Compare commits

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21 Commits

Author SHA1 Message Date
Michal Pikulski
05753cc214 Add a pause menu, auto load via bootstrap and correctly show depending on the current scene 2025-09-25 12:05:42 +02:00
Michal Pikulski
74e65fdf42 InputModeSwitching in InputManager and no more player input during UI pop ups 2025-09-25 10:40:17 +02:00
bc22fd013e Add input maps for player input mode and UI" 2025-09-24 16:36:31 +02:00
63cb3f1a8c Revamp the settings system (#7)
- A Settings Provider system to utilize addressables for loading settings at runtime
- An editor UI for easy modifications of the settings objects
- A split out developer settings functionality to keep gameplay and nitty-gritty details separately
- Most settings migrated out of game objects and into the new system
- An additional Editor utility for fetching the settings at editor runtime, for gizmos, visualization etc

Co-authored-by: Michal Pikulski <michal.a.pikulski@gmail.com>
Co-authored-by: AlexanderT <alexander@foolhardyhorizons.com>
Reviewed-on: #7
2025-09-24 13:33:43 +00:00
Michal Pikulski
4b206b9b2e Little Trafalgar dust trail fun 2025-09-23 11:05:35 +02:00
2ae2bc3ac5 Updates to make sure the build goes through 2025-09-22 15:40:41 +02:00
1a9c82f5d7 Touch up touch input 2025-09-22 15:01:53 +02:00
da07f778c3 Move around scripts to cleanup the Minigame structure 2025-09-22 14:50:51 +02:00
96aad806a9 Merge branch 'main' of https://homelab.tailf7f81b.ts.net/tschesky/AppleHillsProduction 2025-09-22 14:49:36 +02:00
f589b53234 Changes to the Diving For Pictures Minigame 2025-09-22 14:49:17 +02:00
28c342235c Merge pull request 'damianNonsense' (#4) from damianNonsense into main
Reviewed-on: #4
2025-09-22 12:46:50 +00:00
322bd5377d SoundGenerator Puzzle Section WIP
Started on the sound generator section of the soundbird puzzle, plus organized folders.
2025-09-22 14:37:16 +02:00
2923ba0851 Lawnmowwer is working!
Done with the lawnmower section of the puzzle.
2025-09-22 14:37:16 +02:00
8ed40e137c Update Quarry.unity 2025-09-22 14:37:16 +02:00
aa16f36eac Lawnmower Chase Work
Gardener chases but gets flipped
2025-09-22 14:37:15 +02:00
6abf25b2ad Working gardener chase without flipping 2025-09-22 14:37:15 +02:00
e1ee73bfb4 Trying to make the lawnmower flip 2025-09-22 14:37:15 +02:00
074b052abe Populate minigame with obstacles and monster spawns (#5)
- Simulated "fake" physics and collisions
- Object pooling for tiles, obstacles and monster spawns
- Base monster scoring with proximity triggers and depth multiplier

Co-authored-by: AlexanderT <alexander@foolhardyhorizons.com>
Co-authored-by: Michal Pikulski <michal.a.pikulski@gmail.com>
Reviewed-on: #5
2025-09-22 14:37:15 +02:00
5305c20b00 Create a diving minigame MVP (#6)
- Obstacles
- Tiles
- Object pooling
- Monster spawns
- Scoring
- Minigame End

Co-authored-by: Michal Pikulski <michal.a.pikulski@gmail.com>
Co-authored-by: AlexanderT <alexander@foolhardyhorizons.com>
Reviewed-on: #6
2025-09-22 12:16:32 +00:00
46755fecb3 Populate minigame with obstacles and monster spawns (#5)
- Simulated "fake" physics and collisions
- Object pooling for tiles, obstacles and monster spawns
- Base monster scoring with proximity triggers and depth multiplier

Co-authored-by: AlexanderT <alexander@foolhardyhorizons.com>
Co-authored-by: Michal Pikulski <michal.a.pikulski@gmail.com>
Reviewed-on: #5
2025-09-21 07:32:56 +00:00
2ec5c3d855 Working monster spawns 2025-09-19 13:46:24 +02:00
218 changed files with 23526 additions and 1325 deletions

