Implement Fort Fight minigame (#75)
Co-authored-by: Michal Pikulski <michal.a.pikulski@gmail.com> Reviewed-on: #75
This commit is contained in:
381
Assets/Scripts/Minigames/FortFight/Projectiles/ProjectileBase.cs
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381
Assets/Scripts/Minigames/FortFight/Projectiles/ProjectileBase.cs
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using System;
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using Core;
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using Core.Lifecycle;
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using Minigames.FortFight.Fort;
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using UnityEngine;
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namespace Minigames.FortFight.Projectiles
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{
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/// <summary>
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/// Base class for all projectile types in Fort Fight.
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/// Handles physics, collision, and basic damage dealing.
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/// Subclasses override ActivateAbility() and OnHit() for unique behaviors.
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/// </summary>
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[RequireComponent(typeof(Rigidbody2D), typeof(Collider2D))]
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public abstract class ProjectileBase : ManagedBehaviour
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{
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#region Inspector Properties
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[Header("Visuals")]
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[Tooltip("Sprite renderer for projectile")]
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[SerializeField] protected SpriteRenderer spriteRenderer;
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[Header("Effects")]
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[Tooltip("Particle effect on impact (optional)")]
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[SerializeField] protected GameObject impactEffectPrefab;
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#endregion
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#region Events
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/// <summary>
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/// Fired when projectile is launched. Parameters: (ProjectileBase projectile)
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/// </summary>
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public event Action<ProjectileBase> OnLaunched;
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/// <summary>
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/// Fired when projectile hits something. Parameters: (ProjectileBase projectile, Collider2D hit)
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/// </summary>
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public event Action<ProjectileBase, Collider2D> OnImpact;
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/// <summary>
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/// Fired when projectile is destroyed. Parameters: (ProjectileBase projectile)
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/// </summary>
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public event Action<ProjectileBase> OnDestroyed;
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#endregion
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#region Properties
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public float Damage { get; protected set; }
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public float Mass { get; protected set; }
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public Data.ProjectileType ProjectileType { get; protected set; }
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public bool IsLaunched { get; protected set; }
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public bool AbilityActivated { get; protected set; }
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public Vector2 LaunchDirection { get; protected set; }
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public float LaunchForce { get; protected set; }
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#endregion
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#region Timeout
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private const float ProjectileTimeout = 10f; // Destroy projectile after 10 seconds if stuck/off-map
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private Coroutine timeoutCoroutine;
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#endregion
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#region Components
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protected Rigidbody2D rb2D;
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protected Collider2D projectileCollider;
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#endregion
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#region Lifecycle
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/// <summary>
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/// Initialize the projectile with its type and load stats from settings.
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/// Must be called after instantiation, before Launch.
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/// </summary>
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public void Initialize(Data.ProjectileType projectileType)
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{
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ProjectileType = projectileType;
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// Load damage and mass from settings
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var settings = GameManager.GetSettingsObject<AppleHills.Core.Settings.IFortFightSettings>();
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if (settings != null)
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{
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var config = settings.GetProjectileConfig(projectileType);
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if (config != null)
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{
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Damage = config.damage;
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Mass = config.mass;
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// Update rigidbody mass if already initialized
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if (rb2D != null)
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{
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rb2D.mass = Mass;
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}
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Logging.Debug($"[ProjectileBase] Initialized {projectileType} - Damage: {Damage}, Mass: {Mass}");
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}
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else
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{
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Logging.Warning($"[ProjectileBase] No config found for {projectileType}, using defaults");
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Damage = 20f;
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Mass = 1f;
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}
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}
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else
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{
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Logging.Warning($"[ProjectileBase] Settings not found, using default damage and mass");
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Damage = 20f;
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Mass = 1f;
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}
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}
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internal override void OnManagedAwake()
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{
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base.OnManagedAwake();
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// Automatically assign projectile to correct layer from settings
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var settings = GameManager.GetSettingsObject<AppleHills.Core.Settings.IFortFightSettings>();
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if (settings != null && settings.ProjectileLayer >= 0 && gameObject.layer != settings.ProjectileLayer)
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{
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gameObject.layer = settings.ProjectileLayer;
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Logging.Debug($"[ProjectileBase] Assigned {gameObject.name} to layer {LayerMask.LayerToName(settings.ProjectileLayer)}");
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}
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// Cache components
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rb2D = GetComponent<Rigidbody2D>();
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projectileCollider = GetComponent<Collider2D>();
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if (spriteRenderer == null)
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{
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spriteRenderer = GetComponent<SpriteRenderer>();
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}
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// Configure rigidbody (mass will be set by Initialize if called, otherwise use defaults)
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if (rb2D != null)
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{
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// If Initialize hasn't been called yet, use default mass
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if (Mass == 0f)
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{
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Mass = 1f;
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Damage = 20f;
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}
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rb2D.mass = Mass;
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rb2D.gravityScale = settings?.ProjectileGravityScale ?? 1f;
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rb2D.collisionDetectionMode = CollisionDetectionMode2D.Continuous;
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}
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}
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#endregion
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#region Launch
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/// <summary>
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/// Launch the projectile with given direction and force.
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/// Called by SlingshotController.
