Big script cleanup. Remove the examples from Ropes' external package
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packageName: Optimized Ropes And Cables Tool
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packageVersion: 1.2
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assetPath: Assets/GogoGaga/OptimizedRopesAndCables/Example/Scenes/ExampleScene/ReflectionProbe-0.exr
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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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productId: 287164
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packageName: Optimized Ropes And Cables Tool
|
|
||||||
packageVersion: 1.2
|
|
||||||
assetPath: Assets/GogoGaga/OptimizedRopesAndCables/Example/Scripts/CameraMove.cs
|
|
||||||
uploadId: 683666
|
|
||||||
@@ -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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@@ -1,18 +0,0 @@
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|
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packageName: Optimized Ropes And Cables Tool
|
|
||||||
packageVersion: 1.2
|
|
||||||
assetPath: Assets/GogoGaga/OptimizedRopesAndCables/Example/Scripts/PointsAssignExample.cs
|
|
||||||
uploadId: 683666
|
|
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@@ -1,5 +1,5 @@
|
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fileFormatVersion: 2
|
fileFormatVersion: 2
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guid: 2b2d9adca3048fc4eb8f74f226783efb
|
guid: bcdb9a3fdaba40459aa46e01c956b531
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folderAsset: yes
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|
DefaultImporter:
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externalObjects: {}
|
externalObjects: {}
|
||||||
@@ -1,21 +1,22 @@
|
|||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Represents a single bubble, handling its movement, wobble effect, scaling, and sprite assignment.
|
||||||
|
/// </summary>
|
||||||
public class Bubble : MonoBehaviour
|
public class Bubble : MonoBehaviour
|
||||||
{
|
{
|
||||||
public float speed = 1f;
|
public float speed = 1f;
|
||||||
public float wobbleSpeed = 1f;
|
public float wobbleSpeed = 1f;
|
||||||
public float wobbleAmount = 0.1f;
|
|
||||||
private SpriteRenderer spriteRenderer;
|
private SpriteRenderer spriteRenderer;
|
||||||
private SpriteRenderer bottleSpriteRenderer;
|
private SpriteRenderer bottleSpriteRenderer;
|
||||||
private float baseScale;
|
|
||||||
private float timeOffset;
|
private float timeOffset;
|
||||||
private float minScale = 0.2f;
|
private float minScale = 0.2f;
|
||||||
private float maxScale = 1.2f;
|
private float maxScale = 1.2f;
|
||||||
|
|
||||||
void Awake()
|
void Awake()
|
||||||
{
|
{
|
||||||
|
// Cache references and randomize time offset for wobble
|
||||||
spriteRenderer = GetComponent<SpriteRenderer>();
|
spriteRenderer = GetComponent<SpriteRenderer>();
|
||||||
baseScale = transform.localScale.x;
|
|
||||||
timeOffset = Random.value * 100f;
|
timeOffset = Random.value * 100f;
|
||||||
// Find the child named "BottleSprite" and get its SpriteRenderer
|
// Find the child named "BottleSprite" and get its SpriteRenderer
|
||||||
Transform bottleSpriteTransform = transform.Find("BubbleSprite");
|
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)
|
public void SetSprite(Sprite sprite)
|
||||||
{
|
{
|
||||||
if (spriteRenderer != null)
|
if (spriteRenderer != null)
|
||||||
spriteRenderer.sprite = sprite;
|
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)
|
public void SetBottleSprite(Sprite sprite)
|
||||||
{
|
{
|
||||||
if (bottleSpriteRenderer != null)
|
if (bottleSpriteRenderer != null)
|
||||||
bottleSpriteRenderer.sprite = sprite;
|
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)
|
public void SetWobbleScaleLimits(float min, float max)
|
||||||
{
|
{
|
||||||
minScale = min;
|
minScale = min;
|
||||||
@@ -1,5 +1,8 @@
|
|||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Spawns bubbles at intervals, randomizing their properties and assigning a random sprite to each.