2
.gitignore vendored
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@@ -99,6 +99,8 @@ InitTestScene*.unity*
# Auto-generated scenes by play mode tests # Auto-generated scenes by play mode tests
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physicsShape: []
bones: []
spriteID:
internalID: 0
vertices: []
indices:
edges: []
weights: []
secondaryTextures: []
spriteCustomMetadata:
entries: []
nameFileIdTable:
MenuIcon_PLACEHOLDER_0: 1108211999407853544
mipmapLimitGroupName:
pSDRemoveMatte: 0
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -18,3 +18,4 @@ MonoBehaviour:
- {fileID: 458265635552197097, guid: a77d1e8b2fa8aa945a6f39b312536e0d, type: 3} - {fileID: 458265635552197097, guid: a77d1e8b2fa8aa945a6f39b312536e0d, type: 3}
- {fileID: 552225285624929822, guid: e39992796d5459442be9967c77e27066, type: 3} - {fileID: 552225285624929822, guid: e39992796d5459442be9967c77e27066, type: 3}
- {fileID: 7644433920135100480, guid: 12d242e44fe80ab44af852254b7cab0f, type: 3} - {fileID: 7644433920135100480, guid: 12d242e44fe80ab44af852254b7cab0f, type: 3}
- {fileID: 1794231825201849485, guid: 6fb0d7fc6faad154b8c3e3cb7abb7c15, type: 3}

View File

@@ -16,5 +16,4 @@ MonoBehaviour:
displayName: Start Lawnmower displayName: Start Lawnmower
description: Start up the lawnmower so the Gardener runs after it. description: Start up the lawnmower so the Gardener runs after it.
icon: {fileID: 0} icon: {fileID: 0}
unlocks: unlocks: []
- {fileID: 11400000, guid: f9da68caaae2a244885a13cf2e2e45c0, type: 2}

View 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
}

View File

@@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: 1ab90989592ecff489d33348d53a0d25
AssemblyDefinitionImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View 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();
}
}
}

View File

@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 8ab6d9fee0924431b8e22edb500b35df
timeCreated: 1758710778

View 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);
}
}

View File

@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 8bbb340d8d9b4af581770757e86cc1f8
timeCreated: 1758532258

View 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;
}
}
}

View File

@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 1e8da573a8db4ea892fe476592276e0f
timeCreated: 1758634265

View File

@@ -18,7 +18,7 @@ namespace Editor
private enum ItemType { None, Pickup, ItemSlot } private enum ItemType { None, Pickup, ItemSlot }
private ItemType _itemType = ItemType.None; private ItemType _itemType = ItemType.None;
[MenuItem("Tools/Item Prefab Editor")] [MenuItem("AppleHills/Item Prefab Editor")]
public static void ShowWindow() public static void ShowWindow()
{ {
var window = GetWindow<ItemPrefabEditorWindow>("Item Prefab Editor"); var window = GetWindow<ItemPrefabEditorWindow>("Item Prefab Editor");

View 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();
}
}
}

View File

@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 6c6b274ce7b14e91bf5a294a23ba0609
timeCreated: 1758711663

View File

@@ -23,7 +23,7 @@ namespace Editor
private bool _createNext = false; private bool _createNext = false;
[MenuItem("Tools/Prefab Creator")] [MenuItem("AppleHills/Item Prefab Creator")]
public static void ShowWindow() public static void ShowWindow()
{ {
var window = GetWindow<PrefabCreatorWindow>("Prefab Creator"); var window = GetWindow<PrefabCreatorWindow>("Prefab Creator");

View File

@@ -9,7 +9,7 @@ public class PuzzleChainEditorWindow : EditorWindow
private Vector2 scrollPos; private Vector2 scrollPos;
private const int INDENT_SIZE = 24; private const int INDENT_SIZE = 24;
[MenuItem("Tools/Puzzle Chain Editor")] [MenuItem("AppleHills/Puzzle Chain Editor")]
public static void ShowWindow() public static void ShowWindow()
{ {
var window = GetWindow<PuzzleChainEditorWindow>("Puzzle Chain Editor"); var window = GetWindow<PuzzleChainEditorWindow>("Puzzle Chain Editor");

