The feel is fine

This commit is contained in:
2025-09-24 15:16:31 +02:00
parent 783541a776
commit aeaa977294
19 changed files with 494 additions and 344 deletions

View File

@@ -69,7 +69,7 @@ namespace Minigames.DivingForPictures
}
// Initialize with base probability from settings
currentSpawnProbability = _settings?.EndlessDescenderBaseSpawnProbability ?? 0.2f;
currentSpawnProbability = _settings?.BaseSpawnProbability ?? 0.2f;
}
private void Start()
@@ -104,10 +104,10 @@ namespace Minigames.DivingForPictures
// Gradually increase spawn probability over time
float previousProbability = currentSpawnProbability;
if (currentSpawnProbability < _settings.EndlessDescenderMaxSpawnProbability)
if (currentSpawnProbability < _settings.MaxSpawnProbability)
{
currentSpawnProbability += _settings.EndlessDescenderProbabilityIncreaseRate * Time.deltaTime;
currentSpawnProbability = Mathf.Min(currentSpawnProbability, _settings.EndlessDescenderMaxSpawnProbability);
currentSpawnProbability += _settings.ProbabilityIncreaseRate * Time.deltaTime;
currentSpawnProbability = Mathf.Min(currentSpawnProbability, _settings.MaxSpawnProbability);
// Only fire event if probability changed significantly
if (Mathf.Abs(currentSpawnProbability - previousProbability) > 0.01f)
@@ -127,8 +127,8 @@ namespace Minigames.DivingForPictures
// If we're surfacing, don't spawn new monsters
if (_isSurfacing) return;
bool forceSpawn = timeSinceLastSpawn >= _settings.EndlessDescenderGuaranteedSpawnTime;
bool onCooldown = timeSinceLastSpawn < _settings.EndlessDescenderSpawnCooldown;
bool forceSpawn = timeSinceLastSpawn >= _settings.GuaranteedSpawnTime;
bool onCooldown = timeSinceLastSpawn < _settings.SpawnCooldown;
// Don't spawn if on cooldown, unless forced
if (onCooldown && !forceSpawn) return;
@@ -145,7 +145,7 @@ namespace Minigames.DivingForPictures
// Reset timer and adjust probability
lastSpawnTime = Time.time;
timeSinceLastSpawn = 0f;
currentSpawnProbability = _settings.EndlessDescenderBaseSpawnProbability;
currentSpawnProbability = _settings.BaseSpawnProbability;
OnSpawnProbabilityChanged?.Invoke(currentSpawnProbability);
}
}
@@ -190,8 +190,8 @@ namespace Minigames.DivingForPictures
private void OnMonsterPictureTaken(Monster monster)
{
// Calculate points based on depth
int depthBonus = Mathf.FloorToInt(Mathf.Abs(monster.transform.position.y) * _settings.EndlessDescenderDepthMultiplier);
int pointsAwarded = _settings.EndlessDescenderBasePoints + depthBonus;
int depthBonus = Mathf.FloorToInt(Mathf.Abs(monster.transform.position.y) * _settings.DepthMultiplier);
int pointsAwarded = _settings.BasePoints + depthBonus;
// Add score
playerScore += pointsAwarded;
@@ -342,7 +342,7 @@ namespace Minigames.DivingForPictures
_isSurfacing = true;
// 1. Initiate smooth velocity transition to surfacing speed
float targetVelocityFactor = -1.0f * _settings.EndlessDescenderSurfacingSpeedFactor;
float targetVelocityFactor = -1.0f * _settings.SurfacingSpeedFactor;
SetVelocityFactor(targetVelocityFactor);
// 2. Find and notify trench tile spawner about direction change (for spawning/despawning logic)
@@ -511,7 +511,7 @@ namespace Minigames.DivingForPictures
private IEnumerator SurfacingSequence()
{
// Wait for the configured delay
yield return new WaitForSeconds(_settings.EndlessDescenderSurfacingSpawnDelay);
yield return new WaitForSeconds(_settings.SurfacingSpawnDelay);
// Find tile spawner and tell it to stop spawning
TrenchTileSpawner tileSpawner = FindFirstObjectByType<TrenchTileSpawner>();
@@ -580,10 +580,10 @@ namespace Minigames.DivingForPictures
float startFactor = _currentVelocityFactor;
float elapsed = 0f;
while (elapsed < _settings.EndlessDescenderSpeedTransitionDuration)
while (elapsed < _settings.SpeedTransitionDuration)
{
elapsed += Time.deltaTime;
float t = Mathf.Clamp01(elapsed / _settings.EndlessDescenderSpeedTransitionDuration);
float t = Mathf.Clamp01(elapsed / _settings.SpeedTransitionDuration);
// Smooth step interpolation
float smoothStep = t * t * (3f - 2f * t);

