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
This commit is contained in:
2025-12-07 19:36:57 +00:00
parent ad8338f37e
commit c27f22ef0a
128 changed files with 15474 additions and 1589 deletions

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using Core;
using Input;
using Minigames.Airplane.Abilities;
using Minigames.Airplane.Core;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
namespace Minigames.Airplane.UI
{
/// <summary>
/// UI button for activating airplane special abilities.
/// Handles input, visual feedback, and cooldown display.
/// Implements ITouchInputConsumer to properly handle hold/release for Jet ability.
/// </summary>
public class AirplaneAbilityButton : MonoBehaviour, ITouchInputConsumer
{
#region Inspector References
[Header("UI Components")]
[SerializeField] private Button button;
[SerializeField] private Image abilityIcon;
[SerializeField] private Image cooldownFill;
[SerializeField] private TextMeshProUGUI cooldownText;
[Header("Debug")]
[SerializeField] private bool showDebugLogs;
#endregion
#region State
private BaseAirplaneAbility currentAbility;
private AirplaneController currentAirplane;
private bool isHoldAbility; // Jet plane needs hold mechanic
private bool isHolding; // Track if button is currently being held
#endregion
#region Lifecycle
private void Awake()
{
if (button != null)
{
button.onClick.AddListener(OnButtonClick);
}
// Hide by default
gameObject.SetActive(false);
}
private void Update()
{
if (currentAbility == null) return;
// Update cooldown display
if (currentAbility.IsOnCooldown)
{
// Fill starts at 1 and reduces to 0 over cooldown duration
float fillAmount = currentAbility.CooldownRemaining / currentAbility.CooldownDuration;
if (cooldownFill != null)
{
cooldownFill.fillAmount = fillAmount;
}
// Show timer text
if (cooldownText != null)
{
cooldownText.text = $"{currentAbility.CooldownRemaining:F1}s";
}
}
else
{
// Cooldown complete - fill at 0, no text
if (cooldownFill != null)
cooldownFill.fillAmount = 0f;
if (cooldownText != null)
cooldownText.text = "";
}
}
private void OnDestroy()
{
// Unsubscribe from events
if (currentAbility != null)
{
currentAbility.OnAbilityActivated -= HandleAbilityActivated;
currentAbility.OnAbilityDeactivated -= HandleAbilityDeactivated;
currentAbility.OnCooldownChanged -= HandleCooldownChanged;
}
// Unregister from input system
if (InputManager.Instance != null)
{
InputManager.Instance.UnregisterOverrideConsumer(this);
}
}
#endregion
#region Public API
/// <summary>
/// Setup button with airplane and ability reference.
/// </summary>
public void Setup(AirplaneController airplane, BaseAirplaneAbility ability)
{
currentAirplane = airplane;
currentAbility = ability;
isHolding = false;
// Set icon and show immediately
if (abilityIcon != null && ability != null)
{
abilityIcon.sprite = ability.AbilityIcon;
abilityIcon.enabled = true;
}
// Initialize cooldown display
if (cooldownFill != null)
{
cooldownFill.fillAmount = 0f;
}
if (cooldownText != null)
{
cooldownText.text = "";
}
// Check if this is a hold ability (Jet)
isHoldAbility = ability is JetAbility;
// Subscribe to ability events
if (ability != null)
{
ability.OnAbilityActivated += HandleAbilityActivated;
ability.OnAbilityDeactivated += HandleAbilityDeactivated;
ability.OnCooldownChanged += HandleCooldownChanged;
if (showDebugLogs)
{
Logging.Debug($"[AirplaneAbilityButton] Subscribed to ability events for: {ability.AbilityName}");
}
}
// Show UI
gameObject.SetActive(true);
if (showDebugLogs)
{
Logging.Debug($"[AirplaneAbilityButton] Setup complete with ability: {ability?.AbilityName ?? "None"}, Hold: {isHoldAbility}");
}
}
/// <summary>
/// Hide and cleanup button.
