Merge pull request 'Add a pausable interface and make minigameobjecs pausable' (#20) from pause_minigame into main
Reviewed-on: #20
This commit is contained in:
@@ -1,6 +1,9 @@
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using UnityEngine;
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using UnityEngine;
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using AppleHills.Core.Settings;
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using AppleHills.Core.Settings;
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using System;
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using System;
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using System.Collections.Generic;
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using AppleHills.Core.Interfaces;
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using UI;
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/// <summary>
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/// <summary>
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/// Singleton manager for global game state and settings. Provides accessors for various gameplay parameters.
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/// Singleton manager for global game state and settings. Provides accessors for various gameplay parameters.
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@@ -36,6 +39,21 @@ public class GameManager : MonoBehaviour
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[SerializeField] private bool _developerSettingsLoaded = false;
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[SerializeField] private bool _developerSettingsLoaded = false;
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public bool SettingsLoaded => _settingsLoaded;
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public bool SettingsLoaded => _settingsLoaded;
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public bool DeveloperSettingsLoaded => _developerSettingsLoaded;
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public bool DeveloperSettingsLoaded => _developerSettingsLoaded;
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[Header("Game State")]
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[SerializeField] private bool _isPaused = false;
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/// <summary>
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/// Current pause state of the game
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/// </summary>
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public bool IsPaused => _isPaused;
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// List of pausable components that have registered with the GameManager
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private List<IPausable> _pausableComponents = new List<IPausable>();
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// Events for pause state changes
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public event Action OnGamePaused;
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public event Action OnGameResumed;
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void Awake()
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void Awake()
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{
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{
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@@ -53,6 +71,136 @@ public class GameManager : MonoBehaviour
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// DontDestroyOnLoad(gameObject);
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// DontDestroyOnLoad(gameObject);
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}
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}
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private void Start()
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{
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// Find and subscribe to PauseMenu events
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PauseMenu pauseMenu = PauseMenu.Instance;
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if (pauseMenu != null)
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{
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pauseMenu.OnGamePaused += OnPauseMenuPaused;
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pauseMenu.OnGameResumed += OnPauseMenuResumed;
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Debug.Log("[GameManager] Subscribed to PauseMenu events");
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}
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else
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{
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Debug.LogWarning("[GameManager] PauseMenu not found. Pause functionality won't work properly.");
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}
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}
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private void OnDestroy()
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{
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// Unsubscribe from PauseMenu events
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PauseMenu pauseMenu = FindFirstObjectByType<PauseMenu>();
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if (pauseMenu != null)
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{
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pauseMenu.OnGamePaused -= OnPauseMenuPaused;
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pauseMenu.OnGameResumed -= OnPauseMenuResumed;
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}
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}
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/// <summary>
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/// Register a component as pausable, so it receives pause/resume notifications
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/// </summary>
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/// <param name="component">The pausable component to register</param>
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public void RegisterPausableComponent(IPausable component)
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{
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if (component != null && !_pausableComponents.Contains(component))
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{
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_pausableComponents.Add(component);
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// If the game is already paused, pause the component immediately
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if (_isPaused)
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{
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component.Pause();
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}
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Debug.Log($"[GameManager] Registered pausable component: {(component as MonoBehaviour)?.name ?? "Unknown"}");
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}
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}
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/// <summary>
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/// Unregister a pausable component
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/// </summary>
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/// <param name="component">The pausable component to unregister</param>
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public void UnregisterPausableComponent(IPausable component)
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{
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if (component != null && _pausableComponents.Contains(component))
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{
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_pausableComponents.Remove(component);
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Debug.Log($"[GameManager] Unregistered pausable component: {(component as MonoBehaviour)?.name ?? "Unknown"}");
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}
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}
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/// <summary>
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/// Called when the PauseMenu broadcasts a pause event
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/// </summary>
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private void OnPauseMenuPaused()
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{
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PauseGame();
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}
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/// <summary>
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/// Called when the PauseMenu broadcasts a resume event
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/// </summary>
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private void OnPauseMenuResumed()
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{
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ResumeGame();
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}
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/// <summary>
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/// Pause the game and notify all registered pausable components
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/// </summary>
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public void PauseGame()
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{
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if (_isPaused) return; // Already paused
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_isPaused = true;
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// Pause all registered components
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foreach (var component in _pausableComponents)
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{
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component.Pause();
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}
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// Broadcast pause event
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OnGamePaused?.Invoke();
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Debug.Log($"[GameManager] Game paused. Paused {_pausableComponents.Count} components.");
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}
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/// <summary>
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/// Resume the game and notify all registered pausable components
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/// </summary>
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public void ResumeGame()
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{
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if (!_isPaused) return; // Already running
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_isPaused = false;
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// Resume all registered components
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foreach (var component in _pausableComponents)
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{
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component.Resume();
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}
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// Broadcast resume event
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OnGameResumed?.Invoke();
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Debug.Log($"[GameManager] Game resumed. Resumed {_pausableComponents.Count} components.");
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}
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/// <summary>
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/// Toggle the pause state of the game
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/// </summary>
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public void TogglePause()
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{
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if (_isPaused)
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ResumeGame();
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else
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PauseGame();
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}
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private void InitializeSettings()
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private void InitializeSettings()
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{
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{
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@@ -164,5 +312,4 @@ public class GameManager : MonoBehaviour
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public float PlayerStopDistance => GetSettings<IInteractionSettings>()?.PlayerStopDistance ?? 6.0f;
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public float PlayerStopDistance => GetSettings<IInteractionSettings>()?.PlayerStopDistance ?? 6.0f;
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public float PlayerStopDistanceDirectInteraction => GetSettings<IInteractionSettings>()?.PlayerStopDistanceDirectInteraction ?? 2.0f;
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public float PlayerStopDistanceDirectInteraction => GetSettings<IInteractionSettings>()?.PlayerStopDistanceDirectInteraction ?? 2.0f;
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public float DefaultPuzzlePromptRange => GetSettings<IInteractionSettings>()?.DefaultPuzzlePromptRange ?? 3.0f;
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public float DefaultPuzzlePromptRange => GetSettings<IInteractionSettings>()?.DefaultPuzzlePromptRange ?? 3.0f;
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}
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}
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3
Assets/Scripts/Core/Interfaces.meta
Normal file
3
Assets/Scripts/Core/Interfaces.meta
Normal file
@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: ba87fe038e914973bc341817149a9ebe
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timeCreated: 1759916676
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25
Assets/Scripts/Core/Interfaces/IPausable.cs
Normal file
25
Assets/Scripts/Core/Interfaces/IPausable.cs
Normal file
@@ -0,0 +1,25 @@
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using UnityEngine;
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namespace AppleHills.Core.Interfaces
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{
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/// <summary>
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/// Interface for components that can be paused and resumed
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/// </summary>
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public interface IPausable
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{
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/// <summary>
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/// Pauses the component's functionality
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/// </summary>
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void Pause();
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/// <summary>
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/// Resumes the component's functionality
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/// </summary>
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void Resume();
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/// <summary>
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/// Gets whether the component is currently paused
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/// </summary>
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bool IsPaused { get; }
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}
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}
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3
Assets/Scripts/Core/Interfaces/IPausable.cs.meta
Normal file
3
Assets/Scripts/Core/Interfaces/IPausable.cs.meta
Normal file
@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 3a493ef684ce47208a3f6e7d67727882
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timeCreated: 1759916676
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@@ -1,6 +1,7 @@
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using UnityEngine;
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using UnityEngine;
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using System.Collections;
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using System.Collections;
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using Pooling;
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using Pooling;
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using AppleHills.Core.Interfaces;
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namespace Minigames.DivingForPictures
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namespace Minigames.DivingForPictures
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{
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{
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@@ -8,7 +9,7 @@ namespace Minigames.DivingForPictures
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/// Represents a single bubble, handling its movement, wobble effect, scaling, and sprite assignment.
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/// Represents a single bubble, handling its movement, wobble effect, scaling, and sprite assignment.
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/// Uses coroutines for better performance instead of Update() calls.
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/// Uses coroutines for better performance instead of Update() calls.
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/// </summary>
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/// </summary>
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public class Bubble : MonoBehaviour, IPoolableWithReference<BubblePool>
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public class Bubble : MonoBehaviour, IPoolableWithReference<BubblePool>, IPausable
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{
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{
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public float speed = 1f;
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public float speed = 1f;
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public float wobbleSpeed = 1f;
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public float wobbleSpeed = 1f;
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@@ -26,6 +27,12 @@ namespace Minigames.DivingForPictures
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private Coroutine _movementCoroutine;
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private Coroutine _movementCoroutine;
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private Coroutine _wobbleCoroutine;
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private Coroutine _wobbleCoroutine;
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private Coroutine _offScreenCheckCoroutine;
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private Coroutine _offScreenCheckCoroutine;
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// Pause state tracking
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private bool _isPaused = false;
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// IPausable implementation
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public bool IsPaused => _isPaused;
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void Awake()
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void Awake()
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{
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{
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@@ -53,12 +60,42 @@ namespace Minigames.DivingForPictures
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{
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{
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StopBubbleBehavior();
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StopBubbleBehavior();
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}
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}
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/// <summary>
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/// Pauses all bubble behaviors
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/// </summary>
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public void Pause()
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{
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if (_isPaused) return; // Already paused
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_isPaused = true;
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StopBubbleBehavior();
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// Debug log for troubleshooting
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Debug.Log($"[Bubble] Paused bubble: {name}");
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}
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/// <summary>
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/// Resumes all bubble behaviors
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/// </summary>
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public void Resume()
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{
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if (!_isPaused) return; // Already running
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_isPaused = false;
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StartBubbleBehavior();
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// Debug log for troubleshooting
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Debug.Log($"[Bubble] Resumed bubble: {name}");
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}
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/// <summary>
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/// <summary>
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/// Starts all bubble behavior coroutines
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/// Starts all bubble behavior coroutines
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/// </summary>
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/// </summary>
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private void StartBubbleBehavior()
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private void StartBubbleBehavior()
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{
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{
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if (_isPaused) return; // Don't start if paused
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_movementCoroutine = StartCoroutine(MovementCoroutine());
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_movementCoroutine = StartCoroutine(MovementCoroutine());
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_wobbleCoroutine = StartCoroutine(WobbleCoroutine());
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_wobbleCoroutine = StartCoroutine(WobbleCoroutine());
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_offScreenCheckCoroutine = StartCoroutine(OffScreenCheckCoroutine());
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_offScreenCheckCoroutine = StartCoroutine(OffScreenCheckCoroutine());
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@@ -1,13 +1,15 @@
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using UnityEngine;
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using System.Collections;
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using UnityEngine;
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using Pooling;
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using Pooling;
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using AppleHills.Core.Settings;
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using AppleHills.Core.Settings;
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using AppleHills.Core.Interfaces;
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namespace Minigames.DivingForPictures
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namespace Minigames.DivingForPictures
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{
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{
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/// <summary>
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/// <summary>
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/// Spawns bubbles at intervals, randomizing their properties and assigning a random sprite to each.
