Valentine Notes Dlivery game flow changes and improvements.

This commit is contained in:
Michal Pikulski
2025-12-17 00:55:47 +01:00
parent 6133caec53
commit c6d2ca4e5c
11 changed files with 1095 additions and 412 deletions

View File

@@ -24,3 +24,25 @@ MonoBehaviour:
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m_PostInfinity: 0
m_RotationOrder: 0
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To: TargetCamera
Blend:
Style: 6
Time: 3
CustomCurve:
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m_PostInfinity: 0
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To: '**ANY CAMERA**'
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Style: 1
Time: 1
CustomCurve:
serializedVersion: 2
m_Curve: []
m_PreInfinity: 0
m_PostInfinity: 0
m_RotationOrder: 0

View File

@@ -788,8 +788,11 @@ MonoBehaviour:
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inactivePriority: 10
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Iso: 200
ShutterSpeed: 0.005
Aperture: 16
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View File

@@ -1,12 +1,12 @@
using UnityEngine;
using Core;
using Core.Lifecycle;
using UnityEngine.Playables;
using Input;
using Unity.Cinemachine;
using UnityEngine;
using UnityEngine.Playables;
public class LevelIntroDirector : ManagedBehaviour
namespace Cinematics
{
public class LevelIntroDirector : ManagedBehaviour
{
public bool playOnSceneReady;
[HideInInspector]
@@ -38,4 +38,5 @@ public class LevelIntroDirector : ManagedBehaviour
InputManager.Instance.SetInputMode(InputMode.InputDisabled);
}
}
}

View File

@@ -49,6 +49,10 @@ namespace Common.Camera
[Tooltip("Priority for the active camera")]
[SerializeField] protected int activePriority = 20;
[Header("Cinemachine Brain")]
[Tooltip("CinemachineBrain for blend detection (auto-finds if null)")]
[SerializeField] protected CinemachineBrain cinemachineBrain;
[Header("Debug")]
[SerializeField] protected bool showDebugLogs = false;
@@ -60,6 +64,11 @@ namespace Common.Camera
private TState _currentState;
private bool _isInitialized = false;
// Event-driven blend tracking
private CinemachineCamera _pendingBlendTarget;
private bool _isBlendComplete;
private Action _pendingBlendCallback;
public TState CurrentState => _currentState;
#endregion
@@ -71,6 +80,11 @@ namespace Common.Camera
/// </summary>
public event Action<TState, TState> OnStateChanged;
/// <summary>
/// Fired when camera blend completes after state switch
/// </summary>
public event Action OnBlendComplete;
#endregion
#region Lifecycle
@@ -84,6 +98,17 @@ namespace Common.Camera
{
base.OnManagedAwake();
// Auto-find CinemachineBrain if not assigned
if (cinemachineBrain == null)
{
cinemachineBrain = UnityEngine.Camera.main?.GetComponent<CinemachineBrain>();
if (cinemachineBrain == null && showDebugLogs)
{
Logging.Warning($"[{GetType().Name}] CinemachineBrain not found. Blend tracking will be unavailable.");
}
}
// Initialize cameras from Inspector mappings
InitializeCameraMap();
@@ -91,6 +116,35 @@ namespace Common.Camera
ValidateCameras();
}
/// <summary>
/// Subscribe to Cinemachine events on enable
/// </summary>
private void OnEnable()
{
// Subscribe to Cinemachine global events
CinemachineCore.BlendFinishedEvent.AddListener(OnBlendFinished);
CinemachineCore.CameraActivatedEvent.AddListener(OnCameraActivated);
if (showDebugLogs)
Logging.Debug($"[{GetType().Name}] Subscribed to Cinemachine events");
}
/// <summary>
/// Unsubscribe from Cinemachine events on disable
/// </summary>
private void OnDisable()
{
// Unsubscribe from Cinemachine events to prevent memory leaks
CinemachineCore.BlendFinishedEvent.RemoveListener(OnBlendFinished);
CinemachineCore.CameraActivatedEvent.RemoveListener(OnCameraActivated);
// Clear any pending callbacks
_pendingBlendCallback = null;
if (showDebugLogs)
Logging.Debug($"[{GetType().Name}] Unsubscribed from Cinemachine events");
}
#endregion
#region Initialization
@@ -229,6 +283,115 @@ namespace Common.Camera
return _cameraMap.ContainsKey(state);
}
/// <summary>
/// Blend to a state and wait asynchronously (coroutine).
/// Yields until Cinemachine blend event fires. Event-driven, no polling.
/// Use this when you need to wait for the blend to complete before continuing.
/// </summary>
public System.Collections.IEnumerator BlendToStateAsync(TState newState)
{
// Reset completion flag
_isBlendComplete = false;
// Set pending target camera
if (!_cameraMap.TryGetValue(newState, out _pendingBlendTarget))
{
Logging.Error($"[{GetType().Name}] No camera for state {newState}");
yield break;
}
// Switch camera state (triggers blend)
SwitchToState(newState);
// Fallback: if no brain, complete immediately
if (cinemachineBrain == null)
{
if (showDebugLogs)
Logging.Warning($"[{GetType().Name}] No brain, completing blend immediately");
yield break;
}
// Wait for event to fire (event handlers set _isBlendComplete = true)
yield return new WaitUntil(() => _isBlendComplete);
if (showDebugLogs)
Logging.Debug($"[{GetType().Name}] Blend to {newState} completed (event-driven)");
}
/// <summary>
/// Blend to a state with callback invoked on completion.
/// Callback fires when Cinemachine blend event fires. Event-driven, no polling.
/// Use this when you want to perform an action after the blend completes.
/// </summary>
public void BlendToState(TState newState, Action onComplete)
{
// Set pending target camera
if (!_cameraMap.TryGetValue(newState, out _pendingBlendTarget))
{
Logging.Error($"[{GetType().Name}] No camera for state {newState}");
onComplete?.Invoke(); // Still invoke to prevent hanging
return;
}
// Store callback
_pendingBlendCallback = onComplete;
// Switch camera state (triggers blend)
SwitchToState(newState);
// Fallback: if no brain, invoke callback immediately
if (cinemachineBrain == null)
{
if (showDebugLogs)
Logging.Warning($"[{GetType().Name}] No brain, invoking callback immediately");
CompleteBlend();
}
// Event handlers will invoke callback when blend finishes
}
#endregion
#region Event Handlers
/// <summary>
/// Called when Cinemachine finishes a blend (non-zero length blends)
/// </summary>
private void OnBlendFinished(ICinemachineMixer mixer, ICinemachineCamera cam)
{
// Filter: only respond to blends from our brain to our expected camera
if (mixer == cinemachineBrain && cam == _pendingBlendTarget)
{
CompleteBlend();
}
}
/// <summary>
/// Called when Cinemachine activates a camera (handles instant cuts)
/// </summary>
private void OnCameraActivated(ICinemachineCamera.ActivationEventParams evt)
{
// Filter: only respond to cuts from our brain to our expected camera
if (evt.Origin == cinemachineBrain && evt.IncomingCamera == _pendingBlendTarget && evt.IsCut)
{
CompleteBlend();
}
}
/// <summary>
/// Mark blend as complete and fire callbacks
/// </summary>
private void CompleteBlend()
{
_isBlendComplete = true;
_pendingBlendCallback?.Invoke();
_pendingBlendCallback = null;
OnBlendComplete?.Invoke();
if (showDebugLogs)
Logging.Debug($"[{GetType().Name}] Blend completed, callbacks invoked");
}
#endregion
#region Validation