/// </summary>
public void Hide()
{
if (currentAbility != null)
{
currentAbility.OnAbilityActivated -= HandleAbilityActivated;
currentAbility.OnAbilityDeactivated -= HandleAbilityDeactivated;
currentAbility.OnCooldownChanged -= HandleCooldownChanged;
}
// Unregister from input system
if (InputManager.Instance != null)
{
InputManager.Instance.UnregisterOverrideConsumer(this);
}
currentAbility = null;
currentAirplane = null;
isHolding = false;
gameObject.SetActive(false);
}
#endregion
#region Input Handling
private void OnButtonClick()
{
if (currentAirplane == null || currentAbility == null) return;
if (!currentAbility.CanActivate) return;
// Activate ability
currentAirplane.ActivateAbility();
// For hold abilities (Jet), mark as holding and register for input
if (isHoldAbility)
{
isHolding = true;
// Register as override consumer to receive hold/release events
if (InputManager.Instance != null)
{
InputManager.Instance.RegisterOverrideConsumer(this);
}
if (showDebugLogs)
{
Logging.Debug("[AirplaneAbilityButton] Started holding ability, registered for input");
}
}
// For non-hold abilities (Bobbing, Drop), this is all we need
}
#endregion
#region Event Handlers
private void HandleAbilityActivated(BaseAirplaneAbility ability)
{
if (showDebugLogs)
{
Logging.Debug($"[AirplaneAbilityButton] Ability activated: {ability.AbilityName}");
}
}
private void HandleAbilityDeactivated(BaseAirplaneAbility ability)
{
if (showDebugLogs)
{
Logging.Debug($"[AirplaneAbilityButton] Ability deactivated: {ability.AbilityName}");
}
}
private void HandleCooldownChanged(float remaining, float total)
{
if (showDebugLogs)
{
Logging.Debug($"[AirplaneAbilityButton] OnCooldownChanged: remaining={remaining:F2}, total={total:F2}");
}
// When cooldown starts (remaining == total), set fill to 1
if (remaining >= total - 0.01f && cooldownFill != null)
{
cooldownFill.fillAmount = 1f;
if (showDebugLogs)
{
Logging.Debug($"[AirplaneAbilityButton] Cooldown started: {total}s, fill set to 1");
}
}
}
#endregion
#region ITouchInputConsumer Implementation
public void OnTap(Vector2 position)
{
// If Jet ability is active (holding), next tap anywhere deactivates it
if (isHoldAbility && isHolding)
{
isHolding = false;
currentAirplane?.DeactivateAbility();
// Unregister from input system after tap
if (InputManager.Instance != null)
{
InputManager.Instance.UnregisterOverrideConsumer(this);
}
if (showDebugLogs)
{
Logging.Debug("[AirplaneAbilityButton] Tap detected - deactivated Jet ability, unregistered");
}
}
// Handle as button click for non-hold abilities
else if (!isHoldAbility)
{
OnButtonClick();
}
}
public void OnHoldStart(Vector2 position)
{
// Not used - button click handles activation, tap handles deactivation
}
public void OnHoldMove(Vector2 position)
{
// Not used
}
public void OnHoldEnd(Vector2 position)
{
// Not used - tap handles deactivation for Jet ability
}
#endregion
}
}

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fileFormatVersion: 2
guid: 44f826b6d40c47c0b5a9985f7f793278
timeCreated: 1764976132

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using UnityEngine;
using UnityEngine.UI;
namespace Minigames.Airplane.UI
{
/// <summary>
/// Component for individual airplane selection buttons.
/// Handles visual highlight feedback via show/hide of a highlight image.
/// </summary>
public class AirplaneSelectionButton : MonoBehaviour
{
[Header("Highlight Visual")]
[SerializeField] private Image highlightImage;
/// <summary>
/// Show the highlight visual.
/// </summary>
public void HighlightStart()
{
if (highlightImage != null)
{
highlightImage.gameObject.SetActive(true);
}
}
/// <summary>
/// Hide the highlight visual.
/// </summary>
public void HighlightEnd()
{
if (highlightImage != null)
{
highlightImage.gameObject.SetActive(false);
}
}
}
}

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fileFormatVersion: 2
guid: 4ccf530e55324aec8dc6e09eb827f123
timeCreated: 1765132601

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using System;
using Core;
using Minigames.Airplane.Data;
using UnityEngine;
using UnityEngine.UI;
namespace Minigames.Airplane.UI
{
/// <summary>
/// UI for selecting airplane type before game starts.
