Compare commits
10 Commits
8b283774e6
...
cement_sta
| Author | SHA1 | Date | |
|---|---|---|---|
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b90ab4b0ba | ||
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e04db31a98 | ||
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6a41fd3340 | ||
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e9a6f35ef5 | ||
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e33de5da3d | ||
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f0abc4760b | ||
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ff28bd23cb | ||
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3f847508be | ||
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e9320c6d03 | ||
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b4b17c18ed |
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19
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requiredOrientation: 1
|
||||
- sceneName: StatueDecoration
|
||||
requiredOrientation: 1
|
||||
|
||||
@@ -2,7 +2,6 @@
|
||||
using UnityEditor;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.IO;
|
||||
|
||||
namespace AppleHills.Core.Settings.Editor
|
||||
{
|
||||
@@ -164,23 +163,31 @@ namespace AppleHills.Core.Settings.Editor
|
||||
|
||||
EditorGUILayout.Space(10);
|
||||
|
||||
// Draw all properties
|
||||
SerializedProperty property = serializedObj.GetIterator();
|
||||
bool enterChildren = true;
|
||||
while (property.NextVisible(enterChildren))
|
||||
// Special handling for DebugSettings
|
||||
if (settings is DebugSettings)
|
||||
{
|
||||
enterChildren = false;
|
||||
|
||||
// Skip the script field
|
||||
if (property.name == "m_Script") continue;
|
||||
|
||||
// Group headers
|
||||
if (property.isArray && property.propertyType == SerializedPropertyType.Generic)
|
||||
DrawDebugSettingsEditor(serializedObj, settings as DebugSettings);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Draw all properties for other settings types
|
||||
SerializedProperty property = serializedObj.GetIterator();
|
||||
bool enterChildren = true;
|
||||
while (property.NextVisible(enterChildren))
|
||||
{
|
||||
EditorGUILayout.LabelField(property.displayName, EditorStyles.boldLabel);
|
||||
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);
|
||||
}
|
||||
|
||||
EditorGUILayout.PropertyField(property, true);
|
||||
}
|
||||
|
||||
// Apply changes
|
||||
@@ -196,6 +203,37 @@ namespace AppleHills.Core.Settings.Editor
|
||||
}
|
||||
}
|
||||
|
||||
private void DrawDebugSettingsEditor(SerializedObject serializedObj, DebugSettings debugSettings)
|
||||
{
|
||||
SerializedProperty property = serializedObj.GetIterator();
|
||||
bool enterChildren = true;
|
||||
bool useSaveLoadSystem = debugSettings.UseSaveLoadSystem;
|
||||
|
||||
while (property.NextVisible(enterChildren))
|
||||
{
|
||||
enterChildren = false;
|
||||
|
||||
// Skip the script field
|
||||
if (property.name == "m_Script") continue;
|
||||
|
||||
// Check if this property should be disabled
|
||||
bool shouldDisable = false;
|
||||
if (!useSaveLoadSystem)
|
||||
{
|
||||
// Disable save-load related options when useSaveLoadSystem is false
|
||||
if (property.name == "autoClearSaves" || property.name == "dontSaveOnQuit")
|
||||
{
|
||||
shouldDisable = true;
|
||||
}
|
||||
}
|
||||
|
||||
// Disable GUI for dependent fields
|
||||
EditorGUI.BeginDisabledGroup(shouldDisable);
|
||||
EditorGUILayout.PropertyField(property, true);
|
||||
EditorGUI.EndDisabledGroup();
|
||||
}
|
||||
}
|
||||
|
||||
// Helper method to highlight important fields
|
||||
private void DrawHighlightedProperty(SerializedProperty property, string tooltip = null)
|
||||
{
|
||||
|
||||
@@ -2,7 +2,6 @@
|
||||
using UnityEditor;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.IO;
|
||||
using Core.Settings;
|
||||
|
||||
namespace AppleHills.Core.Settings.Editor
|
||||
@@ -11,7 +10,7 @@ namespace AppleHills.Core.Settings.Editor
|
||||
{
|
||||
private Vector2 scrollPosition;
|
||||
private List<BaseSettings> allSettings = new List<BaseSettings>();
|
||||
private string[] tabNames = new string[] { "Player & Follower", "Interaction & Items", "Diving Minigame", "Card System", "Card Sorting", "Bird Pooper" };
|
||||
private string[] tabNames = new string[] { "Player & Follower", "Interaction & Items", "Diving Minigame", "Card System", "Card Sorting", "Bird Pooper", "Statue Dressup" };
|
||||
private int selectedTab = 0;
|
||||
private Dictionary<string, SerializedObject> serializedSettingsObjects = new Dictionary<string, SerializedObject>();
|
||||
private GUIStyle headerStyle;
|
||||
@@ -52,6 +51,7 @@ namespace AppleHills.Core.Settings.Editor
|
||||
CreateSettingsIfMissing<CardSystemSettings>("CardSystemSettings");
|
||||
CreateSettingsIfMissing<CardSortingSettings>("CardSortingSettings");
|
||||
CreateSettingsIfMissing<BirdPooperSettings>("BirdPooperSettings");
|
||||
CreateSettingsIfMissing<StatueDressupSettings>("StatueDressupSettings");
|
||||
}
|
||||
|
||||
private void CreateSettingsIfMissing<T>(string fileName) where T : BaseSettings
|
||||
@@ -127,6 +127,9 @@ namespace AppleHills.Core.Settings.Editor
|
||||
case 5: // Bird Pooper
|
||||
DrawSettingsEditor<BirdPooperSettings>();
|
||||
break;
|
||||
case 6: // Statue Dressup
|
||||
DrawSettingsEditor<StatueDressupSettings>();
|
||||
break;
|
||||
}
|
||||
|
||||
EditorGUILayout.EndScrollView();
|
||||
|
||||
95
Assets/Editor/Tools/AutoClearSavesOnPlay.cs
Normal file
95
Assets/Editor/Tools/AutoClearSavesOnPlay.cs
Normal file
@@ -0,0 +1,95 @@
|
||||
using System.IO;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
using AppleHills.Core.Settings;
|
||||
|
||||
namespace Editor.Tools
|
||||
{
|
||||
/// <summary>
|
||||
/// Editor script that automatically clears saves before entering play mode
|
||||
/// if the autoClearSaves setting is enabled in DebugSettings
|
||||
/// </summary>
|
||||
[InitializeOnLoad]
|
||||
public static class AutoClearSavesOnPlay
|
||||
{
|
||||
static AutoClearSavesOnPlay()
|
||||
{
|
||||
EditorApplication.playModeStateChanged += OnPlayModeStateChanged;
|
||||
}
|
||||
|
||||
private static void OnPlayModeStateChanged(PlayModeStateChange state)
|
||||
{
|
||||
// Only act when entering play mode (before the scene starts playing)
|
||||
if (state != PlayModeStateChange.ExitingEditMode)
|
||||
return;
|
||||
|
||||
// Try to load the debug settings
|
||||
DebugSettings debugSettings = LoadDebugSettings();
|
||||
|
||||
if (debugSettings == null)
|
||||
{
|
||||
Debug.LogWarning("[AutoClearSaves] Could not find DebugSettings asset. Auto-clear saves disabled.");
|
||||
return;
|
||||
}
|
||||
|
||||
// Check if auto-clear is enabled
|
||||
if (!debugSettings.AutoClearSaves)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// Execute the clear saves logic
|
||||
ClearSavesFolder();
|
||||
}
|
||||
|
||||
private static DebugSettings LoadDebugSettings()
|
||||
{
|
||||
// Try to find the DebugSettings asset in the project
|
||||
string[] guids = AssetDatabase.FindAssets("t:DebugSettings");
|
||||
|
||||
if (guids.Length == 0)
|
||||
{
|
||||
return null;
|
||||
}
|
||||
|
||||
// Load the first found DebugSettings asset
|
||||
string path = AssetDatabase.GUIDToAssetPath(guids[0]);
|
||||
return AssetDatabase.LoadAssetAtPath<DebugSettings>(path);
|
||||
}
|
||||
|
||||
private static void ClearSavesFolder()
|
||||
{
|
||||
// Construct the save folder path (matches SaveLoadManager.DefaultSaveFolder)
|
||||
string saveFolder = Path.Combine(Application.persistentDataPath, "GameSaves");
|
||||
|
||||
if (!Directory.Exists(saveFolder))
|
||||
{
|
||||
Debug.Log("[AutoClearSaves] Save folder does not exist, nothing to clear.");
|
||||
return;
|
||||
}
|
||||
|
||||
try
|
||||
{
|
||||
// Delete all files in the save folder
|
||||
string[] files = Directory.GetFiles(saveFolder);
|
||||
int deletedCount = 0;
|
||||
|
||||
foreach (string file in files)
|
||||
{
|
||||
File.Delete(file);
|
||||
deletedCount++;
|
||||
}
|
||||
|
||||
if (deletedCount > 0)
|
||||
{
|
||||
Debug.Log($"[AutoClearSaves] Automatically deleted {deletedCount} save file(s) before entering play mode");
|
||||
}
|
||||
}
|
||||
catch (System.Exception ex)
|
||||
{
|
||||
Debug.LogError($"[AutoClearSaves] Failed to auto-clear saves: {ex}");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
3
Assets/Editor/Tools/AutoClearSavesOnPlay.cs.meta
Normal file
3
Assets/Editor/Tools/AutoClearSavesOnPlay.cs.meta
Normal file
@@ -0,0 +1,3 @@
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BIN
Assets/External/Placeholders/bird_poop.png
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195
Assets/External/Placeholders/bird_poop.png.meta
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Normal file
195
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Normal file
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Assets/External/Placeholders/camera_icon.png
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BIN
Assets/External/Placeholders/camera_icon.png
vendored
Normal file
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After Width: | Height: | Size: 3.8 KiB |
195
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195
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File diff suppressed because it is too large
Load Diff
@@ -172,6 +172,7 @@ namespace Core
|
||||
var cardSystemSettings = SettingsProvider.Instance.LoadSettingsSynchronous<CardSystemSettings>();
|
||||
var sortingGameSettings = SettingsProvider.Instance.LoadSettingsSynchronous<CardSortingSettings>();
|
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var birdPooperSettings = SettingsProvider.Instance.LoadSettingsSynchronous<BirdPooperSettings>();
|
||||
var statueDressupSettings = SettingsProvider.Instance.LoadSettingsSynchronous<StatueDressupSettings>();
|
||||
|
||||
// Register settings with service locator
|
||||
if (playerSettings != null)
|
||||
@@ -233,9 +234,20 @@ namespace Core
|
||||
{
|
||||
Debug.LogError("Failed to load BirdPooperSettings");
|
||||
}
|
||||
|
||||
if (statueDressupSettings != null)
|
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{
|
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|
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Logging.Debug("StatueDressupSettings registered successfully");
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogError("Failed to load StatueDressupSettings");
|
||||
}
|
||||
|
||||
// Log success
|
||||
_settingsLoaded = playerSettings != null && interactionSettings != null && minigameSettings != null && cardSystemSettings != null && birdPooperSettings != null;
|
||||
_settingsLoaded = playerSettings != null && interactionSettings != null && minigameSettings != null
|
||||
&& cardSystemSettings != null && birdPooperSettings != null && statueDressupSettings != null;
|
||||
if (_settingsLoaded)
|
||||
{
|
||||
Logging.Debug("All settings loaded and registered with ServiceLocator");
|
||||
|
||||
@@ -85,9 +85,17 @@ namespace Core.SaveLoad
|
||||
|
||||
private void OnApplicationQuit()
|
||||
{
|
||||
if (DeveloperSettingsProvider.Instance.GetSettings<DebugSettings>().useSaveLoadSystem)
|
||||
var debugSettings = DeveloperSettingsProvider.Instance.GetSettings<DebugSettings>();
|
||||
|
||||
// Only save if the save system is enabled AND dontSaveOnQuit is false
|
||||
if (debugSettings.UseSaveLoadSystem && !debugSettings.DontSaveOnQuit)
|
||||
{
|
||||
Save();
|
||||
Logging.Debug("[SaveLoadManager] Saving on application quit");
|
||||
}
|
||||
else if (debugSettings.DontSaveOnQuit)
|
||||
{
|
||||
Logging.Debug("[SaveLoadManager] Skipping save on quit (dontSaveOnQuit enabled)");
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -55,6 +55,13 @@ namespace Core.Settings
|
||||
[Tooltip("Y position where poop is destroyed (off-screen bottom)")]
|
||||
[SerializeField] private float poopDestroyYPosition = -10f;
|
||||
|
||||
[Header("Targets")]
|
||||
[Tooltip("Target scroll speed in units/s (can be different from obstacles)")]
|
||||
[SerializeField] private float targetMoveSpeed = 4f;
|
||||
|
||||
[Tooltip("Time between target spawns in seconds")]
|
||||
[SerializeField] private float targetSpawnInterval = 3f;
|
||||
|
||||
// Interface implementation
|
||||
public float Gravity => gravity;
|
||||
public float FlapForce => flapForce;
|
||||
@@ -71,6 +78,8 @@ namespace Core.Settings
|
||||
public float ObstacleMaxSpawnY => obstacleMaxSpawnY;
|
||||
public float PoopFallSpeed => poopFallSpeed;
|
||||
public float PoopDestroyYPosition => poopDestroyYPosition;
|
||||
public float TargetMoveSpeed => targetMoveSpeed;
|
||||
public float TargetSpawnInterval => targetSpawnInterval;
|
||||
|
||||
public override void OnValidate()
|
||||
{
|
||||
@@ -83,6 +92,8 @@ namespace Core.Settings
|
||||
maxRotationAngle = Mathf.Clamp(maxRotationAngle, 0f, 90f);
|
||||
rotationSpeed = Mathf.Max(0.1f, rotationSpeed);
|
||||
obstacleSpawnInterval = Mathf.Max(0.1f, obstacleSpawnInterval);
|
||||
targetMoveSpeed = Mathf.Max(0.1f, targetMoveSpeed);
|
||||
targetSpawnInterval = Mathf.Max(0.1f, targetSpawnInterval);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -29,8 +29,12 @@ namespace AppleHills.Core.Settings
|
||||
[SerializeField] public bool pauseTimeOnPauseGame = true;
|
||||
|
||||
[Header("Save Load Options")]
|
||||
[Tooltip("Should use save laod system?")]
|
||||
[Tooltip("Should use save load system?")]
|
||||
[SerializeField] public bool useSaveLoadSystem = true;
|
||||
[Tooltip("Automatically clear all saves before entering play mode in editor")]
|
||||
[SerializeField] public bool autoClearSaves = false;
|
||||
[Tooltip("Load saves on start but don't save/overwrite data on exit")]
|
||||
[SerializeField] public bool dontSaveOnQuit = false;
|
||||
|
||||
[Header("Logging Options")]
|
||||
[Tooltip("Logging level for bootstrap services")]
|
||||
@@ -49,6 +53,9 @@ namespace AppleHills.Core.Settings
|
||||
// Property getters
|
||||
public bool ShowDebugUiMessages => showDebugUiMessages;
|
||||
public bool PauseTimeOnPauseGame => pauseTimeOnPauseGame;
|
||||
public bool UseSaveLoadSystem => useSaveLoadSystem;
|
||||
public bool AutoClearSaves => autoClearSaves;
|
||||
public bool DontSaveOnQuit => dontSaveOnQuit;
|
||||
|
||||
public override void OnValidate()
|
||||
{
|
||||
|
||||
@@ -28,6 +28,10 @@
|
||||
// Poop Projectile
|
||||
float PoopFallSpeed { get; }
|
||||
float PoopDestroyYPosition { get; }
|
||||
|
||||
// Targets
|
||||
float TargetMoveSpeed { get; }
|
||||
float TargetSpawnInterval { get; }
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -23,5 +23,8 @@ namespace AppleHills.Core.Settings
|
||||
public PickupItemData slotItem; // The slot object (SO reference)
|
||||
public List<PickupItemData> allowedItems;
|
||||
public List<PickupItemData> forbiddenItems; // Items that cannot be placed in this slot
|
||||
|
||||
[Tooltip("Number of items required to complete this slot. If 0, requires ALL allowed items.")]
