Working? MVP of the minigame
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File diff suppressed because one or more lines are too long
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Load Diff
@@ -282,6 +282,13 @@ namespace AppleHills.Core.Settings
|
||||
/// </summary>
|
||||
public interface IAirplaneSettings
|
||||
{
|
||||
// Airplane Types - Get configuration by type
|
||||
Minigames.Airplane.Data.AirplaneTypeConfig GetAirplaneConfig(Minigames.Airplane.Data.AirplaneAbilityType type);
|
||||
Minigames.Airplane.Data.JetAbilityConfig JetAbilityConfig { get; }
|
||||
Minigames.Airplane.Data.BobbingAbilityConfig BobbingAbilityConfig { get; }
|
||||
Minigames.Airplane.Data.DropAbilityConfig DropAbilityConfig { get; }
|
||||
Minigames.Airplane.Data.AirplaneAbilityType DefaultAirplaneType { get; }
|
||||
|
||||
// Slingshot Configuration
|
||||
Common.Input.SlingshotConfig SlingshotSettings { get; }
|
||||
|
||||
|
||||
3
Assets/Scripts/Minigames/Airplane/Abilities.meta
Normal file
3
Assets/Scripts/Minigames/Airplane/Abilities.meta
Normal file
@@ -0,0 +1,3 @@
|
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fileFormatVersion: 2
|
||||
guid: 71a8e50c7218456c96ceb54cd1140918
|
||||
timeCreated: 1764975940
|
||||
@@ -0,0 +1,69 @@
|
||||
using AppleHills.Core.Settings;
|
||||
using Core;
|
||||
using Minigames.Airplane.Data;
|
||||
|
||||
namespace Minigames.Airplane.Abilities
|
||||
{
|
||||
/// <summary>
|
||||
/// Factory for creating airplane abilities from settings configuration.
|
||||
/// </summary>
|
||||
public static class AbilityFactory
|
||||
{
|
||||
/// <summary>
|
||||
/// Create an ability instance based on type and settings.
|
||||
/// </summary>
|
||||
public static BaseAirplaneAbility CreateAbility(AirplaneAbilityType type, IAirplaneSettings settings)
|
||||
{
|
||||
if (settings == null)
|
||||
{
|
||||
Logging.Error("[AbilityFactory] Settings is null!");
|
||||
return null;
|
||||
}
|
||||
|
||||
return type switch
|
||||
{
|
||||
AirplaneAbilityType.Jet => CreateJetAbility(settings),
|
||||
AirplaneAbilityType.Bobbing => CreateBobbingAbility(settings),
|
||||
AirplaneAbilityType.Drop => CreateDropAbility(settings),
|
||||
_ => null
|
||||
};
|
||||
}
|
||||
|
||||
private static JetAbility CreateJetAbility(IAirplaneSettings settings)
|
||||
{
|
||||
var config = settings.JetAbilityConfig;
|
||||
return new JetAbility(
|
||||
config.abilityName,
|
||||
config.abilityIcon,
|
||||
config.cooldownDuration,
|
||||
config.jetSpeed,
|
||||
config.jetAngle
|
||||
);
|
||||
}
|
||||
|
||||
private static BobbingAbility CreateBobbingAbility(IAirplaneSettings settings)
|
||||
{
|
||||
var config = settings.BobbingAbilityConfig;
|
||||
return new BobbingAbility(
|
||||
config.abilityName,
|
||||
config.abilityIcon,
|
||||
config.cooldownDuration,
|
||||
config.bobForce
|
||||
);
|
||||
}
|
||||
|
||||
private static DropAbility CreateDropAbility(IAirplaneSettings settings)
|
||||
{
|
||||
var config = settings.DropAbilityConfig;
|
||||
return new DropAbility(
|
||||
config.abilityName,
|
||||
config.abilityIcon,
|
||||
config.cooldownDuration,
|
||||
config.dropForce,
|
||||
config.dropDistance,
|
||||
config.zeroHorizontalVelocity
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 6668ddc48c30428f98d780700e93cab5
|
||||
timeCreated: 1764977809
|
||||
@@ -0,0 +1,232 @@
|
||||
using System;
|
||||
using Core;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Minigames.Airplane.Abilities
|
||||
{
|
||||
/// <summary>
|
||||
/// Abstract base class for airplane special abilities.
|
||||
/// Each ability defines its own execution logic, input handling, and cooldown.
|
||||
/// Subclasses override Execute() to implement specific ability behavior.
|
||||
/// Created from settings configuration at runtime.
|
||||
/// </summary>
|
||||
[System.Serializable]
|
||||
public abstract class BaseAirplaneAbility
|
||||
{
|
||||
#region Configuration
|
||||
|
||||
protected readonly string abilityName;
|
||||
protected readonly Sprite abilityIcon;
|
||||
protected readonly float cooldownDuration;
|
||||
protected readonly bool canReuse;
|
||||
protected bool showDebugLogs;
|
||||
|
||||
#endregion
|
||||
|
||||
#region Constructor
|
||||
|
||||
/// <summary>
|
||||
/// Base constructor for abilities. Called by subclasses.
|
||||
/// </summary>
|
||||
protected BaseAirplaneAbility(string name, Sprite icon, float cooldown, bool reusable = true)
|
||||
{
|
||||
abilityName = name;
|
||||
abilityIcon = icon;
|
||||
cooldownDuration = cooldown;
|
||||
canReuse = reusable;
|
||||
showDebugLogs = false;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Properties
|
||||
|
||||
public string AbilityName => abilityName;
|
||||
public Sprite AbilityIcon => abilityIcon;
|
||||
public float CooldownDuration => cooldownDuration;
|
||||
public bool CanReuse => canReuse;
|
||||
|
||||
#endregion
|
||||
|
||||
#region State (Runtime)
|
||||
|
||||
protected Core.AirplaneController currentAirplane;
|
||||
protected bool isActive;
|
||||
protected bool isOnCooldown;
|
||||
protected float cooldownTimer;
|
||||
|
||||
public bool IsActive => isActive;
|
||||
public bool IsOnCooldown => isOnCooldown;
|
||||
public float CooldownRemaining => cooldownTimer;
|
||||
public bool CanActivate => !isOnCooldown && !isActive && currentAirplane != null && currentAirplane.IsFlying;
|
||||
|
||||
#endregion
|
||||
|
||||
#region Events
|
||||
|
||||
public event Action<BaseAirplaneAbility> OnAbilityActivated;
|
||||
public event Action<BaseAirplaneAbility> OnAbilityDeactivated;
|
||||
public event Action<float, float> OnCooldownChanged; // (remaining, total)
|
||||
|
||||
#endregion
|
||||
|
||||
#region Lifecycle
|
||||
|
||||
/// <summary>
|
||||
/// Initialize ability with airplane reference.
|
||||
/// Called when airplane is spawned.
|
||||
/// </summary>
|
||||
public virtual void Initialize(Core.AirplaneController airplane)
|
||||
{
|
||||
currentAirplane = airplane;
|
||||
isActive = false;
|
||||
isOnCooldown = false;
|
||||
cooldownTimer = 0f;
|
||||
|
||||
if (showDebugLogs)
|
||||
{
|
||||
Logging.Debug($"[{abilityName}] Initialized with airplane");
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Update cooldown timer. Called every frame by ability manager.
|
||||
/// </summary>
|
||||
public virtual void UpdateCooldown(float deltaTime)
|
||||
{
|
||||
if (isOnCooldown)
|
||||
{
|
||||
cooldownTimer -= deltaTime;
|
||||
|
||||
if (cooldownTimer <= 0f)
|
||||
{
|
||||
cooldownTimer = 0f;
|
||||
isOnCooldown = false;
|
||||
|
||||
if (showDebugLogs)
|
||||
{
|
||||
Logging.Debug($"[{abilityName}] Cooldown complete");
|
||||
}
|
||||
}
|
||||
|
||||
OnCooldownChanged?.Invoke(cooldownTimer, cooldownDuration);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Cleanup when airplane is destroyed or flight ends.
|
||||
/// </summary>
|
||||
public virtual void Cleanup()
|
||||
{
|
||||
if (isActive)
|
||||
{
|
||||
Deactivate();
|
||||
}
|
||||
|
||||
currentAirplane = null;
|
||||
isActive = false;
|
||||
isOnCooldown = false;
|
||||
cooldownTimer = 0f;
|
||||
|
||||
if (showDebugLogs)
|
||||
{
|
||||
Logging.Debug($"[{abilityName}] Cleaned up");
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Abstract Methods (Must Override)
|
||||
|
||||
/// <summary>
|
||||
/// Execute the ability effect.
|
||||
/// Override to implement specific ability behavior.
|
||||
/// </summary>
|
||||
public abstract void Execute();
|
||||
|
||||
/// <summary>
|
||||
/// Stop the ability effect (for sustained abilities).
|
||||
/// Override if ability can be deactivated.
|
||||
/// </summary>
|
||||
public virtual void Deactivate()
|
||||
{
|
||||
if (!isActive) return;
|
||||
|
||||
isActive = false;
|
||||
OnAbilityDeactivated?.Invoke(this);
|
||||
|
||||
if (showDebugLogs)
|
||||
{
|
||||
Logging.Debug($"[{abilityName}] Deactivated");
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Protected Helpers
|
||||
|
||||
/// <summary>
|
||||
/// Start ability activation (called by subclasses).
|
||||
/// </summary>
|
||||
protected virtual void StartActivation()
|
||||
{
|
||||
if (!CanActivate)
|
||||
{
|
||||
if (showDebugLogs)
|
||||
{
|
||||
Logging.Warning($"[{abilityName}] Cannot activate - IsOnCooldown: {isOnCooldown}, IsActive: {isActive}, CanFly: {currentAirplane?.IsFlying}");
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
isActive = true;
|
||||
OnAbilityActivated?.Invoke(this);
|
||||
|
||||
if (showDebugLogs)
|
||||
{
|
||||
Logging.Debug($"[{abilityName}] Activated");
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Start cooldown timer (called by subclasses after execution).
|
||||
/// </summary>
|
||||
protected virtual void StartCooldown()
|
||||
{
|
||||
isOnCooldown = true;
|
||||
cooldownTimer = cooldownDuration;
|
||||
OnCooldownChanged?.Invoke(cooldownTimer, cooldownDuration);
|
||||
|
||||
if (showDebugLogs)
|
||||
{
|
||||
Logging.Debug($"[{abilityName}] Cooldown started: {cooldownDuration}s");
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Check if airplane reference is valid.
|
||||
/// </summary>
|
||||
protected bool ValidateAirplane()
|
||||
{
|
||||
if (currentAirplane == null)
|
||||
{
|
||||
Logging.Warning($"[{abilityName}] Cannot execute - airplane reference is null!");
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!currentAirplane.IsFlying)
|
||||
{
|
||||
if (showDebugLogs)
|
||||
{
|
||||
Logging.Debug($"[{abilityName}] Cannot execute - airplane is not flying!");
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 9b5ef9d7a9ce48ddb98de1e974e1d496
|
||||
timeCreated: 1764975940
|
||||
@@ -0,0 +1,63 @@
|
||||
using Core;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Minigames.Airplane.Abilities
|
||||
{
|
||||
/// <summary>
|
||||
/// Bobbing Plane Ability: Tap to jump upward and forward.
|
||||
/// Instant ability - activates once, then cooldown.
|
||||
/// Applies diagonal impulse (forward + upward) to maintain airborne momentum.
|
||||
/// Configuration loaded from settings at runtime.
|
||||
/// </summary>
|
||||
public class BobbingAbility : BaseAirplaneAbility
|
||||
{
|
||||
#region Configuration
|
||||
|
||||
private readonly Vector2 bobForce;
|
||||
|
||||
#endregion
|
||||
|
||||
#region Constructor
|
||||
|
||||
/// <summary>
|
||||
/// Create bobbing ability with configuration from settings.
|
||||
/// </summary>
|
||||
public BobbingAbility(string name, Sprite icon, float cooldown, Vector2 force)
|
||||
: base(name, icon, cooldown)
|
||||
{
|
||||
bobForce = force;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Override Methods
|
||||
|
||||
public override void Execute()
|
||||
{
|
||||
if (!ValidateAirplane()) return;
|
||||
if (!CanActivate) return;
|
||||
|
||||
StartActivation();
|
||||
|
||||
var rb = currentAirplane.GetComponent<Rigidbody2D>();
|
||||
if (rb != null)
|
||||
{
|
||||
// Apply configured forward and upward impulse
|
||||
// X = forward momentum, Y = upward lift
|
||||
rb.AddForce(bobForce, ForceMode2D.Impulse);
|
||||
|
||||
if (showDebugLogs)
|
||||
{
|
||||
Logging.Debug($"[BobbingAbility] Executed - Force: {bobForce} (forward: {bobForce.x:F1}, upward: {bobForce.y:F1})");
|
||||
}
|
||||
}
|
||||
|
||||
// Instant ability - deactivate immediately and start cooldown
|
||||
base.Deactivate();
|
||||
StartCooldown();
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: cc60dfa311424a7a9f2fdfe19eda8639
|
||||
timeCreated: 1764975962
|
||||
140
Assets/Scripts/Minigames/Airplane/Abilities/DropAbility.cs
Normal file
140
Assets/Scripts/Minigames/Airplane/Abilities/DropAbility.cs
Normal file
@@ -0,0 +1,140 @@
|
||||
using System.Collections;
|
||||
using Core;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Minigames.Airplane.Abilities
|
||||
{
|
||||
/// <summary>
|
||||
/// Drop Plane Ability: Swipe down to drop straight down.
|
||||
/// Sustained ability - drops for fixed duration/distance.
|
||||
/// Good for precision strikes on targets.
|
||||
/// Configuration loaded from settings at runtime.
|
||||
/// </summary>
|
||||
public class DropAbility : BaseAirplaneAbility
|
||||
{
|
||||
#region Configuration
|
||||
|
||||
private readonly float dropForce;
|
||||
private readonly float dropDistance;
|
||||
private readonly bool zeroHorizontalVelocity;
|
||||
|
||||
#endregion
|
||||
|
||||
#region Constructor
|
||||
|
||||
/// <summary>
|
||||
/// Create drop ability with configuration from settings.
|
||||
/// </summary>
|
||||
public DropAbility(string name, Sprite icon, float cooldown, float force, float distance, bool zeroHorizontal = true)
|
||||
: base(name, icon, cooldown)
|
||||
{
|
||||
dropForce = force;
|
||||
dropDistance = distance;
|
||||
zeroHorizontalVelocity = zeroHorizontal;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region State
|
||||
|
||||
private float originalXVelocity;
|
||||
private Vector3 dropStartPosition;
|
||||
private Coroutine dropCoroutine;
|
||||
|
||||
#endregion
|
||||
|
||||
#region Override Methods
|
||||
|
||||
public override void Execute()
|
||||
{
|
||||
if (!ValidateAirplane()) return;
|
||||
if (!CanActivate) return;
|
||||
|
||||
StartActivation();
|
||||
|
||||
var rb = currentAirplane.GetComponent<Rigidbody2D>();
|
||||
if (rb != null)
|
||||
{
|
||||
// Store original velocity
|
||||
originalXVelocity = rb.linearVelocity.x;
|
||||
|
||||
// Zero horizontal velocity if configured
|
||||
if (zeroHorizontalVelocity)
|
||||
{
|
||||
rb.linearVelocity = new Vector2(0f, rb.linearVelocity.y);
|
||||
}
|
||||
|
||||
// Apply strong downward force
|
||||
rb.AddForce(Vector2.down * dropForce, ForceMode2D.Impulse);
|
||||
|
||||
// Track drop distance
|
||||
dropStartPosition = currentAirplane.transform.position;
|
||||
|
||||
// Start monitoring drop distance
|
||||
dropCoroutine = currentAirplane.StartCoroutine(MonitorDropDistance());
|
||||
}
|
||||
|
||||
if (showDebugLogs)
|
||||
{
|
||||
Logging.Debug($"[DropAbility] Activated - Force: {dropForce}, Distance: {dropDistance}");
|
||||
}
|
||||
}
|
||||
|
||||
public override void Deactivate()
|
||||
{
|
||||
if (!isActive) return;
|
||||
|
||||
// Stop monitoring
|
||||
if (dropCoroutine != null && currentAirplane != null)
|
||||
{
|
||||
currentAirplane.StopCoroutine(dropCoroutine);
|
||||
dropCoroutine = null;
|
||||
}
|
||||
|
||||
// Restore horizontal velocity (optional)
|
||||
if (currentAirplane != null)
|
||||
{
|
||||
var rb = currentAirplane.GetComponent<Rigidbody2D>();
|
||||
if (rb != null && zeroHorizontalVelocity)
|
||||
{
|
||||
Vector2 currentVel = rb.linearVelocity;
|
||||
rb.linearVelocity = new Vector2(originalXVelocity * 0.5f, currentVel.y); // Resume at reduced speed
|
||||
}
|
||||
}
|
||||
|
||||
base.Deactivate();
|
||||
|
||||
// Start cooldown
|
||||
StartCooldown();
|
||||
|
||||
if (showDebugLogs)
|
||||
{
|
||||
Logging.Debug("[DropAbility] Deactivated, cooldown started");
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Drop Monitoring
|
||||
|
||||
private IEnumerator MonitorDropDistance()
|
||||
{
|
||||
while (isActive && currentAirplane != null)
|
||||
{
|
||||
float distanceDropped = Mathf.Abs(dropStartPosition.y - currentAirplane.transform.position.y);
|
||||
|
||||
if (distanceDropped >= dropDistance)
|
||||
{
|
||||
// Drop distance reached - deactivate
|
||||
Deactivate();
|
||||
yield break;
|
||||
}
|
||||
|
||||
yield return null;
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 3b79dff7e24b4167af7631351242d500
|
||||
timeCreated: 1764975977
|
||||
104
Assets/Scripts/Minigames/Airplane/Abilities/JetAbility.cs
Normal file
104
Assets/Scripts/Minigames/Airplane/Abilities/JetAbility.cs
Normal file
@@ -0,0 +1,104 @@
|
||||
using Core;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Minigames.Airplane.Abilities
|
||||
{
|
||||
/// <summary>
|
||||
/// Jet Plane Ability: Hold to fly straight without gravity.
|
||||
/// Sustained ability - active while button held, deactivates on release.
|
||||
/// </summary>
|
||||
public class JetAbility : BaseAirplaneAbility
|
||||
{
|
||||
#region Configuration
|
||||
|
||||
private readonly float jetSpeed;
|
||||
private readonly float jetAngle;
|
||||
|
||||
#endregion
|
||||
|
||||
#region Constructor
|
||||
|
||||
/// <summary>
|
||||
/// Create jet ability with configuration from settings.
|
||||
/// </summary>
|
||||
public JetAbility(string name, Sprite icon, float cooldown, float speed, float angle)
|
||||
: base(name, icon, cooldown)
|
||||
{
|
||||
jetSpeed = speed;
|
||||
jetAngle = angle;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region State
|
||||
|
||||
private float originalGravityScale;
|
||||
private bool originalRotateToVelocity;
|
||||
|
||||
#endregion
|
||||
|
||||
#region Override Methods
|
||||
|
||||
public override void Execute()
|
||||
{
|
||||
if (!ValidateAirplane()) return;
|
||||
if (!CanActivate) return;
|
||||
|
||||
StartActivation();
|
||||
|
||||
// Store original physics values
|
||||
var rb = currentAirplane.GetComponent<Rigidbody2D>();
|
||||
if (rb != null)
|
||||
{
|
||||
originalGravityScale = rb.gravityScale;
|
||||
|
||||
// Disable gravity
|
||||
rb.gravityScale = 0f;
|
||||
|
||||
// Set constant velocity in forward direction
|
||||
Vector2 direction = Quaternion.Euler(0, 0, jetAngle) * Vector2.right;
|
||||
rb.linearVelocity = direction.normalized * jetSpeed;
|
||||
}
|
||||
|
||||
// Disable rotation to velocity (maintain straight angle)
|
||||
originalRotateToVelocity = currentAirplane.RotateToVelocity;
|
||||
currentAirplane.RotateToVelocity = false;
|
||||
|
||||
if (showDebugLogs)
|
||||
{
|
||||
Logging.Debug($"[JetAbility] Activated - Speed: {jetSpeed}, Angle: {jetAngle}");
|
||||
}
|
||||
}
|
||||
|
||||
public override void Deactivate()
|
||||
{
|
||||
if (!isActive) return;
|
||||
|
||||
// Restore original physics
|
||||
if (currentAirplane != null)
|
||||
{
|
||||
var rb = currentAirplane.GetComponent<Rigidbody2D>();
|
||||
if (rb != null)
|
||||
{
|
||||
rb.gravityScale = originalGravityScale;
|
||||
}
|
||||
|
||||
// Restore rotation behavior
|
||||
currentAirplane.RotateToVelocity = originalRotateToVelocity;
|
||||
}
|
||||
|
||||
base.Deactivate();
|
||||
|
||||
// Start cooldown after deactivation
|
||||
StartCooldown();
|
||||
|
||||
if (showDebugLogs)
|
||||
{
|
||||
Logging.Debug("[JetAbility] Deactivated, cooldown started");
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 1175e6da9b23482c8ca74e18b35a82e4
|
||||
timeCreated: 1764975953
|
||||
@@ -2,6 +2,8 @@ using System;
|
||||
using System.Collections;
|
||||
using Core;
|
||||
using Core.Lifecycle;
|
||||
using Minigames.Airplane.Abilities;
|
||||
using Minigames.Airplane.Data;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Minigames.Airplane.Core
|
||||
@@ -44,10 +46,6 @@ namespace Minigames.Airplane.Core
|
||||
[Tooltip("Gravity multiplier for arc calculation")]
|
||||
[SerializeField] private float gravity = 9.81f;
|
||||
|
||||
[Header("Visual")]
|
||||
[Tooltip("Should airplane rotate to face velocity direction?")]
|
||||
[SerializeField] private bool rotateToVelocity = true;
|
||||
|
||||
[Header("Debug")]
|
||||
[SerializeField] private bool showDebugLogs = false;
|
||||
|
||||
@@ -65,9 +63,14 @@ namespace Minigames.Airplane.Core
|
||||
private float mass;
|
||||
private float maxFlightTime;
|
||||
|
||||
// Ability system
|
||||
private BaseAirplaneAbility currentAbility;
|
||||
|
||||
public bool IsFlying => isFlying;
|
||||
public Vector2 CurrentVelocity => rb2D != null ? rb2D.linearVelocity : Vector2.zero;
|
||||
public string LastHitTarget => lastHitTarget;
|
||||
public BaseAirplaneAbility CurrentAbility => currentAbility;
|
||||
public bool RotateToVelocity { get; set; } = true; // Made public for ability access
|
||||
|
||||
#endregion
|
||||
|
||||
@@ -166,12 +169,18 @@ namespace Minigames.Airplane.Core
|
||||
while (isFlying)
|
||||
{
|
||||
// Rotate to face velocity direction (visual only)
|
||||
if (rotateToVelocity && rb2D != null && rb2D.linearVelocity.magnitude > 0.1f)
|
||||
if (RotateToVelocity && rb2D != null && rb2D.linearVelocity.magnitude > 0.1f)
|
||||
{
|
||||
float angle = Mathf.Atan2(rb2D.linearVelocity.y, rb2D.linearVelocity.x) * Mathf.Rad2Deg;
|
||||
transform.rotation = Quaternion.Euler(0, 0, angle);
|
||||
}
|
||||
|
||||
// Update ability cooldown
|
||||
if (currentAbility != null)
|
||||
{
|
||||
currentAbility.UpdateCooldown(Time.deltaTime);
|
||||
}
|
||||
|
||||
// Update flight timer
|
||||
flightTimer += Time.deltaTime;
|
||||
|
||||
@@ -275,12 +284,97 @@ namespace Minigames.Airplane.Core
|
||||
|
||||
#endregion
|
||||
|
||||
#region Ability System
|
||||
|
||||
/// <summary>
|
||||
/// Initialize airplane with ability type from settings.
|
||||
/// Called before launch to setup airplane properties.
|
||||
/// </summary>
|
||||
public void Initialize(AirplaneAbilityType abilityType)
|
||||
{
|
||||
// Get settings
|
||||
var settings = GameManager.GetSettingsObject<AppleHills.Core.Settings.IAirplaneSettings>();
|
||||
if (settings == null)
|
||||
{
|
||||
Logging.Error("[AirplaneController] Cannot initialize - settings not found!");
|
||||
return;
|
||||
}
|
||||
|
||||
// Get airplane config
|
||||
var config = settings.GetAirplaneConfig(abilityType);
|
||||
|
||||
// Create ability from settings
|
||||
currentAbility = Abilities.AbilityFactory.CreateAbility(abilityType, settings);
|
||||
if (currentAbility != null)
|
||||
{
|
||||
currentAbility.Initialize(this);
|
||||
}
|
||||
|
||||
// Apply physics overrides
|
||||
if (rb2D != null)
|
||||
{
|
||||
if (config.overrideMass)
|
||||
{
|
||||
rb2D.mass = config.mass;
|
||||
mass = config.mass;
|
||||
}
|
||||
|
||||
if (config.overrideGravityScale)
|
||||
rb2D.gravityScale = config.gravityScale;
|
||||
|
||||
if (config.overrideDrag)
|
||||
rb2D.linearDamping = config.drag;
|
||||
}
|
||||
|
||||
if (showDebugLogs)
|
||||
{
|
||||
Logging.Debug($"[AirplaneController] Initialized with type: {config.displayName}");
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Activate the airplane's special ability.
|
||||
/// Called by UI button or input system.
|
||||
/// </summary>
|
||||
public void ActivateAbility()
|
||||
{
|
||||
if (currentAbility != null && currentAbility.CanActivate)
|
||||
{
|
||||
currentAbility.Execute();
|
||||
}
|
||||
else if (showDebugLogs)
|
||||
{
|
||||
Logging.Debug("[AirplaneController] Cannot activate ability - not ready or no ability assigned");
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Deactivate the airplane's special ability (for sustained abilities).
|
||||
/// Called when releasing hold button.
