Introduce background spawning with parallax effect (#86)
Co-authored-by: Michal Pikulski <michal.a.pikulski@gmail.com> Reviewed-on: #86
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@@ -107,6 +107,9 @@ namespace Minigames.Airplane.Settings
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[Tooltip("Distance interval for ground tile spawning")]
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[SerializeField] private float groundSpawnInterval = 5f;
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[Tooltip("Time penalty (seconds) applied to recently-spawned prefabs for diversity")]
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[SerializeField] private float recencyPenaltyDuration = 10f;
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[Header("Ground Snapping")]
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[Tooltip("Layer for ground detection (objects will snap to this)")]
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[Layer]
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@@ -115,8 +118,24 @@ namespace Minigames.Airplane.Settings
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[Tooltip("Maximum distance to raycast for ground")]
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[SerializeField] private float maxGroundRaycastDistance = 50f;
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[Tooltip("Default Y offset for objects if no ground found")]
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[SerializeField] private float defaultObjectYOffset = 0f;
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[Tooltip("Fallback Y position (used when SnapToGround fails OR when using SpecifiedY positioning mode)")]
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[SerializeField] private float fallbackYPosition = 0f;
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[Tooltip("Y position at which to spawn ground tiles")]
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[SerializeField] private float groundSpawnY = -18f;
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[Header("Default Obstacle Positioning")]
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[Tooltip("Default mode for obstacle positioning")]
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[SerializeField] private Data.SpawnPositionMode defaultObstaclePositionMode = Data.SpawnPositionMode.SnapToGround;
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[Tooltip("Default Y position for obstacles (if specified)")]
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[SerializeField] private float defaultObstacleSpecifiedY = -10f;
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[Tooltip("Minimum random Y position for obstacles (if random range used)")]
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[SerializeField] private float defaultObstacleRandomYMin = -5;
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[Tooltip("Maximum random Y position for obstacles (if random range used)")]
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[SerializeField] private float defaultObstacleRandomYMax = 5;
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[Header("Debug")]
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[Tooltip("Show debug logs in console")]
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@@ -155,9 +174,14 @@ namespace Minigames.Airplane.Settings
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public float PositiveNegativeRatio => positiveNegativeRatio;
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public float SpawnDistanceAhead => spawnDistanceAhead;
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public float GroundSpawnInterval => groundSpawnInterval;
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public float RecencyPenaltyDuration => recencyPenaltyDuration;
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public int GroundLayer => groundLayer;
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public float MaxGroundRaycastDistance => maxGroundRaycastDistance;
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public float DefaultObjectYOffset => defaultObjectYOffset;
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public float FallbackYPosition => fallbackYPosition;
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public float GroundSpawnY => groundSpawnY;
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public Data.SpawnPositionMode DefaultObstaclePositionMode => defaultObstaclePositionMode;
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public float DefaultObstacleRandomYMin => defaultObstacleRandomYMin;
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public float DefaultObstacleRandomYMax => defaultObstacleRandomYMax;
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public bool ShowDebugLogs => showDebugLogs;
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#endregion
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