Introduce background spawning with parallax effect (#86)
Co-authored-by: Michal Pikulski <michal.a.pikulski@gmail.com> Reviewed-on: #86
This commit is contained in:
@@ -1,5 +1,6 @@
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using System.Collections.Generic;
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using System.Collections.Generic;
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using AppleHills.Core.Settings;
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using Minigames.Airplane.Data;
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using Minigames.StatueDressup.Data;
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using UnityEngine;
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@@ -344,11 +345,18 @@ namespace Core.Settings
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float PositiveNegativeRatio { get; } // 0-1, where 1 = all positive, 0 = all negative
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float SpawnDistanceAhead { get; }
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float GroundSpawnInterval { get; }
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float RecencyPenaltyDuration { get; } // Time penalty for recently-spawned prefabs
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// Ground Snapping
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int GroundLayer { get; }
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float MaxGroundRaycastDistance { get; }
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float DefaultObjectYOffset { get; }
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float FallbackYPosition { get; } // Y position when SnapToGround fails OR when using SpecifiedY mode (universal fallback)
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float GroundSpawnY { get; }
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// Default Obstacle Positioning (used when prefab has no PrefabSpawnEntryComponent)
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SpawnPositionMode DefaultObstaclePositionMode { get; }
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float DefaultObstacleRandomYMin { get; } // Min Y when DefaultObstaclePositionMode = RandomRange
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float DefaultObstacleRandomYMax { get; } // Max Y when DefaultObstaclePositionMode = RandomRange
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// Debug
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bool ShowDebugLogs { get; }
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@@ -71,6 +71,35 @@ namespace Minigames.Airplane.Core
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#endregion
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#region Camera Tracking API
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/// <summary>
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/// Get the transform of the currently active camera.
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/// Used by parallax elements to track camera movement.
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/// </summary>
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public Transform GetActiveCameraTransform()
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{
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var activeCamera = GetCamera(CurrentState);
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return activeCamera != null ? activeCamera.transform : null;
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}
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/// <summary>
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/// Override to fire additional state changed events.
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/// </summary>
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public override void SwitchToState(AirplaneCameraState newState)
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{
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AirplaneCameraState oldState = CurrentState;
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base.SwitchToState(newState);
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// Base class already fires OnStateChanged event, we just add logging
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if (showDebugLogs)
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{
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Logging.Debug($"[AirplaneCameraManager] Camera state changed: {oldState} -> {newState}");
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}
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}
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#endregion
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#region Flight Camera Follow
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/// <summary>
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@@ -459,6 +459,8 @@ namespace Minigames.Airplane.Core
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if (showDebugLogs) Logging.Debug($"[AirplaneGameManager] Introducing {_currentPerson.PersonName}...");
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if (showDebugLogs) Logging.Debug($"[AirplaneGameManager] Checking camera state... Current: {(cameraManager != null ? cameraManager.CurrentState.ToString() : "NULL")}");
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// Blend to next person camera if not already there
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// (Person shuffle flow already blends to NextPerson, so might already be there)
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if (cameraManager != null && cameraManager.CurrentState != AirplaneCameraState.NextPerson)
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File diff suppressed because it is too large
Load Diff
3
Assets/Scripts/Minigames/Airplane/Core/Spawning.meta
Normal file
3
Assets/Scripts/Minigames/Airplane/Core/Spawning.meta
Normal file
@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 5dc5cd57fce342659690bcf1c3411048
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timeCreated: 1765965907
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@@ -0,0 +1,475 @@
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using System.Collections.Generic;
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using Core;
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using Core.Lifecycle;
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using Core.Settings;
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using Minigames.Airplane.Data;
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using UnityEngine;
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namespace Minigames.Airplane.Core.Spawning
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{
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/// <summary>
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/// Base class for distance-based spawners in the airplane minigame.
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/// Handles pool management, time-based unlocking, distance tracking, and recency diversity.
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/// All spawn parameters (distances, recency, positioning, debug) are configured in AirplaneSettings.
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/// Derived classes implement specific spawn logic via SpawnFromPool.
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/// Orchestrator (AirplaneSpawnManager) handles distance checking and calls SpawnNext when needed.
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/// </summary>
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public abstract class BaseDistanceSpawner : ManagedBehaviour
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{
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#region Inspector Fields
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[Header("Pool Configuration")]
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[Tooltip("How pools are combined: Together = shared spawn stream, Exclusive = independent spawning")]
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[SerializeField] protected SpawnPoolMode poolMode = SpawnPoolMode.Together;
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[Tooltip("Spawn pools ordered by difficulty/progression")]
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[SerializeField] protected SpawnPoolConfig[] pools;
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#endregion
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#region State
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// Shared references (set by orchestrator via SpawnInitParameters)
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protected Transform spawnContainer;
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protected IAirplaneSettings settings;
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// Tracking
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protected float GameTime;
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protected float LastSpawnedX;
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// Pool state
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protected List<int> UnlockedPoolIndices = new List<int>();
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protected Dictionary<GameObject, float> LastUsedTimes = new Dictionary<GameObject, float>();
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// Together mode state
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protected float NextSpawnX;
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// Exclusive mode state
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protected Dictionary<int, float> PoolNextSpawnX = new Dictionary<int, float>();
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#endregion
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#region Initialization
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/// <summary>
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/// Initialize the spawner with shared configuration. Call this before starting spawning.
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/// </summary>
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/// <param name="initParams">Initialization parameters containing shared references</param>
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public virtual void Initialize(SpawnInitParameters initParams)
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{
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// Store shared references
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spawnContainer = initParams.SpawnContainer;
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settings = initParams.Settings;
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ValidateConfiguration();
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// Unlock pool 0 immediately
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if (pools != null && pools.Length > 0)
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{
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UnlockedPoolIndices.Add(0);
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if (settings.ShowDebugLogs)
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{
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Logging.Debug($"[{GetType().Name}] Initialized with pool 0 unlocked");
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}
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}
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// Initialize exclusive mode spawn positions if needed
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if (poolMode == SpawnPoolMode.Exclusive)
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{
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if (pools != null)
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{
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for (int i = 0; i < pools.Length; i++)
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{
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PoolNextSpawnX[i] = 0f;
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}
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}
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}
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}
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protected virtual void ValidateConfiguration()
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{
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if (pools == null || pools.Length == 0)
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{
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Logging.Error($"[{GetType().Name}] No pools configured!");
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return;
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}
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// Validate pool unlock times are monotonically increasing
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for (int i = 1; i < pools.Length; i++)
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{
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if (pools[i].unlockTime < pools[i - 1].unlockTime)
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{
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Logging.Warning($"[{GetType().Name}] Pool {i} unlock time ({pools[i].unlockTime}s) is earlier than pool {i-1} ({pools[i-1].unlockTime}s)!");
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}
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}
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}
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#endregion
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#region Public API
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/// <summary>
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/// Update game time and check for pool unlocks.
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/// Call this every frame from the orchestrator.
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/// </summary>
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public void UpdateGameTime(float deltaTime)
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{
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GameTime += deltaTime;
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CheckPoolUnlocks();
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}
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/// <summary>
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/// Update the spawn horizon and spawn objects if needed.
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/// Called by orchestrator to push spawn updates.
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/// Each spawner independently decides if spawning is needed.
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/// </summary>
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public virtual void UpdateSpawnHorizon(float horizonX)
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{
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if (poolMode == SpawnPoolMode.Together)
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{
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UpdateSpawnHorizonTogether(horizonX);
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}
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else // Exclusive mode - each pool checks independently
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{
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UpdateSpawnHorizonExclusive(horizonX);
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}
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}
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private void UpdateSpawnHorizonTogether(float horizonX)
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{
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// Keep spawning while next spawn point is behind the horizon
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while (NextSpawnX < horizonX)
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{
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SpawnAtPosition(NextSpawnX);
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LastSpawnedX = NextSpawnX;
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NextSpawnX = LastSpawnedX + Random.Range(settings.ObjectSpawnMinDistance, settings.ObjectSpawnMaxDistance);
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if (settings.ShowDebugLogs)
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{
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Logging.Debug($"[{GetType().Name}] Together mode: Spawned at {LastSpawnedX:F2}, next at {NextSpawnX:F2}");
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}
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}
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}
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private void UpdateSpawnHorizonExclusive(float horizonX)
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{
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// Each pool spawns independently based on its own position
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foreach (int poolIndex in UnlockedPoolIndices)
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{
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if (poolIndex >= pools.Length || !pools[poolIndex].HasPrefabs) continue;
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if (!PoolNextSpawnX.ContainsKey(poolIndex)) continue;
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float minDist = pools[poolIndex].GetMinDistance(settings.ObjectSpawnMinDistance);
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float maxDist = pools[poolIndex].GetMaxDistance(settings.ObjectSpawnMaxDistance);
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// Keep spawning from this pool while its next spawn is behind horizon
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while (PoolNextSpawnX[poolIndex] < horizonX)
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{
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SpawnFromPool(poolIndex, PoolNextSpawnX[poolIndex]);
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PoolNextSpawnX[poolIndex] += Random.Range(minDist, maxDist);
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LastSpawnedX = Mathf.Max(LastSpawnedX, PoolNextSpawnX[poolIndex]);
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if (settings.ShowDebugLogs)
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{
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Logging.Debug($"[{GetType().Name}] Exclusive mode: Pool {poolIndex} spawned at {PoolNextSpawnX[poolIndex]:F2}");
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}
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}
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}
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}
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/// <summary>
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/// Pre-spawn objects from start to end X position.
