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2
.gitignore
vendored
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# Auto-generated scenes by play mode tests
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.idea/.idea.AppleHillsProduction/.idea/indexLayout.xml
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||||
textureCompression: 1
|
||||
compressionQuality: 50
|
||||
crunchedCompression: 0
|
||||
allowsAlphaSplitting: 0
|
||||
overridden: 0
|
||||
ignorePlatformSupport: 0
|
||||
androidETC2FallbackOverride: 0
|
||||
forceMaximumCompressionQuality_BC6H_BC7: 0
|
||||
- serializedVersion: 4
|
||||
buildTarget: WebGL
|
||||
maxTextureSize: 2048
|
||||
resizeAlgorithm: 0
|
||||
textureFormat: -1
|
||||
textureCompression: 1
|
||||
compressionQuality: 50
|
||||
crunchedCompression: 0
|
||||
allowsAlphaSplitting: 0
|
||||
overridden: 0
|
||||
ignorePlatformSupport: 0
|
||||
androidETC2FallbackOverride: 0
|
||||
forceMaximumCompressionQuality_BC6H_BC7: 0
|
||||
- serializedVersion: 4
|
||||
buildTarget: WindowsStoreApps
|
||||
maxTextureSize: 2048
|
||||
resizeAlgorithm: 0
|
||||
textureFormat: -1
|
||||
textureCompression: 1
|
||||
compressionQuality: 50
|
||||
crunchedCompression: 0
|
||||
allowsAlphaSplitting: 0
|
||||
overridden: 0
|
||||
ignorePlatformSupport: 0
|
||||
androidETC2FallbackOverride: 0
|
||||
forceMaximumCompressionQuality_BC6H_BC7: 0
|
||||
spriteSheet:
|
||||
serializedVersion: 2
|
||||
sprites:
|
||||
- serializedVersion: 2
|
||||
name: MenuIcon_PLACEHOLDER_0
|
||||
rect:
|
||||
serializedVersion: 2
|
||||
x: 9
|
||||
y: 8
|
||||
width: 239
|
||||
height: 240
|
||||
alignment: 0
|
||||
pivot: {x: 0, y: 0}
|
||||
border: {x: 0, y: 0, z: 0, w: 0}
|
||||
customData:
|
||||
outline: []
|
||||
physicsShape: []
|
||||
tessellationDetail: -1
|
||||
bones: []
|
||||
spriteID: 8efc78021f8216f00800000000000000
|
||||
internalID: 1108211999407853544
|
||||
vertices: []
|
||||
indices:
|
||||
edges: []
|
||||
weights: []
|
||||
outline: []
|
||||
customData:
|
||||
physicsShape: []
|
||||
bones: []
|
||||
spriteID:
|
||||
internalID: 0
|
||||
vertices: []
|
||||
indices:
|
||||
edges: []
|
||||
weights: []
|
||||
secondaryTextures: []
|
||||
spriteCustomMetadata:
|
||||
entries: []
|
||||
nameFileIdTable:
|
||||
MenuIcon_PLACEHOLDER_0: 1108211999407853544
|
||||
mipmapLimitGroupName:
|
||||
pSDRemoveMatte: 0
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -18,3 +18,4 @@ MonoBehaviour:
|
||||
- {fileID: 458265635552197097, guid: a77d1e8b2fa8aa945a6f39b312536e0d, type: 3}
|
||||
- {fileID: 552225285624929822, guid: e39992796d5459442be9967c77e27066, type: 3}
|
||||
- {fileID: 7644433920135100480, guid: 12d242e44fe80ab44af852254b7cab0f, type: 3}
|
||||
- {fileID: 1794231825201849485, guid: 6fb0d7fc6faad154b8c3e3cb7abb7c15, type: 3}
|
||||
|
||||
@@ -16,5 +16,4 @@ MonoBehaviour:
|
||||
displayName: Start Lawnmower
|
||||
description: Start up the lawnmower so the Gardener runs after it.
|
||||
icon: {fileID: 0}
|
||||
unlocks:
|
||||
- {fileID: 11400000, guid: f9da68caaae2a244885a13cf2e2e45c0, type: 2}
|
||||
unlocks: []
|
||||
|
||||
20
Assets/Editor/AppleHillsEditor.asmdef
Normal file
@@ -0,0 +1,20 @@
|
||||
{
|
||||
"name": "AppleHillsEditor",
|
||||
"rootNamespace": "",
|
||||
"references": [
|
||||
"GUID:d91d3f46515a6954caa674697afbf416",
|
||||
"GUID:69448af7b92c7f342b298e06a37122aa",
|
||||
"GUID:9e24947de15b9834991c9d8411ea37cf"
|
||||
],
|
||||
"includePlatforms": [
|
||||
"Editor"
|
||||
],
|
||||
"excludePlatforms": [],
|
||||
"allowUnsafeCode": false,
|
||||
"overrideReferences": false,
|
||||
"precompiledReferences": [],
|
||||
"autoReferenced": true,
|
||||
"defineConstraints": [],
|
||||
"versionDefines": [],
|
||||
"noEngineReferences": false
|
||||
}
|
||||
7
Assets/Editor/AppleHillsEditor.asmdef.meta
Normal file
@@ -0,0 +1,7 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 1ab90989592ecff489d33348d53a0d25
|
||||
AssemblyDefinitionImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
207
Assets/Editor/DeveloperSettingsEditorWindow.cs
Normal file
@@ -0,0 +1,207 @@
|
||||
using UnityEngine;
|
||||
using UnityEditor;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.IO;
|
||||
|
||||
namespace AppleHills.Core.Settings.Editor
|
||||
{
|
||||
public class DeveloperSettingsEditorWindow : EditorWindow
|
||||
{
|
||||
private Vector2 scrollPosition;
|
||||
private List<BaseDeveloperSettings> allDeveloperSettings = new List<BaseDeveloperSettings>();
|
||||
private string[] tabNames = new string[] { "Diving", "Other Systems" }; // Add more tabs as needed
|
||||
private int selectedTab = 0;
|
||||
private Dictionary<string, SerializedObject> serializedSettingsObjects = new Dictionary<string, SerializedObject>();
|
||||
private GUIStyle headerStyle;
|
||||
|
||||
[MenuItem("AppleHills/Developer Settings Editor")]
|
||||
public static void ShowWindow()
|
||||
{
|
||||
GetWindow<DeveloperSettingsEditorWindow>("Developer Settings");
|
||||
}
|
||||
|
||||
private void OnEnable()
|
||||
{
|
||||
LoadAllSettings();
|
||||
}
|
||||
|
||||
private void LoadAllSettings()
|
||||
{
|
||||
allDeveloperSettings.Clear();
|
||||
serializedSettingsObjects.Clear();
|
||||
|
||||
// Find all developer settings assets
|
||||
string[] guids = AssetDatabase.FindAssets("t:BaseDeveloperSettings");
|
||||
foreach (string guid in guids)
|
||||
{
|
||||
string path = AssetDatabase.GUIDToAssetPath(guid);
|
||||
BaseDeveloperSettings settings = AssetDatabase.LoadAssetAtPath<BaseDeveloperSettings>(path);
|
||||
if (settings != null)
|
||||
{
|
||||
allDeveloperSettings.Add(settings);
|
||||
serializedSettingsObjects[settings.GetType().Name] = new SerializedObject(settings);
|
||||
}
|
||||
}
|
||||
|
||||
// If any settings are missing, create them
|
||||
CreateSettingsIfMissing<DivingDeveloperSettings>("DivingDeveloperSettings");
|
||||
|
||||
// Add more developer settings types here as needed
|
||||
// CreateSettingsIfMissing<OtherDeveloperSettings>("OtherDeveloperSettings");
|
||||
}
|
||||
|
||||
private void CreateSettingsIfMissing<T>(string fileName) where T : BaseDeveloperSettings
|
||||
{
|
||||
if (!allDeveloperSettings.Any(s => s is T))
|
||||
{
|
||||
// Check if the asset already exists
|
||||
string[] guids = AssetDatabase.FindAssets($"t:{typeof(T).Name}");
|
||||
if (guids.Length == 0)
|
||||
{
|
||||
// Create the settings folder if it doesn't exist
|
||||
string settingsFolder = "Assets/Settings/Developer";
|
||||
if (!AssetDatabase.IsValidFolder("Assets/Settings"))
|
||||
{
|
||||
AssetDatabase.CreateFolder("Assets", "Settings");
|
||||
}
|
||||
if (!AssetDatabase.IsValidFolder(settingsFolder))
|
||||
{
|
||||
AssetDatabase.CreateFolder("Assets/Settings", "Developer");
|
||||
}
|
||||
|
||||
// Create new settings asset
|
||||
T settings = CreateInstance<T>();
|
||||
string path = $"{settingsFolder}/{fileName}.asset";
|
||||
AssetDatabase.CreateAsset(settings, path);
|
||||
AssetDatabase.SaveAssets();
|
||||
|
||||
allDeveloperSettings.Add(settings);
|
||||
serializedSettingsObjects[typeof(T).Name] = new SerializedObject(settings);
|
||||
Debug.Log($"Created missing developer settings asset: {path}");
|
||||
}
|
||||
else
|
||||
{
|
||||
// Load existing asset
|
||||
string path = AssetDatabase.GUIDToAssetPath(guids[0]);
|
||||
T settings = AssetDatabase.LoadAssetAtPath<T>(path);
|
||||
allDeveloperSettings.Add(settings);
|
||||
serializedSettingsObjects[typeof(T).Name] = new SerializedObject(settings);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void OnGUI()
|
||||
{
|
||||
if (headerStyle == null)
|
||||
{
|
||||
headerStyle = new GUIStyle(EditorStyles.boldLabel);
|
||||
headerStyle.fontSize = 14;
|
||||
headerStyle.margin = new RectOffset(0, 0, 10, 10);
|
||||
}
|
||||
|
||||
EditorGUILayout.Space(10);
|
||||
EditorGUILayout.LabelField("Apple Hills Developer Settings", headerStyle);
|
||||
EditorGUILayout.HelpBox("This editor is for technical settings intended for developers. For gameplay settings, use the Game Settings editor.", MessageType.Info);
|
||||
|
||||
EditorGUILayout.Space(10);
|
||||
selectedTab = GUILayout.Toolbar(selectedTab, tabNames);
|
||||
|
||||
scrollPosition = EditorGUILayout.BeginScrollView(scrollPosition);
|
||||
|
||||
switch (selectedTab)
|
||||
{
|
||||
case 0: // Diving
|
||||
DrawSettingsEditor<DivingDeveloperSettings>();
|
||||
break;
|
||||
case 1: // Other Systems
|
||||
EditorGUILayout.HelpBox("Other developer settings will appear here as they are added.", MessageType.Info);
|
||||
break;
|
||||
// Add additional cases as more developer settings types are added
|
||||
}
|
||||
|
||||
EditorGUILayout.EndScrollView();
|
||||
|
||||
EditorGUILayout.Space(10);
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
GUILayout.FlexibleSpace();
|
||||
|
||||
if (GUILayout.Button("Refresh", GUILayout.Width(100)))
|
||||
{
|
||||
LoadAllSettings();
|
||||
}
|
||||
|
||||
if (GUILayout.Button("Save All", GUILayout.Width(100)))
|
||||
{
|
||||
foreach (var serializedObj in serializedSettingsObjects.Values)
|
||||
{
|
||||
serializedObj.ApplyModifiedProperties();
|
||||
EditorUtility.SetDirty(serializedObj.targetObject);
|
||||
}
|
||||
AssetDatabase.SaveAssets();
|
||||
|
||||
Debug.Log("All developer settings saved!");
|
||||
}
|
||||
|
||||
EditorGUILayout.EndHorizontal();
|
||||
}
|
||||
|
||||
private void DrawSettingsEditor<T>() where T : BaseDeveloperSettings
|
||||
{
|
||||
BaseDeveloperSettings settings = allDeveloperSettings.Find(s => s is T);
|
||||
if (settings == null)
|
||||
{
|
||||
EditorGUILayout.HelpBox($"No {typeof(T).Name} found. Click Refresh to create one.", MessageType.Warning);
|
||||
return;
|
||||
}
|
||||
|
||||
SerializedObject serializedObj = serializedSettingsObjects[typeof(T).Name];
|
||||
serializedObj.Update();
|
||||
|
||||
EditorGUILayout.Space(10);
|
||||
|
||||
// Draw all properties
|
||||
SerializedProperty property = serializedObj.GetIterator();
|
||||
bool enterChildren = true;
|
||||
while (property.NextVisible(enterChildren))
|
||||
{
|
||||
enterChildren = false;
|
||||
|
||||
// Skip the script field
|
||||
if (property.name == "m_Script") continue;
|
||||
|
||||
// Group headers
|
||||
if (property.isArray && property.propertyType == SerializedPropertyType.Generic)
|
||||
{
|
||||
EditorGUILayout.LabelField(property.displayName, EditorStyles.boldLabel);
|
||||
}
|
||||
|
||||
EditorGUILayout.PropertyField(property, true);
|
||||
}
|
||||
|
||||
// Apply changes
|
||||
if (serializedObj.ApplyModifiedProperties())
|
||||
{
|
||||
EditorUtility.SetDirty(settings);
|
||||
|
||||
// Trigger OnValidate on the asset
|
||||
if (settings != null)
|
||||
{
|
||||
settings.OnValidate();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Helper method to highlight important fields
|
||||
private void DrawHighlightedProperty(SerializedProperty property, string tooltip = null)
|
||||
{
|
||||
GUI.backgroundColor = new Color(0.8f, 0.9f, 1f); // Light blue for developer settings
|
||||
EditorGUILayout.BeginVertical(EditorStyles.helpBox);
|
||||
GUI.backgroundColor = Color.white;
|
||||
|
||||
EditorGUILayout.PropertyField(property, new GUIContent(property.displayName, tooltip));
|
||||
|
||||
EditorGUILayout.EndVertical();
|
||||
}
|
||||
}
|
||||
}
|
||||
3
Assets/Editor/DeveloperSettingsEditorWindow.cs.meta
Normal file
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8ab6d9fee0924431b8e22edb500b35df
|
||||
timeCreated: 1758710778
|
||||
48
Assets/Editor/DivingGameManagerEditor.cs
Normal file
@@ -0,0 +1,48 @@
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
using Minigames.DivingForPictures;
|
||||
|
||||
/// <summary>
|
||||
/// Custom editor for DivingGameManager that adds runtime buttons for testing surfacing and other functionality
|
||||
/// </summary>
|
||||
[CustomEditor(typeof(DivingGameManager))]
|
||||
public class DivingGameManagerEditor : UnityEditor.Editor
|
||||
{
|
||||
public override void OnInspectorGUI()
|
||||
{
|
||||
// Draw the default inspector
|
||||
DrawDefaultInspector();
|
||||
|
||||
// Get the target DivingGameManager
