Refactored trajectory component

This commit is contained in:
Michal Pikulski
2025-12-05 11:03:47 +01:00
parent e90f839fc1
commit ec64e6f4f7
11 changed files with 177 additions and 428 deletions

View File

@@ -6,6 +6,21 @@ using UnityEngine;
namespace Common.Input
{
/// <summary>
/// Cached launch parameters calculated during drag.
/// Avoids recalculating force/direction multiple times.
/// </summary>
public struct LaunchParameters
{
public Vector2 Direction;
public float Force;
public float DragDistance;
public float DragRatio;
public float Mass;
public bool IsValid => Force > 0f && DragDistance > 0f;
}
/// <summary>
/// Base class for drag-to-launch mechanics (Angry Birds style).
/// Provides core drag logic, force calculation, and input handling.
@@ -81,6 +96,9 @@ namespace Common.Input
[Tooltip("Launch anchor point (spawn/slingshot position)")]
[SerializeField] protected Transform launchAnchor;
[Tooltip("Trajectory preview component (auto-found if not assigned)")]
[SerializeField] protected Common.Visual.TrajectoryPreview trajectoryPreview;
[Header("Debug")]
[SerializeField] protected bool showDebugLogs;
@@ -98,7 +116,10 @@ namespace Common.Input
private bool _isDragging;
private Vector2 _dragStartPosition;
private bool _isEnabled = false;
private bool _isRegistered = false;
private bool _isRegisteredForInput = false;
// Cached launch parameters - calculated once during drag, used for both preview and launch
private LaunchParameters _cachedLaunchParams;
public bool IsDragging => _isDragging;
public bool IsEnabled => _isEnabled;
@@ -135,10 +156,10 @@ namespace Common.Input
_isEnabled = true;
// Register with InputManager as override consumer
if (InputManager.Instance != null && !_isRegistered)
if (InputManager.Instance != null && !_isRegisteredForInput)
{
InputManager.Instance.RegisterOverrideConsumer(this);
_isRegistered = true;
_isRegisteredForInput = true;
if (showDebugLogs) Logging.Debug($"[{GetType().Name}] Registered with InputManager");
}
@@ -157,10 +178,10 @@ namespace Common.Input
_isDragging = false;
// Unregister from InputManager
if (InputManager.Instance != null && _isRegistered)
if (InputManager.Instance != null && _isRegisteredForInput)
{
InputManager.Instance.UnregisterOverrideConsumer(this);
_isRegistered = false;
_isRegisteredForInput = false;
if (showDebugLogs) Logging.Debug($"[{GetType().Name}] Unregistered from InputManager");
}
@@ -220,29 +241,19 @@ namespace Common.Input
/// </summary>
protected virtual void UpdateDrag(Vector2 currentWorldPosition)
{
// Calculate drag vector from anchor to current drag position
// Pull back (away from anchor) = launch forward (toward anchor direction)
Vector2 dragVector = _dragStartPosition - currentWorldPosition;
// Calculate force and direction
float dragDistance = dragVector.magnitude;
float dragRatio = Mathf.Clamp01(dragDistance / MaxDragDistance);
// Use config to calculate force with multipliers
float force = Config?.CalculateForce(dragDistance, dragRatio) ?? (dragRatio * MaxForce);
Vector2 direction = dragVector.normalized;
float mass = GetProjectileMass();
// Calculate launch parameters once and cache
_cachedLaunchParams = CalculateLaunchParameters(currentWorldPosition);
// Warn if mass is zero or invalid
if (mass <= 0f && showDebugLogs)
if (_cachedLaunchParams.Mass <= 0f && showDebugLogs)
{
Logging.Warning($"[{GetType().Name}] Projectile mass is {mass}! Trajectory calculation will be inaccurate. Override GetProjectileMass().");
Logging.Warning($"[{GetType().Name}] Projectile mass is {_cachedLaunchParams.Mass}! Trajectory calculation will be inaccurate. Override GetProjectileMass().");
}
// Update visuals with mass parameter
UpdateVisuals(currentWorldPosition, direction, force, dragDistance, mass);
// Update visuals with cached parameters
UpdateVisuals(currentWorldPosition, _cachedLaunchParams);
OnDragUpdate?.Invoke(currentWorldPosition, direction, force);
OnDragUpdate?.Invoke(currentWorldPosition, _cachedLaunchParams.Direction, _cachedLaunchParams.Force);
}
/// <summary>
@@ -255,34 +266,48 @@ namespace Common.Input
// Hide preview
HidePreview();
// Calculate final launch parameters
// Recalculate final parameters (position may have changed since last UpdateDrag)
_cachedLaunchParams = CalculateLaunchParameters(currentWorldPosition);
OnDragEnd?.Invoke(currentWorldPosition, _cachedLaunchParams.Direction, _cachedLaunchParams.Force);
if (showDebugLogs)
Logging.Debug($"[{GetType().Name}] Launching with force {_cachedLaunchParams.Force:F2}");
PerformLaunch(_cachedLaunchParams.Direction, _cachedLaunchParams.Force);
OnLaunch?.Invoke(_cachedLaunchParams.Direction, _cachedLaunchParams.Force);
}
/// <summary>
