Clean up IPausable interafaces a little bit and start refactoring the pause-game flow in the minigame
This commit is contained in:
@@ -1,304 +1,255 @@
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using UnityEngine;
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using System;
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using AppleHills.Core.Settings;
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using System;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using AppleHills.Core.Interfaces;
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using AppleHills.Core.Interfaces;
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using Core;
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using AppleHills.Core.Settings;
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using UI;
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using Bootstrap;
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using Bootstrap;
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using UI;
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using UnityEngine;
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/// <summary>
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namespace Core
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/// Singleton manager for global game state and settings. Provides accessors for various gameplay parameters.
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/// </summary>
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public class GameManager : MonoBehaviour
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{
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{
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private static GameManager _instance;
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private static bool _isQuitting = false;
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/// <summary>
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/// <summary>
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/// Singleton instance of the GameManager. No longer creates an instance if one doesn't exist.
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/// Singleton manager for global game state and settings. Provides accessors for various gameplay parameters.
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/// </summary>
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/// </summary>
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public static GameManager Instance => _instance;
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public class GameManager : MonoBehaviour
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[Header("Settings Status")]
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[SerializeField] private bool _settingsLoaded = false;
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[SerializeField] private bool _developerSettingsLoaded = false;
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public bool SettingsLoaded => _settingsLoaded;
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public bool DeveloperSettingsLoaded => _developerSettingsLoaded;
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[Header("Game State")]
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[SerializeField] private bool _isPaused = false;
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/// <summary>
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/// Current pause state of the game
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/// </summary>
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public bool IsPaused => _isPaused;
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// List of pausable components that have registered with the GameManager
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private List<IPausable> _pausableComponents = new List<IPausable>();
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// Events for pause state changes
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public event Action OnGamePaused;
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public event Action OnGameResumed;
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void Awake()
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{
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{
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_instance = this;
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// Singleton implementation
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private static GameManager _instance;
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public static GameManager Instance => _instance;
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private static bool _isQuitting = false;
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// Create settings provider if it doesn't exist
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private bool _settingsLoaded = false;
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SettingsProvider.Instance.gameObject.name = "Settings Provider";
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private bool _developerSettingsLoaded = false;
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// Create developer settings provider if it doesn't exist
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// Pausable implementation
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DeveloperSettingsProvider.Instance.gameObject.name = "Developer Settings Provider";
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private bool _isPaused = false;
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public bool IsPaused => _isPaused;
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// Load all settings synchronously during Awake
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// List of pausable components that have registered with the GameManager
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InitializeSettings();
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private List<IPausable> _pausableComponents = new List<IPausable>();
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InitializeDeveloperSettings();
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// Register for post-boot initialization
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// Events for pause state changes
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BootCompletionService.RegisterInitAction(InitializePostBoot);
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public event Action OnGamePaused;
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public event Action OnGameResumed;
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// DontDestroyOnLoad(gameObject);
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void Awake()
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}
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private void InitializePostBoot()
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{
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// Find and subscribe to PauseMenu events
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PauseMenu pauseMenu = PauseMenu.Instance;
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if (pauseMenu != null)
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{
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{
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pauseMenu.OnGamePaused += OnPauseMenuPaused;
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_instance = this;
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pauseMenu.OnGameResumed += OnPauseMenuResumed;
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Logging.Debug("[GameManager] Subscribed to PauseMenu events");
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// Create settings providers if it doesn't exist
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SettingsProvider.Instance.gameObject.name = "Settings Provider";
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DeveloperSettingsProvider.Instance.gameObject.name = "Developer Settings Provider";
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// Load all settings synchronously during Awake
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InitializeSettings();
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InitializeDeveloperSettings();
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// Register for post-boot initialization
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BootCompletionService.RegisterInitAction(InitializePostBoot);
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// DontDestroyOnLoad(gameObject);
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}
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}
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else
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private void InitializePostBoot()
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{
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{
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Logging.Warning("[GameManager] PauseMenu not found. Pause functionality won't work properly.");
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// For post-boot correct initialization order
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}
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}
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}
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private void OnDestroy()
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/// <summary>
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{
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/// Register a component as pausable, so it receives pause/resume notifications
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// Unsubscribe from PauseMenu events
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/// </summary>
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PauseMenu pauseMenu = FindFirstObjectByType<PauseMenu>();
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/// <param name="component">The pausable component to register</param>
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if (pauseMenu != null)
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public void RegisterPausableComponent(IPausable component)
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{
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{
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pauseMenu.OnGamePaused -= OnPauseMenuPaused;
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if (component != null && !_pausableComponents.Contains(component))
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pauseMenu.OnGameResumed -= OnPauseMenuResumed;
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{
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_pausableComponents.Add(component);
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// If the game is already paused, pause the component immediately
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if (_isPaused)
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{
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component.Pause();
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}
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Logging.Debug($"[GameManager] Registered pausable component: {(component as MonoBehaviour)?.name ?? "Unknown"}");
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}
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}
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}
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}
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/// <summary>
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/// <summary>
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/// Register a component as pausable, so it receives pause/resume notifications
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/// Unregister a pausable component
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/// </summary>
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/// </summary>
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/// <param name="component">The pausable component to register</param>
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/// <param name="component">The pausable component to unregister</param>
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public void RegisterPausableComponent(IPausable component)
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public void UnregisterPausableComponent(IPausable component)
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{
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if (component != null && !_pausableComponents.Contains(component))
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{
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{
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_pausableComponents.Add(component);
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if (component != null && _pausableComponents.Contains(component))
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{
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_pausableComponents.Remove(component);
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Logging.Debug($"[GameManager] Unregistered pausable component: {(component as MonoBehaviour)?.name ?? "Unknown"}");
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}
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}
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// If the game is already paused, pause the component immediately
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// TODO: Revisit this with proper pause menu request implementation
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if (_isPaused)
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public void RequestGamePause()
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{
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PauseGame();
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}
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public void RequestGameResume()
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{
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ResumeGame();
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}
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/// <summary>
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/// Pause the game and notify all registered pausable components
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/// </summary>
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private void PauseGame()
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{
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if (_isPaused) return; // Already paused
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_isPaused = true;
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// Pause all registered components
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foreach (var component in _pausableComponents)
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{
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{
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component.Pause();
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component.Pause();
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}
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}
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Logging.Debug($"[GameManager] Registered pausable component: {(component as MonoBehaviour)?.name ?? "Unknown"}");
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// Broadcast pause event
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}
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OnGamePaused?.Invoke();
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}
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/// <summary>
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Logging.Debug($"[GameManager] Game paused. Paused {_pausableComponents.Count} components.");
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/// Unregister a pausable component
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}
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/// </summary>
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/// <param name="component">The pausable component to unregister</param>
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/// <summary>
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public void UnregisterPausableComponent(IPausable component)
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/// Resume the game and notify all registered pausable components
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{
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/// </summary>
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if (component != null && _pausableComponents.Contains(component))
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private void ResumeGame()
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{
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{
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_pausableComponents.Remove(component);
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if (!_isPaused) return; // Already running
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Logging.Debug($"[GameManager] Unregistered pausable component: {(component as MonoBehaviour)?.name ?? "Unknown"}");
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_isPaused = false;
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// Resume all registered components
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foreach (var component in _pausableComponents)
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{
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component.DoResume();
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}
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// Broadcast resume event
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OnGameResumed?.Invoke();
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Logging.Debug($"[GameManager] Game resumed. Resumed {_pausableComponents.Count} components.");
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}
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}
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}
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/// <summary>
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private void InitializeSettings()
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/// Called when the PauseMenu broadcasts a pause event
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/// </summary>
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private void OnPauseMenuPaused()
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{
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PauseGame();
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}
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/// <summary>
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/// Called when the PauseMenu broadcasts a resume event
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/// </summary>
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private void OnPauseMenuResumed()
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{
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ResumeGame();
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}
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/// <summary>
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/// Pause the game and notify all registered pausable components
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/// </summary>
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public void PauseGame()
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{
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if (_isPaused) return; // Already paused
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_isPaused = true;
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// Pause all registered components
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foreach (var component in _pausableComponents)
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{
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{
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component.Pause();
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Logging.Debug("Starting settings initialization...");
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// Load settings synchronously
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var playerSettings = SettingsProvider.Instance.LoadSettingsSynchronous<PlayerFollowerSettings>();
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var interactionSettings = SettingsProvider.Instance.LoadSettingsSynchronous<InteractionSettings>();
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var minigameSettings = SettingsProvider.Instance.LoadSettingsSynchronous<DivingMinigameSettings>();
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// Register settings with service locator
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if (playerSettings != null)
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{
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ServiceLocator.Register<IPlayerFollowerSettings>(playerSettings);
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Logging.Debug("PlayerFollowerSettings registered successfully");
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}
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else
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{
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Debug.LogError("Failed to load PlayerFollowerSettings");
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}
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if (interactionSettings != null)
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{
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ServiceLocator.Register<IInteractionSettings>(interactionSettings);
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Logging.Debug("InteractionSettings registered successfully");
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}
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else
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{
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Debug.LogError("Failed to load InteractionSettings");
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}
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if (minigameSettings != null)
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{
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ServiceLocator.Register<IDivingMinigameSettings>(minigameSettings);
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Logging.Debug("MinigameSettings registered successfully");
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}
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else
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{
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Debug.LogError("Failed to load MinigameSettings");
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}
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// Log success
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_settingsLoaded = playerSettings != null && interactionSettings != null && minigameSettings != null;
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if (_settingsLoaded)
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{
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Logging.Debug("All settings loaded and registered with ServiceLocator");
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}
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else
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{
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Logging.Warning("Some settings failed to load - check that all settings assets exist and are marked as Addressables");
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}
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}
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}
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// Broadcast pause event
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/// <summary>
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OnGamePaused?.Invoke();
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/// Check for and initialize developer settings.
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/// </summary>
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private void InitializeDeveloperSettings()
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{
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Logging.Debug("Starting developer settings initialization...");
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Logging.Debug($"[GameManager] Game paused. Paused {_pausableComponents.Count} components.");
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// Load developer settings
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var divingDevSettings = DeveloperSettingsProvider.Instance.GetSettings<DivingDeveloperSettings>();
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_developerSettingsLoaded = divingDevSettings != null;
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if (_developerSettingsLoaded)
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{
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Logging.Debug("All developer settings loaded successfully");
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}
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else
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{
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Logging.Warning("Some developer settings failed to load");
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}
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}
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void OnApplicationQuit()
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{
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_isQuitting = true;
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ServiceLocator.Clear();
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}
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// Helper method to get settings
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private T GetSettings<T>() where T : class
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{
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return ServiceLocator.Get<T>();
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}
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/// <summary>
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/// Returns the entire settings object of specified type.
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/// </summary>
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/// <typeparam name="T">Type of settings to retrieve</typeparam>
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/// <returns>The settings object or null if not found</returns>
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public static T GetSettingsObject<T>() where T : class
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{
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return Instance?.GetSettings<T>();
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}
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/// <summary>
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/// Returns the developer settings object of specified type.