|
||||
DivingGameManager manager = (DivingGameManager)target;
|
||||
|
||||
// Add space between default inspector and custom buttons
|
||||
EditorGUILayout.Space(10);
|
||||
|
||||
// Separator line
|
||||
EditorGUILayout.LabelField("", GUI.skin.horizontalSlider);
|
||||
|
||||
// Add a label for the runtime testing section
|
||||
EditorGUILayout.LabelField("Runtime Testing", EditorStyles.boldLabel);
|
||||
|
||||
// Only enable the buttons during play mode
|
||||
EditorGUI.BeginDisabledGroup(!Application.isPlaying);
|
||||
|
||||
// Add the button to call StartSurfacing
|
||||
if (GUILayout.Button("Start Surfacing", GUILayout.Height(30)))
|
||||
{
|
||||
manager.StartSurfacing();
|
||||
}
|
||||
|
||||
// Add a button for breaking a rope (for testing damage)
|
||||
if (GUILayout.Button("Break Rope (Test Damage)", GUILayout.Height(30)))
|
||||
{
|
||||
manager.ForceBreakRope();
|
||||
}
|
||||
|
||||
EditorGUI.EndDisabledGroup();
|
||||
|
||||
// Add explanatory text
|
||||
EditorGUILayout.HelpBox("These buttons only work in Play Mode. 'Start Surfacing' will reverse the trench direction, slow bubbles, and reverse obstacles. 'Break Rope' simulates player taking damage.", MessageType.Info);
|
||||
}
|
||||
}
|
||||
3
Assets/Editor/DivingGameManagerEditor.cs.meta
Normal file
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8bbb340d8d9b4af581770757e86cc1f8
|
||||
timeCreated: 1758532258
|
||||
97
Assets/Editor/EditorSettingsProvider.cs
Normal file
@@ -0,0 +1,97 @@
|
||||
using UnityEditor;
|
||||
using AppleHills.Core.Settings;
|
||||
using UnityEngine;
|
||||
|
||||
namespace AppleHills.Editor
|
||||
{
|
||||
/// <summary>
|
||||
/// Provides access to settings in editor (non-play) mode
|
||||
/// </summary>
|
||||
[InitializeOnLoad]
|
||||
public static class EditorSettingsProvider
|
||||
{
|
||||
private static PlayerFollowerSettings _playerFollowerSettings;
|
||||
private static InteractionSettings _interactionSettings;
|
||||
private static DivingMinigameSettings _divingMinigameSettings;
|
||||
|
||||
// Static constructor will be called when Unity loads/reloads scripts
|
||||
static EditorSettingsProvider()
|
||||
{
|
||||
LoadAllSettings();
|
||||
|
||||
// Set up the delegates in SettingsAccess
|
||||
AppleHills.SettingsAccess.SetupEditorProviders(
|
||||
GetPlayerStopDistance,
|
||||
GetPlayerStopDistanceDirectInteraction
|
||||
);
|
||||
|
||||
// Subscribe to asset changes to auto-refresh when settings are modified
|
||||
EditorApplication.delayCall += () =>
|
||||
{
|
||||
EditorApplication.projectChanged += OnProjectChanged;
|
||||
};
|
||||
}
|
||||
|
||||
private static void OnProjectChanged()
|
||||
{
|
||||
// Check if any settings assets have changed
|
||||
if (HasSettingsChanged())
|
||||
{
|
||||
LoadAllSettings();
|
||||
RefreshSceneViews();
|
||||
}
|
||||
}
|
||||
|
||||
private static bool HasSettingsChanged()
|
||||
{
|
||||
// Simplified check - you might want to make this more efficient
|
||||
// by checking timestamps or specific files
|
||||
return true;
|
||||
}
|
||||
|
||||
public static void LoadAllSettings()
|
||||
{
|
||||
_playerFollowerSettings = AssetDatabase.LoadAssetAtPath<PlayerFollowerSettings>("Assets/Settings/PlayerFollowerSettings.asset");
|
||||
_interactionSettings = AssetDatabase.LoadAssetAtPath<InteractionSettings>("Assets/Settings/InteractionSettings.asset");
|
||||
_divingMinigameSettings = AssetDatabase.LoadAssetAtPath<DivingMinigameSettings>("Assets/Settings/MinigameSettings.asset");
|
||||
|
||||
// Re-register the delegates in case they were lost
|
||||
AppleHills.SettingsAccess.SetupEditorProviders(
|
||||
GetPlayerStopDistance,
|
||||
GetPlayerStopDistanceDirectInteraction
|
||||
);
|
||||
|
||||
Debug.Log("Editor settings loaded for Scene View use");
|
||||
}
|
||||
|
||||
public static void RefreshSceneViews()
|
||||
{
|
||||
// Force scene views to repaint to refresh gizmos
|
||||
SceneView.RepaintAll();
|
||||
}
|
||||
|
||||
// Implementation of delegate methods
|
||||
private static float GetPlayerStopDistance()
|
||||
{
|
||||
return _interactionSettings?.PlayerStopDistance ?? 6.0f;
|
||||
}
|
||||
|
||||
private static float GetPlayerStopDistanceDirectInteraction()
|
||||
{
|
||||
return _interactionSettings?.PlayerStopDistanceDirectInteraction ?? 2.0f;
|
||||
}
|
||||
|
||||
// Other utility methods
|
||||
public static T GetSettings<T>() where T : BaseSettings
|
||||
{
|
||||
if (typeof(T) == typeof(PlayerFollowerSettings))
|
||||
return _playerFollowerSettings as T;
|
||||
else if (typeof(T) == typeof(InteractionSettings))
|
||||
return _interactionSettings as T;
|
||||
else if (typeof(T) == typeof(DivingMinigameSettings))
|
||||
return _divingMinigameSettings as T;
|
||||
|
||||
return null;
|
||||
}
|
||||
}
|
||||
}
|
||||
3
Assets/Editor/EditorSettingsProvider.cs.meta
Normal file
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 1e8da573a8db4ea892fe476592276e0f
|
||||
timeCreated: 1758634265
|
||||
@@ -18,7 +18,7 @@ namespace Editor
|
||||
private enum ItemType { None, Pickup, ItemSlot }
|
||||
private ItemType _itemType = ItemType.None;
|
||||
|
||||
[MenuItem("Tools/Item Prefab Editor")]
|
||||
[MenuItem("AppleHills/Item Prefab Editor")]
|
||||
public static void ShowWindow()
|
||||
{
|
||||
var window = GetWindow<ItemPrefabEditorWindow>("Item Prefab Editor");
|
||||
|
||||
54
Assets/Editor/LayerPropertyDrawer.cs
Normal file
@@ -0,0 +1,54 @@
|
||||
using UnityEngine;
|
||||
using UnityEditor;
|
||||
|
||||
namespace AppleHills.Core.Settings.Editor
|
||||
{
|
||||
/// <summary>
|
||||
/// Custom property drawer for layer fields to display a dropdown with layer names
|
||||
/// </summary>
|
||||
[CustomPropertyDrawer(typeof(LayerAttribute))]
|
||||
public class LayerPropertyDrawer : PropertyDrawer
|
||||
{
|
||||
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
|
||||
{
|
||||
EditorGUI.BeginProperty(position, label, property);
|
||||
|
||||
// Draw a nice layer selection dropdown like the one in Unity inspector
|
||||
if (property.propertyType == SerializedPropertyType.Integer)
|
||||
{
|
||||
property.intValue = EditorGUI.LayerField(position, label, property.intValue);
|
||||
}
|
||||
else
|
||||
{
|
||||
EditorGUI.LabelField(position, label.text, "Use [Layer] with int fields only");
|
||||
}
|
||||
|
||||
EditorGUI.EndProperty();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Custom property drawer for LayerMask fields to display a mask dropdown with layer names
|
||||
/// </summary>
|
||||
[CustomPropertyDrawer(typeof(LayerMaskAttribute))]
|
||||
public class LayerMaskPropertyDrawer : PropertyDrawer
|
||||
{
|
||||
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
|
||||
{
|
||||
EditorGUI.BeginProperty(position, label, property);
|
||||
|
||||
// Draw a nice layer mask selection like the one in Unity inspector
|
||||
if (property.propertyType == SerializedPropertyType.LayerMask)
|
||||
{
|
||||
property.intValue = EditorGUI.MaskField(position, label,
|
||||
property.intValue, UnityEditorInternal.InternalEditorUtility.layers);
|
||||
}
|
||||
else
|
||||
{
|
||||
EditorGUI.LabelField(position, label.text, "Use [LayerMask] with LayerMask fields only");
|
||||
}
|
||||
|
||||
EditorGUI.EndProperty();
|
||||
}
|
||||
}
|
||||
}
|
||||
3
Assets/Editor/LayerPropertyDrawer.cs.meta
Normal file
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 6c6b274ce7b14e91bf5a294a23ba0609
|
||||
timeCreated: 1758711663
|
||||
@@ -23,7 +23,7 @@ namespace Editor
|
||||
|
||||
private bool _createNext = false;
|
||||
|
||||
[MenuItem("Tools/Prefab Creator")]
|
||||
[MenuItem("AppleHills/Item Prefab Creator")]
|
||||
public static void ShowWindow()
|
||||
{
|
||||
var window = GetWindow<PrefabCreatorWindow>("Prefab Creator");
|
||||
|
||||
@@ -9,7 +9,7 @@ public class PuzzleChainEditorWindow : EditorWindow
|
||||
private Vector2 scrollPos;
|
||||
private const int INDENT_SIZE = 24;
|
||||
|
||||
[MenuItem("Tools/Puzzle Chain Editor")]
|
||||
[MenuItem("AppleHills/Puzzle Chain Editor")]
|
||||
public static void ShowWindow()
|
||||
{
|
||||
var window = GetWindow<PuzzleChainEditorWindow>("Puzzle Chain Editor");
|
||||
|
||||
@@ -15,7 +15,7 @@ public class SceneObjectLocatorWindow : EditorWindow
|
||||
private List<PickupInfo> pickupInfos = new List<PickupInfo>();
|
||||
private Vector2 scrollPos;
|
||||
|
||||
[MenuItem("Tools/Scene Object Locator")]
|
||||
[MenuItem("AppleHills/Scene Object Locator")]
|
||||
public static void ShowWindow()
|
||||
{
|
||||
var window = GetWindow<SceneObjectLocatorWindow>("Scene Object Locator");
|
||||
|
||||
195
Assets/Editor/SettingsEditorWindow.cs
Normal file
@@ -0,0 +1,195 @@
|
||||
using UnityEngine;
|
||||
using UnityEditor;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.IO;
|
||||
|
||||
namespace AppleHills.Core.Settings.Editor
|
||||
{
|
||||
public class SettingsEditorWindow : EditorWindow
|
||||
{
|
||||
private Vector2 scrollPosition;
|
||||
private List<BaseSettings> allSettings = new List<BaseSettings>();
|
||||
private string[] tabNames = new string[] { "Player & Follower", "Interaction & Items", "Diving Minigame" };
|
||||
private int selectedTab = 0;
|
||||
private Dictionary<string, SerializedObject> serializedSettingsObjects = new Dictionary<string, SerializedObject>();
|
||||
private GUIStyle headerStyle;
|
||||
|
||||
[MenuItem("AppleHills/Settings Editor")]
|
||||
public static void ShowWindow()
|
||||
{
|
||||
GetWindow<SettingsEditorWindow>("Game Settings");
|
||||
}
|
||||
|
||||
private void OnEnable()
|
||||
{
|
||||
LoadAllSettings();
|
||||
}
|
||||
|
||||
private void LoadAllSettings()
|
||||
{
|
||||
allSettings.Clear();
|
||||
serializedSettingsObjects.Clear();
|
||||
|
||||
// Find all settings assets
|
||||
string[] guids = AssetDatabase.FindAssets("t:BaseSettings");
|
||||
foreach (string guid in guids)
|
||||
{
|
||||
string path = AssetDatabase.GUIDToAssetPath(guid);
|
||||
BaseSettings settings = AssetDatabase.LoadAssetAtPath<BaseSettings>(path);
|
||||
if (settings != null)
|
||||
{
|
||||
allSettings.Add(settings);
|
||||
serializedSettingsObjects[settings.GetType().Name] = new SerializedObject(settings);
|
||||
}
|
||||
}
|
||||
|
||||
// If any settings are missing, create them
|
||||
CreateSettingsIfMissing<PlayerFollowerSettings>("PlayerFollowerSettings");
|
||||
CreateSettingsIfMissing<InteractionSettings>("InteractionSettings");
|
||||
CreateSettingsIfMissing<DivingMinigameSettings>("DivingMinigameSettings");
|
||||
}
|
||||
|
||||
private void CreateSettingsIfMissing<T>(string fileName) where T : BaseSettings
|
||||
{
|
||||
if (!allSettings.Any(s => s is T))
|
||||
{
|
||||
// Check if the asset already exists
|
||||
string[] guids = AssetDatabase.FindAssets($"t:{typeof(T).Name}");
|
||||
if (guids.Length == 0)
|
||||
{
|
||||
// Create the settings folder if it doesn't exist
|
||||
if (!AssetDatabase.IsValidFolder("Assets/Settings"))
|
||||
{
|
||||
AssetDatabase.CreateFolder("Assets", "Settings");
|
||||
}
|
||||
|
||||
// Create new settings asset
|
||||
T settings = CreateInstance<T>();
|
||||
string path = $"Assets/Settings/{fileName}.asset";
|
||||
AssetDatabase.CreateAsset(settings, path);
|
||||
AssetDatabase.SaveAssets();
|
||||
|
||||
allSettings.Add(settings);
|
||||
serializedSettingsObjects[typeof(T).Name] = new SerializedObject(settings);
|
||||
Debug.Log($"Created missing settings asset: {path}");
|
||||
}
|
||||
else
|
||||
{
|
||||
// Load existing asset
|
||||
string path = AssetDatabase.GUIDToAssetPath(guids[0]);
|
||||
T settings = AssetDatabase.LoadAssetAtPath<T>(path);
|
||||
allSettings.Add(settings);
|
||||
serializedSettingsObjects[typeof(T).Name] = new SerializedObject(settings);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void OnGUI()
|
||||
{
|
||||
if (headerStyle == null)
|
||||
{
|
||||
headerStyle = new GUIStyle(EditorStyles.boldLabel);
|
||||
headerStyle.fontSize = 14;
|
||||
headerStyle.margin = new RectOffset(0, 0, 10, 10);
|
||||
}
|
||||
|
||||
EditorGUILayout.Space(10);
|
||||
EditorGUILayout.LabelField("Apple Hills Game Settings", headerStyle);