|
||||
public int requiredItemCount; // 0 = require all allowed items (backward compatible)
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,5 +1,6 @@
|
||||
using UnityEngine;
|
||||
using System.Collections.Generic;
|
||||
using Minigames.StatueDressup.Data;
|
||||
|
||||
namespace AppleHills.Core.Settings
|
||||
{
|
||||
@@ -160,4 +161,45 @@ namespace AppleHills.Core.Settings
|
||||
// General Animation
|
||||
float DefaultAnimationDuration { get; }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Interface for statue dressup minigame settings
|
||||
/// </summary>
|
||||
public interface IStatueDressupSettings
|
||||
{
|
||||
// Decoration Display
|
||||
Vector2 DefaultAuthoredSize { get; }
|
||||
|
||||
// Decoration Content
|
||||
List<DecorationData> AllDecorations { get; }
|
||||
|
||||
// Menu Configuration
|
||||
int ItemsPerPage { get; }
|
||||
int GridColumns { get; }
|
||||
Vector2 GridSpacing { get; }
|
||||
|
||||
// Drag and Drop
|
||||
float DragScaleTransitionDuration { get; }
|
||||
float ReturnToMenuDuration { get; }
|
||||
float MinOverlapPercentage { get; }
|
||||
|
||||
// Animation
|
||||
float HoverScaleMultiplier { get; }
|
||||
float HoverAnimationDuration { get; }
|
||||
float PlacementAnimationDuration { get; }
|
||||
|
||||
// Photo Settings
|
||||
string PhotoSaveKey { get; }
|
||||
int PhotoQuality { get; }
|
||||
bool CaptureFullScreen { get; }
|
||||
|
||||
// Rewards
|
||||
int CardsRewardCount { get; }
|
||||
bool AutoCompleteOnPhoto { get; }
|
||||
|
||||
// State Persistence
|
||||
bool EnableStatePersistence { get; }
|
||||
string StateSaveKey { get; }
|
||||
int MaxSavedDecorations { get; }
|
||||
}
|
||||
}
|
||||
|
||||
149
Assets/Scripts/Core/Settings/StatueDressupSettings.cs
Normal file
149
Assets/Scripts/Core/Settings/StatueDressupSettings.cs
Normal file
@@ -0,0 +1,149 @@
|
||||
using System.Collections.Generic;
|
||||
using AppleHills.Core.Settings;
|
||||
using Minigames.StatueDressup.Data;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Core.Settings
|
||||
{
|
||||
/// <summary>
|
||||
/// Settings for the Mr. Cement Statue Decoration minigame
|
||||
/// </summary>
|
||||
[CreateAssetMenu(fileName = "StatueDressupSettings", menuName = "AppleHills/Settings/Statue Dressup", order = 7)]
|
||||
public class StatueDressupSettings : BaseSettings, IStatueDressupSettings
|
||||
{
|
||||
[Header("Decoration Display")]
|
||||
[Tooltip("Default full size for decorations when placed on statue")]
|
||||
[SerializeField] private Vector2 defaultAuthoredSize = new Vector2(128f, 128f);
|
||||
|
||||
[Header("Decoration Content")]
|
||||
[Tooltip("List of all available decoration data assets")]
|
||||
[SerializeField] private List<DecorationData> allDecorations = new List<DecorationData>();
|
||||
|
||||
[Header("Menu Configuration")]
|
||||
[Tooltip("Number of decoration items to display per page (2 columns x 5 rows = 10)")]
|
||||
[SerializeField] private int itemsPerPage = 10;
|
||||
|
||||
[Tooltip("Number of columns in the decoration grid")]
|
||||
[SerializeField] private int gridColumns = 2;
|
||||
|
||||
[Tooltip("Spacing between grid items")]
|
||||
[SerializeField] private Vector2 gridSpacing = new Vector2(10f, 10f);
|
||||
|
||||
[Header("Drag and Drop")]
|
||||
[Tooltip("Duration for icon to full size transition when dragging starts")]
|
||||
[SerializeField] private float dragScaleTransitionDuration = 0.2f;
|
||||
|
||||
[Tooltip("Duration for return to menu animation")]
|
||||
[SerializeField] private float returnToMenuDuration = 0.3f;
|
||||
|
||||
[Tooltip("Minimum overlap percentage required to place on statue (0-1)")]
|
||||
[SerializeField] private float minOverlapPercentage = 0.1f;
|
||||
|
||||
[Header("Animation")]
|
||||
[Tooltip("Scale multiplier for hover effect (1.0 = no change, 1.1 = 10% larger)")]
|
||||
[SerializeField] private float hoverScaleMultiplier = 1.05f;
|
||||
|
||||
[Tooltip("Duration of hover animation")]
|
||||
[SerializeField] private float hoverAnimationDuration = 0.2f;
|
||||
|
||||
[Tooltip("Duration for placement animation")]
|
||||
[SerializeField] private float placementAnimationDuration = 0.15f;
|
||||
|
||||
[Header("Photo Settings")]
|
||||
[Tooltip("PlayerPrefs key for saving the statue photo")]
|
||||
[SerializeField] private string photoSaveKey = "MrCementStatuePhoto";
|
||||
|
||||
[Tooltip("Quality of the captured photo (1-100)")]
|
||||
[SerializeField] private int photoQuality = 85;
|
||||
|
||||
[Tooltip("Whether to capture full screen or just statue area")]
|
||||
[SerializeField] private bool captureFullScreen;
|
||||
|
||||
[Header("Rewards")]
|
||||
[Tooltip("Number of Blokkemon cards awarded on completion")]
|
||||
[SerializeField] private int cardsRewardCount = 3;
|
||||
|
||||
[Tooltip("Whether completion is automatic or requires confirmation")]
|
||||
[SerializeField] private bool autoCompleteOnPhoto = true;
|
||||
|
||||
[Header("State Persistence")]
|
||||
[Tooltip("Whether to save decoration positions between sessions")]
|
||||
[SerializeField] private bool enableStatePersistence = true;
|
||||
|
||||
[Tooltip("PlayerPrefs key for saving decoration state")]
|
||||
[SerializeField] private string stateSaveKey = "StatueDecorationState";
|
||||
|
||||
[Tooltip("Maximum number of decorations to save")]
|
||||
[SerializeField] private int maxSavedDecorations = 50;
|
||||
|
||||
// IStatueDressupSettings implementation - Decoration Display
|
||||
public Vector2 DefaultAuthoredSize => defaultAuthoredSize;
|
||||
|
||||
// IStatueDressupSettings implementation - Decoration Content
|
||||
public List<DecorationData> AllDecorations => allDecorations;
|
||||
|
||||
// IStatueDressupSettings implementation - Menu Configuration
|
||||
public int ItemsPerPage => itemsPerPage;
|
||||
public int GridColumns => gridColumns;
|
||||
public Vector2 GridSpacing => gridSpacing;
|
||||
|
||||
// IStatueDressupSettings implementation - Drag and Drop
|
||||
public float DragScaleTransitionDuration => dragScaleTransitionDuration;
|
||||
public float ReturnToMenuDuration => returnToMenuDuration;
|
||||
public float MinOverlapPercentage => minOverlapPercentage;
|
||||
|
||||
// IStatueDressupSettings implementation - Animation
|
||||
public float HoverScaleMultiplier => hoverScaleMultiplier;
|
||||
public float HoverAnimationDuration => hoverAnimationDuration;
|
||||
public float PlacementAnimationDuration => placementAnimationDuration;
|
||||
|
||||
// IStatueDressupSettings implementation - Photo Settings
|
||||
public string PhotoSaveKey => photoSaveKey;
|
||||
public int PhotoQuality => photoQuality;
|
||||
public bool CaptureFullScreen => captureFullScreen;
|
||||
|
||||
// IStatueDressupSettings implementation - Rewards
|
||||
public int CardsRewardCount => cardsRewardCount;
|
||||
public bool AutoCompleteOnPhoto => autoCompleteOnPhoto;
|
||||
|
||||
// IStatueDressupSettings implementation - State Persistence
|
||||
public bool EnableStatePersistence => enableStatePersistence;
|
||||
public string StateSaveKey => stateSaveKey;
|
||||
public int MaxSavedDecorations => maxSavedDecorations;
|
||||
|
||||
public override void OnValidate()
|
||||
{
|
||||
base.OnValidate();
|
||||
|
||||
// Validate decoration display
|
||||
defaultAuthoredSize.x = Mathf.Max(32f, defaultAuthoredSize.x);
|
||||
defaultAuthoredSize.y = Mathf.Max(32f, defaultAuthoredSize.y);
|
||||
|
||||
// Validate menu configuration
|
||||
itemsPerPage = Mathf.Max(1, itemsPerPage);
|
||||
gridColumns = Mathf.Max(1, gridColumns);
|
||||
gridSpacing.x = Mathf.Max(0f, gridSpacing.x);
|
||||
gridSpacing.y = Mathf.Max(0f, gridSpacing.y);
|
||||
|
||||
// Validate drag and drop
|
||||
dragScaleTransitionDuration = Mathf.Max(0.01f, dragScaleTransitionDuration);
|
||||
returnToMenuDuration = Mathf.Max(0.01f, returnToMenuDuration);
|
||||
minOverlapPercentage = Mathf.Clamp01(minOverlapPercentage);
|
||||
|
||||
// Validate animation
|
||||
hoverScaleMultiplier = Mathf.Max(1f, hoverScaleMultiplier);
|
||||
hoverAnimationDuration = Mathf.Max(0.01f, hoverAnimationDuration);
|
||||
placementAnimationDuration = Mathf.Max(0.01f, placementAnimationDuration);
|
||||
|
||||
// Validate photo settings
|
||||
photoQuality = Mathf.Clamp(photoQuality, 1, 100);
|
||||
|
||||
// Validate rewards
|
||||
cardsRewardCount = Mathf.Max(0, cardsRewardCount);
|
||||
|
||||
// Validate state persistence
|
||||
maxSavedDecorations = Mathf.Max(1, maxSavedDecorations);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 4fcf232a64e34f489b874519cc96339e
|
||||
timeCreated: 1763984221
|
||||
@@ -1,84 +1,131 @@
|
||||
using System.Collections;
|
||||
using Unity.Cinemachine;
|
||||
using UnityEngine;
|
||||
using System.Collections;
|
||||
|
||||
public class EagleEyeBehaviour : MonoBehaviour
|
||||
namespace DamianExperiments
|
||||
{
|
||||
[SerializeField] private CinemachineCamera virtualCamera;
|
||||
[SerializeField] private CinemachineConfiner2D confiner2D;
|
||||
[SerializeField] private float zoomOutOrthoSize = 30f;
|
||||
[SerializeField] private float normalOrthoSize = 15f;
|
||||
private float currentOrthoSize;
|
||||
[SerializeField] private float transitionDuration = 0.5f; // Duration of the transition
|
||||
[SerializeField] private float eagleEyeDuration = 3f; // Duration to stay zoomed out
|
||||
[SerializeField] private bool disablePlayerInputDuringEagleEye = true; // Gate input disable
|
||||
[SerializeField] private UnityEngine.UI.Button eagleEyeButton; // Reference to the UI button
|
||||
|
||||
private Coroutine zoomCoroutine;
|
||||
|
||||
public void ActivateEagleEye()
|
||||
public class EagleEyeBehaviour : MonoBehaviour
|
||||
{
|
||||
//Assigns the Virtual Camera and Confiner if not already assigned
|
||||
if (virtualCamera == null)
|
||||
{
|
||||
virtualCamera = FindAnyObjectByType<CinemachineCamera>();
|
||||
}
|
||||
if (confiner2D == null)
|
||||
{
|
||||
confiner2D = virtualCamera.GetComponent<CinemachineConfiner2D>();
|
||||
}
|
||||
// Serialized backing fields allow manual assignment in the inspector
|
||||
private GameObject _cinecameraObject;
|
||||
private CinemachineCamera _virtualCamera;
|
||||
private CinemachineConfiner2D _confiner2D;
|
||||
|
||||
// Implementation for activating eagle eye behaviour
|
||||
if (disablePlayerInputDuringEagleEye)
|
||||
// Lazy-fetched properties: if null, try to find the GameObject tagged "MainCinemachineCamera"
|
||||
private CinemachineCamera VirtualCamera
|
||||
{
|
||||
currentOrthoSize = virtualCamera.Lens.OrthographicSize;
|
||||
}
|
||||
if (eagleEyeButton != null)
|
||||
{
|
||||
eagleEyeButton.interactable = false;
|
||||
}
|
||||
if (zoomCoroutine != null) StopCoroutine(zoomCoroutine);
|
||||
zoomCoroutine = StartCoroutine(EagleEyeSequence());
|
||||
}
|
||||
|
||||
private IEnumerator EagleEyeSequence()
|
||||
{
|
||||
if (disablePlayerInputDuringEagleEye)
|
||||
{
|
||||
Core.GameManager.Instance.RequestPause(this); // Disable player input
|
||||
}
|
||||
yield return StartCoroutine(SmoothOrthoSize(virtualCamera, zoomOutOrthoSize, transitionDuration));
|
||||
yield return new WaitForSeconds(eagleEyeDuration);
|
||||
float zoomInTarget = disablePlayerInputDuringEagleEye ? currentOrthoSize : normalOrthoSize;
|
||||
yield return StartCoroutine(SmoothOrthoSize(virtualCamera, zoomInTarget, transitionDuration));
|
||||
if (disablePlayerInputDuringEagleEye)
|
||||
{
|
||||
Core.GameManager.Instance.ReleasePause(this); // Re-enable player input
|
||||
}
|
||||
if (eagleEyeButton != null)
|
||||
{
|
||||
eagleEyeButton.interactable = true;
|
||||
}
|
||||
}
|
||||
|
||||
private IEnumerator SmoothOrthoSize(CinemachineCamera cam, float targetSize, float duration)
|
||||
{
|
||||
float startSize = cam.Lens.OrthographicSize;
|
||||
float elapsed = 0f;
|
||||
while (elapsed < duration)
|
||||
{
|
||||
elapsed += Time.deltaTime;
|
||||
cam.Lens.OrthographicSize = Mathf.Lerp(startSize, targetSize, elapsed / duration);
|
||||
if (confiner2D != null)
|
||||
get
|
||||
{
|
||||
confiner2D.InvalidateBoundingShapeCache();
|
||||
if (_virtualCamera == null)
|
||||
{
|
||||
if (_cinecameraObject == null)
|
||||
_cinecameraObject = GameObject.FindWithTag("MainCinemachineCamera");
|
||||
if (_cinecameraObject != null)
|
||||
{
|
||||
_virtualCamera = _cinecameraObject.GetComponent<CinemachineCamera>();
|
||||
|
||||
if (_virtualCamera == null)
|
||||
Debug.LogWarning("EagleEyeBehaviour: Found object with tag 'MainCinemachineCamera' " +
|
||||
"but couldn't find a CinemachineCamera component.");
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogWarning("EagleEyeBehaviour: No GameObject found with tag 'MainCinemachineCamera'.");
|
||||
}
|
||||
}
|
||||
|
||||
return _virtualCamera;
|
||||
}
|
||||
yield return null;
|
||||
set => _virtualCamera = value;
|
||||
}
|
||||
cam.Lens.OrthographicSize = targetSize;
|
||||
if (confiner2D != null)
|
||||
|
||||
private CinemachineConfiner2D Confiner2D
|
||||
{
|
||||
confiner2D.InvalidateBoundingShapeCache();
|
||||
get
|
||||
{
|
||||
if (_confiner2D == null)
|
||||
{
|
||||
// If a virtual camera exists, try to pull the confiner from it
|
||||
if (VirtualCamera != null)
|
||||
{
|
||||
_confiner2D = VirtualCamera.GetComponent<CinemachineConfiner2D>();
|
||||
}
|
||||
|
||||
if (_confiner2D == null)
|
||||
{
|
||||
Debug.LogWarning("EagleEyeBehaviour: CinemachineConfiner2D not found on the MainCinemachineCamera object.");
|
||||
}
|
||||
}
|
||||
|
||||
return _confiner2D;
|
||||
}
|
||||
set => _confiner2D = value;
|
||||
}
|
||||
|
||||
[SerializeField] private float zoomOutOrthoSize = 30f;
|
||||
[SerializeField] private float normalOrthoSize = 15f;
|
||||
[SerializeField] private float transitionDuration = 0.5f; // Duration of the transition
|
||||
[SerializeField] private float eagleEyeDuration = 3f; // Duration to stay zoomed out
|
||||
[SerializeField] private UnityEngine.UI.Button eagleEyeButton; // Reference to the UI button
|
||||
|
||||
private Coroutine _zoomCoroutine;
|
||||
private Coroutine _smoothOrthoCoroutine;
|
||||
private float _currentOrthoSize;
|
||||
|
||||
public void ResetEagleEye()
|
||||
{
|
||||
if (_zoomCoroutine != null)
|
||||
StopCoroutine(_zoomCoroutine);
|
||||
if (_smoothOrthoCoroutine != null)
|
||||
StopCoroutine(_smoothOrthoCoroutine);
|
||||
if (eagleEyeButton != null)
|
||||
eagleEyeButton.interactable = true;
|
||||
}
|
||||
|
||||
|
||||
public void ActivateEagleEye()
|
||||
{
|
||||
if (eagleEyeButton != null)
|
||||
{
|
||||
eagleEyeButton.interactable = false;
|
||||
}
|
||||
if (_zoomCoroutine != null) StopCoroutine(_zoomCoroutine);
|
||||
_zoomCoroutine = StartCoroutine(EagleEyeSequence());
|
||||
}
|
||||
|
||||
private IEnumerator EagleEyeSequence()
|
||||
{
|
||||
_smoothOrthoCoroutine = StartCoroutine(SmoothOrthoSize(VirtualCamera, zoomOutOrthoSize, transitionDuration));
|
||||
yield return _smoothOrthoCoroutine;
|
||||
yield return new WaitForSeconds(eagleEyeDuration);
|
||||
float zoomInTarget = normalOrthoSize;
|
||||
_smoothOrthoCoroutine = StartCoroutine(SmoothOrthoSize(VirtualCamera, zoomInTarget, transitionDuration));;
|
||||
yield return _smoothOrthoCoroutine;
|
||||
if (eagleEyeButton != null)
|
||||
{
|
||||
eagleEyeButton.interactable = true;
|
||||
}
|
||||
}
|
||||
|
||||
private IEnumerator SmoothOrthoSize(CinemachineCamera cam, float targetSize, float duration)
|
||||
{
|
||||
float startSize = cam.Lens.OrthographicSize;
|
||||
float elapsed = 0f;
|
||||
while (elapsed < duration)
|
||||
{
|
||||
elapsed += Time.deltaTime;
|
||||
cam.Lens.OrthographicSize = Mathf.Lerp(startSize, targetSize, elapsed / duration);
|
||||
if (Confiner2D != null)
|
||||
{
|
||||
Confiner2D.InvalidateBoundingShapeCache();
|
||||
}
|
||||
yield return null;
|
||||
}
|
||||
cam.Lens.OrthographicSize = targetSize;
|
||||
if (Confiner2D != null)
|
||||
{
|
||||
Confiner2D.InvalidateBoundingShapeCache();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -30,7 +30,7 @@ public class cameraSwitcherNailBird : MonoBehaviour
|
||||
|
||||
private void OnTriggerExit2D(Collider2D other)
|
||||
{
|
||||
if (other.CompareTag("Player"))
|
||||
if (other.CompareTag("Player") && gameObject.activeInHierarchy)
|
||||
{
|
||||
playerInsideCount--;
|
||||
if (playerInsideCount == 0 && virtualCamera != null)
|
||||
|
||||
@@ -38,6 +38,11 @@ namespace Interactions
|
||||
protected FollowerController FollowerController;
|
||||
private bool isActive = true;
|
||||
|
||||
/// <summary>
|
||||
/// Gets whether this interactable is currently active (can be clicked)
|
||||
/// </summary>
|
||||
public bool IsActive => isActive;
|
||||
|
||||
// Action component system
|
||||
private List<InteractionActionBase> _registeredActions = new List<InteractionActionBase>();
|
||||
|
||||
@@ -443,6 +448,14 @@ namespace Interactions
|
||||
isActive = true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Enable or disable this interactable
|
||||
/// </summary>
|
||||
public void SetActive(bool active)
|
||||
{
|
||||
isActive = active;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Legacy Methods & Compatibility
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
using System.Collections.Generic;
|
||||
using System.Linq; // for Count() on List<bool>
|
||||
using UnityEngine;
|
||||
using UnityEngine.Events;
|
||||
using System; // for Action<T>
|
||||
@@ -23,8 +24,9 @@ namespace Interactions
|
||||
public class ItemSlotSaveData
|
||||
{
|
||||
public ItemSlotState slotState;
|
||||
public string slottedItemSaveId;
|
||||
public string slottedItemDataId; // ItemId of the PickupItemData (for verification)
|
||||
public List<string> slottedItemSaveIds = new List<string>(); // Changed to list for multi-slot support
|
||||
public List<string> slottedItemDataIds = new List<string>(); // Changed to list for multi-slot support
|
||||
public bool isLocked; // Track if slot is completed and locked
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -37,13 +39,17 @@ namespace Interactions
|
||||
public PickupItemData itemData;
|
||||
public SpriteRenderer iconRenderer;
|
||||
|
||||
// Slotted item tracking
|
||||
private PickupItemData currentlySlottedItemData;
|
||||
public SpriteRenderer slottedItemRenderer;
|
||||
private GameObject currentlySlottedItemObject;
|
||||
// Multi-slot item tracking
|
||||
private List<PickupItemData> slottedItemsData = new List<PickupItemData>();
|
||||
public SpriteRenderer[] slottedItemRenderers; // Array of renderers for multiple items
|
||||
private List<GameObject> slottedItemObjects = new List<GameObject>();
|
||||
private List<bool> slottedItemCorrectness = new List<bool>(); // Track which items are correct
|
||||
|
||||
// Tracks the current state of the slotted item
|
||||
// Tracks the current state of the slotted item(s)
|
||||
private ItemSlotState currentState = ItemSlotState.None;
|
||||
|
||||
// Lock flag to prevent removal after successful completion
|
||||
private bool isLockedAfterCompletion;
|
||||
|
||||
// Settings reference
|
||||
private IInteractionSettings interactionSettings;
|
||||
@@ -53,10 +59,53 @@ namespace Interactions
|
||||
/// Read-only access to the current slotted item state.