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/// Spawns bubbles at intervals, randomizing their properties and assigning a random sprite to each.
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/// </summary>
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/// </summary>
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public class BubbleSpawner : MonoBehaviour
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public class BubbleSpawner : MonoBehaviour, IPausable
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{
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{
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public Bubble bubblePrefab;
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public Bubble bubblePrefab;
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public Sprite[] bubbleSprites; // Assign in inspector
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public Sprite[] bubbleSprites; // Assign in inspector
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@@ -20,6 +22,15 @@ namespace Minigames.DivingForPictures
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private BubblePool _bubblePool;
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private BubblePool _bubblePool;
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private Camera _mainCamera; // Cache camera reference
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private Camera _mainCamera; // Cache camera reference
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private bool _isSurfacing = false;
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private bool _isSurfacing = false;
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// Pause state
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private bool _isPaused = false;
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// Coroutines for pause/resume
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private Coroutine _spawnCoroutine;
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// IPausable implementation
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public bool IsPaused => _isPaused;
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|
||||||
void Awake()
|
void Awake()
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{
|
{
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@@ -50,23 +61,110 @@ namespace Minigames.DivingForPictures
|
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InvokeRepeating(nameof(LogPoolStats), 5f, 30f);
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InvokeRepeating(nameof(LogPoolStats), 5f, 30f);
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#endif
|
#endif
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}
|
}
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|
SetNextSpawnInterval();
|
||||||
}
|
}
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|
|
||||||
void Start()
|
void Start()
|
||||||
{
|
{
|
||||||
// Initialize the next spawn interval
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// Register with DivingGameManager for pause/resume events
|
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_nextSpawnInterval = GetRandomizedInterval();
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DivingGameManager gameManager = FindFirstObjectByType<DivingGameManager>();
|
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|
if (gameManager != null)
|
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|
{
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|
gameManager.RegisterPausableComponent(this);
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}
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|
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// Start spawning if not paused
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StartSpawningCoroutine();
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|
}
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|
|
||||||
|
void OnDestroy()
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|
{
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|
// Unregister from DivingGameManager
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||||||
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DivingGameManager gameManager = FindFirstObjectByType<DivingGameManager>();
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||||||
|
if (gameManager != null)
|
||||||
|
{
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||||||
|
gameManager.UnregisterPausableComponent(this);
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||||||
|
}
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||||||
|
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||||||
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// Clean up any active coroutines
|
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StopAllCoroutines();
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||||||
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}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Pauses the bubble spawner and all bubbles
|
||||||
|
/// </summary>
|
||||||
|
public void Pause()
|
||||||
|
{
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|
if (_isPaused) return; // Already paused
|
||||||
|
|
||||||
|
_isPaused = true;
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||||||
|
|
||||||
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// Stop spawning coroutine
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|
if (_spawnCoroutine != null)
|
||||||
|
{
|
||||||
|
StopCoroutine(_spawnCoroutine);
|
||||||
|
_spawnCoroutine = null;
|
||||||
|
}
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||||||
|
|
||||||
|
// Pause all active bubbles
|
||||||
|
Bubble[] activeBubbles = FindObjectsOfType<Bubble>();
|
||||||
|
foreach (var bubble in activeBubbles)
|
||||||
|
{
|
||||||
|
if (bubble != null)
|
||||||
|
{
|
||||||
|
bubble.Pause();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
Debug.Log("[BubbleSpawner] Paused");
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Resumes the bubble spawner and all bubbles
|
||||||
|
/// </summary>
|
||||||
|
public void Resume()
|
||||||
|
{
|
||||||
|
if (!_isPaused) return; // Already running
|
||||||
|
|
||||||
|
_isPaused = false;
|
||||||
|
|
||||||
|
// Restart spawning coroutine
|
||||||
|
StartSpawningCoroutine();
|
||||||
|
|
||||||
|
// Resume all active bubbles
|
||||||
|
Bubble[] activeBubbles = FindObjectsOfType<Bubble>();
|
||||||
|
foreach (var bubble in activeBubbles)
|
||||||
|
{
|
||||||
|
if (bubble != null)
|
||||||
|
{
|
||||||
|
bubble.Resume();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
Debug.Log("[BubbleSpawner] Resumed");
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Starts the bubble spawning coroutine if it's not already running
|
||||||
|
/// </summary>
|
||||||
|
private void StartSpawningCoroutine()
|
||||||
|
{
|
||||||
|
if (_spawnCoroutine == null && !_isPaused)
|
||||||
|
{
|
||||||
|
_spawnCoroutine = StartCoroutine(SpawnBubblesRoutine());
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void Update()
|
/// <summary>
|
||||||
|
/// Sets the next spawn interval using randomized timing
|
||||||
|
/// </summary>
|
||||||
|
private void SetNextSpawnInterval()
|
||||||
{
|
{
|
||||||
_timer += Time.deltaTime;
|
if (_devSettings == null) return;
|
||||||
if (_timer >= _nextSpawnInterval)
|
|
||||||
{
|
_nextSpawnInterval = GetRandomizedInterval();
|
||||||
SpawnBubble();
|
Debug.Log($"[BubbleSpawner] Next spawn interval set to: {_nextSpawnInterval:F2}s");
|
||||||
_timer = 0f;
|
|
||||||
_nextSpawnInterval = GetRandomizedInterval();
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
@@ -128,6 +226,12 @@ namespace Minigames.DivingForPictures
|
|||||||
|
|
||||||
// Pass min/max scale for wobble clamping
|
// Pass min/max scale for wobble clamping
|
||||||
bubble.SetWobbleScaleLimits(_devSettings.BubbleWobbleMinScale, _devSettings.BubbleWobbleMaxScale);
|
bubble.SetWobbleScaleLimits(_devSettings.BubbleWobbleMinScale, _devSettings.BubbleWobbleMaxScale);
|
||||||
|
|
||||||
|
// If the game is already paused, pause this bubble immediately
|
||||||
|
if (_isPaused)
|
||||||
|
{
|
||||||
|
bubble.Pause();
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
@@ -159,5 +263,24 @@ namespace Minigames.DivingForPictures
|
|||||||
_bubblePool.LogPoolStats();
|
_bubblePool.LogPoolStats();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Coroutine that handles the bubble spawning logic
|
||||||
|
/// </summary>
|
||||||
|
private IEnumerator SpawnBubblesRoutine()
|
||||||
|
{
|
||||||
|
Debug.Log("[BubbleSpawner] Started bubble spawning coroutine");
|
||||||
|
|
||||||
|
while (enabled && gameObject.activeInHierarchy && !_isPaused)
|
||||||
|
{
|
||||||
|
SpawnBubble();
|
||||||
|
SetNextSpawnInterval(); // Set interval for next spawn
|
||||||
|
yield return new WaitForSeconds(_nextSpawnInterval);
|
||||||
|
}
|
||||||
|
|
||||||
|
_spawnCoroutine = null;
|
||||||
|
|
||||||
|
Debug.Log("[BubbleSpawner] Bubble spawning coroutine ended");