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/// </summary>
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/// <typeparam name="T">Type of developer settings to retrieve</typeparam>
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/// <returns>The developer settings object or null if not found</returns>
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public static T GetDeveloperSettings<T>() where T : BaseDeveloperSettings
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{
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return DeveloperSettingsProvider.Instance?.GetSettings<T>();
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}
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// LEFTOVER LEGACY SETTINGS
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public float PlayerStopDistance => GetSettings<IInteractionSettings>()?.PlayerStopDistance ?? 6.0f;
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public float PlayerStopDistanceDirectInteraction => GetSettings<IInteractionSettings>()?.PlayerStopDistanceDirectInteraction ?? 2.0f;
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public float DefaultPuzzlePromptRange => GetSettings<IInteractionSettings>()?.DefaultPuzzlePromptRange ?? 3.0f;
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}
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}
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/// <summary>
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/// Resume the game and notify all registered pausable components
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/// </summary>
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public void ResumeGame()
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{
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if (!_isPaused) return; // Already running
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_isPaused = false;
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// Resume all registered components
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foreach (var component in _pausableComponents)
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{
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component.DoResume();
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}
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// Broadcast resume event
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OnGameResumed?.Invoke();
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Logging.Debug($"[GameManager] Game resumed. Resumed {_pausableComponents.Count} components.");
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}
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/// <summary>
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/// Toggle the pause state of the game
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/// </summary>
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public void TogglePause()
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{
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if (_isPaused)
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ResumeGame();
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else
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PauseGame();
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}
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private void InitializeSettings()
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{
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Logging.Debug("Starting settings initialization...");
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// Load settings synchronously
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var playerSettings = SettingsProvider.Instance.LoadSettingsSynchronous<PlayerFollowerSettings>();
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var interactionSettings = SettingsProvider.Instance.LoadSettingsSynchronous<InteractionSettings>();
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var minigameSettings = SettingsProvider.Instance.LoadSettingsSynchronous<DivingMinigameSettings>();
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// Register settings with service locator
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if (playerSettings != null)
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{
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ServiceLocator.Register<IPlayerFollowerSettings>(playerSettings);
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Logging.Debug("PlayerFollowerSettings registered successfully");
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}
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else
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{
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Debug.LogError("Failed to load PlayerFollowerSettings");
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}
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if (interactionSettings != null)
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{
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ServiceLocator.Register<IInteractionSettings>(interactionSettings);
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Logging.Debug("InteractionSettings registered successfully");
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}
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else
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{
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Debug.LogError("Failed to load InteractionSettings");
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}
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if (minigameSettings != null)
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{
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ServiceLocator.Register<IDivingMinigameSettings>(minigameSettings);
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Logging.Debug("MinigameSettings registered successfully");
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}
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else
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{
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|
||||||
Debug.LogError("Failed to load MinigameSettings");
|
|
||||||
}
|
|
||||||
|
|
||||||
// Log success
|
|
||||||
_settingsLoaded = playerSettings != null && interactionSettings != null && minigameSettings != null;
|
|
||||||
if (_settingsLoaded)
|
|
||||||
{
|
|
||||||
Logging.Debug("All settings loaded and registered with ServiceLocator");
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
Logging.Warning("Some settings failed to load - check that all settings assets exist and are marked as Addressables");
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Check for and initialize developer settings.
|
|
||||||
/// </summary>
|
|
||||||
private void InitializeDeveloperSettings()
|
|
||||||
{
|
|
||||||
Logging.Debug("Starting developer settings initialization...");
|
|
||||||
|
|
||||||
// Load developer settings
|
|
||||||
var divingDevSettings = DeveloperSettingsProvider.Instance.GetSettings<DivingDeveloperSettings>();
|
|
||||||
|
|
||||||
_developerSettingsLoaded = divingDevSettings != null;
|
|
||||||
|
|
||||||
if (_developerSettingsLoaded)
|
|
||||||
{
|
|
||||||
Logging.Debug("All developer settings loaded successfully");
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
Logging.Warning("Some developer settings failed to load");
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
void OnApplicationQuit()
|
|
||||||
{
|
|
||||||
_isQuitting = true;
|
|
||||||
ServiceLocator.Clear();
|
|
||||||
}
|
|
||||||
|
|
||||||
// Helper method to get settings
|
|
||||||
private T GetSettings<T>() where T : class
|
|
||||||
{
|
|
||||||
return ServiceLocator.Get<T>();
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Returns the entire settings object of specified type.
|
|
||||||
/// </summary>
|
|
||||||
/// <typeparam name="T">Type of settings to retrieve</typeparam>
|
|
||||||
/// <returns>The settings object or null if not found</returns>
|
|
||||||
public static T GetSettingsObject<T>() where T : class
|
|
||||||
{
|
|
||||||
return Instance?.GetSettings<T>();
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Returns the developer settings object of specified type.
|
|
||||||
/// </summary>
|
|
||||||
/// <typeparam name="T">Type of developer settings to retrieve</typeparam>
|
|
||||||
/// <returns>The developer settings object or null if not found</returns>
|
|
||||||
public static T GetDeveloperSettings<T>() where T : BaseDeveloperSettings
|
|
||||||
{
|
|
||||||
return DeveloperSettingsProvider.Instance?.GetSettings<T>();
|
|
||||||
}
|
|
||||||
|
|
||||||
// LEFTOVER LEGACY SETTINGS
|
|
||||||
public float PlayerStopDistance => GetSettings<IInteractionSettings>()?.PlayerStopDistance ?? 6.0f;
|
|
||||||
public float PlayerStopDistanceDirectInteraction => GetSettings<IInteractionSettings>()?.PlayerStopDistanceDirectInteraction ?? 2.0f;
|
|
||||||
public float DefaultPuzzlePromptRange => GetSettings<IInteractionSettings>()?.DefaultPuzzlePromptRange ?? 3.0f;
|
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -16,10 +16,5 @@ namespace AppleHills.Core.Interfaces
|
|||||||
/// Resumes the component's functionality
|
/// Resumes the component's functionality
|
||||||
/// </summary>
|
/// </summary>
|
||||||
void DoResume();
|
void DoResume();
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Gets whether the component is currently paused
|
|
||||||
/// </summary>
|
|
||||||
bool IsPaused { get; }
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,4 +1,5 @@
|
|||||||
using UnityEngine;
|
using Core;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
namespace AppleHills
|
namespace AppleHills
|
||||||
{
|
{
|
||||||
|
|||||||
@@ -29,12 +29,6 @@ namespace Minigames.DivingForPictures
|
|||||||
private Coroutine _wobbleCoroutine;
|
private Coroutine _wobbleCoroutine;
|
||||||
private Coroutine _offScreenCheckCoroutine;
|
private Coroutine _offScreenCheckCoroutine;
|
||||||
|
|
||||||
// Pause state tracking
|
|
||||||
private bool _isPaused = false;
|
|
||||||
|
|
||||||
// IPausable implementation
|
|
||||||
public bool IsPaused => _isPaused;
|
|
||||||
|
|
||||||
void Awake()
|
void Awake()
|
||||||
{
|
{
|
||||||
// Cache references and randomize time offset for wobble
|
// Cache references and randomize time offset for wobble
|
||||||
@@ -67,9 +61,8 @@ namespace Minigames.DivingForPictures
|
|||||||
/// </summary>
|
/// </summary>
|
||||||
public void Pause()
|
public void Pause()
|
||||||
{
|
{
|
||||||
if (_isPaused) return; // Already paused
|
if (GameManager.Instance.IsPaused) return; // Already paused
|
||||||
|
|
||||||
_isPaused = true;
|
|
||||||
StopBubbleBehavior();
|
StopBubbleBehavior();
|
||||||
|
|
||||||
// Debug log for troubleshooting
|
// Debug log for troubleshooting
|
||||||
@@ -81,9 +74,8 @@ namespace Minigames.DivingForPictures
|
|||||||
/// </summary>
|
/// </summary>
|
||||||
public void DoResume()
|
public void DoResume()
|
||||||
{
|
{
|
||||||
if (!_isPaused) return; // Already running
|
if (!GameManager.Instance.IsPaused) return; // Already running
|
||||||
|
|
||||||
_isPaused = false;
|
|
||||||
StartBubbleBehavior();
|
StartBubbleBehavior();
|
||||||
|
|
||||||
// Debug log for troubleshooting
|
// Debug log for troubleshooting
|
||||||
@@ -95,7 +87,7 @@ namespace Minigames.DivingForPictures
|
|||||||
/// </summary>
|
/// </summary>
|
||||||
private void StartBubbleBehavior()
|
private void StartBubbleBehavior()
|
||||||
{
|
{
|
||||||
if (_isPaused || !isActiveAndEnabled) return; // Don't start if paused
|
if (GameManager.Instance.IsPaused || !isActiveAndEnabled) return; // Don't start if paused
|
||||||
|
|
||||||
_movementCoroutine = StartCoroutine(MovementCoroutine());
|
_movementCoroutine = StartCoroutine(MovementCoroutine());
|
||||||
_wobbleCoroutine = StartCoroutine(WobbleCoroutine());
|
_wobbleCoroutine = StartCoroutine(WobbleCoroutine());
|
||||||
|
|||||||
@@ -25,15 +25,9 @@ namespace Minigames.DivingForPictures
|
|||||||
private UnityEngine.Camera _mainCamera; // Cache camera reference
|
private UnityEngine.Camera _mainCamera; // Cache camera reference
|
||||||
private bool _isSurfacing = false;
|
private bool _isSurfacing = false;
|
||||||
|
|
||||||
// Pause state
|
|
||||||
private bool _isPaused = false;
|
|
||||||
|
|
||||||
// Coroutines for pause/resume
|
// Coroutines for pause/resume
|
||||||
private Coroutine _spawnCoroutine;
|
private Coroutine _spawnCoroutine;
|
||||||
|
|
||||||
// IPausable implementation
|
|
||||||
public bool IsPaused => _isPaused;
|
|
||||||
|
|
||||||
void Awake()
|
void Awake()
|
||||||
{
|
{
|
||||||
_mainCamera = UnityEngine.Camera.main;
|
_mainCamera = UnityEngine.Camera.main;
|
||||||
@@ -87,9 +81,7 @@ namespace Minigames.DivingForPictures
|
|||||||
/// </summary>
|
/// </summary>
|
||||||
public void Pause()
|
public void Pause()
|
||||||
{
|
{
|
||||||
if (_isPaused) return; // Already paused
|
if (GameManager.Instance.IsPaused) return; // Already paused
|
||||||
|
|
||||||
_isPaused = true;
|
|
||||||
|
|
||||||
// Stop spawning coroutine
|
// Stop spawning coroutine
|
||||||
if (_spawnCoroutine != null)
|
if (_spawnCoroutine != null)
|
||||||
@@ -116,9 +108,7 @@ namespace Minigames.DivingForPictures
|
|||||||
/// </summary>
|
/// </summary>
|
||||||
public void DoResume()
|
public void DoResume()
|
||||||
{
|
{
|
||||||
if (!_isPaused) return; // Already running
|
if (!GameManager.Instance.IsPaused) return; // Already running
|
||||||
|
|
||||||
_isPaused = false;
|
|
||||||
|
|
||||||
// Restart spawning coroutine
|
// Restart spawning coroutine
|
||||||
StartSpawningCoroutine();
|
StartSpawningCoroutine();
|
||||||
@@ -141,7 +131,7 @@ namespace Minigames.DivingForPictures
|
|||||||
/// </summary>
|
/// </summary>
|
||||||
private void StartSpawningCoroutine()
|
private void StartSpawningCoroutine()
|
||||||
{
|
{
|
||||||
if (_spawnCoroutine == null && !_isPaused)
|
if (_spawnCoroutine == null && !GameManager.Instance.IsPaused)
|
||||||
{
|
{
|
||||||
_spawnCoroutine = StartCoroutine(SpawnBubblesRoutine());
|
_spawnCoroutine = StartCoroutine(SpawnBubblesRoutine());
|
||||||
}
|
}
|
||||||
@@ -219,7 +209,7 @@ namespace Minigames.DivingForPictures
|
|||||||
bubble.SetWobbleScaleLimits(_devSettings.BubbleWobbleMinScale, _devSettings.BubbleWobbleMaxScale);
|
bubble.SetWobbleScaleLimits(_devSettings.BubbleWobbleMinScale, _devSettings.BubbleWobbleMaxScale);
|
||||||
|
|
||||||
// If the game is already paused, pause this bubble immediately
|
// If the game is already paused, pause this bubble immediately
|
||||||
if (_isPaused)
|
if (GameManager.Instance.IsPaused)
|
||||||
{
|
{
|
||||||
bubble.Pause();
|
bubble.Pause();
|
||||||
}
|
}
|
||||||
@@ -262,7 +252,7 @@ namespace Minigames.DivingForPictures
|
|||||||
{
|
{
|
||||||
Logging.Debug("[BubbleSpawner] Started bubble spawning coroutine");
|
Logging.Debug("[BubbleSpawner] Started bubble spawning coroutine");
|
||||||
|
|
||||||
while (enabled && gameObject.activeInHierarchy && !_isPaused)
|
while (enabled && gameObject.activeInHierarchy && !GameManager.Instance.IsPaused)
|
||||||
{
|
{
|
||||||
SpawnBubble();
|
SpawnBubble();
|
||||||
SetNextSpawnInterval(); // Set interval for next spawn
|
SetNextSpawnInterval(); // Set interval for next spawn
|
||||||
|
|||||||
@@ -7,7 +7,7 @@ using Minigames.DivingForPictures.PictureCamera;
|
|||||||
using System;
|
using System;
|
||||||
using System.Collections;
|
using System.Collections;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using System.Linq;
|
using Bootstrap;
|
||||||
using UI;
|
using UI;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using UnityEngine.Events;
|
using UnityEngine.Events;
|
||||||
@@ -38,24 +38,24 @@ namespace Minigames.DivingForPictures
|
|||||||
public CameraViewfinderManager viewfinderManager;
|
public CameraViewfinderManager viewfinderManager;
|
||||||
|
|
||||||
// Settings reference
|
// Settings reference
|
||||||
private IDivingMinigameSettings settings;
|
private IDivingMinigameSettings _settings;
|
||||||
|
|
||||||
// Private state variables
|
// Private state variables
|
||||||
private int playerScore = 0;
|
private int _playerScore = 0;
|
||||||
private float currentSpawnProbability;
|
private float _currentSpawnProbability;
|
||||||
private float lastSpawnTime = -100f;
|
private float _lastSpawnTime = -100f;
|
||||||
private float timeSinceLastSpawn = 0f;
|
private float _timeSinceLastSpawn = 0f;
|
||||||
private List<Monster> activeMonsters = new List<Monster>();
|
private List<Monster> _activeMonsters = new List<Monster>();
|
||||||
|
|
||||||
// Velocity management
|
// Velocity management
|
||||||
// Velocity state tracking
|
// Velocity state tracking
|
||||||
private float currentVelocityFactor = 1.0f; // 1.0 = normal descent speed, -1.0 * surfacingSpeedFactor = full surfacing speed
|
private float _currentVelocityFactor = 1.0f; // 1.0 = normal descent speed, -1.0 * surfacingSpeedFactor = full surfacing speed
|
||||||
private Coroutine velocityTransitionCoroutine;
|
private Coroutine _velocityTransitionCoroutine;
|
||||||
private Coroutine surfacingSequenceCoroutine;
|
private Coroutine _surfacingSequenceCoroutine;
|
||||||
|
|
||||||
// Public properties
|
// Public properties
|
||||||
public int PlayerScore => playerScore;
|
public int PlayerScore => _playerScore;
|
||||||
public float CurrentVelocityFactor => currentVelocityFactor;
|
public float CurrentVelocityFactor => _currentVelocityFactor;
|
||||||
|
|
||||||
// Events
|
// Events
|
||||||
public event Action<int> OnScoreChanged;
|
public event Action<int> OnScoreChanged;
|
||||||
@@ -67,8 +67,8 @@ namespace Minigames.DivingForPictures
|
|||||||
public event Action<float> OnVelocityFactorChanged;
|
public event Action<float> OnVelocityFactorChanged;
|
||||||
|
|
||||||
// Private state variables for rope system
|
// Private state variables for rope system
|
||||||
private int currentRopeIndex = 0;
|
private int _currentRopeIndex = 0;
|
||||||
private bool isGameOver = false;
|
private bool _isGameOver = false;
|
||||||
private bool _isSurfacing = false;
|
private bool _isSurfacing = false;
|
||||||
|
|
||||||
// Initialization state
|
// Initialization state
|
||||||
@@ -77,23 +77,17 @@ namespace Minigames.DivingForPictures
|
|||||||
// Used to track if we're currently surfacing
|
// Used to track if we're currently surfacing
|
||||||
public bool IsSurfacing => _isSurfacing;
|
public bool IsSurfacing => _isSurfacing;
|
||||||
|
|
||||||
// Event for game components to subscribe to
|
// TODO: Get rid of this in favor of proper game pausing?
