Refactored trajectory component
This commit is contained in:
@@ -106,8 +106,8 @@ Rigidbody2D:
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m_UseFullKinematicContacts: 0
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m_UseAutoMass: 0
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m_Mass: 1
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m_LinearDamping: 0
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m_AngularDamping: 0.05
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m_LinearDamping: 1
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m_AngularDamping: 1
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m_GravityScale: 1
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m_Material: {fileID: 0}
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m_IncludeLayers:
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@@ -2712,7 +2712,7 @@ GameObject:
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- component: {fileID: 841922114}
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- component: {fileID: 841922117}
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- component: {fileID: 841922116}
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- component: {fileID: 841922115}
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- component: {fileID: 841922118}
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m_Layer: 0
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m_Name: SlingShot
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m_TagString: Untagged
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@@ -2737,21 +2737,6 @@ Transform:
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- {fileID: 1448546925}
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m_Father: {fileID: 1009687014}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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--- !u!114 &841922115
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m_Script: {fileID: 11500000, guid: b1e26667c6d4415f8dc51e4a58ba9479, type: 3}
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m_Name:
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m_EditorClassIdentifier: AppleHillsScripts::Minigames.FortFight.Core.TrajectoryPreview
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simulationSteps: 50
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lineColor: {r: 1, g: 0.92156863, b: 0.015686275, a: 1}
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lineWidth: 0.1
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--- !u!120 &841922116
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LineRenderer:
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serializedVersion: 2
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@@ -2877,8 +2862,25 @@ MonoBehaviour:
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maxDragDistanceOverride: 0
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maxForceOverride: 0
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launchAnchor: {fileID: 1668202570}
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trajectoryPreview: {fileID: 841922118}
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showDebugLogs: 1
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trajectoryPreview: {fileID: 841922115}
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--- !u!114 &841922118
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m_Name:
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m_EditorClassIdentifier: AppleHillsScripts::Common.Visual.TrajectoryPreview
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trajectoryPoints: 50
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timeStep: 0.1
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groundLevel: -10
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lineColor: {r: 1, g: 0.92156863, b: 0.015686275, a: 1}
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lineWidth: 0.1
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--- !u!1 &846792101
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GameObject:
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m_ObjectHideFlags: 0
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@@ -4365,7 +4367,7 @@ GameObject:
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- component: {fileID: 1460473367}
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- component: {fileID: 1460473370}
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- component: {fileID: 1460473369}
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- component: {fileID: 1460473368}
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- component: {fileID: 1460473371}
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m_Layer: 0
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m_Name: SlingShot
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@@ -4390,21 +4392,6 @@ Transform:
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- {fileID: 56461670}
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m_Father: {fileID: 799036564}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_EditorClassIdentifier: AppleHillsScripts::Minigames.FortFight.Core.TrajectoryPreview
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simulationSteps: 30
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lineWidth: 0.1
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--- !u!120 &1460473369
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LineRenderer:
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serializedVersion: 2
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@@ -4530,8 +4517,25 @@ MonoBehaviour:
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maxDragDistanceOverride: 0
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maxForceOverride: 0
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launchAnchor: {fileID: 497509525}
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trajectoryPreview: {fileID: 1460473371}
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showDebugLogs: 1
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trajectoryPreview: {fileID: 1460473368}
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--- !u!114 &1460473371
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m_Name:
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m_EditorClassIdentifier: AppleHillsScripts::Common.Visual.TrajectoryPreview
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trajectoryPoints: 50
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timeStep: 0.1
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groundLevel: -10
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lineColor: {r: 1, g: 0.92156863, b: 0.015686275, a: 1}
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lineWidth: 0.1
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--- !u!1 &1543340062
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GameObject:
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m_ObjectHideFlags: 0
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@@ -6,6 +6,21 @@ using UnityEngine;
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namespace Common.Input
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{
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/// <summary>
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/// Cached launch parameters calculated during drag.
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/// Avoids recalculating force/direction multiple times.
