Add Monster Spawn points, monster head placeholders. Add utility for prefab variation by sprite selection.

This commit is contained in:
2025-09-19 12:51:25 +02:00
parent 31f2ce338d
commit d110616907
29 changed files with 2612 additions and 0 deletions

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using UnityEditor;
using UnityEngine;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using UnityEditor.Experimental.SceneManagement;
namespace Editor
{
public class PrefabVariantGeneratorWindow : EditorWindow
{
private GameObject sourcePrefab;
private GameObject previousSourcePrefab;
private List<Sprite> selectedSprites = new List<Sprite>();
private Vector2 scrollPosition;
private string variantSaveFolder = "Assets/Prefabs/Variants";
private string namingPattern = "{0}_{1}"; // {0} = prefab name, {1} = sprite name
private bool userChangedSavePath = false;
[MenuItem("Tools/Prefab Variant Generator")]
public static void ShowWindow()
{
var window = GetWindow<PrefabVariantGeneratorWindow>("Prefab Variant Generator");
window.minSize = new Vector2(400, 500);
}
private void OnGUI()
{
EditorGUILayout.LabelField("Prefab Variant Generator", EditorStyles.boldLabel);
EditorGUILayout.HelpBox("This tool generates prefab variants with different sprites assigned to a sprite renderer.", MessageType.Info);
EditorGUILayout.Space();
// Source Prefab Selection
EditorGUILayout.LabelField("Step 1: Select Source Prefab", EditorStyles.boldLabel);
// Store previous selection to detect changes
GameObject newSourcePrefab = (GameObject)EditorGUILayout.ObjectField("Source Prefab", sourcePrefab, typeof(GameObject), false);
// Check if prefab selection changed
if (newSourcePrefab != previousSourcePrefab)
{
sourcePrefab = newSourcePrefab;
previousSourcePrefab = newSourcePrefab;
// Auto-set save folder to match source prefab's directory if a valid prefab is selected
if (sourcePrefab != null && !userChangedSavePath)
{
string prefabPath = AssetDatabase.GetAssetPath(sourcePrefab);
if (!string.IsNullOrEmpty(prefabPath))
{
variantSaveFolder = Path.GetDirectoryName(prefabPath).Replace("\\", "/");
}
}
}
// Warn if not a prefab
if (sourcePrefab != null && !PrefabUtility.IsPartOfPrefabAsset(sourcePrefab) && !PrefabUtility.IsPartOfPrefabInstance(sourcePrefab))
{
EditorGUILayout.HelpBox("Please select a prefab asset.", MessageType.Warning);
}
// Sprite Selection
EditorGUILayout.Space();
EditorGUILayout.LabelField("Step 2: Select Sprites", EditorStyles.boldLabel);
EditorGUILayout.BeginHorizontal();
// Drag and drop area for sprites
EditorGUILayout.BeginVertical(EditorStyles.helpBox, GUILayout.Height(80));
EditorGUILayout.LabelField("Drag and drop sprites here", EditorStyles.centeredGreyMiniLabel);
Rect dropArea = GUILayoutUtility.GetRect(0, 50, GUILayout.ExpandWidth(true));
Event evt = Event.current;
switch (evt.type)
{
case EventType.DragUpdated:
case EventType.DragPerform:
if (!dropArea.Contains(evt.mousePosition))
break;
DragAndDrop.visualMode = DragAndDropVisualMode.Copy;
if (evt.type == EventType.DragPerform)
{
DragAndDrop.AcceptDrag();
foreach (var draggedObject in DragAndDrop.objectReferences)
{
if (draggedObject is Sprite sprite)
{
if (!selectedSprites.Contains(sprite))
selectedSprites.Add(sprite);
}
else if (draggedObject is Texture2D texture)
{
// Try to get sprites from texture
string texturePath = AssetDatabase.GetAssetPath(texture);
var sprites = AssetDatabase.LoadAllAssetsAtPath(texturePath)
.OfType<Sprite>()
.ToArray();
foreach (var s in sprites)
{
if (!selectedSprites.Contains(s))
selectedSprites.Add(s);
}
}
}
evt.Use();
}
break;
}
EditorGUILayout.EndVertical();
if (GUILayout.Button("Add Selected Sprites", GUILayout.Width(120), GUILayout.Height(80)))
{
var selectedObjects = Selection.objects;
foreach (var obj in selectedObjects)
{
if (obj is Sprite sprite)