View File

@@ -15,7 +15,7 @@ public class SceneObjectLocatorWindow : EditorWindow
private List<PickupInfo> pickupInfos = new List<PickupInfo>(); private List<PickupInfo> pickupInfos = new List<PickupInfo>();
private Vector2 scrollPos; private Vector2 scrollPos;
[MenuItem("Tools/Scene Object Locator")] [MenuItem("AppleHills/Scene Object Locator")]
public static void ShowWindow() public static void ShowWindow()
{ {
var window = GetWindow<SceneObjectLocatorWindow>("Scene Object Locator"); var window = GetWindow<SceneObjectLocatorWindow>("Scene Object Locator");

View 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();
}
}
}

View File

@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: bfb9e77c746e41a2903603a39df3d424
timeCreated: 1758619952

View 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);
}
}

View File

@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 9fb1a138e45d4720ba5c95da894b4491
timeCreated: 1758531024

View File

@@ -43,6 +43,9 @@ namespace Editor.Utilities
[Tooltip("Color used for previewing colliders in the scene view")] [Tooltip("Color used for previewing colliders in the scene view")]
private Color previewColor = new Color(0.2f, 1f, 0.3f, 0.5f); 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>(); private List<Mesh> previewMeshes = new List<Mesh>();
[MenuItem("Tools/Sprite Collider Generator")] [MenuItem("Tools/Sprite Collider Generator")]
@@ -51,8 +54,29 @@ namespace Editor.Utilities
GetWindow<SpriteColliderGenerator>("Sprite Collider Generator"); 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() 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 // Clean up any preview meshes when window is closed
foreach (var mesh in previewMeshes) foreach (var mesh in previewMeshes)
{ {
@@ -63,7 +87,53 @@ namespace Editor.Utilities
} }
previewMeshes.Clear(); 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() private void OnGUI()
{ {
EditorGUILayout.BeginVertical(); EditorGUILayout.BeginVertical();
@@ -146,6 +216,12 @@ namespace Editor.Utilities
new GUIContent("Generate Trigger Colliders", "When enabled, creates trigger colliders instead of solid colliders."), new GUIContent("Generate Trigger Colliders", "When enabled, creates trigger colliders instead of solid colliders."),
generateTriggerColliders); 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 // Offset option
offsetFromCenter = EditorGUILayout.Toggle( offsetFromCenter = EditorGUILayout.Toggle(
new GUIContent("Offset From Center", "When enabled, allows scaling the collider outward or inward from the sprite center."), 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]); polygonCollider.SetPath(i, paths[i]);
} }
// Set the layer on the GameObject if a specific layer is selected
SetTargetLayer(targetObject);
return true; 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) private List<Vector2[]> GetSpritePaths(Sprite sprite, float tolerance)
{ {

View File

@@ -0,0 +1,3 @@
{
"name": "OptimizedRope"
}

View File

@@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: f7c43f01316c63c43a8b70a1dd6bdfac
AssemblyDefinitionImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View 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
}

View File

@@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: 57319c21dd728f548b8d33eeb404eb44
AssemblyDefinitionImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -75,8 +75,20 @@ namespace GogoGaga.OptimizedRopesAndCables
public bool IsPrefab => gameObject.scene.rootCount == 0; 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(); InitializeLineRenderer();
if (AreEndPointsValid()) if (AreEndPointsValid())
{ {
@@ -84,7 +96,17 @@ namespace GogoGaga.OptimizedRopesAndCables
targetValue = currentValue; targetValue = currentValue;
currentVelocity = Vector3.zero; currentVelocity = Vector3.zero;
SetSplinePoint(); // Ensure initial spline point is set correctly 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() private void OnValidate()
@@ -208,15 +230,62 @@ namespace GogoGaga.OptimizedRopesAndCables
return point; 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()) startPoint = newStartPoint;
{ if (recalculateRope)
Debug.LogError("StartPoint or EndPoint is not assigned.", gameObject); RecalculateRope();
return Vector3.zero; }
}
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() private void FixedUpdate()
@@ -262,61 +331,6 @@ namespace GogoGaga.OptimizedRopesAndCables
// Gizmos.DrawSphere(midPos, 0.2f); // 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() private void NotifyPointsChanged()
{ {