|
||||
EditorGUILayout.HelpBox("Use this window to modify game settings. Changes are saved automatically.", MessageType.Info);
|
||||
|
||||
EditorGUILayout.Space(10);
|
||||
selectedTab = GUILayout.Toolbar(selectedTab, tabNames);
|
||||
|
||||
scrollPosition = EditorGUILayout.BeginScrollView(scrollPosition);
|
||||
|
||||
switch (selectedTab)
|
||||
{
|
||||
case 0: // Player & Follower
|
||||
DrawSettingsEditor<PlayerFollowerSettings>();
|
||||
break;
|
||||
case 1: // Interaction & Items
|
||||
DrawSettingsEditor<InteractionSettings>();
|
||||
break;
|
||||
case 2: // Minigames
|
||||
DrawSettingsEditor<DivingMinigameSettings>();
|
||||
break;
|
||||
}
|
||||
|
||||
EditorGUILayout.EndScrollView();
|
||||
|
||||
EditorGUILayout.Space(10);
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
GUILayout.FlexibleSpace();
|
||||
|
||||
if (GUILayout.Button("Refresh", GUILayout.Width(100)))
|
||||
{
|
||||
LoadAllSettings();
|
||||
}
|
||||
|
||||
if (GUILayout.Button("Save All", GUILayout.Width(100)))
|
||||
{
|
||||
foreach (var serializedObj in serializedSettingsObjects.Values)
|
||||
{
|
||||
serializedObj.ApplyModifiedProperties();
|
||||
EditorUtility.SetDirty(serializedObj.targetObject);
|
||||
}
|
||||
AssetDatabase.SaveAssets();
|
||||
|
||||
// Refresh editor settings after save
|
||||
AppleHills.Editor.EditorSettingsProvider.LoadAllSettings();
|
||||
AppleHills.Editor.EditorSettingsProvider.RefreshSceneViews();
|
||||
|
||||
Debug.Log("All settings saved and editor views refreshed!");
|
||||
}
|
||||
|
||||
EditorGUILayout.EndHorizontal();
|
||||
}
|
||||
|
||||
private void DrawSettingsEditor<T>() where T : BaseSettings
|
||||
{
|
||||
BaseSettings settings = allSettings.Find(s => s is T);
|
||||
if (settings == null)
|
||||
{
|
||||
EditorGUILayout.HelpBox($"No {typeof(T).Name} found. Click Refresh to create one.", MessageType.Warning);
|
||||
return;
|
||||
}
|
||||
|
||||
SerializedObject serializedObj = serializedSettingsObjects[typeof(T).Name];
|
||||
serializedObj.Update();
|
||||
|
||||
EditorGUILayout.Space(10);
|
||||
|
||||
// Draw all properties
|
||||
SerializedProperty property = serializedObj.GetIterator();
|
||||
bool enterChildren = true;
|
||||
while (property.NextVisible(enterChildren))
|
||||
{
|
||||
enterChildren = false;
|
||||
|
||||
// Skip the script field
|
||||
if (property.name == "m_Script") continue;
|
||||
|
||||
EditorGUILayout.PropertyField(property, true);
|
||||
}
|
||||
|
||||
// Apply changes
|
||||
if (serializedObj.ApplyModifiedProperties())
|
||||
{
|
||||
EditorUtility.SetDirty(settings);
|
||||
}
|
||||
}
|
||||
|
||||
// Helper method to highlight important fields
|
||||
private void DrawHighlightedProperty(SerializedProperty property, string tooltip = null)
|
||||
{
|
||||
GUI.backgroundColor = new Color(1f, 1f, 0.8f);
|
||||
EditorGUILayout.BeginVertical(EditorStyles.helpBox);
|
||||
GUI.backgroundColor = Color.white;
|
||||
|
||||
EditorGUILayout.PropertyField(property, new GUIContent(property.displayName, tooltip));
|
||||
|
||||
EditorGUILayout.EndVertical();
|
||||
}
|
||||
}
|
||||
}
|
||||
3
Assets/Editor/SettingsEditorWindow.cs.meta
Normal file
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: bfb9e77c746e41a2903603a39df3d424
|
||||
timeCreated: 1758619952
|
||||
42
Assets/Editor/TrenchTileSpawnerEditor.cs
Normal file
@@ -0,0 +1,42 @@
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
using Minigames.DivingForPictures;
|
||||
|
||||
/// <summary>
|
||||
/// Custom editor for TrenchTileSpawner that adds a runtime button to test the StartSurfacing function
|
||||
/// </summary>
|
||||
[CustomEditor(typeof(TrenchTileSpawner))]
|
||||
public class TrenchTileSpawnerEditor : UnityEditor.Editor
|
||||
{
|
||||
public override void OnInspectorGUI()
|
||||
{
|
||||
// Draw the default inspector
|
||||
DrawDefaultInspector();
|
||||
|
||||
// Get the target TrenchTileSpawner
|
||||
TrenchTileSpawner spawner = (TrenchTileSpawner)target;
|
||||
|
||||
// Add space between default inspector and custom button
|
||||
EditorGUILayout.Space(10);
|
||||
|
||||
// Separator line
|
||||
EditorGUILayout.LabelField("", GUI.skin.horizontalSlider);
|
||||
|
||||
// Add a label for the runtime testing section
|
||||
EditorGUILayout.LabelField("Runtime Testing", EditorStyles.boldLabel);
|
||||
|
||||
// Only enable the button during play mode
|
||||
EditorGUI.BeginDisabledGroup(!Application.isPlaying);
|
||||
|
||||
// Add the button to call StartSurfacing
|
||||
if (GUILayout.Button("Start Surfacing", GUILayout.Height(30)))
|
||||
{
|
||||
spawner.StartSurfacing();
|
||||
}
|
||||
|
||||
EditorGUI.EndDisabledGroup();
|
||||
|
||||
// Add explanatory text
|
||||
EditorGUILayout.HelpBox("This button will reverse the direction of the trench movement, making the player surface instead of descend. Only works in Play Mode.", MessageType.Info);
|
||||
}
|
||||
}
|
||||
3
Assets/Editor/TrenchTileSpawnerEditor.cs.meta
Normal file
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 9fb1a138e45d4720ba5c95da894b4491
|
||||
timeCreated: 1758531024
|
||||
@@ -43,6 +43,9 @@ namespace Editor.Utilities
|
||||
[Tooltip("Color used for previewing colliders in the scene view")]
|
||||
private Color previewColor = new Color(0.2f, 1f, 0.3f, 0.5f);
|
||||
|
||||
[Tooltip("Layer to assign to GameObjects when colliders are generated")]
|
||||
private int targetLayer = 0;
|
||||
|
||||
private List<Mesh> previewMeshes = new List<Mesh>();
|
||||
|
||||
[MenuItem("Tools/Sprite Collider Generator")]
|
||||
@@ -51,8 +54,29 @@ namespace Editor.Utilities
|
||||
GetWindow<SpriteColliderGenerator>("Sprite Collider Generator");
|
||||
}
|
||||
|
||||
private void OnEnable()
|
||||
{
|
||||
// Subscribe to scene change events to clear invalid object references
|
||||
UnityEditor.SceneManagement.EditorSceneManager.sceneOpened += OnSceneOpened;
|
||||
UnityEditor.SceneManagement.EditorSceneManager.sceneClosed += OnSceneClosed;
|
||||
|
||||
// Also subscribe to playmode changes as they can invalidate references
|
||||
EditorApplication.playModeStateChanged += OnPlayModeStateChanged;
|
||||
|
||||
// Subscribe to prefab stage changes (Unity 2018.3+)
|
||||
UnityEditor.SceneManagement.PrefabStage.prefabStageOpened += OnPrefabStageOpened;
|
||||
UnityEditor.SceneManagement.PrefabStage.prefabStageClosing += OnPrefabStageClosing;
|
||||
}
|
||||
|
||||
private void OnDisable()
|
||||
{
|
||||
// Unsubscribe from events
|
||||
UnityEditor.SceneManagement.EditorSceneManager.sceneOpened -= OnSceneOpened;
|
||||
UnityEditor.SceneManagement.EditorSceneManager.sceneClosed -= OnSceneClosed;
|
||||
EditorApplication.playModeStateChanged -= OnPlayModeStateChanged;
|
||||
UnityEditor.SceneManagement.PrefabStage.prefabStageOpened -= OnPrefabStageOpened;
|
||||
UnityEditor.SceneManagement.PrefabStage.prefabStageClosing -= OnPrefabStageClosing;
|
||||
|
||||
// Clean up any preview meshes when window is closed
|
||||
foreach (var mesh in previewMeshes)
|
||||
{
|
||||
@@ -63,7 +87,53 @@ namespace Editor.Utilities
|
||||
}
|
||||
previewMeshes.Clear();
|
||||
}
|
||||
|
||||
private void OnSceneOpened(UnityEngine.SceneManagement.Scene scene, UnityEditor.SceneManagement.OpenSceneMode mode)
|
||||
{
|
||||
// Clear selected objects when a scene is opened
|
||||
ClearInvalidReferences();
|
||||
}
|
||||
|
||||
private void OnSceneClosed(UnityEngine.SceneManagement.Scene scene)
|
||||
{
|
||||
// Clear selected objects when a scene is closed
|
||||
ClearInvalidReferences();
|
||||
}
|
||||
|
||||
private void OnPlayModeStateChanged(PlayModeStateChange state)
|
||||
{
|
||||
// Clear references when entering/exiting play mode as they become invalid
|
||||
if (state == PlayModeStateChange.ExitingEditMode || state == PlayModeStateChange.ExitingPlayMode)
|
||||
{
|
||||
ClearInvalidReferences();
|
||||
}
|
||||
}
|
||||
|
||||
private void OnPrefabStageOpened(UnityEditor.SceneManagement.PrefabStage stage)
|
||||
{
|
||||
// Clear selected objects when entering a prefab stage
|
||||
ClearInvalidReferences();
|
||||
}
|
||||
|
||||
private void OnPrefabStageClosing(UnityEditor.SceneManagement.PrefabStage stage)
|
||||
{
|
||||
// Clear selected objects when exiting a prefab stage
|
||||
ClearInvalidReferences();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Clears invalid GameObject references from the selected objects list
|
||||
/// </summary>
|
||||
private void ClearInvalidReferences()
|
||||
{
|
||||
if (selectedObjects.Count > 0)
|
||||
{
|
||||
selectedObjects.Clear();
|
||||
ClearPreviews(); // Also clear any preview meshes
|
||||
Repaint(); // Refresh the window UI
|
||||
}
|
||||
}
|
||||
|
||||
private void OnGUI()
|
||||
{
|
||||
EditorGUILayout.BeginVertical();
|
||||
@@ -146,6 +216,12 @@ namespace Editor.Utilities
|
||||
new GUIContent("Generate Trigger Colliders", "When enabled, creates trigger colliders instead of solid colliders."),
|
||||
generateTriggerColliders);
|
||||
|
||||
// Layer selection
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
EditorGUILayout.LabelField(new GUIContent("Target Layer:", "Layer to assign to GameObjects when colliders are generated. Leave as 'Nothing' to keep current layer."), GUILayout.Width(180));
|
||||
targetLayer = EditorGUILayout.LayerField(targetLayer);
|
||||
EditorGUILayout.EndHorizontal();
|
||||
|
||||
// Offset option
|
||||
offsetFromCenter = EditorGUILayout.Toggle(
|
||||
new GUIContent("Offset From Center", "When enabled, allows scaling the collider outward or inward from the sprite center."),
|
||||
@@ -445,8 +521,24 @@ namespace Editor.Utilities
|
||||
polygonCollider.SetPath(i, paths[i]);
|
||||
}
|
||||
|
||||
// Set the layer on the GameObject if a specific layer is selected
|
||||
SetTargetLayer(targetObject);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sets the target layer on the GameObject if a layer is selected
|
||||
/// </summary>
|
||||
/// <param name="targetObject">The GameObject to set the layer on</param>
|
||||
private void SetTargetLayer(GameObject targetObject)
|
||||
{
|
||||
if (targetLayer != 0)
|
||||
{
|
||||
Undo.RecordObject(targetObject, "Set GameObject Layer");
|
||||
targetObject.layer = targetLayer;
|
||||
}
|
||||
}
|
||||
|
||||
private List<Vector2[]> GetSpritePaths(Sprite sprite, float tolerance)
|
||||
{
|
||||
|
||||
3
Assets/External/OptimizedRopesAndCables/OptimizedRope.asmdef
vendored
Normal file
@@ -0,0 +1,3 @@
|
||||
{
|
||||
"name": "OptimizedRope"
|
||||
}
|
||||
7
Assets/External/OptimizedRopesAndCables/OptimizedRope.asmdef.meta
vendored
Normal file
@@ -0,0 +1,7 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f7c43f01316c63c43a8b70a1dd6bdfac
|
||||
AssemblyDefinitionImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
18
Assets/External/OptimizedRopesAndCables/Script/Editor/OptimizedRopeEditor.asmdef
vendored
Normal file
@@ -0,0 +1,18 @@
|
||||
{
|
||||
"name": "OptimizedRopeEditor",
|
||||
"rootNamespace": "",
|
||||
"references": [
|
||||
"GUID:f7c43f01316c63c43a8b70a1dd6bdfac"
|
||||
],
|
||||
"includePlatforms": [
|
||||
"Editor"
|
||||
],
|
||||
"excludePlatforms": [],
|
||||
"allowUnsafeCode": false,
|
||||
"overrideReferences": false,
|
||||
"precompiledReferences": [],
|
||||
"autoReferenced": true,
|
||||
"defineConstraints": [],
|
||||
"versionDefines": [],
|
||||
"noEngineReferences": false
|
||||
}
|
||||
7
Assets/External/OptimizedRopesAndCables/Script/Editor/OptimizedRopeEditor.asmdef.meta
vendored
Normal file
@@ -0,0 +1,7 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 57319c21dd728f548b8d33eeb404eb44
|
||||
AssemblyDefinitionImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -75,8 +75,20 @@ namespace GogoGaga.OptimizedRopesAndCables
|
||||
|
||||
public bool IsPrefab => gameObject.scene.rootCount == 0;
|
||||
|
||||
private void Start()
|
||||
// Track initialization state
|
||||
private bool isInitialized = false;
|
||||
|
||||
/// <summary>
|
||||
/// Public method to explicitly initialize the rope.
|
||||
/// Call this after setting up endpoints if creating ropes at runtime.