|
||||
/// </summary>
|
||||
public ItemSlotState CurrentSlottedState => currentState;
|
||||
|
||||
/// <summary>
|
||||
/// Number of items currently slotted (correct or incorrect)
|
||||
/// </summary>
|
||||
public int CurrentSlottedCount => slottedItemObjects.Count;
|
||||
|
||||
/// <summary>
|
||||
/// Number of CORRECT items currently slotted
|
||||
/// </summary>
|
||||
public int CurrentCorrectCount => slottedItemCorrectness.Count(correct => correct);
|
||||
|
||||
/// <summary>
|
||||
/// Number of items required to complete this slot
|
||||
/// </summary>
|
||||
public int RequiredItemCount
|
||||
{
|
||||
get
|
||||
{
|
||||
var config = interactionSettings?.GetSlotItemConfig(itemData);
|
||||
if (config != null)
|
||||
{
|
||||
// If requiredItemCount is set (> 0), use it; otherwise require all allowed items
|
||||
return config.requiredItemCount > 0 ? config.requiredItemCount : (config.allowedItems?.Count ?? 0);
|
||||
}
|
||||
return 1; // Default to 1 for backward compatibility
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Whether this slot has all required CORRECT items
|
||||
/// </summary>
|
||||
public bool IsComplete => CurrentCorrectCount >= RequiredItemCount && RequiredItemCount > 0;
|
||||
|
||||
/// <summary>
|
||||
/// Whether this slot has space for more items
|
||||
/// </summary>
|
||||
public bool HasSpace => slottedItemRenderers != null && CurrentSlottedCount < slottedItemRenderers.Length;
|
||||
|
||||
/// <summary>
|
||||
/// Whether this is a multi-slot (more than one renderer)
|
||||
/// </summary>
|
||||
private bool IsMultiSlot => slottedItemRenderers != null && slottedItemRenderers.Length > 1;
|
||||
|
||||
public UnityEvent onItemSlotted;
|
||||
public UnityEvent onItemSlotRemoved;
|
||||
// Native C# event alternative for code-only subscribers
|
||||
// Native C# event alternatives for code-only subscribers
|
||||
public event Action<PickupItemData, PickupItemData> OnItemSlotted; // (slotData, slottedItemData)
|
||||
public event Action<PickupItemData> OnItemSlotRemoved;
|
||||
|
||||
public UnityEvent onCorrectItemSlotted;
|
||||
@@ -69,17 +118,30 @@ namespace Interactions
|
||||
|
||||
public UnityEvent onForbiddenItemSlotted;
|
||||
|
||||
/// <summary>
|
||||
/// Get the first (or only) slotted object - for backward compatibility
|
||||
/// </summary>
|
||||
public GameObject GetSlottedObject()
|
||||
{
|
||||
return currentlySlottedItemObject;
|
||||
return slottedItemObjects.Count > 0 ? slottedItemObjects[0] : null;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Set a slotted object - for backward compatibility, replaces first item or adds
|
||||
/// </summary>
|
||||
public void SetSlottedObject(GameObject obj)
|
||||
{
|
||||
currentlySlottedItemObject = obj;
|
||||
if (currentlySlottedItemObject != null)
|
||||
if (obj != null)
|
||||
{
|
||||
currentlySlottedItemObject.SetActive(false);
|
||||
if (slottedItemObjects.Count == 0)
|
||||
{
|
||||
slottedItemObjects.Add(obj);
|
||||
}
|
||||
else
|
||||
{
|
||||
slottedItemObjects[0] = obj;
|
||||
}
|
||||
obj.SetActive(false);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -134,12 +196,32 @@ namespace Interactions
|
||||
{
|
||||
var heldItem = FollowerController?.CurrentlyHeldItemData;
|
||||
|
||||
// Check if slot is locked after completion
|
||||
if (isLockedAfterCompletion)
|
||||
{
|
||||
if (heldItem != null)
|
||||
return (false, "This is already complete.");
|
||||
else
|
||||
return (false, "I can't remove these items.");
|
||||
}
|
||||
|
||||
// Scenario: Nothing held + Empty slot = Error
|
||||
if (heldItem == null && currentlySlottedItemObject == null)
|
||||
if (heldItem == null && CurrentSlottedCount == 0)
|
||||
return (false, "This requires an item.");
|
||||
|
||||
// Check forbidden items if trying to slot into empty slot
|
||||
if (heldItem != null && currentlySlottedItemObject == null)
|
||||
// If holding an item and slot is full but not complete, allow swap
|
||||
if (heldItem != null && !HasSpace)
|
||||
{
|
||||
// Allow swap for fixing mistakes (single-slot or multi-slot not complete)
|
||||
if (!IsMultiSlot || !IsComplete)
|
||||
return (true, null); // Allow swap
|
||||
|
||||
// Multi-slot is complete - can't swap
|
||||
return (false, "This slot is full.");
|
||||
}
|
||||
|
||||
// Check forbidden items if trying to slot
|
||||
if (heldItem != null)
|
||||
{
|
||||
var config = interactionSettings?.GetSlotItemConfig(itemData);
|
||||
var forbidden = config?.forbiddenItems ?? new List<PickupItemData>();
|
||||
@@ -153,7 +235,7 @@ namespace Interactions
|
||||
|
||||
/// <summary>
|
||||
/// Main interaction logic: Slot, pickup, swap, or combine items.
|
||||
/// Returns true only if correct item was slotted.
|
||||
/// Returns true only if correct item was slotted AND slot is now complete.
|
||||
/// </summary>
|
||||
protected override bool DoInteraction()
|
||||
{
|
||||
@@ -162,24 +244,33 @@ namespace Interactions
|
||||
var heldItemData = FollowerController.CurrentlyHeldItemData;
|
||||
var heldItemObj = FollowerController.GetHeldPickupObject();
|
||||
|
||||
// Scenario 1: Held item + Empty slot = Slot it
|
||||
if (heldItemData != null && currentlySlottedItemObject == null)
|
||||
// Scenario 1: Held item + Has space = Slot it
|
||||
if (heldItemData != null && HasSpace)
|
||||
{
|
||||
SlotItem(heldItemObj, heldItemData);
|
||||
FollowerController.ClearHeldItem(); // Clear follower's hand after slotting
|
||||
return IsSlottedItemCorrect();
|
||||
|
||||
// Check if we completed the slot
|
||||
if (IsComplete)
|
||||
{
|
||||
isLockedAfterCompletion = true;
|
||||
currentState = ItemSlotState.Correct;
|
||||
return true; // Completed!
|
||||
}
|
||||
|
||||
return false; // Slotted but not complete yet
|
||||
}
|
||||
|
||||
// Scenario 2 & 3: Slot is full
|
||||
if (currentlySlottedItemObject != null)
|
||||
if (CurrentSlottedCount > 0)
|
||||
{
|
||||
// Try combination if both items present
|
||||
if (heldItemData != null)
|
||||
// Try combination if both items present (only for single slots)
|
||||
if (heldItemData != null && !IsMultiSlot)
|
||||
{
|
||||
var slottedPickup = currentlySlottedItemObject.GetComponent<Pickup>();
|
||||
var slottedPickup = slottedItemObjects[0].GetComponent<Pickup>();
|
||||
if (slottedPickup != null)
|
||||
{
|
||||
var comboResult = FollowerController.TryCombineItems(slottedPickup, out var combinationResultItem);
|
||||
var comboResult = FollowerController.TryCombineItems(slottedPickup, out _);
|
||||
|
||||
if (comboResult == FollowerController.CombinationResult.Successful)
|
||||
{
|
||||
@@ -190,55 +281,88 @@ namespace Interactions
|
||||
}
|
||||
}
|
||||
|
||||
// No combination or unsuccessful - perform swap
|
||||
// Step 1: Pickup from slot (follower now holds the old slotted item)
|
||||
FollowerController.TryPickupItem(currentlySlottedItemObject, currentlySlottedItemData, dropItem: false);
|
||||
ClearSlot();
|
||||
|
||||
// Step 2: If we had a held item, slot it (follower already holding picked up item, don't clear!)
|
||||
if (heldItemData != null)
|
||||
// Swap behavior when slot is full (single slots OR multi-slots that aren't complete)
|
||||
if (heldItemData != null && !HasSpace)
|
||||
{
|
||||
SlotItem(heldItemObj, heldItemData);
|
||||
// Don't clear follower - they're holding the item they picked up from the slot
|
||||
return IsSlottedItemCorrect();
|
||||
// For single slots: always allow swap
|
||||
// For multi-slots: only allow swap if not complete yet (allows fixing mistakes)
|
||||
if (!IsMultiSlot || !IsComplete)
|
||||
{
|
||||
// LIFO swap - swap with the last item
|
||||
int lastIndex = CurrentSlottedCount - 1;
|
||||
var itemToReturn = slottedItemObjects[lastIndex];
|
||||
var itemDataToReturn = slottedItemsData[lastIndex];
|
||||
|
||||
// Step 1: Give old item to follower
|
||||
FollowerController.TryPickupItem(itemToReturn, itemDataToReturn, dropItem: false);
|
||||
|
||||
// Step 2: Remove old item from slot
|
||||
RemoveItemAtIndex(lastIndex);
|
||||
|
||||
// Step 3: Slot the new item
|
||||
SlotItem(heldItemObj, heldItemData);
|
||||
|
||||
// Check if we completed the slot with this swap
|
||||
if (IsComplete)
|
||||
{
|
||||
isLockedAfterCompletion = true;
|
||||
currentState = ItemSlotState.Correct;
|
||||
return true; // Completed!
|
||||
}
|
||||
|
||||
return false; // Swapped but not complete
|
||||
}
|
||||
}
|
||||
|
||||
// Just picked up from slot - not a success
|
||||
return false;
|
||||
// Pickup from slot (empty hands) - LIFO removal
|
||||
if (heldItemData == null)
|
||||
{
|
||||
int lastIndex = CurrentSlottedCount - 1;
|
||||
var itemToPickup = slottedItemObjects[lastIndex];
|
||||
var itemDataToPickup = slottedItemsData[lastIndex];
|
||||
|
||||
// Try to give item to follower
|
||||
FollowerController.TryPickupItem(itemToPickup, itemDataToPickup, dropItem: false);
|
||||
|
||||
// Remove from slot
|
||||
RemoveItemAtIndex(lastIndex);
|
||||
|
||||
// Just picked up from slot - not a success
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
// Shouldn't reach here (validation prevents empty + no held)
|
||||
return false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Helper: Check if the currently slotted item is correct.
|
||||
/// </summary>
|
||||
private bool IsSlottedItemCorrect()
|
||||
{
|
||||
return currentState == ItemSlotState.Correct;
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Helper: Clear the slot and fire removal events.
|
||||
/// </summary>
|
||||
private void ClearSlot()
|
||||
{
|
||||
var previousData = currentlySlottedItemData;
|
||||
var previousData = slottedItemsData.Count > 0 ? slottedItemsData[0] : null;
|
||||
|
||||
// Clear the pickup's OwningSlot reference
|
||||
if (currentlySlottedItemObject != null)
|
||||
// Clear all pickup's OwningSlot references
|
||||
foreach (var itemObj in slottedItemObjects)
|
||||
{
|
||||
var pickup = currentlySlottedItemObject.GetComponent<Pickup>();
|
||||
if (pickup != null)
|
||||
if (itemObj != null)
|
||||
{
|
||||
pickup.OwningSlot = null;
|
||||
var pickup = itemObj.GetComponent<Pickup>();
|
||||
if (pickup != null)
|
||||
{
|
||||
pickup.OwningSlot = null;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
currentlySlottedItemObject = null;
|
||||
currentlySlottedItemData = null;
|
||||
slottedItemObjects.Clear();
|
||||
slottedItemsData.Clear();
|
||||
slottedItemCorrectness.Clear(); // Also clear correctness tracking
|
||||
currentState = ItemSlotState.None;
|
||||
isLockedAfterCompletion = false;
|
||||
UpdateSlottedSprite();
|
||||
|
||||
// Fire removal events
|
||||
@@ -246,35 +370,92 @@ namespace Interactions
|
||||
OnItemSlotRemoved?.Invoke(previousData);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Helper: Remove a specific item from the slot by index.
|
||||
/// </summary>
|
||||
private void RemoveItemAtIndex(int index)
|
||||
{
|
||||
if (index < 0 || index >= CurrentSlottedCount)
|
||||
return;
|
||||
|
||||
var itemObj = slottedItemObjects[index];
|
||||
var removedItemData = slottedItemsData[index];
|
||||
|
||||
// Clear the pickup's OwningSlot reference
|
||||
if (itemObj != null)
|
||||
{
|
||||
var pickup = itemObj.GetComponent<Pickup>();
|
||||
if (pickup != null)
|
||||
{
|
||||
pickup.OwningSlot = null;
|
||||
}
|
||||
}
|
||||
|
||||
slottedItemObjects.RemoveAt(index);
|
||||
slottedItemsData.RemoveAt(index);
|
||||
slottedItemCorrectness.RemoveAt(index); // Also remove correctness tracking
|
||||
|
||||
if (CurrentSlottedCount == 0)
|
||||
{
|
||||
currentState = ItemSlotState.None;
|
||||
isLockedAfterCompletion = false;
|
||||
}
|
||||
|
||||
UpdateSlottedSprite();
|
||||
|
||||
// Fire removal events
|
||||
onItemSlotRemoved?.Invoke();
|
||||
OnItemSlotRemoved?.Invoke(removedItemData);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Visual Updates
|
||||
|
||||
/// <summary>
|
||||
/// Updates the sprite and scale for the currently slotted item.
|
||||
/// Updates the sprite and scale for all slotted items.
