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8 Commits

Author SHA1 Message Date
Michal Pikulski
b20192a03a cement daddy 2025-11-24 09:40:21 +01:00
Michal Pikulski
3f847508be Working mulit-slot items 2025-11-21 15:50:06 +01:00
Michal Pikulski
e9320c6d03 Poop obstacle pipeline working 2025-11-21 11:33:49 +01:00
Michal Pikulski
b4b17c18ed Some b ase obstacle and poop spawning 2025-11-21 09:22:06 +01:00
Michal Pikulski
8b283774e6 Fixup booster pack pickup 2025-11-21 08:38:33 +01:00
fba484d686 Removed booster pack again 2025-11-20 17:45:44 +01:00
c0e5ec14bd Moved boosterpack 2025-11-20 17:32:02 +01:00
311d6066be Added new boostie bois icon 2025-11-20 17:06:05 +01:00
79 changed files with 5383 additions and 1875 deletions

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View File

@@ -55,6 +55,13 @@ namespace Core.Settings
[Tooltip("Y position where poop is destroyed (off-screen bottom)")]
[SerializeField] private float poopDestroyYPosition = -10f;
[Header("Targets")]
[Tooltip("Target scroll speed in units/s (can be different from obstacles)")]
[SerializeField] private float targetMoveSpeed = 4f;
[Tooltip("Time between target spawns in seconds")]
[SerializeField] private float targetSpawnInterval = 3f;
// Interface implementation
public float Gravity => gravity;
public float FlapForce => flapForce;
@@ -71,6 +78,8 @@ namespace Core.Settings
public float ObstacleMaxSpawnY => obstacleMaxSpawnY;
public float PoopFallSpeed => poopFallSpeed;
public float PoopDestroyYPosition => poopDestroyYPosition;
public float TargetMoveSpeed => targetMoveSpeed;
public float TargetSpawnInterval => targetSpawnInterval;
public override void OnValidate()
{
@@ -83,6 +92,8 @@ namespace Core.Settings
maxRotationAngle = Mathf.Clamp(maxRotationAngle, 0f, 90f);
rotationSpeed = Mathf.Max(0.1f, rotationSpeed);
obstacleSpawnInterval = Mathf.Max(0.1f, obstacleSpawnInterval);
targetMoveSpeed = Mathf.Max(0.1f, targetMoveSpeed);
targetSpawnInterval = Mathf.Max(0.1f, targetSpawnInterval);
}
}
}

View File

@@ -28,6 +28,10 @@
// Poop Projectile
float PoopFallSpeed { get; }
float PoopDestroyYPosition { get; }
// Targets
float TargetMoveSpeed { get; }
float TargetSpawnInterval { get; }
}
}

View File

@@ -23,5 +23,8 @@ namespace AppleHills.Core.Settings
public PickupItemData slotItem; // The slot object (SO reference)
public List<PickupItemData> allowedItems;
public List<PickupItemData> forbiddenItems; // Items that cannot be placed in this slot
[Tooltip("Number of items required to complete this slot. If 0, requires ALL allowed items.")]
public int requiredItemCount; // 0 = require all allowed items (backward compatible)
}
}

View File

@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 12ea065dca5840acae696a40c0cd96dc
timeCreated: 1763632462

View File

@@ -93,6 +93,10 @@ namespace Interactions
yield break;
}
// Cache original transform state to restore later
Vector3 originalPosition = heldItemTransform.localPosition;
Vector3 originalScale = heldItemTransform.localScale;
// 1. Pause follower movement
follower.PauseMovement();
@@ -132,7 +136,6 @@ namespace Interactions
}
// 3. Grow animation (no glow during this)
Vector3 originalScale = heldItemTransform.localScale;
Tween.LocalScale(heldItemTransform, originalScale * growScale, growDuration, 0f, Tween.EaseOutBack);
yield return new WaitForSeconds(growDuration);
@@ -275,10 +278,14 @@ namespace Interactions
Destroy(zoomCamera.gameObject);
}
// 10. Clear the follower's held item since we "consumed" it
// 10. Restore held item transform to original state before clearing
heldItemTransform.localPosition = originalPosition;
heldItemTransform.localScale = originalScale;
// 11. Clear the follower's held item since we "consumed" it
follower.ClearHeldItem();
// 11. Resume follower movement
// 12. Resume follower movement
follower.ResumeMovement();
sequencePlaying = false;

