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2 Commits
328e8dea0a
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puzzlestep
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9c67f503d2 | ||
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dac119fd7b |
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m_Father: {fileID: 116234201}
|
||||
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
||||
m_AnchorMin: {x: 0, y: 1}
|
||||
m_AnchorMax: {x: 0, y: 1}
|
||||
m_AnchoredPosition: {x: 200, y: -43}
|
||||
m_SizeDelta: {x: 245.48071, y: 78.4255}
|
||||
m_Pivot: {x: 0, y: 1}
|
||||
m_AnchorMin: {x: 1, y: 1}
|
||||
m_AnchorMax: {x: 1, y: 1}
|
||||
m_AnchoredPosition: {x: -81, y: -76}
|
||||
m_SizeDelta: {x: 245.4807, y: 78.4255}
|
||||
m_Pivot: {x: 1, y: 1}
|
||||
--- !u!114 &1224833350
|
||||
MonoBehaviour:
|
||||
m_ObjectHideFlags: 0
|
||||
@@ -1820,8 +1896,6 @@ LineRenderer:
|
||||
m_RayTracingAccelStructBuildFlagsOverride: 0
|
||||
m_RayTracingAccelStructBuildFlags: 1
|
||||
m_SmallMeshCulling: 1
|
||||
m_ForceMeshLod: -1
|
||||
m_MeshLodSelectionBias: 0
|
||||
m_RenderingLayerMask: 1
|
||||
m_RendererPriority: 0
|
||||
m_Materials:
|
||||
@@ -1843,7 +1917,6 @@ LineRenderer:
|
||||
m_AutoUVMaxDistance: 0.5
|
||||
m_AutoUVMaxAngle: 89
|
||||
m_LightmapParameters: {fileID: 0}
|
||||
m_GlobalIlluminationMeshLod: 0
|
||||
m_SortingLayerID: 0
|
||||
m_SortingLayer: 0
|
||||
m_SortingOrder: 0
|
||||
@@ -2000,12 +2073,22 @@ MonoBehaviour:
|
||||
- {fileID: 2956826569642009690, guid: 43ed47cbe958b9f46b462e2fca2382c5, type: 3}
|
||||
- {fileID: 2956826569642009690, guid: 4f772f2aebd38b44ca31063d196c77c1, type: 3}
|
||||
- {fileID: 2956826569642009690, guid: 7f7f10ca24a5afe46be797daea64111a, type: 3}
|
||||
initialTileCount: 3
|
||||
tileSpawnBuffer: 1
|
||||
moveSpeed: 5
|
||||
speedUpFactor: 0
|
||||
speedUpInterval: 0
|
||||
maxMoveSpeed: 12
|
||||
useObjectPooling: 1
|
||||
maxPerPrefabPoolSize: 3
|
||||
totalMaxPoolSize: 25
|
||||
onTileSpawned:
|
||||
m_PersistentCalls:
|
||||
m_Calls: []
|
||||
onTileDestroyed:
|
||||
m_PersistentCalls:
|
||||
m_Calls: []
|
||||
velocityCalculationInterval: 0.5
|
||||
onLastTileLeft:
|
||||
m_PersistentCalls:
|
||||
m_Calls: []
|
||||
@@ -2061,8 +2144,6 @@ SpriteRenderer:
|
||||
m_RayTracingAccelStructBuildFlagsOverride: 0
|
||||
m_RayTracingAccelStructBuildFlags: 1
|
||||
m_SmallMeshCulling: 1
|
||||
m_ForceMeshLod: -1
|
||||
m_MeshLodSelectionBias: 0
|
||||
m_RenderingLayerMask: 1
|
||||
m_RendererPriority: 0
|
||||
m_Materials:
|
||||
@@ -2084,7 +2165,6 @@ SpriteRenderer:
|
||||
m_AutoUVMaxDistance: 0.5
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||||
m_AutoUVMaxAngle: 89
|
||||
m_LightmapParameters: {fileID: 0}
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m_GlobalIlluminationMeshLod: 0
|
||||
m_SortingLayerID: 0
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||||
m_SortingLayer: 0
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m_SortingOrder: 0
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@@ -2285,6 +2365,14 @@ MonoBehaviour:
|
||||
m_Script: {fileID: 11500000, guid: 9072050a53fc4b539f4f4716bab53c07, type: 3}
|
||||
m_Name:
|
||||
m_EditorClassIdentifier:
|
||||
wobbleFrequency: 1.5
|
||||
baseWobbleAmplitude: 8
|
||||
speedToAmplitude: 2
|
||||
maxRotationLimit: 45
|
||||
verticalFrequency: 0.5
|
||||
verticalAmplitude: 0.5
|
||||
velocitySmoothing: 10
|
||||
rotationSmoothing: 10
|
||||
--- !u!1660057539 &9223372036854775807
|
||||
SceneRoots:
|
||||
m_ObjectHideFlags: 0
|
||||
|
||||
@@ -64,10 +64,6 @@ namespace AppleHills.Core.Settings
|
||||
[Tooltip("How long to continue spawning tiles after surfacing begins (seconds)")]
|
||||
[SerializeField] private float surfacingSpawnDelay = 5.0f;
|
||||
|
||||
[Header("Normalized Movement")]
|
||||
[Tooltip("Reference screen height for normalized velocity calculations")]
|
||||
[SerializeField] private float referenceScreenHeight = 1080f;
|
||||
|
||||
[Header("Tile Generation")]
|
||||
[Tooltip("Initial number of tiles to create at start")]
|
||||
[SerializeField] private int initialTileCount = 3;
|
||||
@@ -75,21 +71,17 @@ namespace AppleHills.Core.Settings
|
||||
[Tooltip("Buffer distance for spawning new tiles")]
|
||||
[SerializeField] private float tileSpawnBuffer = 1f;
|
||||
|
||||
