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2 Commits

Author SHA1 Message Date
Michal Pikulski
247f7b73af Working minigame? 2025-11-19 14:55:59 +01:00
Michal Pikulski
359e0e35bd Stash work on mingame 2025-11-19 08:30:47 +01:00
184 changed files with 1119 additions and 7696 deletions

1
.gitignore vendored
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@@ -3,7 +3,6 @@
# Get latest from https://github.com/github/gitignore/blob/main/Unity.gitignore
#
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.github/
.utmp/
/[Ll]ibrary/

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requiredOrientation: 1
- sceneName: DivingForPictures
requiredOrientation: 0
- sceneName: BirdB
requiredOrientation: 1
- sceneName: CardQualityControl
requiredOrientation: 1

View File

@@ -11,7 +11,7 @@ namespace AppleHills.Core.Settings.Editor
{
private Vector2 scrollPosition;
private List<BaseSettings> allSettings = new List<BaseSettings>();
private string[] tabNames = new string[] { "Player & Follower", "Interaction & Items", "Diving Minigame", "Card System", "Card Sorting", "Bird Pooper" };
private string[] tabNames = new string[] { "Player & Follower", "Interaction & Items", "Diving Minigame", "Card System", "Card Sorting" };
private int selectedTab = 0;
private Dictionary<string, SerializedObject> serializedSettingsObjects = new Dictionary<string, SerializedObject>();
private GUIStyle headerStyle;
@@ -51,7 +51,6 @@ namespace AppleHills.Core.Settings.Editor
CreateSettingsIfMissing<DivingMinigameSettings>("DivingMinigameSettings");
CreateSettingsIfMissing<CardSystemSettings>("CardSystemSettings");
CreateSettingsIfMissing<CardSortingSettings>("CardSortingSettings");
CreateSettingsIfMissing<BirdPooperSettings>("BirdPooperSettings");
}
private void CreateSettingsIfMissing<T>(string fileName) where T : BaseSettings
@@ -124,9 +123,6 @@ namespace AppleHills.Core.Settings.Editor
case 4: // Card Sorting
DrawSettingsEditor<CardSortingSettings>();
break;
case 5: // Bird Pooper
DrawSettingsEditor<BirdPooperSettings>();
break;
}
EditorGUILayout.EndScrollView();

View File

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View File

@@ -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>

View File

@@ -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)
{

View File

@@ -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}");
}

View File

@@ -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)
{

View File

@@ -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)
{

View File

@@ -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);
}
}

View File

@@ -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)
{

View File

@@ -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);
}
}
}

View File

@@ -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>

View File

@@ -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");

View File

@@ -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);
}
}
}

View File

@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: e7d3f5b948b3454681fa573071bee978
timeCreated: 1763596494

View File

@@ -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);
}
}
}

View File

@@ -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; }
}
}

View File

@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 66509e37e0a549a79de6fe3fa710fd63
timeCreated: 1763596482

View File

@@ -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)
}
}

View File

@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: fa5389b421944c6e8f43d7fad84ef470
timeCreated: 1763596581

View File

@@ -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");
}
}
}

View File

@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 9ba8e12a2b8b4d468ccfa995ed56980c
timeCreated: 1763600531

View File

@@ -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
}
}

View File

@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 2d56e44aad9044f8808b892c7a5cfc50
timeCreated: 1763596581

View File

@@ -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");
}
}
}

View File

@@ -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}");
}
}
}

View File

@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 9304d17587314133a4d8d1e582cfbf81
timeCreated: 1763590821

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@@ -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");
}
}

View File

@@ -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
{

View File

@@ -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;

View File

@@ -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()

View File

@@ -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;

View File

@@ -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;

View File

@@ -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()

View File

@@ -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;
}
}

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