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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@@ -1,5 +1,5 @@
using Core;
using Core.Lifecycle;
using Common.Camera;
using Core;
using Minigames.FortFight.Data;
using Unity.Cinemachine;
using UnityEngine;
@@ -8,11 +8,10 @@ namespace Minigames.FortFight.Core
{
/// <summary>
/// Manages camera states and transitions for the Fort Fight minigame.
/// Extends CameraStateManager to use the common state-based camera system.
/// Subscribes to turn events and switches camera views accordingly.
/// Uses Cinemachine for smooth camera blending.
/// Singleton pattern for easy access.
/// </summary>
public class CameraController : ManagedBehaviour
public class CameraController : CameraStateManager<FortFightCameraState>
{
#region Singleton
@@ -31,41 +30,15 @@ namespace Minigames.FortFight.Core
#endregion
#region Inspector References
[Header("Cinemachine Cameras")]
[Tooltip("Virtual camera showing wide battlefield view (both forts)")]
[SerializeField] private CinemachineCamera wideViewCamera;
[Tooltip("Player One's dedicated camera (position this in the scene for Player 1's view)")]
[SerializeField] private CinemachineCamera playerOneCamera;
[Tooltip("Player Two's dedicated camera (position this in the scene for Player 2's view)")]
[SerializeField] private CinemachineCamera playerTwoCamera;
[Tooltip("Camera that follows projectiles in flight (should have CinemachineFollow component)")]
[SerializeField] private CinemachineCamera projectileCamera;
// Note: TurnManager accessed via singleton
#endregion
#region Public Properties
public CinemachineCamera WideViewCamera => wideViewCamera;
public CinemachineCamera PlayerOneCamera => playerOneCamera;
public CinemachineCamera PlayerTwoCamera => playerTwoCamera;
public CinemachineCamera ProjectileCamera => projectileCamera;
#endregion
#region Lifecycle
internal override void OnManagedAwake()
{
// Base class handles InitializeCameraMap() and ValidateCameras()
base.OnManagedAwake();
// Register singleton
// Set singleton
if (_instance != null && _instance != this)
{
Logging.Warning("[CameraController] Multiple instances detected! Destroying duplicate.");
@@ -73,28 +46,6 @@ namespace Minigames.FortFight.Core
return;
}
_instance = this;
// Validate references
if (wideViewCamera == null)
{
Logging.Error("[CameraController] Wide view camera not assigned!");
}
if (playerOneCamera == null)
{
Logging.Error("[CameraController] Player One camera not assigned!");
}
if (playerTwoCamera == null)
{
Logging.Error("[CameraController] Player Two camera not assigned!");
}
if (projectileCamera == null)
{
Logging.Warning("[CameraController] Projectile camera not assigned - projectiles won't be followed!");
}
}
internal override void OnManagedStart()
@@ -136,75 +87,55 @@ namespace Minigames.FortFight.Core
#region Event Handlers
/// <summary>
/// Called when a player's turn starts - activate their dedicated camera
/// Called when a player's turn starts - switch to appropriate camera state
/// </summary>
private void HandleTurnStarted(PlayerData player, TurnState turnState)
{
Logging.Debug($"[CameraController] Turn started for {player.PlayerName} (Index: {player.PlayerIndex}, State: {turnState})");
if (showDebugLogs)
Logging.Debug($"[CameraController] Turn started for {player.PlayerName} (Index: {player.PlayerIndex}, State: {turnState})");
