Working single-purpose object pooling solution

This commit is contained in:
Michal Pikulski
2025-09-16 12:23:25 +02:00
parent 2c56d0e1de
commit bcc6f05058
19 changed files with 990 additions and 115 deletions

View File

@@ -10,39 +10,83 @@ namespace Minigames.DivingForPictures
public float speed = 1f;
public float wobbleSpeed = 1f;
private SpriteRenderer spriteRenderer;
private SpriteRenderer bottleSpriteRenderer;
private SpriteRenderer bubbleSpriteRenderer; // Renamed from bottleSpriteRenderer
private float timeOffset;
private float minScale = 0.2f;
private float maxScale = 1.2f;
private float baseScale = 1f; // Added to store the initial scale
private Camera mainCamera; // Cache camera reference
private BubblePool parentPool; // Reference to the pool this bubble came from
void Awake()
{
// Cache references and randomize time offset for wobble
spriteRenderer = GetComponent<SpriteRenderer>();
timeOffset = Random.value * 100f;
// Find the child named "BottleSprite" and get its SpriteRenderer
Transform bottleSpriteTransform = transform.Find("BubbleSprite");
if (bottleSpriteTransform != null)
// Find the child named "BubbleSprite" and get its SpriteRenderer
Transform bubbleSpriteTransform = transform.Find("BubbleSprite");
if (bubbleSpriteTransform != null)
{
bottleSpriteRenderer = bottleSpriteTransform.GetComponent<SpriteRenderer>();
bubbleSpriteRenderer = bubbleSpriteTransform.GetComponent<SpriteRenderer>();
}
// Cache camera reference
mainCamera = Camera.main;
}
void Update()
{
// Move bubble upward
transform.position += Vector3.up * speed * Time.deltaTime;
transform.position += Vector3.up * (speed * Time.deltaTime);
// Wobble effect (smooth oscillation between min and max scale)
float t = (Mathf.Sin((Time.time + timeOffset) * wobbleSpeed) + 1f) * 0.5f; // t in [0,1]
float newScale = Mathf.Lerp(minScale, maxScale, t);
transform.localScale = Vector3.one * newScale;
// Destroy when off screen
if (transform.position.y > Camera.main.orthographicSize + 2f)
float wobbleFactor = Mathf.Lerp(minScale, maxScale, t);
transform.localScale = Vector3.one * (baseScale * wobbleFactor);
// Destroy when off screen - using cached camera reference
if (mainCamera != null && transform.position.y > mainCamera.orthographicSize + 2f)
{
Destroy(gameObject);
OnBubbleDestroy();
}
}
/// <summary>
/// Called when bubble is about to be destroyed
/// </summary>
private void OnBubbleDestroy()
{
// Use the cached pool reference instead of finding it each time
if (parentPool != null)
{
parentPool.ReturnBubble(this);
}
else
{
// Fallback to find the pool if the reference is somehow lost
BubblePool pool = FindFirstObjectByType<BubblePool>();
if (pool != null)
{
Debug.LogWarning("Bubble is missing its parent pool reference, finding pool as fallback");
pool.ReturnBubble(this);
}
else
{
Destroy(gameObject);
}
}
}
/// <summary>
/// Sets the parent pool for this bubble
/// </summary>
/// <param name="pool">The bubble pool that created this bubble</param>
public void SetPool(BubblePool pool)
{
parentPool = pool;
}
/// <summary>
/// Sets the main sprite for the bubble.
/// </summary>
@@ -54,13 +98,22 @@ namespace Minigames.DivingForPictures
}
/// <summary>
/// Sets the sprite for the child "BottleSprite" renderer.
/// Sets the sprite for the child "BubbleSprite" renderer.
/// </summary>
/// <param name="sprite">Sprite to assign.</param>
public void SetBottleSprite(Sprite sprite)
public void SetBubbleSprite(Sprite sprite)
{
if (bottleSpriteRenderer != null)
bottleSpriteRenderer.sprite = sprite;
if (bubbleSpriteRenderer != null)
bubbleSpriteRenderer.sprite = sprite;
}
/// <summary>
/// Sets the base scale for the bubble
/// </summary>
/// <param name="scale">Base scale value</param>
public void SetBaseScale(float scale)
{
baseScale = scale;
}
/// <summary>
@@ -73,5 +126,13 @@ namespace Minigames.DivingForPictures
minScale = min;
maxScale = max;
}
/// <summary>
/// Resets the bubble state for reuse from object pool
/// </summary>
public void ResetState()
{
timeOffset = Random.value * 100f;
}
}
}