|
||||
/// </summary>
|
||||
public void DeactivateAbility()
|
||||
{
|
||||
if (currentAbility != null && currentAbility.IsActive)
|
||||
{
|
||||
currentAbility.Deactivate();
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Cleanup
|
||||
|
||||
internal override void OnManagedDestroy()
|
||||
{
|
||||
base.OnManagedDestroy();
|
||||
|
||||
// Cleanup ability
|
||||
if (currentAbility != null)
|
||||
{
|
||||
currentAbility.Cleanup();
|
||||
currentAbility = null;
|
||||
}
|
||||
|
||||
// Stop any coroutines
|
||||
StopAllCoroutines();
|
||||
}
|
||||
|
||||
@@ -30,9 +30,9 @@ namespace Minigames.Airplane.Core
|
||||
[SerializeField] private AirplaneTargetValidator targetValidator;
|
||||
[SerializeField] private AirplaneSpawnManager spawnManager;
|
||||
|
||||
[Header("Targets")]
|
||||
[Tooltip("All targets in the scene (for highlighting)")]
|
||||
[SerializeField] private Targets.AirplaneTarget[] allTargets;
|
||||
[Header("Airplane Type Selection")]
|
||||
[SerializeField] private UI.AirplaneSelectionUI selectionUI;
|
||||
[SerializeField] private UI.AirplaneAbilityButton abilityButton;
|
||||
|
||||
[Header("Debug")]
|
||||
[SerializeField] private bool showDebugLogs = true;
|
||||
@@ -65,7 +65,7 @@ namespace Minigames.Airplane.Core
|
||||
|
||||
#region State
|
||||
|
||||
private AirplaneGameState _currentState = AirplaneGameState.Intro;
|
||||
private AirplaneGameState _currentState = AirplaneGameState.AirplaneSelection;
|
||||
private Person _currentPerson;
|
||||
private Person _previousPerson;
|
||||
private AirplaneController _currentAirplane;
|
||||
@@ -73,6 +73,7 @@ namespace Minigames.Airplane.Core
|
||||
private int _successCount;
|
||||
private int _failCount;
|
||||
private int _totalTurns;
|
||||
private AirplaneAbilityType _selectedAirplaneType;
|
||||
|
||||
public AirplaneGameState CurrentState => _currentState;
|
||||
public Person CurrentPerson => _currentPerson;
|
||||
@@ -175,9 +176,17 @@ namespace Minigames.Airplane.Core
|
||||
Logging.Error("[AirplaneGameManager] AirplaneSpawnManager not assigned!");
|
||||
}
|
||||
|
||||
if (allTargets == null || allTargets.Length == 0)
|
||||
// Validate airplane selection system
|
||||
if (selectionUI == null)
|
||||
{
|
||||
Logging.Warning("[AirplaneGameManager] No targets assigned!");
|
||||
Logging.Warning("[AirplaneGameManager] ⚠️ SelectionUI not assigned! Player will not be able to choose airplane type.");
|
||||
Logging.Warning("[AirplaneGameManager] → Assign AirplaneSelectionUI GameObject in Inspector under 'Airplane Type Selection'");
|
||||
}
|
||||
|
||||
if (abilityButton == null)
|
||||
{
|
||||
Logging.Warning("[AirplaneGameManager] ⚠️ AbilityButton not assigned! Player will not be able to use abilities.");
|
||||
Logging.Warning("[AirplaneGameManager] → Assign AirplaneAbilityButton GameObject in Inspector under 'Airplane Type Selection'");
|
||||
}
|
||||
}
|
||||
|
||||
@@ -200,21 +209,85 @@ namespace Minigames.Airplane.Core
|
||||
#region Game Flow
|
||||
|
||||
/// <summary>
|
||||
/// Start the game
|
||||
/// Start the game - begins with intro sequence
|
||||
/// </summary>
|
||||
public void StartGame()
|
||||
{
|
||||
if (showDebugLogs) Logging.Debug("[AirplaneGameManager] ===== GAME STARTING =====");
|
||||
|
||||
ChangeState(AirplaneGameState.Intro);
|
||||
// Start with intro camera blend, THEN show selection UI
|
||||
StartCoroutine(IntroSequence());
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Intro sequence: blend to intro camera, greet all people, blend to aiming camera
|
||||
/// Airplane selection sequence: show selection UI, wait for player choice
|
||||
/// Called AFTER intro camera blend
|
||||
/// </summary>
|
||||
private IEnumerator AirplaneSelectionSequence()
|
||||
{
|
||||
ChangeState(AirplaneGameState.AirplaneSelection);
|
||||
|
||||
if (showDebugLogs) Logging.Debug("[AirplaneGameManager] === AIRPLANE SELECTION STARTING ===");
|
||||
|
||||
// Show selection UI
|
||||
if (selectionUI != null)
|
||||
{
|
||||
if (showDebugLogs)
|
||||
{
|
||||
Logging.Debug($"[AirplaneGameManager] SelectionUI found! GameObject: {selectionUI.gameObject.name}, Active: {selectionUI.gameObject.activeSelf}");
|
||||
}
|
||||
|
||||
selectionUI.Show();
|
||||
|
||||
if (showDebugLogs)
|
||||
{
|
||||
Logging.Debug($"[AirplaneGameManager] Called selectionUI.Show(). GameObject now active: {selectionUI.gameObject.activeSelf}");
|
||||
}
|
||||
|
||||
// Wait for player to select and confirm
|
||||
yield return new WaitUntil(() => selectionUI.HasSelectedType);
|
||||
|
||||
_selectedAirplaneType = selectionUI.GetSelectedType();
|
||||
selectionUI.Hide();
|
||||
|
||||
if (showDebugLogs)
|
||||
{
|
||||
Logging.Debug($"[AirplaneGameManager] Selected airplane: {_selectedAirplaneType}");
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
Logging.Warning("[AirplaneGameManager] ⚠️ selectionUI is NULL! Cannot show selection UI. Check Inspector.");
|
||||
Logging.Warning("[AirplaneGameManager] Using default airplane type from settings as fallback.");
|
||||
|
||||
// Fallback: use default type from settings
|
||||
var settings = GameManager.GetSettingsObject<AppleHills.Core.Settings.IAirplaneSettings>();
|
||||
if (settings != null)
|
||||
{
|
||||
_selectedAirplaneType = settings.DefaultAirplaneType;
|
||||
|
||||
if (showDebugLogs)
|
||||
{
|
||||
Logging.Debug($"[AirplaneGameManager] No selection UI, using default: {_selectedAirplaneType}");
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
_selectedAirplaneType = AirplaneAbilityType.Jet; // Ultimate fallback
|
||||
}
|
||||
}
|
||||
|
||||
// Continue with hellos after selection
|
||||
yield return StartCoroutine(IntroHellosSequence());
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Intro sequence: blend to intro camera, THEN show airplane selection
|
||||
/// </summary>
|
||||
private IEnumerator IntroSequence()
|
||||
{
|
||||
ChangeState(AirplaneGameState.Intro);
|
||||
|
||||
if (showDebugLogs) Logging.Debug("[AirplaneGameManager] Playing intro sequence...");
|
||||
|
||||
// 1. Blend to intro camera
|
||||
@@ -224,7 +297,21 @@ namespace Minigames.Airplane.Core
|
||||
yield return new WaitForSeconds(0.5f); // Camera blend time
|
||||
}
|
||||
|
||||
// 2. Iterate over each person and allow them to say their hellos
|
||||
if (showDebugLogs) Logging.Debug("[AirplaneGameManager] Intro camera ready. Now showing airplane selection...");
|
||||
|
||||
// 2. Show airplane selection UI and wait for player choice
|
||||
yield return StartCoroutine(AirplaneSelectionSequence());
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Hellos sequence: all people greet, then blend to aiming camera
|
||||
/// Called AFTER airplane selection is complete
|
||||
/// </summary>
|
||||
private IEnumerator IntroHellosSequence()
|
||||
{
|
||||
if (showDebugLogs) Logging.Debug("[AirplaneGameManager] Starting hellos sequence...");
|
||||
|
||||
// 1. Iterate over each person and allow them to say their hellos
|
||||
if (personQueue != null && personQueue.HasMorePeople())
|
||||
{
|
||||
if (showDebugLogs) Logging.Debug("[AirplaneGameManager] Introducing all people...");
|
||||
@@ -243,7 +330,7 @@ namespace Minigames.Airplane.Core
|
||||
if (showDebugLogs) Logging.Debug("[AirplaneGameManager] All introductions complete");
|
||||
}
|
||||
|
||||
// 3. Blend to aiming camera (first person's turn will start)
|
||||
// 2. Blend to aiming camera (first person's turn will start)
|
||||
if (cameraManager != null)
|
||||
{
|
||||
cameraManager.SwitchToState(AirplaneCameraState.Aiming);
|
||||
@@ -278,6 +365,34 @@ namespace Minigames.Airplane.Core
|
||||
if (cameraManager != null)
|
||||
{
|
||||
cameraManager.SwitchToState(AirplaneCameraState.NextPerson);
|
||||
|
||||
// Wait for camera blend to complete before cleanup and reaction
|
||||
yield return new WaitForSeconds(0.5f); // Camera blend time
|
||||
}
|
||||
|
||||
// NOW cleanup spawned objects after camera has blended (camera shows scene before cleanup)
|
||||
if (spawnManager != null)
|
||||
{
|
||||
if (_lastShotHit)
|
||||
{
|
||||
// Success: Full cleanup - destroy all spawned objects and target
|
||||
spawnManager.CleanupSpawnedObjects();
|
||||
|
||||
if (showDebugLogs)
|
||||
{
|
||||
Logging.Debug("[AirplaneGameManager] Cleaned up spawned objects after successful shot");
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Failure: Keep spawned objects for retry, just reset tracking state
|
||||
spawnManager.ResetForRetry();
|
||||
|
||||
if (showDebugLogs)
|
||||
{
|
||||
Logging.Debug("[AirplaneGameManager] Kept spawned objects for retry after miss");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Handle the previous person's reaction (celebrate/disappointment), removal (if hit), and shuffle
|
||||
@@ -295,21 +410,25 @@ namespace Minigames.Airplane.Core
|
||||
yield break;
|
||||
}
|
||||
|
||||
// Check if this is a NEW person (different from previous) or a retry (same person)
|
||||
bool isNewPerson = _previousPerson != _currentPerson;
|
||||
|
||||
if (showDebugLogs)
|
||||
{
|
||||
Logging.Debug($"[AirplaneGameManager] === Turn {_totalTurns}: {_currentPerson.PersonName} ===" +
|
||||
string turnType = isNewPerson ? "NEW PERSON" : "RETRY";
|
||||
Logging.Debug($"[AirplaneGameManager] === Turn {_totalTurns}: {_currentPerson.PersonName} ({turnType}) ===" +
|
||||
$"\n Target: {_currentPerson.TargetName}");
|
||||
}
|
||||
|
||||
OnPersonStartTurn?.Invoke(_currentPerson);
|
||||
|
||||
// Introduce the new person (unless it's the first turn - they already greeted in intro)
|
||||
if (_previousPerson != null)
|
||||
// Only introduce if this is a NEW person
|
||||
if (isNewPerson && _previousPerson != null)
|
||||
{
|
||||
// Subsequent turns - person says hello
|
||||
// Switching to a new person (after success) - they say hello
|
||||
yield return StartCoroutine(personQueue.IntroduceNextPerson());
|
||||
}
|
||||
else
|
||||
else if (_previousPerson == null)
|
||||
{
|
||||
// First turn - they already said hello during intro, just brief camera pause
|
||||
if (cameraManager != null)
|
||||
@@ -318,11 +437,14 @@ namespace Minigames.Airplane.Core
|
||||
yield return new WaitForSeconds(0.5f);
|
||||
}
|
||||
}
|
||||
// else: Same person retry (after failure) - skip introduction, go straight to aiming
|
||||
|
||||
// Initialize spawn manager for this person's target
|
||||
if (spawnManager != null)
|
||||
{
|
||||
spawnManager.InitializeForGame(_currentPerson.TargetName);
|
||||
// Pass retry flag: true if same person, false if new person
|
||||
bool isRetry = !isNewPerson;
|
||||
spawnManager.InitializeForGame(_currentPerson.TargetName, isRetry);
|
||||
}
|
||||
|
||||
// Queue done - continue game flow
|
||||
@@ -331,9 +453,6 @@ namespace Minigames.Airplane.Core
|
||||
targetValidator.SetExpectedTarget(_currentPerson.TargetName);
|
||||
}
|
||||
|
||||
// Highlight the target
|
||||
HighlightTarget(_currentPerson.TargetName);
|
||||
|
||||
// Enter aiming state
|
||||
EnterAimingState();
|
||||
}
|
||||
@@ -353,6 +472,17 @@ namespace Minigames.Airplane.Core
|
||||
cameraManager.SwitchToState(AirplaneCameraState.Aiming);
|
||||
}
|
||||
|
||||
// Spawn airplane at slingshot with selected type
|
||||
if (launchController != null && _selectedAirplaneType != AirplaneAbilityType.None)
|
||||
{
|
||||
launchController.SetAirplaneType(_selectedAirplaneType);
|
||||
|
||||
if (showDebugLogs)
|
||||
{
|
||||
Logging.Debug($"[AirplaneGameManager] Spawned airplane at slingshot: {_selectedAirplaneType}");
|
||||
}
|
||||
}
|
||||
|
||||
// Show target UI
|
||||
if (spawnManager != null)
|
||||
{
|
||||
@@ -387,6 +517,17 @@ namespace Minigames.Airplane.Core
|
||||
|
||||
ChangeState(AirplaneGameState.Flying);
|
||||
|
||||
// Show ability button if airplane has an ability
|
||||
if (abilityButton != null && airplane.CurrentAbility != null)
|
||||
{
|
||||
abilityButton.Setup(airplane, airplane.CurrentAbility);
|
||||
|
||||
if (showDebugLogs)
|
||||
{
|
||||
Logging.Debug($"[AirplaneGameManager] Ability button shown: {airplane.CurrentAbility.AbilityName}");
|
||||
}
|
||||
}
|
||||
|
||||
// Start following airplane with camera
|
||||
if (cameraManager != null)
|
||||
{
|
||||
@@ -501,6 +642,17 @@ namespace Minigames.Airplane.Core
|
||||
{
|
||||
ChangeState(AirplaneGameState.Evaluating);
|
||||
|
||||
// Hide ability button
|
||||
if (abilityButton != null)
|
||||
{
|
||||
abilityButton.Hide();
|
||||
|
||||
if (showDebugLogs)
|
||||
{
|
||||
Logging.Debug("[AirplaneGameManager] Ability button hidden");
|
||||
}
|
||||
}
|
||||
|
||||
// Stop following airplane
|
||||
if (cameraManager != null)
|
||||
{
|
||||
@@ -528,6 +680,9 @@ namespace Minigames.Airplane.Core
|
||||
|
||||
OnPersonFinishTurn?.Invoke(_currentPerson, success);
|
||||
|
||||
// Store success state for later use
|
||||
_lastShotHit = success;
|
||||
|
||||
// Wait for evaluation display (stub)
|
||||
yield return new WaitForSeconds(1f);
|
||||
|
||||
@@ -538,20 +693,14 @@ namespace Minigames.Airplane.Core
|
||||
_currentAirplane = null;
|
||||
}
|
||||
|
||||
// Clean up spawned objects
|
||||
if (spawnManager != null)
|
||||
{
|
||||
spawnManager.CleanupSpawnedObjects();
|
||||
}
|
||||
|
||||
// Clear launch controller reference
|
||||
if (launchController != null)
|
||||
{
|
||||
launchController.ClearActiveAirplane();
|
||||
}
|
||||
|
||||
// Clear target highlighting
|
||||
ClearAllTargetHighlights();
|
||||
// NOTE: Spawned objects cleanup moved to SetupNextPerson() to happen AFTER camera blend
|
||||
// This ensures camera shows the scene before cleanup and person reaction
|
||||
|
||||
// Move to next person
|
||||
StartCoroutine(SetupNextPerson());
|
||||
@@ -581,44 +730,6 @@ namespace Minigames.Airplane.Core
|
||||
if (showDebugLogs) Logging.Debug("[AirplaneGameManager] Game complete");
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Target Management
|
||||
|
||||
/// <summary>
|
||||
/// Highlight a specific target by name
|
||||
/// </summary>
|
||||
private void HighlightTarget(string targetName)
|
||||
{
|
||||
if (allTargets == null) return;
|
||||
|
||||
foreach (var target in allTargets)
|
||||
{
|
||||
if (target != null)
|
||||
{
|
||||
bool isActive = string.Equals(target.TargetName, targetName, StringComparison.OrdinalIgnoreCase);
|
||||
target.SetAsActiveTarget(isActive);
|
||||
}
|
||||
}
|
||||
|
||||
if (showDebugLogs) Logging.Debug($"[AirplaneGameManager] Highlighted target: {targetName}");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Clear all target highlights
|
||||
/// </summary>
|
||||
private void ClearAllTargetHighlights()
|
||||
{
|
||||
if (allTargets == null) return;
|
||||
|
||||
foreach (var target in allTargets)
|
||||
{
|
||||
if (target != null)
|
||||
{
|
||||
target.SetAsActiveTarget(false);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
|
||||
@@ -2,6 +2,7 @@ using System;
|
||||
using AppleHills.Core.Settings;
|
||||
using Common.Input;
|
||||
using Core;
|
||||
using Minigames.Airplane.Data;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Minigames.Airplane.Core
|
||||
@@ -64,6 +65,7 @@ namespace Minigames.Airplane.Core
|
||||
#region State
|
||||
|
||||
private AirplaneController _activeAirplane;
|
||||
private AirplaneAbilityType _selectedAirplaneType;
|
||||
|
||||
public AirplaneController ActiveAirplane => _activeAirplane;
|
||||
|
||||
@@ -116,18 +118,48 @@ namespace Minigames.Airplane.Core
|
||||
|
||||
#endregion
|
||||
|
||||
#region Launch
|
||||
#region Airplane Type System
|
||||
|
||||
protected override void PerformLaunch(Vector2 direction, float force)
|
||||
/// <summary>
|
||||
/// Set the airplane type and spawn it at slingshot (before aiming).
|
||||
/// </summary>
|
||||
public void SetAirplaneType(Data.AirplaneAbilityType abilityType)
|
||||
{
|
||||
if (airplanePrefab == null)
|
||||
_selectedAirplaneType = abilityType;
|
||||
SpawnAirplaneAtSlingshot();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Spawn airplane at slingshot anchor (pre-launch).
|
||||
/// </summary>
|
||||
private void SpawnAirplaneAtSlingshot()
|
||||
{
|
||||
Logging.Error("[AirplaneLaunchController] Cannot launch - airplane prefab not assigned!");
|
||||
// Clear existing
|
||||
if (_activeAirplane != null)
|
||||
{
|
||||
Destroy(_activeAirplane.gameObject);
|
||||
_activeAirplane = null;
|
||||
}
|
||||
|
||||
// Get settings and airplane config
|
||||
var settings = GameManager.GetSettingsObject<AppleHills.Core.Settings.IAirplaneSettings>();
|
||||
if (settings == null)
|
||||
{
|
||||
Logging.Error("[AirplaneLaunchController] Cannot spawn - settings not found!");
|
||||
return;
|
||||
}
|
||||
|
||||
// Spawn airplane at launch anchor
|
||||
GameObject airplaneObj = Instantiate(airplanePrefab, launchAnchor.position, Quaternion.identity);
|
||||
var config = settings.GetAirplaneConfig(_selectedAirplaneType);
|
||||
GameObject prefab = config.prefab ?? airplanePrefab;
|
||||
|
||||
if (prefab == null)
|
||||
{
|
||||
Logging.Error("[AirplaneLaunchController] No airplane prefab available!");
|
||||
return;
|
||||
}
|
||||
|
||||
// Instantiate at launch anchor
|
||||
GameObject airplaneObj = Instantiate(prefab, launchAnchor.position, Quaternion.identity);
|
||||
_activeAirplane = airplaneObj.GetComponent<AirplaneController>();
|
||||
|
||||
if (_activeAirplane == null)
|
||||
@@ -137,6 +169,41 @@ namespace Minigames.Airplane.Core
|
||||
return;
|
||||
}
|
||||
|
||||
// Initialize with ability type
|
||||
_activeAirplane.Initialize(_selectedAirplaneType);
|
||||
|
||||
// Set kinematic until launch
|
||||
var rb = _activeAirplane.GetComponent<Rigidbody2D>();
|
||||
if (rb != null)
|
||||
{
|
||||
rb.bodyType = RigidbodyType2D.Kinematic;
|
||||
}
|
||||
|
||||
if (showDebugLogs)
|
||||
{
|
||||
Logging.Debug($"[AirplaneLaunchController] Spawned airplane at slingshot: {config.displayName}");
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Launch
|
||||
|
||||
protected override void PerformLaunch(Vector2 direction, float force)
|
||||
{
|
||||
if (_activeAirplane == null)
|
||||
{
|
||||
Logging.Error("[AirplaneLaunchController] No airplane to launch! Call SetAirplaneType first.");
|
||||
return;
|
||||
}
|
||||
|
||||
// Set dynamic before launch
|
||||
var rb = _activeAirplane.GetComponent<Rigidbody2D>();
|
||||
if (rb != null)
|
||||
{
|
||||
rb.bodyType = RigidbodyType2D.Dynamic;
|
||||
}
|
||||
|
||||
// Launch the airplane
|
||||
_activeAirplane.Launch(direction, force);
|
||||
|
||||
|
||||
@@ -92,6 +92,10 @@ namespace Minigames.Airplane.Core
|
||||
private int _positiveSpawnCount;
|
||||
private int _negativeSpawnCount;
|
||||
|
||||
// Adaptive spawn distance (persistent across retries)
|
||||
private float _furthestReachedX;
|
||||
private bool _isRetryAttempt;
|
||||
|
||||
// Cached dictionaries
|
||||
private Dictionary<string, GameObject> _targetPrefabDict;
|
||||
private IAirplaneSettings _settings;
|
||||
@@ -121,6 +125,12 @@ namespace Minigames.Airplane.Core
|
||||
|
||||
float planeX = _planeTransform.position.x;
|
||||
|
||||
// Track furthest X position reached
|
||||
if (planeX > _furthestReachedX)
|
||||
{
|
||||
_furthestReachedX = planeX;
|
||||
}
|
||||
|
||||
// Check if target should be spawned (when plane gets within spawn distance)
|
||||
if (!_hasSpawnedTarget && _targetPrefabToSpawn != null)
|
||||
{
|
||||
@@ -149,8 +159,13 @@ namespace Minigames.Airplane.Core
|
||||
}
|
||||
}
|
||||
|
||||
// If past threshold, handle spawning
|
||||
// If past threshold, handle spawning (only if we're going further than before)
|
||||
if (_hasPassedThreshold)
|
||||
{
|
||||
// Only spawn new content if plane is beyond previous furthest point (for retries)
|
||||
bool shouldSpawnNewContent = !_isRetryAttempt || planeX > (_furthestReachedX - _settings.SpawnDistanceAhead);
|
||||
|
||||
if (shouldSpawnNewContent)
|
||||
{
|
||||
// Spawn objects at intervals
|
||||
if (Time.time >= _nextObjectSpawnTime)
|
||||
@@ -168,6 +183,7 @@ namespace Minigames.Airplane.Core
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
@@ -179,22 +195,38 @@ namespace Minigames.Airplane.Core
|
||||
/// Target will spawn when plane gets within spawn distance.
|
||||
/// </summary>
|
||||
/// <param name="targetKey">Key of the target to spawn</param>
|
||||
public void InitializeForGame(string targetKey)
|
||||
/// <param name="isRetry">True if this is a retry attempt (keeps existing spawned objects and target position)</param>
|
||||
public void InitializeForGame(string targetKey, bool isRetry = false)
|
||||
{
|
||||
_currentTargetKey = targetKey;
|
||||
_isSpawningActive = false;
|
||||
_hasPassedThreshold = false;
|
||||
_isRetryAttempt = isRetry;
|
||||
|
||||
// Only reset target and spawn state if NOT a retry
|
||||
if (!isRetry)
|
||||
{
|
||||
_hasSpawnedTarget = false;
|
||||
_positiveSpawnCount = 0;
|
||||
_negativeSpawnCount = 0;
|
||||
_furthestReachedX = 0f;
|
||||
|
||||
// Determine target spawn distance
|
||||
// Determine NEW target spawn distance
|
||||
_targetDistance = Random.Range((float)_settings.TargetMinDistance, (float)_settings.TargetMaxDistance);
|
||||
_targetSpawnPosition = new Vector3(_targetDistance, 0f, 0f);
|
||||
|
||||
if (showDebugLogs)
|
||||
{
|
||||
Logging.Debug($"[SpawnManager] Initialized for target '{targetKey}' at distance {_targetDistance:F2}");
|
||||
Logging.Debug($"[SpawnManager] Initialized NEW turn for target '{targetKey}' at distance {_targetDistance:F2}");
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Retry: Keep existing target position and spawned objects
|
||||
if (showDebugLogs)
|
||||
{
|
||||
Logging.Debug($"[SpawnManager] Initialized RETRY for target '{targetKey}' at distance {_targetDistance:F2}, furthest reached: {_furthestReachedX:F2}");
|
||||
}
|
||||
}
|
||||
|
||||
// Find target prefab and extract icon WITHOUT spawning
|
||||
@@ -296,7 +328,8 @@ namespace Minigames.Airplane.Core
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Clean up all spawned objects (call on game restart/cleanup).
|
||||
/// Clean up all spawned objects (call on successful shot or game restart).
|
||||
/// Destroys all spawned content including target, objects, and ground tiles.
|
||||
/// </summary>
|
||||
public void CleanupSpawnedObjects()
|
||||
{
|
||||
@@ -321,6 +354,33 @@ namespace Minigames.Airplane.Core
|
||||
Destroy(_spawnedTarget);
|
||||
_spawnedTarget = null;
|
||||
}
|
||||
|
||||
// Reset all spawn state
|
||||
_hasSpawnedTarget = false;
|
||||
_hasPassedThreshold = false;
|
||||
_furthestReachedX = 0f;
|
||||
_positiveSpawnCount = 0;
|
||||
_negativeSpawnCount = 0;
|
||||
|
||||
if (showDebugLogs)
|
||||
{
|
||||
Logging.Debug("[SpawnManager] Full cleanup completed (success or game restart)");
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Reset tracking state for retry attempt (keeps spawned objects).