View File

@@ -77,7 +77,7 @@ namespace Pixelplacement
/// <summary> /// <summary>
/// Moves a Transform along a spline path from a start percentage to an end percentage. /// Moves a Transform along a spline path from a start percentage to an end percentage.
/// </summary> /// </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); TweenSystem.SplinePercentage tween = new TweenSystem.SplinePercentage(spline, target, startPercentage, endPercentage, faceDirection, duration, delay, obeyTimescale, easeCurve, loop, startCallback, completeCallback);
SendTweenForProcessing(tween, true); SendTweenForProcessing(tween, true);

File diff suppressed because one or more lines are too long

View File

@@ -3,7 +3,7 @@
"name": "PlayerTouchActions", "name": "PlayerTouchActions",
"maps": [ "maps": [
{ {
"name": "DefaultActionMap", "name": "PlayerTouch",
"id": "53d55b3c-f7c2-4706-a857-c615ecb16ff7", "id": "53d55b3c-f7c2-4706-a857-c615ecb16ff7",
"actions": [ "actions": [
{ {
@@ -69,6 +69,522 @@
"isPartOfComposite": false "isPartOfComposite": false
} }
] ]
},
{
"name": "UI",
"id": "12cf45dc-5cb9-4cc1-b345-1169f531df44",
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{
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"expectedControlType": "Vector2",
"processors": "",
"interactions": "",
"initialStateCheck": false
},
{
"name": "Submit",
"type": "Button",
"id": "843a4564-118d-44ea-8bd3-edcdc48f98c3",
"expectedControlType": "Button",
"processors": "",
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"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": "",
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"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": "",
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"isComposite": true,
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},
{
"name": "up",
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"path": "<Gamepad>/leftStick/up",
"interactions": "",
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"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": "",
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"action": "Navigate",
"isComposite": false,
"isPartOfComposite": true
},
{
"name": "down",
"id": "590f0119-784f-45f3-97b6-5ffbfad9941f",
"path": "<Gamepad>/rightStick/down",
"interactions": "",
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},
{
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},
{
"name": "",
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"interactions": "",
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{
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{
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8
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@@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: 6fb0d7fc6faad154b8c3e3cb7abb7c15
PrefabImporter:
externalObjects: {}
userData:
assetBundleName:
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@@ -13,6 +13,7 @@ MonoBehaviour:
m_Name: DefaultSettings m_Name: DefaultSettings
m_EditorClassIdentifier: m_EditorClassIdentifier:
playerStopDistance: 10 playerStopDistance: 10
playerStopDistanceDirectInteraction: 2
followerPickupDelay: 0.2 followerPickupDelay: 0.2
followDistance: 5 followDistance: 5
manualMoveSmooth: 2 manualMoveSmooth: 2
@@ -20,7 +21,7 @@ MonoBehaviour:
thresholdNear: 7 thresholdNear: 7
stopThreshold: 0.5 stopThreshold: 0.5
moveSpeed: 25 moveSpeed: 25
stopDistance: 0.1 stopDistance: 2
useRigidbody: 1 useRigidbody: 1
defaultHoldMovementMode: 1 defaultHoldMovementMode: 1
followUpdateInterval: 0.1 followUpdateInterval: 0.1