View File

@@ -332,8 +332,11 @@ namespace Core.Settings
float IntroDuration { get; }
float PersonIntroDuration { get; }
float EvaluationDuration { get; }
float TargetFlybyLingerDuration { get; }
float TargetFlybyCameraBlendTime { get; }
// Spawn System
float PreSpawnBeyondTargetDistance { get; }
float TargetMinDistance { get; }
float TargetMaxDistance { get; }
float ObjectSpawnMinDistance { get; } // Min distance between spawned objects

View File

@@ -114,6 +114,30 @@ namespace Minigames.Airplane.Core
if (showDebugLogs) Logging.Debug("[AirplaneCameraManager] Stopped following airplane");
}
/// <summary>
/// Set the target flyby camera to track the target's position
/// </summary>
public void SetTargetFlybyTracking(Transform targetTransform)
{
var flybyCamera = GetCamera(AirplaneCameraState.TargetFlyby);
if (flybyCamera == null)
{
Logging.Warning("[AirplaneCameraManager] Cannot set flyby tracking - TargetFlyby camera not assigned!");
return;
}
if (targetTransform == null)
{
Logging.Warning("[AirplaneCameraManager] Cannot set flyby tracking - target transform is null!");
return;
}
// Set the tracking target on the flyby camera
flybyCamera.Target.TrackingTarget = targetTransform;
if (showDebugLogs) Logging.Debug($"[AirplaneCameraManager] TargetFlyby camera now tracking: {targetTransform.gameObject.name}");
}
#endregion
}
}