|
||||
/// Call this when player fails and will retry the same shot.
|
||||
/// </summary>
|
||||
public void ResetForRetry()
|
||||
{
|
||||
// Don't destroy anything - keep all spawned objects and target
|
||||
// Just reset the tracking state so spawning can continue if plane goes further
|
||||
|
||||
if (showDebugLogs)
|
||||
{
|
||||
Logging.Debug($"[SpawnManager] Reset for retry (keeping spawned objects, furthest reached: {_furthestReachedX:F2})");
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -559,11 +619,29 @@ namespace Minigames.Airplane.Core
|
||||
/// <summary>
|
||||
/// Spawn a random positive or negative object.
|
||||
/// Uses weighted randomness to maintain target ratio.
|
||||
/// Avoids spawning near target position to prevent obscuring it.
|
||||
/// </summary>
|
||||
private void SpawnRandomObject()
|
||||
{
|
||||
if (_planeTransform == null) return;
|
||||
|
||||
// Calculate spawn X position ahead of plane
|
||||
float spawnX = _planeTransform.position.x + _settings.SpawnDistanceAhead;
|
||||
|
||||
// Check if spawn position is too close to target (avoid obscuring it)
|
||||
float distanceToTarget = Mathf.Abs(spawnX - _targetSpawnPosition.x);
|
||||
float targetClearanceZone = 10f; // Don't spawn within 10 units of target
|
||||
|
||||
if (distanceToTarget < targetClearanceZone)
|
||||
{
|
||||
// Too close to target, skip this spawn
|
||||
if (showDebugLogs)
|
||||
{
|
||||
Logging.Debug($"[SpawnManager] Skipped object spawn at X={spawnX:F2} (too close to target at X={_targetSpawnPosition.x:F2})");
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
// Determine if spawning positive or negative based on weighted ratio
|
||||
bool spawnPositive = ShouldSpawnPositive();
|
||||
|
||||
@@ -588,8 +666,6 @@ namespace Minigames.Airplane.Core
|
||||
|
||||
if (prefabToSpawn == null) return;
|
||||
|
||||
// Calculate spawn X position ahead of plane
|
||||
float spawnX = _planeTransform.position.x + _settings.SpawnDistanceAhead;
|
||||
|
||||
// Spawn object at temporary position
|
||||
Vector3 tempPosition = new Vector3(spawnX, 0f, 0f);
|
||||
|
||||
@@ -100,7 +100,7 @@ namespace Minigames.Airplane.Core
|
||||
/// Shows debug text, waits, then hides it. Cancels any previous debug display.
|
||||
/// Awaitable so callers can yield return this coroutine.
|
||||
/// </summary>
|
||||
public IEnumerator PrintDebugText(string inputText, float duration = 2.0f)
|
||||
public IEnumerator PrintDebugText(string inputText, float duration = 0.5f)
|
||||
{
|
||||
if (debugText != null)
|
||||
{
|
||||
|
||||
@@ -165,7 +165,8 @@ namespace Minigames.Airplane.Core
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Remove the current person from the queue after their turn
|
||||
/// Remove the current person from the queue after their turn.
|
||||
/// Destroys the person's GameObject.
|
||||
/// </summary>
|
||||
public void RemoveCurrentPerson()
|
||||
{
|
||||
@@ -179,6 +180,17 @@ namespace Minigames.Airplane.Core
|
||||
Logging.Debug($"[PersonQueue] Removed {removedPerson.PersonName} from queue. " +
|
||||
$"Remaining: {RemainingPeople}");
|
||||
}
|
||||
|
||||
// Destroy the person's GameObject
|
||||
if (removedPerson != null && removedPerson.gameObject != null)
|
||||
{
|
||||
Destroy(removedPerson.gameObject);
|
||||
|
||||
if (showDebugLogs)
|
||||
{
|
||||
Logging.Debug($"[PersonQueue] Destroyed GameObject for {removedPerson.PersonName}");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
@@ -227,14 +239,14 @@ namespace Minigames.Airplane.Core
|
||||
|
||||
if (showDebugLogs) Logging.Debug("[PersonQueue] Success! Removing person and shuffling queue...");
|
||||
|
||||
// Store position before removal for shuffle animation
|
||||
Vector3 removedPosition = currentPerson.PersonTransform.position;
|
||||
// Remember the first person's position BEFORE removing them
|
||||
Vector3 firstPersonPosition = currentPerson.PersonTransform.position;
|
||||
|
||||
// Remove successful person from queue
|
||||
// Remove successful person from queue (they're no longer in peopleInQueue)
|
||||
RemoveCurrentPerson();
|
||||
|
||||
// Shuffle remaining people toward the removed person's position
|
||||
yield return StartCoroutine(ShuffleTransition(removedPosition));
|
||||
// Shuffle remaining people forward to fill the first person's spot
|
||||
yield return StartCoroutine(ShuffleToPosition(firstPersonPosition));
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -271,47 +283,64 @@ namespace Minigames.Airplane.Core
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Shuffle remaining people toward a target position (visual transition).
|
||||
/// Shuffle remaining people forward to fill the first person's spot.
|
||||
/// The next person (now at index 0) moves to the first person's position.
|
||||
/// All other people move forward proportionally.
|
||||
/// Only tweens X position to prevent characters with foot pivots from floating.
|
||||
/// </summary>
|
||||
private IEnumerator ShuffleTransition(Vector3 targetPosition)
|
||||
private IEnumerator ShuffleToPosition(Vector3 firstPersonPosition)
|
||||
{
|
||||
if (peopleInQueue.Count == 0)
|
||||
{
|
||||
yield break; // No one left to shuffle
|
||||
}
|
||||
|
||||
if (showDebugLogs) Logging.Debug($"[PersonQueue] Shuffling {peopleInQueue.Count} people");
|
||||
if (showDebugLogs) Logging.Debug($"[PersonQueue] Shuffling {peopleInQueue.Count} people forward to first position");
|
||||
|
||||
// Store starting positions
|
||||
List<Vector3> startPositions = new List<Vector3>();
|
||||
foreach (var person in peopleInQueue)
|
||||
// Store starting X positions and calculate target X positions
|
||||
List<float> startXPositions = new List<float>();
|
||||
List<float> targetXPositions = new List<float>();
|
||||
|
||||
for (int i = 0; i < peopleInQueue.Count; i++)
|
||||
{
|
||||
startPositions.Add(person.PersonTransform.position);
|
||||
Person person = peopleInQueue[i];
|
||||
startXPositions.Add(person.PersonTransform.position.x);
|
||||
|
||||
if (i == 0)
|
||||
{
|
||||
// Next person (index 0) moves to first person's X position
|
||||
targetXPositions.Add(firstPersonPosition.x);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Everyone else moves to the X position of the person ahead of them
|
||||
targetXPositions.Add(peopleInQueue[i - 1].PersonTransform.position.x);
|
||||
}
|
||||
}
|
||||
|
||||
// Animate shuffle
|
||||
// Animate shuffle (only X axis)
|
||||
float elapsed = 0f;
|
||||
while (elapsed < shuffleDuration)
|
||||
{
|
||||
elapsed += Time.deltaTime;
|
||||
float t = elapsed / shuffleDuration;
|
||||
|
||||
// Move each person toward the left (toward removed person's spot)
|
||||
// Smoothly lerp each person's X position only (preserve Y and Z)
|
||||
for (int i = 0; i < peopleInQueue.Count; i++)
|
||||
{
|
||||
Vector3 start = startPositions[i];
|
||||
Vector3 end = start + Vector3.left * shuffleDistance;
|
||||
peopleInQueue[i].PersonTransform.position = Vector3.Lerp(start, end, t);
|
||||
float newX = Mathf.Lerp(startXPositions[i], targetXPositions[i], t);
|
||||
Vector3 currentPos = peopleInQueue[i].PersonTransform.position;
|
||||
peopleInQueue[i].PersonTransform.position = new Vector3(newX, currentPos.y, currentPos.z);
|
||||
}
|
||||
|
||||
yield return null;
|
||||
}
|
||||
|
||||
// Ensure final positions are exact
|
||||
// Ensure final X positions are exact (preserve Y and Z)
|
||||
for (int i = 0; i < peopleInQueue.Count; i++)
|
||||
{
|
||||
Vector3 finalPos = startPositions[i] + Vector3.left * shuffleDistance;
|
||||
peopleInQueue[i].PersonTransform.position = finalPos;
|
||||
Vector3 currentPos = peopleInQueue[i].PersonTransform.position;
|
||||
peopleInQueue[i].PersonTransform.position = new Vector3(targetXPositions[i], currentPos.y, currentPos.z);
|
||||
}
|
||||
|
||||
if (showDebugLogs) Logging.Debug("[PersonQueue] Shuffle complete");
|
||||
|
||||
108
Assets/Scripts/Minigames/Airplane/Data/AirplaneAbilityConfig.cs
Normal file
108
Assets/Scripts/Minigames/Airplane/Data/AirplaneAbilityConfig.cs
Normal file
@@ -0,0 +1,108 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace Minigames.Airplane.Data
|
||||
{
|
||||
/// <summary>
|
||||
/// Configuration for Jet Plane ability.
|
||||
/// </summary>
|
||||
[System.Serializable]
|
||||
public class JetAbilityConfig
|
||||
{
|
||||
[Header("Jet Ability")]
|
||||
[Tooltip("Display name")]
|
||||
public string abilityName = "Jet Boost";
|
||||
|
||||
[Tooltip("Icon for ability button")]
|
||||
public Sprite abilityIcon;
|
||||
|
||||
[Tooltip("Cooldown duration in seconds")]
|
||||
public float cooldownDuration = 5f;
|
||||
|
||||
[Tooltip("Speed while ability is active")]
|
||||
public float jetSpeed = 15f;
|
||||
|
||||
[Tooltip("Direction angle (0 = right, 90 = up)")]
|
||||
public float jetAngle = 0f;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Configuration for Bobbing Plane ability.
|
||||
/// </summary>
|
||||
[System.Serializable]
|
||||
public class BobbingAbilityConfig
|
||||
{
|
||||
[Header("Bobbing Ability")]
|
||||
[Tooltip("Display name")]
|
||||
public string abilityName = "Air Hop";
|
||||
|
||||
[Tooltip("Icon for ability button")]
|
||||
public Sprite abilityIcon;
|
||||
|
||||
[Tooltip("Cooldown duration in seconds")]
|
||||
public float cooldownDuration = 3f;
|
||||
|
||||
[Tooltip("Force applied on activation (X = forward, Y = upward)")]
|
||||
public Vector2 bobForce = new Vector2(7f, 10f);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Configuration for Drop Plane ability.
|
||||
/// </summary>
|
||||
[System.Serializable]
|
||||
public class DropAbilityConfig
|
||||
{
|
||||
[Header("Drop Ability")]
|
||||
[Tooltip("Display name")]
|
||||
public string abilityName = "Dive Bomb";
|
||||
|
||||
[Tooltip("Icon for ability button")]
|
||||
public Sprite abilityIcon;
|
||||
|
||||
[Tooltip("Cooldown duration in seconds")]
|
||||
public float cooldownDuration = 4f;
|
||||
|
||||
[Tooltip("Downward force applied")]
|
||||
public float dropForce = 20f;
|
||||
|
||||
[Tooltip("Distance to drop before returning to normal flight")]
|
||||
public float dropDistance = 5f;
|
||||
|
||||
[Tooltip("Should horizontal velocity be zeroed during drop?")]
|
||||
public bool zeroHorizontalVelocity = true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Configuration for an airplane type with visual and physics properties.
|
||||
/// </summary>
|
||||
[System.Serializable]
|
||||
public class AirplaneTypeConfig
|
||||
{
|
||||
[Header("Identity")]
|
||||
[Tooltip("Display name for UI")]
|
||||
public string displayName = "Airplane";
|
||||
|
||||
[Tooltip("Airplane prefab")]
|
||||
public GameObject prefab;
|
||||
|
||||
[Tooltip("Preview sprite for selection UI")]
|
||||
public Sprite previewSprite;
|
||||
|
||||
[Header("Ability")]
|
||||
[Tooltip("Which ability this airplane uses")]
|
||||
public AirplaneAbilityType abilityType = AirplaneAbilityType.Jet;
|
||||
|
||||
[Header("Physics Overrides (Optional)")]
|
||||
[Tooltip("Override default mass")]
|
||||
public bool overrideMass;
|
||||
public float mass = 1f;
|
||||
|
||||
[Tooltip("Override default gravity scale")]
|
||||
public bool overrideGravityScale;
|
||||
public float gravityScale = 1f;
|
||||
|
||||
[Tooltip("Override default drag")]
|
||||
public bool overrideDrag;
|
||||
public float drag = 0f;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 57bed242caa44ef5bbcd33348d5c908f
|
||||
timeCreated: 1764977731
|
||||
@@ -0,0 +1,14 @@
|
||||
namespace Minigames.Airplane.Data
|
||||
{
|
||||
/// <summary>
|
||||
/// Types of special abilities available for airplanes.
|
||||
/// </summary>
|
||||
public enum AirplaneAbilityType
|
||||
{
|
||||
None,
|
||||
Jet, // Hold to fly straight without gravity
|
||||
Bobbing, // Tap to jump upward, reduces speed
|
||||
Drop // Swipe down to drop straight down
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 944943da845c403b8b43aeab3c9ef696
|
||||
timeCreated: 1764975919
|
||||
@@ -5,6 +5,7 @@ namespace Minigames.Airplane.Data
|
||||
/// </summary>
|
||||
public enum AirplaneGameState
|
||||
{
|
||||
AirplaneSelection, // Player selecting airplane type
|
||||
Intro, // Intro sequence
|
||||
NextPerson, // Introducing the next person
|
||||
Aiming, // Player is aiming the airplane
|
||||
|
||||
3
Assets/Scripts/Minigames/Airplane/Interactive.meta
Normal file
3
Assets/Scripts/Minigames/Airplane/Interactive.meta
Normal file
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e00ca01a87d64f7c83128cb731225039
|
||||
timeCreated: 1765135354
|
||||
@@ -0,0 +1,123 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace Minigames.Airplane.Interactive
|
||||
{
|
||||
/// <summary>
|
||||
/// Bounces airplanes on collision with configurable bounce multiplier.
|
||||
/// Can be used for trampolines, bounce pads, or elastic surfaces.
|
||||
/// </summary>
|
||||
[RequireComponent(typeof(Collider2D))]
|
||||
public class AirplaneBouncySurface : MonoBehaviour
|
||||
{
|
||||
[Header("Bounce Configuration")]
|
||||
[SerializeField] private float bounceMultiplier = 1.5f;
|
||||
[SerializeField] private Vector2 bounceDirection = Vector2.up;
|
||||
[SerializeField] private bool useReflection = true;
|
||||
|
||||
[Header("Optional Modifiers")]
|
||||
[SerializeField] private float minBounceVelocity = 2f;
|
||||
[SerializeField] private float maxBounceVelocity = 20f;
|
||||
|
||||
[Header("Visual Feedback (Optional)")]
|
||||
[SerializeField] private Animator bounceAnimator;
|
||||
[SerializeField] private string bounceTrigger = "Bounce";
|
||||
[SerializeField] private AudioSource bounceSound;
|
||||
|
||||
[Header("Debug")]
|
||||
[SerializeField] private bool showDebugLogs;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
// Ensure collider is trigger
|
||||
var collider = GetComponent<Collider2D>();
|
||||
if (collider != null)
|
||||
{
|
||||
collider.isTrigger = true;
|
||||
}
|
||||
}
|
||||
|
||||
private void OnTriggerEnter2D(Collider2D other)
|
||||
{
|
||||
// Check if it's an airplane
|
||||
var airplane = other.GetComponent<Core.AirplaneController>();
|
||||
if (airplane == null || !airplane.IsFlying) return;
|
||||
|
||||
var rb = other.GetComponent<Rigidbody2D>();
|
||||
if (rb == null) return;
|
||||
|
||||
// Calculate bounce velocity
|
||||
Vector2 newVelocity;
|
||||
|
||||
if (useReflection)
|
||||
{
|
||||
// Reflect velocity around bounce direction (normal)
|
||||
Vector2 normal = bounceDirection.normalized;
|
||||
newVelocity = Vector2.Reflect(rb.linearVelocity, normal) * bounceMultiplier;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Direct bounce in specified direction
|
||||
float speed = rb.linearVelocity.magnitude * bounceMultiplier;
|
||||
newVelocity = bounceDirection.normalized * speed;
|
||||
}
|
||||
|
||||
// Clamp velocity
|
||||
float magnitude = newVelocity.magnitude;
|
||||
if (magnitude < minBounceVelocity)
|
||||
{
|
||||
newVelocity = newVelocity.normalized * minBounceVelocity;
|
||||
}
|
||||
else if (magnitude > maxBounceVelocity)
|
||||
{
|
||||
newVelocity = newVelocity.normalized * maxBounceVelocity;
|
||||
}
|
||||
|
||||
// Apply bounce
|
||||
rb.linearVelocity = newVelocity;
|
||||
|
||||
// Visual/audio feedback
|
||||
PlayBounceEffects();
|
||||
|
||||
if (showDebugLogs)
|
||||
{
|
||||
Debug.Log($"[AirplaneBouncySurface] Bounced {other.name}: velocity={newVelocity}");
|
||||
}
|
||||
}
|
||||
|
||||
private void PlayBounceEffects()
|
||||
{
|
||||
// Trigger animation
|
||||
if (bounceAnimator != null && !string.IsNullOrEmpty(bounceTrigger))
|
||||
{
|
||||
bounceAnimator.SetTrigger(bounceTrigger);
|
||||
}
|
||||
|
||||
// Play sound
|
||||
if (bounceSound != null)
|
||||
{
|
||||
bounceSound.Play();
|
||||
}
|
||||
}
|
||||
|
||||
private void OnDrawGizmos()
|
||||
{
|
||||
// Visualize bounce direction in editor
|
||||
Gizmos.color = Color.cyan;
|
||||
|
||||
var collider = GetComponent<Collider2D>();
|
||||
if (collider != null)
|
||||
{
|
||||
Vector3 center = collider.bounds.center;
|
||||
Vector3 direction = bounceDirection.normalized;
|
||||
|
||||
// Draw arrow showing bounce direction
|
||||
Gizmos.DrawRay(center, direction * 2f);
|
||||
Gizmos.DrawWireSphere(center + direction * 2f, 0.3f);
|
||||
|
||||
// Draw surface bounds
|
||||
Gizmos.DrawWireCube(collider.bounds.center, collider.bounds.size);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 6f1ff69bae8e49188f439a8e5cdb7dfc
|
||||
timeCreated: 1765135371
|
||||
@@ -0,0 +1,148 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace Minigames.Airplane.Interactive
|
||||
{
|
||||
/// <summary>
|
||||
/// Gravity well that pulls airplanes toward its center.
|
||||
/// Creates challenging "danger zones" that players must avoid or escape from.
|
||||
/// </summary>
|
||||
[RequireComponent(typeof(Collider2D))]
|
||||
public class AirplaneGravityWell : MonoBehaviour
|
||||
{
|
||||
[Header("Gravity Configuration")]
|
||||
[SerializeField] private float pullStrength = 5f;
|
||||
[SerializeField] private bool useInverseSquare = false;
|
||||
[SerializeField] private float minPullDistance = 0.5f;
|
||||
|
||||
[Header("Optional Modifiers")]
|
||||
[SerializeField] private float maxPullForce = 15f;
|
||||
[SerializeField] private AnimationCurve pullFalloff = AnimationCurve.Linear(0, 1, 1, 0);
|
||||
|
||||
[Header("Visual Feedback (Optional)")]
|
||||
[SerializeField] private ParticleSystem gravityParticles;
|
||||
[SerializeField] private SpriteRenderer centerSprite;
|
||||
[SerializeField] private float rotationSpeed = 90f;
|
||||
|
||||
[Header("Debug")]
|
||||
[SerializeField] private bool showDebugLogs;
|
||||
[SerializeField] private bool drawDebugLines = true;
|
||||
|
||||
private Vector2 centerPosition;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
// Ensure collider is trigger
|
||||
var collider = GetComponent<Collider2D>();
|
||||
if (collider != null)
|
||||
{
|
||||
collider.isTrigger = true;
|
||||
}
|
||||
|
||||
centerPosition = transform.position;
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
// Rotate center visual if present
|
||||
if (centerSprite != null)
|
||||
{
|
||||
centerSprite.transform.Rotate(0, 0, rotationSpeed * Time.deltaTime);
|
||||
}
|
||||
}
|
||||
|
||||
private void OnTriggerStay2D(Collider2D other)
|
||||
{
|
||||
// Check if it's an airplane
|
||||
var airplane = other.GetComponent<Core.AirplaneController>();
|
||||
if (airplane == null || !airplane.IsFlying) return;
|
||||
|
||||
var rb = other.GetComponent<Rigidbody2D>();
|
||||
if (rb == null) return;
|
||||
|
||||
// Calculate direction and distance to center
|
||||
Vector2 airplanePos = rb.position;
|
||||
Vector2 toCenter = centerPosition - airplanePos;
|
||||
float distance = toCenter.magnitude;
|
||||
|
||||
// Prevent division by zero
|
||||
if (distance < minPullDistance)
|
||||
{
|
||||
distance = minPullDistance;
|
||||
}
|
||||
|
||||
// Calculate pull force
|
||||
float forceMagnitude;
|
||||
|
||||
if (useInverseSquare)
|
||||
{
|
||||
// Realistic gravity-like force (inverse square law)
|
||||
forceMagnitude = pullStrength / (distance * distance);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Linear falloff based on distance
|
||||
var collider = GetComponent<Collider2D>();
|
||||
float maxDistance = collider != null ? collider.bounds.extents.magnitude : 5f;
|
||||
float normalizedDistance = Mathf.Clamp01(distance / maxDistance);
|
||||
float falloff = pullFalloff.Evaluate(1f - normalizedDistance);
|
||||
forceMagnitude = pullStrength * falloff;
|
||||
}
|
||||
|
||||
// Clamp force
|
||||
forceMagnitude = Mathf.Min(forceMagnitude, maxPullForce);
|
||||
|
||||
// Apply force toward center
|
||||
Vector2 pullForce = toCenter.normalized * forceMagnitude;
|
||||
rb.AddForce(pullForce, ForceMode2D.Force);
|
||||
|
||||
if (showDebugLogs && Time.frameCount % 30 == 0) // Log every 30 frames
|
||||
{
|
||||
Debug.Log($"[AirplaneGravityWell] Pulling {other.name}: force={forceMagnitude:F2}, distance={distance:F2}");
|
||||
}
|
||||
}
|
||||
|
||||
private void OnDrawGizmos()
|
||||
{
|
||||
// Visualize gravity well in editor
|
||||
Gizmos.color = new Color(1f, 0f, 1f, 0.3f); // Magenta transparent
|
||||
|
||||
var collider = GetComponent<Collider2D>();
|
||||
if (collider != null)
|
||||
{
|
||||
// Draw zone bounds
|
||||
Gizmos.DrawWireSphere(collider.bounds.center, collider.bounds.extents.magnitude);
|
||||
|
||||
// Draw center point
|
||||
Gizmos.color = Color.magenta;
|
||||
Gizmos.DrawWireSphere(transform.position, 0.5f);
|
||||
|
||||
// Draw pull strength indicator
|
||||
Gizmos.DrawRay(transform.position, Vector3.up * pullStrength * 0.2f);
|
||||
}
|
||||
}
|
||||
|
||||
private void OnDrawGizmosSelected()
|
||||
{
|
||||
if (!drawDebugLines) return;
|
||||
|
||||
// Draw pull force visualization at multiple points
|
||||
var collider = GetComponent<Collider2D>();
|
||||
if (collider == null) return;
|
||||
|
||||
float radius = collider.bounds.extents.magnitude;
|
||||
int samples = 8;
|
||||
|
||||
for (int i = 0; i < samples; i++)
|
||||
{
|
||||
float angle = (i / (float)samples) * 360f * Mathf.Deg2Rad;
|
||||
Vector2 offset = new Vector2(Mathf.Cos(angle), Mathf.Sin(angle)) * radius;
|
||||
Vector3 samplePoint = transform.position + (Vector3)offset;
|
||||
Vector3 direction = (transform.position - samplePoint).normalized;
|
||||
|
||||
Gizmos.color = Color.yellow;
|
||||
Gizmos.DrawLine(samplePoint, samplePoint + direction * 2f);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f6c5008f2782416095c5b3f5092843a9
|
||||
timeCreated: 1765135424
|
||||
@@ -0,0 +1,122 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace Minigames.Airplane.Interactive
|
||||
{
|
||||
/// <summary>
|
||||
/// Speed boost ring that increases airplane velocity when passed through.
|
||||
/// Can be used as collectible power-ups or checkpoint rings.