|
||||||
public event Action OnGameInitialized;
|
public event Action OnGameInitialized;
|
||||||
|
|
||||||
// Pause state
|
|
||||||
private bool _isPaused = false;
|
|
||||||
|
|
||||||
// List of pausable components controlled by this manager
|
// List of pausable components controlled by this manager
|
||||||
private List<IPausable> _pausableComponents = new List<IPausable>();
|
private List<IPausable> _pausableComponents = new List<IPausable>();
|
||||||
|
|
||||||
// IPausable implementation
|
|
||||||
public bool IsPaused => _isPaused;
|
|
||||||
|
|
||||||
// Photo sequence state
|
// Photo sequence state
|
||||||
private bool _isPhotoSequenceActive = false;
|
private bool _isPhotoSequenceActive = false;
|
||||||
private Monster _currentPhotoTarget = null;
|
private Monster _currentPhotoTarget = null;
|
||||||
private Dictionary<IPausable, bool> _pauseStateBackup = new Dictionary<IPausable, bool>();
|
private float _capturedProximity = 0f;
|
||||||
private float _capturedProximity = 0f; // New: tracks how close to target the photo was taken (0-1)
|
|
||||||
|
|
||||||
// List of components to exempt from pausing during photo sequence
|
// List of components to exempt from pausing during photo sequence
|
||||||
private List<IPausable> _exemptFromPhotoSequencePausing = new List<IPausable>();
|
private List<IPausable> _exemptFromPhotoSequencePausing = new List<IPausable>();
|
||||||
@@ -101,7 +95,6 @@ namespace Minigames.DivingForPictures
|
|||||||
// Photo sequence events
|
// Photo sequence events
|
||||||
public event Action<Monster> OnPhotoSequenceStarted;
|
public event Action<Monster> OnPhotoSequenceStarted;
|
||||||
public event Action<Monster, float> OnPhotoSequenceCompleted; // Now includes proximity score
|
public event Action<Monster, float> OnPhotoSequenceCompleted; // Now includes proximity score
|
||||||
public event Action<float> OnPhotoSequenceProgressUpdated;
|
|
||||||
|
|
||||||
private static DivingGameManager _instance = null;
|
private static DivingGameManager _instance = null;
|
||||||
private static bool _isQuitting = false;
|
private static bool _isQuitting = false;
|
||||||
@@ -113,8 +106,8 @@ namespace Minigames.DivingForPictures
|
|||||||
|
|
||||||
private void Awake()
|
private void Awake()
|
||||||
{
|
{
|
||||||
settings = GameManager.GetSettingsObject<IDivingMinigameSettings>();
|
_settings = GameManager.GetSettingsObject<IDivingMinigameSettings>();
|
||||||
currentSpawnProbability = settings?.BaseSpawnProbability ?? 0.2f;
|
_currentSpawnProbability = _settings?.BaseSpawnProbability ?? 0.2f;
|
||||||
|
|
||||||
if (_instance == null)
|
if (_instance == null)
|
||||||
{
|
{
|
||||||
@@ -133,44 +126,8 @@ namespace Minigames.DivingForPictures
|
|||||||
|
|
||||||
private void Start()
|
private void Start()
|
||||||
{
|
{
|
||||||
// Find PauseMenu and subscribe to its events
|
// Register for post-boot initialization
|
||||||
PauseMenu pauseMenu = PauseMenu.Instance;
|
BootCompletionService.RegisterInitAction(InitializePostBoot);
|
||||||
if (pauseMenu != null)
|
|
||||||
{
|
|
||||||
pauseMenu.OnGamePaused += Pause;
|
|
||||||
pauseMenu.OnGameResumed += DoResume;
|
|
||||||
|
|
||||||
Logging.Debug("[DivingGameManager] Subscribed to PauseMenu events");
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
Logging.Warning("[DivingGameManager] PauseMenu not found. Pause functionality won't work properly.");
|
|
||||||
}
|
|
||||||
|
|
||||||
// Register this manager with the global GameManager
|
|
||||||
if (GameManager.Instance != null)
|
|
||||||
{
|
|
||||||
GameManager.Instance.RegisterPausableComponent(this);
|
|
||||||
}
|
|
||||||
|
|
||||||
// Subscribe to SceneOrientationEnforcer's event
|
|
||||||
if (SceneOrientationEnforcer.Instance != null)
|
|
||||||
{
|
|
||||||
SceneOrientationEnforcer.Instance.OnOrientationCorrect += InitializeGame;
|
|
||||||
SceneOrientationEnforcer.Instance.OnOrientationIncorrect += Pause;
|
|
||||||
|
|
||||||
// If orientation is already correct, initialize right away
|
|
||||||
// This prevents issues if the orientation was already correct before subscription
|
|
||||||
if (SceneOrientationEnforcer.Instance.IsOrientationCorrect())
|
|
||||||
{
|
|
||||||
InitializeGame();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
Logging.Warning("[DivingGameManager] SceneOrientationEnforcer not found. Initializing game immediately.");
|
|
||||||
InitializeGame();
|
|
||||||
}
|
|
||||||
|
|
||||||
// Subscribe to player damage events (this doesn't depend on initialization)
|
// Subscribe to player damage events (this doesn't depend on initialization)
|
||||||
PlayerCollisionBehavior.OnDamageTaken += OnPlayerDamageTaken;
|
PlayerCollisionBehavior.OnDamageTaken += OnPlayerDamageTaken;
|
||||||
@@ -189,6 +146,7 @@ namespace Minigames.DivingForPictures
|
|||||||
viewfinderManager.OnViewfinderTappedDuringAnimation += OnViewfinderTappedDuringAnimation;
|
viewfinderManager.OnViewfinderTappedDuringAnimation += OnViewfinderTappedDuringAnimation;
|
||||||
viewfinderManager.OnReverseAnimationStarted += OnReverseAnimationStarted;
|
viewfinderManager.OnReverseAnimationStarted += OnReverseAnimationStarted;
|
||||||
|
|
||||||
|
// TODO: Give this a second look and make sure this is correct
|
||||||
// Add the viewfinder manager to exempt list to ensure it keeps working during photo sequences
|
// Add the viewfinder manager to exempt list to ensure it keeps working during photo sequences
|
||||||
if (viewfinderManager is IPausable viewfinderPausable)
|
if (viewfinderManager is IPausable viewfinderPausable)
|
||||||
{
|
{
|
||||||
@@ -197,6 +155,36 @@ namespace Minigames.DivingForPictures
|
|||||||
}
|
}
|
||||||
|
|
||||||
OnMonsterSpawned += DoMonsterSpawned;
|
OnMonsterSpawned += DoMonsterSpawned;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void InitializePostBoot()
|
||||||
|
{
|
||||||
|
// Register this manager with the global GameManager
|
||||||
|
if (GameManager.Instance != null)
|
||||||
|
{
|
||||||
|
GameManager.Instance.RegisterPausableComponent(this);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Subscribe to SceneOrientationEnforcer's event
|
||||||
|
if (SceneOrientationEnforcer.Instance != null)
|
||||||
|
{
|
||||||
|
// TODO: This is a bit of a hack to make sure the game is initialized after the orientation is correct
|
||||||
|
SceneOrientationEnforcer.Instance.OnOrientationCorrect += InitializeGame;
|
||||||
|
SceneOrientationEnforcer.Instance.OnOrientationIncorrect += Pause;
|
||||||
|
|
||||||
|
// If orientation is already correct, initialize right away
|
||||||
|
// This prevents issues if the orientation was already correct before subscription
|
||||||
|
if (SceneOrientationEnforcer.Instance.IsOrientationCorrect())
|
||||||
|
{
|
||||||
|
InitializeGame();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
Logging.Warning("[DivingGameManager] SceneOrientationEnforcer not found. Initializing game immediately.");
|
||||||
|
InitializeGame();
|
||||||
|
}
|
||||||
|
|
||||||
CinematicsManager.Instance.OnCinematicStopped += EndGame;
|
CinematicsManager.Instance.OnCinematicStopped += EndGame;
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -211,14 +199,6 @@ namespace Minigames.DivingForPictures
|
|||||||
SceneOrientationEnforcer.Instance.OnOrientationIncorrect -= Pause;
|
SceneOrientationEnforcer.Instance.OnOrientationIncorrect -= Pause;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Unsubscribe from PauseMenu events
|
|
||||||
PauseMenu pauseMenu = PauseMenu.Instance;
|
|
||||||
if (pauseMenu != null)
|
|
||||||
{
|
|
||||||
pauseMenu.OnGamePaused -= Pause;
|
|
||||||
pauseMenu.OnGameResumed -= DoResume;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Unregister from GameManager
|
// Unregister from GameManager
|
||||||
if (GameManager.Instance != null)
|
if (GameManager.Instance != null)
|
||||||
{
|
{
|
||||||
@@ -241,19 +221,19 @@ namespace Minigames.DivingForPictures
|
|||||||
|
|
||||||
private void Update()
|
private void Update()
|
||||||
{
|
{
|
||||||
timeSinceLastSpawn += Time.deltaTime;
|
_timeSinceLastSpawn += Time.deltaTime;
|
||||||
|
|
||||||
// Gradually increase spawn probability over time
|
// Gradually increase spawn probability over time
|
||||||
float previousProbability = currentSpawnProbability;
|
float previousProbability = _currentSpawnProbability;
|
||||||
if (currentSpawnProbability < settings.MaxSpawnProbability)
|
if (_currentSpawnProbability < _settings.MaxSpawnProbability)
|
||||||
{
|
{
|
||||||
currentSpawnProbability += settings.ProbabilityIncreaseRate * Time.deltaTime;
|
_currentSpawnProbability += _settings.ProbabilityIncreaseRate * Time.deltaTime;
|
||||||
currentSpawnProbability = Mathf.Min(currentSpawnProbability, settings.MaxSpawnProbability);
|
_currentSpawnProbability = Mathf.Min(_currentSpawnProbability, _settings.MaxSpawnProbability);
|
||||||
|
|
||||||
// Only fire event if probability changed significantly
|
// Only fire event if probability changed significantly
|
||||||
if (Mathf.Abs(currentSpawnProbability - previousProbability) > 0.01f)
|
if (Mathf.Abs(_currentSpawnProbability - previousProbability) > 0.01f)
|
||||||
{
|
{
|
||||||
OnSpawnProbabilityChanged?.Invoke(currentSpawnProbability);
|
OnSpawnProbabilityChanged?.Invoke(_currentSpawnProbability);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -268,14 +248,14 @@ namespace Minigames.DivingForPictures
|
|||||||
// If we're surfacing, don't spawn new monsters
|
// If we're surfacing, don't spawn new monsters
|
||||||
if (_isSurfacing) return;
|
if (_isSurfacing) return;
|
||||||
|
|
||||||
bool forceSpawn = timeSinceLastSpawn >= settings.GuaranteedSpawnTime;
|
bool forceSpawn = _timeSinceLastSpawn >= _settings.GuaranteedSpawnTime;
|
||||||
bool onCooldown = timeSinceLastSpawn < settings.SpawnCooldown;
|
bool onCooldown = _timeSinceLastSpawn < _settings.SpawnCooldown;
