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2 Commits
28e6205bdd
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| Author | SHA1 | Date | |
|---|---|---|---|
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247f7b73af | ||
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359e0e35bd |
1
.gitignore
vendored
1
.gitignore
vendored
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#
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{
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DrawSettingsEditor<CardSortingSettings>();
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propertyPath: m_LocalEulerAnglesHint.x
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propertyPath: introVO
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value:
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objectReference: {fileID: 8300000, guid: fca641cdc8dcd074483fad3db1cbe24c, type: 3}
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propertyPath: scoreCanvas
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value:
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propertyPath: playTutorial
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value: 1
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@@ -3853,54 +3645,6 @@ PrefabInstance:
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propertyPath: bottleAudioPlayer
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value:
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propertyPath: m_AnchoredPosition.x
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value: 767.7991
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objectReference: {fileID: 0}
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propertyPath: m_AnchoredPosition.y
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propertyPath: m_Sprite
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value:
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@@ -3937,5 +3681,6 @@ SceneRoots:
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- {fileID: 323864665}
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- {fileID: 424805726}
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- {fileID: 1928843372}
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- {fileID: 199536378}
|
||||
|
||||
@@ -83,15 +83,7 @@ namespace UI.CardSystem.DragDrop
|
||||
_lastClickTime = Time.time;
|
||||
}
|
||||
}
|
||||
protected override void OnDragStartedHook()
|
||||
{
|
||||
base.OnDragStartedHook();
|
||||
// Play pickup audio
|
||||
AudioManager.Instance.LoadAndPlayUIAudio($"random_paper_pickup", false);
|
||||
AudioManager.Instance.LoadAndPlayUIAudio($"shimmering_loop", true);
|
||||
}
|
||||
|
||||
|
||||
|
||||
protected override void OnDragEndedHook()
|
||||
{
|
||||
base.OnDragEndedHook();
|
||||
@@ -135,10 +127,6 @@ namespace UI.CardSystem.DragDrop
|
||||
Logging.Debug($"[BoosterPackDraggable] No valid slot found, snapping back to current slot");
|
||||
AssignToSlot(CurrentSlot, true);
|
||||
}
|
||||
// Play random put down paper audio
|
||||
AudioManager.Instance.LoadAndPlayUIAudio($"random_paper_putdown", false);
|
||||
// Stop the shimmer loop
|
||||
AudioManager.Instance.uiMusicSource.Stop();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
||||
@@ -134,9 +134,7 @@ namespace UI.CardSystem.StateMachine
|
||||
public void PlayFlip(Transform cardBack, Transform cardFront, float? duration = null, Action onComplete = null)
|
||||
{
|
||||
float flipDuration = duration ?? _settings.FlipDuration;
|
||||
// Play feedback sound
|
||||
AudioManager.Instance.LoadAndPlayUIAudio("card_reveal_swoosh", false);
|
||||
|
||||
|
||||
// Phase 1: Rotate both to 90 degrees (edge view)
|
||||
if (cardBack != null)
|
||||
{
|
||||
|
||||
@@ -57,8 +57,7 @@ namespace UI.CardSystem.StateMachine.States
|
||||
// Enlarge using settings-controlled scale
|
||||
_context.Animator.PlayEnlarge(_settings.AlbumCardEnlargedScale, _settings.ScaleDuration);
|
||||
}
|
||||
// Play pick up card audio
|
||||
AudioManager.Instance.LoadAndPlayUIAudio("card_albumdrop_deep", false);
|
||||
|
||||
Logging.Debug($"[CardAlbumEnlargedState] Card enlarged from album: {_context.CardData?.Name}");
|
||||
}
|
||||
|
||||
|
||||
@@ -25,8 +25,6 @@ namespace UI.CardSystem.StateMachine.States
|
||||
|
||||
public override void OnEnterState()
|
||||
{
|
||||
|
||||
|
||||
// Ensure card front is visible and facing camera
|
||||
if (_context.CardDisplay != null)
|
||||
{
|
||||
|
||||
@@ -28,10 +28,6 @@ namespace UI.CardSystem.StateMachine.States
|
||||
|
||||
public override void OnEnterState()
|
||||
{
|
||||
|
||||
// Play feedback sound
|
||||
AudioManager.Instance.LoadAndPlayUIAudio("card_levelup", false);
|
||||
|
||||
// Ensure card front is visible and facing camera
|
||||
if (_context.CardDisplay != null)
|
||||
{
|
||||
|
||||
@@ -30,7 +30,6 @@ namespace UI.CardSystem.StateMachine.States
|
||||
|
||||
public override void OnEnterState()
|
||||
{
|
||||
|
||||
// Ensure card front is visible and facing camera
|
||||
if (_context.CardDisplay != null)
|
||||
{
|
||||
@@ -44,8 +43,6 @@ namespace UI.CardSystem.StateMachine.States
|
||||
// Animated placement - play tween to slot
|
||||
Logging.Debug($"[CardPlacedInSlotState] Animating card '{_context.CardData?.Name}' to slot");
|
||||
AnimateToSlot(_targetSlotForAnimation);
|
||||
// Play card drop in album sound
|
||||
AudioManager.Instance.LoadAndPlayUIAudio("card_albumdrop", false);
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -57,7 +54,6 @@ namespace UI.CardSystem.StateMachine.States
|
||||
card.SetDraggingEnabled(false);
|
||||
}
|
||||
Logging.Debug($"[CardPlacedInSlotState] Card '{_context.CardData?.Name}' directly placed in slot");
|
||||
AudioManager.Instance.LoadAndPlayUIAudio("card_albumdrop", false);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -26,9 +26,6 @@ namespace UI.CardSystem.StateMachine.States
|
||||
|
||||
public override void OnEnterState()
|
||||
{
|
||||
// Play reveal audio
|
||||
AudioManager.Instance.LoadAndPlayUIAudio("random_paper_putdown", false);
|
||||
|
||||
// Ensure card front is visible and facing camera
|
||||
if (_context.CardDisplay != null)
|
||||
{
|
||||
|
||||
@@ -223,9 +223,6 @@ namespace UI.CardSystem
|
||||
else
|
||||
{
|
||||
// Already on page 0 or no book reference, exit
|
||||
|
||||
// Play book closing sound
|
||||
AudioManager.Instance.LoadAndPlayUIAudio("book_open", false);
|
||||
// Restore input mode before popping
|
||||
if (Input.InputManager.Instance != null)
|
||||
{
|
||||
@@ -295,9 +292,6 @@ namespace UI.CardSystem
|
||||
}
|
||||
|
||||
base.TransitionIn();
|
||||
|
||||
// Play book open audio
|
||||
AudioManager.Instance.LoadAndPlayUIAudio("book_open", false);
|
||||
}
|
||||
|
||||
public override void TransitionOut()
|
||||
@@ -368,16 +362,12 @@ namespace UI.CardSystem
|
||||
// Entering album proper and no cards spawned yet - spawn them with animation
|
||||
Logging.Debug("[AlbumViewPage] Entering album proper - spawning pending cards with animation");
|
||||
SpawnPendingCornerCards();
|
||||
// Play flip audio
|
||||
AudioManager.Instance.LoadAndPlayUIAudio("random_paper_pickup", false);
|
||||
}
|
||||
else if (!isInAlbum && CornerCards.PendingCards.Count > 0)
|
||||
{
|
||||
// Returning to menu page - cleanup cards
|
||||
Logging.Debug("[AlbumViewPage] Returning to menu page - cleaning up pending cards");
|
||||
CleanupPendingCornerCards();
|
||||
// Play flip audio
|
||||
AudioManager.Instance.LoadAndPlayUIAudio("random_paper_putdown", false);
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -495,17 +485,7 @@ namespace UI.CardSystem
|
||||
{
|
||||
return Navigation.GetDefinitionsOnCurrentPage();
|
||||
}
|
||||
|
||||
|
||||
#endregion
|
||||
|
||||
public void FlipPageRightFeedback()
|
||||
{
|
||||
AudioManager.Instance.LoadAndPlayUIAudio("random_paper_pickup",false);
|
||||
}
|
||||
|
||||
public void FlipPageLeftFeedback()
|
||||
{
|
||||
AudioManager.Instance.LoadAndPlayUIAudio("random_paper_putdown", false);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -403,7 +403,6 @@ namespace UI.CardSystem
|
||||
ShuffleBoostersToFront();
|
||||
|
||||
Logging.Debug($"[BoosterOpeningPage] Booster placed in center, ready for taps. Active boosters in slots: {_activeBoostersInSlots.Count}");
|
||||
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -445,15 +444,6 @@ namespace UI.CardSystem
|
||||
// Generate the impulse with strength 1 and random velocity
|
||||
impulseSource.GenerateImpulse(randomVelocity);
|
||||
}
|
||||
|
||||
// Cycle through audio clips depending on how much the booster was tapped
|
||||
if (currentTaps <= maxTaps-1)
|
||||
{
|
||||
AudioManager.Instance.LoadAndPlayUIAudio($"buildup_loop{currentTaps}",true);
|
||||
}
|
||||
// Play a random swoosh clip
|
||||
AudioManager.Instance.LoadAndPlayUIAudio($"random_swoosh", false);
|
||||
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -478,11 +468,6 @@ namespace UI.CardSystem
|
||||
// Play the particle system
|
||||
openingParticleSystem.Play();
|
||||
}
|
||||
|
||||
// Play fanfare audio clio
|
||||
AudioManager.Instance.LoadAndPlayUIAudio("Fanfare",false);
|
||||
// Play shimmering background music
|
||||
AudioManager.Instance.LoadAndPlayUIAudio($"shimmering_loop", true);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -626,10 +611,9 @@ namespace UI.CardSystem