View File

@@ -1,4 +1,5 @@
using System.Collections.Generic;
using System.Linq; // for Count() on List<bool>
using UnityEngine;
using UnityEngine.Events;
using System; // for Action<T>
@@ -23,8 +24,9 @@ namespace Interactions
public class ItemSlotSaveData
{
public ItemSlotState slotState;
public string slottedItemSaveId;
public string slottedItemDataId; // ItemId of the PickupItemData (for verification)
public List<string> slottedItemSaveIds = new List<string>(); // Changed to list for multi-slot support
public List<string> slottedItemDataIds = new List<string>(); // Changed to list for multi-slot support
public bool isLocked; // Track if slot is completed and locked
}
/// <summary>
@@ -37,13 +39,17 @@ namespace Interactions
public PickupItemData itemData;
public SpriteRenderer iconRenderer;
// Slotted item tracking
private PickupItemData currentlySlottedItemData;
public SpriteRenderer slottedItemRenderer;
private GameObject currentlySlottedItemObject;
// Multi-slot item tracking
private List<PickupItemData> slottedItemsData = new List<PickupItemData>();
public SpriteRenderer[] slottedItemRenderers; // Array of renderers for multiple items
private List<GameObject> slottedItemObjects = new List<GameObject>();
private List<bool> slottedItemCorrectness = new List<bool>(); // Track which items are correct
// Tracks the current state of the slotted item
// Tracks the current state of the slotted item(s)
private ItemSlotState currentState = ItemSlotState.None;
// Lock flag to prevent removal after successful completion
private bool isLockedAfterCompletion;
// Settings reference
private IInteractionSettings interactionSettings;
@@ -53,10 +59,53 @@ namespace Interactions
/// Read-only access to the current slotted item state.
/// </summary>
public ItemSlotState CurrentSlottedState => currentState;
/// <summary>
/// Number of items currently slotted (correct or incorrect)
/// </summary>
public int CurrentSlottedCount => slottedItemObjects.Count;
/// <summary>
/// Number of CORRECT items currently slotted
/// </summary>
public int CurrentCorrectCount => slottedItemCorrectness.Count(correct => correct);
/// <summary>
/// Number of items required to complete this slot
/// </summary>
public int RequiredItemCount
{
get
{
var config = interactionSettings?.GetSlotItemConfig(itemData);
if (config != null)
{
// If requiredItemCount is set (> 0), use it; otherwise require all allowed items
return config.requiredItemCount > 0 ? config.requiredItemCount : (config.allowedItems?.Count ?? 0);
}
return 1; // Default to 1 for backward compatibility
}
}
/// <summary>
/// Whether this slot has all required CORRECT items
/// </summary>
public bool IsComplete => CurrentCorrectCount >= RequiredItemCount && RequiredItemCount > 0;
/// <summary>
/// Whether this slot has space for more items
/// </summary>
public bool HasSpace => slottedItemRenderers != null && CurrentSlottedCount < slottedItemRenderers.Length;
/// <summary>
/// Whether this is a multi-slot (more than one renderer)
/// </summary>
private bool IsMultiSlot => slottedItemRenderers != null && slottedItemRenderers.Length > 1;
public UnityEvent onItemSlotted;
public UnityEvent onItemSlotRemoved;
// Native C# event alternative for code-only subscribers
// Native C# event alternatives for code-only subscribers
public event Action<PickupItemData, PickupItemData> OnItemSlotted; // (slotData, slottedItemData)
public event Action<PickupItemData> OnItemSlotRemoved;
public UnityEvent onCorrectItemSlotted;
@@ -69,17 +118,30 @@ namespace Interactions
public UnityEvent onForbiddenItemSlotted;
/// <summary>
/// Get the first (or only) slotted object - for backward compatibility
/// </summary>
public GameObject GetSlottedObject()
{
return currentlySlottedItemObject;
return slottedItemObjects.Count > 0 ? slottedItemObjects[0] : null;
}
/// <summary>
/// Set a slotted object - for backward compatibility, replaces first item or adds
/// </summary>
public void SetSlottedObject(GameObject obj)
{
currentlySlottedItemObject = obj;
if (currentlySlottedItemObject != null)
if (obj != null)
{
currentlySlottedItemObject.SetActive(false);
if (slottedItemObjects.Count == 0)
{
slottedItemObjects.Add(obj);
}
else
{
slottedItemObjects[0] = obj;
}
obj.SetActive(false);
}
}
@@ -134,12 +196,32 @@ namespace Interactions
{
var heldItem = FollowerController?.CurrentlyHeldItemData;
// Check if slot is locked after completion
if (isLockedAfterCompletion)
{
if (heldItem != null)
return (false, "This is already complete.");
else
return (false, "I can't remove these items.");
}
// Scenario: Nothing held + Empty slot = Error
if (heldItem == null && currentlySlottedItemObject == null)
if (heldItem == null && CurrentSlottedCount == 0)
return (false, "This requires an item.");
// Check forbidden items if trying to slot into empty slot
if (heldItem != null && currentlySlottedItemObject == null)
// If holding an item and slot is full but not complete, allow swap
if (heldItem != null && !HasSpace)
{
// Allow swap for fixing mistakes (single-slot or multi-slot not complete)
if (!IsMultiSlot || !IsComplete)
return (true, null); // Allow swap
// Multi-slot is complete - can't swap
return (false, "This slot is full.");
}
// Check forbidden items if trying to slot
if (heldItem != null)
{
var config = interactionSettings?.GetSlotItemConfig(itemData);
var forbidden = config?.forbiddenItems ?? new List<PickupItemData>();
@@ -153,7 +235,7 @@ namespace Interactions
/// <summary>
/// Main interaction logic: Slot, pickup, swap, or combine items.
/// Returns true only if correct item was slotted.
/// Returns true only if correct item was slotted AND slot is now complete.
/// </summary>
protected override bool DoInteraction()
{
@@ -162,24 +244,33 @@ namespace Interactions
var heldItemData = FollowerController.CurrentlyHeldItemData;
var heldItemObj = FollowerController.GetHeldPickupObject();
// Scenario 1: Held item + Empty slot = Slot it
if (heldItemData != null && currentlySlottedItemObject == null)
// Scenario 1: Held item + Has space = Slot it
if (heldItemData != null && HasSpace)
{
SlotItem(heldItemObj, heldItemData);
FollowerController.ClearHeldItem(); // Clear follower's hand after slotting
return IsSlottedItemCorrect();
// Check if we completed the slot
if (IsComplete)
{
isLockedAfterCompletion = true;
currentState = ItemSlotState.Correct;
return true; // Completed!
}
return false; // Slotted but not complete yet
}
// Scenario 2 & 3: Slot is full
if (currentlySlottedItemObject != null)
if (CurrentSlottedCount > 0)
{
// Try combination if both items present
if (heldItemData != null)
// Try combination if both items present (only for single slots)
if (heldItemData != null && !IsMultiSlot)
{
var slottedPickup = currentlySlottedItemObject.GetComponent<Pickup>();
var slottedPickup = slottedItemObjects[0].GetComponent<Pickup>();
if (slottedPickup != null)
{
var comboResult = FollowerController.TryCombineItems(slottedPickup, out var combinationResultItem);
var comboResult = FollowerController.TryCombineItems(slottedPickup, out _);
if (comboResult == FollowerController.CombinationResult.Successful)
{
@@ -190,55 +281,88 @@ namespace Interactions
}
}
// No combination or unsuccessful - perform swap
// Step 1: Pickup from slot (follower now holds the old slotted item)
FollowerController.TryPickupItem(currentlySlottedItemObject, currentlySlottedItemData, dropItem: false);
ClearSlot();
// Step 2: If we had a held item, slot it (follower already holding picked up item, don't clear!)
if (heldItemData != null)
// Swap behavior when slot is full (single slots OR multi-slots that aren't complete)
if (heldItemData != null && !HasSpace)
{
SlotItem(heldItemObj, heldItemData);
// Don't clear follower - they're holding the item they picked up from the slot
return IsSlottedItemCorrect();
// For single slots: always allow swap
// For multi-slots: only allow swap if not complete yet (allows fixing mistakes)
if (!IsMultiSlot || !IsComplete)
{
// LIFO swap - swap with the last item
int lastIndex = CurrentSlottedCount - 1;
var itemToReturn = slottedItemObjects[lastIndex];
var itemDataToReturn = slottedItemsData[lastIndex];
// Step 1: Give old item to follower
FollowerController.TryPickupItem(itemToReturn, itemDataToReturn, dropItem: false);
// Step 2: Remove old item from slot
RemoveItemAtIndex(lastIndex);
// Step 3: Slot the new item
SlotItem(heldItemObj, heldItemData);
// Check if we completed the slot with this swap
if (IsComplete)
{
isLockedAfterCompletion = true;
currentState = ItemSlotState.Correct;
return true; // Completed!
}
return false; // Swapped but not complete
}
}
// Just picked up from slot - not a success
return false;
// Pickup from slot (empty hands) - LIFO removal
if (heldItemData == null)
{
int lastIndex = CurrentSlottedCount - 1;
var itemToPickup = slottedItemObjects[lastIndex];
var itemDataToPickup = slottedItemsData[lastIndex];
// Try to give item to follower
FollowerController.TryPickupItem(itemToPickup, itemDataToPickup, dropItem: false);
// Remove from slot
RemoveItemAtIndex(lastIndex);
// Just picked up from slot - not a success
return false;
}
}
// Shouldn't reach here (validation prevents empty + no held)
return false;
}
/// <summary>
/// Helper: Check if the currently slotted item is correct.
/// </summary>
private bool IsSlottedItemCorrect()
{
return currentState == ItemSlotState.Correct;
}
/// <summary>
/// Helper: Clear the slot and fire removal events.
/// </summary>
private void ClearSlot()
{
var previousData = currentlySlottedItemData;
var previousData = slottedItemsData.Count > 0 ? slottedItemsData[0] : null;
// Clear the pickup's OwningSlot reference
if (currentlySlottedItemObject != null)
// Clear all pickup's OwningSlot references
foreach (var itemObj in slottedItemObjects)
{
var pickup = currentlySlottedItemObject.GetComponent<Pickup>();
if (pickup != null)
if (itemObj != null)
{
pickup.OwningSlot = null;
var pickup = itemObj.GetComponent<Pickup>();
if (pickup != null)
{
pickup.OwningSlot = null;
}
}
}
currentlySlottedItemObject = null;
currentlySlottedItemData = null;
slottedItemObjects.Clear();
slottedItemsData.Clear();
slottedItemCorrectness.Clear(); // Also clear correctness tracking
currentState = ItemSlotState.None;
isLockedAfterCompletion = false;
UpdateSlottedSprite();
// Fire removal events
@@ -246,35 +370,92 @@ namespace Interactions
OnItemSlotRemoved?.Invoke(previousData);
}
/// <summary>
/// Helper: Remove a specific item from the slot by index.
/// </summary>
private void RemoveItemAtIndex(int index)
{
if (index < 0 || index >= CurrentSlottedCount)
return;
var itemObj = slottedItemObjects[index];
var removedItemData = slottedItemsData[index];
// Clear the pickup's OwningSlot reference
if (itemObj != null)
{
var pickup = itemObj.GetComponent<Pickup>();
if (pickup != null)
{
pickup.OwningSlot = null;
}
}
slottedItemObjects.RemoveAt(index);
slottedItemsData.RemoveAt(index);
slottedItemCorrectness.RemoveAt(index); // Also remove correctness tracking
if (CurrentSlottedCount == 0)
{
currentState = ItemSlotState.None;
isLockedAfterCompletion = false;
}
UpdateSlottedSprite();
// Fire removal events
onItemSlotRemoved?.Invoke();
OnItemSlotRemoved?.Invoke(removedItemData);
}
#endregion
#region Visual Updates
/// <summary>
/// Updates the sprite and scale for the currently slotted item.
/// Updates the sprite and scale for all slotted items.
/// </summary>
private void UpdateSlottedSprite()
{
if (slottedItemRenderer != null && currentlySlottedItemData != null && currentlySlottedItemData.mapSprite != null)
if (slottedItemRenderers == null || slottedItemRenderers.Length == 0)
return;
// Update each renderer based on slotted items
for (int i = 0; i < slottedItemRenderers.Length; i++)
{
slottedItemRenderer.sprite = currentlySlottedItemData.mapSprite;
// Scale sprite to desired height, preserve aspect ratio, compensate for parent scale
float desiredHeight = playerFollowerSettings?.HeldIconDisplayHeight ?? 2.0f;
var sprite = currentlySlottedItemData.mapSprite;
float spriteHeight = sprite.bounds.size.y;
Vector3 parentScale = slottedItemRenderer.transform.parent != null
? slottedItemRenderer.transform.parent.localScale
: Vector3.one;
if (spriteHeight > 0f)
var slotRenderer = slottedItemRenderers[i];
if (slotRenderer == null)
continue;
// If we have an item at this index, show it
if (i < slottedItemsData.Count && slottedItemsData[i] != null)
{
float uniformScale = desiredHeight / spriteHeight;
float scale = uniformScale / Mathf.Max(parentScale.x, parentScale.y);
slottedItemRenderer.transform.localScale = new Vector3(scale, scale, 1f);
var slottedData = slottedItemsData[i];
if (slottedData.mapSprite != null)
{
slotRenderer.sprite = slottedData.mapSprite;
// Scale sprite to desired height, preserve aspect ratio, compensate for parent scale
float desiredHeight = playerFollowerSettings?.HeldIconDisplayHeight ?? 2.0f;
var sprite = slottedData.mapSprite;
float spriteHeight = sprite.bounds.size.y;
Vector3 parentScale = slotRenderer.transform.parent != null
? slotRenderer.transform.parent.localScale
: Vector3.one;
if (spriteHeight > 0f)
{
float uniformScale = desiredHeight / spriteHeight;
float scale = uniformScale / Mathf.Max(parentScale.x, parentScale.y);
slotRenderer.transform.localScale = new Vector3(scale, scale, 1f);
}
}
}
else
{
// Clear renderer if no item at this index
slotRenderer.sprite = null;
}
}
else if (slottedItemRenderer != null)
{
slottedItemRenderer.sprite = null;
}
}
@@ -297,31 +478,47 @@ namespace Interactions
protected override object GetSerializableState()
{
// Get slotted item save ID if there's a slotted item
string slottedSaveId = "";
string slottedDataId = "";
if (currentlySlottedItemObject != null)
var saveData = new ItemSlotSaveData
{
var slottedPickup = currentlySlottedItemObject.GetComponent<Pickup>();
if (slottedPickup is SaveableInteractable saveablePickup)
slotState = currentState,
isLocked = isLockedAfterCompletion
};
// Save all slotted items
foreach (var itemObj in slottedItemObjects)
{
if (itemObj != null)
{
slottedSaveId = saveablePickup.SaveId;
var slottedPickup = itemObj.GetComponent<Pickup>();
if (slottedPickup is SaveableInteractable saveablePickup)
{
saveData.slottedItemSaveIds.Add(saveablePickup.SaveId);
}
else
{
saveData.slottedItemSaveIds.Add("");
}
}
else
{
saveData.slottedItemSaveIds.Add("");
}
}
// Also save the itemData ID for verification
if (currentlySlottedItemData != null)
// Save all item data IDs for verification
foreach (var slottedData in slottedItemsData)
{
slottedDataId = currentlySlottedItemData.itemId;
if (slottedData != null)
{
saveData.slottedItemDataIds.Add(slottedData.itemId);
}
else
{
saveData.slottedItemDataIds.Add("");
}
}
return new ItemSlotSaveData
{
slotState = currentState,
slottedItemSaveId = slottedSaveId,
slottedItemDataId = slottedDataId
};
return saveData;
}
protected override void ApplySerializableState(string serializedData)
@@ -335,13 +532,26 @@ namespace Interactions
// Restore slot state
currentState = data.slotState;
isLockedAfterCompletion = data.isLocked;
// Restore slotted item if there was one
if (!string.IsNullOrEmpty(data.slottedItemSaveId))
// Restore all slotted items if there were any
if (data.slottedItemSaveIds != null && data.slottedItemSaveIds.Count > 0)
{
Logging.Debug($"[ItemSlot] Restoring slotted item: {data.slottedItemSaveId} (itemId: {data.slottedItemDataId})");
RestoreSlottedItem(data.slottedItemSaveId, data.slottedItemDataId);
for (int i = 0; i < data.slottedItemSaveIds.Count; i++)
{
string saveId = data.slottedItemSaveIds[i];
string dataId = i < data.slottedItemDataIds.Count ? data.slottedItemDataIds[i] : "";
if (!string.IsNullOrEmpty(saveId))
{
Logging.Debug($"[ItemSlot] Restoring slotted item {i}: {saveId} (itemId: {dataId})");
RestoreSlottedItem(saveId, dataId);
}
}
}
// Update all renderers after restoration
UpdateSlottedSprite();
}
/// <summary>
@@ -411,118 +621,107 @@ namespace Interactions
return;
}
// Silently slot the item (no events, no interaction completion)
// Add to slotted items list (no events, no interaction completion)
// Follower state is managed separately during save/load restoration
ApplySlottedItemState(slottedObject, slottedData, triggerEvents: false);
slottedItemObjects.Add(slottedObject);
slottedItemsData.Add(slottedData);
Logging.Debug($"[ItemSlot] Successfully restored slotted item: {slottedData.itemName} (itemId: {slottedData.itemId})");
}
/// <summary>
/// Core logic for slotting an item. Can be used both for normal slotting and silent restoration.
/// NOTE: Does NOT call CompleteInteraction - the template method handles that via DoInteraction return value.
/// NOTE: Does NOT manage follower state - caller is responsible for clearing follower's hand if needed.
/// </summary>
/// <param name="itemToSlot">The item GameObject to slot (or null to clear)</param>
/// <param name="itemToSlotData">The PickupItemData for the item</param>
/// <param name="triggerEvents">Whether to fire events</param>
private void ApplySlottedItemState(GameObject itemToSlot, PickupItemData itemToSlotData, bool triggerEvents)
{
if (itemToSlot == null)
// Determine if this item is correct for correctness tracking
var config = interactionSettings?.GetSlotItemConfig(itemData);
var allowed = config?.allowedItems ?? new List<PickupItemData>();
bool isCorrectItem = PickupItemData.ListContainsEquivalent(allowed, slottedData);
slottedItemCorrectness.Add(isCorrectItem);
// Deactivate the item and set pickup state
slottedObject.SetActive(false);
if (pickup != null)
{
// Clear slot - also clear the pickup's OwningSlot reference
if (currentlySlottedItemObject != null)
{
var oldPickup = currentlySlottedItemObject.GetComponent<Pickup>();
if (oldPickup != null)
{
oldPickup.OwningSlot = null;
}
}
var previousData = currentlySlottedItemData;
currentlySlottedItemObject = null;
currentlySlottedItemData = null;
currentState = ItemSlotState.None;
// Fire native event for slot clearing (only if triggering events)
if (previousData != null && triggerEvents)
{
onItemSlotRemoved?.Invoke();
OnItemSlotRemoved?.Invoke(previousData);
}
}
else
{
// Slot the item
itemToSlot.SetActive(false);
itemToSlot.transform.SetParent(null);
SetSlottedObject(itemToSlot);
currentlySlottedItemData = itemToSlotData;
// Mark the pickup as picked up and track slot ownership for save/load
var pickup = itemToSlot.GetComponent<Pickup>();
if (pickup != null)
{
pickup.IsPickedUp = true;
pickup.OwningSlot = this;
}
// Determine if correct
var config = interactionSettings?.GetSlotItemConfig(itemData);
var allowed = config?.allowedItems ?? new List<PickupItemData>();
if (itemToSlotData != null && PickupItemData.ListContainsEquivalent(allowed, itemToSlotData))
{
currentState = ItemSlotState.Correct;
// Fire events if requested
if (triggerEvents)
{
DebugUIMessage.Show($"You correctly slotted {itemToSlotData.itemName} into: {itemData.itemName}", Color.green);
onCorrectItemSlotted?.Invoke();
OnCorrectItemSlotted?.Invoke(itemData, currentlySlottedItemData);
}
}
else
{
currentState = ItemSlotState.Incorrect;
// Fire events if requested
if (triggerEvents)
{
DebugUIMessage.Show("I'm not sure this works.", Color.yellow);
onIncorrectItemSlotted?.Invoke();
OnIncorrectItemSlotted?.Invoke(itemData, currentlySlottedItemData);
}
}
pickup.IsPickedUp = true;
pickup.OwningSlot = this;
}
UpdateSlottedSprite();
Logging.Debug($"[ItemSlot] Successfully restored slotted item: {slottedData.itemName} (itemId: {slottedData.itemId}, correct: {isCorrectItem})");
}
/// <summary>
/// Public API for slotting items during gameplay.
/// Adds item to the slot (multi-slot support).
/// Caller is responsible for managing follower's held item state.
/// </summary>
public void SlotItem(GameObject itemToSlot, PickupItemData itemToSlotData)
{
ApplySlottedItemState(itemToSlot, itemToSlotData, triggerEvents: true);
if (itemToSlot == null || itemToSlotData == null)
{
Logging.Warning($"[ItemSlot] Attempted to slot null item or data");
return;
}
// Determine if this item is correct (allowed)
var config = interactionSettings?.GetSlotItemConfig(itemData);
var allowed = config?.allowedItems ?? new List<PickupItemData>();
bool isCorrectItem = PickupItemData.ListContainsEquivalent(allowed, itemToSlotData);
// Add to lists
slottedItemObjects.Add(itemToSlot);
slottedItemsData.Add(itemToSlotData);
slottedItemCorrectness.Add(isCorrectItem); // Track correctness
// Deactivate item and set pickup state
itemToSlot.SetActive(false);
itemToSlot.transform.SetParent(null);
var pickup = itemToSlot.GetComponent<Pickup>();
if (pickup != null)
{
pickup.IsPickedUp = true;
pickup.OwningSlot = this;
}
// Update visuals
UpdateSlottedSprite();
// Fire events based on correctness
if (isCorrectItem)
{
DebugUIMessage.Show($"You slotted {itemToSlotData.itemName} into: {itemData.itemName}", Color.green);
// Fire generic slot event
onItemSlotted?.Invoke();
OnItemSlotted?.Invoke(itemData, itemToSlotData);
// Only fire correct completion event if ALL required CORRECT items are now slotted
if (IsComplete)
{
currentState = ItemSlotState.Correct;
DebugUIMessage.Show($"Completed: {itemData.itemName}", Color.green);
onCorrectItemSlotted?.Invoke();
OnCorrectItemSlotted?.Invoke(itemData, itemToSlotData);
}
}
else
{
// Incorrect item slotted
DebugUIMessage.Show($"Slotted {itemToSlotData.itemName}, but it might not be right...", Color.yellow);
onItemSlotted?.Invoke(); // Still fire generic event
OnItemSlotted?.Invoke(itemData, itemToSlotData);
onIncorrectItemSlotted?.Invoke();
OnIncorrectItemSlotted?.Invoke(itemData, itemToSlotData);
}
}
/// <summary>
/// Bilateral restoration entry point: Pickup calls this to offer itself to the Slot.
/// Returns true if claim was successful, false if slot already has an item or wrong pickup.
/// Returns true if claim was successful, false if slot is full or wrong pickup.
/// </summary>
public bool TryClaimSlottedItem(Pickup pickup)
{
if (pickup == null)
return false;
// If slot already has an item, reject the claim
if (currentlySlottedItemObject != null)
// If slot is full, reject the claim
if (!HasSpace)
{
Logging.Warning($"[ItemSlot] Already has a slotted item, rejecting claim from {pickup.gameObject.name}");
Logging.Warning($"[ItemSlot] Slot is full, rejecting claim from {pickup.gameObject.name}");
return false;
}
@@ -530,10 +729,21 @@ namespace Interactions
// Note: We don't have easy access to the expected SaveId here, so we just accept it
// The Pickup's bilateral restoration ensures it only claims the correct slot
// Claim the pickup
ApplySlottedItemState(pickup.gameObject, pickup.itemData, triggerEvents: false);
// Add the item to lists
slottedItemObjects.Add(pickup.gameObject);
slottedItemsData.Add(pickup.itemData);
Logging.Debug($"[ItemSlot] Successfully claimed slotted item: {pickup.itemData?.itemName}");
// Determine correctness for tracking
var config = interactionSettings?.GetSlotItemConfig(itemData);
var allowed = config?.allowedItems ?? new List<PickupItemData>();
bool isCorrectItem = PickupItemData.ListContainsEquivalent(allowed, pickup.itemData);
slottedItemCorrectness.Add(isCorrectItem);
pickup.gameObject.SetActive(false);
pickup.IsPickedUp = true;
pickup.OwningSlot = this;
Logging.Debug($"[ItemSlot] Successfully claimed slotted item: {pickup.itemData?.itemName} (correct: {isCorrectItem})");
return true;
}

