Make a generic booster pack giver

This commit is contained in:
Michal Pikulski
2025-12-15 11:59:40 +01:00
parent e2b74b1ea5
commit bb332933ec
64 changed files with 1228 additions and 312 deletions

View File

@@ -2,6 +2,7 @@
using System.Collections.Generic;
using Core;
using Core.Lifecycle;
using Core.Settings;
using Minigames.FortFight.Core;
using Minigames.FortFight.Data;
using Minigames.FortFight.Fort;
@@ -41,7 +42,7 @@ namespace Minigames.FortFight.AI
private ProjectileType _selectedAmmo;
// Settings cache
private AppleHills.Core.Settings.IFortFightSettings _cachedSettings;
private IFortFightSettings _cachedSettings;
private AppleHills.Core.Settings.FortFightDeveloperSettings _cachedDevSettings;
private AIDifficultyData _currentDifficultyData;
@@ -55,7 +56,7 @@ namespace Minigames.FortFight.AI
public void Initialize()
{
// Load settings
_cachedSettings = GameManager.GetSettingsObject<AppleHills.Core.Settings.IFortFightSettings>();
_cachedSettings = GameManager.GetSettingsObject<IFortFightSettings>();
_cachedDevSettings = GameManager.GetDeveloperSettings<AppleHills.Core.Settings.FortFightDeveloperSettings>();
if (_cachedSettings == null)

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@@ -3,6 +3,7 @@ using System.Collections.Generic;
using AppleHills.Core.Settings;
using Core;
using Core.Lifecycle;
using Core.Settings;
using Minigames.FortFight.Data;
using UnityEngine;

View File

@@ -2,6 +2,7 @@
using System.Linq;
using AppleHills.Core.Settings;
using Common.Input;
using Core.Settings;
using Minigames.FortFight.Data;
using Minigames.FortFight.Settings;
using UnityEngine;

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@@ -1,5 +1,6 @@
using AppleHills.Core.Settings;
using Core;
using Core.Settings;
using Minigames.FortFight.Data;
using Minigames.FortFight.Projectiles;
using UnityEngine;

View File

@@ -2,6 +2,7 @@
using AppleHills.Core.Settings;
using Common.Input;
using Core;
using Core.Settings;
using Minigames.FortFight.Data;
using Minigames.FortFight.Projectiles;
using UnityEngine;

View File

@@ -1,6 +1,7 @@
using System;
using Core;
using Core.Lifecycle;
using Core.Settings;
using Minigames.FortFight.Data;
using UnityEngine;
@@ -178,7 +179,7 @@ namespace Minigames.FortFight.Core
{
transitionTimer += Time.deltaTime;
var settings = GameManager.GetSettingsObject<AppleHills.Core.Settings.IFortFightSettings>();
var settings = GameManager.GetSettingsObject<IFortFightSettings>();
float transitionDelay = settings?.TurnTransitionDelay ?? 1.5f;
if (transitionTimer >= transitionDelay)

View File

@@ -1,6 +1,7 @@
using System;
using Core;
using Core.Lifecycle;
using Core.Settings;
using UnityEngine;
using Minigames.FortFight.Data;
@@ -70,14 +71,14 @@ namespace Minigames.FortFight.Fort
private bool isDestroyed = false;
// Cached settings
private AppleHills.Core.Settings.IFortFightSettings _cachedSettings;
private AppleHills.Core.Settings.IFortFightSettings CachedSettings
private IFortFightSettings _cachedSettings;
private IFortFightSettings CachedSettings
{
get
{
if (_cachedSettings == null)
{
_cachedSettings = GameManager.GetSettingsObject<AppleHills.Core.Settings.IFortFightSettings>();
_cachedSettings = GameManager.GetSettingsObject<IFortFightSettings>();
}
return _cachedSettings;
}
@@ -210,7 +211,7 @@ namespace Minigames.FortFight.Fort
{
if (spriteRenderer == null) return;
var settings = GameManager.GetSettingsObject<AppleHills.Core.Settings.IFortFightSettings>();
var settings = GameManager.GetSettingsObject<IFortFightSettings>();
Color targetColor = settings?.DamageColorTint ?? new Color(0.5f, 0.5f, 0.5f);
// Darken sprite based on damage

View File

@@ -5,6 +5,7 @@ using Core;
using Core.Lifecycle;
using UnityEngine;
using AppleHills.Core.Settings;
using Core.Settings;
namespace Minigames.FortFight.Fort
{

View File

@@ -1,5 +1,6 @@
using System.Collections;
using Core;
using Core.Settings;
using UnityEngine;
namespace Minigames.FortFight.Projectiles
@@ -34,7 +35,7 @@ namespace Minigames.FortFight.Projectiles
private IEnumerator ActivationDelayCoroutine()
{
// Get activation delay from settings
var settings = GameManager.GetSettingsObject<AppleHills.Core.Settings.IFortFightSettings>();
var settings = GameManager.GetSettingsObject<IFortFightSettings>();
float activationDelay = settings?.CeilingFanActivationDelay ?? 0.5f;
// Wait for delay
@@ -82,7 +83,7 @@ namespace Minigames.FortFight.Projectiles
}
// Get drop configuration from settings
var settings = GameManager.GetSettingsObject<AppleHills.Core.Settings.IFortFightSettings>();
var settings = GameManager.GetSettingsObject<IFortFightSettings>();
float dropDelay = settings?.CeilingFanDropDelay ?? 0.2f;
float dropSpeed = settings?.CeilingFanDropSpeed ?? 20f;