/// Displays buttons for each available airplane type.
/// </summary>
public class AirplaneSelectionUI : MonoBehaviour
{
#region Inspector References
[Header("UI References")]
[SerializeField] private Button jetPlaneButton;
[SerializeField] private Button bobbingPlaneButton;
[SerializeField] private Button dropPlaneButton;
[SerializeField] private Button confirmButton;
[Header("Debug")]
[SerializeField] private bool showDebugLogs;
#endregion
#region State
private AirplaneAbilityType selectedType;
private AirplaneSelectionButton selectedButtonComponent;
private bool hasConfirmed;
public bool HasSelectedType => hasConfirmed;
#endregion
#region Events
public event Action<AirplaneAbilityType> OnTypeSelected;
public event Action<AirplaneAbilityType> OnConfirmed;
#endregion
#region Lifecycle
private void Awake()
{
// Setup button listeners
if (jetPlaneButton != null)
jetPlaneButton.onClick.AddListener(() => SelectType(AirplaneAbilityType.Jet, jetPlaneButton));
if (bobbingPlaneButton != null)
bobbingPlaneButton.onClick.AddListener(() => SelectType(AirplaneAbilityType.Bobbing, bobbingPlaneButton));
if (dropPlaneButton != null)
dropPlaneButton.onClick.AddListener(() => SelectType(AirplaneAbilityType.Drop, dropPlaneButton));
if (confirmButton != null)
{
confirmButton.onClick.AddListener(ConfirmSelection);
confirmButton.interactable = false; // Disabled until selection made
}
// Hide by default (deactivate container child, not root)
if (transform.childCount > 0)
{
Transform container = transform.GetChild(0);
container.gameObject.SetActive(false);
}
}
#endregion
#region Public API
/// <summary>
/// Show the selection UI.
/// Activates the immediate child container.
/// Script should be on Root, with UI elements under a Container child.
/// </summary>
public void Show()
{
selectedType = AirplaneAbilityType.None;
selectedButtonComponent = null;
hasConfirmed = false;
if (confirmButton != null)
confirmButton.interactable = false;
// Reset all button highlights
ResetButtonHighlights();
// Populate icons from settings
PopulateButtonIcons();
// Activate the container (immediate child)
if (transform.childCount > 0)
{
Transform container = transform.GetChild(0);
container.gameObject.SetActive(true);
if (showDebugLogs)
{
Logging.Debug($"[AirplaneSelectionUI] Shown. Activated container: {container.name}");
}
}
else
{
Logging.Error("[AirplaneSelectionUI] No child container found! Expected structure: Root(script)->Container->UI Elements");
}
}
/// <summary>
/// Hide the selection UI.
/// Deactivates the immediate child container.
/// </summary>
public void Hide()
{
// Deactivate the container (immediate child)
if (transform.childCount > 0)
{
Transform container = transform.GetChild(0);
container.gameObject.SetActive(false);
if (showDebugLogs)
{
Logging.Debug($"[AirplaneSelectionUI] Hidden. Deactivated container: {container.name}");
}
}
}
/// <summary>
/// Get the selected airplane type.