// If transitioning, show wide view
if (turnState == TurnState.TransitioningTurn)
{
ActivateCamera(wideViewCamera);
SwitchToState(FortFightCameraState.WideView);
return;
}
// Activate the appropriate player camera based on player index
// Switch to appropriate player camera based on index
if (player.PlayerIndex == 0)
{
// Player One's turn
ActivateCamera(playerOneCamera);
SwitchToState(FortFightCameraState.PlayerOne);
}
else if (player.PlayerIndex == 1)
{
// Player Two's turn
ActivateCamera(playerTwoCamera);
SwitchToState(FortFightCameraState.PlayerTwo);
}
else
{
Logging.Warning($"[CameraController] Unknown player index: {player.PlayerIndex}, defaulting to wide view");
ActivateCamera(wideViewCamera);
SwitchToState(FortFightCameraState.WideView);
}
}
/// <summary>
/// Called when a player's turn ends - camera switches handled by turn state changes
/// Called when a player's turn ends
/// </summary>
private void HandleTurnEnded(PlayerData player)
{
Logging.Debug($"[CameraController] Turn ended for {player.PlayerName}");
if (showDebugLogs) Logging.Debug($"[CameraController] Turn ended for {player.PlayerName}");
// Camera switching happens via OnTurnStarted when state changes to TransitioningTurn
}
/// <summary>
/// Activate a specific camera by setting its priority highest
/// </summary>
private void ActivateCamera(CinemachineCamera camera)
{
if (camera == null) return;
// Set all cameras to low priority
if (wideViewCamera != null) wideViewCamera.Priority.Value = 10;
if (playerOneCamera != null) playerOneCamera.Priority.Value = 10;
if (playerTwoCamera != null) playerTwoCamera.Priority.Value = 10;
if (projectileCamera != null) projectileCamera.Priority.Value = 10;
// Set target camera to high priority
camera.Priority.Value = 20;
Logging.Debug($"[CameraController] Activated camera: {camera.gameObject.name}");
}
#endregion
#region Projectile Tracking
/// <summary>
/// Start following a projectile with the projectile camera.
/// Called when a projectile is launched.
/// Start following a projectile with the projectile camera
/// </summary>
public void StartFollowingProjectile(Transform projectileTransform)
{
var projectileCamera = GetCamera(FortFightCameraState.Projectile);
if (projectileCamera == null)
{
Logging.Warning("[CameraController] Cannot follow projectile - projectile camera not assigned!");
@@ -217,38 +148,32 @@ namespace Minigames.FortFight.Core
return;
}
// Verify CinemachineFollow component exists (optional check)
var followComponent = projectileCamera.GetComponent<CinemachineFollow>();
if (followComponent == null)
{
Logging.Error("[CameraController] Projectile camera missing CinemachineFollow component!");
return;
}
// Set the follow target on the CinemachineCamera's Target property
// Set the follow target
projectileCamera.Target.TrackingTarget = projectileTransform;
// Activate the projectile camera
ActivateCamera(projectileCamera);
// Switch to projectile camera
SwitchToState(FortFightCameraState.Projectile);
Logging.Debug($"[CameraController] Now following projectile: {projectileTransform.gameObject.name}");
if (showDebugLogs)
Logging.Debug($"[CameraController] Now following projectile: {projectileTransform.gameObject.name}");
}
/// <summary>
/// Stop following the projectile and return to wide view.
/// Called when projectile has settled.
