Big script cleanup. Remove the examples from Ropes' external package

This commit is contained in:
Michal Pikulski
2025-09-06 21:01:54 +02:00
parent 045bd7966e
commit d3c6b838b4
134 changed files with 719 additions and 26298 deletions

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@@ -1,40 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace GogoGaga.OptimizedRopesAndCables
{
public class CameraMove : MonoBehaviour
{
public float speed = 15;
public Transform[] cameraPoses;
int current = 0;
void Start()
{
}
void Update()
{
transform.position = Vector3.Lerp(transform.position, cameraPoses[current].position, Time.deltaTime * speed);
transform.rotation = Quaternion.Lerp(transform.rotation, cameraPoses[current].rotation, Time.deltaTime * speed);
if (Input.GetMouseButtonDown(0) || Input.GetKeyDown(KeyCode.Q))
{
current--;
if (current == -1)
current = cameraPoses.Length -1;
}
else if (Input.GetMouseButtonDown(1) || Input.GetKeyDown(KeyCode.E))
{
current++;
if (current == cameraPoses.Length)
current = 0;
}
current = Mathf.Clamp(current, 0, cameraPoses.Length - 1);
}
}
}

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@@ -1,47 +0,0 @@
using UnityEngine;
namespace GogoGaga.OptimizedRopesAndCables
{
public class PointsAssignExample : MonoBehaviour
{
[SerializeField] private Transform point1;
[SerializeField] private Transform point2;
[SerializeField] private Rope rope;
void Update()
{
if (Input.GetKeyDown(KeyCode.Alpha1))
{
//Assigning new end point to the rope with animation
rope.SetEndPoint(point1);
}
if (Input.GetKeyDown(KeyCode.Alpha2))
{
//Assigning new end point to the rope with animation
rope.SetEndPoint(point2);
}
if (Input.GetKeyDown(KeyCode.Alpha3))
{
//Assigning new end point to the rope without animation
//The rope will be recalculated immediately
rope.SetEndPoint(point1, true);
}
if (Input.GetKeyDown(KeyCode.Alpha4))
{
//Assigning new end point to the rope without animation
//The rope will be recalculated immediately
rope.SetEndPoint(point2, true);
}
if (Input.GetKeyDown(KeyCode.Alpha5))
{
//Removing end point from the rope, the rope will be
//recalculated, LineRenderer will be cleared
rope.SetEndPoint(null);
}
}
}
}

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@@ -1,5 +1,5 @@
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@@ -1,21 +1,22 @@
using UnityEngine;
/// <summary>
/// Represents a single bubble, handling its movement, wobble effect, scaling, and sprite assignment.
/// </summary>
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()
{
// Cache references and randomize time offset for wobble
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");
@@ -40,18 +41,31 @@ public class Bubble : MonoBehaviour
}
}
/// <summary>
/// Sets the main sprite for the bubble.
/// </summary>
/// <param name="sprite">Sprite to assign.</param>
public void SetSprite(Sprite sprite)
{
if (spriteRenderer != null)
spriteRenderer.sprite = sprite;
}
/// <summary>
/// Sets the sprite for the child "BottleSprite" renderer.
/// </summary>
/// <param name="sprite">Sprite to assign.</param>
public void SetBottleSprite(Sprite sprite)
{
if (bottleSpriteRenderer != null)
bottleSpriteRenderer.sprite = sprite;
}
/// <summary>
/// Sets the minimum and maximum scale for the wobble effect.
/// </summary>
/// <param name="min">Minimum scale.</param>
/// <param name="max">Maximum scale.</param>
public void SetWobbleScaleLimits(float min, float max)
{
minScale = min;

View File

@@ -1,5 +1,8 @@
using UnityEngine;
/// <summary>
/// Spawns bubbles at intervals, randomizing their properties and assigning a random sprite to each.
/// </summary>
public class BubbleSpawner : MonoBehaviour
{
public Bubble bubblePrefab;
@@ -20,6 +23,7 @@ public class BubbleSpawner : MonoBehaviour
void Start()
{
// Initialize the next spawn interval
nextSpawnInterval = GetRandomizedInterval();
}
@@ -34,11 +38,18 @@ public class BubbleSpawner : MonoBehaviour
}
}
/// <summary>
/// Returns a randomized interval for bubble spawning.
/// </summary>
/// <returns>Randomized interval in seconds.</returns>
float GetRandomizedInterval()
{
return spawnInterval * Random.Range(0.8f, 1.2f);
}
/// <summary>
/// Spawns a bubble with randomized properties and assigns a random sprite.
/// </summary>
void SpawnBubble()
{
float x = Random.Range(spawnXMin, spawnXMax);
@@ -47,7 +58,6 @@ public class BubbleSpawner : MonoBehaviour
// 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

