Big stupid refactor of spawning almost done
This commit is contained in:
@@ -1,5 +1,6 @@
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using System.Collections.Generic;
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using System.Collections.Generic;
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using AppleHills.Core.Settings;
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using Minigames.Airplane.Data;
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using Minigames.StatueDressup.Data;
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using UnityEngine;
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@@ -344,11 +345,18 @@ namespace Core.Settings
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float PositiveNegativeRatio { get; } // 0-1, where 1 = all positive, 0 = all negative
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float SpawnDistanceAhead { get; }
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float GroundSpawnInterval { get; }
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float RecencyPenaltyDuration { get; } // Time penalty for recently-spawned prefabs
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// Ground Snapping
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int GroundLayer { get; }
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float MaxGroundRaycastDistance { get; }
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float DefaultObjectYOffset { get; }
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float FallbackYPosition { get; } // Y position when SnapToGround fails OR when using SpecifiedY mode (universal fallback)
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float GroundSpawnY { get; }
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// Default Obstacle Positioning (used when prefab has no PrefabSpawnEntryComponent)
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SpawnPositionMode DefaultObstaclePositionMode { get; }
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float DefaultObstacleRandomYMin { get; } // Min Y when DefaultObstaclePositionMode = RandomRange
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float DefaultObstacleRandomYMax { get; } // Max Y when DefaultObstaclePositionMode = RandomRange
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// Debug
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bool ShowDebugLogs { get; }
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@@ -72,6 +72,16 @@ namespace Minigames.Airplane.Core
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[Tooltip("Transform marker in scene where dynamic spawning begins (uses X position)")]
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[SerializeField] private Transform dynamicSpawnThresholdMarker;
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[Header("Spawn Organization")]
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[Tooltip("Parent transform for spawned obstacles (organization)")]
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[SerializeField] private Transform obstacleContainer;
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[Tooltip("Parent transform for spawned ground tiles (organization)")]
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[SerializeField] private Transform groundContainer;
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[Tooltip("Parent transform for spawned parallax elements (organization)")]
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[SerializeField] private Transform parallaxContainer;
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[Header("Spawn Parents")]
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[Tooltip("Parent transform for spawned target (optional)")]
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[SerializeField] private Transform targetParent;
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@@ -242,6 +252,14 @@ namespace Minigames.Airplane.Core
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if (groundSpawner != null)
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{
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groundSpawner.PreSpawn(preSpawnStartX, preSpawnEndX);
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// Force physics system to update so ground colliders are available for raycasting
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Physics2D.SyncTransforms();
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if (showDebugLogs)
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{
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Logging.Debug("[AirplaneSpawnManager] Physics synced after ground spawn");
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}
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}
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// 2. Spawn parallax background (if assigned)
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@@ -250,7 +268,7 @@ namespace Minigames.Airplane.Core
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parallaxSpawner.PreSpawn(preSpawnStartX, preSpawnEndX);
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}
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// 3. Spawn obstacles (after ground exists)
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// 3. Spawn obstacles (after ground exists and physics updated)
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if (obstacleSpawner != null)
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{
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obstacleSpawner.PreSpawn(preSpawnStartX, preSpawnEndX);
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@@ -279,33 +297,10 @@ namespace Minigames.Airplane.Core
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_isSpawningActive = true;
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_gameTime = 0f;
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// Start tracking in spawners
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float startX = _lastSpawnedX;
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if (obstacleSpawner != null)
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{
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obstacleSpawner.StartTracking(planeTransform, startX);
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}
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if (groundSpawner != null)
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{
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groundSpawner.StartTracking(planeTransform, startX);
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}
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if (parallaxSpawner != null)
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{
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parallaxSpawner.StartTracking(planeTransform, startX);
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}
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// Start UI tracking with calculated target position
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if (targetDisplayUI != null)
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{
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targetDisplayUI.StartTracking(planeTransform);
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if (showDebugLogs)
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{
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Logging.Debug("[AirplaneSpawnManager] UI tracking started");
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}
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}
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if (showDebugLogs)
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@@ -322,22 +317,6 @@ namespace Minigames.Airplane.Core
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_isSpawningActive = false;
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_planeTransform = null;
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// Stop spawners
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if (obstacleSpawner != null)
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{
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obstacleSpawner.StopTracking();
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}
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if (groundSpawner != null)
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{
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groundSpawner.StopTracking();
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}
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if (parallaxSpawner != null)
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{
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parallaxSpawner.StopTracking();
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}
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// Stop UI tracking
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if (targetDisplayUI != null)
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{
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@@ -481,22 +460,25 @@ namespace Minigames.Airplane.Core
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{
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if (obstacleSpawner != null)
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{
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obstacleSpawner.Initialize();
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var initParams = new SpawnInitParameters(obstacleContainer, _settings);
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obstacleSpawner.Initialize(initParams);
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}
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if (groundSpawner != null)
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{
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groundSpawner.Initialize();
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var initParams = new SpawnInitParameters(groundContainer, _settings);
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groundSpawner.Initialize(initParams);
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}
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if (parallaxSpawner != null)
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{
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parallaxSpawner.Initialize();
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var initParams = new SpawnInitParameters(parallaxContainer, _settings);
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parallaxSpawner.Initialize(initParams);
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}
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if (showDebugLogs)
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{
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Logging.Debug("[AirplaneSpawnManager] All spawners initialized");
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Logging.Debug("[AirplaneSpawnManager] All spawners initialized - distance-based spawning ready");
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}
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}
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@@ -520,7 +502,7 @@ namespace Minigames.Airplane.Core
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private void UpdateDynamicSpawning()
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{
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if (_planeTransform == null) return;
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if (_planeTransform == null || !_isSpawningActive) return;
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float planeX = _planeTransform.position.x;
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@@ -535,21 +517,36 @@ namespace Minigames.Airplane.Core
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if (shouldSpawnNewContent)
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{
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float spawnAheadDistance = _settings.SpawnDistanceAhead;
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// Centralized distance checking - orchestrator decides when to spawn
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// Obstacles - check if next spawn point is within ahead distance
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if (obstacleSpawner != null)
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{
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obstacleSpawner.UpdateSpawning(spawnAheadDistance);
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float nextObstacleX = obstacleSpawner.GetNextSpawnX();
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if (nextObstacleX <= planeX + _settings.SpawnDistanceAhead)
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{
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obstacleSpawner.SpawnNext();
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}
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}
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// Ground - spawn further ahead (2x distance)
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if (groundSpawner != null)
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{
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groundSpawner.UpdateSpawning(spawnAheadDistance * 2f); // Ground spawns further ahead
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float nextGroundX = groundSpawner.GetNextSpawnX();
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if (nextGroundX <= planeX + (_settings.SpawnDistanceAhead * 2f))
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{
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groundSpawner.SpawnNext();
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}