/// Stop following the projectile and return to wide view
/// </summary>
public void StopFollowingProjectile()
{
var projectileCamera = GetCamera(FortFightCameraState.Projectile);
if (projectileCamera == null) return;
// Clear the follow target on the CinemachineCamera's Target property
// Clear the follow target
projectileCamera.Target.TrackingTarget = null;
// Return to wide view
ActivateCamera(wideViewCamera);
SwitchToState(FortFightCameraState.WideView);
Logging.Debug("[CameraController] Stopped following projectile, returned to wide view");
if (showDebugLogs)
Logging.Debug("[CameraController] Stopped following projectile, returned to wide view");
}
#endregion
@@ -256,11 +181,11 @@ namespace Minigames.FortFight.Core
#region Public API
/// <summary>
/// Manually switch to wide view (useful for game start/end)
/// Manually switch to wide view
/// </summary>
public void ShowWideView()
{
ActivateCamera(wideViewCamera);
SwitchToState(FortFightCameraState.WideView);
}
/// <summary>
@@ -270,24 +195,36 @@ namespace Minigames.FortFight.Core
{
if (playerIndex == 0)
{
ActivateCamera(playerOneCamera);
SwitchToState(FortFightCameraState.PlayerOne);
}
else if (playerIndex == 1)
{
ActivateCamera(playerTwoCamera);
SwitchToState(FortFightCameraState.PlayerTwo);
}
}
#endregion
#region Editor Helpers
#region Validation
#if UNITY_EDITOR
private void OnValidate()
protected override void ValidateCameras()
{
// Base class validates all enum states have cameras assigned
base.ValidateCameras();
// Additional validation: Check if projectile camera has follow component
var projectileCamera = GetCamera(FortFightCameraState.Projectile);
if (projectileCamera != null)
{
var followComponent = projectileCamera.GetComponent<CinemachineFollow>();
if (followComponent == null)
{
Logging.Warning("[CameraController] Projectile camera missing CinemachineFollow component!");
}
}
}
#endif
#endregion
}
}

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@@ -1,6 +1,7 @@
using System.Collections.Generic;
using System.Linq;
using AppleHills.Core.Settings;
using Common.Input;
using Minigames.FortFight.Data;
using Minigames.FortFight.Settings;
using UnityEngine;
@@ -14,6 +15,19 @@ namespace Minigames.FortFight.Core
[CreateAssetMenu(fileName = "FortFightSettings", menuName = "AppleHills/Settings/Fort Fight", order = 8)]
public class FortFightSettings : BaseSettings, IFortFightSettings
{
[Header("Slingshot Configuration")]
[SerializeField] private SlingshotConfig slingshotSettings = new SlingshotConfig
{
maxDragDistance = 5f,
baseLaunchForce = 20f,
minForceMultiplier = 0.1f,
maxForceMultiplier = 1f,
trajectoryPoints = 50,
trajectoryTimeStep = 0.1f,
trajectoryLockDuration = 2f,
autoRegisterInput = false // TurnManager handles registration
};
[Header("Block Material Configurations")]
[Tooltip("HP and mass configurations for each material type")]
[SerializeField] private List<BlockMaterialConfig> materialConfigs = new List<BlockMaterialConfig>
@@ -112,21 +126,6 @@ namespace Minigames.FortFight.Core
[Tooltip("Downward velocity when dropping (m/s)")]
[SerializeField] private float ceilingFanDropSpeed = 20f;
[Header("Slingshot Settings")]
[Tooltip("Base launch force multiplier - higher values = projectiles fly farther")]
[SerializeField] private float baseLaunchForce = 20f;
[Tooltip("Minimum force multiplier (0-1, e.g. 0.1 = 10% of max force required to launch)")]
[Range(0f, 1f)]
[SerializeField] private float minForceMultiplier = 0.1f;
[Tooltip("Maximum force multiplier (0-1, e.g. 1.0 = 100% at max drag distance)")]
[Range(0f, 2f)]
[SerializeField] private float maxForceMultiplier = 1f;
[Tooltip("How long to keep trajectory visible after launching (seconds)")]
[SerializeField] private float trajectoryLockDuration = 2f;
[Header("Physics Layers")]
[Tooltip("Layer for fort blocks - projectiles will collide with these (Default: Layer 8 'FortBlock')")]
[AppleHills.Core.Settings.Layer]
@@ -142,6 +141,8 @@ namespace Minigames.FortFight.Core
#region IFortFightSettings Implementation
public SlingshotConfig SlingshotSettings => slingshotSettings;
public List<BlockMaterialConfig> MaterialConfigs => materialConfigs;
public List<BlockSizeConfig> SizeConfigs => sizeConfigs;
@@ -164,11 +165,6 @@ namespace Minigames.FortFight.Core
public Color DamageColorTint => damageColorTint;
public float BaseLaunchForce => baseLaunchForce;
public float MinForceMultiplier => minForceMultiplier;
public float MaxForceMultiplier => maxForceMultiplier;
public float TrajectoryLockDuration => trajectoryLockDuration;
public float VacuumSlideSpeed => vacuumSlideSpeed;
public int VacuumDestroyBlockCount => vacuumDestroyBlockCount;
public float VacuumBlockDamage => vacuumBlockDamage;

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@@ -1,7 +1,7 @@
using System;
using AppleHills.Core.Settings;
using Common.Input;
using Core;
using Core.Lifecycle;
using Minigames.FortFight.Data;
using Minigames.FortFight.Projectiles;
using UnityEngine;
@@ -9,24 +9,14 @@ using UnityEngine;
namespace Minigames.FortFight.Core
{
/// <summary>
/// Controls slingshot aiming and projectile launching.