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/// </summary>
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public struct LaunchParameters
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{
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public Vector2 Direction;
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public float Force;
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public float DragDistance;
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public float DragRatio;
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public float Mass;
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public bool IsValid => Force > 0f && DragDistance > 0f;
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}
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/// <summary>
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/// Base class for drag-to-launch mechanics (Angry Birds style).
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/// Provides core drag logic, force calculation, and input handling.
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@@ -81,6 +96,9 @@ namespace Common.Input
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[Tooltip("Launch anchor point (spawn/slingshot position)")]
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[SerializeField] protected Transform launchAnchor;
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[Tooltip("Trajectory preview component (auto-found if not assigned)")]
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[SerializeField] protected Common.Visual.TrajectoryPreview trajectoryPreview;
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[Header("Debug")]
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[SerializeField] protected bool showDebugLogs;
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@@ -98,7 +116,10 @@ namespace Common.Input
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private bool _isDragging;
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private Vector2 _dragStartPosition;
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private bool _isEnabled = false;
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private bool _isRegistered = false;
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private bool _isRegisteredForInput = false;
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// Cached launch parameters - calculated once during drag, used for both preview and launch
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private LaunchParameters _cachedLaunchParams;
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public bool IsDragging => _isDragging;
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public bool IsEnabled => _isEnabled;
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@@ -135,10 +156,10 @@ namespace Common.Input
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_isEnabled = true;
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// Register with InputManager as override consumer
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if (InputManager.Instance != null && !_isRegistered)
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if (InputManager.Instance != null && !_isRegisteredForInput)
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{
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InputManager.Instance.RegisterOverrideConsumer(this);
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_isRegistered = true;
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_isRegisteredForInput = true;
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if (showDebugLogs) Logging.Debug($"[{GetType().Name}] Registered with InputManager");
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}
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@@ -157,10 +178,10 @@ namespace Common.Input
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_isDragging = false;
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// Unregister from InputManager
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if (InputManager.Instance != null && _isRegistered)
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if (InputManager.Instance != null && _isRegisteredForInput)
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{
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InputManager.Instance.UnregisterOverrideConsumer(this);
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_isRegistered = false;
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_isRegisteredForInput = false;
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if (showDebugLogs) Logging.Debug($"[{GetType().Name}] Unregistered from InputManager");
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}
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@@ -220,29 +241,19 @@ namespace Common.Input
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/// </summary>
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protected virtual void UpdateDrag(Vector2 currentWorldPosition)
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{
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// Calculate drag vector from anchor to current drag position
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// Pull back (away from anchor) = launch forward (toward anchor direction)
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Vector2 dragVector = _dragStartPosition - currentWorldPosition;
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// Calculate force and direction
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float dragDistance = dragVector.magnitude;
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float dragRatio = Mathf.Clamp01(dragDistance / MaxDragDistance);
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// Use config to calculate force with multipliers
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float force = Config?.CalculateForce(dragDistance, dragRatio) ?? (dragRatio * MaxForce);
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Vector2 direction = dragVector.normalized;
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float mass = GetProjectileMass();
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// Calculate launch parameters once and cache
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_cachedLaunchParams = CalculateLaunchParameters(currentWorldPosition);
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// Warn if mass is zero or invalid
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if (mass <= 0f && showDebugLogs)
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if (_cachedLaunchParams.Mass <= 0f && showDebugLogs)
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{
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Logging.Warning($"[{GetType().Name}] Projectile mass is {mass}! Trajectory calculation will be inaccurate. Override GetProjectileMass().");
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Logging.Warning($"[{GetType().Name}] Projectile mass is {_cachedLaunchParams.Mass}! Trajectory calculation will be inaccurate. Override GetProjectileMass().");
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}
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// Update visuals with mass parameter
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UpdateVisuals(currentWorldPosition, direction, force, dragDistance, mass);
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// Update visuals with cached parameters
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UpdateVisuals(currentWorldPosition, _cachedLaunchParams);
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OnDragUpdate?.Invoke(currentWorldPosition, direction, force);
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OnDragUpdate?.Invoke(currentWorldPosition, _cachedLaunchParams.Direction, _cachedLaunchParams.Force);
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}
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/// <summary>
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@@ -255,34 +266,48 @@ namespace Common.Input
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// Hide preview
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HidePreview();
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// Calculate final launch parameters
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// Recalculate final parameters (position may have changed since last UpdateDrag)
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_cachedLaunchParams = CalculateLaunchParameters(currentWorldPosition);
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OnDragEnd?.Invoke(currentWorldPosition, _cachedLaunchParams.Direction, _cachedLaunchParams.Force);
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if (showDebugLogs)
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Logging.Debug($"[{GetType().Name}] Launching with force {_cachedLaunchParams.Force:F2}");
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PerformLaunch(_cachedLaunchParams.Direction, _cachedLaunchParams.Force);
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OnLaunch?.Invoke(_cachedLaunchParams.Direction, _cachedLaunchParams.Force);
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}
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/// <summary>
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/// Calculate launch parameters from current drag position.