|
||||||
|
|
||||||
// Don't spawn if on cooldown, unless forced
|
// Don't spawn if on cooldown, unless forced
|
||||||
if (onCooldown && !forceSpawn) return;
|
if (onCooldown && !forceSpawn) return;
|
||||||
|
|
||||||
// Check probability or forced spawn
|
// Check probability or forced spawn
|
||||||
if (forceSpawn || UnityEngine.Random.value <= currentSpawnProbability)
|
if (forceSpawn || UnityEngine.Random.value <= _currentSpawnProbability)
|
||||||
{
|
{
|
||||||
// Pick a random spawn point from this tile
|
// Pick a random spawn point from this tile
|
||||||
MonsterSpawnPoint spawnPoint = spawnPoints[UnityEngine.Random.Range(0, spawnPoints.Length)];
|
MonsterSpawnPoint spawnPoint = spawnPoints[UnityEngine.Random.Range(0, spawnPoints.Length)];
|
||||||
@@ -284,10 +264,10 @@ namespace Minigames.DivingForPictures
|
|||||||
SpawnMonster(spawnPoint.transform);
|
SpawnMonster(spawnPoint.transform);
|
||||||
|
|
||||||
// Reset timer and adjust probability
|
// Reset timer and adjust probability
|
||||||
lastSpawnTime = Time.time;
|
_lastSpawnTime = Time.time;
|
||||||
timeSinceLastSpawn = 0f;
|
_timeSinceLastSpawn = 0f;
|
||||||
currentSpawnProbability = settings.BaseSpawnProbability;
|
_currentSpawnProbability = _settings.BaseSpawnProbability;
|
||||||
OnSpawnProbabilityChanged?.Invoke(currentSpawnProbability);
|
OnSpawnProbabilityChanged?.Invoke(_currentSpawnProbability);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -335,14 +315,14 @@ namespace Minigames.DivingForPictures
|
|||||||
private void DoPictureTaken(Monster monster)
|
private void DoPictureTaken(Monster monster)
|
||||||
{
|
{
|
||||||
// Calculate points based on depth
|
// Calculate points based on depth
|
||||||
int depthBonus = Mathf.FloorToInt(Mathf.Abs(monster.transform.position.y) * settings.DepthMultiplier);
|
int depthBonus = Mathf.FloorToInt(Mathf.Abs(monster.transform.position.y) * _settings.DepthMultiplier);
|
||||||
int pointsAwarded = settings.BasePoints + depthBonus;
|
int pointsAwarded = _settings.BasePoints + depthBonus;
|
||||||
|
|
||||||
// Add score
|
// Add score
|
||||||
playerScore += pointsAwarded;
|
_playerScore += pointsAwarded;
|
||||||
|
|
||||||
// Fire events
|
// Fire events
|
||||||
OnScoreChanged?.Invoke(playerScore);
|
OnScoreChanged?.Invoke(_playerScore);
|
||||||
OnPictureTaken?.Invoke(monster, pointsAwarded);
|
OnPictureTaken?.Invoke(monster, pointsAwarded);
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -351,13 +331,13 @@ namespace Minigames.DivingForPictures
|
|||||||
/// </summary>
|
/// </summary>
|
||||||
private void OnPlayerDamageTaken()
|
private void OnPlayerDamageTaken()
|
||||||
{
|
{
|
||||||
if (isGameOver) return;
|
if (_isGameOver) return;
|
||||||
|
|
||||||
// Break the next rope in sequence
|
// Break the next rope in sequence
|
||||||
BreakNextRope();
|
BreakNextRope();
|
||||||
|
|
||||||
// Check if all ropes are broken
|
// Check if all ropes are broken
|
||||||
if (currentRopeIndex >= playerRopes.Length)
|
if (_currentRopeIndex >= playerRopes.Length)
|
||||||
{
|
{
|
||||||
TriggerGameOver();
|
TriggerGameOver();
|
||||||
deathAudioPlayer.Play();
|
deathAudioPlayer.Play();
|
||||||
@@ -365,7 +345,7 @@ namespace Minigames.DivingForPictures
|
|||||||
else
|
else
|
||||||
{
|
{
|
||||||
// Notify listeners about rope break and remaining ropes
|
// Notify listeners about rope break and remaining ropes
|
||||||
int remainingRopes = playerRopes.Length - currentRopeIndex;
|
int remainingRopes = playerRopes.Length - _currentRopeIndex;
|
||||||
OnRopeBroken?.Invoke(remainingRopes);
|
OnRopeBroken?.Invoke(remainingRopes);
|
||||||
|
|
||||||
Logging.Debug($"[DivingGameManager] Rope broken! {remainingRopes} ropes remaining.");
|
Logging.Debug($"[DivingGameManager] Rope broken! {remainingRopes} ropes remaining.");
|
||||||
@@ -377,9 +357,9 @@ namespace Minigames.DivingForPictures
|
|||||||
/// </summary>
|
/// </summary>
|
||||||
private void BreakNextRope()
|
private void BreakNextRope()
|
||||||
{
|
{
|
||||||
if (currentRopeIndex < playerRopes.Length)
|
if (_currentRopeIndex < playerRopes.Length)
|
||||||
{
|
{
|
||||||
RopeBreaker ropeToBreak = playerRopes[currentRopeIndex];
|
RopeBreaker ropeToBreak = playerRopes[_currentRopeIndex];
|
||||||
|
|
||||||
if (ropeToBreak != null)
|
if (ropeToBreak != null)
|
||||||
{
|
{
|
||||||
@@ -388,11 +368,11 @@ namespace Minigames.DivingForPictures
|
|||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
Logging.Warning($"[DivingGameManager] Rope at index {currentRopeIndex} is null!");
|
Logging.Warning($"[DivingGameManager] Rope at index {_currentRopeIndex} is null!");
|
||||||
}
|
}
|
||||||
|
|
||||||
// Move to the next rope regardless if current was null
|
// Move to the next rope regardless if current was null
|
||||||
currentRopeIndex++;
|
_currentRopeIndex++;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -401,7 +381,7 @@ namespace Minigames.DivingForPictures
|
|||||||
/// </summary>
|
/// </summary>
|
||||||
public void ForceBreakRope()
|
public void ForceBreakRope()
|
||||||
{
|
{
|
||||||
if (!isGameOver)
|
if (!_isGameOver)
|
||||||
{
|
{
|
||||||
OnPlayerDamageTaken();
|
OnPlayerDamageTaken();
|
||||||
}
|
}
|
||||||
@@ -412,9 +392,9 @@ namespace Minigames.DivingForPictures
|
|||||||
/// </summary>
|
/// </summary>
|
||||||
private void TriggerGameOver()
|
private void TriggerGameOver()
|
||||||
{
|
{
|
||||||
if (isGameOver) return;
|
if (_isGameOver) return;
|
||||||
|
|
||||||
isGameOver = true;
|
_isGameOver = true;
|
||||||
Logging.Debug("[DivingGameManager] Game Over! All ropes broken. Starting surfacing sequence...");
|
Logging.Debug("[DivingGameManager] Game Over! All ropes broken. Starting surfacing sequence...");
|
||||||
|
|
||||||
// Fire game over event
|
// Fire game over event
|
||||||
@@ -450,8 +430,8 @@ namespace Minigames.DivingForPictures
|
|||||||
public void ResetRopeSystem()
|
public void ResetRopeSystem()
|
||||||
{
|
{
|
||||||
// Reset rope state
|
// Reset rope state
|
||||||
currentRopeIndex = 0;
|
_currentRopeIndex = 0;
|
||||||
isGameOver = false;
|
_isGameOver = false;
|
||||||
|
|
||||||
// Restore all broken ropes
|
// Restore all broken ropes
|
||||||
if (playerRopes != null)
|
if (playerRopes != null)
|
||||||
@@ -478,7 +458,7 @@ namespace Minigames.DivingForPictures
|
|||||||
_isSurfacing = true;
|
_isSurfacing = true;
|
||||||
|
|
||||||
// 1. Initiate smooth velocity transition to surfacing speed
|
// 1. Initiate smooth velocity transition to surfacing speed
|
||||||
float targetVelocityFactor = -1.0f * settings.SurfacingSpeedFactor;
|
float targetVelocityFactor = -1.0f * _settings.SurfacingSpeedFactor;
|
||||||
SetVelocityFactor(targetVelocityFactor);
|
SetVelocityFactor(targetVelocityFactor);
|
||||||
|
|
||||||
// 2. Find and notify trench tile spawner about direction change (for spawning/despawning logic)
|
// 2. Find and notify trench tile spawner about direction change (for spawning/despawning logic)
|
||||||
@@ -497,7 +477,7 @@ namespace Minigames.DivingForPictures
|
|||||||
tileSpawner.StartSurfacing();
|
tileSpawner.StartSurfacing();
|
||||||
|
|
||||||
// Immediately send current velocity factor
|
// Immediately send current velocity factor
|
||||||
tileSpawner.OnVelocityFactorChanged(currentVelocityFactor);
|
tileSpawner.OnVelocityFactorChanged(_currentVelocityFactor);
|
||||||
}
|
}
|
||||||
|
|
||||||
// Handle the Rock object - disable components and animate it falling offscreen
|
// Handle the Rock object - disable components and animate it falling offscreen
|
||||||
@@ -565,15 +545,15 @@ namespace Minigames.DivingForPictures
|
|||||||
obstacleSpawner.StartSurfacing();
|
obstacleSpawner.StartSurfacing();
|
||||||
|
|
||||||
// Immediately send current velocity factor
|
// Immediately send current velocity factor
|
||||||
obstacleSpawner.OnVelocityFactorChanged(currentVelocityFactor);
|
obstacleSpawner.OnVelocityFactorChanged(_currentVelocityFactor);
|
||||||
}
|
}
|
||||||
|
|
||||||
// Start the surfacing sequence coroutine
|
// Start the surfacing sequence coroutine
|
||||||
if (surfacingSequenceCoroutine != null)
|
if (_surfacingSequenceCoroutine != null)
|
||||||
{
|
{
|
||||||
StopCoroutine(surfacingSequenceCoroutine);
|
StopCoroutine(_surfacingSequenceCoroutine);
|
||||||
}
|
}
|
||||||
surfacingSequenceCoroutine = StartCoroutine(SurfacingSequence());
|
_surfacingSequenceCoroutine = StartCoroutine(SurfacingSequence());
|
||||||
|
|
||||||
Logging.Debug($"[DivingGameManager] Started surfacing with target velocity factor: {targetVelocityFactor}");
|
Logging.Debug($"[DivingGameManager] Started surfacing with target velocity factor: {targetVelocityFactor}");
|
||||||
}
|
}
|
||||||
@@ -649,7 +629,7 @@ namespace Minigames.DivingForPictures
|
|||||||
private IEnumerator SurfacingSequence()
|
private IEnumerator SurfacingSequence()
|
||||||
{
|
{
|
||||||
// Wait for the configured delay
|
// Wait for the configured delay
|
||||||
yield return new WaitForSeconds(settings.SurfacingSpawnDelay);
|
yield return new WaitForSeconds(_settings.SurfacingSpawnDelay);
|
||||||
|
|
||||||
// Find tile spawner and tell it to stop spawning
|
// Find tile spawner and tell it to stop spawning
|
||||||
TrenchTileSpawner tileSpawner = FindFirstObjectByType<TrenchTileSpawner>();
|
TrenchTileSpawner tileSpawner = FindFirstObjectByType<TrenchTileSpawner>();
|
||||||
@@ -686,7 +666,6 @@ namespace Minigames.DivingForPictures
|
|||||||
// Call this when the game ends
|
// Call this when the game ends
|
||||||
public void EndGame()
|
public void EndGame()
|
||||||
{
|
{
|
||||||
// TODO: Investigate why called twice
|
|
||||||
CinematicsManager.Instance.OnCinematicStopped -= EndGame;
|
CinematicsManager.Instance.OnCinematicStopped -= EndGame;
|
||||||
// Start the end game sequence that grants a booster, waits for the UI animation, then shows Game Over.