/// Angry Birds-style drag-to-aim mechanic with trajectory preview.
/// Implements ITouchInputConsumer for InputManager integration.
/// Controls slingshot aiming and projectile launching for FortFight.
/// Extends DragLaunchController with FortFight-specific ammo management and trajectory preview.
/// </summary>
public class SlingshotController : ManagedBehaviour, ITouchInputConsumer
public class SlingshotController : DragLaunchController
{
#region Inspector Properties
[Header("Launch Settings")]
[Tooltip("Drag distance to reach max force")]
[SerializeField] private float maxDragDistance = 5f;
[Tooltip("Spawn point for projectiles")]
[SerializeField] private Transform projectileSpawnPoint;
[Header("References")]
[Tooltip("Trajectory preview component")]
[SerializeField] private TrajectoryPreview trajectoryPreview;
// Note: trajectoryPreview is inherited from DragLaunchController base class
#endregion
@@ -58,8 +48,15 @@ namespace Minigames.FortFight.Core
}
}
private float MaxForce => CachedSettings?.BaseLaunchForce ?? 20f;
private bool ShowDebugLogs => CachedDevSettings?.SlingshotShowDebugLogs ?? false;
protected override SlingshotConfig GetSlingshotConfig()
{
return CachedSettings?.SlingshotSettings;
}
protected override GameObject GetProjectilePrefab()
{
return _currentAmmo?.prefab;
}
#endregion
@@ -74,13 +71,10 @@ namespace Minigames.FortFight.Core
#region State
private bool _isDragging;
private Vector2 _dragStartPosition;
private ProjectileConfig _currentAmmo;
private ProjectileBase _activeProjectile;
public bool IsDragging => _isDragging;
public bool IsEnabled { get; private set; } = true;
public ProjectileBase ActiveProjectile => _activeProjectile;
#endregion
@@ -90,156 +84,56 @@ namespace Minigames.FortFight.Core
{
base.OnManagedAwake();
if (projectileSpawnPoint == null)
{
projectileSpawnPoint = transform;
}
// Base class handles launchAnchor and trajectoryPreview
if (trajectoryPreview == null)
{
trajectoryPreview = GetComponent<TrajectoryPreview>();
}
// Set debug logging from developer settings
showDebugLogs = CachedDevSettings?.SlingshotShowDebugLogs ?? false;
}
internal override void OnManagedStart()
#endregion
#region Override Methods
public override void Enable()
{
base.OnManagedStart();
// Hide trajectory by default
// Clear any locked trajectory from previous turn
if (trajectoryPreview != null)
{
trajectoryPreview.Hide();
trajectoryPreview.ForceHide();
}
base.Enable();
}
#endregion
#region ITouchInputConsumer Implementation
public void OnTap(Vector2 worldPosition)
{
// Slingshot uses hold/drag, not tap
}
public void OnHoldStart(Vector2 worldPosition)
{
if (!IsEnabled) return;
StartDrag(worldPosition);
}
public void OnHoldMove(Vector2 worldPosition)
{
if (!IsEnabled || !_isDragging) return;
UpdateDrag(worldPosition);
}
public void OnHoldEnd(Vector2 worldPosition)
{
if (!IsEnabled || !_isDragging) return;
EndDrag(worldPosition);
}
#endregion
#region Drag Handling
private void StartDrag(Vector2 worldPosition)
protected override void StartDrag(Vector2 worldPosition)
{
// Check ammo before starting drag
if (_currentAmmo == null)