{
if (!selectedSprites.Contains(sprite))
selectedSprites.Add(sprite);
}
else if (obj is Texture2D texture)
{
// Try to get sprites from texture
string texturePath = AssetDatabase.GetAssetPath(texture);
var sprites = AssetDatabase.LoadAllAssetsAtPath(texturePath)
.OfType<Sprite>()
.ToArray();
foreach (var s in sprites)
{
if (!selectedSprites.Contains(s))
selectedSprites.Add(s);
}
}
}
}
EditorGUILayout.EndHorizontal();
if (GUILayout.Button("Clear Sprites"))
{
selectedSprites.Clear();
}
// Display selected sprites
EditorGUILayout.Space();
EditorGUILayout.LabelField($"Selected Sprites ({selectedSprites.Count}):", EditorStyles.boldLabel);
scrollPosition = EditorGUILayout.BeginScrollView(scrollPosition, GUILayout.Height(150));
for (int i = selectedSprites.Count - 1; i >= 0; i--)
{
EditorGUILayout.BeginHorizontal();
selectedSprites[i] = (Sprite)EditorGUILayout.ObjectField(selectedSprites[i], typeof(Sprite), false);
// Preview sprite
if (selectedSprites[i] != null)
{
GUILayout.Box(selectedSprites[i].texture, GUILayout.Width(40), GUILayout.Height(40));
}
if (GUILayout.Button("Remove", GUILayout.Width(60)))
{
selectedSprites.RemoveAt(i);
}
EditorGUILayout.EndHorizontal();
}
EditorGUILayout.EndScrollView();
// Output settings
EditorGUILayout.Space();
EditorGUILayout.LabelField("Step 3: Output Settings", EditorStyles.boldLabel);
// Save folder
EditorGUILayout.BeginHorizontal();
EditorGUILayout.PrefixLabel("Save Folder");
EditorGUILayout.SelectableLabel(variantSaveFolder, EditorStyles.textField, GUILayout.Height(EditorGUIUtility.singleLineHeight));
if (GUILayout.Button("Select...", GUILayout.Width(80)))
{
string newFolder = PrefabEditorUtility.SelectFolder(variantSaveFolder, "Prefabs/Variants");
if (newFolder != variantSaveFolder)
{
variantSaveFolder = newFolder;
userChangedSavePath = true; // Mark that user manually changed the path
}
}
EditorGUILayout.EndHorizontal();
// Naming pattern
// Add a reset button if user changed the path and a valid prefab is selected
if (userChangedSavePath && sourcePrefab != null)
{
string prefabPath = AssetDatabase.GetAssetPath(sourcePrefab);
if (!string.IsNullOrEmpty(prefabPath))
{
if (GUILayout.Button("Reset Path to Prefab Directory"))
{
variantSaveFolder = Path.GetDirectoryName(prefabPath).Replace("\\", "/");
userChangedSavePath = false;
}
}
}
EditorGUILayout.BeginHorizontal();
EditorGUILayout.PrefixLabel("Naming Pattern");
namingPattern = EditorGUILayout.TextField(namingPattern);
EditorGUILayout.EndHorizontal();
EditorGUILayout.HelpBox("Use {0} for prefab name and {1} for sprite name", MessageType.Info);
// Generate button
EditorGUILayout.Space();
GUI.enabled = sourcePrefab != null && selectedSprites.Count > 0;
if (GUILayout.Button("Generate Prefab Variants", GUILayout.Height(30)))
{
GeneratePrefabVariants();
}
GUI.enabled = true;
}
private void GeneratePrefabVariants()
{
if (sourcePrefab == null)
{
EditorUtility.DisplayDialog("Error", "Please select a source prefab.", "OK");
return;
}
if (selectedSprites.Count == 0)
{
EditorUtility.DisplayDialog("Error", "Please select at least one sprite.", "OK");
return;
}
// Ensure the save folder exists
if (!AssetDatabase.IsValidFolder(variantSaveFolder))
{
string[] folderPath = variantSaveFolder.Split('/');
string currentPath = folderPath[0];
for (int i = 1; i < folderPath.Length; i++)
{
string folderName = folderPath[i];
string newPath = Path.Combine(currentPath, folderName);
if (!AssetDatabase.IsValidFolder(newPath))
{
AssetDatabase.CreateFolder(currentPath, folderName);
}
currentPath = newPath;
}
AssetDatabase.Refresh();
}
string sourcePrefabPath = AssetDatabase.GetAssetPath(sourcePrefab);
string prefabName = Path.GetFileNameWithoutExtension(sourcePrefabPath);
int successCount = 0;
// For each sprite, create a prefab variant
foreach (var sprite in selectedSprites)