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -6,10 +6,12 @@ using UnityEngine.Events;
|
|||||||
using UnityEngine.Playables;
|
using UnityEngine.Playables;
|
||||||
using AppleHills.Core.Settings;
|
using AppleHills.Core.Settings;
|
||||||
using Utility;
|
using Utility;
|
||||||
|
using AppleHills.Core.Interfaces;
|
||||||
|
using UI;
|
||||||
|
|
||||||
namespace Minigames.DivingForPictures
|
namespace Minigames.DivingForPictures
|
||||||
{
|
{
|
||||||
public class DivingGameManager : MonoBehaviour
|
public class DivingGameManager : MonoBehaviour, IPausable
|
||||||
{
|
{
|
||||||
[Header("Monster Prefabs")]
|
[Header("Monster Prefabs")]
|
||||||
[Tooltip("Array of monster prefabs to spawn randomly")]
|
[Tooltip("Array of monster prefabs to spawn randomly")]
|
||||||
@@ -66,6 +68,15 @@ namespace Minigames.DivingForPictures
|
|||||||
// Event for game components to subscribe to
|
// Event for game components to subscribe to
|
||||||
public event Action OnGameInitialized;
|
public event Action OnGameInitialized;
|
||||||
|
|
||||||
|
// Pause state
|
||||||
|
private bool _isPaused = false;
|
||||||
|
|
||||||
|
// List of pausable components controlled by this manager
|
||||||
|
private List<IPausable> _pausableComponents = new List<IPausable>();
|
||||||
|
|
||||||
|
// IPausable implementation
|
||||||
|
public bool IsPaused => _isPaused;
|
||||||
|
|
||||||
private void Awake()
|
private void Awake()
|
||||||
{
|
{
|
||||||
// Get settings from GameManager
|
// Get settings from GameManager
|
||||||
@@ -81,6 +92,26 @@ namespace Minigames.DivingForPictures
|
|||||||
|
|
||||||
private void Start()
|
private void Start()
|
||||||
{
|
{
|
||||||
|
// Find PauseMenu and subscribe to its events
|
||||||
|
PauseMenu pauseMenu = PauseMenu.Instance;
|
||||||
|
if (pauseMenu != null)
|
||||||
|
{
|
||||||
|
pauseMenu.OnGamePaused += Pause;
|
||||||
|
pauseMenu.OnGameResumed += Resume;
|
||||||
|
|
||||||
|
Debug.Log("[DivingGameManager] Subscribed to PauseMenu events");
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
Debug.LogWarning("[DivingGameManager] PauseMenu not found. Pause functionality won't work properly.");
|
||||||
|
}
|
||||||
|
|
||||||
|
// Register this manager with the global GameManager
|
||||||
|
if (GameManager.Instance != null)
|
||||||
|
{
|
||||||
|
GameManager.Instance.RegisterPausableComponent(this);
|
||||||
|
}
|
||||||
|
|
||||||
// Subscribe to SceneOrientationEnforcer's event
|
// Subscribe to SceneOrientationEnforcer's event
|
||||||
if (SceneOrientationEnforcer.Instance != null)
|
if (SceneOrientationEnforcer.Instance != null)
|
||||||
{
|
{
|
||||||
@@ -144,6 +175,23 @@ namespace Minigames.DivingForPictures
|
|||||||
{
|
{
|
||||||
SceneOrientationEnforcer.Instance.OnOrientationCorrect -= InitializeGame;
|
SceneOrientationEnforcer.Instance.OnOrientationCorrect -= InitializeGame;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Unsubscribe from PauseMenu events
|
||||||
|
PauseMenu pauseMenu = PauseMenu.Instance;
|
||||||
|
if (pauseMenu != null)
|
||||||
|
{
|
||||||
|
pauseMenu.OnGamePaused -= Pause;
|
||||||
|
pauseMenu.OnGameResumed -= Resume;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Unregister from GameManager
|
||||||
|
if (GameManager.Instance != null)
|
||||||
|
{
|
||||||
|
GameManager.Instance.UnregisterPausableComponent(this);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Unregister all pausable components
|
||||||
|
_pausableComponents.Clear();
|
||||||
}
|
}
|
||||||
|
|
||||||
private void Update()
|
private void Update()
|
||||||
@@ -651,5 +699,74 @@ namespace Minigames.DivingForPictures
|
|||||||
// Final assignment to ensure exact target value
|
// Final assignment to ensure exact target value
|
||||||
OnVelocityFactorChanged?.Invoke(_currentVelocityFactor);
|
OnVelocityFactorChanged?.Invoke(_currentVelocityFactor);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Register a component as pausable with this manager
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="component">The pausable component to register</param>
|
||||||
|
public void RegisterPausableComponent(IPausable component)
|
||||||
|
{
|
||||||
|
if (component != null && !_pausableComponents.Contains(component))
|
||||||
|
{
|
||||||
|
_pausableComponents.Add(component);
|
||||||
|
|
||||||
|
// If the game is already paused, pause the component immediately
|
||||||
|
if (_isPaused)
|
||||||
|
{
|
||||||
|
component.Pause();
|
||||||
|
}
|
||||||
|
|
||||||
|
Debug.Log($"[DivingGameManager] Registered pausable component: {(component as MonoBehaviour)?.name ?? "Unknown"}");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Unregister a pausable component
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="component">The pausable component to unregister</param>
|
||||||
|
public void UnregisterPausableComponent(IPausable component)
|
||||||
|
{
|
||||||
|
if (component != null && _pausableComponents.Contains(component))
|
||||||
|
{
|
||||||
|
_pausableComponents.Remove(component);
|
||||||
|
Debug.Log($"[DivingGameManager] Unregistered pausable component: {(component as MonoBehaviour)?.name ?? "Unknown"}");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Pause the game and all registered components
|
||||||
|
/// </summary>
|
||||||
|
public void Pause()
|
||||||
|
{
|
||||||
|
if (_isPaused) return; // Already paused
|
||||||
|
|
||||||
|
_isPaused = true;
|
||||||
|
|
||||||
|
// Pause all registered components
|
||||||
|
foreach (var component in _pausableComponents)
|
||||||
|
{
|
||||||
|
component.Pause();
|
||||||
|
}
|
||||||
|
|
||||||
|
Debug.Log($"[DivingGameManager] Game paused. Paused {_pausableComponents.Count} components.");
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Resume the game and all registered components
|
||||||
|
/// </summary>
|
||||||
|
public void Resume()
|
||||||
|
{
|
||||||
|
if (!_isPaused) return; // Already running
|
||||||
|
|
||||||
|
_isPaused = false;
|
||||||
|
|
||||||
|
// Resume all registered components
|
||||||
|
foreach (var component in _pausableComponents)
|
||||||
|
{
|
||||||
|
component.Resume();
|
||||||
|
}
|
||||||
|
|
||||||
|
Debug.Log($"[DivingGameManager] Game resumed. Resumed {_pausableComponents.Count} components.");
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -3,6 +3,7 @@ using System.Collections;
|
|||||||
using AppleHills.Core.Settings;
|
using AppleHills.Core.Settings;
|
||||||
using Pooling;
|
using Pooling;
|
||||||
using Utils;
|
using Utils;
|
||||||
|
using AppleHills.Core.Interfaces;
|
||||||
|
|
||||||
namespace Minigames.DivingForPictures
|
namespace Minigames.DivingForPictures
|
||||||
{
|
{
|
||||||
@@ -12,7 +13,7 @@ namespace Minigames.DivingForPictures
|
|||||||
/// Once an obstacle hits the player, its collider is disabled to prevent further collisions.
|
/// Once an obstacle hits the player, its collider is disabled to prevent further collisions.
|
||||||
/// Uses coroutines for better performance instead of Update() calls.
|
/// Uses coroutines for better performance instead of Update() calls.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
public class FloatingObstacle : MonoBehaviour, IPoolable
|
public class FloatingObstacle : MonoBehaviour, IPoolable, IPausable
|
||||||
{
|
{
|
||||||
[Header("Obstacle Properties")]
|
[Header("Obstacle Properties")]
|
||||||
[Tooltip("Index of the prefab this obstacle was created from")]
|
[Tooltip("Index of the prefab this obstacle was created from")]
|
||||||
@@ -57,6 +58,12 @@ namespace Minigames.DivingForPictures
|
|||||||
private float _screenNormalizationFactor = 1.0f;
|
private float _screenNormalizationFactor = 1.0f;
|
||||||
private IDivingMinigameSettings _settings;
|
private IDivingMinigameSettings _settings;
|
||||||
|
|
||||||
|
// Pause state
|
||||||
|
private bool _isPaused = false;
|
||||||
|
|
||||||
|
// IPausable implementation
|
||||||
|
public bool IsPaused => _isPaused;
|
||||||
|
|
||||||
private void Awake()
|
private void Awake()
|
||||||
{
|
{
|
||||||
_collider = GetComponent<Collider2D>();
|
_collider = GetComponent<Collider2D>();
|
||||||
@@ -115,31 +122,67 @@ namespace Minigames.DivingForPictures
|
|||||||
|
|
||||||
private void OnEnable()
|
private void OnEnable()
|
||||||
{
|
{
|
||||||
StartObstacleBehavior();
|
// Only start coroutines if not paused
|
||||||
|
if (!_isPaused)
|
||||||
|
{
|
||||||
|
StartObstacleCoroutines();
|
||||||
|
}
|
||||||
|
|
||||||
|
// Screen bounds are calculated in CheckIfOffScreen method
|
||||||
}
|
}
|
||||||
|
|
||||||
private void OnDisable()
|
private void OnDisable()
|
||||||
{
|
{
|
||||||
StopObstacleBehavior();
|
// Stop coroutines when disabled
|
||||||
|
StopObstacleCoroutines();
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Starts the obstacle behavior coroutines
|
/// Pause this obstacle's movement and behavior
|
||||||
/// </summary>
|
/// </summary>
|
||||||
private void StartObstacleBehavior()
|
public void Pause()
|
||||||
{
|
{
|
||||||
if (enableMovement)
|
if (_isPaused) return; // Already paused
|
||||||
|
|
||||||
|
_isPaused = true;
|
||||||
|
StopObstacleCoroutines();
