Fix weapon selection issues and shot tracking
This commit is contained in:
@@ -220,6 +220,34 @@ namespace Minigames.FortFight.Core
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return true;
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}
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/// <summary>
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/// Select the first available (non-cooldown) ammo for a player.
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/// Called at the start of each turn to reset selection.
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/// </summary>
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public bool SelectFirstAvailableAmmo(int playerIndex)
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{
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if (!_playerStates.ContainsKey(playerIndex))
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{
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Logging.Warning($"[AmmunitionManager] Player {playerIndex} state not found!");
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return false;
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}
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var configs = AvailableConfigs;
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foreach (var config in configs)
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{
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if (IsAmmoAvailable(config.projectileType, playerIndex))
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{
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return SelectAmmo(config.projectileType, playerIndex);
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}
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}
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// Fallback: select default even if on cooldown (shouldn't happen in normal gameplay)
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Logging.Warning($"[AmmunitionManager] Player {playerIndex}: No ammo available! Falling back to default.");
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_playerStates[playerIndex].SelectedAmmo = defaultProjectileType;
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OnAmmoSelected?.Invoke(defaultProjectileType, playerIndex);
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return false;
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}
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/// <summary>
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/// Get currently selected projectile type for a specific player
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/// </summary>
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@@ -1,5 +1,4 @@
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using AppleHills.Core.Settings;
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using Core;
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using Core;
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using Core.Settings;
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using Minigames.FortFight.Data;
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using Minigames.FortFight.Projectiles;
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@@ -13,14 +12,14 @@ namespace Minigames.FortFight.Core
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/// </summary>
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public class ProjectileTurnAction
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{
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private SlingshotController slingshot;
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private AmmunitionManager ammoManager;
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private CameraController cameraController;
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private int playerIndex;
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private ProjectileBase activeProjectile;
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private bool launchComplete = false;
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private bool projectileSettled = false;
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private float settleTimer = 0f;
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private SlingshotController _slingshot;
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private AmmunitionManager _ammoManager;
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private CameraController _cameraController;
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private int _playerIndex;
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private ProjectileBase _activeProjectile;
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private bool _launchComplete = false;
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private bool _projectileSettled = false;
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private float _settleTimer = 0f;
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private IFortFightSettings _cachedSettings;
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private IFortFightSettings CachedSettings
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@@ -35,14 +34,14 @@ namespace Minigames.FortFight.Core
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}
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}
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public bool IsComplete => projectileSettled;
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public bool IsComplete => _projectileSettled;
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public ProjectileTurnAction(SlingshotController slingshot, AmmunitionManager ammoManager, CameraController cameraController, int playerIndex)
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{
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this.slingshot = slingshot;
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this.ammoManager = ammoManager;
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this.cameraController = cameraController;
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this.playerIndex = playerIndex;
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this._slingshot = slingshot;
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this._ammoManager = ammoManager;
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this._cameraController = cameraController;
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this._playerIndex = playerIndex;
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}
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/// <summary>
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@@ -53,12 +52,12 @@ namespace Minigames.FortFight.Core
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Logging.Debug("[ProjectileTurnAction] Executing - enabling slingshot");
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// Enable slingshot
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if (slingshot != null)
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if (_slingshot != null)
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{
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slingshot.Enable();
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_slingshot.Enable();
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// Subscribe to launch event
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slingshot.OnProjectileLaunched += HandleProjectileLaunched;
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_slingshot.OnProjectileLaunched += HandleProjectileLaunched;
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}
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}
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@@ -67,28 +66,28 @@ namespace Minigames.FortFight.Core
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/// </summary>
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public void Update()
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{
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if (!launchComplete) return;
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if (!_launchComplete) return;
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// Check if projectile is destroyed or stopped
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if (activeProjectile == null)
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if (_activeProjectile == null)
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{
