Stash work on refactor of trajecotry
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@@ -44,12 +44,8 @@ namespace Minigames.Airplane.Core
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[Tooltip("Airplane prefab to spawn")]
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[SerializeField] private GameObject airplanePrefab;
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[Header("Visual Feedback")]
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[Tooltip("Line renderer for trajectory preview (optional)")]
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[SerializeField] private LineRenderer trajectoryLine;
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[Tooltip("Visual indicator for launch anchor (optional)")]
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[SerializeField] private GameObject anchorVisual;
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// Note: Trajectory preview is handled by base DragLaunchController class
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// It will auto-find TrajectoryPreview component on this GameObject
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#endregion
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@@ -81,17 +77,7 @@ namespace Minigames.Airplane.Core
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}
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}
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// Setup trajectory line
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if (trajectoryLine != null)
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{
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trajectoryLine.enabled = false;
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}
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// Hide anchor visual initially
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if (anchorVisual != null)
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{
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anchorVisual.SetActive(false);
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}
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// Base class handles trajectory preview setup
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}
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#endregion
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@@ -211,11 +197,7 @@ namespace Minigames.Airplane.Core
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// Launch the airplane
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_activeAirplane.Launch(direction, force);
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// Hide trajectory preview
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if (trajectoryLine != null)
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{
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trajectoryLine.enabled = false;
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}
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// Trajectory preview is automatically hidden by base class
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if (showDebugLogs)
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{
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@@ -112,11 +112,6 @@ namespace Minigames.FortFight.Core
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#region Override Methods
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protected override float GetProjectileMass()
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{
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return _currentAmmo?.GetMass() ?? base.GetProjectileMass();
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}
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protected override void StartDrag(Vector2 worldPosition)
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{
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// Check ammo before starting drag
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@@ -129,29 +124,6 @@ namespace Minigames.FortFight.Core
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base.StartDrag(worldPosition);
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}
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#endregion
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#region Abstract Method Implementations
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protected override void ShowPreview()
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{
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trajectoryPreview?.Show();
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}
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protected override void HidePreview()
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{
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trajectoryPreview?.Hide();
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}
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protected override void UpdateVisuals(Vector2 currentPosition, Vector2 direction,
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float force, float dragDistance, float mass)
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{
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if (trajectoryPreview != null)
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{
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trajectoryPreview.UpdateTrajectory(launchAnchor.position, direction, force, mass);
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}
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}
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protected override void PerformLaunch(Vector2 direction, float force)
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{
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LaunchProjectile(direction, force);
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