|
||||
if (_activeCard == null && card.IsIdle && card.Context.IsClickable)
|
||||
{
|
||||
Logging.Debug($"[BoosterOpeningPage] Card {card.CardData?.Name} selected for reveal");
|
||||
|
||||
|
||||
// Set as active and disable all other idle cards
|
||||
_activeCard = card;
|
||||
|
||||
foreach (var otherCard in _currentCards)
|
||||
{
|
||||
if (otherCard != card && otherCard.IsIdle)
|
||||
@@ -637,8 +621,6 @@ namespace UI.CardSystem
|
||||
otherCard.Context.IsClickable = false;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
// Click will route to IdleState automatically and trigger flip
|
||||
}
|
||||
@@ -701,7 +683,6 @@ namespace UI.CardSystem
|
||||
|
||||
// Unlock center slot
|
||||
centerOpeningSlot.SetLocked(false);
|
||||
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -747,10 +728,7 @@ namespace UI.CardSystem
|
||||
float totalAnimationTime = _currentCardData.Length * 0.5f;
|
||||
_currentRevealedCards.Clear();
|
||||
_currentCards.Clear();
|
||||
|
||||
// Stop the shimmering audio
|
||||
AudioManager.Instance.uiMusicSource.Stop();
|
||||
|
||||
|
||||
yield return new WaitForSeconds(totalAnimationTime);
|
||||
}
|
||||
|
||||
@@ -779,11 +757,6 @@ namespace UI.CardSystem
|
||||
|
||||
_currentBoosterInCenter = null;
|
||||
_isProcessingOpening = false;
|
||||
|
||||
// Stop all UI audio
|
||||
AudioManager.Instance.uiAudioSource.Stop();
|
||||
AudioManager.Instance.uiMusicSource.Stop();
|
||||
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
||||
@@ -171,7 +171,6 @@ namespace Core
|
||||
var minigameSettings = SettingsProvider.Instance.LoadSettingsSynchronous<DivingMinigameSettings>();
|
||||
var cardSystemSettings = SettingsProvider.Instance.LoadSettingsSynchronous<CardSystemSettings>();
|
||||
var sortingGameSettings = SettingsProvider.Instance.LoadSettingsSynchronous<CardSortingSettings>();
|
||||
var birdPooperSettings = SettingsProvider.Instance.LoadSettingsSynchronous<BirdPooperSettings>();
|
||||
|
||||
// Register settings with service locator
|
||||
if (playerSettings != null)
|
||||
@@ -223,19 +222,9 @@ namespace Core
|
||||
{
|
||||
Debug.LogError("Failed to load CardSystemSettings");
|
||||
}
|
||||
|
||||
if (birdPooperSettings != null)
|
||||
{
|
||||
ServiceLocator.Register<IBirdPooperSettings>(birdPooperSettings);
|
||||
Logging.Debug("BirdPooperSettings registered successfully");
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogError("Failed to load BirdPooperSettings");
|
||||
}
|
||||
|
||||
// Log success
|
||||
_settingsLoaded = playerSettings != null && interactionSettings != null && minigameSettings != null && cardSystemSettings != null && birdPooperSettings != null;
|
||||
_settingsLoaded = playerSettings != null && interactionSettings != null && minigameSettings != null && cardSystemSettings != null;
|
||||
if (_settingsLoaded)
|
||||
{
|
||||
Logging.Debug("All settings loaded and registered with ServiceLocator");
|
||||
|
||||
@@ -1,89 +0,0 @@
|
||||
using AppleHills.Core.Settings;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Core.Settings
|
||||
{
|
||||
[CreateAssetMenu(fileName = "BirdPooperSettings", menuName = "AppleHills/Settings/BirdPooper", order = 5)]
|
||||
public class BirdPooperSettings : BaseSettings, IBirdPooperSettings
|
||||
{
|
||||
[Header("Player Controller")]
|
||||
[Tooltip("Gravity acceleration in units/s²")]
|
||||
[SerializeField] private float gravity = 20f;
|
||||
|
||||
[Tooltip("Upward velocity applied on flap in units/s")]
|
||||
[SerializeField] private float flapForce = 8f;
|
||||
|
||||
[Tooltip("Maximum fall speed (terminal velocity) in units/s")]
|
||||
[SerializeField] private float maxFallSpeed = 15f;
|
||||
|
||||
[Tooltip("Minimum Y boundary")]
|
||||
[SerializeField] private float minY = -5f;
|
||||
|
||||
[Tooltip("Maximum Y boundary")]
|
||||
[SerializeField] private float maxY = 5f;
|
||||
|
||||
[Header("Rotation")]
|
||||
[Tooltip("Maximum rotation angle in degrees (positive = up, negative = down)")]
|
||||
[SerializeField] private float maxRotationAngle = 30f;
|
||||
|
||||
[Tooltip("Speed of rotation interpolation (higher = snappier)")]
|
||||
[SerializeField] private float rotationSpeed = 8f;
|
||||
|
||||
[Header("Obstacles")]
|
||||
[Tooltip("Obstacle scroll speed in units/s")]
|
||||
[SerializeField] private float obstacleMoveSpeed = 5f;
|
||||
|
||||
[Tooltip("Time between obstacle spawns in seconds")]
|
||||
[SerializeField] private float obstacleSpawnInterval = 2f;
|
||||
|
||||
[Tooltip("X position where obstacles spawn (off-screen right)")]
|
||||
[SerializeField] private float obstacleSpawnXPosition = 12f;
|
||||
|
||||
[Tooltip("X position where obstacles are destroyed (off-screen left)")]
|
||||
[SerializeField] private float obstacleDestroyXPosition = -12f;
|
||||
|
||||
[Tooltip("Minimum Y position for obstacle spawns")]
|
||||
[SerializeField] private float obstacleMinSpawnY = -3f;
|
||||
|
||||
[Tooltip("Maximum Y position for obstacle spawns")]
|
||||
[SerializeField] private float obstacleMaxSpawnY = 3f;
|
||||
|
||||
[Header("Poop Projectile")]
|
||||
[Tooltip("Poop fall speed in units/s")]
|
||||
[SerializeField] private float poopFallSpeed = 10f;
|
||||
|
||||
[Tooltip("Y position where poop is destroyed (off-screen bottom)")]
|
||||
[SerializeField] private float poopDestroyYPosition = -10f;
|
||||
|
||||
// Interface implementation
|
||||
public float Gravity => gravity;
|
||||
public float FlapForce => flapForce;
|
||||
public float MaxFallSpeed => maxFallSpeed;
|
||||
public float MinY => minY;
|
||||
public float MaxY => maxY;
|
||||
public float MaxRotationAngle => maxRotationAngle;
|
||||
public float RotationSpeed => rotationSpeed;
|
||||
public float ObstacleMoveSpeed => obstacleMoveSpeed;
|
||||
public float ObstacleSpawnInterval => obstacleSpawnInterval;
|
||||
public float ObstacleSpawnXPosition => obstacleSpawnXPosition;
|
||||
public float ObstacleDestroyXPosition => obstacleDestroyXPosition;
|
||||
public float ObstacleMinSpawnY => obstacleMinSpawnY;
|
||||
public float ObstacleMaxSpawnY => obstacleMaxSpawnY;
|
||||
public float PoopFallSpeed => poopFallSpeed;
|
||||
public float PoopDestroyYPosition => poopDestroyYPosition;
|
||||
|
||||
public override void OnValidate()
|
||||
{
|
||||
base.OnValidate();
|
||||
|
||||
// Validation logic
|
||||
gravity = Mathf.Max(0f, gravity);
|
||||
flapForce = Mathf.Max(0f, flapForce);
|
||||
maxFallSpeed = Mathf.Max(0f, maxFallSpeed);
|
||||
maxRotationAngle = Mathf.Clamp(maxRotationAngle, 0f, 90f);
|
||||
rotationSpeed = Mathf.Max(0.1f, rotationSpeed);
|
||||
obstacleSpawnInterval = Mathf.Max(0.1f, obstacleSpawnInterval);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e7d3f5b948b3454681fa573071bee978
|
||||
timeCreated: 1763596494
|
||||
@@ -55,24 +55,10 @@ namespace Core.Settings
|
||||
[Tooltip("Points deducted when item falls off belt")]
|
||||
[SerializeField] private int missedItemPenalty = -3;
|
||||
|
||||
[Header("Lives")]
|
||||
[Tooltip("Maximum number of lives player has")]
|
||||
[SerializeField] private int maxLives = 3;
|
||||
|
||||
[Header("Rewards")]
|
||||
[Tooltip("Booster packs awarded per correct sort")]
|
||||
[SerializeField] private int boosterPacksPerCorrectItem = 1;
|
||||
|
||||
[Header("Visual")]
|
||||
[Tooltip("Size of spawned cards (width, height)")]
|
||||
[SerializeField] private Vector2 cardSize = new Vector2(100f, 140f);
|
||||
|
||||
[Tooltip("Random offset range for spawn distance X (min, max). Range: -10 to 10")]
|
||||
[SerializeField] private Vector2 spawnOffsetX = new Vector2(-5f, 5f);
|
||||
|
||||
[Tooltip("Random offset range for spawn Y position (min, max). Range: -10 to 10")]
|
||||
[SerializeField] private Vector2 spawnOffsetY = new Vector2(-10f, 10f);
|
||||
|
||||
// Interface implementation
|
||||
public float GameDuration => gameDuration;
|
||||
|
||||
@@ -89,11 +75,7 @@ namespace Core.Settings
|
||||
public int CorrectSortPoints => correctSortPoints;
|
||||
public int IncorrectSortPenalty => incorrectSortPenalty;
|
||||
public int MissedItemPenalty => missedItemPenalty;
|
||||
public int MaxLives => maxLives;
|
||||
public int BoosterPacksPerCorrectItem => boosterPacksPerCorrectItem;
|
||||
public Vector2 CardSize => cardSize;
|
||||
public Vector2 SpawnOffsetX => spawnOffsetX;
|
||||
public Vector2 SpawnOffsetY => spawnOffsetY;
|
||||
|
||||
public override void OnValidate()
|
||||
{
|
||||
@@ -104,15 +86,6 @@ namespace Core.Settings
|
||||
maxBeltSpeed = Mathf.Max(initialBeltSpeed, maxBeltSpeed);
|
||||
correctSortPoints = Mathf.Max(0, correctSortPoints);
|
||||
boosterPacksPerCorrectItem = Mathf.Max(0, boosterPacksPerCorrectItem);
|
||||
maxLives = Mathf.Max(1, maxLives);
|
||||
cardSize.x = Mathf.Max(1f, cardSize.x);
|
||||
cardSize.y = Mathf.Max(1f, cardSize.y);
|
||||
|
||||
// Clamp spawn offsets between -10 and 10
|
||||
spawnOffsetX.x = Mathf.Clamp(spawnOffsetX.x, -10f, 10f);
|
||||
spawnOffsetX.y = Mathf.Clamp(spawnOffsetX.y, -10f, 10f);
|
||||
spawnOffsetY.x = Mathf.Clamp(spawnOffsetY.x, -10f, 10f);
|
||||
spawnOffsetY.y = Mathf.Clamp(spawnOffsetY.y, -10f, 10f);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,33 +0,0 @@
|
||||
namespace Core.Settings
|
||||
{
|
||||
/// <summary>
|
||||
/// Settings interface for Bird Pooper minigame.