View File

@@ -66,7 +66,7 @@ namespace Minigames.Airplane.Core
#region State
private AirplaneGameState _currentState = AirplaneGameState.AirplaneSelection;
private AirplaneGameState _currentState = AirplaneGameState.Intro;
private Person _currentPerson;
private Person _previousPerson;
private AirplaneController _currentAirplane;
@@ -74,7 +74,7 @@ namespace Minigames.Airplane.Core
private int _successCount;
private int _failCount;
private int _totalTurns;
private AirplaneAbilityType _selectedAirplaneType;
private IAirplaneSettings _cachedSettings;
public AirplaneGameState CurrentState => _currentState;
public Person CurrentPerson => _currentPerson;
@@ -98,6 +98,13 @@ namespace Minigames.Airplane.Core
}
_instance = this;
// Cache settings for performance
_cachedSettings = GameManager.GetSettingsObject<IAirplaneSettings>();
if (_cachedSettings == null)
{
Logging.Error("[AirplaneGameManager] Failed to load IAirplaneSettings!");
}
// Validate references
ValidateReferences();
}
@@ -216,74 +223,43 @@ namespace Minigames.Airplane.Core
{
if (showDebugLogs) Logging.Debug("[AirplaneGameManager] ===== GAME STARTING =====");
// Start with intro camera blend, THEN show selection UI
StartCoroutine(IntroSequence());
}
#endregion
#region Turn Type Helpers
/// <summary>
/// Airplane selection sequence: show selection UI, wait for player choice
/// Called AFTER intro camera blend
/// Check if this is the first turn of the game
/// </summary>
private IEnumerator AirplaneSelectionSequence()
private bool IsFirstTurn()
{
ChangeState(AirplaneGameState.AirplaneSelection);
if (showDebugLogs) Logging.Debug("[AirplaneGameManager] === AIRPLANE SELECTION STARTING ===");
// Show selection UI
if (selectionUI != null)
{
if (showDebugLogs)
{
Logging.Debug($"[AirplaneGameManager] SelectionUI found! GameObject: {selectionUI.gameObject.name}, Active: {selectionUI.gameObject.activeSelf}");
}
selectionUI.Show();
if (showDebugLogs)
{
Logging.Debug($"[AirplaneGameManager] Called selectionUI.Show(). GameObject now active: {selectionUI.gameObject.activeSelf}");
}
// Wait for player to select and confirm
yield return new WaitUntil(() => selectionUI.HasSelectedType);
_selectedAirplaneType = selectionUI.GetSelectedType();
selectionUI.Hide();
if (showDebugLogs)
{
Logging.Debug($"[AirplaneGameManager] Selected airplane: {_selectedAirplaneType}");
}
}
else
{
Logging.Warning("[AirplaneGameManager] ⚠️ selectionUI is NULL! Cannot show selection UI. Check Inspector.");
Logging.Warning("[AirplaneGameManager] Using default airplane type from settings as fallback.");
// Fallback: use default type from settings
var settings = GameManager.GetSettingsObject<IAirplaneSettings>();
if (settings != null)
{
_selectedAirplaneType = settings.DefaultAirplaneType;
if (showDebugLogs)
{
Logging.Debug($"[AirplaneGameManager] No selection UI, using default: {_selectedAirplaneType}");
}
}
else
{
_selectedAirplaneType = AirplaneAbilityType.Jet; // Ultimate fallback
}
}
// Continue with hellos after selection
yield return StartCoroutine(IntroHellosSequence());
return _totalTurns == 0;
}
/// <summary>
/// Intro sequence: blend to intro camera, THEN show airplane selection
/// Check if this is a new person (different from previous)
/// </summary>
private bool IsNewPerson()
{
return _previousPerson != _currentPerson;
}
/// <summary>
/// Check if this is a retry turn (same person as previous)
/// </summary>
private bool IsRetryTurn()
{
return !IsNewPerson() && _previousPerson != null;
}
#endregion
#region Flow: Intro Sequence
/// <summary>
/// Initial intro sequence: blend to intro camera, introduce all people (stub), then start new person flow
/// </summary>
private IEnumerator IntroSequence()
{
@@ -291,116 +267,50 @@ namespace Minigames.Airplane.Core
if (showDebugLogs) Logging.Debug("[AirplaneGameManager] Playing intro sequence...");
// 1. Blend to intro camera
// 1. Blend to intro camera and wait for blend to complete
if (cameraManager != null)
{
cameraManager.SwitchToState(AirplaneCameraState.Intro);
yield return new WaitForSeconds(0.5f); // Camera blend time
yield return StartCoroutine(cameraManager.BlendToStateAsync(AirplaneCameraState.Intro));
}
if (showDebugLogs) Logging.Debug("[AirplaneGameManager] Intro camera ready. Now showing airplane selection...");
// 2. Introduce all people (stub for now)
yield return StartCoroutine(IntroduceAllPeople());
// 2. Show airplane selection UI and wait for player choice
yield return StartCoroutine(AirplaneSelectionSequence());
if (showDebugLogs) Logging.Debug("[AirplaneGameManager] Intro complete, moving to first person...");
// 3. Start first person flow
yield return StartCoroutine(ExecuteNewPersonFlow());
}
/// <summary>
/// Hellos sequence: all people greet, then blend to aiming camera
/// Called AFTER airplane selection is complete
/// Stub: All people say hello animation. Empty for now.
/// </summary>
private IEnumerator IntroHellosSequence()
private IEnumerator IntroduceAllPeople()
{
if (showDebugLogs) Logging.Debug("[AirplaneGameManager] Starting hellos sequence...");
// 1. Iterate over each person and allow them to say their hellos
if (personQueue != null && personQueue.HasMorePeople())
{
if (showDebugLogs) Logging.Debug("[AirplaneGameManager] Introducing all people...");
// Get all people from queue without removing them
var allPeople = personQueue.GetAllPeople();
foreach (var person in allPeople)
{
if (person != null)
{
// Wait for each person's greeting to complete
yield return StartCoroutine(person.OnHello());
}
// TODO: All people say hello animation
if (showDebugLogs) Logging.Debug("[AirplaneGameManager] (Stub) All people introduction");
yield return null;
}
if (showDebugLogs) Logging.Debug("[AirplaneGameManager] All introductions complete");
}
#endregion
// 2. Blend to aiming camera (first person's turn will start)
if (cameraManager != null)
{
cameraManager.SwitchToState(AirplaneCameraState.Aiming);
yield return new WaitForSeconds(0.5f); // Camera blend time
}
if (showDebugLogs) Logging.Debug("[AirplaneGameManager] Intro complete");
// Move to first person's turn
StartCoroutine(SetupNextPerson());
}
#region Flow: New Person Flow
/// <summary>
/// Setup the next person's turn
/// New Person Flow: Executed for first person or after successful hit.
/// Steps: Pop person → Introduce → Prepare level → Flyby → Select airplane → Aim → Shoot
/// </summary>
private IEnumerator SetupNextPerson()
private IEnumerator ExecuteNewPersonFlow()
{
// Check if there are more people
if (personQueue == null || !personQueue.HasMorePeople())
{
if (showDebugLogs) Logging.Debug("[AirplaneGameManager] No more people, ending game");
StartCoroutine(GameOver());
yield return StartCoroutine(GameOver());
yield break;
}
ChangeState(AirplaneGameState.NextPerson);
