Update the Pause menu flow to be slightly less scoffed

This commit is contained in:
Michal Pikulski
2025-10-16 23:19:33 +02:00
parent 09ae4b5ba7
commit b2384269e5
11 changed files with 167 additions and 92 deletions

View File

@@ -1,8 +1,10 @@
using System.Collections;
using System;
using System.Collections;
using UnityEngine;
using AppleHills.Core.Settings;
using AppleHills.Core.Interfaces;
using Core;
using Random = UnityEngine.Random;
namespace Minigames.DivingForPictures
{
@@ -65,10 +67,13 @@ namespace Minigames.DivingForPictures
SetNextSpawnInterval();
}
void Start()
private void OnEnable()
{
DivingGameManager.Instance.RegisterPausableComponent(this);
}
void Start()
{
// Start spawning if not paused
StartSpawningCoroutine();
}

View File

@@ -83,13 +83,16 @@ namespace Minigames.DivingForPictures
onObstacleDestroyed = new UnityEvent<GameObject>();
}
void OnEnable()
{
// Register with the DivingGameManager for pause/resume events
DivingGameManager.Instance.RegisterPausableComponent(this);
}
private void Start()
{
DivingGameManager.Instance.OnGameInitialized += Initialize;
// Register with the DivingGameManager for pause/resume events
DivingGameManager.Instance.RegisterPausableComponent(this);
// If game is already initialized, initialize immediately
if (DivingGameManager.Instance.GetType().GetField("_isGameInitialized",
System.Reflection.BindingFlags.NonPublic |

View File

@@ -4,6 +4,7 @@ using System.Collections;
using AppleHills.Core.Settings;
using AppleHills.Utilities;
using Core;
using Minigames.DivingForPictures.Player;
namespace Minigames.DivingForPictures
{