View File

@@ -56,12 +56,12 @@ namespace Minigames.BirdPooper
return;
}
// Register as override consumer to capture ALL input (except UI button)
// Register as override consumer to capture ALL input (except UI button)
// Register as default consumer (gets input if nothing else consumes it)
// This allows UI buttons to work while still flapping when tapping empty space
if (Input.InputManager.Instance != null)
{
Input.InputManager.Instance.RegisterOverrideConsumer(this);
Debug.Log("[BirdPlayerController] Registered as override input consumer");
Input.InputManager.Instance.SetDefaultConsumer(this);
Debug.Log("[BirdPlayerController] Registered as default input consumer");
}
else
{
@@ -161,12 +161,12 @@ namespace Minigames.BirdPooper
/// <summary>
/// Called when a trigger collider enters this object's trigger.
/// Used for detecting obstacles without physics interactions.
/// Used for detecting obstacles and targets without physics interactions.
/// </summary>
private void OnTriggerEnter2D(Collider2D other)
{
// Check if the colliding object is tagged as an obstacle
if (other.CompareTag("Obstacle"))
// Check if the colliding object is tagged as an obstacle or target
if (other.CompareTag("Obstacle") || other.CompareTag("Target"))
{
HandleDeath();
}

View File

@@ -16,7 +16,13 @@ namespace Minigames.BirdPooper
[Header("References")]
[SerializeField] private BirdPlayerController player;
[SerializeField] private ObstacleSpawner obstacleSpawner;
[SerializeField] private TargetSpawner targetSpawner;
[SerializeField] private GameOverScreen gameOverScreen;
[SerializeField] private GameObject poopPrefab;
[Header("Game State")]
private int targetsHit;
private bool isGameOver;
internal override void OnManagedAwake()
{
@@ -42,6 +48,11 @@ namespace Minigames.BirdPooper
Debug.LogError("[BirdPooperGameManager] ObstacleSpawner reference not assigned!");
}
if (targetSpawner == null)
{
Debug.LogWarning("[BirdPooperGameManager] TargetSpawner reference not assigned! Targets will not spawn.");
}
if (gameOverScreen == null)
{
Debug.LogError("[BirdPooperGameManager] GameOverScreen reference not assigned!");
@@ -51,12 +62,21 @@ namespace Minigames.BirdPooper
// Hide game over screen on start
gameOverScreen.gameObject.SetActive(false);
}
if (poopPrefab == null)
{
Debug.LogWarning("[BirdPooperGameManager] Poop prefab not assigned!");
}
}
internal override void OnManagedStart()
{
base.OnManagedStart();
// Initialize game state
isGameOver = false;
targetsHit = 0;
// Subscribe to player events
if (player != null)
{
@@ -70,6 +90,13 @@ namespace Minigames.BirdPooper
obstacleSpawner.StartSpawning();
Debug.Log("[BirdPooperGameManager] Started obstacle spawning");
}
// Start target spawning
if (targetSpawner != null)
{
targetSpawner.StartSpawning();
Debug.Log("[BirdPooperGameManager] Started target spawning");
}
}
internal override void OnManagedDestroy()
@@ -95,7 +122,10 @@ namespace Minigames.BirdPooper
/// </summary>
private void HandlePlayerDamaged()
{
Debug.Log("[BirdPooperGameManager] Player damaged - showing game over screen");
if (isGameOver) return;
isGameOver = true;
Debug.Log($"[BirdPooperGameManager] Player damaged - Game Over! Targets Hit: {targetsHit}");
// Stop spawning obstacles
if (obstacleSpawner != null)
@@ -103,6 +133,12 @@ namespace Minigames.BirdPooper
obstacleSpawner.StopSpawning();
}
// Stop spawning targets
if (targetSpawner != null)
{
targetSpawner.StopSpawning();
}
// Show game over screen
if (gameOverScreen != null)
{
@@ -113,6 +149,39 @@ namespace Minigames.BirdPooper
Debug.LogError("[BirdPooperGameManager] GameOverScreen reference missing!");
}
}
/// <summary>
/// Spawns a poop projectile at the player's current position.
/// Called by UI button OnClick event.
/// </summary>
public void SpawnPoop()
{
if (isGameOver || player == null || poopPrefab == null)
return;
Vector3 spawnPosition = player.transform.position;
Instantiate(poopPrefab, spawnPosition, Quaternion.identity);
Debug.Log($"[BirdPooperGameManager] Spawned poop at {spawnPosition}");
}
/// <summary>
/// Called when a target is successfully hit by poop (Phase 5).
/// </summary>
public void OnTargetHit()
{
if (isGameOver) return;
targetsHit++;
Debug.Log($"[BirdPooperGameManager] Target Hit! Total: {targetsHit}");
}
#region Public Accessors
public bool IsGameOver => isGameOver;
public int TargetsHit => targetsHit;
#endregion
}
}

View File

@@ -1,300 +1,28 @@
using UnityEngine;
using Core;
using Core.Settings;
using AppleHillsCamera;