View File

@@ -221,9 +221,9 @@ namespace Minigames.DivingForPictures
while (true)
{
// Calculate next spawn time with variation
float nextSpawnTime = _settings.EndlessDescenderObstacleSpawnInterval +
Random.Range(-_settings.EndlessDescenderObstacleSpawnIntervalVariation,
_settings.EndlessDescenderObstacleSpawnIntervalVariation);
float nextSpawnTime = _settings.ObstacleSpawnInterval +
Random.Range(-_settings.ObstacleSpawnIntervalVariation,
_settings.ObstacleSpawnIntervalVariation);
nextSpawnTime = Mathf.Max(0.1f, nextSpawnTime); // Ensure minimum interval
yield return new WaitForSeconds(nextSpawnTime);
@@ -257,7 +257,7 @@ namespace Minigames.DivingForPictures
bool foundValidPosition = false;
// Try to find a valid spawn position
for (int attempts = 0; attempts < _settings.EndlessDescenderObstacleMaxSpawnAttempts; attempts++)
for (int attempts = 0; attempts < _settings.ObstacleMaxSpawnAttempts; attempts++)
{
spawnPosition = GetRandomSpawnPosition();
@@ -270,13 +270,13 @@ namespace Minigames.DivingForPictures
}
else
{
Debug.Log($"[ObstacleSpawner] Position {spawnPosition} invalid (attempt {attempts + 1}/{_settings.EndlessDescenderObstacleMaxSpawnAttempts})");
Debug.Log($"[ObstacleSpawner] Position {spawnPosition} invalid (attempt {attempts + 1}/{_settings.ObstacleMaxSpawnAttempts})");
}
}
if (!foundValidPosition)
{
Debug.LogWarning($"[ObstacleSpawner] SPAWN MISSED: Could not find valid spawn position after {_settings.EndlessDescenderObstacleMaxSpawnAttempts} attempts at {Time.time:F2}");
Debug.LogWarning($"[ObstacleSpawner] SPAWN MISSED: Could not find valid spawn position after {_settings.ObstacleMaxSpawnAttempts} attempts at {Time.time:F2}");
}
}
@@ -300,7 +300,7 @@ namespace Minigames.DivingForPictures
{
// Use OverlapCircle to check for collisions with tiles using just the layer
// Convert the single layer to a layer mask inline (1 << layerNumber)
Collider2D collision = Physics2D.OverlapCircle(position, _settings.EndlessDescenderObstacleSpawnCollisionRadius, 1 << _devSettings.TrenchTileLayer);
Collider2D collision = Physics2D.OverlapCircle(position, _settings.ObstacleSpawnCollisionRadius, 1 << _devSettings.TrenchTileLayer);
return collision == null;
}
@@ -412,8 +412,8 @@ namespace Minigames.DivingForPictures
// Randomize properties using settings
obstacleComponent.MoveSpeed = Random.Range(
_settings.EndlessDescenderObstacleMinMoveSpeed,
_settings.EndlessDescenderObstacleMaxMoveSpeed);
_settings.ObstacleMinMoveSpeed,
_settings.ObstacleMaxMoveSpeed);
// Set spawner reference (since FloatingObstacle has this built-in now)
obstacleComponent.SetSpawner(this);
@@ -544,7 +544,7 @@ namespace Minigames.DivingForPictures
// Draw collision radius at spawn point
Gizmos.color = Color.red;
Gizmos.DrawWireSphere(center, _settings.EndlessDescenderObstacleSpawnCollisionRadius);
Gizmos.DrawWireSphere(center, _settings.ObstacleSpawnCollisionRadius);
}
}
#endif