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@@ -1633,6 +1633,37 @@ SpriteRenderer:
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m_PrefabInstance: {fileID: 1336824707} m_PrefabInstance: {fileID: 1336824707}
m_PrefabAsset: {fileID: 0} m_PrefabAsset: {fileID: 0}
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GameObject:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
- component: {fileID: 1668240411}
m_Layer: 0
m_Name: Buttons
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
--- !u!4 &1668240411
Transform:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 1668240410}
serializedVersion: 2
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: 898.1756, y: 720.9647, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0
m_Children: []
m_Father: {fileID: 0}
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!1 &1741016587 --- !u!1 &1741016587
GameObject: GameObject:
m_ObjectHideFlags: 0 m_ObjectHideFlags: 0
@@ -1979,6 +2010,10 @@ PrefabInstance:
propertyPath: m_LocalEulerAnglesHint.z propertyPath: m_LocalEulerAnglesHint.z
value: 0 value: 0
objectReference: {fileID: 0} objectReference: {fileID: 0}
- target: {fileID: 7852204877518954380, guid: 8ac0210dbf9d7754e9526d6d5c214f49, type: 3}
propertyPath: maxSpeed
value: 15
objectReference: {fileID: 0}
m_RemovedComponents: [] m_RemovedComponents: []
m_RemovedGameObjects: [] m_RemovedGameObjects: []
m_AddedGameObjects: [] m_AddedGameObjects: []
@@ -2058,3 +2093,4 @@ SceneRoots:
- {fileID: 1234715653} - {fileID: 1234715653}
- {fileID: 1336824707} - {fileID: 1336824707}
- {fileID: 384576747} - {fileID: 384576747}
- {fileID: 1668240411}

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@@ -1,5 +1,6 @@
using UnityEngine; using UnityEngine;
using Pixelplacement; using Pixelplacement;
using Pixelplacement.TweenSystem;
public class GardenerChaseBehavior : MonoBehaviour public class GardenerChaseBehavior : MonoBehaviour
{ {
@@ -7,10 +8,30 @@ public class GardenerChaseBehavior : MonoBehaviour
public Transform GardenerObject; public Transform GardenerObject;
public float chaseDuration; public float chaseDuration;
public float chaseDelay; public float chaseDelay;
[SerializeField] private Animator animator;
[SerializeField] public GameObject lawnMowerRef;
private TweenBase tweenRef;
// Start is called once before the first execution of Update after the MonoBehaviour is created // Start is called once before the first execution of Update after the MonoBehaviour is created
void Start() void Start()
{ {
Tween.Spline (ChaseSpline, GardenerObject, 0, 1, false, chaseDuration, chaseDelay, Tween.EaseInOut, Tween.LoopType.PingPong); tweenRef = Tween.Spline (ChaseSpline, GardenerObject, 0, 1, false, chaseDuration, chaseDelay, Tween.EaseLinear, Tween.LoopType.None, HandleTweenStarted, HandleTweenFinished);
}
void HandleTweenFinished ()
{
//Debug.Log ("Tween finished!");
tweenRef.Stop();
Destroy(ChaseSpline);
var gardenerSpriteRef = gameObject.transform.Find("GardenerRunningSprite");
gardenerSpriteRef.transform.SetParent(lawnMowerRef.transform, true);
}
void HandleTweenStarted ()
{
//Debug.Log ("Tween started!");
animator.SetBool("IsIdle?", false);
} }
void Awake() void Awake()
@@ -23,4 +44,7 @@ public class GardenerChaseBehavior : MonoBehaviour
{ {
} }
} }

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@@ -7,7 +7,8 @@
"AstarPathfindingProject", "AstarPathfindingProject",
"Unity.ResourceManager", "Unity.ResourceManager",
"Unity.InputSystem", "Unity.InputSystem",
"Unity.TextMeshPro" "Unity.TextMeshPro",
"OptimizedRope"
], ],
"includePlatforms": [], "includePlatforms": [],
"excludePlatforms": [], "excludePlatforms": [],