|
||||
/// Accessed via GameManager.GetSettingsObject<IBirdPooperSettings>()
|
||||
/// </summary>
|
||||
public interface IBirdPooperSettings
|
||||
{
|
||||
// Player Controller
|
||||
float Gravity { get; }
|
||||
float FlapForce { get; }
|
||||
float MaxFallSpeed { get; }
|
||||
float MinY { get; }
|
||||
float MaxY { get; }
|
||||
|
||||
// Rotation
|
||||
float MaxRotationAngle { get; }
|
||||
float RotationSpeed { get; }
|
||||
|
||||
// Obstacles
|
||||
float ObstacleMoveSpeed { get; }
|
||||
float ObstacleSpawnInterval { get; }
|
||||
float ObstacleSpawnXPosition { get; }
|
||||
float ObstacleDestroyXPosition { get; }
|
||||
float ObstacleMinSpawnY { get; }
|
||||
float ObstacleMaxSpawnY { get; }
|
||||
|
||||
// Poop Projectile
|
||||
float PoopFallSpeed { get; }
|
||||
float PoopDestroyYPosition { get; }
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 66509e37e0a549a79de6fe3fa710fd63
|
||||
timeCreated: 1763596482
|
||||
@@ -32,16 +32,8 @@ namespace Core.Settings
|
||||
int IncorrectSortPenalty { get; }
|
||||
int MissedItemPenalty { get; }
|
||||
|
||||
// Lives
|
||||
int MaxLives { get; }
|
||||
|
||||
// Rewards
|
||||
int BoosterPacksPerCorrectItem { get; }
|
||||
|
||||
// Visual
|
||||
Vector2 CardSize { get; }
|
||||
Vector2 SpawnOffsetX { get; } // Min/Max range for X offset (distance)
|
||||
Vector2 SpawnOffsetY { get; } // Min/Max range for Y offset (position)
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: fa5389b421944c6e8f43d7fad84ef470
|
||||
timeCreated: 1763596581
|
||||
@@ -1,72 +0,0 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace Minigames.BirdPooper
|
||||
{
|
||||
|
||||
/// <summary>
|
||||
/// Listens to BirdPlayerController flap events and triggers the flap animation.
|
||||
/// Uses Animator with trigger parameter to transition from idle to flap animation.
|
||||
/// </summary>
|
||||
public class BirdFlapAnimator : MonoBehaviour
|
||||
{
|
||||
[Header("Animation Settings")]
|
||||
[SerializeField] private Animator animator;
|
||||
|
||||
[Tooltip("Name of the trigger parameter in the Animator")]
|
||||
[SerializeField] private string flapTriggerName = "Flap";
|
||||
|
||||
private BirdPlayerController birdController;
|
||||
|
||||
void Awake()
|
||||
{
|
||||
// Auto-assign animator if not set
|
||||
if (animator == null)
|
||||
{
|
||||
animator = GetComponent<Animator>();
|
||||
if (animator == null)
|
||||
{
|
||||
Debug.LogError("[BirdFlapAnimator] No Animator component found! Please add an Animator component or assign one in the Inspector.");
|
||||
}
|
||||
}
|
||||
|
||||
// Find parent BirdPlayerController
|
||||
birdController = GetComponentInParent<BirdPlayerController>();
|
||||
if (birdController == null)
|
||||
{
|
||||
Debug.LogError("[BirdFlapAnimator] No BirdPlayerController found in parent! This component must be a child of the bird GameObject.");
|
||||
}
|
||||
}
|
||||
|
||||
void OnEnable()
|
||||
{
|
||||
// Subscribe to flap event
|
||||
if (birdController != null && birdController.OnFlap != null)
|
||||
{
|
||||
birdController.OnFlap.AddListener(OnBirdFlapped);
|
||||
Debug.Log("[BirdFlapAnimator] Subscribed to OnFlap event");
|
||||
}
|
||||
}
|
||||
|
||||
void OnDisable()
|
||||
{
|
||||
// Unsubscribe from flap event
|
||||
if (birdController != null && birdController.OnFlap != null)
|
||||
{
|
||||
birdController.OnFlap.RemoveListener(OnBirdFlapped);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Called when the bird flaps. Triggers the flap animation via Animator parameter.
|
||||
/// </summary>
|
||||
private void OnBirdFlapped()
|
||||
{
|
||||
if (animator == null) return;
|
||||
|
||||
// Trigger the flap animation
|
||||
animator.SetTrigger(flapTriggerName);
|
||||
Debug.Log($"[BirdFlapAnimator] Flap trigger '{flapTriggerName}' activated");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 9ba8e12a2b8b4d468ccfa995ed56980c
|
||||
timeCreated: 1763600531
|
||||
@@ -1,193 +0,0 @@
|
||||
using Core;
|
||||
using Core.Lifecycle;
|
||||
using Core.Settings;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Minigames.BirdPooper
|
||||
{
|
||||
/// <summary>
|
||||
/// Bird player controller with Flappy Bird-style flight mechanics.
|
||||
/// Responds to tap input to flap, with manual gravity simulation.