[Tooltip("Base movement speed for tiles in screen units per second (normalized)")]
|
||||
[SerializeField] private float normalizedTileMoveSpeed = 0.3f;
|
||||
[Tooltip("Base movement speed for tiles")]
|
||||
[SerializeField] private float moveSpeed = 3f;
|
||||
|
||||
[Tooltip("Factor to increase speed by each interval")]
|
||||
[SerializeField] private float speedUpFactor = 0.05f;
|
||||
[SerializeField] private float speedUpFactor = 0.2f;
|
||||
|
||||
[Tooltip("Time interval between speed increases (seconds)")]
|
||||
[SerializeField] private float speedUpInterval = 10f;
|
||||
|
||||
[Tooltip("Maximum normalized movement speed allowed for tiles")]
|
||||
[SerializeField] private float maxNormalizedTileMoveSpeed = 1.2f;
|
||||
|
||||
// Legacy settings - keeping for backward compatibility
|
||||
[HideInInspector] [SerializeField] private float moveSpeed = 3f;
|
||||
[HideInInspector] [SerializeField] private float maxMoveSpeed = 12f;
|
||||
[Tooltip("Maximum movement speed allowed")]
|
||||
[SerializeField] private float maxMoveSpeed = 12f;
|
||||
|
||||
[Tooltip("Interval for velocity calculations (seconds)")]
|
||||
[SerializeField] private float velocityCalculationInterval = 0.5f;
|
||||
@@ -107,11 +99,11 @@ namespace AppleHills.Core.Settings
|
||||
[Tooltip("Radius around obstacle spawn point to check for tile collisions")]
|
||||
[SerializeField] private float obstacleSpawnCollisionRadius = 1f;
|
||||
|
||||
[Tooltip("Minimum normalized movement speed for obstacles (screen units per second)")]
|
||||
[SerializeField] private float normalizedObstacleMinMoveSpeed = 0.1f;
|
||||
[Tooltip("Minimum movement speed for spawned obstacles")]
|
||||
[SerializeField] private float obstacleMinMoveSpeed = 1f;
|
||||
|
||||
[Tooltip("Maximum normalized movement speed for obstacles (screen units per second)")]
|
||||
[SerializeField] private float normalizedObstacleMaxMoveSpeed = 0.4f;
|
||||
[Tooltip("Maximum movement speed for spawned obstacles")]
|
||||
[SerializeField] private float obstacleMaxMoveSpeed = 4f;
|
||||
|
||||
[Header("Collision Handling")]
|
||||
[Tooltip("Duration in seconds of damage immunity after being hit")]
|
||||
@@ -156,11 +148,10 @@ namespace AppleHills.Core.Settings
|
||||
// IDivingMinigameSettings implementation - Tile Generation
|
||||
public int InitialTileCount => initialTileCount;
|
||||
public float TileSpawnBuffer => tileSpawnBuffer;
|
||||
public float ReferenceScreenHeight => referenceScreenHeight;
|
||||
public float NormalizedMoveSpeed => normalizedTileMoveSpeed;
|
||||
public float MoveSpeed => moveSpeed;
|
||||
public float SpeedUpFactor => speedUpFactor;
|
||||
public float SpeedUpInterval => speedUpInterval;
|
||||
public float MaxNormalizedMoveSpeed => maxNormalizedTileMoveSpeed;
|
||||
public float MaxMoveSpeed => maxMoveSpeed;
|
||||
public float VelocityCalculationInterval => velocityCalculationInterval;
|
||||
|
||||
// IDivingMinigameSettings implementation - Obstacles
|
||||
@@ -168,8 +159,8 @@ namespace AppleHills.Core.Settings
|
||||
public float ObstacleSpawnIntervalVariation => obstacleSpawnIntervalVariation;
|
||||
public int ObstacleMaxSpawnAttempts => obstacleMaxSpawnAttempts;
|
||||
public float ObstacleSpawnCollisionRadius => obstacleSpawnCollisionRadius;
|
||||
public float ObstacleMinMoveSpeed => normalizedObstacleMinMoveSpeed;
|
||||
public float ObstacleMaxMoveSpeed => normalizedObstacleMaxMoveSpeed;
|
||||
public float ObstacleMinMoveSpeed => obstacleMinMoveSpeed;
|
||||
public float ObstacleMaxMoveSpeed => obstacleMaxMoveSpeed;
|
||||
|
||||
// IDivingMinigameSettings implementation - Collision Handling
|
||||
public float DamageImmunityDuration => damageImmunityDuration;
|
||||
@@ -220,10 +211,10 @@ namespace AppleHills.Core.Settings
|
||||
// Validate tile generation
|
||||
initialTileCount = Mathf.Max(1, initialTileCount);
|
||||
tileSpawnBuffer = Mathf.Max(0f, tileSpawnBuffer);
|
||||
normalizedTileMoveSpeed = Mathf.Max(0.01f, normalizedTileMoveSpeed);
|
||||
moveSpeed = Mathf.Max(0.1f, moveSpeed);
|
||||
speedUpFactor = Mathf.Max(0f, speedUpFactor);
|
||||
speedUpInterval = Mathf.Max(0.1f, speedUpInterval);
|
||||
maxNormalizedTileMoveSpeed = Mathf.Max(normalizedTileMoveSpeed, maxNormalizedTileMoveSpeed);
|
||||
maxMoveSpeed = Mathf.Max(moveSpeed, maxMoveSpeed);
|
||||
velocityCalculationInterval = Mathf.Max(0.01f, velocityCalculationInterval);
