[Diving][FX] Add some simple bubble fun

This commit is contained in:
Michal Pikulski
2025-09-04 22:26:45 +02:00
parent 74ca33208e
commit d34eb77e20
20 changed files with 1329 additions and 2 deletions

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using UnityEngine;
public class Bubble : MonoBehaviour
{
public float speed = 1f;
public float wobbleSpeed = 1f;
public float wobbleAmount = 0.1f;
private SpriteRenderer spriteRenderer;
private SpriteRenderer bottleSpriteRenderer;
private float baseScale;
private float timeOffset;
private float minScale = 0.2f;
private float maxScale = 1.2f;
void Awake()
{
spriteRenderer = GetComponent<SpriteRenderer>();
baseScale = transform.localScale.x;
timeOffset = Random.value * 100f;
// Find the child named "BottleSprite" and get its SpriteRenderer
Transform bottleSpriteTransform = transform.Find("BubbleSprite");
if (bottleSpriteTransform != null)
{
bottleSpriteRenderer = bottleSpriteTransform.GetComponent<SpriteRenderer>();
}
}
void Update()
{
// Move bubble upward
transform.position += Vector3.up * speed * Time.deltaTime;
// Wobble effect (smooth oscillation between min and max scale)
float t = (Mathf.Sin((Time.time + timeOffset) * wobbleSpeed) + 1f) * 0.5f; // t in [0,1]
float newScale = Mathf.Lerp(minScale, maxScale, t);
transform.localScale = Vector3.one * newScale;
// Destroy when off screen
if (transform.position.y > Camera.main.orthographicSize + 2f)
{
Destroy(gameObject);
}
}
public void SetSprite(Sprite sprite)
{
if (spriteRenderer != null)
spriteRenderer.sprite = sprite;
}
public void SetBottleSprite(Sprite sprite)
{
if (bottleSpriteRenderer != null)
bottleSpriteRenderer.sprite = sprite;
}
public void SetWobbleScaleLimits(float min, float max)
{
minScale = min;
maxScale = max;
}
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using UnityEngine;
public class BubbleSpawner : MonoBehaviour
{
public Bubble bubblePrefab;
public Sprite[] bubbleSprites; // Assign in inspector
public float spawnInterval = 0.3f;
public Vector2 speedRange = new Vector2(0.5f, 2f);
public Vector2 scaleRange = new Vector2(0.3f, 0.7f);
public Vector2 wobbleSpeedRange = new Vector2(1f, 3f);
public Vector2 wobbleAmountRange = new Vector2(0.05f, 0.15f);
public float spawnXMin = -3.5f;
public float spawnXMax = 3.5f;
public float spawnY = -5f;
public float wobbleMinScale = 0.2f;
public float wobbleMaxScale = 1.2f;
private float timer;
private float nextSpawnInterval;
void Start()
{
nextSpawnInterval = GetRandomizedInterval();
}
void Update()
{
timer += Time.deltaTime;
if (timer >= nextSpawnInterval)
{
SpawnBubble();
timer = 0f;
nextSpawnInterval = GetRandomizedInterval();
}
}
float GetRandomizedInterval()
{
return spawnInterval * Random.Range(0.8f, 1.2f);
}
void SpawnBubble()
{
float x = Random.Range(spawnXMin, spawnXMax);
Vector3 spawnPos = new Vector3(x, spawnY, 0f);
Bubble bubble = Instantiate(bubblePrefab, spawnPos, Quaternion.identity, transform);
// Randomize bubble properties
bubble.speed = Random.Range(speedRange.x, speedRange.y);
bubble.wobbleSpeed = Random.Range(wobbleSpeedRange.x, wobbleSpeedRange.y);
bubble.wobbleAmount = Random.Range(wobbleAmountRange.x, wobbleAmountRange.y);
float scale = Random.Range(scaleRange.x, scaleRange.y);
bubble.transform.localScale = Vector3.one * scale;
// Assign random sprite to BottleSprite
if (bubbleSprites != null && bubbleSprites.Length > 0)
{
Sprite randomSprite = bubbleSprites[Random.Range(0, bubbleSprites.Length)];
bubble.SetBottleSprite(randomSprite);
}
// Random rotation
bubble.transform.rotation = Quaternion.Euler(0f, 0f, Random.Range(0f, 360f));
// Pass min/max scale for wobble clamping
bubble.SetWobbleScaleLimits(wobbleMinScale, wobbleMaxScale);
}
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@@ -46,7 +46,7 @@ public class EndlessDescenderController : MonoBehaviour, ITouchInputConsumer
newX = Mathf.Clamp(newX, GameManager.Instance.EndlessDescenderClampXMin, GameManager.Instance.EndlessDescenderClampXMax); newX = Mathf.Clamp(newX, GameManager.Instance.EndlessDescenderClampXMin, GameManager.Instance.EndlessDescenderClampXMax);
Vector3 oldPos = transform.position; Vector3 oldPos = transform.position;
transform.position = new Vector3(newX, transform.position.y, transform.position.z); transform.position = new Vector3(newX, transform.position.y, transform.position.z);
Debug.Log($"EndlessDescenderController: Moved from {oldPos} to {transform.position} (targetX={targetX}, lerpSpeed={lerpSpeed}, offset={offset}, exponent={exponent}, moveStep={moveStep})"); // Debug.Log($"EndlessDescenderController: Moved from {oldPos} to {transform.position} (targetX={targetX}, lerpSpeed={lerpSpeed}, offset={offset}, exponent={exponent}, moveStep={moveStep})");
} }
// Optionally, handle touch release if needed // Optionally, handle touch release if needed