|
||||
/// </summary>
|
||||
public class BirdPlayerController : ManagedBehaviour, ITouchInputConsumer
|
||||
{
|
||||
[Header("Events")]
|
||||
public UnityEngine.Events.UnityEvent OnFlap;
|
||||
|
||||
private Rigidbody2D rb;
|
||||
private IBirdPooperSettings settings;
|
||||
private float verticalVelocity = 0f;
|
||||
private bool isDead = false;
|
||||
private float fixedXPosition; // Store the initial X position from the scene
|
||||
|
||||
internal override void OnManagedAwake()
|
||||
{
|
||||
base.OnManagedAwake();
|
||||
|
||||
// Initialize event
|
||||
if (OnFlap == null)
|
||||
OnFlap = new UnityEngine.Events.UnityEvent();
|
||||
|
||||
// Load settings
|
||||
settings = GameManager.GetSettingsObject<IBirdPooperSettings>();
|
||||
if (settings == null)
|
||||
{
|
||||
Debug.LogError("[BirdPlayerController] BirdPooperSettings not found!");
|
||||
return;
|
||||
}
|
||||
|
||||
// Get Rigidbody2D component (Dynamic with gravityScale = 0)
|
||||
rb = GetComponent<Rigidbody2D>();
|
||||
if (rb != null)
|
||||
{
|
||||
rb.gravityScale = 0f; // Disable Unity physics gravity
|
||||
rb.bodyType = RigidbodyType2D.Dynamic;
|
||||
|
||||
// Store the initial X position from the scene
|
||||
fixedXPosition = rb.position.x;
|
||||
Debug.Log($"[BirdPlayerController] Fixed X position set to: {fixedXPosition}");
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogError("[BirdPlayerController] Rigidbody2D component not found!");
|
||||
return;
|
||||
}
|
||||
|
||||
// Register as override consumer to capture ALL input (except UI button)
|
||||
// Register as override consumer to capture ALL input (except UI button)
|
||||
if (Input.InputManager.Instance != null)
|
||||
{
|
||||
Input.InputManager.Instance.RegisterOverrideConsumer(this);
|
||||
Debug.Log("[BirdPlayerController] Registered as override input consumer");
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogError("[BirdPlayerController] InputManager instance not found!");
|
||||
}
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
if (!isDead && settings != null && rb != null)
|
||||
{
|
||||
// Apply manual gravity
|
||||
verticalVelocity -= settings.Gravity * Time.deltaTime;
|
||||
|
||||
// Cap fall speed (terminal velocity)
|
||||
if (verticalVelocity < -settings.MaxFallSpeed)
|
||||
verticalVelocity = -settings.MaxFallSpeed;
|
||||
|
||||
// Update position manually
|
||||
Vector2 newPosition = rb.position;
|
||||
newPosition.y += verticalVelocity * Time.deltaTime;
|
||||
newPosition.x = fixedXPosition; // Keep X fixed at scene-configured position
|
||||
|
||||
// Clamp Y position to bounds
|
||||
newPosition.y = Mathf.Clamp(newPosition.y, settings.MinY, settings.MaxY);
|
||||
|
||||
rb.MovePosition(newPosition);
|
||||
|
||||
// Update rotation based on velocity
|
||||
UpdateRotation();
|
||||
}
|
||||
}
|
||||
|
||||
private void Destroy()
|
||||
{
|
||||
// Unregister when destroyed
|
||||
if (Input.InputManager.Instance != null)
|
||||
{
|
||||
Input.InputManager.Instance.UnregisterOverrideConsumer(this);
|
||||
Debug.Log("[BirdPlayerController] Unregistered override input consumer");
|
||||
}
|
||||
}
|
||||
|
||||
#region ITouchInputConsumer Implementation
|
||||
|
||||
public void OnTap(Vector2 tapPosition)
|
||||
{
|
||||
if (!isDead && settings != null)
|
||||
{
|
||||
verticalVelocity = settings.FlapForce;
|
||||
Debug.Log($"[BirdPlayerController] Flap! velocity = {verticalVelocity}");
|
||||
|
||||
// Emit flap event
|
||||
OnFlap?.Invoke();
|
||||
}
|
||||
}
|
||||
|
||||
public void OnHoldStart(Vector2 position) { }
|
||||
public void OnHoldMove(Vector2 position) { }
|
||||
public void OnHoldEnd(Vector2 position) { }
|
||||
|
||||
#endregion
|
||||
|
||||
#region Rotation
|
||||
|
||||
/// <summary>
|
||||
/// Updates the bird's rotation based on vertical velocity.
|
||||
/// Bird tilts up when flapping, down when falling.
|
||||
/// </summary>
|
||||
private void UpdateRotation()
|
||||
{
|
||||
if (settings == null) return;
|
||||
|
||||
// Map velocity to rotation angle
|
||||
// When falling at max speed (-MaxFallSpeed): -MaxRotationAngle (down)
|
||||
// When at flap velocity (+FlapForce): +MaxRotationAngle (up)
|
||||
float velocityPercent = Mathf.InverseLerp(
|
||||
-settings.MaxFallSpeed,
|
||||
settings.FlapForce,
|
||||
verticalVelocity
|
||||
);
|
||||
float targetAngle = Mathf.Lerp(
|
||||
-settings.MaxRotationAngle,
|
||||
settings.MaxRotationAngle,
|
||||
velocityPercent
|
||||
);
|
||||
|
||||
// Get current angle (handle 0-360 wrapping to -180-180)
|
||||
float currentAngle = transform.rotation.eulerAngles.z;
|
||||
if (currentAngle > 180f)
|
||||
currentAngle -= 360f;
|
||||
|
||||
// Smooth interpolation to target
|
||||
float smoothedAngle = Mathf.Lerp(
|
||||
currentAngle,
|
||||
targetAngle,
|
||||
settings.RotationSpeed * Time.deltaTime
|
||||
);
|
||||
|
||||
// Apply rotation to Z axis only (2D rotation)
|
||||
transform.rotation = Quaternion.Euler(0, 0, smoothedAngle);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Collision Detection
|
||||
|
||||
private void OnCollisionEnter2D(Collision2D collision)
|
||||
{
|
||||
if (collision.gameObject.CompareTag("Obstacle"))
|
||||
{
|
||||
HandleDeath();
|
||||
}
|
||||
}
|
||||
|
||||
private void HandleDeath()
|
||||
{
|
||||
isDead = true;
|
||||
verticalVelocity = 0f;
|
||||
Debug.Log("[BirdPlayerController] Bird died!");
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Public Properties
|
||||
|
||||
public bool IsDead => isDead;
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 2d56e44aad9044f8808b892c7a5cfc50
|
||||
timeCreated: 1763596581
|
||||
@@ -4,7 +4,6 @@ using Data.CardSystem;
|
||||
using Minigames.CardSorting.Core;
|
||||
using Minigames.CardSorting.Data;
|
||||
using System.Collections.Generic;
|
||||
using UI.DragAndDrop.Core;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Minigames.CardSorting.Controllers
|
||||
@@ -28,8 +27,6 @@ namespace Minigames.CardSorting.Controllers
|
||||
private HashSet<SortableItem> missedItems = new HashSet<SortableItem>(); // Items past visual end, moving to despawn
|
||||
private float currentSpeed;
|
||||
private SortableItem lastSpawnedItem; // Track last spawned item for distance-based spawning
|
||||
private float cachedSpawnOffsetX; // Cached random offset for next spawn
|
||||
private bool isGameOver = false; // Flag to stop conveyor when game ends
|
||||
|
||||
// Events - conveyor owns item lifecycle
|
||||
public event System.Action<SortableItem> OnItemSpawned; // Fired when new item spawns
|
||||
@@ -40,7 +37,6 @@ namespace Minigames.CardSorting.Controllers
|
||||
|
||||
public float CurrentSpeed => currentSpeed;
|
||||
public int ActiveItemCount => activeItems.Count;
|
||||
public bool IsGameOver => isGameOver;
|
||||
|
||||
public ConveyorBeltController(
|
||||
Transform spawnPoint,
|
||||
@@ -59,9 +55,6 @@ namespace Minigames.CardSorting.Controllers
|
||||
|
||||
this.currentSpeed = settings.InitialBeltSpeed;
|
||||
this.lastSpawnedItem = null; // No items spawned yet
|
||||
|
||||
// Initialize first cached offset
|
||||
this.cachedSpawnOffsetX = Random.Range(settings.SpawnOffsetX.x, settings.SpawnOffsetX.y);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -69,9 +62,6 @@ namespace Minigames.CardSorting.Controllers
|
||||
/// </summary>
|
||||
public void Update(float deltaTime, float gameProgress)
|
||||
{
|
||||
// Stop processing if game is over
|
||||
if (isGameOver) return;
|
||||
|
||||
UpdateBeltSpeed(gameProgress);
|
||||
CheckItemsOffBelt();
|
||||
CheckDistanceBasedSpawn(gameProgress);
|
||||
@@ -80,7 +70,6 @@ namespace Minigames.CardSorting.Controllers
|
||||
/// <summary>
|
||||
/// Check if we should spawn a new item based on distance from last spawn.
|
||||
/// Items spawn when last item has moved far enough from spawn point.
|
||||
/// Uses cached random X offset for spawn distance variation.
|
||||
/// </summary>
|
||||
private void CheckDistanceBasedSpawn(float gameProgress)
|
||||
{
|
||||
@@ -88,24 +77,15 @@ namespace Minigames.CardSorting.Controllers
|
||||
if (lastSpawnedItem == null)
|
||||
{
|
||||
SpawnNewItem(gameProgress);
|
||||
|
||||
// Generate new offset for next spawn
|
||||
cachedSpawnOffsetX = Random.Range(settings.SpawnOffsetX.x, settings.SpawnOffsetX.y);
|
||||
return;
|
||||
}
|
||||
|
||||
// Check if last spawned item is far enough from spawn point
|
||||
float distanceFromSpawn = Mathf.Abs(lastSpawnedItem.transform.position.x - spawnPoint.position.x);
|
||||
|
||||
// Use cached offset for required distance
|
||||
float requiredDistance = settings.SpawnDistance + cachedSpawnOffsetX;
|
||||
|
||||
if (distanceFromSpawn >= requiredDistance)
|
||||
if (distanceFromSpawn >= settings.SpawnDistance) // Using InitialSpawnInterval as distance threshold
|
||||
{
|
||||
SpawnNewItem(gameProgress);
|
||||
|
||||
// Generate new offset for next spawn
|
||||
cachedSpawnOffsetX = Random.Range(settings.SpawnOffsetX.x, settings.SpawnOffsetX.y);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -165,27 +145,16 @@ namespace Minigames.CardSorting.Controllers
|
||||
|
||||
GarbageItemDefinition garbage = SelectRandomGarbage();
|
||||
|
||||
// Apply random Y offset to spawn position
|
||||
float randomOffsetY = Random.Range(settings.SpawnOffsetY.x, settings.SpawnOffsetY.y);
|
||||
Vector3 spawnPos = spawnPoint.position + new Vector3(0f, randomOffsetY, 0f);
|
||||
|
||||
GameObject obj = Object.Instantiate(garbagePrefab, spawnPos, Quaternion.identity);
|
||||
GameObject obj = Object.Instantiate(garbagePrefab, spawnPoint.position, Quaternion.identity);
|
||||
SortableItem item = obj.GetComponent<SortableItem>();
|
||||
|
||||
if (item != null)
|
||||
{
|
||||
item.SetupAsGarbage(garbage);
|
||||
|
||||
// Apply card size (garbage items use same size as cards)
|
||||
ApplyCardSize(item);
|
||||
|
||||
// Subscribe to item events
|
||||
item.OnItemDroppedInBox += HandleItemDroppedInBox;
|
||||
item.OnItemDroppedOnFloor += HandleItemDroppedOnFloor;
|
||||
item.OnItemReturnedToConveyor += HandleItemReturnedToConveyor;
|
||||
|
||||
// Subscribe to drag events to remove from tracking
|
||||
item.OnDragStarted += HandleItemDragStarted;
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -208,27 +177,16 @@ namespace Minigames.CardSorting.Controllers
|
||||
return null;
|
||||
}
|
||||
|
||||
// Apply random Y offset to spawn position
|
||||
float randomOffsetY = Random.Range(settings.SpawnOffsetY.x, settings.SpawnOffsetY.y);
|
||||
Vector3 spawnPos = spawnPoint.position + new Vector3(0f, randomOffsetY, 0f);
|
||||
|
||||
GameObject obj = Object.Instantiate(cardPrefab, spawnPos, Quaternion.identity);
|
||||
GameObject obj = Object.Instantiate(cardPrefab, spawnPoint.position, Quaternion.identity);
|
||||
SortableItem item = obj.GetComponent<SortableItem>();
|
||||
|
||||
if (item != null)
|
||||
{
|
||||
item.SetupAsCard(cardData);
|
||||
|
||||
// Apply card size
|
||||
ApplyCardSize(item);
|
||||
|
||||
// Subscribe to item events
|
||||
item.OnItemDroppedInBox += HandleItemDroppedInBox;
|
||||
item.OnItemDroppedOnFloor += HandleItemDroppedOnFloor;
|
||||
item.OnItemReturnedToConveyor += HandleItemReturnedToConveyor;
|
||||
|
||||
// Subscribe to drag events to remove from tracking
|
||||
item.OnDragStarted += HandleItemDragStarted;
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -338,88 +296,57 @@ namespace Minigames.CardSorting.Controllers
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Handle when an item starts being dragged.