|
||||
/// </summary>
|
||||
private void UpdateSlottedSprite()
|
||||
{
|
||||
if (slottedItemRenderer != null && currentlySlottedItemData != null && currentlySlottedItemData.mapSprite != null)
|
||||
if (slottedItemRenderers == null || slottedItemRenderers.Length == 0)
|
||||
return;
|
||||
|
||||
// Update each renderer based on slotted items
|
||||
for (int i = 0; i < slottedItemRenderers.Length; i++)
|
||||
{
|
||||
slottedItemRenderer.sprite = currentlySlottedItemData.mapSprite;
|
||||
// Scale sprite to desired height, preserve aspect ratio, compensate for parent scale
|
||||
float desiredHeight = playerFollowerSettings?.HeldIconDisplayHeight ?? 2.0f;
|
||||
var sprite = currentlySlottedItemData.mapSprite;
|
||||
float spriteHeight = sprite.bounds.size.y;
|
||||
Vector3 parentScale = slottedItemRenderer.transform.parent != null
|
||||
? slottedItemRenderer.transform.parent.localScale
|
||||
: Vector3.one;
|
||||
if (spriteHeight > 0f)
|
||||
var slotRenderer = slottedItemRenderers[i];
|
||||
if (slotRenderer == null)
|
||||
continue;
|
||||
|
||||
// If we have an item at this index, show it
|
||||
if (i < slottedItemsData.Count && slottedItemsData[i] != null)
|
||||
{
|
||||
float uniformScale = desiredHeight / spriteHeight;
|
||||
float scale = uniformScale / Mathf.Max(parentScale.x, parentScale.y);
|
||||
slottedItemRenderer.transform.localScale = new Vector3(scale, scale, 1f);
|
||||
var slottedData = slottedItemsData[i];
|
||||
if (slottedData.mapSprite != null)
|
||||
{
|
||||
slotRenderer.sprite = slottedData.mapSprite;
|
||||
|
||||
// Scale sprite to desired height, preserve aspect ratio, compensate for parent scale
|
||||
float desiredHeight = playerFollowerSettings?.HeldIconDisplayHeight ?? 2.0f;
|
||||
var sprite = slottedData.mapSprite;
|
||||
float spriteHeight = sprite.bounds.size.y;
|
||||
Vector3 parentScale = slotRenderer.transform.parent != null
|
||||
? slotRenderer.transform.parent.localScale
|
||||
: Vector3.one;
|
||||
|
||||
if (spriteHeight > 0f)
|
||||
{
|
||||
float uniformScale = desiredHeight / spriteHeight;
|
||||
float scale = uniformScale / Mathf.Max(parentScale.x, parentScale.y);
|
||||
slotRenderer.transform.localScale = new Vector3(scale, scale, 1f);
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Clear renderer if no item at this index
|
||||
slotRenderer.sprite = null;
|
||||
}
|
||||
}
|
||||
else if (slottedItemRenderer != null)
|
||||
{
|
||||
slottedItemRenderer.sprite = null;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -297,31 +478,47 @@ namespace Interactions
|
||||
|
||||
protected override object GetSerializableState()
|
||||
{
|
||||
// Get slotted item save ID if there's a slotted item
|
||||
string slottedSaveId = "";
|
||||
string slottedDataId = "";
|
||||
|
||||
if (currentlySlottedItemObject != null)
|
||||
var saveData = new ItemSlotSaveData
|
||||
{
|
||||
var slottedPickup = currentlySlottedItemObject.GetComponent<Pickup>();
|
||||
if (slottedPickup is SaveableInteractable saveablePickup)
|
||||
slotState = currentState,
|
||||
isLocked = isLockedAfterCompletion
|
||||
};
|
||||
|
||||
// Save all slotted items
|
||||
foreach (var itemObj in slottedItemObjects)
|
||||
{
|
||||
if (itemObj != null)
|
||||
{
|
||||
slottedSaveId = saveablePickup.SaveId;
|
||||
var slottedPickup = itemObj.GetComponent<Pickup>();
|
||||
if (slottedPickup is SaveableInteractable saveablePickup)
|
||||
{
|
||||
saveData.slottedItemSaveIds.Add(saveablePickup.SaveId);
|
||||
}
|
||||
else
|
||||
{
|
||||
saveData.slottedItemSaveIds.Add("");
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
saveData.slottedItemSaveIds.Add("");
|
||||
}
|
||||
}
|
||||
|
||||
// Also save the itemData ID for verification
|
||||
if (currentlySlottedItemData != null)
|
||||
// Save all item data IDs for verification
|
||||
foreach (var slottedData in slottedItemsData)
|
||||
{
|
||||
slottedDataId = currentlySlottedItemData.itemId;
|
||||
if (slottedData != null)
|
||||
{
|
||||
saveData.slottedItemDataIds.Add(slottedData.itemId);
|
||||
}
|
||||
else
|
||||
{
|
||||
saveData.slottedItemDataIds.Add("");
|
||||
}
|
||||
}
|
||||
|
||||
return new ItemSlotSaveData
|
||||
{
|
||||
slotState = currentState,
|
||||
slottedItemSaveId = slottedSaveId,
|
||||
slottedItemDataId = slottedDataId
|
||||
};
|
||||
return saveData;
|
||||
}
|
||||
|
||||
protected override void ApplySerializableState(string serializedData)
|
||||
@@ -335,13 +532,26 @@ namespace Interactions
|
||||
|
||||
// Restore slot state
|
||||
currentState = data.slotState;
|
||||
isLockedAfterCompletion = data.isLocked;
|
||||
|
||||
// Restore slotted item if there was one
|
||||
if (!string.IsNullOrEmpty(data.slottedItemSaveId))
|
||||
// Restore all slotted items if there were any
|
||||
if (data.slottedItemSaveIds != null && data.slottedItemSaveIds.Count > 0)
|
||||
{
|
||||
Logging.Debug($"[ItemSlot] Restoring slotted item: {data.slottedItemSaveId} (itemId: {data.slottedItemDataId})");
|
||||
RestoreSlottedItem(data.slottedItemSaveId, data.slottedItemDataId);
|
||||
for (int i = 0; i < data.slottedItemSaveIds.Count; i++)
|
||||
{
|
||||
string saveId = data.slottedItemSaveIds[i];
|
||||
string dataId = i < data.slottedItemDataIds.Count ? data.slottedItemDataIds[i] : "";
|
||||
|
||||
if (!string.IsNullOrEmpty(saveId))
|
||||
{
|
||||
Logging.Debug($"[ItemSlot] Restoring slotted item {i}: {saveId} (itemId: {dataId})");
|
||||
RestoreSlottedItem(saveId, dataId);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Update all renderers after restoration
|
||||
UpdateSlottedSprite();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -411,118 +621,107 @@ namespace Interactions
|
||||
return;
|
||||
}
|
||||
|
||||
// Silently slot the item (no events, no interaction completion)
|
||||
// Add to slotted items list (no events, no interaction completion)
|
||||
// Follower state is managed separately during save/load restoration
|
||||
ApplySlottedItemState(slottedObject, slottedData, triggerEvents: false);
|
||||
slottedItemObjects.Add(slottedObject);
|
||||
slottedItemsData.Add(slottedData);
|
||||
|
||||
Logging.Debug($"[ItemSlot] Successfully restored slotted item: {slottedData.itemName} (itemId: {slottedData.itemId})");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Core logic for slotting an item. Can be used both for normal slotting and silent restoration.
|
||||
/// NOTE: Does NOT call CompleteInteraction - the template method handles that via DoInteraction return value.
|
||||
/// NOTE: Does NOT manage follower state - caller is responsible for clearing follower's hand if needed.
|
||||
/// </summary>
|
||||
/// <param name="itemToSlot">The item GameObject to slot (or null to clear)</param>
|
||||
/// <param name="itemToSlotData">The PickupItemData for the item</param>
|
||||
/// <param name="triggerEvents">Whether to fire events</param>
|
||||
private void ApplySlottedItemState(GameObject itemToSlot, PickupItemData itemToSlotData, bool triggerEvents)
|
||||
{
|
||||
if (itemToSlot == null)
|
||||
// Determine if this item is correct for correctness tracking
|
||||
var config = interactionSettings?.GetSlotItemConfig(itemData);
|
||||
var allowed = config?.allowedItems ?? new List<PickupItemData>();
|
||||
bool isCorrectItem = PickupItemData.ListContainsEquivalent(allowed, slottedData);
|
||||
slottedItemCorrectness.Add(isCorrectItem);
|
||||
|
||||
// Deactivate the item and set pickup state
|
||||
slottedObject.SetActive(false);
|
||||
if (pickup != null)
|
||||
{
|
||||
// Clear slot - also clear the pickup's OwningSlot reference
|
||||
if (currentlySlottedItemObject != null)
|
||||
{
|
||||
var oldPickup = currentlySlottedItemObject.GetComponent<Pickup>();
|
||||
if (oldPickup != null)
|
||||
{
|
||||
oldPickup.OwningSlot = null;
|
||||
}
|
||||
}
|
||||
|
||||
var previousData = currentlySlottedItemData;
|
||||
currentlySlottedItemObject = null;
|
||||
currentlySlottedItemData = null;
|
||||
currentState = ItemSlotState.None;
|
||||
|
||||
// Fire native event for slot clearing (only if triggering events)
|
||||
if (previousData != null && triggerEvents)
|
||||
{
|
||||
onItemSlotRemoved?.Invoke();
|
||||
OnItemSlotRemoved?.Invoke(previousData);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Slot the item
|
||||
itemToSlot.SetActive(false);
|
||||
itemToSlot.transform.SetParent(null);
|
||||
SetSlottedObject(itemToSlot);
|
||||
currentlySlottedItemData = itemToSlotData;
|
||||
|
||||
// Mark the pickup as picked up and track slot ownership for save/load
|
||||
var pickup = itemToSlot.GetComponent<Pickup>();
|
||||
if (pickup != null)
|
||||
{
|
||||
pickup.IsPickedUp = true;
|
||||
pickup.OwningSlot = this;
|
||||
}
|
||||
|
||||
// Determine if correct
|
||||
var config = interactionSettings?.GetSlotItemConfig(itemData);
|
||||
var allowed = config?.allowedItems ?? new List<PickupItemData>();
|
||||
|
||||
if (itemToSlotData != null && PickupItemData.ListContainsEquivalent(allowed, itemToSlotData))
|
||||
{
|
||||
currentState = ItemSlotState.Correct;
|
||||
|
||||
// Fire events if requested
|
||||
if (triggerEvents)
|
||||
{
|
||||
DebugUIMessage.Show($"You correctly slotted {itemToSlotData.itemName} into: {itemData.itemName}", Color.green);
|
||||
onCorrectItemSlotted?.Invoke();
|
||||
OnCorrectItemSlotted?.Invoke(itemData, currentlySlottedItemData);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
currentState = ItemSlotState.Incorrect;
|
||||
|
||||
// Fire events if requested
|
||||
if (triggerEvents)
|
||||
{
|
||||
DebugUIMessage.Show("I'm not sure this works.", Color.yellow);
|
||||
onIncorrectItemSlotted?.Invoke();
|
||||
OnIncorrectItemSlotted?.Invoke(itemData, currentlySlottedItemData);
|
||||
}
|
||||
}
|
||||
pickup.IsPickedUp = true;
|
||||
pickup.OwningSlot = this;
|
||||
}
|
||||
|
||||
UpdateSlottedSprite();
|
||||
Logging.Debug($"[ItemSlot] Successfully restored slotted item: {slottedData.itemName} (itemId: {slottedData.itemId}, correct: {isCorrectItem})");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Public API for slotting items during gameplay.
|
||||
/// Adds item to the slot (multi-slot support).
|
||||
/// Caller is responsible for managing follower's held item state.
|
||||
/// </summary>
|
||||
public void SlotItem(GameObject itemToSlot, PickupItemData itemToSlotData)
|
||||
{
|
||||
ApplySlottedItemState(itemToSlot, itemToSlotData, triggerEvents: true);
|
||||
if (itemToSlot == null || itemToSlotData == null)
|
||||
{
|
||||
Logging.Warning($"[ItemSlot] Attempted to slot null item or data");
|
||||
return;
|
||||
}
|
||||
|
||||
// Determine if this item is correct (allowed)
|
||||
var config = interactionSettings?.GetSlotItemConfig(itemData);
|
||||
var allowed = config?.allowedItems ?? new List<PickupItemData>();
|
||||
bool isCorrectItem = PickupItemData.ListContainsEquivalent(allowed, itemToSlotData);
|
||||
|
||||
// Add to lists
|
||||
slottedItemObjects.Add(itemToSlot);
|
||||
slottedItemsData.Add(itemToSlotData);
|
||||
slottedItemCorrectness.Add(isCorrectItem); // Track correctness
|
||||
|
||||
// Deactivate item and set pickup state
|
||||
itemToSlot.SetActive(false);
|
||||
itemToSlot.transform.SetParent(null);
|
||||
|
||||
var pickup = itemToSlot.GetComponent<Pickup>();
|
||||
if (pickup != null)
|
||||
{
|
||||
pickup.IsPickedUp = true;
|
||||
pickup.OwningSlot = this;
|
||||
}
|
||||
|
||||
// Update visuals
|
||||
UpdateSlottedSprite();
|
||||
|
||||
// Fire events based on correctness
|
||||
if (isCorrectItem)
|
||||
{
|
||||
DebugUIMessage.Show($"You slotted {itemToSlotData.itemName} into: {itemData.itemName}", Color.green);
|
||||
|
||||
// Fire generic slot event
|
||||
onItemSlotted?.Invoke();
|
||||
OnItemSlotted?.Invoke(itemData, itemToSlotData);
|
||||
|
||||
// Only fire correct completion event if ALL required CORRECT items are now slotted
|
||||
if (IsComplete)
|
||||
{
|
||||
currentState = ItemSlotState.Correct;
|
||||
DebugUIMessage.Show($"Completed: {itemData.itemName}", Color.green);
|
||||
onCorrectItemSlotted?.Invoke();
|
||||
OnCorrectItemSlotted?.Invoke(itemData, itemToSlotData);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Incorrect item slotted
|
||||
DebugUIMessage.Show($"Slotted {itemToSlotData.itemName}, but it might not be right...", Color.yellow);
|
||||
onItemSlotted?.Invoke(); // Still fire generic event
|
||||
OnItemSlotted?.Invoke(itemData, itemToSlotData);
|
||||
onIncorrectItemSlotted?.Invoke();
|
||||
OnIncorrectItemSlotted?.Invoke(itemData, itemToSlotData);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Bilateral restoration entry point: Pickup calls this to offer itself to the Slot.
|
||||
/// Returns true if claim was successful, false if slot already has an item or wrong pickup.
|
||||
/// Returns true if claim was successful, false if slot is full or wrong pickup.
|
||||
/// </summary>
|
||||
public bool TryClaimSlottedItem(Pickup pickup)
|
||||
{
|
||||
if (pickup == null)
|
||||
return false;
|
||||
|
||||
// If slot already has an item, reject the claim
|
||||
if (currentlySlottedItemObject != null)
|
||||
// If slot is full, reject the claim
|
||||
if (!HasSpace)
|
||||
{
|
||||
Logging.Warning($"[ItemSlot] Already has a slotted item, rejecting claim from {pickup.gameObject.name}");
|
||||
Logging.Warning($"[ItemSlot] Slot is full, rejecting claim from {pickup.gameObject.name}");
|
||||
return false;
|
||||
}
|
||||
|
||||
@@ -530,10 +729,21 @@ namespace Interactions
|
||||
// Note: We don't have easy access to the expected SaveId here, so we just accept it
|
||||
// The Pickup's bilateral restoration ensures it only claims the correct slot
|
||||
|
||||
// Claim the pickup
|
||||
ApplySlottedItemState(pickup.gameObject, pickup.itemData, triggerEvents: false);
|
||||
// Add the item to lists
|
||||
slottedItemObjects.Add(pickup.gameObject);
|
||||
slottedItemsData.Add(pickup.itemData);
|
||||
|
||||
Logging.Debug($"[ItemSlot] Successfully claimed slotted item: {pickup.itemData?.itemName}");
|
||||
// Determine correctness for tracking
|
||||
var config = interactionSettings?.GetSlotItemConfig(itemData);
|
||||
var allowed = config?.allowedItems ?? new List<PickupItemData>();
|
||||
bool isCorrectItem = PickupItemData.ListContainsEquivalent(allowed, pickup.itemData);
|
||||
slottedItemCorrectness.Add(isCorrectItem);
|
||||
|
||||
pickup.gameObject.SetActive(false);
|
||||
pickup.IsPickedUp = true;
|
||||
pickup.OwningSlot = this;
|
||||
|
||||
Logging.Debug($"[ItemSlot] Successfully claimed slotted item: {pickup.itemData?.itemName} (correct: {isCorrectItem})");
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
@@ -56,12 +56,12 @@ namespace Minigames.BirdPooper
|
||||
return;
|
||||
}
|
||||
|
||||
// Register as override consumer to capture ALL input (except UI button)
|
||||
// Register as override consumer to capture ALL input (except UI button)
|
||||
// Register as default consumer (gets input if nothing else consumes it)
|
||||
// This allows UI buttons to work while still flapping when tapping empty space
|
||||
if (Input.InputManager.Instance != null)
|
||||
{
|
||||
Input.InputManager.Instance.RegisterOverrideConsumer(this);
|
||||
Debug.Log("[BirdPlayerController] Registered as override input consumer");
|
||||
Input.InputManager.Instance.SetDefaultConsumer(this);
|
||||
Debug.Log("[BirdPlayerController] Registered as default input consumer");
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -161,12 +161,12 @@ namespace Minigames.BirdPooper
|
||||
|
||||
/// <summary>
|
||||
/// Called when a trigger collider enters this object's trigger.
|
||||
/// Used for detecting obstacles without physics interactions.
|
||||
/// Used for detecting obstacles and targets without physics interactions.
|
||||
/// </summary>
|
||||
private void OnTriggerEnter2D(Collider2D other)
|
||||
{
|
||||
// Check if the colliding object is tagged as an obstacle
|
||||
if (other.CompareTag("Obstacle"))
|
||||
// Check if the colliding object is tagged as an obstacle or target
|
||||
if (other.CompareTag("Obstacle") || other.CompareTag("Target"))
|
||||
{
|
||||
HandleDeath();
|
||||
}
|
||||
|
||||
@@ -16,7 +16,13 @@ namespace Minigames.BirdPooper
|
||||
[Header("References")]
|
||||
[SerializeField] private BirdPlayerController player;
|
||||
[SerializeField] private ObstacleSpawner obstacleSpawner;
|
||||
[SerializeField] private TargetSpawner targetSpawner;
|
||||
[SerializeField] private GameOverScreen gameOverScreen;
|
||||
[SerializeField] private GameObject poopPrefab;
|
||||
|
||||
[Header("Game State")]
|
||||
private int targetsHit;
|
||||
private bool isGameOver;
|
||||
|
||||
internal override void OnManagedAwake()
|
||||
{
|
||||
@@ -42,6 +48,11 @@ namespace Minigames.BirdPooper
|
||||
Debug.LogError("[BirdPooperGameManager] ObstacleSpawner reference not assigned!");
|
||||
}
|
||||
|
||||
if (targetSpawner == null)
|
||||
{
|
||||
Debug.LogWarning("[BirdPooperGameManager] TargetSpawner reference not assigned! Targets will not spawn.");
|
||||
}
|
||||
|
||||
if (gameOverScreen == null)
|
||||
{
|
||||
Debug.LogError("[BirdPooperGameManager] GameOverScreen reference not assigned!");
|
||||
@@ -51,12 +62,21 @@ namespace Minigames.BirdPooper
|
||||
// Hide game over screen on start
|
||||
gameOverScreen.gameObject.SetActive(false);
|
||||
}
|
||||
|
||||
if (poopPrefab == null)
|
||||
{
|
||||
Debug.LogWarning("[BirdPooperGameManager] Poop prefab not assigned!");
|
||||
}
|
||||
}
|
||||
|
||||
internal override void OnManagedStart()
|
||||
{
|
||||
base.OnManagedStart();
|
||||
|
||||
// Initialize game state
|
||||
isGameOver = false;
|
||||
targetsHit = 0;
|
||||
|
||||
// Subscribe to player events
|
||||
if (player != null)
|
||||
{
|
||||
@@ -70,6 +90,13 @@ namespace Minigames.BirdPooper
|
||||
obstacleSpawner.StartSpawning();
|
||||
Debug.Log("[BirdPooperGameManager] Started obstacle spawning");
|
||||
}
|
||||
|
||||
// Start target spawning
|
||||
if (targetSpawner != null)
|
||||
{
|
||||
targetSpawner.StartSpawning();
|
||||
Debug.Log("[BirdPooperGameManager] Started target spawning");
|
||||
}
|
||||
}
|
||||
|
||||
internal override void OnManagedDestroy()
|
||||
@@ -95,7 +122,10 @@ namespace Minigames.BirdPooper
|
||||
/// </summary>
|
||||
private void HandlePlayerDamaged()
|
||||
{
|
||||
Debug.Log("[BirdPooperGameManager] Player damaged - showing game over screen");
|
||||
if (isGameOver) return;
|
||||
|
||||
isGameOver = true;
|
||||
Debug.Log($"[BirdPooperGameManager] Player damaged - Game Over! Targets Hit: {targetsHit}");
|
||||
|
||||
// Stop spawning obstacles
|
||||
if (obstacleSpawner != null)
|
||||
@@ -103,6 +133,12 @@ namespace Minigames.BirdPooper
|
||||
obstacleSpawner.StopSpawning();
|
||||
}
|
||||
|
||||
// Stop spawning targets
|
||||
if (targetSpawner != null)
|
||||
{
|
||||
targetSpawner.StopSpawning();
|
||||
}
|
||||
|
||||
// Show game over screen
|
||||
if (gameOverScreen != null)
|
||||
{
|
||||
@@ -113,6 +149,39 @@ namespace Minigames.BirdPooper
|
||||
Debug.LogError("[BirdPooperGameManager] GameOverScreen reference missing!");
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Spawns a poop projectile at the player's current position.
