MVP of the plane throwing game (#77)
Co-authored-by: Michal Pikulski <michal@foolhardyhorizons.com> Co-authored-by: Michal Pikulski <michal.a.pikulski@gmail.com> Reviewed-on: #77
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140
Assets/Scripts/Minigames/Airplane/Abilities/DropAbility.cs
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140
Assets/Scripts/Minigames/Airplane/Abilities/DropAbility.cs
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using System.Collections;
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using Core;
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using UnityEngine;
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namespace Minigames.Airplane.Abilities
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{
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/// <summary>
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/// Drop Plane Ability: Swipe down to drop straight down.
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/// Sustained ability - drops for fixed duration/distance.
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/// Good for precision strikes on targets.
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/// Configuration loaded from settings at runtime.
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/// </summary>
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public class DropAbility : BaseAirplaneAbility
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{
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#region Configuration
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private readonly float dropForce;
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private readonly float dropDistance;
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private readonly bool zeroHorizontalVelocity;
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#endregion
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#region Constructor
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/// <summary>
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/// Create drop ability with configuration from settings.
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/// </summary>
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public DropAbility(string name, Sprite icon, float cooldown, float force, float distance, bool zeroHorizontal = true)
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: base(name, icon, cooldown)
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{
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dropForce = force;
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dropDistance = distance;
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zeroHorizontalVelocity = zeroHorizontal;
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}
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#endregion
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#region State
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private float originalXVelocity;
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private Vector3 dropStartPosition;
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private Coroutine dropCoroutine;
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#endregion
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#region Override Methods
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public override void Execute()
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{
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if (!ValidateAirplane()) return;
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if (!CanActivate) return;
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StartActivation();
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var rb = currentAirplane.GetComponent<Rigidbody2D>();
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if (rb != null)
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{
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// Store original velocity
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originalXVelocity = rb.linearVelocity.x;
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// Zero horizontal velocity if configured
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if (zeroHorizontalVelocity)
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{
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rb.linearVelocity = new Vector2(0f, rb.linearVelocity.y);
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}
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// Apply strong downward force
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rb.AddForce(Vector2.down * dropForce, ForceMode2D.Impulse);
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// Track drop distance
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dropStartPosition = currentAirplane.transform.position;
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// Start monitoring drop distance
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dropCoroutine = currentAirplane.StartCoroutine(MonitorDropDistance());
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}
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if (showDebugLogs)
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{
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Logging.Debug($"[DropAbility] Activated - Force: {dropForce}, Distance: {dropDistance}");
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}
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}
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public override void Deactivate()
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{
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if (!isActive) return;
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// Stop monitoring
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if (dropCoroutine != null && currentAirplane != null)
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{
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currentAirplane.StopCoroutine(dropCoroutine);
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dropCoroutine = null;
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}
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// Restore horizontal velocity (optional)
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if (currentAirplane != null)
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{
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var rb = currentAirplane.GetComponent<Rigidbody2D>();
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if (rb != null && zeroHorizontalVelocity)
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{
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Vector2 currentVel = rb.linearVelocity;
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rb.linearVelocity = new Vector2(originalXVelocity * 0.5f, currentVel.y); // Resume at reduced speed
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}
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}
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base.Deactivate();
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// Start cooldown
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StartCooldown();
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if (showDebugLogs)
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{
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Logging.Debug("[DropAbility] Deactivated, cooldown started");
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}
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}
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#endregion
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#region Drop Monitoring
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private IEnumerator MonitorDropDistance()
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{
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while (isActive && currentAirplane != null)
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{
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float distanceDropped = Mathf.Abs(dropStartPosition.y - currentAirplane.transform.position.y);
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if (distanceDropped >= dropDistance)
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{
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// Drop distance reached - deactivate
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Deactivate();
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yield break;
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}
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yield return null;
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}
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}
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#endregion
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}
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}
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