|
||||||
|
|
||||||
|
Debug.Log($"[FloatingObstacle] Paused obstacle: {name}");
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Resume this obstacle's movement and behavior
|
||||||
|
/// </summary>
|
||||||
|
public void Resume()
|
||||||
|
{
|
||||||
|
if (!_isPaused) return; // Already running
|
||||||
|
|
||||||
|
_isPaused = false;
|
||||||
|
StartObstacleCoroutines();
|
||||||
|
|
||||||
|
Debug.Log($"[FloatingObstacle] Resumed obstacle: {name}");
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Start all coroutines used by this obstacle
|
||||||
|
/// </summary>
|
||||||
|
private void StartObstacleCoroutines()
|
||||||
|
{
|
||||||
|
if (enableMovement && _movementCoroutine == null)
|
||||||
{
|
{
|
||||||
_movementCoroutine = StartCoroutine(MovementCoroutine());
|
_movementCoroutine = StartCoroutine(MovementCoroutine());
|
||||||
}
|
}
|
||||||
|
|
||||||
_offScreenCheckCoroutine = StartCoroutine(OffScreenCheckCoroutine());
|
if (_offScreenCheckCoroutine == null)
|
||||||
|
{
|
||||||
|
_offScreenCheckCoroutine = StartCoroutine(OffScreenCheckCoroutine());
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Stops all obstacle behavior coroutines
|
/// Stop all coroutines used by this obstacle
|
||||||
/// </summary>
|
/// </summary>
|
||||||
private void StopObstacleBehavior()
|
private void StopObstacleCoroutines()
|
||||||
{
|
{
|
||||||
if (_movementCoroutine != null)
|
if (_movementCoroutine != null)
|
||||||
{
|
{
|
||||||
@@ -270,7 +313,7 @@ namespace Minigames.DivingForPictures
|
|||||||
{
|
{
|
||||||
// CRITICAL: Stop all behavior first to prevent race conditions
|
// CRITICAL: Stop all behavior first to prevent race conditions
|
||||||
// This ensures no more off-screen checks or movement happen during pool return
|
// This ensures no more off-screen checks or movement happen during pool return
|
||||||
StopObstacleBehavior();
|
StopObstacleCoroutines();
|
||||||
|
|
||||||
if (spawner != null)
|
if (spawner != null)
|
||||||
{
|
{
|
||||||
@@ -333,7 +376,7 @@ namespace Minigames.DivingForPictures
|
|||||||
public void OnDespawn()
|
public void OnDespawn()
|
||||||
{
|
{
|
||||||
// Stop all coroutines before returning to pool
|
// Stop all coroutines before returning to pool
|
||||||
StopObstacleBehavior();
|
StopObstacleCoroutines();
|
||||||
|
|
||||||
// Re-enable collider for next use (in case it was disabled)
|
// Re-enable collider for next use (in case it was disabled)
|
||||||
if (_collider != null)
|
if (_collider != null)
|
||||||
@@ -364,8 +407,8 @@ namespace Minigames.DivingForPictures
|
|||||||
// Restart coroutines to apply movement change
|
// Restart coroutines to apply movement change
|
||||||
if (gameObject.activeInHierarchy)
|
if (gameObject.activeInHierarchy)
|
||||||
{
|
{
|
||||||
StopObstacleBehavior();
|
StopObstacleCoroutines();
|
||||||
StartObstacleBehavior();
|
StartObstacleCoroutines();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -4,6 +4,7 @@ using UnityEngine;
|
|||||||
using UnityEngine.Events;
|
using UnityEngine.Events;
|
||||||
using Pooling;
|
using Pooling;
|
||||||
using AppleHills.Core.Settings;
|
using AppleHills.Core.Settings;
|
||||||
|
using AppleHills.Core.Interfaces;
|
||||||
|
|
||||||
namespace Minigames.DivingForPictures
|
namespace Minigames.DivingForPictures
|
||||||
{
|
{
|
||||||
@@ -11,7 +12,7 @@ namespace Minigames.DivingForPictures
|
|||||||
/// Spawns and manages mobile obstacles for the diving minigame.
|
/// Spawns and manages mobile obstacles for the diving minigame.
|
||||||
/// Uses object pooling and validates spawn positions to avoid colliding with tiles.
|
/// Uses object pooling and validates spawn positions to avoid colliding with tiles.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
public class ObstacleSpawner : MonoBehaviour
|
public class ObstacleSpawner : MonoBehaviour, IPausable
|
||||||
{
|
{
|
||||||
[Header("Obstacle Prefabs")]
|
[Header("Obstacle Prefabs")]
|
||||||
[Tooltip("List of possible obstacle prefabs to spawn")]
|
[Tooltip("List of possible obstacle prefabs to spawn")]
|
||||||
@@ -34,11 +35,19 @@ namespace Minigames.DivingForPictures
|
|||||||
private float _screenBottom;
|
private float _screenBottom;
|
||||||
private float _spawnRangeX;
|
private float _spawnRangeX;
|
||||||
private Coroutine _spawnCoroutine;
|
private Coroutine _spawnCoroutine;
|
||||||
|
private Coroutine _moveCoroutine;
|
||||||
|
private Coroutine _despawnCoroutine;
|
||||||
private readonly List<GameObject> _activeObstacles = new List<GameObject>();
|
private readonly List<GameObject> _activeObstacles = new List<GameObject>();
|
||||||
private int _obstacleCounter = 0; // Counter for unique obstacle naming
|
private int _obstacleCounter = 0; // Counter for unique obstacle naming
|
||||||
private bool _isSurfacing = false; // Flag to track surfacing state
|
private bool _isSurfacing = false; // Flag to track surfacing state
|
||||||
private float _velocityFactor = 1.0f; // Current velocity factor from the game manager
|
private float _velocityFactor = 1.0f; // Current velocity factor from the game manager
|
||||||
|
|
||||||
|
// Pause state
|
||||||
|
private bool _isPaused = false;
|
||||||
|
|
||||||
|
// IPausable implementation
|
||||||
|
public bool IsPaused => _isPaused;
|
||||||
|
|
||||||
private void Awake()
|
private void Awake()
|
||||||
{
|
{
|
||||||
_mainCamera = Camera.main;
|
_mainCamera = Camera.main;
|
||||||
@@ -75,14 +84,15 @@ namespace Minigames.DivingForPictures
|
|||||||
|
|
||||||
private void Start()
|
private void Start()
|
||||||
{
|
{
|
||||||
|
|
||||||
|
|
||||||
// Find DivingGameManager and subscribe to its initialization event
|
// Find DivingGameManager and subscribe to its initialization event
|
||||||
DivingGameManager gameManager = FindFirstObjectByType<DivingGameManager>();
|
DivingGameManager gameManager = FindFirstObjectByType<DivingGameManager>();
|
||||||
if (gameManager != null)
|
if (gameManager != null)
|
||||||
{
|
{
|
||||||
gameManager.OnGameInitialized += Initialize;
|
gameManager.OnGameInitialized += Initialize;
|
||||||
|
|
||||||
|
// Register with the DivingGameManager for pause/resume events
|
||||||
|
gameManager.RegisterPausableComponent(this);
|
||||||
|
|
||||||
// If game is already initialized, initialize immediately
|
// If game is already initialized, initialize immediately
|
||||||
if (gameManager.GetType().GetField("_isGameInitialized",
|
if (gameManager.GetType().GetField("_isGameInitialized",
|
||||||
System.Reflection.BindingFlags.NonPublic |
|
System.Reflection.BindingFlags.NonPublic |
|
||||||
@@ -97,20 +107,130 @@ namespace Minigames.DivingForPictures
|
|||||||
Initialize();
|
Initialize();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
private void OnDestroy()
|
||||||
|
{
|
||||||
|
// Unregister from DivingGameManager
|
||||||
|
DivingGameManager gameManager = FindFirstObjectByType<DivingGameManager>();
|
||||||
|
if (gameManager != null)
|
||||||
|
{
|
||||||
|
gameManager.UnregisterPausableComponent(this);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Clean up any active coroutines
|
||||||
|
StopAllCoroutines();
|
||||||
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Initializes the obstacle spawner when triggered by DivingGameManager
|
/// Initializes the obstacle spawner when triggered by DivingGameManager
|
||||||
/// </summary>
|
/// </summary>
|
||||||
private void Initialize()
|
private void Initialize()
|
||||||
{
|
{
|
||||||
|
// Calculate screen bounds
|
||||||
CalculateScreenBounds();
|
CalculateScreenBounds();
|
||||||
StartSpawning();
|
|
||||||
|
// Start coroutines if not paused
|
||||||
|
StartSpawnCoroutine();
|
||||||
|
StartMoveCoroutine();
|
||||||
|
StartDespawnCoroutine();
|
||||||
|
|
||||||
Debug.Log("[ObstacleSpawner] Initialized");
|
Debug.Log("[ObstacleSpawner] Initialized");
|
||||||
}
|
}
|
||||||
|
|
||||||
private void OnDestroy()
|
/// <summary>
|
||||||
|
/// Pauses the spawner and all associated processes
|
||||||
|
/// </summary>
|
||||||
|
public void Pause()
|
||||||
{
|
{
|
||||||
StopSpawning();
|
if (_isPaused) return; // Already paused
|
||||||
|
|
||||||
|
_isPaused = true;
|
||||||
|
|
||||||
|
// Stop spawning coroutine
|
||||||
|
if (_spawnCoroutine != null)
|
||||||
|
{
|
||||||
|
StopCoroutine(_spawnCoroutine);
|
||||||
|
_spawnCoroutine = null;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Pause all active obstacles
|
||||||
|
foreach (var obstacle in _activeObstacles.ToArray())
|
||||||
|
{
|
||||||
|
if (obstacle != null)
|
||||||
|
{
|
||||||
|
FloatingObstacle obstacleComponent = obstacle.GetComponent<FloatingObstacle>();
|
||||||
|
if (obstacleComponent != null)
|
||||||
|
{
|
||||||
|
obstacleComponent.Pause();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
Debug.Log($"[ObstacleSpawner] Paused with {_activeObstacles.Count} active obstacles");
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Resumes the spawner and all associated processes
|
||||||
|
/// </summary>
|
||||||
|
public void Resume()
|
||||||
|
{
|
||||||
|
if (!_isPaused) return; // Already running
|
||||||