View File

@@ -1,54 +1,59 @@
using AppleHills.Core.Settings;
using AppleHills.Core.Interfaces;
using AppleHills.Core.Settings;
using AppleHillsCamera;
using Cinematics;
using Core;
using Input;
using UnityEditor.Search;
using UnityEngine;
namespace Minigames.DivingForPictures
namespace Minigames.DivingForPictures.Player
{
/// <summary>
/// Handles endless descender movement in response to tap and hold input events.
/// Moves the character horizontally to follow the finger or tap position.
/// </summary>
public class PlayerController : MonoBehaviour, ITouchInputConsumer
public class PlayerController : MonoBehaviour, ITouchInputConsumer, IPausable
{
[Tooltip("Reference to the edge anchor that this player should follow for Y position")]
[SerializeField] private EdgeAnchor edgeAnchor;
// Settings reference
private IDivingMinigameSettings _settings;
private IDivingMinigameSettings settings;
private float _targetFingerX;
private bool _isTouchActive;
private float _originY;
private float targetFingerX;
private bool isTouchActive;
private float originY;
// Tap impulse system variables
private float _tapImpulseStrength = 0f;
private float _tapDirection = 0f;
private float tapImpulseStrength = 0f;
private float tapDirection = 0f;
// Initialization flag
private bool _isInitialized = false;
private bool isInitialized = false;
void Awake()
{
_originY = transform.position.y;
originY = transform.position.y;
// Get settings from GameManager
_settings = GameManager.GetSettingsObject<IDivingMinigameSettings>();
if (_settings == null)
settings = GameManager.GetSettingsObject<IDivingMinigameSettings>();
if (settings == null)
{
Debug.LogError("[PlayerController] Failed to load diving minigame settings!");
}
}
void OnEnable()
{
// Register as a pausable component with DivingGameManager
DivingGameManager.Instance.RegisterPausableComponent(this);
}
void Start()
{
// Initialize target to current position
_targetFingerX = transform.position.x;
_isTouchActive = false;
targetFingerX = transform.position.x;
isTouchActive = false;
// Try to find edge anchor if not assigned
if (edgeAnchor == null)
@@ -59,7 +64,7 @@ namespace Minigames.DivingForPictures
// If not found, find any edge anchor in the scene
if (edgeAnchor == null)
{
edgeAnchor = FindObjectOfType<EdgeAnchor>();
edgeAnchor = FindFirstObjectByType<EdgeAnchor>();
if (edgeAnchor == null)
{
Logging.Warning("[PlayerController] No EdgeAnchor found in scene. Origin Y position won't update with camera changes.");
@@ -98,12 +103,12 @@ namespace Minigames.DivingForPictures
/// </summary>
private void Initialize()
{
if (_isInitialized) return;
if (isInitialized) return;
// Register as default consumer for input
InputManager.Instance?.SetDefaultConsumer(this);
_isInitialized = true;
isInitialized = true;
Logging.Debug("[PlayerController] Initialized");
}
@@ -111,6 +116,9 @@ namespace Minigames.DivingForPictures
{
DivingGameManager.Instance.OnGameInitialized -= Initialize;
// Unregister as a pausable component
DivingGameManager.Instance.UnregisterPausableComponent(this);
// Unsubscribe from edge anchor events
if (edgeAnchor != null)
{
@@ -123,17 +131,20 @@ namespace Minigames.DivingForPictures
/// </summary>
public void OnTap(Vector2 worldPosition)
{
// Ignore input when paused
if (isPaused) return;
// Logging.Debug($"[EndlessDescenderController] OnTap at {worldPosition}");
float targetX = Mathf.Clamp(worldPosition.x, _settings.ClampXMin, _settings.ClampXMax);
float targetX = Mathf.Clamp(worldPosition.x, settings.ClampXMin, settings.ClampXMax);
// Calculate tap direction (+1 for right, -1 for left)
_tapDirection = Mathf.Sign(targetX - transform.position.x);
tapDirection = Mathf.Sign(targetX - transform.position.x);
// Set impulse strength to full
_tapImpulseStrength = 1.0f;
tapImpulseStrength = 1.0f;
// Store target X for animation purposes
_targetFingerX = targetX;
targetFingerX = targetX;
// Do not set _isTouchActive for taps anymore
// _isTouchActive = true; - Removed to prevent continuous movement
@@ -144,9 +155,12 @@ namespace Minigames.DivingForPictures
/// </summary>
public void OnHoldStart(Vector2 worldPosition)
{
// Ignore input when paused
if (isPaused) return;
// Logging.Debug($"[EndlessDescenderController] OnHoldStart at {worldPosition}");
_targetFingerX = Mathf.Clamp(worldPosition.x, _settings.ClampXMin, _settings.ClampXMax);
_isTouchActive = true;
targetFingerX = Mathf.Clamp(worldPosition.x, settings.ClampXMin, settings.ClampXMax);
isTouchActive = true;
}
/// <summary>
@@ -154,8 +168,11 @@ namespace Minigames.DivingForPictures
/// </summary>
public void OnHoldMove(Vector2 worldPosition)
{
// Ignore input when paused
if (isPaused) return;
// Logging.Debug($"[EndlessDescenderController] OnHoldMove at {worldPosition}");
_targetFingerX = Mathf.Clamp(worldPosition.x, _settings.ClampXMin, _settings.ClampXMax);
targetFingerX = Mathf.Clamp(worldPosition.x, settings.ClampXMin, settings.ClampXMax);
}
/// <summary>
@@ -163,20 +180,26 @@ namespace Minigames.DivingForPictures
/// </summary>
public void OnHoldEnd(Vector2 worldPosition)
{
// Ignore input when paused
if (isPaused) return;
// Logging.Debug($"[EndlessDescenderController] OnHoldEnd at {worldPosition}");
_isTouchActive = false;
isTouchActive = false;
}
void Update()
{
// Skip movement processing if paused
if (isPaused) return;
// Handle hold movement
if (_isTouchActive)
if (isTouchActive)
{
float currentX = transform.position.x;
float lerpSpeed = _settings.LerpSpeed;
float maxOffset = _settings.MaxOffset;
float exponent = _settings.SpeedExponent;
float targetX = _targetFingerX;
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);
float absOffset = Mathf.Abs(offset);
@@ -185,32 +208,32 @@ namespace Minigames.DivingForPictures
// Prevent overshooting
moveStep = Mathf.Clamp(moveStep, -absOffset, absOffset);
float newX = currentX + moveStep;
newX = Mathf.Clamp(newX, _settings.ClampXMin, _settings.ClampXMax);
newX = Mathf.Clamp(newX, settings.ClampXMin, settings.ClampXMax);
UpdatePosition(newX);
}
// Handle tap impulse movement
else if (_tapImpulseStrength > 0)
else if (tapImpulseStrength > 0)
{
float currentX = transform.position.x;
float maxOffset = _settings.MaxOffset;
float lerpSpeed = _settings.LerpSpeed;
float maxOffset = settings.MaxOffset;
float lerpSpeed = settings.LerpSpeed;
// Calculate move distance based on impulse strength
float moveDistance = maxOffset * _tapImpulseStrength * Time.deltaTime * lerpSpeed;
float moveDistance = maxOffset * tapImpulseStrength * Time.deltaTime * lerpSpeed;
// Limit total movement from single tap
moveDistance = Mathf.Min(moveDistance, _settings.TapMaxDistance * _tapImpulseStrength);
moveDistance = Mathf.Min(moveDistance, settings.TapMaxDistance * tapImpulseStrength);
// Apply movement in tap direction
float newX = currentX + (moveDistance * _tapDirection);
newX = Mathf.Clamp(newX, _settings.ClampXMin, _settings.ClampXMax);
float newX = currentX + (moveDistance * tapDirection);
newX = Mathf.Clamp(newX, settings.ClampXMin, settings.ClampXMax);
// Reduce impulse strength over time
_tapImpulseStrength -= Time.deltaTime * _settings.TapDecelerationRate;
if (_tapImpulseStrength < 0.01f)
tapImpulseStrength -= Time.deltaTime * settings.TapDecelerationRate;
if (tapImpulseStrength < 0.01f)
{
_tapImpulseStrength = 0f;
tapImpulseStrength = 0f;
}
UpdatePosition(newX);
@@ -222,7 +245,7 @@ namespace Minigames.DivingForPictures
/// </summary>
private void UpdatePosition(float newX)
{
float newY = _originY;
float newY = originY;
// Add vertical offset from WobbleBehavior if present
WobbleBehavior wobble = GetComponent<WobbleBehavior>();
if (wobble != null)
@@ -237,7 +260,7 @@ namespace Minigames.DivingForPictures
/// </summary>
public void UpdateOriginY(float newOriginY)
{
_originY = newOriginY;
originY = newOriginY;
}
/// <summary>
@@ -246,7 +269,7 @@ namespace Minigames.DivingForPictures
/// </summary>
private void UpdateOriginYFromCurrentPosition()
{
_originY = transform.position.y;
originY = transform.position.y;
}
/// <summary>
@@ -255,8 +278,43 @@ namespace Minigames.DivingForPictures
/// </summary>
private void UpdateOriginYFromAnchor()
{
_originY = edgeAnchor.transform.position.y;
originY = edgeAnchor.transform.position.y;
}
#region IPausable Implementation
private bool isPaused = false;
/// <summary>
/// Pauses the player controller, blocking all input processing
/// </summary>
public void Pause()
{
if (isPaused) return;
isPaused = true;
// If we're being paused, stop any active touch and tap impulse
isTouchActive = false;
tapImpulseStrength = 0f;
Logging.Debug("[PlayerController] Paused");
}
/// <summary>
/// Resumes the player controller, allowing input processing again
/// </summary>
public void DoResume()
{
if (!isPaused) return;
isPaused = false;
Logging.Debug("[PlayerController] Resumed");
}
/// <summary>
/// Returns whether the player controller is currently paused
/// </summary>
public bool IsPaused => isPaused;
#endregion
}
}
}