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}
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// Parallax - spawn at 1.5x distance
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if (parallaxSpawner != null)
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{
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parallaxSpawner.UpdateSpawning(spawnAheadDistance * 1.5f);
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float nextParallaxX = parallaxSpawner.GetNextSpawnX();
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if (nextParallaxX <= planeX + (_settings.SpawnDistanceAhead * 1.5f))
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{
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parallaxSpawner.SpawnNext();
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}
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}
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}
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}
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@@ -719,9 +716,9 @@ namespace Minigames.Airplane.Core
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}
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else
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{
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// No ground found - use default
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Logging.Warning($"[SpawnManager] No ground found for target at X={xPosition:F2} (raycast from Y=20 for {_settings.MaxGroundRaycastDistance} units), using default Y={_settings.DefaultObjectYOffset}");
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return _settings.DefaultObjectYOffset;
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// No ground found - use fallback
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Logging.Warning($"[SpawnManager] No ground found for target at X={xPosition:F2} (raycast from Y=20 for {_settings.MaxGroundRaycastDistance} units), using fallback Y={_settings.FallbackYPosition}");
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return _settings.FallbackYPosition;
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}
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}
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@@ -853,7 +850,7 @@ namespace Minigames.Airplane.Core
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return groundY + bounds.extents.y;
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}
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return _settings.DefaultObjectYOffset;
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return _settings.FallbackYPosition;
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}
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/// <summary>
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@@ -1,6 +1,7 @@
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using System.Collections.Generic;
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using Core;
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using Core.Lifecycle;
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using Core.Settings;
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using Minigames.Airplane.Data;
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using UnityEngine;
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@@ -9,7 +10,9 @@ namespace Minigames.Airplane.Core.Spawning
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/// <summary>
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/// Base class for distance-based spawners in the airplane minigame.
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/// Handles pool management, time-based unlocking, distance tracking, and recency diversity.
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/// All spawn parameters (distances, recency, positioning, debug) are configured in AirplaneSettings.
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/// Derived classes implement specific spawn logic via SpawnFromPool.
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/// Orchestrator (AirplaneSpawnManager) handles distance checking and calls SpawnNext when needed.
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/// </summary>
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public abstract class BaseDistanceSpawner : ManagedBehaviour
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{
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@@ -22,35 +25,16 @@ namespace Minigames.Airplane.Core.Spawning
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[Tooltip("Spawn pools ordered by difficulty/progression")]
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[SerializeField] protected SpawnPoolConfig[] pools;
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[Header("Global Spawn Parameters")]
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[Tooltip("Minimum distance between spawns (used when poolMode = Together or as fallback)")]
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[SerializeField] protected float globalMinDistance = 5f;
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[Tooltip("Maximum distance between spawns (used when poolMode = Together or as fallback)")]
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[SerializeField] protected float globalMaxDistance = 15f;
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[Header("Spawn References")]
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[Tooltip("Transform marking spawn position (typically off-screen right)")]
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[SerializeField] protected Transform spawnPoint;
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[Tooltip("Optional parent for spawned objects (organization)")]
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[SerializeField] protected Transform spawnContainer;
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[Header("Recency Tracking")]
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[Tooltip("Time penalty (seconds) applied to recently-used prefabs for diversity")]
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[SerializeField] protected float recencyPenaltyDuration = 10f;
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[Header("Debug")]
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[SerializeField] protected bool showDebugLogs;
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#endregion
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#region State
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// Shared references (set by orchestrator via SpawnInitParameters)
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protected Transform spawnContainer;
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protected IAirplaneSettings settings;
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// Tracking
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protected Transform PlaneTransform;
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protected float GameTime;
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protected bool IsSpawning;
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protected float LastSpawnedX;
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// Pool state
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@@ -68,10 +52,15 @@ namespace Minigames.Airplane.Core.Spawning
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#region Initialization
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/// <summary>
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/// Initialize the spawner. Call this before starting spawning.
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/// Initialize the spawner with shared configuration. Call this before starting spawning.
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/// </summary>
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public virtual void Initialize()
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/// <param name="initParams">Initialization parameters containing shared references</param>
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public virtual void Initialize(SpawnInitParameters initParams)
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{
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// Store shared references
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spawnContainer = initParams.SpawnContainer;
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settings = initParams.Settings;
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ValidateConfiguration();
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// Unlock pool 0 immediately
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@@ -79,7 +68,7 @@ namespace Minigames.Airplane.Core.Spawning
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{
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UnlockedPoolIndices.Add(0);
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if (showDebugLogs)
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if (settings.ShowDebugLogs)
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{
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Logging.Debug($"[{GetType().Name}] Initialized with pool 0 unlocked");
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}
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@@ -88,9 +77,12 @@ namespace Minigames.Airplane.Core.Spawning
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// Initialize exclusive mode spawn positions if needed
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if (poolMode == SpawnPoolMode.Exclusive)
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{
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for (int i = 0; i < pools.Length; i++)
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if (pools != null)
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{
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PoolNextSpawnX[i] = 0f;
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for (int i = 0; i < pools.Length; i++)
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{
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PoolNextSpawnX[i] = 0f;
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}
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}
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}
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}
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@@ -103,11 +95,6 @@ namespace Minigames.Airplane.Core.Spawning
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return;
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}
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if (spawnPoint == null)
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{
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Logging.Warning($"[{GetType().Name}] Spawn point not assigned!");
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}
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// Validate pool unlock times are monotonically increasing
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for (int i = 1; i < pools.Length; i++)
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{
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@@ -122,51 +109,6 @@ namespace Minigames.Airplane.Core.Spawning
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#region Public API
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/// <summary>
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/// Start tracking the plane and enable spawning.
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/// </summary>
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public void StartTracking(Transform planeTransform, float startX)
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{
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PlaneTransform = planeTransform;
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IsSpawning = true;
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GameTime = 0f;
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LastSpawnedX = startX;
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// Initialize next spawn position
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if (poolMode == SpawnPoolMode.Together)
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{
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NextSpawnX = startX + Random.Range(globalMinDistance, globalMaxDistance);
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}
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else // Exclusive
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{
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foreach (int poolIndex in UnlockedPoolIndices)
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{
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float minDist = pools[poolIndex].GetMinDistance(globalMinDistance);
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float maxDist = pools[poolIndex].GetMaxDistance(globalMaxDistance);
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PoolNextSpawnX[poolIndex] = startX + Random.Range(minDist, maxDist);
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}
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}
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if (showDebugLogs)
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{
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Logging.Debug($"[{GetType().Name}] Started tracking from X={startX}");
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}
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}
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/// <summary>
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/// Stop spawning and tracking.
