Resolved the obstacle spawning issue

This commit is contained in:
Michal Pikulski
2025-09-18 15:51:18 +02:00
parent c5ce2ae1af
commit 9be8d1619b
4 changed files with 185 additions and 56 deletions

View File

@@ -155,18 +155,21 @@ namespace Minigames.DivingForPictures
/// </summary>
private void CheckIfOffScreen()
{
if (_mainCamera == null) return;
// Calculate screen top if not cached
if (_screenTop == 0f)
if (_mainCamera == null)
{
Vector3 topWorldPoint = _mainCamera.ViewportToWorldPoint(new Vector3(0.5f, 1f, _mainCamera.nearClipPlane));
_screenTop = topWorldPoint.y;
_mainCamera = Camera.main;
if (_mainCamera == null) return;
}
// Check if obstacle is above screen
if (transform.position.y > _screenTop + 2f) // Extra buffer for safety
// Always recalculate screen bounds to ensure accuracy
Vector3 topWorldPoint = _mainCamera.ViewportToWorldPoint(new Vector3(0.5f, 1f, _mainCamera.transform.position.z));
_screenTop = topWorldPoint.y;
// Check if obstacle is significantly above screen top (obstacles move upward)
// Use a larger buffer to ensure obstacles are truly off-screen before returning to pool
if (transform.position.y > _screenTop + 5f)
{
Debug.Log($"[FloatingObstacle] {gameObject.name} off-screen at Y:{transform.position.y:F2}, screen top:{_screenTop:F2}");
ReturnToPool();
}
}
@@ -176,14 +179,33 @@ namespace Minigames.DivingForPictures
/// </summary>
private void ReturnToPool()
{
// CRITICAL: Stop all behavior first to prevent race conditions
// This ensures no more off-screen checks or movement happen during pool return
StopObstacleBehavior();
if (spawner != null)
{
spawner.ReturnObstacleToPool(gameObject, prefabIndex);
}
else
{
Debug.LogWarning($"[FloatingObstacle] Cannot return {gameObject.name} to pool - missing spawner reference");
Destroy(gameObject);
// Try to find the spawner instead of destroying the object
ObstacleSpawner foundSpawner = FindFirstObjectByType<ObstacleSpawner>();
if (foundSpawner != null)
{
Debug.LogWarning($"[FloatingObstacle] Obstacle {gameObject.name} lost spawner reference, found replacement spawner");
spawner = foundSpawner;
spawner.ReturnObstacleToPool(gameObject, prefabIndex);
}
else
{
// No spawner found - just deactivate the object instead of destroying it
Debug.LogWarning($"[FloatingObstacle] No spawner found for {gameObject.name}, deactivating safely");
gameObject.SetActive(false);
// Move to a safe location to avoid interference
transform.position = new Vector3(1000f, 1000f, 0f);
}
}
}
@@ -201,7 +223,9 @@ namespace Minigames.DivingForPictures
/// </summary>
public void OnSpawn()
{
// Reset all state first
_screenTop = 0f; // Reset cached screen bounds
_mainCamera = Camera.main; // Refresh camera reference
// Re-enable the collider for reuse
if (_collider != null)
@@ -209,10 +233,9 @@ namespace Minigames.DivingForPictures
_collider.enabled = true;
}
// Ensure the obstacle is active and visible
gameObject.SetActive(true);
Debug.Log($"[FloatingObstacle] Obstacle {gameObject.name} spawned from pool");
Debug.Log($"[FloatingObstacle] Obstacle {gameObject.name} spawned");
// Note: Don't start coroutines here - OnEnable() will handle that when SetActive(true) is called
}
/// <summary>
@@ -220,13 +243,16 @@ namespace Minigames.DivingForPictures
/// </summary>
public void OnDespawn()
{
// Stop all coroutines before returning to pool
StopObstacleBehavior();
// Re-enable collider for next use (in case it was disabled)
if (_collider != null)
{
_collider.enabled = true;
}
Debug.Log($"[FloatingObstacle] Obstacle {gameObject.name} despawned");
Debug.Log($"[FloatingObstacle] Obstacle {gameObject.name} despawned to pool");
}
/// <summary>