Merge branch 'main' into dump-dump

This commit is contained in:
2025-12-17 11:09:38 +01:00
25 changed files with 2089 additions and 692 deletions

View File

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@@ -1844,6 +1892,42 @@ MonoBehaviour:
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@@ -788,8 +788,11 @@ MonoBehaviour:
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@@ -4136,6 +4139,101 @@ SpriteRenderer:
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View File

@@ -1,41 +1,42 @@
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 bool playOnSceneReady;
[HideInInspector]
public PlayableDirector introPlayableDirector;
internal override void OnSceneReady()
public class LevelIntroDirector : ManagedBehaviour
{
base.OnSceneReady();
if (playOnSceneReady)
public bool playOnSceneReady;
[HideInInspector]
public PlayableDirector introPlayableDirector;
internal override void OnSceneReady()
{
introPlayableDirector = GetComponent<PlayableDirector>();
introPlayableDirector.stopped += IntroTimelineStopped;
PlayIntroTimeline();
base.OnSceneReady();
if (playOnSceneReady)
{
introPlayableDirector = GetComponent<PlayableDirector>();
introPlayableDirector.stopped += IntroTimelineStopped;
PlayIntroTimeline();
}
else { gameObject.SetActive(false); }
}
else { gameObject.SetActive(false); }
}
private void IntroTimelineStopped(PlayableDirector director)
{
InputManager.Instance.SetInputMode(InputMode.Game);
introPlayableDirector.stopped -= IntroTimelineStopped;
gameObject.SetActive(false);
private void IntroTimelineStopped(PlayableDirector director)
{
InputManager.Instance.SetInputMode(InputMode.Game);
introPlayableDirector.stopped -= IntroTimelineStopped;
gameObject.SetActive(false);
}
}
public void PlayIntroTimeline()
{
introPlayableDirector.Play();
InputManager.Instance.SetInputMode(InputMode.InputDisabled);
}
public void PlayIntroTimeline()
{
introPlayableDirector.Play();
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

@@ -1,4 +1,5 @@
using AppleHills.Core.Settings;
using Minigames.BirdPooper;
using UnityEngine;
namespace Core.Settings
@@ -33,8 +34,8 @@ namespace Core.Settings
[Tooltip("Obstacle scroll speed in units/s")]
[SerializeField] private float obstacleMoveSpeed = 5f;
[Tooltip("Time between obstacle spawns in seconds")]
[SerializeField] private float obstacleSpawnInterval = 2f;
[Tooltip("Obstacle spawning configuration (pools, timing, difficulty)")]
[SerializeField] private ObstacleSpawnConfig obstacleSpawnConfiguration;
[Tooltip("X position where obstacles spawn (off-screen right)")]
[SerializeField] private float obstacleSpawnXPosition = 12f;
@@ -71,7 +72,7 @@ namespace Core.Settings
public float MaxRotationAngle => maxRotationAngle;
public float RotationSpeed => rotationSpeed;
public float ObstacleMoveSpeed => obstacleMoveSpeed;
public float ObstacleSpawnInterval => obstacleSpawnInterval;
public ObstacleSpawnConfig ObstacleSpawnConfiguration => obstacleSpawnConfiguration;
public float ObstacleSpawnXPosition => obstacleSpawnXPosition;
public float ObstacleDestroyXPosition => obstacleDestroyXPosition;
public float ObstacleMinSpawnY => obstacleMinSpawnY;
@@ -91,9 +92,14 @@ namespace Core.Settings
maxFallSpeed = Mathf.Max(0f, maxFallSpeed);
maxRotationAngle = Mathf.Clamp(maxRotationAngle, 0f, 90f);
rotationSpeed = Mathf.Max(0.1f, rotationSpeed);
obstacleSpawnInterval = Mathf.Max(0.1f, obstacleSpawnInterval);
targetMoveSpeed = Mathf.Max(0.1f, targetMoveSpeed);
targetSpawnInterval = Mathf.Max(0.1f, targetSpawnInterval);
// Validate obstacle spawn configuration
if (obstacleSpawnConfiguration != null)
{
obstacleSpawnConfiguration.Validate();
}
}
}
}

View File

@@ -1,8 +1,10 @@
namespace Core.Settings
using Minigames.BirdPooper;
namespace Core.Settings
{
/// <summary>
/// Settings interface for Bird Pooper minigame.
/// Accessed via GameManager.GetSettingsObject<IBirdPooperSettings>()
/// Accessed via GameManager.GetSettingsObject of IBirdPooperSettings
/// </summary>
public interface IBirdPooperSettings
{
@@ -19,12 +21,14 @@
// Obstacles
float ObstacleMoveSpeed { get; }
float ObstacleSpawnInterval { get; }
float ObstacleSpawnXPosition { get; }
float ObstacleDestroyXPosition { get; }
float ObstacleMinSpawnY { get; }
float ObstacleMaxSpawnY { get; }
// Obstacle Spawning Configuration
ObstacleSpawnConfig ObstacleSpawnConfiguration { get; }
// Poop Projectile
float PoopFallSpeed { get; }
float PoopDestroyYPosition { get; }

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());
}
}
if (showDebugLogs) Logging.Debug("[AirplaneGameManager] All introductions complete");
}
// 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());
// TODO: All people say hello animation
if (showDebugLogs) Logging.Debug("[AirplaneGameManager] (Stub) All people introduction");
yield return null;
}
#endregion
#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)
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} ===" +
$"\n Target: {_currentPerson.TargetName}");
}
OnPersonStartTurn?.Invoke(_currentPerson);
// Only introduce if this is a NEW person
if (isNewPerson && _previousPerson != null)
{
// Switching to a new person (after success) - they say hello
yield return StartCoroutine(personQueue.IntroduceNextPerson());
}
else if (_previousPerson == null)
{
// First turn - they already said hello during intro, just brief camera pause
if (cameraManager != null)
{
cameraManager.SwitchToState(AirplaneCameraState.NextPerson);
yield return new WaitForSeconds(0.5f);
}
}
// else: Same person retry (after failure) - skip introduction, go straight to aiming
// 1. Introduce this person
yield return StartCoroutine(IntroducePerson());
// Initialize spawn manager for this person's target
// 2. Prepare level (spawn objects, target)
yield return StartCoroutine(PrepareLevel());
// 3. Execute target flyby
yield return StartCoroutine(ExecuteTargetFlyby());
// 4. Select airplane
AirplaneAbilityType selectedType = AirplaneAbilityType.None;
yield return StartCoroutine(SelectAirplane((type) => selectedType = type));
// 5. Enter aiming state with selected airplane
EnterAimingState(selectedType);
// Flow continues to shot → evaluation → routing
}
#endregion
#region Flow: Repeat Shot Flow
/// <summary>
/// Repeat Shot Flow: Executed when same person retries after missing.
/// Steps: Brief camera → React (disappointed) → Select airplane → Aim → Shoot
/// </summary>
private IEnumerator ExecuteRepeatShotFlow()
{
if (showDebugLogs)
{
Logging.Debug($"[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)
{
yield return StartCoroutine(cameraManager.BlendToStateAsync(AirplaneCameraState.NextPerson));
}
// 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}");
}
}
@@ -497,6 +639,45 @@ 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
@@ -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