namespace Minigames.BirdPooper
{
/// <summary>
/// Individual obstacle behavior for Bird Pooper minigame.
/// Scrolls left at constant speed and self-destructs when reaching despawn position.
/// Uses trigger colliders for collision detection (no Rigidbody2D needed).
/// Uses EdgeAnchor for vertical positioning (Top/Middle/Bottom).
/// Obstacle entity for Bird Pooper minigame.
/// Inherits scrolling, anchoring, and despawn behavior from ScrollingEntity.
/// Player dies on collision with obstacles.
/// </summary>
[RequireComponent(typeof(Collider2D))]
[RequireComponent(typeof(EdgeAnchor))]
public class Obstacle : MonoBehaviour
public class Obstacle : ScrollingEntity
{
[Header("Positioning")]
[Tooltip("Which vertical edge to anchor to (Top/Middle/Bottom)")]
[SerializeField] private EdgeAnchor.AnchorEdge verticalAnchor = EdgeAnchor.AnchorEdge.Middle;
private IBirdPooperSettings settings;
private float despawnXPosition;
private bool isInitialized;
private EdgeAnchor edgeAnchor;
/// <summary>
/// Initialize the obstacle with despawn position and EdgeAnchor references.
/// Called by ObstacleSpawner immediately after instantiation.
/// Returns obstacle move speed from settings.
/// </summary>
/// <param name="despawnX">X position where obstacle should be destroyed</param>
/// <param name="referenceMarker">ScreenReferenceMarker for EdgeAnchor</param>
/// <param name="cameraAdapter">CameraScreenAdapter for EdgeAnchor</param>
public void Initialize(float despawnX, ScreenReferenceMarker referenceMarker, CameraScreenAdapter cameraAdapter)
protected override float GetMoveSpeed()
{
despawnXPosition = despawnX;
isInitialized = true;
// Load settings
settings = GameManager.GetSettingsObject<IBirdPooperSettings>();
if (settings == null)
{
Debug.LogError("[Obstacle] BirdPooperSettings not found!");
}
// Tag all child GameObjects with colliders as "Obstacle" for trigger detection
TagChildCollidersRecursive(transform);
// Configure and update EdgeAnchor
edgeAnchor = GetComponent<EdgeAnchor>();
if (edgeAnchor != null)
{
// Assign references from spawner
edgeAnchor.referenceMarker = referenceMarker;
edgeAnchor.cameraAdapter = cameraAdapter;
// Only allow Top, Middle, or Bottom anchoring
if (verticalAnchor == EdgeAnchor.AnchorEdge.Left || verticalAnchor == EdgeAnchor.AnchorEdge.Right)
{
Debug.LogWarning("[Obstacle] Invalid anchor edge (Left/Right not supported). Defaulting to Middle.");
verticalAnchor = EdgeAnchor.AnchorEdge.Middle;
}
edgeAnchor.anchorEdge = verticalAnchor;
edgeAnchor.useReferenceMargin = false; // No custom offset
edgeAnchor.customMargin = 0f;
edgeAnchor.preserveOtherAxes = true; // Keep X position (for scrolling)
edgeAnchor.accountForObjectSize = true;
// Trigger position update
edgeAnchor.UpdatePosition();
Debug.Log($"[Obstacle] EdgeAnchor configured to {verticalAnchor} at position {transform.position}");
}
else
{
Debug.LogError("[Obstacle] EdgeAnchor component not found! Make sure the prefab has an EdgeAnchor component.");
}
Debug.Log($"[Obstacle] Initialized at position {transform.position} with despawn X: {despawnX}");
return settings != null ? settings.ObstacleMoveSpeed : 5f;
}
/// <summary>
/// Recursively tag all GameObjects with Collider2D as "Obstacle" for player collision detection.
/// Returns "Obstacle" tag for collision detection.
/// </summary>
private void TagChildCollidersRecursive(Transform current)
protected override string GetColliderTag()
{
// Tag this GameObject if it has a collider
Collider2D col = current.GetComponent<Collider2D>();
if (col != null && !current.CompareTag("Obstacle"))
{
current.tag = "Obstacle";
Debug.Log($"[Obstacle] Tagged '{current.name}' as Obstacle");
}
// Recurse to children
foreach (Transform child in current)
{
TagChildCollidersRecursive(child);
}
return "Obstacle";
}
#if UNITY_EDITOR
/// <summary>
/// Called when values are changed in the Inspector (Editor only).
/// Updates EdgeAnchor configuration to match Obstacle settings.
/// Also finds and assigns ScreenReferenceMarker and CameraScreenAdapter for visual updates.
/// </summary>
private void OnValidate()
{
// Only run in editor, not during play mode
if (UnityEditor.EditorApplication.isPlayingOrWillChangePlaymode)
return;
EdgeAnchor anchor = GetComponent<EdgeAnchor>();
if (anchor != null)
{
// Auto-find and assign references if not set (for editor-time visual updates)
if (anchor.referenceMarker == null)
{
anchor.referenceMarker = FindAnyObjectByType<ScreenReferenceMarker>();
if (anchor.referenceMarker == null)
{
Debug.LogWarning("[Obstacle] No ScreenReferenceMarker found in scene. EdgeAnchor positioning won't work in editor.");
}
}
if (anchor.cameraAdapter == null)
{
anchor.cameraAdapter = FindAnyObjectByType<CameraScreenAdapter>();
// CameraScreenAdapter is optional - EdgeAnchor can auto-find camera
}
// Validate and set anchor edge
if (verticalAnchor == EdgeAnchor.AnchorEdge.Left || verticalAnchor == EdgeAnchor.AnchorEdge.Right)
{
Debug.LogWarning("[Obstacle] Invalid anchor edge (Left/Right not supported). Defaulting to Middle.");
verticalAnchor = EdgeAnchor.AnchorEdge.Middle;
}
// Configure EdgeAnchor to match Obstacle settings
anchor.anchorEdge = verticalAnchor;
anchor.useReferenceMargin = false;
anchor.customMargin = 0f;
anchor.preserveOtherAxes = true;
anchor.accountForObjectSize = true;
// Mark as dirty so Unity saves the changes
UnityEditor.EditorUtility.SetDirty(anchor);
}
// Tag all child GameObjects with colliders as "Obstacle" for collision detection
TagChildCollidersRecursiveEditor(transform);
}
/// <summary>
/// Editor version of recursive tagging for child colliders.
/// </summary>
private void TagChildCollidersRecursiveEditor(Transform current)
{
// Tag this GameObject if it has a collider
Collider2D col = current.GetComponent<Collider2D>();
if (col != null && !current.CompareTag("Obstacle"))
{
current.tag = "Obstacle";
UnityEditor.EditorUtility.SetDirty(current.gameObject);
}
// Recurse to children
foreach (Transform child in current)
{
TagChildCollidersRecursiveEditor(child);
}
}
#endif
private void Update()
{
if (!isInitialized || settings == null) return;
MoveLeft();
CheckBounds();
}
/// <summary>
/// Move obstacle left at constant speed (manual movement, no physics).
/// </summary>
private void MoveLeft()
{
transform.position += Vector3.left * (settings.ObstacleMoveSpeed * Time.deltaTime);
}
/// <summary>
/// Check if obstacle has passed despawn position and destroy if so.
/// </summary>
private void CheckBounds()
{
if (transform.position.x < despawnXPosition)
{
Debug.Log($"[Obstacle] Reached despawn position, destroying at X: {transform.position.x}");
Destroy(gameObject);
}
}
#if UNITY_EDITOR
/// <summary>
/// Draw debug visualization of the obstacle's anchor point.
/// Red horizontal line through custom anchor point OR bounds edge (top/bottom).
/// </summary>
private void OnDrawGizmos()
{
EdgeAnchor anchor = GetComponent<EdgeAnchor>();
if (anchor == null) return;
// Determine what Y position to visualize
float visualY;
// If using custom anchor point, draw line through it
if (anchor.customAnchorPoint != null)
{
visualY = anchor.customAnchorPoint.position.y;
}
else
{
// Get bounds and determine which edge to visualize
Bounds bounds = GetVisualBounds();
// Check which vertical anchor is configured
EdgeAnchor.AnchorEdge edge = anchor.anchorEdge;
if (edge == EdgeAnchor.AnchorEdge.Top)
{
// Show top edge of bounds
visualY = bounds.max.y;
}
else if (edge == EdgeAnchor.AnchorEdge.Bottom)
{
// Show bottom edge of bounds
visualY = bounds.min.y;
}
else // Middle
{
// Show center of bounds
visualY = bounds.center.y;
}
}
// Draw thick red horizontal line through the anchor point
Color oldColor = Gizmos.color;
Gizmos.color = Color.red;
// Draw multiple lines to make it thicker
float lineLength = 2f; // Extend 2 units on each side
Vector3 leftPoint = new Vector3(transform.position.x - lineLength, visualY, transform.position.z);
Vector3 rightPoint = new Vector3(transform.position.x + lineLength, visualY, transform.position.z);
// Draw 5 lines stacked vertically to create thickness
for (int i = -2; i <= 2; i++)
{
float offset = i * 0.02f; // Small vertical offset for thickness
Vector3 offsetLeft = leftPoint + Vector3.up * offset;
Vector3 offsetRight = rightPoint + Vector3.up * offset;
Gizmos.DrawLine(offsetLeft, offsetRight);
}
Gizmos.color = oldColor;
}
/// <summary>
/// Get bounds for visualization purposes (works in editor without initialized settings).
/// </summary>
private Bounds GetVisualBounds()
{
// Get all renderers in this object and its children
Renderer[] renderers = GetComponentsInChildren<Renderer>();
if (renderers.Length > 0)
{
Bounds bounds = renderers[0].bounds;
for (int i = 1; i < renderers.Length; i++)
{
bounds.Encapsulate(renderers[i].bounds);
}
return bounds;
}
// Fallback to collider bounds
Collider2D col = GetComponent<Collider2D>();
if (col != null)
{
return col.bounds;
}
// Default small bounds
return new Bounds(transform.position, new Vector3(0.5f, 0.5f, 0.1f));
}
#endif
}
}

View File

@@ -0,0 +1,300 @@
using UnityEngine;
using Core;
using Core.Settings;
using AppleHillsCamera;
namespace Minigames.BirdPooper
{
/// <summary>
/// Individual obstacle behavior for Bird Pooper minigame.
/// Scrolls left at constant speed and self-destructs when reaching despawn position.
/// Uses trigger colliders for collision detection (no Rigidbody2D needed).
/// Uses EdgeAnchor for vertical positioning (Top/Middle/Bottom).
/// </summary>
[RequireComponent(typeof(Collider2D))]
[RequireComponent(typeof(EdgeAnchor))]
public class Obstacle : MonoBehaviour
{
[Header("Positioning")]
[Tooltip("Which vertical edge to anchor to (Top/Middle/Bottom)")]
[SerializeField] private EdgeAnchor.AnchorEdge verticalAnchor = EdgeAnchor.AnchorEdge.Middle;
private IBirdPooperSettings settings;
private float despawnXPosition;
private bool isInitialized;
private EdgeAnchor edgeAnchor;
/// <summary>
/// Initialize the obstacle with despawn position and EdgeAnchor references.
/// Called by ObstacleSpawner immediately after instantiation.
/// </summary>
/// <param name="despawnX">X position where obstacle should be destroyed</param>
/// <param name="referenceMarker">ScreenReferenceMarker for EdgeAnchor</param>
/// <param name="cameraAdapter">CameraScreenAdapter for EdgeAnchor</param>
public void Initialize(float despawnX, ScreenReferenceMarker referenceMarker, CameraScreenAdapter cameraAdapter)
{
despawnXPosition = despawnX;
isInitialized = true;
// Load settings
settings = GameManager.GetSettingsObject<IBirdPooperSettings>();
if (settings == null)
{
Debug.LogError("[Obstacle] BirdPooperSettings not found!");
}
// Tag all child GameObjects with colliders as "Obstacle" for trigger detection
TagChildCollidersRecursive(transform);
// Configure and update EdgeAnchor
edgeAnchor = GetComponent<EdgeAnchor>();
if (edgeAnchor != null)
{
// Assign references from spawner
edgeAnchor.referenceMarker = referenceMarker;
edgeAnchor.cameraAdapter = cameraAdapter;
// Only allow Top, Middle, or Bottom anchoring
if (verticalAnchor == EdgeAnchor.AnchorEdge.Left || verticalAnchor == EdgeAnchor.AnchorEdge.Right)
{
Debug.LogWarning("[Obstacle] Invalid anchor edge (Left/Right not supported). Defaulting to Middle.");
verticalAnchor = EdgeAnchor.AnchorEdge.Middle;
}
edgeAnchor.anchorEdge = verticalAnchor;
edgeAnchor.useReferenceMargin = false; // No custom offset
edgeAnchor.customMargin = 0f;
edgeAnchor.preserveOtherAxes = true; // Keep X position (for scrolling)
edgeAnchor.accountForObjectSize = true;
// Trigger position update
edgeAnchor.UpdatePosition();
Debug.Log($"[Obstacle] EdgeAnchor configured to {verticalAnchor} at position {transform.position}");
}
else
{
Debug.LogError("[Obstacle] EdgeAnchor component not found! Make sure the prefab has an EdgeAnchor component.");
}
Debug.Log($"[Obstacle] Initialized at position {transform.position} with despawn X: {despawnX}");
}
/// <summary>
/// Recursively tag all GameObjects with Collider2D as "Obstacle" for player collision detection.
/// </summary>
private void TagChildCollidersRecursive(Transform current)
{
// Tag this GameObject if it has a collider
Collider2D col = current.GetComponent<Collider2D>();
if (col != null && !current.CompareTag("Obstacle"))
{
current.tag = "Obstacle";
Debug.Log($"[Obstacle] Tagged '{current.name}' as Obstacle");
}
// Recurse to children
foreach (Transform child in current)
{
TagChildCollidersRecursive(child);
}
}
#if UNITY_EDITOR
/// <summary>
/// Called when values are changed in the Inspector (Editor only).
/// Updates EdgeAnchor configuration to match Obstacle settings.
/// Also finds and assigns ScreenReferenceMarker and CameraScreenAdapter for visual updates.
/// </summary>
private void OnValidate()
{
// Only run in editor, not during play mode
if (UnityEditor.EditorApplication.isPlayingOrWillChangePlaymode)
return;
EdgeAnchor anchor = GetComponent<EdgeAnchor>();
if (anchor != null)
{
// Auto-find and assign references if not set (for editor-time visual updates)
if (anchor.referenceMarker == null)
{
anchor.referenceMarker = FindAnyObjectByType<ScreenReferenceMarker>();
if (anchor.referenceMarker == null)
{
Debug.LogWarning("[Obstacle] No ScreenReferenceMarker found in scene. EdgeAnchor positioning won't work in editor.");
}
}
if (anchor.cameraAdapter == null)
{
anchor.cameraAdapter = FindAnyObjectByType<CameraScreenAdapter>();
// CameraScreenAdapter is optional - EdgeAnchor can auto-find camera
}
// Validate and set anchor edge
if (verticalAnchor == EdgeAnchor.AnchorEdge.Left || verticalAnchor == EdgeAnchor.AnchorEdge.Right)
{
Debug.LogWarning("[Obstacle] Invalid anchor edge (Left/Right not supported). Defaulting to Middle.");
verticalAnchor = EdgeAnchor.AnchorEdge.Middle;
}
// Configure EdgeAnchor to match Obstacle settings
anchor.anchorEdge = verticalAnchor;
anchor.useReferenceMargin = false;
anchor.customMargin = 0f;
anchor.preserveOtherAxes = true;
anchor.accountForObjectSize = true;
// Mark as dirty so Unity saves the changes
UnityEditor.EditorUtility.SetDirty(anchor);
}
// Tag all child GameObjects with colliders as "Obstacle" for collision detection
TagChildCollidersRecursiveEditor(transform);
}
/// <summary>
/// Editor version of recursive tagging for child colliders.
/// </summary>
private void TagChildCollidersRecursiveEditor(Transform current)
{
// Tag this GameObject if it has a collider
Collider2D col = current.GetComponent<Collider2D>();
if (col != null && !current.CompareTag("Obstacle"))
{
current.tag = "Obstacle";
UnityEditor.EditorUtility.SetDirty(current.gameObject);
}
// Recurse to children
foreach (Transform child in current)
{
TagChildCollidersRecursiveEditor(child);
}
}
#endif
private void Update()
{
if (!isInitialized || settings == null) return;
MoveLeft();
CheckBounds();
}
/// <summary>
/// Move obstacle left at constant speed (manual movement, no physics).
/// </summary>
private void MoveLeft()
{
transform.position += Vector3.left * (settings.ObstacleMoveSpeed * Time.deltaTime);
}
/// <summary>
/// Check if obstacle has passed despawn position and destroy if so.
/// </summary>
private void CheckBounds()
{
if (transform.position.x < despawnXPosition)
{
Debug.Log($"[Obstacle] Reached despawn position, destroying at X: {transform.position.x}");
Destroy(gameObject);
}
}
#if UNITY_EDITOR
/// <summary>
/// Draw debug visualization of the obstacle's anchor point.
/// Red horizontal line through custom anchor point OR bounds edge (top/bottom).
/// </summary>
private void OnDrawGizmos()
{
EdgeAnchor anchor = GetComponent<EdgeAnchor>();
if (anchor == null) return;
// Determine what Y position to visualize
float visualY;
// If using custom anchor point, draw line through it
if (anchor.customAnchorPoint != null)
{
visualY = anchor.customAnchorPoint.position.y;
}
else
{
// Get bounds and determine which edge to visualize
Bounds bounds = GetVisualBounds();
// Check which vertical anchor is configured
EdgeAnchor.AnchorEdge edge = anchor.anchorEdge;
if (edge == EdgeAnchor.AnchorEdge.Top)
{
// Show top edge of bounds
visualY = bounds.max.y;
}
else if (edge == EdgeAnchor.AnchorEdge.Bottom)
{
// Show bottom edge of bounds
visualY = bounds.min.y;
}
else // Middle
{
// Show center of bounds
visualY = bounds.center.y;
}
}
// Draw thick red horizontal line through the anchor point
Color oldColor = Gizmos.color;
Gizmos.color = Color.red;
// Draw multiple lines to make it thicker
float lineLength = 2f; // Extend 2 units on each side
Vector3 leftPoint = new Vector3(transform.position.x - lineLength, visualY, transform.position.z);
Vector3 rightPoint = new Vector3(transform.position.x + lineLength, visualY, transform.position.z);
// Draw 5 lines stacked vertically to create thickness
for (int i = -2; i <= 2; i++)
{
float offset = i * 0.02f; // Small vertical offset for thickness
Vector3 offsetLeft = leftPoint + Vector3.up * offset;
Vector3 offsetRight = rightPoint + Vector3.up * offset;
Gizmos.DrawLine(offsetLeft, offsetRight);
}
Gizmos.color = oldColor;
}
/// <summary>
/// Get bounds for visualization purposes (works in editor without initialized settings).
/// </summary>
private Bounds GetVisualBounds()
{
// Get all renderers in this object and its children
Renderer[] renderers = GetComponentsInChildren<Renderer>();
if (renderers.Length > 0)
{
Bounds bounds = renderers[0].bounds;
for (int i = 1; i < renderers.Length; i++)
{
bounds.Encapsulate(renderers[i].bounds);
}
return bounds;
}
// Fallback to collider bounds
Collider2D col = GetComponent<Collider2D>();
if (col != null)
{
return col.bounds;
}
// Default small bounds
return new Bounds(transform.position, new Vector3(0.5f, 0.5f, 0.1f));
}
#endif
}
}

