Stash work

This commit is contained in:
Michal Pikulski
2025-12-08 16:46:50 +01:00
parent 596f3e4fa6
commit 8a65a5d0f6
27 changed files with 2106 additions and 1488 deletions

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using Core;
using UnityEngine;
using Input;
using AppleHills.Core.Settings;
namespace Minigames.TrashMaze.Core
{
/// <summary>
/// Controls Pulver character movement in the Trash Maze.
/// Inherits from BasePlayerMovementController for tap-to-move and hold-to-move.
/// Updates global shader properties for vision radius system.
/// </summary>
public class PulverController : BasePlayerMovementController
{
public static PulverController Instance { get; private set; }
[Header("Vision")]
[SerializeField] private float visionRadius = 3f;
// Cached shader property IDs for performance
private static readonly int PlayerWorldPosID = Shader.PropertyToID("_PlayerWorldPos");
private static readonly int VisionRadiusID = Shader.PropertyToID("_VisionRadius");
// Public accessors for other systems
public static Vector2 PlayerPosition => Instance != null ? Instance.transform.position : Vector2.zero;
public static float VisionRadius => Instance != null ? Instance.visionRadius : 3f;
internal override void OnManagedAwake()
{
// Singleton pattern
if (Instance != null && Instance != this)
{
Logging.Warning("[PulverController] Duplicate instance detected. Destroying duplicate.");
Destroy(gameObject);
return;
}
Instance = this;
base.OnManagedAwake();
Logging.Debug("[PulverController] Initialized");
}
protected override void LoadSettings()
{
var configs = GameManager.GetSettingsObject<IPlayerMovementConfigs>();
_movementSettings = configs.TrashMazeMovement;
}
protected override void Update()
{
base.Update(); // Call base for movement and animation
// Update global shader properties for vision system
UpdateShaderGlobals();
}
/// <summary>
/// Updates global shader properties used by visibility shaders
/// </summary>
private void UpdateShaderGlobals()
{
Shader.SetGlobalVector(PlayerWorldPosID, transform.position);
Shader.SetGlobalFloat(VisionRadiusID, visionRadius);
}
internal override void OnManagedDestroy()
{
base.OnManagedDestroy();
if (Instance == this)
{
Instance = null;
}
}
/// <summary>
/// Set vision radius at runtime
/// </summary>
public void SetVisionRadius(float radius)
{
visionRadius = Mathf.Max(0.1f, radius);
}
}
}

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using Core;
using Core.Lifecycle;
using UnityEngine;
namespace Minigames.TrashMaze.Core
{
/// <summary>
/// Main controller for the Trash Maze minigame.
/// Initializes the vision system and manages game flow.
/// </summary>
public class TrashMazeController : ManagedBehaviour
{
public static TrashMazeController Instance { get; private set; }
[Header("Player")]
[SerializeField] private PulverController pulverPrefab;
[SerializeField] private Transform startPosition;
[Header("World Settings")]
[SerializeField] private Vector2 worldSize = new Vector2(100f, 100f);
[SerializeField] private Vector2 worldCenter = Vector2.zero;
[Header("Exit")]
[SerializeField] private Transform exitPosition;
private PulverController _pulverInstance;
private bool _mazeCompleted;
internal override void OnManagedAwake()
{
base.OnManagedAwake();
// Singleton pattern
if (Instance != null && Instance != this)
{
Logging.Warning("[TrashMazeController] Duplicate instance detected. Destroying duplicate.");
Destroy(gameObject);
return;
}
Instance = this;
}
internal override void OnManagedStart()
{
base.OnManagedStart();
Logging.Debug("[TrashMazeController] Initializing Trash Maze");
InitializeMaze();
}
private void InitializeMaze()
{
// Set global shader properties for world bounds
Shader.SetGlobalVector("_WorldSize", worldSize);
Shader.SetGlobalVector("_WorldCenter", worldCenter);
// Spawn player
SpawnPulver();
Logging.Debug("[TrashMazeController] Trash Maze initialized");
}
private void SpawnPulver()
{
if (pulverPrefab == null)
{
Logging.Error("[TrashMazeController] Pulver prefab not assigned!");
return;
}
Vector3 spawnPosition = startPosition != null ? startPosition.position : Vector3.zero;
_pulverInstance = Instantiate(pulverPrefab, spawnPosition, Quaternion.identity);
Logging.Debug($"[TrashMazeController] Pulver spawned at {spawnPosition}");
}
/// <summary>
/// Called when player reaches the maze exit
/// </summary>
public void OnExitReached()
{
if (_mazeCompleted)
{
Logging.Debug("[TrashMazeController] Maze already completed");
return;
}
_mazeCompleted = true;
Logging.Debug("[TrashMazeController] Maze completed! Player reached exit.");
// TODO: Trigger completion events
// - Award booster packs collected
// - Open gate for Trafalgar
// - Switch control to Trafalgar
}
/// <summary>
/// Called when player collects a booster pack
/// </summary>
public void OnBoosterPackCollected()
{
Logging.Debug("[TrashMazeController] Booster pack collected");
// TODO: Integrate with card album system
// CardAlbum.AddBoosterPack();
}
internal override void OnManagedDestroy()
{
base.OnManagedDestroy();
if (Instance == this)
{
Instance = null;
}
}
}
}