View File

@@ -1,4 +1,6 @@
using UnityEngine; using UnityEngine;
using AppleHills.Core.Settings;
using System;
/// <summary> /// <summary>
/// Singleton manager for global game state and settings. Provides accessors for various gameplay parameters. /// Singleton manager for global game state and settings. Provides accessors for various gameplay parameters.
@@ -29,53 +31,172 @@ public class GameManager : MonoBehaviour
} }
} }
[Header("Game Settings")] [Header("Settings Status")]
public GameSettings gameSettings; [SerializeField] private bool _settingsLoaded = false;
[SerializeField] private bool _developerSettingsLoaded = false;
public bool SettingsLoaded => _settingsLoaded;
public bool DeveloperSettingsLoaded => _developerSettingsLoaded;
void Awake() void Awake()
{ {
_instance = this; _instance = this;
if (gameSettings == null)
{ // Create settings provider if it doesn't exist
gameSettings = Resources.Load<GameSettings>("DefaultSettings"); SettingsProvider.Instance.gameObject.name = "Settings Provider";
if (gameSettings == null)
{ // Create developer settings provider if it doesn't exist
Debug.LogError("GameSettings asset not found in Resources!"); DeveloperSettingsProvider.Instance.gameObject.name = "Developer Settings Provider";
}
} // Load all settings synchronously during Awake
InitializeSettings();
InitializeDeveloperSettings();
// DontDestroyOnLoad(gameObject); // DontDestroyOnLoad(gameObject);
} }
private void InitializeSettings()
{
Debug.Log("Starting settings initialization...");
// Load settings synchronously
var playerSettings = SettingsProvider.Instance.LoadSettingsSynchronous<PlayerFollowerSettings>();
var interactionSettings = SettingsProvider.Instance.LoadSettingsSynchronous<InteractionSettings>();
var minigameSettings = SettingsProvider.Instance.LoadSettingsSynchronous<DivingMinigameSettings>();
// Register settings with service locator
if (playerSettings != null)
{
ServiceLocator.Register<IPlayerFollowerSettings>(playerSettings);
Debug.Log("PlayerFollowerSettings registered successfully");
}
else
{
Debug.LogError("Failed to load PlayerFollowerSettings");
}
if (interactionSettings != null)
{
ServiceLocator.Register<IInteractionSettings>(interactionSettings);
Debug.Log("InteractionSettings registered successfully");
}
else
{
Debug.LogError("Failed to load InteractionSettings");
}
if (minigameSettings != null)
{
ServiceLocator.Register<IDivingMinigameSettings>(minigameSettings);
Debug.Log("MinigameSettings registered successfully");
}
else
{
Debug.LogError("Failed to load MinigameSettings");
}
// Log success
_settingsLoaded = playerSettings != null && interactionSettings != null && minigameSettings != null;
if (_settingsLoaded)
{
Debug.Log("All settings loaded and registered with ServiceLocator");
}
else
{
Debug.LogWarning("Some settings failed to load - check that all settings assets exist and are marked as Addressables");
}
}
/// <summary>
/// Check for and initialize developer settings.
/// </summary>
private void InitializeDeveloperSettings()
{
Debug.Log("Starting developer settings initialization...");
// Load developer settings
var divingDevSettings = DeveloperSettingsProvider.Instance.GetSettings<DivingDeveloperSettings>();
_developerSettingsLoaded = divingDevSettings != null;
if (_developerSettingsLoaded)
{
Debug.Log("All developer settings loaded successfully");
}
else
{
Debug.LogWarning("Some developer settings failed to load");
}
}
void OnApplicationQuit() void OnApplicationQuit()
{ {
_isQuitting = true; _isQuitting = true;
ServiceLocator.Clear();
} }
// Accessors for game settings // Helper method to get settings
public float PlayerStopDistance => gameSettings != null ? gameSettings.playerStopDistance : 1.0f; private T GetSettings<T>() where T : class
public float FollowerPickupDelay => gameSettings != null ? gameSettings.followerPickupDelay : 0.2f; {
public float FollowDistance => gameSettings != null ? gameSettings.followDistance : 1.5f; return ServiceLocator.Get<T>();
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; /// <summary>
public float StopThreshold => gameSettings != null ? gameSettings.stopThreshold : 0.5f; /// Returns the entire settings object of specified type.
public float MoveSpeed => gameSettings != null ? gameSettings.moveSpeed : 5f; /// </summary>
public float StopDistance => gameSettings != null ? gameSettings.stopDistance : 0.1f; /// <typeparam name="T">Type of settings to retrieve</typeparam>
public bool UseRigidbody => gameSettings != null ? gameSettings.useRigidbody : true; /// <returns>The settings object or null if not found</returns>
public float FollowUpdateInterval => gameSettings != null ? gameSettings.followUpdateInterval : 0.1f; public static T GetSettingsObject<T>() where T : class