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@@ -1,5 +1,5 @@
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View File

@@ -9,6 +9,11 @@ public class DebugUIMessage : MonoBehaviour
private Canvas canvas;
private Coroutine hideCoroutine;
/// <summary>
/// Show a debug message on the UI for a set duration.
/// </summary>
/// <param name="message">The message to display.</param>
/// <param name="duration">How long to display the message (seconds).</param>
public static void Show(string message, float duration = 2f)
{
if (instance == null)
@@ -21,6 +26,9 @@ public class DebugUIMessage : MonoBehaviour
instance.ShowMessage(message, duration);
}
/// <summary>
/// Sets up the UI canvas and text for debug messages.
/// </summary>
private void SetupUI()
{
canvas = new GameObject("DebugUICanvas").AddComponent<Canvas>();
@@ -51,6 +59,9 @@ public class DebugUIMessage : MonoBehaviour
messageText.text = "";
}
/// <summary>
/// Internal method to show a message and start the hide coroutine.
/// </summary>
private void ShowMessage(string message, float duration)
{
messageText.text = message;
@@ -60,6 +71,9 @@ public class DebugUIMessage : MonoBehaviour
hideCoroutine = StartCoroutine(HideAfterSeconds(duration));
}
/// <summary>
/// Coroutine to hide the message after a delay.
/// </summary>
private IEnumerator HideAfterSeconds(float seconds)
{
yield return new WaitForSeconds(seconds);

View File

@@ -1,8 +1,14 @@
using UnityEngine;
/// <summary>
/// Singleton manager for global game state and settings. Provides accessors for various gameplay parameters.
/// </summary>
public class GameManager : MonoBehaviour
{
private static GameManager _instance;
/// <summary>
/// Singleton instance of the GameManager.
/// </summary>
public static GameManager Instance
{
get
@@ -30,6 +36,7 @@ public class GameManager : MonoBehaviour
DontDestroyOnLoad(gameObject);
}
// Accessors for game settings
public float PlayerStopDistance => gameSettings != null ? gameSettings.playerStopDistance : 1.0f;
public float FollowerPickupDelay => gameSettings != null ? gameSettings.followerPickupDelay : 0.2f;
public float FollowDistance => gameSettings != null ? gameSettings.followDistance : 1.5f;
@@ -45,6 +52,9 @@ public class GameManager : MonoBehaviour
public float HeldIconDisplayHeight => gameSettings != null ? gameSettings.heldIconDisplayHeight : 2.0f;
public GameObject BasePickupPrefab => gameSettings != null ? gameSettings.basePickupPrefab : null;
/// <summary>
/// Returns the combination rule for two items, if any.
/// </summary>
public GameSettings.CombinationRule GetCombinationRule(PickupItemData item1, PickupItemData item2)
{
if (gameSettings == null || gameSettings.combinationRules == null) return null;
@@ -58,6 +68,9 @@ public class GameManager : MonoBehaviour
return null;
}
/// <summary>
/// Returns the slot item config for a given slot item.
/// </summary>
public GameSettings.SlotItemConfig GetSlotItemConfig(PickupItemData slotItem)
{
if (gameSettings == null || gameSettings.slotItemConfigs == null || slotItem == null) return null;

View File

@@ -1,5 +1,8 @@
using UnityEngine;
/// <summary>
/// ScriptableObject for storing and configuring all game settings, including player, follower, and item configuration.
/// </summary>
[CreateAssetMenu(fileName = "GameSettings", menuName = "AppleHills/GameSettings", order = 1)]
public class GameSettings : ScriptableObject
{
@@ -62,6 +65,9 @@ public class GameSettings : ScriptableObject
// Singleton pattern
private static GameSettings _instance;
/// <summary>
/// Singleton instance of GameSettings loaded from Resources.
/// </summary>
public static GameSettings Instance {
get {
if (_instance == null) {