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/// </summary>
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public virtual void PreSpawn(float startX, float endX)
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{
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if (poolMode == SpawnPoolMode.Together)
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{
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PreSpawnTogether(startX, endX);
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}
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else
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{
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PreSpawnExclusive(startX, endX);
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}
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LastSpawnedX = endX;
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}
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/// <summary>
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/// Clean up all spawned objects.
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/// </summary>
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public virtual void Cleanup()
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{
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if (spawnContainer != null)
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{
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foreach (Transform child in spawnContainer)
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{
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Destroy(child.gameObject);
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}
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}
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LastUsedTimes.Clear();
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UnlockedPoolIndices.Clear();
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UnlockedPoolIndices.Add(0); // Re-add pool 0
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if (settings.ShowDebugLogs)
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{
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Logging.Debug($"[{GetType().Name}] Cleanup complete");
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}
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}
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#endregion
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#region Pool Management
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protected void CheckPoolUnlocks()
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{
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for (int i = 1; i < pools.Length; i++)
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{
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if (UnlockedPoolIndices.Contains(i)) continue;
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if (GameTime >= pools[i].unlockTime)
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{
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UnlockedPoolIndices.Add(i);
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// If exclusive mode, initialize spawn position for this pool
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if (poolMode == SpawnPoolMode.Exclusive)
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{
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float minDist = pools[i].GetMinDistance(settings.ObjectSpawnMinDistance);
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float maxDist = pools[i].GetMaxDistance(settings.ObjectSpawnMaxDistance);
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// Initialize at last spawned position plus random distance
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PoolNextSpawnX[i] = LastSpawnedX + Random.Range(minDist, maxDist);
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}
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if (settings.ShowDebugLogs)
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{
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Logging.Debug($"[{GetType().Name}] Unlocked pool {i} '{pools[i].description}' at time {GameTime:F2}s");
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}
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}
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}
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}
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protected virtual GameObject SelectPrefabFromPools(out int selectedPoolIndex)
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{
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selectedPoolIndex = -1;
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if (UnlockedPoolIndices.Count == 0) return null;
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// Build weighted list of all available prefabs
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List<GameObject> availablePrefabs = new List<GameObject>();
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List<int> prefabPoolIndices = new List<int>();
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List<float> prefabWeights = new List<float>();
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foreach (int poolIndex in UnlockedPoolIndices)
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{
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if (poolIndex >= pools.Length || !pools[poolIndex].HasPrefabs) continue;
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foreach (GameObject prefab in pools[poolIndex].prefabs)
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{
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if (prefab == null) continue;
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availablePrefabs.Add(prefab);
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prefabPoolIndices.Add(poolIndex);
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// Calculate weight based on recency
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float weight = 1f;
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if (LastUsedTimes.TryGetValue(prefab, out float lastUsedTime))
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{
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float timeSinceUse = GameTime - lastUsedTime;
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if (timeSinceUse < settings.RecencyPenaltyDuration)
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{
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weight = timeSinceUse / settings.RecencyPenaltyDuration; // 0 to 1 linear recovery
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}
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}
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prefabWeights.Add(weight);
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}
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}
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if (availablePrefabs.Count == 0) return null;
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// Select using weighted random
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int selectedIndex = WeightedRandom(prefabWeights);
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GameObject selectedPrefab = availablePrefabs[selectedIndex];
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selectedPoolIndex = prefabPoolIndices[selectedIndex];
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// Update recency
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LastUsedTimes[selectedPrefab] = GameTime;
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return selectedPrefab;
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}
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protected int WeightedRandom(List<float> weights)
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{
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float totalWeight = 0f;
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foreach (float w in weights) totalWeight += w;
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float randomValue = Random.Range(0f, totalWeight);
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float cumulative = 0f;
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for (int i = 0; i < weights.Count; i++)
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{
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cumulative += weights[i];
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if (randomValue <= cumulative) return i;
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}
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return weights.Count - 1;
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}
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#endregion
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#region Together Mode Spawning
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protected virtual void PreSpawnTogether(float startX, float endX)
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{
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if (settings.ShowDebugLogs)
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{
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Logging.Debug($"[{GetType().Name}] PreSpawnTogether START: Range X={startX:F2} to X={endX:F2}, Min/Max distance=[{settings.ObjectSpawnMinDistance:F1}-{settings.ObjectSpawnMaxDistance:F1}]");
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}
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float currentX = startX + Random.Range(settings.ObjectSpawnMinDistance, settings.ObjectSpawnMaxDistance);
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int objectsSpawned = 0;
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float firstSpawnX = currentX;
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while (currentX <= endX)
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{
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SpawnAtPosition(currentX);
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objectsSpawned++;
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currentX += Random.Range(settings.ObjectSpawnMinDistance, settings.ObjectSpawnMaxDistance);
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}
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NextSpawnX = currentX;
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if (settings.ShowDebugLogs)
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{
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Logging.Debug($"[{GetType().Name}] PreSpawnTogether COMPLETE: Spawned {objectsSpawned} objects from X={firstSpawnX:F2} to X={NextSpawnX:F2}");
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}
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}
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#endregion
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#region Exclusive Mode Spawning
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protected virtual void PreSpawnExclusive(float startX, float endX)
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{
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if (settings.ShowDebugLogs)
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{
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Logging.Debug($"[{GetType().Name}] PreSpawnExclusive START: Range X={startX:F2} to X={endX:F2}, Total pools={pools.Length}");
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}
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// Pre-spawn only from pools with unlockTime <= 0 (immediate availability)
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// Pools with positive unlock times are meant to unlock during gameplay progression
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int spawnedPoolCount = 0;
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int skippedPoolCount = 0;
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for (int poolIndex = 0; poolIndex < pools.Length; poolIndex++)
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{
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if (!pools[poolIndex].HasPrefabs)
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{
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if (settings.ShowDebugLogs)
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{
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Logging.Warning($"[{GetType().Name}] Pool {poolIndex} skipped - no prefabs assigned");
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}
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skippedPoolCount++;
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continue;
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}
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// Skip pools that unlock later during gameplay
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if (pools[poolIndex].unlockTime > 0f)
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{
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if (settings.ShowDebugLogs)
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{
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Logging.Debug($"[{GetType().Name}] Pool {poolIndex} '{pools[poolIndex].description}' skipped - unlockTime={pools[poolIndex].unlockTime}s (will unlock during gameplay)");
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}
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skippedPoolCount++;
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continue;
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}
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float minDist = pools[poolIndex].GetMinDistance(settings.ObjectSpawnMinDistance);
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float maxDist = pools[poolIndex].GetMaxDistance(settings.ObjectSpawnMaxDistance);
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float currentX = startX + Random.Range(minDist, maxDist);
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int objectsSpawned = 0;
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float firstSpawnX = currentX;
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while (currentX <= endX)
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{
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SpawnFromPool(poolIndex, currentX);
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objectsSpawned++;
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currentX += Random.Range(minDist, maxDist);
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}
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PoolNextSpawnX[poolIndex] = currentX;
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spawnedPoolCount++;
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if (settings.ShowDebugLogs)
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{
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Logging.Debug($"[{GetType().Name}] Pool {poolIndex} '{pools[poolIndex].description}': unlockTime={pools[poolIndex].unlockTime}s, prefabs={pools[poolIndex].prefabs.Length}, distance=[{minDist:F1}-{maxDist:F1}], spawned {objectsSpawned} objects from X={firstSpawnX:F2} to X={PoolNextSpawnX[poolIndex]:F2}");
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}
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}
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// Ensure all pools with unlockTime <= 0 are marked as unlocked for dynamic spawning
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for (int i = 0; i < pools.Length; i++)
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{
|
||||
if (pools[i].unlockTime <= 0f && !UnlockedPoolIndices.Contains(i))
|
||||
{
|
||||
UnlockedPoolIndices.Add(i);
|
||||
}
|
||||
}
|
||||
|
||||
if (settings.ShowDebugLogs)
|
||||
{
|
||||
Logging.Debug($"[{GetType().Name}] PreSpawnExclusive COMPLETE: {spawnedPoolCount} pools spawned, {skippedPoolCount} pools skipped, {UnlockedPoolIndices.Count} pools unlocked for dynamic spawning");
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Spawning
|
||||
|
||||
protected void SpawnAtPosition(float xPosition)
|
||||
{
|
||||
GameObject prefab = SelectPrefabFromPools(out int poolIndex);
|
||||
if (prefab != null && poolIndex >= 0)
|
||||
{
|
||||
SpawnFromPool(poolIndex, xPosition);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Spawn a specific prefab from a pool at the given X position.