|
||||
|
||||
// Validate obstacle values
|
||||
@@ -231,8 +222,8 @@ namespace AppleHills.Core.Settings
|
||||
obstacleSpawnIntervalVariation = Mathf.Max(0f, obstacleSpawnIntervalVariation);
|
||||
obstacleMaxSpawnAttempts = Mathf.Max(1, obstacleMaxSpawnAttempts);
|
||||
obstacleSpawnCollisionRadius = Mathf.Max(0.1f, obstacleSpawnCollisionRadius);
|
||||
normalizedObstacleMinMoveSpeed = Mathf.Max(0.1f, normalizedObstacleMinMoveSpeed);
|
||||
normalizedObstacleMaxMoveSpeed = Mathf.Max(normalizedObstacleMinMoveSpeed, normalizedObstacleMaxMoveSpeed);
|
||||
obstacleMinMoveSpeed = Mathf.Max(0.1f, obstacleMinMoveSpeed);
|
||||
obstacleMaxMoveSpeed = Mathf.Max(obstacleMinMoveSpeed, obstacleMaxMoveSpeed);
|
||||
|
||||
// Validate collision settings
|
||||
damageImmunityDuration = Mathf.Max(0.1f, damageImmunityDuration);
|
||||
|
||||
@@ -79,24 +79,19 @@ namespace AppleHills.Core.Settings
|
||||
// Tile Generation
|
||||
int InitialTileCount { get; }
|
||||
float TileSpawnBuffer { get; }
|
||||
float MoveSpeed { get; }
|
||||
float SpeedUpFactor { get; }
|
||||
float SpeedUpInterval { get; }
|
||||
float MaxMoveSpeed { get; }
|
||||
float VelocityCalculationInterval { get; }
|
||||
|
||||
// Normalized Movement
|
||||
float ReferenceScreenHeight { get; } // Screen height reference for normalized velocities
|
||||
|
||||
// Normalized Tile Movement
|
||||
float NormalizedMoveSpeed { get; } // Gets normalizedTileMoveSpeed
|
||||
float MaxNormalizedMoveSpeed { get; } // Gets maxNormalizedTileMoveSpeed
|
||||
|
||||
// Obstacles
|
||||
float ObstacleSpawnInterval { get; }
|
||||
float ObstacleSpawnIntervalVariation { get; }
|
||||
int ObstacleMaxSpawnAttempts { get; }
|
||||
float ObstacleSpawnCollisionRadius { get; }
|
||||
float ObstacleMinMoveSpeed { get; } // Gets normalizedObstacleMinMoveSpeed
|
||||
float ObstacleMaxMoveSpeed { get; } // Gets normalizedObstacleMaxMoveSpeed
|
||||
float ObstacleMinMoveSpeed { get; }
|
||||
float ObstacleMaxMoveSpeed { get; }
|
||||
|
||||
// Collision Handling
|
||||
float DamageImmunityDuration { get; }
|
||||
|
||||
@@ -1,26 +0,0 @@
|
||||
using UnityEngine;
|
||||
using Pixelplacement;
|
||||
|
||||
public class AnneLiseBushPopBehaviour : MonoBehaviour
|
||||
{
|
||||
public Spline popSpline;
|
||||
public Transform bushObject;
|
||||
public float popDuration = 1f;
|
||||
public float popDelay = 0f;
|
||||
|
||||
void Start()
|
||||
{
|
||||
// Example: Move bushObject along the spline from start (0) to end (1)
|
||||
Tween.Spline(
|
||||
popSpline,
|
||||
bushObject,
|
||||
1f,
|
||||
0f,
|
||||
false, // Do not orient to path
|
||||
popDuration,
|
||||
popDelay,
|
||||
Tween.EaseInOut,
|
||||
Tween.LoopType.PingPong
|
||||
);
|
||||
}
|
||||
}
|
||||
@@ -1,2 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 116af68fa272dc64ba6e58bd5e277631
|
||||
@@ -68,7 +68,7 @@ namespace Input
|
||||
|
||||
private void Start()
|
||||
{
|
||||
// SceneManagerService.Instance.SceneLoadCompleted += SwitchInputOnSceneLoaded;
|
||||
SceneManagerService.Instance.SceneLoadCompleted += SwitchInputOnSceneLoaded;
|
||||
SwitchInputOnSceneLoaded(SceneManager.GetActiveScene().name);
|
||||
}
|
||||
|
||||
|
||||
@@ -1,8 +1,6 @@
|
||||
using UnityEngine;
|
||||
using System.Collections;
|
||||
using AppleHills.Core.Settings;
|
||||
using Pooling;
|
||||
using Utils;
|
||||
|
||||
namespace Minigames.DivingForPictures
|
||||
{
|
||||
@@ -18,7 +16,7 @@ namespace Minigames.DivingForPictures
|
||||
[Tooltip("Index of the prefab this obstacle was created from")]
|
||||
[SerializeField] private int prefabIndex;
|
||||
|
||||
[Tooltip("Movement speed of this obstacle (will be overridden by normalized settings)")]
|
||||
[Tooltip("Movement speed of this obstacle")]
|
||||
[SerializeField] private float moveSpeed = 2f;
|
||||
|
||||
[Header("Movement")]
|
||||
@@ -53,10 +51,6 @@ namespace Minigames.DivingForPictures
|
||||
private float _velocityFactor = 1.0f; // Current velocity factor from game manager
|
||||
private float _baseMoveSpeed; // Original move speed before velocity factor is applied
|
||||
|
||||
// Screen normalization
|
||||
private float _screenNormalizationFactor = 1.0f;
|
||||
private IDivingMinigameSettings _settings;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
_collider = GetComponent<Collider2D>();