|
||||
/// Remove from tracking to prevent "fell off belt" detection while dragging.
|
||||
/// </summary>
|
||||
private void HandleItemDragStarted(DraggableObject draggableObj)
|
||||
{
|
||||
SortableItem item = draggableObj as SortableItem;
|
||||
if (item == null) return;
|
||||
|
||||
RemoveItemFromTracking(item);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Handle when an item is dropped in a box (correct or incorrect).
|
||||
/// Note: Item was already removed from activeItems when dragging started (HandleItemDragStarted).
|
||||
/// </summary>
|
||||
private void HandleItemDroppedInBox(SortableItem item, SortingBox box, bool correct)
|
||||
{
|
||||
// Clean up tracking (item already removed from activeItems when picked up)
|
||||
activeItems.Remove(item);
|
||||
missedItems.Remove(item);
|
||||
|
||||
// Clear lastSpawnedItem reference if this was it
|
||||
if (lastSpawnedItem == item)
|
||||
// Remove from tracking and unsubscribe
|
||||
if (activeItems.Remove(item))
|
||||
{
|
||||
lastSpawnedItem = null;
|
||||
// Also remove from missed items if it was there
|
||||
missedItems.Remove(item);
|
||||
|
||||
// Clear lastSpawnedItem reference if this was it
|
||||
if (lastSpawnedItem == item)
|
||||
{
|
||||
lastSpawnedItem = null;
|
||||
}
|
||||
|
||||
item.OnItemDroppedInBox -= HandleItemDroppedInBox;
|
||||
item.OnItemReturnedToConveyor -= HandleItemReturnedToConveyor;
|
||||
|
||||
// Emit event for game manager to handle scoring, passing box and correctness
|
||||
OnItemSorted?.Invoke(item, box, correct);
|
||||
}
|
||||
|
||||
// Unsubscribe from events
|
||||
item.OnItemDroppedInBox -= HandleItemDroppedInBox;
|
||||
item.OnItemDroppedOnFloor -= HandleItemDroppedOnFloor;
|
||||
item.OnItemReturnedToConveyor -= HandleItemReturnedToConveyor;
|
||||
item.OnDragStarted -= HandleItemDragStarted;
|
||||
|
||||
// Emit event for game manager to handle scoring, passing box and correctness
|
||||
OnItemSorted?.Invoke(item, box, correct);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Handle when an item is returned to conveyor (dropped back on conveyor belt).
|
||||
/// Re-adds item to tracking so it continues moving along the belt.
|
||||
/// Handle when an item is returned to conveyor (dropped outside box).
|
||||
/// Item transitions to DroppedOnFloorState and gets destroyed.
|
||||
/// </summary>
|
||||
private void HandleItemReturnedToConveyor(SortableItem item)
|
||||
{
|
||||
if (item == null) return;
|
||||
|
||||
// Re-add to active tracking
|
||||
if (!activeItems.Contains(item))
|
||||
// Remove from tracking and unsubscribe (item will be destroyed)
|
||||
if (activeItems.Remove(item))
|
||||
{
|
||||
activeItems.Add(item);
|
||||
Debug.Log($"[ConveyorBeltController] Item returned to conveyor: {item.CardData?.Name ?? item.GarbageItem?.DisplayName}");
|
||||
missedItems.Remove(item);
|
||||
|
||||
if (lastSpawnedItem == item)
|
||||
{
|
||||
lastSpawnedItem = null;
|
||||
}
|
||||
|
||||
item.OnItemDroppedInBox -= HandleItemDroppedInBox;
|
||||
item.OnItemReturnedToConveyor -= HandleItemReturnedToConveyor;
|
||||
|
||||
// Emit event for scoring
|
||||
OnItemDroppedOnFloor?.Invoke(item);
|
||||
|
||||
Debug.Log($"[ConveyorBeltController] Item dropped on floor: {item.CardData?.Name ?? item.GarbageItem?.DisplayName}");
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Handle when an item is dropped on floor (dropped outside box).
|
||||
/// Item transitions to DroppedOnFloorState and gets destroyed.
|
||||
/// Note: Item was already removed from activeItems when dragging started (HandleItemDragStarted).
|
||||
/// </summary>
|
||||
private void HandleItemDroppedOnFloor(SortableItem item)
|
||||
{
|
||||
// Clean up tracking (item already removed from activeItems when picked up)
|
||||
activeItems.Remove(item);
|
||||
missedItems.Remove(item);
|
||||
|
||||
if (lastSpawnedItem == item)
|
||||
{
|
||||
lastSpawnedItem = null;
|
||||
}
|
||||
|
||||
// Unsubscribe from events
|
||||
item.OnItemDroppedInBox -= HandleItemDroppedInBox;
|
||||
item.OnItemDroppedOnFloor -= HandleItemDroppedOnFloor;
|
||||
item.OnItemReturnedToConveyor -= HandleItemReturnedToConveyor;
|
||||
item.OnDragStarted -= HandleItemDragStarted;
|
||||
|
||||
// Emit event for scoring
|
||||
OnItemDroppedOnFloor?.Invoke(item);
|
||||
|
||||
Debug.Log($"[ConveyorBeltController] Item dropped on floor: {item.CardData?.Name ?? item.GarbageItem?.DisplayName}");
|
||||
}
|
||||
|
||||
private CardRarity DetermineRarity(float roll)
|
||||
{
|
||||
// Adjust roll to be relative to card weights only (subtract garbage weight)
|
||||
@@ -438,65 +365,6 @@ namespace Minigames.CardSorting.Controllers
|
||||
{
|
||||
return settings.GarbageItems[Random.Range(0, settings.GarbageItems.Length)];
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Apply configured card size to spawned item.
|
||||
/// </summary>
|
||||
private void ApplyCardSize(SortableItem item)
|
||||
{
|
||||
if (item == null || item.Context == null || item.Context.RootTransform == null)
|
||||
return;
|
||||
|
||||
// Get the RectTransform to resize (root object)
|
||||
var rectTransform = item.Context.RootTransform.GetComponent<RectTransform>();
|
||||
if (rectTransform != null)
|
||||
{
|
||||
rectTransform.sizeDelta = settings.CardSize;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Remove an item from tracking (called when picked up via event).
|
||||
/// Prevents item from being subject to belt end detection while being dragged.
|
||||
/// </summary>
|
||||
private void RemoveItemFromTracking(SortableItem item)
|
||||
{
|
||||
if (item == null) return;
|
||||
|
||||
bool wasTracked = activeItems.Remove(item);
|
||||
missedItems.Remove(item);
|
||||
|
||||
// Clear lastSpawnedItem reference if this was it
|
||||
if (lastSpawnedItem == item)
|
||||
{
|
||||
lastSpawnedItem = null;
|
||||
}
|
||||
|
||||
if (wasTracked)
|
||||
{
|
||||
Debug.Log($"[ConveyorBeltController] Item removed from tracking (picked up): {item.CardData?.Name ?? item.GarbageItem?.DisplayName}");
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Stop the conveyor belt when game ends.
|
||||
/// Disables dragging on all active items so they can't be interacted with.