View File

@@ -1,4 +1,5 @@
using System.Collections;
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;
@@ -8,6 +9,7 @@ using AppleHills.Core.Settings;
using Utils;
using AppleHills.Core.Interfaces;
using Core;
using Random = UnityEngine.Random;
namespace Minigames.DivingForPictures
{
@@ -166,13 +168,16 @@ namespace Minigames.DivingForPictures
}
}
private void OnEnable()
{
// Register with the DivingGameManager for pause/resume events
DivingGameManager.Instance.RegisterPausableComponent(this);
}
private void Start()
{
DivingGameManager.Instance.OnGameInitialized += Initialize;
// Register with the DivingGameManager for pause/resume events
DivingGameManager.Instance.RegisterPausableComponent(this);
// If game is already initialized, initialize immediately
if (DivingGameManager.Instance.GetType().GetField("_isGameInitialized",
System.Reflection.BindingFlags.NonPublic |

View File

@@ -9,7 +9,7 @@ namespace Minigames.DivingForPictures.Utilities
private bool isPaused = false;
private void Awake()
private void OnEnable()
{
DivingGameManager.Instance.RegisterPausableComponent(this);
}

View File

@@ -10,7 +10,7 @@ namespace Minigames.DivingForPictures.Utilities
private bool isPaused = false;
private void Awake()
private void OnEnable()
{
DivingGameManager.Instance.RegisterPausableComponent(this);
}