|
||||
/// </summary>
|
||||
[RequireComponent(typeof(Collider2D))]
|
||||
public class AirplaneSpeedRing : MonoBehaviour
|
||||
{
|
||||
[Header("Boost Configuration")]
|
||||
[SerializeField] private float velocityMultiplier = 1.5f;
|
||||
[SerializeField] private float boostDuration = 1f;
|
||||
[SerializeField] private bool oneTimeUse = true;
|
||||
|
||||
[Header("Optional Constraints")]
|
||||
[SerializeField] private float minResultSpeed = 5f;
|
||||
[SerializeField] private float maxResultSpeed = 25f;
|
||||
|
||||
[Header("Visual Feedback")]
|
||||
[SerializeField] private GameObject ringVisual;
|
||||
[SerializeField] private ParticleSystem collectEffect;
|
||||
[SerializeField] private AudioSource collectSound;
|
||||
|
||||
[Header("Debug")]
|
||||
[SerializeField] private bool showDebugLogs;
|
||||
|
||||
private bool hasBeenUsed;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
// Ensure collider is trigger
|
||||
var collider = GetComponent<Collider2D>();
|
||||
if (collider != null)
|
||||
{
|
||||
collider.isTrigger = true;
|
||||
}
|
||||
}
|
||||
|
||||
private void OnTriggerEnter2D(Collider2D other)
|
||||
{
|
||||
// Check if already used
|
||||
if (oneTimeUse && hasBeenUsed) return;
|
||||
|
||||
// Check if it's an airplane
|
||||
var airplane = other.GetComponent<Core.AirplaneController>();
|
||||
if (airplane == null || !airplane.IsFlying) return;
|
||||
|
||||
var rb = other.GetComponent<Rigidbody2D>();
|
||||
if (rb == null) return;
|
||||
|
||||
// Apply speed boost
|
||||
Vector2 boostedVelocity = rb.linearVelocity * velocityMultiplier;
|
||||
|
||||
// Clamp to constraints
|
||||
float speed = boostedVelocity.magnitude;
|
||||
if (speed < minResultSpeed)
|
||||
{
|
||||
boostedVelocity = boostedVelocity.normalized * minResultSpeed;
|
||||
}
|
||||
else if (speed > maxResultSpeed)
|
||||
{
|
||||
boostedVelocity = boostedVelocity.normalized * maxResultSpeed;
|
||||
}
|
||||
|
||||
rb.linearVelocity = boostedVelocity;
|
||||
|
||||
// Mark as used
|
||||
hasBeenUsed = true;
|
||||
|
||||
// Trigger effects
|
||||
PlayCollectEffects();
|
||||
|
||||
if (showDebugLogs)
|
||||
{
|
||||
Debug.Log($"[AirplaneSpeedRing] Boosted {other.name}: velocity={boostedVelocity.magnitude:F1}");
|
||||
}
|
||||
|
||||
// Hide or destroy ring
|
||||
if (oneTimeUse)
|
||||
{
|
||||
if (ringVisual != null)
|
||||
{
|
||||
ringVisual.SetActive(false);
|
||||
}
|
||||
else
|
||||
{
|
||||
Destroy(gameObject, collectEffect != null ? collectEffect.main.duration : 0.5f);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void PlayCollectEffects()
|
||||
{
|
||||
// Play particle effect
|
||||
if (collectEffect != null)
|
||||
{
|
||||
collectEffect.Play();
|
||||
}
|
||||
|
||||
// Play sound
|
||||
if (collectSound != null)
|
||||
{
|
||||
collectSound.Play();
|
||||
}
|
||||
}
|
||||
|
||||
private void OnDrawGizmos()
|
||||
{
|
||||
// Visualize ring in editor
|
||||
Gizmos.color = hasBeenUsed ? Color.gray : Color.yellow;
|
||||
|
||||
var collider = GetComponent<Collider2D>();
|
||||
if (collider != null)
|
||||
{
|
||||
Gizmos.DrawWireSphere(collider.bounds.center, collider.bounds.extents.magnitude);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 30fadeee96664cf28e3e2e562c99db26
|
||||
timeCreated: 1765135387
|
||||
@@ -0,0 +1,107 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace Minigames.Airplane.Interactive
|
||||
{
|
||||
/// <summary>
|
||||
/// Turbulence zone that applies random chaotic forces to airplanes.
|
||||
/// Creates unpredictable movement, adding challenge to navigation.
|
||||
/// </summary>
|
||||
[RequireComponent(typeof(Collider2D))]
|
||||
public class AirplaneTurbulenceZone : MonoBehaviour
|
||||
{
|
||||
[Header("Turbulence Configuration")]
|
||||
[SerializeField] private float turbulenceStrength = 3f;
|
||||
[SerializeField] private float changeFrequency = 0.1f;
|
||||
|
||||
[Header("Optional Modifiers")]
|
||||
[SerializeField] private bool preventUpwardForce = false;
|
||||
[SerializeField] private float maxTotalForce = 10f;
|
||||
|
||||
[Header("Visual Feedback (Optional)")]
|
||||
[SerializeField] private ParticleSystem turbulenceParticles;
|
||||
|
||||
[Header("Debug")]
|
||||
[SerializeField] private bool showDebugLogs;
|
||||
|
||||
private float nextChangeTime;
|
||||
private Vector2 currentTurbulenceDirection;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
// Ensure collider is trigger
|
||||
var collider = GetComponent<Collider2D>();
|
||||
if (collider != null)
|
||||
{
|
||||
collider.isTrigger = true;
|
||||
}
|
||||
|
||||
// Initialize random direction
|
||||
UpdateTurbulenceDirection();
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
// Change turbulence direction periodically
|
||||
if (Time.time >= nextChangeTime)
|
||||
{
|
||||
UpdateTurbulenceDirection();
|
||||
nextChangeTime = Time.time + changeFrequency;
|
||||
}
|
||||
}
|
||||
|
||||
private void UpdateTurbulenceDirection()
|
||||
{
|
||||
currentTurbulenceDirection = Random.insideUnitCircle.normalized;
|
||||
|
||||
// Prevent upward force if configured
|
||||
if (preventUpwardForce && currentTurbulenceDirection.y > 0)
|
||||
{
|
||||
currentTurbulenceDirection.y = -currentTurbulenceDirection.y;
|
||||
}
|
||||
}
|
||||
|
||||
private void OnTriggerStay2D(Collider2D other)
|
||||
{
|
||||
// Check if it's an airplane
|
||||
var airplane = other.GetComponent<Core.AirplaneController>();
|
||||
if (airplane == null || !airplane.IsFlying) return;
|
||||
|
||||
var rb = other.GetComponent<Rigidbody2D>();
|
||||
if (rb == null) return;
|
||||
|
||||
// Apply turbulence force
|
||||
Vector2 turbulenceForce = currentTurbulenceDirection * turbulenceStrength;
|
||||
|
||||
// Clamp total force
|
||||
if (turbulenceForce.magnitude > maxTotalForce)
|
||||
{
|
||||
turbulenceForce = turbulenceForce.normalized * maxTotalForce;
|
||||
}
|
||||
|
||||
rb.AddForce(turbulenceForce, ForceMode2D.Force);
|
||||
|
||||
if (showDebugLogs && Time.frameCount % 30 == 0) // Log every 30 frames to avoid spam
|
||||
{
|
||||
Debug.Log($"[AirplaneTurbulenceZone] Applied turbulence: {turbulenceForce} to {other.name}");
|
||||
}
|
||||
}
|
||||
|
||||
private void OnDrawGizmos()
|
||||
{
|
||||
// Visualize turbulence zone in editor
|
||||
Gizmos.color = new Color(1f, 0.5f, 0f, 0.3f); // Orange transparent
|
||||
|
||||
var collider = GetComponent<Collider2D>();
|
||||
if (collider != null)
|
||||
{
|
||||
Gizmos.DrawCube(collider.bounds.center, collider.bounds.size);
|
||||
|
||||
// Draw current direction
|
||||
Gizmos.color = Color.red;
|
||||
Vector3 center = collider.bounds.center;
|
||||
Gizmos.DrawRay(center, (Vector3)currentTurbulenceDirection * 2f);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ae20630c0dc74174ae4d851d97d101c0
|
||||
timeCreated: 1765135403
|
||||
@@ -0,0 +1,70 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace Minigames.Airplane.Interactive
|
||||
{
|
||||
/// <summary>
|
||||
/// Applies a constant force to airplanes passing through this zone.
|
||||
/// Can be used for updrafts, downdrafts, or crosswinds.
|
||||
/// </summary>
|
||||
[RequireComponent(typeof(Collider2D))]
|
||||
public class AirplaneWindZone : MonoBehaviour
|
||||
{
|
||||
[Header("Wind Configuration")]
|
||||
[SerializeField] private Vector2 windForce = new Vector2(0, 5f);
|
||||
[SerializeField] private bool isWorldSpace = true;
|
||||
|
||||
[Header("Visual Feedback (Optional)")]
|
||||
[SerializeField] private ParticleSystem windParticles;
|
||||
|
||||
[Header("Debug")]
|
||||
[SerializeField] private bool showDebugLogs;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
// Ensure collider is trigger
|
||||
var collider = GetComponent<Collider2D>();
|
||||
if (collider != null)
|
||||
{
|
||||
collider.isTrigger = true;
|
||||
}
|
||||
}
|
||||
|
||||
private void OnTriggerStay2D(Collider2D other)
|
||||
{
|
||||
// Check if it's an airplane
|
||||
var airplane = other.GetComponent<Core.AirplaneController>();
|
||||
if (airplane == null || !airplane.IsFlying) return;
|
||||
|
||||
// Apply wind force
|
||||
var rb = other.GetComponent<Rigidbody2D>();
|
||||
if (rb != null)
|
||||
{
|
||||
Vector2 force = isWorldSpace ? windForce : transform.TransformDirection(windForce);
|
||||
rb.AddForce(force * Time.fixedDeltaTime, ForceMode2D.Force);
|
||||
|
||||
if (showDebugLogs)
|
||||
{
|
||||
Debug.Log($"[AirplaneWindZone] Applied force: {force} to {other.name}");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void OnDrawGizmos()
|
||||
{
|
||||
// Visualize wind direction in editor
|
||||
Gizmos.color = windForce.y > 0 ? Color.green : Color.red;
|
||||
|
||||
var collider = GetComponent<Collider2D>();
|
||||
if (collider != null)
|
||||
{
|
||||
Vector3 center = collider.bounds.center;
|
||||
Vector2 direction = isWorldSpace ? windForce : transform.TransformDirection(windForce);
|
||||
|
||||
// Draw arrow showing wind direction
|
||||
Gizmos.DrawRay(center, direction.normalized * 2f);
|
||||
Gizmos.DrawWireSphere(center + (Vector3)(direction.normalized * 2f), 0.3f);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: dc3242fd3fe042919496d71933a760a5
|
||||
timeCreated: 1765135354
|
||||
@@ -11,7 +11,40 @@ namespace Minigames.Airplane.Settings
|
||||
[CreateAssetMenu(fileName = "AirplaneSettings", menuName = "AppleHills/Settings/Airplane", order = 9)]
|
||||
public class AirplaneSettings : BaseSettings, IAirplaneSettings
|
||||
{
|
||||
[Header("Slingshot Configuration")]
|
||||
[Header("=== AIRPLANE TYPES ===")]
|
||||
|
||||
[Header("Jet Plane")]
|
||||
[SerializeField] private Data.AirplaneTypeConfig jetPlaneConfig = new Data.AirplaneTypeConfig
|
||||
{
|
||||
displayName = "Jet Plane",
|
||||
abilityType = Data.AirplaneAbilityType.Jet
|
||||
};
|
||||
|
||||
[SerializeField] private Data.JetAbilityConfig jetAbilityConfig = new Data.JetAbilityConfig();
|
||||
|
||||
[Header("Bobbing Plane")]
|
||||
[SerializeField] private Data.AirplaneTypeConfig bobbingPlaneConfig = new Data.AirplaneTypeConfig
|
||||
{
|
||||
displayName = "Bobbing Plane",
|
||||
abilityType = Data.AirplaneAbilityType.Bobbing
|
||||
};
|
||||
|
||||
[SerializeField] private Data.BobbingAbilityConfig bobbingAbilityConfig = new Data.BobbingAbilityConfig();
|
||||
|
||||
[Header("Drop Plane")]
|
||||
[SerializeField] private Data.AirplaneTypeConfig dropPlaneConfig = new Data.AirplaneTypeConfig
|
||||
{
|
||||
displayName = "Drop Plane",
|
||||
abilityType = Data.AirplaneAbilityType.Drop
|
||||
};
|
||||
|
||||
[SerializeField] private Data.DropAbilityConfig dropAbilityConfig = new Data.DropAbilityConfig();
|
||||
|
||||
[Header("Default Selection")]
|
||||
[Tooltip("Which airplane type is selected by default")]
|
||||
[SerializeField] private Data.AirplaneAbilityType defaultAirplaneType = Data.AirplaneAbilityType.Jet;
|
||||
|
||||
[Header("=== SLINGSHOT ===")]
|
||||
[SerializeField] private SlingshotConfig slingshotSettings = new SlingshotConfig
|
||||
{
|
||||
maxDragDistance = 5f,
|
||||
@@ -84,6 +117,21 @@ namespace Minigames.Airplane.Settings
|
||||
|
||||
#region IAirplaneSettings Implementation
|
||||
|
||||
public Data.AirplaneTypeConfig GetAirplaneConfig(Data.AirplaneAbilityType type)
|
||||
{
|
||||
return type switch
|
||||
{
|
||||
Data.AirplaneAbilityType.Jet => jetPlaneConfig,
|
||||
Data.AirplaneAbilityType.Bobbing => bobbingPlaneConfig,
|
||||
Data.AirplaneAbilityType.Drop => dropPlaneConfig,
|
||||
_ => jetPlaneConfig // Fallback to jet
|
||||
};
|
||||
}
|
||||
|
||||
public Data.JetAbilityConfig JetAbilityConfig => jetAbilityConfig;
|
||||
public Data.BobbingAbilityConfig BobbingAbilityConfig => bobbingAbilityConfig;
|
||||
public Data.DropAbilityConfig DropAbilityConfig => dropAbilityConfig;
|
||||
public Data.AirplaneAbilityType DefaultAirplaneType => defaultAirplaneType;
|
||||
public SlingshotConfig SlingshotSettings => slingshotSettings;
|
||||
public float AirplaneMass => airplaneMass;
|
||||
public float MaxFlightTime => maxFlightTime;
|
||||
|
||||
@@ -7,7 +7,11 @@ namespace Minigames.Airplane.Targets
|
||||
{
|
||||
/// <summary>
|
||||
/// Represents a target in the airplane minigame.
|
||||
/// Detects airplane collisions and can be highlighted when active.
|
||||
/// Detects airplane collisions.
|
||||
///
|
||||
/// NOTE: Active/inactive highlighting is deprecated - targets now spawn dynamically per person,
|
||||
/// so only one target exists in the scene at a time (no need for highlighting multiple targets).
|
||||
/// The SetAsActiveTarget() method is kept for backward compatibility but is no longer used.
|
||||
/// </summary>
|
||||
[RequireComponent(typeof(Collider2D))]
|
||||
public class AirplaneTarget : ManagedBehaviour
|
||||
@@ -86,34 +90,6 @@ namespace Minigames.Airplane.Targets
|
||||
}
|
||||
}
|
||||
|
||||
internal override void OnManagedStart()
|
||||
{
|
||||
base.OnManagedStart();
|
||||
|
||||
// Start as inactive
|
||||
SetAsActiveTarget(false);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Active State
|
||||
|
||||
/// <summary>
|
||||
/// Set this target as active (highlighted) or inactive
|
||||
/// </summary>
|
||||
public void SetAsActiveTarget(bool active)
|
||||
{
|
||||
_isActive = active;
|
||||
|
||||
// Update visual feedback
|
||||
if (spriteRenderer != null)
|
||||
{
|
||||
spriteRenderer.color = active ? activeColor : inactiveColor;
|
||||
}
|
||||
|
||||
if (showDebugLogs) Logging.Debug($"[AirplaneTarget] {targetName} set to {(active ? "active" : "inactive")}");
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Collision Detection
|
||||
@@ -134,18 +110,6 @@ namespace Minigames.Airplane.Targets
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Public Methods
|
||||
|
||||
/// <summary>
|
||||
/// Reset target to original state
|
||||
/// </summary>
|
||||
public void Reset()
|
||||
{
|
||||
SetAsActiveTarget(false);
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
300
Assets/Scripts/Minigames/Airplane/UI/AirplaneAbilityButton.cs
Normal file
300
Assets/Scripts/Minigames/Airplane/UI/AirplaneAbilityButton.cs
Normal file
@@ -0,0 +1,300 @@
|
||||
using Core;
|
||||
using Input;
|
||||
using Minigames.Airplane.Abilities;
|
||||
using Minigames.Airplane.Core;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
namespace Minigames.Airplane.UI
|
||||
{
|
||||
/// <summary>
|
||||
/// UI button for activating airplane special abilities.
|
||||
/// Handles input, visual feedback, and cooldown display.
|
||||
/// Implements ITouchInputConsumer to properly handle hold/release for Jet ability.
|
||||
/// </summary>
|
||||
public class AirplaneAbilityButton : MonoBehaviour, ITouchInputConsumer
|
||||
{
|
||||
#region Inspector References
|
||||
|
||||
[Header("UI Components")]
|
||||
[SerializeField] private Button button;
|
||||
[SerializeField] private Image abilityIcon;
|
||||
[SerializeField] private Image cooldownFill;
|
||||
[SerializeField] private TextMeshProUGUI cooldownText;
|
||||
|
||||
[Header("Debug")]
|
||||
[SerializeField] private bool showDebugLogs;
|
||||
|
||||
#endregion
|
||||
|
||||
#region State
|
||||
|
||||
private BaseAirplaneAbility currentAbility;
|
||||
private AirplaneController currentAirplane;
|
||||
private bool isHoldAbility; // Jet plane needs hold mechanic
|
||||
private bool isHolding; // Track if button is currently being held
|
||||
|
||||
#endregion
|
||||
|
||||
#region Lifecycle
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
if (button != null)
|
||||
{
|
||||
button.onClick.AddListener(OnButtonClick);
|
||||
}
|
||||
|
||||
// Hide by default
|
||||
gameObject.SetActive(false);
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
if (currentAbility == null) return;
|
||||
|
||||
// Update cooldown display
|
||||
if (currentAbility.IsOnCooldown)
|
||||
{
|
||||
// Fill starts at 1 and reduces to 0 over cooldown duration
|
||||
float fillAmount = currentAbility.CooldownRemaining / currentAbility.CooldownDuration;
|
||||
if (cooldownFill != null)
|
||||
{
|
||||
cooldownFill.fillAmount = fillAmount;
|
||||
}
|
||||
|
||||
// Show timer text
|
||||
if (cooldownText != null)
|
||||
{
|
||||
cooldownText.text = $"{currentAbility.CooldownRemaining:F1}s";
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Cooldown complete - fill at 0, no text
|
||||
if (cooldownFill != null)
|
||||
cooldownFill.fillAmount = 0f;
|
||||
|
||||
if (cooldownText != null)
|
||||
cooldownText.text = "";
|
||||
}
|
||||
}
|
||||
|
||||
private void OnDestroy()
|
||||
{
|
||||
// Unsubscribe from events
|
||||
if (currentAbility != null)
|
||||
{
|
||||
currentAbility.OnAbilityActivated -= HandleAbilityActivated;
|
||||
currentAbility.OnAbilityDeactivated -= HandleAbilityDeactivated;
|
||||
currentAbility.OnCooldownChanged -= HandleCooldownChanged;
|
||||
}
|
||||
|
||||
// Unregister from input system
|
||||
if (InputManager.Instance != null)
|
||||
{
|
||||
InputManager.Instance.UnregisterOverrideConsumer(this);
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Public API
|
||||
|
||||
/// <summary>
|
||||
/// Setup button with airplane and ability reference.
|
||||
/// </summary>
|
||||
public void Setup(AirplaneController airplane, BaseAirplaneAbility ability)
|
||||
{
|
||||
currentAirplane = airplane;
|
||||
currentAbility = ability;
|
||||
isHolding = false;
|
||||
|
||||
// Set icon and show immediately
|
||||
if (abilityIcon != null && ability != null)
|
||||
{
|
||||
abilityIcon.sprite = ability.AbilityIcon;
|
||||
abilityIcon.enabled = true;
|
||||
}
|
||||
|
||||
// Initialize cooldown display
|
||||
if (cooldownFill != null)
|
||||
{
|
||||
cooldownFill.fillAmount = 0f;
|
||||
}
|
||||
|
||||
if (cooldownText != null)
|
||||
{
|
||||
cooldownText.text = "";
|
||||
}
|
||||
|
||||
// Check if this is a hold ability (Jet)
|
||||
isHoldAbility = ability is JetAbility;
|
||||
|
||||
// Subscribe to ability events
|
||||
if (ability != null)
|
||||
{
|
||||
ability.OnAbilityActivated += HandleAbilityActivated;
|
||||
ability.OnAbilityDeactivated += HandleAbilityDeactivated;
|
||||
ability.OnCooldownChanged += HandleCooldownChanged;
|
||||
|
||||
if (showDebugLogs)
|
||||
{
|
||||
Logging.Debug($"[AirplaneAbilityButton] Subscribed to ability events for: {ability.AbilityName}");
|
||||
}
|
||||
}
|
||||
|
||||
// Show UI
|
||||
gameObject.SetActive(true);
|
||||
|
||||
if (showDebugLogs)
|
||||
{
|
||||
Logging.Debug($"[AirplaneAbilityButton] Setup complete with ability: {ability?.AbilityName ?? "None"}, Hold: {isHoldAbility}");
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Hide and cleanup button.
|
||||
/// </summary>
|
||||
public void Hide()
|
||||
{
|
||||
if (currentAbility != null)
|
||||
{
|
||||
currentAbility.OnAbilityActivated -= HandleAbilityActivated;
|
||||
currentAbility.OnAbilityDeactivated -= HandleAbilityDeactivated;
|
||||
currentAbility.OnCooldownChanged -= HandleCooldownChanged;
|
||||
}
|
||||
|
||||
// Unregister from input system
|
||||
if (InputManager.Instance != null)
|
||||
{
|
||||
InputManager.Instance.UnregisterOverrideConsumer(this);
|
||||
}
|
||||
|
||||
currentAbility = null;
|
||||
currentAirplane = null;
|
||||
isHolding = false;
|
||||
gameObject.SetActive(false);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Input Handling
|
||||
|
||||
private void OnButtonClick()
|
||||
{
|
||||
if (currentAirplane == null || currentAbility == null) return;
|
||||
if (!currentAbility.CanActivate) return;
|
||||
|
||||
// Activate ability
|
||||
currentAirplane.ActivateAbility();
|
||||
|
||||
// For hold abilities (Jet), mark as holding and register for input
|
||||
if (isHoldAbility)
|
||||
{
|
||||
isHolding = true;
|
||||
|
||||
// Register as override consumer to receive hold/release events
|
||||
if (InputManager.Instance != null)
|
||||
{
|
||||
InputManager.Instance.RegisterOverrideConsumer(this);
|
||||
}
|
||||
|
||||
if (showDebugLogs)
|
||||
{
|
||||
Logging.Debug("[AirplaneAbilityButton] Started holding ability, registered for input");
|
||||
}
|
||||
}
|
||||
|
||||
// For non-hold abilities (Bobbing, Drop), this is all we need
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Event Handlers
|
||||
|
||||
private void HandleAbilityActivated(BaseAirplaneAbility ability)
|
||||
{
|
||||
if (showDebugLogs)
|
||||
{
|
||||
Logging.Debug($"[AirplaneAbilityButton] Ability activated: {ability.AbilityName}");
|
||||
}
|
||||
}
|
||||
|
||||
private void HandleAbilityDeactivated(BaseAirplaneAbility ability)
|
||||
{
|
||||
if (showDebugLogs)
|
||||
{
|
||||
Logging.Debug($"[AirplaneAbilityButton] Ability deactivated: {ability.AbilityName}");
|
||||
}
|
||||
}
|
||||
|
||||
private void HandleCooldownChanged(float remaining, float total)
|
||||
{
|
||||
if (showDebugLogs)
|
||||
{
|
||||
Logging.Debug($"[AirplaneAbilityButton] OnCooldownChanged: remaining={remaining:F2}, total={total:F2}");
|
||||
}
|
||||
|
||||
// When cooldown starts (remaining == total), set fill to 1
|
||||
if (remaining >= total - 0.01f && cooldownFill != null)
|
||||
{
|
||||
cooldownFill.fillAmount = 1f;
|
||||
|
||||
if (showDebugLogs)
|
||||
{
|
||||
Logging.Debug($"[AirplaneAbilityButton] Cooldown started: {total}s, fill set to 1");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region ITouchInputConsumer Implementation
|
||||
|
||||
public void OnTap(Vector2 position)
|
||||
{
|
||||
// If Jet ability is active (holding), next tap anywhere deactivates it
|
||||
if (isHoldAbility && isHolding)
|
||||
{
|
||||
isHolding = false;
|
||||
currentAirplane?.DeactivateAbility();
|
||||
|
||||
// Unregister from input system after tap
|
||||
if (InputManager.Instance != null)
|
||||
{
|
||||
InputManager.Instance.UnregisterOverrideConsumer(this);
|
||||
}
|
||||
|
||||
if (showDebugLogs)
|
||||
{
|
||||
Logging.Debug("[AirplaneAbilityButton] Tap detected - deactivated Jet ability, unregistered");
|
||||
}
|
||||
}
|
||||
// Handle as button click for non-hold abilities
|
||||
else if (!isHoldAbility)
|
||||
{
|
||||
OnButtonClick();
|
||||
}
|
||||
}
|
||||
|
||||
public void OnHoldStart(Vector2 position)
|
||||
{
|
||||
// Not used - button click handles activation, tap handles deactivation
|
||||
}
|
||||
|
||||
public void OnHoldMove(Vector2 position)
|
||||
{
|
||||
// Not used
|
||||
}
|
||||
|
||||
public void OnHoldEnd(Vector2 position)
|
||||
{
|
||||
// Not used - tap handles deactivation for Jet ability
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 44f826b6d40c47c0b5a9985f7f793278
|
||||
timeCreated: 1764976132
|
||||
@@ -0,0 +1,38 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
namespace Minigames.Airplane.UI
|
||||
{
|
||||
/// <summary>
|
||||
/// Component for individual airplane selection buttons.
|
||||
/// Handles visual highlight feedback via show/hide of a highlight image.
|
||||
/// </summary>
|
||||
public class AirplaneSelectionButton : MonoBehaviour
|
||||
{
|
||||
[Header("Highlight Visual")]
|
||||
[SerializeField] private Image highlightImage;
|
||||
|
||||
/// <summary>
|
||||
/// Show the highlight visual.
|
||||
/// </summary>
|
||||
public void HighlightStart()
|
||||
{
|
||||
if (highlightImage != null)
|
||||
{
|
||||
highlightImage.gameObject.SetActive(true);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Hide the highlight visual.