|
||||
/// </summary>
|
||||
public void StopConveyor()
|
||||
{
|
||||
isGameOver = true;
|
||||
|
||||
// Disable dragging on all active items
|
||||
foreach (var item in activeItems)
|
||||
{
|
||||
if (item != null)
|
||||
{
|
||||
item.SetDraggingEnabled(false);
|
||||
}
|
||||
}
|
||||
|
||||
Debug.Log("[ConveyorBeltController] Conveyor stopped - all items disabled");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -1,35 +0,0 @@
|
||||
using UI.DragAndDrop.Core;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Minigames.CardSorting.Core
|
||||
{
|
||||
/// <summary>
|
||||
/// Slot component for the conveyor belt.
|
||||
/// Allows detection when items are dropped back onto the conveyor.
|
||||
/// Place this on a UI element (Image/Panel) that covers the conveyor belt area.
|
||||
/// </summary>
|
||||
public class ConveyorBeltSlot : DraggableSlot
|
||||
{
|
||||
/// <summary>
|
||||
/// Check if this slot can accept a specific draggable type.
|
||||
/// ConveyorBeltSlot accepts all SortableItems.
|
||||
/// </summary>
|
||||
public new bool CanAccept(DraggableObject draggable)
|
||||
{
|
||||
// Accept all sortable items
|
||||
return draggable is SortableItem;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Called when an item is dropped on the conveyor.
|
||||
/// Items dropped here should return to their conveyor state.
|
||||
/// </summary>
|
||||
public void OnItemDroppedOnConveyor(SortableItem item)
|
||||
{
|
||||
if (item == null) return;
|
||||
|
||||
Debug.Log($"[ConveyorBeltSlot] Item dropped back on conveyor: {item.CardData?.Name ?? item.GarbageItem?.DisplayName}");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 9304d17587314133a4d8d1e582cfbf81
|
||||
timeCreated: 1763590821
|
||||
@@ -28,8 +28,7 @@ namespace Minigames.CardSorting.Core
|
||||
|
||||
// Events - item emits notifications, conveyor subscribes
|
||||
public event System.Action<SortableItem, SortingBox, bool> OnItemDroppedInBox;
|
||||
public event System.Action<SortableItem> OnItemDroppedOnFloor;
|
||||
public event System.Action<SortableItem> OnItemReturnedToConveyor; // Fired when dropped back on conveyor
|
||||
public event System.Action<SortableItem> OnItemReturnedToConveyor;
|
||||
|
||||
// Public accessors
|
||||
public SortableItemContext Context => context;
|
||||
@@ -143,10 +142,9 @@ namespace Minigames.CardSorting.Core
|
||||
{
|
||||
base.OnDragEndedHook();
|
||||
|
||||
// Check what type of slot we're over
|
||||
// Validate drop on sorting box
|
||||
if (CurrentSlot is SortingBox box)
|
||||
{
|
||||
// Dropped in sorting box
|
||||
bool correctSort = box.ValidateItem(this);
|
||||
|
||||
// Fire event IMMEDIATELY when card is released over bin
|
||||
@@ -164,28 +162,10 @@ namespace Minigames.CardSorting.Core
|
||||
ChangeState("SortedIncorrectlyState");
|
||||
}
|
||||
}
|
||||
else if (CurrentSlot is ConveyorBeltSlot conveyorSlot)
|
||||
{
|
||||
// Dropped back on conveyor - return to conveyor state
|
||||
Logging.Debug("[SortableItem] Dropped back on conveyor, returning to OnConveyorState");
|
||||
|
||||
// Notify conveyor slot
|
||||
conveyorSlot.OnItemDroppedOnConveyor(this);
|
||||
|
||||
// Fire event for conveyor controller to re-add to tracking
|
||||
OnItemReturnedToConveyor?.Invoke(this);
|
||||
|
||||
// Return to conveyor state
|
||||
ChangeState("OnConveyorState");
|
||||
}
|
||||
else
|
||||
{
|
||||
// Dropped outside valid box or conveyor - fire event then transition to dropped on floor state
|
||||
Logging.Debug("[SortableItem] Dropped outside box/conveyor, transitioning to floor state");
|
||||
|
||||
// Fire event for conveyor controller to handle scoring
|
||||
OnItemDroppedOnFloor?.Invoke(this);
|
||||
|
||||
// Dropped outside valid box - transition to dropped on floor state
|
||||
Logging.Debug("[SortableItem] Dropped outside box, transitioning to floor state");
|
||||
ChangeState("DroppedOnFloorState");
|
||||
}
|
||||
}
|
||||
@@ -194,7 +174,6 @@ namespace Minigames.CardSorting.Core
|
||||
/// <summary>
|
||||
/// Detect which slot (if any) is under the pointer during drag.
|
||||
/// Updates CurrentSlot for drop detection.
|
||||
/// Scans for both SortingBox and ConveyorBeltSlot.
|
||||
/// </summary>
|
||||
private void DetectSlotUnderPointer(UnityEngine.EventSystems.PointerEventData eventData)
|
||||
{
|
||||
@@ -202,46 +181,29 @@ namespace Minigames.CardSorting.Core
|
||||
var raycastResults = new System.Collections.Generic.List<UnityEngine.EventSystems.RaycastResult>();
|
||||
UnityEngine.EventSystems.EventSystem.current.RaycastAll(eventData, raycastResults);
|
||||
|
||||
DraggableSlot hoveredSlot = null;
|
||||
SortingBox hoveredBox = null;
|
||||
|
||||
// Find first slot (SortingBox or ConveyorBeltSlot) in raycast results
|
||||
// Find first SortingBox in raycast results
|
||||
foreach (var result in raycastResults)
|
||||
{
|
||||
// Check for SortingBox first (higher priority)
|
||||
var box = result.gameObject.GetComponentInParent<SortingBox>();
|
||||
if (box != null)
|
||||
{
|
||||
hoveredSlot = box;
|
||||
break;
|
||||
}
|
||||
|
||||
// Check for ConveyorBeltSlot if no box found
|
||||
var conveyorSlot = result.gameObject.GetComponentInParent<ConveyorBeltSlot>();
|
||||
if (conveyorSlot != null)
|
||||
{
|
||||
hoveredSlot = conveyorSlot;
|
||||
hoveredBox = box;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// Update current slot (used in OnDragEndedHook)
|
||||
if (hoveredSlot != null && hoveredSlot != CurrentSlot)
|
||||
if (hoveredBox != null && hoveredBox != CurrentSlot)
|
||||
{
|
||||
_currentSlot = hoveredSlot;
|
||||
|
||||
if (hoveredSlot is SortingBox sortBox)
|
||||
{
|
||||
Logging.Debug($"[SortableItem] Now hovering over {sortBox.BoxType} box");
|
||||
}
|
||||
else if (hoveredSlot is ConveyorBeltSlot)
|
||||
{
|
||||
Logging.Debug("[SortableItem] Now hovering over conveyor belt");
|
||||
}
|
||||
_currentSlot = hoveredBox;
|
||||
Logging.Debug($"[SortableItem] Now hovering over {hoveredBox.BoxType} box");
|
||||
}
|
||||
else if (hoveredSlot == null && CurrentSlot != null)
|
||||
else if (hoveredBox == null && CurrentSlot != null)
|
||||
{
|
||||
_currentSlot = null;
|
||||
Logging.Debug("[SortableItem] No longer over any slot");
|
||||
Logging.Debug("[SortableItem] No longer over any box");
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -29,15 +29,9 @@ namespace Minigames.CardSorting.Core
|
||||
[Header("Effects")]
|
||||
[SerializeField] private CinemachineImpulseSource impulseSource; // Screen shake on incorrect sort
|
||||
|
||||
[Header("UI References")]
|
||||
[SerializeField] private UI.LivesDisplay livesDisplay;
|
||||
|
||||
// Settings
|
||||
private ICardSortingSettings _settings;
|
||||
|
||||
// Lives tracking
|
||||
private int currentLives;
|
||||
|
||||
// Controllers (lazy init)
|
||||
private ConveyorBeltController _conveyorController;
|
||||
private ConveyorBeltController Conveyor => _conveyorController ??= new ConveyorBeltController(
|
||||
@@ -49,9 +43,6 @@ namespace Minigames.CardSorting.Core
|
||||
_settings
|
||||
);
|
||||
|
||||
// Public accessor for states to check game over status
|
||||
public ConveyorBeltController ConveyorController => Conveyor;
|
||||
|
||||
private SortingScoreController _scoreController;
|
||||
private SortingScoreController Score => _scoreController ??= new SortingScoreController(_settings);
|
||||
|
||||
@@ -161,13 +152,6 @@ namespace Minigames.CardSorting.Core
|
||||
// Reset score
|
||||
Score.Reset();
|
||||
|
||||
// Initialize lives
|
||||
currentLives = _settings.MaxLives;
|
||||
if (livesDisplay != null)
|
||||
{
|
||||
livesDisplay.Initialize(currentLives);
|
||||
}
|
||||
|
||||
OnGameStarted?.Invoke();
|
||||
|
||||
// Set input mode to game
|
||||
@@ -179,61 +163,6 @@ namespace Minigames.CardSorting.Core
|
||||
Logging.Debug("[SortingGameManager] Game started!");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Unified feedback for wrong actions (trash penalties).
|
||||
/// Plays blink animation on item and triggers camera shake.