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/// </summary>
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public virtual void Launch(Vector2 direction, float force)
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{
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if (IsLaunched)
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{
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Logging.Warning($"[ProjectileBase] {gameObject.name} already launched!");
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return;
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}
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LaunchDirection = direction.normalized;
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LaunchForce = force;
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IsLaunched = true;
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// Apply physics impulse
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if (rb2D != null)
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{
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rb2D.AddForce(LaunchDirection * LaunchForce, ForceMode2D.Impulse);
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// Debug: Log actual mass and resulting velocity for trajectory verification
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float actualMass = rb2D.mass;
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float expectedVelocity = LaunchForce / actualMass;
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Logging.Debug($"[Projectile] Launched {gameObject.name} - Force: {LaunchForce:F2}, Mass: {actualMass:F2}, Expected Velocity: {expectedVelocity:F2}, Dir: {LaunchDirection}");
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// After physics applies, log actual velocity (next frame would show it, but we log expectation)
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// Note: Actual velocity will be set by Unity physics engine as: velocity = impulse / mass
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}
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// Fire event
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OnLaunched?.Invoke(this);
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// Start timeout - destroy projectile after configured time if it hasn't been destroyed
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StartTimeoutTimer();
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}
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#endregion
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#region Timeout
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/// <summary>
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/// Start timeout timer. Projectile will auto-destroy after timeout to prevent stuck/lost projectiles.
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/// </summary>
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private void StartTimeoutTimer()
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{
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if (timeoutCoroutine != null)
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{
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StopCoroutine(timeoutCoroutine);
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}
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timeoutCoroutine = StartCoroutine(TimeoutCoroutine());
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}
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/// <summary>
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/// Timeout coroutine - destroys projectile after configured time
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/// </summary>
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private System.Collections.IEnumerator TimeoutCoroutine()
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{
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yield return new WaitForSeconds(ProjectileTimeout);
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// Only destroy if still exists (might have been destroyed by collision already)
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if (this != null && gameObject != null)
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{
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Logging.Debug($"[ProjectileBase] {gameObject.name} timed out after {ProjectileTimeout}s, destroying...");
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DestroyProjectile();
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}
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}
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#endregion
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#region Ability
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/// <summary>
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/// Activate projectile's special ability (mid-flight).
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/// Override in subclasses for unique behaviors.
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/// Called when player taps screen during flight.
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/// </summary>
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public virtual void ActivateAbility()
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{
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if (!IsLaunched)
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{
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Logging.Warning($"[ProjectileBase] Cannot activate ability - projectile not launched yet!");
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return;
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}
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if (AbilityActivated)
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{
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Logging.Warning($"[ProjectileBase] Ability already activated!");
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return;
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}
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AbilityActivated = true;
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Logging.Debug($"[ProjectileBase] {gameObject.name} ability activated");
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// Subclasses override this for special behavior
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}
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#endregion
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#region Collision
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private void OnCollisionEnter2D(Collision2D collision)
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{
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if (!IsLaunched) return;
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Logging.Debug($"[ProjectileBase] {gameObject.name} hit {collision.gameObject.name}");
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// Fire impact event
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OnImpact?.Invoke(this, collision.collider);
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// Delegate to subclass - they handle everything (damage, effects, destruction)
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OnHit(collision);
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}
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/// <summary>
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/// Called when projectile hits something.
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/// Override in subclasses to implement full projectile behavior.
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/// Default implementation: Deal damage to blocks and destroy projectile.
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/// Subclasses should call DestroyProjectile() when they want to be destroyed.
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/// </summary>
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/// <param name="collision">Collision data including contact points and normals</param>
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protected virtual void OnHit(Collision2D collision)
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{
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// Default behavior: Deal damage to blocks and destroy
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FortBlock block = collision.gameObject.GetComponent<FortBlock>();
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if (block != null)
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{
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block.TakeDamage(Damage);
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Logging.Debug($"[ProjectileBase] Dealt {Damage} damage to {block.gameObject.name}");
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}
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// Default: Destroy on hit
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DestroyProjectile();
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}
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#endregion
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#region Effects
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/// <summary>
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/// Spawn impact particle effect
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/// </summary>
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protected void SpawnImpactEffect(Vector2 position)
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{
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if (impactEffectPrefab != null)
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{
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GameObject effect = Instantiate(impactEffectPrefab, position, Quaternion.identity);
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// Dynamically determine cleanup time from particle system
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float lifetime = GetEffectLifetime(effect);
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Destroy(effect, lifetime);
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}
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}
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/// <summary>
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/// Get the lifetime of an effect by reading particle system StartLifetime.
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/// Falls back to 2 seconds if no particle system found.
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/// </summary>
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private float GetEffectLifetime(GameObject effect)
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{
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// Try to read from ParticleSystem
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ParticleSystem ps = effect.GetComponent<ParticleSystem>();
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if (ps != null)
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{
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return ps.main.startLifetime.constantMax + 0.5f; // Add small buffer
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}
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// Try to read from child particle systems
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ParticleSystem childPs = effect.GetComponentInChildren<ParticleSystem>();
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if (childPs != null)
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{
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return childPs.main.startLifetime.constantMax + 0.5f;
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}
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// Fallback for non-particle effects (sprites, etc.)
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return 2f;
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}
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#endregion
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#region Destruction
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/// <summary>
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/// Destroy the projectile.
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/// Can be overridden by subclasses for delayed destruction.
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/// </summary>
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protected virtual void DestroyProjectile()
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{
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Logging.Debug($"[ProjectileBase] Destroying {gameObject.name}");
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// Stop timeout coroutine if running
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if (timeoutCoroutine != null)
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{
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StopCoroutine(timeoutCoroutine);
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timeoutCoroutine = null;
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}
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// Fire destroyed event
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OnDestroyed?.Invoke(this);
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// Destroy GameObject
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Destroy(gameObject);
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}
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#endregion
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#region Debug
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private void OnDrawGizmos()
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{
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if (IsLaunched && Application.isPlaying)
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{
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// Draw launch direction
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Gizmos.color = Color.yellow;
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Gizmos.DrawLine(transform.position, transform.position + (Vector3)(LaunchDirection * 2f));
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}
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}
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#endregion
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}
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}
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