@@ -69,7 +69,7 @@ namespace Minigames.Airplane.Core
[Header("Spawn Threshold")]
[Tooltip("Transform marker in scene where dynamic spawning begins (uses X position). If null, uses fallback from settings.")]
[SerializeField] private Transform dynamicSpawnThresholdMarker;
[Header("Spawn Parents")]
[Tooltip("Parent transform for spawned objects (optional, for organization)")]
[SerializeField] private Transform spawnedObjectsParent;
@@ -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;
@@ -150,58 +149,26 @@ namespace Minigames.Airplane.Core
_furthestReachedX = planeX;
}
// Check if target should be spawned (when plane gets within spawn distance)
if (!_hasSpawnedTarget && _targetPrefabToSpawn != null)
// 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)
{
float distanceToTarget = _targetSpawnPosition.x - planeX;
if (distanceToTarget <= _settings.SpawnDistanceAhead)
// Continue spawning objects when plane approaches the last spawned position
float spawnTriggerX = _lastSpawnedX + _settings.SpawnDistanceAhead;
if (planeX >= spawnTriggerX && planeX >= _nextObjectSpawnX)
{
SpawnTarget();
_hasSpawnedTarget = true;
if (showDebugLogs)
{
Logging.Debug($"[SpawnManager] Target spawned at distance {distanceToTarget:F2} from plane");
}
SpawnRandomObject();
ScheduleNextObjectSpawn(planeX);
}
}
// Check if plane has crossed threshold
float threshold = dynamicSpawnThresholdMarker.position.x;
if (!_hasPassedThreshold && planeX >= threshold)
{
_hasPassedThreshold = true;
InitializeDynamicSpawning();
if (showDebugLogs)
// Continue spawning ground tiles ahead of plane
float groundSpawnTargetX = planeX + GetGroundSpawnAheadDistance();
while (_nextGroundSpawnX < groundSpawnTargetX)
{
Logging.Debug($"[SpawnManager] Plane crossed threshold at X={planeX:F2}");
}
}
// If past threshold, handle spawning (only if we're going further than before)
if (_hasPassedThreshold)
{
// 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)
{
SpawnRandomObject();
ScheduleNextObjectSpawn(planeX);
}
// Spawn ground tiles ahead of plane
float groundSpawnTargetX = planeX + GetGroundSpawnAheadDistance();
while (_nextGroundSpawnX < groundSpawnTargetX)
{
SpawnGroundTile();
_nextGroundSpawnX += _settings.GroundSpawnInterval;
}
SpawnGroundTile();
_nextGroundSpawnX += _settings.GroundSpawnInterval;
}
}
}
@@ -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($"[PersonQueue] Introducing next person: {nextPerson.PersonName}");
// Call person's hello sequence
yield return StartCoroutine(nextPerson.OnHello());
if (showDebugLogs) Logging.Debug("[PersonQueue] Introduction complete");
if (success)
{
if (showDebugLogs) Logging.Debug($"[PersonQueue] Advancing queue - removing {currentPerson.PersonName} and shuffling");
// Remember the first person's position BEFORE removing them
Vector3 firstPersonPosition = currentPerson.PersonTransform.position;
// 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;

View File

@@ -15,11 +15,12 @@ namespace Minigames.BirdPooper
public UnityEngine.Events.UnityEvent OnFlap;
public UnityEngine.Events.UnityEvent OnPlayerDamaged;
private Rigidbody2D rb;
private IBirdPooperSettings settings;
private float verticalVelocity = 0f;
private bool isDead = false;
private float fixedXPosition; // Store the initial X position from the scene
private Rigidbody2D _rb;
private IBirdPooperSettings _settings;
private float _verticalVelocity;
private bool _isDead;
private float _fixedXPosition; // Store the initial X position from the scene
private bool _isInitialized; // Flag to control when physics/input are active
internal override void OnManagedAwake()
{
@@ -31,33 +32,49 @@ namespace Minigames.BirdPooper
if (OnPlayerDamaged == null)
OnPlayerDamaged = new UnityEngine.Events.UnityEvent();
// Load settings
settings = GameManager.GetSettingsObject<IBirdPooperSettings>();
if (settings == null)
{
Debug.LogError("[BirdPlayerController] BirdPooperSettings not found!");
return;
}
// Get Rigidbody2D component (Dynamic with gravityScale = 0)
rb = GetComponent<Rigidbody2D>();
if (rb != null)
{
rb.gravityScale = 0f; // Disable Unity physics gravity
rb.bodyType = RigidbodyType2D.Kinematic; // Kinematic = manual movement, no physics forces
// Store the initial X position from the scene
fixedXPosition = rb.position.x;
Debug.Log($"[BirdPlayerController] Fixed X position set to: {fixedXPosition}");
}
else
// Only cache component references - NO setup yet
_rb = GetComponent<Rigidbody2D>();
if (_rb == null)
{
Debug.LogError("[BirdPlayerController] Rigidbody2D component not found!");
return;
}
// Register as default consumer (gets input if nothing else consumes it)
// This allows UI buttons to work while still flapping when tapping empty space
// Load settings
_settings = GameManager.GetSettingsObject<IBirdPooperSettings>();
if (_settings == null)
{
Debug.LogError("[BirdPlayerController] BirdPooperSettings not found!");
}
Debug.Log("[BirdPlayerController] References cached, waiting for initialization...");
}
/// <summary>
/// Initializes the player controller - enables physics and input.
/// Should be called by BirdPooperGameManager when ready to start the game.
/// </summary>
public void Initialize()
{
if (_isInitialized)
{
Debug.LogWarning("[BirdPlayerController] Already initialized!");
return;
}
if (_rb == null || _settings == null)
{
Debug.LogError("[BirdPlayerController] Cannot initialize - missing references!");
return;
}
// Setup physics
_rb.gravityScale = 0f; // Disable Unity physics gravity
_rb.bodyType = RigidbodyType2D.Kinematic; // Kinematic = manual movement, no physics forces
// Store the initial X position from the scene
_fixedXPosition = _rb.position.x;
// Register as default input consumer
if (Input.InputManager.Instance != null)
{
Input.InputManager.Instance.SetDefaultConsumer(this);
@@ -67,52 +84,74 @@ namespace Minigames.BirdPooper
{
Debug.LogError("[BirdPlayerController] InputManager instance not found!");
}
_isInitialized = true;
Debug.Log($"[BirdPlayerController] Initialized! Fixed X position: {_fixedXPosition}");
}
private void Update()
{
if (!isDead && settings != null && rb != null)
{
// Apply manual gravity
verticalVelocity -= settings.Gravity * Time.deltaTime;
// Cap fall speed (terminal velocity)
if (verticalVelocity < -settings.MaxFallSpeed)
verticalVelocity = -settings.MaxFallSpeed;
// Update position manually
Vector2 newPosition = rb.position;
newPosition.y += verticalVelocity * Time.deltaTime;
newPosition.x = fixedXPosition; // Keep X fixed at scene-configured position
// Clamp Y position to bounds
newPosition.y = Mathf.Clamp(newPosition.y, settings.MinY, settings.MaxY);
rb.MovePosition(newPosition);
// Update rotation based on velocity
UpdateRotation();
}
// Only run physics/movement if initialized
if (!_isInitialized || _isDead || _settings == null || _rb == null)
return;
// Apply manual gravity
_verticalVelocity -= _settings.Gravity * Time.deltaTime;
// Cap fall speed (terminal velocity)
if (_verticalVelocity < -_settings.MaxFallSpeed)
_verticalVelocity = -_settings.MaxFallSpeed;
// Update position manually
Vector2 newPosition = _rb.position;
newPosition.y += _verticalVelocity * Time.deltaTime;
newPosition.x = _fixedXPosition; // Keep X fixed at scene-configured position
// Clamp Y position to bounds
newPosition.y = Mathf.Clamp(newPosition.y, _settings.MinY, _settings.MaxY);
_rb.MovePosition(newPosition);
// Update rotation based on velocity
UpdateRotation();
}
#region ITouchInputConsumer Implementation
public void OnTap(Vector2 tapPosition)
{
if (!isDead && settings != null)
{
verticalVelocity = settings.FlapForce;
Debug.Log($"[BirdPlayerController] Flap! velocity = {verticalVelocity}");
// Emit flap event
OnFlap?.Invoke();
}
// Only respond to input if initialized and alive
if (!_isInitialized || _isDead || _settings == null)
return;
Flap();
}
public void OnHoldStart(Vector2 position) { }
public void OnHoldMove(Vector2 position) { }
public void OnHoldEnd(Vector2 position) { }
#endregion
#region Player Actions
/// <summary>
/// Makes the bird flap, applying upward velocity.
/// Can be called by input system or externally (e.g., for first tap).
/// </summary>
public void Flap()
{
if (!_isInitialized || _isDead || _settings == null)
return;
_verticalVelocity = _settings.FlapForce;
Debug.Log($"[BirdPlayerController] Flap! velocity = {_verticalVelocity}");
// Emit flap event
OnFlap?.Invoke();
}
#endregion
#region Rotation
@@ -123,19 +162,19 @@ namespace Minigames.BirdPooper
/// </summary>
private void UpdateRotation()
{
if (settings == null) return;
if (_settings == null) return;
// Map velocity to rotation angle
// When falling at max speed (-MaxFallSpeed): -MaxRotationAngle (down)
// When at flap velocity (+FlapForce): +MaxRotationAngle (up)
float velocityPercent = Mathf.InverseLerp(
-settings.MaxFallSpeed,
settings.FlapForce,
verticalVelocity
-_settings.MaxFallSpeed,
_settings.FlapForce,
_verticalVelocity
);
float targetAngle = Mathf.Lerp(
-settings.MaxRotationAngle,
settings.MaxRotationAngle,
-_settings.MaxRotationAngle,
_settings.MaxRotationAngle,
velocityPercent
);
@@ -148,7 +187,7 @@ namespace Minigames.BirdPooper
float smoothedAngle = Mathf.Lerp(
currentAngle,
targetAngle,
settings.RotationSpeed * Time.deltaTime
_settings.RotationSpeed * Time.deltaTime
);
// Apply rotation to Z axis only (2D rotation)
@@ -175,10 +214,10 @@ namespace Minigames.BirdPooper
private void HandleDeath()
{
// Only process death once
if (isDead) return;
if (_isDead) return;
isDead = true;
verticalVelocity = 0f;
_isDead = true;
_verticalVelocity = 0f;
Debug.Log("[BirdPlayerController] Bird died!");
// Emit damage event - let the game manager handle UI
@@ -187,9 +226,9 @@ namespace Minigames.BirdPooper
#endregion
#region Public Properties
#region Public Accessors
public bool IsDead => isDead;
public bool IsDead => _isDead;
#endregion
}