|
||||
@@ -72,45 +66,7 @@ namespace Minigames.DivingForPictures
|
||||
}
|
||||
|
||||
_mainCamera = Camera.main;
|
||||
|
||||
// Get settings
|
||||
_settings = GameManager.GetSettingsObject<IDivingMinigameSettings>();
|
||||
if (_settings == null)
|
||||
{
|
||||
Debug.LogWarning("[FloatingObstacle] Could not retrieve settings, using default values");
|
||||
_baseMoveSpeed = moveSpeed; // Use the serialized value as fallback
|
||||
}
|
||||
else
|
||||
{
|
||||
// Initialize with the obstacle-specific normalized speed settings
|
||||
float minSpeed = _settings.ObstacleMinMoveSpeed;
|
||||
float maxSpeed = _settings.ObstacleMaxMoveSpeed;
|
||||
|
||||
// For variety, randomly assign a speed between min and max
|
||||
_baseMoveSpeed = Random.Range(minSpeed, maxSpeed);
|
||||
Debug.Log($"[FloatingObstacle] Initialized with normalized speed: {_baseMoveSpeed} (range: {minSpeed}-{maxSpeed})");
|
||||
}
|
||||
|
||||
// Calculate screen normalization factor
|
||||
CalculateScreenNormalizationFactor();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Calculates the screen normalization factor based on current screen height
|
||||
/// </summary>
|
||||
private void CalculateScreenNormalizationFactor()
|
||||
{
|
||||
// Get reference height from settings with fallback if not available
|
||||
float referenceHeight = 1080f; // Default fallback value
|
||||
|
||||
if (_settings != null)
|
||||
{
|
||||
referenceHeight = _settings.ReferenceScreenHeight;
|
||||
}
|
||||
|
||||
// Calculate normalization factor based on screen height
|
||||
_screenNormalizationFactor = Screen.height / referenceHeight;
|
||||
Debug.Log($"[FloatingObstacle] Screen normalization factor: {_screenNormalizationFactor} (Screen height: {Screen.height}, Reference: {referenceHeight})");
|
||||
_baseMoveSpeed = moveSpeed; // Store original speed
|
||||
}
|
||||
|
||||
private void OnEnable()
|
||||
@@ -163,7 +119,7 @@ namespace Minigames.DivingForPictures
|
||||
|
||||
// Update actual move speed based on velocity factor and base speed
|
||||
// We use Abs for magnitude and Sign for direction
|
||||
moveSpeed = _baseMoveSpeed * Mathf.Abs(_velocityFactor) * _screenNormalizationFactor;
|
||||
moveSpeed = _baseMoveSpeed * Mathf.Abs(_velocityFactor);
|
||||
|
||||
// Restart movement with new speed if needed
|
||||
if (enableMovement && gameObject.activeInHierarchy)
|
||||
@@ -175,23 +131,19 @@ namespace Minigames.DivingForPictures
|
||||
_movementCoroutine = StartCoroutine(MovementCoroutine());
|
||||
}
|
||||
|
||||
Debug.Log($"[FloatingObstacle] {gameObject.name} velocity factor updated to {_velocityFactor:F2}, normalized speed: {moveSpeed:F2}");
|
||||
Debug.Log($"[FloatingObstacle] {gameObject.name} velocity factor updated to {_velocityFactor:F2}, speed: {moveSpeed:F2}");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Coroutine that handles obstacle movement using normalized velocities
|
||||
/// Coroutine that handles obstacle movement
|
||||
/// </summary>
|
||||
private IEnumerator MovementCoroutine()
|
||||
{
|
||||
Debug.Log($"[FloatingObstacle] Started movement coroutine with speed: {_baseMoveSpeed:F3}");
|
||||
|
||||
while (enabled && gameObject.activeInHierarchy)
|
||||
{
|
||||
// Use velocity factor sign to determine direction
|
||||
Vector3 direction = Vector3.up * Mathf.Sign(_velocityFactor);
|
||||
|
||||
// Apply normalized movement using the shared utility method
|
||||
float speed = AppleHillsUtils.CalculateNormalizedMovementSpeed(_baseMoveSpeed);
|
||||
float speed = moveSpeed * Time.deltaTime;
|
||||
|
||||
// Apply movement in correct direction
|
||||
transform.position += direction * speed;
|
||||
|
||||
@@ -5,7 +5,6 @@ using UnityEngine.Events;
|
||||
using UnityEngine.Serialization;
|
||||
using Pooling;
|
||||
using AppleHills.Core.Settings;
|
||||
using Utils;
|
||||
|
||||
namespace Minigames.DivingForPictures
|
||||
{
|
||||
@@ -57,15 +56,6 @@ namespace Minigames.DivingForPictures
|
||||
// Velocity management
|
||||
private float _baseMoveSpeed;
|
||||
private float _velocityFactor = 1.0f;
|
||||
|
||||
// Coroutine references
|
||||
private Coroutine _movementCoroutine;
|
||||
private Coroutine _tileDestructionCoroutine;
|
||||
private Coroutine _tileSpawningCoroutine;
|
||||
private Coroutine _speedRampingCoroutine;
|
||||
|
||||
// Screen normalization