|
||||
/// Derived classes must implement this to define spawn behavior.
|
||||
/// </summary>
|
||||
protected abstract void SpawnFromPool(int poolIndex, float xPosition);
|
||||
|
||||
protected GameObject InstantiatePrefab(GameObject prefab, Vector3 position)
|
||||
{
|
||||
GameObject instance = Instantiate(prefab, position, Quaternion.identity);
|
||||
|
||||
if (spawnContainer != null)
|
||||
{
|
||||
instance.transform.SetParent(spawnContainer);
|
||||
}
|
||||
|
||||
return instance;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Object Positioning
|
||||
|
||||
/// <summary>
|
||||
/// Position an object based on the specified spawn mode.
|
||||
/// Delegates to PositioningUtility for all positioning logic.
|
||||
/// </summary>
|
||||
protected void PositionObject(GameObject obj, float xPosition, SpawnPositionMode mode,
|
||||
float specifiedY, float randomYMin, float randomYMax)
|
||||
{
|
||||
PositioningUtility.PositionObject(obj, xPosition, mode, specifiedY, randomYMin, randomYMax,
|
||||
settings, settings.ShowDebugLogs);
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f65e211e40b247ffb0ac920be5a9ce53
|
||||
timeCreated: 1765993195
|
||||
@@ -0,0 +1,104 @@
|
||||
using Core;
|
||||
using Core.Settings;
|
||||
using Minigames.Airplane.Data;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Minigames.Airplane.Core.Spawning
|
||||
{
|
||||
/// <summary>
|
||||
/// Spawns ground tiles at fixed intervals.
|
||||
/// Inherits distance-based spawning from BaseDistanceSpawner.
|
||||
/// Uses IAirplaneSettings.GroundSpawnInterval for consistent tile spacing.
|
||||
/// </summary>
|
||||
public class GroundDistanceSpawner : BaseDistanceSpawner
|
||||
{
|
||||
[Header("Ground-Specific")]
|
||||
[Tooltip("Y position at which to spawn ground tiles")]
|
||||
[SerializeField] private float groundSpawnY = -18f;
|
||||
|
||||
private float _groundSpawnInterval;
|
||||
|
||||
public override void Initialize(SpawnInitParameters initParams)
|
||||
{
|
||||
base.Initialize(initParams);
|
||||
|
||||
// Get fixed ground spawn interval from settings
|
||||
_groundSpawnInterval = initParams.Settings.GroundSpawnInterval;
|
||||
|
||||
// Force Together mode for ground spawning
|
||||
poolMode = SpawnPoolMode.Together;
|
||||
|
||||
if (settings.ShowDebugLogs)
|
||||
{
|
||||
Logging.Debug($"[GroundDistanceSpawner] Using fixed interval: {_groundSpawnInterval}f from settings");
|
||||
}
|
||||
}
|
||||
|
||||
// Override to use fixed intervals instead of random distances
|
||||
protected override void PreSpawnTogether(float startX, float endX)
|
||||
{
|
||||
if (settings.ShowDebugLogs)
|
||||
{
|
||||
Logging.Debug($"[GroundDistanceSpawner] PreSpawnTogether START: Range X={startX:F2} to X={endX:F2}, Fixed interval={_groundSpawnInterval:F1}");
|
||||
}
|
||||
|
||||
float currentX = startX;
|
||||
int tilesSpawned = 0;
|
||||
|
||||
while (currentX <= endX)
|
||||
{
|
||||
SpawnAtPosition(currentX);
|
||||
tilesSpawned++;
|
||||
currentX += _groundSpawnInterval; // FIXED interval, not random
|
||||
}
|
||||
|
||||
NextSpawnX = currentX;
|
||||
|
||||
if (settings.ShowDebugLogs)
|
||||
{
|
||||
Logging.Debug($"[GroundDistanceSpawner] PreSpawnTogether COMPLETE: Spawned {tilesSpawned} ground tiles from X={startX:F2} to X={NextSpawnX:F2}");
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Override SpawnNext to use fixed ground intervals instead of random distances.
|
||||
/// </summary>
|
||||
public override void UpdateSpawnHorizon(float horizonX)
|
||||
{
|
||||
// Keep spawning while next spawn point is behind the horizon
|
||||
while (NextSpawnX < horizonX)
|
||||
{
|
||||
SpawnAtPosition(NextSpawnX);
|
||||
LastSpawnedX = NextSpawnX;
|
||||
NextSpawnX += _groundSpawnInterval; // FIXED interval, not random
|
||||
|
||||
if (settings.ShowDebugLogs)
|
||||
{
|
||||
Logging.Debug($"[GroundDistanceSpawner] Spawned at {LastSpawnedX:F2}, next at {NextSpawnX:F2}");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
protected override void SpawnFromPool(int poolIndex, float xPosition)
|
||||
{
|
||||
if (poolIndex < 0 || poolIndex >= pools.Length || !pools[poolIndex].HasPrefabs)
|
||||
return;
|
||||
|
||||
// Select random tile from pool
|
||||
GameObject tilePrefab = pools[poolIndex].prefabs[Random.Range(0, pools[poolIndex].prefabs.Length)];
|
||||
if (tilePrefab == null) return;
|
||||
|
||||
// Calculate spawn position using settings
|
||||
Vector3 spawnPosition = new Vector3(xPosition, settings.GroundSpawnY, 0f);
|
||||
|
||||
// Instantiate
|
||||
GameObject instance = InstantiatePrefab(tilePrefab, spawnPosition);
|
||||
|
||||
if (settings.ShowDebugLogs)
|
||||
{
|
||||
Logging.Debug($"[GroundDistanceSpawner] Spawned ground tile at X={xPosition:F2}, Y={settings.GroundSpawnY:F2}");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 76db01f1871c4b9ea66fb981b01b3ee1
|
||||
timeCreated: 1765965959
|
||||
@@ -0,0 +1,210 @@
|
||||
using Core;
|
||||
using Minigames.Airplane.Data;
|
||||
using Minigames.Airplane.Interactive;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Minigames.Airplane.Core.Spawning
|
||||
{
|
||||
/// <summary>
|
||||
/// Spawns obstacle objects (positive and negative) with weighted ratio management.
|
||||
/// Uses exactly 2 fixed pools: Pool 0 = Positive, Pool 1 = Negative.
|
||||
/// Inherits distance-based spawning from BaseDistanceSpawner.
|
||||
/// </summary>
|
||||
public class ObstacleDistanceSpawner : BaseDistanceSpawner
|
||||
{
|
||||
private int _positiveSpawnCount;
|
||||
private int _negativeSpawnCount;
|
||||
|
||||
public override void Initialize(SpawnInitParameters initParams)
|
||||
{
|
||||
// TEMPORARY: Unconditional log to verify this is being called
|
||||
Logging.Debug("[ObstacleDistanceSpawner] Initialize() called - spawner is active!");
|
||||
|
||||
// Validate exactly 2 pools
|
||||
if (pools == null || pools.Length != 2)
|
||||
{
|
||||
Logging.Error("[ObstacleDistanceSpawner] Must have exactly 2 pools (Positive, Negative)!");
|
||||
}
|
||||
|
||||
base.Initialize(initParams);
|
||||
_positiveSpawnCount = 0;
|
||||
_negativeSpawnCount = 0;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Override base prefab selection to implement positive/negative ratio management.
|
||||
/// Uses actual spawn counts to maintain target ratio over time.