View File

@@ -17,12 +17,13 @@ namespace Minigames.BirdPooper
[SerializeField] private BirdPlayerController player;
[SerializeField] private ObstacleSpawner obstacleSpawner;
[SerializeField] private TargetSpawner targetSpawner;
[SerializeField] private TapToStartController tapToStartController;
[SerializeField] private GameOverScreen gameOverScreen;
[SerializeField] private GameObject poopPrefab;
[Header("Game State")]
private int targetsHit;
private bool isGameOver;
private int _targetsHit;
private bool _isGameOver;
[Header("Input")]
[Tooltip("Minimum seconds between consecutive poop spawns")]
@@ -60,6 +61,11 @@ namespace Minigames.BirdPooper
Debug.LogWarning("[BirdPooperGameManager] TargetSpawner reference not assigned! Targets will not spawn.");
}
if (tapToStartController == null)
{
Debug.LogError("[BirdPooperGameManager] TapToStartController reference not assigned!");
}
if (gameOverScreen == null)
{
Debug.LogError("[BirdPooperGameManager] GameOverScreen reference not assigned!");
@@ -76,34 +82,76 @@ namespace Minigames.BirdPooper
}
}
internal override void OnManagedStart()
/// <summary>
/// Called after scene is fully loaded and any save data is restored.
/// Activates tap-to-start UI instead of starting immediately.
/// </summary>
internal override void OnSceneRestoreCompleted()
{
base.OnManagedStart();
base.OnSceneRestoreCompleted();
Debug.Log("[BirdPooperGameManager] Scene fully loaded, activating tap-to-start...");
if (tapToStartController != null)
{
tapToStartController.Activate();
}
else
{
Debug.LogError("[BirdPooperGameManager] TapToStartController missing! Starting game immediately as fallback.");
BeginMinigame();
}
}
/// <summary>
/// Central method to begin the minigame.
/// Initializes player, starts spawners, and sets up game state.
/// </summary>
public void BeginMinigame()
{
// Initialize game state
isGameOver = false;
targetsHit = 0;
_isGameOver = false;
_targetsHit = 0;
// Subscribe to player events
// Initialize and enable player
if (player != null)
{
player.Initialize();
player.OnPlayerDamaged.AddListener(HandlePlayerDamaged);
Debug.Log("[BirdPooperGameManager] Subscribed to player damaged event");
// Make bird do initial flap so first tap feels responsive
player.Flap();
Debug.Log("[BirdPooperGameManager] Player initialized and event subscribed");
}
else
{
Debug.LogError("[BirdPooperGameManager] Cannot begin minigame - player reference missing!");
}
// Start obstacle spawning
if (obstacleSpawner != null)
{
obstacleSpawner.StartSpawning();
Debug.Log("[BirdPooperGameManager] Started obstacle spawning");
Debug.Log("[BirdPooperGameManager] Obstacle spawner started");
}
else
{
Debug.LogError("[BirdPooperGameManager] Cannot begin minigame - obstacle spawner reference missing!");
}
// Start target spawning
if (targetSpawner != null)
{
targetSpawner.StartSpawning();
Debug.Log("[BirdPooperGameManager] Started target spawning");
Debug.Log("[BirdPooperGameManager] Target spawner started");
}
else
{
Debug.LogWarning("[BirdPooperGameManager] Target spawner reference missing - targets will not spawn");
}
Debug.Log("[BirdPooperGameManager] ✅ Minigame started successfully!");
}
internal override void OnManagedDestroy()
@@ -129,10 +177,10 @@ namespace Minigames.BirdPooper
/// </summary>
private void HandlePlayerDamaged()
{
if (isGameOver) return;
if (_isGameOver) return;
isGameOver = true;
Debug.Log($"[BirdPooperGameManager] Player damaged - Game Over! Targets Hit: {targetsHit}");
_isGameOver = true;
Debug.Log($"[BirdPooperGameManager] Player damaged - Game Over! Targets Hit: {_targetsHit}");
// Stop spawning obstacles
if (obstacleSpawner != null)
@@ -167,7 +215,7 @@ namespace Minigames.BirdPooper
if (Time.time < _lastPoopTime + poopCooldown)
return;
if (isGameOver || player == null || poopPrefab == null)
if (_isGameOver || player == null || poopPrefab == null)
return;
Vector3 spawnPosition = player.transform.position;
@@ -183,16 +231,17 @@ namespace Minigames.BirdPooper
/// </summary>
public void OnTargetHit()
{
if (isGameOver) return;
if (_isGameOver) return;
targetsHit++;
Debug.Log($"[BirdPooperGameManager] Target Hit! Total: {targetsHit}");
_targetsHit++;
Debug.Log($"[BirdPooperGameManager] Target Hit! Total: {_targetsHit}");
}
#region Public Accessors
public bool IsGameOver => isGameOver;
public int TargetsHit => targetsHit;
public bool IsGameOver => _isGameOver;
public int TargetsHit => _targetsHit;
public BirdPlayerController Player => player;
#endregion
}