|
||||
/// Called by UI button OnClick event.
|
||||
/// </summary>
|
||||
public void SpawnPoop()
|
||||
{
|
||||
if (isGameOver || player == null || poopPrefab == null)
|
||||
return;
|
||||
|
||||
Vector3 spawnPosition = player.transform.position;
|
||||
Instantiate(poopPrefab, spawnPosition, Quaternion.identity);
|
||||
|
||||
Debug.Log($"[BirdPooperGameManager] Spawned poop at {spawnPosition}");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Called when a target is successfully hit by poop (Phase 5).
|
||||
/// </summary>
|
||||
public void OnTargetHit()
|
||||
{
|
||||
if (isGameOver) return;
|
||||
|
||||
targetsHit++;
|
||||
Debug.Log($"[BirdPooperGameManager] Target Hit! Total: {targetsHit}");
|
||||
}
|
||||
|
||||
#region Public Accessors
|
||||
|
||||
public bool IsGameOver => isGameOver;
|
||||
public int TargetsHit => targetsHit;
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -1,300 +1,28 @@
|
||||
using UnityEngine;
|
||||
using Core;
|
||||
using Core.Settings;
|
||||
using AppleHillsCamera;
|
||||
|
||||
|
||||
namespace Minigames.BirdPooper
|
||||
{
|
||||
/// <summary>
|
||||
/// Individual obstacle behavior for Bird Pooper minigame.
|
||||
/// Scrolls left at constant speed and self-destructs when reaching despawn position.
|
||||
/// Uses trigger colliders for collision detection (no Rigidbody2D needed).
|
||||
/// Uses EdgeAnchor for vertical positioning (Top/Middle/Bottom).
|
||||
/// Obstacle entity for Bird Pooper minigame.
|
||||
/// Inherits scrolling, anchoring, and despawn behavior from ScrollingEntity.
|
||||
/// Player dies on collision with obstacles.
|
||||
/// </summary>
|
||||
[RequireComponent(typeof(Collider2D))]
|
||||
[RequireComponent(typeof(EdgeAnchor))]
|
||||
public class Obstacle : MonoBehaviour
|
||||
public class Obstacle : ScrollingEntity
|
||||
{
|
||||
[Header("Positioning")]
|
||||
[Tooltip("Which vertical edge to anchor to (Top/Middle/Bottom)")]
|
||||
[SerializeField] private EdgeAnchor.AnchorEdge verticalAnchor = EdgeAnchor.AnchorEdge.Middle;
|
||||
|
||||
private IBirdPooperSettings settings;
|
||||
private float despawnXPosition;
|
||||
private bool isInitialized;
|
||||
private EdgeAnchor edgeAnchor;
|
||||
|
||||
/// <summary>
|
||||
/// Initialize the obstacle with despawn position and EdgeAnchor references.
|
||||
/// Called by ObstacleSpawner immediately after instantiation.
|
||||
/// Returns obstacle move speed from settings.
|
||||
/// </summary>
|
||||
/// <param name="despawnX">X position where obstacle should be destroyed</param>
|
||||
/// <param name="referenceMarker">ScreenReferenceMarker for EdgeAnchor</param>
|
||||
/// <param name="cameraAdapter">CameraScreenAdapter for EdgeAnchor</param>
|
||||
public void Initialize(float despawnX, ScreenReferenceMarker referenceMarker, CameraScreenAdapter cameraAdapter)
|
||||
protected override float GetMoveSpeed()
|
||||
{
|
||||
despawnXPosition = despawnX;
|
||||
isInitialized = true;
|
||||
|
||||
// Load settings
|
||||
settings = GameManager.GetSettingsObject<IBirdPooperSettings>();
|
||||
if (settings == null)
|
||||
{
|
||||
Debug.LogError("[Obstacle] BirdPooperSettings not found!");
|
||||
}
|
||||
|
||||
// Tag all child GameObjects with colliders as "Obstacle" for trigger detection
|
||||
TagChildCollidersRecursive(transform);
|
||||
|
||||
// Configure and update EdgeAnchor
|
||||
edgeAnchor = GetComponent<EdgeAnchor>();
|
||||
if (edgeAnchor != null)
|
||||
{
|
||||
// Assign references from spawner
|
||||
edgeAnchor.referenceMarker = referenceMarker;
|
||||
edgeAnchor.cameraAdapter = cameraAdapter;
|
||||
|
||||
// Only allow Top, Middle, or Bottom anchoring
|
||||
if (verticalAnchor == EdgeAnchor.AnchorEdge.Left || verticalAnchor == EdgeAnchor.AnchorEdge.Right)
|
||||
{
|
||||
Debug.LogWarning("[Obstacle] Invalid anchor edge (Left/Right not supported). Defaulting to Middle.");
|
||||
verticalAnchor = EdgeAnchor.AnchorEdge.Middle;
|
||||
}
|
||||
|
||||
edgeAnchor.anchorEdge = verticalAnchor;
|
||||
edgeAnchor.useReferenceMargin = false; // No custom offset
|
||||
edgeAnchor.customMargin = 0f;
|
||||
edgeAnchor.preserveOtherAxes = true; // Keep X position (for scrolling)
|
||||
edgeAnchor.accountForObjectSize = true;
|
||||
|
||||
// Trigger position update
|
||||
edgeAnchor.UpdatePosition();
|
||||
|
||||
Debug.Log($"[Obstacle] EdgeAnchor configured to {verticalAnchor} at position {transform.position}");
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogError("[Obstacle] EdgeAnchor component not found! Make sure the prefab has an EdgeAnchor component.");
|
||||
}
|
||||
|
||||
Debug.Log($"[Obstacle] Initialized at position {transform.position} with despawn X: {despawnX}");
|
||||
return settings != null ? settings.ObstacleMoveSpeed : 5f;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Recursively tag all GameObjects with Collider2D as "Obstacle" for player collision detection.
|
||||
/// Returns "Obstacle" tag for collision detection.
|
||||
/// </summary>
|
||||
private void TagChildCollidersRecursive(Transform current)
|
||||
protected override string GetColliderTag()
|
||||
{
|
||||
// Tag this GameObject if it has a collider
|
||||
Collider2D col = current.GetComponent<Collider2D>();
|
||||
if (col != null && !current.CompareTag("Obstacle"))
|
||||
{
|
||||
current.tag = "Obstacle";
|
||||
Debug.Log($"[Obstacle] Tagged '{current.name}' as Obstacle");
|
||||
}
|
||||
|
||||
// Recurse to children
|
||||
foreach (Transform child in current)
|
||||
{
|
||||
TagChildCollidersRecursive(child);
|
||||
}
|
||||
return "Obstacle";
|
||||
}
|
||||
|
||||
#if UNITY_EDITOR
|
||||
/// <summary>
|
||||
/// Called when values are changed in the Inspector (Editor only).
|
||||
/// Updates EdgeAnchor configuration to match Obstacle settings.
|
||||
/// Also finds and assigns ScreenReferenceMarker and CameraScreenAdapter for visual updates.
|
||||
/// </summary>
|
||||
private void OnValidate()
|
||||
{
|
||||
// Only run in editor, not during play mode
|
||||
if (UnityEditor.EditorApplication.isPlayingOrWillChangePlaymode)
|
||||
return;
|
||||
|
||||
EdgeAnchor anchor = GetComponent<EdgeAnchor>();
|
||||
if (anchor != null)
|
||||
{
|
||||
// Auto-find and assign references if not set (for editor-time visual updates)
|
||||
if (anchor.referenceMarker == null)
|
||||
{
|
||||
anchor.referenceMarker = FindAnyObjectByType<ScreenReferenceMarker>();
|
||||
if (anchor.referenceMarker == null)
|
||||
{
|
||||
Debug.LogWarning("[Obstacle] No ScreenReferenceMarker found in scene. EdgeAnchor positioning won't work in editor.");
|
||||
}
|
||||
}
|
||||
|
||||
if (anchor.cameraAdapter == null)
|
||||
{
|
||||
anchor.cameraAdapter = FindAnyObjectByType<CameraScreenAdapter>();
|
||||
// CameraScreenAdapter is optional - EdgeAnchor can auto-find camera
|
||||
}
|
||||
|
||||
// Validate and set anchor edge
|
||||
if (verticalAnchor == EdgeAnchor.AnchorEdge.Left || verticalAnchor == EdgeAnchor.AnchorEdge.Right)
|
||||
{
|
||||
Debug.LogWarning("[Obstacle] Invalid anchor edge (Left/Right not supported). Defaulting to Middle.");
|
||||
verticalAnchor = EdgeAnchor.AnchorEdge.Middle;
|
||||
}
|
||||
|
||||
// Configure EdgeAnchor to match Obstacle settings
|
||||
anchor.anchorEdge = verticalAnchor;
|
||||
anchor.useReferenceMargin = false;
|
||||
anchor.customMargin = 0f;
|
||||
anchor.preserveOtherAxes = true;
|
||||
anchor.accountForObjectSize = true;
|
||||
|
||||
// Mark as dirty so Unity saves the changes
|
||||
UnityEditor.EditorUtility.SetDirty(anchor);
|
||||
}
|
||||
|
||||
// Tag all child GameObjects with colliders as "Obstacle" for collision detection
|
||||
TagChildCollidersRecursiveEditor(transform);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Editor version of recursive tagging for child colliders.
|
||||
/// </summary>
|
||||
private void TagChildCollidersRecursiveEditor(Transform current)
|
||||
{
|
||||
// Tag this GameObject if it has a collider
|
||||
Collider2D col = current.GetComponent<Collider2D>();
|
||||
if (col != null && !current.CompareTag("Obstacle"))
|
||||
{
|
||||
current.tag = "Obstacle";
|
||||
UnityEditor.EditorUtility.SetDirty(current.gameObject);
|
||||
}
|
||||
|
||||
// Recurse to children
|
||||
foreach (Transform child in current)
|
||||
{
|
||||
TagChildCollidersRecursiveEditor(child);
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
private void Update()
|
||||
{
|
||||
if (!isInitialized || settings == null) return;
|
||||
|
||||
MoveLeft();
|
||||
CheckBounds();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Move obstacle left at constant speed (manual movement, no physics).
|
||||
/// </summary>
|
||||
private void MoveLeft()
|
||||
{
|
||||
transform.position += Vector3.left * (settings.ObstacleMoveSpeed * Time.deltaTime);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Check if obstacle has passed despawn position and destroy if so.
|
||||
/// </summary>
|
||||
private void CheckBounds()
|
||||
{
|
||||
if (transform.position.x < despawnXPosition)
|
||||
{
|
||||
Debug.Log($"[Obstacle] Reached despawn position, destroying at X: {transform.position.x}");
|
||||
Destroy(gameObject);
|
||||
}
|
||||
}
|
||||
|
||||
#if UNITY_EDITOR
|
||||
/// <summary>
|
||||
/// Draw debug visualization of the obstacle's anchor point.
|
||||
/// Red horizontal line through custom anchor point OR bounds edge (top/bottom).
|
||||
/// </summary>
|
||||
private void OnDrawGizmos()
|
||||
{
|
||||
EdgeAnchor anchor = GetComponent<EdgeAnchor>();
|
||||
if (anchor == null) return;
|
||||
|
||||
// Determine what Y position to visualize
|
||||
float visualY;
|
||||
|
||||
// If using custom anchor point, draw line through it
|
||||
if (anchor.customAnchorPoint != null)
|
||||
{
|
||||
visualY = anchor.customAnchorPoint.position.y;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Get bounds and determine which edge to visualize
|
||||
Bounds bounds = GetVisualBounds();
|
||||
|
||||
// Check which vertical anchor is configured
|
||||
EdgeAnchor.AnchorEdge edge = anchor.anchorEdge;
|
||||
|
||||
if (edge == EdgeAnchor.AnchorEdge.Top)
|
||||
{
|
||||
// Show top edge of bounds
|
||||
visualY = bounds.max.y;
|
||||
}
|
||||
else if (edge == EdgeAnchor.AnchorEdge.Bottom)
|
||||
{
|
||||
// Show bottom edge of bounds
|
||||
visualY = bounds.min.y;
|
||||
}
|
||||
else // Middle
|
||||
{
|
||||
// Show center of bounds
|
||||
visualY = bounds.center.y;
|
||||
}
|
||||
}
|
||||
|
||||
// Draw thick red horizontal line through the anchor point
|
||||
Color oldColor = Gizmos.color;
|
||||
Gizmos.color = Color.red;
|
||||
|
||||
// Draw multiple lines to make it thicker
|
||||
float lineLength = 2f; // Extend 2 units on each side
|
||||
Vector3 leftPoint = new Vector3(transform.position.x - lineLength, visualY, transform.position.z);
|
||||
Vector3 rightPoint = new Vector3(transform.position.x + lineLength, visualY, transform.position.z);
|
||||
|
||||
// Draw 5 lines stacked vertically to create thickness
|
||||
for (int i = -2; i <= 2; i++)
|
||||
{
|
||||
float offset = i * 0.02f; // Small vertical offset for thickness
|
||||
Vector3 offsetLeft = leftPoint + Vector3.up * offset;
|
||||
Vector3 offsetRight = rightPoint + Vector3.up * offset;
|
||||
Gizmos.DrawLine(offsetLeft, offsetRight);
|
||||
}
|
||||
|
||||
Gizmos.color = oldColor;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get bounds for visualization purposes (works in editor without initialized settings).
|
||||
/// </summary>
|
||||
private Bounds GetVisualBounds()
|
||||
{
|
||||
// Get all renderers in this object and its children
|
||||
Renderer[] renderers = GetComponentsInChildren<Renderer>();
|
||||
|
||||
if (renderers.Length > 0)
|
||||
{
|
||||
Bounds bounds = renderers[0].bounds;
|
||||
for (int i = 1; i < renderers.Length; i++)
|
||||
{
|
||||
bounds.Encapsulate(renderers[i].bounds);
|
||||
}
|
||||
return bounds;
|
||||
}
|
||||
|
||||
// Fallback to collider bounds
|
||||
Collider2D col = GetComponent<Collider2D>();
|
||||
if (col != null)
|
||||
{
|
||||
return col.bounds;
|
||||
}
|
||||
|
||||
// Default small bounds
|
||||
return new Bounds(transform.position, new Vector3(0.5f, 0.5f, 0.1f));
|
||||
}
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
300
Assets/Scripts/Minigames/BirdPooper/Obstacle.cs.backup
Normal file
300
Assets/Scripts/Minigames/BirdPooper/Obstacle.cs.backup
Normal file
@@ -0,0 +1,300 @@
|
||||
using UnityEngine;
|
||||
using Core;
|
||||
using Core.Settings;
|
||||
using AppleHillsCamera;
|
||||
|
||||
namespace Minigames.BirdPooper
|
||||
{
|
||||
/// <summary>
|
||||
/// Individual obstacle behavior for Bird Pooper minigame.
|
||||
/// Scrolls left at constant speed and self-destructs when reaching despawn position.
|
||||
/// Uses trigger colliders for collision detection (no Rigidbody2D needed).
|
||||
/// Uses EdgeAnchor for vertical positioning (Top/Middle/Bottom).
|
||||
/// </summary>
|
||||
[RequireComponent(typeof(Collider2D))]
|
||||
[RequireComponent(typeof(EdgeAnchor))]
|
||||
public class Obstacle : MonoBehaviour
|
||||
{
|
||||
[Header("Positioning")]
|
||||
[Tooltip("Which vertical edge to anchor to (Top/Middle/Bottom)")]
|
||||
[SerializeField] private EdgeAnchor.AnchorEdge verticalAnchor = EdgeAnchor.AnchorEdge.Middle;
|
||||
|
||||
private IBirdPooperSettings settings;
|
||||
private float despawnXPosition;
|
||||
private bool isInitialized;
|
||||
private EdgeAnchor edgeAnchor;
|
||||
|
||||
/// <summary>
|
||||
/// Initialize the obstacle with despawn position and EdgeAnchor references.
|
||||
/// Called by ObstacleSpawner immediately after instantiation.