|
||||
/// </summary>
|
||||
protected override GameObject SelectPrefabFromPools(out int selectedPoolIndex)
|
||||
{
|
||||
selectedPoolIndex = -1;
|
||||
|
||||
// Determine which pool (positive or negative) based on ratio
|
||||
int targetPoolIndex = DeterminePoolIndexByRatio();
|
||||
|
||||
if (targetPoolIndex < 0 || targetPoolIndex >= pools.Length || !pools[targetPoolIndex].HasPrefabs)
|
||||
{
|
||||
if (settings.ShowDebugLogs)
|
||||
{
|
||||
Logging.Warning($"[ObstacleDistanceSpawner] Target pool {targetPoolIndex} has no prefabs!");
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
// Get all prefabs from the target pool
|
||||
List<GameObject> availablePrefabs = new List<GameObject>();
|
||||
List<float> prefabWeights = new List<float>();
|
||||
|
||||
foreach (GameObject prefab in pools[targetPoolIndex].prefabs)
|
||||
{
|
||||
if (prefab == null) continue;
|
||||
|
||||
availablePrefabs.Add(prefab);
|
||||
|
||||
// Calculate weight based on recency tracking
|
||||
float weight = 1f;
|
||||
if (LastUsedTimes.TryGetValue(prefab, out float lastUsedTime))
|
||||
{
|
||||
float timeSinceUse = GameTime - lastUsedTime;
|
||||
if (timeSinceUse < settings.RecencyPenaltyDuration)
|
||||
{
|
||||
weight = timeSinceUse / settings.RecencyPenaltyDuration; // 0 to 1 linear recovery
|
||||
}
|
||||
}
|
||||
|
||||
prefabWeights.Add(weight);
|
||||
}
|
||||
|
||||
if (availablePrefabs.Count == 0) return null;
|
||||
|
||||
// Select using weighted random (respects recency)
|
||||
int selectedIndex = WeightedRandom(prefabWeights);
|
||||
GameObject selectedPrefab = availablePrefabs[selectedIndex];
|
||||
selectedPoolIndex = targetPoolIndex;
|
||||
|
||||
// Update recency tracking
|
||||
LastUsedTimes[selectedPrefab] = GameTime;
|
||||
|
||||
if (settings.ShowDebugLogs)
|
||||
{
|
||||
Logging.Debug($"[ObstacleDistanceSpawner] Selected {(targetPoolIndex == 0 ? "positive" : "negative")} prefab from pool {targetPoolIndex}");
|
||||
}
|
||||
|
||||
return selectedPrefab;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Determines which pool (positive or negative) to spawn from based on target ratio.
|
||||
/// Uses actual spawn counts to push toward target ratio over time.
|
||||
/// </summary>
|
||||
private int DeterminePoolIndexByRatio()
|
||||
{
|
||||
int totalSpawned = _positiveSpawnCount + _negativeSpawnCount;
|
||||
float targetPositiveRatio = settings.PositiveNegativeRatio;
|
||||
|
||||
bool shouldSpawnPositive;
|
||||
|
||||
// First spawn - use ratio as pure probability
|
||||
if (totalSpawned == 0)
|
||||
{
|
||||
shouldSpawnPositive = Random.value < targetPositiveRatio;
|
||||
if (settings.ShowDebugLogs)
|
||||
{
|
||||
Logging.Debug($"[ObstacleDistanceSpawner] First spawn - ratio {targetPositiveRatio:P0} → {(shouldSpawnPositive ? "positive" : "negative")}");
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Calculate current ratio vs target
|
||||
float currentPositiveRatio = (float)_positiveSpawnCount / totalSpawned;
|
||||
float difference = targetPositiveRatio - currentPositiveRatio;
|
||||
|
||||
// Adjust probability based on how far we are from target
|
||||
// If difference > 0: we need more positives, increase positive chance
|
||||
// If difference < 0: we need more negatives, decrease positive chance
|
||||
float adjustedProbability = Mathf.Clamp01(targetPositiveRatio + difference);
|
||||
|
||||
shouldSpawnPositive = Random.value < adjustedProbability;
|
||||
|
||||
if (settings.ShowDebugLogs)
|
||||
{
|
||||
Logging.Debug($"[ObstacleDistanceSpawner] Ratio tracking: {_positiveSpawnCount}pos/{_negativeSpawnCount}neg ({currentPositiveRatio:P0} current vs {targetPositiveRatio:P0} target) → adjusted probability {adjustedProbability:P0} → {(shouldSpawnPositive ? "positive" : "negative")}");
|
||||
}
|
||||
}
|
||||
|
||||
return shouldSpawnPositive ? 0 : 1;
|
||||
}
|
||||
|
||||
protected override void SpawnFromPool(int poolIndex, float xPosition)
|
||||
{
|
||||
if (poolIndex < 0 || poolIndex >= 2 || !pools[poolIndex].HasPrefabs)
|
||||
return;
|
||||
|
||||
// Pool index directly determines positive/negative
|
||||
// Pool 0 = Positive, Pool 1 = Negative
|
||||
bool spawnPositive = (poolIndex == 0);
|
||||
|
||||
// Select random prefab from pool
|
||||
GameObject prefab = pools[poolIndex].prefabs[Random.Range(0, pools[poolIndex].prefabs.Length)];
|
||||
if (prefab == null) return;
|
||||
|
||||
// Temporary spawn position (Y will be adjusted by PositionObject)
|
||||
Vector3 tempPosition = new Vector3(xPosition, 0f, 0f);
|
||||
|
||||
// Instantiate
|
||||
GameObject instance = InstantiatePrefab(prefab, tempPosition);
|
||||
|
||||
// Try to get spawn entry for positioning (per-prefab override)
|
||||
var spawnEntry = prefab.GetComponent<PrefabSpawnEntryComponent>();
|
||||
if (spawnEntry != null)
|
||||
{
|
||||
// Use per-prefab configuration
|
||||
PositionObject(instance, xPosition, spawnEntry.spawnPositionMode,
|
||||
spawnEntry.specifiedY, spawnEntry.randomYMin, spawnEntry.randomYMax);
|
||||
|
||||
if (settings.ShowDebugLogs)
|
||||
{
|
||||
Logging.Debug($"[ObstacleDistanceSpawner] Using per-prefab positioning: {spawnEntry.spawnPositionMode}");
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Fall back to global default configuration from settings
|
||||
PositionObject(instance, xPosition, settings.DefaultObstaclePositionMode,
|
||||
settings.FallbackYPosition, settings.DefaultObstacleRandomYMin, settings.DefaultObstacleRandomYMax);
|
||||
|
||||
if (settings.ShowDebugLogs)
|
||||
{
|
||||
Logging.Debug($"[ObstacleDistanceSpawner] Using default positioning from settings: {settings.DefaultObstaclePositionMode}");
|
||||
}
|
||||
}
|
||||
|
||||
// Initialize if implements interface
|
||||
var initializable = instance.GetComponent<ISpawnInitializable>();
|
||||
if (initializable != null)
|
||||
{
|
||||
initializable.Initialize();
|
||||
}
|
||||
|
||||
// Track counts
|
||||
if (spawnPositive)
|
||||
_positiveSpawnCount++;
|
||||
else
|
||||
_negativeSpawnCount++;
|
||||
|
||||
if (settings.ShowDebugLogs)
|
||||
{
|
||||
Logging.Debug($"[ObstacleDistanceSpawner] Spawned {(spawnPositive ? "positive" : "negative")} at X={xPosition:F2} from pool {poolIndex}");
|
||||
}
|
||||
}
|
||||
|
||||
public override void Cleanup()
|
||||
{
|
||||
base.Cleanup();
|
||||
_positiveSpawnCount = 0;
|
||||
_negativeSpawnCount = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 0a550c256a3d4d91a17adf6d0338f022
|
||||
timeCreated: 1765965959
|
||||
@@ -0,0 +1,220 @@
|
||||
using Core;
|
||||
using Minigames.Airplane.Data;
|
||||
using Minigames.Airplane.Interactive;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Minigames.Airplane.Core.Spawning
|
||||
{
|
||||
/// <summary>
|
||||
/// Spawns parallax background elements across 3 fixed layers (Background/Middle/Foreground).
|
||||
/// Always operates in Exclusive pool mode.
|
||||
/// Integrates with AirplaneCameraManager to provide camera reference to parallax elements.