{
if (ShowDebugLogs) Logging.Warning("[SlingshotController] No ammo selected!");
if (showDebugLogs) Logging.Warning("[SlingshotController] No ammo selected!");
return;
}
_isDragging = true;
// Use the projectile spawn point as the anchor, not the touch position
// This makes it work like Angry Birds - pull back from slingshot to launch forward
_dragStartPosition = projectileSpawnPoint.position;
// Show trajectory preview
if (trajectoryPreview != null)
{
trajectoryPreview.Show();
}
if (ShowDebugLogs) Logging.Debug($"[SlingshotController] Started drag at {worldPosition}, anchor at spawn point {_dragStartPosition}");
base.StartDrag(worldPosition);
}
private void UpdateDrag(Vector2 currentWorldPosition)
protected override void PerformLaunch(Vector2 direction, float force)
{
// Calculate drag vector from spawn point to current drag position
// Pull back (away from spawn) = launch forward (toward spawn direction)
Vector2 dragVector = _dragStartPosition - currentWorldPosition;
// Calculate force and direction
float dragDistance = dragVector.magnitude;
float dragRatio = Mathf.Clamp01(dragDistance / maxDragDistance);
// Apply configurable max force multiplier
float maxMultiplier = CachedSettings?.MaxForceMultiplier ?? 1f;
float forceMultiplier = dragRatio * maxMultiplier;
float force = forceMultiplier * MaxForce;
Vector2 direction = dragVector.normalized;
// Update trajectory preview with projectile mass
if (trajectoryPreview != null && _currentAmmo != null)
{
Vector2 worldStartPos = projectileSpawnPoint.position;
float mass = _currentAmmo.GetMass();
// Debug: Log trajectory calculation (uncomment for debugging)
// if (showDebugLogs && Time.frameCount % 30 == 0) // Log every 30 frames to avoid spam
// {
// Logging.Debug($"[Slingshot] Preview - Force: {force:F2}, Mass: {mass:F2}, Velocity: {force/mass:F2}, Dir: {direction}");
// }
trajectoryPreview.UpdateTrajectory(worldStartPos, direction, force, mass);
}
LaunchProjectile(direction, force);
}
private void EndDrag(Vector2 currentWorldPosition)
protected override float GetProjectileMass()
{
_isDragging = false;
// Hide trajectory
if (trajectoryPreview != null)
if (_currentAmmo == null)
{
trajectoryPreview.Hide();
if (showDebugLogs)
Logging.Warning("[SlingshotController] No ammo selected, cannot get mass!");
return 1f; // Default fallback
}
// Calculate final launch parameters from spawn point to final drag position
Vector2 dragVector = _dragStartPosition - currentWorldPosition;
float dragDistance = dragVector.magnitude;
float dragRatio = Mathf.Clamp01(dragDistance / maxDragDistance);
// Apply configurable max force multiplier
float maxMultiplier = CachedSettings?.MaxForceMultiplier ?? 1f;
float forceMultiplier = dragRatio * maxMultiplier;
float force = forceMultiplier * MaxForce;
Vector2 direction = dragVector.normalized;
// Check against configurable minimum force threshold
float minMultiplier = CachedSettings?.MinForceMultiplier ?? 0.1f;
float minForce = minMultiplier * MaxForce;
// Launch projectile if force exceeds minimum
if (force >= minForce)
{
if (ShowDebugLogs && _currentAmmo != null)
