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:
2025-12-17 22:08:23 +00:00
parent 4ce61ee756
commit b669ea1a55
85 changed files with 6029 additions and 1439 deletions

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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
}
}

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fileFormatVersion: 2
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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;
}
}

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fileFormatVersion: 2
guid: 90239fb003214b4087d0717f6f417161
timeCreated: 1765990367

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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;
}
}
}

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fileFormatVersion: 2
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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;
}
}

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fileFormatVersion: 2
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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
}
}

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