|
|
||||||
|
_isPaused = false;
|
||||||
|
|
||||||
|
// Restart spawning coroutine if not in surfacing mode
|
||||||
|
if (!_isSurfacing)
|
||||||
|
{
|
||||||
|
StartSpawnCoroutine();
|
||||||
|
}
|
||||||
|
|
||||||
|
// Resume all active obstacles
|
||||||
|
foreach (var obstacle in _activeObstacles.ToArray())
|
||||||
|
{
|
||||||
|
if (obstacle != null)
|
||||||
|
{
|
||||||
|
FloatingObstacle obstacleComponent = obstacle.GetComponent<FloatingObstacle>();
|
||||||
|
if (obstacleComponent != null)
|
||||||
|
{
|
||||||
|
obstacleComponent.Resume();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
Debug.Log($"[ObstacleSpawner] Resumed with {_activeObstacles.Count} active obstacles");
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Starts the obstacle spawning coroutine if not already running
|
||||||
|
/// </summary>
|
||||||
|
private void StartSpawnCoroutine()
|
||||||
|
{
|
||||||
|
if (_spawnCoroutine == null && !_isPaused && !_isSurfacing)
|
||||||
|
{
|
||||||
|
_spawnCoroutine = StartCoroutine(SpawnObstacleRoutine());
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Starts the obstacle movement coroutine if not already running
|
||||||
|
/// </summary>
|
||||||
|
private void StartMoveCoroutine()
|
||||||
|
{
|
||||||
|
if (_moveCoroutine == null && !_isPaused)
|
||||||
|
{
|
||||||
|
_moveCoroutine = StartCoroutine(MoveObstaclesRoutine());
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Starts the obstacle despawning coroutine if not already running
|
||||||
|
/// </summary>
|
||||||
|
private void StartDespawnCoroutine()
|
||||||
|
{
|
||||||
|
if (_despawnCoroutine == null && !_isPaused)
|
||||||
|
{
|
||||||
|
_despawnCoroutine = StartCoroutine(DespawnObstaclesRoutine());
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
@@ -444,8 +564,14 @@ namespace Minigames.DivingForPictures
|
|||||||
_settings.ObstacleMinMoveSpeed,
|
_settings.ObstacleMinMoveSpeed,
|
||||||
_settings.ObstacleMaxMoveSpeed);
|
_settings.ObstacleMaxMoveSpeed);
|
||||||
|
|
||||||
// Set spawner reference (since FloatingObstacle has this built-in now)
|
// Set spawner reference
|
||||||
obstacleComponent.SetSpawner(this);
|
obstacleComponent.SetSpawner(this);
|
||||||
|
|
||||||
|
// If spawner is already paused, pause the obstacle immediately
|
||||||
|
if (_isPaused)
|
||||||
|
{
|
||||||
|
obstacleComponent.Pause();
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -559,6 +685,147 @@ namespace Minigames.DivingForPictures
|
|||||||
/// </summary>
|
/// </summary>
|
||||||
public int ActiveObstacleCount => _activeObstacles.Count;
|
public int ActiveObstacleCount => _activeObstacles.Count;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Coroutine that handles obstacle spawning at regular intervals
|
||||||
|
/// </summary>
|
||||||
|
private IEnumerator SpawnObstacleRoutine()
|
||||||
|
{
|
||||||
|
Debug.Log("[ObstacleSpawner] Started spawning coroutine");
|
||||||
|
|
||||||
|
while (enabled && gameObject.activeInHierarchy && !_isPaused && !_isSurfacing)
|
||||||
|
{
|
||||||
|
// Calculate next spawn time with variation
|
||||||
|
float nextSpawnTime = _settings.ObstacleSpawnInterval +
|
||||||
|
Random.Range(-_settings.ObstacleSpawnIntervalVariation,
|
||||||
|
_settings.ObstacleSpawnIntervalVariation);
|
||||||
|
nextSpawnTime = Mathf.Max(0.1f, nextSpawnTime); // Ensure minimum interval
|
||||||
|
|
||||||
|
// Attempt to spawn an obstacle
|
||||||
|
TrySpawnObstacle();
|
||||||
|
|
||||||
|
yield return new WaitForSeconds(nextSpawnTime);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Clear coroutine reference when stopped
|
||||||
|
_spawnCoroutine = null;
|
||||||
|
|
||||||
|
Debug.Log("[ObstacleSpawner] Spawning coroutine ended");
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Coroutine that handles checking obstacle positions
|
||||||
|
/// Unlike the previous implementation, we don't need to move obstacles manually
|
||||||
|
/// since the FloatingObstacle handles its own movement via coroutines
|
||||||
|
/// </summary>
|
||||||
|
private IEnumerator MoveObstaclesRoutine()
|
||||||
|
{
|
||||||
|
Debug.Log("[ObstacleSpawner] Started obstacle monitoring coroutine");
|
||||||
|
|
||||||
|
// This coroutine now just monitors obstacles, not moves them
|
||||||
|
while (enabled && gameObject.activeInHierarchy && !_isPaused)
|
||||||
|
{
|
||||||
|
// Clean up any null references in the active obstacles list
|
||||||
|
_activeObstacles.RemoveAll(obstacle => obstacle == null);
|
||||||
|
|
||||||
|
yield return new WaitForSeconds(0.5f);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Clear coroutine reference when stopped
|
||||||
|
_moveCoroutine = null;
|
||||||
|
|
||||||
|
Debug.Log("[ObstacleSpawner] Obstacle monitoring coroutine ended");
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Coroutine that checks for obstacles that are off-screen and should be despawned
|
||||||
|
/// </summary>
|
||||||
|
private IEnumerator DespawnObstaclesRoutine()
|
||||||
|
{
|
||||||
|
const float checkInterval = 0.5f; // Check every half second
|
||||||
|
Debug.Log("[ObstacleSpawner] Started despawn coroutine with interval: " + checkInterval);
|
||||||
|
|
||||||
|
while (enabled && gameObject.activeInHierarchy && !_isPaused)
|
||||||
|
{
|
||||||
|
// Calculate screen bounds for despawning
|
||||||
|
float despawnBuffer = 2f; // Extra buffer beyond screen edges
|
||||||
|
|
||||||
|
if (_mainCamera == null)
|
||||||
|
{
|
||||||
|
_mainCamera = Camera.main;
|
||||||
|
if (_mainCamera == null)
|
||||||
|
{
|
||||||
|
yield return new WaitForSeconds(checkInterval);
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
Vector3 topWorldPoint = _mainCamera.ViewportToWorldPoint(new Vector3(0.5f, 1f, _mainCamera.transform.position.z));
|
||||||
|
float _screenTop = topWorldPoint.y;
|
||||||
|
|
||||||
|
Vector3 bottomWorldPoint = _mainCamera.ViewportToWorldPoint(new Vector3(0.5f, 0f, _mainCamera.transform.position.z));
|
||||||
|
float _screenBottom = bottomWorldPoint.y;
|
||||||
|
|
||||||
|
float topEdge = _screenTop + despawnBuffer;
|
||||||
|
float bottomEdge = _screenBottom - despawnBuffer;
|
||||||
|
|
||||||
|
// Find obstacles that need to be despawned
|
||||||
|
List<GameObject> obstaclesToRemove = new List<GameObject>();
|
||||||
|
|
||||||
|
foreach (var obstacle in _activeObstacles)
|
||||||
|
{
|
||||||
|
if (obstacle == null)
|
||||||
|
{
|
||||||
|
obstaclesToRemove.Add(obstacle);
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Check if obstacle is out of screen bounds
|
||||||
|
float obstacleY = obstacle.transform.position.y;
|
||||||
|
|
||||||
|
bool shouldDespawn;
|
||||||
|
if (_isSurfacing)
|
||||||
|
{
|
||||||
|
// When surfacing, despawn obstacles below the bottom edge
|
||||||
|
shouldDespawn = obstacleY < bottomEdge;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
// When descending, despawn obstacles above the top edge
|
||||||
|
shouldDespawn = obstacleY > topEdge;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (shouldDespawn)
|
||||||
|
{
|
||||||
|
obstaclesToRemove.Add(obstacle);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Remove and despawn obstacles
|
||||||
|
foreach (var obstacle in obstaclesToRemove)
|
||||||
|
{
|
||||||
|
FloatingObstacle obstacleComponent = obstacle?.GetComponent<FloatingObstacle>();
|
||||||
|
if (obstacleComponent != null)
|
||||||
|
{
|
||||||
|
// Instead of calling a non-existent DespawnObstacle method,
|
||||||
|
// use FloatingObstacle's ForceReturnToPool method
|
||||||
|
obstacleComponent.ForceReturnToPool();
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
// Fallback if component not found
|
||||||
|
ReturnObstacleToPool(obstacle, -1);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
yield return new WaitForSeconds(checkInterval);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Clear coroutine reference when stopped
|
||||||
|
_despawnCoroutine = null;
|
||||||
|
|
||||||
|
Debug.Log("[ObstacleSpawner] Despawn coroutine ended");
|
||||||
|
}
|
||||||
|
|
||||||
#if UNITY_EDITOR
|
#if UNITY_EDITOR
|
||||||
private void OnDrawGizmosSelected()
|
private void OnDrawGizmosSelected()
|
||||||
{
|
{
|
||||||
|
|||||||
@@ -6,13 +6,14 @@ using UnityEngine.Serialization;
|
|||||||
using Pooling;
|
using Pooling;
|
||||||
using AppleHills.Core.Settings;
|
using AppleHills.Core.Settings;
|
||||||
using Utils;
|
using Utils;
|
||||||
|
using AppleHills.Core.Interfaces;
|
||||||
|
|
||||||
namespace Minigames.DivingForPictures
|
namespace Minigames.DivingForPictures
|
||||||
{
|
{
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Spawns and manages trench wall tiles for the endless descender minigame.
|
/// Spawns and manages trench wall tiles for the endless descender minigame.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
public class TrenchTileSpawner : MonoBehaviour
|
public class TrenchTileSpawner : MonoBehaviour, IPausable
|
||||||
{
|
{
|
||||||
[Header("Tile Prefabs")]
|
[Header("Tile Prefabs")]
|
||||||
[Tooltip("List of possible trench tile prefabs.")]
|
[Tooltip("List of possible trench tile prefabs.")]