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fileFormatVersion: 2
guid: bc9c7bac4482311439b4c2e7879f3d73
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

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using Core;
using Core.Lifecycle;
using Core.Settings;
using UnityEngine;
namespace Minigames.BirdPooper
{
/// <summary>
/// Poop projectile that falls straight down with manual gravity.
/// Destroys when off-screen or hitting targets (Phase 5).
/// </summary>
[RequireComponent(typeof(Rigidbody2D))]
[RequireComponent(typeof(Collider2D))]
public class PoopProjectile : ManagedBehaviour
{
private IBirdPooperSettings settings;
private float verticalVelocity; // Current downward velocity
private const float GravityAcceleration = 20f; // Gravity acceleration (units/s²)
internal override void OnManagedAwake()
{
base.OnManagedAwake();
// Tag as Projectile for target detection
if (!gameObject.CompareTag("Projectile"))
{
gameObject.tag = "Projectile";
}
// Load settings
settings = GameManager.GetSettingsObject<IBirdPooperSettings>();
if (settings == null)
{
Debug.LogError("[PoopProjectile] BirdPooperSettings not found!");
Destroy(gameObject);
return;
}
// Initialize velocity with settings speed as starting velocity
verticalVelocity = settings.PoopFallSpeed;
// Verify Rigidbody2D configuration
Rigidbody2D rb = GetComponent<Rigidbody2D>();
if (rb != null)
{
rb.bodyType = RigidbodyType2D.Kinematic; // Kinematic = manual control, no physics
rb.collisionDetectionMode = CollisionDetectionMode2D.Continuous;
}
// Find and set all colliders to trigger (we use OnTriggerEnter2D)
Collider2D[] colliders = GetComponentsInChildren<Collider2D>(true);
foreach (Collider2D col in colliders)
{
if (!col.isTrigger)
{
col.isTrigger = true;
Debug.Log($"[PoopProjectile] Set collider '{col.name}' to trigger");
}
}
}
private void Update()
{
if (settings != null)
{
ApplyGravity();
FallDown();
CheckBounds();
}
}
/// <summary>
/// Apply gravity acceleration to velocity.
/// </summary>
private void ApplyGravity()
{
// Increase downward velocity over time (gravity acceleration)
verticalVelocity += GravityAcceleration * Time.deltaTime;
}
/// <summary>
/// Manual downward movement using current velocity.
/// </summary>
private void FallDown()
{
// Move straight down at current velocity
transform.position += Vector3.down * verticalVelocity * Time.deltaTime;
}
/// <summary>
/// Check if projectile is off-screen and should be destroyed.
/// </summary>
private void CheckBounds()
{
if (transform.position.y < settings.PoopDestroyYPosition)
{
Destroy(gameObject);
}
}
/// <summary>
/// Trigger collision detection for targets (Phase 5).
/// Uses OnTriggerEnter2D with trigger collider.
/// </summary>
private void OnTriggerEnter2D(Collider2D other)
{
if (other.CompareTag("Target"))
{
// Notify target it was hit
Target target = other.GetComponent<Target>();
if (target != null)
{
target.OnHitByProjectile();
}
Destroy(gameObject);
}
}
}
}

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fileFormatVersion: 2
guid: f2c53b7e2a0042efa4c6679b992b6b6c
timeCreated: 1763711288

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using UnityEngine;
using Core;
using Core.Settings;
using AppleHillsCamera;
namespace Minigames.BirdPooper
{
/// <summary>
/// Abstract base class for all scrolling entities in Bird Pooper minigame.
/// Provides common functionality: manual left-scrolling, EdgeAnchor integration, despawn detection.
/// Subclasses: Obstacle, Target
/// </summary>
[RequireComponent(typeof(Collider2D))]
[RequireComponent(typeof(EdgeAnchor))]
public abstract class ScrollingEntity : MonoBehaviour
{
[Header("Positioning")]
[Tooltip("Which vertical edge to anchor to (Top/Middle/Bottom)")]
[SerializeField] protected EdgeAnchor.AnchorEdge verticalAnchor = EdgeAnchor.AnchorEdge.Middle;
protected IBirdPooperSettings settings;
protected float despawnXPosition;
protected bool isInitialized;
protected EdgeAnchor edgeAnchor;
/// <summary>
/// Initialize the entity with despawn position and EdgeAnchor references.
/// Called by spawner immediately after instantiation.
/// </summary>
public virtual void Initialize(float despawnX, ScreenReferenceMarker referenceMarker, CameraScreenAdapter cameraAdapter)
{
despawnXPosition = despawnX;
isInitialized = true;
// Load settings
settings = GameManager.GetSettingsObject<IBirdPooperSettings>();
if (settings == null)
{
Debug.LogError($"[{GetType().Name}] BirdPooperSettings not found!");
}
// Tag all child GameObjects with colliders
TagChildCollidersRecursive(transform);
// Find and set all colliders to trigger (we use OnTriggerEnter2D)
Collider2D[] colliders = GetComponentsInChildren<Collider2D>(true);
foreach (Collider2D col in colliders)
{
if (!col.isTrigger)
{
col.isTrigger = true;
Debug.Log($"[{GetType().Name}] Set collider '{col.name}' to trigger");
}
}
// Configure and update EdgeAnchor
edgeAnchor = GetComponent<EdgeAnchor>();
if (edgeAnchor != null)
{
// Assign references from spawner
edgeAnchor.referenceMarker = referenceMarker;
edgeAnchor.cameraAdapter = cameraAdapter;
// Only allow Top, Middle, or Bottom anchoring
if (verticalAnchor == EdgeAnchor.AnchorEdge.Left || verticalAnchor == EdgeAnchor.AnchorEdge.Right)
{
Debug.LogWarning($"[{GetType().Name}] Invalid anchor edge (Left/Right not supported). Defaulting to Middle.");
verticalAnchor = EdgeAnchor.AnchorEdge.Middle;
}
edgeAnchor.anchorEdge = verticalAnchor;
edgeAnchor.useReferenceMargin = false; // No custom offset
edgeAnchor.customMargin = 0f;
edgeAnchor.preserveOtherAxes = true; // Keep X position (for scrolling)
edgeAnchor.accountForObjectSize = true;
// Trigger position update
edgeAnchor.UpdatePosition();
Debug.Log($"[{GetType().Name}] EdgeAnchor configured to {verticalAnchor} at position {transform.position}");
}
else
{
Debug.LogError($"[{GetType().Name}] EdgeAnchor component not found! Make sure the prefab has an EdgeAnchor component.");
}
Debug.Log($"[{GetType().Name}] Initialized at position {transform.position} with despawn X: {despawnX}");
}
/// <summary>
/// Recursively tag all GameObjects with Collider2D for collision detection.
/// Subclasses override GetColliderTag() to specify their tag.
/// </summary>
protected virtual void TagChildCollidersRecursive(Transform current)
{
string tagToApply = GetColliderTag();
// Tag this GameObject if it has a collider
Collider2D col = current.GetComponent<Collider2D>();
if (col != null && !current.CompareTag(tagToApply))
{
current.tag = tagToApply;
Debug.Log($"[{GetType().Name}] Tagged '{current.name}' as {tagToApply}");
}
// Recurse to children
foreach (Transform child in current)
{
TagChildCollidersRecursive(child);
}
}
#if UNITY_EDITOR
/// <summary>
/// Called when values are changed in the Inspector (Editor only).
/// Updates EdgeAnchor configuration to match entity settings.
/// </summary>
protected virtual void OnValidate()
{
// Only run in editor, not during play mode
if (UnityEditor.EditorApplication.isPlayingOrWillChangePlaymode)
return;
EdgeAnchor anchor = GetComponent<EdgeAnchor>();
if (anchor != null)
{
// Auto-find and assign references if not set (for editor-time visual updates)
if (anchor.referenceMarker == null)
{
anchor.referenceMarker = FindAnyObjectByType<ScreenReferenceMarker>();
if (anchor.referenceMarker == null)
{
Debug.LogWarning($"[{GetType().Name}] No ScreenReferenceMarker found in scene. EdgeAnchor positioning won't work in editor.");
}
}
if (anchor.cameraAdapter == null)
{
anchor.cameraAdapter = FindAnyObjectByType<CameraScreenAdapter>();
// CameraScreenAdapter is optional - EdgeAnchor can auto-find camera
}
// Validate and set anchor edge
if (verticalAnchor == EdgeAnchor.AnchorEdge.Left || verticalAnchor == EdgeAnchor.AnchorEdge.Right)
{
Debug.LogWarning($"[{GetType().Name}] Invalid anchor edge (Left/Right not supported). Defaulting to Middle.");
verticalAnchor = EdgeAnchor.AnchorEdge.Middle;
}
// Configure EdgeAnchor to match entity settings
anchor.anchorEdge = verticalAnchor;
anchor.useReferenceMargin = false;
anchor.customMargin = 0f;
anchor.preserveOtherAxes = true;
anchor.accountForObjectSize = true;
// Mark as dirty so Unity saves the changes
UnityEditor.EditorUtility.SetDirty(anchor);
}
// Tag all child GameObjects with colliders
TagChildCollidersRecursiveEditor(transform);
}
/// <summary>
/// Editor version of recursive tagging for child colliders.
/// </summary>
protected virtual void TagChildCollidersRecursiveEditor(Transform current)
{
string tagToApply = GetColliderTag();
// Tag this GameObject if it has a collider
Collider2D col = current.GetComponent<Collider2D>();
if (col != null && !current.CompareTag(tagToApply))
{
current.tag = tagToApply;
UnityEditor.EditorUtility.SetDirty(current.gameObject);
}
// Recurse to children
foreach (Transform child in current)
{
TagChildCollidersRecursiveEditor(child);
}
}
#endif
protected virtual void Update()
{
if (!isInitialized || settings == null) return;
MoveLeft();
CheckBounds();
}
/// <summary>
/// Move entity left at constant speed (manual movement, no physics).
/// Override GetMoveSpeed() to customize speed per entity type.
/// </summary>
protected virtual void MoveLeft()
{
transform.position += Vector3.left * (GetMoveSpeed() * Time.deltaTime);
}
/// <summary>
/// Check if entity has passed despawn position and destroy if so.
/// </summary>
protected virtual void CheckBounds()
{
if (transform.position.x < despawnXPosition)
{
Debug.Log($"[{GetType().Name}] Reached despawn position, destroying at X: {transform.position.x}");
Destroy(gameObject);
}
}
/// <summary>
/// Get the move speed for this entity type.
/// Subclasses override to return appropriate speed from settings.
/// </summary>
protected abstract float GetMoveSpeed();
/// <summary>
/// Get the tag to apply to colliders for this entity type.
/// Subclasses override to return "Obstacle", "Target", etc.
/// </summary>
protected abstract string GetColliderTag();
}
}