|
// Start the end game sequence that grants a booster, waits for the UI animation, then shows Game Over.
|
||||||
StartCoroutine(EndGameSequence());
|
StartCoroutine(EndGameSequence());
|
||||||
@@ -695,7 +674,7 @@ namespace Minigames.DivingForPictures
|
|||||||
private IEnumerator EndGameSequence()
|
private IEnumerator EndGameSequence()
|
||||||
{
|
{
|
||||||
// Clean up active monsters
|
// Clean up active monsters
|
||||||
foreach (var monster in activeMonsters.ToArray())
|
foreach (var monster in _activeMonsters.ToArray())
|
||||||
{
|
{
|
||||||
if (monster != null)
|
if (monster != null)
|
||||||
{
|
{
|
||||||
@@ -703,7 +682,7 @@ namespace Minigames.DivingForPictures
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
activeMonsters.Clear();
|
_activeMonsters.Clear();
|
||||||
|
|
||||||
// 1) Call the booster pack giver if available
|
// 1) Call the booster pack giver if available
|
||||||
bool completed = false;
|
bool completed = false;
|
||||||
@@ -735,7 +714,7 @@ namespace Minigames.DivingForPictures
|
|||||||
CinematicsManager.Instance.ShowGameOverScreen();
|
CinematicsManager.Instance.ShowGameOverScreen();
|
||||||
|
|
||||||
// Final score could be saved to player prefs or other persistence
|
// Final score could be saved to player prefs or other persistence
|
||||||
Logging.Debug($"Final Score: {playerScore}");
|
Logging.Debug($"Final Score: {_playerScore}");
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
@@ -744,12 +723,12 @@ namespace Minigames.DivingForPictures
|
|||||||
/// <param name="targetFactor">Target velocity factor (e.g., -1.0 for surfacing speed)</param>
|
/// <param name="targetFactor">Target velocity factor (e.g., -1.0 for surfacing speed)</param>
|
||||||
public void SetVelocityFactor(float targetFactor)
|
public void SetVelocityFactor(float targetFactor)
|
||||||
{
|
{
|
||||||
if (velocityTransitionCoroutine != null)
|
if (_velocityTransitionCoroutine != null)
|
||||||
{
|
{
|
||||||
StopCoroutine(velocityTransitionCoroutine);
|
StopCoroutine(_velocityTransitionCoroutine);
|
||||||
}
|
}
|
||||||
|
|
||||||
velocityTransitionCoroutine = StartCoroutine(TransitionVelocityFactor(targetFactor));
|
_velocityTransitionCoroutine = StartCoroutine(TransitionVelocityFactor(targetFactor));
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
@@ -757,29 +736,29 @@ namespace Minigames.DivingForPictures
|
|||||||
/// </summary>
|
/// </summary>
|
||||||
private IEnumerator<WaitForEndOfFrame> TransitionVelocityFactor(float targetFactor)
|
private IEnumerator<WaitForEndOfFrame> TransitionVelocityFactor(float targetFactor)
|
||||||
{
|
{
|
||||||
float startFactor = currentVelocityFactor;
|
float startFactor = _currentVelocityFactor;
|
||||||
float elapsed = 0f;
|
float elapsed = 0f;
|
||||||
|
|
||||||
while (elapsed < settings.SpeedTransitionDuration)
|
while (elapsed < _settings.SpeedTransitionDuration)
|
||||||
{
|
{
|
||||||
elapsed += Time.deltaTime;
|
elapsed += Time.deltaTime;
|
||||||
float t = Mathf.Clamp01(elapsed / settings.SpeedTransitionDuration);
|
float t = Mathf.Clamp01(elapsed / _settings.SpeedTransitionDuration);
|
||||||
|
|
||||||
// Smooth step interpolation
|
// Smooth step interpolation
|
||||||
float smoothStep = t * t * (3f - 2f * t);
|
float smoothStep = t * t * (3f - 2f * t);
|
||||||
|
|
||||||
currentVelocityFactor = Mathf.Lerp(startFactor, targetFactor, smoothStep);
|
_currentVelocityFactor = Mathf.Lerp(startFactor, targetFactor, smoothStep);
|
||||||
|
|
||||||
// Notify listeners about the velocity factor change
|
// Notify listeners about the velocity factor change
|
||||||
OnVelocityFactorChanged?.Invoke(currentVelocityFactor);
|
OnVelocityFactorChanged?.Invoke(_currentVelocityFactor);
|
||||||
|
|
||||||
yield return null;
|
yield return null;
|
||||||
}
|
}
|
||||||
|
|
||||||
currentVelocityFactor = targetFactor;
|
_currentVelocityFactor = targetFactor;
|
||||||
|
|
||||||
// Final assignment to ensure exact target value
|
// Final assignment to ensure exact target value
|
||||||
OnVelocityFactorChanged?.Invoke(currentVelocityFactor);
|
OnVelocityFactorChanged?.Invoke(_currentVelocityFactor);
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
@@ -793,7 +772,7 @@ namespace Minigames.DivingForPictures
|
|||||||
_pausableComponents.Add(component);
|
_pausableComponents.Add(component);
|
||||||
|
|
||||||
// If the game is already paused, pause the component immediately
|
// If the game is already paused, pause the component immediately
|
||||||
if (_isPaused)
|
if (GameManager.Instance.IsPaused)
|
||||||
{
|
{
|
||||||
component.Pause();
|
component.Pause();
|
||||||
}
|
}
|
||||||
@@ -825,9 +804,7 @@ namespace Minigames.DivingForPictures
|
|||||||
|
|
||||||
public void DoPause(bool turnOffGameInput = true)
|
public void DoPause(bool turnOffGameInput = true)
|
||||||
{
|
{
|
||||||
if (_isPaused) return; // Already paused
|
if (GameManager.Instance.IsPaused) return; // Already paused
|
||||||
|
|
||||||
_isPaused = true;
|
|
||||||
|
|
||||||
// Pause all registered components
|
// Pause all registered components
|
||||||
foreach (var component in _pausableComponents)
|
foreach (var component in _pausableComponents)
|
||||||
@@ -847,9 +824,7 @@ namespace Minigames.DivingForPictures
|
|||||||
/// </summary>
|
/// </summary>
|
||||||
public void DoResume()
|
public void DoResume()
|
||||||
{
|
{
|
||||||
if (!_isPaused) return; // Already running
|
if (!GameManager.Instance.IsPaused) return; // Already running
|
||||||
|
|
||||||
_isPaused = false;
|
|
||||||
|
|
||||||
// Resume all registered components
|
// Resume all registered components
|
||||||
foreach (var component in _pausableComponents)
|
foreach (var component in _pausableComponents)
|
||||||
@@ -938,23 +913,23 @@ namespace Minigames.DivingForPictures
|
|||||||
if (monster == null) return;
|
if (monster == null) return;
|
||||||
|
|
||||||
// Calculate base points from depth
|
// Calculate base points from depth
|
||||||
int depthBonus = Mathf.FloorToInt(Mathf.Abs(monster.transform.position.y) * settings.DepthMultiplier);
|
int depthBonus = Mathf.FloorToInt(Mathf.Abs(monster.transform.position.y) * _settings.DepthMultiplier);
|
||||||
|
|
||||||
// Apply proximity multiplier (0-100%)
|
// Apply proximity multiplier (0-100%)
|
||||||
float proximityMultiplier = Mathf.Clamp01(proximity); // Ensure it's in 0-1 range
|
float proximityMultiplier = Mathf.Clamp01(proximity); // Ensure it's in 0-1 range
|
||||||
int proximityBonus = Mathf.RoundToInt(settings.BasePoints * proximityMultiplier);
|
int proximityBonus = Mathf.RoundToInt(_settings.BasePoints * proximityMultiplier);
|
||||||
|
|
||||||
// Calculate total score
|
// Calculate total score
|
||||||
int pointsAwarded = settings.BasePoints + proximityBonus + depthBonus;
|
int pointsAwarded = _settings.BasePoints + proximityBonus + depthBonus;
|
||||||
|
|
||||||
Logging.Debug($"[DivingGameManager] Picture score calculation: base={proximityBonus} (proximity={proximity:F2}), " +
|
Logging.Debug($"[DivingGameManager] Picture score calculation: base={proximityBonus} (proximity={proximity:F2}), " +
|
||||||
$"depth bonus={depthBonus}, total={pointsAwarded}");
|
$"depth bonus={depthBonus}, total={pointsAwarded}");
|
||||||
|
|
||||||
// Add score
|
// Add score
|
||||||
playerScore += pointsAwarded;
|
_playerScore += pointsAwarded;
|
||||||
|
|
||||||
// Fire events
|
// Fire events
|
||||||
OnScoreChanged?.Invoke(playerScore);
|
OnScoreChanged?.Invoke(_playerScore);
|
||||||
OnPictureTaken?.Invoke(monster, pointsAwarded);
|
OnPictureTaken?.Invoke(monster, pointsAwarded);
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -1061,14 +1036,14 @@ namespace Minigames.DivingForPictures
|
|||||||
monster.OnMonsterDespawned += DoMonsterDespawned;
|
monster.OnMonsterDespawned += DoMonsterDespawned;
|
||||||
|
|
||||||
// Add to active monsters list
|
// Add to active monsters list
|
||||||
activeMonsters.Add(monster);
|
_activeMonsters.Add(monster);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
private void DoMonsterDespawned(Monster monster)
|
private void DoMonsterDespawned(Monster monster)
|
||||||
{
|
{
|
||||||
// Remove from active list
|
// Remove from active list
|
||||||
activeMonsters.Remove(monster);
|
_activeMonsters.Remove(monster);
|
||||||
|
|
||||||
// Unsubscribe from monster events
|
// Unsubscribe from monster events
|
||||||
if (monster != null)
|
if (monster != null)
|
||||||
|
|||||||
@@ -59,12 +59,6 @@ namespace Minigames.DivingForPictures
|
|||||||
private float _screenNormalizationFactor = 1.0f;
|
private float _screenNormalizationFactor = 1.0f;
|
||||||
private IDivingMinigameSettings _settings;
|
private IDivingMinigameSettings _settings;
|
||||||
|
|
||||||
// Pause state
|
|
||||||
private bool _isPaused = false;
|
|
||||||
|
|
||||||
// IPausable implementation
|
|
||||||
public bool IsPaused => _isPaused;
|
|
||||||
|
|
||||||
private void Awake()
|
private void Awake()
|
||||||
{
|
{
|
||||||
_collider = GetComponent<Collider2D>();
|
_collider = GetComponent<Collider2D>();
|
||||||
@@ -124,7 +118,7 @@ namespace Minigames.DivingForPictures
|
|||||||
private void OnEnable()
|
private void OnEnable()
|
||||||
{
|
{
|
||||||
// Only start coroutines if not paused
|
// Only start coroutines if not paused
|
||||||
if (!_isPaused)
|
if (!GameManager.Instance.IsPaused)
|
||||||
{
|
{
|
||||||
StartObstacleCoroutines();
|
StartObstacleCoroutines();
|
||||||
}
|
}
|
||||||
@@ -143,9 +137,8 @@ namespace Minigames.DivingForPictures
|
|||||||
/// </summary>
|
/// </summary>
|
||||||
public void Pause()
|
public void Pause()
|
||||||
{
|
{
|
||||||
if (_isPaused) return; // Already paused
|
if (GameManager.Instance.IsPaused) return; // Already paused
|
||||||
|
|
||||||
_isPaused = true;
|
|
||||||
StopObstacleCoroutines();
|
StopObstacleCoroutines();
|
||||||
|
|
||||||
Logging.Debug($"[FloatingObstacle] Paused obstacle: {name}");
|
Logging.Debug($"[FloatingObstacle] Paused obstacle: {name}");
|
||||||
@@ -156,9 +149,8 @@ namespace Minigames.DivingForPictures