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@@ -0,0 +1,117 @@
using System.Collections.Generic;
using UnityEngine;
namespace Minigames.DivingForPictures
{
/// <summary>
/// Manages a pool of bubble objects to reduce garbage collection overhead.
/// </summary>
public class BubblePool : MonoBehaviour
{
[Tooltip("Initial number of bubbles to pre-instantiate")]
public int initialPoolSize = 10;
[Tooltip("Maximum number of bubbles to keep in the pool")]
public int maxPoolSize = 30;
private Stack<Bubble> pooledBubbles = new Stack<Bubble>();
private Bubble bubblePrefab;
private int totalBubblesCreated = 0;
private int totalBubblesReturned = 0;
/// <summary>
/// Initialize the pool with the bubble prefab
/// </summary>
/// <param name="prefab">The bubble prefab to use</param>
public void Initialize(Bubble prefab)
{
bubblePrefab = prefab;
// Pre-instantiate bubbles
for (int i = 0; i < initialPoolSize; i++)
{
CreateNewBubble();
}
Debug.Log($"BubblePool initialized with {initialPoolSize} bubbles");
}
/// <summary>
/// Creates a new bubble instance and adds it to the pool
/// </summary>
private Bubble CreateNewBubble()
{
if (bubblePrefab == null)
{
Debug.LogError("BubblePool: bubblePrefab is null! Call Initialize first.");
return null;
}
Bubble bubble = Instantiate(bubblePrefab, transform);
bubble.gameObject.SetActive(false);
// Set the pool reference so the bubble knows where to return
bubble.SetPool(this);
pooledBubbles.Push(bubble);
totalBubblesCreated++;
return bubble;
}
/// <summary>
/// Gets a bubble from the pool, or creates a new one if the pool is empty
/// </summary>
/// <returns>A bubble instance ready to use</returns>
public Bubble GetBubble()
{
Bubble bubble;
if (pooledBubbles.Count > 0)
{
bubble = pooledBubbles.Pop();
}
else
{
bubble = CreateNewBubble();
}
// Ensure the bubble has a reference to this pool
bubble.SetPool(this);
bubble.gameObject.SetActive(true);
bubble.ResetState();
return bubble;
}
/// <summary>
/// Returns a bubble to the pool
/// </summary>
/// <param name="bubble">The bubble to return to the pool</param>
public void ReturnBubble(Bubble bubble)
{
if (bubble == null) return;
// Only add to pool if we're under the maximum size
if (pooledBubbles.Count < maxPoolSize)
{
// Deactivate and reparent
bubble.gameObject.SetActive(false);
bubble.transform.SetParent(transform);
// Add to pool
pooledBubbles.Push(bubble);
totalBubblesReturned++;
}
else
{
Destroy(bubble.gameObject);
}
}
/// <summary>
/// Logs pool statistics
/// </summary>
public void LogPoolStats()
{
Debug.Log($"[BubblePool] Pooled bubbles: {pooledBubbles.Count}/{maxPoolSize} (Created: {totalBubblesCreated}, Returned: {totalBubblesReturned})");
}
}
}

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@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 45cdaed0c047423bbb0b7380cd3687f3
timeCreated: 1758015081

