Make a generic booster pack giver
This commit is contained in:
@@ -1,5 +1,6 @@
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using System.Collections;
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using Core;
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using Core.Settings;
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using UnityEngine;
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namespace Minigames.FortFight.Projectiles
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@@ -34,7 +35,7 @@ namespace Minigames.FortFight.Projectiles
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private IEnumerator ActivationDelayCoroutine()
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{
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// Get activation delay from settings
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var settings = GameManager.GetSettingsObject<AppleHills.Core.Settings.IFortFightSettings>();
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var settings = GameManager.GetSettingsObject<IFortFightSettings>();
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float activationDelay = settings?.CeilingFanActivationDelay ?? 0.5f;
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// Wait for delay
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@@ -82,7 +83,7 @@ namespace Minigames.FortFight.Projectiles
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}
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// Get drop configuration from settings
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var settings = GameManager.GetSettingsObject<AppleHills.Core.Settings.IFortFightSettings>();
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var settings = GameManager.GetSettingsObject<IFortFightSettings>();
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float dropDelay = settings?.CeilingFanDropDelay ?? 0.2f;
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float dropSpeed = settings?.CeilingFanDropSpeed ?? 20f;
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@@ -1,6 +1,7 @@
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using System;
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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.FortFight.Fort;
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using UnityEngine;
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@@ -83,7 +84,7 @@ namespace Minigames.FortFight.Projectiles
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ProjectileType = projectileType;
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// Load damage and mass from settings
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var settings = GameManager.GetSettingsObject<AppleHills.Core.Settings.IFortFightSettings>();
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var settings = GameManager.GetSettingsObject<IFortFightSettings>();
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if (settings != null)
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{
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var config = settings.GetProjectileConfig(projectileType);
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@@ -120,7 +121,7 @@ namespace Minigames.FortFight.Projectiles
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base.OnManagedAwake();
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// Automatically assign projectile to correct layer from settings
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var settings = GameManager.GetSettingsObject<AppleHills.Core.Settings.IFortFightSettings>();
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var settings = GameManager.GetSettingsObject<IFortFightSettings>();
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if (settings != null && settings.ProjectileLayer >= 0 && gameObject.layer != settings.ProjectileLayer)
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{
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gameObject.layer = settings.ProjectileLayer;
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@@ -1,4 +1,5 @@
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using Core;
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using Core.Settings;
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using UnityEngine;
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namespace Minigames.FortFight.Projectiles
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@@ -24,7 +25,7 @@ namespace Minigames.FortFight.Projectiles
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}
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// Get settings for trash pieces
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var settings = GameManager.GetSettingsObject<AppleHills.Core.Settings.IFortFightSettings>();
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var settings = GameManager.GetSettingsObject<IFortFightSettings>();
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int pieceCount = settings?.TrashBagPieceCount ?? 8;
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Logging.Debug($"[TrashBagProjectile] Splitting into {pieceCount} pieces");
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@@ -53,7 +54,7 @@ namespace Minigames.FortFight.Projectiles
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}
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// Get settings
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var settings = GameManager.GetSettingsObject<AppleHills.Core.Settings.IFortFightSettings>();
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var settings = GameManager.GetSettingsObject<IFortFightSettings>();
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int pieceCount = settings?.TrashBagPieceCount ?? 8;
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float pieceForce = settings?.TrashBagPieceForce ?? 10f;
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float spreadAngle = settings?.TrashBagSpreadAngle ?? 60f;
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@@ -1,4 +1,5 @@
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using Core;
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using Core.Settings;
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using UnityEngine;
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namespace Minigames.FortFight.Projectiles
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@@ -19,7 +20,7 @@ namespace Minigames.FortFight.Projectiles
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private void Start()
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{
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// Get configuration from settings
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var settings = GameManager.GetSettingsObject<AppleHills.Core.Settings.IFortFightSettings>();
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var settings = GameManager.GetSettingsObject<IFortFightSettings>();
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damage = settings?.TrashPieceDamage ?? 5f;
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float lifetime = settings?.TrashPieceLifetime ?? 5f;
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@@ -1,4 +1,5 @@
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using Core;
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using Core.Settings;
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using UnityEngine;
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namespace Minigames.FortFight.Projectiles
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@@ -26,7 +27,7 @@ namespace Minigames.FortFight.Projectiles
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SpawnImpactEffect(collision.contacts[0].point);
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// Get damage from settings
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var settings = GameManager.GetSettingsObject<AppleHills.Core.Settings.IFortFightSettings>();
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var settings = GameManager.GetSettingsObject<IFortFightSettings>();
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float blockDamage = settings?.VacuumBlockDamage ?? 999f;
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// Deal high damage to destroy block instantly
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@@ -62,7 +63,7 @@ namespace Minigames.FortFight.Projectiles
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isSliding = true;
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// Get settings
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var settings = GameManager.GetSettingsObject<AppleHills.Core.Settings.IFortFightSettings>();
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var settings = GameManager.GetSettingsObject<IFortFightSettings>();
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if (settings != null)
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{
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maxBlocksToDestroy = settings.VacuumDestroyBlockCount;
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@@ -85,7 +86,7 @@ namespace Minigames.FortFight.Projectiles
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if (isSliding && rb2D != null)
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{
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// Set constant velocity in slide direction
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var settings = GameManager.GetSettingsObject<AppleHills.Core.Settings.IFortFightSettings>();
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var settings = GameManager.GetSettingsObject<IFortFightSettings>();
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float slideSpeed = settings?.VacuumSlideSpeed ?? 10f;
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rb2D.linearVelocity = slideDirection * slideSpeed;
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