View File

@@ -28,6 +28,14 @@ namespace Minigames.DivingForPictures
protected override void HandleCollisionResponse(Collider2D obstacle)
{
// Check if the obstacle is on the ObstacleLayer
if (obstacle.gameObject.layer != _devSettings.ObstacleLayer)
{
// If not on the obstacle layer, don't process the collision
Debug.Log($"[ObstacleCollision] Ignored collision with object on layer {obstacle.gameObject.layer} (expected {_devSettings.ObstacleLayer})");
return;
}
// Mark the obstacle as having dealt damage to prevent multiple hits
FloatingObstacle obstacleComponent = obstacle.GetComponent<FloatingObstacle>();
if (obstacleComponent != null)
@@ -43,7 +51,7 @@ namespace Minigames.DivingForPictures
/// </summary>
private void HandleImmunityStarted()
{
Debug.Log($"[ObstacleCollision] Damage immunity started for {_gameSettings.EndlessDescenderDamageImmunityDuration} seconds");
Debug.Log($"[ObstacleCollision] Damage immunity started for {_gameSettings.DamageImmunityDuration} seconds");
// Don't block input for obstacle damage - let player keep moving
// The shared immunity system will handle the collision prevention

View File

@@ -2,6 +2,7 @@
using System;
using System.Collections;
using AppleHills.Core.Settings;
using AppleHills.Utilities;
namespace Minigames.DivingForPictures
{
@@ -27,6 +28,7 @@ namespace Minigames.DivingForPictures
private static Coroutine _globalImmunityCoroutine;
private static MonoBehaviour _coroutineRunner;
private static Collider2D _sharedPlayerCollider;
private static bool wasInputBlocked = false; // Track if input was blocked
// Events for immunity and damage state changes
public static event Action OnImmunityStarted;
@@ -117,8 +119,8 @@ namespace Minigames.DivingForPictures
if (_isGloballyImmune)
return;
// Check if the collider is an obstacle
if ((_devSettings.PlayerObstacleLayerMask.value & (1 << other.gameObject.layer)) != 0)
// Use our extension method to check if the collider's layer is in the obstacle layer mask
if (_devSettings.PlayerObstacleLayerMask.Contains(other.gameObject))
{
HandleObstacleCollision(other);
}
@@ -179,6 +181,8 @@ namespace Minigames.DivingForPictures
if (_devSettings.BlockInputDuringImmunity && playerController != null)
{
// Notify player controller to block input
BlockPlayerInput();
wasInputBlocked = true;
}
// Trigger event for all listeners
@@ -200,13 +204,57 @@ namespace Minigames.DivingForPictures
private IEnumerator ImmunityTimerCoroutine()
{
// Wait for the immunity duration
yield return new WaitForSeconds(_gameSettings.EndlessDescenderDamageImmunityDuration);
yield return new WaitForSeconds(_gameSettings.DamageImmunityDuration);
// Reset immunity state
_isGloballyImmune = false;
// Restore player input if it was blocked
if (_devSettings.BlockInputDuringImmunity)
{
RestorePlayerInput();
}
// Trigger event for all listeners
OnImmunityEnded?.Invoke();
}
/// <summary>
/// Blocks player input during immunity
/// </summary>
protected virtual void BlockPlayerInput()
{
if (playerController != null && playerController.enabled)
{
playerController.enabled = false;
wasInputBlocked = true;
Debug.Log($"[{GetType().Name}] Player input blocked during immunity");
}
}
/// <summary>
/// Restores player input after immunity
/// </summary>
protected virtual void RestorePlayerInput()
{
if (playerController != null && wasInputBlocked)
{
playerController.enabled = true;
wasInputBlocked = false;
// Update the controller's target position to current position to prevent snapping
UpdateControllerTarget();
Debug.Log($"[{GetType().Name}] Player input restored after immunity");
}
}
/// <summary>
/// Updates the player controller's target position to the current position to prevent snapping
/// </summary>
protected virtual void UpdateControllerTarget()
{
// This would normally be implemented in derived classes if needed
}
}
}