/// </summary>
public AirplaneAbilityType GetSelectedType()
{
return selectedType;
}
#endregion
#region Private Methods
private void SelectType(AirplaneAbilityType type, Button button)
{
if (type == AirplaneAbilityType.None)
{
Logging.Warning("[AirplaneSelectionUI] Attempted to select None type!");
return;
}
selectedType = type;
// Get the AirplaneSelectionButton component (on same GameObject as Button)
var buttonComponent = button.GetComponent<AirplaneSelectionButton>();
if (buttonComponent == null)
{
Logging.Warning($"[AirplaneSelectionUI] Button {button.name} is missing AirplaneSelectionButton component!");
return;
}
selectedButtonComponent = buttonComponent;
// Update visual feedback
ResetButtonHighlights();
HighlightButton(buttonComponent);
// Enable confirm button
if (confirmButton != null)
confirmButton.interactable = true;
// Fire event
OnTypeSelected?.Invoke(type);
if (showDebugLogs)
{
Logging.Debug($"[AirplaneSelectionUI] Selected type: {type}");
}
}
private void ConfirmSelection()
{
if (selectedType == AirplaneAbilityType.None)
{
Logging.Warning("[AirplaneSelectionUI] Cannot confirm - no type selected!");
return;
}
hasConfirmed = true;
// Fire event
OnConfirmed?.Invoke(selectedType);
// Hide UI
Hide();
}
private void ResetButtonHighlights()
{
// End highlight on all buttons
if (jetPlaneButton != null)
{
var component = jetPlaneButton.GetComponent<AirplaneSelectionButton>();
if (component != null) component.HighlightEnd();
}
if (bobbingPlaneButton != null)
{
var component = bobbingPlaneButton.GetComponent<AirplaneSelectionButton>();
if (component != null) component.HighlightEnd();
}
if (dropPlaneButton != null)
{
var component = dropPlaneButton.GetComponent<AirplaneSelectionButton>();
if (component != null) component.HighlightEnd();
}
}
private void HighlightButton(AirplaneSelectionButton buttonComponent)
{
if (buttonComponent != null)
{
buttonComponent.HighlightStart();
}
}
/// <summary>
/// Populate button icons from airplane settings.
/// Assumes Image component is on the same GameObject as the Button.
/// </summary>
private void PopulateButtonIcons()
{
// Get airplane settings
var settings = GameManager.GetSettingsObject<AppleHills.Core.Settings.IAirplaneSettings>();
if (settings == null)
{
if (showDebugLogs)
{
Logging.Warning("[AirplaneSelectionUI] Could not load airplane settings for icons");
}
return;
}
// Populate Jet button icon
if (jetPlaneButton != null)
{
var jetConfig = settings.GetAirplaneConfig(AirplaneAbilityType.Jet);
if (jetConfig != null && jetConfig.previewSprite != null)
{
var image = jetPlaneButton.GetComponent<Image>();
if (image != null)
{
image.sprite = jetConfig.previewSprite;
}
}
}
// Populate Bobbing button icon
if (bobbingPlaneButton != null)
{
var bobbingConfig = settings.GetAirplaneConfig(AirplaneAbilityType.Bobbing);
if (bobbingConfig != null && bobbingConfig.previewSprite != null)
{
var image = bobbingPlaneButton.GetComponent<Image>();
if (image != null)
{
image.sprite = bobbingConfig.previewSprite;
}
}
}
// Populate Drop button icon
if (dropPlaneButton != null)
{
var dropConfig = settings.GetAirplaneConfig(AirplaneAbilityType.Drop);
if (dropConfig != null && dropConfig.previewSprite != null)
{
var image = dropPlaneButton.GetComponent<Image>();
if (image != null)
{
image.sprite = dropConfig.previewSprite;
}
}
}
if (showDebugLogs)
{
Logging.Debug("[AirplaneSelectionUI] Populated airplane icons from settings");
}
}
#endregion
}
}

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timeCreated: 1764976150

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using Core;
using Core.Lifecycle;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
namespace Minigames.Airplane.UI
{
/// <summary>
/// Displays target information: icon and distance remaining to target.
/// Updates in real-time as the airplane moves.
/// </summary>
public class TargetDisplayUI : ManagedBehaviour
{
#region Inspector References
[Header("UI Elements")]
[Tooltip("Image to display target icon")]
[SerializeField] private Image targetIcon;
[Tooltip("Text to display distance remaining")]
[SerializeField] private TextMeshProUGUI distanceText;
[Header("Display Settings")]
[Tooltip("Format string for distance display (e.g., '{0:F1}m')")]
[SerializeField] private string distanceFormat = "{0:F1}m";
[Tooltip("Update distance every N frames (0 = every frame)")]
[SerializeField] private int updateInterval = 5;
[Header("Debug")]
[SerializeField] private bool showDebugLogs;
#endregion
#region State
private Transform _planeTransform;
private Transform _launchPointTransform;
private Vector3 _targetPosition;
private bool _isActive;
private int _frameCounter;
#endregion
#region Lifecycle
internal override void OnManagedAwake()
{
base.OnManagedAwake();
// Hide by default
Hide();
// Validate references
if (targetIcon == null)
{
Logging.Warning("[TargetDisplayUI] Target icon image not assigned!");
}
if (distanceText == null)
{
Logging.Warning("[TargetDisplayUI] Distance text not assigned!");
}
}
private void Update()
{
// Only update if active and we have at least one transform to calculate from
if (!_isActive) return;
if (_planeTransform == null && _launchPointTransform == null) return;
// Update distance at specified interval
_frameCounter++;
if (updateInterval == 0 || _frameCounter >= updateInterval)
{
_frameCounter = 0;
UpdateDistance();
}
}
#endregion
#region Public API
/// <summary>
/// Setup the target display with icon and target position.