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fileFormatVersion: 2
guid: 69a3d32fc5cf4789a5e6e8dbc5f64996
timeCreated: 1763713709

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using UnityEngine;
using UnityEngine.Events;
using AppleHillsCamera;
namespace Minigames.BirdPooper
{
/// <summary>
/// Target entity for Bird Pooper minigame.
/// Inherits scrolling, anchoring, and despawn behavior from ScrollingEntity.
/// Can be hit by poop projectiles for scoring. Player still dies on collision.
/// </summary>
public class Target : ScrollingEntity
{
[Header("Visual Feedback")]
[SerializeField] private SpriteRenderer spriteRenderer;
[SerializeField] private Color hitColor = Color.green;
[Header("Events")]
public UnityEvent onTargetHit;
private bool isHit;
/// <summary>
/// Initialize target and set up event.
/// </summary>
public override void Initialize(float despawnX, ScreenReferenceMarker referenceMarker, CameraScreenAdapter cameraAdapter)
{
base.Initialize(despawnX, referenceMarker, cameraAdapter);
isHit = false;
// Initialize event
if (onTargetHit == null)
{
onTargetHit = new UnityEvent();
}
// Find and set all colliders to trigger (we use OnTriggerEnter2D)
Collider2D[] colliders = GetComponentsInChildren<Collider2D>(true);
foreach (Collider2D col in colliders)
{
if (!col.isTrigger)
{
col.isTrigger = true;
Debug.Log($"[Target] Set collider '{col.name}' to trigger");
}
}
}
/// <summary>
/// Override Update to stop movement when hit.
/// </summary>
protected override void Update()
{
if (isHit) return; // Don't move or check bounds if hit
base.Update();
}
/// <summary>
/// Returns target move speed from settings.
/// </summary>
protected override float GetMoveSpeed()
{
return settings != null ? settings.TargetMoveSpeed : 4f;
}
/// <summary>
/// Returns "Target" tag for collision detection.
/// </summary>
protected override string GetColliderTag()
{
return "Target";
}
/// <summary>
/// Trigger collision detection for both player and projectiles.
/// Single trigger collider handles both cases.
/// </summary>
private void OnTriggerEnter2D(Collider2D other)
{
// Check for projectile collision
if (other.CompareTag("Projectile") && !isHit)
{
OnHitByProjectile();
}
// Player collision is handled by BirdPlayerController's OnTriggerEnter2D
// (both have trigger colliders, so trigger occurs naturally)
}
/// <summary>
/// Called when target is hit by a poop projectile.
/// Shows visual feedback and notifies manager.
/// </summary>
public void OnHitByProjectile()
{
if (isHit) return;
isHit = true;
// Visual feedback
if (spriteRenderer != null)
{
spriteRenderer.color = hitColor;
}
// Notify manager
onTargetHit?.Invoke();
Debug.Log($"[Target] Hit by projectile at position {transform.position}");
// Destroy after brief delay for visual feedback
Destroy(gameObject, 0.2f);
}
}
}

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fileFormatVersion: 2
guid: 5331a770bc634a738b82f9450441de12
timeCreated: 1763713776

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using UnityEngine;
using Core;
using Core.Settings;
using Core.Lifecycle;
using AppleHillsCamera;
namespace Minigames.BirdPooper
{
/// <summary>
/// Spawns targets at regular intervals for Bird Pooper minigame.
/// Uses Transform references for spawn and despawn positions.
/// All targets are spawned at Y = 0 (EdgeAnchor positions them vertically).
/// </summary>
public class TargetSpawner : ManagedBehaviour
{
[Header("Spawn Configuration")]
[Tooltip("Transform marking where targets spawn (off-screen right)")]
[SerializeField] private Transform spawnPoint;
[Tooltip("Transform marking where targets despawn (off-screen left)")]
[SerializeField] private Transform despawnPoint;
[Header("EdgeAnchor References")]
[Tooltip("ScreenReferenceMarker to pass to spawned targets")]
[SerializeField] private ScreenReferenceMarker referenceMarker;
[Tooltip("CameraScreenAdapter to pass to spawned targets")]
[SerializeField] private CameraScreenAdapter cameraAdapter;
[Header("Target Prefabs")]
[Tooltip("Array of target prefabs to spawn randomly")]
[SerializeField] private GameObject[] targetPrefabs;
private IBirdPooperSettings settings;
private float spawnTimer;
private bool isSpawning;
internal override void OnManagedAwake()
{
base.OnManagedAwake();
// Load settings
settings = GameManager.GetSettingsObject<IBirdPooperSettings>();
if (settings == null)
{
Debug.LogError("[TargetSpawner] BirdPooperSettings not found!");
return;
}
// Validate references
if (spawnPoint == null)
{
Debug.LogError("[TargetSpawner] Spawn Point not assigned! Please assign a Transform in the Inspector.");
}
if (despawnPoint == null)
{
Debug.LogError("[TargetSpawner] Despawn Point not assigned! Please assign a Transform in the Inspector.");
}
if (targetPrefabs == null || targetPrefabs.Length == 0)
{
Debug.LogError("[TargetSpawner] No target prefabs assigned! Please assign at least one prefab in the Inspector.");
}
if (referenceMarker == null)
{
Debug.LogError("[TargetSpawner] ScreenReferenceMarker not assigned! Targets need this for EdgeAnchor positioning.");
}
if (cameraAdapter == null)
{
Debug.LogWarning("[TargetSpawner] CameraScreenAdapter not assigned. EdgeAnchor will attempt to auto-find camera.");
}
Debug.Log("[TargetSpawner] Initialized successfully");
}
private void Update()
{
if (!isSpawning || settings == null)
return;
spawnTimer += Time.deltaTime;
if (spawnTimer >= settings.TargetSpawnInterval)
{
SpawnTarget();
spawnTimer = 0f;
}
}
/// <summary>
/// Spawns a random target prefab at the spawn point.
/// Target is spawned at Y = 0, EdgeAnchor will position it vertically.
/// </summary>
private void SpawnTarget()
{
if (targetPrefabs == null || targetPrefabs.Length == 0 || spawnPoint == null)
{
Debug.LogError("[TargetSpawner] Cannot spawn target - missing prefabs or spawn point!");
return;
}
// Randomly select target prefab
GameObject prefab = targetPrefabs[Random.Range(0, targetPrefabs.Length)];
// Spawn at spawn point X, but Y = 0 (EdgeAnchor will position vertically)
Vector3 spawnPosition = new Vector3(spawnPoint.position.x, 0f, 0f);
GameObject targetObj = Instantiate(prefab, spawnPosition, Quaternion.identity);
// Initialize target
Target target = targetObj.GetComponent<Target>();
if (target != null)
{
float despawnX = despawnPoint != null ? despawnPoint.position.x : -12f;
target.Initialize(despawnX, referenceMarker, cameraAdapter);
// Subscribe to target hit event to notify manager
target.onTargetHit.AddListener(OnTargetHit);
Debug.Log($"[TargetSpawner] Spawned target at {spawnPosition}");
}
else
{
Debug.LogError($"[TargetSpawner] Spawned prefab '{prefab.name}' does not have Target component!");
Destroy(targetObj);
}
}
/// <summary>
/// Called when a target is hit by a projectile.
/// Notifies the game manager for score tracking.
/// </summary>
private void OnTargetHit()
{
// Find and notify manager
BirdPooperGameManager manager = BirdPooperGameManager.Instance;
if (manager != null)
{
manager.OnTargetHit();
}
else
{
Debug.LogWarning("[TargetSpawner] BirdPooperGameManager not found!");
}
}
/// <summary>
/// Start spawning targets at regular intervals.
/// </summary>
public void StartSpawning()
{
isSpawning = true;
spawnTimer = 0f;
Debug.Log("[TargetSpawner] Started spawning targets");
}
/// <summary>
/// Stop spawning new targets (existing targets continue).
/// </summary>
public void StopSpawning()
{
isSpawning = false;
Debug.Log("[TargetSpawner] Stopped spawning targets");
}
/// <summary>
/// Check if spawner is currently spawning.
/// </summary>
public bool IsSpawning => isSpawning;
/// <summary>
/// Draw gizmos to visualize spawn and despawn points in the editor.
/// </summary>
private void OnDrawGizmos()
{
if (spawnPoint != null)
{
Gizmos.color = Color.cyan;
Gizmos.DrawLine(
new Vector3(spawnPoint.position.x, -10f, 0f),
new Vector3(spawnPoint.position.x, 10f, 0f)
);
}
if (despawnPoint != null)
{
Gizmos.color = Color.magenta;
Gizmos.DrawLine(
new Vector3(despawnPoint.position.x, -10f, 0f),
new Vector3(despawnPoint.position.x, 10f, 0f)
);
}
}
}
}

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fileFormatVersion: 2
guid: 16beae843b5f431f9256a56aab02b53d
timeCreated: 1763713803

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fileFormatVersion: 2
guid: 5596931aef9448a3b369f7917af07797
timeCreated: 1763745490

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fileFormatVersion: 2
guid: 34525368248b48e0b271537891123818
timeCreated: 1763745579

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using System.Collections.Generic;
using Core;
using Minigames.StatueDressup.Data;
using Minigames.StatueDressup.DragDrop;
using UnityEngine;
using UnityEngine.UI;
namespace Minigames.StatueDressup.Controllers
{
/// <summary>
/// Manages the side menu with decoration items and pagination
/// </summary>
public class DecorationMenuController : MonoBehaviour
{
[Header("References")]
[SerializeField] private DecorationItem itemPrefab;
[SerializeField] private Transform itemsContainer;
[SerializeField] private Button nextPageButton;
[SerializeField] private Button previousPageButton;
[Header("Configuration")]
[SerializeField] private List<DecorationData> allDecorations = new List<DecorationData>();
[SerializeField] private int itemsPerPage = 10; // 2 columns x 5 rows
[Header("Layout")]
[SerializeField] private GridLayoutGroup gridLayout;
private int _currentPage = 0;
private int _totalPages = 0;
private List<DecorationItem> _spawnedItems = new List<DecorationItem>();
private Dictionary<DecorationItem, DecorationData> _itemDataMapping = new Dictionary<DecorationItem, DecorationData>();
// Properties
public int CurrentPage => _currentPage;
public int TotalPages => _totalPages;
private void Start()
{
Initialize();
}
private void Initialize()
{
Logging.Debug($"[DecorationMenuController] Initializing with {allDecorations.Count} decorations");
// Calculate total pages
_totalPages = Mathf.CeilToInt((float)allDecorations.Count / itemsPerPage);
Logging.Debug($"[DecorationMenuController] Total pages: {_totalPages}");
// Setup buttons
if (nextPageButton != null)
{
nextPageButton.onClick.AddListener(OnNextPage);
}
if (previousPageButton != null)
{
previousPageButton.onClick.AddListener(OnPreviousPage);
}
// Subscribe to drag events for all items
// (will be handled per-item when spawned)
// Populate first page
PopulateCurrentPage();
}
/// <summary>
/// Populate the current page with decoration items
/// </summary>
private void PopulateCurrentPage()
{
Logging.Debug($"[DecorationMenuController] Populating page {_currentPage + 1}/{_totalPages}");
// Clear existing items
ClearItems();
// Calculate range for current page
int startIndex = _currentPage * itemsPerPage;
int endIndex = Mathf.Min(startIndex + itemsPerPage, allDecorations.Count);
Logging.Debug($"[DecorationMenuController] Spawning items {startIndex} to {endIndex - 1}");
// Spawn items for this page
for (int i = startIndex; i < endIndex; i++)
{
SpawnDecorationItem(allDecorations[i]);
}
// Update button states
UpdateNavigationButtons();
}
/// <summary>
/// Spawn a decoration item in the menu
/// </summary>
private void SpawnDecorationItem(DecorationData data)
{
if (itemPrefab == null || itemsContainer == null)
{
Logging.Warning("[DecorationMenuController] Missing prefab or container");
return;
}
DecorationItem item = Instantiate(itemPrefab, itemsContainer);
item.SetDecorationData(data);
// Store original position for return animation
if (item.RectTransform != null)
{
// Force layout update to get correct position
Canvas.ForceUpdateCanvases();
item.SetOriginalMenuPosition(item.RectTransform.anchoredPosition);
}
// Subscribe to drag events
item.OnDragStarted += HandleItemPickedUp;
item.OnDragEnded += HandleItemDropped;
_spawnedItems.Add(item);
_itemDataMapping[item] = data;
Logging.Debug($"[DecorationMenuController] Spawned: {data.DecorationName} at position {item.RectTransform?.anchoredPosition}");
}
/// <summary>
/// Handle item picked up from menu
/// </summary>
private void HandleItemPickedUp(DraggableObject draggable)
{
if (draggable is DecorationItem item && _itemDataMapping.ContainsKey(item))
{
Logging.Debug($"[DecorationMenuController] Item picked up: {item.Data?.DecorationName}");
// Spawn replacement in menu slot
// This ensures menu always shows available items
DecorationData data = _itemDataMapping[item];
// We'll spawn replacement only if item is actually placed, not on pickup
}
}
/// <summary>
/// Handle item dropped (either placed on statue or returned to menu)
/// </summary>
private void HandleItemDropped(DraggableObject draggable)
{
if (draggable is DecorationItem item && _itemDataMapping.ContainsKey(item))
{
Logging.Debug($"[DecorationMenuController] Item dropped: {item.Data?.DecorationName}, slot={item.CurrentSlot?.name}");
// If item was placed on statue, spawn replacement in menu
if (item.CurrentSlot != null && !item.IsInMenu)
{
DecorationData data = _itemDataMapping[item];
// Remove original from tracking
_spawnedItems.Remove(item);
_itemDataMapping.Remove(item);
// Spawn replacement
SpawnDecorationItem(data);
Logging.Debug($"[DecorationMenuController] Spawned replacement for: {data.DecorationName}");
}
}
}
/// <summary>
/// Clear all spawned items
/// </summary>
private void ClearItems()
{
foreach (var item in _spawnedItems)
{
if (item != null)
{
item.OnDragStarted -= HandleItemPickedUp;
item.OnDragEnded -= HandleItemDropped;
Destroy(item.gameObject);
}
}
_spawnedItems.Clear();
_itemDataMapping.Clear();
}
/// <summary>
/// Navigate to next page
/// </summary>
private void OnNextPage()
{
if (_currentPage < _totalPages - 1)
{
_currentPage++;
PopulateCurrentPage();
Logging.Debug($"[DecorationMenuController] Next page: {_currentPage + 1}/{_totalPages}");
}
}
/// <summary>
/// Navigate to previous page
/// </summary>
private void OnPreviousPage()
{
if (_currentPage > 0)
{
_currentPage--;
PopulateCurrentPage();
Logging.Debug($"[DecorationMenuController] Previous page: {_currentPage + 1}/{_totalPages}");
}
}
/// <summary>
/// Update navigation button interactability
/// </summary>
private void UpdateNavigationButtons()
{
if (previousPageButton != null)
{
previousPageButton.interactable = _currentPage > 0;
}
if (nextPageButton != null)
{
nextPageButton.interactable = _currentPage < _totalPages - 1;
}
}
private void OnDestroy()
{
// Cleanup button listeners
if (nextPageButton != null)
{
nextPageButton.onClick.RemoveListener(OnNextPage);
}
if (previousPageButton != null)
{
previousPageButton.onClick.RemoveListener(OnPreviousPage);
}
// Cleanup item listeners
ClearItems();
}
}
}