|
|||||||
/// </summary>
|
/// </summary>
|
||||||
public void DoResume()
|
public void DoResume()
|
||||||
{
|
{
|
||||||
if (!_isPaused) return; // Already running
|
if (!GameManager.Instance.IsPaused) return; // Already running
|
||||||
|
|
||||||
_isPaused = false;
|
|
||||||
StartObstacleCoroutines();
|
StartObstacleCoroutines();
|
||||||
|
|
||||||
Logging.Debug($"[FloatingObstacle] Resumed obstacle: {name}");
|
Logging.Debug($"[FloatingObstacle] Resumed obstacle: {name}");
|
||||||
|
|||||||
@@ -43,12 +43,6 @@ namespace Minigames.DivingForPictures
|
|||||||
private bool _isSurfacing = false; // Flag to track surfacing state
|
private bool _isSurfacing = false; // Flag to track surfacing state
|
||||||
private float _velocityFactor = 1.0f; // Current velocity factor from the game manager
|
private float _velocityFactor = 1.0f; // Current velocity factor from the game manager
|
||||||
|
|
||||||
// Pause state
|
|
||||||
private bool _isPaused = false;
|
|
||||||
|
|
||||||
// IPausable implementation
|
|
||||||
public bool IsPaused => _isPaused;
|
|
||||||
|
|
||||||
private void Awake()
|
private void Awake()
|
||||||
{
|
{
|
||||||
_mainCamera = UnityEngine.Camera.main;
|
_mainCamera = UnityEngine.Camera.main;
|
||||||
@@ -127,9 +121,7 @@ namespace Minigames.DivingForPictures
|
|||||||
/// </summary>
|
/// </summary>
|
||||||
public void Pause()
|
public void Pause()
|
||||||
{
|
{
|
||||||
if (_isPaused) return; // Already paused
|
if (GameManager.Instance.IsPaused) return; // Already paused
|
||||||
|
|
||||||
_isPaused = true;
|
|
||||||
|
|
||||||
// Stop spawning coroutine
|
// Stop spawning coroutine
|
||||||
if (_spawnCoroutine != null)
|
if (_spawnCoroutine != null)
|
||||||
@@ -159,9 +151,8 @@ namespace Minigames.DivingForPictures
|
|||||||
/// </summary>
|
/// </summary>
|
||||||
public void DoResume()
|
public void DoResume()
|
||||||
{
|
{
|
||||||
if (!_isPaused) return; // Already running
|
if (!GameManager.Instance.IsPaused) return; // Already running
|
||||||
|
|
||||||
_isPaused = false;
|
|
||||||
|
|
||||||
// Restart spawning coroutine if not in surfacing mode
|
// Restart spawning coroutine if not in surfacing mode
|
||||||
if (!_isSurfacing)
|
if (!_isSurfacing)
|
||||||
@@ -190,7 +181,7 @@ namespace Minigames.DivingForPictures
|
|||||||
/// </summary>
|
/// </summary>
|
||||||
private void StartSpawnCoroutine()
|
private void StartSpawnCoroutine()
|
||||||
{
|
{
|
||||||
if (_spawnCoroutine == null && !_isPaused && !_isSurfacing)
|
if (_spawnCoroutine == null && !GameManager.Instance.IsPaused && !_isSurfacing)
|
||||||
{
|
{
|
||||||
_spawnCoroutine = StartCoroutine(SpawnObstacleRoutine());
|
_spawnCoroutine = StartCoroutine(SpawnObstacleRoutine());
|
||||||
}
|
}
|
||||||
@@ -201,7 +192,7 @@ namespace Minigames.DivingForPictures
|
|||||||
/// </summary>
|
/// </summary>
|
||||||
private void StartMoveCoroutine()
|
private void StartMoveCoroutine()
|
||||||
{
|
{
|
||||||
if (_moveCoroutine == null && !_isPaused)
|
if (_moveCoroutine == null && !GameManager.Instance.IsPaused)
|
||||||
{
|
{
|
||||||
_moveCoroutine = StartCoroutine(MoveObstaclesRoutine());
|
_moveCoroutine = StartCoroutine(MoveObstaclesRoutine());
|
||||||
}
|
}
|
||||||
@@ -212,7 +203,7 @@ namespace Minigames.DivingForPictures
|
|||||||
/// </summary>
|
/// </summary>
|
||||||
private void StartDespawnCoroutine()
|
private void StartDespawnCoroutine()
|
||||||
{
|
{
|
||||||
if (_despawnCoroutine == null && !_isPaused)
|
if (_despawnCoroutine == null && !GameManager.Instance.IsPaused)
|
||||||
{
|
{
|
||||||
_despawnCoroutine = StartCoroutine(DespawnObstaclesRoutine());
|
_despawnCoroutine = StartCoroutine(DespawnObstaclesRoutine());
|
||||||
}
|
}
|
||||||
@@ -553,7 +544,7 @@ namespace Minigames.DivingForPictures
|
|||||||
obstacleComponent.SetSpawner(this);
|
obstacleComponent.SetSpawner(this);
|
||||||
|
|
||||||
// If spawner is already paused, pause the obstacle immediately
|
// If spawner is already paused, pause the obstacle immediately
|
||||||
if (_isPaused)
|
if (GameManager.Instance.IsPaused)
|
||||||
{
|
{
|
||||||
obstacleComponent.Pause();
|
obstacleComponent.Pause();
|
||||||
}
|
}
|
||||||
@@ -677,7 +668,7 @@ namespace Minigames.DivingForPictures
|
|||||||
{
|
{
|
||||||
Logging.Debug("[ObstacleSpawner] Started spawning coroutine");
|
Logging.Debug("[ObstacleSpawner] Started spawning coroutine");
|
||||||
|
|
||||||
while (enabled && gameObject.activeInHierarchy && !_isPaused && !_isSurfacing)
|
while (enabled && gameObject.activeInHierarchy && !GameManager.Instance.IsPaused && !_isSurfacing)
|
||||||
{
|
{
|
||||||
// Calculate next spawn time with variation
|
// Calculate next spawn time with variation
|
||||||
float nextSpawnTime = _settings.ObstacleSpawnInterval +
|
float nextSpawnTime = _settings.ObstacleSpawnInterval +
|
||||||
@@ -707,7 +698,7 @@ namespace Minigames.DivingForPictures
|
|||||||
Logging.Debug("[ObstacleSpawner] Started obstacle monitoring coroutine");
|
Logging.Debug("[ObstacleSpawner] Started obstacle monitoring coroutine");
|
||||||
|
|
||||||
// This coroutine now just monitors obstacles, not moves them
|
// This coroutine now just monitors obstacles, not moves them
|
||||||
while (enabled && gameObject.activeInHierarchy && !_isPaused)
|
while (enabled && gameObject.activeInHierarchy && !GameManager.Instance.IsPaused)
|
||||||
{
|
{
|
||||||
// Clean up any null references in the active obstacles list
|
// Clean up any null references in the active obstacles list
|
||||||
_activeObstacles.RemoveAll(obstacle => obstacle == null);
|
_activeObstacles.RemoveAll(obstacle => obstacle == null);
|
||||||
@@ -729,7 +720,7 @@ namespace Minigames.DivingForPictures
|
|||||||
const float checkInterval = 0.5f; // Check every half second
|
const float checkInterval = 0.5f; // Check every half second
|
||||||
Logging.Debug("[ObstacleSpawner] Started despawn coroutine with interval: " + checkInterval);
|
Logging.Debug("[ObstacleSpawner] Started despawn coroutine with interval: " + checkInterval);
|
||||||
|
|
||||||
while (enabled && gameObject.activeInHierarchy && !_isPaused)
|
while (enabled && gameObject.activeInHierarchy && !GameManager.Instance.IsPaused)
|
||||||
{
|
{
|
||||||
// Calculate screen bounds for despawning
|
// Calculate screen bounds for despawning
|
||||||
float despawnBuffer = 2f; // Extra buffer beyond screen edges
|
float despawnBuffer = 2f; // Extra buffer beyond screen edges
|
||||||
|
|||||||
@@ -18,26 +18,26 @@ namespace Minigames.DivingForPictures.Player
|
|||||||
[SerializeField] private EdgeAnchor edgeAnchor;
|
[SerializeField] private EdgeAnchor edgeAnchor;
|
||||||
|
|
||||||
// Settings reference
|
// Settings reference
|
||||||
private IDivingMinigameSettings settings;
|
private IDivingMinigameSettings _settings;
|
||||||
|
|
||||||
private float targetFingerX;
|
private float _targetFingerX;
|
||||||
private bool isTouchActive;
|
private bool _isTouchActive;
|
||||||
private float originY;
|
private float _originY;
|
||||||
|
|
||||||
// Tap impulse system variables
|
// Tap impulse system variables
|
||||||
private float tapImpulseStrength = 0f;
|
private float _tapImpulseStrength = 0f;
|
||||||
private float tapDirection = 0f;
|
private float _tapDirection = 0f;
|
||||||
|
|
||||||
// Initialization flag
|
// Initialization flag
|
||||||
private bool isInitialized = false;
|
private bool _isInitialized = false;
|
||||||
|
|
||||||
void Awake()
|
void Awake()
|
||||||
{
|
{
|
||||||
originY = transform.position.y;
|
_originY = transform.position.y;
|
||||||
|
|
||||||
// Get settings from GameManager
|
// Get settings from GameManager
|
||||||
settings = GameManager.GetSettingsObject<IDivingMinigameSettings>();
|
_settings = GameManager.GetSettingsObject<IDivingMinigameSettings>();
|
||||||
if (settings == null)
|
if (_settings == null)
|
||||||
{
|
{
|
||||||
Debug.LogError("[PlayerController] Failed to load diving minigame settings!");
|
Debug.LogError("[PlayerController] Failed to load diving minigame settings!");
|
||||||
}
|
}
|
||||||
@@ -49,8 +49,8 @@ namespace Minigames.DivingForPictures.Player
|
|||||||
DivingGameManager.Instance.RegisterPausableComponent(this);
|
DivingGameManager.Instance.RegisterPausableComponent(this);
|
||||||
|
|
||||||
// Initialize target to current position
|
// Initialize target to current position
|
||||||
targetFingerX = transform.position.x;
|
_targetFingerX = transform.position.x;
|
||||||
isTouchActive = false;
|
_isTouchActive = false;
|
||||||
|
|
||||||
// Try to find edge anchor if not assigned
|
// Try to find edge anchor if not assigned
|
||||||
if (edgeAnchor == null)
|
if (edgeAnchor == null)
|
||||||
@@ -100,12 +100,12 @@ namespace Minigames.DivingForPictures.Player
|
|||||||
/// </summary>
|
/// </summary>
|
||||||
private void Initialize()
|
private void Initialize()
|
||||||
{
|
{
|
||||||
if (isInitialized) return;
|
if (_isInitialized) return;
|
||||||
|
|
||||||
// Register as default consumer for input
|
// Register as default consumer for input
|
||||||
InputManager.Instance?.SetDefaultConsumer(this);
|
InputManager.Instance?.SetDefaultConsumer(this);
|
||||||
|
|
||||||
isInitialized = true;
|
_isInitialized = true;
|
||||||
Logging.Debug("[PlayerController] Initialized");
|
Logging.Debug("[PlayerController] Initialized");
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -130,19 +130,19 @@ namespace Minigames.DivingForPictures.Player
|
|||||||
public void OnTap(Vector2 worldPosition)
|
public void OnTap(Vector2 worldPosition)
|
||||||
{
|
{
|
||||||
// Ignore input when paused
|
// Ignore input when paused
|
||||||
if (isPaused) return;
|
if (GameManager.Instance.IsPaused) return;
|
||||||
|
|
||||||
// Logging.Debug($"[EndlessDescenderController] OnTap at {worldPosition}");
|
// Logging.Debug($"[EndlessDescenderController] OnTap at {worldPosition}");
|
||||||
float targetX = Mathf.Clamp(worldPosition.x, settings.ClampXMin, settings.ClampXMax);
|
float targetX = Mathf.Clamp(worldPosition.x, _settings.ClampXMin, _settings.ClampXMax);