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/// Caches results to avoid recalculating force multiple times.
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/// </summary>
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private LaunchParameters CalculateLaunchParameters(Vector2 currentWorldPosition)
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{
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// Calculate drag vector from anchor to current drag position
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// Pull back (away from anchor) = launch forward (toward anchor direction)
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Vector2 dragVector = _dragStartPosition - currentWorldPosition;
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// Calculate distance and ratio
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float dragDistance = dragVector.magnitude;
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float dragRatio = Mathf.Clamp01(dragDistance / MaxDragDistance);
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// Use config to calculate force with multipliers
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// Calculate force using config
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float force = Config?.CalculateForce(dragDistance, dragRatio) ?? (dragRatio * MaxForce);
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Vector2 direction = dragVector.normalized;
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// Get minimum force from config
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float minForce = Config?.GetMinForce() ?? (MaxForce * 0.1f);
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// Normalize direction
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Vector2 direction = dragDistance > 0.01f ? dragVector.normalized : Vector2.zero;
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if (showDebugLogs)
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Logging.Debug($"[{GetType().Name}] Drag ended - Force: {force:F2}, Min: {minForce:F2}, Distance: {dragDistance:F2}");
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// Get mass from projectile
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float mass = GetProjectileMass();
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OnDragEnd?.Invoke(currentWorldPosition, direction, force);
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// Launch if force exceeds minimum
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if (force >= minForce)
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return new LaunchParameters
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{
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if (showDebugLogs) Logging.Debug($"[{GetType().Name}] Launching with force {force:F2}");
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PerformLaunch(direction, force);
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OnLaunch?.Invoke(direction, force);
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}
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else
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{
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if (showDebugLogs) Logging.Debug($"[{GetType().Name}] Drag too short - force {force:F2} < min {minForce:F2}");
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}
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Direction = direction,
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Force = force,
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DragDistance = dragDistance,
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DragRatio = dragRatio,
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Mass = mass
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};
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}
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#endregion
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@@ -303,15 +328,23 @@ namespace Common.Input
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/// Default: Updates trajectory preview using prefab's physics properties.
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/// Override for custom visuals.
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/// </summary>
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protected virtual void UpdateVisuals(Vector2 currentPosition, Vector2 direction, float force, float dragDistance, float mass)
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/// <param name="currentPosition">Current drag position</param>
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/// <param name="launchParams">Cached launch parameters (direction, force, etc.)</param>
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protected virtual void UpdateVisuals(Vector2 currentPosition, LaunchParameters launchParams)
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{
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if (trajectoryPreview != null && dragDistance > 0.1f)
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if (trajectoryPreview != null && launchParams.DragDistance > 0.1f)
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{
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GameObject prefab = GetProjectilePrefab();
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if (prefab != null)
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{
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trajectoryPreview.UpdateTrajectory(launchAnchor.position, direction, force, prefab);
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}
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if (prefab == null) return;
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// Get gravity from prefab's Rigidbody2D gravityScale
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var rb = prefab.GetComponent<Rigidbody2D>();
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float gravityScale = rb != null ? rb.gravityScale : 1f;
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float gravity = Physics2D.gravity.magnitude * gravityScale;
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// Use mass from settings (already in launchParams)
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trajectoryPreview.UpdateTrajectory(launchAnchor.position, launchParams.Direction,
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launchParams.Force, launchParams.Mass, gravity);
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}
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}
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@@ -337,52 +370,14 @@ namespace Common.Input
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#endregion
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#region Virtual Methods - Optional Override
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#region Abstract Methods - Physics Configuration
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/// <summary>
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/// Get projectile mass for trajectory calculation.