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// Projectile destroyed - start settle timer
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if (settleTimer == 0f)
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if (_settleTimer == 0f)
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{
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Logging.Debug("[ProjectileTurnAction] Projectile destroyed - starting settle timer");
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}
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settleTimer += Time.deltaTime;
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_settleTimer += Time.deltaTime;
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float settleDelay = CachedSettings?.ProjectileSettleDelay ?? 2.5f;
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if (settleTimer >= settleDelay)
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if (_settleTimer >= settleDelay)
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{
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projectileSettled = true;
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_projectileSettled = true;
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// Stop camera tracking when projectile settles
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if (cameraController != null)
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if (_cameraController != null)
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{
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cameraController.StopFollowingProjectile();
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_cameraController.StopFollowingProjectile();
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}
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Logging.Debug("[ProjectileTurnAction] Turn action complete");
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@@ -97,20 +96,20 @@ namespace Minigames.FortFight.Core
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else
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{
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// Check if projectile has stopped moving
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Rigidbody2D rb = activeProjectile.GetComponent<Rigidbody2D>();
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Rigidbody2D rb = _activeProjectile.GetComponent<Rigidbody2D>();
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if (rb != null && rb.linearVelocity.magnitude < 0.5f)
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{
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settleTimer += Time.deltaTime;
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_settleTimer += Time.deltaTime;
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float settleDelay = CachedSettings?.ProjectileSettleDelay ?? 2.5f;
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if (settleTimer >= settleDelay)
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if (_settleTimer >= settleDelay)
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{
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projectileSettled = true;
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_projectileSettled = true;
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// Stop camera tracking when projectile settles
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if (cameraController != null)
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if (_cameraController != null)
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{
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cameraController.StopFollowingProjectile();
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_cameraController.StopFollowingProjectile();
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}
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Logging.Debug("[ProjectileTurnAction] Projectile settled - turn action complete");
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@@ -119,7 +118,7 @@ namespace Minigames.FortFight.Core
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else
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{
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// Reset settle timer if still moving
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settleTimer = 0f;
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_settleTimer = 0f;
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}
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}
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}
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@@ -129,10 +128,10 @@ namespace Minigames.FortFight.Core
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/// </summary>
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public void Cancel()
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{
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if (slingshot != null)
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if (_slingshot != null)
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{
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slingshot.Disable();
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slingshot.OnProjectileLaunched -= HandleProjectileLaunched;
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_slingshot.Disable();
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_slingshot.OnProjectileLaunched -= HandleProjectileLaunched;
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}
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}
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@@ -140,26 +139,47 @@ namespace Minigames.FortFight.Core
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{
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Logging.Debug($"[ProjectileTurnAction] Projectile launched: {projectile.gameObject.name}");
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launchComplete = true;
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activeProjectile = projectile;
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_launchComplete = true;
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_activeProjectile = projectile;
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// Disable slingshot after launch
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if (slingshot != null)
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if (_slingshot != null)
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{
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slingshot.Disable();
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_slingshot.Disable();
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}
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// Trigger cooldown for used ammo for this player
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if (ammoManager != null)
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if (_ammoManager != null)
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{
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ProjectileType usedAmmoType = ammoManager.GetSelectedAmmoType(playerIndex);
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ammoManager.UseAmmo(usedAmmoType, playerIndex);
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ProjectileType usedAmmoType = _ammoManager.GetSelectedAmmoType(_playerIndex);
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_ammoManager.UseAmmo(usedAmmoType, _playerIndex);
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}
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// Check if this is a TrashBag projectile to handle explosion tracking
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var trashBag = projectile as TrashBagProjectile;
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if (trashBag != null)
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{
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trashBag.OnTrashPiecesSpawned += HandleTrashPiecesSpawned;
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}
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// Start camera tracking the projectile
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if (cameraController != null && projectile != null)
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if (_cameraController != null && projectile != null)
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{
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cameraController.StartFollowingProjectile(projectile.transform);
