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

@@ -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;