View File

@@ -0,0 +1,111 @@
using System;
using UnityEngine;
namespace Minigames.BirdPooper
{
/// <summary>
/// Container for a pool of obstacle prefabs at a specific difficulty tier.
/// Pools are ordered by difficulty, with pool[0] being the easiest.
/// </summary>
[Serializable]
public class ObstaclePool
{
[Tooltip("Obstacles in this difficulty tier")]
public GameObject[] obstacles;
}
/// <summary>
/// Configuration for obstacle spawning in Bird Pooper minigame.
/// Includes difficulty pools, spawn timing, and diversity settings.
/// </summary>
[Serializable]
public class ObstacleSpawnConfig
{
[Header("Difficulty Pools")]
[Tooltip("Obstacle pools ordered by difficulty (pool[0] = easiest, always active)")]
public ObstaclePool[] obstaclePools;
[Tooltip("Times (in seconds) when each additional pool unlocks. Length should be obstaclePools.Length - 1. At poolUnlockTimes[i], pool[i+1] becomes available.")]
public float[] poolUnlockTimes;
[Header("Spawn Timing")]
[Tooltip("Minimum interval between spawns (seconds) - represents high difficulty")]
public float minSpawnInterval = 1f;
[Tooltip("Maximum interval between spawns (seconds) - represents low difficulty")]
public float maxSpawnInterval = 2f;
[Header("Difficulty Scaling")]
[Tooltip("Time in seconds for difficulty to ramp from 0 to 1")]
public float difficultyRampDuration = 60f;
[Tooltip("Curve mapping normalized time (0..1) to difficulty (0..1). Default is linear.")]
public AnimationCurve difficultyCurve = AnimationCurve.Linear(0f, 0f, 1f, 1f);
[Tooltip("Maximum jitter applied to computed interval (fractional). 0.1 = +/-10% jitter")]
public float intervalJitter = 0.05f;
[Header("Recency / Diversity")]
[Tooltip("Time in seconds it takes for a recently-used prefab to recover back to full weight")]
public float recentDecayDuration = 10f;
[Tooltip("Minimum weight (0..1) applied to a just-used prefab so it can still appear occasionally")]
[Range(0f, 1f)]
public float minRecentWeight = 0.05f;
/// <summary>
/// Validates the configuration and logs warnings for invalid settings.
/// </summary>
public void Validate()
{
// Validate pools
if (obstaclePools == null || obstaclePools.Length == 0)
{
Debug.LogError("[ObstacleSpawnConfig] No obstacle pools defined!");
return;
}
// Validate pool unlock times
int expectedUnlockTimes = obstaclePools.Length - 1;
if (poolUnlockTimes == null)
{
Debug.LogWarning($"[ObstacleSpawnConfig] poolUnlockTimes is null. Expected {expectedUnlockTimes} entries. Only pool[0] will be available.");
}
else if (poolUnlockTimes.Length != expectedUnlockTimes)
{
Debug.LogWarning($"[ObstacleSpawnConfig] poolUnlockTimes.Length ({poolUnlockTimes.Length}) does not match expected value ({expectedUnlockTimes}). Should be obstaclePools.Length - 1.");
}
// Validate spawn intervals
if (minSpawnInterval < 0f)
{
Debug.LogWarning("[ObstacleSpawnConfig] minSpawnInterval is negative. Clamping to 0.");
}
if (maxSpawnInterval < 0f)
{
Debug.LogWarning("[ObstacleSpawnConfig] maxSpawnInterval is negative. Clamping to 0.");
}
if (minSpawnInterval > maxSpawnInterval)
{
Debug.LogWarning("[ObstacleSpawnConfig] minSpawnInterval is greater than maxSpawnInterval. Values should be swapped.");
}
// Validate difficulty ramp
if (difficultyRampDuration < 0.01f)
{
Debug.LogWarning("[ObstacleSpawnConfig] difficultyRampDuration is too small. Should be at least 0.01.");
}
// Validate recency settings
if (recentDecayDuration < 0.01f)
{
Debug.LogWarning("[ObstacleSpawnConfig] recentDecayDuration is too small. Should be at least 0.01.");
}
if (minRecentWeight < 0f || minRecentWeight > 1f)
{
Debug.LogWarning("[ObstacleSpawnConfig] minRecentWeight should be between 0 and 1.");
}
}
}
}

View File

@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 74f4387c76774225afa2d02d590d5ad4
timeCreated: 1765918010