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/// </summary>
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public void StopTracking()
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{
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IsSpawning = false;
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PlaneTransform = null;
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if (showDebugLogs)
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{
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Logging.Debug($"[{GetType().Name}] Stopped tracking");
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}
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}
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/// <summary>
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/// Update game time and check for pool unlocks.
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/// Call this every frame from the orchestrator.
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@@ -177,6 +119,58 @@ namespace Minigames.Airplane.Core.Spawning
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CheckPoolUnlocks();
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}
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/// <summary>
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/// Spawn the next object at the predetermined NextSpawnX position.
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/// Updates LastSpawnedX and calculates new NextSpawnX.
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/// Called by orchestrator when distance check determines spawning is needed.
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/// </summary>
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public virtual void SpawnNext()
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{
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if (poolMode == SpawnPoolMode.Together)
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{
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SpawnAtPosition(NextSpawnX);
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LastSpawnedX = NextSpawnX;
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NextSpawnX = LastSpawnedX + Random.Range(settings.ObjectSpawnMinDistance, settings.ObjectSpawnMaxDistance);
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}
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else // Exclusive mode - spawn from each pool independently
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{
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foreach (int poolIndex in UnlockedPoolIndices)
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{
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if (poolIndex >= pools.Length || !pools[poolIndex].HasPrefabs) continue;
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if (!PoolNextSpawnX.ContainsKey(poolIndex)) continue;
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SpawnFromPool(poolIndex, PoolNextSpawnX[poolIndex]);
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float minDist = pools[poolIndex].GetMinDistance(settings.ObjectSpawnMinDistance);
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float maxDist = pools[poolIndex].GetMaxDistance(settings.ObjectSpawnMaxDistance);
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PoolNextSpawnX[poolIndex] += Random.Range(minDist, maxDist);
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LastSpawnedX = Mathf.Max(LastSpawnedX, PoolNextSpawnX[poolIndex]);
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}
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}
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}
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/// <summary>
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/// Get the X position where the next spawn will occur.
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/// Used by orchestrator for distance checking.
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/// </summary>
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public float GetNextSpawnX()
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{
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if (poolMode == SpawnPoolMode.Together)
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{
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return NextSpawnX;
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}
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else // Exclusive - return the closest spawn point across all pools
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{
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float closest = float.MaxValue;
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foreach (var kvp in PoolNextSpawnX)
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{
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if (kvp.Value < closest)
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closest = kvp.Value;
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}
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return closest;
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}
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}
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/// <summary>
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/// Pre-spawn objects from start to end X position.
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/// </summary>
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@@ -194,26 +188,6 @@ namespace Minigames.Airplane.Core.Spawning
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LastSpawnedX = endX;
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}
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/// <summary>
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/// Update spawning based on plane position.
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/// Call this every frame from the orchestrator.
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/// </summary>
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public virtual void UpdateSpawning(float spawnAheadDistance)
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{
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if (!IsSpawning || PlaneTransform == null) return;
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float planeX = PlaneTransform.position.x;
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if (poolMode == SpawnPoolMode.Together)
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{
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UpdateSpawningTogether(planeX, spawnAheadDistance);
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}
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else
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{
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UpdateSpawningExclusive(planeX, spawnAheadDistance);
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}
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}
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/// <summary>
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/// Clean up all spawned objects.
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/// </summary>
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@@ -231,7 +205,7 @@ namespace Minigames.Airplane.Core.Spawning