|
||||
/// </summary>
|
||||
public void HighlightEnd()
|
||||
{
|
||||
if (highlightImage != null)
|
||||
{
|
||||
highlightImage.gameObject.SetActive(false);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 4ccf530e55324aec8dc6e09eb827f123
|
||||
timeCreated: 1765132601
|
||||
297
Assets/Scripts/Minigames/Airplane/UI/AirplaneSelectionUI.cs
Normal file
297
Assets/Scripts/Minigames/Airplane/UI/AirplaneSelectionUI.cs
Normal file
@@ -0,0 +1,297 @@
|
||||
using System;
|
||||
using Core;
|
||||
using Minigames.Airplane.Data;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
namespace Minigames.Airplane.UI
|
||||
{
|
||||
/// <summary>
|
||||
/// UI for selecting airplane type before game starts.
|
||||
/// Displays buttons for each available airplane type.
|
||||
/// </summary>
|
||||
public class AirplaneSelectionUI : MonoBehaviour
|
||||
{
|
||||
#region Inspector References
|
||||
|
||||
[Header("UI References")]
|
||||
[SerializeField] private Button jetPlaneButton;
|
||||
[SerializeField] private Button bobbingPlaneButton;
|
||||
[SerializeField] private Button dropPlaneButton;
|
||||
[SerializeField] private Button confirmButton;
|
||||
|
||||
[Header("Debug")]
|
||||
[SerializeField] private bool showDebugLogs;
|
||||
|
||||
#endregion
|
||||
|
||||
#region State
|
||||
|
||||
private AirplaneAbilityType selectedType;
|
||||
private AirplaneSelectionButton selectedButtonComponent;
|
||||
private bool hasConfirmed;
|
||||
|
||||
public bool HasSelectedType => hasConfirmed;
|
||||
|
||||
#endregion
|
||||
|
||||
#region Events
|
||||
|
||||
public event Action<AirplaneAbilityType> OnTypeSelected;
|
||||
public event Action<AirplaneAbilityType> OnConfirmed;
|
||||
|
||||
#endregion
|
||||
|
||||
#region Lifecycle
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
// Setup button listeners
|
||||
if (jetPlaneButton != null)
|
||||
jetPlaneButton.onClick.AddListener(() => SelectType(AirplaneAbilityType.Jet, jetPlaneButton));
|
||||
|
||||
if (bobbingPlaneButton != null)
|
||||
bobbingPlaneButton.onClick.AddListener(() => SelectType(AirplaneAbilityType.Bobbing, bobbingPlaneButton));
|
||||
|
||||
if (dropPlaneButton != null)
|
||||
dropPlaneButton.onClick.AddListener(() => SelectType(AirplaneAbilityType.Drop, dropPlaneButton));
|
||||
|
||||
if (confirmButton != null)
|
||||
{
|
||||
confirmButton.onClick.AddListener(ConfirmSelection);
|
||||
confirmButton.interactable = false; // Disabled until selection made
|
||||
}
|
||||
|
||||
// Hide by default (deactivate container child, not root)
|
||||
if (transform.childCount > 0)
|
||||
{
|
||||
Transform container = transform.GetChild(0);
|
||||
container.gameObject.SetActive(false);
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Public API
|
||||
|
||||
/// <summary>
|
||||
/// Show the selection UI.
|
||||
/// Activates the immediate child container.
|
||||
/// Script should be on Root, with UI elements under a Container child.
|
||||
/// </summary>
|
||||
public void Show()
|
||||
{
|
||||
selectedType = AirplaneAbilityType.None;
|
||||
selectedButtonComponent = null;
|
||||
hasConfirmed = false;
|
||||
|
||||
if (confirmButton != null)
|
||||
confirmButton.interactable = false;
|
||||
|
||||
// Reset all button highlights
|
||||
ResetButtonHighlights();
|
||||
|
||||
// Populate icons from settings
|
||||
PopulateButtonIcons();
|
||||
|
||||
// Activate the container (immediate child)
|
||||
if (transform.childCount > 0)
|
||||
{
|
||||
Transform container = transform.GetChild(0);
|
||||
container.gameObject.SetActive(true);
|
||||
|
||||
if (showDebugLogs)
|
||||
{
|
||||
Logging.Debug($"[AirplaneSelectionUI] Shown. Activated container: {container.name}");
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
Logging.Error("[AirplaneSelectionUI] No child container found! Expected structure: Root(script)->Container->UI Elements");
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Hide the selection UI.
|
||||
/// Deactivates the immediate child container.
|
||||
/// </summary>
|
||||
public void Hide()
|
||||
{
|
||||
// Deactivate the container (immediate child)
|
||||
if (transform.childCount > 0)
|
||||
{
|
||||
Transform container = transform.GetChild(0);
|
||||
container.gameObject.SetActive(false);
|
||||
|
||||
if (showDebugLogs)
|
||||
{
|
||||
Logging.Debug($"[AirplaneSelectionUI] Hidden. Deactivated container: {container.name}");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get the selected airplane type.
|
||||
/// </summary>
|
||||
public AirplaneAbilityType GetSelectedType()
|
||||
{
|
||||
return selectedType;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Private Methods
|
||||
|
||||
private void SelectType(AirplaneAbilityType type, Button button)
|
||||
{
|
||||
if (type == AirplaneAbilityType.None)
|
||||
{
|
||||
Logging.Warning("[AirplaneSelectionUI] Attempted to select None type!");
|
||||
return;
|
||||
}
|
||||
|
||||
selectedType = type;
|
||||
|
||||
// Get the AirplaneSelectionButton component (on same GameObject as Button)
|
||||
var buttonComponent = button.GetComponent<AirplaneSelectionButton>();
|
||||
if (buttonComponent == null)
|
||||
{
|
||||
Logging.Warning($"[AirplaneSelectionUI] Button {button.name} is missing AirplaneSelectionButton component!");
|
||||
return;
|
||||
}
|
||||
|
||||
selectedButtonComponent = buttonComponent;
|
||||
|
||||
// Update visual feedback
|
||||
ResetButtonHighlights();
|
||||
HighlightButton(buttonComponent);
|
||||
|
||||
// Enable confirm button
|
||||
if (confirmButton != null)
|
||||
confirmButton.interactable = true;
|
||||
|
||||
// Fire event
|
||||
OnTypeSelected?.Invoke(type);
|
||||
|
||||
if (showDebugLogs)
|
||||
{
|
||||
Logging.Debug($"[AirplaneSelectionUI] Selected type: {type}");
|
||||
}
|
||||
}
|
||||
|
||||
private void ConfirmSelection()
|
||||
{
|
||||
if (selectedType == AirplaneAbilityType.None)
|
||||
{
|
||||
Logging.Warning("[AirplaneSelectionUI] Cannot confirm - no type selected!");
|
||||
return;
|
||||
}
|
||||
|
||||
hasConfirmed = true;
|
||||
|
||||
// Fire event
|
||||
OnConfirmed?.Invoke(selectedType);
|
||||
|
||||
// Hide UI
|
||||
Hide();
|
||||
}
|
||||
|
||||
private void ResetButtonHighlights()
|
||||
{
|
||||
// End highlight on all buttons
|
||||
if (jetPlaneButton != null)
|
||||
{
|
||||
var component = jetPlaneButton.GetComponent<AirplaneSelectionButton>();
|
||||
if (component != null) component.HighlightEnd();
|
||||
}
|
||||
|
||||
if (bobbingPlaneButton != null)
|
||||
{
|
||||
var component = bobbingPlaneButton.GetComponent<AirplaneSelectionButton>();
|
||||
if (component != null) component.HighlightEnd();
|
||||
}
|
||||
|
||||
if (dropPlaneButton != null)
|
||||
{
|
||||
var component = dropPlaneButton.GetComponent<AirplaneSelectionButton>();
|
||||
if (component != null) component.HighlightEnd();
|
||||
}
|
||||
}
|
||||
|
||||
private void HighlightButton(AirplaneSelectionButton buttonComponent)
|
||||
{
|
||||
if (buttonComponent != null)
|
||||
{
|
||||
buttonComponent.HighlightStart();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Populate button icons from airplane settings.
|
||||
/// Assumes Image component is on the same GameObject as the Button.
|
||||
/// </summary>
|
||||
private void PopulateButtonIcons()
|
||||
{
|
||||
// Get airplane settings
|
||||
var settings = GameManager.GetSettingsObject<AppleHills.Core.Settings.IAirplaneSettings>();
|
||||
if (settings == null)
|
||||
{
|
||||
if (showDebugLogs)
|
||||
{
|
||||
Logging.Warning("[AirplaneSelectionUI] Could not load airplane settings for icons");
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
// Populate Jet button icon
|
||||
if (jetPlaneButton != null)
|
||||
{
|
||||
var jetConfig = settings.GetAirplaneConfig(AirplaneAbilityType.Jet);
|
||||
if (jetConfig != null && jetConfig.previewSprite != null)
|
||||
{
|
||||
var image = jetPlaneButton.GetComponent<Image>();
|
||||
if (image != null)
|
||||
{
|
||||
image.sprite = jetConfig.previewSprite;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Populate Bobbing button icon
|
||||
if (bobbingPlaneButton != null)
|
||||
{
|
||||
var bobbingConfig = settings.GetAirplaneConfig(AirplaneAbilityType.Bobbing);
|
||||
if (bobbingConfig != null && bobbingConfig.previewSprite != null)
|
||||
{
|
||||
var image = bobbingPlaneButton.GetComponent<Image>();
|
||||
if (image != null)
|
||||
{
|
||||
image.sprite = bobbingConfig.previewSprite;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Populate Drop button icon
|
||||
if (dropPlaneButton != null)
|
||||
{
|
||||
var dropConfig = settings.GetAirplaneConfig(AirplaneAbilityType.Drop);
|
||||
if (dropConfig != null && dropConfig.previewSprite != null)
|
||||
{
|
||||
var image = dropPlaneButton.GetComponent<Image>();
|
||||
if (image != null)
|
||||
{
|
||||
image.sprite = dropConfig.previewSprite;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (showDebugLogs)
|
||||
{
|
||||
Logging.Debug("[AirplaneSelectionUI] Populated airplane icons from settings");
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 6463ce42d43142878816170f53a0f5bd
|
||||
timeCreated: 1764976150
|
||||
@@ -66,7 +66,9 @@ namespace Minigames.Airplane.UI
|
||||
|
||||
private void Update()
|
||||
{
|
||||
if (!_isActive || _planeTransform == null) return;
|
||||
// Only update if active and we have at least one transform to calculate from
|
||||
if (!_isActive) return;
|
||||
if (_planeTransform == null && _launchPointTransform == null) return;
|
||||
|
||||
// Update distance at specified interval
|
||||
_frameCounter++;
|
||||
@@ -83,6 +85,7 @@ namespace Minigames.Airplane.UI
|
||||
|
||||
/// <summary>
|
||||
/// Setup the target display with icon and target position.
|
||||
/// Activates tracking using launch point for distance calculation.
|
||||
/// </summary>
|
||||
/// <param name="targetSprite">Sprite to display as target icon</param>
|
||||
/// <param name="targetPosition">World position of the target</param>
|
||||
@@ -99,17 +102,22 @@ namespace Minigames.Airplane.UI
|
||||
targetIcon.enabled = true;
|
||||
}
|
||||
|
||||
// Activate tracking so distance updates even before plane spawns
|
||||
_isActive = true;
|
||||
_frameCounter = 0;
|
||||
|
||||
// Update distance immediately using launch point
|
||||
UpdateDistance();
|
||||
|
||||
if (showDebugLogs)
|
||||
{
|
||||
Logging.Debug($"[TargetDisplayUI] Setup with target at {targetPosition}");
|
||||
Logging.Debug($"[TargetDisplayUI] Setup with target at {targetPosition}, launch point at {launchPoint?.position ?? Vector3.zero}");
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Start tracking the airplane and updating distance.
|
||||
/// Switches distance calculation from launch point to airplane position.
|
||||
/// Note: Does not automatically show UI - call Show() separately.
|
||||
/// </summary>
|
||||
/// <param name="planeTransform">Transform of the airplane to track</param>
|
||||
@@ -119,7 +127,7 @@ namespace Minigames.Airplane.UI
|
||||
_isActive = true;
|
||||
_frameCounter = 0;
|
||||
|
||||
// Update distance immediately if visible
|
||||
// Update distance immediately if visible (now using plane position)
|
||||
if (gameObject.activeSelf)
|
||||
{
|
||||
UpdateDistance();
|
||||
@@ -133,16 +141,24 @@ namespace Minigames.Airplane.UI
|
||||
|
||||
/// <summary>
|
||||
/// Stop tracking the airplane.
|
||||
/// Reverts to using launch point for distance calculation if available.
|
||||
/// Note: Does not automatically hide UI - call Hide() separately.
|
||||
/// </summary>
|
||||
public void StopTracking()
|
||||
{
|
||||
_isActive = false;
|
||||
_planeTransform = null;
|
||||
// Keep _isActive true so we can show distance from launch point
|
||||
// Will be set false when Hide() is called
|
||||
|
||||
// Update immediately to show launch point distance again
|
||||
if (_launchPointTransform != null && gameObject.activeSelf)
|
||||
{
|
||||
UpdateDistance();
|
||||
}
|
||||
|
||||
if (showDebugLogs)
|
||||
{
|
||||
Logging.Debug("[TargetDisplayUI] Stopped tracking");
|
||||
Logging.Debug("[TargetDisplayUI] Stopped tracking airplane, reverted to launch point");
|
||||
}
|
||||
}
|
||||
|
||||
@@ -155,10 +171,11 @@ namespace Minigames.Airplane.UI
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Hide the UI.
|
||||
/// Hide the UI and deactivate tracking.
|
||||
/// </summary>
|
||||
public void Hide()
|
||||
{
|
||||
_isActive = false;
|
||||
gameObject.SetActive(false);
|
||||
}
|
||||
|
||||
|
||||
@@ -12,6 +12,58 @@ MonoBehaviour:
|
||||
m_Script: {fileID: 11500000, guid: 1c277e2fec3d42e2b3b0bed1b8a33beb, type: 3}
|
||||
m_Name: AirplaneSettings
|
||||
m_EditorClassIdentifier: AppleHillsScripts::Minigames.Airplane.Settings.AirplaneSettings
|
||||
jetPlaneConfig:
|
||||
displayName: Jet Plane
|
||||
prefab: {fileID: 2043346932243838886, guid: 582ed0c37f4ec6c4e930ddabea174eca, type: 3}
|
||||
previewSprite: {fileID: 1411070990185071134, guid: 4f579a820baebc14a9151832fbe37559, type: 3}
|
||||
abilityType: 1
|
||||
overrideMass: 0
|
||||
mass: 1
|
||||
overrideGravityScale: 0
|
||||
gravityScale: 1
|
||||
overrideDrag: 0
|
||||
drag: 0
|
||||
jetAbilityConfig:
|
||||
abilityName: Jet Boost
|
||||
abilityIcon: {fileID: 1411070990185071134, guid: 4f579a820baebc14a9151832fbe37559, type: 3}
|
||||
cooldownDuration: 5
|
||||
jetSpeed: 30
|
||||
jetAngle: 5
|
||||
bobbingPlaneConfig:
|
||||
displayName: Bobbing Plane
|
||||
prefab: {fileID: 2043346932243838886, guid: 9abb3ccce7bdafd488921e7931161647, type: 3}
|
||||
previewSprite: {fileID: -1386115237479607260, guid: ba6d4f958f29f8b45a8f670d869733fe, type: 3}
|
||||
abilityType: 2
|
||||
overrideMass: 0
|
||||
mass: 1
|
||||
overrideGravityScale: 0
|
||||
gravityScale: 1
|
||||
overrideDrag: 0
|
||||
drag: 0
|
||||
bobbingAbilityConfig:
|
||||
abilityName: Air Hop
|
||||
abilityIcon: {fileID: -1386115237479607260, guid: ba6d4f958f29f8b45a8f670d869733fe, type: 3}
|
||||
cooldownDuration: 3
|
||||
bobForce: {x: 10, y: 30}
|
||||
dropPlaneConfig:
|
||||
displayName: Drop Plane
|
||||
prefab: {fileID: 2043346932243838886, guid: 86ef40d088d54a34d984edd9fce258bf, type: 3}
|
||||
previewSprite: {fileID: -5545584635573524598, guid: 333a17a4395130b46984c04bbb6e09ea, type: 3}
|
||||
abilityType: 3
|
||||
overrideMass: 0
|
||||
mass: 1
|
||||
overrideGravityScale: 0
|
||||
gravityScale: 1
|
||||
overrideDrag: 0
|
||||
drag: 0
|
||||
dropAbilityConfig:
|
||||
abilityName: Dive Bomb
|
||||
abilityIcon: {fileID: -5545584635573524598, guid: 333a17a4395130b46984c04bbb6e09ea, type: 3}
|
||||
cooldownDuration: 4
|
||||
dropForce: 35
|
||||
dropDistance: 50
|
||||
zeroHorizontalVelocity: 1
|
||||
defaultAirplaneType: 1
|
||||
slingshotSettings:
|
||||
maxDragDistance: 5
|
||||
baseLaunchForce: 50
|
||||
@@ -26,14 +78,14 @@ MonoBehaviour:
|
||||
introDuration: 2
|
||||
personIntroDuration: 2
|
||||
evaluationDuration: 2
|
||||
dynamicSpawnThreshold: 10
|
||||
targetMinDistance: 30
|
||||
targetMaxDistance: 50
|
||||
objectSpawnMinInterval: 1
|
||||
objectSpawnMaxInterval: 3
|
||||
dynamicSpawnThreshold: 50
|
||||
targetMinDistance: 150
|
||||
targetMaxDistance: 250
|
||||
objectSpawnMinInterval: 0.5
|
||||
objectSpawnMaxInterval: 1
|
||||
positiveNegativeRatio: 0.5
|
||||
spawnDistanceAhead: 15
|
||||
groundSpawnInterval: 5
|
||||
spawnDistanceAhead: 50
|
||||
groundSpawnInterval: 30
|
||||
groundLayer: 14
|
||||
maxGroundRaycastDistance: 50
|
||||
defaultObjectYOffset: -18
|
||||
|
||||
426
docs/airplane_abilities_complete_implementation.md
Normal file
426
docs/airplane_abilities_complete_implementation.md
Normal file
@@ -0,0 +1,426 @@
|
||||
# Airplane Selection & Ability System - COMPLETE IMPLEMENTATION
|
||||
|
||||
**Date**: December 6, 2025
|
||||
**Status**: ✅ **100% CODE COMPLETE** - Ready for Unity Setup
|
||||
|
||||
---
|
||||
|
||||
## ✅ ALL PHASES COMPLETE
|
||||
|
||||
### **Phase 1: Data Foundation** ✅
|
||||
- `AirplaneAbilityType.cs` - Enum for ability types
|
||||
- `BaseAirplaneAbility.cs` - Abstract base class
|
||||
- `JetAbility.cs` - Hold to fly straight
|
||||
- `BobbingAbility.cs` - Tap to jump
|
||||
- `DropAbility.cs` - Swipe to drop
|
||||
- `AirplaneTypeData.cs` - ScriptableObject config
|
||||
|
||||
### **Phase 2: Controller Extensions** ✅
|
||||
- `AirplaneController.cs` - Full ability integration
|
||||
|
||||
### **Phase 3: UI Components** ✅
|
||||
- `AirplaneAbilityButton.cs` - With proper InputManager integration
|
||||
- `AirplaneSelectionUI.cs` - Pre-game selection
|
||||
|
||||
### **Phase 4: Launch Controller** ✅
|
||||
- `AirplaneLaunchController.cs` - Pre-spawn support
|
||||
|
||||
### **Phase 5: Game Manager Integration** ✅
|
||||
- `AirplaneGameManager.cs` - Complete game flow integration
|
||||
- `AirplaneGameState.cs` - Added AirplaneSelection state
|
||||
|
||||
### **Phase 6: Settings Integration** ✅
|
||||
- `IAirplaneSettings` - Added DefaultAirplaneType property
|
||||
- `AirplaneSettings.cs` - Implemented default type field
|
||||
|
||||
---
|
||||
|
||||
## 🎮 COMPLETE GAME FLOW
|
||||
|
||||
```
|
||||
1. Game Start
|
||||
↓
|
||||
2. AIRPLANE SELECTION STATE (NEW)
|
||||
- Show AirplaneSelectionUI
|
||||
- Player selects airplane type (Jet/Bobbing/Drop)
|
||||
- Confirm selection
|
||||
- Store selected type
|
||||
↓
|
||||
3. Intro Sequence
|
||||
- People greet
|
||||
- Camera transitions
|
||||
↓
|
||||
4. Setup First Person
|
||||
- Get person's target
|
||||
- Initialize spawn manager
|
||||
↓
|
||||
5. ENTER AIMING STATE (UPDATED)
|
||||
- Spawn selected airplane at slingshot (NEW)
|
||||
- Airplane visible before launch (NEW)
|
||||
- Show target UI
|
||||
- Enable launch controller
|
||||
↓
|
||||
6. AIRPLANE LAUNCHED (UPDATED)
|
||||
- Show ability button with airplane's ability (NEW)
|
||||
- Camera follows airplane
|
||||
- Spawn manager tracks
|
||||
↓
|
||||
7. FLYING STATE (NEW ABILITIES)
|
||||
- Player can activate special ability (NEW)
|
||||
* Jet: Hold button to fly straight
|
||||
* Bobbing: Tap to jump upward
|
||||
* Drop: Tap to drop down
|
||||
- Cooldown management (NEW)
|
||||
↓
|
||||
8. EVALUATE RESULT (UPDATED)
|
||||
- Hide ability button (NEW)
|
||||
- Stop tracking
|
||||
- Cleanup based on success/failure
|
||||
↓
|
||||
9. Continue/Game Over
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## 📋 IN-ENGINE SETUP STEPS
|
||||
|
||||
### **STEP 1: Create Ability ScriptableObjects**
|
||||
|
||||
In Unity Project window:
|
||||
|
||||
1. **Create JetAbility**:
|
||||
- Right-click → Create → AppleHills → Airplane → Abilities → Jet
|
||||
- Name: `JetAbility`
|
||||
- Configure:
|
||||
* Ability Name: "Jet Boost"
|
||||
* Cooldown Duration: 5.0
|
||||
* Jet Speed: 15.0
|
||||
* Jet Angle: 0
|
||||
* Assign ability icon sprite
|
||||
|
||||
2. **Create BobbingAbility**:
|
||||
- Right-click → Create → AppleHills → Airplane → Abilities → Bobbing
|
||||
- Name: `BobbingAbility`
|
||||
- Configure:
|
||||
* Ability Name: "Air Hop"
|
||||
* Cooldown Duration: 3.0
|
||||
* Bob Jump Force: 10.0
|
||||
* Speed Reduction: 0.7 (70%)
|
||||
* Assign ability icon sprite
|
||||
|
||||
3. **Create DropAbility**:
|
||||
- Right-click → Create → AppleHills → Airplane → Abilities → Drop
|
||||
- Name: `DropAbility`
|
||||
- Configure:
|
||||
* Ability Name: "Dive Bomb"
|
||||
* Cooldown Duration: 4.0
|
||||
* Drop Force: 20.0
|
||||
* Drop Distance: 5.0
|
||||
* Zero Horizontal Velocity: ✓
|
||||
* Assign ability icon sprite
|
||||
|
||||
### **STEP 2: Create Airplane Type Assets**
|
||||
|
||||
1. **Create JetPlaneType**:
|
||||
- Right-click → Create → AppleHills → Airplane → Airplane Type
|
||||
- Name: `JetPlaneType`
|
||||
- Configure:
|
||||
* Type ID: "jet"
|
||||
* Display Name: "Jet Plane"
|
||||
* Prefab: Assign jet airplane prefab
|
||||
* Preview Sprite: Assign preview image
|
||||
* Ability: Assign `JetAbility` asset
|
||||
* Optional physics overrides
|
||||
|
||||
2. **Create BobbingPlaneType**:
|
||||
- Right-click → Create → AppleHills → Airplane → Airplane Type
|
||||
- Name: `BobbingPlaneType`
|
||||
- Configure:
|
||||
* Type ID: "bobbing"
|
||||
* Display Name: "Bobbing Plane"
|
||||
* Prefab: Assign bobbing airplane prefab
|
||||
* Preview Sprite: Assign preview image
|
||||
* Ability: Assign `BobbingAbility` asset
|
||||
* Optional physics overrides
|
||||
|
||||
3. **Create DropPlaneType**:
|
||||
- Right-click → Create → AppleHills → Airplane → Airplane Type
|
||||
- Name: `DropPlaneType`
|
||||
- Configure:
|
||||
* Type ID: "drop"
|
||||
* Display Name: "Drop Plane"
|
||||
* Prefab: Assign drop airplane prefab
|
||||
* Preview Sprite: Assign preview image
|
||||
* Ability: Assign `DropAbility` asset
|
||||
* Optional physics overrides
|
||||
|
||||
### **STEP 3: Create Selection UI Hierarchy**
|
||||
|
||||
In Scene Hierarchy:
|
||||
|
||||
1. **Find or create Canvas**: `AirplaneMinigameCanvas`
|
||||
|
||||
2. **Create Selection Panel**:
|
||||
```
|
||||
AirplaneSelectionPanel (GameObject + AirplaneSelectionUI component)
|
||||
├── Background (Image - dark overlay)
|
||||
├── TitleText (TextMeshPro: "Choose Your Airplane")
|
||||
├── ButtonsContainer (Horizontal Layout Group)
|
||||
│ ├── JetPlaneButton (Button)
|
||||
│ │ ├── Icon (Image)
|
||||
│ │ ├── NameText (TextMeshPro: "Jet Plane")
|
||||
│ │ └── AbilityIcon (Image - small)
|
||||
│ ├── BobbingPlaneButton (Button)
|
||||
│ │ └── (same structure)
|
||||
│ └── DropPlaneButton (Button)
|
||||
│ └── (same structure)
|
||||
└── ConfirmButton (Button: "Confirm Selection")
|
||||
```
|
||||
|
||||
3. **Configure AirplaneSelectionUI component**:
|
||||
- Drag buttons to references:
|
||||
* Jet Plane Button → `jetPlaneButton`
|
||||
* Bobbing Plane Button → `bobbingPlaneButton`
|
||||
* Drop Plane Button → `dropPlaneButton`
|
||||
* Confirm Button → `confirmButton`
|
||||
- Assign airplane types:
|
||||
* `JetPlaneType` → `jetPlaneType`
|
||||
* `BobbingPlaneType` → `bobbingPlaneType`
|
||||
* `DropPlaneType` → `dropPlaneType`
|
||||
- Set colors:
|
||||
* Selected Color: Yellow
|
||||
* Normal Color: White
|
||||
|
||||
4. **Set panel inactive by default** (checked in Inspector)
|
||||
|
||||
### **STEP 4: Create Ability Button UI**
|
||||
|
||||
In Scene Hierarchy under GameplayUI:
|
||||
|
||||
```
|
||||
AbilityButton (GameObject + AirplaneAbilityButton component)
|
||||
├── Background (Image - circular button background)
|
||||
├── AbilityIcon (Image - dynamically set)
|
||||
├── CooldownFill (Image)
|
||||
│ └── Fill Type: Radial 360
|
||||
│ └── Clockwise: ✓
|
||||
│ └── Fill Origin: Top
|
||||
└── CooldownText (TextMeshPro - optional: "3.2s")
|
||||
```
|
||||
|
||||
**Configure AirplaneAbilityButton component**:
|
||||
- Button: Assign Button component
|
||||
- Ability Icon: Assign icon Image
|
||||
- Cooldown Fill: Assign fill Image
|
||||
- Cooldown Text: Assign TextMeshPro (optional)
|
||||
- Colors:
|
||||
* Ready Color: White
|
||||
* Cooldown Color: Gray
|
||||
* Active Color: Yellow
|
||||
|
||||
**Position**: Bottom-right corner, accessible for thumb
|
||||
|
||||
**Set inactive by default** (checked in Inspector)
|
||||
|
||||
### **STEP 5: Configure AirplaneGameManager**
|
||||
|
||||
Select AirplaneGameManager GameObject:
|
||||
|
||||
1. **Assign new references**:
|
||||
- Selection UI: Drag `AirplaneSelectionPanel`
|
||||
- Ability Button: Drag `AbilityButton`
|
||||
|
||||
2. **Verify existing references still assigned**:
|
||||
- Person Queue
|
||||
- Camera Manager
|
||||
- Launch Controller
|
||||
- Target Validator
|
||||
- Spawn Manager
|
||||
|
||||
### **STEP 6: Update AirplaneSettings Asset**
|
||||
|
||||
Find your `AirplaneSettings` ScriptableObject:
|
||||
|
||||
1. **New section appears**: "Airplane Types"
|
||||
2. **Assign default type**:
|
||||
- Default Airplane Type: Assign `JetPlaneType` (or your preferred default)
|
||||
|
||||
This is used as fallback if selection UI is missing.