|
||||
/// </summary>
|
||||
/// <returns>True if initialization was successful, false otherwise</returns>
|
||||
public bool Initialize()
|
||||
{
|
||||
// Skip if already initialized
|
||||
if (isInitialized)
|
||||
return true;
|
||||
|
||||
InitializeLineRenderer();
|
||||
if (AreEndPointsValid())
|
||||
{
|
||||
@@ -84,7 +96,17 @@ namespace GogoGaga.OptimizedRopesAndCables
|
||||
targetValue = currentValue;
|
||||
currentVelocity = Vector3.zero;
|
||||
SetSplinePoint(); // Ensure initial spline point is set correctly
|
||||
isInitialized = true;
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
private void Start()
|
||||
{
|
||||
// Use the same initialization method to avoid code duplication
|
||||
Initialize();
|
||||
}
|
||||
|
||||
private void OnValidate()
|
||||
@@ -208,15 +230,62 @@ namespace GogoGaga.OptimizedRopesAndCables
|
||||
return point;
|
||||
}
|
||||
|
||||
public Vector3 GetPointAt(float t)
|
||||
/// <summary>
|
||||
/// Set the start point of the rope
|
||||
/// </summary>
|
||||
public void SetStartPoint(Transform newStartPoint, bool recalculateRope = false)
|
||||
{
|
||||
if (!AreEndPointsValid())
|
||||
{
|
||||
Debug.LogError("StartPoint or EndPoint is not assigned.", gameObject);
|
||||
return Vector3.zero;
|
||||
}
|
||||
startPoint = newStartPoint;
|
||||
if (recalculateRope)
|
||||
RecalculateRope();
|
||||
}
|
||||
|
||||
return GetRationalBezierPoint(startPoint.position, currentValue, endPoint.position, t, StartPointWeight, midPointWeight, EndPointWeight);
|
||||
/// <summary>
|
||||
/// Set the end point of the rope
|
||||
/// </summary>
|
||||
public void SetEndPoint(Transform newEndPoint, bool recalculateRope = false)
|
||||
{
|
||||
endPoint = newEndPoint;
|
||||
if (recalculateRope)
|
||||
RecalculateRope();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Set the mid point of the rope
|
||||
/// </summary>
|
||||
public void SetMidPoint(Transform newMidPoint, bool recalculateRope = false)
|
||||
{
|
||||
midPoint = newMidPoint;
|
||||
if (recalculateRope)
|
||||
RecalculateRope();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get a point along the rope at the specified position (0-1)
|
||||
/// </summary>
|
||||
public Vector3 GetPointAt(float position)
|
||||
{
|
||||
position = Mathf.Clamp01(position);
|
||||
Vector3 mid = GetMidPoint();
|
||||
return GetRationalBezierPoint(startPoint.position, mid, endPoint.position, position, StartPointWeight, midPointWeight, EndPointWeight);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Force recalculation of the rope
|
||||
/// </summary>
|
||||
public void RecalculateRope()
|
||||
{
|
||||
if (!isInitialized)
|
||||
{
|
||||
Initialize();
|
||||
}
|
||||
|
||||
if (AreEndPointsValid())
|
||||
{
|
||||
SetSplinePoint();
|
||||
SimulatePhysics();
|
||||
NotifyPointsChanged();
|
||||
}
|
||||
}
|
||||
|
||||
private void FixedUpdate()
|
||||
@@ -262,61 +331,6 @@ namespace GogoGaga.OptimizedRopesAndCables
|
||||
// Gizmos.DrawSphere(midPos, 0.2f);
|
||||
}
|
||||
|
||||
// New API methods for setting start and end points
|
||||
// with instantAssign parameter to recalculate the rope immediately, without
|
||||
// animating the rope to the new position.
|
||||
// When newStartPoint or newEndPoint is null, the rope will be recalculated immediately
|
||||
|
||||
public void SetStartPoint(Transform newStartPoint, bool instantAssign = false)
|
||||
{
|
||||
startPoint = newStartPoint;
|
||||
prevStartPointPosition = startPoint == null ? Vector3.zero : startPoint.position;
|
||||
|
||||
if (instantAssign || newStartPoint == null)
|
||||
{
|
||||
RecalculateRope();
|
||||
}
|
||||
|
||||
NotifyPointsChanged();
|
||||
}
|
||||
public void SetMidPoint(Transform newMidPoint, bool instantAssign = false)
|
||||
{
|
||||
midPoint = newMidPoint;
|
||||
prevMidPointPosition = midPoint == null ? 0.5f : midPointPosition;
|
||||
|
||||
if (instantAssign || newMidPoint == null)
|
||||
{
|
||||
RecalculateRope();
|
||||
}
|
||||
NotifyPointsChanged();
|
||||
}
|
||||
|
||||
public void SetEndPoint(Transform newEndPoint, bool instantAssign = false)
|
||||
{
|
||||
endPoint = newEndPoint;
|
||||
prevEndPointPosition = endPoint == null ? Vector3.zero : endPoint.position;
|
||||
|
||||
if (instantAssign || newEndPoint == null)
|
||||
{
|
||||
RecalculateRope();
|
||||
}
|
||||
|
||||
NotifyPointsChanged();
|
||||
}
|
||||
|
||||
public void RecalculateRope()
|
||||
{
|
||||
if (!AreEndPointsValid())
|
||||
{
|
||||
lineRenderer.positionCount = 0;
|
||||
return;
|
||||
}
|
||||
|
||||
currentValue = GetMidPoint();
|
||||
targetValue = currentValue;
|
||||
currentVelocity = Vector3.zero;
|
||||
SetSplinePoint();
|
||||
}
|
||||
|
||||
private void NotifyPointsChanged()
|
||||
{
|
||||
|
||||
@@ -77,7 +77,7 @@ namespace Pixelplacement
|
||||
/// <summary>
|
||||
/// Moves a Transform along a spline path from a start percentage to an end percentage.
|
||||
/// </summary>
|
||||
public static TweenSystem.TweenBase Spline(Spline spline, Transform target, float startPercentage, float endPercentage, bool faceDirection, float duration, float delay, AnimationCurve easeCurve = null, LoopType loop = LoopType.None, Action startCallback = null, Action completeCallback = null, bool obeyTimescale = true)
|
||||
public static TweenSystem.TweenBase Spline(Spline spline, Transform target, float startPercentage, float endPercentage, bool faceDirection, float duration, float delay, AnimationCurve easeCurve = null, LoopType loop = LoopType.None, Action startCallback = null, Action completeCallback = null, bool obeyTimescale = true, Action onComplete = null, Action onUpdate = null)
|
||||
{
|
||||
TweenSystem.SplinePercentage tween = new TweenSystem.SplinePercentage(spline, target, startPercentage, endPercentage, faceDirection, duration, delay, obeyTimescale, easeCurve, loop, startCallback, completeCallback);
|
||||
SendTweenForProcessing(tween, true);
|
||||
|
||||
@@ -3,7 +3,7 @@
|
||||
"name": "PlayerTouchActions",
|
||||
"maps": [
|
||||
{
|
||||
"name": "DefaultActionMap",
|
||||
"name": "PlayerTouch",
|
||||
"id": "53d55b3c-f7c2-4706-a857-c615ecb16ff7",
|
||||
"actions": [
|
||||
{
|
||||
@@ -69,6 +69,522 @@
|
||||
"isPartOfComposite": false
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"name": "UI",
|
||||
"id": "12cf45dc-5cb9-4cc1-b345-1169f531df44",
|
||||
"actions": [
|
||||
{
|
||||
"name": "Navigate",
|
||||
"type": "PassThrough",
|
||||
"id": "cef0a4a7-0193-44a6-bad9-f46ca2845c43",
|
||||
"expectedControlType": "Vector2",
|
||||
"processors": "",
|
||||
"interactions": "",
|
||||
"initialStateCheck": false
|
||||
},
|
||||
{
|
||||
"name": "Submit",
|
||||
"type": "Button",
|
||||
"id": "843a4564-118d-44ea-8bd3-edcdc48f98c3",
|
||||
"expectedControlType": "Button",
|
||||
"processors": "",
|
||||
"interactions": "",
|
||||
"initialStateCheck": false
|
||||
},
|
||||
{
|
||||
"name": "Cancel",
|
||||
"type": "Button",
|
||||
"id": "4a050dc0-bc3d-4941-aec6-d8d539f3e4b3",
|
||||
"expectedControlType": "Button",
|
||||
"processors": "",
|
||||
"interactions": "",
|
||||
"initialStateCheck": false
|
||||
},
|
||||
{
|
||||
"name": "Point",
|
||||
"type": "PassThrough",
|
||||
"id": "a03cf960-cfac-495c-9344-de5f5ef44bba",
|
||||
"expectedControlType": "Vector2",
|
||||
"processors": "",
|
||||
"interactions": "",
|
||||
"initialStateCheck": true
|
||||
},
|
||||
{
|
||||
"name": "Click",
|
||||
"type": "PassThrough",
|
||||
"id": "7e486236-0e6f-4f21-ade8-0ab696112f8e",
|
||||
"expectedControlType": "Button",
|
||||
"processors": "",
|
||||
"interactions": "",
|
||||
"initialStateCheck": true
|
||||
},
|
||||
{
|
||||
"name": "RightClick",
|
||||
"type": "PassThrough",
|
||||
"id": "09458b52-8a45-4617-a412-000ed647d359",
|
||||
"expectedControlType": "Button",
|
||||
"processors": "",
|
||||
"interactions": "",
|
||||
"initialStateCheck": false
|
||||
},
|
||||
{
|
||||
"name": "MiddleClick",
|
||||
"type": "PassThrough",
|
||||
"id": "7c721d8a-977d-4ff7-87b2-19dbd4eb5ea6",
|
||||
"expectedControlType": "Button",
|
||||
"processors": "",
|
||||
"interactions": "",
|
||||
"initialStateCheck": false
|
||||
},
|
||||
{
|
||||
"name": "ScrollWheel",
|
||||
"type": "PassThrough",
|
||||
"id": "e6a073b0-0030-42c2-88ef-85d828760630",
|
||||
"expectedControlType": "Vector2",
|
||||
"processors": "",
|
||||
"interactions": "",
|
||||
"initialStateCheck": false
|
||||
},
|
||||
{
|
||||
"name": "TrackedDevicePosition",
|
||||
"type": "PassThrough",
|
||||
"id": "efcff6db-3f65-4107-8658-7e56305f2c8a",
|
||||
"expectedControlType": "Vector3",
|
||||
"processors": "",
|
||||
"interactions": "",
|
||||
"initialStateCheck": false
|
||||
},
|
||||
{
|
||||
"name": "TrackedDeviceOrientation",
|
||||
"type": "PassThrough",
|
||||
"id": "2c7ed826-65c6-4dc4-81c7-536d62bbede1",
|
||||
"expectedControlType": "Quaternion",
|
||||
"processors": "",
|
||||
"interactions": "",
|
||||
"initialStateCheck": false
|
||||
}
|
||||
],
|
||||
"bindings": [
|
||||
{
|
||||
"name": "Gamepad",
|
||||
"id": "499b8c05-0325-4b99-9be0-9c8aa41ec39d",
|
||||
"path": "2DVector",
|
||||
"interactions": "",
|
||||
"processors": "",
|
||||
"groups": "",
|
||||
"action": "Navigate",
|
||||
"isComposite": true,
|
||||
"isPartOfComposite": false
|
||||
},
|
||||
{
|
||||
"name": "up",
|
||||
"id": "e5794321-3fc2-4ca8-a7a9-e35446b102ef",
|
||||
"path": "<Gamepad>/leftStick/up",
|
||||
"interactions": "",
|
||||
"processors": "",
|
||||
"groups": ";Gamepad",
|
||||
"action": "Navigate",
|
||||
"isComposite": false,
|
||||
"isPartOfComposite": true
|
||||
},
|
||||
{
|
||||
"name": "up",
|
||||
"id": "72f978c8-23be-4e97-8609-0b1426355553",
|
||||
"path": "<Gamepad>/rightStick/up",
|
||||
"interactions": "",
|
||||
"processors": "",
|
||||
"groups": ";Gamepad",
|
||||
"action": "Navigate",
|
||||
"isComposite": false,
|
||||
"isPartOfComposite": true
|
||||
},
|
||||
{
|
||||
"name": "down",
|
||||
"id": "6009f3e0-d95b-4440-a827-617812265049",
|
||||
"path": "<Gamepad>/leftStick/down",
|
||||
"interactions": "",
|
||||
"processors": "",
|
||||
"groups": ";Gamepad",
|
||||
"action": "Navigate",
|
||||
"isComposite": false,
|
||||
"isPartOfComposite": true
|
||||
},
|
||||
{
|
||||
"name": "down",
|
||||
"id": "590f0119-784f-45f3-97b6-5ffbfad9941f",
|
||||
"path": "<Gamepad>/rightStick/down",
|
||||
"interactions": "",
|
||||
"processors": "",
|
||||
"groups": ";Gamepad",
|
||||
"action": "Navigate",
|
||||
"isComposite": false,
|
||||
"isPartOfComposite": true
|
||||
},
|
||||
{
|
||||
"name": "left",
|
||||
"id": "e3588172-d7ee-4395-bc1a-3fc013f42400",
|
||||
"path": "<Gamepad>/leftStick/left",
|
||||
"interactions": "",
|
||||
"processors": "",
|
||||
"groups": ";Gamepad",
|
||||
"action": "Navigate",
|
||||
"isComposite": false,
|
||||
"isPartOfComposite": true
|
||||
},
|
||||
{
|
||||
"name": "left",
|
||||
"id": "4da29037-9c91-4140-8068-68a7375cdc4e",
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||||
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|
||||
"interactions": "",
|
||||
"processors": "",
|
||||
"groups": ";Gamepad",
|
||||
"action": "Navigate",
|
||||
"isComposite": false,
|
||||
"isPartOfComposite": true
|
||||
},
|
||||
{
|
||||
"name": "right",
|
||||
"id": "4620550c-3f8f-437c-a426-ad3e52b2764c",
|
||||
"path": "<Gamepad>/leftStick/right",
|
||||
"interactions": "",
|
||||
"processors": "",
|
||||
"groups": ";Gamepad",
|
||||
"action": "Navigate",
|
||||
"isComposite": false,
|
||||
"isPartOfComposite": true
|
||||
},
|
||||
{
|
||||
"name": "right",
|
||||
"id": "c74b9635-b880-45f5-a469-5cb8c2b83909",
|
||||
"path": "<Gamepad>/rightStick/right",
|
||||
"interactions": "",
|
||||
"processors": "",
|
||||
"groups": ";Gamepad",
|
||||
"action": "Navigate",
|
||||
"isComposite": false,
|
||||
"isPartOfComposite": true
|
||||
},
|
||||
{
|
||||
"name": "",
|
||||
"id": "7a2feef9-0779-498f-a6ae-08484b606d07",
|
||||
"path": "<Gamepad>/dpad",
|
||||
"interactions": "",
|
||||
"processors": "",
|
||||
"groups": ";Gamepad",
|
||||
"action": "Navigate",
|
||||
"isComposite": false,
|
||||
"isPartOfComposite": false
|
||||
},
|
||||
{
|
||||
"name": "Joystick",
|
||||
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|
||||
"path": "2DVector",
|
||||
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||||
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||||
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|
||||
"action": "Navigate",
|
||||
"isComposite": true,
|
||||
"isPartOfComposite": false
|
||||
},
|
||||
{
|
||||
"name": "up",
|
||||
"id": "be8cdff0-47f9-4546-a919-405e54580ea5",
|
||||
"path": "<Joystick>/stick/up",
|
||||
"interactions": "",
|
||||
"processors": "",
|
||||
"groups": "Joystick",
|
||||
"action": "Navigate",
|
||||
"isComposite": false,
|
||||
"isPartOfComposite": true
|
||||
},
|
||||
{
|
||||
"name": "down",
|
||||
"id": "04487afd-6a42-471a-ae70-49d7583ad93b",
|
||||
"path": "<Joystick>/stick/down",
|
||||
"interactions": "",
|
||||
"processors": "",
|
||||
"groups": "Joystick",
|
||||
"action": "Navigate",
|
||||
"isComposite": false,
|
||||
"isPartOfComposite": true
|
||||
},
|
||||
{
|
||||
"name": "left",
|
||||
"id": "d327788e-3a9a-4c14-97c8-b46bff05cf16",
|
||||
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|
||||
"interactions": "",
|
||||
"processors": "",
|
||||
"groups": "Joystick",
|
||||
"action": "Navigate",
|
||||
"isComposite": false,
|
||||
"isPartOfComposite": true
|
||||
},
|
||||
{
|
||||
"name": "right",
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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||||
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|
||||
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|
||||
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||||
{
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||||
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||||
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||||
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||||
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||||
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||||
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|
||||
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|
||||
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|
||||
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|
||||
},
|
||||
{
|
||||
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|
||||
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
},
|
||||
{
|
||||
"name": "up",
|
||||
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|
||||
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|
||||
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|
||||
"processors": "",
|
||||
"groups": "Keyboard&Mouse",
|
||||
"action": "Navigate",
|
||||
"isComposite": false,
|
||||
"isPartOfComposite": true
|
||||
},
|
||||
{
|
||||
"name": "down",
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2500
Assets/Prefabs/UI/PauseMenu.prefab
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7
Assets/Prefabs/UI/PauseMenu.prefab.meta
Normal file
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@@ -13,6 +13,7 @@ MonoBehaviour:
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m_EditorClassIdentifier:
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playerStopDistance: 10
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playerStopDistanceDirectInteraction: 2
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followerPickupDelay: 0.2
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followDistance: 5
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manualMoveSmooth: 2
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@@ -20,7 +21,7 @@ MonoBehaviour:
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thresholdNear: 7
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stopThreshold: 0.5
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moveSpeed: 25
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stopDistance: 0.1
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useRigidbody: 1
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- {fileID: 384576747}
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- {fileID: 1668240411}
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@@ -1,5 +1,6 @@
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using UnityEngine;
|
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using Pixelplacement;
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using Pixelplacement.TweenSystem;
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||||
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||||
public class GardenerChaseBehavior : MonoBehaviour
|
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{
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@@ -7,10 +8,30 @@ public class GardenerChaseBehavior : MonoBehaviour
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public Transform GardenerObject;
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public float chaseDuration;
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public float chaseDelay;
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[SerializeField] private Animator animator;
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[SerializeField] public GameObject lawnMowerRef;
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private TweenBase tweenRef;
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// Start is called once before the first execution of Update after the MonoBehaviour is created
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void Start()
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{
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Tween.Spline (ChaseSpline, GardenerObject, 0, 1, false, chaseDuration, chaseDelay, Tween.EaseInOut, Tween.LoopType.PingPong);
|
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tweenRef = Tween.Spline (ChaseSpline, GardenerObject, 0, 1, false, chaseDuration, chaseDelay, Tween.EaseLinear, Tween.LoopType.None, HandleTweenStarted, HandleTweenFinished);
|
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}
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void HandleTweenFinished ()
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{
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//Debug.Log ("Tween finished!");
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tweenRef.Stop();
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Destroy(ChaseSpline);
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var gardenerSpriteRef = gameObject.transform.Find("GardenerRunningSprite");
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gardenerSpriteRef.transform.SetParent(lawnMowerRef.transform, true);
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}
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void HandleTweenStarted ()
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{
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//Debug.Log ("Tween started!");
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animator.SetBool("IsIdle?", false);
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}
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void Awake()
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@@ -23,4 +44,7 @@ public class GardenerChaseBehavior : MonoBehaviour
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{
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}
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}
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@@ -7,7 +7,8 @@
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"AstarPathfindingProject",
|
||||
"Unity.ResourceManager",
|
||||
"Unity.InputSystem",
|
||||
"Unity.TextMeshPro"
|
||||
"Unity.TextMeshPro",
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||||
"OptimizedRope"
|
||||
],
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"includePlatforms": [],
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"excludePlatforms": [],
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||||
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@@ -1,4 +1,6 @@
|
||||
using UnityEngine;
|
||||
using AppleHills.Core.Settings;
|
||||
using System;
|
||||
|
||||
/// <summary>
|
||||
/// Singleton manager for global game state and settings. Provides accessors for various gameplay parameters.