|
||||
private float _screenNormalizationFactor = 1.0f;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
@@ -85,7 +75,7 @@ namespace Minigames.DivingForPictures
|
||||
Debug.LogError("[TrenchTileSpawner] Failed to load diving developer settings!");
|
||||
}
|
||||
|
||||
_baseMoveSpeed = _settings?.NormalizedMoveSpeed ?? 3f; // Store the original base speed
|
||||
_baseMoveSpeed = _settings?.MoveSpeed ?? 3f; // Store the original base speed
|
||||
|
||||
// Calculate tile heights for each prefab
|
||||
CalculateTileHeights();
|
||||
@@ -118,6 +108,8 @@ namespace Minigames.DivingForPictures
|
||||
|
||||
private void Start()
|
||||
{
|
||||
|
||||
|
||||
// Find DivingGameManager and subscribe to its initialization event
|
||||
DivingGameManager gameManager = FindFirstObjectByType<DivingGameManager>();
|
||||
if (gameManager != null)
|
||||
@@ -144,25 +136,23 @@ namespace Minigames.DivingForPictures
|
||||
/// </summary>
|
||||
private void Initialize()
|
||||
{
|
||||
// Calculate screen bounds and normalization factor
|
||||
CalculateScreenBounds();
|
||||
CalculateScreenNormalizationFactor();
|
||||
|
||||
// Spawn initial tiles to fill the screen
|
||||
SpawnInitialTiles();
|
||||
|
||||
// Initialize velocity and apply screen normalization
|
||||
_baseMoveSpeed = _settings?.NormalizedMoveSpeed ?? 3f;
|
||||
_currentVelocity = _baseMoveSpeed * Time.fixedDeltaTime * _screenNormalizationFactor;
|
||||
|
||||
// Start all coroutines
|
||||
// Initialize velocity and start the velocity calculation coroutine
|
||||
_currentVelocity = _baseMoveSpeed * Time.fixedDeltaTime;
|
||||
StartCoroutine(VelocityCalculationRoutine());
|
||||
StartMovementCoroutine();
|
||||
StartTileDestructionCoroutine();
|
||||
StartTileSpawningCoroutine();
|
||||
StartSpeedRampingCoroutine();
|
||||
|
||||
Debug.Log("[TrenchTileSpawner] Initialized with normalized speed");
|
||||
Debug.Log("[TrenchTileSpawner] Initialized");
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
HandleMovement();
|
||||
HandleTileDestruction();
|
||||
HandleTileSpawning();
|
||||
HandleSpeedRamping();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -325,24 +315,6 @@ namespace Minigames.DivingForPictures
|
||||
_screenTop = top.y;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Calculates the screen normalization factor based on current screen height
|
||||
/// </summary>
|
||||
private void CalculateScreenNormalizationFactor()
|
||||
{
|
||||
// Get reference height from settings with fallback if not available
|
||||
float referenceHeight = 1080f; // Default fallback value
|
||||
|
||||
if (_settings != null)
|
||||
{
|
||||
referenceHeight = _settings.ReferenceScreenHeight;
|
||||
}
|
||||
|
||||
// Calculate normalization factor based on screen height
|
||||
_screenNormalizationFactor = Screen.height / referenceHeight;
|
||||
Debug.Log($"[TrenchTileSpawner] Screen normalization factor: {_screenNormalizationFactor} (Screen height: {Screen.height}, Reference: {referenceHeight})");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Called when the velocity factor changes from the DivingGameManager
|
||||
/// </summary>
|
||||
@@ -352,7 +324,7 @@ namespace Minigames.DivingForPictures
|
||||
|
||||
// Update the actual move speed based on the velocity factor
|
||||
// This keeps the original move speed intact for game logic
|
||||
_baseMoveSpeed = _settings.NormalizedMoveSpeed * Mathf.Abs(_velocityFactor);
|
||||
_baseMoveSpeed = _settings.MoveSpeed * Mathf.Abs(_velocityFactor);
|
||||
|
||||
// Recalculate velocity immediately
|
||||
CalculateVelocity();
|
||||
@@ -384,55 +356,6 @@ namespace Minigames.DivingForPictures
|
||||
_stopSpawning = true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Starts the movement coroutine and stores its reference
|
||||
/// </summary>
|
||||
private void StartMovementCoroutine()
|
||||
{
|
||||
if (_movementCoroutine != null)
|
||||
{
|
||||
StopCoroutine(_movementCoroutine);
|
||||
}
|
||||
_movementCoroutine = StartCoroutine(MovementCoroutine());
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Coroutine that handles obstacle movement using normalized screen-relative speed
|
||||
/// </summary>
|
||||
private IEnumerator MovementCoroutine()
|
||||
{
|
||||
Debug.Log($"[TrenchTileSpawner] Started movement coroutine with normalized speed: {_baseMoveSpeed:F3}");