// If this is NOT the first turn, handle post-shot reaction
if (_currentPerson != null)
{
// Switch to next person camera for reaction/transition
if (cameraManager != null)
{
cameraManager.SwitchToState(AirplaneCameraState.NextPerson);
// Wait for camera blend to complete before cleanup and reaction
yield return new WaitForSeconds(0.5f); // Camera blend time
}
// NOW cleanup spawned objects after camera has blended (camera shows scene before cleanup)
if (spawnManager != null)
{
if (_lastShotHit)
{
// Success: Full cleanup - destroy all spawned objects and target
spawnManager.CleanupSpawnedObjects();
if (showDebugLogs)
{
Logging.Debug("[AirplaneGameManager] Cleaned up spawned objects after successful shot");
}
}
else
{
// Failure: Keep spawned objects for retry, just reset tracking state
spawnManager.ResetForRetry();
if (showDebugLogs)
{
Logging.Debug("[AirplaneGameManager] Kept spawned objects for retry after miss");
}
}
}
// Handle the previous person's reaction (celebrate/disappointment), removal (if hit), and shuffle
yield return StartCoroutine(personQueue.HandlePostShotReaction(_lastShotHit));
}
// Get the next person (now at front of queue after potential removal)
// Pop next person from queue
_previousPerson = _currentPerson;
_currentPerson = personQueue.PopNextPerson();
_totalTurns++;
@@ -411,76 +321,308 @@ namespace Minigames.Airplane.Core
yield break;
}
// Check if this is a NEW person (different from previous) or a retry (same person)
bool isNewPerson = _previousPerson != _currentPerson;
if (showDebugLogs)
{
string turnType = isNewPerson ? "NEW PERSON" : "RETRY";
Logging.Debug($"[AirplaneGameManager] === Turn {_totalTurns}: {_currentPerson.PersonName} ({turnType}) ===" +
Logging.Debug($"[AirplaneGameManager] === NEW PERSON FLOW: Turn {_totalTurns}: {_currentPerson.PersonName} ===" +
$"\n Target: {_currentPerson.TargetName}");
}
OnPersonStartTurn?.Invoke(_currentPerson);
// Only introduce if this is a NEW person
if (isNewPerson && _previousPerson != null)
{
// Switching to a new person (after success) - they say hello
yield return StartCoroutine(personQueue.IntroduceNextPerson());
// 1. Introduce this person
yield return StartCoroutine(IntroducePerson());
// 2. Prepare level (spawn objects, target)
yield return StartCoroutine(PrepareLevel());
// 3. Execute target flyby
yield return StartCoroutine(ExecuteTargetFlyby());
// 4. Select airplane
AirplaneAbilityType selectedType = AirplaneAbilityType.None;
yield return StartCoroutine(SelectAirplane((type) => selectedType = type));
// 5. Enter aiming state with selected airplane
EnterAimingState(selectedType);
// Flow continues to shot → evaluation → routing
}
else if (_previousPerson == null)
#endregion
#region Flow: Repeat Shot Flow
/// <summary>
/// Repeat Shot Flow: Executed when same person retries after missing.
/// Steps: Brief camera → React (disappointed) → Select airplane → Aim → Shoot
/// </summary>
private IEnumerator ExecuteRepeatShotFlow()
{
// First turn - they already said hello during intro, just brief camera pause
if (showDebugLogs)
{
Logging.Debug($"[AirplaneGameManager] === REPEAT SHOT FLOW: Turn {_totalTurns}: {_currentPerson.PersonName} (RETRY) ===" +
$"\n Target: {_currentPerson.TargetName}");
}
_totalTurns++;
OnPersonStartTurn?.Invoke(_currentPerson);
// 1. Switch to next person camera briefly and wait for blend
if (cameraManager != null)
{
cameraManager.SwitchToState(AirplaneCameraState.NextPerson);
yield return new WaitForSeconds(0.5f);
yield return StartCoroutine(cameraManager.BlendToStateAsync(AirplaneCameraState.NextPerson));
}
}
// else: Same person retry (after failure) - skip introduction, go straight to aiming
// Initialize spawn manager for this person's target
// 2. Play person reaction (disappointment)
yield return StartCoroutine(PlayPersonReaction(false));
// 3. Reset spawn manager for retry (keeps spawned objects)
if (spawnManager != null)
{
// Pass retry flag: true if same person, false if new person
bool isRetry = !isNewPerson;
spawnManager.InitializeForGame(_currentPerson.TargetName, isRetry);
spawnManager.ResetForRetry();
if (showDebugLogs)
{
Logging.Debug("[AirplaneGameManager] Kept spawned objects for retry");
}
}
// Queue done - continue game flow
// 4. Select airplane (new choice for this shot)
AirplaneAbilityType selectedType = AirplaneAbilityType.None;
yield return StartCoroutine(SelectAirplane((type) => selectedType = type));
// 5. Enter aiming state with selected airplane
EnterAimingState(selectedType);
// Flow continues to shot → evaluation → routing
}
#endregion
#region Flow: Person Shuffle Flow
/// <summary>
/// Person Shuffle Flow: Executed after successful hit.
/// Steps: Camera → React (celebrate) → Advance queue → Cleanup → Next person or game over
/// </summary>
private IEnumerator ExecutePersonShuffleFlow()
{
if (showDebugLogs) Logging.Debug("[AirplaneGameManager] === PERSON SHUFFLE FLOW ===");
// 1. Switch to next person camera and wait for blend
if (cameraManager != null)
{
yield return StartCoroutine(cameraManager.BlendToStateAsync(AirplaneCameraState.NextPerson));
}
// 2. Play person reaction (celebration)
yield return StartCoroutine(PlayPersonReaction(true));
// 3. Advance queue (remove person, shuffle)
if (personQueue != null)
{
yield return StartCoroutine(personQueue.AdvanceQueue(true));
}
// 4. Cleanup level (destroy all spawned objects)
if (spawnManager != null)
{
spawnManager.CleanupLevel(true);
if (showDebugLogs)
{
Logging.Debug("[AirplaneGameManager] Cleaned up spawned objects after success");
}
}
// 5. Check if more people, then continue to new person flow or game over
if (personQueue != null && personQueue.HasMorePeople())
{
yield return StartCoroutine(ExecuteNewPersonFlow());
}
else
{
yield return StartCoroutine(GameOver());
}
}
#endregion
#region Phase Methods
/// <summary>
/// Phase: Introduce current person
/// </summary>
private IEnumerator IntroducePerson()
{
ChangeState(AirplaneGameState.NextPerson);
if (showDebugLogs) Logging.Debug($"[AirplaneGameManager] Introducing {_currentPerson.PersonName}...");
// Blend to next person camera if not already there
// (Person shuffle flow already blends to NextPerson, so might already be there)
if (cameraManager != null && cameraManager.CurrentState != AirplaneCameraState.NextPerson)
{
if (showDebugLogs) Logging.Debug("[AirplaneGameManager] Blending to NextPerson camera...");
yield return StartCoroutine(cameraManager.BlendToStateAsync(AirplaneCameraState.NextPerson));
if (showDebugLogs) Logging.Debug("[AirplaneGameManager] Blend to NextPerson complete");
}
else if (showDebugLogs)
{
Logging.Debug("[AirplaneGameManager] Already on NextPerson camera, skipping blend");
}
// Person says hello