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UnlockedPoolIndices.Clear();
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UnlockedPoolIndices.Add(0); // Re-add pool 0
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if (showDebugLogs)
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if (settings.ShowDebugLogs)
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{
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Logging.Debug($"[{GetType().Name}] Cleanup complete");
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}
|
||||
@@ -252,14 +226,15 @@ namespace Minigames.Airplane.Core.Spawning
|
||||
UnlockedPoolIndices.Add(i);
|
||||
|
||||
// If exclusive mode, initialize spawn position for this pool
|
||||
if (poolMode == SpawnPoolMode.Exclusive && PlaneTransform != null)
|
||||
if (poolMode == SpawnPoolMode.Exclusive)
|
||||
{
|
||||
float minDist = pools[i].GetMinDistance(globalMinDistance);
|
||||
float maxDist = pools[i].GetMaxDistance(globalMaxDistance);
|
||||
PoolNextSpawnX[i] = PlaneTransform.position.x + Random.Range(minDist, maxDist);
|
||||
float minDist = pools[i].GetMinDistance(settings.ObjectSpawnMinDistance);
|
||||
float maxDist = pools[i].GetMaxDistance(settings.ObjectSpawnMaxDistance);
|
||||
// Initialize at last spawned position plus random distance
|
||||
PoolNextSpawnX[i] = LastSpawnedX + Random.Range(minDist, maxDist);
|
||||
}
|
||||
|
||||
if (showDebugLogs)
|
||||
if (settings.ShowDebugLogs)
|
||||
{
|
||||
Logging.Debug($"[{GetType().Name}] Unlocked pool {i} '{pools[i].description}' at time {GameTime:F2}s");
|
||||
}
|
||||
@@ -267,7 +242,7 @@ namespace Minigames.Airplane.Core.Spawning
|
||||
}
|
||||
}
|
||||
|
||||
protected GameObject SelectPrefabFromPools(out int selectedPoolIndex)
|
||||
protected virtual GameObject SelectPrefabFromPools(out int selectedPoolIndex)
|
||||
{
|
||||
selectedPoolIndex = -1;
|
||||
|
||||
@@ -294,9 +269,9 @@ namespace Minigames.Airplane.Core.Spawning
|
||||
if (LastUsedTimes.TryGetValue(prefab, out float lastUsedTime))
|
||||
{
|
||||
float timeSinceUse = GameTime - lastUsedTime;
|
||||
if (timeSinceUse < recencyPenaltyDuration)
|
||||
if (timeSinceUse < settings.RecencyPenaltyDuration)
|
||||
{
|
||||
weight = timeSinceUse / recencyPenaltyDuration; // 0 to 1 linear recovery
|
||||
weight = timeSinceUse / settings.RecencyPenaltyDuration; // 0 to 1 linear recovery
|
||||
}
|
||||
}
|
||||
|
||||
@@ -340,29 +315,17 @@ namespace Minigames.Airplane.Core.Spawning
|
||||
|
||||
protected virtual void PreSpawnTogether(float startX, float endX)
|
||||
{
|
||||
float currentX = startX + Random.Range(globalMinDistance, globalMaxDistance);
|
||||
float currentX = startX + Random.Range(settings.ObjectSpawnMinDistance, settings.ObjectSpawnMaxDistance);
|
||||
|
||||
while (currentX <= endX)
|
||||
{
|
||||
SpawnAtPosition(currentX);
|
||||
currentX += Random.Range(globalMinDistance, globalMaxDistance);
|
||||
currentX += Random.Range(settings.ObjectSpawnMinDistance, settings.ObjectSpawnMaxDistance);
|
||||
}
|
||||
|
||||
NextSpawnX = currentX;
|
||||
}
|
||||
|
||||
protected virtual void UpdateSpawningTogether(float planeX, float spawnAheadDistance)
|
||||
{
|
||||
float spawnTriggerX = LastSpawnedX + spawnAheadDistance;
|
||||
|
||||
if (planeX >= spawnTriggerX && planeX >= NextSpawnX)
|
||||
{
|
||||
SpawnAtPosition(NextSpawnX);
|
||||
LastSpawnedX = NextSpawnX;
|
||||
NextSpawnX += Random.Range(globalMinDistance, globalMaxDistance);
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Exclusive Mode Spawning
|
||||
@@ -373,8 +336,8 @@ namespace Minigames.Airplane.Core.Spawning
|
||||
{
|
||||
if (poolIndex >= pools.Length || !pools[poolIndex].HasPrefabs) continue;
|
||||
|
||||
float minDist = pools[poolIndex].GetMinDistance(globalMinDistance);
|
||||
float maxDist = pools[poolIndex].GetMaxDistance(globalMaxDistance);
|
||||
float minDist = pools[poolIndex].GetMinDistance(settings.ObjectSpawnMinDistance);
|
||||
float maxDist = pools[poolIndex].GetMaxDistance(settings.ObjectSpawnMaxDistance);
|
||||
float currentX = startX + Random.Range(minDist, maxDist);
|
||||
|
||||
while (currentX <= endX)
|
||||
@@ -387,49 +350,24 @@ namespace Minigames.Airplane.Core.Spawning
|
||||
}
|
||||
}
|
||||
|
||||
protected virtual void UpdateSpawningExclusive(float planeX, float spawnAheadDistance)
|
||||
{
|
||||
foreach (int poolIndex in UnlockedPoolIndices)
|
||||
{
|
||||
if (poolIndex >= pools.Length || !pools[poolIndex].HasPrefabs) continue;
|
||||
if (!PoolNextSpawnX.ContainsKey(poolIndex)) continue;
|
||||
|
||||
float nextX = PoolNextSpawnX[poolIndex];
|
||||
float spawnTargetX = planeX + spawnAheadDistance;
|
||||
|
||||
if (nextX <= spawnTargetX)
|
||||
{
|
||||
SpawnFromPool(poolIndex, nextX);
|
||||
|
||||
float minDist = pools[poolIndex].GetMinDistance(globalMinDistance);
|
||||
float maxDist = pools[poolIndex].GetMaxDistance(globalMaxDistance);
|
||||
PoolNextSpawnX[poolIndex] = nextX + Random.Range(minDist, maxDist);
|
||||
LastSpawnedX = Mathf.Max(LastSpawnedX, nextX);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Spawning
|
||||
|
||||
protected void SpawnAtPosition(float xPosition)
|
||||
{
|
||||
int selectedPoolIndex;
|
||||
GameObject prefab = SelectPrefabFromPools(out selectedPoolIndex);
|
||||
if (prefab == null) return;
|
||||
|
||||
SpawnFromPool(selectedPoolIndex, xPosition);
|
||||
GameObject prefab = SelectPrefabFromPools(out int poolIndex);
|
||||
if (prefab != null && poolIndex >= 0)
|
||||
{
|
||||
SpawnFromPool(poolIndex, xPosition);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Spawn a specific prefab from a pool at the given X position.
|
||||
/// Override this in derived classes to implement specific spawn logic.
|
||||
/// Derived classes must implement this to define spawn behavior.
|
||||
/// </summary>
|
||||
protected virtual void SpawnFromPool(int poolIndex, float xPosition)
|
||||
{
|
||||
// Derived classes implement specific spawn logic
|
||||
}
|
||||
protected abstract void SpawnFromPool(int poolIndex, float xPosition);
|
||||
|
||||
protected GameObject InstantiatePrefab(GameObject prefab, Vector3 position)
|
||||
{
|
||||
@@ -444,6 +382,95 @@ namespace Minigames.Airplane.Core.Spawning
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Object Positioning
|
||||
|
||||
/// <summary>
|
||||
/// Position an object based on the specified spawn mode.
|
||||
/// Used by spawners to apply Y positioning after instantiation.
|
||||
/// </summary>
|
||||
protected void PositionObject(GameObject obj, float xPosition, SpawnPositionMode mode,
|
||||
float specifiedY, float randomYMin, float randomYMax)
|
||||
{
|
||||
if (obj == null) return;
|
||||
|
||||
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
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -1,3 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 387858903c2c44e0ab007cb2ac886343
|
||||
timeCreated: 1765965907
|
||||
guid: f65e211e40b247ffb0ac920be5a9ce53
|
||||
timeCreated: 1765993195
|
||||
@@ -1,4 +1,6 @@
|
||||
using Core;
|
||||
using Core.Settings;
|
||||
using Minigames.Airplane.Data;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Minigames.Airplane.Core.Spawning
|
||||
@@ -6,6 +8,7 @@ namespace Minigames.Airplane.Core.Spawning
|
||||
/// <summary>
|
||||
/// Spawns ground tiles at fixed intervals.
|
||||
/// Inherits distance-based spawning from BaseDistanceSpawner.
|
||||
/// Uses IAirplaneSettings.GroundSpawnInterval for consistent tile spacing.