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using Core;
using Minigames.TrashMaze.Core;
using UnityEngine;
namespace Minigames.TrashMaze.Objects
{
/// <summary>
/// Component for objects that need reveal memory (obstacles, booster packs, treasures).
/// Tracks if object has been revealed and updates material properties accordingly.
/// </summary>
[RequireComponent(typeof(SpriteRenderer))]
public class RevealableObject : MonoBehaviour
{
[Header("Textures")]
[SerializeField] private Sprite normalSprite;
[SerializeField] private Sprite outlineSprite;
[Header("Object Type")]
[SerializeField] private bool isBoosterPack = false;
[SerializeField] private bool isExit = false;
private SpriteRenderer _spriteRenderer;
private Material _instanceMaterial;
private bool _hasBeenRevealed = false;
private bool _isCollected = false;
// Material property IDs (cached for performance)
private static readonly int IsRevealedID = Shader.PropertyToID("_IsRevealed");
private static readonly int IsInVisionID = Shader.PropertyToID("_IsInVision");
private void Awake()
{
_spriteRenderer = GetComponent<SpriteRenderer>();
// Create instance material so each object has its own properties
if (_spriteRenderer.material != null)
{
_instanceMaterial = new Material(_spriteRenderer.material);
_spriteRenderer.material = _instanceMaterial;
}
else
{
Logging.Error($"[RevealableObject] No material assigned to {gameObject.name}");
}
}
private void Start()
{
// Initialize material properties
if (_instanceMaterial != null)
{
_instanceMaterial.SetFloat(IsRevealedID, 0f);
_instanceMaterial.SetFloat(IsInVisionID, 0f);
// Set textures if provided
if (normalSprite != null)
{
_instanceMaterial.SetTexture("_MainTex", normalSprite.texture);
}
if (outlineSprite != null)
{
_instanceMaterial.SetTexture("_OutlineTex", outlineSprite.texture);
}
}
}
private void Update()
{
if (_isCollected || _instanceMaterial == null) return;
// Calculate distance to player
float distance = Vector2.Distance(transform.position, PulverController.PlayerPosition);
bool isInRadius = distance < PulverController.VisionRadius;
// Update real-time vision flag
_instanceMaterial.SetFloat(IsInVisionID, isInRadius ? 1f : 0f);
// Set revealed flag (once true, stays true)
if (isInRadius && !_hasBeenRevealed)
{
_hasBeenRevealed = true;
_instanceMaterial.SetFloat(IsRevealedID, 1f);
Logging.Debug($"[RevealableObject] {gameObject.name} revealed!");
}
}
private void OnTriggerEnter2D(Collider2D other)
{
// Check if player is interacting
if (other.CompareTag("Player") && _hasBeenRevealed && !_isCollected)
{
HandleInteraction();
}
}
private void HandleInteraction()
{
if (isBoosterPack)
{
CollectBoosterPack();
}
else if (isExit)
{
ActivateExit();
}
}
private void CollectBoosterPack()
{
_isCollected = true;
Logging.Debug($"[RevealableObject] Booster pack collected: {gameObject.name}");
// Notify controller
if (TrashMazeController.Instance != null)
{
TrashMazeController.Instance.OnBoosterPackCollected();
}
// Destroy object
Destroy(gameObject);
}
private void ActivateExit()
{
Logging.Debug($"[RevealableObject] Exit activated: {gameObject.name}");
// Notify controller
if (TrashMazeController.Instance != null)
{
TrashMazeController.Instance.OnExitReached();
}
}
private void OnDestroy()
{
// Clean up instance material
if (_instanceMaterial != null)
{
Destroy(_instanceMaterial);
}
}
/// <summary>
/// Check if object is currently visible to player
/// </summary>
public bool IsVisible()
{
float distance = Vector2.Distance(transform.position, PulverController.PlayerPosition);
return distance < PulverController.VisionRadius;
}
/// <summary>
/// Check if object has been revealed at any point
/// </summary>
public bool HasBeenRevealed()
{
return _hasBeenRevealed;
}
/// <summary>
/// Force reveal the object (for debugging or special cases)
/// </summary>
public void ForceReveal()
{
_hasBeenRevealed = true;
if (_instanceMaterial != null)
{
_instanceMaterial.SetFloat(IsRevealedID, 1f);
}
}
}
}

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