|
||||||
|
/// </summary>
|
||||||
public class BubbleSpawner : MonoBehaviour
|
public class BubbleSpawner : MonoBehaviour
|
||||||
{
|
{
|
||||||
public Bubble bubblePrefab;
|
public Bubble bubblePrefab;
|
||||||
@@ -20,6 +23,7 @@ public class BubbleSpawner : MonoBehaviour
|
|||||||
|
|
||||||
void Start()
|
void Start()
|
||||||
{
|
{
|
||||||
|
// Initialize the next spawn interval
|
||||||
nextSpawnInterval = GetRandomizedInterval();
|
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()
|
float GetRandomizedInterval()
|
||||||
{
|
{
|
||||||
return spawnInterval * Random.Range(0.8f, 1.2f);
|
return spawnInterval * Random.Range(0.8f, 1.2f);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Spawns a bubble with randomized properties and assigns a random sprite.
|
||||||
|
/// </summary>
|
||||||
void SpawnBubble()
|
void SpawnBubble()
|
||||||
{
|
{
|
||||||
float x = Random.Range(spawnXMin, spawnXMax);
|
float x = Random.Range(spawnXMin, spawnXMax);
|
||||||
@@ -47,7 +58,6 @@ public class BubbleSpawner : MonoBehaviour
|
|||||||
// Randomize bubble properties
|
// Randomize bubble properties
|
||||||
bubble.speed = Random.Range(speedRange.x, speedRange.y);
|
bubble.speed = Random.Range(speedRange.x, speedRange.y);
|
||||||
bubble.wobbleSpeed = Random.Range(wobbleSpeedRange.x, wobbleSpeedRange.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);
|
float scale = Random.Range(scaleRange.x, scaleRange.y);
|
||||||
bubble.transform.localScale = Vector3.one * scale;
|
bubble.transform.localScale = Vector3.one * scale;
|
||||||
// Assign random sprite to BottleSprite
|
// Assign random sprite to BottleSprite
|
||||||
@@ -1,5 +1,5 @@
|
|||||||
fileFormatVersion: 2
|
fileFormatVersion: 2
|
||||||
guid: ac4b09b3d20f4de4a824bcf13502deea
|
guid: d0c42aa405004b10a15c2afa49fba03b
|
||||||
folderAsset: yes
|
folderAsset: yes
|
||||||
DefaultImporter:
|
DefaultImporter:
|
||||||
externalObjects: {}
|
externalObjects: {}
|
||||||
@@ -9,6 +9,11 @@ public class DebugUIMessage : MonoBehaviour
|
|||||||
private Canvas canvas;
|
private Canvas canvas;
|
||||||
private Coroutine hideCoroutine;
|
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)
|
public static void Show(string message, float duration = 2f)
|
||||||
{
|
{
|
||||||
if (instance == null)
|
if (instance == null)
|
||||||
@@ -21,6 +26,9 @@ public class DebugUIMessage : MonoBehaviour
|
|||||||
instance.ShowMessage(message, duration);
|
instance.ShowMessage(message, duration);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Sets up the UI canvas and text for debug messages.
|
||||||
|
/// </summary>
|
||||||
private void SetupUI()
|
private void SetupUI()
|
||||||
{
|
{
|
||||||
canvas = new GameObject("DebugUICanvas").AddComponent<Canvas>();
|
canvas = new GameObject("DebugUICanvas").AddComponent<Canvas>();
|
||||||
@@ -51,6 +59,9 @@ public class DebugUIMessage : MonoBehaviour
|
|||||||
messageText.text = "";
|
messageText.text = "";
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Internal method to show a message and start the hide coroutine.
|
||||||
|
/// </summary>
|
||||||
private void ShowMessage(string message, float duration)
|
private void ShowMessage(string message, float duration)
|
||||||
{
|
{
|
||||||
messageText.text = message;
|
messageText.text = message;
|
||||||
@@ -60,6 +71,9 @@ public class DebugUIMessage : MonoBehaviour
|
|||||||
hideCoroutine = StartCoroutine(HideAfterSeconds(duration));
|
hideCoroutine = StartCoroutine(HideAfterSeconds(duration));
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Coroutine to hide the message after a delay.
|
||||||
|
/// </summary>
|
||||||
private IEnumerator HideAfterSeconds(float seconds)
|
private IEnumerator HideAfterSeconds(float seconds)
|
||||||
{
|
{
|
||||||
yield return new WaitForSeconds(seconds);
|
yield return new WaitForSeconds(seconds);
|
||||||
@@ -1,8 +1,14 @@
|
|||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Singleton manager for global game state and settings. Provides accessors for various gameplay parameters.