|
||||
/// </summary>
|
||||
public class GroundDistanceSpawner : BaseDistanceSpawner
|
||||
{
|
||||
@@ -13,6 +16,49 @@ namespace Minigames.Airplane.Core.Spawning
|
||||
[Tooltip("Y position at which to spawn ground tiles")]
|
||||
[SerializeField] private float groundSpawnY = -18f;
|
||||
|
||||
private float _groundSpawnInterval;
|
||||
|
||||
public override void Initialize(SpawnInitParameters initParams)
|
||||
{
|
||||
base.Initialize(initParams);
|
||||
|
||||
// Get fixed ground spawn interval from settings
|
||||
_groundSpawnInterval = initParams.Settings.GroundSpawnInterval;
|
||||
|
||||
// Force Together mode for ground spawning
|
||||
poolMode = SpawnPoolMode.Together;
|
||||
|
||||
if (settings.ShowDebugLogs)
|
||||
{
|
||||
Logging.Debug($"[GroundDistanceSpawner] Using fixed interval: {_groundSpawnInterval}f from settings");
|
||||
}
|
||||
}
|
||||
|
||||
// Override to use fixed intervals instead of random distances
|
||||
protected override void PreSpawnTogether(float startX, float endX)
|
||||
{
|
||||
float currentX = startX;
|
||||
|
||||
while (currentX <= endX)
|
||||
{
|
||||
SpawnAtPosition(currentX);
|
||||
currentX += _groundSpawnInterval; // FIXED interval, not random
|
||||
}
|
||||
|
||||
NextSpawnX = currentX;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Override SpawnNext to use fixed ground intervals instead of random distances.
|
||||
/// Called by orchestrator when distance check determines spawning is needed.
|
||||
/// </summary>
|
||||
public override void SpawnNext()
|
||||
{
|
||||
SpawnAtPosition(NextSpawnX);
|
||||
LastSpawnedX = NextSpawnX;
|
||||
NextSpawnX += _groundSpawnInterval; // FIXED interval, not random
|
||||
}
|
||||
|
||||
protected override void SpawnFromPool(int poolIndex, float xPosition)
|
||||
{
|
||||
if (poolIndex < 0 || poolIndex >= pools.Length || !pools[poolIndex].HasPrefabs)
|
||||
@@ -22,15 +68,15 @@ namespace Minigames.Airplane.Core.Spawning
|
||||
GameObject tilePrefab = pools[poolIndex].prefabs[Random.Range(0, pools[poolIndex].prefabs.Length)];
|
||||
if (tilePrefab == null) return;
|
||||
|
||||
// Calculate spawn position
|
||||
Vector3 spawnPosition = new Vector3(xPosition, groundSpawnY, 0f);
|
||||
// Calculate spawn position using settings
|
||||
Vector3 spawnPosition = new Vector3(xPosition, settings.GroundSpawnY, 0f);
|
||||
|
||||
// Instantiate
|
||||
GameObject instance = InstantiatePrefab(tilePrefab, spawnPosition);
|
||||
|
||||
if (showDebugLogs)
|
||||
if (settings.ShowDebugLogs)
|
||||
{
|
||||
Logging.Debug($"[GroundDistanceSpawner] Spawned ground tile at X={xPosition:F2}, Y={groundSpawnY:F2}");
|
||||
Logging.Debug($"[GroundDistanceSpawner] Spawned ground tile at X={xPosition:F2}, Y={settings.GroundSpawnY:F2}");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,71 +1,183 @@
|
||||
using Core;
|
||||
using Minigames.Airplane.Data;
|
||||
using Minigames.Airplane.Interactive;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Minigames.Airplane.Core.Spawning
|
||||
{
|
||||
/// <summary>
|
||||
/// Spawns obstacle objects (positive and negative) with weighted ratio management.
|
||||
/// Uses exactly 2 fixed pools: Pool 0 = Positive, Pool 1 = Negative.
|
||||
/// Inherits distance-based spawning from BaseDistanceSpawner.
|
||||
/// </summary>
|
||||
public class ObstacleDistanceSpawner : BaseDistanceSpawner
|
||||
{
|
||||
[Header("Obstacle-Specific")]
|
||||
[Tooltip("Ratio of positive to negative objects (0 = all negative, 1 = all positive)")]
|
||||
[Range(0f, 1f)]
|
||||
[SerializeField] private float positiveNegativeRatio = 0.5f;
|
||||
|
||||
[Tooltip("Array indices that should be treated as positive objects")]
|
||||
[SerializeField] private int[] positivePoolIndices;
|
||||
|
||||
[Tooltip("Array indices that should be treated as negative objects")]
|
||||
[SerializeField] private int[] negativePoolIndices;
|
||||
|
||||
[Header("Positioning")]
|
||||
[SerializeField] private int groundLayer;
|
||||
[SerializeField] private float maxGroundRaycastDistance = 50f;
|
||||
[SerializeField] private float defaultObjectYOffset;
|
||||
|
||||
private int _positiveSpawnCount;
|
||||
private int _negativeSpawnCount;
|
||||
|
||||
public override void Initialize()
|
||||
public override void Initialize(SpawnInitParameters initParams)
|
||||
{
|
||||
base.Initialize();
|
||||
// TEMPORARY: Unconditional log to verify this is being called
|
||||
Logging.Debug("[ObstacleDistanceSpawner] Initialize() called - spawner is active!");
|
||||
|
||||
// Validate exactly 2 pools
|
||||
if (pools == null || pools.Length != 2)
|
||||
{
|
||||
Logging.Error("[ObstacleDistanceSpawner] Must have exactly 2 pools (Positive, Negative)!");
|
||||
}
|
||||
|
||||
base.Initialize(initParams);
|
||||
_positiveSpawnCount = 0;
|
||||
_negativeSpawnCount = 0;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Override base prefab selection to implement positive/negative ratio management.
|
||||
/// Uses actual spawn counts to maintain target ratio over time.