View File

@@ -19,9 +19,32 @@ namespace Minigames.DivingForPictures
public float spawnY = -5f;
public float wobbleMinScale = 0.2f;
public float wobbleMaxScale = 1.2f;
[Header("Object Pooling")]
public bool useObjectPooling = true;
public int initialPoolSize = 10;
public int maxPoolSize = 30;
private float _timer;
private float _nextSpawnInterval;
private BubblePool _bubblePool;
private Camera _mainCamera; // Cache camera reference
void Awake()
{
_mainCamera = Camera.main;
if (useObjectPooling)
{
// Create the bubble pool
GameObject poolGO = new GameObject("BubblePool");
poolGO.transform.SetParent(transform);
_bubblePool = poolGO.AddComponent<BubblePool>();
_bubblePool.initialPoolSize = initialPoolSize;
_bubblePool.maxPoolSize = maxPoolSize;
_bubblePool.Initialize(bubblePrefab);
}
}
void Start()
{
@@ -56,21 +79,36 @@ namespace Minigames.DivingForPictures
{
float x = Random.Range(spawnXMin, spawnXMax);
Vector3 spawnPos = new Vector3(x, spawnY, 0f);
Bubble bubble = Instantiate(bubblePrefab, spawnPos, Quaternion.identity, transform);
Bubble bubble;
if (useObjectPooling && _bubblePool != null)
{
bubble = _bubblePool.GetBubble();
bubble.transform.position = spawnPos;
}
else
{
bubble = Instantiate(bubblePrefab, spawnPos, Quaternion.identity, transform);
}
// Randomize bubble properties
bubble.speed = Random.Range(speedRange.x, speedRange.y);
bubble.wobbleSpeed = Random.Range(wobbleSpeedRange.x, wobbleSpeedRange.y);
float scale = Random.Range(scaleRange.x, scaleRange.y);
bubble.transform.localScale = Vector3.one * scale;
// Assign random sprite to BottleSprite
// Set base scale (initial size) for the bubble
float baseScale = Random.Range(scaleRange.x, scaleRange.y);
bubble.SetBaseScale(baseScale);
// Assign random sprite to BubbleSprite (fixed naming from BottleSprite)
if (bubbleSprites != null && bubbleSprites.Length > 0)
{
Sprite randomSprite = bubbleSprites[Random.Range(0, bubbleSprites.Length)];
bubble.SetBottleSprite(randomSprite);
bubble.SetBubbleSprite(randomSprite);
}
// Random rotation
bubble.transform.rotation = Quaternion.Euler(0f, 0f, Random.Range(0f, 360f));
// Pass min/max scale for wobble clamping
bubble.SetWobbleScaleLimits(wobbleMinScale, wobbleMaxScale);
}