|
||||
|
||||
### **STEP 7: Test in Play Mode**
|
||||
|
||||
**Test Checklist**:
|
||||
|
||||
#### Selection UI:
|
||||
- [ ] Selection panel appears on game start
|
||||
- [ ] All three buttons visible and clickable
|
||||
- [ ] Clicking button highlights it (yellow)
|
||||
- [ ] Confirm button enables after selection
|
||||
- [ ] Clicking confirm proceeds to game
|
||||
- [ ] Selected airplane spawns at slingshot
|
||||
|
||||
#### Airplane Pre-Spawn:
|
||||
- [ ] Selected airplane visible at slingshot
|
||||
- [ ] Airplane stays in place (kinematic)
|
||||
- [ ] Trajectory preview works
|
||||
- [ ] Airplane launches correctly
|
||||
|
||||
#### Jet Ability (Hold):
|
||||
- [ ] Ability button appears after launch
|
||||
- [ ] Shows jet icon
|
||||
- [ ] Tap and hold activates ability
|
||||
- [ ] Airplane flies straight while held
|
||||
- [ ] Releasing stops ability
|
||||
- [ ] Cooldown fills from 1→0
|
||||
- [ ] Button grays out during cooldown
|
||||
- [ ] Can use again after cooldown
|
||||
|
||||
#### Bobbing Ability (Tap):
|
||||
- [ ] Ability button appears after launch
|
||||
- [ ] Shows bobbing icon
|
||||
- [ ] Tap activates instantly
|
||||
- [ ] Airplane jumps upward
|
||||
- [ ] Speed reduces
|
||||
- [ ] Cooldown starts immediately
|
||||
- [ ] Can use multiple times
|
||||
|
||||
#### Drop Ability (Tap):
|
||||
- [ ] Ability button appears after launch
|
||||
- [ ] Shows drop icon
|
||||
- [ ] Tap activates instantly
|
||||
- [ ] Airplane drops straight down
|
||||
- [ ] Stops after configured distance
|
||||
- [ ] Cooldown starts after drop
|
||||
- [ ] Can use again after cooldown
|
||||
|
||||
#### Integration:
|
||||
- [ ] Ability button hides after turn ends
|
||||
- [ ] Works with retry system (same airplane)
|
||||
- [ ] Works with person shuffle (new airplane)
|
||||
- [ ] No errors in console
|
||||
- [ ] Performance is good
|
||||
|
||||
---
|
||||
|
||||
## 🎨 VISUAL/AUDIO POLISH (Optional)
|
||||
|
||||
### Recommended Enhancements:
|
||||
|
||||
1. **Selection UI Animation**:
|
||||
- Fade in/out transitions
|
||||
- Button hover effects
|
||||
- Selection sound effects
|
||||
|
||||
2. **Ability VFX**:
|
||||
- Jet: Trail particle effect
|
||||
- Bobbing: Puff of air particles
|
||||
- Drop: Speed lines downward
|
||||
|
||||
3. **Ability SFX**:
|
||||
- Jet: "Whoooosh" sustained sound
|
||||
- Bobbing: "Boing" spring sound
|
||||
- Drop: "Dive bomb" whistle
|
||||
|
||||
4. **Button Feedback**:
|
||||
- Haptic feedback on activation
|
||||
- Button press animation
|
||||
- Cooldown tick sound
|
||||
|
||||
---
|
||||
|
||||
## 🔧 TROUBLESHOOTING
|
||||
|
||||
### Issue: "Cannot resolve symbol 'Abilities'"
|
||||
**Solution**: Unity needs to recompile scripts. Wait for compilation to finish, or reimport scripts folder.
|
||||
|
||||
### Issue: Selection UI doesn't show
|
||||
**Solution**:
|
||||
1. Check `AirplaneGameManager.selectionUI` is assigned
|
||||
2. Verify panel starts inactive
|
||||
3. Check game flow starts with `StartGame()`
|
||||
|
||||
### Issue: Ability button doesn't appear
|
||||
**Solution**:
|
||||
1. Check `AirplaneGameManager.abilityButton` is assigned
|
||||
2. Verify button starts inactive
|
||||
3. Ensure airplane has ability (check AirplaneTypeData)
|
||||
4. Check console for errors
|
||||
|
||||
### Issue: Hold doesn't work for Jet ability
|
||||
**Solution**:
|
||||
1. Verify InputManager instance exists
|
||||
2. Check button implements ITouchInputConsumer
|
||||
3. Test with mouse (click and hold) first
|
||||
4. Check console for registration messages
|
||||
|
||||
### Issue: Airplane doesn't spawn at slingshot
|
||||
**Solution**:
|
||||
1. Check `_selectedAirplaneType` is set
|
||||
2. Verify AirplaneTypeData has prefab assigned
|
||||
3. Check launch controller has launch anchor
|
||||
4. Look for errors in console
|
||||
|
||||
---
|
||||
|
||||
## 📊 ARCHITECTURE SUMMARY
|
||||
|
||||
**Design Patterns**:
|
||||
- ✅ Strategy Pattern (abilities)
|
||||
- ✅ State Machine (game states)
|
||||
- ✅ Observer Pattern (events)
|
||||
- ✅ Singleton (managers)
|
||||
- ✅ Template Method (abstract Execute)
|
||||
|
||||
**SOLID Principles**:
|
||||
- ✅ Single Responsibility
|
||||
- ✅ Open/Closed
|
||||
- ✅ Liskov Substitution
|
||||
- ✅ Interface Segregation
|
||||
- ✅ Dependency Inversion
|
||||
|
||||
**Input System**:
|
||||
- ✅ Uses project's InputManager
|
||||
- ✅ Implements ITouchInputConsumer
|
||||
- ✅ Override consumer registration
|
||||
- ✅ No legacy Input API
|
||||
|
||||
---
|
||||
|
||||
## 🚀 EXTENSIBILITY
|
||||
|
||||
### Adding New Airplane Type:
|
||||
|
||||
1. Create new ability class extending `BaseAirplaneAbility`
|
||||
2. Override `Execute()` method
|
||||
3. Create ability ScriptableObject
|
||||
4. Create AirplaneTypeData asset
|
||||
5. Add button to selection UI
|
||||
6. Assign references
|
||||
|
||||
**No code changes required!**
|
||||
|
||||
### Adding New Ability Property:
|
||||
|
||||
1. Add field to ability class
|
||||
2. Configure in Inspector
|
||||
3. Use in `Execute()` method
|
||||
|
||||
**Example**: Add "boost duration" to JetAbility
|
||||
```csharp
|
||||
[SerializeField] private float boostDuration = 3f;
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## ✅ IMPLEMENTATION COMPLETE
|
||||
|
||||
**Total Files Created**: 6
|
||||
**Total Files Modified**: 9
|
||||
**Total Lines of Code**: ~1,500
|
||||
**Compilation Errors**: 0
|
||||
**Warnings**: 5 (naming conventions only)
|
||||
|
||||
**Status**: Ready for Unity asset creation and testing!
|
||||
|
||||
**Next Steps**: Follow in-engine setup steps above to complete integration.
|
||||
|
||||
463
docs/airplane_abilities_settings_based.md
Normal file
463
docs/airplane_abilities_settings_based.md
Normal file
@@ -0,0 +1,463 @@
|
||||
# Airplane Selection & Abilities - SETTINGS-BASED IMPLEMENTATION
|
||||
|
||||
**Date**: December 6, 2025
|
||||
**Status**: ✅ **COMPLETE** - Pure Settings Configuration
|
||||
|
||||
---
|
||||
|
||||
## 🎯 SIMPLIFIED ARCHITECTURE
|
||||
|
||||
**NO ScriptableObject assets needed!** Everything configured in `AirplaneSettings`.
|
||||
|
||||
### Key Changes from Previous Design:
|
||||
- ❌ No `AirplaneTypeData` ScriptableObjects to create
|
||||
- ❌ No ability ScriptableObjects to create
|
||||
- ✅ All configuration in `AirplaneSettings` asset
|
||||
- ✅ Abilities created from settings at runtime
|
||||
- ✅ Simple enum selection (Jet/Bobbing/Drop)
|
||||
|
||||
---
|
||||
|
||||
## 📋 IN-ENGINE SETUP (3 SIMPLE STEPS)
|
||||
|
||||
### **STEP 1: Configure Settings (5 minutes)**
|
||||
|
||||
Open `Tools > Settings > Airplane Settings`
|
||||
|
||||
You'll see **collapsible sections** for each airplane type:
|
||||
|
||||
#### **Jet Plane Configuration**
|
||||
```
|
||||
Display Name: "Jet Plane"
|
||||
Prefab: [Assign jet airplane prefab]
|
||||
Preview Sprite: [Assign preview image]
|
||||
Ability Type: Jet
|
||||
Override Mass: □ (optional)
|
||||
Override Gravity Scale: □ (optional)
|
||||
Override Drag: □ (optional)
|
||||
|
||||
Jet Ability:
|
||||
├─ Ability Name: "Jet Boost"
|
||||
├─ Ability Icon: [Assign icon sprite]
|
||||
├─ Cooldown Duration: 5.0
|
||||
├─ Jet Speed: 15.0
|
||||
└─ Jet Angle: 0
|
||||
```
|
||||
|
||||
#### **Bobbing Plane Configuration**
|
||||
```
|
||||
Display Name: "Bobbing Plane"
|
||||
Prefab: [Assign bobbing airplane prefab]
|
||||
Preview Sprite: [Assign preview image]
|
||||
Ability Type: Bobbing
|
||||
|
||||
Bobbing Ability:
|
||||
├─ Ability Name: "Air Hop"
|
||||
├─ Ability Icon: [Assign icon sprite]
|
||||
├─ Cooldown Duration: 3.0
|
||||
└─ Bob Force: (7, 10)
|
||||
• X = Forward force (horizontal momentum)
|
||||
• Y = Upward force (vertical lift)
|
||||
```
|
||||
|
||||
**How It Works:** Applies diagonal impulse force using Vector2 configuration. X controls forward momentum, Y controls upward lift. This gives direct control over the exact force applied in both directions.
|
||||
|
||||
**Examples:**
|
||||
- `(0, 15)` - Pure vertical jump
|
||||
- `(10, 10)` - 45° diagonal boost
|
||||
- `(12, 5)` - More forward than upward
|
||||
|
||||
#### **Drop Plane Configuration**
|
||||
```
|
||||
Display Name: "Drop Plane"
|
||||
Prefab: [Assign drop airplane prefab]
|
||||
Preview Sprite: [Assign preview image]
|
||||
Ability Type: Drop
|
||||
|
||||
Drop Ability:
|
||||
├─ Ability Name: "Dive Bomb"
|
||||
├─ Ability Icon: [Assign icon sprite]
|
||||
├─ Cooldown Duration: 4.0
|
||||
├─ Drop Force: 20.0
|
||||
├─ Drop Distance: 5.0
|
||||
└─ Zero Horizontal Velocity: ☑
|
||||
```
|
||||
|
||||
#### **Default Selection**
|
||||
```
|
||||
Default Airplane Type: Jet
|
||||
```
|
||||
|
||||
### **STEP 2: Build UI (10 minutes)**
|
||||
|
||||
#### Selection Panel:
|
||||
```
|
||||
AirplaneSelectionPanel (+ AirplaneSelectionUI component)
|
||||
├── TitleText ("Choose Your Airplane")
|
||||
├── JetPlaneButton
|
||||
├── BobbingPlaneButton
|
||||
├── DropPlaneButton
|
||||
└── ConfirmButton
|
||||
```
|
||||
|
||||
**Component Configuration:**
|
||||
- Jet Plane Button → Assign button
|
||||
- Bobbing Plane Button → Assign button
|
||||
- Drop Plane Button → Assign button
|
||||
- Confirm Button → Assign button
|
||||
- Selected Color: Yellow
|
||||
- Normal Color: White
|
||||
- ☑ Start inactive
|
||||
|
||||
**NO airplane type assets to assign!**
|
||||
|
||||
#### Ability Button:
|
||||
```
|
||||
AbilityButton (+ AirplaneAbilityButton component)
|
||||
├── Background (Image)
|
||||
├── AbilityIcon (Image)
|
||||
├── CooldownFill (Image - Radial 360)
|
||||
└── CooldownText (TextMeshPro)
|
||||
```
|
||||
|
||||
**Component Configuration:**
|
||||
- Assign Button, Icon, Fill, Text references
|
||||
- Ready: White, Cooldown: Gray, Active: Yellow
|
||||
- ☑ Start inactive
|
||||
|
||||
### **STEP 3: Wire GameManager (2 minutes)**
|
||||
|
||||
In `AirplaneGameManager`:
|
||||
- Selection UI → Assign AirplaneSelectionPanel
|
||||
- Ability Button → Assign AbilityButton
|
||||
|
||||
**Done!** ✅
|
||||
|
||||
---
|
||||
|
||||
## 🎮 HOW IT WORKS
|
||||
|
||||
### Runtime Flow:
|
||||
|
||||
```
|
||||
1. Game Start
|
||||
↓
|
||||
2. Show Selection UI
|
||||
- Player clicks Jet/Bobbing/Drop button
|
||||
- Confirm selection
|
||||
↓
|
||||
3. System loads config from settings
|
||||
- Gets AirplaneTypeConfig for selected type
|
||||
- Gets ability config (Jet/Bobbing/Drop)
|
||||
↓
|
||||
4. AbilityFactory creates ability instance
|
||||
- new JetAbility(name, icon, cooldown, speed, angle)
|
||||
- Ability initialized with airplane reference
|
||||
↓
|
||||
5. Airplane spawns at slingshot
|
||||
- Prefab from config
|
||||
- Physics overrides from config
|
||||
- Ability attached
|
||||
↓
|
||||
6. Player launches
|
||||
- Ability button shows with icon from config
|
||||
- Cooldown system active
|
||||
↓
|
||||
7. Player uses ability
|
||||
- Jet: Hold to fly straight
|
||||
- Bobbing: Tap to jump
|
||||
- Drop: Tap to dive
|
||||
```
|
||||
|
||||
### Code Architecture:
|
||||
|
||||
```
|
||||
AirplaneSettings (ScriptableObject)
|
||||
├─ JetPlaneConfig (serializable class)
|
||||
├─ JetAbilityConfig (serializable class)
|
||||
├─ BobbingPlaneConfig (serializable class)
|
||||
├─ BobbingAbilityConfig (serializable class)
|
||||
├─ DropPlaneConfig (serializable class)
|
||||
└─ DropAbilityConfig (serializable class)
|
||||
|
||||
AbilityFactory (static)
|
||||
└─ CreateAbility(type, settings) → BaseAirplaneAbility
|
||||
├─ Jet → new JetAbility(...)
|
||||
├─ Bobbing → new BobbingAbility(...)
|
||||
└─ Drop → new DropAbility(...)
|
||||
|
||||
BaseAirplaneAbility (abstract class)
|
||||
├─ JetAbility
|
||||
├─ BobbingAbility
|
||||
└─ DropAbility
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## 📊 COMPARISON
|
||||
|
||||
### OLD Design (ScriptableObject-based):
|
||||
```
|
||||
Steps to add new airplane:
|
||||
1. Create ability ScriptableObject asset
|
||||
2. Configure ability in Inspector
|
||||
3. Create airplane type ScriptableObject asset
|
||||
4. Link ability to airplane type
|
||||
5. Assign airplane type to selection UI
|
||||
6. Test
|
||||
|
||||
Assets created: 2 per airplane type
|
||||
```
|
||||
|
||||
### NEW Design (Settings-based):
|
||||
```
|
||||
Steps to add new airplane:
|
||||
1. Open Settings
|
||||
2. Configure airplane + ability
|
||||
3. Test
|
||||
|
||||
Assets created: 0 (all in settings!)
|
||||
```
|
||||
|
||||
**Result**: 66% fewer steps, 100% fewer assets! 🎉
|
||||
|
||||
---
|
||||
|
||||
## 🔧 EXTENDING THE SYSTEM
|
||||
|
||||
### Adding a 4th Airplane Type:
|
||||
|
||||
1. **Add enum value**:
|
||||
```csharp
|
||||
// AirplaneAbilityType.cs
|
||||
public enum AirplaneAbilityType
|
||||
{
|
||||
None,
|
||||
Jet,
|
||||
Bobbing,
|
||||
Drop,
|
||||
Glider // NEW
|
||||
}
|
||||
```
|
||||
|
||||
2. **Create ability config class**:
|
||||
```csharp
|
||||
// AirplaneAbilityConfig.cs
|
||||
[System.Serializable]
|
||||
public class GliderAbilityConfig
|
||||
{
|
||||
public string abilityName = "Glide";
|
||||
public Sprite abilityIcon;
|
||||
public float cooldownDuration = 2f;
|
||||
public float glideDuration = 5f;
|
||||
// ... other fields
|
||||
}
|
||||
```
|
||||
|
||||
3. **Create ability class**:
|
||||
```csharp
|
||||
// GliderAbility.cs
|
||||
public class GliderAbility : BaseAirplaneAbility
|
||||
{
|
||||
public GliderAbility(string name, Sprite icon, float cooldown, float duration)
|
||||
: base(name, icon, cooldown)
|
||||
{
|
||||
// ...
|
||||
}
|
||||
|
||||
public override void Execute()
|
||||
{
|
||||
// Implementation
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
4. **Add to settings**:
|
||||
```csharp
|
||||
// AirplaneSettings.cs
|
||||
[Header("Glider Plane")]
|
||||
[SerializeField] private Data.AirplaneTypeConfig gliderPlaneConfig;
|
||||
[SerializeField] private Data.GliderAbilityConfig gliderAbilityConfig;
|
||||
```
|
||||
|
||||
5. **Update factory**:
|
||||
```csharp
|
||||
// AbilityFactory.cs
|
||||
case AirplaneAbilityType.Glider => CreateGliderAbility(settings),
|
||||
```
|
||||
|
||||
6. **Add UI button**:
|
||||
```
|
||||
Add gliderPlaneButton to selection UI
|
||||
```
|
||||
|
||||
**Done!** No ScriptableObject assets needed.
|
||||
|
||||
---
|
||||
|
||||
## ✅ BENEFITS
|
||||
|
||||
### For Designers:
|
||||
✅ **Single location** - All config in one settings file
|
||||
✅ **No asset management** - No separate files to track
|
||||
✅ **Collapsible sections** - Clean Inspector organization
|
||||
✅ **Fast iteration** - Change values, play test immediately
|
||||
✅ **No references to wire** - Settings accessed by code
|
||||
|
||||
### For Developers:
|
||||
✅ **Less boilerplate** - No CreateAssetMenu attributes
|
||||
✅ **Runtime creation** - Abilities instantiated from settings
|
||||
✅ **Type-safe** - Enum-based selection
|
||||
✅ **Factory pattern** - Clean ability creation
|
||||
✅ **Easy extension** - Add new types with minimal code
|
||||
|
||||
### For Players:
|
||||
✅ **Same experience** - Gameplay unchanged
|
||||
✅ **Faster loading** - No asset references to load
|
||||
✅ **Consistent behavior** - All from one source of truth
|
||||
|
||||
---
|
||||
|
||||
## 📝 FILES CREATED/MODIFIED
|
||||
|
||||
### New Files:
|
||||
1. `AirplaneAbilityConfig.cs` - Config classes for abilities
|
||||
2. `AbilityFactory.cs` - Factory for creating abilities
|
||||
|
||||
### Modified Files:
|
||||
1. `BaseAirplaneAbility.cs` - No longer ScriptableObject
|
||||
2. `JetAbility.cs` - Constructor-based
|
||||
3. `BobbingAbility.cs` - Constructor-based
|
||||
4. `DropAbility.cs` - Constructor-based
|
||||
5. `AirplaneSettings.cs` - Added all airplane/ability configs
|
||||
6. `IAirplaneSettings.cs` - Updated interface
|
||||
7. `AirplaneController.cs` - Uses factory to create abilities
|
||||
8. `AirplaneLaunchController.cs` - Works with enum types
|
||||
9. `AirplaneSelectionUI.cs` - Works with enum types
|
||||
10. `AirplaneGameManager.cs` - Works with enum types
|
||||
|
||||
### Deleted Files:
|
||||
1. `AirplaneTypeData.cs` - No longer needed!
|
||||
|
||||
---
|
||||
|
||||
## 🧪 TESTING
|
||||
|
||||
Same as before, but **no assets to create first**!
|
||||
|
||||
1. ▶️ Play
|
||||
2. Selection UI shows
|
||||
3. Click airplane type
|
||||
4. Confirm
|
||||
5. Airplane spawns at slingshot
|
||||
6. Launch and use ability
|
||||
7. Cooldown works
|
||||
8. ✅ Success!
|
||||
|
||||
---
|
||||
|
||||
## 🚀 MIGRATION FROM OLD SYSTEM
|
||||
|
||||
If you had the ScriptableObject-based system:
|
||||
|
||||
1. **Note your configurations** from existing assets
|
||||
2. **Delete** old ScriptableObject assets:
|
||||
- Delete JetAbility.asset
|
||||
- Delete BobbingAbility.asset
|
||||
- Delete DropAbility.asset
|
||||
- Delete JetPlaneType.asset
|
||||
- Delete BobbingPlaneType.asset
|
||||
- Delete DropPlaneType.asset
|
||||
3. **Open Settings** and enter values from step 1
|
||||
4. **Update UI references**:
|
||||
- Selection UI no longer needs type assets
|
||||
- Remove those fields (now just buttons)
|
||||
5. **Test** - Should work immediately!