{
float mass = _currentAmmo.GetMass();
float velocity = force / mass;
Logging.Debug($"[Slingshot] Launch - Force: {force:F2}, Mass: {mass:F2}, Velocity: {velocity:F2}, Dir: {direction}");
}
LaunchProjectile(direction, force);
}
else
{
if (ShowDebugLogs) Logging.Debug($"[SlingshotController] Drag too short - force {force:F2} < min {minForce:F2}");
}
// Read from ProjectileConfig settings - same source as ProjectileBase.Initialize()
return _currentAmmo.mass;
}
#endregion
@@ -252,7 +146,7 @@ namespace Minigames.FortFight.Core
public void SetAmmo(ProjectileConfig ammoConfig)
{
_currentAmmo = ammoConfig;
if (ShowDebugLogs) Logging.Debug($"[SlingshotController] Ammo set to: {ammoConfig?.displayName ?? "null"}");
if (showDebugLogs) Logging.Debug($"[SlingshotController] Ammo set to: {ammoConfig?.displayName ?? "null"}");
}
/// <summary>
@@ -266,8 +160,8 @@ namespace Minigames.FortFight.Core
return;
}
// Spawn projectile
GameObject projectileObj = Instantiate(_currentAmmo.prefab, projectileSpawnPoint.position, Quaternion.identity);
// Spawn projectile at launch anchor
GameObject projectileObj = Instantiate(_currentAmmo.prefab, launchAnchor.position, Quaternion.identity);
_activeProjectile = projectileObj.GetComponent<ProjectileBase>();
if (_activeProjectile == null)
@@ -286,11 +180,11 @@ namespace Minigames.FortFight.Core
// Lock trajectory to show the shot path
if (trajectoryPreview != null)
{
float lockDuration = CachedSettings?.TrajectoryLockDuration ?? 2f;
float lockDuration = Config?.trajectoryLockDuration ?? 2f;
trajectoryPreview.LockTrajectory(lockDuration);
}
if (ShowDebugLogs) Logging.Debug($"[SlingshotController] Launched {_currentAmmo?.displayName ?? "projectile"} with force {force}");
if (showDebugLogs) Logging.Debug($"[SlingshotController] Launched {_currentAmmo?.displayName ?? "projectile"} with force {force}");
// Fire event
OnProjectileLaunched?.Invoke(_activeProjectile);
@@ -324,7 +218,7 @@ namespace Minigames.FortFight.Core
float speed = velocity.magnitude;
float force = mass * speed;
if (ShowDebugLogs)
if (showDebugLogs)
{
Logging.Debug($"[Slingshot] LaunchWithVelocity - Velocity: {velocity}, Mass: {mass:F2}, Force: {force:F2}");
}
@@ -341,34 +235,7 @@ namespace Minigames.FortFight.Core
}
#endregion
#region Enable/Disable
/// <summary>
/// Enable slingshot (allow aiming/launching)
/// </summary>
public void Enable()
{
IsEnabled = true;
if (ShowDebugLogs) Logging.Debug("[SlingshotController] Enabled");
}
/// <summary>
/// Disable slingshot (prevent aiming/launching)
/// </summary>
public void Disable()
{
IsEnabled = false;
_isDragging = false;
if (trajectoryPreview != null)
{
trajectoryPreview.Hide();
}
if (ShowDebugLogs) Logging.Debug("[SlingshotController] Disabled");
}
#endregion
// Note: Enable/Disable methods now handled by base DragLaunchController class
}
}

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@@ -1,153 +0,0 @@
using Core;
using UnityEngine;
namespace Minigames.FortFight.Core
{
/// <summary>
/// Displays trajectory prediction line for projectile launches.
/// Shows dotted line preview of projectile arc.