|
||||
|
||||
while (enabled && gameObject.activeInHierarchy)
|
||||
{
|
||||
// Skip if no active tiles
|
||||
if (_activeTiles.Count == 0)
|
||||
{
|
||||
yield return null;
|
||||
continue;
|
||||
}
|
||||
|
||||
// Use velocity factor sign to determine direction
|
||||
Vector3 direction = Vector3.up * Mathf.Sign(_velocityFactor);
|
||||
|
||||
// Apply normalized movement using the shared utility method
|
||||
float speed = AppleHillsUtils.CalculateNormalizedMovementSpeed(_baseMoveSpeed);
|
||||
|
||||
// Move all active tiles
|
||||
foreach (var tile in _activeTiles)
|
||||
{
|
||||
if (tile != null)
|
||||
{
|
||||
// Apply movement in correct direction
|
||||
tile.transform.position += direction * speed;
|
||||
}
|
||||
}
|
||||
|
||||
// Wait for next frame
|
||||
yield return null;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Handles the movement of all active tiles based on the current velocity
|
||||
/// </summary>
|
||||
@@ -589,7 +512,7 @@ namespace Minigames.DivingForPictures
|
||||
_speedUpTimer += Time.deltaTime;
|
||||
if (_speedUpTimer >= _settings.SpeedUpInterval)
|
||||
{
|
||||
_baseMoveSpeed = Mathf.Min(_baseMoveSpeed + _settings.SpeedUpFactor, _settings.MaxNormalizedMoveSpeed);
|
||||
_baseMoveSpeed = Mathf.Min(_baseMoveSpeed + _settings.SpeedUpFactor, _settings.MaxMoveSpeed);
|
||||
_speedUpTimer = 0f;
|
||||
}
|
||||
}
|
||||
@@ -816,217 +739,5 @@ namespace Minigames.DivingForPictures
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Starts the tile destruction coroutine and stores its reference
|
||||
/// </summary>
|
||||
private void StartTileDestructionCoroutine()
|
||||
{
|
||||
if (_tileDestructionCoroutine != null)
|
||||
{
|
||||
StopCoroutine(_tileDestructionCoroutine);
|
||||
}
|
||||
_tileDestructionCoroutine = StartCoroutine(TileDestructionCoroutine());
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Coroutine that checks for tiles to destroy periodically
|
||||
/// </summary>
|
||||
private IEnumerator TileDestructionCoroutine()
|
||||
{
|
||||
const float checkInterval = 0.5f; // Check every half second as requested
|
||||
Debug.Log($"[TrenchTileSpawner] Started tile destruction coroutine with interval: {checkInterval}s");
|
||||
|
||||
while (enabled && gameObject.activeInHierarchy)
|
||||
{
|
||||
// Check and handle tile destruction
|
||||
if (_activeTiles.Count > 0)
|
||||
{
|
||||
GameObject topTile = _activeTiles[0];
|
||||
if (topTile == null)
|
||||
{
|
||||
_activeTiles.RemoveAt(0);
|
||||
}
|
||||
else
|
||||
{
|
||||
float tileHeight = GetTileHeight(topTile);
|
||||
|
||||
bool shouldDestroy;
|
||||
if (_isSurfacing)
|
||||
{
|
||||
// When surfacing, destroy tiles at the bottom
|
||||
shouldDestroy = topTile.transform.position.y + tileHeight / 2 < _screenBottom - _settings.TileSpawnBuffer;
|
||||
}
|
||||
else
|
||||
{
|
||||
// When descending, destroy tiles at the top
|
||||
shouldDestroy = topTile.transform.position.y - tileHeight / 2 > _screenTop + _settings.TileSpawnBuffer;
|
||||
}
|
||||
|
||||
if (shouldDestroy)
|
||||
{
|
||||
_activeTiles.RemoveAt(0);
|
||||
onTileDestroyed?.Invoke(topTile);
|
||||
|
||||
if (_devSettings != null && _devSettings.TrenchTileUseObjectPooling && _tilePool != null)
|
||||
{
|
||||
// Find the prefab index for this tile
|
||||
int prefabIndex = GetPrefabIndex(topTile);
|
||||
if (prefabIndex >= 0)
|
||||
{
|
||||
_tilePool.ReturnTile(topTile, prefabIndex);
|
||||
}
|
||||
else
|
||||
{
|
||||
Destroy(topTile);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
Destroy(topTile);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Wait for the next check interval
|
||||
yield return new WaitForSeconds(checkInterval);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Starts the tile spawning coroutine and stores its reference
|
||||
/// </summary>
|
||||
private void StartTileSpawningCoroutine()
|
||||
{
|
||||
if (_tileSpawningCoroutine != null)
|
||||
{
|
||||
StopCoroutine(_tileSpawningCoroutine);
|
||||
}
|
||||
_tileSpawningCoroutine = StartCoroutine(TileSpawningCoroutine());
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Coroutine that checks if new tiles need to be spawned periodically
|
||||
/// </summary>
|
||||
private IEnumerator TileSpawningCoroutine()
|
||||
{
|
||||