|
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@@ -29,53 +31,172 @@ public class GameManager : MonoBehaviour
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}
|
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}
|
||||
|
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[Header("Game Settings")]
|
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public GameSettings gameSettings;
|
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[Header("Settings Status")]
|
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[SerializeField] private bool _settingsLoaded = false;
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[SerializeField] private bool _developerSettingsLoaded = false;
|
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public bool SettingsLoaded => _settingsLoaded;
|
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public bool DeveloperSettingsLoaded => _developerSettingsLoaded;
|
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|
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void Awake()
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{
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_instance = this;
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if (gameSettings == null)
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{
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gameSettings = Resources.Load<GameSettings>("DefaultSettings");
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if (gameSettings == null)
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{
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Debug.LogError("GameSettings asset not found in Resources!");
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}
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}
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// Create settings provider if it doesn't exist
|
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SettingsProvider.Instance.gameObject.name = "Settings Provider";
|
||||
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// Create developer settings provider if it doesn't exist
|
||||
DeveloperSettingsProvider.Instance.gameObject.name = "Developer Settings Provider";
|
||||
|
||||
// Load all settings synchronously during Awake
|
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InitializeSettings();
|
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InitializeDeveloperSettings();
|
||||
|
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// DontDestroyOnLoad(gameObject);
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}
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private void InitializeSettings()
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{
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Debug.Log("Starting settings initialization...");
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// Load settings synchronously
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var playerSettings = SettingsProvider.Instance.LoadSettingsSynchronous<PlayerFollowerSettings>();
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var interactionSettings = SettingsProvider.Instance.LoadSettingsSynchronous<InteractionSettings>();
|
||||
var minigameSettings = SettingsProvider.Instance.LoadSettingsSynchronous<DivingMinigameSettings>();
|
||||
|
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// Register settings with service locator
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if (playerSettings != null)
|
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{
|
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ServiceLocator.Register<IPlayerFollowerSettings>(playerSettings);
|
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Debug.Log("PlayerFollowerSettings registered successfully");
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}
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else
|
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{
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Debug.LogError("Failed to load PlayerFollowerSettings");
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}
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|
||||
if (interactionSettings != null)
|
||||
{
|
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ServiceLocator.Register<IInteractionSettings>(interactionSettings);
|
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Debug.Log("InteractionSettings registered successfully");
|
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}
|
||||
else
|
||||
{
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Debug.LogError("Failed to load InteractionSettings");
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}
|
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if (minigameSettings != null)
|
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{
|
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ServiceLocator.Register<IDivingMinigameSettings>(minigameSettings);
|
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Debug.Log("MinigameSettings registered successfully");
|
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}
|
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else
|
||||
{
|
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Debug.LogError("Failed to load MinigameSettings");
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}
|
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|
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// Log success
|
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_settingsLoaded = playerSettings != null && interactionSettings != null && minigameSettings != null;
|
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if (_settingsLoaded)
|
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{
|
||||
Debug.Log("All settings loaded and registered with ServiceLocator");
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}
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else
|
||||
{
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Debug.LogWarning("Some settings failed to load - check that all settings assets exist and are marked as Addressables");
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}
|
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}
|
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|
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/// <summary>
|
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/// Check for and initialize developer settings.
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/// </summary>
|
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private void InitializeDeveloperSettings()
|
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{
|
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Debug.Log("Starting developer settings initialization...");
|
||||
|
||||
// Load developer settings
|
||||
var divingDevSettings = DeveloperSettingsProvider.Instance.GetSettings<DivingDeveloperSettings>();
|
||||
|
||||
_developerSettingsLoaded = divingDevSettings != null;
|
||||
|
||||
if (_developerSettingsLoaded)
|
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{
|
||||
Debug.Log("All developer settings loaded successfully");
|
||||
}
|
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else
|
||||
{
|
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Debug.LogWarning("Some developer settings failed to load");
|
||||
}
|
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}
|
||||
|
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void OnApplicationQuit()
|
||||
{
|
||||
_isQuitting = true;
|
||||
ServiceLocator.Clear();
|
||||
}
|
||||
|
||||
// Accessors for game settings
|
||||
public float PlayerStopDistance => gameSettings != null ? gameSettings.playerStopDistance : 1.0f;
|
||||
public float FollowerPickupDelay => gameSettings != null ? gameSettings.followerPickupDelay : 0.2f;
|
||||
public float FollowDistance => gameSettings != null ? gameSettings.followDistance : 1.5f;
|
||||
public float ManualMoveSmooth => gameSettings != null ? gameSettings.manualMoveSmooth : 8f;
|
||||
public float ThresholdFar => gameSettings != null ? gameSettings.thresholdFar : 2.5f;
|
||||
public float ThresholdNear => gameSettings != null ? gameSettings.thresholdNear : 0.5f;
|
||||
public float StopThreshold => gameSettings != null ? gameSettings.stopThreshold : 0.5f;
|
||||
public float MoveSpeed => gameSettings != null ? gameSettings.moveSpeed : 5f;
|
||||
public float StopDistance => gameSettings != null ? gameSettings.stopDistance : 0.1f;
|
||||
public bool UseRigidbody => gameSettings != null ? gameSettings.useRigidbody : true;
|
||||
public float FollowUpdateInterval => gameSettings != null ? gameSettings.followUpdateInterval : 0.1f;
|
||||
public float FollowerSpeedMultiplier => gameSettings != null ? gameSettings.followerSpeedMultiplier : 1.2f;
|
||||
public float HeldIconDisplayHeight => gameSettings != null ? gameSettings.heldIconDisplayHeight : 2.0f;
|
||||
public GameObject BasePickupPrefab => gameSettings != null ? gameSettings.basePickupPrefab : null;
|
||||
public LayerMask InteractableLayerMask => gameSettings != null ? gameSettings.interactableLayerMask : -1;
|
||||
public float PlayerStopDistanceDirectInteraction => gameSettings != null ? gameSettings.playerStopDistanceDirectInteraction : 2.0f;
|
||||
// Helper method to get settings
|
||||
private T GetSettings<T>() where T : class
|
||||
{
|
||||
return ServiceLocator.Get<T>();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns the entire settings object of specified type.
|
||||
/// </summary>
|
||||
/// <typeparam name="T">Type of settings to retrieve</typeparam>
|
||||
/// <returns>The settings object or null if not found</returns>
|
||||
public static T GetSettingsObject<T>() where T : class
|
||||
{
|
||||
return Instance?.GetSettings<T>();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns the developer settings object of specified type.
|
||||
/// </summary>
|
||||
/// <typeparam name="T">Type of developer settings to retrieve</typeparam>
|
||||
/// <returns>The developer settings object or null if not found</returns>
|
||||
public static T GetDeveloperSettings<T>() where T : BaseDeveloperSettings
|
||||
{
|
||||
return DeveloperSettingsProvider.Instance?.GetSettings<T>();
|
||||
}
|
||||
|
||||
// PLAYER & FOLLOWER SETTINGS
|
||||
|
||||
// Player settings
|
||||
public float MoveSpeed => GetSettings<IPlayerFollowerSettings>()?.MoveSpeed ?? 5f;
|
||||
public float StopDistance => GetSettings<IPlayerFollowerSettings>()?.StopDistance ?? 0.1f;
|
||||
public bool UseRigidbody => GetSettings<IPlayerFollowerSettings>()?.UseRigidbody ?? true;
|
||||
public HoldMovementMode DefaultHoldMovementMode =>
|
||||
GetSettings<IPlayerFollowerSettings>()?.DefaultHoldMovementMode ?? HoldMovementMode.Pathfinding;
|
||||
|
||||
// Follower settings
|
||||
public float FollowDistance => GetSettings<IPlayerFollowerSettings>()?.FollowDistance ?? 1.5f;
|
||||
public float ManualMoveSmooth => GetSettings<IPlayerFollowerSettings>()?.ManualMoveSmooth ?? 8f;
|
||||
public float ThresholdFar => GetSettings<IPlayerFollowerSettings>()?.ThresholdFar ?? 2.5f;
|
||||
public float ThresholdNear => GetSettings<IPlayerFollowerSettings>()?.ThresholdNear ?? 0.5f;
|
||||
public float StopThreshold => GetSettings<IPlayerFollowerSettings>()?.StopThreshold ?? 0.1f;
|
||||
public float FollowUpdateInterval => GetSettings<IPlayerFollowerSettings>()?.FollowUpdateInterval ?? 0.1f;
|
||||
public float FollowerSpeedMultiplier => GetSettings<IPlayerFollowerSettings>()?.FollowerSpeedMultiplier ?? 1.2f;
|
||||
public float HeldIconDisplayHeight => GetSettings<IPlayerFollowerSettings>()?.HeldIconDisplayHeight ?? 2.0f;
|
||||
|
||||
// INTERACTION SETTINGS
|
||||
|
||||
public float PlayerStopDistance => GetSettings<IInteractionSettings>()?.PlayerStopDistance ?? 6.0f;
|
||||
public float PlayerStopDistanceDirectInteraction => GetSettings<IInteractionSettings>()?.PlayerStopDistanceDirectInteraction ?? 2.0f;
|
||||
public float FollowerPickupDelay => GetSettings<IInteractionSettings>()?.FollowerPickupDelay ?? 0.2f;
|
||||
public LayerMask InteractableLayerMask => GetSettings<IInteractionSettings>()?.InteractableLayerMask ?? -1;
|
||||
public GameObject BasePickupPrefab => GetSettings<IInteractionSettings>()?.BasePickupPrefab;
|
||||
public GameObject LevelSwitchMenuPrefab => GetSettings<IInteractionSettings>()?.LevelSwitchMenuPrefab;
|
||||
|
||||
/// <summary>
|
||||
/// Returns the combination rule for two items, if any.
|
||||
/// </summary>
|
||||
public GameSettings.CombinationRule GetCombinationRule(PickupItemData item1, PickupItemData item2)
|
||||
public CombinationRule GetCombinationRule(PickupItemData item1, PickupItemData item2)
|
||||
{
|
||||
if (gameSettings == null || gameSettings.combinationRules == null) return null;
|
||||
foreach (var rule in gameSettings.combinationRules)
|
||||
var settings = GetSettings<IInteractionSettings>();
|
||||
if (settings == null || settings.CombinationRules == null) return null;
|
||||
|
||||
foreach (var rule in settings.CombinationRules)
|
||||
{
|
||||
if ((PickupItemData.AreEquivalent(rule.itemA, item1) && PickupItemData.AreEquivalent(rule.itemB, item2)) ||
|
||||
(PickupItemData.AreEquivalent(rule.itemA, item2) && PickupItemData.AreEquivalent(rule.itemB, item1)))
|
||||
@@ -89,22 +210,16 @@ public class GameManager : MonoBehaviour
|
||||
/// <summary>
|
||||
/// Returns the slot item config for a given slot item.