/// </summary>
[RequireComponent(typeof(LineRenderer))]
public class TrajectoryPreview : MonoBehaviour
{
[Header("Trajectory Settings")]
[Tooltip("Number of points to simulate (physics steps)")]
[SerializeField] private int simulationSteps = 50;
[Header("Visual")]
[Tooltip("Color of trajectory line")]
[SerializeField] private Color lineColor = Color.yellow;
[Tooltip("Width of trajectory line")]
[SerializeField] private float lineWidth = 0.1f;
private LineRenderer lineRenderer;
private bool isLocked = false;
private float lockTimer = 0f;
private float lockDuration = 0f;
private void Awake()
{
lineRenderer = GetComponent<LineRenderer>();
// Configure line renderer
if (lineRenderer != null)
{
lineRenderer.startWidth = lineWidth;
lineRenderer.endWidth = lineWidth;
lineRenderer.startColor = lineColor;
lineRenderer.endColor = lineColor;
lineRenderer.positionCount = simulationSteps;
lineRenderer.enabled = false;
}
}
private void Update()
{
if (isLocked)
{
lockTimer += Time.deltaTime;
if (lockTimer >= lockDuration)
{
isLocked = false;
Hide();
}
}
}
/// <summary>
/// Show the trajectory preview
/// </summary>
public void Show()
{
if (lineRenderer != null)
{
lineRenderer.enabled = true;
}
}
/// <summary>
/// Hide the trajectory preview (unless locked)
/// </summary>
public void Hide()
{
// Don't hide if trajectory is locked
if (isLocked)
return;
if (lineRenderer != null)
{
lineRenderer.enabled = false;
}
}
/// <summary>
/// Lock the current trajectory display for a duration
/// </summary>
public void LockTrajectory(float duration)
{
isLocked = true;
lockTimer = 0f;
lockDuration = duration;
// Ensure line is visible
if (lineRenderer != null)
{
lineRenderer.enabled = true;
}
}
/// <summary>
/// Update the trajectory preview with new parameters.
/// Uses Physics.fixedDeltaTime for accurate simulation matching Unity's physics.
/// </summary>
/// <param name="startPosition">Starting position of trajectory</param>
/// <param name="direction">Launch direction (normalized)</param>
/// <param name="force">Launch force (impulse)</param>
/// <param name="mass">Projectile mass</param>
public void UpdateTrajectory(Vector2 startPosition, Vector2 direction, float force, float mass = 1f)
{
if (lineRenderer == null) return;
// Calculate initial velocity: impulse force F gives velocity v = F/m
Vector2 startVelocity = (direction * force) / mass;
// Get gravity with projectile gravity scale from settings
var settings = GameManager.GetSettingsObject<AppleHills.Core.Settings.IFortFightSettings>();
float gravityScale = settings?.ProjectileGravityScale ?? 1f;
Vector2 gravity = new Vector2(Physics2D.gravity.x, Physics2D.gravity.y) * gravityScale;
// Simulate trajectory using Unity's physics time step
Vector3[] points = new Vector3[simulationSteps];
Vector2 pos = startPosition;
Vector2 vel = startVelocity;
for (int i = 0; i < simulationSteps; i++)
{
// Set current position
points[i] = new Vector3(pos.x, pos.y, 0);
// Update velocity (gravity applied over fixedDeltaTime)
vel = vel + gravity * Time.fixedDeltaTime;
// Update position (velocity applied over fixedDeltaTime)
pos = pos + vel * Time.fixedDeltaTime;
// Optional: Stop if hits ground (y < threshold)
if (pos.y < -10f)
{
// Fill remaining points at ground level
for (int j = i + 1; j < simulationSteps; j++)
{
points[j] = new Vector3(pos.x, -10f, 0);
}
break;
}
}
lineRenderer.positionCount = simulationSteps;
lineRenderer.SetPositions(points);
}
}
}

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@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: b1e26667c6d4415f8dc51e4a58ba9479
timeCreated: 1764682615

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@@ -61,5 +61,15 @@
Medium, // Moderate deviations, moderate thinking
Hard // Minimal deviations, faster thinking
}
/// <summary>
/// Camera states for Fort Fight minigame
/// </summary>
public enum FortFightCameraState
{
WideView, // Shows entire battlefield
PlayerOne, // Player 1's view
PlayerTwo, // Player 2's view
Projectile // Follows projectile in flight
}
}