|
||||
/// </summary>
|
||||
public class ParallaxBackgroundSpawner : BaseDistanceSpawner
|
||||
{
|
||||
[Header("Parallax-Specific")]
|
||||
[Tooltip("Sort layer for all parallax elements")]
|
||||
[SerializeField] private string parallaxSortLayer = "Background";
|
||||
|
||||
[Tooltip("Sort order for background layer (furthest back)")]
|
||||
[SerializeField] private int backgroundSortOrder = -50;
|
||||
|
||||
[Tooltip("Sort order increment between layers")]
|
||||
[SerializeField] private int sortOrderIncrement = 10;
|
||||
|
||||
[Header("Parallax Configuration")]
|
||||
[Tooltip("Global parallax strength multiplier (0 = no effect, 1 = full effect)")]
|
||||
[SerializeField] private float globalStrength = 1f;
|
||||
|
||||
[Tooltip("Background layer movement speed (typically slowest, e.g. 0.3)")]
|
||||
[SerializeField] private float backgroundSpeed = 0.3f;
|
||||
|
||||
[Tooltip("Middle layer movement speed (typically medium, e.g. 0.6)")]
|
||||
[SerializeField] private float middleSpeed = 0.6f;
|
||||
|
||||
[Tooltip("Foreground layer movement speed (typically fastest, e.g. 0.9)")]
|
||||
[SerializeField] private float foregroundSpeed = 0.9f;
|
||||
|
||||
[Header("Camera Integration")]
|
||||
[Tooltip("Camera manager for tracking active camera")]
|
||||
[SerializeField] private AirplaneCameraManager cameraManager;
|
||||
|
||||
private Transform _currentCameraTransform;
|
||||
|
||||
public override void Initialize(SpawnInitParameters initParams)
|
||||
{
|
||||
// Force exclusive mode
|
||||
poolMode = SpawnPoolMode.Exclusive;
|
||||
|
||||
// Validate exactly 3 pools
|
||||
if (pools == null || pools.Length != 3)
|
||||
{
|
||||
Logging.Error("[ParallaxBackgroundSpawner] Must have exactly 3 pools (Background, Middle, Foreground)!");
|
||||
}
|
||||
|
||||
base.Initialize(initParams);
|
||||
|
||||
// Subscribe to camera changes
|
||||
if (cameraManager != null)
|
||||
{
|
||||
cameraManager.OnStateChanged += HandleCameraChanged;
|
||||
_currentCameraTransform = cameraManager.GetActiveCameraTransform();
|
||||
}
|
||||
else
|
||||
{
|
||||
Logging.Warning("[ParallaxBackgroundSpawner] Camera manager not assigned! Parallax elements won't track camera.");
|
||||
}
|
||||
}
|
||||
|
||||
private void OnDestroy()
|
||||
{
|
||||
if (cameraManager != null)
|
||||
{
|
||||
cameraManager.OnStateChanged -= HandleCameraChanged;
|
||||
}
|
||||
}
|
||||
|
||||
private void HandleCameraChanged(AirplaneCameraState oldState, AirplaneCameraState newState)
|
||||
{
|
||||
if (cameraManager == null) return;
|
||||
|
||||
_currentCameraTransform = cameraManager.GetActiveCameraTransform();
|
||||
|
||||
// Update all existing parallax elements with new camera
|
||||
if (spawnContainer != null)
|
||||
{
|
||||
foreach (Transform child in spawnContainer)
|
||||
{
|
||||
var parallaxElement = child.GetComponent<ParallaxElement>();
|
||||
if (parallaxElement != null)
|
||||
{
|
||||
parallaxElement.UpdateCamera(_currentCameraTransform);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (settings.ShowDebugLogs)
|
||||
{
|
||||
Logging.Debug($"[ParallaxBackgroundSpawner] Camera changed to {newState}, updated parallax elements");
|
||||
}
|
||||
}
|
||||
|
||||
protected override void SpawnFromPool(int poolIndex, float xPosition)
|
||||
{
|
||||
if (poolIndex < 0 || poolIndex >= 3 || !pools[poolIndex].HasPrefabs)
|
||||
return;
|
||||
|
||||
// Select random prefab from pool
|
||||
GameObject prefab = pools[poolIndex].prefabs[Random.Range(0, pools[poolIndex].prefabs.Length)];
|
||||
if (prefab == null) return;
|
||||
|
||||
// Spawn at temporary position (Y will be adjusted by PositionObject if component exists)
|
||||
Vector3 spawnPosition = new Vector3(xPosition, 0f, 0f);
|
||||
|
||||
// Instantiate
|
||||
GameObject instance = InstantiatePrefab(prefab, spawnPosition);
|
||||
|
||||
// Determine parallax layer based on pool index
|
||||
ParallaxLayer layer = (ParallaxLayer)poolIndex;
|
||||
|
||||
// Get or add ParallaxElement component
|
||||
ParallaxElement parallaxElement = instance.GetComponent<ParallaxElement>();
|
||||
if (parallaxElement == null)
|
||||
{
|
||||
parallaxElement = instance.AddComponent<ParallaxElement>();
|
||||
}
|
||||
|
||||
// Set sort layer on sprite renderer
|
||||
SetSortLayer(instance, layer);
|
||||
|
||||
// Log Y position BEFORE positioning
|
||||
Vector3 positionBeforePositionObject = instance.transform.position;
|
||||
|
||||
// Try to get spawn entry for Y positioning (same logic as obstacles)
|
||||
var spawnEntry = prefab.GetComponent<PrefabSpawnEntryComponent>();
|
||||
if (spawnEntry != null)
|
||||
{
|
||||
if (settings.ShowDebugLogs)
|
||||
{
|
||||
Logging.Debug($"[ParallaxBackgroundSpawner] '{prefab.name}' has PrefabSpawnEntryComponent: mode={spawnEntry.spawnPositionMode}, specifiedY={spawnEntry.specifiedY}, randomRange=[{spawnEntry.randomYMin},{spawnEntry.randomYMax}]");
|
||||
}
|
||||
|
||||
// Use per-prefab configuration
|
||||
PositionObject(instance, xPosition, spawnEntry.spawnPositionMode,
|
||||
spawnEntry.specifiedY, spawnEntry.randomYMin, spawnEntry.randomYMax);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (settings.ShowDebugLogs)
|
||||
{
|
||||
Logging.Debug($"[ParallaxBackgroundSpawner] '{prefab.name}' NO component, using global: mode={settings.DefaultObstaclePositionMode}");
|
||||
}
|
||||
|
||||
// Fall back to global default configuration from settings
|
||||
PositionObject(instance, xPosition, settings.DefaultObstaclePositionMode,
|
||||
settings.FallbackYPosition, settings.DefaultObstacleRandomYMin, settings.DefaultObstacleRandomYMax);
|
||||
}
|
||||
|
||||
// Log Y position AFTER positioning
|
||||
Vector3 positionAfterPositionObject = instance.transform.position;
|
||||
|
||||
if (settings.ShowDebugLogs)
|
||||
{
|
||||
Logging.Debug($"[ParallaxBackgroundSpawner] Y positioning: BEFORE={positionBeforePositionObject.y:F2}, AFTER={positionAfterPositionObject.y:F2}, CHANGED={positionAfterPositionObject.y != positionBeforePositionObject.y}");
|
||||
}
|
||||
|
||||
// IMPORTANT: Initialize parallax element AFTER positioning so it captures the correct Y coordinate
|
||||
// The parallax element caches _startPosition which includes Y coordinate
|
||||
// If we initialize before positioning, Y=0 gets cached and objects appear at wrong height
|
||||
float layerSpeed = GetLayerSpeed(layer);
|
||||
parallaxElement.Initialize(layer, layerSpeed, globalStrength, _currentCameraTransform);
|
||||
|
||||
// Verify that Initialize didn't move the object
|
||||
Vector3 positionAfterInitialize = instance.transform.position;
|
||||
|
||||
if (Mathf.Abs(positionAfterInitialize.y - positionAfterPositionObject.y) > 0.01f)
|
||||
{
|
||||
Logging.Error($"[ParallaxBackgroundSpawner] BUG: Y position changed during Initialize! Before={positionAfterPositionObject.y:F2}, After={positionAfterInitialize.y:F2}");
|
||||
}
|
||||
|
||||
if (settings.ShowDebugLogs)
|
||||
{
|
||||
string positionModeInfo = spawnEntry != null
|
||||
? $", positionMode={spawnEntry.spawnPositionMode} (per-prefab)"
|
||||
: $", positionMode={settings.DefaultObstaclePositionMode} (global fallback)";
|
||||
Logging.Debug($"[ParallaxBackgroundSpawner] FINAL: '{prefab.name}' at WORLD position X={positionAfterInitialize.x:F2}, Y={positionAfterInitialize.y:F2}, Z={positionAfterInitialize.z:F2}{positionModeInfo}");
|
||||
}
|
||||
}
|
||||
|
||||
private void SetSortLayer(GameObject obj, ParallaxLayer layer)
|
||||
{
|
||||
SpriteRenderer spriteRenderer = obj.GetComponentInChildren<SpriteRenderer>();
|
||||
if (spriteRenderer == null) return;
|
||||
|
||||
// All parallax objects use the same sort layer
|
||||
spriteRenderer.sortingLayerName = parallaxSortLayer;
|
||||
|
||||
// Calculate sort order based on layer depth
|
||||
// Background (0): -50, Middle (1): -40, Foreground (2): -30
|
||||
int sortOrder = backgroundSortOrder + ((int)layer * sortOrderIncrement);
|
||||
spriteRenderer.sortingOrder = sortOrder;
|
||||
|
||||
if (settings.ShowDebugLogs)
|
||||
{
|
||||
Logging.Debug($"[ParallaxBackgroundSpawner] Set '{parallaxSortLayer}' layer with sort order {sortOrder} for {layer}");
|
||||
}
|
||||
}
|
||||
|
||||
private float GetLayerSpeed(ParallaxLayer layer)
|
||||
{
|
||||
return layer switch
|
||||
{
|
||||
ParallaxLayer.Background => backgroundSpeed,
|
||||
ParallaxLayer.Middle => middleSpeed,
|
||||
ParallaxLayer.Foreground => foregroundSpeed,
|
||||
_ => 1f
|
||||
};
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b126f2d189024140ac0bc6fb14155c7f
|
||||
timeCreated: 1765965959
|
||||
@@ -0,0 +1,238 @@
|
||||
using Core;
|
||||
using Core.Settings;
|
||||
using Minigames.Airplane.Data;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Minigames.Airplane.Core.Spawning
|
||||
{
|
||||
/// <summary>
|
||||
/// Static utility for object positioning in the airplane minigame.