/// Calculate launch parameters from current drag position.
/// Caches results to avoid recalculating force multiple times.
/// </summary>
private LaunchParameters CalculateLaunchParameters(Vector2 currentWorldPosition)
{
// Calculate drag vector from anchor to current drag position
// Pull back (away from anchor) = launch forward (toward anchor direction)
Vector2 dragVector = _dragStartPosition - currentWorldPosition;
// Calculate distance and ratio
float dragDistance = dragVector.magnitude;
float dragRatio = Mathf.Clamp01(dragDistance / MaxDragDistance);
// Use config to calculate force with multipliers
// Calculate force using config
float force = Config?.CalculateForce(dragDistance, dragRatio) ?? (dragRatio * MaxForce);
Vector2 direction = dragVector.normalized;
// Get minimum force from config
float minForce = Config?.GetMinForce() ?? (MaxForce * 0.1f);
// Normalize direction
Vector2 direction = dragDistance > 0.01f ? dragVector.normalized : Vector2.zero;
if (showDebugLogs)
Logging.Debug($"[{GetType().Name}] Drag ended - Force: {force:F2}, Min: {minForce:F2}, Distance: {dragDistance:F2}");
// Get mass from projectile
float mass = GetProjectileMass();
OnDragEnd?.Invoke(currentWorldPosition, direction, force);
// Launch if force exceeds minimum
if (force >= minForce)
return new LaunchParameters
{
if (showDebugLogs) Logging.Debug($"[{GetType().Name}] Launching with force {force:F2}");
PerformLaunch(direction, force);
OnLaunch?.Invoke(direction, force);
}
else
{
if (showDebugLogs) Logging.Debug($"[{GetType().Name}] Drag too short - force {force:F2} < min {minForce:F2}");
}
Direction = direction,
Force = force,
DragDistance = dragDistance,
DragRatio = dragRatio,
Mass = mass
};
}
#endregion
@@ -303,15 +328,23 @@ namespace Common.Input
/// Default: Updates trajectory preview using prefab's physics properties.
/// Override for custom visuals.
/// </summary>
protected virtual void UpdateVisuals(Vector2 currentPosition, Vector2 direction, float force, float dragDistance, float mass)
/// <param name="currentPosition">Current drag position</param>
/// <param name="launchParams">Cached launch parameters (direction, force, etc.)</param>
protected virtual void UpdateVisuals(Vector2 currentPosition, LaunchParameters launchParams)
{
if (trajectoryPreview != null && dragDistance > 0.1f)
if (trajectoryPreview != null && launchParams.DragDistance > 0.1f)
{
GameObject prefab = GetProjectilePrefab();
if (prefab != null)
{
trajectoryPreview.UpdateTrajectory(launchAnchor.position, direction, force, prefab);
}
if (prefab == null) return;
// Get gravity from prefab's Rigidbody2D gravityScale
var rb = prefab.GetComponent<Rigidbody2D>();
float gravityScale = rb != null ? rb.gravityScale : 1f;
float gravity = Physics2D.gravity.magnitude * gravityScale;
// Use mass from settings (already in launchParams)
trajectoryPreview.UpdateTrajectory(launchAnchor.position, launchParams.Direction,
launchParams.Force, launchParams.Mass, gravity);
}
}
@@ -337,52 +370,14 @@ namespace Common.Input
#endregion
#region Virtual Methods - Optional Override
#region Abstract Methods - Physics Configuration
/// <summary>
/// Get projectile mass for trajectory calculation.
/// Reads from the prefab's Rigidbody2D component.
/// Subclasses can override for custom behavior (e.g., if mass changes dynamically).
/// MUST read from settings - the same source that Initialize() uses.
/// Subclasses implement to return the actual runtime mass.
/// </summary>
protected virtual float GetProjectileMass()
{
GameObject prefab = GetProjectilePrefab();
if (prefab == null)
{
if (showDebugLogs)
Logging.Warning($"[{GetType().Name}] GetProjectilePrefab() returned null!");
return 0f;
}
var rb = prefab.GetComponent<Rigidbody2D>();
if (rb == null)
{
if (showDebugLogs)
Logging.Warning($"[{GetType().Name}] Projectile prefab '{prefab.name}' has no Rigidbody2D!");
return 0f;
}
return rb.mass;
}
/// <summary>
/// Get gravity value for trajectory calculation.
/// Uses Physics2D.gravity.magnitude * prefab's Rigidbody2D gravityScale.
/// </summary>
protected virtual float GetGravity()
{
GameObject prefab = GetProjectilePrefab();
if (prefab == null)
{
// Fallback to project gravity
return Physics2D.gravity.magnitude;
}
var rb = prefab.GetComponent<Rigidbody2D>();
float gravityScale = rb != null ? rb.gravityScale : 1f;
return Physics2D.gravity.magnitude * gravityScale;
}
protected abstract float GetProjectileMass();
#endregion
@@ -393,7 +388,7 @@ namespace Common.Input
base.OnManagedDestroy();
// Ensure we unregister from InputManager
if (_isRegistered && InputManager.Instance != null)
if (_isRegisteredForInput && InputManager.Instance != null)
{
InputManager.Instance.UnregisterOverrideConsumer(this);
}