|
||||||
@@ -67,6 +68,12 @@ namespace Minigames.DivingForPictures
|
|||||||
// Screen normalization
|
// Screen normalization
|
||||||
private float _screenNormalizationFactor = 1.0f;
|
private float _screenNormalizationFactor = 1.0f;
|
||||||
|
|
||||||
|
// Pause state
|
||||||
|
private bool _isPaused = false;
|
||||||
|
|
||||||
|
// IPausable implementation
|
||||||
|
public bool IsPaused => _isPaused;
|
||||||
|
|
||||||
private void Awake()
|
private void Awake()
|
||||||
{
|
{
|
||||||
_mainCamera = Camera.main;
|
_mainCamera = Camera.main;
|
||||||
@@ -124,6 +131,9 @@ namespace Minigames.DivingForPictures
|
|||||||
{
|
{
|
||||||
gameManager.OnGameInitialized += Initialize;
|
gameManager.OnGameInitialized += Initialize;
|
||||||
|
|
||||||
|
// Register with the DivingGameManager for pause/resume events
|
||||||
|
gameManager.RegisterPausableComponent(this);
|
||||||
|
|
||||||
// If game is already initialized, initialize immediately
|
// If game is already initialized, initialize immediately
|
||||||
if (gameManager.GetType().GetField("_isGameInitialized",
|
if (gameManager.GetType().GetField("_isGameInitialized",
|
||||||
System.Reflection.BindingFlags.NonPublic |
|
System.Reflection.BindingFlags.NonPublic |
|
||||||
@@ -139,6 +149,71 @@ namespace Minigames.DivingForPictures
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
private void OnDestroy()
|
||||||
|
{
|
||||||
|
// Unregister from DivingGameManager
|
||||||
|
DivingGameManager gameManager = FindFirstObjectByType<DivingGameManager>();
|
||||||
|
if (gameManager != null)
|
||||||
|
{
|
||||||
|
gameManager.UnregisterPausableComponent(this);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Pauses the spawner and all associated processes
|
||||||
|
/// </summary>
|
||||||
|
public void Pause()
|
||||||
|
{
|
||||||
|
if (_isPaused) return; // Already paused
|
||||||
|
|
||||||
|
_isPaused = true;
|
||||||
|
|
||||||
|
// Stop all active coroutines but save their references
|
||||||
|
if (_movementCoroutine != null)
|
||||||
|
{
|
||||||
|
StopCoroutine(_movementCoroutine);
|
||||||
|
_movementCoroutine = null;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (_tileDestructionCoroutine != null)
|
||||||
|
{
|
||||||
|
StopCoroutine(_tileDestructionCoroutine);
|
||||||
|
_tileDestructionCoroutine = null;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (_tileSpawningCoroutine != null)
|
||||||
|
{
|
||||||
|
StopCoroutine(_tileSpawningCoroutine);
|
||||||
|
_tileSpawningCoroutine = null;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (_speedRampingCoroutine != null)
|
||||||
|
{
|
||||||
|
StopCoroutine(_speedRampingCoroutine);
|
||||||
|
_speedRampingCoroutine = null;
|
||||||
|
}
|
||||||
|
|
||||||
|
Debug.Log("[TrenchTileSpawner] Paused");
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Resumes the spawner and all associated processes
|
||||||
|
/// </summary>
|
||||||
|
public void Resume()
|
||||||
|
{
|
||||||
|
if (!_isPaused) return; // Already running
|
||||||
|
|
||||||
|
_isPaused = false;
|
||||||
|
|
||||||
|
// Restart all necessary coroutines
|
||||||
|
StartMovementCoroutine();
|
||||||
|
StartTileDestructionCoroutine();
|
||||||
|
StartTileSpawningCoroutine();
|
||||||
|
StartSpeedRampingCoroutine();
|
||||||
|
|
||||||
|
Debug.Log("[TrenchTileSpawner] Resumed");
|
||||||
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Initializes the tile spawner when triggered by DivingGameManager
|
/// Initializes the tile spawner when triggered by DivingGameManager
|
||||||
/// </summary>
|
/// </summary>
|
||||||
@@ -385,25 +460,57 @@ namespace Minigames.DivingForPictures
|
|||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Starts the movement coroutine and stores its reference
|
/// Starts the movement coroutine if it's not already running
|
||||||
/// </summary>
|
/// </summary>
|
||||||
private void StartMovementCoroutine()
|
private void StartMovementCoroutine()
|
||||||
{
|
{
|
||||||
if (_movementCoroutine != null)
|
if (_movementCoroutine == null && !_isPaused)
|
||||||
{
|
{
|
||||||
StopCoroutine(_movementCoroutine);
|
_movementCoroutine = StartCoroutine(MoveActiveTilesRoutine());
|
||||||
}
|
}
|
||||||
_movementCoroutine = StartCoroutine(MovementCoroutine());
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Starts the tile destruction coroutine if it's not already running
|
||||||
|
/// </summary>
|
||||||
|
private void StartTileDestructionCoroutine()
|
||||||
|
{
|
||||||
|
if (_tileDestructionCoroutine == null && !_isPaused)
|
||||||
|
{
|
||||||
|
_tileDestructionCoroutine = StartCoroutine(TileDestructionRoutine());
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Starts the tile spawning coroutine if it's not already running
|
||||||
|
/// </summary>
|
||||||
|
private void StartTileSpawningCoroutine()
|
||||||
|
{
|
||||||
|
if (_tileSpawningCoroutine == null && !_isPaused && !_stopSpawning)
|
||||||
|
{
|
||||||
|
_tileSpawningCoroutine = StartCoroutine(TileSpawningRoutine());
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Starts the speed ramping coroutine if it's not already running
|
||||||
|
/// </summary>
|
||||||
|
private void StartSpeedRampingCoroutine()
|
||||||
|
{
|
||||||
|
if (_speedRampingCoroutine == null && !_isPaused)
|
||||||
|
{
|
||||||
|
_speedRampingCoroutine = StartCoroutine(SpeedRampingRoutine());
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Coroutine that handles obstacle movement using normalized screen-relative speed
|
/// Coroutine that handles obstacle movement using normalized screen-relative speed
|
||||||
/// </summary>
|
/// </summary>
|
||||||
private IEnumerator MovementCoroutine()
|
private IEnumerator MoveActiveTilesRoutine()
|
||||||
{
|
{
|
||||||
Debug.Log($"[TrenchTileSpawner] Started movement coroutine with normalized speed: {_baseMoveSpeed:F3}");
|
Debug.Log($"[TrenchTileSpawner] Started movement coroutine with normalized speed: {_baseMoveSpeed:F3}");
|
||||||
|
|
||||||
while (enabled && gameObject.activeInHierarchy)
|
while (enabled && gameObject.activeInHierarchy && !_isPaused)
|
||||||
{
|
{
|
||||||
// Skip if no active tiles
|
// Skip if no active tiles
|
||||||
if (_activeTiles.Count == 0)
|
if (_activeTiles.Count == 0)
|
||||||
@@ -431,167 +538,194 @@ namespace Minigames.DivingForPictures
|
|||||||
// Wait for next frame
|
// Wait for next frame
|
||||||
yield return null;
|
yield return null;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Clear coroutine reference when stopped
|
||||||
|
_movementCoroutine = null;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Coroutine that checks for tiles to destroy periodically
|
||||||
|
/// </summary>
|
||||||
|
private IEnumerator TileDestructionRoutine()
|
||||||
|
{
|
||||||
|
const float checkInterval = 0.5f; // Check every half second
|
||||||
|
Debug.Log($"[TrenchTileSpawner] Started tile destruction coroutine with interval: {checkInterval}s");
|
||||||
|
|
||||||
|
while (enabled && gameObject.activeInHierarchy && !_isPaused)
|
||||||
|
{
|
||||||
|
// Check and handle tile destruction
|
||||||
|
if (_activeTiles.Count > 0)
|
||||||
|
{
|
||||||
|
GameObject topTile = _activeTiles[0];
|
||||||
|
if (topTile == null)
|
||||||
|
{
|
||||||
|
_activeTiles.RemoveAt(0);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
float tileHeight = GetTileHeight(topTile);
|
||||||
|
|
||||||
|
bool shouldDestroy;
|
||||||
|
if (_isSurfacing)
|
||||||
|
{
|
||||||
|
// When surfacing, destroy tiles at the bottom
|
||||||
|
shouldDestroy = topTile.transform.position.y + tileHeight / 2 < _screenBottom - _settings.TileSpawnBuffer;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
// When descending, destroy tiles at the top
|
||||||
|
shouldDestroy = topTile.transform.position.y - tileHeight / 2 > _screenTop + _settings.TileSpawnBuffer;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (shouldDestroy)
|
||||||
|
{
|
||||||
|
_activeTiles.RemoveAt(0);
|
||||||
|
onTileDestroyed?.Invoke(topTile);
|
||||||
|
|
||||||
|
if (_devSettings != null && _devSettings.TrenchTileUseObjectPooling && _tilePool != null)
|
||||||
|
{
|
||||||
|
// Find the prefab index for this tile
|
||||||
|
int prefabIndex = GetPrefabIndex(topTile);
|
||||||
|
if (prefabIndex >= 0)
|
||||||
|
{
|
||||||
|
_tilePool.ReturnTile(topTile, prefabIndex);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
Destroy(topTile);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
Destroy(topTile);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Wait for the next check interval
|
||||||
|
yield return new WaitForSeconds(checkInterval);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Clear coroutine reference when stopped
|
||||||
|
_tileDestructionCoroutine = null;
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Handles the movement of all active tiles based on the current velocity
|
/// Coroutine that checks if new tiles need to be spawned periodically