|
||||
/// Provides common positioning logic used by spawners and managers.
|
||||
/// Handles snap-to-ground, specified Y, and random Y positioning.
|
||||
/// </summary>
|
||||
public static class PositioningUtility
|
||||
{
|
||||
/// <summary>
|
||||
/// Position an object based on the specified spawn mode.
|
||||
/// Handles all positioning modes: SnapToGround, SpecifiedY, and RandomRange.
|
||||
/// </summary>
|
||||
public static void PositionObject(GameObject obj, float xPosition, SpawnPositionMode mode,
|
||||
float specifiedY, float randomYMin, float randomYMax, IAirplaneSettings settings, bool showDebugLogs = false)
|
||||
{
|
||||
if (obj == null)
|
||||
{
|
||||
if (showDebugLogs)
|
||||
{
|
||||
Logging.Warning("[PositioningUtility] PositionObject called with null object!");
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
// First, set an initial Y position based on mode
|
||||
float initialY;
|
||||
|
||||
switch (mode)
|
||||
{
|
||||
case SpawnPositionMode.SnapToGround:
|
||||
// Start at fallback position, SnapToGround will adjust
|
||||
initialY = settings.FallbackYPosition;
|
||||
break;
|
||||
|
||||
case SpawnPositionMode.SpecifiedY:
|
||||
initialY = specifiedY;
|
||||
break;
|
||||
|
||||
case SpawnPositionMode.RandomRange:
|
||||
initialY = Random.Range(randomYMin, randomYMax);
|
||||
break;
|
||||
|
||||
default:
|
||||
initialY = 0f;
|
||||
if (showDebugLogs)
|
||||
{
|
||||
Logging.Warning($"[PositioningUtility] Unknown spawn position mode: {mode}");
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
// Set initial position
|
||||
obj.transform.position = new Vector3(xPosition, initialY, 0f);
|
||||
|
||||
// For SnapToGround mode, now adjust the object to align with ground
|
||||
if (mode == SpawnPositionMode.SnapToGround)
|
||||
{
|
||||
SnapToGround(obj, xPosition, settings, showDebugLogs);
|
||||
}
|
||||
|
||||
// Draw debug visualization AFTER positioning
|
||||
if (showDebugLogs)
|
||||
{
|
||||
DrawObjectBoundsDebug(obj, mode);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Snap an object to the ground using raycast.
|
||||
/// Positions object so its bottom bounds touch the TOP surface of the ground.
|
||||
/// Uses simple measure-and-adjust approach that works with any pivot configuration.
|
||||
/// </summary>
|
||||
public static void SnapToGround(GameObject obj, float xPosition, IAirplaneSettings settings, bool showDebugLogs = false)
|
||||
{
|
||||
if (obj == null)
|
||||
{
|
||||
if (showDebugLogs)
|
||||
{
|
||||
Logging.Warning("[PositioningUtility] SnapToGround called with null object!");
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
// Raycast from high up to find the TOP of the ground surface
|
||||
Vector2 rayOrigin = new Vector2(xPosition, settings.MaxGroundRaycastDistance);
|
||||
int layerMask = 1 << settings.GroundLayer;
|
||||
RaycastHit2D hit = Physics2D.Raycast(rayOrigin, Vector2.down, settings.MaxGroundRaycastDistance + 100f, layerMask);
|
||||
|
||||
if (hit.collider == null)
|
||||
{
|
||||
if (showDebugLogs)
|
||||
{
|
||||
Logging.Warning($"[PositioningUtility] SnapToGround FAILED at X={xPosition:F2} - no ground found! Object stays at current Y.");
|
||||
}
|
||||
return; // Can't snap, leave object where it is
|
||||
}
|
||||
|
||||
// Ground surface is at the raycast hit point (TOP of ground collider)
|
||||
float groundY = hit.point.y;
|
||||
|
||||
// Measure where the object's bottom actually is RIGHT NOW
|
||||
Bounds bounds = GetObjectBounds(obj);
|
||||
float currentBottom = bounds.min.y;
|
||||
|
||||
// Calculate how far off we are from desired position
|
||||
float offset = currentBottom - groundY;
|
||||
|
||||
// Adjust the object's position to align bottom with ground
|
||||
Vector3 pos = obj.transform.position;
|
||||
pos.y -= offset; // Move up or down by the difference
|
||||
obj.transform.position = pos;
|
||||
|
||||
if (showDebugLogs)
|
||||
{
|
||||
// Draw raycast (cyan)
|
||||
Debug.DrawLine(rayOrigin, hit.point, Color.cyan, 5f);
|
||||
|
||||
// Draw ground hit point (magenta)
|
||||
Debug.DrawLine(new Vector3(xPosition - 1f, groundY, 0f),
|
||||
new Vector3(xPosition + 1f, groundY, 0f), Color.magenta, 5f);
|
||||
|
||||
// Draw object bottom after snapping (red)
|
||||
Bounds finalBounds = GetObjectBounds(obj);
|
||||
Debug.DrawLine(new Vector3(xPosition - 1f, finalBounds.min.y, 0f),
|
||||
new Vector3(xPosition + 1f, finalBounds.min.y, 0f), Color.red, 5f);
|
||||
|
||||
Logging.Debug($"[PositioningUtility] SnapToGround: X={xPosition:F2}, GroundTop={groundY:F2}, " +
|
||||
$"BottomWas={currentBottom:F2}, Offset={offset:F2}, FinalY={obj.transform.position.y:F2}");
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get the bounds of an object from its Renderer or Collider.
|
||||
/// Searches child objects if no component is found on the root.
|
||||
/// </summary>
|
||||
public static Bounds GetObjectBounds(GameObject obj)
|
||||
{
|
||||
if (obj == null)
|
||||
{
|
||||
return new Bounds(Vector3.zero, Vector3.one);
|
||||
}
|
||||
|
||||
// Try renderer first (most common for sprites)
|
||||
Renderer objRenderer = obj.GetComponentInChildren<Renderer>();
|
||||
if (objRenderer != null) return objRenderer.bounds;
|
||||
|
||||
// Try 2D collider
|
||||
Collider2D objCollider2D = obj.GetComponentInChildren<Collider2D>();
|
||||
if (objCollider2D != null) return objCollider2D.bounds;
|
||||
|
||||
// Try 3D collider
|
||||
Collider objCollider3D = obj.GetComponentInChildren<Collider>();
|
||||
if (objCollider3D != null) return objCollider3D.bounds;
|
||||
|
||||
// Fallback to transform position with unit size
|
||||
return new Bounds(obj.transform.position, Vector3.one);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Draw debug visualization for object bounds after positioning.
|
||||
/// Shows the actual bounds in world space at the object's final position.