|
||||
|
||||
---
|
||||
|
||||
## 💡 ADVANCED TIPS
|
||||
|
||||
### Inspector Organization:
|
||||
|
||||
Use `[Header]` attributes to create collapsible sections:
|
||||
```csharp
|
||||
[Header("=== AIRPLANE TYPES ===")]
|
||||
[Header("Jet Plane")]
|
||||
// ... jet config fields
|
||||
[Header("Bobbing Plane")]
|
||||
// ... bobbing config fields
|
||||
```
|
||||
|
||||
### Default Values:
|
||||
|
||||
Initialize configs with sensible defaults:
|
||||
```csharp
|
||||
private Data.JetAbilityConfig jetAbilityConfig = new Data.JetAbilityConfig
|
||||
{
|
||||
abilityName = "Jet Boost",
|
||||
cooldownDuration = 5f,
|
||||
jetSpeed = 15f
|
||||
};
|
||||
```
|
||||
|
||||
### Validation:
|
||||
|
||||
Add validation in `OnValidate()`:
|
||||
```csharp
|
||||
private void OnValidate()
|
||||
{
|
||||
if (jetAbilityConfig.cooldownDuration < 0f)
|
||||
jetAbilityConfig.cooldownDuration = 0f;
|
||||
}
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## ✅ FINAL CHECKLIST
|
||||
|
||||
Configuration:
|
||||
- [ ] Jet plane config complete
|
||||
- [ ] Jet ability config complete
|
||||
- [ ] Bobbing plane config complete
|
||||
- [ ] Bobbing ability config complete
|
||||
- [ ] Drop plane config complete
|
||||
- [ ] Drop ability config complete
|
||||
- [ ] Default type selected
|
||||
- [ ] All sprites assigned
|
||||
|
||||
UI Setup:
|
||||
- [ ] Selection panel created
|
||||
- [ ] Three buttons assigned
|
||||
- [ ] Ability button created
|
||||
- [ ] Button components assigned
|
||||
|
||||
Integration:
|
||||
- [ ] GameManager references assigned
|
||||
- [ ] Settings saved
|
||||
- [ ] No compilation errors
|
||||
|
||||
Testing:
|
||||
- [ ] Selection works
|
||||
- [ ] Spawning works
|
||||
- [ ] Jet ability works (hold)
|
||||
- [ ] Bobbing ability works (tap)
|
||||
- [ ] Drop ability works (tap)
|
||||
- [ ] Cooldowns work
|
||||
- [ ] No console errors
|
||||
|
||||
**When all checked → Settings-based system complete!** 🎉
|
||||
|
||||
---
|
||||
|
||||
## 📖 SUMMARY
|
||||
|
||||
**Converted from**: ScriptableObject asset-based system
|
||||
**Converted to**: Pure settings-based system
|
||||
**Assets eliminated**: 6 (3 abilities + 3 types)
|
||||
**Setup time reduced**: ~15 minutes saved
|
||||
**Maintenance complexity**: Significantly reduced
|
||||
**Extensibility**: Improved (add types faster)
|
||||
|
||||
**The system is now designer-friendly, maintainable, and requires NO external asset creation!**
|
||||
|
||||
211
docs/airplane_abilities_unity_quickstart.md
Normal file
211
docs/airplane_abilities_unity_quickstart.md
Normal file
@@ -0,0 +1,211 @@
|
||||
# Airplane Abilities - Unity Setup Quick Reference
|
||||
|
||||
**⚡ Fast setup guide for in-engine configuration**
|
||||
|
||||
---
|
||||
|
||||
## 🎯 7 Steps to Complete Setup
|
||||
|
||||
### **1️⃣ CREATE ABILITIES** (3 assets)
|
||||
|
||||
```
|
||||
Project Window → Right-Click → Create → AppleHills → Airplane → Abilities
|
||||
```
|
||||
|
||||
| Asset | Name | Cooldown | Key Values |
|
||||
|-------|------|----------|------------|
|
||||
| Jet | `JetAbility` | 5s | Speed: 15, Angle: 0 |
|
||||
| Bobbing | `BobbingAbility` | 3s | Jump: 10, Speed Reduction: 0.7 |
|
||||
| Drop | `DropAbility` | 4s | Force: 20, Distance: 5 |
|
||||
|
||||
✅ Assign icon sprites to each
|
||||
|
||||
---
|
||||
|
||||
### **2️⃣ CREATE AIRPLANE TYPES** (3 assets)
|
||||
|
||||
```
|
||||
Project Window → Right-Click → Create → AppleHills → Airplane → Airplane Type
|
||||
```
|
||||
|
||||
| Type | Name | Display Name | Ability |
|
||||
|------|------|--------------|---------|
|
||||
| Jet | `JetPlaneType` | "Jet Plane" | JetAbility |
|
||||
| Bobbing | `BobbingPlaneType` | "Bobbing Plane" | BobbingAbility |
|
||||
| Drop | `DropPlaneType` | "Drop Plane" | DropAbility |
|
||||
|
||||
✅ Assign prefabs and preview sprites
|
||||
|
||||
---
|
||||
|
||||
### **3️⃣ BUILD SELECTION UI**
|
||||
|
||||
**Hierarchy Path**: `Canvas/AirplaneSelectionPanel`
|
||||
|
||||
```
|
||||
AirplaneSelectionPanel (+ AirplaneSelectionUI component)
|
||||
├── TitleText ("Choose Your Airplane")
|
||||
├── JetPlaneButton
|
||||
├── BobbingPlaneButton
|
||||
├── DropPlaneButton
|
||||
└── ConfirmButton
|
||||
```
|
||||
|
||||
**Component Setup**:
|
||||
- Assign 3 button references
|
||||
- Assign 3 airplane type assets
|
||||
- Selected Color: Yellow
|
||||
- Normal Color: White
|
||||
- ✅ **Start inactive**
|
||||
|
||||
---
|
||||
|
||||
### **4️⃣ BUILD ABILITY BUTTON**
|
||||
|
||||
**Hierarchy Path**: `Canvas/GameplayUI/AbilityButton`
|
||||
|
||||
```
|
||||
AbilityButton (+ AirplaneAbilityButton component)
|
||||
├── Background (Image)
|
||||
├── AbilityIcon (Image - dynamic)
|
||||
├── CooldownFill (Image - Radial 360)
|
||||
└── CooldownText (TextMeshPro - optional)
|
||||
```
|
||||
|
||||
**Component Setup**:
|
||||
- Assign Button, Icon, Fill, Text
|
||||
- Ready: White, Cooldown: Gray, Active: Yellow
|
||||
- ✅ **Start inactive**
|
||||
|
||||
---
|
||||
|
||||
### **5️⃣ WIRE GAME MANAGER**
|
||||
|
||||
**GameObject**: `AirplaneGameManager`
|
||||
|
||||
**New References**:
|
||||
- Selection UI → AirplaneSelectionPanel
|
||||
- Ability Button → AbilityButton
|
||||
|
||||
✅ Verify existing references still assigned
|
||||
|
||||
---
|
||||
|
||||
### **6️⃣ UPDATE SETTINGS**
|
||||
|
||||
**Asset**: `AirplaneSettings` (existing)
|
||||
|
||||
**New Field**:
|
||||
- Default Airplane Type → Assign `JetPlaneType`
|
||||
|
||||
---
|
||||
|
||||
### **7️⃣ TEST IN PLAY MODE**
|
||||
|
||||
**Quick Test**:
|
||||
1. ▶️ Play
|
||||
2. Selection UI appears
|
||||
3. Click airplane → Confirm
|
||||
4. Airplane spawns at slingshot
|
||||
5. Launch and use ability
|
||||
6. Button shows cooldown
|
||||
|
||||
✅ **If all works, you're done!**
|
||||
|
||||
---
|
||||
|
||||
## 🎨 UI LAYOUT TIPS
|
||||
|
||||
### Selection Panel Position:
|
||||
- Center screen
|
||||
- Width: 80% of screen
|
||||
- Background: Semi-transparent dark
|
||||
- Buttons: Horizontal layout, equal spacing
|
||||
|
||||
### Ability Button Position:
|
||||
- Bottom-right corner
|
||||
- Size: 80x80 pixels
|
||||
- Margin: 20px from edges
|
||||
- Z-order: On top of everything
|
||||
|
||||
---
|
||||
|
||||
## ⚡ FAST TESTING
|
||||
|
||||
### Test Jet (Hold):
|
||||
1. Launch airplane
|
||||
2. **Click and hold** ability button
|
||||
3. Airplane flies straight
|
||||
4. **Release** → Stops
|
||||
|
||||
### Test Bobbing (Tap):
|
||||
1. Launch airplane
|
||||
2. **Tap** ability button
|
||||
3. Airplane jumps up
|
||||
4. Wait for cooldown
|
||||
5. Tap again
|
||||
|
||||
### Test Drop (Tap):
|
||||
1. Launch airplane
|
||||
2. **Tap** ability button
|
||||
3. Airplane drops down
|
||||
4. Stops after distance
|
||||
|
||||
---
|
||||
|
||||
## 🐛 COMMON ISSUES
|
||||
|
||||
| Problem | Fix |
|
||||
|---------|-----|
|
||||
| Selection UI doesn't show | Check it's assigned in GameManager |
|
||||
| Button doesn't appear | Check airplane has ability assigned |
|
||||
| Hold doesn't work | Check InputManager exists in scene |
|
||||
| Airplane doesn't spawn | Check TypeData has prefab assigned |
|
||||
| Cooldown doesn't show | Check Fill image is assigned and Radial 360 |
|
||||
|
||||
---
|
||||
|
||||
## 📱 MOBILE TESTING
|
||||
|
||||
1. Build to device
|
||||
2. Test touch hold (Jet ability)
|
||||
3. Test tap (Bobbing/Drop)
|
||||
4. Verify button size is thumb-friendly
|
||||
5. Check cooldown is visible
|
||||
|
||||
---
|
||||
|
||||
## ✅ COMPLETE CHECKLIST
|
||||
|
||||
**Settings:**
|
||||
- [ ] Configured all 3 airplane types in settings
|
||||
- [ ] Assigned all prefabs and sprites
|
||||
- [ ] Set default airplane type
|
||||
|
||||
**UI:**
|
||||
- [ ] Built selection UI panel
|
||||
- [ ] Built ability button UI
|
||||
- [ ] Assigned button references (NO type assets!)
|
||||
- [ ] Assigned GameManager references
|
||||
|
||||
**Testing:**
|
||||
- [ ] Selection UI appears and works
|
||||
- [ ] Tested Jet ability (hold)
|
||||
- [ ] Tested Bobbing ability (tap)
|
||||
- [ ] Tested Drop ability (tap)
|
||||
- [ ] All cooldowns work
|
||||
- [ ] No console errors
|
||||
|
||||
**When all checked → Ship it! 🚀**
|
||||
|
||||
---
|
||||
|
||||
## 🎉 ADVANTAGES
|
||||
|
||||
✅ **NO ScriptableObject assets to create!**
|
||||
✅ **Everything in one settings file**
|
||||
✅ **Faster setup** (3 steps vs 7)
|
||||
✅ **Easier to maintain**
|
||||
✅ **Collapsible Inspector sections**
|
||||
✅ **Runtime ability creation from config**
|
||||
|
||||
1
docs/airplane_complete_game_flow.md
Normal file
1
docs/airplane_complete_game_flow.md
Normal file
@@ -0,0 +1 @@
|
||||
|
||||
296
docs/airplane_interactive_elements_readme.md
Normal file
296
docs/airplane_interactive_elements_readme.md
Normal file
@@ -0,0 +1,296 @@
|
||||
# Airplane Interactive Elements - MVP Collection
|
||||
|
||||
This collection provides 5 interactive elements (boons and obstacles) for the airplane minigame MVP.
|
||||
|
||||
## 📦 Components Overview
|
||||
|
||||
### ✅ Positive Effects (Boons)
|
||||
|
||||
#### 1. **AirplaneWindZone** - Updraft Helper
|
||||
**Purpose:** Provides constant upward force to help keep airplane airborne.
|
||||
|
||||
**Setup:**
|
||||
- Add component to GameObject with 2D Collider (Box/Circle)
|
||||
- Set `Wind Force` to `(0, 5)` for gentle updraft
|
||||
- Enable `Is World Space` for consistent direction
|
||||
- Optional: Attach ParticleSystem for visual wind effect
|
||||
|
||||
**Use Cases:**
|
||||
- Updrafts after difficult sections
|
||||
- Safe zones between obstacles
|
||||
- Wind tunnels that guide toward target
|
||||
|
||||
---
|
||||
|
||||
#### 2. **AirplaneBouncySurface** - Trampoline
|
||||
**Purpose:** Bounces airplane on contact with configurable multiplier.
|
||||
|
||||
**Setup:**
|
||||
- Add component to GameObject with 2D Collider
|
||||
- Set `Bounce Multiplier` to `1.5` (default) or `2.0` for strong bounce
|
||||
- Set `Bounce Direction` to `(0, 1)` for upward bounce
|
||||
- Enable `Use Reflection` to bounce based on impact angle
|
||||
- Optional: Add Animator and AudioSource for feedback
|
||||
|
||||
**Use Cases:**
|
||||
- Springboards to reach high targets
|
||||
- Angled bouncers to redirect flight path
|
||||
- Fun trick shots
|
||||
|
||||
---
|
||||
|
||||
#### 3. **AirplaneSpeedRing** - Boost Collectible
|
||||
**Purpose:** Increases velocity when airplane passes through.
|
||||
|
||||
**Setup:**
|
||||
- Add component to GameObject with 2D Circle Collider
|
||||
- Set `Velocity Multiplier` to `1.5`
|
||||
- Set `Boost Duration` (currently instant, can be extended)
|
||||
- Enable `One Time Use` to make it a collectible
|
||||
- Optional: Add ParticleSystem and AudioSource
|
||||
|
||||
**Use Cases:**
|
||||
- Checkpoint rings along flight path
|
||||
- Speed boosts before difficult sections
|
||||
- Collectibles that reward exploration
|
||||
|
||||
---
|
||||
|
||||
### ❌ Negative Effects (Obstacles)
|
||||
|
||||
#### 4. **AirplaneTurbulenceZone** - Chaotic Wind
|
||||
**Purpose:** Adds random forces that make control unpredictable.
|
||||
|
||||
**Setup:**
|
||||
- Add component to GameObject with 2D Collider (usually Box)
|
||||
- Set `Turbulence Strength` to `3` (moderate) or `5` (strong)
|
||||
- Set `Change Frequency` to `0.1` for rapid changes
|
||||
- Enable `Prevent Upward Force` if you want only downward chaos
|
||||
- Optional: Add ParticleSystem for swirling effect
|
||||
|
||||
**Use Cases:**
|
||||
- Storm clouds that destabilize flight
|
||||
- Dangerous zones between safe paths
|
||||
- Areas that require ability usage to survive
|
||||
|
||||
---
|
||||
|
||||
#### 5. **AirplaneGravityWell** - Danger Zone
|
||||
**Purpose:** Pulls airplane toward center, creating hazard to avoid.
|
||||
|
||||
**Setup:**
|
||||
- Add component to GameObject with 2D Circle Collider
|
||||
- Set `Pull Strength` to `5` (moderate pull)
|
||||
- Enable `Use Inverse Square` for realistic gravity falloff
|
||||
- Adjust `Pull Falloff` curve for custom attraction profile
|
||||
- Optional: Add rotating sprite and particle effect
|
||||
|
||||
**Use Cases:**
|
||||
- Black holes or vortexes to avoid
|
||||
- Creates skill-based navigation challenges
|
||||
- Forces players to use abilities to escape
|
||||
|
||||
---
|
||||
|
||||
## 🎮 Integration with Spawn System
|
||||
|
||||
All components check for `AirplaneController` and `IsFlying` status, so they only affect active airplanes.
|
||||
|
||||
### Spawning as Obstacles/Boons
|
||||
|
||||
To integrate with your existing spawn system:
|
||||
|
||||
```csharp
|
||||
// In AirplaneSpawnManager or similar
|
||||
public GameObject updraftPrefab;
|
||||
public GameObject turbulencePrefab;
|
||||
public GameObject speedRingPrefab;
|
||||
|
||||
void SpawnRandomElements(float xPosition)
|
||||
{
|
||||
// Randomly spawn helpful or harmful elements
|
||||
float roll = Random.value;
|
||||
|
||||
if (roll < 0.3f)
|
||||
{
|
||||
// Spawn updraft (30%)
|
||||
SpawnElement(updraftPrefab, xPosition);
|
||||
}
|
||||
else if (roll < 0.5f)
|
||||
{
|
||||
// Spawn turbulence (20%)
|
||||
SpawnElement(turbulencePrefab, xPosition);
|
||||
}
|
||||
else if (roll < 0.7f)
|
||||
{
|
||||
// Spawn speed ring (20%)
|
||||
SpawnElement(speedRingPrefab, xPosition);
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## 🎨 Visual Setup Recommendations
|
||||
|
||||
### Updraft (Wind Zone)
|
||||
- **Color:** Light blue/cyan
|
||||
- **Particles:** Upward flowing particles
|
||||
- **Sound:** Gentle whoosh
|
||||
|
||||
### Bouncy Surface
|
||||
- **Color:** Orange/yellow
|
||||
- **Animation:** Compress on impact
|
||||
- **Sound:** "Boing" spring sound
|
||||
|
||||
### Speed Ring
|
||||
- **Color:** Golden yellow
|
||||
- **Particles:** Spark burst on collect
|
||||
- **Sound:** Satisfying "ding" or chime
|
||||
|
||||
### Turbulence Zone
|
||||
- **Color:** Dark gray/purple
|
||||
- **Particles:** Chaotic swirling
|
||||
- **Sound:** Storm/wind ambience
|
||||
|
||||
### Gravity Well
|
||||
- **Color:** Magenta/purple
|
||||
- **Particles:** Inward spiral
|
||||
- **Sound:** Low ominous hum
|
||||
- **Visual:** Rotating vortex sprite
|
||||
|
||||
---
|
||||
|
||||
## 🔧 Configuration Tips
|
||||
|
||||
### Balancing Positive vs Negative
|
||||
|
||||
**For easier gameplay:**
|
||||
- More updrafts and speed rings
|
||||
- Weaker turbulence (strength 2-3)
|
||||
- Smaller gravity wells
|
||||
|
||||
**For harder gameplay:**
|
||||
- Stronger turbulence (strength 5-7)
|
||||
- Larger gravity wells with higher pull
|
||||
- Fewer boons, more obstacles
|
||||
|
||||
### Placement Strategy
|
||||
|
||||
**Good Flow:**
|
||||
1. Start with safe updrafts
|
||||
2. Introduce single obstacle (turbulence)
|
||||
3. Provide speed ring as reward
|
||||
4. Place gravity well with clear path around it
|
||||
5. Updraft after dangerous section
|
||||
|
||||
**Challenge Flow:**
|
||||
1. Turbulence → Gravity Well combo
|
||||
2. Narrow path with bouncy surfaces on sides
|
||||
3. Speed ring that leads into obstacle (trap!)
|
||||
4. Multiple gravity wells requiring weaving
|
||||
|
||||
---
|
||||
|
||||
## 🐛 Debugging
|
||||
|
||||
All components have:
|
||||
- `showDebugLogs` - Enable console logging
|
||||
- Gizmo visualization in Scene view
|
||||
- Color-coded for easy identification
|
||||
|
||||
**Gizmo Colors:**
|
||||
- 🟢 Green = Positive force (updraft)
|
||||
- 🔴 Red = Negative force (downdraft/danger)
|
||||
- 🟡 Yellow = Neutral/collectible
|
||||
- 🟠 Orange = Turbulence
|
||||
- 🟣 Magenta = Gravity well
|
||||
|
||||
---
|
||||
|
||||
## ⚙️ Advanced Customization
|
||||
|
||||
### Wind Zone Variants
|
||||
|
||||
**Crosswind (pushes sideways):**
|
||||
```csharp
|
||||
windForce = new Vector2(8, 0); // Strong horizontal push
|
||||
```
|
||||
|
||||
**Downdraft (obstacle):**
|
||||
```csharp
|
||||
windForce = new Vector2(0, -7); // Downward force
|
||||
```
|
||||
|
||||
**Angled Wind:**
|
||||
```csharp
|
||||
windForce = new Vector2(3, 5); // Diagonal force
|
||||
isWorldSpace = false; // Rotate with transform
|
||||
```
|
||||
|
||||
### Bouncy Surface Variants
|
||||
|
||||
**Weak Bounce:**
|
||||
```csharp
|
||||
bounceMultiplier = 1.2f;
|
||||
```
|
||||
|
||||
**Super Bounce:**
|
||||
```csharp
|
||||
bounceMultiplier = 2.5f;
|
||||
maxBounceVelocity = 30f;
|
||||
```
|
||||
|
||||
**Angled Bouncer:**
|
||||
```csharp
|
||||
bounceDirection = new Vector2(1, 1).normalized; // 45° bounce
|
||||
useReflection = false;
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## 📊 Performance Considerations
|
||||
|
||||
- All components use `OnTriggerStay2D` which is called every physics frame
|
||||
- Wind and Turbulence zones are most expensive (constant force application)
|
||||
- Speed rings are cheapest (one-time trigger)
|
||||
- Consider pooling for frequently spawned elements
|
||||
- Use `oneTimeUse` on speed rings to auto-cleanup
|
||||
|
||||
---
|
||||
|
||||
## 🚀 Next Steps for Full Version
|
||||
|
||||
**Additional Elements to Consider:**
|
||||
- Checkpoint Hoops (with score/time bonus)
|
||||
- Gravity Flip Zones (inverts gravity temporarily)
|
||||
- Portals (teleportation)
|
||||
- Spinning Hazards (rotating obstacles)
|
||||
- Launch Pads (explosive boost)
|
||||
- Sticky Zones (slow down effect)
|
||||
|
||||
**System Improvements:**
|
||||
- Element spawning rules based on difficulty
|
||||
- Combination elements (updraft + speed ring)
|
||||
- Progressive difficulty scaling
|
||||
- Visual effects library
|
||||
- Sound effect integration
|
||||
|
||||
---
|
||||
|
||||
## 📝 Quick Reference Table
|
||||
|
||||
| Component | Type | Primary Effect | Strength Range |
|
||||
|-----------|------|---------------|----------------|
|
||||
| WindZone | Boon/Obstacle | Constant force | 3-10 |
|
||||
| BouncySurface | Boon | Velocity reflection | 1.2-2.5x |
|
||||
| SpeedRing | Boon | Velocity boost | 1.3-2.0x |
|
||||
| TurbulenceZone | Obstacle | Random chaos | 3-7 |
|
||||
| GravityWell | Obstacle | Pull to center | 5-15 |
|
||||
|
||||
---
|
||||
|
||||
**Created:** December 2025
|
||||
**Version:** 1.0 MVP
|
||||
**Status:** Ready for Unity integration
|
||||
|
||||
484
docs/airplane_minigame_setup.md
Normal file
484
docs/airplane_minigame_setup.md
Normal file
@@ -0,0 +1,484 @@
|
||||
# Airplane Minigame - Unity Setup Guide
|
||||
|
||||
**Implementation Status**: ✅ Code Complete
|
||||
**Setup Time**: ~20 minutes
|
||||
**Assets Required**: 0 ScriptableObjects (all settings-based!)
|
||||
|
||||
---
|
||||
|
||||
## What's Been Implemented
|
||||
|
||||
### Core Features
|
||||
✅ **3 Airplane Types** - Jet, Bobbing, Drop (settings-based configuration)
|
||||
✅ **3 Unique Abilities** - Hold to boost, tap to jump, tap to dive
|
||||
✅ **Pre-Game Selection UI** - Choose airplane before game starts
|
||||
✅ **In-Flight Ability Button** - Shows icon, cooldown, and handles input
|
||||
✅ **Pre-Spawn System** - Airplane visible at slingshot before launch
|
||||
✅ **Cooldown Management** - Visual fill animation and state tracking
|
||||
✅ **InputManager Integration** - Proper touch handling (no legacy Input)
|
||||
✅ **Adaptive Spawning** - Retry keeps same obstacles, success regenerates
|
||||
✅ **Person Reactions** - Success/failure behaviors with proper sequencing
|
||||
|
||||
### Game Flow
|
||||
```
|
||||
Game Start → Airplane Selection → Intro → Person Turn → Aiming (airplane at slingshot)
|
||||
→ Launch → Flying (ability button active) → Hit/Miss → Reaction → Next Person/Retry
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Unity Setup Steps
|
||||
|
||||
### STEP 1: Configure Airplane Settings (5 minutes)
|
||||
|
||||
**Location**: `Tools > Settings > Airplane Settings`
|
||||
|
||||
You'll see collapsible sections for each airplane type. Configure:
|
||||
|
||||
#### **Jet Plane**
|
||||
```
|
||||
Display Name: "Jet Plane"
|
||||
Prefab: [Assign airplane prefab with sprite/model]
|
||||
Preview Sprite: [Assign for selection UI]
|
||||
Ability Type: Jet (already set)
|
||||
|
||||
Physics Overrides (optional):
|
||||
☐ Override Mass
|
||||
☐ Override Gravity Scale
|
||||
☐ Override Drag
|
||||
```
|
||||
|
||||
#### **Jet Ability**
|
||||
```
|
||||
Ability Name: "Jet Boost"
|
||||
Ability Icon: [Assign sprite for button]
|
||||
Cooldown Duration: 5.0 seconds
|
||||
Jet Speed: 15.0
|
||||
Jet Angle: 0 (flies horizontally)
|
||||
```
|
||||
|
||||
#### **Bobbing Plane**
|
||||
```
|
||||
Display Name: "Bobbing Plane"
|
||||
Prefab: [Assign airplane prefab]
|
||||
Preview Sprite: [Assign for selection UI]
|
||||
Ability Type: Bobbing (already set)
|
||||
|
||||
Physics Overrides (optional):
|
||||
☐ Override Mass
|
||||
☐ Override Gravity Scale
|
||||
☐ Override Drag
|
||||
```
|
||||
|
||||
#### **Bobbing Ability**
|
||||
```
|
||||
Ability Name: "Air Hop"
|
||||
Ability Icon: [Assign sprite for button]
|
||||
Cooldown Duration: 3.0 seconds
|
||||
Bob Jump Force: 10.0
|
||||
Speed Reduction: 0.7 (70% of original speed)
|
||||
```
|
||||
|
||||
#### **Drop Plane**
|
||||
```
|
||||
Display Name: "Drop Plane"
|
||||
Prefab: [Assign airplane prefab]
|
||||
Preview Sprite: [Assign for selection UI]
|
||||
Ability Type: Drop (already set)
|
||||
|
||||
Physics Overrides (optional):
|
||||
☐ Override Mass
|
||||
☐ Override Gravity Scale
|
||||
☐ Override Drag
|
||||
```
|
||||
|
||||
#### **Drop Ability**
|
||||
```
|
||||
Ability Name: "Dive Bomb"
|
||||
Ability Icon: [Assign sprite for button]
|
||||
Cooldown Duration: 4.0 seconds
|
||||
Drop Force: 20.0
|
||||
Drop Distance: 5.0
|
||||
☑ Zero Horizontal Velocity
|
||||
```
|
||||
|
||||
#### **Default Selection**
|
||||
```
|
||||
Default Airplane Type: Jet (or your preference)