|
||||
/// </summary>
|
||||
/// <param name="despawnX">X position where obstacle should be destroyed</param>
|
||||
/// <param name="referenceMarker">ScreenReferenceMarker for EdgeAnchor</param>
|
||||
/// <param name="cameraAdapter">CameraScreenAdapter for EdgeAnchor</param>
|
||||
public void Initialize(float despawnX, ScreenReferenceMarker referenceMarker, CameraScreenAdapter cameraAdapter)
|
||||
{
|
||||
despawnXPosition = despawnX;
|
||||
isInitialized = true;
|
||||
|
||||
// Load settings
|
||||
settings = GameManager.GetSettingsObject<IBirdPooperSettings>();
|
||||
if (settings == null)
|
||||
{
|
||||
Debug.LogError("[Obstacle] BirdPooperSettings not found!");
|
||||
}
|
||||
|
||||
// Tag all child GameObjects with colliders as "Obstacle" for trigger detection
|
||||
TagChildCollidersRecursive(transform);
|
||||
|
||||
// Configure and update EdgeAnchor
|
||||
edgeAnchor = GetComponent<EdgeAnchor>();
|
||||
if (edgeAnchor != null)
|
||||
{
|
||||
// Assign references from spawner
|
||||
edgeAnchor.referenceMarker = referenceMarker;
|
||||
edgeAnchor.cameraAdapter = cameraAdapter;
|
||||
|
||||
// Only allow Top, Middle, or Bottom anchoring
|
||||
if (verticalAnchor == EdgeAnchor.AnchorEdge.Left || verticalAnchor == EdgeAnchor.AnchorEdge.Right)
|
||||
{
|
||||
Debug.LogWarning("[Obstacle] Invalid anchor edge (Left/Right not supported). Defaulting to Middle.");
|
||||
verticalAnchor = EdgeAnchor.AnchorEdge.Middle;
|
||||
}
|
||||
|
||||
edgeAnchor.anchorEdge = verticalAnchor;
|
||||
edgeAnchor.useReferenceMargin = false; // No custom offset
|
||||
edgeAnchor.customMargin = 0f;
|
||||
edgeAnchor.preserveOtherAxes = true; // Keep X position (for scrolling)
|
||||
edgeAnchor.accountForObjectSize = true;
|
||||
|
||||
// Trigger position update
|
||||
edgeAnchor.UpdatePosition();
|
||||
|
||||
Debug.Log($"[Obstacle] EdgeAnchor configured to {verticalAnchor} at position {transform.position}");
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogError("[Obstacle] EdgeAnchor component not found! Make sure the prefab has an EdgeAnchor component.");
|
||||
}
|
||||
|
||||
Debug.Log($"[Obstacle] Initialized at position {transform.position} with despawn X: {despawnX}");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Recursively tag all GameObjects with Collider2D as "Obstacle" for player collision detection.
|
||||
/// </summary>
|
||||
private void TagChildCollidersRecursive(Transform current)
|
||||
{
|
||||
// Tag this GameObject if it has a collider
|
||||
Collider2D col = current.GetComponent<Collider2D>();
|
||||
if (col != null && !current.CompareTag("Obstacle"))
|
||||
{
|
||||
current.tag = "Obstacle";
|
||||
Debug.Log($"[Obstacle] Tagged '{current.name}' as Obstacle");
|
||||
}
|
||||
|
||||
// Recurse to children
|
||||
foreach (Transform child in current)
|
||||
{
|
||||
TagChildCollidersRecursive(child);
|
||||
}
|
||||
}
|
||||
|
||||
#if UNITY_EDITOR
|
||||
/// <summary>
|
||||
/// Called when values are changed in the Inspector (Editor only).
|
||||
/// Updates EdgeAnchor configuration to match Obstacle settings.
|
||||
/// Also finds and assigns ScreenReferenceMarker and CameraScreenAdapter for visual updates.
|
||||
/// </summary>
|
||||
private void OnValidate()
|
||||
{
|
||||
// Only run in editor, not during play mode
|
||||
if (UnityEditor.EditorApplication.isPlayingOrWillChangePlaymode)
|
||||
return;
|
||||
|
||||
EdgeAnchor anchor = GetComponent<EdgeAnchor>();
|
||||
if (anchor != null)
|
||||
{
|
||||
// Auto-find and assign references if not set (for editor-time visual updates)
|
||||
if (anchor.referenceMarker == null)
|
||||
{
|
||||
anchor.referenceMarker = FindAnyObjectByType<ScreenReferenceMarker>();
|
||||
if (anchor.referenceMarker == null)
|
||||
{
|
||||
Debug.LogWarning("[Obstacle] No ScreenReferenceMarker found in scene. EdgeAnchor positioning won't work in editor.");
|
||||
}
|
||||
}
|
||||
|
||||
if (anchor.cameraAdapter == null)
|
||||
{
|
||||
anchor.cameraAdapter = FindAnyObjectByType<CameraScreenAdapter>();
|
||||
// CameraScreenAdapter is optional - EdgeAnchor can auto-find camera
|
||||
}
|
||||
|
||||
// Validate and set anchor edge
|
||||
if (verticalAnchor == EdgeAnchor.AnchorEdge.Left || verticalAnchor == EdgeAnchor.AnchorEdge.Right)
|
||||
{
|
||||
Debug.LogWarning("[Obstacle] Invalid anchor edge (Left/Right not supported). Defaulting to Middle.");
|
||||
verticalAnchor = EdgeAnchor.AnchorEdge.Middle;
|
||||
}
|
||||
|
||||
// Configure EdgeAnchor to match Obstacle settings
|
||||
anchor.anchorEdge = verticalAnchor;
|
||||
anchor.useReferenceMargin = false;
|
||||
anchor.customMargin = 0f;
|
||||
anchor.preserveOtherAxes = true;
|
||||
anchor.accountForObjectSize = true;
|
||||
|
||||
// Mark as dirty so Unity saves the changes
|
||||
UnityEditor.EditorUtility.SetDirty(anchor);
|
||||
}
|
||||
|
||||
// Tag all child GameObjects with colliders as "Obstacle" for collision detection
|
||||
TagChildCollidersRecursiveEditor(transform);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Editor version of recursive tagging for child colliders.
|
||||
/// </summary>
|
||||
private void TagChildCollidersRecursiveEditor(Transform current)
|
||||
{
|
||||
// Tag this GameObject if it has a collider
|
||||
Collider2D col = current.GetComponent<Collider2D>();
|
||||
if (col != null && !current.CompareTag("Obstacle"))
|
||||
{
|
||||
current.tag = "Obstacle";
|
||||
UnityEditor.EditorUtility.SetDirty(current.gameObject);
|
||||
}
|
||||
|
||||
// Recurse to children
|
||||
foreach (Transform child in current)
|
||||
{
|
||||
TagChildCollidersRecursiveEditor(child);
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
private void Update()
|
||||
{
|
||||
if (!isInitialized || settings == null) return;
|
||||
|
||||
MoveLeft();
|
||||
CheckBounds();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Move obstacle left at constant speed (manual movement, no physics).
|
||||
/// </summary>
|
||||
private void MoveLeft()
|
||||
{
|
||||
transform.position += Vector3.left * (settings.ObstacleMoveSpeed * Time.deltaTime);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Check if obstacle has passed despawn position and destroy if so.
|
||||
/// </summary>
|
||||
private void CheckBounds()
|
||||
{
|
||||
if (transform.position.x < despawnXPosition)
|
||||
{
|
||||
Debug.Log($"[Obstacle] Reached despawn position, destroying at X: {transform.position.x}");
|
||||
Destroy(gameObject);
|
||||
}
|
||||
}
|
||||
|
||||
#if UNITY_EDITOR
|
||||
/// <summary>
|
||||
/// Draw debug visualization of the obstacle's anchor point.
|
||||
/// Red horizontal line through custom anchor point OR bounds edge (top/bottom).
|
||||
/// </summary>
|
||||
private void OnDrawGizmos()
|
||||
{
|
||||
EdgeAnchor anchor = GetComponent<EdgeAnchor>();
|
||||
if (anchor == null) return;
|
||||
|
||||
// Determine what Y position to visualize
|
||||
float visualY;
|
||||
|
||||
// If using custom anchor point, draw line through it
|
||||
if (anchor.customAnchorPoint != null)
|
||||
{
|
||||
visualY = anchor.customAnchorPoint.position.y;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Get bounds and determine which edge to visualize
|
||||
Bounds bounds = GetVisualBounds();
|
||||
|
||||
// Check which vertical anchor is configured
|
||||
EdgeAnchor.AnchorEdge edge = anchor.anchorEdge;
|
||||
|
||||
if (edge == EdgeAnchor.AnchorEdge.Top)
|
||||
{
|
||||
// Show top edge of bounds
|
||||
visualY = bounds.max.y;
|
||||
}
|
||||
else if (edge == EdgeAnchor.AnchorEdge.Bottom)
|
||||
{
|
||||
// Show bottom edge of bounds
|
||||
visualY = bounds.min.y;
|
||||
}
|
||||
else // Middle
|
||||
{
|
||||
// Show center of bounds
|
||||
visualY = bounds.center.y;
|
||||
}
|
||||
}
|
||||
|
||||
// Draw thick red horizontal line through the anchor point
|
||||
Color oldColor = Gizmos.color;
|
||||
Gizmos.color = Color.red;
|
||||
|
||||
// Draw multiple lines to make it thicker
|
||||
float lineLength = 2f; // Extend 2 units on each side
|
||||
Vector3 leftPoint = new Vector3(transform.position.x - lineLength, visualY, transform.position.z);
|
||||
Vector3 rightPoint = new Vector3(transform.position.x + lineLength, visualY, transform.position.z);
|
||||
|
||||
// Draw 5 lines stacked vertically to create thickness
|
||||
for (int i = -2; i <= 2; i++)
|
||||
{
|
||||
float offset = i * 0.02f; // Small vertical offset for thickness
|
||||
Vector3 offsetLeft = leftPoint + Vector3.up * offset;
|
||||
Vector3 offsetRight = rightPoint + Vector3.up * offset;
|
||||
Gizmos.DrawLine(offsetLeft, offsetRight);
|
||||
}
|
||||
|
||||
Gizmos.color = oldColor;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get bounds for visualization purposes (works in editor without initialized settings).
|
||||
/// </summary>
|
||||
private Bounds GetVisualBounds()
|
||||
{
|
||||
// Get all renderers in this object and its children
|
||||
Renderer[] renderers = GetComponentsInChildren<Renderer>();
|
||||
|
||||
if (renderers.Length > 0)
|
||||
{
|
||||
Bounds bounds = renderers[0].bounds;
|
||||
for (int i = 1; i < renderers.Length; i++)
|
||||
{
|
||||
bounds.Encapsulate(renderers[i].bounds);
|
||||
}
|
||||
return bounds;
|
||||
}
|
||||
|
||||
// Fallback to collider bounds
|
||||
Collider2D col = GetComponent<Collider2D>();
|
||||
if (col != null)
|
||||
{
|
||||
return col.bounds;
|
||||
}
|
||||
|
||||
// Default small bounds
|
||||
return new Bounds(transform.position, new Vector3(0.5f, 0.5f, 0.1f));
|
||||
}
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,7 @@
|
||||
fileFormatVersion: 2
|
||||
guid: bc9c7bac4482311439b4c2e7879f3d73
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
121
Assets/Scripts/Minigames/BirdPooper/PoopProjectile.cs
Normal file
121
Assets/Scripts/Minigames/BirdPooper/PoopProjectile.cs
Normal file
@@ -0,0 +1,121 @@
|
||||
using Core;
|
||||
using Core.Lifecycle;
|
||||
using Core.Settings;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Minigames.BirdPooper
|
||||
{
|
||||
/// <summary>
|
||||
/// Poop projectile that falls straight down with manual gravity.
|
||||
/// Destroys when off-screen or hitting targets (Phase 5).
|
||||
/// </summary>
|
||||
[RequireComponent(typeof(Rigidbody2D))]
|
||||
[RequireComponent(typeof(Collider2D))]
|
||||
public class PoopProjectile : ManagedBehaviour
|
||||
{
|
||||
private IBirdPooperSettings settings;
|
||||
private float verticalVelocity; // Current downward velocity
|
||||
private const float GravityAcceleration = 20f; // Gravity acceleration (units/s²)
|
||||
|
||||
internal override void OnManagedAwake()
|
||||
{
|
||||
base.OnManagedAwake();
|
||||
|
||||
// Tag as Projectile for target detection
|
||||
if (!gameObject.CompareTag("Projectile"))
|
||||
{
|
||||
gameObject.tag = "Projectile";
|
||||
}
|
||||
|
||||
// Load settings
|
||||
settings = GameManager.GetSettingsObject<IBirdPooperSettings>();
|
||||
if (settings == null)
|
||||
{
|
||||
Debug.LogError("[PoopProjectile] BirdPooperSettings not found!");
|
||||
Destroy(gameObject);
|
||||
return;
|
||||
}
|
||||
|
||||
// Initialize velocity with settings speed as starting velocity
|
||||
verticalVelocity = settings.PoopFallSpeed;
|
||||
|
||||
// Verify Rigidbody2D configuration
|
||||
Rigidbody2D rb = GetComponent<Rigidbody2D>();
|
||||
if (rb != null)
|
||||
{
|
||||
rb.bodyType = RigidbodyType2D.Kinematic; // Kinematic = manual control, no physics
|
||||
rb.collisionDetectionMode = CollisionDetectionMode2D.Continuous;
|
||||
}
|
||||
|
||||
// Find and set all colliders to trigger (we use OnTriggerEnter2D)
|
||||
Collider2D[] colliders = GetComponentsInChildren<Collider2D>(true);
|
||||
foreach (Collider2D col in colliders)
|
||||
{
|
||||
if (!col.isTrigger)
|
||||
{
|
||||
col.isTrigger = true;
|
||||
Debug.Log($"[PoopProjectile] Set collider '{col.name}' to trigger");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
if (settings != null)
|
||||
{
|
||||
ApplyGravity();
|
||||
FallDown();
|
||||
CheckBounds();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Apply gravity acceleration to velocity.
|
||||
/// </summary>
|
||||
private void ApplyGravity()
|
||||
{
|
||||
// Increase downward velocity over time (gravity acceleration)
|
||||
verticalVelocity += GravityAcceleration * Time.deltaTime;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Manual downward movement using current velocity.
|
||||
/// </summary>
|
||||
private void FallDown()
|
||||
{
|
||||
// Move straight down at current velocity
|
||||
transform.position += Vector3.down * verticalVelocity * Time.deltaTime;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Check if projectile is off-screen and should be destroyed.
|
||||
/// </summary>
|
||||
private void CheckBounds()
|
||||
{
|
||||
if (transform.position.y < settings.PoopDestroyYPosition)
|
||||
{
|
||||
Destroy(gameObject);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Trigger collision detection for targets (Phase 5).
|
||||
/// Uses OnTriggerEnter2D with trigger collider.
|
||||
/// </summary>
|
||||
private void OnTriggerEnter2D(Collider2D other)
|
||||
{
|
||||
if (other.CompareTag("Target"))
|
||||
{
|
||||
// Notify target it was hit
|
||||
Target target = other.GetComponent<Target>();
|
||||
if (target != null)
|
||||
{
|
||||
target.OnHitByProjectile();
|
||||
}
|
||||
|
||||
Destroy(gameObject);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f2c53b7e2a0042efa4c6679b992b6b6c
|
||||
timeCreated: 1763711288
|
||||
230
Assets/Scripts/Minigames/BirdPooper/ScrollingEntity.cs
Normal file
230
Assets/Scripts/Minigames/BirdPooper/ScrollingEntity.cs
Normal file
@@ -0,0 +1,230 @@
|
||||
using UnityEngine;
|
||||
using Core;
|
||||
using Core.Settings;
|
||||
using AppleHillsCamera;
|
||||
|
||||
namespace Minigames.BirdPooper
|
||||
{
|
||||
/// <summary>
|
||||
/// Abstract base class for all scrolling entities in Bird Pooper minigame.
|
||||
/// Provides common functionality: manual left-scrolling, EdgeAnchor integration, despawn detection.
|
||||
/// Subclasses: Obstacle, Target
|
||||
/// </summary>
|
||||
[RequireComponent(typeof(Collider2D))]
|
||||
[RequireComponent(typeof(EdgeAnchor))]
|
||||
public abstract class ScrollingEntity : MonoBehaviour
|
||||
{
|
||||
[Header("Positioning")]
|
||||
[Tooltip("Which vertical edge to anchor to (Top/Middle/Bottom)")]
|
||||
[SerializeField] protected EdgeAnchor.AnchorEdge verticalAnchor = EdgeAnchor.AnchorEdge.Middle;
|
||||
|
||||
protected IBirdPooperSettings settings;
|
||||
protected float despawnXPosition;
|
||||
protected bool isInitialized;
|
||||
protected EdgeAnchor edgeAnchor;
|
||||
|
||||
/// <summary>
|
||||
/// Initialize the entity with despawn position and EdgeAnchor references.
|
||||
/// Called by spawner immediately after instantiation.