|
||||
/// </summary>
|
||||
public static void DrawObjectBoundsDebug(GameObject obj, SpawnPositionMode mode)
|
||||
{
|
||||
if (obj == null) return;
|
||||
|
||||
Bounds bounds = default;
|
||||
string sourceType = "none";
|
||||
|
||||
// Get bounds from whatever component is available
|
||||
Renderer objRenderer = obj.GetComponentInChildren<Renderer>();
|
||||
if (objRenderer != null)
|
||||
{
|
||||
bounds = objRenderer.bounds;
|
||||
sourceType = "Renderer";
|
||||
}
|
||||
else
|
||||
{
|
||||
Collider2D objCollider2D = obj.GetComponentInChildren<Collider2D>();
|
||||
if (objCollider2D != null)
|
||||
{
|
||||
bounds = objCollider2D.bounds;
|
||||
sourceType = "Collider2D";
|
||||
}
|
||||
else
|
||||
{
|
||||
Collider objCollider3D = obj.GetComponentInChildren<Collider>();
|
||||
if (objCollider3D != null)
|
||||
{
|
||||
bounds = objCollider3D.bounds;
|
||||
sourceType = "Collider3D";
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (sourceType == "none") return;
|
||||
|
||||
Vector3 center = bounds.center;
|
||||
Vector3 extents = bounds.extents;
|
||||
float height = bounds.size.y;
|
||||
|
||||
// Draw bounds box (green)
|
||||
Debug.DrawLine(new Vector3(center.x - extents.x, center.y - extents.y, center.z),
|
||||
new Vector3(center.x + extents.x, center.y - extents.y, center.z), Color.green, 5f);
|
||||
Debug.DrawLine(new Vector3(center.x - extents.x, center.y + extents.y, center.z),
|
||||
new Vector3(center.x + extents.x, center.y + extents.y, center.z), Color.green, 5f);
|
||||
Debug.DrawLine(new Vector3(center.x - extents.x, center.y - extents.y, center.z),
|
||||
new Vector3(center.x - extents.x, center.y + extents.y, center.z), Color.green, 5f);
|
||||
Debug.DrawLine(new Vector3(center.x + extents.x, center.y - extents.y, center.z),
|
||||
new Vector3(center.x + extents.x, center.y + extents.y, center.z), Color.green, 5f);
|
||||
|
||||
// Draw center point (yellow cross)
|
||||
Debug.DrawLine(new Vector3(center.x - 1f, center.y, center.z),
|
||||
new Vector3(center.x + 1f, center.y, center.z), Color.yellow, 5f);
|
||||
Debug.DrawLine(new Vector3(center.x, center.y - 1f, center.z),
|
||||
new Vector3(center.x, center.y + 1f, center.z), Color.yellow, 5f);
|
||||
|
||||
// Draw bottom edge (red thick line) - where we expect the object to touch ground
|
||||
Debug.DrawLine(new Vector3(center.x - extents.x, center.y - extents.y, center.z),
|
||||
new Vector3(center.x + extents.x, center.y - extents.y, center.z), Color.red, 5f);
|
||||
|
||||
// Draw top edge (cyan)
|
||||
Debug.DrawLine(new Vector3(center.x - extents.x, center.y + extents.y, center.z),
|
||||
new Vector3(center.x + extents.x, center.y + extents.y, center.z), Color.cyan, 5f);
|
||||
|
||||
Logging.Debug($"[PositioningUtility] ObjectBounds: {obj.name}, Mode={mode}, Source={sourceType}, " +
|
||||
$"Height={height:F2}, Center.y={center.y:F2}, Bottom.y={center.y - extents.y:F2}, " +
|
||||
$"Top.y={center.y + extents.y:F2}, Scale={obj.transform.localScale.y:F2}");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 369dac4c5d0943329fd0918ea52bdd4b
|
||||
timeCreated: 1766006091
|
||||
24
Assets/Scripts/Minigames/Airplane/Data/ParallaxLayer.cs
Normal file
24
Assets/Scripts/Minigames/Airplane/Data/ParallaxLayer.cs
Normal file
@@ -0,0 +1,24 @@
|
||||
namespace Minigames.Airplane.Data
|
||||
{
|
||||
/// <summary>
|
||||
/// Defines parallax layer depth for background elements.
|
||||
/// </summary>
|
||||
public enum ParallaxLayer
|
||||
{
|
||||
/// <summary>
|
||||
/// Furthest back layer, moves slowest (lowest parallax factor).
|
||||
/// </summary>
|
||||
Background,
|
||||
|
||||
/// <summary>
|
||||
/// Middle layer, moves at medium speed.
|
||||
/// </summary>
|
||||
Middle,
|
||||
|
||||
/// <summary>
|
||||
/// Closest layer, moves fastest (highest parallax factor).
|
||||
/// </summary>
|
||||
Foreground
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 30cd4bc1743c44089146678153542aae
|
||||
timeCreated: 1765965854
|
||||
@@ -0,0 +1,27 @@
|
||||
using Minigames.Airplane.Data;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Minigames.Airplane.Data
|
||||
{
|
||||
/// <summary>
|
||||
/// Component to store spawn positioning data on prefabs.
|
||||
/// Attach this to obstacle prefabs that need specific positioning behavior.
|
||||
/// If not present, spawner will use default positioning from AirplaneSettings.
|
||||
/// </summary>
|
||||
[AddComponentMenu("Airplane/Prefab Spawn Entry")]
|
||||
public class PrefabSpawnEntryComponent : MonoBehaviour
|
||||
{
|
||||
[Tooltip("How to position this object vertically")]
|
||||
public SpawnPositionMode spawnPositionMode = SpawnPositionMode.SnapToGround;
|
||||
|
||||
[Tooltip("Y position to use (when mode is SpecifiedY)")]
|
||||
public float specifiedY;
|
||||
|
||||
[Tooltip("Min Y for random range (when mode is RandomRange)")]
|
||||
public float randomYMin = -5f;
|
||||
|
||||
[Tooltip("Max Y for random range (when mode is RandomRange)")]
|
||||
public float randomYMax = 5f;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 90239fb003214b4087d0717f6f417161
|
||||
timeCreated: 1765990367
|
||||
@@ -0,0 +1,32 @@
|
||||
using Core.Settings;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Minigames.Airplane.Data
|
||||
{
|
||||
/// <summary>
|
||||
/// Parameters passed from AirplaneSpawnManager to spawners during initialization.
|
||||
/// Encapsulates shared references and configuration.
|
||||
/// </summary>
|
||||
public class SpawnInitParameters
|
||||
{
|
||||
/// <summary>
|
||||
/// Parent transform for spawned objects (organization)
|
||||
/// </summary>
|
||||
public Transform SpawnContainer { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Settings reference for spawn configuration
|
||||
/// </summary>
|
||||
public IAirplaneSettings Settings { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Create spawn initialization parameters
|
||||
/// </summary>
|
||||
public SpawnInitParameters(Transform spawnContainer, IAirplaneSettings settings)
|
||||
{
|
||||
SpawnContainer = spawnContainer;
|
||||
Settings = settings;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: eb788e2f6d204a5fb1b2ae79ed38e7c2
|
||||
timeCreated: 1765972065
|
||||
45
Assets/Scripts/Minigames/Airplane/Data/SpawnPoolConfig.cs
Normal file
45
Assets/Scripts/Minigames/Airplane/Data/SpawnPoolConfig.cs
Normal file
@@ -0,0 +1,45 @@
|
||||
using System;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Minigames.Airplane.Data
|
||||
{
|
||||
/// <summary>
|
||||
/// Configuration for a single spawn pool.
|
||||
/// Contains prefabs, unlock timing, and optional spawn parameter overrides.
|
||||
/// </summary>
|
||||
[Serializable]
|
||||
public class SpawnPoolConfig
|
||||
{
|
||||
[Tooltip("Prefabs that can spawn from this pool")]
|
||||
public GameObject[] prefabs;
|
||||
|
||||
[Tooltip("Time (seconds from game start) when this pool becomes available. 0 = available immediately.")]
|
||||
public float unlockTime = 0f;
|
||||
|
||||
[Tooltip("Description for this pool (editor reference only)")]
|
||||
public string description = "Pool";
|
||||
|
||||
[Header("Spawn Parameter Overrides (0 = use global)")]
|
||||
[Tooltip("Override minimum spawn distance for this pool (0 = use global)")]
|
||||
public float overrideMinDistance = 0f;
|
||||
|
||||
[Tooltip("Override maximum spawn distance for this pool (0 = use global)")]
|
||||
public float overrideMaxDistance = 0f;
|
||||
|
||||
/// <summary>
|
||||
/// Check if this pool has valid prefabs assigned.
|
||||
/// </summary>
|
||||
public bool HasPrefabs => prefabs != null && prefabs.Length > 0;
|
||||
|
||||
/// <summary>
|
||||
/// Get effective minimum distance (uses override if non-zero, otherwise uses global).
|
||||
/// </summary>
|
||||
public float GetMinDistance(float globalMin) => overrideMinDistance > 0f ? overrideMinDistance : globalMin;
|
||||
|
||||
/// <summary>
|
||||
/// Get effective maximum distance (uses override if non-zero, otherwise uses global).
|
||||
/// </summary>
|
||||
public float GetMaxDistance(float globalMax) => overrideMaxDistance > 0f ? overrideMaxDistance : globalMax;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 51d29acb7cdd48819588acd1401456a9
|
||||
timeCreated: 1765965854
|
||||
21
Assets/Scripts/Minigames/Airplane/Data/SpawnPoolMode.cs
Normal file
21
Assets/Scripts/Minigames/Airplane/Data/SpawnPoolMode.cs
Normal file
@@ -0,0 +1,21 @@
|
||||
namespace Minigames.Airplane.Data
|
||||
{
|
||||
/// <summary>
|
||||
/// Defines how multiple spawn pools are combined.
|
||||
/// </summary>
|
||||
public enum SpawnPoolMode
|
||||
{
|
||||
/// <summary>
|
||||
/// All unlocked pools contribute to a single shared spawn stream.
|
||||
/// Objects spawn at regular intervals considering all available pools.
|
||||
/// </summary>
|
||||
Together,
|
||||
|
||||
/// <summary>
|
||||
/// Each pool spawns independently with its own timing.
|
||||
/// Multiple objects can spawn simultaneously from different pools.
|
||||
/// </summary>
|
||||
Exclusive
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 5206332ad0e54ed4b20df47663202967
|
||||
timeCreated: 1765965854
|
||||
104
Assets/Scripts/Minigames/Airplane/Interactive/ParallaxElement.cs
Normal file
104
Assets/Scripts/Minigames/Airplane/Interactive/ParallaxElement.cs
Normal file
@@ -0,0 +1,104 @@
|
||||
using Core;
|
||||
using Minigames.Airplane.Data;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Minigames.Airplane.Interactive
|
||||
{
|
||||
/// <summary>
|
||||
/// Parallax element that adjusts position based on camera movement.