public float FollowerSpeedMultiplier => gameSettings != null ? gameSettings.followerSpeedMultiplier : 1.2f; {
public float HeldIconDisplayHeight => gameSettings != null ? gameSettings.heldIconDisplayHeight : 2.0f; return Instance?.GetSettings<T>();
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; /// <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> /// <summary>
/// Returns the combination rule for two items, if any. /// Returns the combination rule for two items, if any.
/// </summary> /// </summary>
public GameSettings.CombinationRule GetCombinationRule(PickupItemData item1, PickupItemData item2) public CombinationRule GetCombinationRule(PickupItemData item1, PickupItemData item2)
{ {
if (gameSettings == null || gameSettings.combinationRules == null) return null; var settings = GetSettings<IInteractionSettings>();
foreach (var rule in gameSettings.combinationRules) 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)) || if ((PickupItemData.AreEquivalent(rule.itemA, item1) && PickupItemData.AreEquivalent(rule.itemB, item2)) ||
(PickupItemData.AreEquivalent(rule.itemA, item2) && PickupItemData.AreEquivalent(rule.itemB, item1))) (PickupItemData.AreEquivalent(rule.itemA, item2) && PickupItemData.AreEquivalent(rule.itemB, item1)))
@@ -89,22 +210,16 @@ public class GameManager : MonoBehaviour
/// <summary> /// <summary>
/// Returns the slot item config for a given slot item. /// Returns the slot item config for a given slot item.
/// </summary> /// </summary>
public GameSettings.SlotItemConfig GetSlotItemConfig(PickupItemData slotItem) public SlotItemConfig GetSlotItemConfig(PickupItemData slotItem)
{ {
if (gameSettings == null || gameSettings.slotItemConfigs == null || slotItem == null) return null; var settings = GetSettings<IInteractionSettings>();
foreach (var config in gameSettings.slotItemConfigs) if (settings == null || settings.SlotItemConfigs == null || slotItem == null) return null;
foreach (var config in settings.SlotItemConfigs)
{ {
if (PickupItemData.AreEquivalent(slotItem, config.slotItem)) if (PickupItemData.AreEquivalent(slotItem, config.slotItem))
return config; return config;
} }
return null; 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;
} }

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@@ -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;
}

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@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: e4ec438b455a4044957501c2c66a6f4b
timeCreated: 1756933137

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@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: e380783135324fcd925048783e01d691
timeCreated: 1758619858

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@@ -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
}
}
}

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@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 50def2e6e95a4830b57f3e1b76a4df51
timeCreated: 1758707161

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@@ -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
}
}
}

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@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: cd33ef6036eb49358acbbd50dfd9bb13
timeCreated: 1758619858

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@@ -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();
}
}
}

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@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: f9945aa4a563434e973ab49176259150
timeCreated: 1758707186

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@@ -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);
}
}
}

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fileFormatVersion: 2
guid: 033961b12e7b4289838d554c2264bacd
timeCreated: 1758707215

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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);
}
}
}

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fileFormatVersion: 2
guid: 0ce4dba7a1c54e73b1b3d7131a1c0570
timeCreated: 1758619927

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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);
}
}
}

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fileFormatVersion: 2
guid: ac22b092dc6f4db5b3dad35172b6e4c4
timeCreated: 1758619914

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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
}
}

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fileFormatVersion: 2
guid: 9f9547445fd84c7db30533b7ee9d81dd
timeCreated: 1758699048

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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
}
}

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