|
||||
/// </summary>
|
||||
protected override GameObject SelectPrefabFromPools(out int selectedPoolIndex)
|
||||
{
|
||||
selectedPoolIndex = -1;
|
||||
|
||||
// Determine which pool (positive or negative) based on ratio
|
||||
int targetPoolIndex = DeterminePoolIndexByRatio();
|
||||
|
||||
if (targetPoolIndex < 0 || targetPoolIndex >= pools.Length || !pools[targetPoolIndex].HasPrefabs)
|
||||
{
|
||||
if (settings.ShowDebugLogs)
|
||||
{
|
||||
Logging.Warning($"[ObstacleDistanceSpawner] Target pool {targetPoolIndex} has no prefabs!");
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
// Get all prefabs from the target pool
|
||||
List<GameObject> availablePrefabs = new List<GameObject>();
|
||||
List<float> prefabWeights = new List<float>();
|
||||
|
||||
foreach (GameObject prefab in pools[targetPoolIndex].prefabs)
|
||||
{
|
||||
if (prefab == null) continue;
|
||||
|
||||
availablePrefabs.Add(prefab);
|
||||
|
||||
// Calculate weight based on recency tracking
|
||||
float weight = 1f;
|
||||
if (LastUsedTimes.TryGetValue(prefab, out float lastUsedTime))
|
||||
{
|
||||
float timeSinceUse = GameTime - lastUsedTime;
|
||||
if (timeSinceUse < settings.RecencyPenaltyDuration)
|
||||
{
|
||||
weight = timeSinceUse / settings.RecencyPenaltyDuration; // 0 to 1 linear recovery
|
||||
}
|
||||
}
|
||||
|
||||
prefabWeights.Add(weight);
|
||||
}
|
||||
|
||||
if (availablePrefabs.Count == 0) return null;
|
||||
|
||||
// Select using weighted random (respects recency)
|
||||
int selectedIndex = WeightedRandom(prefabWeights);
|
||||
GameObject selectedPrefab = availablePrefabs[selectedIndex];
|
||||
selectedPoolIndex = targetPoolIndex;
|
||||
|
||||
// Update recency tracking
|
||||
LastUsedTimes[selectedPrefab] = GameTime;
|
||||
|
||||
if (settings.ShowDebugLogs)
|
||||
{
|
||||
Logging.Debug($"[ObstacleDistanceSpawner] Selected {(targetPoolIndex == 0 ? "positive" : "negative")} prefab from pool {targetPoolIndex}");
|
||||
}
|
||||
|
||||
return selectedPrefab;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Determines which pool (positive or negative) to spawn from based on target ratio.
|
||||
/// Uses actual spawn counts to push toward target ratio over time.
|
||||
/// </summary>
|
||||
private int DeterminePoolIndexByRatio()
|
||||
{
|
||||
int totalSpawned = _positiveSpawnCount + _negativeSpawnCount;
|
||||
float targetPositiveRatio = settings.PositiveNegativeRatio;
|
||||
|
||||
bool shouldSpawnPositive;
|
||||
|
||||
// First spawn - use ratio as pure probability
|
||||
if (totalSpawned == 0)
|
||||
{
|
||||
shouldSpawnPositive = Random.value < targetPositiveRatio;
|
||||
if (settings.ShowDebugLogs)
|
||||
{
|
||||
Logging.Debug($"[ObstacleDistanceSpawner] First spawn - ratio {targetPositiveRatio:P0} → {(shouldSpawnPositive ? "positive" : "negative")}");
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Calculate current ratio vs target
|
||||
float currentPositiveRatio = (float)_positiveSpawnCount / totalSpawned;
|
||||
float difference = targetPositiveRatio - currentPositiveRatio;
|
||||
|
||||
// Adjust probability based on how far we are from target
|
||||
// If difference > 0: we need more positives, increase positive chance
|
||||
// If difference < 0: we need more negatives, decrease positive chance
|
||||
float adjustedProbability = Mathf.Clamp01(targetPositiveRatio + difference);
|
||||
|
||||
shouldSpawnPositive = Random.value < adjustedProbability;
|
||||
|
||||
if (settings.ShowDebugLogs)
|
||||
{
|
||||
Logging.Debug($"[ObstacleDistanceSpawner] Ratio tracking: {_positiveSpawnCount}pos/{_negativeSpawnCount}neg ({currentPositiveRatio:P0} current vs {targetPositiveRatio:P0} target) → adjusted probability {adjustedProbability:P0} → {(shouldSpawnPositive ? "positive" : "negative")}");
|
||||
}
|
||||
}
|
||||
|
||||
return shouldSpawnPositive ? 0 : 1;
|
||||
}
|
||||
|
||||
protected override void SpawnFromPool(int poolIndex, float xPosition)
|
||||
{
|
||||
if (poolIndex < 0 || poolIndex >= pools.Length || !pools[poolIndex].HasPrefabs)
|
||||
if (poolIndex < 0 || poolIndex >= 2 || !pools[poolIndex].HasPrefabs)
|
||||
return;
|
||||
|
||||
// Determine if this should spawn positive or negative
|
||||
bool isPositivePool = System.Array.IndexOf(positivePoolIndices, poolIndex) >= 0;
|
||||
bool isNegativePool = System.Array.IndexOf(negativePoolIndices, poolIndex) >= 0;
|
||||
|
||||
// If pool is not specifically marked, use weighted random
|
||||
bool spawnPositive = isPositivePool || (!isNegativePool && ShouldSpawnPositive());
|
||||
// Pool index directly determines positive/negative
|
||||
// Pool 0 = Positive, Pool 1 = Negative
|
||||
bool spawnPositive = (poolIndex == 0);
|
||||
|
||||
// Select random prefab from pool
|
||||
GameObject prefab = pools[poolIndex].prefabs[Random.Range(0, pools[poolIndex].prefabs.Length)];
|
||||
if (prefab == null) return;
|
||||
|
||||
// Get spawn position from spawnPoint or use default
|
||||
float spawnY = spawnPoint != null ? spawnPoint.position.y : 0f;
|
||||
Vector3 tempPosition = new Vector3(xPosition, spawnY, 0f);
|
||||
// Temporary spawn position (Y will be adjusted by PositionObject)
|
||||
Vector3 tempPosition = new Vector3(xPosition, 0f, 0f);
|
||||
|
||||
// Instantiate
|
||||
GameObject instance = InstantiatePrefab(prefab, tempPosition);
|
||||
|
||||
// Try to get spawn entry for positioning
|
||||
// Try to get spawn entry for positioning (per-prefab override)
|
||||
var spawnEntry = prefab.GetComponent<PrefabSpawnEntryComponent>();
|
||||
if (spawnEntry != null)
|
||||
{
|
||||
// Use per-prefab configuration
|
||||
PositionObject(instance, xPosition, spawnEntry.spawnPositionMode,
|
||||
spawnEntry.specifiedY, spawnEntry.randomYMin, spawnEntry.randomYMax);
|
||||
|
||||
if (settings.ShowDebugLogs)
|
||||
{
|
||||
Logging.Debug($"[ObstacleDistanceSpawner] Using per-prefab positioning: {spawnEntry.spawnPositionMode}");
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Fall back to global default configuration from settings
|
||||