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@@ -0,0 +1,244 @@
using System.Collections.Generic;
using UnityEngine;
namespace Minigames.DivingForPictures
{
/// <summary>
/// Manages a pool of trench tile objects to reduce garbage collection overhead.
/// Optimized for handling a large number of different prefab types.
/// </summary>
public class TrenchTilePool : MonoBehaviour
{
[Tooltip("Whether to pre-instantiate tiles during initialization or create them on demand")]
public bool preInstantiateTiles = false;
[Tooltip("Initial number of tiles to pre-instantiate per prefab (if preInstantiateTiles is true)")]
public int initialTilesPerPrefab = 2;
[Tooltip("Maximum number of tiles to keep in the pool across all prefab types")]
public int totalMaxPoolSize = 50;
[Tooltip("Maximum number of inactive instances to keep per prefab type")]
public int maxPerPrefabPoolSize = 5;
[Tooltip("Maximum number of tiles to keep in the pool (legacy, use maxPerPrefabPoolSize instead)")]
public int maxPoolSize = 5;
private Dictionary<int, Stack<GameObject>> pooledTiles = new Dictionary<int, Stack<GameObject>>();
private Dictionary<int, int> prefabUsageCount = new Dictionary<int, int>();
private List<GameObject> tilePrefabs;
private int totalPooledCount = 0;
/// <summary>
/// Initialize the pool with the tile prefabs
/// </summary>
/// <param name="prefabs">List of tile prefabs to use</param>
public void Initialize(List<GameObject> prefabs)
{
tilePrefabs = prefabs;
// Initialize usage tracking
for (int i = 0; i < prefabs.Count; i++)
{
prefabUsageCount[i] = 0;
pooledTiles[i] = new Stack<GameObject>();
}
// Pre-instantiate tiles only if enabled
if (preInstantiateTiles)
{
// Calculate how many to pre-instantiate based on available pool size
int totalToCreate = Mathf.Min(totalMaxPoolSize, prefabs.Count * initialTilesPerPrefab);
int perPrefab = Mathf.Max(1, totalToCreate / prefabs.Count);
for (int i = 0; i < prefabs.Count; i++)
{
for (int j = 0; j < perPrefab; j++)
{
if (totalPooledCount >= totalMaxPoolSize) break;
CreateNewTile(i);
}
}
}
}
/// <summary>
/// Creates a new tile instance and adds it to the pool
/// </summary>
private GameObject CreateNewTile(int prefabIndex)
{
if (tilePrefabs == null || prefabIndex >= tilePrefabs.Count)
{
Debug.LogError("TrenchTilePool: Invalid prefab index or tilePrefabs is null!");
return null;
}
GameObject prefab = tilePrefabs[prefabIndex];
GameObject tile = Instantiate(prefab, transform);
tile.SetActive(false);
if (!pooledTiles.ContainsKey(prefabIndex))
{
pooledTiles[prefabIndex] = new Stack<GameObject>();
}
pooledTiles[prefabIndex].Push(tile);
totalPooledCount++;
return tile;
}
/// <summary>
/// Gets a tile from the pool, or creates a new one if the pool is empty
/// </summary>
/// <returns>A tile instance ready to use</returns>
public GameObject GetTile(int prefabIndex)
{
GameObject tile;
// Track usage frequency
if (prefabUsageCount.ContainsKey(prefabIndex))
{
prefabUsageCount[prefabIndex]++;
}
else
{
prefabUsageCount[prefabIndex] = 1;
}
if (pooledTiles.ContainsKey(prefabIndex) && pooledTiles[prefabIndex].Count > 0)
{
tile = pooledTiles[prefabIndex].Pop();
totalPooledCount--;
}
else
{
// Create new tile without adding to pool
GameObject prefab = tilePrefabs[prefabIndex];
tile = Instantiate(prefab, transform);
}
tile.SetActive(true);
return tile;
}
/// <summary>
/// Returns a tile to the pool
/// </summary>
/// <param name="tile">The tile to return to the pool</param>
/// <param name="prefabIndex">The index of the prefab this tile was created from</param>
public void ReturnTile(GameObject tile, int prefabIndex)
{
if (tile == null) return;
// Check if we're under the maximum pool size for this prefab type
bool keepTile = totalPooledCount < totalMaxPoolSize;
// Additional constraint: don't keep too many of any single prefab type
if (pooledTiles.ContainsKey(prefabIndex) &&
pooledTiles[prefabIndex].Count >= maxPerPrefabPoolSize)
{
keepTile = false;
}
if (keepTile)
{
tile.SetActive(false);
tile.transform.SetParent(transform);
if (!pooledTiles.ContainsKey(prefabIndex))
{
pooledTiles[prefabIndex] = new Stack<GameObject>();
}
pooledTiles[prefabIndex].Push(tile);
totalPooledCount++;
}
else
{
Destroy(tile);
}
}
/// <summary>
/// Trims the pool to remove excess objects
/// Can be called periodically or when memory pressure is high
/// </summary>
public void TrimExcess()
{
// If we're under the limit, no need to trim
if (totalPooledCount <= totalMaxPoolSize) return;
// Calculate how many to remove
int excessCount = totalPooledCount - totalMaxPoolSize;
// Get prefab indices sorted by usage (least used first)
List<KeyValuePair<int, int>> sortedUsage = new List<KeyValuePair<int, int>>(prefabUsageCount);
sortedUsage.Sort((a, b) => a.Value.CompareTo(b.Value));
// Remove tiles from least used prefabs first
foreach (var usage in sortedUsage)
{
int prefabIndex = usage.Key;
if (!pooledTiles.ContainsKey(prefabIndex) || pooledTiles[prefabIndex].Count == 0) continue;
// How many to remove from this prefab type
int toRemove = Mathf.Min(pooledTiles[prefabIndex].Count, excessCount);
for (int i = 0; i < toRemove; i++)
{
if (pooledTiles[prefabIndex].Count == 0) break;
GameObject tile = pooledTiles[prefabIndex].Pop();
Destroy(tile);
totalPooledCount--;
excessCount--;
if (excessCount <= 0) return;
}
}
}
/// <summary>
/// Logs pool statistics to the console
/// </summary>
public void LogPoolStats()
{
Debug.Log($"[TrenchTilePool] Total pooled objects: {totalPooledCount}/{totalMaxPoolSize}");
string prefabDetails = "";
int index = 0;
foreach (var entry in pooledTiles)
{
int prefabIndex = entry.Key;
int count = entry.Value.Count;
int usageCount = prefabUsageCount.ContainsKey(prefabIndex) ? prefabUsageCount[prefabIndex] : 0;
string prefabName = prefabIndex < tilePrefabs.Count ? tilePrefabs[prefabIndex].name : "Unknown";
prefabDetails += $"\n - {prefabName}: {count} pooled, {usageCount} usages";
// Limit the output to avoid too much text
if (++index >= 10 && pooledTiles.Count > 10)
{
prefabDetails += $"\n - ...and {pooledTiles.Count - 10} more prefab types";
break;
}
}
Debug.Log($"[TrenchTilePool] Pool details:{prefabDetails}");
}
#if UNITY_EDITOR
private float _lastLogTime = 0f;
void Update()
{
// Log pool stats every 5 seconds if in the editor
if (Time.time - _lastLogTime > 5f)
{
LogPoolStats();
_lastLogTime = Time.time;
}
}
#endif
}
}