{
if (sprite == null) continue;
string variantName = string.Format(namingPattern, prefabName, sprite.name);
variantName = PrefabEditorUtility.SanitizeFileName(variantName);
string variantPath = Path.Combine(variantSaveFolder, variantName + ".prefab").Replace("\\", "/");
// Create the prefab variant
GameObject prefabInstance = (GameObject)PrefabUtility.InstantiatePrefab(sourcePrefab);
try
{
// Check if it has a SpriteRenderer
SpriteRenderer spriteRenderer = prefabInstance.GetComponent<SpriteRenderer>();
if (spriteRenderer == null)
{
// Add a SpriteRenderer if it doesn't exist
spriteRenderer = prefabInstance.AddComponent<SpriteRenderer>();
}
// Assign the sprite
spriteRenderer.sprite = sprite;
// Create the prefab variant
GameObject prefabVariant = PrefabUtility.SaveAsPrefabAsset(prefabInstance, variantPath);
if (prefabVariant != null)
{
successCount++;
}
}
catch (System.Exception e)
{
Debug.LogError($"Error creating prefab variant: {e.Message}");
}
finally
{
// Clean up the instance
DestroyImmediate(prefabInstance);
}
}
AssetDatabase.Refresh();
EditorUtility.DisplayDialog("Prefab Variants Created", $"Successfully created {successCount} prefab variants.", "OK");
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using UnityEngine;
using System.Collections.Generic;
using System;
using UnityEngine.Events;
namespace Minigames.DivingForPictures
{
public class DivingGameManager : MonoBehaviour
{
[Header("Monster Prefabs")]
[Tooltip("Array of monster prefabs to spawn randomly")]
[SerializeField] private GameObject[] monsterPrefabs;
[Header("Spawn Probability")]
[Tooltip("Base chance (0-1) of spawning a monster on each tile")]
[SerializeField] private float baseSpawnProbability = 0.2f;
[Tooltip("Maximum chance (0-1) of spawning a monster")]
[SerializeField] private float maxSpawnProbability = 0.5f;
[Tooltip("How fast the probability increases per second")]
[SerializeField] private float probabilityIncreaseRate = 0.01f;
[Header("Spawn Timing")]
[Tooltip("Force a spawn after this many seconds without spawns")]
[SerializeField] private float guaranteedSpawnTime = 30f;
[Tooltip("Minimum time between monster spawns")]
[SerializeField] private float spawnCooldown = 5f;
[Header("Scoring")]
[Tooltip("Base points for taking a picture")]
[SerializeField] private int basePoints = 100;
[Tooltip("Additional points per depth unit")]
[SerializeField] private int depthMultiplier = 10;
// Private state variables
private int playerScore = 0;
private float currentSpawnProbability;
private float lastSpawnTime = -100f;
private float timeSinceLastSpawn = 0f;
private List<Monster> activeMonsters = new List<Monster>();
// Public properties
public int PlayerScore => playerScore;
// Events
public event Action<int> OnScoreChanged;
public event Action<Monster> OnMonsterSpawned;
public event Action<Monster, int> OnPictureTaken;
public event Action<float> OnSpawnProbabilityChanged;
private void Awake()
{
currentSpawnProbability = baseSpawnProbability;
}
private void Start()
{
// Subscribe to tile spawned event
TrenchTileSpawner tileSpawner = FindObjectOfType<TrenchTileSpawner>();
if (tileSpawner != null)
{
tileSpawner.onTileSpawned.AddListener(OnTileSpawned);
}
else
{
Debug.LogWarning("No TrenchTileSpawner found in scene. Monster spawning won't work.");
}
}
private void Update()
{
timeSinceLastSpawn += Time.deltaTime;
// Gradually increase spawn probability over time
float previousProbability = currentSpawnProbability;
if (currentSpawnProbability < maxSpawnProbability)
{
currentSpawnProbability += probabilityIncreaseRate * Time.deltaTime;
currentSpawnProbability = Mathf.Min(currentSpawnProbability, maxSpawnProbability);
// Only fire event if probability changed significantly
if (Mathf.Abs(currentSpawnProbability - previousProbability) > 0.01f)
{