if (showDebugLogs) Logging.Debug($"[AirplaneGameManager] Calling OnHello for {_currentPerson.PersonName}...");
yield return StartCoroutine(_currentPerson.OnHello());
if (showDebugLogs) Logging.Debug($"[AirplaneGameManager] OnHello complete for {_currentPerson.PersonName}");
if (showDebugLogs) Logging.Debug("[AirplaneGameManager] Introduction complete");
}
/// <summary>
/// Phase: Prepare level (spawn ground, objects, target)
/// </summary>
private IEnumerator PrepareLevel()
{
if (showDebugLogs) Logging.Debug("[AirplaneGameManager] Preparing level...");
if (spawnManager == null)
{
Logging.Error("[AirplaneGameManager] Cannot prepare level - spawn manager not assigned!");
yield break;
}
// Initialize spawn manager with new target
spawnManager.InitializeForGame(_currentPerson.TargetName, isRetry: false);
// Pre-spawn entire level
spawnManager.PreSpawnLevelToTarget();
// Set flyby camera tracking on spawned target
if (cameraManager != null)
{
Transform targetTransform = spawnManager.GetSpawnedTargetTransform();
if (targetTransform != null)
{
cameraManager.SetTargetFlybyTracking(targetTransform);
if (showDebugLogs)
{
Logging.Debug("[AirplaneGameManager] Target camera now tracking spawned target");
}
}
}
// Set expected target for validator
if (targetValidator != null)
{
targetValidator.SetExpectedTarget(_currentPerson.TargetName);
}
// Enter aiming state
EnterAimingState();
if (showDebugLogs) Logging.Debug("[AirplaneGameManager] Level preparation complete");
yield return null;
}
/// <summary>
/// Enter aiming state - player can aim and launch
/// Phase: Select airplane type (shows UI, waits for player choice)
/// Blends to Aiming camera if not already there (needed for repeat shot flow)
/// </summary>
private void EnterAimingState()
private IEnumerator SelectAirplane(Action<AirplaneAbilityType> onSelected)
{
ChangeState(AirplaneGameState.AirplaneSelection);
if (showDebugLogs) Logging.Debug("[AirplaneGameManager] === AIRPLANE SELECTION ===");
// Blend to aiming camera if not already there
// (New person flow: already on Aiming from flyby; Repeat shot flow: on NextPerson, needs blend)
if (cameraManager != null && cameraManager.CurrentState != AirplaneCameraState.Aiming)
{
if (showDebugLogs) Logging.Debug("[AirplaneGameManager] Blending to Aiming camera...");
yield return StartCoroutine(cameraManager.BlendToStateAsync(AirplaneCameraState.Aiming));
}
else if (showDebugLogs)
{
Logging.Debug("[AirplaneGameManager] Already on Aiming camera, skipping blend");
}
AirplaneAbilityType selectedType = AirplaneAbilityType.None;
// Show selection UI
if (selectionUI != null)
{
selectionUI.Show();
// Wait for player to select and confirm
yield return new WaitUntil(() => selectionUI.HasSelectedType);
selectedType = selectionUI.GetSelectedType();
selectionUI.Hide();
if (showDebugLogs)
{
Logging.Debug($"[AirplaneGameManager] Selected airplane: {selectedType}");
}
}
else
{
Logging.Warning("[AirplaneGameManager] SelectionUI not assigned! Using default airplane type.");
// Fallback: use default type from settings
if (_cachedSettings != null)
{
selectedType = _cachedSettings.DefaultAirplaneType;
}
else
{
selectedType = AirplaneAbilityType.Jet; // Ultimate fallback
}
if (showDebugLogs)
{
Logging.Debug($"[AirplaneGameManager] No selection UI, using default: {selectedType}");
}
}
onSelected?.Invoke(selectedType);
}
/// <summary>
/// Phase: Play person reaction animation
/// </summary>
private IEnumerator PlayPersonReaction(bool success)
{
if (personQueue == null || _currentPerson == null)
{
yield break;
}
if (showDebugLogs)
{
Logging.Debug($"[AirplaneGameManager] Playing {_currentPerson.PersonName} reaction (success={success})");
}
yield return StartCoroutine(personQueue.PlayPersonReaction(success));
}
/// <summary>
/// Enter aiming state - player can aim and launch with selected airplane type
/// Camera should already be on Aiming state from SelectAirplane phase
/// </summary>
private void EnterAimingState(AirplaneAbilityType selectedType)
{
ChangeState(AirplaneGameState.Aiming);
if (showDebugLogs) Logging.Debug("[AirplaneGameManager] Ready to aim and launch!");
// Switch to aiming camera
if (cameraManager != null)
{
cameraManager.SwitchToState(AirplaneCameraState.Aiming);
}
// Spawn airplane at slingshot with selected type
if (launchController != null && _selectedAirplaneType != AirplaneAbilityType.None)
if (launchController != null && selectedType != AirplaneAbilityType.None)
{
launchController.SetAirplaneType(_selectedAirplaneType);
launchController.SetAirplaneType(selectedType);
if (showDebugLogs)
{
Logging.Debug($"[AirplaneGameManager] Spawned airplane at slingshot: {_selectedAirplaneType}");
Logging.Debug($"[AirplaneGameManager] Spawned airplane at slingshot: {selectedType}");
}
}
@@ -499,6 +641,45 @@ namespace Minigames.Airplane.Core
#endregion
#region Flyby Sequence
/// <summary>
/// Execute cinematic flyby of the target location.
/// Switches to TargetFlyby camera, waits for blend, lingers, then returns to Aiming camera.
/// </summary>
private IEnumerator ExecuteTargetFlyby()
{
if (showDebugLogs) Logging.Debug("[AirplaneGameManager] Starting target flyby sequence...");
if (cameraManager == null)
{
Logging.Warning("[AirplaneGameManager] Cannot execute flyby - camera manager not assigned!");
yield break;
}
if (_cachedSettings == null)
{
Logging.Warning("[AirplaneGameManager] Cannot execute flyby - settings not available!");
yield break;
}
// 1. Blend to TargetFlyby camera and wait for blend to complete
yield return StartCoroutine(cameraManager.BlendToStateAsync(AirplaneCameraState.TargetFlyby));
if (showDebugLogs) Logging.Debug("[AirplaneGameManager] Blend to target camera complete, lingering...");
// 2. Linger on target
yield return new WaitForSeconds(_cachedSettings.TargetFlybyLingerDuration);
if (showDebugLogs) Logging.Debug("[AirplaneGameManager] Linger complete, blending back to aiming...");
// 3. Blend back to Aiming camera and wait for blend to complete
yield return StartCoroutine(cameraManager.BlendToStateAsync(AirplaneCameraState.Aiming));
if (showDebugLogs) Logging.Debug("[AirplaneGameManager] Target flyby sequence complete!");
}
#endregion
#region Event Handlers
/// <summary>
@@ -700,11 +881,17 @@ namespace Minigames.Airplane.Core
launchController.ClearActiveAirplane();
}
// NOTE: Spawned objects cleanup moved to SetupNextPerson() to happen AFTER camera blend
// This ensures camera shows the scene before cleanup and person reaction
// Move to next person
StartCoroutine(SetupNextPerson());
// Route to appropriate flow based on result
if (success)
{
// Success: Go to person shuffle flow
StartCoroutine(ExecutePersonShuffleFlow());
}
else
{
// Failure: Go to repeat shot flow
StartCoroutine(ExecuteRepeatShotFlow());
}
}
/// <summary>