View File

@@ -4,6 +4,7 @@ using Core.Settings;
using Core.Lifecycle;
using AppleHillsCamera;
using System.Text;
using System.Collections.Generic;
namespace Minigames.BirdPooper
{
@@ -11,6 +12,7 @@ namespace Minigames.BirdPooper
/// Spawns obstacles at regular intervals for Bird Pooper minigame.
/// Uses Transform references for spawn and despawn positions instead of hardcoded values.
/// All obstacles are spawned at Y = 0 (prefabs should be authored accordingly).
/// Supports dynamic difficulty pools that unlock over time.
/// </summary>
public class ObstacleSpawner : ManagedBehaviour
{
@@ -20,6 +22,9 @@ namespace Minigames.BirdPooper
[Tooltip("Transform marking where obstacles despawn (off-screen left)")]
[SerializeField] private Transform despawnPoint;
[Tooltip("Optional parent transform for spawned obstacles (for scene organization)")]
[SerializeField] private Transform obstacleContainer;
[Header("EdgeAnchor References")]
[Tooltip("ScreenReferenceMarker to pass to spawned obstacles")]
@@ -28,55 +33,45 @@ namespace Minigames.BirdPooper
[Tooltip("CameraScreenAdapter to pass to spawned obstacles")]
[SerializeField] private CameraScreenAdapter cameraAdapter;
[Header("Obstacle Prefabs")]
[Tooltip("Array of obstacle prefabs to spawn randomly")]
[SerializeField] private GameObject[] obstaclePrefabs;
[Header("Spawn Timing")]
[Tooltip("Minimum interval between spawns (seconds)")]
[SerializeField] private float minSpawnInterval = 1f;
[Tooltip("Maximum interval between spawns (seconds)")]
[SerializeField] private float maxSpawnInterval = 2f;
[Header("Difficulty")]
[Tooltip("Time in seconds for difficulty to ramp from 0 to 1")]
[SerializeField] private float difficultyRampDuration = 60f;
[Tooltip("Curve mapping normalized time (0..1) to difficulty (0..1). Default is linear.")]
[SerializeField] private AnimationCurve difficultyCurve = AnimationCurve.Linear(0f, 0f, 1f, 1f);
[Tooltip("Maximum jitter applied to computed interval (fractional). 0.1 = +/-10% jitter")]
[SerializeField] private float intervalJitter = 0.05f;
[Header("Recency / Diversity")]
[Tooltip("Time in seconds it takes for a recently-used prefab to recover back to full weight")]
[SerializeField] private float recentDecayDuration = 10f;
[Tooltip("Minimum weight (0..1) applied to a just-used prefab so it can still appear occasionally")]
[Range(0f, 1f)]
[SerializeField] private float minRecentWeight = 0.05f;
private IBirdPooperSettings settings;
private float spawnTimer;
private bool isSpawning;
private IBirdPooperSettings _settings;
private ObstacleSpawnConfig _spawnConfig;
private float _spawnTimer;
private bool _isSpawning;
private float _currentSpawnInterval = 1f;
// difficulty tracking
private float _elapsedTime = 0f;
// Difficulty tracking
private float _elapsedTime;
// recency tracking
// Master obstacle list for recency tracking
private List<GameObject> _allObstacles;
private Dictionary<GameObject, int> _obstacleToGlobalIndex;
private float[] _lastUsedTimes;
internal override void OnManagedAwake()
/// <summary>
/// Initializes the obstacle spawner by loading settings, validating references, and building obstacle pools.
/// Should be called once before spawning begins.
/// </summary>
private void Initialize()
{
base.OnManagedAwake();
// Load settings
settings = GameManager.GetSettingsObject<IBirdPooperSettings>();
if (settings == null)
_settings = GameManager.GetSettingsObject<IBirdPooperSettings>();
if (_settings == null)
{
Debug.LogError("[ObstacleSpawner] BirdPooperSettings not found!");
// continue — we now use min/max interval fields instead of relying on settings
Debug.LogError("[ObstacleSpawner] BirdPooperSettings not found! Cannot initialize.");
return;
}
// Validate references
_spawnConfig = _settings.ObstacleSpawnConfiguration;
if (_spawnConfig == null)
{
Debug.LogError("[ObstacleSpawner] ObstacleSpawnConfiguration not found in settings! Cannot initialize.");
return;
}
// Validate spawn configuration
_spawnConfig.Validate();
// Validate scene references
if (spawnPoint == null)
{
Debug.LogError("[ObstacleSpawner] Spawn Point not assigned! Please assign a Transform in the Inspector.");
@@ -87,11 +82,6 @@ namespace Minigames.BirdPooper
Debug.LogError("[ObstacleSpawner] Despawn Point not assigned! Please assign a Transform in the Inspector.");
}
if (obstaclePrefabs == null || obstaclePrefabs.Length == 0)
{
Debug.LogError("[ObstacleSpawner] No obstacle prefabs assigned! Please assign at least one prefab in the Inspector.");
}
if (referenceMarker == null)
{
Debug.LogError("[ObstacleSpawner] ScreenReferenceMarker not assigned! Obstacles need this for EdgeAnchor positioning.");
@@ -102,58 +92,100 @@ namespace Minigames.BirdPooper
Debug.LogWarning("[ObstacleSpawner] CameraScreenAdapter not assigned. EdgeAnchor will attempt to auto-find camera.");
}
// Validate interval range
if (minSpawnInterval < 0f) minSpawnInterval = 0f;
if (maxSpawnInterval < 0f) maxSpawnInterval = 0f;
if (minSpawnInterval > maxSpawnInterval)
// Build master obstacle list from all pools
BuildMasterObstacleList();
Debug.Log("[ObstacleSpawner] Initialized successfully with pool-based difficulty scaling");
}
/// <summary>
/// Builds a master list of all obstacles across all pools and creates index mappings for recency tracking.
/// </summary>
private void BuildMasterObstacleList()
{
_allObstacles = new List<GameObject>();
_obstacleToGlobalIndex = new Dictionary<GameObject, int>();
if (_spawnConfig.obstaclePools == null || _spawnConfig.obstaclePools.Length == 0)
{
float tmp = minSpawnInterval;
minSpawnInterval = maxSpawnInterval;
maxSpawnInterval = tmp;
Debug.LogWarning("[ObstacleSpawner] minSpawnInterval was greater than maxSpawnInterval. Values were swapped.");
Debug.LogError("[ObstacleSpawner] No obstacle pools defined in configuration!");
return;
}
// Clamp ramp duration
if (difficultyRampDuration < 0.01f) difficultyRampDuration = 0.01f;
int globalIndex = 0;
for (int poolIdx = 0; poolIdx < _spawnConfig.obstaclePools.Length; poolIdx++)
{
ObstaclePool pool = _spawnConfig.obstaclePools[poolIdx];
if (pool == null || pool.obstacles == null || pool.obstacles.Length == 0)
{
Debug.LogWarning($"[ObstacleSpawner] Pool[{poolIdx}] is empty or null!");
continue;
}
// Clamp recency
if (recentDecayDuration < 0.01f) recentDecayDuration = 0.01f;
if (minRecentWeight < 0f) minRecentWeight = 0f;
if (minRecentWeight > 1f) minRecentWeight = 1f;
foreach (GameObject prefab in pool.obstacles)
{
if (prefab == null)
{
Debug.LogWarning($"[ObstacleSpawner] Null prefab found in pool[{poolIdx}]");
continue;
}
// Initialize last-used timestamps so prefabs start available (set to sufficiently negative so they appear with full weight)
int n = obstaclePrefabs != null ? obstaclePrefabs.Length : 0;
_lastUsedTimes = new float[n];
float initTime = -recentDecayDuration - 1f;
for (int i = 0; i < n; i++) _lastUsedTimes[i] = initTime;
// Allow duplicates - same prefab can appear in multiple pools
if (!_obstacleToGlobalIndex.ContainsKey(prefab))
{
_obstacleToGlobalIndex[prefab] = globalIndex;
_allObstacles.Add(prefab);
globalIndex++;
}
}
}
Debug.Log("[ObstacleSpawner] Initialized successfully");
// Initialize recency tracking
int totalObstacles = _allObstacles.Count;
_lastUsedTimes = new float[totalObstacles];
float initTime = Time.time - _spawnConfig.recentDecayDuration - 1f;
for (int i = 0; i < totalObstacles; i++)
{
_lastUsedTimes[i] = initTime;
}
// Log pool configuration
StringBuilder sb = new StringBuilder();
sb.AppendLine($"[ObstacleSpawner] Loaded {_spawnConfig.obstaclePools.Length} obstacle pools with {totalObstacles} unique obstacles:");
for (int i = 0; i < _spawnConfig.obstaclePools.Length; i++)
{
ObstaclePool pool = _spawnConfig.obstaclePools[i];
int obstacleCount = pool != null && pool.obstacles != null ? pool.obstacles.Length : 0;
float unlockTime = (i == 0) ? 0f : (_spawnConfig.poolUnlockTimes != null && i - 1 < _spawnConfig.poolUnlockTimes.Length ? _spawnConfig.poolUnlockTimes[i - 1] : -1f);
sb.AppendLine($" Pool[{i}]: {obstacleCount} obstacles, unlocks at {unlockTime}s");
}
Debug.Log(sb.ToString());
}
private void Update()
{
if (!isSpawning || spawnPoint == null) return;
if (!_isSpawning || spawnPoint == null || _spawnConfig == null) return;
spawnTimer += Time.deltaTime;
_spawnTimer += Time.deltaTime;
_elapsedTime += Time.deltaTime;
if (spawnTimer >= _currentSpawnInterval)
if (_spawnTimer >= _currentSpawnInterval)
{
SpawnObstacle();
spawnTimer = 0f;
_spawnTimer = 0f;
// pick next interval based on difficulty ramp
float t = Mathf.Clamp01(_elapsedTime / difficultyRampDuration);
float difficulty = difficultyCurve.Evaluate(t); // 0..1
// Pick next interval based on difficulty ramp
float t = Mathf.Clamp01(_elapsedTime / _spawnConfig.difficultyRampDuration);
float difficulty = _spawnConfig.difficultyCurve.Evaluate(t); // 0..1
// map difficulty to interval: difficulty 0 -> max interval (easy), 1 -> min interval (hard)