|
||||
/// </summary>
|
||||
public void PlayWrongStateFeedback(SortableItem item)
|
||||
{
|
||||
// Camera shake
|
||||
if (impulseSource != null)
|
||||
{
|
||||
impulseSource.GenerateImpulse();
|
||||
}
|
||||
|
||||
// Blink the item red (if it still exists)
|
||||
if (item != null && item.Context != null && item.Context.Animator != null)
|
||||
{
|
||||
UnityEngine.UI.Image imageToBlink = null;
|
||||
|
||||
if (item.Context.CardDisplay != null)
|
||||
{
|
||||
imageToBlink = item.Context.CardDisplay.GetComponent<UnityEngine.UI.Image>();
|
||||
}
|
||||
else if (item.Context.GarbageVisual != null)
|
||||
{
|
||||
imageToBlink = item.Context.GarbageVisual.GetComponent<UnityEngine.UI.Image>();
|
||||
}
|
||||
|
||||
if (imageToBlink != null)
|
||||
{
|
||||
item.Context.Animator.BlinkRed(imageToBlink, 0.15f);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Lose a life. If lives reach 0, end the game.
|
||||
/// </summary>
|
||||
private void LoseLife()
|
||||
{
|
||||
currentLives--;
|
||||
|
||||
if (livesDisplay != null)
|
||||
{
|
||||
livesDisplay.RemoveLife();
|
||||
}
|
||||
|
||||
Logging.Debug($"[SortingGameManager] Life lost! Remaining lives: {currentLives}");
|
||||
|
||||
// Check for game over
|
||||
if (currentLives <= 0)
|
||||
{
|
||||
Logging.Debug("[SortingGameManager] No lives remaining - Game Over!");
|
||||
EndGame();
|
||||
}
|
||||
}
|
||||
|
||||
public void EndGame()
|
||||
{
|
||||
if (isGameOver) return;
|
||||
@@ -241,9 +170,6 @@ namespace Minigames.CardSorting.Core
|
||||
isGameOver = true;
|
||||
isGameActive = false;
|
||||
|
||||
// Stop the conveyor and disable all items
|
||||
Conveyor.StopConveyor();
|
||||
|
||||
// Calculate rewards
|
||||
int boosterReward = Score.CalculateBoosterReward();
|
||||
|
||||
@@ -275,7 +201,7 @@ namespace Minigames.CardSorting.Core
|
||||
/// Called when item reaches visual end of belt (via conveyor event).
|
||||
/// Item continues moving off-screen until despawn point.
|
||||
/// Scoring rules:
|
||||
/// - Trash fell off: Negative score (penalty) + lose life
|
||||
/// - Trash fell off: Negative score (penalty)
|
||||
/// - Card fell off: Neutral (no score change)
|
||||
/// </summary>
|
||||
private void OnConveyorItemFellOff(SortableItem item)
|
||||
@@ -285,8 +211,6 @@ namespace Minigames.CardSorting.Core
|
||||
if (item.IsGarbage)
|
||||
{
|
||||
Score.RecordMissedItem();
|
||||
PlayWrongStateFeedback(item);
|
||||
LoseLife();
|
||||
Logging.Debug($"[SortingGameManager] Trash fell off belt! {item.GarbageItem?.DisplayName} - PENALTY");
|
||||
}
|
||||
else
|
||||
@@ -304,7 +228,7 @@ namespace Minigames.CardSorting.Core
|
||||
/// <summary>
|
||||
/// Called when item is dropped on floor (via conveyor event).
|
||||
/// Scoring rules:
|
||||
/// - Trash dropped on floor: Negative score (penalty) + lose life
|
||||
/// - Trash dropped on floor: Negative score (penalty)
|
||||
/// - Card dropped on floor: Neutral (no score change)
|
||||
/// </summary>
|
||||
private void OnConveyorItemDroppedOnFloor(SortableItem item)
|
||||
@@ -314,9 +238,13 @@ namespace Minigames.CardSorting.Core
|
||||
if (item.IsGarbage)
|
||||
{
|
||||
Score.RecordIncorrectSort();
|
||||
PlayWrongStateFeedback(item);
|
||||
LoseLife();
|
||||
Logging.Debug($"[SortingGameManager] Trash dropped on floor! {item.GarbageItem?.DisplayName} - PENALTY");
|
||||
|
||||
// Trigger screen shake for trash dropped on floor
|
||||
if (impulseSource != null)
|
||||
{
|
||||
impulseSource.GenerateImpulse();
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -342,7 +270,7 @@ namespace Minigames.CardSorting.Core
|
||||
/// Handles scoring only - the state (SortedCorrectlyState/SortedIncorrectlyState) handles animation and destruction.
|
||||
/// Scoring rules:
|
||||
/// - Correct sort: Positive score (cards or trash in correct box)
|
||||
/// - Incorrect trash: Negative score (trash in wrong box) + lose life
|
||||
/// - Incorrect trash: Negative score (trash in wrong box)
|
||||
/// - Incorrect card: Neutral (no score change)
|
||||
/// </summary>
|
||||
private void OnConveyorItemSorted(SortableItem item, SortingBox box, bool correct)
|
||||
@@ -362,12 +290,16 @@ namespace Minigames.CardSorting.Core
|
||||
if (item.IsGarbage)
|
||||
{
|
||||
Score.RecordIncorrectSort();
|
||||
PlayWrongStateFeedback(item);
|
||||
LoseLife();
|
||||
Logging.Debug($"[SortingGameManager] Incorrect trash sort! {item.GarbageItem?.DisplayName} - PENALTY");
|
||||
|
||||
// Fire global incorrect sort event for effects
|
||||
OnItemSortedIncorrectly?.Invoke(item);
|
||||
|
||||
// Trigger screen shake
|
||||
if (impulseSource != null)
|
||||
{
|
||||
impulseSource.GenerateImpulse();
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
@@ -13,12 +13,10 @@ namespace Minigames.CardSorting.StateMachine.States
|
||||
public class BeingDraggedState : AppleState
|
||||
{
|
||||
private SortableItemContext _context;
|
||||
private SortableItem _item;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
_context = GetComponentInParent<SortableItemContext>();
|
||||
_item = GetComponentInParent<SortableItem>();
|
||||
}
|
||||
|
||||
public override void OnEnterState()
|
||||
@@ -26,7 +24,9 @@ namespace Minigames.CardSorting.StateMachine.States
|
||||
if (_context == null) return;
|
||||
|
||||
_context.IsOnConveyor = false;
|
||||
|
||||
|
||||
// Visual feedback: scale up root transform by 10%
|
||||
// Use OriginalScale from context (captured at spawn, preserves world-space Canvas scale)
|
||||
if (_context.RootTransform != null && _context.Animator != null)
|
||||
{
|
||||
Vector3 targetScale = _context.OriginalScale * 1.1f;
|
||||
|
||||
@@ -25,11 +25,45 @@ namespace Minigames.CardSorting.StateMachine.States
|
||||
|
||||
_context.IsOnConveyor = false;
|
||||
|
||||
Logging.Debug("[DroppedOnFloorState] Item dropped on floor, disappearing");
|
||||
Logging.Debug("[DroppedOnFloorState] Item dropped on floor, blinking red then disappearing");
|
||||
|
||||
// Feedback (blink + shake) already triggered by game manager when scoring (for trash)
|
||||
// Just play disappear animation
|
||||
PlayDisappearAnimation();
|
||||
// Blink red briefly, then play disappear animation
|
||||
StartBlinkThenDisappear();
|
||||
}
|
||||
|
||||
private void StartBlinkThenDisappear()
|
||||
{
|
||||
if (_context.Animator == null || _item == null) return;
|
||||
|
||||
// Get the image to blink
|
||||
UnityEngine.UI.Image imageToBlink = null;
|
||||
|
||||
if (_context.CardDisplay != null)
|
||||
{
|
||||
imageToBlink = _context.CardDisplay.GetComponent<UnityEngine.UI.Image>();
|
||||
}
|
||||
else if (_context.GarbageVisual != null)
|
||||
{
|
||||
imageToBlink = _context.GarbageVisual.GetComponent<UnityEngine.UI.Image>();
|
||||
}
|
||||
|
||||
if (imageToBlink != null)
|
||||
{
|
||||
// Blink red briefly (2-3 times), then stop and disappear
|
||||
_context.Animator.BlinkRed(imageToBlink, 0.15f); // Fast blink
|
||||
|
||||
// After brief delay, stop blinking and play disappear animation
|
||||
_context.Animator.AnimateScale(_context.RootTransform.localScale, 0.5f, () =>
|
||||
{
|
||||
_context.Animator.StopBlinking();
|
||||
PlayDisappearAnimation();
|
||||
});
|
||||
}
|
||||
else
|
||||
{
|
||||
// No image found, just disappear directly
|
||||
PlayDisappearAnimation();
|
||||
}
|
||||
}
|
||||
|
||||
private void PlayDisappearAnimation()
|
||||
|
||||
@@ -44,12 +44,6 @@ namespace Minigames.CardSorting.StateMachine.States
|
||||
{
|
||||
if (_context == null || !_context.IsOnConveyor) return;
|
||||
|
||||
// Stop moving if game is over
|
||||
if (SortingGameManager.Instance.ConveyorController.IsGameOver)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// Continue moving item toward despawn point (same logic as OnConveyorState)
|
||||
Vector3 movement = Vector3.right * _context.ConveyorSpeed * Time.deltaTime;
|
||||
_context.RootTransform.position += movement;
|
||||
|
||||
@@ -40,12 +40,6 @@ namespace Minigames.CardSorting.StateMachine.States
|
||||
{
|
||||
if (_context == null || !_context.IsOnConveyor) return;
|
||||
|
||||
// Stop moving if game is over
|
||||
if (SortingGameManager.Instance.ConveyorController.IsGameOver)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// Move item along conveyor (right direction)
|
||||
Vector3 movement = Vector3.right * _context.ConveyorSpeed * Time.deltaTime;
|
||||
_context.RootTransform.position += movement;
|
||||
|
||||
@@ -26,11 +26,45 @@ namespace Minigames.CardSorting.StateMachine.States
|
||||
|
||||
_context.IsOnConveyor = false;
|
||||
|
||||
Logging.Debug("[SortedIncorrectlyState] Item incorrectly sorted, tweening to box then falling in");
|
||||
Logging.Debug("[SortedIncorrectlyState] Item incorrectly sorted, blinking red then tweening to box");
|
||||
|
||||
// Feedback (blink + shake) already triggered by game manager when scoring
|
||||
// Just proceed with animation
|
||||
TweenToBoxThenFall();
|
||||
// Start blinking red briefly, then tween to box
|
||||
StartBlinkThenTween();
|
||||
}
|
||||
|
||||
private void StartBlinkThenTween()
|
||||
{
|
||||
if (_context.Animator == null || _item == null) return;
|
||||
|
||||
// Get the image to blink
|
||||
UnityEngine.UI.Image imageToBlink = null;
|
||||
|
||||
if (_context.CardDisplay != null)
|
||||
{
|
||||
imageToBlink = _context.CardDisplay.GetComponent<UnityEngine.UI.Image>();
|
||||
}
|
||||
else if (_context.GarbageVisual != null)
|
||||
{
|
||||
imageToBlink = _context.GarbageVisual.GetComponent<UnityEngine.UI.Image>();
|
||||
}
|
||||
|
||||
if (imageToBlink != null)
|
||||
{
|
||||
// Blink red briefly (2-3 times), then stop and continue with tween
|
||||
_context.Animator.BlinkRed(imageToBlink, 0.15f); // Fast blink
|
||||
|
||||
// After brief delay, stop blinking and tween to box
|
||||
_context.Animator.AnimateScale(_context.RootTransform.localScale, 0.5f, () =>
|
||||
{
|
||||
_context.Animator.StopBlinking();
|
||||
TweenToBoxThenFall();
|
||||
});
|
||||
}
|
||||
else
|
||||
{
|
||||
// No image found, just tween directly
|
||||
TweenToBoxThenFall();
|
||||
}
|
||||
}
|
||||
|
||||
private void TweenToBoxThenFall()
|
||||
|
||||
@@ -1,206 +0,0 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using Core.Lifecycle;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
namespace Minigames.CardSorting.UI
|
||||
{
|
||||
/// <summary>
|
||||
/// Displays and animates lives for the card sorting minigame.