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_cameraController.StartFollowingProjectile(projectile.transform);
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}
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}
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/// <summary>
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/// Handle trash bag explosion - switch camera to follow a trash piece
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/// </summary>
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private void HandleTrashPiecesSpawned(Transform trashPiece)
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{
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if (trashPiece != null && _cameraController != null)
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{
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Logging.Debug($"[ProjectileTurnAction] TrashBag exploded - switching camera to trash piece");
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_cameraController.StartFollowingProjectile(trashPiece);
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// The turn will complete when the trash piece settles (using existing settle logic)
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}
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}
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}
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@@ -210,9 +210,12 @@ namespace Minigames.FortFight.Core
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// Set slingshot owner (used for projectile ownership tracking)
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activeSlingshot.SetOwner(_currentPlayer.PlayerIndex, _currentPlayer.IsAI);
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// Set current ammo on slingshot for this player
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// Reset ammo selection to first available weapon at start of turn
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if (AmmunitionManager.Instance != null)
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{
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AmmunitionManager.Instance.SelectFirstAvailableAmmo(_currentPlayer.PlayerIndex);
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// Set the selected ammo on slingshot
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ProjectileConfig currentAmmo = AmmunitionManager.Instance.GetSelectedAmmoConfig(_currentPlayer.PlayerIndex);
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if (currentAmmo != null)
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{
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@@ -1,8 +1,10 @@
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using System.Collections;
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using System;
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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 Input;
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using UnityEngine;
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using Random = UnityEngine.Random;
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namespace Minigames.FortFight.Projectiles
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{
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@@ -23,6 +25,12 @@ namespace Minigames.FortFight.Projectiles
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private bool inputEnabled = false;
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private bool hasExploded = false;
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/// <summary>
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/// Fired when trash bag explodes and spawns pieces.
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/// Parameters: (Transform trashPieceToFollow) - a piece for camera to follow
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/// </summary>
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public event Action<Transform> OnTrashPiecesSpawned;
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public override void Launch(Vector2 direction, float force)
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{
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base.Launch(direction, force);
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@@ -145,13 +153,14 @@ namespace Minigames.FortFight.Projectiles
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/// <summary>
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/// Spawn multiple trash pieces in a cone away from the hit surface.
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/// Uses hit normal + projectile momentum for realistic splash effect.
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/// Returns the first spawned trash piece for camera tracking.
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/// </summary>
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private void SpawnTrashPieces(Vector2 impactPoint, Vector2 hitNormal)
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private Transform SpawnTrashPieces(Vector2 impactPoint, Vector2 hitNormal)
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{
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if (trashPiecePrefab == null)
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{
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Logging.Warning("[TrashBagProjectile] No trash piece prefab assigned!");
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return;
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return null;
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}
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// Get settings
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@@ -175,6 +184,8 @@ namespace Minigames.FortFight.Projectiles
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// 70% normal (splash away from surface) + 30% reflection (maintain some momentum direction)
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Vector2 baseDirection = (hitNormal * 0.7f + reflectDirection * 0.3f).normalized;
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Transform firstPiece = null;
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// Spawn pieces in a cone around the base direction
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for (int i = 0; i < pieceCount; i++)
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{
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@@ -189,6 +200,12 @@ namespace Minigames.FortFight.Projectiles
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Vector2 spawnOffset = pieceDirection * 0.2f; // Small offset to prevent clipping
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GameObject piece = Instantiate(trashPiecePrefab, (Vector2)impactPoint + spawnOffset, Quaternion.identity);
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// Store first piece for camera tracking
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if (i == 0 && piece != null)
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{
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firstPiece = piece.transform;
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}
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// Setup trash piece physics
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Rigidbody2D pieceRb = piece.GetComponent<Rigidbody2D>();
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if (pieceRb != null)
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@@ -203,6 +220,14 @@ namespace Minigames.FortFight.Projectiles
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Logging.Debug($"[TrashBagProjectile] Spawned trash piece {i} in direction {pieceDirection}");
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}
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// Fire event with first piece for camera tracking
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if (firstPiece != null)
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{
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OnTrashPiecesSpawned?.Invoke(firstPiece);
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}
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return firstPiece;
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}
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#region ITouchInputConsumer Implementation
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