float baseInterval = Mathf.Lerp(maxSpawnInterval, minSpawnInterval, difficulty);
// Map difficulty to interval: difficulty 0 -> max interval (easy), 1 -> min interval (hard)
float baseInterval = Mathf.Lerp(_spawnConfig.maxSpawnInterval, _spawnConfig.minSpawnInterval, difficulty);
// apply small jitter
if (intervalJitter > 0f)
// Apply small jitter
if (_spawnConfig.intervalJitter > 0f)
{
float jitter = Random.Range(-intervalJitter, intervalJitter);
float jitter = Random.Range(-_spawnConfig.intervalJitter, _spawnConfig.intervalJitter);
_currentSpawnInterval = Mathf.Max(0f, baseInterval * (1f + jitter));
}
else
@@ -167,14 +199,14 @@ namespace Minigames.BirdPooper
}
/// <summary>
/// Spawn a random obstacle at the spawn point position (Y = 0).
/// Spawn a random obstacle from currently unlocked pools at the spawn point position (Y = 0).
/// Uses timestamp/decay weighting so prefabs used recently are less likely.
/// </summary>
private void SpawnObstacle()
{
if (obstaclePrefabs == null || obstaclePrefabs.Length == 0)
if (_spawnConfig == null || _spawnConfig.obstaclePools == null || _spawnConfig.obstaclePools.Length == 0)
{
Debug.LogWarning("[ObstacleSpawner] No obstacle prefabs to spawn!");
Debug.LogWarning("[ObstacleSpawner] No obstacle pools configured!");
return;
}
@@ -184,53 +216,133 @@ namespace Minigames.BirdPooper
return;
}
int count = obstaclePrefabs.Length;
// Defensive: ensure _lastUsedTimes is initialized and matches prefab count
if (_lastUsedTimes == null || _lastUsedTimes.Length != count)
// Determine which pools are currently unlocked based on elapsed time
int unlockedPoolCount = 1; // Pool[0] is always unlocked
if (_spawnConfig.poolUnlockTimes != null)
{
_lastUsedTimes = new float[count];
float initTime = Time.time - recentDecayDuration - 1f;
for (int i = 0; i < count; i++) _lastUsedTimes[i] = initTime;
for (int i = 0; i < _spawnConfig.poolUnlockTimes.Length; i++)
{
if (_elapsedTime >= _spawnConfig.poolUnlockTimes[i])
{
unlockedPoolCount = i + 2; // +2 because we're unlocking pool[i+1]
}
else
{
break; // Times should be in order, so stop when we hit a future unlock
}
}
}
// compute weights based on recency (newer = lower weight)
float[] weights = new float[count];
// Clamp to available pools
unlockedPoolCount = Mathf.Min(unlockedPoolCount, _spawnConfig.obstaclePools.Length);
// Build list of available obstacles from unlocked pools
List<GameObject> availableObstacles = new List<GameObject>();
List<int> availableGlobalIndices = new List<int>();
for (int poolIdx = 0; poolIdx < unlockedPoolCount; poolIdx++)
{
ObstaclePool pool = _spawnConfig.obstaclePools[poolIdx];
if (pool == null || pool.obstacles == null) continue;
foreach (GameObject prefab in pool.obstacles)
{
if (prefab == null) continue;
// Add to available list (duplicates allowed if same prefab is in multiple pools)
availableObstacles.Add(prefab);
// Look up global index for recency tracking
if (_obstacleToGlobalIndex.TryGetValue(prefab, out int globalIdx))
{
availableGlobalIndices.Add(globalIdx);
}
else
{
Debug.LogWarning($"[ObstacleSpawner] Prefab '{prefab.name}' not found in global index!");
availableGlobalIndices.Add(-1); // Invalid index
}
}
}
if (availableObstacles.Count == 0)
{
Debug.LogWarning($"[ObstacleSpawner] No obstacles available in unlocked pools (0..{unlockedPoolCount-1})");
return;
}
// Compute weights based on recency
float[] weights = new float[availableObstacles.Count];
float now = Time.time;
for (int i = 0; i < count; i++)
for (int i = 0; i < availableObstacles.Count; i++)
{
float age = now - _lastUsedTimes[i];
float normalized = Mathf.Clamp01(age / recentDecayDuration); // 0 = just used, 1 = fully recovered
float weight = Mathf.Max(minRecentWeight, normalized); // ensure minimum probability
weights[i] = weight; // base weight = 1.0, could be extended to per-prefab weights
int globalIdx = availableGlobalIndices[i];
if (globalIdx < 0 || globalIdx >= _lastUsedTimes.Length)
{
weights[i] = 1f; // Default weight for invalid indices
continue;
}
float age = now - _lastUsedTimes[globalIdx];
float normalized = Mathf.Clamp01(age / _spawnConfig.recentDecayDuration); // 0 = just used, 1 = fully recovered
float weight = Mathf.Max(_spawnConfig.minRecentWeight, normalized);
weights[i] = weight;
}
// compute probabilities for logging
// Compute and log probabilities for debugging
float totalW = 0f;
for (int i = 0; i < count; i++) totalW += Mathf.Max(0f, weights[i]);
for (int i = 0; i < availableObstacles.Count; i++)
{
totalW += Mathf.Max(0f, weights[i]);
}
if (totalW > 0f)
{
var sb = new StringBuilder();
sb.Append("[ObstacleSpawner] Prefab pick probabilities: ");
for (int i = 0; i < count; i++)
StringBuilder sb = new StringBuilder();
sb.Append($"[ObstacleSpawner] Spawning from pools 0-{unlockedPoolCount-1}. Probabilities: ");
for (int i = 0; i < availableObstacles.Count; i++)
{
float p = weights[i] / totalW;
string name = obstaclePrefabs[i] != null ? obstaclePrefabs[i].name : i.ToString();
sb.AppendFormat("{0}:{1:P1}", name, p);
if (i < count - 1) sb.Append(", ");
string prefabName = availableObstacles[i] != null ? availableObstacles[i].name : i.ToString();
sb.AppendFormat("{0}:{1:P1}", prefabName, p);
if (i < availableObstacles.Count - 1) sb.Append(", ");
}
Debug.Log(sb.ToString());
}
// Select obstacle using weighted random
int chosenIndex = WeightedPickIndex(weights);
GameObject selectedPrefab = obstaclePrefabs[chosenIndex];
GameObject selectedPrefab = availableObstacles[chosenIndex];
int selectedGlobalIndex = availableGlobalIndices[chosenIndex];
// record usage timestamp
_lastUsedTimes[chosenIndex] = Time.time;
// Record usage timestamp for recency tracking
if (selectedGlobalIndex >= 0 && selectedGlobalIndex < _lastUsedTimes.Length)
{
_lastUsedTimes[selectedGlobalIndex] = Time.time;
}
// Determine which pool this obstacle came from (for logging)
int sourcePool = -1;
for (int poolIdx = 0; poolIdx < unlockedPoolCount; poolIdx++)
{
ObstaclePool pool = _spawnConfig.obstaclePools[poolIdx];
if (pool != null && pool.obstacles != null && System.Array.IndexOf(pool.obstacles, selectedPrefab) >= 0)
{
sourcePool = poolIdx;
break;
}
}
// Spawn at spawn point position with Y = 0
Vector3 spawnPosition = new Vector3(spawnPoint.position.x, 0f, 0f);
GameObject obstacleObj = Instantiate(selectedPrefab, spawnPosition, Quaternion.identity);
// Parent to container if provided
if (obstacleContainer != null)
{
obstacleObj.transform.SetParent(obstacleContainer, true);
}
// Initialize obstacle with despawn X position and EdgeAnchor references
Obstacle obstacle = obstacleObj.GetComponent<Obstacle>();
@@ -244,7 +356,7 @@ namespace Minigames.BirdPooper
Destroy(obstacleObj);
}
Debug.Log($"[ObstacleSpawner] Spawned obstacle '{selectedPrefab.name}' at position {spawnPosition}");
Debug.Log($"[ObstacleSpawner] Spawned '{selectedPrefab.name}' from pool[{sourcePool}] at {spawnPosition}");
}
private int WeightedPickIndex(float[] weights)
@@ -275,20 +387,45 @@ namespace Minigames.BirdPooper
/// <summary>
/// Start spawning obstacles.
/// Initializes the spawner if not already initialized, then begins spawning logic.
/// Spawns the first obstacle immediately, then continues with interval-based spawning.
/// </summary>
public void StartSpawning()
{
isSpawning = true;
spawnTimer = 0f;
// Initialize if not already done
if (_spawnConfig == null)
{
Initialize();
}
// Ensure initialization was successful
if (_spawnConfig == null)
{
Debug.LogError("[ObstacleSpawner] Cannot start spawning - initialization failed!");
return;
}
// Begin the spawning process
BeginSpawningObstacles();
}
/// <summary>
/// Internal method that handles the actual spawning startup logic.
/// Sets initial state, computes first interval, and spawns the first obstacle.
/// </summary>
private void BeginSpawningObstacles()
{
_isSpawning = true;
_spawnTimer = 0f;
_elapsedTime = 0f;
// choose initial interval based on difficulty (at time 0)
float initialDifficulty = difficultyCurve.Evaluate(0f);
float initialBase = Mathf.Lerp(maxSpawnInterval, minSpawnInterval, initialDifficulty);
if (intervalJitter > 0f)
// Choose initial interval based on difficulty (at time 0)
float initialDifficulty = _spawnConfig.difficultyCurve.Evaluate(0f);
float initialBase = Mathf.Lerp(_spawnConfig.maxSpawnInterval, _spawnConfig.minSpawnInterval, initialDifficulty);
if (_spawnConfig.intervalJitter > 0f)
{
float jitter = Random.Range(-intervalJitter, intervalJitter);
float jitter = Random.Range(-_spawnConfig.intervalJitter, _spawnConfig.intervalJitter);
_currentSpawnInterval = Mathf.Max(0f, initialBase * (1f + jitter));
}
else
@@ -310,14 +447,14 @@ namespace Minigames.BirdPooper
/// </summary>
public void StopSpawning()
{
isSpawning = false;
_isSpawning = false;
Debug.Log("[ObstacleSpawner] Stopped spawning");
}
/// <summary>
/// Check if spawner is currently active.
/// </summary>
public bool IsSpawning => isSpawning;
public bool IsSpawning => _isSpawning;
#if UNITY_EDITOR
/// <summary>