const float checkInterval = 0.2f; // Check every half second as requested
|
||||
Debug.Log($"[TrenchTileSpawner] Started tile spawning coroutine with interval: {checkInterval}s");
|
||||
|
||||
while (enabled && gameObject.activeInHierarchy)
|
||||
{
|
||||
// Check if we need to spawn new tiles
|
||||
if (_activeTiles.Count == 0)
|
||||
{
|
||||
// If we have no active tiles and spawning is stopped, trigger the event
|
||||
if (_stopSpawning)
|
||||
{
|
||||
onLastTileLeft.Invoke();
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
GameObject bottomTile = _activeTiles[^1];
|
||||
if (bottomTile == null)
|
||||
{
|
||||
_activeTiles.RemoveAt(_activeTiles.Count - 1);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Get the tile height once to use in all calculations
|
||||
float tileHeight = GetTileHeight(bottomTile);
|
||||
|
||||
// If we're in stop spawning mode, check if last tile is leaving
|
||||
if (_stopSpawning)
|
||||
{
|
||||
// Check if this is the last tile, and if it's about to leave the screen
|
||||
if (_activeTiles.Count == 1)
|
||||
{
|
||||
bool isLastTileLeaving;
|
||||
|
||||
if (_isSurfacing)
|
||||
{
|
||||
// When surfacing, check if bottom of tile is above top of screen
|
||||
isLastTileLeaving = bottomTile.transform.position.y - tileHeight / 2 > _screenTop + _settings.TileSpawnBuffer;
|
||||
}
|
||||
else
|
||||
{
|
||||
// When descending, check if top of tile is below bottom of screen
|
||||
isLastTileLeaving = bottomTile.transform.position.y + tileHeight / 2 < _screenBottom - _settings.TileSpawnBuffer;
|
||||
}
|
||||
|
||||
if (isLastTileLeaving)
|
||||
{
|
||||
onLastTileLeft.Invoke();
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Normal spawning mode
|
||||
bool shouldSpawn;
|
||||
float newY;
|
||||
|
||||
if (_isSurfacing)
|
||||
{
|
||||
// When surfacing, spawn new tiles at the top
|
||||
float topEdge = bottomTile.transform.position.y + tileHeight / 2;
|
||||
shouldSpawn = topEdge < _screenTop + _settings.TileSpawnBuffer;
|
||||
newY = bottomTile.transform.position.y + tileHeight;
|
||||
}
|
||||
else
|
||||
{
|
||||
// When descending, spawn new tiles at the bottom
|
||||
float bottomEdge = bottomTile.transform.position.y - tileHeight / 2;
|
||||
shouldSpawn = bottomEdge > _screenBottom - _settings.TileSpawnBuffer;
|
||||
newY = bottomTile.transform.position.y - tileHeight;
|
||||
}
|
||||
|
||||
if (shouldSpawn)
|
||||
{
|
||||
SpawnTileAtY(newY);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Wait for the next check interval
|
||||
yield return new WaitForSeconds(checkInterval);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Starts the speed ramping coroutine and stores its reference
|
||||
/// </summary>
|
||||
private void StartSpeedRampingCoroutine()
|
||||
{
|
||||
if (_speedRampingCoroutine != null)
|
||||
{
|
||||
StopCoroutine(_speedRampingCoroutine);
|
||||
}
|
||||
_speedRampingCoroutine = StartCoroutine(SpeedRampingCoroutine());
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Coroutine that handles increasing the movement speed over time
|
||||
/// </summary>
|
||||
private IEnumerator SpeedRampingCoroutine()
|
||||
{
|
||||
const float checkInterval = 1.0f; // Check once per second as requested
|
||||
Debug.Log($"[TrenchTileSpawner] Started speed ramping coroutine with interval: {checkInterval}s");
|
||||
|
||||
while (enabled && gameObject.activeInHierarchy)
|
||||
{
|
||||
// Increase the base move speed up to the maximum
|
||||
_baseMoveSpeed = Mathf.Min(_baseMoveSpeed + _settings.SpeedUpFactor, _settings.MaxNormalizedMoveSpeed);
|
||||
|
||||
// Recalculate velocity with the new base speed
|
||||
CalculateVelocity();
|
||||
|
||||
// Wait for the next check interval
|
||||
yield return new WaitForSeconds(checkInterval);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -71,11 +71,6 @@ namespace Utility
|
||||
ShowPrompt();
|
||||
orientationCheckCoroutine = StartCoroutine(OrientationCheckRoutine());
|
||||
}
|
||||
else
|
||||
{
|
||||
orientationCorrect = true;
|
||||
OnOrientationCorrect?.Invoke();
|
||||
}
|
||||
}
|
||||
|
||||
private bool IsMainMenuScene(Scene scene)
|
||||
|
||||
@@ -1,10 +1,9 @@
|
||||
using UnityEngine;
|
||||
using AppleHills.Core.Settings;
|
||||
|
||||
namespace Utils
|
||||
{
|
||||
/// <summary>
|
||||
/// Utility methods for working with SpriteRenderers and game mechanics.