View File

@@ -4,9 +4,15 @@ using System.Threading.Tasks;
using UnityEngine;
using UnityEngine.SceneManagement;
/// <summary>
/// Singleton service for loading and unloading Unity scenes asynchronously, with events for progress and completion.
/// </summary>
public class SceneManagerService : MonoBehaviour
{
private static SceneManagerService _instance;
/// <summary>
/// Singleton instance of the SceneManagerService.
/// </summary>
public static SceneManagerService Instance
{
get
@@ -42,7 +48,11 @@ public class SceneManagerService : MonoBehaviour
DontDestroyOnLoad(gameObject);
}
// Load a single scene asynchronously (additive)
/// <summary>
/// Load a single scene asynchronously (additive).
/// </summary>
/// <param name="sceneName">Name of the scene to load.</param>
/// <param name="progress">Optional progress reporter.</param>
public async Task LoadSceneAsync(string sceneName, IProgress<float> progress = null)
{
SceneLoadStarted?.Invoke(sceneName);
@@ -58,7 +68,11 @@ public class SceneManagerService : MonoBehaviour
SceneLoadCompleted?.Invoke(sceneName);
}
// Unload a single scene asynchronously
/// <summary>
/// Unload a single scene asynchronously.
/// </summary>
/// <param name="sceneName">Name of the scene to unload.</param>
/// <param name="progress">Optional progress reporter.</param>
public async Task UnloadSceneAsync(string sceneName, IProgress<float> progress = null)
{
var scene = SceneManager.GetSceneByName(sceneName);
@@ -80,7 +94,11 @@ public class SceneManagerService : MonoBehaviour
SceneUnloadCompleted?.Invoke(sceneName);
}
// Load multiple scenes asynchronously
/// <summary>
/// Load multiple scenes asynchronously.
/// </summary>
/// <param name="sceneNames">Enumerable of scene names to load.</param>
/// <param name="progress">Optional progress reporter.</param>
public async Task LoadScenesAsync(IEnumerable<string> sceneNames, IProgress<float> progress = null)
{
int total = 0;
@@ -100,13 +118,12 @@ public class SceneManagerService : MonoBehaviour
float aggregate = 0f;
foreach (var op in ops)
{
aggregate += op.progress;
if (op.isDone) done++;
aggregate += op.progress;
}
float avg = aggregate / total;
progress?.Report(avg);
foreach (var name in sceneNames)
SceneLoadProgress?.Invoke(name, avg);
float avgProgress = aggregate / total;
progress?.Report(avgProgress);
// Optionally, could invoke SceneLoadProgress for each scene
await Task.Yield();
}
foreach (var name in sceneNames)
@@ -116,7 +133,11 @@ public class SceneManagerService : MonoBehaviour
}
}
// Unload multiple scenes asynchronously
/// <summary>
/// Unload multiple scenes asynchronously.
/// </summary>
/// <param name="sceneNames">Enumerable of scene names to unload.</param>
/// <param name="progress">Optional progress reporter.</param>
public async Task UnloadScenesAsync(IEnumerable<string> sceneNames, IProgress<float> progress = null)
{
int total = 0;