View File

@@ -101,9 +101,9 @@ namespace Minigames.Airplane.Core
// Plane tracking
private Transform _planeTransform;
private bool _isSpawningActive;
private bool _hasPassedThreshold;
// Spawning positions (distance-based)
private float _lastSpawnedX; // Tracks the furthest forward X position that has been pre-spawned
private float _nextObjectSpawnX;
private float _nextGroundSpawnX;
@@ -139,7 +139,6 @@ namespace Minigames.Airplane.Core
private void Update()
{
if (!_isSpawningActive || _planeTransform == null) return;
float planeX = _planeTransform.position.x;
@@ -150,52 +149,21 @@ namespace Minigames.Airplane.Core
_furthestReachedX = planeX;
}
// Check if target should be spawned (when plane gets within spawn distance)
if (!_hasSpawnedTarget && _targetPrefabToSpawn != null)
{
float distanceToTarget = _targetSpawnPosition.x - planeX;
if (distanceToTarget <= _settings.SpawnDistanceAhead)
{
SpawnTarget();
_hasSpawnedTarget = true;
if (showDebugLogs)
{
Logging.Debug($"[SpawnManager] Target spawned at distance {distanceToTarget:F2} from plane");
}
}
}
// Check if plane has crossed threshold
float threshold = dynamicSpawnThresholdMarker.position.x;
if (!_hasPassedThreshold && planeX >= threshold)
{
_hasPassedThreshold = true;
InitializeDynamicSpawning();
if (showDebugLogs)
{
Logging.Debug($"[SpawnManager] Plane crossed threshold at X={planeX:F2}");
}
}
// If past threshold, handle spawning (only if we're going further than before)
if (_hasPassedThreshold)
{
// Check if plane has reached the point where we need to continue spawning beyond pre-spawned content
// Only spawn new content if plane is beyond previous furthest point (for retries)
bool shouldSpawnNewContent = !_isRetryAttempt || planeX > (_furthestReachedX - _settings.SpawnDistanceAhead);
if (shouldSpawnNewContent)
{
// Spawn objects when plane reaches spawn position
if (planeX >= _nextObjectSpawnX)
// Continue spawning objects when plane approaches the last spawned position
float spawnTriggerX = _lastSpawnedX + _settings.SpawnDistanceAhead;
if (planeX >= spawnTriggerX && planeX >= _nextObjectSpawnX)
{
SpawnRandomObject();
ScheduleNextObjectSpawn(planeX);
}
// Spawn ground tiles ahead of plane
// Continue spawning ground tiles ahead of plane
float groundSpawnTargetX = planeX + GetGroundSpawnAheadDistance();
while (_nextGroundSpawnX < groundSpawnTargetX)
{
@@ -204,7 +172,6 @@ namespace Minigames.Airplane.Core
}
}
}
}
#endregion
@@ -221,7 +188,6 @@ namespace Minigames.Airplane.Core
{
_currentTargetKey = targetKey;
_isSpawningActive = false;
_hasPassedThreshold = false;
_isRetryAttempt = isRetry;
// Only reset target and spawn state if NOT a retry
@@ -266,6 +232,94 @@ namespace Minigames.Airplane.Core
SetupTargetUI();
}
/// <summary>
/// Pre-spawn the entire level from threshold marker to target + buffer.
/// Spawns range: (threshold_x, target_x + preSpawnBeyondTargetDistance)
/// Call this after InitializeForGame() for new turns (not retries).
/// </summary>
public void PreSpawnLevelToTarget()
{
if (_targetPrefabToSpawn == null)
{
Logging.Error("[SpawnManager] Cannot pre-spawn - target prefab not initialized! Call InitializeForGame first.");
return;
}
if (_hasSpawnedTarget)
{
if (showDebugLogs)
{
Logging.Debug("[SpawnManager] Target already spawned, skipping pre-spawn (retry scenario)");
}
return;
}
if (dynamicSpawnThresholdMarker == null)
{
Logging.Error("[SpawnManager] Cannot pre-spawn - dynamicSpawnThresholdMarker not assigned!");
return;
}
// Get pre-spawn range: from threshold to target + buffer
float preSpawnStartX = dynamicSpawnThresholdMarker.position.x;
float preSpawnEndX = _targetDistance + _settings.PreSpawnBeyondTargetDistance;
if (showDebugLogs)
{
Logging.Debug($"[SpawnManager] Pre-spawning level from X={preSpawnStartX:F2} (threshold) to X={preSpawnEndX:F2} (target={_targetDistance:F2} + buffer={_settings.PreSpawnBeyondTargetDistance:F2})");
}
// 1. Spawn ground tiles FIRST across entire range (so target can raycast)
float currentGroundX = preSpawnStartX;
while (currentGroundX <= preSpawnEndX)
{
SpawnGroundTileAt(currentGroundX);
currentGroundX += _settings.GroundSpawnInterval;
}
// Set next ground spawn position beyond pre-spawn range
_nextGroundSpawnX = preSpawnEndX + _settings.GroundSpawnInterval;
if (showDebugLogs)
{
Logging.Debug($"[SpawnManager] Ground tiles spawned, now spawning objects");
}
// 2. Spawn objects across entire range (skipping near target)
float currentObjectX = preSpawnStartX + Random.Range(_settings.ObjectSpawnMinDistance, _settings.ObjectSpawnMaxDistance);
while (currentObjectX <= preSpawnEndX)
{
// Spawn object at this position
SpawnRandomObjectAt(currentObjectX);
// Move to next spawn position (forward)
float spawnDistance = Random.Range(_settings.ObjectSpawnMinDistance, _settings.ObjectSpawnMaxDistance);
currentObjectX += spawnDistance;
}
if (showDebugLogs)
{
Logging.Debug($"[SpawnManager] Objects spawned, now spawning target with raycast");
}
// 3. Spawn the target LAST (after ground exists for proper raycasting)
SpawnTarget();
_hasSpawnedTarget = true;
// 4. Store the furthest forward pre-spawn position as _lastSpawnedX
_lastSpawnedX = preSpawnEndX;
// 5. Schedule next object spawn beyond the pre-spawn range
_nextObjectSpawnX = preSpawnEndX + Random.Range(_settings.ObjectSpawnMinDistance, _settings.ObjectSpawnMaxDistance);
if (showDebugLogs)
{
Logging.Debug($"[SpawnManager] Pre-spawn complete! Last spawned X={_lastSpawnedX:F2}, next object at X={_nextObjectSpawnX:F2}");
Logging.Debug($"[SpawnManager] Spawned {_positiveSpawnCount} positive and {_negativeSpawnCount} negative objects");
}
}
/// <summary>
/// Start tracking the airplane and enable spawning.
/// </summary>
@@ -380,7 +434,6 @@ namespace Minigames.Airplane.Core
// Reset all spawn state
_hasSpawnedTarget = false;
_hasPassedThreshold = false;
_furthestReachedX = 0f;
_positiveSpawnCount = 0;
_negativeSpawnCount = 0;
@@ -391,6 +444,33 @@ namespace Minigames.Airplane.Core
}
}
/// <summary>
/// Clean up level based on shot result.
/// Success: Full cleanup (destroys all spawned objects).
/// Failure: Reset for retry (keeps spawned objects, resets tracking).
/// </summary>
public void CleanupLevel(bool success)
{
if (success)
{
CleanupSpawnedObjects();
if (showDebugLogs)
{
Logging.Debug("[SpawnManager] Level cleanup: SUCCESS - destroyed all objects");
}
}
else
{
ResetForRetry();
if (showDebugLogs)
{
Logging.Debug("[SpawnManager] Level cleanup: FAILURE - kept objects for retry");
}
}
}
/// <summary>
/// Reset tracking state for retry attempt (keeps spawned objects).
/// Call this when player fails and will retry the same shot.
@@ -414,6 +494,15 @@ namespace Minigames.Airplane.Core
return (_targetSpawnPosition, _targetDistance, _targetIconSprite);
}
/// <summary>
/// Get the spawned target's transform for camera tracking.
/// Returns null if target hasn't been spawned yet.