|
||||
/// Manages a layout group of life icons with add/remove animations.
|
||||
/// </summary>
|
||||
public class LivesDisplay : ManagedBehaviour
|
||||
{
|
||||
[Header("Configuration")]
|
||||
[SerializeField] private LayoutGroup layoutGroup;
|
||||
|
||||
[Header("Animation Settings")]
|
||||
[SerializeField] private float animationDuration = 0.3f;
|
||||
[SerializeField] private float scaleMultiplier = 1.5f;
|
||||
|
||||
private GameObject lifeIconPrefab;
|
||||
private List<GameObject> lifeIcons = new List<GameObject>();
|
||||
|
||||
/// <summary>
|
||||
/// Initialize the display with the maximum number of lives.
|
||||
/// Clones the prefab element multiple times.
|
||||
/// </summary>
|
||||
public void Initialize(int maxLives)
|
||||
{
|
||||
if (layoutGroup == null)
|
||||
{
|
||||
layoutGroup = GetComponent<LayoutGroup>();
|
||||
}
|
||||
|
||||
// Find the prefab (first child) if not assigned
|
||||
if (lifeIconPrefab == null && layoutGroup != null && layoutGroup.transform.childCount > 0)
|
||||
{
|
||||
lifeIconPrefab = layoutGroup.transform.GetChild(0).gameObject;
|
||||
}
|
||||
|
||||
// Clear existing lives
|
||||
ClearAllLives();
|
||||
|
||||
if (lifeIconPrefab == null)
|
||||
{
|
||||
Debug.LogError("[LivesDisplay] No life icon prefab assigned!");
|
||||
return;
|
||||
}
|
||||
|
||||
if (layoutGroup == null)
|
||||
{
|
||||
Debug.LogError("[LivesDisplay] No layout group assigned!");
|
||||
return;
|
||||
}
|
||||
|
||||
// Ensure prefab is active to use as template
|
||||
bool wasActive = lifeIconPrefab.activeSelf;
|
||||
lifeIconPrefab.SetActive(true);
|
||||
lifeIcons.Add(lifeIconPrefab);
|
||||
|
||||
// Create life icons
|
||||
for (int i = 0; i < maxLives - 1; i++)
|
||||
{
|
||||
GameObject icon = Instantiate(lifeIconPrefab, layoutGroup.transform);
|
||||
icon.SetActive(true);
|
||||
lifeIcons.Add(icon);
|
||||
}
|
||||
|
||||
// Hide the original prefab
|
||||
lifeIconPrefab.SetActive(wasActive);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Remove a life with animation.
|
||||
/// </summary>
|
||||
public void RemoveLife()
|
||||
{
|
||||
if (lifeIcons.Count == 0)
|
||||
{
|
||||
Debug.LogWarning("[LivesDisplay] No lives left to remove!");
|
||||
return;
|
||||
}
|
||||
|
||||
GameObject icon = lifeIcons[0];
|
||||
lifeIcons.RemoveAt(0);
|
||||
|
||||
// Play removal animation
|
||||
StartCoroutine(AnimateLifeRemoval(icon));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Add a life with animation.
|
||||
/// </summary>
|
||||
public void AddLife()
|
||||
{
|
||||
if (lifeIconPrefab == null || layoutGroup == null)
|
||||
{
|
||||
Debug.LogError("[LivesDisplay] Cannot add life - missing prefab or layout group!");
|
||||
return;
|
||||
}
|
||||
|
||||
// Create new life icon
|
||||
GameObject icon = Instantiate(lifeIconPrefab, layoutGroup.transform);
|
||||
icon.SetActive(true);
|
||||
lifeIcons.Add(icon);
|
||||
|
||||
// Play addition animation
|
||||
StartCoroutine(AnimateLifeAddition(icon));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Clear all lives (for reset).
|
||||
/// </summary>
|
||||
private void ClearAllLives()
|
||||
{
|
||||
foreach (var icon in lifeIcons)
|
||||
{
|
||||
if (icon != null)
|
||||
{
|
||||
Destroy(icon);
|
||||
}
|
||||
}
|
||||
lifeIcons.Clear();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Animate life removal: scale up, then scale down and destroy.
|
||||
/// </summary>
|
||||
private IEnumerator AnimateLifeRemoval(GameObject icon)
|
||||
{
|
||||
if (icon == null) yield break;
|
||||
|
||||
Vector3 originalScale = icon.transform.localScale;
|
||||
Vector3 targetScale = originalScale * scaleMultiplier;
|
||||
|
||||
// Scale up
|
||||
yield return AnimateScale(icon.transform, originalScale, targetScale, animationDuration * 0.5f);
|
||||
|
||||
// Scale down to zero
|
||||
yield return AnimateScale(icon.transform, targetScale, Vector3.zero, animationDuration * 0.5f);
|
||||
|
||||
// Destroy
|
||||
if (icon != null)
|
||||
{
|
||||
Destroy(icon);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Animate life addition: start at zero, scale up beyond target, then settle to normal.
|
||||
/// </summary>
|
||||
private IEnumerator AnimateLifeAddition(GameObject icon)
|
||||
{
|
||||
if (icon == null) yield break;
|
||||
|
||||
Vector3 originalScale = icon.transform.localScale;
|
||||
Vector3 overshootScale = originalScale * scaleMultiplier;
|
||||
|
||||
// Start at zero
|
||||
icon.transform.localScale = Vector3.zero;
|
||||
|
||||
// Scale up to overshoot
|
||||
yield return AnimateScale(icon.transform, Vector3.zero, overshootScale, animationDuration * 0.5f);
|
||||
|
||||
// Settle back to original scale
|
||||
yield return AnimateScale(icon.transform, overshootScale, originalScale, animationDuration * 0.5f);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Generic scale animation coroutine.
|
||||
/// </summary>
|
||||
private IEnumerator AnimateScale(Transform target, Vector3 from, Vector3 to, float duration)
|
||||
{
|
||||
float elapsed = 0f;
|
||||
|
||||
while (elapsed < duration)
|
||||
{
|
||||
elapsed += Time.deltaTime;
|
||||
float t = Mathf.Clamp01(elapsed / duration);
|
||||
|
||||
// Use ease-in-out curve for smooth animation
|
||||
t = t * t * (3f - 2f * t); // Smoothstep
|
||||
|
||||
if (target != null)
|
||||
{
|
||||
target.localScale = Vector3.Lerp(from, to, t);
|
||||
}
|
||||
|
||||
yield return null;
|
||||
}
|
||||
|
||||
// Ensure final scale is set
|
||||
if (target != null)
|
||||
{
|
||||
target.localScale = to;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get the current number of lives displayed.
|
||||
/// </summary>
|
||||
public int CurrentLives => lifeIcons.Count;
|
||||
}
|
||||
}
|
||||
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user