|
||||
/// Creates depth illusion by moving at different speeds for different layers.
|
||||
/// Configuration is provided by ParallaxBackgroundSpawner at initialization.
|
||||
/// IMPORTANT: Always calculates position relative to ORIGINAL spawn position and camera,
|
||||
/// ensuring deterministic behavior during camera blends and switches.
|
||||
/// </summary>
|
||||
public class ParallaxElement : MonoBehaviour
|
||||
{
|
||||
// Runtime state (set by spawner via Initialize)
|
||||
private ParallaxLayer _layer;
|
||||
private float _layerSpeed;
|
||||
private float _globalStrength;
|
||||
|
||||
// Current camera being tracked
|
||||
private Transform _cameraTransform;
|
||||
|
||||
// ORIGINAL spawn state - NEVER reset after initialization
|
||||
// This ensures objects return to spawn position when camera returns to spawn position
|
||||
private Vector3 _originalSpawnPosition;
|
||||
private float _originalCameraX;
|
||||
|
||||
private bool _isInitialized;
|
||||
|
||||
private void Update()
|
||||
{
|
||||
if (!_isInitialized || _cameraTransform == null) return;
|
||||
|
||||
ApplyParallax();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Initialize the parallax element with spawner-provided settings.
|
||||
/// Called by ParallaxBackgroundSpawner when spawning.
|
||||
/// Sets the ORIGINAL spawn position and camera position - these are never reset.
|
||||
/// IMPORTANT: Uses Camera.main for tracking to ensure smooth updates during Cinemachine blends.
|
||||
/// </summary>
|
||||
public void Initialize(ParallaxLayer layer, float layerSpeed, float globalStrength, Transform cameraTransform)
|
||||
{
|
||||
_layer = layer;
|
||||
_layerSpeed = layerSpeed;
|
||||
_globalStrength = globalStrength;
|
||||
|
||||
// ALWAYS use Camera.main for tracking - this ensures smooth updates during Cinemachine blends
|
||||
// Virtual cameras don't move during blends, but Camera.main does
|
||||
_cameraTransform = Camera.main != null ? Camera.main.transform : cameraTransform;
|
||||
|
||||
// Store ORIGINAL spawn position - never reset
|
||||
_originalSpawnPosition = transform.position;
|
||||
|
||||
if (_cameraTransform != null)
|
||||
{
|
||||
// Store ORIGINAL camera X - never reset
|
||||
_originalCameraX = _cameraTransform.position.x;
|
||||
_isInitialized = true;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Update the camera transform when camera changes.
|
||||
/// Called by ParallaxBackgroundSpawner when camera switches or blends.
|
||||
/// ONLY updates the camera reference - does NOT reset start position or camera X.
|
||||
/// This ensures parallax remains deterministic across camera switches.
|
||||
/// IMPORTANT: Always uses Camera.main to ensure smooth updates during blends.
|
||||
/// </summary>
|
||||
public void UpdateCamera(Transform newCameraTransform)
|
||||
{
|
||||
// ALWAYS use Camera.main for tracking - this ensures smooth updates during Cinemachine blends
|
||||
// We ignore the passed transform and always use Camera.main
|
||||
Transform mainCamera = Camera.main != null ? Camera.main.transform : newCameraTransform;
|
||||
|
||||
if (mainCamera == null) return;
|
||||
|
||||
// Simply update the camera reference - do NOT reset positions
|
||||
// The parallax will continue to calculate relative to original spawn state
|
||||
_cameraTransform = mainCamera;
|
||||
_isInitialized = true;
|
||||
}
|
||||
|
||||
private void ApplyParallax()
|
||||
{
|
||||
// Calculate camera displacement from ORIGINAL camera position
|
||||
// This ensures objects return to spawn position when camera returns to spawn position
|
||||
float cameraDisplacement = _cameraTransform.position.x - _originalCameraX;
|
||||
|
||||
// Calculate parallax offset - negative to move opposite direction
|
||||
// Lower speed = appears further away (moves less)
|
||||
// Camera moves right (+) → background moves left (-) at reduced speed
|
||||
float parallaxOffset = -cameraDisplacement * _layerSpeed * _globalStrength;
|
||||
|
||||
// Apply offset to ORIGINAL spawn position
|
||||
Vector3 newPosition = _originalSpawnPosition;
|
||||
newPosition.x += parallaxOffset;
|
||||
transform.position = newPosition;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b32c96c5365743d3a1a5c849ba340b6e
|
||||
timeCreated: 1765965978
|
||||
@@ -107,6 +107,9 @@ namespace Minigames.Airplane.Settings
|
||||
[Tooltip("Distance interval for ground tile spawning")]
|
||||
[SerializeField] private float groundSpawnInterval = 5f;
|
||||
|
||||
[Tooltip("Time penalty (seconds) applied to recently-spawned prefabs for diversity")]
|
||||
[SerializeField] private float recencyPenaltyDuration = 10f;
|
||||
|
||||
[Header("Ground Snapping")]
|
||||
[Tooltip("Layer for ground detection (objects will snap to this)")]
|
||||
[Layer]
|
||||
@@ -115,8 +118,24 @@ namespace Minigames.Airplane.Settings
|
||||
[Tooltip("Maximum distance to raycast for ground")]
|
||||
[SerializeField] private float maxGroundRaycastDistance = 50f;
|
||||
|
||||
[Tooltip("Default Y offset for objects if no ground found")]
|
||||
[SerializeField] private float defaultObjectYOffset = 0f;
|
||||
[Tooltip("Fallback Y position (used when SnapToGround fails OR when using SpecifiedY positioning mode)")]
|
||||
[SerializeField] private float fallbackYPosition = 0f;
|
||||
|
||||
[Tooltip("Y position at which to spawn ground tiles")]
|
||||
[SerializeField] private float groundSpawnY = -18f;
|
||||
|
||||
[Header("Default Obstacle Positioning")]
|
||||
[Tooltip("Default mode for obstacle positioning")]
|
||||
[SerializeField] private Data.SpawnPositionMode defaultObstaclePositionMode = Data.SpawnPositionMode.SnapToGround;
|
||||
|
||||
[Tooltip("Default Y position for obstacles (if specified)")]
|
||||
[SerializeField] private float defaultObstacleSpecifiedY = -10f;
|
||||
|
||||
[Tooltip("Minimum random Y position for obstacles (if random range used)")]
|
||||
[SerializeField] private float defaultObstacleRandomYMin = -5;
|
||||
|
||||
[Tooltip("Maximum random Y position for obstacles (if random range used)")]
|
||||
[SerializeField] private float defaultObstacleRandomYMax = 5;
|
||||
|
||||
[Header("Debug")]
|
||||
[Tooltip("Show debug logs in console")]
|
||||
@@ -155,9 +174,14 @@ namespace Minigames.Airplane.Settings
|
||||
public float PositiveNegativeRatio => positiveNegativeRatio;
|
||||
public float SpawnDistanceAhead => spawnDistanceAhead;
|
||||
public float GroundSpawnInterval => groundSpawnInterval;
|
||||
public float RecencyPenaltyDuration => recencyPenaltyDuration;
|
||||
public int GroundLayer => groundLayer;
|
||||
public float MaxGroundRaycastDistance => maxGroundRaycastDistance;
|
||||
public float DefaultObjectYOffset => defaultObjectYOffset;
|
||||
public float FallbackYPosition => fallbackYPosition;
|
||||
public float GroundSpawnY => groundSpawnY;
|
||||
public Data.SpawnPositionMode DefaultObstaclePositionMode => defaultObstaclePositionMode;
|
||||
public float DefaultObstacleRandomYMin => defaultObstacleRandomYMin;
|
||||
public float DefaultObstacleRandomYMax => defaultObstacleRandomYMax;
|
||||
public bool ShowDebugLogs => showDebugLogs;
|
||||
|
||||
#endregion
|
||||
|
||||
@@ -117,8 +117,12 @@ namespace Minigames.BirdPooper
|
||||
/// </summary>
|
||||
protected virtual void OnValidate()
|
||||
{
|
||||
// Skip validation for prefab assets (only run on scene instances)
|
||||
if (UnityEditor.PrefabUtility.IsPartOfPrefabAsset(this))
|
||||
return;
|
||||
|
||||
// Only run in editor, not during play mode
|
||||
if (UnityEditor.EditorApplication.isPlayingOrWillChangePlaymode)
|
||||
if (Application.isPlaying || !Application.isEditor)
|
||||
return;
|
||||
|
||||
EdgeAnchor anchor = GetComponent<EdgeAnchor>();
|
||||
|
||||
Reference in New Issue
Block a user