/// </summary>
public Transform GetSpawnedTargetTransform()
{
return _spawnedTarget != null ? _spawnedTarget.transform : null;
}
#endregion
#region Initialization
@@ -494,6 +583,11 @@ namespace Minigames.Airplane.Core
{
Logging.Warning("[SpawnManager] Launch controller not assigned! Distance calculation will use world origin.");
}
if (dynamicSpawnThresholdMarker == null)
{
Logging.Warning("[SpawnManager] Dynamic spawn threshold marker not assigned! Pre-spawn will fail.");
}
}
#endregion
@@ -501,7 +595,8 @@ namespace Minigames.Airplane.Core
#region Target Spawning
/// <summary>
/// Spawn the target at the predetermined position.
/// Spawn the target at the predetermined X position.
/// Y coordinate is determined via raycast from high position to find ground.
/// </summary>
private void SpawnTarget()
{
@@ -511,7 +606,13 @@ namespace Minigames.Airplane.Core
return;
}
// Spawn target at initial position
// Determine Y position via raycast from high position (Y=20)
float targetY = DetermineTargetYPosition(_targetDistance);
// Update target spawn position with correct Y
_targetSpawnPosition = new Vector3(_targetDistance, targetY, 0f);
// Spawn target at determined position
_spawnedTarget = Instantiate(_currentTargetEntry.prefab, _targetSpawnPosition, Quaternion.identity);
if (spawnedObjectsParent != null)
@@ -519,14 +620,14 @@ namespace Minigames.Airplane.Core
_spawnedTarget.transform.SetParent(spawnedObjectsParent);
}
// Position target using configured spawn mode
PositionObject(_spawnedTarget, _targetSpawnPosition.x,
// Position target using configured spawn mode (will refine Y if needed)
PositionObject(_spawnedTarget, _targetDistance,
_currentTargetEntry.spawnPositionMode,
_currentTargetEntry.specifiedY,
_currentTargetEntry.randomYMin,
_currentTargetEntry.randomYMax);
// Update target spawn position to actual positioned location
// Update target spawn position to actual final positioned location
_targetSpawnPosition = _spawnedTarget.transform.position;
// Extract sprite for UI icon
@@ -538,6 +639,41 @@ namespace Minigames.Airplane.Core
}
}
/// <summary>
/// Determine target Y position by raycasting downward from high position (Y=20).
/// Ensures target spawns touching the ground surface.
/// </summary>
private float DetermineTargetYPosition(float xPosition)
{
// Start raycast from high Y position (20 units up)
Vector2 rayOrigin = new Vector2(xPosition, 20f);
// Raycast downward to find ground
int layerMask = 1 << _settings.GroundLayer;
RaycastHit2D hit = Physics2D.Raycast(
rayOrigin,
Vector2.down,
_settings.MaxGroundRaycastDistance,
layerMask
);
if (hit.collider != null)
{
// Found ground - return ground Y position
if (showDebugLogs)
{
Logging.Debug($"[SpawnManager] Target Y determined via raycast: ground at {hit.point.y:F2}");
}
return hit.point.y;
}
else
{
// No ground found - use default
Logging.Warning($"[SpawnManager] No ground found for target at X={xPosition:F2} (raycast from Y=20 for {_settings.MaxGroundRaycastDistance} units), using default Y={_settings.DefaultObjectYOffset}");
return _settings.DefaultObjectYOffset;
}
}
/// <summary>
/// Extract sprite from target prefab for UI display (without instantiation).
/// Finds first SpriteRenderer in prefab or children.
@@ -613,24 +749,6 @@ namespace Minigames.Airplane.Core
#region Dynamic Spawning
/// <summary>
/// Initialize dynamic spawning when threshold is crossed.
/// </summary>
private void InitializeDynamicSpawning()
{
// Schedule first spawn trigger from current plane position
// Actual spawning will happen at look-ahead distance
if (_planeTransform != null)
{
ScheduleNextObjectSpawn(_planeTransform.position.x);
if (showDebugLogs)
{
Logging.Debug($"[SpawnManager] Dynamic spawning initialized, first spawn trigger at planeX={_nextObjectSpawnX:F2}");
}
}
}
/// <summary>
/// Get the distance ahead to spawn ground (2x object spawn distance).
/// </summary>
@@ -800,6 +918,105 @@ namespace Minigames.Airplane.Core
}
}
/// <summary>
/// Spawn a ground tile at a specific X position (used for pre-spawn).
/// </summary>
private void SpawnGroundTileAt(float xPosition)
{
if (groundTilePrefabs == null || groundTilePrefabs.Length == 0) return;
// Pick random ground tile
GameObject tilePrefab = groundTilePrefabs[Random.Range(0, groundTilePrefabs.Length)];
// Calculate spawn position using configured Y
Vector3 spawnPosition = new Vector3(xPosition, groundSpawnY, 0f);
// Spawn tile
GameObject spawnedTile = Instantiate(tilePrefab, spawnPosition, Quaternion.identity);
if (groundTilesParent != null)
{
spawnedTile.transform.SetParent(groundTilesParent);
}
if (showDebugLogs)
{
Logging.Debug($"[SpawnManager] Pre-spawned ground tile at ({xPosition:F2}, {groundSpawnY:F2})");
}
}
/// <summary>
/// Spawn a random positive or negative object at a specific X position (used for pre-spawn).
/// </summary>
private void SpawnRandomObjectAt(float xPosition)
{
// Check if spawn position is too close to target (avoid obscuring it)
float distanceToTarget = Mathf.Abs(xPosition - _targetSpawnPosition.x);
float targetClearanceZone = 10f; // Don't spawn within 10 units of target
if (distanceToTarget < targetClearanceZone)
{
// Too close to target, skip this spawn
if (showDebugLogs)
{
Logging.Debug($"[SpawnManager] Skipped pre-spawn at X={xPosition:F2} (too close to target at X={_targetSpawnPosition.x:F2})");
}
return;
}
// Determine if spawning positive or negative based on weighted ratio
bool spawnPositive = ShouldSpawnPositive();
PrefabSpawnEntry entryToSpawn = null;
if (spawnPositive)
{
if (positiveObjectPrefabs != null && positiveObjectPrefabs.Length > 0)
{
entryToSpawn = positiveObjectPrefabs[Random.Range(0, positiveObjectPrefabs.Length)];
_positiveSpawnCount++;
}
}
else
{
if (negativeObjectPrefabs != null && negativeObjectPrefabs.Length > 0)
{
entryToSpawn = negativeObjectPrefabs[Random.Range(0, negativeObjectPrefabs.Length)];
_negativeSpawnCount++;
}
}
if (entryToSpawn == null || entryToSpawn.prefab == null) return;
// Spawn object at temporary position
Vector3 tempPosition = new Vector3(xPosition, 0f, 0f);
GameObject spawnedObject = Instantiate(entryToSpawn.prefab, tempPosition, Quaternion.identity);
if (spawnedObjectsParent != null)
{
spawnedObject.transform.SetParent(spawnedObjectsParent);
}
// Position object using entry's spawn configuration
PositionObject(spawnedObject, xPosition,
entryToSpawn.spawnPositionMode,
entryToSpawn.specifiedY,
entryToSpawn.randomYMin,
entryToSpawn.randomYMax);
// Initialize components that need post-spawn setup
var initializable = spawnedObject.GetComponent<Interactive.ISpawnInitializable>();
if (initializable != null)
{
initializable.Initialize();
}
if (showDebugLogs)
{
Logging.Debug($"[SpawnManager] Pre-spawned {(spawnPositive ? "positive" : "negative")} object at {spawnedObject.transform.position}");
}
}
#endregion
#region Object Positioning

