Simple Pigman AI
This commit is contained in:
committed by
Michal Pikulski
parent
e60d516e7e
commit
edb83ef13d
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using UnityEngine;
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namespace AppleHills.Core.Settings
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{
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/// <summary>
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/// Developer settings for Fort Fight minigame technical configuration.
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/// These settings are separate from gameplay/design settings and focus on debugging and testing.
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/// </summary>
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[CreateAssetMenu(fileName = "FortFightDeveloperSettings", menuName = "AppleHills/Developer Settings/Fort Fight", order = 2)]
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public class FortFightDeveloperSettings : BaseDeveloperSettings
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{
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[Header("AI Debug Visualization")]
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[Tooltip("Show AI debug visuals (target circles, trajectory lines)")]
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[SerializeField] private bool showAIDebugVisuals = true;
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[Tooltip("Color for AI target indicator")]
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[SerializeField] private Color aiDebugTargetColor = Color.red;
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[Tooltip("Radius of AI target circle")]
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[SerializeField] private float aiDebugCircleRadius = 0.5f;
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[Tooltip("Color for AI trajectory line")]
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[SerializeField] private Color aiDebugTrajectoryColor = Color.yellow;
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[Header("Debug Logging")]
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[Tooltip("Show debug logs from SlingshotController")]
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[SerializeField] private bool slingshotShowDebugLogs = true;
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[Tooltip("Show debug logs from AmmunitionManager")]
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[SerializeField] private bool ammunitionShowDebugLogs = true;
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[Tooltip("Show debug info from FortController")]
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[SerializeField] private bool fortShowDebugInfo = true;
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[Header("UI Debug Display")]
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[Tooltip("Show numerical HP values in FortHealthUI")]
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[SerializeField] private bool healthUIDebugDisplay = false;
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[Header("Testing & Debug Prefabs")]
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[Tooltip("Debug prefab for player fort (testing purposes)")]
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[SerializeField] private GameObject debugPlayerFortPrefab;
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[Tooltip("Debug prefab for enemy fort (testing purposes)")]
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[SerializeField] private GameObject debugEnemyFortPrefab;
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// AI Debug Visualization properties
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public bool ShowAIDebugVisuals => showAIDebugVisuals;
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public Color AIDebugTargetColor => aiDebugTargetColor;
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public float AIDebugCircleRadius => aiDebugCircleRadius;
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public Color AIDebugTrajectoryColor => aiDebugTrajectoryColor;
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// Debug Logging properties
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public bool SlingshotShowDebugLogs => slingshotShowDebugLogs;
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public bool AmmunitionShowDebugLogs => ammunitionShowDebugLogs;
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public bool FortShowDebugInfo => fortShowDebugInfo;
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// UI Debug Display properties
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public bool HealthUIDebugDisplay => healthUIDebugDisplay;
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// Testing & Debug Prefabs properties
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public GameObject DebugPlayerFortPrefab => debugPlayerFortPrefab;
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public GameObject DebugEnemyFortPrefab => debugEnemyFortPrefab;
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public override void OnValidate()
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{
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base.OnValidate();
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// Validate radius
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aiDebugCircleRadius = Mathf.Max(0.1f, aiDebugCircleRadius);
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}
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}
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}
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: d354649c25014aa2a7b3b45841834f74
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timeCreated: 1764841328
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@@ -223,6 +223,10 @@ namespace AppleHills.Core.Settings
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System.Collections.Generic.List<Minigames.FortFight.Settings.BlockMaterialConfig> MaterialConfigs { get; }
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System.Collections.Generic.List<Minigames.FortFight.Settings.BlockSizeConfig> SizeConfigs { get; }
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// AI Difficulty Settings
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Minigames.FortFight.Data.AIDifficulty DefaultAIDifficulty { get; } // Default difficulty level for AI
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Minigames.FortFight.Data.AIDifficultyData GetAIDifficultyData(Minigames.FortFight.Data.AIDifficulty difficulty);
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// Weak point settings
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float WeakPointExplosionRadius { get; }
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float WeakPointExplosionDamage { get; }
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