLayer)
|
public void Initialize(ParallaxLayer layer, float layerSpeed, float globalStrength, Transform cameraTransform)
|
||||||
{
|
{
|
||||||
layer = newLayer;
|
_layer = layer;
|
||||||
EnsureSortLayer();
|
_layerSpeed = layerSpeed;
|
||||||
|
_globalStrength = globalStrength;
|
||||||
|
|
||||||
if (showDebugLogs)
|
// ALWAYS use Camera.main for tracking - this ensures smooth updates during Cinemachine blends
|
||||||
|
// Virtual cameras don't move during blends, but Camera.main does
|
||||||
|
_cameraTransform = Camera.main != null ? Camera.main.transform : cameraTransform;
|
||||||
|
|
||||||
|
// Store ORIGINAL spawn position - never reset
|
||||||
|
_originalSpawnPosition = transform.position;
|
||||||
|
|
||||||
|
if (_cameraTransform != null)
|
||||||
{
|
{
|
||||||
Logging.Debug($"[ParallaxElement] Layer set to {layer}");
|
// Store ORIGINAL camera X - never reset
|
||||||
|
_originalCameraX = _cameraTransform.position.x;
|
||||||
|
_isInitialized = true;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Set the camera transform to track.
|
/// Update the camera transform when camera changes.
|
||||||
/// Call this when camera changes.
|
/// Called by ParallaxBackgroundSpawner when camera switches or blends.
|
||||||
|
/// ONLY updates the camera reference - does NOT reset start position or camera X.
|
||||||
|
/// This ensures parallax remains deterministic across camera switches.
|
||||||
|
/// IMPORTANT: Always uses Camera.main to ensure smooth updates during blends.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
public void SetCameraTransform(Transform cameraTransform)
|
public void UpdateCamera(Transform newCameraTransform)
|
||||||
{
|
{
|
||||||
if (cameraTransform == null) return;
|
// ALWAYS use Camera.main for tracking - this ensures smooth updates during Cinemachine blends
|
||||||
|
// We ignore the passed transform and always use Camera.main
|
||||||
|
Transform mainCamera = Camera.main != null ? Camera.main.transform : newCameraTransform;
|
||||||
|
|
||||||
// If camera changed, recalculate base position
|
if (mainCamera == null) return;
|
||||||
if (_cameraTransform != null && _cameraTransform != cameraTransform)
|
|
||||||
{
|
|
||||||
// Smooth transition: current world position becomes new start position
|
|
||||||
_startPosition = transform.position;
|
|
||||||
}
|
|
||||||
|
|
||||||
_cameraTransform = cameraTransform;
|
// Simply update the camera reference - do NOT reset positions
|
||||||
_startCameraX = _cameraTransform.position.x;
|
// The parallax will continue to calculate relative to original spawn state
|
||||||
|
_cameraTransform = mainCamera;
|
||||||
_isInitialized = true;
|
_isInitialized = true;
|
||||||
|
|
||||||
if (showDebugLogs)
|
|
||||||
{
|
|
||||||
Logging.Debug($"[ParallaxElement] Camera set, starting camera X={_startCameraX:F2}");
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
private void ApplyParallax()
|
private void ApplyParallax()
|
||||||
{
|
{
|
||||||
// Calculate camera displacement from start
|
// Calculate camera displacement from ORIGINAL camera position
|
||||||
float cameraDisplacement = _cameraTransform.position.x - _startCameraX;
|
// This ensures objects return to spawn position when camera returns to spawn position
|
||||||
|
float cameraDisplacement = _cameraTransform.position.x - _originalCameraX;
|
||||||
|
|
||||||
// Get layer-specific parallax factor
|
// Calculate parallax offset - negative to move opposite direction
|
||||||
float layerFactor = GetLayerFactor();
|
// Lower speed = appears further away (moves less)
|
||||||
|
// Camera moves right (+) → background moves left (-) at reduced speed
|
||||||
|
float parallaxOffset = -cameraDisplacement * _layerSpeed * _globalStrength;
|
||||||
|
|
||||||
// Calculate parallax offset (reduced displacement based on layer depth)
|
// Apply offset to ORIGINAL spawn position
|
||||||
float parallaxOffset = cameraDisplacement * layerFactor * globalStrength;
|
Vector3 newPosition = _originalSpawnPosition;
|
||||||
|
|
||||||
// Apply offset to start position
|
|
||||||
Vector3 newPosition = _startPosition;
|
|
||||||
newPosition.x += parallaxOffset;
|
newPosition.x += parallaxOffset;
|
||||||
transform.position = newPosition;
|
transform.position = newPosition;
|
||||||
}
|
}
|
||||||
|
|
||||||
private float GetLayerFactor()
|
|
||||||
{
|
|
||||||
return layer switch
|
|
||||||
{
|
|
||||||
ParallaxLayer.Background => backgroundFactor,
|
|
||||||
ParallaxLayer.Middle => middleFactor,
|
|
||||||
ParallaxLayer.Foreground => foregroundFactor,
|
|
||||||
_ => 1f
|
|
||||||
};
|
|
||||||
}
|
|
||||||
|
|
||||||
private void EnsureSortLayer()
|
|
||||||
{
|
|
||||||
SpriteRenderer spriteRenderer = GetComponentInChildren<SpriteRenderer>();
|
|
||||||
if (spriteRenderer == null) return;
|
|
||||||
|
|
||||||
// Sort layer is set by spawner, this is just a validation/fallback
|
|
||||||
string expectedLayer = layer switch
|
|
||||||
{
|
|
||||||
ParallaxLayer.Background => "Background",
|
|
||||||
ParallaxLayer.Middle => "Midground",
|
|
||||||
ParallaxLayer.Foreground => "Foreground",
|
|
||||||
_ => "Default"
|
|
||||||
};
|
|
||||||
|
|
||||||
if (spriteRenderer.sortingLayerName != expectedLayer)
|
|
||||||
{
|
|
||||||
if (showDebugLogs)
|
|
||||||
{
|
|
||||||
Logging.Debug($"[ParallaxElement] Adjusting sort layer to '{expectedLayer}' for {layer}");
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -117,8 +117,12 @@ namespace Minigames.BirdPooper
|
|||||||
/// </summary>
|
/// </summary>
|
||||||
protected virtual void OnValidate()
|
protected virtual void OnValidate()
|
||||||
{
|
{
|
||||||
|
// Skip validation for prefab assets (only run on scene instances)
|
||||||
|
if (UnityEditor.PrefabUtility.IsPartOfPrefabAsset(this))
|
||||||
|
return;
|
||||||
|
|
||||||
// Only run in editor, not during play mode
|
// Only run in editor, not during play mode
|
||||||
if (UnityEditor.EditorApplication.isPlayingOrWillChangePlaymode)
|
if (Application.isPlaying || !Application.isEditor)
|
||||||
return;
|
return;
|
||||||
|
|
||||||
EdgeAnchor anchor = GetComponent<EdgeAnchor>();
|
EdgeAnchor anchor = GetComponent<EdgeAnchor>();
|
||||||
|
|||||||
Reference in New Issue
Block a user