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@@ -1,5 +1,5 @@
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@@ -0,0 +1,261 @@
using UnityEngine;
using Pathfinding;
namespace Input
{
/// <summary>
/// Handles player movement in response to tap and hold input events.
/// Supports both direct and pathfinding movement modes, and provides event/callbacks for arrival/cancellation.
/// </summary>
public class PlayerTouchController : MonoBehaviour, ITouchInputConsumer
{
// --- Movement State ---
private Vector3 targetPosition;
private Vector3 directMoveVelocity; // default is Vector3.zero
private bool isHolding;
private Vector2 lastHoldPosition;
private Coroutine pathfindingDragCoroutine;
private float pathfindingDragUpdateInterval = 0.1f; // Interval in seconds
private bool pendingTap = false; // Track if OnHoldEnd is following a tap (legacy, see below)
// --- Unity/Component References ---
private AIPath aiPath;
// Note: String-based property lookup is flagged as inefficient, but is common in Unity for dynamic children.
private Animator animator;
private Transform artTransform;
// --- MoveToAndNotify State ---
public delegate void ArrivedAtTargetHandler();
private Coroutine moveToCoroutine;
public event ArrivedAtTargetHandler OnArrivedAtTarget;
public event System.Action OnMoveToCancelled;
private bool interruptMoveTo;
void Awake()
{
aiPath = GetComponent<AIPath>();
artTransform = transform.Find("CharacterArt");
if (artTransform != null)
animator = artTransform.GetComponent<Animator>();
else
animator = GetComponentInChildren<Animator>();
}
void Start()
{
InputManager.Instance?.SetDefaultConsumer(this);
}
/// <summary>
/// Handles tap input. Always uses pathfinding to move to the tapped location.
/// Cancels any in-progress MoveToAndNotify.
/// </summary>
public void OnTap(Vector2 worldPosition)
{
InterruptMoveTo();
Debug.Log($"[PlayerTouchController] OnTap at {worldPosition}");
if (aiPath != null)
{
aiPath.enabled = true;
aiPath.canMove = true;
aiPath.isStopped = false;
SetTargetPosition(worldPosition);
directMoveVelocity = Vector3.zero;
isHolding = false;
}
}
/// <summary>
/// Handles the start of a hold input. Begins tracking the finger and uses the correct movement mode.
/// Cancels any in-progress MoveToAndNotify.
/// </summary>
public void OnHoldStart(Vector2 worldPosition)
{
InterruptMoveTo();
Debug.Log($"[PlayerTouchController] OnHoldStart at {worldPosition}");
lastHoldPosition = worldPosition;
isHolding = true;
if (GameManager.Instance.DefaultHoldMovementMode == GameSettings.HoldMovementMode.Pathfinding &&
aiPath != null)
{
aiPath.enabled = true;
if (pathfindingDragCoroutine != null) StopCoroutine(pathfindingDragCoroutine);
pathfindingDragCoroutine = StartCoroutine(PathfindingDragUpdateCoroutine());
}
else // Direct movement
{
if (aiPath != null) aiPath.enabled = false;
directMoveVelocity = Vector3.zero;
}
}
/// <summary>
/// Handles hold move input. Updates the target position for direct or pathfinding movement.
/// </summary>
public void OnHoldMove(Vector2 worldPosition)
{
if (!isHolding) return;
lastHoldPosition = worldPosition;
if (GameManager.Instance.DefaultHoldMovementMode == GameSettings.HoldMovementMode.Direct)
{
if (aiPath != null && aiPath.enabled) aiPath.enabled = false;
MoveDirectlyTo(worldPosition);
}
// If pathfinding, coroutine will update destination
}
/// <summary>
/// Handles the end of a hold input. Stops tracking and disables movement as needed.
/// </summary>
public void OnHoldEnd(Vector2 worldPosition)
{
Debug.Log($"[PlayerTouchController] OnHoldEnd at {worldPosition}");
isHolding = false;
directMoveVelocity = Vector3.zero;
if (aiPath != null && GameManager.Instance.DefaultHoldMovementMode ==
GameSettings.HoldMovementMode.Pathfinding)
{
if (pathfindingDragCoroutine != null)
{
StopCoroutine(pathfindingDragCoroutine);
pathfindingDragCoroutine = null;
}
}
if (aiPath != null && GameManager.Instance.DefaultHoldMovementMode == GameSettings.HoldMovementMode.Direct)
{
aiPath.enabled = false;
}
}
/// <summary>
/// Sets the target position for pathfinding movement.
/// </summary>
private void SetTargetPosition(Vector2 worldPosition)
{
if (aiPath != null)
{
aiPath.destination = worldPosition;
aiPath.maxSpeed = GameManager.Instance.MoveSpeed;
aiPath.canMove = true;
aiPath.isStopped = false;
}
}
/// <summary>
/// Moves the player directly towards the specified world position.
/// </summary>
private void MoveDirectlyTo(Vector2 worldPosition)
{
if (aiPath == null) return;
Vector3 current = transform.position;
Vector3 target = new Vector3(worldPosition.x, worldPosition.y, current.z);
Vector3 toTarget = (target - current);
Vector3 direction = toTarget.normalized;
float maxSpeed = aiPath.maxSpeed;
float acceleration = aiPath.maxAcceleration;
directMoveVelocity =
Vector3.MoveTowards(directMoveVelocity, direction * maxSpeed, acceleration * Time.deltaTime);
if (directMoveVelocity.magnitude > maxSpeed)
directMoveVelocity = directMoveVelocity.normalized * maxSpeed;
Vector3 move = directMoveVelocity * Time.deltaTime;
if (move.magnitude > toTarget.magnitude)
move = toTarget;
transform.position += move;
}
void Update()
{
if (animator != null && aiPath != null)
{
float normalizedSpeed = 0f;
if (isHolding && GameManager.Instance.DefaultHoldMovementMode == GameSettings.HoldMovementMode.Direct)
{
normalizedSpeed = directMoveVelocity.magnitude / aiPath.maxSpeed;
}
else if (aiPath.enabled)
{
normalizedSpeed = aiPath.velocity.magnitude / aiPath.maxSpeed;
}
animator.SetFloat("Speed", Mathf.Clamp01(normalizedSpeed));
}
}
/// <summary>
/// Coroutine for updating the AIPath destination during pathfinding hold movement.
/// </summary>
private System.Collections.IEnumerator PathfindingDragUpdateCoroutine()
{
while (isHolding && aiPath != null)
{
aiPath.destination = new Vector3(lastHoldPosition.x, lastHoldPosition.y, transform.position.z);
yield return new WaitForSeconds(pathfindingDragUpdateInterval);
}
}
/// <summary>
/// Moves the player to a specific target position and notifies via events when arrived or cancelled.
/// This is used by systems like Pickup.cs to orchestrate movement.
/// </summary>
public void MoveToAndNotify(Vector3 target)
{
// Cancel any previous move-to coroutine
if (moveToCoroutine != null)
{
StopCoroutine(moveToCoroutine);
}
interruptMoveTo = false;
moveToCoroutine = StartCoroutine(MoveToTargetCoroutine(target));
}
/// <summary>
/// Cancels any in-progress MoveToAndNotify operation and fires the cancellation event.
/// </summary>
public void InterruptMoveTo()
{
interruptMoveTo = true;
isHolding = false;
directMoveVelocity = Vector3.zero;
if (GameManager.Instance.DefaultHoldMovementMode == GameSettings.HoldMovementMode.Direct && aiPath != null)
aiPath.enabled = false;
OnMoveToCancelled?.Invoke();
}
/// <summary>
/// Coroutine for moving the player to a target position and firing arrival/cancel events.
/// </summary>
private System.Collections.IEnumerator MoveToTargetCoroutine(Vector3 target)
{
if (aiPath != null)
{
aiPath.destination = target;
aiPath.maxSpeed = GameManager.Instance.MoveSpeed;
}
while (!interruptMoveTo)
{
Vector2 current2D = new Vector2(transform.position.x, transform.position.y);
Vector2 target2D = new Vector2(target.x, target.y);
float dist = Vector2.Distance(current2D, target2D);
if (dist <= GameManager.Instance.StopDistance + 0.2f)
{
break;
}
yield return null;
}
moveToCoroutine = null;
if (!interruptMoveTo)
{
OnArrivedAtTarget?.Invoke();
}
}
// --- Legacy/Unused fields ---
// pendingTap: This field is not used in the current input flow. If you are not using tap/hold distinction logic elsewhere, consider removing it.
// If you want to remove it, please confirm and I will do so.
}
}