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/// Reads from the prefab's Rigidbody2D component.
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/// Subclasses can override for custom behavior (e.g., if mass changes dynamically).
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/// MUST read from settings - the same source that Initialize() uses.
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/// Subclasses implement to return the actual runtime mass.
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/// </summary>
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protected virtual float GetProjectileMass()
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{
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GameObject prefab = GetProjectilePrefab();
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if (prefab == null)
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{
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if (showDebugLogs)
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Logging.Warning($"[{GetType().Name}] GetProjectilePrefab() returned null!");
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return 0f;
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}
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var rb = prefab.GetComponent<Rigidbody2D>();
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if (rb == null)
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{
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if (showDebugLogs)
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Logging.Warning($"[{GetType().Name}] Projectile prefab '{prefab.name}' has no Rigidbody2D!");
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return 0f;
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}
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return rb.mass;
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}
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/// <summary>
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/// Get gravity value for trajectory calculation.
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/// Uses Physics2D.gravity.magnitude * prefab's Rigidbody2D gravityScale.
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/// </summary>
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protected virtual float GetGravity()
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{
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GameObject prefab = GetProjectilePrefab();
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if (prefab == null)
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{
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// Fallback to project gravity
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return Physics2D.gravity.magnitude;
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}
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var rb = prefab.GetComponent<Rigidbody2D>();
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float gravityScale = rb != null ? rb.gravityScale : 1f;
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return Physics2D.gravity.magnitude * gravityScale;
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}
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protected abstract float GetProjectileMass();
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#endregion
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@@ -393,7 +388,7 @@ namespace Common.Input
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base.OnManagedDestroy();
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// Ensure we unregister from InputManager
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if (_isRegistered && InputManager.Instance != null)
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if (_isRegisteredForInput && InputManager.Instance != null)
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{
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InputManager.Instance.UnregisterOverrideConsumer(this);
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}
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@@ -251,12 +251,6 @@ namespace AppleHills.Core.Settings
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int FortBlockLayer { get; } // Layer index for fort blocks
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int ProjectileLayer { get; } // Layer index for projectiles
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// Slingshot Settings
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float BaseLaunchForce { get; } // Base launch force multiplier
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float MinForceMultiplier { get; } // Minimum force required to launch (0-1)
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float MaxForceMultiplier { get; } // Maximum force cap (0-2, usually 1)
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float TrajectoryLockDuration { get; } // How long to show trajectory after launch
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// Projectile Abilities
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float VacuumSlideSpeed { get; } // Constant velocity for vacuum sliding (m/s)
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int VacuumDestroyBlockCount { get; } // Blocks to destroy while sliding
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@@ -44,12 +44,6 @@ namespace Minigames.Airplane.Core
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[Tooltip("Gravity multiplier for arc calculation")]
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[SerializeField] private float gravity = 9.81f;
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[Tooltip("Mass of the airplane")]
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[SerializeField] private float mass = 1f;
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[Tooltip("Maximum flight time before timeout (seconds)")]
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[SerializeField] private float maxFlightTime = 10f;
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[Header("Visual")]
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[Tooltip("Should airplane rotate to face velocity direction?")]