|
||||||
/// </summary>
|
/// </summary>
|
||||||
private void HandleMovement()
|
private IEnumerator TileSpawningRoutine()
|
||||||
{
|
{
|
||||||
foreach (var tile in _activeTiles)
|
const float checkInterval = 0.2f; // Check every fifth of a second
|
||||||
{
|
Debug.Log($"[TrenchTileSpawner] Started tile spawning coroutine with interval: {checkInterval}s");
|
||||||
if (tile != null)
|
|
||||||
{
|
|
||||||
// Use velocity factor to determine direction
|
|
||||||
Vector3 direction = Vector3.up * Mathf.Sign(_velocityFactor);
|
|
||||||
float speed = _currentVelocity;
|
|
||||||
|
|
||||||
// Apply movement
|
|
||||||
tile.transform.position += direction * speed;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Check for tiles that have moved off screen and should be destroyed or returned to pool
|
|
||||||
/// </summary>
|
|
||||||
private void HandleTileDestruction()
|
|
||||||
{
|
|
||||||
if (_activeTiles.Count == 0) return;
|
|
||||||
|
|
||||||
GameObject topTile = _activeTiles[0];
|
while (enabled && gameObject.activeInHierarchy && !_isPaused && !_stopSpawning)
|
||||||
if (topTile == null)
|
|
||||||
{
|
{
|
||||||
_activeTiles.RemoveAt(0);
|
// Check if we need to spawn new tiles
|
||||||
return;
|
if (_activeTiles.Count == 0)
|
||||||
}
|
|
||||||
|
|
||||||
float tileHeight = GetTileHeight(topTile);
|
|
||||||
|
|
||||||
bool shouldDestroy;
|
|
||||||
if (_isSurfacing)
|
|
||||||
{
|
|
||||||
// When surfacing, destroy tiles at the bottom
|
|
||||||
shouldDestroy = topTile.transform.position.y + tileHeight / 2 < _screenBottom - _settings.TileSpawnBuffer;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
// When descending, destroy tiles at the top
|
|
||||||
shouldDestroy = topTile.transform.position.y - tileHeight / 2 > _screenTop + _settings.TileSpawnBuffer;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (shouldDestroy)
|
|
||||||
{
|
|
||||||
_activeTiles.RemoveAt(0);
|
|
||||||
onTileDestroyed?.Invoke(topTile);
|
|
||||||
|
|
||||||
if (_devSettings != null && _devSettings.TrenchTileUseObjectPooling && _tilePool != null)
|
|
||||||
{
|
{
|
||||||
// Find the prefab index for this tile
|
// If we have no active tiles and spawning is stopped, trigger the event
|
||||||
int prefabIndex = GetPrefabIndex(topTile);
|
if (_stopSpawning)
|
||||||
if (prefabIndex >= 0)
|
|
||||||
{
|
|
||||||
_tilePool.ReturnTile(topTile, prefabIndex);
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
Destroy(topTile);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
Destroy(topTile);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Check if new tiles need to be spawned
|
|
||||||
/// </summary>
|
|
||||||
private void HandleTileSpawning()
|
|
||||||
{
|
|
||||||
if (_activeTiles.Count == 0)
|
|
||||||
{
|
|
||||||
// If we have no active tiles and spawning is stopped, trigger the event
|
|
||||||
if (_stopSpawning)
|
|
||||||
{
|
|
||||||
onLastTileLeft.Invoke();
|
|
||||||
}
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
GameObject bottomTile = _activeTiles[^1];
|
|
||||||
if (bottomTile == null)
|
|
||||||
{
|
|
||||||
_activeTiles.RemoveAt(_activeTiles.Count - 1);
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Get the tile height once to use in all calculations
|
|
||||||
float tileHeight = GetTileHeight(bottomTile);
|
|
||||||
|
|
||||||
// If we're in stop spawning mode, don't spawn new tiles
|
|
||||||
if (_stopSpawning)
|
|
||||||
{
|
|
||||||
// Check if this is the last tile, and if it's about to leave the screen
|
|
||||||
if (_activeTiles.Count == 1)
|
|
||||||
{
|
|
||||||
bool isLastTileLeaving;
|
|
||||||
|
|
||||||
if (_isSurfacing)
|
|
||||||
{
|
|
||||||
// When surfacing, check if the bottom of the tile is above the top of the screen
|
|
||||||
isLastTileLeaving = bottomTile.transform.position.y - tileHeight / 2 > _screenTop + _settings.TileSpawnBuffer;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
// When descending, check if the top of the tile is below the bottom of the screen
|
|
||||||
isLastTileLeaving = bottomTile.transform.position.y + tileHeight / 2 < _screenBottom - _settings.TileSpawnBuffer;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (isLastTileLeaving)
|
|
||||||
{
|
{
|
||||||
onLastTileLeft.Invoke();
|
onLastTileLeft.Invoke();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
return;
|
else
|
||||||
}
|
{
|
||||||
|
GameObject bottomTile = _activeTiles[^1];
|
||||||
bool shouldSpawn;
|
if (bottomTile == null)
|
||||||
float newY;
|
{
|
||||||
|
_activeTiles.RemoveAt(_activeTiles.Count - 1);
|
||||||
if (_isSurfacing)
|
}
|
||||||
{
|
else
|
||||||
// When surfacing, spawn new tiles at the top
|
{
|
||||||
float topEdge = bottomTile.transform.position.y + tileHeight / 2;
|
// Get the tile height once to use in all calculations
|
||||||
shouldSpawn = topEdge < _screenTop + _settings.TileSpawnBuffer;
|
float tileHeight = GetTileHeight(bottomTile);
|
||||||
newY = bottomTile.transform.position.y + tileHeight;
|
|
||||||
}
|
// If we're in stop spawning mode, check if last tile is leaving
|
||||||
else
|
if (_stopSpawning)
|
||||||
{
|
{
|
||||||
// When descending, spawn new tiles at the bottom
|
// Check if this is the last tile, and if it's about to leave the screen
|
||||||
float bottomEdge = bottomTile.transform.position.y - tileHeight / 2;
|
if (_activeTiles.Count == 1)
|
||||||
shouldSpawn = bottomEdge > _screenBottom - _settings.TileSpawnBuffer;
|
{
|
||||||
newY = bottomTile.transform.position.y - tileHeight;
|
bool isLastTileLeaving;
|
||||||
|
|
||||||
|
if (_isSurfacing)
|
||||||
|
{
|
||||||
|
// When surfacing, check if bottom of tile is above top of screen
|
||||||
|
isLastTileLeaving = bottomTile.transform.position.y - tileHeight / 2 > _screenTop + _settings.TileSpawnBuffer;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
// When descending, check if top of tile is below bottom of screen
|
||||||
|
isLastTileLeaving = bottomTile.transform.position.y + tileHeight / 2 < _screenBottom - _settings.TileSpawnBuffer;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (isLastTileLeaving)
|
||||||
|
{
|
||||||
|
onLastTileLeft.Invoke();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
// Normal spawning mode
|
||||||
|
bool shouldSpawn;
|
||||||
|
float newY;
|
||||||
|
|
||||||
|
if (_isSurfacing)
|
||||||
|
{
|
||||||
|
// When surfacing, spawn new tiles at the top
|
||||||
|
float topEdge = bottomTile.transform.position.y + tileHeight / 2;
|
||||||
|
shouldSpawn = topEdge < _screenTop + _settings.TileSpawnBuffer;
|
||||||
|
newY = bottomTile.transform.position.y + tileHeight;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
// When descending, spawn new tiles at the bottom
|
||||||
|
float bottomEdge = bottomTile.transform.position.y - tileHeight / 2;
|
||||||
|
shouldSpawn = bottomEdge > _screenBottom - _settings.TileSpawnBuffer;
|
||||||
|
newY = bottomTile.transform.position.y - tileHeight;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (shouldSpawn)
|
||||||
|
{
|
||||||
|
SpawnTileAtY(newY);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Wait for the next check interval
|
||||||
|
yield return new WaitForSeconds(checkInterval);
|
||||||
}
|
}
|
||||||
|
|
||||||
if (shouldSpawn)
|
// Clear coroutine reference when stopped
|
||||||
{
|
_tileSpawningCoroutine = null;
|
||||||
SpawnTileAtY(newY);
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Handle increasing the movement speed over time
|
/// Coroutine that handles increasing the movement speed over time
|
||||||
/// </summary>
|
/// </summary>
|
||||||
private void HandleSpeedRamping()
|
private IEnumerator SpeedRampingRoutine()
|
||||||
{
|
{
|
||||||
_speedUpTimer += Time.deltaTime;
|
const float checkInterval = 1.0f; // Check once per second
|
||||||
if (_speedUpTimer >= _settings.SpeedUpInterval)
|
Debug.Log($"[TrenchTileSpawner] Started speed ramping coroutine with interval: {checkInterval}s");
|
||||||
|
|
||||||
|
while (enabled && gameObject.activeInHierarchy && !_isPaused)
|
||||||
{
|
{
|
||||||
|
// Increase the base move speed up to the maximum
|
||||||
_baseMoveSpeed = Mathf.Min(_baseMoveSpeed + _settings.SpeedUpFactor, _settings.MaxNormalizedMoveSpeed);
|
_baseMoveSpeed = Mathf.Min(_baseMoveSpeed + _settings.SpeedUpFactor, _settings.MaxNormalizedMoveSpeed);
|
||||||
_speedUpTimer = 0f;
|
|
||||||
|
// Recalculate velocity with the new base speed
|
||||||
|
CalculateVelocity();
|
||||||
|
|
||||||
|
// Wait for the next check interval
|
||||||
|
yield return new WaitForSeconds(checkInterval);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Clear coroutine reference when stopped
|
||||||
|
_speedRampingCoroutine = null;
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
@@ -816,217 +950,5 @@ namespace Minigames.DivingForPictures
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Starts the tile destruction coroutine and stores its reference
