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diff --git a/Assets/Scripts/Minigames/DivingForPictures/TrenchTileSpawner.cs b/Assets/Scripts/Minigames/DivingForPictures/TrenchTileSpawner.cs
new file mode 100644
index 00000000..dc09fc37
--- /dev/null
+++ b/Assets/Scripts/Minigames/DivingForPictures/TrenchTileSpawner.cs
@@ -0,0 +1,160 @@
+using System.Collections.Generic;
+using UnityEngine;
+using UnityEngine.Events;
+using UnityEngine.Serialization;
+
+namespace Minigames.DivingForPictures
+{
+ ///
+ /// Spawns and manages trench wall tiles for the endless descender minigame.
+ ///
+ public class TrenchTileSpawner : MonoBehaviour
+ {
+ [Header("Tile Prefabs")]
+ [Tooltip("List of possible trench tile prefabs.")]
+ public List tilePrefabs;
+
+ [Header("Tile Settings")]
+ private const float TileHeight = 5f; // Set to match prefab height
+ public int initialTileCount = 3;
+ public float tileSpawnBuffer = 1f;
+
+ [Header("Movement Settings")]
+ public float moveSpeed = 3f;
+ public float speedUpFactor = 0.2f;
+ public float speedUpInterval = 10f;
+
+ [FormerlySerializedAs("OnTileSpawned")] [Header("Events")]
+ public UnityEvent onTileSpawned;
+ [FormerlySerializedAs("OnTileDestroyed")]
+ public UnityEvent onTileDestroyed;
+
+ private readonly List _activeTiles = new List();
+ private readonly Dictionary _tileLastUsed = new Dictionary();
+ private int _spawnCounter;
+ private float _speedUpTimer;
+
+ private Camera _mainCamera;
+ private float _screenBottom;
+ private float _screenTop;
+
+ void Start()
+ {
+ _mainCamera = Camera.main;
+ CalculateScreenBounds();
+ for (int i = 0; i < initialTileCount; i++)
+ {
+ SpawnTileAtY(_screenBottom + i * TileHeight);
+ }
+ }
+
+ void Update()
+ {
+ MoveTiles();
+ HandleTileDestruction();
+ HandleTileSpawning();
+ HandleSpeedRamping();
+ }
+
+ private void CalculateScreenBounds()
+ {
+ Vector3 bottom = _mainCamera.ViewportToWorldPoint(new Vector3(0.5f, 0f, _mainCamera.nearClipPlane));
+ Vector3 top = _mainCamera.ViewportToWorldPoint(new Vector3(0.5f, 1f, _mainCamera.nearClipPlane));
+ _screenBottom = bottom.y;
+ _screenTop = top.y;
+ }
+
+ private void MoveTiles()
+ {
+ float moveDelta = moveSpeed * Time.deltaTime;
+ foreach (var tile in _activeTiles)
+ {
+ if (tile != null)
+ {
+ tile.transform.position += Vector3.up * moveDelta;
+ }
+ }
+ }
+
+ private void HandleTileDestruction()
+ {
+ if (_activeTiles.Count == 0) return;
+ GameObject topTile = _activeTiles[0];
+ if (topTile.transform.position.y - TileHeight / 2 > _screenTop + tileSpawnBuffer)
+ {
+ _activeTiles.RemoveAt(0);
+ onTileDestroyed?.Invoke(topTile);
+ Destroy(topTile);
+ }
+ }
+
+ private void HandleTileSpawning()
+ {
+ if (_activeTiles.Count == 0) return;
+ GameObject bottomTile = _activeTiles[^1];
+ float bottomEdge = bottomTile.transform.position.y - TileHeight / 2;
+ if (bottomEdge > _screenBottom - tileSpawnBuffer)
+ {
+ float newY = bottomTile.transform.position.y - TileHeight;
+ SpawnTileAtY(newY);
+ }
+ }
+
+ private void HandleSpeedRamping()
+ {
+ _speedUpTimer += Time.deltaTime;
+ if (_speedUpTimer >= speedUpInterval)
+ {
+ moveSpeed += speedUpFactor;
+ _speedUpTimer = 0f;
+ }
+ }
+
+ private void SpawnTileAtY(float y)
+ {
+ int prefabIndex = GetWeightedRandomTileIndex();
+ GameObject prefab = tilePrefabs[prefabIndex];
+ // Use the prefab's original rotation
+ GameObject tile = Instantiate(prefab, new Vector3(0f, y, 0f), prefab.transform.rotation, transform);
+ _activeTiles.Add(tile);
+ _tileLastUsed[prefabIndex] = _spawnCounter++;
+ onTileSpawned?.Invoke(tile);
+ }
+
+ private int GetWeightedRandomTileIndex()
+ {
+ // Weight tiles not used recently higher
+ int n = tilePrefabs.Count;
+ List weights = new List(n);
+ for (int i = 0; i < n; i++)
+ {
+ int lastUsed = _tileLastUsed.TryGetValue(i, out var value) ? value : -n;
+ int age = _spawnCounter - lastUsed;
+ float weight = Mathf.Clamp(age, 1, n * 2); // More unused = higher weight
+ weights.Add(weight);
+ }
+ float total = 0f;
+ foreach (var w in weights) total += w;
+ float r = Random.value * total;
+ for (int i = 0; i < n; i++)
+ {
+ if (r < weights[i]) return i;
+ r -= weights[i];
+ }
+ return Random.Range(0, n); // fallback
+ }
+
+#if UNITY_EDITOR
+ void OnDrawGizmosSelected()
+ {
+ // Draw tile bounds for debugging
+ Gizmos.color = Color.cyan;
+ for (int i = 0; i < initialTileCount; i++)
+ {
+ Vector3 center = new Vector3(0f, _screenBottom + i * TileHeight, 0f);
+ Gizmos.DrawWireCube(center, new Vector3(10f, TileHeight, 1f));
+ }
+ }
+#endif
+ }
+}
diff --git a/Assets/Scripts/Minigames/DivingForPictures/TrenchTileSpawner.cs.meta b/Assets/Scripts/Minigames/DivingForPictures/TrenchTileSpawner.cs.meta
new file mode 100644
index 00000000..059f9f3e
--- /dev/null
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+timeCreated: 1757492905
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