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[SerializeField] private bool rotateToVelocity = true;
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@@ -68,6 +62,10 @@ namespace Minigames.Airplane.Core
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private float flightTimer = 0f;
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private string lastHitTarget = null;
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// Runtime values loaded from settings
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private float mass;
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private float maxFlightTime;
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public bool IsFlying => isFlying;
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public Vector2 CurrentVelocity => currentVelocity;
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public string LastHitTarget => lastHitTarget;
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@@ -80,6 +78,20 @@ namespace Minigames.Airplane.Core
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{
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base.OnManagedAwake();
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// Load settings
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var settings = GameManager.GetSettingsObject<AppleHills.Core.Settings.IAirplaneSettings>();
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if (settings != null)
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{
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mass = settings.AirplaneMass;
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maxFlightTime = settings.MaxFlightTime;
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}
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else
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{
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Logging.Warning("[AirplaneController] AirplaneSettings not found, using defaults!");
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mass = 1f;
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maxFlightTime = 10f;
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||||
}
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||||
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||||
// Cache components
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||||
rb2D = GetComponent<Rigidbody2D>();
|
||||
airplaneCollider = GetComponent<Collider2D>();
|
||||
|
||||
@@ -36,6 +36,20 @@ namespace Minigames.Airplane.Core
|
||||
return airplanePrefab;
|
||||
}
|
||||
|
||||
protected override float GetProjectileMass()
|
||||
{
|
||||
var settings = GameManager.GetSettingsObject<IAirplaneSettings>();
|
||||
if (settings == null)
|
||||
{
|
||||
if (showDebugLogs)
|
||||
Logging.Warning("[AirplaneLaunchController] AirplaneSettings not found!");
|
||||
return 1f; // Default fallback
|
||||
}
|
||||
|
||||
// Read from AirplaneSettings - same mass that AirplaneController uses
|
||||
return settings.AirplaneMass;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Inspector Properties
|
||||
@@ -84,92 +98,8 @@ namespace Minigames.Airplane.Core
|
||||
|
||||
#region Visual Feedback
|
||||
|
||||
protected override void ShowPreview()
|
||||
{
|
||||
// Show anchor visual
|
||||
if (anchorVisual != null)
|
||||
{
|
||||
anchorVisual.SetActive(true);
|
||||
}
|
||||
|
||||
// Show trajectory line (will be updated during drag)
|
||||
if (trajectoryLine != null)
|
||||
{
|
||||
trajectoryLine.enabled = false; // Only show during drag
|
||||
}
|
||||
|
||||
if (showDebugLogs) Logging.Debug("[AirplaneLaunchController] Preview shown");
|
||||
}
|
||||
|
||||
protected override void HidePreview()
|
||||
{
|
||||
// Hide anchor visual
|
||||
if (anchorVisual != null)
|
||||
{
|
||||
anchorVisual.SetActive(false);
|
||||
}
|
||||
|
||||
// Hide trajectory line
|
||||
if (trajectoryLine != null)
|
||||
{
|
||||
trajectoryLine.enabled = false;
|
||||
}
|
||||
|
||||
if (showDebugLogs) Logging.Debug("[AirplaneLaunchController] Preview hidden");
|
||||
}
|
||||
|
||||
protected override void UpdateVisuals(Vector2 currentPosition, Vector2 direction, float force, float dragDistance, float mass)