View File

@@ -47,7 +47,7 @@ namespace Minigames.DivingForPictures
public void OnTap(Vector2 worldPosition)
{
// Debug.Log($"[EndlessDescenderController] OnTap at {worldPosition}");
float targetX = Mathf.Clamp(worldPosition.x, _settings.EndlessDescenderClampXMin, _settings.EndlessDescenderClampXMax);
float targetX = Mathf.Clamp(worldPosition.x, _settings.ClampXMin, _settings.ClampXMax);
// Calculate tap direction (+1 for right, -1 for left)
_tapDirection = Mathf.Sign(targetX - transform.position.x);
@@ -68,7 +68,7 @@ namespace Minigames.DivingForPictures
public void OnHoldStart(Vector2 worldPosition)
{
// Debug.Log($"[EndlessDescenderController] OnHoldStart at {worldPosition}");
_targetFingerX = Mathf.Clamp(worldPosition.x, _settings.EndlessDescenderClampXMin, _settings.EndlessDescenderClampXMax);
_targetFingerX = Mathf.Clamp(worldPosition.x, _settings.ClampXMin, _settings.ClampXMax);
_isTouchActive = true;
}
@@ -78,7 +78,7 @@ namespace Minigames.DivingForPictures
public void OnHoldMove(Vector2 worldPosition)
{
// Debug.Log($"[EndlessDescenderController] OnHoldMove at {worldPosition}");
_targetFingerX = Mathf.Clamp(worldPosition.x, _settings.EndlessDescenderClampXMin, _settings.EndlessDescenderClampXMax);
_targetFingerX = Mathf.Clamp(worldPosition.x, _settings.ClampXMin, _settings.ClampXMax);
}
/// <summary>
@@ -96,9 +96,9 @@ namespace Minigames.DivingForPictures
if (_isTouchActive)
{
float currentX = transform.position.x;
float lerpSpeed = _settings.EndlessDescenderLerpSpeed;
float maxOffset = _settings.EndlessDescenderMaxOffset;
float exponent = _settings.EndlessDescenderSpeedExponent;
float lerpSpeed = _settings.LerpSpeed;
float maxOffset = _settings.MaxOffset;
float exponent = _settings.SpeedExponent;
float targetX = _targetFingerX;
float offset = targetX - currentX;
offset = Mathf.Clamp(offset, -maxOffset, maxOffset);
@@ -108,7 +108,7 @@ namespace Minigames.DivingForPictures
// Prevent overshooting
moveStep = Mathf.Clamp(moveStep, -absOffset, absOffset);
float newX = currentX + moveStep;
newX = Mathf.Clamp(newX, _settings.EndlessDescenderClampXMin, _settings.EndlessDescenderClampXMax);
newX = Mathf.Clamp(newX, _settings.ClampXMin, _settings.ClampXMax);
UpdatePosition(newX);
}
@@ -116,21 +116,21 @@ namespace Minigames.DivingForPictures
else if (_tapImpulseStrength > 0)
{
float currentX = transform.position.x;
float maxOffset = _settings.EndlessDescenderMaxOffset;
float lerpSpeed = _settings.EndlessDescenderLerpSpeed;
float maxOffset = _settings.MaxOffset;
float lerpSpeed = _settings.LerpSpeed;
// Calculate move distance based on impulse strength
float moveDistance = maxOffset * _tapImpulseStrength * Time.deltaTime * lerpSpeed;
// Limit total movement from single tap
moveDistance = Mathf.Min(moveDistance, _settings.EndlessDescenderTapMaxDistance * _tapImpulseStrength);
moveDistance = Mathf.Min(moveDistance, _settings.TapMaxDistance * _tapImpulseStrength);
// Apply movement in tap direction
float newX = currentX + (moveDistance * _tapDirection);
newX = Mathf.Clamp(newX, _settings.EndlessDescenderClampXMin, _settings.EndlessDescenderClampXMax);
newX = Mathf.Clamp(newX, _settings.ClampXMin, _settings.ClampXMax);
// Reduce impulse strength over time
_tapImpulseStrength -= Time.deltaTime * _settings.EndlessDescenderTapDecelerationRate;
_tapImpulseStrength -= Time.deltaTime * _settings.TapDecelerationRate;
if (_tapImpulseStrength < 0.01f)
{
_tapImpulseStrength = 0f;