|
||||
/// </summary>
|
||||
public virtual void Initialize(float despawnX, ScreenReferenceMarker referenceMarker, CameraScreenAdapter cameraAdapter)
|
||||
{
|
||||
despawnXPosition = despawnX;
|
||||
isInitialized = true;
|
||||
|
||||
// Load settings
|
||||
settings = GameManager.GetSettingsObject<IBirdPooperSettings>();
|
||||
if (settings == null)
|
||||
{
|
||||
Debug.LogError($"[{GetType().Name}] BirdPooperSettings not found!");
|
||||
}
|
||||
|
||||
// Tag all child GameObjects with colliders
|
||||
TagChildCollidersRecursive(transform);
|
||||
|
||||
// Find and set all colliders to trigger (we use OnTriggerEnter2D)
|
||||
Collider2D[] colliders = GetComponentsInChildren<Collider2D>(true);
|
||||
foreach (Collider2D col in colliders)
|
||||
{
|
||||
if (!col.isTrigger)
|
||||
{
|
||||
col.isTrigger = true;
|
||||
Debug.Log($"[{GetType().Name}] Set collider '{col.name}' to trigger");
|
||||
}
|
||||
}
|
||||
|
||||
// Configure and update EdgeAnchor
|
||||
edgeAnchor = GetComponent<EdgeAnchor>();
|
||||
if (edgeAnchor != null)
|
||||
{
|
||||
// Assign references from spawner
|
||||
edgeAnchor.referenceMarker = referenceMarker;
|
||||
edgeAnchor.cameraAdapter = cameraAdapter;
|
||||
|
||||
// Only allow Top, Middle, or Bottom anchoring
|
||||
if (verticalAnchor == EdgeAnchor.AnchorEdge.Left || verticalAnchor == EdgeAnchor.AnchorEdge.Right)
|
||||
{
|
||||
Debug.LogWarning($"[{GetType().Name}] Invalid anchor edge (Left/Right not supported). Defaulting to Middle.");
|
||||
verticalAnchor = EdgeAnchor.AnchorEdge.Middle;
|
||||
}
|
||||
|
||||
edgeAnchor.anchorEdge = verticalAnchor;
|
||||
edgeAnchor.useReferenceMargin = false; // No custom offset
|
||||
edgeAnchor.customMargin = 0f;
|
||||
edgeAnchor.preserveOtherAxes = true; // Keep X position (for scrolling)
|
||||
edgeAnchor.accountForObjectSize = true;
|
||||
|
||||
// Trigger position update
|
||||
edgeAnchor.UpdatePosition();
|
||||
|
||||
Debug.Log($"[{GetType().Name}] EdgeAnchor configured to {verticalAnchor} at position {transform.position}");
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogError($"[{GetType().Name}] EdgeAnchor component not found! Make sure the prefab has an EdgeAnchor component.");
|
||||
}
|
||||
|
||||
Debug.Log($"[{GetType().Name}] Initialized at position {transform.position} with despawn X: {despawnX}");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Recursively tag all GameObjects with Collider2D for collision detection.
|
||||
/// Subclasses override GetColliderTag() to specify their tag.
|
||||
/// </summary>
|
||||
protected virtual void TagChildCollidersRecursive(Transform current)
|
||||
{
|
||||
string tagToApply = GetColliderTag();
|
||||
|
||||
// Tag this GameObject if it has a collider
|
||||
Collider2D col = current.GetComponent<Collider2D>();
|
||||
if (col != null && !current.CompareTag(tagToApply))
|
||||
{
|
||||
current.tag = tagToApply;
|
||||
Debug.Log($"[{GetType().Name}] Tagged '{current.name}' as {tagToApply}");
|
||||
}
|
||||
|
||||
// Recurse to children
|
||||
foreach (Transform child in current)
|
||||
{
|
||||
TagChildCollidersRecursive(child);
|
||||
}
|
||||
}
|
||||
|
||||
#if UNITY_EDITOR
|
||||
/// <summary>
|
||||
/// Called when values are changed in the Inspector (Editor only).
|
||||
/// Updates EdgeAnchor configuration to match entity settings.
|
||||
/// </summary>
|
||||
protected virtual void OnValidate()
|
||||
{
|
||||
// Only run in editor, not during play mode
|
||||
if (UnityEditor.EditorApplication.isPlayingOrWillChangePlaymode)
|
||||
return;
|
||||
|
||||
EdgeAnchor anchor = GetComponent<EdgeAnchor>();
|
||||
if (anchor != null)
|
||||
{
|
||||
// Auto-find and assign references if not set (for editor-time visual updates)
|
||||
if (anchor.referenceMarker == null)
|
||||
{
|
||||
anchor.referenceMarker = FindAnyObjectByType<ScreenReferenceMarker>();
|
||||
if (anchor.referenceMarker == null)
|
||||
{
|
||||
Debug.LogWarning($"[{GetType().Name}] No ScreenReferenceMarker found in scene. EdgeAnchor positioning won't work in editor.");
|
||||
}
|
||||
}
|
||||
|
||||
if (anchor.cameraAdapter == null)
|
||||
{
|
||||
anchor.cameraAdapter = FindAnyObjectByType<CameraScreenAdapter>();
|
||||
// CameraScreenAdapter is optional - EdgeAnchor can auto-find camera
|
||||
}
|
||||
|
||||
// Validate and set anchor edge
|
||||
if (verticalAnchor == EdgeAnchor.AnchorEdge.Left || verticalAnchor == EdgeAnchor.AnchorEdge.Right)
|
||||
{
|
||||
Debug.LogWarning($"[{GetType().Name}] Invalid anchor edge (Left/Right not supported). Defaulting to Middle.");
|
||||
verticalAnchor = EdgeAnchor.AnchorEdge.Middle;
|
||||
}
|
||||
|
||||
// Configure EdgeAnchor to match entity settings
|
||||
anchor.anchorEdge = verticalAnchor;
|
||||
anchor.useReferenceMargin = false;
|
||||
anchor.customMargin = 0f;
|
||||
anchor.preserveOtherAxes = true;
|
||||
anchor.accountForObjectSize = true;
|
||||
|
||||
// Mark as dirty so Unity saves the changes
|
||||
UnityEditor.EditorUtility.SetDirty(anchor);
|
||||
}
|
||||
|
||||
// Tag all child GameObjects with colliders
|
||||
TagChildCollidersRecursiveEditor(transform);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Editor version of recursive tagging for child colliders.
|
||||
/// </summary>
|
||||
protected virtual void TagChildCollidersRecursiveEditor(Transform current)
|
||||
{
|
||||
string tagToApply = GetColliderTag();
|
||||
|
||||
// Tag this GameObject if it has a collider
|
||||
Collider2D col = current.GetComponent<Collider2D>();
|
||||
if (col != null && !current.CompareTag(tagToApply))
|
||||
{
|
||||
current.tag = tagToApply;
|
||||
UnityEditor.EditorUtility.SetDirty(current.gameObject);
|
||||
}
|
||||
|
||||
// Recurse to children
|
||||
foreach (Transform child in current)
|
||||
{
|
||||
TagChildCollidersRecursiveEditor(child);
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
protected virtual void Update()
|
||||
{
|
||||
if (!isInitialized || settings == null) return;
|
||||
|
||||
MoveLeft();
|
||||
CheckBounds();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Move entity left at constant speed (manual movement, no physics).
|
||||
/// Override GetMoveSpeed() to customize speed per entity type.
|
||||
/// </summary>
|
||||
protected virtual void MoveLeft()
|
||||
{
|
||||
transform.position += Vector3.left * (GetMoveSpeed() * Time.deltaTime);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Check if entity has passed despawn position and destroy if so.
|
||||
/// </summary>
|
||||
protected virtual void CheckBounds()
|
||||
{
|
||||
if (transform.position.x < despawnXPosition)
|
||||
{
|
||||
Debug.Log($"[{GetType().Name}] Reached despawn position, destroying at X: {transform.position.x}");
|
||||
Destroy(gameObject);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get the move speed for this entity type.
|
||||
/// Subclasses override to return appropriate speed from settings.
|
||||
/// </summary>
|
||||
protected abstract float GetMoveSpeed();
|
||||
|
||||
/// <summary>
|
||||
/// Get the tag to apply to colliders for this entity type.
|
||||
/// Subclasses override to return "Obstacle", "Target", etc.
|
||||
/// </summary>
|
||||
protected abstract string GetColliderTag();
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 69a3d32fc5cf4789a5e6e8dbc5f64996
|
||||
timeCreated: 1763713709
|
||||
117
Assets/Scripts/Minigames/BirdPooper/Target.cs
Normal file
117
Assets/Scripts/Minigames/BirdPooper/Target.cs
Normal file
@@ -0,0 +1,117 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.Events;
|
||||
using AppleHillsCamera;
|
||||
|
||||
namespace Minigames.BirdPooper
|
||||
{
|
||||
/// <summary>
|
||||
/// Target entity for Bird Pooper minigame.
|
||||
/// Inherits scrolling, anchoring, and despawn behavior from ScrollingEntity.
|
||||
/// Can be hit by poop projectiles for scoring. Player still dies on collision.
|
||||
/// </summary>
|
||||
public class Target : ScrollingEntity
|
||||
{
|
||||
[Header("Visual Feedback")]
|
||||
[SerializeField] private SpriteRenderer spriteRenderer;
|
||||
[SerializeField] private Color hitColor = Color.green;
|
||||
|
||||
[Header("Events")]
|
||||
public UnityEvent onTargetHit;
|
||||
|
||||
private bool isHit;
|
||||
|
||||
/// <summary>
|
||||
/// Initialize target and set up event.
|
||||
/// </summary>
|
||||
public override void Initialize(float despawnX, ScreenReferenceMarker referenceMarker, CameraScreenAdapter cameraAdapter)
|
||||
{
|
||||
base.Initialize(despawnX, referenceMarker, cameraAdapter);
|
||||
|
||||
isHit = false;
|
||||
|
||||
// Initialize event
|
||||
if (onTargetHit == null)
|
||||
{
|
||||
onTargetHit = new UnityEvent();
|
||||
}
|
||||
|
||||
// Find and set all colliders to trigger (we use OnTriggerEnter2D)
|
||||
Collider2D[] colliders = GetComponentsInChildren<Collider2D>(true);
|
||||
foreach (Collider2D col in colliders)
|
||||
{
|
||||
if (!col.isTrigger)
|
||||
{
|
||||
col.isTrigger = true;
|
||||
Debug.Log($"[Target] Set collider '{col.name}' to trigger");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Override Update to stop movement when hit.
|
||||
/// </summary>
|
||||
protected override void Update()
|
||||
{
|
||||
if (isHit) return; // Don't move or check bounds if hit
|
||||
|
||||
base.Update();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns target move speed from settings.
|
||||
/// </summary>
|
||||
protected override float GetMoveSpeed()
|
||||
{
|
||||
return settings != null ? settings.TargetMoveSpeed : 4f;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns "Target" tag for collision detection.
|
||||
/// </summary>
|
||||
protected override string GetColliderTag()
|
||||
{
|
||||
return "Target";
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Trigger collision detection for both player and projectiles.
|
||||
/// Single trigger collider handles both cases.
|
||||
/// </summary>
|
||||
private void OnTriggerEnter2D(Collider2D other)
|
||||
{
|
||||
// Check for projectile collision
|
||||
if (other.CompareTag("Projectile") && !isHit)
|
||||
{
|
||||
OnHitByProjectile();
|
||||
}
|
||||
// Player collision is handled by BirdPlayerController's OnTriggerEnter2D
|
||||
// (both have trigger colliders, so trigger occurs naturally)
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Called when target is hit by a poop projectile.
|
||||
/// Shows visual feedback and notifies manager.
|
||||
/// </summary>
|
||||
public void OnHitByProjectile()
|
||||
{
|
||||
if (isHit) return;
|
||||
|
||||
isHit = true;
|
||||
|
||||
// Visual feedback
|
||||
if (spriteRenderer != null)
|
||||
{
|
||||
spriteRenderer.color = hitColor;
|
||||
}
|
||||
|
||||
// Notify manager
|
||||
onTargetHit?.Invoke();
|
||||
|
||||
Debug.Log($"[Target] Hit by projectile at position {transform.position}");
|
||||
|
||||
// Destroy after brief delay for visual feedback
|
||||
Destroy(gameObject, 0.2f);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
3
Assets/Scripts/Minigames/BirdPooper/Target.cs.meta
Normal file
3
Assets/Scripts/Minigames/BirdPooper/Target.cs.meta
Normal file
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 5331a770bc634a738b82f9450441de12
|
||||
timeCreated: 1763713776
|
||||
198
Assets/Scripts/Minigames/BirdPooper/TargetSpawner.cs
Normal file
198
Assets/Scripts/Minigames/BirdPooper/TargetSpawner.cs
Normal file
@@ -0,0 +1,198 @@
|
||||
using UnityEngine;
|
||||
using Core;
|
||||
using Core.Settings;
|
||||
using Core.Lifecycle;
|
||||
using AppleHillsCamera;
|
||||
|
||||
namespace Minigames.BirdPooper
|
||||
{
|
||||
/// <summary>
|
||||
/// Spawns targets at regular intervals for Bird Pooper minigame.
|
||||
/// Uses Transform references for spawn and despawn positions.
|
||||
/// All targets are spawned at Y = 0 (EdgeAnchor positions them vertically).
|
||||
/// </summary>
|
||||
public class TargetSpawner : ManagedBehaviour
|
||||
{
|
||||
[Header("Spawn Configuration")]
|
||||
[Tooltip("Transform marking where targets spawn (off-screen right)")]
|
||||
[SerializeField] private Transform spawnPoint;
|
||||
|
||||
[Tooltip("Transform marking where targets despawn (off-screen left)")]
|
||||
[SerializeField] private Transform despawnPoint;
|
||||
|
||||
[Header("EdgeAnchor References")]
|
||||
[Tooltip("ScreenReferenceMarker to pass to spawned targets")]
|
||||
[SerializeField] private ScreenReferenceMarker referenceMarker;
|
||||
|
||||
[Tooltip("CameraScreenAdapter to pass to spawned targets")]
|
||||
[SerializeField] private CameraScreenAdapter cameraAdapter;
|
||||
|
||||
[Header("Target Prefabs")]
|
||||
[Tooltip("Array of target prefabs to spawn randomly")]
|
||||
[SerializeField] private GameObject[] targetPrefabs;
|
||||
|
||||
private IBirdPooperSettings settings;
|
||||
private float spawnTimer;
|
||||
private bool isSpawning;
|
||||
|
||||
internal override void OnManagedAwake()
|
||||
{
|
||||
base.OnManagedAwake();
|
||||
|
||||
// Load settings
|
||||
settings = GameManager.GetSettingsObject<IBirdPooperSettings>();
|
||||
if (settings == null)
|
||||
{
|
||||
Debug.LogError("[TargetSpawner] BirdPooperSettings not found!");
|
||||
return;
|
||||
}
|
||||
|
||||
// Validate references
|
||||
if (spawnPoint == null)
|
||||
{
|
||||
Debug.LogError("[TargetSpawner] Spawn Point not assigned! Please assign a Transform in the Inspector.");
|
||||
}
|
||||
|
||||
if (despawnPoint == null)
|
||||
{
|
||||
Debug.LogError("[TargetSpawner] Despawn Point not assigned! Please assign a Transform in the Inspector.");
|
||||
}
|
||||
|
||||
if (targetPrefabs == null || targetPrefabs.Length == 0)
|
||||
{
|
||||
Debug.LogError("[TargetSpawner] No target prefabs assigned! Please assign at least one prefab in the Inspector.");
|
||||
}
|
||||
|
||||
if (referenceMarker == null)
|
||||
{
|
||||
Debug.LogError("[TargetSpawner] ScreenReferenceMarker not assigned! Targets need this for EdgeAnchor positioning.");
|
||||
}
|
||||
|
||||
if (cameraAdapter == null)
|
||||
{
|
||||
Debug.LogWarning("[TargetSpawner] CameraScreenAdapter not assigned. EdgeAnchor will attempt to auto-find camera.");
|
||||
}
|
||||
|
||||
Debug.Log("[TargetSpawner] Initialized successfully");
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
if (!isSpawning || settings == null)
|
||||
return;
|
||||
|
||||
spawnTimer += Time.deltaTime;
|
||||
|
||||
if (spawnTimer >= settings.TargetSpawnInterval)
|
||||
{
|
||||
SpawnTarget();
|
||||
spawnTimer = 0f;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Spawns a random target prefab at the spawn point.
|
||||
/// Target is spawned at Y = 0, EdgeAnchor will position it vertically.
|
||||
/// </summary>
|
||||
private void SpawnTarget()
|
||||
{
|
||||
if (targetPrefabs == null || targetPrefabs.Length == 0 || spawnPoint == null)
|
||||
{
|
||||
Debug.LogError("[TargetSpawner] Cannot spawn target - missing prefabs or spawn point!");
|
||||
return;
|
||||
}
|
||||
|
||||
// Randomly select target prefab
|
||||
GameObject prefab = targetPrefabs[Random.Range(0, targetPrefabs.Length)];
|
||||
|
||||
// Spawn at spawn point X, but Y = 0 (EdgeAnchor will position vertically)
|
||||
Vector3 spawnPosition = new Vector3(spawnPoint.position.x, 0f, 0f);
|
||||
GameObject targetObj = Instantiate(prefab, spawnPosition, Quaternion.identity);
|
||||
|
||||
// Initialize target
|
||||
Target target = targetObj.GetComponent<Target>();
|
||||
if (target != null)
|
||||
{
|
||||
float despawnX = despawnPoint != null ? despawnPoint.position.x : -12f;
|
||||
target.Initialize(despawnX, referenceMarker, cameraAdapter);
|
||||
|
||||
// Subscribe to target hit event to notify manager
|
||||
target.onTargetHit.AddListener(OnTargetHit);
|
||||
|
||||
Debug.Log($"[TargetSpawner] Spawned target at {spawnPosition}");
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogError($"[TargetSpawner] Spawned prefab '{prefab.name}' does not have Target component!");
|
||||
Destroy(targetObj);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Called when a target is hit by a projectile.
|
||||
/// Notifies the game manager for score tracking.
|
||||
/// </summary>
|
||||
private void OnTargetHit()
|
||||
{
|
||||
// Find and notify manager
|
||||
BirdPooperGameManager manager = BirdPooperGameManager.Instance;
|
||||
if (manager != null)
|
||||
{
|
||||
manager.OnTargetHit();
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogWarning("[TargetSpawner] BirdPooperGameManager not found!");
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Start spawning targets at regular intervals.
|
||||
/// </summary>
|
||||
public void StartSpawning()
|
||||
{
|
||||
isSpawning = true;
|
||||
spawnTimer = 0f;
|
||||
Debug.Log("[TargetSpawner] Started spawning targets");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Stop spawning new targets (existing targets continue).
|
||||
/// </summary>
|
||||
public void StopSpawning()
|
||||
{
|
||||
isSpawning = false;
|
||||
Debug.Log("[TargetSpawner] Stopped spawning targets");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Check if spawner is currently spawning.
|
||||
/// </summary>
|
||||
public bool IsSpawning => isSpawning;
|
||||
|
||||
/// <summary>
|
||||
/// Draw gizmos to visualize spawn and despawn points in the editor.