|
||||
{
|
||||
// Show trajectory line during drag
|
||||
if (trajectoryLine != null && trajectoryLine.enabled == false && dragDistance > 0.1f)
|
||||
{
|
||||
trajectoryLine.enabled = true;
|
||||
}
|
||||
|
||||
// Update trajectory preview
|
||||
if (trajectoryLine != null && trajectoryLine.enabled)
|
||||
{
|
||||
UpdateTrajectoryPreview(direction, force, mass);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Update the trajectory preview line
|
||||
/// </summary>
|
||||
private void UpdateTrajectoryPreview(Vector2 direction, float force, float mass)
|
||||
{
|
||||
if (trajectoryLine == null) return;
|
||||
|
||||
var config = Config;
|
||||
if (config == null) return;
|
||||
|
||||
if (mass <= 0f)
|
||||
{
|
||||
if (showDebugLogs) Logging.Warning("[AirplaneLaunchController] Cannot calculate trajectory with zero mass!");
|
||||
return;
|
||||
}
|
||||
|
||||
Vector2 startPos = launchAnchor.position;
|
||||
float initialSpeed = force / mass;
|
||||
Vector2 velocity = direction * initialSpeed;
|
||||
|
||||
// Get gravity from prefab's Rigidbody2D (Physics2D.gravity.magnitude * rb.gravityScale)
|
||||
float gravity = GetGravity();
|
||||
|
||||
trajectoryLine.positionCount = config.trajectoryPoints;
|
||||
|
||||
// Calculate trajectory points using config values
|
||||
for (int i = 0; i < config.trajectoryPoints; i++)
|
||||
{
|
||||
float time = i * config.trajectoryTimeStep;
|
||||
|
||||
// Calculate position at this time
|
||||
float x = startPos.x + velocity.x * time;
|
||||
float y = startPos.y + velocity.y * time - 0.5f * gravity * time * time;
|
||||
|
||||
trajectoryLine.SetPosition(i, new Vector3(x, y, 0));
|
||||
}
|
||||
}
|
||||
// Base class handles trajectory preview via TrajectoryPreview component
|
||||
// No custom visual feedback needed for airplane - using default implementation
|
||||
|
||||
#endregion
|
||||
|
||||
|
||||
@@ -126,21 +126,6 @@ namespace Minigames.FortFight.Core
|
||||
[Tooltip("Downward velocity when dropping (m/s)")]
|
||||
[SerializeField] private float ceilingFanDropSpeed = 20f;
|
||||
|
||||
[Header("Slingshot Settings")]
|
||||
[Tooltip("Base launch force multiplier - higher values = projectiles fly farther")]
|
||||
[SerializeField] private float baseLaunchForce = 20f;
|
||||
|
||||
[Tooltip("Minimum force multiplier (0-1, e.g. 0.1 = 10% of max force required to launch)")]
|
||||
[Range(0f, 1f)]
|
||||
[SerializeField] private float minForceMultiplier = 0.1f;
|
||||
|
||||
[Tooltip("Maximum force multiplier (0-1, e.g. 1.0 = 100% at max drag distance)")]
|
||||
[Range(0f, 2f)]
|
||||
[SerializeField] private float maxForceMultiplier = 1f;
|
||||
|
||||
[Tooltip("How long to keep trajectory visible after launching (seconds)")]
|
||||
[SerializeField] private float trajectoryLockDuration = 2f;
|
||||
|
||||
[Header("Physics Layers")]
|
||||
[Tooltip("Layer for fort blocks - projectiles will collide with these (Default: Layer 8 'FortBlock')")]
|
||||
[AppleHills.Core.Settings.Layer]
|
||||
@@ -180,11 +165,6 @@ namespace Minigames.FortFight.Core
|
||||
|
||||
public Color DamageColorTint => damageColorTint;
|
||||
|
||||
public float BaseLaunchForce => baseLaunchForce;
|
||||
public float MinForceMultiplier => minForceMultiplier;
|
||||
public float MaxForceMultiplier => maxForceMultiplier;
|
||||
public float TrajectoryLockDuration => trajectoryLockDuration;
|
||||
|
||||
public float VacuumSlideSpeed => vacuumSlideSpeed;
|
||||
public int VacuumDestroyBlockCount => vacuumDestroyBlockCount;
|
||||
public float VacuumBlockDamage => vacuumBlockDamage;
|
||||
|
||||
@@ -16,9 +16,7 @@ namespace Minigames.FortFight.Core
|
||||
{
|
||||
#region Inspector Properties
|
||||
|
||||
[Header("FortFight Specific")]
|
||||
[Tooltip("Trajectory preview component")]
|
||||
[SerializeField] private TrajectoryPreview trajectoryPreview;
|
||||
// Note: trajectoryPreview is inherited from DragLaunchController base class
|
||||
|
||||
#endregion
|
||||
|
||||
@@ -86,28 +84,13 @@ namespace Minigames.FortFight.Core
|
||||
{
|
||||
base.OnManagedAwake();
|
||||
|
||||
// Base class handles launchAnchor (previously projectileSpawnPoint)
|
||||
|
||||
if (trajectoryPreview == null)
|
||||
{
|
||||