|
||||||
|
/// </summary>
|
||||||
public class GameManager : MonoBehaviour
|
public class GameManager : MonoBehaviour
|
||||||
{
|
{
|
||||||
private static GameManager _instance;
|
private static GameManager _instance;
|
||||||
|
/// <summary>
|
||||||
|
/// Singleton instance of the GameManager.
|
||||||
|
/// </summary>
|
||||||
public static GameManager Instance
|
public static GameManager Instance
|
||||||
{
|
{
|
||||||
get
|
get
|
||||||
@@ -30,6 +36,7 @@ public class GameManager : MonoBehaviour
|
|||||||
DontDestroyOnLoad(gameObject);
|
DontDestroyOnLoad(gameObject);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Accessors for game settings
|
||||||
public float PlayerStopDistance => gameSettings != null ? gameSettings.playerStopDistance : 1.0f;
|
public float PlayerStopDistance => gameSettings != null ? gameSettings.playerStopDistance : 1.0f;
|
||||||
public float FollowerPickupDelay => gameSettings != null ? gameSettings.followerPickupDelay : 0.2f;
|
public float FollowerPickupDelay => gameSettings != null ? gameSettings.followerPickupDelay : 0.2f;
|
||||||
public float FollowDistance => gameSettings != null ? gameSettings.followDistance : 1.5f;
|
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 float HeldIconDisplayHeight => gameSettings != null ? gameSettings.heldIconDisplayHeight : 2.0f;
|
||||||
public GameObject BasePickupPrefab => gameSettings != null ? gameSettings.basePickupPrefab : null;
|
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)
|
public GameSettings.CombinationRule GetCombinationRule(PickupItemData item1, PickupItemData item2)
|
||||||
{
|
{
|
||||||
if (gameSettings == null || gameSettings.combinationRules == null) return null;
|
if (gameSettings == null || gameSettings.combinationRules == null) return null;
|
||||||
@@ -58,6 +68,9 @@ public class GameManager : MonoBehaviour
|
|||||||
return null;
|
return null;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Returns the slot item config for a given slot item.
|
||||||
|
/// </summary>
|
||||||
public GameSettings.SlotItemConfig GetSlotItemConfig(PickupItemData slotItem)
|
public GameSettings.SlotItemConfig GetSlotItemConfig(PickupItemData slotItem)
|
||||||
{
|
{
|
||||||
if (gameSettings == null || gameSettings.slotItemConfigs == null || slotItem == null) return null;
|
if (gameSettings == null || gameSettings.slotItemConfigs == null || slotItem == null) return null;
|
||||||
@@ -1,5 +1,8 @@
|
|||||||
using UnityEngine;
|
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)]
|
[CreateAssetMenu(fileName = "GameSettings", menuName = "AppleHills/GameSettings", order = 1)]
|
||||||
public class GameSettings : ScriptableObject
|
public class GameSettings : ScriptableObject
|
||||||
{
|
{
|
||||||
@@ -62,6 +65,9 @@ public class GameSettings : ScriptableObject
|
|||||||
|
|
||||||
// Singleton pattern
|
// Singleton pattern
|
||||||
private static GameSettings _instance;
|
private static GameSettings _instance;
|
||||||
|
/// <summary>
|
||||||
|
/// Singleton instance of GameSettings loaded from Resources.
|
||||||
|
/// </summary>
|
||||||
public static GameSettings Instance {
|
public static GameSettings Instance {
|
||||||
get {
|
get {
|
||||||
if (_instance == null) {
|
if (_instance == null) {
|
||||||
@@ -4,9 +4,15 @@ using System.Threading.Tasks;
|
|||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using UnityEngine.SceneManagement;
|
using UnityEngine.SceneManagement;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Singleton service for loading and unloading Unity scenes asynchronously, with events for progress and completion.
|
||||||
|
/// </summary>
|
||||||
public class SceneManagerService : MonoBehaviour
|
public class SceneManagerService : MonoBehaviour
|
||||||
{
|
{
|
||||||
private static SceneManagerService _instance;
|
private static SceneManagerService _instance;
|
||||||
|
/// <summary>
|
||||||
|
/// Singleton instance of the SceneManagerService.