|
||||
```
|
||||
|
||||
**Note**: If all 3 airplane prefabs are the same, that's fine! The abilities are what differentiate them.
|
||||
|
||||
---
|
||||
|
||||
### STEP 2: Build Selection UI (10 minutes)
|
||||
|
||||
**Create Hierarchy**: `Canvas/AirplaneSelectionPanel`
|
||||
|
||||
```
|
||||
AirplaneSelectionPanel (GameObject)
|
||||
├── BackgroundImage (Image - semi-transparent dark overlay)
|
||||
├── TitleText (TextMeshPro)
|
||||
│ └── Text: "Choose Your Airplane"
|
||||
├── ButtonContainer (GameObject + Horizontal Layout Group)
|
||||
│ ├── JetButton (Button)
|
||||
│ │ ├── Background (Image)
|
||||
│ │ ├── Icon (Image - jet plane icon)
|
||||
│ │ └── Label (TextMeshPro: "Jet Plane")
|
||||
│ ├── BobbingButton (Button)
|
||||
│ │ ├── Background (Image)
|
||||
│ │ ├── Icon (Image - bobbing plane icon)
|
||||
│ │ └── Label (TextMeshPro: "Bobbing Plane")
|
||||
│ └── DropButton (Button)
|
||||
│ ├── Background (Image)
|
||||
│ ├── Icon (Image - drop plane icon)
|
||||
│ └── Label (TextMeshPro: "Drop Plane")
|
||||
└── ConfirmButton (Button)
|
||||
└── Label (TextMeshPro: "Confirm")
|
||||
```
|
||||
|
||||
**Add Component**: `AirplaneSelectionUI` to `AirplaneSelectionPanel`
|
||||
|
||||
**Configure Component**:
|
||||
- Jet Plane Button → Drag `JetButton`
|
||||
- Bobbing Plane Button → Drag `BobbingButton`
|
||||
- Drop Plane Button → Drag `DropButton`
|
||||
- Confirm Button → Drag `ConfirmButton`
|
||||
- Selected Color: `#FFFF00` (yellow)
|
||||
- Normal Color: `#FFFFFF` (white)
|
||||
|
||||
**Important**: ☑ Set panel **inactive** in Inspector (checkbox next to name)
|
||||
|
||||
---
|
||||
|
||||
### STEP 3: Build Ability Button (5 minutes)
|
||||
|
||||
**Create Hierarchy**: `Canvas/GameplayUI/AbilityButton`
|
||||
|
||||
```
|
||||
AbilityButton (GameObject)
|
||||
├── ButtonBackground (Image - circular)
|
||||
├── AbilityIcon (Image - set dynamically)
|
||||
├── CooldownFill (Image)
|
||||
│ └── Image Type: Filled
|
||||
│ └── Fill Method: Radial 360
|
||||
│ └── Fill Origin: Top
|
||||
│ └── Clockwise: ☑
|
||||
└── CooldownText (TextMeshPro - optional)
|
||||
```
|
||||
|
||||
**Add Component**: `AirplaneAbilityButton` to `AbilityButton`
|
||||
|
||||
**Configure Component**:
|
||||
- Button → Drag Button component reference
|
||||
- Ability Icon → Drag `AbilityIcon` Image
|
||||
- Cooldown Fill → Drag `CooldownFill` Image
|
||||
- Cooldown Text → Drag `CooldownText` (optional)
|
||||
- Ready Color: `#FFFFFF` (white)
|
||||
- Cooldown Color: `#808080` (gray)
|
||||
- Active Color: `#FFFF00` (yellow)
|
||||
|
||||
**Position**: Bottom-right corner (accessible for thumb on mobile)
|
||||
|
||||
**Important**: ☑ Set button **inactive** in Inspector (checkbox next to name)
|
||||
|
||||
---
|
||||
|
||||
### STEP 4: Wire Game Manager (2 minutes)
|
||||
|
||||
**GameObject**: `AirplaneGameManager`
|
||||
|
||||
**Assign New References**:
|
||||
- Selection UI → Drag `AirplaneSelectionPanel`
|
||||
- Ability Button → Drag `AbilityButton`
|
||||
|
||||
**Verify Existing References** (should already be assigned):
|
||||
- Person Queue
|
||||
- Camera Manager
|
||||
- Launch Controller
|
||||
- Target Validator
|
||||
- Spawn Manager
|
||||
|
||||
---
|
||||
|
||||
## Testing Checklist
|
||||
|
||||
### Selection UI
|
||||
- [ ] Panel appears on game start
|
||||
- [ ] Clicking button highlights it (turns yellow)
|
||||
- [ ] Confirm button enables after selection
|
||||
- [ ] Clicking confirm hides panel and starts game
|
||||
|
||||
### Airplane Spawning
|
||||
- [ ] Selected airplane appears at slingshot
|
||||
- [ ] Airplane stays in place (not falling)
|
||||
- [ ] Trajectory preview works
|
||||
- [ ] Launching works correctly
|
||||
|
||||
### Jet Ability (Hold to Activate)
|
||||
- [ ] Button appears after launch with jet icon
|
||||
- [ ] **Hold button** → Airplane flies straight (no gravity)
|
||||
- [ ] **Release button** → Gravity returns
|
||||
- [ ] Cooldown fill animates 1.0 → 0.0
|
||||
- [ ] Button grays out during cooldown
|
||||
- [ ] Can use again after cooldown ends
|
||||
|
||||
### Bobbing Ability (Tap to Activate)
|
||||
- [ ] Button appears after launch with bobbing icon
|
||||
- [ ] **Tap button** → Airplane jumps upward
|
||||
- [ ] Speed reduces after jump
|
||||
- [ ] Cooldown starts immediately
|
||||
- [ ] Can use multiple times per flight
|
||||
|
||||
### Drop Ability (Tap to Activate)
|
||||
- [ ] Button appears after launch with drop icon
|
||||
- [ ] **Tap button** → Airplane drops straight down
|
||||
- [ ] Stops dropping after configured distance
|
||||
- [ ] Cooldown starts after drop ends
|
||||
- [ ] Can use again after cooldown
|
||||
|
||||
### Integration
|
||||
- [ ] Ability button hides after turn ends
|
||||
- [ ] Retry uses same airplane type
|
||||
- [ ] Success switches to next person (can choose again if cycling)
|
||||
- [ ] No console errors
|
||||
- [ ] Performance is smooth
|
||||
|
||||
---
|
||||
|
||||
## How Abilities Work
|
||||
|
||||
### Jet Ability - "Jet Boost"
|
||||
**Input**: Hold button down
|
||||
**Effect**: Flies straight at constant speed, ignoring gravity
|
||||
**Duration**: While held (player controlled)
|
||||
**Cooldown**: After release
|
||||
**Use Case**: Fly over obstacles, reach distant targets
|
||||
|
||||
### Bobbing Ability - "Air Hop"
|
||||
**Input**: Tap button
|
||||
**Effect**: Jump upward, lose horizontal speed
|
||||
**Duration**: Instant
|
||||
**Cooldown**: After activation
|
||||
**Use Case**: Gain altitude, avoid low obstacles, extend flight time
|
||||
|
||||
### Drop Ability - "Dive Bomb"
|
||||
**Input**: Tap button
|
||||
**Effect**: Drop straight down for fixed distance
|
||||
**Duration**: Until distance reached
|
||||
**Cooldown**: After drop completes
|
||||
**Use Case**: Precision strikes, hitting low targets
|
||||
|
||||
---
|
||||
|
||||
## Architecture Overview
|
||||
|
||||
### Settings-Based System (No Assets Required!)
|
||||
|
||||
**Old Way** (NOT used):
|
||||
- Create JetAbility.asset
|
||||
- Create BobbingAbility.asset
|
||||
- Create DropAbility.asset
|
||||
- Create JetPlaneType.asset
|
||||
- Create BobbingPlaneType.asset
|
||||
- Create DropPlaneType.asset
|
||||
- Wire references everywhere
|
||||
|
||||
**New Way** (Implemented):
|
||||
- Configure everything in `AirplaneSettings` (one file!)
|
||||
- Abilities created at runtime from settings
|
||||
- Enum-based selection (`AirplaneAbilityType.Jet/Bobbing/Drop`)
|
||||
- No asset management needed
|
||||
|
||||
### Code Structure
|
||||
|
||||
```
|
||||
AirplaneSettings (ScriptableObject)
|
||||
├─ Jet Plane Config + Jet Ability Config
|
||||
├─ Bobbing Plane Config + Bobbing Ability Config
|
||||
└─ Drop Plane Config + Drop Ability Config
|
||||
|
||||
AbilityFactory
|
||||
└─ Creates ability instances from settings at runtime
|
||||
|
||||
BaseAirplaneAbility (abstract class)
|
||||
├─ JetAbility (hold to fly straight)
|
||||
├─ BobbingAbility (tap to jump)
|
||||
└─ DropAbility (tap to dive)
|
||||
|
||||
Game Flow
|
||||
├─ AirplaneSelectionUI (choose type)
|
||||
├─ AirplaneController (initialized with type)
|
||||
├─ AirplaneAbilityButton (shows during flight)
|
||||
└─ AbilityFactory (creates ability on demand)
|
||||
```
|
||||
|
||||
### Input System Integration
|
||||
|
||||
✅ Uses project's `InputManager` (no legacy Unity Input)
|
||||
✅ Implements `ITouchInputConsumer` interface
|
||||
✅ Override consumer registration for priority input
|
||||
✅ Proper hold/release detection for Jet ability
|
||||
✅ Works on mobile and desktop
|
||||
|
||||
---
|
||||
|
||||
## Troubleshooting
|
||||
|
||||
### Selection UI doesn't appear
|
||||
- Check `AirplaneGameManager.selectionUI` is assigned
|
||||
- Verify panel is inactive by default
|
||||
- Check console for errors
|
||||
|
||||
### Airplane doesn't spawn at slingshot
|
||||
- Verify prefab is assigned in settings for selected type
|
||||
- Check `LaunchController` has launch anchor assigned
|
||||
- Check console for "Cannot spawn" errors
|
||||
|
||||
### Ability button doesn't appear
|
||||
- Verify `AirplaneGameManager.abilityButton` is assigned
|
||||
- Check button is inactive by default
|
||||
- Ensure airplane was initialized with type
|
||||
- Check console for ability creation errors
|
||||
|
||||
### Hold doesn't work for Jet ability
|
||||
- Verify `InputManager` exists in scene
|
||||
- Check button implements `ITouchInputConsumer`
|
||||
- Try click-and-hold with mouse first
|
||||
- Check console for registration messages
|
||||
|
||||
### Cooldown fill doesn't animate
|
||||
- Verify `CooldownFill` Image is assigned
|
||||
- Check Fill Type is set to "Filled"
|
||||
- Verify Fill Method is "Radial 360"
|
||||
- Check fill amount starts at 0
|
||||
|
||||
### Wrong airplane spawns
|
||||
- Check which type was selected in Selection UI
|
||||
- Verify correct prefab is assigned in settings
|
||||
- Check console logs for "Selected airplane: [type]"
|
||||
|
||||
---
|
||||
|
||||
## Advanced Configuration
|
||||
|
||||
### Physics Tuning Per Airplane
|
||||
|
||||
You can override physics per airplane type in settings:
|
||||
|
||||
**Lighter Airplane** (faster, less stable):
|
||||
```
|
||||
☑ Override Mass: 0.8
|
||||
☑ Override Gravity Scale: 0.9
|
||||
☑ Override Drag: 0.1
|
||||
```
|
||||
|
||||
**Heavier Airplane** (slower, more stable):
|
||||
```
|
||||
☑ Override Mass: 1.2
|
||||
☑ Override Gravity Scale: 1.1
|
||||
☑ Override Drag: 0.3
|
||||
```
|
||||
|
||||
### Ability Balance
|
||||
|
||||
**Make abilities more powerful**:
|
||||
- Increase Jet Speed (15 → 20)
|
||||
- Increase Bob Jump Force (10 → 15)
|
||||
- Increase Drop Force (20 → 30)
|
||||
|
||||
**Make abilities have shorter cooldowns**:
|
||||
- Jet: 5s → 3s
|
||||
- Bobbing: 3s → 2s
|
||||
- Drop: 4s → 3s
|
||||
|
||||
**Make abilities last longer**:
|
||||
- Drop Distance: 5 → 8 (drops farther)
|
||||
|
||||
---
|
||||
|
||||
## Common Questions
|
||||
|
||||
**Q: Do I need different airplane prefabs for each type?**
|
||||
A: No! You can use the same prefab for all three. The abilities differentiate them.
|
||||
|
||||
**Q: Can I add a 4th airplane type?**
|
||||
A: Yes! Add enum value → Create config classes → Add to settings → Update factory. See full docs for details.
|
||||
|
||||
**Q: Can I skip the selection UI?**
|
||||
A: Yes! Leave `selectionUI` unassigned in GameManager. The default type from settings will be used.
|
||||
|
||||
**Q: What if I don't assign ability icons?**
|
||||
A: The button will work but show no icon. It's recommended to assign icons for clarity.
|
||||
|
||||
**Q: Can abilities be disabled?**
|
||||
A: Currently no, but you could set cooldown to 999 to effectively disable them.
|
||||
|
||||
**Q: How do I test a specific airplane without the selection UI?**
|
||||
A: Set the default type in settings, then don't assign the selection UI to GameManager.
|
||||
|
||||
---
|
||||
|
||||
## Performance Notes
|
||||
|
||||
- Abilities are created once per airplane (lightweight)
|
||||
- Cooldown updates every frame (negligible cost)
|
||||
- UI updates only during cooldown (efficient)
|
||||
- No GC allocations during ability use
|
||||
- Factory pattern avoids reflection overhead
|
||||
|
||||
---
|
||||
|
||||
## Summary
|
||||
|
||||
### What Code Does (Already Implemented)
|
||||
✅ Manages game state and flow
|
||||
✅ Creates abilities from settings at runtime
|
||||
✅ Handles airplane spawning and initialization
|
||||
✅ Updates cooldowns and ability state
|
||||
✅ Proper input handling via InputManager
|
||||
|
||||
### What You Do (Unity Setup)
|
||||
1. Configure 3 airplane types + abilities in settings (**5 min**)
|
||||
2. Build selection UI panel with buttons (**10 min**)
|
||||
3. Build ability button with cooldown fill (**5 min**)
|
||||
4. Wire 2 references to GameManager (**2 min**)
|
||||
5. Test! (**5 min**)
|
||||
|
||||
**Total Time: ~27 minutes to full functionality** ⚡
|
||||
|
||||
---
|
||||
|
||||
## Quick Start Checklist
|
||||
|
||||
Setup:
|
||||
- [ ] Open `AirplaneSettings`, configure 3 airplane types
|
||||
- [ ] Assign prefabs and sprites for all types
|
||||
- [ ] Assign ability icons for all abilities
|
||||
- [ ] Set default airplane type
|
||||
- [ ] Create `AirplaneSelectionPanel` with 3 buttons
|
||||
- [ ] Add `AirplaneSelectionUI` component, wire buttons
|
||||
- [ ] Create `AbilityButton` with icon + cooldown fill
|
||||
- [ ] Add `AirplaneAbilityButton` component, wire references
|
||||
- [ ] Assign both UI references to `AirplaneGameManager`
|
||||
- [ ] Set both UI elements inactive by default
|
||||
|
||||
Testing:
|
||||
- [ ] Play → Selection appears
|
||||
- [ ] Select → Confirm → Airplane spawns
|
||||
- [ ] Launch → Ability button appears
|
||||
- [ ] Use ability → Works correctly
|
||||
- [ ] Cooldown → Animates and resets
|
||||
- [ ] Turn ends → Button hides
|
||||
- [ ] Retry → Same airplane
|
||||
- [ ] Success → Next person
|
||||
|
||||
When all checked → System complete! 🎉
|
||||
|
||||
---
|
||||
|
||||
**Documentation Version**: 1.0
|
||||
**Last Updated**: December 6, 2025
|
||||
**Implementation**: Settings-Based Architecture
|
||||
**Assets Required**: 0 ScriptableObjects ✅
|
||||
|
||||
1
docs/airplane_selection_ui_setup.md
Normal file
1
docs/airplane_selection_ui_setup.md
Normal file
@@ -0,0 +1 @@
|
||||
|
||||
241
docs/airplane_typedata_migration.md
Normal file
241
docs/airplane_typedata_migration.md
Normal file
@@ -0,0 +1,241 @@
|
||||
# AirplaneTypeData - Migration Complete
|
||||
|
||||
## What Happened
|
||||
|
||||
`AirplaneTypeData.cs` was **deleted** as part of the migration to a **settings-based architecture**. This is intentional and correct.
|
||||
|
||||
### Old System (ScriptableObject-based):
|
||||
```
|
||||
AirplaneTypeData.cs (ScriptableObject)
|
||||
├─ DisplayName
|
||||
├─ Prefab
|
||||
├─ PreviewSprite
|
||||
├─ Ability (reference to BaseAirplaneAbility ScriptableObject)
|
||||
└─ Physics overrides
|
||||
|
||||
Required:
|
||||
- Creating 3 ScriptableObject assets (JetPlaneType, BobbingPlaneType, DropPlaneType)
|
||||
- Creating 3 ability assets (JetAbility, BobbingAbility, DropAbility)
|
||||
- Assigning references in Unity Inspector
|
||||
```
|
||||
|
||||
### New System (Settings-based):
|
||||
```
|
||||
AirplaneSettings.cs (single asset)
|
||||
├─ JetPlaneConfig (serializable class)
|
||||
│ ├─ displayName
|
||||
│ ├─ prefab
|
||||
│ ├─ previewSprite
|
||||
│ ├─ abilityType (enum: Jet)
|
||||
│ └─ physics overrides
|
||||
├─ JetAbilityConfig (serializable class)
|
||||
│ ├─ abilityName
|
||||
│ ├─ abilityIcon
|
||||
│ ├─ cooldownDuration
|
||||
│ ├─ jetSpeed
|
||||
│ └─ jetAngle
|
||||
├─ (same structure for Bobbing and Drop)
|
||||
└─ defaultAirplaneType (enum)
|
||||
|
||||
Benefits:
|
||||
- NO ScriptableObject assets to create
|
||||
- Everything in ONE settings file
|
||||
- Enum-based selection (Jet/Bobbing/Drop)
|
||||
- Abilities created at runtime from config
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Where Things Are Now
|
||||
|
||||
### Configuration Classes
|
||||
|
||||
**File**: `Assets/Scripts/Minigames/Airplane/Data/AirplaneAbilityConfig.cs`
|
||||
|
||||
Contains:
|
||||
- `JetAbilityConfig` - Settings for jet ability
|
||||
- `BobbingAbilityConfig` - Settings for bobbing ability
|
||||
- `DropAbilityConfig` - Settings for drop ability
|
||||
- `AirplaneTypeConfig` - Settings for airplane visual/physics
|
||||
|
||||
These are `[Serializable]` classes used in `AirplaneSettings`.
|
||||
|
||||
### Ability Classes
|
||||
|
||||
**Files**:
|
||||
- `Assets/Scripts/Minigames/Airplane/Abilities/BaseAirplaneAbility.cs` - Abstract base
|
||||
- `Assets/Scripts/Minigames/Airplane/Abilities/JetAbility.cs` - Jet implementation
|
||||
- `Assets/Scripts/Minigames/Airplane/Abilities/BobbingAbility.cs` - Bobbing implementation
|
||||
- `Assets/Scripts/Minigames/Airplane/Abilities/DropAbility.cs` - Drop implementation
|
||||
|
||||
These are **regular classes** (not ScriptableObjects) with **constructors** that accept config parameters.
|
||||
|
||||
### Factory
|
||||
|
||||
**File**: `Assets/Scripts/Minigames/Airplane/Abilities/AbilityFactory.cs`
|
||||
|
||||
Creates ability instances from settings:
|
||||
```csharp
|
||||
BaseAirplaneAbility ability = AbilityFactory.CreateAbility(
|
||||
AirplaneAbilityType.Jet,
|
||||
settings
|
||||
);
|
||||
```
|
||||
|
||||
### Enum
|
||||
|
||||
**File**: `Assets/Scripts/Minigames/Airplane/Data/AirplaneAbilityType.cs`
|
||||
|
||||
```csharp
|
||||
public enum AirplaneAbilityType
|
||||
{
|
||||
None,
|
||||
Jet,
|
||||
Bobbing,
|
||||
Drop
|
||||
}
|
||||
```
|
||||
|
||||
Used throughout the system instead of `AirplaneTypeData` references.
|
||||
|
||||
---
|
||||
|
||||
## Code Migration Summary
|
||||
|
||||
### Updated Files:
|
||||
|
||||
1. **AirplaneController.cs**
|
||||
- `Initialize(AirplaneAbilityType)` instead of `Initialize(AirplaneTypeData)`
|
||||
- Creates ability via `AbilityFactory.CreateAbility()`
|
||||
- Removed `currentType` field
|
||||
|
||||
2. **AirplaneLaunchController.cs**
|
||||
- `_selectedAirplaneType` changed from `AirplaneTypeData` to `AirplaneAbilityType`
|
||||
- `SetAirplaneType(AirplaneAbilityType)` instead of `SetAirplaneType(AirplaneTypeData)`
|
||||
- Gets config from settings via `settings.GetAirplaneConfig(type)`
|
||||
|
||||
3. **AirplaneSelectionUI.cs**
|
||||
- Removed `[SerializeField] private AirplaneTypeData` fields
|
||||
- `selectedType` changed from `AirplaneTypeData` to `AirplaneAbilityType`
|
||||
- Buttons directly pass enum values (e.g., `AirplaneAbilityType.Jet`)
|
||||
- Events use `Action<AirplaneAbilityType>` instead of `Action<AirplaneTypeData>`
|
||||
|
||||
4. **AirplaneGameManager.cs**
|
||||
- `_selectedAirplaneType` changed from `AirplaneTypeData` to `AirplaneAbilityType`
|
||||
- Gets default from `settings.DefaultAirplaneType` (returns enum)
|
||||
- Log statements print enum value directly
|
||||
|
||||
5. **AirplaneSettings.cs**
|
||||
- Added 6 config sections (3 airplane types + 3 abilities)
|
||||
- Implements `GetAirplaneConfig(type)` method
|
||||
- Returns appropriate config based on enum
|
||||
|
||||
6. **IAirplaneSettings.cs**
|
||||
- `GetAirplaneConfig(AirplaneAbilityType)` method
|
||||
- `JetAbilityConfig`, `BobbingAbilityConfig`, `DropAbilityConfig` properties
|
||||
- `DefaultAirplaneType` returns `AirplaneAbilityType` enum
|
||||
|
||||
---
|
||||
|
||||
## How to Use
|
||||
|
||||
### In Settings (Designer):
|
||||
|
||||
1. Open `Tools > Settings > Airplane Settings`
|
||||
2. Configure sections:
|
||||
- **Jet Plane** - prefab, sprite, physics
|
||||
- **Jet Ability** - icon, cooldown, speed, angle
|
||||
- **Bobbing Plane** - prefab, sprite, physics
|
||||
- **Bobbing Ability** - icon, cooldown, jump force, speed reduction
|
||||
- **Drop Plane** - prefab, sprite, physics
|
||||
- **Drop Ability** - icon, cooldown, force, distance
|
||||
- **Default Type** - Select Jet/Bobbing/Drop
|
||||
|
||||
### In Code:
|
||||
|
||||
```csharp
|
||||
// Get settings
|
||||
var settings = GameManager.GetSettingsObject<IAirplaneSettings>();
|
||||
|
||||
// Get airplane config by type
|
||||
var config = settings.GetAirplaneConfig(AirplaneAbilityType.Jet);
|
||||
|
||||
// Access properties
|
||||
GameObject prefab = config.prefab;
|
||||
string displayName = config.displayName;
|
||||
bool overrideMass = config.overrideMass;
|
||||
|
||||
// Create ability
|
||||
BaseAirplaneAbility ability = AbilityFactory.CreateAbility(
|
||||
AirplaneAbilityType.Jet,
|
||||
settings
|
||||
);
|
||||
|
||||
// Initialize airplane with type
|
||||
airplaneController.Initialize(AirplaneAbilityType.Jet);
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Migration Impact
|
||||
|
||||
### Deleted Files:
|
||||
- ✅ `AirplaneTypeData.cs` - Replaced by `AirplaneTypeConfig` (serializable class in settings)
|
||||
|
||||
### Created Files:
|
||||
- ✅ `AirplaneAbilityConfig.cs` - Config classes for all abilities and airplane types
|
||||
- ✅ `AbilityFactory.cs` - Factory for creating abilities from settings
|
||||
|
||||
### Modified Files:
|
||||
- ✅ `BaseAirplaneAbility.cs` - Constructor-based instead of ScriptableObject
|
||||
- ✅ `JetAbility.cs` - Constructor-based
|
||||
- ✅ `BobbingAbility.cs` - Constructor-based
|
||||
- ✅ `DropAbility.cs` - Constructor-based
|
||||
- ✅ `AirplaneController.cs` - Uses enum + factory
|
||||
- ✅ `AirplaneLaunchController.cs` - Uses enum + settings
|
||||
- ✅ `AirplaneSelectionUI.cs` - Uses enum, no asset references
|
||||
- ✅ `AirplaneGameManager.cs` - Uses enum
|
||||
- ✅ `AirplaneSettings.cs` - Contains all configs
|
||||
- ✅ `IAirplaneSettings.cs` - Updated interface
|
||||
|
||||
---
|
||||
|
||||
## Compilation Status
|
||||
|
||||
✅ **All errors fixed**
|
||||
⚠️ Only minor naming convention warnings remain (non-blocking)
|
||||
|
||||
### Warnings (Safe to Ignore):
|
||||
- Field naming conventions (`selectedType` vs `_selectedType`)
|
||||
- Unused fields (`selectedButton`)
|
||||
- Redundant qualifiers (`Data.AirplaneAbilityType` vs `AirplaneAbilityType`)
|
||||
|
||||
---
|
||||
|
||||
## Benefits of New System
|
||||
|
||||
1. **Simpler Setup**: 3 steps vs 7 steps (57% faster)
|
||||
2. **No Asset Management**: Everything in one file
|
||||
3. **Type-Safe**: Enum-based selection
|
||||
4. **Runtime Creation**: Abilities instantiated from config
|
||||
5. **Designer-Friendly**: Collapsible Inspector sections
|
||||
6. **Easy Extension**: Add new types with minimal code
|
||||
7. **Single Source of Truth**: All config in AirplaneSettings
|
||||
8. **No References to Wire**: Settings accessed directly by code
|
||||
|
||||
---
|
||||
|
||||
## Documentation
|
||||
|
||||
Complete documentation available in:
|
||||
- `docs/airplane_abilities_settings_based.md` - Full technical guide
|
||||
- `docs/airplane_abilities_unity_quickstart.md` - Setup quick reference
|
||||
|
||||
---
|
||||
|
||||
## Summary
|
||||
|
||||
**`AirplaneTypeData` is gone by design.** The new settings-based system eliminates the need for separate ScriptableObject assets. Everything is now configured in `AirplaneSettings` and airplane types are selected via the `AirplaneAbilityType` enum.
|
||||
|
||||
**This is a significant improvement** that reduces setup complexity while maintaining all functionality.
|
||||
|
||||
1
docs/airplane_ui_container_pattern.md
Normal file
1
docs/airplane_ui_container_pattern.md
Normal file
@@ -0,0 +1 @@
|
||||
|
||||
Reference in New Issue
Block a user