|
||||
/// </summary>
|
||||
public GameSettings.SlotItemConfig GetSlotItemConfig(PickupItemData slotItem)
|
||||
public SlotItemConfig GetSlotItemConfig(PickupItemData slotItem)
|
||||
{
|
||||
if (gameSettings == null || gameSettings.slotItemConfigs == null || slotItem == null) return null;
|
||||
foreach (var config in gameSettings.slotItemConfigs)
|
||||
var settings = GetSettings<IInteractionSettings>();
|
||||
if (settings == null || settings.SlotItemConfigs == null || slotItem == null) return null;
|
||||
|
||||
foreach (var config in settings.SlotItemConfigs)
|
||||
{
|
||||
if (PickupItemData.AreEquivalent(slotItem, config.slotItem))
|
||||
return config;
|
||||
}
|
||||
return null;
|
||||
}
|
||||
// Add more accessors as needed
|
||||
public float EndlessDescenderLerpSpeed => gameSettings != null ? gameSettings.endlessDescenderLerpSpeed : 12f;
|
||||
public float EndlessDescenderMaxOffset => gameSettings != null ? gameSettings.endlessDescenderMaxOffset : 3f;
|
||||
public float EndlessDescenderClampXMin => gameSettings != null ? gameSettings.endlessDescenderClampXMin : -5f;
|
||||
public float EndlessDescenderClampXMax => gameSettings != null ? gameSettings.endlessDescenderClampXMax : 5f;
|
||||
public float EndlessDescenderSpeedExponent => gameSettings != null ? gameSettings.endlessDescenderSpeedExponent : 2.5f;
|
||||
public GameSettings.HoldMovementMode DefaultHoldMovementMode => gameSettings != null ? gameSettings.defaultHoldMovementMode : GameSettings.HoldMovementMode.Pathfinding;
|
||||
public GameObject LevelSwitchMenuPrefab => gameSettings != null ? gameSettings.levelSwitchMenuPrefab : null;
|
||||
}
|
||||
|
||||
@@ -1,73 +0,0 @@
|
||||
using UnityEngine;
|
||||
|
||||
/// <summary>
|
||||
/// ScriptableObject for storing and configuring all game settings, including player, follower, and item configuration.
|
||||
/// </summary>
|
||||
[CreateAssetMenu(fileName = "GameSettings", menuName = "AppleHills/GameSettings", order = 1)]
|
||||
public class GameSettings : ScriptableObject
|
||||
{
|
||||
[Header("Interactions")]
|
||||
public float playerStopDistance = 6.0f;
|
||||
public float playerStopDistanceDirectInteraction = 2.0f;
|
||||
public float followerPickupDelay = 0.2f;
|
||||
|
||||
[Header("Follower Settings")]
|
||||
public float followDistance = 1.5f;
|
||||
public float manualMoveSmooth = 8f;
|
||||
public float thresholdFar = 2.5f;
|
||||
public float thresholdNear = 0.5f;
|
||||
public float stopThreshold = 0.1f;
|
||||
|
||||
[Header("Player Settings")]
|
||||
public float moveSpeed = 5f;
|
||||
public float stopDistance = 0.1f;
|
||||
public bool useRigidbody = true;
|
||||
public enum HoldMovementMode { Pathfinding, Direct }
|
||||
public HoldMovementMode defaultHoldMovementMode = HoldMovementMode.Pathfinding;
|
||||
|
||||
[Header("Backend Settings")]
|
||||
[Tooltip("Technical parameters, not for design tuning")]
|
||||
public float followUpdateInterval = 0.1f;
|
||||
public float followerSpeedMultiplier = 1.2f;
|
||||
public float heldIconDisplayHeight = 2.0f;
|
||||
|
||||
[Header("Default Prefabs")]
|
||||
public GameObject basePickupPrefab;
|
||||
|
||||
[Header("Endless Descender Settings")]
|
||||
[Tooltip("How quickly the character follows the finger horizontally (higher = more responsive)")]
|
||||
public float endlessDescenderLerpSpeed = 12f;
|
||||
[Tooltip("Maximum horizontal offset allowed between character and finger position")]
|
||||
public float endlessDescenderMaxOffset = 3f;
|
||||
[Tooltip("Minimum allowed X position for endless descender movement")]
|
||||
public float endlessDescenderClampXMin = -3.5f;
|
||||
[Tooltip("Maximum allowed X position for endless descender movement")]
|
||||
public float endlessDescenderClampXMax = 3.5f;
|
||||
[Tooltip("Exponent for speed drop-off curve (higher = sharper drop near target)")]
|
||||
public float endlessDescenderSpeedExponent = 2.5f;
|
||||
|
||||
[Header("InputManager Settings")]
|
||||
[Tooltip("Layer(s) to use for interactable objects.")]
|
||||
public LayerMask interactableLayerMask = -1; // Default to Everything
|
||||
|
||||
[Header("UI Prefabs")]
|
||||
public GameObject levelSwitchMenuPrefab;
|
||||
|
||||
[System.Serializable]
|
||||
public class CombinationRule {
|
||||
public PickupItemData itemA;
|
||||
public PickupItemData itemB;
|
||||
public GameObject resultPrefab; // The prefab to spawn as the result
|
||||
}
|
||||
|
||||
[System.Serializable]
|
||||
public class SlotItemConfig {
|
||||
public PickupItemData slotItem; // The slot object (SO reference)
|
||||
public System.Collections.Generic.List<PickupItemData> allowedItems;
|
||||
public System.Collections.Generic.List<PickupItemData> forbiddenItems;
|
||||
}
|
||||
|
||||
[Header("Item Configuration")]
|
||||
public System.Collections.Generic.List<CombinationRule> combinationRules;
|
||||
public System.Collections.Generic.List<SlotItemConfig> slotItemConfigs;
|
||||
}
|
||||
@@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e4ec438b455a4044957501c2c66a6f4b
|
||||
timeCreated: 1756933137
|
||||
3
Assets/Scripts/Core/Settings.meta
Normal file
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e380783135324fcd925048783e01d691
|
||||
timeCreated: 1758619858
|
||||
19
Assets/Scripts/Core/Settings/BaseDeveloperSettings.cs
Normal file
@@ -0,0 +1,19 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace AppleHills.Core.Settings
|
||||
{
|
||||
/// <summary>
|
||||
/// Base abstract class for all developer settings.
|
||||
/// Developer settings are intended for technical configuration rather than gameplay/design values.
|
||||
/// </summary>
|
||||
public abstract class BaseDeveloperSettings : ScriptableObject
|
||||
{
|
||||
/// <summary>
|
||||
/// Called to validate settings values when they are changed in the inspector.
|
||||
/// </summary>
|
||||
public virtual void OnValidate()
|
||||
{
|
||||
// Base implementation does nothing, override in derived classes
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 50def2e6e95a4830b57f3e1b76a4df51
|
||||
timeCreated: 1758707161
|
||||
16
Assets/Scripts/Core/Settings/BaseSettings.cs
Normal file
@@ -0,0 +1,16 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace AppleHills.Core.Settings
|
||||
{
|
||||
/// <summary>
|
||||
/// Base class for all settings ScriptableObjects.
|
||||
/// Provides common functionality for all settings types.
|
||||
/// </summary>
|
||||
public abstract class BaseSettings : ScriptableObject
|
||||
{
|
||||
public virtual void OnValidate()
|
||||
{
|
||||
// Override in derived classes to add validation
|
||||
}
|
||||
}
|
||||
}
|
||||
3
Assets/Scripts/Core/Settings/BaseSettings.cs.meta
Normal file
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: cd33ef6036eb49358acbbd50dfd9bb13
|
||||
timeCreated: 1758619858
|
||||
116
Assets/Scripts/Core/Settings/DeveloperSettingsProvider.cs
Normal file
@@ -0,0 +1,116 @@
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.AddressableAssets;
|
||||
using System;
|
||||
|
||||
namespace AppleHills.Core.Settings
|
||||
{
|
||||
/// <summary>
|
||||
/// Provides access to developer settings for technical configuration rather than gameplay parameters.
|
||||
/// Follows the singleton pattern for global access.
|
||||
/// </summary>
|
||||
public class DeveloperSettingsProvider : MonoBehaviour
|
||||
{
|
||||
private static DeveloperSettingsProvider _instance;
|
||||
|
||||
/// <summary>
|
||||
/// Singleton instance of the provider.
|
||||
/// </summary>
|
||||
public static DeveloperSettingsProvider Instance
|
||||
{
|
||||
get
|
||||
{
|
||||
if (_instance == null && Application.isPlaying)
|
||||
{
|
||||
_instance = FindFirstObjectByType<DeveloperSettingsProvider>();
|
||||
|
||||
if (_instance == null)
|
||||
{
|
||||
GameObject go = new GameObject("DeveloperSettingsProvider");
|
||||
_instance = go.AddComponent<DeveloperSettingsProvider>();
|
||||
// Don't destroy between scenes
|
||||
DontDestroyOnLoad(go);
|
||||
}
|
||||
}
|
||||
|
||||
return _instance;
|
||||
}
|
||||
}
|
||||
|
||||
// Dictionary to cache loaded settings
|
||||
private Dictionary<System.Type, BaseDeveloperSettings> _settingsCache = new Dictionary<System.Type, BaseDeveloperSettings>();
|
||||
|
||||
// Path prefix for addressable developer settings
|
||||
[SerializeField] private string _addressablePath = "Settings/Developer";
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
if (_instance != null && _instance != this)
|
||||
{
|
||||
Destroy(gameObject);
|
||||
return;
|
||||
}
|
||||
|
||||
_instance = this;
|
||||
DontDestroyOnLoad(gameObject);
|
||||
|
||||
// Initialize settings cache
|
||||
_settingsCache = new Dictionary<System.Type, BaseDeveloperSettings>();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets or loads developer settings of the specified type.
|
||||
/// </summary>
|
||||
/// <typeparam name="T">Type of developer settings to retrieve</typeparam>
|
||||
/// <returns>The settings instance or null if not found</returns>
|
||||
public T GetSettings<T>() where T : BaseDeveloperSettings
|
||||
{
|
||||
System.Type type = typeof(T);
|
||||
|
||||
// Return from cache if available
|
||||
if (_settingsCache.TryGetValue(type, out BaseDeveloperSettings cachedSettings))
|
||||
{
|
||||
return cachedSettings as T;
|
||||
}
|
||||
|
||||
// Load from Addressables if not cached
|
||||
string key = $"{_addressablePath}/{type.Name}";
|
||||
|
||||
try
|
||||
{
|
||||
T settings = Addressables.LoadAssetAsync<T>(key).WaitForCompletion();
|
||||
|
||||
if (settings != null)
|
||||
{
|
||||
_settingsCache[type] = settings;
|
||||
return settings;
|
||||
}
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
Debug.LogError($"Failed to load developer settings at '{key}': {e.Message}");
|
||||
}
|
||||
|
||||
Debug.LogWarning($"Developer settings of type {type.Name} not found at addressable path '{key}'");
|
||||
|
||||
// Fallback to Resources for backward compatibility
|
||||
T resourcesSettings = Resources.Load<T>($"{_addressablePath}/{type.Name}");
|
||||
if (resourcesSettings != null)
|
||||
{
|
||||
Debug.Log($"Found developer settings in Resources instead of Addressables at '{_addressablePath}/{type.Name}'");
|
||||
_settingsCache[type] = resourcesSettings;
|
||||
return resourcesSettings;
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Clears the settings cache, forcing settings to be reloaded.
|
||||
/// </summary>
|
||||
public void ClearCache()
|
||||
{
|
||||
_settingsCache.Clear();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f9945aa4a563434e973ab49176259150
|
||||
timeCreated: 1758707186
|
||||
246
Assets/Scripts/Core/Settings/DivingDeveloperSettings.cs
Normal file
@@ -0,0 +1,246 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace AppleHills.Core.Settings
|
||||
{
|
||||
/// <summary>
|
||||
/// Enum defining the type of bump response when player collides with obstacles
|
||||
/// </summary>
|
||||
public enum BumpMode
|
||||
{
|
||||
Impulse = 0,
|
||||
SmoothToCenter = 1
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Developer settings for the diving minigame technical configuration.
|
||||
/// These settings are separate from gameplay/design settings and focus on technical implementation details.