trajectoryPreview = GetComponent<TrajectoryPreview>();
|
||||
}
|
||||
// Base class handles launchAnchor and trajectoryPreview
|
||||
|
||||
// Set debug logging from developer settings
|
||||
showDebugLogs = CachedDevSettings?.SlingshotShowDebugLogs ?? false;
|
||||
}
|
||||
|
||||
internal override void OnManagedStart()
|
||||
{
|
||||
base.OnManagedStart();
|
||||
|
||||
// Hide trajectory by default
|
||||
if (trajectoryPreview != null)
|
||||
{
|
||||
trajectoryPreview.Hide();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
#endregion
|
||||
|
||||
#region Override Methods
|
||||
@@ -129,6 +112,19 @@ namespace Minigames.FortFight.Core
|
||||
LaunchProjectile(direction, force);
|
||||
}
|
||||
|
||||
protected override float GetProjectileMass()
|
||||
{
|
||||
if (_currentAmmo == null)
|
||||
{
|
||||
if (showDebugLogs)
|
||||
Logging.Warning("[SlingshotController] No ammo selected, cannot get mass!");
|
||||
return 1f; // Default fallback
|
||||
}
|
||||
|
||||
// Read from ProjectileConfig settings - same source as ProjectileBase.Initialize()
|
||||
return _currentAmmo.mass;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Projectile Management
|
||||
@@ -173,7 +169,7 @@ namespace Minigames.FortFight.Core
|
||||
// Lock trajectory to show the shot path
|
||||
if (trajectoryPreview != null)
|
||||
{
|
||||
float lockDuration = CachedSettings?.TrajectoryLockDuration ?? 2f;
|
||||
float lockDuration = Config?.trajectoryLockDuration ?? 2f;
|
||||
trajectoryPreview.LockTrajectory(lockDuration);
|
||||
}
|
||||
|
||||
|
||||
@@ -1,153 +0,0 @@
|
||||
using Core;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Minigames.FortFight.Core
|
||||
{
|
||||
/// <summary>
|
||||
/// Displays trajectory prediction line for projectile launches.
|
||||
/// Shows dotted line preview of projectile arc.
|
||||
/// </summary>
|
||||
[RequireComponent(typeof(LineRenderer))]
|
||||
public class TrajectoryPreview : MonoBehaviour
|
||||
{
|
||||
[Header("Trajectory Settings")]
|
||||
[Tooltip("Number of points to simulate (physics steps)")]
|
||||
[SerializeField] private int simulationSteps = 50;
|
||||
|
||||
[Header("Visual")]
|
||||
[Tooltip("Color of trajectory line")]
|
||||
[SerializeField] private Color lineColor = Color.yellow;
|
||||
|
||||
[Tooltip("Width of trajectory line")]
|
||||
[SerializeField] private float lineWidth = 0.1f;
|
||||
|
||||
private LineRenderer lineRenderer;
|
||||
private bool isLocked = false;
|
||||
private float lockTimer = 0f;
|
||||
private float lockDuration = 0f;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
lineRenderer = GetComponent<LineRenderer>();
|
||||
|
||||
// Configure line renderer
|
||||
if (lineRenderer != null)
|
||||
{
|
||||
lineRenderer.startWidth = lineWidth;
|
||||
lineRenderer.endWidth = lineWidth;
|
||||
lineRenderer.startColor = lineColor;
|
||||
lineRenderer.endColor = lineColor;
|
||||
lineRenderer.positionCount = simulationSteps;
|
||||
lineRenderer.enabled = false;
|
||||
}
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
if (isLocked)
|
||||
{
|
||||
lockTimer += Time.deltaTime;
|
||||
if (lockTimer >= lockDuration)
|
||||
{
|
||||
isLocked = false;
|
||||
Hide();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Show the trajectory preview
|
||||
/// </summary>
|
||||
public void Show()
|
||||
{
|
||||
if (lineRenderer != null)
|
||||
{
|
||||
lineRenderer.enabled = true;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Hide the trajectory preview (unless locked)
|
||||
/// </summary>
|
||||
public void Hide()
|
||||
{
|
||||
// Don't hide if trajectory is locked
|
||||
if (isLocked)
|
||||
return;
|
||||
|
||||
if (lineRenderer != null)
|
||||
{
|
||||
lineRenderer.enabled = false;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Lock the current trajectory display for a duration
|
||||
/// </summary>
|
||||
public void LockTrajectory(float duration)
|
||||
{
|
||||
isLocked = true;
|
||||
lockTimer = 0f;
|
||||
lockDuration = duration;
|
||||
|
||||
// Ensure line is visible
|
||||
if (lineRenderer != null)
|
||||
{
|
||||
lineRenderer.enabled = true;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Update the trajectory preview with new parameters.