View File

@@ -0,0 +1,153 @@
using UnityEngine;
using UnityEngine.UI;
using Core.Lifecycle;
using Pixelplacement.TweenSystem;
using Utils;
namespace Minigames.BirdPooper
{
/// <summary>
/// Manages "tap to start" flow for Bird Pooper minigame.
/// Shows blinking finger UI, waits for first tap, then starts the game.
/// </summary>
public class TapToStartController : ManagedBehaviour, ITouchInputConsumer
{
[Header("UI References")]
[SerializeField] private GameObject fingerContainer;
[SerializeField] private Image fingerImage;
[Header("Animation Settings")]
[Tooltip("Duration for one complete fade in/out cycle")]
[SerializeField] private float blinkDuration = 1.5f;
[Tooltip("Minimum alpha value during blink")]
[SerializeField] private float minAlpha = 0.3f;
[Tooltip("Maximum alpha value during blink")]
[SerializeField] private float maxAlpha = 1f;
private bool _isWaitingForTap;
private TweenBase _blinkTween;
internal override void OnManagedAwake()
{
base.OnManagedAwake();
// Validate references
if (fingerContainer == null)
{
Debug.LogError("[TapToStartController] Finger container not assigned!");
}
if (fingerImage == null)
{
Debug.LogError("[TapToStartController] Finger image not assigned!");
}
// Start hidden
if (fingerContainer != null)
{
fingerContainer.SetActive(false);
}
}
/// <summary>
/// Activates the tap-to-start UI and begins waiting for player input.
/// Called by BirdPooperGameManager when scene is ready.
/// </summary>
public void Activate()
{
if (_isWaitingForTap)
{
Debug.LogWarning("[TapToStartController] Already waiting for tap!");
return;
}
Debug.Log("[TapToStartController] Activating tap-to-start...");
_isWaitingForTap = true;
// Show finger UI
if (fingerContainer != null)
{
fingerContainer.SetActive(true);
}
// Start blinking animation using tween utility
if (fingerImage != null)
{
_blinkTween = TweenAnimationUtility.StartBlinkImage(fingerImage, minAlpha, maxAlpha, blinkDuration);
}
// Register as high-priority input consumer to catch first tap
if (Input.InputManager.Instance != null)
{
Input.InputManager.Instance.SetDefaultConsumer(this);
Debug.Log("[TapToStartController] Registered as input consumer");
}
else
{
Debug.LogError("[TapToStartController] InputManager instance not found!");
}
}
#region ITouchInputConsumer Implementation
public void OnTap(Vector2 tapPosition)
{
if (!_isWaitingForTap) return;
Debug.Log("[TapToStartController] First tap received! Starting game...");
// Stop waiting for tap
_isWaitingForTap = false;
// Stop blinking animation
if (_blinkTween != null)
{
_blinkTween.Stop();
_blinkTween = null;
}
// Hide finger UI
if (fingerContainer != null)
{
fingerContainer.SetActive(false);
}
// Unregister from input system
if (Input.InputManager.Instance != null)
{
Input.InputManager.Instance.SetDefaultConsumer(null);
Debug.Log("[TapToStartController] Unregistered from input");
}
// Tell game manager to start the game (it will handle the initial flap)
BirdPooperGameManager.Instance.BeginMinigame();
}
public void OnHoldStart(Vector2 position) { }
public void OnHoldMove(Vector2 position) { }
public void OnHoldEnd(Vector2 position) { }
#endregion
internal override void OnManagedDestroy()
{
// Stop blinking animation if active
if (_blinkTween != null)
{
_blinkTween.Stop();
_blinkTween = null;
}
// Unregister from input if still registered
if (_isWaitingForTap && Input.InputManager.Instance != null)
{
Input.InputManager.Instance.SetDefaultConsumer(null);
}
base.OnManagedDestroy();
}
}
}

View File

@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 2a6ee5aca3ca423c82b57e16c0b2cca3
timeCreated: 1765922092