OnSpawnProbabilityChanged?.Invoke(currentSpawnProbability);
}
}
}
private void OnTileSpawned(GameObject tile)
{
// Check for spawn points in the new tile
MonsterSpawnPoint[] spawnPoints = tile.GetComponentsInChildren<MonsterSpawnPoint>();
if (spawnPoints.Length == 0) return;
bool forceSpawn = timeSinceLastSpawn >= guaranteedSpawnTime;
bool onCooldown = timeSinceLastSpawn < spawnCooldown;
// Don't spawn if on cooldown, unless forced
if (onCooldown && !forceSpawn) return;
// Check probability or forced spawn
if (forceSpawn || UnityEngine.Random.value <= currentSpawnProbability)
{
// Pick a random spawn point from this tile
MonsterSpawnPoint spawnPoint = spawnPoints[UnityEngine.Random.Range(0, spawnPoints.Length)];
// Spawn the monster
SpawnMonster(spawnPoint.transform.position);
// Reset timer and adjust probability
lastSpawnTime = Time.time;
timeSinceLastSpawn = 0f;
currentSpawnProbability = baseSpawnProbability;
OnSpawnProbabilityChanged?.Invoke(currentSpawnProbability);
}
}
private void SpawnMonster(Vector3 position)
{
if (monsterPrefabs.Length == 0)
{
Debug.LogWarning("No monster prefabs assigned to DivingGameManager.");
return;
}
// Select random monster prefab
GameObject prefab = monsterPrefabs[UnityEngine.Random.Range(0, monsterPrefabs.Length)];
// Instantiate monster
GameObject monsterObj = Instantiate(prefab, position, Quaternion.identity);
Monster monster = monsterObj.GetComponent<Monster>();
if (monster != null)
{
// Subscribe to monster events
monster.OnPictureTaken += OnMonsterPictureTaken;
monster.OnMonsterDespawned += OnMonsterDespawned;
// Add to active monsters list
activeMonsters.Add(monster);
// Fire event
OnMonsterSpawned?.Invoke(monster);
}
else
{
Debug.LogError($"Monster prefab {prefab.name} does not have a Monster component!");
Destroy(monsterObj);
}
}
private void OnMonsterPictureTaken(Monster monster)
{
// Calculate points based on depth
int depthBonus = Mathf.FloorToInt(Mathf.Abs(monster.transform.position.y) * depthMultiplier);
int pointsAwarded = basePoints + depthBonus;
// Add score
playerScore += pointsAwarded;
// Fire events
OnScoreChanged?.Invoke(playerScore);
OnPictureTaken?.Invoke(monster, pointsAwarded);
}
private void OnMonsterDespawned(Monster monster)
{
// Remove from active list
activeMonsters.Remove(monster);
// Unsubscribe from events
monster.OnPictureTaken -= OnMonsterPictureTaken;
monster.OnMonsterDespawned -= OnMonsterDespawned;
}
// Call this when the game ends
public void EndGame()
{
// Clean up active monsters
foreach (var monster in activeMonsters.ToArray())
{
if (monster != null)
{
monster.DespawnMonster();
}
}
activeMonsters.Clear();
// Final score could be saved to player prefs or other persistence
Debug.Log($"Final Score: {playerScore}");
}
}
}

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using UnityEngine;
using TMPro;
namespace Minigames.DivingForPictures
{
public class DivingScoreUI : MonoBehaviour
{
[SerializeField] private TextMeshProUGUI scoreText;
[SerializeField] private GameObject scorePopupPrefab;
[SerializeField] private Transform popupParent;
private DivingGameManager gameManager;
private void Start()
{
gameManager = FindObjectOfType<DivingGameManager>();
if (gameManager != null)
{
// Subscribe to events
gameManager.OnScoreChanged += UpdateScoreDisplay;
gameManager.OnPictureTaken += ShowScorePopup;
// Initialize display
UpdateScoreDisplay(gameManager.PlayerScore);
}
else
{
Debug.LogWarning("No DivingGameManager found in scene.");
}
// Create popup parent if needed
if (popupParent == null)
{
popupParent = transform;
}
}
private void OnDestroy()
{
if (gameManager != null)
{
// Unsubscribe from events
gameManager.OnScoreChanged -= UpdateScoreDisplay;
gameManager.OnPictureTaken -= ShowScorePopup;
}
}
private void UpdateScoreDisplay(int score)
{
if (scoreText != null)
{
