Surfacing functions in all manager components
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@@ -75,6 +75,7 @@ namespace Minigames.DivingForPictures
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private Coroutine _spawnCoroutine;
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private readonly List<GameObject> _activeObstacles = new List<GameObject>();
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private int _obstacleCounter = 0; // Counter for unique obstacle naming
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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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@@ -250,6 +251,13 @@ namespace Minigames.DivingForPictures
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/// </summary>
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private void TrySpawnObstacle()
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{
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// Don't spawn new obstacles when surfacing
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if (_isSurfacing)
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{
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Debug.Log("[ObstacleSpawner] Skipping obstacle spawn - currently surfacing");
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return;
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}
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Debug.Log($"[ObstacleSpawner] TrySpawnObstacle called at {Time.time:F2}");
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if (obstaclePrefabs == null || obstaclePrefabs.Count == 0)
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@@ -338,25 +346,53 @@ namespace Minigames.DivingForPictures
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return;
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}
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Debug.Log($"[ObstacleSpawner] Got obstacle {obstacle.name} from pool, active state: {obstacle.activeInHierarchy}");
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// FORCE ACTIVATION - bypass pool issues
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if (!obstacle.activeInHierarchy)
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{
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Debug.LogWarning($"[ObstacleSpawner] Pool returned inactive object {obstacle.name}, force activating!");
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obstacle.SetActive(true);
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Debug.Log($"[ObstacleSpawner] After force activation, {obstacle.name} active state: {obstacle.activeInHierarchy}");
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}
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// Important: Set position/parent/rotation BEFORE activation to avoid visual glitches
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obstacle.transform.position = position;
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obstacle.transform.rotation = prefab.transform.rotation;
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obstacle.transform.SetParent(transform);
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Debug.Log($"[ObstacleSpawner] After positioning, obstacle {obstacle.name} active state: {obstacle.activeInHierarchy}");
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Debug.Log($"[ObstacleSpawner] Got obstacle {obstacle.name} from pool, active state: {obstacle.activeInHierarchy}");
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// ENHANCED FORCE ACTIVATION - more robust approach
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if (!obstacle.activeInHierarchy)
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{
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Debug.LogWarning($"[ObstacleSpawner] Pool returned inactive object {obstacle.name}, force activating!");
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// Configure obstacle BEFORE activation
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ConfigureObstacle(obstacle, prefabIndex);
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// Force activate the obstacle
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obstacle.SetActive(true);
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// Double-check activation status
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if (!obstacle.activeInHierarchy)
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{
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Debug.LogError($"[ObstacleSpawner] CRITICAL ERROR: Failed to activate {obstacle.name} after multiple attempts!");
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// Last resort: try to instantiate a new one instead
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GameObject newObstacle = Instantiate(prefab, position, prefab.transform.rotation, transform);
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if (newObstacle != null)
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{
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obstacle = newObstacle;
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ConfigureObstacle(obstacle, prefabIndex);
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}
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}
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Debug.Log($"[ObstacleSpawner] After force activation, {obstacle.name} active state: {obstacle.activeInHierarchy}");
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}
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else
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{
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// Still configure if already active
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ConfigureObstacle(obstacle, prefabIndex);
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}
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}
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else
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{
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Debug.Log($"[ObstacleSpawner] Instantiating new obstacle (pooling disabled)");
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obstacle = Instantiate(prefab, position, prefab.transform.rotation, transform);
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// Configure the newly instantiated obstacle
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ConfigureObstacle(obstacle, prefabIndex);
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}
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// Assign unique name with counter
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@@ -364,10 +400,6 @@ namespace Minigames.DivingForPictures
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string oldName = obstacle.name;
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obstacle.name = $"Obstacle{_obstacleCounter:D3}";
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Debug.Log($"[ObstacleSpawner] Renamed obstacle from '{oldName}' to '{obstacle.name}', active state: {obstacle.activeInHierarchy}");
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// Configure the obstacle
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ConfigureObstacle(obstacle, prefabIndex);
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Debug.Log($"[ObstacleSpawner] After configuration, obstacle {obstacle.name} active state: {obstacle.activeInHierarchy}");
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// Track active obstacles
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_activeObstacles.Add(obstacle);
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@@ -459,6 +491,32 @@ namespace Minigames.DivingForPictures
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CalculateScreenBounds();
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}
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/// <summary>
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/// Start surfacing mode - reverse direction of existing obstacles and stop spawning new ones
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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 direction of all existing obstacles
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foreach (GameObject obstacle in _activeObstacles)
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{
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if (obstacle != null)
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{
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FloatingObstacle obstacleComponent = obstacle.GetComponent<FloatingObstacle>();
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if (obstacleComponent != null)
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{
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// Call StartSurfacing on the obstacle component itself
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obstacleComponent.StartSurfacing();
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}
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}
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}
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Debug.Log($"[ObstacleSpawner] Started surfacing mode. Reversed direction of {_activeObstacles.Count} active obstacles.");
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}
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/// <summary>
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/// Gets the count of currently active obstacles
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/// </summary>
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