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@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: fc32ce01955e4e44b4c1d28871d64049
timeCreated: 1758015121

View File

@@ -15,7 +15,7 @@ namespace Minigames.DivingForPictures
public List<GameObject> tilePrefabs;
[Header("Tile Settings")]
private const float TileHeight = 5f; // Set to match prefab height
private Dictionary<GameObject, float> _tileHeights = new Dictionary<GameObject, float>();
public int initialTileCount = 3;
public float tileSpawnBuffer = 1f;
@@ -23,6 +23,14 @@ namespace Minigames.DivingForPictures
public float moveSpeed = 3f;
public float speedUpFactor = 0.2f;
public float speedUpInterval = 10f;
public float maxMoveSpeed = 12f; // Added a cap to the movement speed
[Header("Object Pooling")]
public bool useObjectPooling = true;
public bool preInstantiateTiles = false; // Added option to control pre-instantiation
public int initialTilesPerPrefab = 2;
public int maxPerPrefabPoolSize = 2;
public int totalMaxPoolSize = 10; // Total pool size across all prefab types
[FormerlySerializedAs("OnTileSpawned")] [Header("Events")]
public UnityEvent<GameObject> onTileSpawned;
@@ -37,14 +45,61 @@ namespace Minigames.DivingForPictures
private Camera _mainCamera;
private float _screenBottom;
private float _screenTop;
private TrenchTilePool _tilePool;
private const float TileSpawnZ = -1f; // All spawned tiles should have z = -1
void Awake()
{
_mainCamera = Camera.main;
// Calculate tile heights for each prefab
foreach (var prefab in tilePrefabs)
{
Renderer renderer = prefab.GetComponentInChildren<Renderer>();
if (renderer != null)
{
_tileHeights[prefab] = renderer.bounds.size.y;
}
else
{
// Fallback in case no renderer is found
_tileHeights[prefab] = 5f;
Debug.LogWarning($"No renderer found in prefab {prefab.name}. Using default height of 5.");
}
}
if (useObjectPooling)
{
// Create the tile pool
GameObject poolGO = new GameObject("TrenchTilePool");
poolGO.transform.SetParent(transform);
_tilePool = poolGO.AddComponent<TrenchTilePool>();
_tilePool.preInstantiateTiles = preInstantiateTiles;
_tilePool.initialTilesPerPrefab = initialTilesPerPrefab;
_tilePool.maxPerPrefabPoolSize = maxPerPrefabPoolSize;
_tilePool.totalMaxPoolSize = totalMaxPoolSize;
_tilePool.Initialize(tilePrefabs);
// Periodically trim the pool to optimize memory usage
InvokeRepeating(nameof(TrimExcessPooledTiles), 10f, 30f);
}
}
void Start()
{
_mainCamera = Camera.main;
CalculateScreenBounds();
for (int i = 0; i < initialTileCount; i++)
{
SpawnTileAtY(_screenBottom + i * TileHeight);
float y = _screenBottom;
// Calculate proper Y position based on previous tiles
if (i > 0 && _activeTiles.Count > 0)
{
GameObject prevTile = _activeTiles[_activeTiles.Count - 1];
float prevHeight = GetTileHeight(prevTile);
y = prevTile.transform.position.y - prevHeight;
}
SpawnTileAtY(y);
}
}
@@ -80,11 +135,29 @@ namespace Minigames.DivingForPictures
{
if (_activeTiles.Count == 0) return;
GameObject topTile = _activeTiles[0];
if (topTile.transform.position.y - TileHeight / 2 > _screenTop + tileSpawnBuffer)
float tileHeight = GetTileHeight(topTile);
if (topTile.transform.position.y - tileHeight / 2 > _screenTop + tileSpawnBuffer)
{
_activeTiles.RemoveAt(0);
onTileDestroyed?.Invoke(topTile);
Destroy(topTile);
if (useObjectPooling && _tilePool != null)
{
// Find the prefab index for this tile
int prefabIndex = GetPrefabIndex(topTile);
if (prefabIndex >= 0)
{
_tilePool.ReturnTile(topTile, prefabIndex);
}
else
{
Destroy(topTile);