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fileFormatVersion: 2
guid: acbd542762b44e719326dff6c3a69e6e
timeCreated: 1763745579

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using System.Collections.Generic;
using Core;
using Minigames.StatueDressup.DragDrop;
using UnityEngine;
using UnityEngine.UI;
namespace Minigames.StatueDressup.Controllers
{
/// <summary>
/// Main controller for the Mr. Cement statue decoration minigame
/// </summary>
public class StatueDecorationController : MonoBehaviour
{
[Header("References")]
[SerializeField] private StatueDecorationSlot[] statueSlots;
[SerializeField] private DecorationMenuController menuController;
[SerializeField] private Button takePhotoButton;
[SerializeField] private GameObject statue;
[Header("UI Elements to Hide for Photo")]
[SerializeField] private GameObject[] uiElementsToHideForPhoto;
[Header("Photo Settings")]
[SerializeField] private RectTransform photoArea; // Area to capture
[SerializeField] private string photoSaveKey = "MrCementStatuePhoto";
private Dictionary<StatueDecorationSlot, DecorationItem> _placedDecorations = new Dictionary<StatueDecorationSlot, DecorationItem>();
private bool _minigameCompleted = false;
private void Start()
{
Initialize();
}
private void Initialize()
{
Logging.Debug("[StatueDecorationController] Initializing minigame");
// Setup photo button
if (takePhotoButton != null)
{
takePhotoButton.onClick.AddListener(OnTakePhoto);
}
// Subscribe to slot occupation events
foreach (var slot in statueSlots)
{
if (slot != null)
{
slot.OnOccupied += HandleDecorationPlaced;
}
}
// Load saved state if exists
LoadStatueState();
}
/// <summary>
/// Handle decoration placed in slot
/// </summary>
private void HandleDecorationPlaced(DraggableObject draggable)
{
if (draggable is DecorationItem decoration)
{
var slot = decoration.CurrentSlot as StatueDecorationSlot;
if (slot != null)
{
_placedDecorations[slot] = decoration;
Logging.Debug($"[StatueDecorationController] Decoration placed: {decoration.Data?.DecorationName} in slot {slot.name}");
// Auto-save state
SaveStatueState();
}
}
}
/// <summary>
/// Take photo of decorated statue
/// </summary>
private void OnTakePhoto()
{
if (_minigameCompleted)
{
Logging.Debug("[StatueDecorationController] Minigame already completed");
return;
}
Logging.Debug("[StatueDecorationController] Taking photo of statue");
// Hide UI elements
HideUIForPhoto(true);
// Wait a frame for UI to hide, then capture
StartCoroutine(CapturePhotoCoroutine());
}
/// <summary>
/// Capture photo after UI is hidden
/// </summary>
private System.Collections.IEnumerator CapturePhotoCoroutine()
{
yield return new WaitForEndOfFrame();
// Capture the photo area
Texture2D photo = CaptureScreenshotArea();
if (photo != null)
{
// Save photo to album
SavePhotoToAlbum(photo);
// Award cards
AwardCards();
// Update town icon
UpdateTownIcon(photo);
// Show completion feedback
ShowCompletionFeedback();
_minigameCompleted = true;
}
// Restore UI
HideUIForPhoto(false);
}
/// <summary>
/// Capture screenshot of specific area
/// </summary>
private Texture2D CaptureScreenshotArea()
{
if (photoArea == null)
{
Logging.Warning("[StatueDecorationController] No photo area specified, capturing full screen");
// Capture full screen
Texture2D screenshot = new Texture2D(Screen.width, Screen.height, TextureFormat.RGB24, false);
screenshot.ReadPixels(new Rect(0, 0, Screen.width, Screen.height), 0, 0);
screenshot.Apply();
return screenshot;
}
// Get world corners of the rect
Vector3[] corners = new Vector3[4];
photoArea.GetWorldCorners(corners);
// Convert to screen space
Vector2 min = RectTransformUtility.WorldToScreenPoint(Camera.main, corners[0]);
Vector2 max = RectTransformUtility.WorldToScreenPoint(Camera.main, corners[2]);
int width = (int)(max.x - min.x);
int height = (int)(max.y - min.y);
Logging.Debug($"[StatueDecorationController] Capturing area: {width}x{height} at ({min.x}, {min.y})");
// Capture the specified area
Texture2D screenshot = new Texture2D(width, height, TextureFormat.RGB24, false);
screenshot.ReadPixels(new Rect(min.x, min.y, width, height), 0, 0);
screenshot.Apply();
return screenshot;
}
/// <summary>
/// Save photo to card album
/// </summary>
private void SavePhotoToAlbum(Texture2D photo)
{
// TODO: Integrate with existing album save system
// For now, save to PlayerPrefs as base64
byte[] bytes = photo.EncodeToPNG();
string base64 = System.Convert.ToBase64String(bytes);
PlayerPrefs.SetString(photoSaveKey, base64);
PlayerPrefs.Save();
Logging.Debug("[StatueDecorationController] Photo saved to album");
}
/// <summary>
/// Award Blokkemon cards to player
/// </summary>
private void AwardCards()
{
// TODO: Integrate with MinigameBoosterGiver
// MinigameBoosterGiver.GiveBooster();
Logging.Debug("[StatueDecorationController] Cards awarded (TODO: implement)");
}
/// <summary>
/// Update town menu icon with decorated statue
/// </summary>
private void UpdateTownIcon(Texture2D photo)
{
// TODO: Integrate with town system
// TownIconUpdater.SetStatueIcon(photo);
Logging.Debug("[StatueDecorationController] Town icon updated (TODO: implement)");
}
/// <summary>
/// Show completion feedback to player
/// </summary>
private void ShowCompletionFeedback()
{
// TODO: Show success message/animation
DebugUIMessage.Show("Photo captured! Mr. Cement looks amazing!", Color.green);
Logging.Debug("[StatueDecorationController] Minigame completed!");
}
/// <summary>
/// Hide/show UI elements for photo
/// </summary>
private void HideUIForPhoto(bool hide)
{
foreach (var element in uiElementsToHideForPhoto)
{
if (element != null)
{
element.SetActive(!hide);
}
}
}
/// <summary>
/// Save current statue decoration state
/// </summary>
private void SaveStatueState()
{
// TODO: Implement save system
// Save slot ID -> decoration ID mapping
Logging.Debug("[StatueDecorationController] State saved (TODO: implement persistence)");
}
/// <summary>
/// Load saved statue decoration state
/// </summary>
private void LoadStatueState()
{
// TODO: Implement load system
// Restore decorations to slots
Logging.Debug("[StatueDecorationController] State loaded (TODO: implement persistence)");
}
private void OnDestroy()
{
// Cleanup button listener
if (takePhotoButton != null)
{
takePhotoButton.onClick.RemoveListener(OnTakePhoto);
}
// Cleanup slot listeners
foreach (var slot in statueSlots)
{
if (slot != null)
{
slot.OnOccupied -= HandleDecorationPlaced;
}
}
}
}
}

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guid: 19e312ceaffa40ae90ac87b8209319cb
timeCreated: 1763745610

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fileFormatVersion: 2
guid: a6e7dfb0a39c441fb8ac888a5e58a91e
timeCreated: 1763745500

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using UnityEngine;
namespace Minigames.StatueDressup.Data
{
/// <summary>
/// ScriptableObject data definition for statue decorations
/// </summary>
[CreateAssetMenu(fileName = "DecorationData", menuName = "AppleHills/Minigames/Decoration Data", order = 1)]
public class DecorationData : ScriptableObject
{
[Header("Identity")]
[SerializeField] private string decorationId;
[SerializeField] private string decorationName;
[Header("Visual")]
[SerializeField] private Sprite decorationSprite;
[Header("Size Configuration")]
[Tooltip("Full size when placed on statue (actual sprite size)")]
[SerializeField] private Vector2 authoredSize = new Vector2(128f, 128f);
[Tooltip("Small size in menu icon")]
[SerializeField] private Vector2 iconSize = new Vector2(64f, 64f);
[Header("Progression (Optional)")]
[SerializeField] private bool isUnlocked = true;
// Properties
public string DecorationId => decorationId;
public string DecorationName => decorationName;
public Sprite DecorationSprite => decorationSprite;
public DecorationCategory Category => category;
public Vector2 AuthoredSize => authoredSize;
public Vector2 IconSize => iconSize;
public bool IsUnlocked => isUnlocked;
private void OnValidate()
{
// Auto-generate ID from name if empty
if (string.IsNullOrEmpty(decorationId) && !string.IsNullOrEmpty(decorationName))
{
decorationId = decorationName.Replace(" ", "_").ToLower();
}
}
}
}

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fileFormatVersion: 2
guid: 74c6ae9aa803480c8fb918dd58cfb809
timeCreated: 1763745511

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fileFormatVersion: 2
guid: 4c3389a935534b7b86800516ffa42acb
timeCreated: 1763745531