|
||||
/// </summary>
|
||||
[CreateAssetMenu(fileName = "DivingDeveloperSettings", menuName = "AppleHills/Developer Settings/Diving", order = 1)]
|
||||
public class DivingDeveloperSettings : BaseDeveloperSettings
|
||||
{
|
||||
[Header("Bubble System")]
|
||||
[Tooltip("Object pooling enabled for bubbles")]
|
||||
[SerializeField] private bool bubbleUseObjectPooling = true;
|
||||
|
||||
[Tooltip("Initial number of bubbles to pre-allocate in pool")]
|
||||
[SerializeField] private int bubbleInitialPoolSize = 10;
|
||||
|
||||
[Tooltip("Maximum number of bubbles allowed in pool")]
|
||||
[SerializeField] private int bubbleMaxPoolSize = 30;
|
||||
|
||||
[Tooltip("Default spawn interval for bubbles in seconds")]
|
||||
[SerializeField] private float bubbleSpawnInterval = 0.3f;
|
||||
|
||||
[Tooltip("Range of possible bubble movement speeds (min, max)")]
|
||||
[SerializeField] private Vector2 bubbleSpeedRange = new Vector2(0.5f, 2f);
|
||||
|
||||
[Tooltip("Range of possible bubble scale factors (min, max)")]
|
||||
[SerializeField] private Vector2 bubbleScaleRange = new Vector2(0.3f, 0.7f);
|
||||
|
||||
[Tooltip("Range of possible bubble wobble speeds (min, max)")]
|
||||
[SerializeField] private Vector2 bubbleWobbleSpeedRange = new Vector2(1f, 3f);
|
||||
|
||||
[Tooltip("Range of possible bubble wobble amounts (min, max)")]
|
||||
[SerializeField] private Vector2 bubbleWobbleAmountRange = new Vector2(0.05f, 0.15f);
|
||||
|
||||
[Tooltip("Minimum X position for bubble spawning")]
|
||||
[SerializeField] private float bubbleSpawnXMin = -3.5f;
|
||||
|
||||
[Tooltip("Maximum X position for bubble spawning")]
|
||||
[SerializeField] private float bubbleSpawnXMax = 3.5f;
|
||||
|
||||
[Tooltip("Y position for bubble spawning")]
|
||||
[SerializeField] private float bubbleSpawnY = -5f;
|
||||
|
||||
[Tooltip("Minimum scale factor during wobble animation")]
|
||||
[SerializeField] private float bubbleWobbleMinScale = 0.2f;
|
||||
|
||||
[Tooltip("Maximum scale factor during wobble animation")]
|
||||
[SerializeField] private float bubbleWobbleMaxScale = 1.2f;
|
||||
|
||||
[Tooltip("Factor to multiply bubble speed by when surfacing")]
|
||||
[SerializeField] private float bubbleSurfacingSpeedFactor = 0.5f;
|
||||
|
||||
[Header("Obstacle System")]
|
||||
[Tooltip("Layer for obstacles to be placed on")]
|
||||
[Layer]
|
||||
[SerializeField] private int obstacleLayer = 9;
|
||||
|
||||
[Tooltip("Whether to use object pooling for obstacles")]
|
||||
[SerializeField] private bool obstacleUseObjectPooling = true;
|
||||
|
||||
[Tooltip("Maximum objects per prefab type in obstacle pool")]
|
||||
[SerializeField] private int obstacleMaxPerPrefabPoolSize = 3;
|
||||
|
||||
[Tooltip("Total maximum size of obstacle pool across all prefab types")]
|
||||
[SerializeField] private int obstacleTotalMaxPoolSize = 15;
|
||||
|
||||
[Header("Trench Tile System")]
|
||||
[Tooltip("Layer for trench tiles to be placed on")]
|
||||
[Layer]
|
||||
[SerializeField] private int trenchTileLayer = 13; // QuarryTrenchTile layer
|
||||
|
||||
[Tooltip("Whether to use object pooling for trench tiles")]
|
||||
[SerializeField] private bool trenchTileUseObjectPooling = true;
|
||||
|
||||
[Tooltip("Maximum objects per prefab type in trench tile pool")]
|
||||
[SerializeField] private int trenchTileMaxPerPrefabPoolSize = 2;
|
||||
|
||||
[Tooltip("Total maximum size of trench tile pool across all prefab types")]
|
||||
[SerializeField] private int trenchTileTotalMaxPoolSize = 10;
|
||||
|
||||
[Header("Player Blink Behavior")]
|
||||
[Tooltip("Color to blink to when taking damage (typically red for damage indication)")]
|
||||
[SerializeField] private Color playerBlinkDamageColor = Color.red;
|
||||
|
||||
[Tooltip("How fast to blink between normal and damage colors (seconds between color changes)")]
|
||||
[SerializeField] private float playerBlinkRate = 0.15f;
|
||||
|
||||
[Tooltip("Alpha value for the damage color (0 = transparent, 1 = opaque)")]
|
||||
[Range(0f, 1f)]
|
||||
[SerializeField] private float playerDamageColorAlpha = 0.7f;
|
||||
|
||||
[Header("Player Wobble Behavior")]
|
||||
[Tooltip("Frequency of wobble (higher = faster rocking)")]
|
||||
[SerializeField] private float playerWobbleFrequency = 1.5f;
|
||||
|
||||
[Tooltip("Base wobble amplitude in degrees from horizontal")]
|
||||
[SerializeField] private float playerBaseWobbleAmplitude = 8f;
|
||||
|
||||
[Tooltip("How much speed affects amplitude")]
|
||||
[SerializeField] private float playerSpeedToAmplitude = 2f;
|
||||
|
||||
[Tooltip("Maximum allowed rotation in degrees")]
|
||||
[SerializeField] private float playerMaxRotationLimit = 45f;
|
||||
|
||||
[Tooltip("Frequency of vertical bobbing")]
|
||||
[SerializeField] private float playerVerticalFrequency = 0.5f;
|
||||
|
||||
[Tooltip("How far the object moves up/down")]
|
||||
[SerializeField] private float playerVerticalAmplitude = 0.5f;
|
||||
|
||||
[Tooltip("How quickly velocity changes are smoothed")]
|
||||
[SerializeField] private float playerVelocitySmoothing = 10f;
|
||||
|
||||
[Tooltip("How quickly rotation is smoothed")]
|
||||
[SerializeField] private float playerRotationSmoothing = 10f;
|
||||
|
||||
[Header("Collision Settings")]
|
||||
[Tooltip("Layer mask for obstacle detection - configure which layers contain obstacles")]
|
||||
[LayerMask]
|
||||
[SerializeField] private LayerMask playerObstacleLayerMask = -1;
|
||||
|
||||
[Tooltip("Whether to block player input during damage immunity period")]
|
||||
[SerializeField] private bool blockInputDuringImmunity = true;
|
||||
|
||||
[Tooltip("Type of bump response: 0=Impulse, 1=SmoothToCenter")]
|
||||
[SerializeField] private BumpMode bumpMode = BumpMode.Impulse;
|
||||
|
||||
[Tooltip("Animation curve controlling bump movement over time")]
|
||||
[SerializeField] private AnimationCurve bumpCurve = new AnimationCurve(
|
||||
new Keyframe(0f, 0f, 0f, 2f),
|
||||
new Keyframe(1f, 1f, 0f, 0f));
|
||||
|
||||
// Bubble properties access
|
||||
public bool BubbleUseObjectPooling => bubbleUseObjectPooling;
|
||||
public int BubbleInitialPoolSize => bubbleInitialPoolSize;
|
||||
public int BubbleMaxPoolSize => bubbleMaxPoolSize;
|
||||
public float BubbleSpawnInterval => bubbleSpawnInterval;
|
||||
public Vector2 BubbleSpeedRange => bubbleSpeedRange;
|
||||
public Vector2 BubbleScaleRange => bubbleScaleRange;
|
||||
public Vector2 BubbleWobbleSpeedRange => bubbleWobbleSpeedRange;
|
||||
public Vector2 BubbleWobbleAmountRange => bubbleWobbleAmountRange;
|
||||
public float BubbleSpawnXMin => bubbleSpawnXMin;
|
||||
public float BubbleSpawnXMax => bubbleSpawnXMax;
|
||||
public float BubbleSpawnY => bubbleSpawnY;
|
||||
public float BubbleWobbleMinScale => bubbleWobbleMinScale;
|
||||
public float BubbleWobbleMaxScale => bubbleWobbleMaxScale;
|
||||
public float BubbleSurfacingSpeedFactor => bubbleSurfacingSpeedFactor;
|
||||
|
||||
// Obstacle properties access
|
||||
public int ObstacleLayer => obstacleLayer;
|
||||
public bool ObstacleUseObjectPooling => obstacleUseObjectPooling;
|
||||
public int ObstacleMaxPerPrefabPoolSize => obstacleMaxPerPrefabPoolSize;
|
||||
public int ObstacleTotalMaxPoolSize => obstacleTotalMaxPoolSize;
|
||||
|
||||
// Trench Tile System properties
|
||||
public int TrenchTileLayer => trenchTileLayer;
|
||||
public bool TrenchTileUseObjectPooling => trenchTileUseObjectPooling;
|
||||
public int TrenchTileMaxPerPrefabPoolSize => trenchTileMaxPerPrefabPoolSize;
|
||||
public int TrenchTileTotalMaxPoolSize => trenchTileTotalMaxPoolSize;
|
||||
|
||||
// Player Blink Behavior properties
|
||||
public Color PlayerBlinkDamageColor => playerBlinkDamageColor;
|
||||
public float PlayerBlinkRate => playerBlinkRate;
|
||||
public float PlayerDamageColorAlpha => playerDamageColorAlpha;
|
||||
|
||||
// Player Wobble Behavior properties
|
||||
public float PlayerWobbleFrequency => playerWobbleFrequency;
|
||||
public float PlayerBaseWobbleAmplitude => playerBaseWobbleAmplitude;
|
||||
public float PlayerSpeedToAmplitude => playerSpeedToAmplitude;
|
||||
public float PlayerMaxRotationLimit => playerMaxRotationLimit;
|
||||
public float PlayerVerticalFrequency => playerVerticalFrequency;
|
||||
public float PlayerVerticalAmplitude => playerVerticalAmplitude;
|
||||
public float PlayerVelocitySmoothing => playerVelocitySmoothing;
|
||||
public float PlayerRotationSmoothing => playerRotationSmoothing;
|
||||
|
||||
// Collision Settings properties
|
||||
public LayerMask PlayerObstacleLayerMask => playerObstacleLayerMask;
|
||||
public bool BlockInputDuringImmunity => blockInputDuringImmunity;
|
||||
public BumpMode BumpMode => bumpMode;
|
||||
public AnimationCurve BumpCurve => bumpCurve;
|
||||
|
||||
public override void OnValidate()
|
||||
{
|
||||
base.OnValidate();
|
||||
|
||||
// Validate bubble settings
|
||||
bubbleInitialPoolSize = Mathf.Max(1, bubbleInitialPoolSize);
|
||||
bubbleMaxPoolSize = Mathf.Max(bubbleInitialPoolSize, bubbleMaxPoolSize);
|
||||
bubbleSpawnInterval = Mathf.Max(0.05f, bubbleSpawnInterval);
|
||||
bubbleSpeedRange = new Vector2(
|
||||
Mathf.Max(0.1f, bubbleSpeedRange.x),
|
||||
Mathf.Max(bubbleSpeedRange.x, bubbleSpeedRange.y)
|
||||
);
|
||||
bubbleScaleRange = new Vector2(
|
||||
Mathf.Max(0.1f, bubbleScaleRange.x),
|
||||
Mathf.Max(bubbleScaleRange.x, bubbleScaleRange.y)
|
||||
);
|
||||
bubbleWobbleSpeedRange = new Vector2(
|
||||
Mathf.Max(0.1f, bubbleWobbleSpeedRange.x),
|
||||
Mathf.Max(bubbleWobbleSpeedRange.x, bubbleWobbleSpeedRange.y)
|
||||
);
|
||||
bubbleWobbleAmountRange = new Vector2(
|
||||
Mathf.Max(0.01f, bubbleWobbleAmountRange.x),
|
||||
Mathf.Max(bubbleWobbleAmountRange.x, bubbleWobbleAmountRange.y)
|
||||
);
|
||||
bubbleWobbleMinScale = Mathf.Max(0.01f, bubbleWobbleMinScale);
|
||||
bubbleWobbleMaxScale = Mathf.Max(bubbleWobbleMinScale, bubbleWobbleMaxScale);
|
||||
bubbleSurfacingSpeedFactor = Mathf.Max(0.01f, bubbleSurfacingSpeedFactor);
|
||||
|
||||
// Validate obstacle settings
|
||||
obstacleMaxPerPrefabPoolSize = Mathf.Max(1, obstacleMaxPerPrefabPoolSize);
|
||||
obstacleTotalMaxPoolSize = Mathf.Max(obstacleMaxPerPrefabPoolSize, obstacleTotalMaxPoolSize);
|
||||
|
||||
// Validate Trench Tile settings
|
||||
trenchTileMaxPerPrefabPoolSize = Mathf.Max(1, trenchTileMaxPerPrefabPoolSize);
|
||||
trenchTileTotalMaxPoolSize = Mathf.Max(trenchTileMaxPerPrefabPoolSize, trenchTileTotalMaxPoolSize);
|
||||
|
||||
// Validate Player Blink settings
|
||||
playerBlinkRate = Mathf.Max(0.01f, playerBlinkRate);
|
||||
playerDamageColorAlpha = Mathf.Clamp01(playerDamageColorAlpha);
|
||||
|
||||
// Validate Player Wobble settings
|
||||
playerWobbleFrequency = Mathf.Max(0.01f, playerWobbleFrequency);
|
||||
playerBaseWobbleAmplitude = Mathf.Max(0f, playerBaseWobbleAmplitude);
|
||||
playerMaxRotationLimit = Mathf.Max(0f, playerMaxRotationLimit);
|
||||
playerVerticalFrequency = Mathf.Max(0.01f, playerVerticalFrequency);
|
||||
playerVerticalAmplitude = Mathf.Max(0f, playerVerticalAmplitude);
|
||||
playerVelocitySmoothing = Mathf.Max(0.1f, playerVelocitySmoothing);
|
||||
playerRotationSmoothing = Mathf.Max(0.1f, playerRotationSmoothing);
|
||||
|
||||
// Validate Collision settings
|
||||
bumpMode = (BumpMode)Mathf.Clamp((int)bumpMode, 0, 1);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 033961b12e7b4289838d554c2264bacd
|
||||
timeCreated: 1758707215
|
||||
234
Assets/Scripts/Core/Settings/DivingMinigameSettings.cs
Normal file
@@ -0,0 +1,234 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace AppleHills.Core.Settings
|
||||
{
|
||||
/// <summary>
|
||||
/// Settings related to minigames
|
||||
/// </summary>
|
||||
[CreateAssetMenu(fileName = "MinigameSettings", menuName = "AppleHills/Settings/Minigames", order = 3)]
|
||||
public class DivingMinigameSettings : BaseSettings, IDivingMinigameSettings
|
||||
{
|
||||
[Header("Basic Movement")]
|
||||
[Tooltip("How quickly the character follows the finger horizontally (higher = more responsive)")]
|
||||
[SerializeField] private float lerpSpeed = 12f;
|
||||
|
||||
[Tooltip("Maximum horizontal offset allowed between character and finger position")]
|
||||
[SerializeField] private float maxOffset = 3f;
|
||||
|
||||
[Tooltip("Minimum allowed X position for movement")]
|
||||
[SerializeField] private float clampXMin = -3.5f;
|
||||
|
||||
[Tooltip("Maximum allowed X position for movement")]
|
||||
[SerializeField] private float clampXMax = 3.5f;
|
||||
|
||||
[Tooltip("Exponent for speed drop-off curve (higher = sharper drop near target)")]
|
||||
[SerializeField] private float speedExponent = 2.5f;
|
||||
|
||||
[Header("Player Movement")]
|
||||
[Tooltip("Maximum distance the player can move from a single tap")]
|
||||
[SerializeField] private float tapMaxDistance = 0.5f;
|
||||
|
||||
[Tooltip("How quickly the tap impulse fades (higher = faster stop)")]
|
||||
[SerializeField] private float tapDecelerationRate = 5.0f;
|
||||
|
||||
[Header("Monster Spawning")]
|
||||
[Tooltip("Base chance (0-1) of spawning a monster on each tile")]
|
||||
[SerializeField] private float baseSpawnProbability = 0.2f;
|
||||
|
||||
[Tooltip("Maximum chance (0-1) of spawning a monster")]
|
||||
[SerializeField] private float maxSpawnProbability = 0.5f;
|
||||
|
||||