|
|
||||||
/// </summary>
|
|
||||||
private void StartTileDestructionCoroutine()
|
|
||||||
{
|
|
||||||
if (_tileDestructionCoroutine != null)
|
|
||||||
{
|
|
||||||
StopCoroutine(_tileDestructionCoroutine);
|
|
||||||
}
|
|
||||||
_tileDestructionCoroutine = StartCoroutine(TileDestructionCoroutine());
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Coroutine that checks for tiles to destroy periodically
|
|
||||||
/// </summary>
|
|
||||||
private IEnumerator TileDestructionCoroutine()
|
|
||||||
{
|
|
||||||
const float checkInterval = 0.5f; // Check every half second as requested
|
|
||||||
Debug.Log($"[TrenchTileSpawner] Started tile destruction coroutine with interval: {checkInterval}s");
|
|
||||||
|
|
||||||
while (enabled && gameObject.activeInHierarchy)
|
|
||||||
{
|
|
||||||
// Check and handle tile destruction
|
|
||||||
if (_activeTiles.Count > 0)
|
|
||||||
{
|
|
||||||
GameObject topTile = _activeTiles[0];
|
|
||||||
if (topTile == null)
|
|
||||||
{
|
|
||||||
_activeTiles.RemoveAt(0);
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
float tileHeight = GetTileHeight(topTile);
|
|
||||||
|
|
||||||
bool shouldDestroy;
|
|
||||||
if (_isSurfacing)
|
|
||||||
{
|
|
||||||
// When surfacing, destroy tiles at the bottom
|
|
||||||
shouldDestroy = topTile.transform.position.y + tileHeight / 2 < _screenBottom - _settings.TileSpawnBuffer;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
// When descending, destroy tiles at the top
|
|
||||||
shouldDestroy = topTile.transform.position.y - tileHeight / 2 > _screenTop + _settings.TileSpawnBuffer;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (shouldDestroy)
|
|
||||||
{
|
|
||||||
_activeTiles.RemoveAt(0);
|
|
||||||
onTileDestroyed?.Invoke(topTile);
|
|
||||||
|
|
||||||
if (_devSettings != null && _devSettings.TrenchTileUseObjectPooling && _tilePool != null)
|
|
||||||
{
|
|
||||||
// Find the prefab index for this tile
|
|
||||||
int prefabIndex = GetPrefabIndex(topTile);
|
|
||||||
if (prefabIndex >= 0)
|
|
||||||
{
|
|
||||||
_tilePool.ReturnTile(topTile, prefabIndex);
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
Destroy(topTile);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
Destroy(topTile);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// Wait for the next check interval
|
|
||||||
yield return new WaitForSeconds(checkInterval);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Starts the tile spawning coroutine and stores its reference
|
|
||||||
/// </summary>
|
|
||||||
private void StartTileSpawningCoroutine()
|
|
||||||
{
|
|
||||||
if (_tileSpawningCoroutine != null)
|
|
||||||
{
|
|
||||||
StopCoroutine(_tileSpawningCoroutine);
|
|
||||||
}
|
|
||||||
_tileSpawningCoroutine = StartCoroutine(TileSpawningCoroutine());
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Coroutine that checks if new tiles need to be spawned periodically
|
|
||||||
/// </summary>
|
|
||||||
private IEnumerator TileSpawningCoroutine()
|
|
||||||
{
|
|
||||||
const float checkInterval = 0.2f; // Check every half second as requested
|
|
||||||
Debug.Log($"[TrenchTileSpawner] Started tile spawning coroutine with interval: {checkInterval}s");
|
|
||||||
|
|
||||||
while (enabled && gameObject.activeInHierarchy)
|
|
||||||
{
|
|
||||||
// Check if we need to spawn new tiles
|
|
||||||
if (_activeTiles.Count == 0)
|
|
||||||
{
|
|
||||||
// If we have no active tiles and spawning is stopped, trigger the event
|
|
||||||
if (_stopSpawning)
|
|
||||||
{
|
|
||||||
onLastTileLeft.Invoke();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
GameObject bottomTile = _activeTiles[^1];
|
|
||||||
if (bottomTile == null)
|
|
||||||
{
|
|
||||||
_activeTiles.RemoveAt(_activeTiles.Count - 1);
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
// Get the tile height once to use in all calculations
|
|
||||||
float tileHeight = GetTileHeight(bottomTile);
|
|
||||||
|
|
||||||
// If we're in stop spawning mode, check if last tile is leaving
|
|
||||||
if (_stopSpawning)
|
|
||||||
{
|
|
||||||
// Check if this is the last tile, and if it's about to leave the screen
|
|
||||||
if (_activeTiles.Count == 1)
|
|
||||||
{
|
|
||||||
bool isLastTileLeaving;
|
|
||||||
|
|
||||||
if (_isSurfacing)
|
|
||||||
{
|
|
||||||
// When surfacing, check if bottom of tile is above top of screen
|
|
||||||
isLastTileLeaving = bottomTile.transform.position.y - tileHeight / 2 > _screenTop + _settings.TileSpawnBuffer;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
// When descending, check if top of tile is below bottom of screen
|
|
||||||
isLastTileLeaving = bottomTile.transform.position.y + tileHeight / 2 < _screenBottom - _settings.TileSpawnBuffer;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (isLastTileLeaving)
|
|
||||||
{
|
|
||||||
onLastTileLeft.Invoke();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
// Normal spawning mode
|
|
||||||
bool shouldSpawn;
|
|
||||||
float newY;
|
|
||||||
|
|
||||||
if (_isSurfacing)
|
|
||||||
{
|
|
||||||
// When surfacing, spawn new tiles at the top
|
|
||||||
float topEdge = bottomTile.transform.position.y + tileHeight / 2;
|
|
||||||
shouldSpawn = topEdge < _screenTop + _settings.TileSpawnBuffer;
|
|
||||||
newY = bottomTile.transform.position.y + tileHeight;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
// When descending, spawn new tiles at the bottom
|
|
||||||
float bottomEdge = bottomTile.transform.position.y - tileHeight / 2;
|
|
||||||
shouldSpawn = bottomEdge > _screenBottom - _settings.TileSpawnBuffer;
|
|
||||||
newY = bottomTile.transform.position.y - tileHeight;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (shouldSpawn)
|
|
||||||
{
|
|
||||||
SpawnTileAtY(newY);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// Wait for the next check interval
|
|
||||||
yield return new WaitForSeconds(checkInterval);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Starts the speed ramping coroutine and stores its reference
|
|
||||||
/// </summary>
|
|
||||||
private void StartSpeedRampingCoroutine()
|
|
||||||
{
|
|
||||||
if (_speedRampingCoroutine != null)
|
|
||||||
{
|
|
||||||
StopCoroutine(_speedRampingCoroutine);
|
|
||||||
}
|
|
||||||
_speedRampingCoroutine = StartCoroutine(SpeedRampingCoroutine());
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Coroutine that handles increasing the movement speed over time
|
|
||||||
/// </summary>
|
|
||||||
private IEnumerator SpeedRampingCoroutine()
|
|
||||||
{
|
|
||||||
const float checkInterval = 1.0f; // Check once per second as requested
|
|
||||||
Debug.Log($"[TrenchTileSpawner] Started speed ramping coroutine with interval: {checkInterval}s");
|
|
||||||
|
|
||||||
while (enabled && gameObject.activeInHierarchy)
|
|
||||||
{
|
|
||||||
// Increase the base move speed up to the maximum
|
|
||||||
_baseMoveSpeed = Mathf.Min(_baseMoveSpeed + _settings.SpeedUpFactor, _settings.MaxNormalizedMoveSpeed);
|
|
||||||
|
|
||||||
// Recalculate velocity with the new base speed
|
|
||||||
CalculateVelocity();
|
|
||||||
|
|
||||||
// Wait for the next check interval
|
|
||||||
yield return new WaitForSeconds(checkInterval);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -35,6 +35,13 @@ namespace UI
|
|||||||
public event Action OnGamePaused;
|
public event Action OnGamePaused;
|
||||||
public event Action OnGameResumed;
|
public event Action OnGameResumed;
|
||||||
|
|
||||||
|
private bool _isPaused = false;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Returns whether the game is currently paused
|
||||||
|
/// </summary>
|
||||||
|
public bool IsPaused => _isPaused;
|
||||||
|
|
||||||
private void Start()
|
private void Start()
|
||||||
{
|
{
|
||||||
// Subscribe to scene loaded events
|
// Subscribe to scene loaded events
|
||||||
@@ -92,6 +99,12 @@ namespace UI
|
|||||||
|
|
||||||
// Change input mode to UI when menu is open
|
// Change input mode to UI when menu is open
|
||||||
InputManager.Instance.SetInputMode(InputMode.UI);
|
InputManager.Instance.SetInputMode(InputMode.UI);
|
||||||
|
|
||||||
|
// Set paused flag and broadcast event
|
||||||
|
_isPaused = true;
|
||||||
|
OnGamePaused?.Invoke();
|
||||||
|
|
||||||
|
Debug.Log("[PauseMenu] Game Paused");
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
@@ -108,6 +121,12 @@ namespace UI
|
|||||||
// Change input mode back to Game when menu is closed
|
// Change input mode back to Game when menu is closed
|
||||||
if(resetInput)
|
if(resetInput)
|
||||||
InputManager.Instance.SetInputMode(InputMode.Game);
|
InputManager.Instance.SetInputMode(InputMode.Game);
|
||||||
|
|
||||||
|
// Clear paused flag and broadcast event
|
||||||
|
_isPaused = false;
|
||||||
|
OnGameResumed?.Invoke();
|
||||||
|
|
||||||
|
Debug.Log("[PauseMenu] Game Resumed");
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
|
|||||||
Reference in New Issue
Block a user