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using Core;
using Minigames.StatueDressup.Data;
using Minigames.StatueDressup.Utils;
using UI.DragAndDrop.Core;
using UnityEngine;
using UnityEngine.UI;
namespace Minigames.StatueDressup.DragDrop
{
/// <summary>
/// Individual decoration item that can be dragged from menu to statue slots
/// </summary>
public class DecorationItem : DraggableObject
{
[Header("Decoration Data")]
[SerializeField] private DecorationData decorationData;
[SerializeField] private Image decorationImage;
private Vector2 _iconSize;
private Vector2 _authoredSize;
private Vector2 _originalMenuPosition;
private bool _isInMenu = true;
// Properties
public DecorationData Data => decorationData;
public DecorationCategory Category => decorationData?.Category ?? DecorationCategory.Hats;
public bool IsInMenu => _isInMenu;
protected override void Initialize()
{
base.Initialize();
if (decorationData != null)
{
_iconSize = decorationData.IconSize;
_authoredSize = decorationData.AuthoredSize;
// Set initial icon size
if (RectTransform != null)
{
RectTransform.sizeDelta = _iconSize;
}
// Set sprite
if (decorationImage != null && decorationData.DecorationSprite != null)
{
decorationImage.sprite = decorationData.DecorationSprite;
}
}
// Store original menu position
if (RectTransform != null)
{
_originalMenuPosition = RectTransform.anchoredPosition;
}
}
/// <summary>
/// Set decoration data (for spawned instances)
/// </summary>
public void SetDecorationData(DecorationData data)
{
decorationData = data;
if (data != null)
{
_iconSize = data.IconSize;
_authoredSize = data.AuthoredSize;
// Update visual
if (decorationImage != null && data.DecorationSprite != null)
{
decorationImage.sprite = data.DecorationSprite;
}
// Set icon size
if (RectTransform != null)
{
RectTransform.sizeDelta = _iconSize;
}
Logging.Debug($"[DecorationItem] Set data: {data.DecorationName}, iconSize={_iconSize}, authoredSize={_authoredSize}");
}
}
protected override void OnDragStartedHook()
{
Logging.Debug($"[DecorationItem] OnDragStarted: {decorationData?.DecorationName}");
// Scale to authored size when dragging starts
if (RectTransform != null)
{
TweenAnimationUtility.AnimateScale(transform, Vector3.one, 0.2f);
// Animate size delta to authored size
RectTransform.sizeDelta = _authoredSize;
}
}
protected override void OnDragEndedHook()
{
Logging.Debug($"[DecorationItem] OnDragEnded: {decorationData?.DecorationName}, currentSlot={CurrentSlot?.name}");
// If not placed in a slot, return to menu
if (CurrentSlot == null)
{
ReturnToMenu();
}
else
{
_isInMenu = false;
}
}
/// <summary>
/// Return item to menu with animation
/// </summary>
private void ReturnToMenu()
{
Logging.Debug($"[DecorationItem] Returning to menu: {decorationData?.DecorationName}");
_isInMenu = true;
if (RectTransform != null)
{
// Animate back to icon size
RectTransform.sizeDelta = _iconSize;
TweenAnimationUtility.AnimateScale(transform, Vector3.one, 0.2f);
// Animate back to original position
TweenAnimationUtility.AnimateAnchoredPosition(RectTransform, _originalMenuPosition, 0.3f);
}
}
/// <summary>
/// Set original menu position (called by menu controller)
/// </summary>
public void SetOriginalMenuPosition(Vector2 position)
{
_originalMenuPosition = position;
}
}
}

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using Core;
using Minigames.StatueDressup.Data;
using Minigames.StatueDressup.Utils;
using UI.DragAndDrop.Core;
using UnityEngine;
using UnityEngine.EventSystems;
namespace Minigames.StatueDressup.DragDrop
{
/// <summary>
/// Slot on the statue where decorations can be placed
/// </summary>
public class StatueDecorationSlot : DraggableSlot, IPointerEnterHandler, IPointerExitHandler
{
[Header("Slot Configuration")]
[SerializeField] private DecorationCategory allowedCategory;
[SerializeField] private bool isPermanent = true; // Can't remove once placed
[Header("Glow Effect")]
[SerializeField] private GameObject glowEffect;
[SerializeField] private float glowPulseAmount = 1.1f;
[SerializeField] private float glowPulseDuration = 0.8f;
private bool _isGlowing;
private Pixelplacement.TweenSystem.TweenBase _glowTween;
// Properties
public DecorationCategory AllowedCategory => allowedCategory;
public bool IsPermanent => isPermanent;
private void Start()
{
// Hide glow effect initially
if (glowEffect != null)
{
glowEffect.SetActive(false);
}
}
public new void OnPointerEnter(PointerEventData eventData)
{
// Only glow when dragging a matching decoration
if (eventData.pointerDrag != null)
{
var decoration = eventData.pointerDrag.GetComponent<DecorationItem>();
if (decoration != null && decoration.Category == allowedCategory && !IsOccupied)
{
StartGlow();
}
}
}
public new void OnPointerExit(PointerEventData eventData)
{
StopGlow();
}
/// <summary>
/// Start glow effect
/// </summary>
private void StartGlow()
{
if (_isGlowing || glowEffect == null)
return;
_isGlowing = true;
glowEffect.SetActive(true);
Logging.Debug($"[StatueDecorationSlot] Starting glow on {name}");
// Pulse animation
_glowTween = TweenAnimationUtility.StartGlowPulse(glowEffect.transform, glowPulseAmount, glowPulseDuration);
}
/// <summary>
/// Stop glow effect
/// </summary>
private void StopGlow()
{
if (!_isGlowing || glowEffect == null)
return;
_isGlowing = false;
Logging.Debug($"[StatueDecorationSlot] Stopping glow on {name}");
// Stop pulse animation
if (_glowTween != null)
{
TweenAnimationUtility.StopTweens(glowEffect.transform);
_glowTween = null;
}
glowEffect.SetActive(false);
}
/// <summary>
/// Override to check category matching (uses base CanAccept)
/// </summary>
public new bool CanAccept(DraggableObject draggable)
{
// First check base conditions
if (!base.CanAccept(draggable))
return false;
// Then check category matching
if (draggable is DecorationItem decoration)
{
bool matches = decoration.Category == allowedCategory;
Logging.Debug($"[StatueDecorationSlot] CanAccept: {decoration.Data?.DecorationName}, " +
$"category={decoration.Category}, allowed={allowedCategory}, matches={matches}");
return matches;
}
return false;
}
private void OnDisable()
{
// Clean up glow on disable
StopGlow();
}
}
}

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guid: f68e3749518141b6bc818938dd8dc57d
timeCreated: 1763745550

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guid: fe03648f638e4872abafaf49234a3f55
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using Pixelplacement;
using Pixelplacement.TweenSystem;
using UnityEngine;
using System;
namespace Minigames.StatueDressup.Utils
{
/// <summary>
/// Common animation utilities extracted from CardAnimator pattern.
/// Provides reusable tween animations for UI elements.
/// </summary>
public static class TweenAnimationUtility
{
#region Scale Animations
/// <summary>
/// Animate scale to target value with ease in-out
/// </summary>
public static TweenBase AnimateScale(Transform transform, Vector3 targetScale, float duration, Action onComplete = null)
{
return Tween.LocalScale(transform, targetScale, duration, 0f, Tween.EaseInOut, completeCallback: onComplete);
}
/// <summary>
/// Pulse scale animation (scale up then back to original)
/// </summary>
public static void PulseScale(Transform transform, float pulseAmount = 1.1f, float duration = 0.2f, Action onComplete = null)
{
Vector3 originalScale = transform.localScale;
Vector3 pulseScale = originalScale * pulseAmount;
Tween.LocalScale(transform, pulseScale, duration, 0f, Tween.EaseOutBack,
completeCallback: () =>
{
Tween.LocalScale(transform, originalScale, duration, 0f, Tween.EaseInBack, completeCallback: onComplete);
});
}
/// <summary>
/// Pop-in animation (scale from 0 to target with overshoot)
/// </summary>
public static TweenBase PopIn(Transform transform, Vector3 targetScale, float duration = 0.5f, Action onComplete = null)
{
transform.localScale = Vector3.zero;
return Tween.LocalScale(transform, targetScale, duration, 0f, Tween.EaseOutBack, completeCallback: onComplete);
}
/// <summary>
/// Pop-out animation (scale from current to 0)
/// </summary>
public static TweenBase PopOut(Transform transform, float duration = 0.3f, Action onComplete = null)
{
return Tween.LocalScale(transform, Vector3.zero, duration, 0f, Tween.EaseInBack, completeCallback: onComplete);
}
/// <summary>
/// Smooth scale transition with bounce
/// </summary>
public static TweenBase ScaleWithBounce(Transform transform, Vector3 targetScale, float duration, Action onComplete = null)
{
return Tween.LocalScale(transform, targetScale, duration, 0f, Tween.EaseOutBack, completeCallback: onComplete);
}
#endregion
#region Position Animations
/// <summary>
/// Animate anchored position (for RectTransform UI elements)
/// </summary>
public static TweenBase AnimateAnchoredPosition(RectTransform rectTransform, Vector2 targetPosition, float duration, Action onComplete = null)
{
return Tween.AnchoredPosition(rectTransform, targetPosition, duration, 0f, Tween.EaseInOut, completeCallback: onComplete);
}
/// <summary>
/// Animate local position (for regular transforms)
/// </summary>
public static TweenBase AnimateLocalPosition(Transform transform, Vector3 targetPosition, float duration, Action onComplete = null)
{
return Tween.LocalPosition(transform, targetPosition, duration, 0f, Tween.EaseInOut, completeCallback: onComplete);
}
/// <summary>
/// Move with bounce effect
/// </summary>
public static TweenBase MoveWithBounce(RectTransform rectTransform, Vector2 targetPosition, float duration, Action onComplete = null)
{
return Tween.AnchoredPosition(rectTransform, targetPosition, duration, 0f, Tween.EaseOutBack, completeCallback: onComplete);
}
#endregion
#region Combined Hover Animations
/// <summary>
/// Hover enter animation (lift and scale) for RectTransform
/// </summary>
public static void HoverEnter(RectTransform rectTransform, Vector2 originalPosition, float liftAmount = 20f,
float scaleMultiplier = 1.05f, float duration = 0.2f, Action onComplete = null)
{
Vector2 targetPos = originalPosition + Vector2.up * liftAmount;
Tween.AnchoredPosition(rectTransform, targetPos, duration, 0f, Tween.EaseOutBack);
Tween.LocalScale(rectTransform, Vector3.one * scaleMultiplier, duration, 0f, Tween.EaseOutBack, completeCallback: onComplete);
}
/// <summary>
/// Hover exit animation (return to original position and scale) for RectTransform
/// </summary>
public static void HoverExit(RectTransform rectTransform, Vector2 originalPosition, float duration = 0.2f, Action onComplete = null)
{
Tween.AnchoredPosition(rectTransform, originalPosition, duration, 0f, Tween.EaseInBack);
Tween.LocalScale(rectTransform, Vector3.one, duration, 0f, Tween.EaseInBack, completeCallback: onComplete);
}
/// <summary>
/// Glow pulse effect (scale up/down repeatedly)
/// </summary>
public static TweenBase StartGlowPulse(Transform transform, float pulseAmount = 1.1f, float duration = 0.8f)
{
Vector3 originalScale = transform.localScale;
Vector3 pulseScale = originalScale * pulseAmount;
return Tween.LocalScale(transform, pulseScale, duration, 0f, Tween.EaseInOutSine, Tween.LoopType.PingPong);
}
/// <summary>
/// Stop any active tweens on transform
/// </summary>
public static void StopTweens(Transform transform)
{
Tween.Cancel(transform.GetInstanceID());
}
#endregion
#region Fade Animations
/// <summary>
/// Fade CanvasGroup alpha
/// </summary>
public static TweenBase FadeCanvasGroup(CanvasGroup canvasGroup, float targetAlpha, float duration, Action onComplete = null)
{
return Tween.CanvasGroupAlpha(canvasGroup, targetAlpha, duration, 0f, Tween.EaseInOut, completeCallback: onComplete);
}
#endregion
}
}

View File

@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: abd48147eff149508890fe2fa87b8421
timeCreated: 1763745490

View File

@@ -17,6 +17,8 @@ MonoBehaviour:
maxFallSpeed: 150
minY: -15
maxY: 15
maxRotationAngle: 30
rotationSpeed: 8
obstacleMoveSpeed: 5
obstacleSpawnInterval: 2
obstacleSpawnXPosition: 12
@@ -24,4 +26,4 @@ MonoBehaviour:
obstacleMinSpawnY: -3
obstacleMaxSpawnY: 3
poopFallSpeed: 10
poopDestroyYPosition: -10
poopDestroyYPosition: -20

View File

@@ -63,7 +63,19 @@ MonoBehaviour:
- rid: 7785851992983994373
- rid: 1219994508087787520
m_RuntimeSettings:
m_List: []
m_List:
- rid: 7752762179098771456
- rid: 7752762179098771457
- rid: 7752762179098771459
- rid: 7752762179098771461
- rid: 7752762179098771462
- rid: 7752762179098771464
- rid: 7752762179098771466
- rid: 7752762179098771468
- rid: 7752762179098771472
- rid: 7752762179098771476
- rid: 7785851992983994372
- rid: 7785851992983994373
m_AssetVersion: 8
m_ObsoleteDefaultVolumeProfile: {fileID: 0}
m_RenderingLayerNames:

View File

@@ -142,7 +142,7 @@ PlayerSettings:
loadStoreDebugModeEnabled: 0
visionOSBundleVersion: 1.0
tvOSBundleVersion: 1.0
bundleVersion: 0.5
bundleVersion: 0.6
preloadedAssets: []
metroInputSource: 0
wsaTransparentSwapchain: 0

View File

@@ -8,6 +8,8 @@ TagManager:
- Pulver
- Rock
- Obstacle
- Projectile
- Target
layers:
- Default
- TransparentFX