scoreText.text = $"Score: {score}";
}
}
private void ShowScorePopup(Monster monster, int points)
{
if (scorePopupPrefab == null) return;
// Create popup at monster position
GameObject popup = Instantiate(scorePopupPrefab, monster.transform.position, Quaternion.identity, popupParent);
// Find text component and set value
TextMeshProUGUI popupText = popup.GetComponentInChildren<TextMeshProUGUI>();
if (popupText != null)
{
popupText.text = $"+{points}";
}
// Auto-destroy after delay
Destroy(popup, 2f);
}
}
}

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using UnityEngine;
using System;
using System.Collections;
namespace Minigames.DivingForPictures
{
public class Monster : MonoBehaviour
{
[Header("References")]
[SerializeField] private CircleCollider2D detectionCollider;
private bool pictureAlreadyTaken = false;
private Camera mainCamera;
// Events
public event Action<Monster> OnPictureTaken;
public event Action<Monster> OnMonsterSpawned;
public event Action<Monster> OnMonsterDespawned;
// Properties
public float PictureRadius => detectionCollider != null ? detectionCollider.radius : 0f;
private void Awake()
{
if (detectionCollider == null)
detectionCollider = GetComponent<CircleCollider2D>();
mainCamera = Camera.main;
// Start checking if monster is off-screen
StartCoroutine(CheckIfOffScreen());
}
private void OnEnable()
{
pictureAlreadyTaken = false;
OnMonsterSpawned?.Invoke(this);
}
private IEnumerator CheckIfOffScreen()
{
WaitForSeconds wait = new WaitForSeconds(0.5f);
while (true)
{
yield return wait;
if (!IsVisibleToCamera())
{
DespawnMonster();
yield break;
}
}
}
private bool IsVisibleToCamera()
{
if (mainCamera == null)
mainCamera = Camera.main;
if (mainCamera == null)
return false;
Vector3 viewportPoint = mainCamera.WorldToViewportPoint(transform.position);
float buffer = 0.2f; // Extra buffer outside the screen
return viewportPoint.x > -buffer &&
viewportPoint.x < 1 + buffer &&
viewportPoint.y > -buffer &&
viewportPoint.y < 1 + buffer;
}
private void OnTriggerEnter2D(Collider2D other)
{
// Check if it's the player
if (other.CompareTag("Player") && !pictureAlreadyTaken)
{
TakePicture();
}
}
// Called when a picture is taken of this monster
public void TakePicture()
{
if (pictureAlreadyTaken) return;
pictureAlreadyTaken = true;
OnPictureTaken?.Invoke(this);
DespawnMonster();
}
// Public method to despawn this monster
public void DespawnMonster()
{
if (gameObject.activeSelf)
{
OnMonsterDespawned?.Invoke(this);
gameObject.SetActive(false);
Destroy(gameObject);
}
}
// Visualization for the picture radius in editor
private void OnDrawGizmosSelected()
{
// Get the collider in edit mode
if (detectionCollider == null)
detectionCollider = GetComponent<CircleCollider2D>();
if (detectionCollider != null)
{
Gizmos.color = Color.yellow;
Gizmos.DrawWireSphere(transform.position, detectionCollider.radius / 2);
}
}
#if UNITY_EDITOR
// Update collider radius in editor
private void OnValidate()
{
if (detectionCollider == null)
detectionCollider = GetComponent<CircleCollider2D>();
}
#endif
}
}

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using UnityEngine;
namespace Minigames.DivingForPictures
{
public class MonsterSpawnPoint : MonoBehaviour
{
[Tooltip("Visual radius for spawn point in editor")]
public float gizmoRadius = 0.5f;
// Visual indicator for editor only
private void OnDrawGizmos()
{
Gizmos.color = Color.red;
Gizmos.DrawWireSphere(transform.position, gizmoRadius);
// Draw a cross in the center for better visibility
Gizmos.DrawLine(
transform.position + Vector3.left * gizmoRadius * 0.5f,
transform.position + Vector3.right * gizmoRadius * 0.5f);
Gizmos.DrawLine(
transform.position + Vector3.up * gizmoRadius * 0.5f,
transform.position + Vector3.down * gizmoRadius * 0.5f);
}
}
}

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