PositionObject(instance, xPosition, settings.DefaultObstaclePositionMode,
|
||||
settings.FallbackYPosition, settings.DefaultObstacleRandomYMin, settings.DefaultObstacleRandomYMax);
|
||||
|
||||
if (settings.ShowDebugLogs)
|
||||
{
|
||||
Logging.Debug($"[ObstacleDistanceSpawner] Using default positioning from settings: {settings.DefaultObstaclePositionMode}");
|
||||
}
|
||||
}
|
||||
|
||||
// Initialize if implements interface
|
||||
@@ -81,100 +193,12 @@ namespace Minigames.Airplane.Core.Spawning
|
||||
else
|
||||
_negativeSpawnCount++;
|
||||
|
||||
if (showDebugLogs)
|
||||
if (settings.ShowDebugLogs)
|
||||
{
|
||||
Logging.Debug($"[ObstacleDistanceSpawner] Spawned {(spawnPositive ? "positive" : "negative")} at X={xPosition:F2} from pool {poolIndex}");
|
||||
}
|
||||
}
|
||||
|
||||
private bool ShouldSpawnPositive()
|
||||
{
|
||||
int totalSpawned = _positiveSpawnCount + _negativeSpawnCount;
|
||||
|
||||
// First few spawns - use pure random
|
||||
if (totalSpawned < 5)
|
||||
{
|
||||
return Random.value <= positiveNegativeRatio;
|
||||
}
|
||||
|
||||
// Calculate current ratio and adjust
|
||||
float currentRatio = totalSpawned > 0 ? (float)_positiveSpawnCount / totalSpawned : 0.5f;
|
||||
float targetRatio = positiveNegativeRatio;
|
||||
|
||||
float adjustedProbability;
|
||||
if (currentRatio < targetRatio)
|
||||
{
|
||||
adjustedProbability = Mathf.Lerp(targetRatio, 1f, (targetRatio - currentRatio) * 2f);
|
||||
}
|
||||
else
|
||||
{
|
||||
adjustedProbability = Mathf.Lerp(0f, targetRatio, 1f - (currentRatio - targetRatio) * 2f);
|
||||
}
|
||||
|
||||
return Random.value <= adjustedProbability;
|
||||
}
|
||||
|
||||
private void PositionObject(GameObject obj, float xPosition, SpawnPositionMode mode,
|
||||
float specifiedY, float randomYMin, float randomYMax)
|
||||
{
|
||||
if (obj == null) return;
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
private float SnapToGround(GameObject obj, float xPosition)
|
||||
{
|
||||
Vector2 rayOrigin = new Vector2(xPosition, 0f);
|
||||
int layerMask = 1 << groundLayer;
|
||||
RaycastHit2D hit = Physics2D.Raycast(rayOrigin, Vector2.down, maxGroundRaycastDistance, layerMask);
|
||||
|
||||
if (hit.collider != null)
|
||||
{
|
||||
float groundY = hit.point.y;
|
||||
Bounds bounds = GetObjectBounds(obj);
|
||||
return groundY + bounds.extents.y;
|
||||
}
|
||||
|
||||
return defaultObjectYOffset;
|
||||
}
|
||||
|
||||
private 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);
|
||||
}
|
||||
|
||||
public override void Cleanup()
|
||||
{
|
||||
base.Cleanup();
|
||||
@@ -182,18 +206,5 @@ namespace Minigames.Airplane.Core.Spawning
|
||||
_negativeSpawnCount = 0;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Helper component to store spawn entry data on prefabs.
|
||||
/// Attach this to prefabs that need specific positioning.
|
||||
/// </summary>
|
||||
public class PrefabSpawnEntryComponent : MonoBehaviour
|
||||
{
|
||||
public SpawnPositionMode spawnPositionMode = SpawnPositionMode.SnapToGround;
|
||||
public float specifiedY;
|
||||
public float randomYMin = -5f;
|
||||
public float randomYMax = 5f;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
@@ -24,7 +24,7 @@ namespace Minigames.Airplane.Core.Spawning
|
||||
|
||||
private Transform _currentCameraTransform;
|
||||
|
||||
public override void Initialize()
|
||||
public override void Initialize(SpawnInitParameters initParams)
|
||||
{
|
||||
// Force exclusive mode
|
||||
poolMode = SpawnPoolMode.Exclusive;
|
||||
@@ -35,7 +35,7 @@ namespace Minigames.Airplane.Core.Spawning
|
||||
Logging.Error("[ParallaxBackgroundSpawner] Must have exactly 3 pools (Background, Middle, Foreground)!");
|
||||
}
|
||||
|
||||
base.Initialize();
|
||||
base.Initialize(initParams);
|
||||
|
||||
// Subscribe to camera changes
|
||||
if (cameraManager != null)
|
||||
@@ -76,7 +76,7 @@ namespace Minigames.Airplane.Core.Spawning
|
||||
}
|
||||
}
|
||||
|
||||
if (showDebugLogs)
|
||||
if (settings.ShowDebugLogs)
|
||||
{
|
||||
Logging.Debug($"[ParallaxBackgroundSpawner] Camera changed to {newState}, updated parallax elements");
|
||||
}
|
||||
@@ -91,9 +91,8 @@ namespace Minigames.Airplane.Core.Spawning
|
||||
GameObject prefab = pools[poolIndex].prefabs[Random.Range(0, pools[poolIndex].prefabs.Length)];
|
||||
if (prefab == null) return;
|
||||
|
||||
// Get spawn Y from spawnPoint or default
|
||||
float spawnY = spawnPoint != null ? spawnPoint.position.y : 0f;
|
||||
Vector3 spawnPosition = new Vector3(xPosition, spawnY, 0f);
|
||||
// Spawn at temporary position (Y will be adjusted by PositionObject if component exists)
|
||||
Vector3 spawnPosition = new Vector3(xPosition, 0f, 0f);
|
||||
|
||||
// Instantiate
|
||||
GameObject instance = InstantiatePrefab(prefab, spawnPosition);
|
||||
@@ -115,7 +114,16 @@ namespace Minigames.Airplane.Core.Spawning
|
||||
// Set sort layer on sprite renderer
|
||||
SetSortLayer(instance, layer);
|
||||
|
||||
if (showDebugLogs)
|
||||
// Try to get spawn entry for Y positioning (same logic as obstacles)
|
||||
var spawnEntry = prefab.GetComponent<PrefabSpawnEntryComponent>();
|
||||
if (spawnEntry != null)
|
||||
{
|
||||
PositionObject(instance, xPosition, spawnEntry.spawnPositionMode,
|
||||
spawnEntry.specifiedY, spawnEntry.randomYMin, spawnEntry.randomYMax);
|
||||
}
|
||||
// Otherwise stays at Y=0
|
||||
|
||||
if (settings.ShowDebugLogs)
|
||||
{
|
||||
Logging.Debug($"[ParallaxBackgroundSpawner] Spawned {layer} element at X={xPosition:F2}");
|
||||
}
|
||||
@@ -136,7 +144,7 @@ namespace Minigames.Airplane.Core.Spawning
|
||||
|
||||
spriteRenderer.sortingLayerName = sortLayerName;
|
||||
|
||||
if (showDebugLogs)
|
||||
if (settings.ShowDebugLogs)
|
||||
{
|
||||
Logging.Debug($"[ParallaxBackgroundSpawner] Set sort layer '{sortLayerName}' for {layer}");
|
||||
}
|
||||
|
||||
@@ -0,0 +1,27 @@
|
||||
using Minigames.Airplane.Data;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Minigames.Airplane.Data
|
||||
{
|
||||
/// <summary>
|
||||
/// Component to store spawn positioning data on prefabs.