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@@ -1,6 +1,7 @@
using System;
using Core;
using Core.Lifecycle;
using Core.Settings;
using Minigames.FortFight.Fort;
using UnityEngine;
@@ -83,7 +84,7 @@ namespace Minigames.FortFight.Projectiles
ProjectileType = projectileType;
// Load damage and mass from settings
var settings = GameManager.GetSettingsObject<AppleHills.Core.Settings.IFortFightSettings>();
var settings = GameManager.GetSettingsObject<IFortFightSettings>();
if (settings != null)
{
var config = settings.GetProjectileConfig(projectileType);
@@ -120,7 +121,7 @@ namespace Minigames.FortFight.Projectiles
base.OnManagedAwake();
// Automatically assign projectile to correct layer from settings
var settings = GameManager.GetSettingsObject<AppleHills.Core.Settings.IFortFightSettings>();
var settings = GameManager.GetSettingsObject<IFortFightSettings>();
if (settings != null && settings.ProjectileLayer >= 0 && gameObject.layer != settings.ProjectileLayer)
{
gameObject.layer = settings.ProjectileLayer;

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@@ -1,4 +1,5 @@
using Core;
using Core.Settings;
using UnityEngine;
namespace Minigames.FortFight.Projectiles
@@ -24,7 +25,7 @@ namespace Minigames.FortFight.Projectiles
}
// Get settings for trash pieces
var settings = GameManager.GetSettingsObject<AppleHills.Core.Settings.IFortFightSettings>();
var settings = GameManager.GetSettingsObject<IFortFightSettings>();
int pieceCount = settings?.TrashBagPieceCount ?? 8;
Logging.Debug($"[TrashBagProjectile] Splitting into {pieceCount} pieces");
@@ -53,7 +54,7 @@ namespace Minigames.FortFight.Projectiles
}
// Get settings
var settings = GameManager.GetSettingsObject<AppleHills.Core.Settings.IFortFightSettings>();
var settings = GameManager.GetSettingsObject<IFortFightSettings>();
int pieceCount = settings?.TrashBagPieceCount ?? 8;
float pieceForce = settings?.TrashBagPieceForce ?? 10f;
float spreadAngle = settings?.TrashBagSpreadAngle ?? 60f;

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@@ -1,4 +1,5 @@
using Core;
using Core.Settings;
using UnityEngine;
namespace Minigames.FortFight.Projectiles
@@ -19,7 +20,7 @@ namespace Minigames.FortFight.Projectiles
private void Start()
{
// Get configuration from settings
var settings = GameManager.GetSettingsObject<AppleHills.Core.Settings.IFortFightSettings>();
var settings = GameManager.GetSettingsObject<IFortFightSettings>();
damage = settings?.TrashPieceDamage ?? 5f;
float lifetime = settings?.TrashPieceLifetime ?? 5f;

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@@ -1,4 +1,5 @@
using Core;
using Core.Settings;
using UnityEngine;
namespace Minigames.FortFight.Projectiles
@@ -26,7 +27,7 @@ namespace Minigames.FortFight.Projectiles
SpawnImpactEffect(collision.contacts[0].point);
// Get damage from settings
var settings = GameManager.GetSettingsObject<AppleHills.Core.Settings.IFortFightSettings>();
var settings = GameManager.GetSettingsObject<IFortFightSettings>();
float blockDamage = settings?.VacuumBlockDamage ?? 999f;
// Deal high damage to destroy block instantly
@@ -62,7 +63,7 @@ namespace Minigames.FortFight.Projectiles
isSliding = true;
// Get settings
var settings = GameManager.GetSettingsObject<AppleHills.Core.Settings.IFortFightSettings>();
var settings = GameManager.GetSettingsObject<IFortFightSettings>();
if (settings != null)
{
maxBlocksToDestroy = settings.VacuumDestroyBlockCount;
@@ -85,7 +86,7 @@ namespace Minigames.FortFight.Projectiles
if (isSliding && rb2D != null)
{
// Set constant velocity in slide direction
var settings = GameManager.GetSettingsObject<AppleHills.Core.Settings.IFortFightSettings>();
var settings = GameManager.GetSettingsObject<IFortFightSettings>();
float slideSpeed = settings?.VacuumSlideSpeed ?? 10f;
rb2D.linearVelocity = slideDirection * slideSpeed;

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@@ -1,5 +1,6 @@
using Core;
using Core.Lifecycle;
using Core.Settings;
using Minigames.FortFight.Core;
using Minigames.FortFight.Data;
using UnityEngine;
@@ -97,7 +98,7 @@ namespace Minigames.FortFight.UI
// Get available projectile types from settings
var availableTypes = AmmunitionManager.Instance.GetAvailableProjectileTypes();
var settings = GameManager.GetSettingsObject<AppleHills.Core.Settings.IFortFightSettings>();
var settings = GameManager.GetSettingsObject<IFortFightSettings>();
if (settings == null)
{