|
||||
/// Utility methods for working with SpriteRenderers.
|
||||
/// </summary>
|
||||
public static class AppleHillsUtils
|
||||
{
|
||||
@@ -29,43 +28,5 @@ namespace Utils
|
||||
to.enabled = true;
|
||||
to.transform.localScale = from.transform.localScale;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Calculates a normalized movement speed value that's consistent across different screen sizes
|
||||
/// and applies the current time delta
|
||||
/// </summary>
|
||||
/// <param name="normalizedSpeed">The base normalized speed value</param>
|
||||
/// <returns>The actual movement amount to apply per frame</returns>
|
||||
public static float CalculateNormalizedMovementSpeed(float normalizedSpeed)
|
||||
{
|
||||
// Get settings for reference height
|
||||
var settings = GameManager.GetSettingsObject<IDivingMinigameSettings>();
|
||||
if (settings == null)
|
||||
{
|
||||
Debug.LogWarning("[AppleHillsUtils] Could not get settings, using default reference height");
|
||||
return CalculateNormalizedMovementSpeed(normalizedSpeed, 1080f);
|
||||
}
|
||||
|
||||
return CalculateNormalizedMovementSpeed(normalizedSpeed, settings.ReferenceScreenHeight);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Calculates a normalized movement speed value that's consistent across different screen sizes
|
||||
/// and applies the current time delta
|
||||
/// </summary>
|
||||
/// <param name="normalizedSpeed">The base normalized speed value</param>
|
||||
/// <param name="referenceScreenHeight">Reference screen height for normalization (typically 1080)</param>
|
||||
/// <returns>The actual movement amount to apply per frame</returns>
|
||||
public static float CalculateNormalizedMovementSpeed(float normalizedSpeed, float referenceScreenHeight)
|
||||
{
|
||||
// Calculate the screen normalization factor
|
||||
float screenNormalizationFactor = Screen.height / referenceScreenHeight;
|
||||
|
||||
// Apply time delta for frame rate independence
|
||||
float frameAdjustedSpeed = normalizedSpeed * Time.deltaTime;
|
||||
|
||||
// Apply screen normalization
|
||||
return frameAdjustedSpeed * screenNormalizationFactor;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -29,22 +29,19 @@ MonoBehaviour:
|
||||
speedTransitionDuration: 2
|
||||
surfacingSpeedFactor: 3
|
||||
surfacingSpawnDelay: 5
|
||||
referenceScreenHeight: 1920
|
||||
initialTileCount: 3
|
||||
tileSpawnBuffer: 1
|
||||
normalizedTileMoveSpeed: 2
|
||||
moveSpeed: 1
|
||||
speedUpFactor: 0
|
||||
speedUpInterval: 10
|
||||
maxNormalizedTileMoveSpeed: 2
|
||||
moveSpeed: 1
|
||||
maxMoveSpeed: 12
|
||||
velocityCalculationInterval: 0.5
|
||||
obstacleSpawnInterval: 2
|
||||
obstacleSpawnIntervalVariation: 0.5
|
||||
obstacleMaxSpawnAttempts: 10
|
||||
obstacleSpawnCollisionRadius: 1
|
||||
normalizedObstacleMinMoveSpeed: 1
|
||||
normalizedObstacleMaxMoveSpeed: 3
|
||||
obstacleMinMoveSpeed: 1
|
||||
obstacleMaxMoveSpeed: 4
|
||||
damageImmunityDuration: 1
|
||||
bumpForce: 5
|
||||
smoothMoveSpeed: 8
|
||||
|
||||
@@ -13,7 +13,7 @@ MonoBehaviour:
|
||||
m_Name: InteractionSettings
|
||||
m_EditorClassIdentifier:
|
||||
playerStopDistance: 10
|
||||
playerStopDistanceDirectInteraction: 5
|
||||
playerStopDistanceDirectInteraction: 2
|
||||
followerPickupDelay: 0.2
|
||||
interactableLayerMask:
|
||||
serializedVersion: 2
|
||||
|
||||