|
||||||
|
/// </summary>
|
||||||
public static SceneManagerService Instance
|
public static SceneManagerService Instance
|
||||||
{
|
{
|
||||||
get
|
get
|
||||||
@@ -42,7 +48,11 @@ public class SceneManagerService : MonoBehaviour
|
|||||||
DontDestroyOnLoad(gameObject);
|
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)
|
public async Task LoadSceneAsync(string sceneName, IProgress<float> progress = null)
|
||||||
{
|
{
|
||||||
SceneLoadStarted?.Invoke(sceneName);
|
SceneLoadStarted?.Invoke(sceneName);
|
||||||
@@ -58,7 +68,11 @@ public class SceneManagerService : MonoBehaviour
|
|||||||
SceneLoadCompleted?.Invoke(sceneName);
|
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)
|
public async Task UnloadSceneAsync(string sceneName, IProgress<float> progress = null)
|
||||||
{
|
{
|
||||||
var scene = SceneManager.GetSceneByName(sceneName);
|
var scene = SceneManager.GetSceneByName(sceneName);
|
||||||
@@ -80,7 +94,11 @@ public class SceneManagerService : MonoBehaviour
|
|||||||
SceneUnloadCompleted?.Invoke(sceneName);
|
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)
|
public async Task LoadScenesAsync(IEnumerable<string> sceneNames, IProgress<float> progress = null)
|
||||||
{
|
{
|
||||||
int total = 0;
|
int total = 0;
|
||||||
@@ -100,13 +118,12 @@ public class SceneManagerService : MonoBehaviour
|
|||||||
float aggregate = 0f;
|
float aggregate = 0f;
|
||||||
foreach (var op in ops)
|
foreach (var op in ops)
|
||||||
{
|
{
|
||||||
aggregate += op.progress;
|
|
||||||
if (op.isDone) done++;
|
if (op.isDone) done++;
|
||||||
|
aggregate += op.progress;
|
||||||
}
|
}
|
||||||
float avg = aggregate / total;
|
float avgProgress = aggregate / total;
|
||||||
progress?.Report(avg);
|
progress?.Report(avgProgress);
|
||||||
foreach (var name in sceneNames)
|
// Optionally, could invoke SceneLoadProgress for each scene
|
||||||
SceneLoadProgress?.Invoke(name, avg);
|
|
||||||
await Task.Yield();
|
await Task.Yield();
|
||||||
}
|
}
|
||||||
foreach (var name in sceneNames)
|
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)
|
public async Task UnloadScenesAsync(IEnumerable<string> sceneNames, IProgress<float> progress = null)
|
||||||
{
|
{
|
||||||
int total = 0;
|
int total = 0;
|
||||||
@@ -1,5 +1,5 @@
|
|||||||
fileFormatVersion: 2
|
fileFormatVersion: 2
|
||||||
guid: 4ef31c5bd659d374b98f94784448e024
|
guid: 3c56035ad09948c4fbf262edd4a69f3d
|
||||||
folderAsset: yes
|
folderAsset: yes
|
||||||
DefaultImporter:
|
DefaultImporter:
|
||||||
externalObjects: {}
|
externalObjects: {}
|
||||||
261
Assets/Scripts/Input/PlayerTouchController.cs
Normal file
261
Assets/Scripts/Input/PlayerTouchController.cs
Normal file
@@ -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.
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -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);
|
|
||||||
}
|
|
||||||
|
|
||||||
@@ -1,5 +1,5 @@
|
|||||||
fileFormatVersion: 2
|
fileFormatVersion: 2
|
||||||
guid: 67845d707821e154799194e23412debc
|
guid: c0f241df0ed945269e02df6bca92fbca
|
||||||
folderAsset: yes
|
folderAsset: yes
|
||||||
DefaultImporter:
|
DefaultImporter:
|
||||||
externalObjects: {}
|
externalObjects: {}
|
||||||
@@ -1,8 +1,16 @@
|
|||||||
using UnityEngine;
|
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))]
|
[RequireComponent(typeof(Pickup))]
|
||||||
public class CombineWithBehavior : InteractionRequirementBase
|
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)
|
public override bool TryInteract(FollowerController follower)
|
||||||
{
|
{
|
||||||
var heldItem = follower.currentlyHeldItem;
|
var heldItem = follower.currentlyHeldItem;
|
||||||
19
Assets/Scripts/Interactions/InteractionRequirementBase.cs
Normal file
19
Assets/Scripts/Interactions/InteractionRequirementBase.cs
Normal file
@@ -0,0 +1,19 @@
|
|||||||
|
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);
|
||||||
|
}
|
||||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user