View File

@@ -12,157 +12,139 @@ namespace Minigames.DivingForPictures
{
private bool _isBumping;
private Coroutine _bumpCoroutine;
private bool _bumpInputBlocked; // Tracks bump-specific input blocking
protected override void HandleCollisionResponse(Collider2D obstacle)
{
// Check if the obstacle is on the TrenchTileLayer
if (obstacle.gameObject.layer != _devSettings.TrenchTileLayer)
{
// If not on the trench tile layer, don't process the collision
Debug.Log($"[TileBumpCollision] Ignored collision with object on layer {obstacle.gameObject.layer} (expected {_devSettings.TrenchTileLayer})");
return;
}
// Use bump mode from developer settings
switch (_devSettings.BumpMode)
{
case 0: // Impulse mode
case BumpMode.Impulse:
StartImpulseBump();
break;
case 1: // SmoothToCenter mode
case BumpMode.SmoothToCenter:
StartSmoothMoveToCenter();
break;
}
Debug.Log($"[TileBumpCollision] Collision handled with {(_devSettings.BumpMode == 0 ? "Impulse" : "SmoothToCenter")} mode");
Debug.Log($"[TileBumpCollision] Collision handled with {_devSettings.BumpMode} mode");
}
/// <summary>
/// Applies an impulse force toward center
/// Starts an impulse bump toward the center with force-based distance
/// </summary>
private void StartImpulseBump()
{
if (_isBumping || playerCharacter == null)
return;
if (playerCharacter == null) return;
_isBumping = true;
float currentX = playerCharacter.transform.position.x;
// Block input during bump if configured
if (_gameSettings.EndlessDescenderBlockInputDuringBump && playerController != null)
// Calculate bump distance based on force and current position
float directionToCenter = currentX > 0 ? -1f : 1f; // Direction toward center
// Calculate target position - closer to center based on bump force
float bumpDistance = _gameSettings.BumpForce * 0.2f; // Scale factor for distance
float targetX = currentX + (directionToCenter * bumpDistance);
// Clamp to center if we would overshoot
if ((currentX > 0 && targetX < 0) || (currentX < 0 && targetX > 0))
{
_bumpInputBlocked = true;
// TODO: Implement input blocking
targetX = 0f;
}
// Calculate direction to center (X = 0)
float directionToCenter = Mathf.Sign(-playerCharacter.transform.position.x);
float bumpDuration = 0.5f; // Fixed duration for impulse
// Start impulse bump coroutine
if (_bumpCoroutine != null)
StopCoroutine(_bumpCoroutine);
StartBump(currentX, targetX, bumpDuration);
_bumpCoroutine = StartCoroutine(ImpulseBumpCoroutine(directionToCenter));
Debug.Log($"[TileBumpCollision] Started impulse bump with force {_gameSettings.EndlessDescenderBumpForce} in direction {directionToCenter}");
Debug.Log($"[TileBumpCollision] Starting impulse bump from X={currentX} to X={targetX} (force={_gameSettings.BumpForce})");
}
/// <summary>
/// Smoothly moves the player to center
/// Starts smooth movement to the center
/// </summary>
private void StartSmoothMoveToCenter()
{
if (_isBumping || playerCharacter == null)
return;
if (playerCharacter == null) return;
float currentX = playerCharacter.transform.position.x;
float distanceToCenter = Mathf.Abs(currentX);
float targetX = 0f; // Always move to center
float bumpDuration = distanceToCenter / _gameSettings.SmoothMoveSpeed; // Duration based on distance and speed
StartBump(currentX, targetX, bumpDuration);
Debug.Log($"[TileBumpCollision] Starting smooth move to center from X={currentX} (speed={_gameSettings.SmoothMoveSpeed}, duration={bumpDuration:F2}s)");
}
/// <summary>
/// Common bump initialization using coroutines
/// </summary>
private void StartBump(float startX, float targetX, float duration)
{
// Stop any existing bump
if (_bumpCoroutine != null)
{
StopCoroutine(_bumpCoroutine);
_bumpCoroutine = null;
}
_isBumping = true;
// Block input during bump if configured