[Tooltip("How fast the probability increases per second")]
|
||||
[SerializeField] private float probabilityIncreaseRate = 0.01f;
|
||||
|
||||
[Tooltip("Force a spawn after this many seconds without spawns")]
|
||||
[SerializeField] private float guaranteedSpawnTime = 30f;
|
||||
|
||||
[Tooltip("Minimum time between monster spawns")]
|
||||
[SerializeField] private float spawnCooldown = 5f;
|
||||
|
||||
[Header("Scoring")]
|
||||
[Tooltip("Base points for taking a picture")]
|
||||
[SerializeField] private int basePoints = 100;
|
||||
|
||||
[Tooltip("Additional points per depth unit")]
|
||||
[SerializeField] private int depthMultiplier = 10;
|
||||
|
||||
[Header("Surfacing")]
|
||||
[Tooltip("Duration in seconds for speed transition when surfacing")]
|
||||
[SerializeField] private float speedTransitionDuration = 2.0f;
|
||||
|
||||
[Tooltip("Factor to multiply speed by when surfacing (usually 1.0 for same speed)")]
|
||||
[SerializeField] private float surfacingSpeedFactor = 3.0f;
|
||||
|
||||
[Tooltip("How long to continue spawning tiles after surfacing begins (seconds)")]
|
||||
[SerializeField] private float surfacingSpawnDelay = 5.0f;
|
||||
|
||||
[Header("Tile Generation")]
|
||||
[Tooltip("Initial number of tiles to create at start")]
|
||||
[SerializeField] private int initialTileCount = 3;
|
||||
|
||||
[Tooltip("Buffer distance for spawning new tiles")]
|
||||
[SerializeField] private float tileSpawnBuffer = 1f;
|
||||
|
||||
[Tooltip("Base movement speed for tiles")]
|
||||
[SerializeField] private float moveSpeed = 3f;
|
||||
|
||||
[Tooltip("Factor to increase speed by each interval")]
|
||||
[SerializeField] private float speedUpFactor = 0.2f;
|
||||
|
||||
[Tooltip("Time interval between speed increases (seconds)")]
|
||||
[SerializeField] private float speedUpInterval = 10f;
|
||||
|
||||
[Tooltip("Maximum movement speed allowed")]
|
||||
[SerializeField] private float maxMoveSpeed = 12f;
|
||||
|
||||
[Tooltip("Interval for velocity calculations (seconds)")]
|
||||
[SerializeField] private float velocityCalculationInterval = 0.5f;
|
||||
|
||||
[Header("Obstacles")]
|
||||
[Tooltip("Time interval between obstacle spawn attempts (in seconds)")]
|
||||
[SerializeField] private float obstacleSpawnInterval = 2f;
|
||||
|
||||
[Tooltip("Random variation in obstacle spawn timing (+/- seconds)")]
|
||||
[SerializeField] private float obstacleSpawnIntervalVariation = 0.5f;
|
||||
|
||||
[Tooltip("Maximum number of obstacle spawn position attempts before skipping")]
|
||||
[SerializeField] private int obstacleMaxSpawnAttempts = 10;
|
||||
|
||||
[Tooltip("Radius around obstacle spawn point to check for tile collisions")]
|
||||
[SerializeField] private float obstacleSpawnCollisionRadius = 1f;
|
||||
|
||||
[Tooltip("Minimum movement speed for spawned obstacles")]
|
||||
[SerializeField] private float obstacleMinMoveSpeed = 1f;
|
||||
|
||||
[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")]
|
||||
[SerializeField] private float damageImmunityDuration = 1.0f;
|
||||
|
||||
[Tooltip("Force strength for impulse bumps - higher values push further toward center")]
|
||||
[SerializeField] private float bumpForce = 5.0f;
|
||||
|
||||
[Tooltip("Speed for smooth movement to center (units per second)")]
|
||||
[SerializeField] private float smoothMoveSpeed = 8.0f;
|
||||
|
||||
[Tooltip("Whether to block player input during bump movement")]
|
||||
[SerializeField] private bool blockInputDuringBump = true;
|
||||
|
||||
// IDivingMinigameSettings implementation - Basic Movement
|
||||
public float LerpSpeed => lerpSpeed;
|
||||
public float MaxOffset => maxOffset;
|
||||
public float ClampXMin => clampXMin;
|
||||
public float ClampXMax => clampXMax;
|
||||
public float SpeedExponent => speedExponent;
|
||||
|
||||
// IDivingMinigameSettings implementation - Player Movement
|
||||
public float TapMaxDistance => tapMaxDistance;
|
||||
public float TapDecelerationRate => tapDecelerationRate;
|
||||
|
||||
// IDivingMinigameSettings implementation - Monster Spawning
|
||||
public float BaseSpawnProbability => baseSpawnProbability;
|
||||
public float MaxSpawnProbability => maxSpawnProbability;
|
||||
public float ProbabilityIncreaseRate => probabilityIncreaseRate;
|
||||
public float GuaranteedSpawnTime => guaranteedSpawnTime;
|
||||
public float SpawnCooldown => spawnCooldown;
|
||||
|
||||
// IDivingMinigameSettings implementation - Scoring
|
||||
public int BasePoints => basePoints;
|
||||
public int DepthMultiplier => depthMultiplier;
|
||||
|
||||
// IDivingMinigameSettings implementation - Surfacing
|
||||
public float SpeedTransitionDuration => speedTransitionDuration;
|
||||
public float SurfacingSpeedFactor => surfacingSpeedFactor;
|
||||
public float SurfacingSpawnDelay => surfacingSpawnDelay;
|
||||
|
||||
// IDivingMinigameSettings implementation - Tile Generation
|
||||
public int InitialTileCount => initialTileCount;
|
||||
public float TileSpawnBuffer => tileSpawnBuffer;
|
||||
public float MoveSpeed => moveSpeed;
|
||||
public float SpeedUpFactor => speedUpFactor;
|
||||
public float SpeedUpInterval => speedUpInterval;
|
||||
public float MaxMoveSpeed => maxMoveSpeed;
|
||||
public float VelocityCalculationInterval => velocityCalculationInterval;
|
||||
|
||||
// IDivingMinigameSettings implementation - Obstacles
|
||||
public float ObstacleSpawnInterval => obstacleSpawnInterval;
|
||||
public float ObstacleSpawnIntervalVariation => obstacleSpawnIntervalVariation;
|
||||
public int ObstacleMaxSpawnAttempts => obstacleMaxSpawnAttempts;
|
||||
public float ObstacleSpawnCollisionRadius => obstacleSpawnCollisionRadius;
|
||||
public float ObstacleMinMoveSpeed => obstacleMinMoveSpeed;
|
||||
public float ObstacleMaxMoveSpeed => obstacleMaxMoveSpeed;
|
||||
|
||||
// IDivingMinigameSettings implementation - Collision Handling
|
||||
public float DamageImmunityDuration => damageImmunityDuration;
|
||||
public float BumpForce => bumpForce;
|
||||
public float SmoothMoveSpeed => smoothMoveSpeed;
|
||||
public bool BlockInputDuringBump => blockInputDuringBump;
|
||||
|
||||
public override void OnValidate()
|
||||
{
|
||||
base.OnValidate();
|
||||
|
||||
// Validate basic movement values
|
||||
lerpSpeed = Mathf.Max(0.1f, lerpSpeed);
|
||||
maxOffset = Mathf.Max(0.1f, maxOffset);
|
||||
speedExponent = Mathf.Max(0.1f, speedExponent);
|
||||
|
||||
// Ensure min is less than max for clamping
|
||||
if (clampXMin >= clampXMax)
|
||||
{
|
||||
clampXMin = clampXMax - 0.1f;
|
||||
}
|
||||
|
||||
// Validate player movement
|
||||
tapMaxDistance = Mathf.Max(0.01f, tapMaxDistance);
|
||||
tapDecelerationRate = Mathf.Max(0.1f, tapDecelerationRate);
|
||||
|
||||
// Validate probability values
|
||||
baseSpawnProbability = Mathf.Clamp01(baseSpawnProbability);
|
||||
maxSpawnProbability = Mathf.Clamp01(maxSpawnProbability);
|
||||
probabilityIncreaseRate = Mathf.Max(0f, probabilityIncreaseRate);
|
||||
|
||||
// Ensure max probability is at least base probability
|
||||
if (maxSpawnProbability < baseSpawnProbability)
|
||||
{
|
||||
maxSpawnProbability = baseSpawnProbability;
|
||||
}
|
||||
|
||||
// Validate time values
|
||||
guaranteedSpawnTime = Mathf.Max(0.1f, guaranteedSpawnTime);
|
||||
spawnCooldown = Mathf.Max(0.1f, spawnCooldown);
|
||||
speedTransitionDuration = Mathf.Max(0.1f, speedTransitionDuration);
|
||||
surfacingSpawnDelay = Mathf.Max(0f, surfacingSpawnDelay);
|
||||
|
||||
// Validate scoring
|
||||
basePoints = Mathf.Max(0, basePoints);
|
||||
depthMultiplier = Mathf.Max(0, depthMultiplier);
|
||||
|
||||
// Validate tile generation
|
||||
initialTileCount = Mathf.Max(1, initialTileCount);
|
||||
tileSpawnBuffer = Mathf.Max(0f, tileSpawnBuffer);
|
||||
moveSpeed = Mathf.Max(0.1f, moveSpeed);
|
||||
speedUpFactor = Mathf.Max(0f, speedUpFactor);
|
||||
speedUpInterval = Mathf.Max(0.1f, speedUpInterval);
|
||||
maxMoveSpeed = Mathf.Max(moveSpeed, maxMoveSpeed);
|
||||
velocityCalculationInterval = Mathf.Max(0.01f, velocityCalculationInterval);
|
||||
|
||||
// Validate obstacle values
|
||||
obstacleSpawnInterval = Mathf.Max(0.1f, obstacleSpawnInterval);
|
||||
obstacleSpawnIntervalVariation = Mathf.Max(0f, obstacleSpawnIntervalVariation);
|
||||
obstacleMaxSpawnAttempts = Mathf.Max(1, obstacleMaxSpawnAttempts);
|
||||
obstacleSpawnCollisionRadius = Mathf.Max(0.1f, obstacleSpawnCollisionRadius);
|
||||
obstacleMinMoveSpeed = Mathf.Max(0.1f, obstacleMinMoveSpeed);
|
||||
obstacleMaxMoveSpeed = Mathf.Max(obstacleMinMoveSpeed, obstacleMaxMoveSpeed);
|
||||
|
||||
// Validate collision settings
|
||||
damageImmunityDuration = Mathf.Max(0.1f, damageImmunityDuration);
|
||||
bumpForce = Mathf.Max(0.1f, bumpForce);
|
||||
smoothMoveSpeed = Mathf.Max(0.1f, smoothMoveSpeed);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 0ce4dba7a1c54e73b1b3d7131a1c0570
|
||||
timeCreated: 1758619927
|
||||
48
Assets/Scripts/Core/Settings/InteractionSettings.cs
Normal file
@@ -0,0 +1,48 @@
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace AppleHills.Core.Settings
|
||||
{
|
||||
/// <summary>
|
||||
/// Settings related to interactions and items
|
||||
/// </summary>
|
||||
[CreateAssetMenu(fileName = "InteractionSettings", menuName = "AppleHills/Settings/Interaction & Items", order = 2)]
|
||||
public class InteractionSettings : BaseSettings, IInteractionSettings
|
||||
{
|
||||
[Header("Interactions")]
|
||||
[SerializeField] private float playerStopDistance = 6.0f;
|
||||
[SerializeField] private float playerStopDistanceDirectInteraction = 2.0f;
|
||||
[SerializeField] private float followerPickupDelay = 0.2f;
|
||||
|
||||
[Header("InputManager Settings")]
|
||||
[Tooltip("Layer(s) to use for interactable objects.")]
|
||||
[SerializeField] private LayerMask interactableLayerMask = -1; // Default to Everything
|
||||
|
||||
[Header("Default Prefabs")]
|
||||
[SerializeField] private GameObject basePickupPrefab;
|
||||
[SerializeField] private GameObject levelSwitchMenuPrefab;
|
||||
|
||||
[Header("Item Configuration")]
|
||||
[SerializeField] private List<CombinationRule> combinationRules = new List<CombinationRule>();
|
||||
[SerializeField] private List<SlotItemConfig> slotItemConfigs = new List<SlotItemConfig>();
|
||||
|
||||
// IInteractionSettings implementation
|
||||
public float PlayerStopDistance => playerStopDistance;
|
||||
public float PlayerStopDistanceDirectInteraction => playerStopDistanceDirectInteraction;
|
||||
public float FollowerPickupDelay => followerPickupDelay;
|
||||
public LayerMask InteractableLayerMask => interactableLayerMask;
|
||||
public GameObject BasePickupPrefab => basePickupPrefab;
|
||||
public GameObject LevelSwitchMenuPrefab => levelSwitchMenuPrefab;
|
||||
public List<CombinationRule> CombinationRules => combinationRules;
|
||||
public List<SlotItemConfig> SlotItemConfigs => slotItemConfigs;
|
||||
|
||||
public override void OnValidate()
|
||||
{
|
||||
base.OnValidate();
|
||||
// Validate values
|
||||
playerStopDistance = Mathf.Max(0.1f, playerStopDistance);
|
||||
playerStopDistanceDirectInteraction = Mathf.Max(0.1f, playerStopDistanceDirectInteraction);
|
||||
followerPickupDelay = Mathf.Max(0f, followerPickupDelay);
|
||||
}
|
||||
}
|
||||
}
|
||||
3
Assets/Scripts/Core/Settings/InteractionSettings.cs.meta
Normal file
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ac22b092dc6f4db5b3dad35172b6e4c4
|
||||
timeCreated: 1758619914
|
||||
27
Assets/Scripts/Core/Settings/ItemConfigTypes.cs
Normal file
@@ -0,0 +1,27 @@
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace AppleHills.Core.Settings
|
||||
{
|
||||
/// <summary>
|
||||
/// Defines a rule for combining two items
|
||||
/// </summary>
|
||||
[System.Serializable]
|
||||
public class CombinationRule
|
||||
{
|
||||
public PickupItemData itemA;
|
||||
public PickupItemData itemB;
|
||||
public GameObject resultPrefab; // The prefab to spawn as the result
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Configuration for items that can be placed in slots
|
||||
/// </summary>
|
||||
[System.Serializable]
|
||||
public class SlotItemConfig
|
||||
{
|
||||
public PickupItemData slotItem; // The slot object (SO reference)
|
||||
public List<PickupItemData> allowedItems;
|
||||
public List<PickupItemData> forbiddenItems; // Items that cannot be placed in this slot
|
||||
}
|
||||
}
|
||||
3
Assets/Scripts/Core/Settings/ItemConfigTypes.cs.meta
Normal file
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 9f9547445fd84c7db30533b7ee9d81dd
|
||||
timeCreated: 1758699048
|
||||
20
Assets/Scripts/Core/Settings/LayerAttributes.cs
Normal file
@@ -0,0 +1,20 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace AppleHills.Core.Settings
|
||||
{
|
||||
/// <summary>
|
||||
/// Attribute to indicate a field should be drawn using the layer selector dropdown
|
||||
/// </summary>
|
||||
public class LayerAttribute : PropertyAttribute
|
||||
{
|
||||
// No properties needed - this is a marker attribute
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Attribute to indicate a field should be drawn using the layer mask selector dropdown
|
||||
/// </summary>
|
||||
public class LayerMaskAttribute : PropertyAttribute
|
||||
{
|
||||
// No properties needed - this is a marker attribute
|
||||
}
|
||||
}
|
||||