|
||||
/// Attach this to obstacle prefabs that need specific positioning behavior.
|
||||
/// If not present, spawner will use default positioning from AirplaneSettings.
|
||||
/// </summary>
|
||||
[AddComponentMenu("Airplane/Prefab Spawn Entry")]
|
||||
public class PrefabSpawnEntryComponent : MonoBehaviour
|
||||
{
|
||||
[Tooltip("How to position this object vertically")]
|
||||
public SpawnPositionMode spawnPositionMode = SpawnPositionMode.SnapToGround;
|
||||
|
||||
[Tooltip("Y position to use (when mode is SpecifiedY)")]
|
||||
public float specifiedY;
|
||||
|
||||
[Tooltip("Min Y for random range (when mode is RandomRange)")]
|
||||
public float randomYMin = -5f;
|
||||
|
||||
[Tooltip("Max Y for random range (when mode is RandomRange)")]
|
||||
public float randomYMax = 5f;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 90239fb003214b4087d0717f6f417161
|
||||
timeCreated: 1765990367
|
||||
@@ -0,0 +1,32 @@
|
||||
using Core.Settings;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Minigames.Airplane.Data
|
||||
{
|
||||
/// <summary>
|
||||
/// Parameters passed from AirplaneSpawnManager to spawners during initialization.
|
||||
/// Encapsulates shared references and configuration.
|
||||
/// </summary>
|
||||
public class SpawnInitParameters
|
||||
{
|
||||
/// <summary>
|
||||
/// Parent transform for spawned objects (organization)
|
||||
/// </summary>
|
||||
public Transform SpawnContainer { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Settings reference for spawn configuration
|
||||
/// </summary>
|
||||
public IAirplaneSettings Settings { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Create spawn initialization parameters
|
||||
/// </summary>
|
||||
public SpawnInitParameters(Transform spawnContainer, IAirplaneSettings settings)
|
||||
{
|
||||
SpawnContainer = spawnContainer;
|
||||
Settings = settings;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: eb788e2f6d204a5fb1b2ae79ed38e7c2
|
||||
timeCreated: 1765972065
|
||||
@@ -107,6 +107,9 @@ namespace Minigames.Airplane.Settings
|
||||
[Tooltip("Distance interval for ground tile spawning")]
|
||||
[SerializeField] private float groundSpawnInterval = 5f;
|
||||
|
||||
[Tooltip("Time penalty (seconds) applied to recently-spawned prefabs for diversity")]
|
||||
[SerializeField] private float recencyPenaltyDuration = 10f;
|
||||
|
||||
[Header("Ground Snapping")]
|
||||
[Tooltip("Layer for ground detection (objects will snap to this)")]
|
||||
[Layer]
|
||||
@@ -115,8 +118,24 @@ namespace Minigames.Airplane.Settings
|
||||
[Tooltip("Maximum distance to raycast for ground")]
|
||||
[SerializeField] private float maxGroundRaycastDistance = 50f;
|
||||
|
||||
[Tooltip("Default Y offset for objects if no ground found")]
|
||||
[SerializeField] private float defaultObjectYOffset = 0f;
|
||||
[Tooltip("Fallback Y position (used when SnapToGround fails OR when using SpecifiedY positioning mode)")]
|
||||
[SerializeField] private float fallbackYPosition = 0f;
|
||||
|
||||
[Tooltip("Y position at which to spawn ground tiles")]
|
||||
[SerializeField] private float groundSpawnY = -18f;
|
||||
|
||||
[Header("Default Obstacle Positioning")]
|
||||
[Tooltip("Default mode for obstacle positioning")]
|
||||
[SerializeField] private Data.SpawnPositionMode defaultObstaclePositionMode = Data.SpawnPositionMode.SnapToGround;
|
||||
|
||||
[Tooltip("Default Y position for obstacles (if specified)")]
|
||||
[SerializeField] private float defaultObstacleSpecifiedY = -10f;
|
||||
|
||||
[Tooltip("Minimum random Y position for obstacles (if random range used)")]
|
||||
[SerializeField] private float defaultObstacleRandomYMin = -5;
|
||||
|
||||
[Tooltip("Maximum random Y position for obstacles (if random range used)")]
|
||||
[SerializeField] private float defaultObstacleRandomYMax = 5;
|
||||
|
||||
[Header("Debug")]
|
||||
[Tooltip("Show debug logs in console")]
|
||||
@@ -155,9 +174,14 @@ namespace Minigames.Airplane.Settings
|
||||
public float PositiveNegativeRatio => positiveNegativeRatio;
|
||||
public float SpawnDistanceAhead => spawnDistanceAhead;
|
||||
public float GroundSpawnInterval => groundSpawnInterval;
|
||||
public float RecencyPenaltyDuration => recencyPenaltyDuration;
|
||||
public int GroundLayer => groundLayer;
|
||||
public float MaxGroundRaycastDistance => maxGroundRaycastDistance;
|
||||
public float DefaultObjectYOffset => defaultObjectYOffset;
|
||||
public float FallbackYPosition => fallbackYPosition;
|
||||
public float GroundSpawnY => groundSpawnY;
|
||||
public Data.SpawnPositionMode DefaultObstaclePositionMode => defaultObstaclePositionMode;
|
||||
public float DefaultObstacleRandomYMin => defaultObstacleRandomYMin;
|
||||
public float DefaultObstacleRandomYMax => defaultObstacleRandomYMax;
|
||||
public bool ShowDebugLogs => showDebugLogs;
|
||||
|
||||
#endregion
|
||||
|
||||
Reference in New Issue
Block a user