if (_gameSettings.EndlessDescenderBlockInputDuringBump && playerController != null)
{
_bumpInputBlocked = true;
// TODO: Implement input blocking
}
// Start smooth move coroutine
if (_bumpCoroutine != null)
StopCoroutine(_bumpCoroutine);
_bumpCoroutine = StartCoroutine(SmoothMoveToCenterCoroutine());
Debug.Log($"[TileBumpCollision] Started smooth move to center with speed {_gameSettings.EndlessDescenderSmoothMoveSpeed}");
// Start bump coroutine
_bumpCoroutine = StartCoroutine(BumpCoroutine(startX, targetX, duration));
}
/// <summary>
/// Coroutine to handle impulse bump movement
/// Coroutine that handles the bump movement over time
/// </summary>
private IEnumerator ImpulseBumpCoroutine(float direction)
private IEnumerator BumpCoroutine(float startX, float targetX, float duration)
{
float elapsedTime = 0f;
float bumpDuration = 0.5f; // Fixed duration for impulse
Vector3 startPosition = playerCharacter.transform.position;
while (elapsedTime < bumpDuration)
while (elapsedTime < duration)
{
elapsedTime += Time.deltaTime;
// Use evaluation time from curve for non-linear movement
float t = elapsedTime / bumpDuration;
float curveValue = _devSettings.BumpCurve.Evaluate(t);
// Calculate progress and apply curve
float progress = elapsedTime / duration;
float curveValue = _devSettings.BumpCurve.Evaluate(progress);
// Calculate movement distance based on force and curve
float distance = _gameSettings.EndlessDescenderBumpForce * curveValue * Time.deltaTime;
// Interpolate position
float currentX = Mathf.Lerp(startX, targetX, curveValue);
// Move the player toward center
Vector3 newPosition = playerCharacter.transform.position;
newPosition.x += direction * distance;
// Clamp to valid range
newPosition.x = Mathf.Clamp(newPosition.x, _gameSettings.EndlessDescenderClampXMin, _gameSettings.EndlessDescenderClampXMax);
// Apply the position
playerCharacter.transform.position = newPosition;
// Apply the position to the player character
if (playerCharacter != null)
{
Vector3 currentPos = playerCharacter.transform.position;
currentPos.x = Mathf.Clamp(currentX, _gameSettings.ClampXMin, _gameSettings.ClampXMax);
playerCharacter.transform.position = currentPos;
}
yield return null;
}
// Finish bump
_isBumping = false;
_bumpInputBlocked = false;
_bumpCoroutine = null;
}
/// <summary>
/// Coroutine to handle smooth movement to center
/// </summary>
private IEnumerator SmoothMoveToCenterCoroutine()
{
Vector3 startPosition = playerCharacter.transform.position;
Vector3 targetPosition = new Vector3(0f, startPosition.y, startPosition.z);
// Calculate distance to center and expected duration
float distanceToCenter = Mathf.Abs(startPosition.x);
float expectedDuration = distanceToCenter / _gameSettings.EndlessDescenderSmoothMoveSpeed;
float elapsedTime = 0f;
// Move until we reach the center
while (elapsedTime < expectedDuration)
// Ensure we end exactly at target
if (playerCharacter != null)
{
elapsedTime += Time.deltaTime;
// Calculate progress based on time and curve
float t = elapsedTime / expectedDuration;
float curveValue = _devSettings.BumpCurve.Evaluate(t);
// Calculate interpolated position
Vector3 newPosition = Vector3.Lerp(startPosition, targetPosition, curveValue);
// Apply the position
playerCharacter.transform.position = newPosition;
yield return null;
Vector3 currentPos = playerCharacter.transform.position;
float clampedTargetX = Mathf.Clamp(targetX, _gameSettings.ClampXMin, _gameSettings.ClampXMax);
playerCharacter.transform.position = new Vector3(clampedTargetX, currentPos.y, currentPos.z);
}
// Ensure we end at exactly the center
playerCharacter.transform.position = targetPosition;
// Finish bump
// Bump finished
_isBumping = false;
_bumpInputBlocked = false;
_bumpCoroutine = null;
Debug.Log("[TileBumpCollision] Bump movement completed");
}
}
}