|
||||||
|
|
||||||
// Calculate tap direction (+1 for right, -1 for left)
|
// Calculate tap direction (+1 for right, -1 for left)
|
||||||
tapDirection = Mathf.Sign(targetX - transform.position.x);
|
_tapDirection = Mathf.Sign(targetX - transform.position.x);
|
||||||
|
|
||||||
// Set impulse strength to full
|
// Set impulse strength to full
|
||||||
tapImpulseStrength = 1.0f;
|
_tapImpulseStrength = 1.0f;
|
||||||
|
|
||||||
// Store target X for animation purposes
|
// Store target X for animation purposes
|
||||||
targetFingerX = targetX;
|
_targetFingerX = targetX;
|
||||||
|
|
||||||
// Do not set _isTouchActive for taps anymore
|
// Do not set _isTouchActive for taps anymore
|
||||||
// _isTouchActive = true; - Removed to prevent continuous movement
|
// _isTouchActive = true; - Removed to prevent continuous movement
|
||||||
@@ -154,11 +154,11 @@ namespace Minigames.DivingForPictures.Player
|
|||||||
public void OnHoldStart(Vector2 worldPosition)
|
public void OnHoldStart(Vector2 worldPosition)
|
||||||
{
|
{
|
||||||
// Ignore input when paused
|
// Ignore input when paused
|
||||||
if (isPaused) return;
|
if (GameManager.Instance.IsPaused) return;
|
||||||
|
|
||||||
// Logging.Debug($"[EndlessDescenderController] OnHoldStart at {worldPosition}");
|
// Logging.Debug($"[EndlessDescenderController] OnHoldStart at {worldPosition}");
|
||||||
targetFingerX = Mathf.Clamp(worldPosition.x, settings.ClampXMin, settings.ClampXMax);
|
_targetFingerX = Mathf.Clamp(worldPosition.x, _settings.ClampXMin, _settings.ClampXMax);
|
||||||
isTouchActive = true;
|
_isTouchActive = true;
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
@@ -167,10 +167,10 @@ namespace Minigames.DivingForPictures.Player
|
|||||||
public void OnHoldMove(Vector2 worldPosition)
|
public void OnHoldMove(Vector2 worldPosition)
|
||||||
{
|
{
|
||||||
// Ignore input when paused
|
// Ignore input when paused
|
||||||
if (isPaused) return;
|
if (GameManager.Instance.IsPaused) return;
|
||||||
|
|
||||||
// Logging.Debug($"[EndlessDescenderController] OnHoldMove at {worldPosition}");
|
// Logging.Debug($"[EndlessDescenderController] OnHoldMove at {worldPosition}");
|
||||||
targetFingerX = Mathf.Clamp(worldPosition.x, settings.ClampXMin, settings.ClampXMax);
|
_targetFingerX = Mathf.Clamp(worldPosition.x, _settings.ClampXMin, _settings.ClampXMax);
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
@@ -179,25 +179,25 @@ namespace Minigames.DivingForPictures.Player
|
|||||||
public void OnHoldEnd(Vector2 worldPosition)
|
public void OnHoldEnd(Vector2 worldPosition)
|
||||||
{
|
{
|
||||||
// Ignore input when paused
|
// Ignore input when paused
|
||||||
if (isPaused) return;
|
if (GameManager.Instance.IsPaused) return;
|
||||||
|
|
||||||
// Logging.Debug($"[EndlessDescenderController] OnHoldEnd at {worldPosition}");
|
// Logging.Debug($"[EndlessDescenderController] OnHoldEnd at {worldPosition}");
|
||||||
isTouchActive = false;
|
_isTouchActive = false;
|
||||||
}
|
}
|
||||||
|
|
||||||
void Update()
|
void Update()
|
||||||
{
|
{
|
||||||
// Skip movement processing if paused
|
// Skip movement processing if paused
|
||||||
if (isPaused) return;
|
if (GameManager.Instance.IsPaused) return;
|
||||||
|
|
||||||
// Handle hold movement
|
// Handle hold movement
|
||||||
if (isTouchActive)
|
if (_isTouchActive)
|
||||||
{
|
{
|
||||||
float currentX = transform.position.x;
|
float currentX = transform.position.x;
|
||||||
float lerpSpeed = settings.LerpSpeed;
|
float lerpSpeed = _settings.LerpSpeed;
|
||||||
float maxOffset = settings.MaxOffset;
|
float maxOffset = _settings.MaxOffset;
|
||||||
float exponent = settings.SpeedExponent;
|
float exponent = _settings.SpeedExponent;
|
||||||
float targetX = targetFingerX;
|
float targetX = _targetFingerX;
|
||||||
float offset = targetX - currentX;
|
float offset = targetX - currentX;
|
||||||
offset = Mathf.Clamp(offset, -maxOffset, maxOffset);
|
offset = Mathf.Clamp(offset, -maxOffset, maxOffset);
|
||||||
float absOffset = Mathf.Abs(offset);
|
float absOffset = Mathf.Abs(offset);
|
||||||
@@ -206,32 +206,32 @@ namespace Minigames.DivingForPictures.Player
|
|||||||
// Prevent overshooting
|
// Prevent overshooting
|
||||||
moveStep = Mathf.Clamp(moveStep, -absOffset, absOffset);
|
moveStep = Mathf.Clamp(moveStep, -absOffset, absOffset);
|
||||||
float newX = currentX + moveStep;
|
float newX = currentX + moveStep;
|
||||||
newX = Mathf.Clamp(newX, settings.ClampXMin, settings.ClampXMax);
|
newX = Mathf.Clamp(newX, _settings.ClampXMin, _settings.ClampXMax);
|
||||||
|
|
||||||
UpdatePosition(newX);
|
UpdatePosition(newX);
|
||||||
}
|
}
|
||||||
// Handle tap impulse movement
|
// Handle tap impulse movement
|
||||||
else if (tapImpulseStrength > 0)
|
else if (_tapImpulseStrength > 0)
|
||||||
{
|
{
|
||||||
float currentX = transform.position.x;
|
float currentX = transform.position.x;
|
||||||
float maxOffset = settings.MaxOffset;
|
float maxOffset = _settings.MaxOffset;
|
||||||
float lerpSpeed = settings.LerpSpeed;
|
float lerpSpeed = _settings.LerpSpeed;
|
||||||
|
|
||||||
// Calculate move distance based on impulse strength
|
// Calculate move distance based on impulse strength
|
||||||
float moveDistance = maxOffset * tapImpulseStrength * Time.deltaTime * lerpSpeed;
|
float moveDistance = maxOffset * _tapImpulseStrength * Time.deltaTime * lerpSpeed;
|
||||||
|
|
||||||
// Limit total movement from single tap
|
// Limit total movement from single tap
|
||||||
moveDistance = Mathf.Min(moveDistance, settings.TapMaxDistance * tapImpulseStrength);
|
moveDistance = Mathf.Min(moveDistance, _settings.TapMaxDistance * _tapImpulseStrength);
|
||||||
|
|
||||||
// Apply movement in tap direction
|
// Apply movement in tap direction
|
||||||
float newX = currentX + (moveDistance * tapDirection);
|
float newX = currentX + (moveDistance * _tapDirection);
|
||||||
newX = Mathf.Clamp(newX, settings.ClampXMin, settings.ClampXMax);
|
newX = Mathf.Clamp(newX, _settings.ClampXMin, _settings.ClampXMax);
|
||||||
|
|
||||||
// Reduce impulse strength over time
|
// Reduce impulse strength over time
|
||||||
tapImpulseStrength -= Time.deltaTime * settings.TapDecelerationRate;
|
_tapImpulseStrength -= Time.deltaTime * _settings.TapDecelerationRate;
|
||||||
if (tapImpulseStrength < 0.01f)
|
if (_tapImpulseStrength < 0.01f)
|
||||||
{
|
{
|
||||||
tapImpulseStrength = 0f;
|
_tapImpulseStrength = 0f;
|
||||||
}
|
}
|
||||||
|
|
||||||
UpdatePosition(newX);
|
UpdatePosition(newX);
|
||||||
@@ -243,7 +243,7 @@ namespace Minigames.DivingForPictures.Player
|
|||||||
/// </summary>
|
/// </summary>
|
||||||
private void UpdatePosition(float newX)
|
private void UpdatePosition(float newX)
|
||||||
{
|
{
|
||||||
float newY = originY;
|
float newY = _originY;
|
||||||
// Add vertical offset from WobbleBehavior if present
|
// Add vertical offset from WobbleBehavior if present
|
||||||
WobbleBehavior wobble = GetComponent<WobbleBehavior>();
|
WobbleBehavior wobble = GetComponent<WobbleBehavior>();
|
||||||
if (wobble != null)
|
if (wobble != null)
|
||||||
@@ -258,7 +258,7 @@ namespace Minigames.DivingForPictures.Player
|
|||||||
/// </summary>
|
/// </summary>
|
||||||
public void UpdateOriginY(float newOriginY)
|
public void UpdateOriginY(float newOriginY)
|
||||||
{
|
{
|
||||||
originY = newOriginY;
|
_originY = newOriginY;
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
@@ -267,7 +267,7 @@ namespace Minigames.DivingForPictures.Player
|
|||||||
/// </summary>
|
/// </summary>
|
||||||
private void UpdateOriginYFromCurrentPosition()
|
private void UpdateOriginYFromCurrentPosition()
|
||||||
{
|
{
|
||||||
originY = transform.position.y;
|
_originY = transform.position.y;
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
@@ -276,24 +276,21 @@ namespace Minigames.DivingForPictures.Player
|
|||||||
/// </summary>
|
/// </summary>
|
||||||
private void UpdateOriginYFromAnchor()
|
private void UpdateOriginYFromAnchor()
|
||||||
{
|
{
|
||||||
originY = edgeAnchor.transform.position.y;
|
_originY = edgeAnchor.transform.position.y;
|
||||||
}
|
}
|
||||||
|
|
||||||
#region IPausable Implementation
|
#region IPausable Implementation
|
||||||
private bool isPaused = false;
|
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Pauses the player controller, blocking all input processing
|
/// Pauses the player controller, blocking all input processing
|
||||||
/// </summary>
|
/// </summary>
|
||||||
public void Pause()
|
public void Pause()
|
||||||
{
|
{
|
||||||
if (isPaused) return;
|
if (GameManager.Instance.IsPaused) return;
|
||||||
|
|
||||||
isPaused = true;
|
|
||||||
|
|
||||||
// If we're being paused, stop any active touch and tap impulse
|
// If we're being paused, stop any active touch and tap impulse
|
||||||
isTouchActive = false;
|
_isTouchActive = false;
|
||||||
tapImpulseStrength = 0f;
|
_tapImpulseStrength = 0f;
|
||||||
|
|
||||||
Logging.Debug("[PlayerController] Paused");
|
Logging.Debug("[PlayerController] Paused");
|
||||||
}
|
}
|
||||||
@@ -303,16 +300,9 @@ namespace Minigames.DivingForPictures.Player
|
|||||||
/// </summary>
|
/// </summary>
|
||||||
public void DoResume()
|
public void DoResume()
|
||||||
{
|
{
|
||||||
if (!isPaused) return;
|
if (!GameManager.Instance.IsPaused) return;
|
||||||
|
|
||||||
isPaused = false;
|
|
||||||
Logging.Debug("[PlayerController] Resumed");
|
Logging.Debug("[PlayerController] Resumed");
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Returns whether the player controller is currently paused
|
|
||||||
/// </summary>
|
|
||||||
public bool IsPaused => isPaused;
|
|
||||||
#endregion
|
#endregion
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,5 +1,6 @@
|
|||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using AppleHills.Core.Settings;
|
using AppleHills.Core.Settings;
|
||||||
|
using Core;
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Adds a wobble (rocking and vertical movement) effect to the object, based on speed and time.