}
}
else
{
Destroy(topTile);
}
}
}
@@ -92,10 +165,11 @@ namespace Minigames.DivingForPictures
{
if (_activeTiles.Count == 0) return;
GameObject bottomTile = _activeTiles[^1];
float bottomEdge = bottomTile.transform.position.y - TileHeight / 2;
float tileHeight = GetTileHeight(bottomTile);
float bottomEdge = bottomTile.transform.position.y - tileHeight / 2;
if (bottomEdge > _screenBottom - tileSpawnBuffer)
{
float newY = bottomTile.transform.position.y - TileHeight;
float newY = bottomTile.transform.position.y - tileHeight;
SpawnTileAtY(newY);
}
}
@@ -105,7 +179,7 @@ namespace Minigames.DivingForPictures
_speedUpTimer += Time.deltaTime;
if (_speedUpTimer >= speedUpInterval)
{
moveSpeed += speedUpFactor;
moveSpeed = Mathf.Min(moveSpeed + speedUpFactor, maxMoveSpeed);
_speedUpTimer = 0f;
}
}
@@ -114,8 +188,21 @@ namespace Minigames.DivingForPictures
{
int prefabIndex = GetWeightedRandomTileIndex();
GameObject prefab = tilePrefabs[prefabIndex];
// Use the prefab's original rotation
GameObject tile = Instantiate(prefab, new Vector3(0f, y, 0f), prefab.transform.rotation, transform);
GameObject tile;
if (useObjectPooling && _tilePool != null)
{
tile = _tilePool.GetTile(prefabIndex);
tile.transform.position = new Vector3(0f, y, TileSpawnZ);
tile.transform.rotation = prefab.transform.rotation;
tile.transform.SetParent(transform);
}
else
{
// Use the prefab's original rotation
tile = Instantiate(prefab, new Vector3(0f, y, TileSpawnZ), prefab.transform.rotation, transform);
}
_activeTiles.Add(tile);
_tileLastUsed[prefabIndex] = _spawnCounter++;
onTileSpawned?.Invoke(tile);
@@ -143,6 +230,65 @@ namespace Minigames.DivingForPictures
}
return Random.Range(0, n); // fallback
}
/// <summary>
/// Gets the height of a tile based on its prefab or renderer bounds
/// </summary>
/// <param name="tile">The tile to measure</param>
/// <returns>The height of the tile</returns>
private float GetTileHeight(GameObject tile)
{
// Check if this is a known prefab
foreach (var prefab in tilePrefabs)
{
// Check if this tile was created from this prefab
if (tile.name.StartsWith(prefab.name))
{
if (_tileHeights.TryGetValue(prefab, out float height))
{
return height;
}
}
}
// If not found, calculate it from the renderer
Renderer renderer = tile.GetComponentInChildren<Renderer>();
if (renderer != null)
{
return renderer.bounds.size.y;
}
// Fallback
return 5f;
}
/// <summary>
/// Gets the index of the prefab that was used to create this tile
/// </summary>
/// <param name="tile">The tile to check</param>
/// <returns>The index of the prefab or -1 if not found</returns>
private int GetPrefabIndex(GameObject tile)
{
for (int i = 0; i < tilePrefabs.Count; i++)
{
if (tile.name.StartsWith(tilePrefabs[i].name))
{
return i;
}
}
return -1;
}
/// <summary>
/// Called periodically to trim excess pooled tiles
/// </summary>
private void TrimExcessPooledTiles()
{
if (_tilePool != null)
{
_tilePool.TrimExcess();
}
}
#if UNITY_EDITOR
void OnDrawGizmosSelected()
@@ -151,8 +297,13 @@ namespace Minigames.DivingForPictures
Gizmos.color = Color.cyan;
for (int i = 0; i < initialTileCount; i++)
{
Vector3 center = new Vector3(0f, _screenBottom + i * TileHeight, 0f);
Gizmos.DrawWireCube(center, new Vector3(10f, TileHeight, 1f));
float height = 5f;
if (tilePrefabs.Count > 0 && _tileHeights.TryGetValue(tilePrefabs[0], out float h))
{
height = h;
}
Vector3 center = new Vector3(0f, _screenBottom + i * height, 0f);
Gizmos.DrawWireCube(center, new Vector3(10f, height, 1f));
}
}
#endif