Working? MVP of the minigame
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using UnityEngine;
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namespace Minigames.Airplane.Interactive
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{
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/// <summary>
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/// Speed boost ring that increases airplane velocity when passed through.
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/// Can be used as collectible power-ups or checkpoint rings.
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/// </summary>
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[RequireComponent(typeof(Collider2D))]
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public class AirplaneSpeedRing : MonoBehaviour
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{
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[Header("Boost Configuration")]
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[SerializeField] private float velocityMultiplier = 1.5f;
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[SerializeField] private float boostDuration = 1f;
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[SerializeField] private bool oneTimeUse = true;
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[Header("Optional Constraints")]
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[SerializeField] private float minResultSpeed = 5f;
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[SerializeField] private float maxResultSpeed = 25f;
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[Header("Visual Feedback")]
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[SerializeField] private GameObject ringVisual;
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[SerializeField] private ParticleSystem collectEffect;
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[SerializeField] private AudioSource collectSound;
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[Header("Debug")]
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[SerializeField] private bool showDebugLogs;
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private bool hasBeenUsed;
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private void Awake()
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{
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// Ensure collider is trigger
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var collider = GetComponent<Collider2D>();
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if (collider != null)
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{
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collider.isTrigger = true;
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}
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}
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private void OnTriggerEnter2D(Collider2D other)
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{
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// Check if already used
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if (oneTimeUse && hasBeenUsed) return;
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// Check if it's an airplane
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var airplane = other.GetComponent<Core.AirplaneController>();
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if (airplane == null || !airplane.IsFlying) return;
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var rb = other.GetComponent<Rigidbody2D>();
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if (rb == null) return;
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// Apply speed boost
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Vector2 boostedVelocity = rb.linearVelocity * velocityMultiplier;
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// Clamp to constraints
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float speed = boostedVelocity.magnitude;
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if (speed < minResultSpeed)
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{
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boostedVelocity = boostedVelocity.normalized * minResultSpeed;
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}
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else if (speed > maxResultSpeed)
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{
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boostedVelocity = boostedVelocity.normalized * maxResultSpeed;
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}
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rb.linearVelocity = boostedVelocity;
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// Mark as used
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hasBeenUsed = true;
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// Trigger effects
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PlayCollectEffects();
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if (showDebugLogs)
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{
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Debug.Log($"[AirplaneSpeedRing] Boosted {other.name}: velocity={boostedVelocity.magnitude:F1}");
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}
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// Hide or destroy ring
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if (oneTimeUse)
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{
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if (ringVisual != null)
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{
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ringVisual.SetActive(false);
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}
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else
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{
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Destroy(gameObject, collectEffect != null ? collectEffect.main.duration : 0.5f);
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}
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}
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}
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private void PlayCollectEffects()
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{
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// Play particle effect
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if (collectEffect != null)
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{
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collectEffect.Play();
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}
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// Play sound
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if (collectSound != null)
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{
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collectSound.Play();
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}
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}
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private void OnDrawGizmos()
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{
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// Visualize ring in editor
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Gizmos.color = hasBeenUsed ? Color.gray : Color.yellow;
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var collider = GetComponent<Collider2D>();
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if (collider != null)
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{
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Gizmos.DrawWireSphere(collider.bounds.center, collider.bounds.extents.magnitude);
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}
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}
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}
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}
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