|
/// Adds a wobble (rocking and vertical movement) effect to the object, based on speed and time.
|
||||||
|
|||||||
@@ -1,10 +1,8 @@
|
|||||||
using System;
|
using System.Collections;
|
||||||
using System.Collections;
|
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using UnityEngine.Events;
|
using UnityEngine.Events;
|
||||||
using UnityEngine.Serialization;
|
using UnityEngine.Serialization;
|
||||||
using Pooling;
|
|
||||||
using AppleHills.Core.Settings;
|
using AppleHills.Core.Settings;
|
||||||
using Utils;
|
using Utils;
|
||||||
using AppleHills.Core.Interfaces;
|
using AppleHills.Core.Interfaces;
|
||||||
@@ -113,12 +111,6 @@ namespace Minigames.DivingForPictures
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// Pause state
|
|
||||||
private bool _isPaused = false;
|
|
||||||
|
|
||||||
// IPausable implementation
|
|
||||||
public bool IsPaused => _isPaused;
|
|
||||||
|
|
||||||
private void Awake()
|
private void Awake()
|
||||||
{
|
{
|
||||||
_mainCamera = UnityEngine.Camera.main;
|
_mainCamera = UnityEngine.Camera.main;
|
||||||
@@ -193,9 +185,7 @@ namespace Minigames.DivingForPictures
|
|||||||
/// </summary>
|
/// </summary>
|
||||||
public void Pause()
|
public void Pause()
|
||||||
{
|
{
|
||||||
if (_isPaused) return; // Already paused
|
if (GameManager.Instance.IsPaused) return; // Already paused
|
||||||
|
|
||||||
_isPaused = true;
|
|
||||||
|
|
||||||
// Stop all active coroutines but save their references
|
// Stop all active coroutines but save their references
|
||||||
if (_movementCoroutine != null)
|
if (_movementCoroutine != null)
|
||||||
@@ -230,9 +220,7 @@ namespace Minigames.DivingForPictures
|
|||||||
/// </summary>
|
/// </summary>
|
||||||
public void DoResume()
|
public void DoResume()
|
||||||
{
|
{
|
||||||
if (!_isPaused) return; // Already running
|
if (!GameManager.Instance.IsPaused) return; // Already running
|
||||||
|
|
||||||
_isPaused = false;
|
|
||||||
|
|
||||||
// Restart all necessary coroutines
|
// Restart all necessary coroutines
|
||||||
StartMovementCoroutine();
|
StartMovementCoroutine();
|
||||||
@@ -500,7 +488,7 @@ namespace Minigames.DivingForPictures
|
|||||||
/// </summary>
|
/// </summary>
|
||||||
private void StartMovementCoroutine()
|
private void StartMovementCoroutine()
|
||||||
{
|
{
|
||||||
if (_movementCoroutine == null && !_isPaused)
|
if (_movementCoroutine == null && !GameManager.Instance.IsPaused)
|
||||||
{
|
{
|
||||||
_movementCoroutine = StartCoroutine(MoveActiveTilesRoutine());
|
_movementCoroutine = StartCoroutine(MoveActiveTilesRoutine());
|
||||||
}
|
}
|
||||||
@@ -513,7 +501,7 @@ namespace Minigames.DivingForPictures
|
|||||||
{
|
{
|
||||||
Logging.Debug($"[TrenchTileSpawner] Started movement coroutine with normalized speed: {_baseMoveSpeed:F3}");
|
Logging.Debug($"[TrenchTileSpawner] Started movement coroutine with normalized speed: {_baseMoveSpeed:F3}");
|
||||||
|
|
||||||
while (enabled && gameObject.activeInHierarchy && !_isPaused)
|
while (enabled && gameObject.activeInHierarchy && !GameManager.Instance.IsPaused)
|
||||||
{
|
{
|
||||||
// Skip if no active tiles
|
// Skip if no active tiles
|
||||||
if (_activeTiles.Count == 0)
|
if (_activeTiles.Count == 0)
|
||||||
@@ -554,7 +542,7 @@ namespace Minigames.DivingForPictures
|
|||||||
const float checkInterval = 1.0f; // Check once per second
|
const float checkInterval = 1.0f; // Check once per second
|
||||||
Logging.Debug($"[TrenchTileSpawner] Started speed ramping coroutine with interval: {checkInterval}s");
|
Logging.Debug($"[TrenchTileSpawner] Started speed ramping coroutine with interval: {checkInterval}s");
|
||||||
|
|
||||||
while (enabled && gameObject.activeInHierarchy && !_isPaused)
|
while (enabled && gameObject.activeInHierarchy && !GameManager.Instance.IsPaused)
|
||||||
{
|
{
|
||||||
// Increase the base move speed up to the maximum
|
// Increase the base move speed up to the maximum
|
||||||
_baseMoveSpeed = Mathf.Min(_baseMoveSpeed + _settings.SpeedUpFactor, _settings.MaxNormalizedMoveSpeed);
|
_baseMoveSpeed = Mathf.Min(_baseMoveSpeed + _settings.SpeedUpFactor, _settings.MaxNormalizedMoveSpeed);
|
||||||
|
|||||||
@@ -7,8 +7,6 @@ namespace Minigames.DivingForPictures.Utilities
|
|||||||
{
|
{
|
||||||
[SerializeField] private WobbleBehavior wobbleReference;
|
[SerializeField] private WobbleBehavior wobbleReference;
|
||||||
|
|
||||||
private bool isPaused = false;
|
|
||||||
|
|
||||||
private void Start()
|
private void Start()
|
||||||
{
|
{
|
||||||
DivingGameManager.Instance.RegisterPausableComponent(this);
|
DivingGameManager.Instance.RegisterPausableComponent(this);
|
||||||
@@ -17,15 +15,11 @@ namespace Minigames.DivingForPictures.Utilities
|
|||||||
public void Pause()
|
public void Pause()
|
||||||
{
|
{
|
||||||
wobbleReference.enabled = false;
|
wobbleReference.enabled = false;
|
||||||
isPaused = true;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public void DoResume()
|
public void DoResume()
|
||||||
{
|
{
|
||||||
wobbleReference.enabled = true;
|
wobbleReference.enabled = true;
|
||||||
isPaused = false;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public bool IsPaused => isPaused;
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -8,8 +8,6 @@ namespace Minigames.DivingForPictures.Utilities
|
|||||||
[SerializeField] private RockFollower rockReference;
|
[SerializeField] private RockFollower rockReference;
|
||||||
[SerializeField] private WobbleBehavior rockWobbleReference;
|
[SerializeField] private WobbleBehavior rockWobbleReference;
|
||||||
|
|
||||||
private bool isPaused = false;
|
|
||||||
|
|
||||||
private void Start()
|
private void Start()
|
||||||
{
|
{
|
||||||
DivingGameManager.Instance.RegisterPausableComponent(this);
|
DivingGameManager.Instance.RegisterPausableComponent(this);
|
||||||
@@ -19,16 +17,12 @@ namespace Minigames.DivingForPictures.Utilities
|
|||||||
{
|
{
|
||||||
rockReference.enabled = false;
|
rockReference.enabled = false;
|
||||||
rockWobbleReference.enabled = false;
|
rockWobbleReference.enabled = false;
|
||||||
isPaused = true;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public void DoResume()
|
public void DoResume()
|
||||||
{
|
{
|
||||||
rockReference.enabled = true;
|
rockReference.enabled = true;
|
||||||
rockWobbleReference.enabled = true;
|
rockWobbleReference.enabled = true;
|
||||||
isPaused = false;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public bool IsPaused => isPaused;
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -4,6 +4,7 @@ using Pathfinding;
|
|||||||
using UnityEngine.SceneManagement;
|
using UnityEngine.SceneManagement;
|
||||||
using Utils;
|
using Utils;
|
||||||
using AppleHills.Core.Settings;
|
using AppleHills.Core.Settings;
|
||||||
|
using Core;
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Controls the follower character, including following the player, handling pickups, and managing held items.
|
/// Controls the follower character, including following the player, handling pickups, and managing held items.
|
||||||
|
|||||||
@@ -24,15 +24,6 @@ namespace UI
|
|||||||
[SerializeField] private GameObject pauseButton;
|
[SerializeField] private GameObject pauseButton;
|
||||||
[SerializeField] private CanvasGroup canvasGroup;
|
[SerializeField] private CanvasGroup canvasGroup;
|
||||||
|
|
||||||
public event Action OnGamePaused;
|
|
||||||
public event Action OnGameResumed;
|
|
||||||
|
|
||||||
private bool _isPaused = false;
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Returns whether the game is currently paused
|
|
||||||
/// </summary>
|
|
||||||
public bool IsPaused => _isPaused;
|
|
||||||
|
|
||||||
private void Awake()
|
private void Awake()
|
||||||
{
|
{
|
||||||
@@ -103,7 +94,7 @@ namespace UI
|
|||||||
/// </summary>
|
/// </summary>
|
||||||
public void ShowPauseMenu()
|
public void ShowPauseMenu()
|
||||||
{
|
{
|
||||||
if (_isPaused) return;
|
if (GameManager.Instance.IsPaused) return;
|
||||||
if (UIPageController.Instance != null)
|
if (UIPageController.Instance != null)
|
||||||
{
|
{
|
||||||
UIPageController.Instance.PushPage(this);
|
UIPageController.Instance.PushPage(this);
|
||||||
@@ -130,7 +121,7 @@ namespace UI
|
|||||||
/// </summary>
|
/// </summary>
|
||||||
public void HidePauseMenu(bool resetInput = true)
|
public void HidePauseMenu(bool resetInput = true)
|
||||||
{
|
{
|
||||||
if (!_isPaused)
|
if (!GameManager.Instance.IsPaused)
|
||||||
{
|
{
|
||||||
// Ensure UI is hidden if somehow active without state
|
// Ensure UI is hidden if somehow active without state
|
||||||
if (pauseMenuPanel != null) pauseMenuPanel.SetActive(false);
|
if (pauseMenuPanel != null) pauseMenuPanel.SetActive(false);
|
||||||
@@ -169,19 +160,17 @@ namespace UI
|
|||||||
|
|
||||||
private void BeginPauseSideEffects()
|
private void BeginPauseSideEffects()
|
||||||
{
|
{
|
||||||
_isPaused = true;
|
|
||||||
if (pauseButton != null) pauseButton.SetActive(false);
|
if (pauseButton != null) pauseButton.SetActive(false);
|
||||||
InputManager.Instance.SetInputMode(InputMode.UI);
|
InputManager.Instance.SetInputMode(InputMode.UI);
|
||||||
OnGamePaused?.Invoke();
|
GameManager.Instance.RequestGamePause();
|
||||||
Logging.Debug("[PauseMenu] Game Paused");
|
Logging.Debug("[PauseMenu] Game Paused");
|
||||||
}
|
}
|
||||||
|
|
||||||
private void EndPauseSideEffects(bool invokeEvent)
|
private void EndPauseSideEffects(bool invokeEvent)
|
||||||
{
|
{
|
||||||
_isPaused = false;
|
|
||||||
if (pauseButton != null) pauseButton.SetActive(true);
|
if (pauseButton != null) pauseButton.SetActive(true);
|
||||||
InputManager.Instance.SetInputMode(InputMode.GameAndUI);
|
InputManager.Instance.SetInputMode(InputMode.GameAndUI);
|
||||||
if (invokeEvent) OnGameResumed?.Invoke();
|
GameManager.Instance.RequestGameResume();
|
||||||
Logging.Debug("[PauseMenu] Game Resumed");
|
Logging.Debug("[PauseMenu] Game Resumed");
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
Reference in New Issue
Block a user