|
||||
/// Uses Physics.fixedDeltaTime for accurate simulation matching Unity's physics.
|
||||
/// </summary>
|
||||
/// <param name="startPosition">Starting position of trajectory</param>
|
||||
/// <param name="direction">Launch direction (normalized)</param>
|
||||
/// <param name="force">Launch force (impulse)</param>
|
||||
/// <param name="mass">Projectile mass</param>
|
||||
public void UpdateTrajectory(Vector2 startPosition, Vector2 direction, float force, float mass = 1f)
|
||||
{
|
||||
if (lineRenderer == null) return;
|
||||
|
||||
// Calculate initial velocity: impulse force F gives velocity v = F/m
|
||||
Vector2 startVelocity = (direction * force) / mass;
|
||||
|
||||
// Get gravity with projectile gravity scale from settings
|
||||
var settings = GameManager.GetSettingsObject<AppleHills.Core.Settings.IFortFightSettings>();
|
||||
float gravityScale = settings?.ProjectileGravityScale ?? 1f;
|
||||
Vector2 gravity = new Vector2(Physics2D.gravity.x, Physics2D.gravity.y) * gravityScale;
|
||||
|
||||
// Simulate trajectory using Unity's physics time step
|
||||
Vector3[] points = new Vector3[simulationSteps];
|
||||
Vector2 pos = startPosition;
|
||||
Vector2 vel = startVelocity;
|
||||
|
||||
for (int i = 0; i < simulationSteps; i++)
|
||||
{
|
||||
// Set current position
|
||||
points[i] = new Vector3(pos.x, pos.y, 0);
|
||||
|
||||
// Update velocity (gravity applied over fixedDeltaTime)
|
||||
vel = vel + gravity * Time.fixedDeltaTime;
|
||||
|
||||
// Update position (velocity applied over fixedDeltaTime)
|
||||
pos = pos + vel * Time.fixedDeltaTime;
|
||||
|
||||
// Optional: Stop if hits ground (y < threshold)
|
||||
if (pos.y < -10f)
|
||||
{
|
||||
// Fill remaining points at ground level
|
||||
for (int j = i + 1; j < simulationSteps; j++)
|
||||
{
|
||||
points[j] = new Vector3(pos.x, -10f, 0);
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
lineRenderer.positionCount = simulationSteps;
|
||||
lineRenderer.SetPositions(points);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b1e26667c6d4415f8dc51e4a58ba9479
|
||||
timeCreated: 1764682615
|
||||
@@ -13,15 +13,13 @@ MonoBehaviour:
|
||||
m_Name: FortFightSettings
|
||||
m_EditorClassIdentifier: AppleHillsScripts::Minigames.FortFight.Core.FortFightSettings
|
||||
slingshotSettings:
|
||||
maxDragDistance: 5
|
||||
maxDragDistance: 10
|
||||
baseLaunchForce: 125
|
||||
minForceMultiplier: 0.1
|
||||
maxForceMultiplier: 1
|
||||
trajectoryPoints: 50
|
||||
trajectoryTimeStep: 0.1
|
||||
trajectoryLockDuration: 2
|
||||
gravity: 9.81
|
||||
defaultProjectileMass: 1
|
||||
autoRegisterInput: 0
|
||||
materialConfigs:
|
||||
- material: 0
|
||||
@@ -119,10 +117,6 @@ MonoBehaviour:
|
||||
ceilingFanActivationDelay: 1
|
||||
ceilingFanDropDelay: 0.2
|
||||
ceilingFanDropSpeed: 20
|
||||
baseLaunchForce: 150
|
||||
minForceMultiplier: 0.1
|
||||
maxForceMultiplier: 1
|
||||
trajectoryLockDuration: 2
|
||||
fortBlockLayer: 16
|
||||
projectileLayer: 15
|
||||
damageColorTint: {r: 1, g: 0, b: 0, a: 1}
|
||||
|
||||
Reference in New Issue
Block a user