View File

@@ -212,16 +212,15 @@ namespace Minigames.Airplane.Core
}
/// <summary>
/// Handle post-shot reaction for current person (who just shot).
/// If successful: celebrate, remove from queue, shuffle remaining people.
/// If failed: show disappointment, stay in queue.
/// Awaitable - game flow waits for reactions and animations to complete.
/// Play person reaction animation only (celebration or disappointment).
/// Does not modify queue - use AdvanceQueue() separately for queue management.
/// Awaitable - game flow waits for animation to complete.
/// </summary>
public IEnumerator HandlePostShotReaction(bool targetHit)
public IEnumerator PlayPersonReaction(bool success)
{
if (peopleInQueue.Count == 0)
{
Logging.Warning("[PersonQueue] HandlePostShotReaction called but queue is empty!");
Logging.Warning("[PersonQueue] PlayPersonReaction called but queue is empty!");
yield break;
}
@@ -229,57 +228,59 @@ namespace Minigames.Airplane.Core
Person currentPerson = peopleInQueue[0];
if (showDebugLogs)
Logging.Debug($"[PersonQueue] Post-shot reaction for {currentPerson.PersonName} (Hit: {targetHit})");
Logging.Debug($"[PersonQueue] Playing reaction for {currentPerson.PersonName} (success={success})");
// Call person's reaction based on result
if (targetHit)
if (success)
{
// Success reaction
yield return StartCoroutine(currentPerson.OnTargetHit());
if (showDebugLogs) Logging.Debug("[PersonQueue] Success! Removing person and shuffling queue...");
// Remember the first person's position BEFORE removing them
Vector3 firstPersonPosition = currentPerson.PersonTransform.position;
// Remove successful person from queue (they're no longer in peopleInQueue)
RemoveCurrentPerson();
// Shuffle remaining people forward to fill the first person's spot
yield return StartCoroutine(ShuffleToPosition(firstPersonPosition));
}
else
{
// Failure reaction
yield return StartCoroutine(currentPerson.OnTargetMissed());
if (showDebugLogs) Logging.Debug("[PersonQueue] Failed - person stays in queue");
// On failure, don't remove or shuffle, person gets another turn
}
if (showDebugLogs) Logging.Debug("[PersonQueue] Post-shot reaction complete");
if (showDebugLogs) Logging.Debug("[PersonQueue] Reaction complete");
}
/// <summary>
/// Introduce the next person (at front of queue) for their turn.
/// Awaitable - game flow waits for introduction to complete.
/// Advance the queue after a shot result.
/// If success: Remove current person and shuffle remaining people forward.
/// If failure: Do nothing (person stays in queue for retry).
/// Awaitable - game flow waits for removal and shuffle animations to complete.
/// </summary>
public IEnumerator IntroduceNextPerson()
public IEnumerator AdvanceQueue(bool success)
{
if (peopleInQueue.Count == 0)
{
Logging.Warning("[PersonQueue] IntroduceNextPerson called but queue is empty!");
Logging.Warning("[PersonQueue] AdvanceQueue called but queue is empty!");
yield break;
}
Person nextPerson = peopleInQueue[0];
Person currentPerson = peopleInQueue[0];
if (showDebugLogs) Logging.Debug($"[PersonQueue] Introducing next person: {nextPerson.PersonName}");
if (success)
{
if (showDebugLogs) Logging.Debug($"[PersonQueue] Advancing queue - removing {currentPerson.PersonName} and shuffling");
// Call person's hello sequence
yield return StartCoroutine(nextPerson.OnHello());
// Remember the first person's position BEFORE removing them
Vector3 firstPersonPosition = currentPerson.PersonTransform.position;
if (showDebugLogs) Logging.Debug("[PersonQueue] Introduction complete");
// Remove successful person from queue
RemoveCurrentPerson();
// Shuffle remaining people forward to fill the first person's spot
yield return StartCoroutine(ShuffleToPosition(firstPersonPosition));
if (showDebugLogs) Logging.Debug("[PersonQueue] Queue advance complete");
}
else
{
if (showDebugLogs) Logging.Debug($"[PersonQueue] Failed - {currentPerson.PersonName} stays in queue for retry");
// On failure, don't remove or shuffle, person gets another turn
}
}
/// <summary>

View File

@@ -8,7 +8,8 @@ namespace Minigames.Airplane.Data
Intro, // Intro sequence camera
NextPerson, // Camera focusing on the next person
Aiming, // Camera for aiming the airplane
Flight // Camera following the airplane in flight
Flight, // Camera following the airplane in flight
TargetFlyby // Camera showing the target location (cinematic flyby)
}
}

View File

@@ -75,9 +75,15 @@ namespace Minigames.Airplane.Settings
[Tooltip("Duration of result evaluation (seconds)")]
[SerializeField] private float evaluationDuration = 1f;
[Tooltip("Duration to linger on target during flyby (seconds)")]
[SerializeField] private float targetFlybyLingerDuration = 1.5f;
[Tooltip("Fallback blend time if CinemachineBrain blend detection unavailable (seconds)")]
[SerializeField] private float targetFlybyCameraBlendTime = 1f;
[Header("Spawn System")]
[Tooltip("Transform marker in scene where dynamic spawning begins (uses X position). If null, uses fallback distance.")]
[SerializeField] private Transform dynamicSpawnThresholdMarker;
[Tooltip("Distance beyond target to pre-spawn (extends the pre-spawn range)")]
[SerializeField] private float preSpawnBeyondTargetDistance = 30f;
[Tooltip("Minimum random distance for target spawn")]
[SerializeField] private float targetMinDistance = 30f;
@@ -139,6 +145,9 @@ namespace Minigames.Airplane.Settings
public float IntroDuration => introDuration;
public float PersonIntroDuration => personIntroDuration;
public float EvaluationDuration => evaluationDuration;
public float TargetFlybyLingerDuration => targetFlybyLingerDuration;
public float TargetFlybyCameraBlendTime => targetFlybyCameraBlendTime;
public float PreSpawnBeyondTargetDistance => preSpawnBeyondTargetDistance;
public float TargetMinDistance => targetMinDistance;
public float TargetMaxDistance => targetMaxDistance;
public float ObjectSpawnMinDistance => objectSpawnMinDistance;