/// Activates tracking using launch point for distance calculation.
/// </summary>
/// <param name="targetSprite">Sprite to display as target icon</param>
/// <param name="targetPosition">World position of the target</param>
/// <param name="launchPoint">Launch point transform (used for distance when plane not available)</param>
public void Setup(Sprite targetSprite, Vector3 targetPosition, Transform launchPoint)
{
_targetPosition = targetPosition;
_launchPointTransform = launchPoint;
// Set icon
if (targetIcon != null && targetSprite != null)
{
targetIcon.sprite = targetSprite;
targetIcon.enabled = true;
}
// Activate tracking so distance updates even before plane spawns
_isActive = true;
_frameCounter = 0;
// Update distance immediately using launch point
UpdateDistance();
if (showDebugLogs)
{
Logging.Debug($"[TargetDisplayUI] Setup with target at {targetPosition}, launch point at {launchPoint?.position ?? Vector3.zero}");
}
}
/// <summary>
/// Start tracking the airplane and updating distance.
/// Switches distance calculation from launch point to airplane position.
/// Note: Does not automatically show UI - call Show() separately.
/// </summary>
/// <param name="planeTransform">Transform of the airplane to track</param>
public void StartTracking(Transform planeTransform)
{
_planeTransform = planeTransform;
_isActive = true;
_frameCounter = 0;
// Update distance immediately if visible (now using plane position)
if (gameObject.activeSelf)
{
UpdateDistance();
}
if (showDebugLogs)
{
Logging.Debug("[TargetDisplayUI] Started tracking airplane");
}
}
/// <summary>
/// Stop tracking the airplane.
/// Reverts to using launch point for distance calculation if available.
/// Note: Does not automatically hide UI - call Hide() separately.
/// </summary>
public void StopTracking()
{
_planeTransform = null;
// Keep _isActive true so we can show distance from launch point
// Will be set false when Hide() is called
// Update immediately to show launch point distance again
if (_launchPointTransform != null && gameObject.activeSelf)
{
UpdateDistance();
}
if (showDebugLogs)
{
Logging.Debug("[TargetDisplayUI] Stopped tracking airplane, reverted to launch point");
}
}
/// <summary>
/// Show the UI.
/// </summary>
public void Show()
{
gameObject.SetActive(true);
}
/// <summary>
/// Hide the UI and deactivate tracking.
/// </summary>
public void Hide()
{
_isActive = false;
gameObject.SetActive(false);
}
#endregion
#region Internal
/// <summary>
/// Update the distance text based on current plane position.
/// Uses launch point if plane isn't available yet.
/// </summary>
private void UpdateDistance()
{
if (distanceText == null) return;
// Use plane position if available, otherwise use launch point
Vector3 currentPosition;
if (_planeTransform != null)
{
currentPosition = _planeTransform.position;
}
else if (_launchPointTransform != null)
{
currentPosition = _launchPointTransform.position;
}
else
{
// No reference available
return;
}
// Calculate horizontal distance (X-axis only for side-scroller)
float distance = Mathf.Abs(_targetPosition.x - currentPosition.x);
// Update text
distanceText.text = string.Format(distanceFormat, distance);
}
/// <summary>
/// Update distance and ensure UI is shown.
/// Call when showing UI to refresh distance display.
/// </summary>
public void UpdateAndShow()
{
UpdateDistance();
Show();
}
#endregion
}
}

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guid: 6aadeed064b648a78ec13b9a76d2853b
timeCreated: 1764943474