View File

@@ -1,11 +0,0 @@
using UnityEngine;
using UnityEngine.Events;
public abstract class InteractionRequirementBase : MonoBehaviour
{
[Header("Events")]
public UnityEvent OnSuccess;
public UnityEvent OnFailure;
public abstract bool TryInteract(FollowerController follower);
}

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@@ -1,5 +1,5 @@
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@@ -1,8 +1,16 @@
using UnityEngine;
/// <summary>
/// Interaction requirement that allows combining the follower's held item with this pickup if a valid combination rule exists.
/// </summary>
[RequireComponent(typeof(Pickup))]
public class CombineWithBehavior : InteractionRequirementBase
{
/// <summary>
/// Attempts to combine the follower's held item with this pickup's item.
/// </summary>
/// <param name="follower">The follower attempting the interaction.</param>
/// <returns>True if the combination was successful, false otherwise.</returns>
public override bool TryInteract(FollowerController follower)
{
var heldItem = follower.currentlyHeldItem;

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using UnityEngine;
using UnityEngine.Events;
/// <summary>
/// Abstract base class for interaction requirements. Defines success/failure events and the TryInteract contract.
/// </summary>
public abstract class InteractionRequirementBase : MonoBehaviour
{
[Header("Events")]
public UnityEvent OnSuccess;
public UnityEvent OnFailure;
/// <summary>
/// Attempts to perform the interaction requirement with the given follower.
/// </summary>
/// <param name="follower">The follower attempting the interaction.</param>
/// <returns>True if the interaction was successful, false otherwise.</returns>
public abstract bool TryInteract(FollowerController follower);
}

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