View File

@@ -31,9 +31,9 @@ namespace Minigames.BirdPooper
[Tooltip("Array of target prefabs to spawn randomly")]
[SerializeField] private GameObject[] targetPrefabs;
private IBirdPooperSettings settings;
private float spawnTimer;
private bool isSpawning;
private IBirdPooperSettings _settings;
private float _spawnTimer;
private bool _isSpawning;
private float _currentTargetInterval = 1f;
[Header("Spawn Timing")]
@@ -42,16 +42,17 @@ namespace Minigames.BirdPooper
[Tooltip("Maximum interval between target spawns (seconds)")]
[SerializeField] private float maxTargetSpawnInterval = 2f;
internal override void OnManagedAwake()
/// <summary>
/// Initializes the target spawner by loading settings and validating references.
/// Should be called once before spawning begins.
/// </summary>
private void Initialize()
{
base.OnManagedAwake();
// Load settings
settings = GameManager.GetSettingsObject<IBirdPooperSettings>();
if (settings == null)
_settings = GameManager.GetSettingsObject<IBirdPooperSettings>();
if (_settings == null)
{
Debug.LogError("[TargetSpawner] BirdPooperSettings not found!");
// continue we'll use inspector intervals
Debug.LogWarning("[TargetSpawner] BirdPooperSettings not found! Using inspector intervals.");
}
// Validate interval range
@@ -96,15 +97,15 @@ namespace Minigames.BirdPooper
private void Update()
{
if (!isSpawning)
if (!_isSpawning)
return;
spawnTimer += Time.deltaTime;
_spawnTimer += Time.deltaTime;
if (spawnTimer >= _currentTargetInterval)
if (_spawnTimer >= _currentTargetInterval)
{
SpawnTarget();
spawnTimer = 0f;
_spawnTimer = 0f;
// pick next random interval
_currentTargetInterval = Random.Range(minTargetSpawnInterval, maxTargetSpawnInterval);
}
@@ -167,15 +168,34 @@ namespace Minigames.BirdPooper
}
/// <summary>
/// Start spawning targets at regular intervals.
/// Start spawning targets.
/// Initializes the spawner if not already initialized, then begins spawning logic.
/// </summary>
public void StartSpawning()
{
isSpawning = true;
spawnTimer = 0f;
// choose initial interval
// Initialize if not already done
if (_settings == null)
{
Initialize();
}
// Begin the spawning process
BeginSpawningTargets();
}
/// <summary>
/// Internal method that handles the actual spawning startup logic.
/// Sets initial state and computes first interval.
/// </summary>
private void BeginSpawningTargets()
{
_isSpawning = true;
_spawnTimer = 0f;
// Choose initial interval
_currentTargetInterval = Random.Range(minTargetSpawnInterval, maxTargetSpawnInterval);
Debug.Log("[TargetSpawner] Started spawning targets");
Debug.Log($"[TargetSpawner] Started spawning targets with interval {_currentTargetInterval:F2}s");
}
/// <summary>
@@ -183,14 +203,14 @@ namespace Minigames.BirdPooper
/// </summary>
public void StopSpawning()
{
isSpawning = false;
_isSpawning = false;
Debug.Log("[TargetSpawner] Stopped spawning targets");
}
/// <summary>
/// Check if spawner is currently spawning.
/// </summary>
public bool IsSpawning => isSpawning;
public bool IsSpawning => _isSpawning;
/// <summary>
/// Draw gizmos to visualize spawn and despawn points in the editor.

View File

@@ -1,4 +1,4 @@
using System;
using System;
using Pixelplacement;
using Pixelplacement.TweenSystem;
using UnityEngine;
@@ -145,6 +145,52 @@ namespace Utils
return Tween.CanvasGroupAlpha(canvasGroup, targetAlpha, duration, 0f, Tween.EaseInOut, completeCallback: onComplete);
}
/// <summary>
/// Fade Image alpha
/// </summary>
public static TweenBase FadeImageAlpha(UnityEngine.UI.Image image, float targetAlpha, float duration, Action onComplete = null)
{
return Tween.Value(image.color.a, targetAlpha, (alpha) =>
{
if (image != null)
{
Color color = image.color;
color.a = alpha;
image.color = color;
}
}, duration, 0f, Tween.EaseInOut, completeCallback: onComplete);
}
/// <summary>
/// Start blinking animation on Image (ping-pong alpha fade)
/// </summary>
/// <param name="image">Image to blink</param>
/// <param name="minAlpha">Minimum alpha value</param>
/// <param name="maxAlpha">Maximum alpha value</param>
/// <param name="duration">Duration for one complete cycle (in and out)</param>
/// <returns>TweenBase that can be cancelled</returns>
public static TweenBase StartBlinkImage(UnityEngine.UI.Image image, float minAlpha = 0.3f, float maxAlpha = 1f, float duration = 1.5f)
{
// Set initial alpha to max
if (image != null)
{
Color color = image.color;
color.a = maxAlpha;
image.color = color;
}
// Create ping-pong tween (half duration for each direction)
return Tween.Value(maxAlpha, minAlpha, (alpha) =>
{
if (image != null)
{
Color color = image.color;
color.a = alpha;
image.color = color;
}
}, duration / 2f, 0f, Tween.EaseInOut, Tween.LoopType.PingPong);
}
/// <summary>
/// Pop-out with fade - scale to 0 and fade out simultaneously
/// </summary>

View File

@@ -20,7 +20,60 @@ MonoBehaviour:
maxRotationAngle: 40
rotationSpeed: 18
obstacleMoveSpeed: 7
obstacleSpawnInterval: 0.1
obstacleSpawnConfiguration:
obstaclePools:
- obstacles:
- {fileID: 8855270423038321603, guid: 20ae02a8f50484045aaf3dcee33fb9a2, type: 3}
- {fileID: 2514399078413048981, guid: ee834e7efcf7d8749881f71f8b0da99c, type: 3}
- {fileID: 842802843766402460, guid: cdc806fd167bba3488797031a28657fa, type: 3}
- {fileID: 4239333156730914246, guid: 332d8cce2ed99054c83ecf84fbfa14c8, type: 3}
- {fileID: 6660502783540694524, guid: 5d42fc70e5838544ab654e30aa4b0c48, type: 3}
- {fileID: 2421410811796775077, guid: 371a09b68a5c0654bac9ba58ad3bcbe5, type: 3}
- obstacles:
- {fileID: 1408173265900928789, guid: 871373a85e5da0e4cafdf0e47496e105, type: 3}
- {fileID: 1408173265900928789, guid: d2998934362713545a040d7017a1bd36, type: 3}
- {fileID: 1408173265900928789, guid: 146d99398c0e7964dbed504e256adab7, type: 3}
- {fileID: 1408173265900928789, guid: dc8a19e9a4d30b44596237d915b3b73f, type: 3}
- {fileID: 1408173265900928789, guid: 471f367e14f9cfb4fb2c40d799d4c292, type: 3}
- {fileID: 1408173265900928789, guid: 5f1734c5705cdfd49ae3180d678d28b3, type: 3}
- obstacles:
- {fileID: 1408173265900928789, guid: 6bc84c3ea9854b54f85a8fb69c769790, type: 3}
- {fileID: 1408173265900928789, guid: 166c7e1bfcc4c854fab0af51cdfff746, type: 3}
- {fileID: 1408173265900928789, guid: 65810bfd58ebbaf4482527452258ae50, type: 3}
- {fileID: 1408173265900928789, guid: ae3986a7db087c845b618a9c897705ec, type: 3}
poolUnlockTimes:
- 20
- 40
minSpawnInterval: 1
maxSpawnInterval: 2
difficultyRampDuration: 60
difficultyCurve:
serializedVersion: 2
m_Curve:
- serializedVersion: 3
time: 0
value: 0
inSlope: 0
outSlope: 1
tangentMode: 0
weightedMode: 0
inWeight: 0
outWeight: 0
- serializedVersion: 3
time: 1
value: 1
inSlope: 1
outSlope: 0
tangentMode: 0
weightedMode: 0
inWeight: 0
outWeight: 0
m_PreInfinity: 2
m_PostInfinity: 2
m_RotationOrder: 4
intervalJitter: 0.05
recentDecayDuration: 10
minRecentWeight: 0.1
obstacleSpawnXPosition: 12
obstacleDestroyXPosition: -12
obstacleMinSpawnY: -3

View File

@@ -28,18 +28,24 @@ MonoBehaviour:
forceDeviation: 0.3
thinkTimeMin: 0.5
thinkTimeMax: 1
trashBagDetonationDistanceMin: 0.3
trashBagDetonationDistanceMax: 0.5
- difficulty: 1
data:
angleDeviation: 30
forceDeviation: 0.2
thinkTimeMin: 0.2
thinkTimeMax: 0.8
trashBagDetonationDistanceMin: 0.2
trashBagDetonationDistanceMax: 0.4
- difficulty: 2
data:
angleDeviation: 10
forceDeviation: 0.1
thinkTimeMin: 0.2
thinkTimeMax: 0.8
trashBagDetonationDistanceMin: 0.1
trashBagDetonationDistanceMax: 0.5
defaultAIDifficulty: 1
aiAllowedProjectiles: 000000000100000003000000
weakPointExplosionRadius: 6