Surfacing functions in all manager components
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@@ -44,8 +44,10 @@ namespace Minigames.DivingForPictures
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private Collider2D _collider;
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private Camera _mainCamera;
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private float _screenTop;
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private float _screenBottom; // Added to track bottom of screen
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private Coroutine _movementCoroutine;
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private Coroutine _offScreenCheckCoroutine;
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private bool _isSurfacing = false; // Flag to track surfacing state
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private void Awake()
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{
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@@ -165,6 +167,9 @@ namespace Minigames.DivingForPictures
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Vector3 topWorldPoint = _mainCamera.ViewportToWorldPoint(new Vector3(0.5f, 1f, _mainCamera.transform.position.z));
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_screenTop = topWorldPoint.y;
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Vector3 bottomWorldPoint = _mainCamera.ViewportToWorldPoint(new Vector3(0.5f, 0f, _mainCamera.transform.position.z));
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_screenBottom = bottomWorldPoint.y;
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// Check if obstacle is significantly above screen top (obstacles move upward)
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// Use a larger buffer to ensure obstacles are truly off-screen before returning to pool
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if (transform.position.y > _screenTop + 5f)
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@@ -172,6 +177,11 @@ namespace Minigames.DivingForPictures
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Debug.Log($"[FloatingObstacle] {gameObject.name} off-screen at Y:{transform.position.y:F2}, screen top:{_screenTop:F2}");
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ReturnToPool();
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}
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else if (transform.position.y < _screenBottom - 5f) // Added check for bottom screen edge
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{
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Debug.Log($"[FloatingObstacle] {gameObject.name} below screen at Y:{transform.position.y:F2}, screen bottom:{_screenBottom:F2}");
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ReturnToPool();
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}
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}
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/// <summary>
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@@ -279,5 +289,20 @@ namespace Minigames.DivingForPictures
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StartObstacleBehavior();
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}
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}
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/// <summary>
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/// Sets surfacing mode, which reverses obstacle movement direction
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/// </summary>
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public void StartSurfacing()
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{
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if (_isSurfacing) return; // Already surfacing
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_isSurfacing = true;
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// Reverse movement speed (already handled by ObstacleSpawner, but this ensures consistency)
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moveSpeed *= -1;
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Debug.Log($"[FloatingObstacle] {gameObject.name} started surfacing with speed: {moveSpeed}");
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}
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}
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}
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