View File

@@ -75,7 +75,7 @@ namespace Minigames.DivingForPictures
Debug.LogError("[TrenchTileSpawner] Failed to load diving developer settings!");
}
_baseMoveSpeed = _settings?.EndlessDescenderMoveSpeed ?? 3f; // Store the original base speed
_baseMoveSpeed = _settings?.MoveSpeed ?? 3f; // Store the original base speed
// Calculate tile heights for each prefab
CalculateTileHeights();
@@ -150,7 +150,7 @@ namespace Minigames.DivingForPictures
while (true)
{
CalculateVelocity();
yield return new WaitForSeconds(_settings.EndlessDescenderVelocityCalculationInterval);
yield return new WaitForSeconds(_settings.VelocityCalculationInterval);
}
}
@@ -249,7 +249,7 @@ namespace Minigames.DivingForPictures
// Move starting position up by 2 tile heights
startingY += tileHeightEstimate * 2;
for (int i = 0; i < _settings.EndlessDescenderInitialTileCount; i++)
for (int i = 0; i < _settings.InitialTileCount; i++)
{
float y = startingY;
// Calculate proper Y position based on previous tiles
@@ -293,7 +293,7 @@ namespace Minigames.DivingForPictures
// Update the actual move speed based on the velocity factor
// This keeps the original move speed intact for game logic
_baseMoveSpeed = _settings.EndlessDescenderMoveSpeed * Mathf.Abs(_velocityFactor);
_baseMoveSpeed = _settings.MoveSpeed * Mathf.Abs(_velocityFactor);
// Recalculate velocity immediately
CalculateVelocity();
@@ -364,12 +364,12 @@ namespace Minigames.DivingForPictures
if (_isSurfacing)
{
// When surfacing, destroy tiles at the bottom
shouldDestroy = topTile.transform.position.y + tileHeight / 2 < _screenBottom - _settings.EndlessDescenderTileSpawnBuffer;
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.EndlessDescenderTileSpawnBuffer;
shouldDestroy = topTile.transform.position.y - tileHeight / 2 > _screenTop + _settings.TileSpawnBuffer;
}
if (shouldDestroy)
@@ -433,12 +433,12 @@ namespace Minigames.DivingForPictures
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.EndlessDescenderTileSpawnBuffer;
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.EndlessDescenderTileSpawnBuffer;
isLastTileLeaving = bottomTile.transform.position.y + tileHeight / 2 < _screenBottom - _settings.TileSpawnBuffer;
}
if (isLastTileLeaving)
@@ -456,14 +456,14 @@ namespace Minigames.DivingForPictures
{
// When surfacing, spawn new tiles at the top
float topEdge = bottomTile.transform.position.y + tileHeight / 2;
shouldSpawn = topEdge < _screenTop + _settings.EndlessDescenderTileSpawnBuffer;
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.EndlessDescenderTileSpawnBuffer;
shouldSpawn = bottomEdge > _screenBottom - _settings.TileSpawnBuffer;
newY = bottomTile.transform.position.y - tileHeight;
}
@@ -479,9 +479,9 @@ namespace Minigames.DivingForPictures
private void HandleSpeedRamping()
{
_speedUpTimer += Time.deltaTime;
if (_speedUpTimer >= _settings.EndlessDescenderSpeedUpInterval)
if (_speedUpTimer >= _settings.SpeedUpInterval)
{
_baseMoveSpeed = Mathf.Min(_baseMoveSpeed + _settings.EndlessDescenderSpeedUpFactor, _settings.EndlessDescenderMaxMoveSpeed);
_baseMoveSpeed = Mathf.Min(_baseMoveSpeed + _settings.SpeedUpFactor, _settings.MaxMoveSpeed);
_speedUpTimer = 0f;
}
}
@@ -520,11 +520,25 @@ namespace Minigames.DivingForPictures
tile.transform.position = new Vector3(0f, y, TileSpawnZ);
tile.transform.rotation = prefab.transform.rotation;
tile.transform.SetParent(transform);
// Set the layer to the configured trench tile layer
if (_devSettings != null)
{
tile.layer = _devSettings.TrenchTileLayer;
SetLayerRecursively(tile, _devSettings.TrenchTileLayer);
}
}
else
{
// Use the prefab's original rotation
tile = Instantiate(prefab, new Vector3(0f, y, TileSpawnZ), prefab.transform.rotation, transform);
// Set the layer to the configured trench tile layer
if (_devSettings != null)
{
tile.layer = _devSettings.TrenchTileLayer;
SetLayerRecursively(tile, _devSettings.TrenchTileLayer);
}
}
_activeTiles.Add(tile);
@@ -660,7 +674,7 @@ namespace Minigames.DivingForPictures
Gizmos.color = Color.cyan;
if (_settings != null)
{
for (int i = 0; i < _settings.EndlessDescenderInitialTileCount; i++)
for (int i = 0; i < _settings.InitialTileCount; i++)
{
float height = DefaultTileHeight;
if (tilePrefabs != null && tilePrefabs.Count > 0 && tilePrefabs[0] != null &&
@@ -674,5 +688,25 @@ namespace Minigames.DivingForPictures
}
}
#endif
/// <summary>
/// Set the layer of a GameObject and all its children recursively
/// </summary>
/// <param name="obj">The GameObject to set the layer for</param>
/// <param name="layer">The layer index to set</param>
private void SetLayerRecursively(GameObject obj, int layer)
{
if (obj == null) return;
obj.layer = layer;
foreach (Transform child in obj.transform)
{
if (child != null)
{
SetLayerRecursively(child.gameObject, layer);
}
}
}
}
}