|
||||
/// </summary>
|
||||
private void OnDrawGizmos()
|
||||
{
|
||||
if (spawnPoint != null)
|
||||
{
|
||||
Gizmos.color = Color.cyan;
|
||||
Gizmos.DrawLine(
|
||||
new Vector3(spawnPoint.position.x, -10f, 0f),
|
||||
new Vector3(spawnPoint.position.x, 10f, 0f)
|
||||
);
|
||||
}
|
||||
|
||||
if (despawnPoint != null)
|
||||
{
|
||||
Gizmos.color = Color.magenta;
|
||||
Gizmos.DrawLine(
|
||||
new Vector3(despawnPoint.position.x, -10f, 0f),
|
||||
new Vector3(despawnPoint.position.x, 10f, 0f)
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 16beae843b5f431f9256a56aab02b53d
|
||||
timeCreated: 1763713803
|
||||
3
Assets/Scripts/Minigames/StatueDressup.meta
Normal file
3
Assets/Scripts/Minigames/StatueDressup.meta
Normal file
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 5596931aef9448a3b369f7917af07797
|
||||
timeCreated: 1763745490
|
||||
3
Assets/Scripts/Minigames/StatueDressup/Controllers.meta
Normal file
3
Assets/Scripts/Minigames/StatueDressup/Controllers.meta
Normal file
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 34525368248b48e0b271537891123818
|
||||
timeCreated: 1763745579
|
||||
@@ -0,0 +1,333 @@
|
||||
using System.Collections.Generic;
|
||||
using Core;
|
||||
using Core.Lifecycle;
|
||||
using Minigames.StatueDressup.Data;
|
||||
using Minigames.StatueDressup.DragDrop;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
namespace Minigames.StatueDressup.Controllers
|
||||
{
|
||||
/// <summary>
|
||||
/// Manages the side menu with decoration items and pagination
|
||||
/// </summary>
|
||||
public class DecorationMenuController : ManagedBehaviour
|
||||
{
|
||||
[Header("References")]
|
||||
[SerializeField] private DecorationGridIcon iconPrefab;
|
||||
[SerializeField] private DecorationDraggableInstance draggablePrefab;
|
||||
[SerializeField] private Transform itemsContainer;
|
||||
[SerializeField] private Transform draggableContainer; // Parent for spawned draggables
|
||||
[SerializeField] private Button nextPageButton;
|
||||
[SerializeField] private Button previousPageButton;
|
||||
[SerializeField] private StatueDecorationController statueController; // Controller for registration
|
||||
[SerializeField] private Image statueOutline; // Outline image shown during drag to indicate valid drop area
|
||||
|
||||
[Header("Layout")]
|
||||
[SerializeField] private GridLayoutGroup gridLayout;
|
||||
|
||||
private int _currentPage;
|
||||
private int _totalPages;
|
||||
private List<DecorationGridIcon> _spawnedIcons = new List<DecorationGridIcon>();
|
||||
private AppleHills.Core.Settings.IStatueDressupSettings _settings;
|
||||
|
||||
// Properties
|
||||
public int CurrentPage => _currentPage;
|
||||
public int TotalPages => _totalPages;
|
||||
|
||||
/// <summary>
|
||||
/// Early initialization - get settings reference
|
||||
/// </summary>
|
||||
internal override void OnManagedAwake()
|
||||
{
|
||||
base.OnManagedAwake();
|
||||
|
||||
// Get settings early
|
||||
_settings = GameManager.GetSettingsObject<AppleHills.Core.Settings.IStatueDressupSettings>();
|
||||
|
||||
if (_settings == null)
|
||||
{
|
||||
Logging.Error("[DecorationMenuController] Failed to load StatueDressupSettings!");
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Main initialization after all managers are ready
|
||||
/// </summary>
|
||||
internal override void OnManagedStart()
|
||||
{
|
||||
base.OnManagedStart();
|
||||
|
||||
if (_settings == null)
|
||||
{
|
||||
Logging.Error("[DecorationMenuController] Cannot initialize without settings!");
|
||||
return;
|
||||
}
|
||||
|
||||
// Ensure outline starts hidden
|
||||
if (statueOutline != null)
|
||||
{
|
||||
statueOutline.gameObject.SetActive(false);
|
||||
}
|
||||
|
||||
var allDecorations = _settings.AllDecorations;
|
||||
int itemsPerPage = _settings.ItemsPerPage;
|
||||
|
||||
Logging.Debug($"[DecorationMenuController] Initializing with {allDecorations?.Count ?? 0} decorations");
|
||||
|
||||
// Calculate total pages
|
||||
if (allDecorations != null && allDecorations.Count > 0)
|
||||
{
|
||||
_totalPages = Mathf.CeilToInt((float)allDecorations.Count / itemsPerPage);
|
||||
Logging.Debug($"[DecorationMenuController] Total pages: {_totalPages}");
|
||||
}
|
||||
else
|
||||
{
|
||||
Logging.Warning("[DecorationMenuController] No decorations found in settings!");
|
||||
_totalPages = 0;
|
||||
}
|
||||
|
||||
// Setup buttons
|
||||
if (nextPageButton != null)
|
||||
{
|
||||
nextPageButton.onClick.AddListener(OnNextPage);
|
||||
}
|
||||
|
||||
if (previousPageButton != null)
|
||||
{
|
||||
previousPageButton.onClick.AddListener(OnPreviousPage);
|
||||
}
|
||||
|
||||
// Subscribe to drag events for all items
|
||||
// (will be handled per-item when spawned)
|
||||
|
||||
// Populate first page
|
||||
PopulateCurrentPage();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Populate the current page with decoration icons
|
||||
/// </summary>
|
||||
private void PopulateCurrentPage()
|
||||
{
|
||||
if (_settings == null) return;
|
||||
|
||||
var allDecorations = _settings.AllDecorations;
|
||||
int itemsPerPage = _settings.ItemsPerPage;
|
||||
|
||||
if (allDecorations == null || allDecorations.Count == 0)
|
||||
{
|
||||
Logging.Warning("[DecorationMenuController] No decorations to populate");
|
||||
return;
|
||||
}
|
||||
|
||||
Logging.Debug($"[DecorationMenuController] Populating page {_currentPage + 1}/{_totalPages}");
|
||||
|
||||
// Clear existing icons
|
||||
ClearIcons();
|
||||
|
||||
// Calculate range for current page
|
||||
int startIndex = _currentPage * itemsPerPage;
|
||||
int endIndex = Mathf.Min(startIndex + itemsPerPage, allDecorations.Count);
|
||||
|
||||
Logging.Debug($"[DecorationMenuController] Spawning icons {startIndex} to {endIndex - 1}");
|
||||
|
||||
// Spawn icons for this page
|
||||
for (int i = startIndex; i < endIndex; i++)
|
||||
{
|
||||
SpawnGridIcon(allDecorations[i]);
|
||||
}
|
||||
|
||||
// Update button states
|
||||
UpdateNavigationButtons();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Spawn a grid icon in the menu
|
||||
/// </summary>
|
||||
private void SpawnGridIcon(DecorationData data)
|
||||
{
|
||||
if (iconPrefab == null || itemsContainer == null)
|
||||
{
|
||||
Logging.Warning("[DecorationMenuController] Missing icon prefab or container");
|
||||
return;
|
||||
}
|
||||
|
||||
DecorationGridIcon icon = Instantiate(iconPrefab, itemsContainer);
|
||||
icon.Initialize(data, this);
|
||||
|
||||
_spawnedIcons.Add(icon);
|
||||
|
||||
Logging.Debug($"[DecorationMenuController] Spawned icon: {data.DecorationName}");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Factory method: Spawn a draggable instance at cursor position
|
||||
/// Called by DecorationGridIcon when drag starts
|
||||
/// </summary>
|
||||
public DecorationDraggableInstance SpawnDraggableInstance(DecorationData data, Vector3 screenPosition)
|
||||
{
|
||||
if (draggablePrefab == null || statueController == null)
|
||||
{
|
||||
Logging.Warning("[DecorationMenuController] Missing draggable prefab or statue controller");
|
||||
return null;
|
||||
}
|
||||
|
||||
// Show statue outline
|
||||
ShowStatueOutline();
|
||||
|
||||
// Determine parent - use draggableContainer if set, otherwise itemsContainer's parent
|
||||
Transform parent = draggableContainer != null ? draggableContainer : itemsContainer.parent;
|
||||
|
||||
// Spawn draggable instance
|
||||
DecorationDraggableInstance instance = Instantiate(draggablePrefab, parent);
|
||||
|
||||
// Get outline RectTransform for overlap detection
|
||||
RectTransform outlineRect = statueOutline != null ? statueOutline.rectTransform : null;
|
||||
|
||||
// Initialize with references
|
||||
instance.Initialize(
|
||||
data,
|
||||
outlineRect,
|
||||
statueController.StatueParent,
|
||||
statueController,
|
||||
_settings,
|
||||
OnDraggableFinished
|
||||
);
|
||||
|
||||
// Position at cursor (in local space)
|
||||
Canvas canvas = GetComponentInParent<Canvas>();
|
||||
if (canvas != null)
|
||||
{
|
||||
RectTransformUtility.ScreenPointToLocalPointInRectangle(
|
||||
canvas.transform as RectTransform,
|
||||
screenPosition,
|
||||
canvas.worldCamera,
|
||||
out Vector2 localPoint);
|
||||
|
||||
RectTransform instanceRect = instance.GetComponent<RectTransform>();
|
||||
if (instanceRect != null)
|
||||
{
|
||||
instanceRect.localPosition = localPoint;
|
||||
}
|
||||
}
|
||||
|
||||
Logging.Debug($"[DecorationMenuController] Spawned draggable instance: {data.DecorationName}");
|
||||
|
||||
return instance;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Show the statue outline to indicate valid drop area
|
||||
/// </summary>
|
||||
private void ShowStatueOutline()
|
||||
{
|
||||
if (statueOutline != null)
|
||||
{
|
||||
statueOutline.gameObject.SetActive(true);
|
||||
Logging.Debug("[DecorationMenuController] Statue outline shown");
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Hide the statue outline after drag ends
|
||||
/// </summary>
|
||||
private void HideStatueOutline()
|
||||
{
|
||||
if (statueOutline != null)
|
||||
{
|
||||
statueOutline.gameObject.SetActive(false);
|
||||
Logging.Debug("[DecorationMenuController] Statue outline hidden");
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Callback from DecorationDraggableInstance when drag finishes
|
||||
/// </summary>
|
||||
private void OnDraggableFinished()
|
||||
{
|
||||
HideStatueOutline();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Clear all spawned icons
|
||||
/// </summary>
|
||||
private void ClearIcons()
|
||||
{
|
||||
foreach (var icon in _spawnedIcons)
|
||||
{
|
||||
if (icon != null)
|
||||
{
|
||||
Destroy(icon.gameObject);
|
||||
}
|
||||
}
|
||||
|
||||
_spawnedIcons.Clear();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Navigate to next page
|
||||
/// </summary>
|
||||
private void OnNextPage()
|
||||
{
|
||||
if (_currentPage < _totalPages - 1)
|
||||
{
|
||||
_currentPage++;
|
||||
PopulateCurrentPage();
|
||||
Logging.Debug($"[DecorationMenuController] Next page: {_currentPage + 1}/{_totalPages}");
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Navigate to previous page
|
||||
/// </summary>
|
||||
private void OnPreviousPage()
|
||||
{
|
||||
if (_currentPage > 0)
|
||||
{
|
||||
_currentPage--;
|
||||
PopulateCurrentPage();
|
||||
Logging.Debug($"[DecorationMenuController] Previous page: {_currentPage + 1}/{_totalPages}");
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Update navigation button interactability
|
||||
/// </summary>
|
||||
private void UpdateNavigationButtons()
|
||||
{
|
||||
if (previousPageButton != null)
|
||||
{
|
||||
previousPageButton.interactable = _currentPage > 0;
|
||||
}
|
||||
|
||||
if (nextPageButton != null)
|
||||
{
|
||||
nextPageButton.interactable = _currentPage < _totalPages - 1;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Cleanup when menu controller is destroyed
|
||||
/// </summary>
|
||||
internal override void OnManagedDestroy()
|
||||
{
|
||||
base.OnManagedDestroy();
|
||||
|
||||
// Cleanup button listeners
|
||||
if (nextPageButton != null)
|
||||
{
|
||||
nextPageButton.onClick.RemoveListener(OnNextPage);
|
||||
}
|
||||
|
||||
if (previousPageButton != null)
|
||||
{
|
||||
previousPageButton.onClick.RemoveListener(OnPreviousPage);
|
||||
}
|
||||
|
||||
// Cleanup icons
|
||||
ClearIcons();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: acbd542762b44e719326dff6c3a69e6e
|
||||
timeCreated: 1763745579
|
||||
@@ -0,0 +1,307 @@
|
||||
using System.Collections.Generic;
|
||||
using Core;
|
||||
using Core.Lifecycle;
|
||||
using Minigames.StatueDressup.DragDrop;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
namespace Minigames.StatueDressup.Controllers
|
||||
{
|
||||
/// <summary>
|
||||
/// Main controller for the Mr. Cement statue decoration minigame
|
||||
/// Uses overlap-based placement instead of slots
|
||||
/// </summary>
|
||||
public class StatueDecorationController : ManagedBehaviour
|
||||
{
|
||||
[Header("References")]
|
||||
[SerializeField] private RectTransform statueArea; // Statue area for overlap detection
|
||||
[SerializeField] private Transform statueParent; // Parent for placed decorations
|
||||
[SerializeField] private DecorationMenuController menuController;
|
||||
[SerializeField] private Button takePhotoButton;
|
||||
[SerializeField] private GameObject statue;
|
||||
|
||||
[Header("UI Elements to Hide for Photo")]
|
||||
[SerializeField] private GameObject[] uiElementsToHideForPhoto;
|
||||
|
||||
[Header("Photo Settings")]
|
||||
[SerializeField] private RectTransform photoArea; // Area to capture
|
||||
[SerializeField] private string photoSaveKey = "MrCementStatuePhoto";
|
||||
|
||||
private List<DecorationDraggableInstance> _placedDecorations = new List<DecorationDraggableInstance>();
|
||||
private bool _minigameCompleted;
|
||||
private AppleHills.Core.Settings.IStatueDressupSettings _settings;
|
||||
|
||||
// Public property for menu controller
|
||||
public Transform StatueParent => statueParent;
|
||||
|
||||
/// <summary>
|
||||
/// Early initialization - get settings reference
|
||||
/// </summary>
|
||||
internal override void OnManagedAwake()
|
||||
{
|
||||
base.OnManagedAwake();
|
||||
|
||||
// Get settings early
|
||||
_settings = GameManager.GetSettingsObject<AppleHills.Core.Settings.IStatueDressupSettings>();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Main initialization after all managers are ready
|
||||
/// </summary>
|
||||
internal override void OnManagedStart()
|
||||
{
|
||||
base.OnManagedStart();
|
||||
|
||||
Logging.Debug("[StatueDecorationController] Initializing minigame");
|
||||
|
||||
// Setup photo button
|
||||
if (takePhotoButton != null)
|
||||
{
|
||||
takePhotoButton.onClick.AddListener(OnTakePhoto);
|
||||
}
|
||||
|
||||
// Subscribe to menu controller for tracking placed items
|
||||
// Items will manage their own placement via overlap detection
|
||||
if (menuController != null)
|
||||
{
|
||||
// Menu controller will handle spawning replacements
|
||||
Logging.Debug("[StatueDecorationController] Menu controller connected");
|
||||
}
|
||||
|
||||
// Load saved state if exists
|
||||
LoadStatueState();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Register a decoration as placed on statue
|
||||
/// </summary>
|
||||
public void RegisterDecoration(DecorationDraggableInstance decoration)
|
||||
{
|
||||
if (decoration != null && !_placedDecorations.Contains(decoration))
|
||||
{
|
||||
_placedDecorations.Add(decoration);
|
||||
Logging.Debug($"[StatueDecorationController] Decoration placed: {decoration.Data?.DecorationName}");
|
||||
|
||||
// Auto-save state
|
||||
SaveStatueState();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Unregister a decoration (when removed)
|
||||
/// </summary>
|
||||
public void UnregisterDecoration(DecorationDraggableInstance decoration)
|
||||
{
|
||||
if (decoration != null && _placedDecorations.Contains(decoration))
|
||||
{
|
||||
_placedDecorations.Remove(decoration);
|
||||
Logging.Debug($"[StatueDecorationController] Decoration removed: {decoration.Data?.DecorationName}");
|
||||
|
||||
// Auto-save state
|
||||
SaveStatueState();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Take photo of decorated statue
|
||||
/// </summary>
|
||||
private void OnTakePhoto()
|
||||
{
|
||||
if (_minigameCompleted)
|
||||
{
|
||||
Logging.Debug("[StatueDecorationController] Minigame already completed");
|
||||
return;
|
||||
}
|
||||
|
||||
Logging.Debug("[StatueDecorationController] Taking photo of statue");
|
||||
|
||||
// Hide UI elements
|
||||
HideUIForPhoto(true);
|
||||
|
||||
// Wait a frame for UI to hide, then capture
|
||||
StartCoroutine(CapturePhotoCoroutine());
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Capture photo after UI is hidden
|
||||
/// </summary>
|
||||
private System.Collections.IEnumerator CapturePhotoCoroutine()
|
||||
{
|
||||
yield return new WaitForEndOfFrame();
|
||||
|
||||
// Capture the photo area
|
||||
Texture2D photo = CaptureScreenshotArea();
|
||||
|
||||
if (photo != null)
|
||||
{
|
||||
// Save photo to album
|
||||
SavePhotoToAlbum(photo);
|
||||
|
||||
// Award cards
|
||||
AwardCards();
|
||||
|
||||
// Update town icon
|
||||
UpdateTownIcon(photo);
|
||||
|
||||
// Show completion feedback
|
||||
ShowCompletionFeedback();
|
||||
|
||||
_minigameCompleted = true;
|
||||
}
|
||||
|
||||
// Restore UI
|
||||
HideUIForPhoto(false);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Capture screenshot of specific area
|
||||
/// </summary>
|
||||
private Texture2D CaptureScreenshotArea()
|
||||
{
|
||||
if (photoArea == null)
|
||||
{
|
||||
Logging.Warning("[StatueDecorationController] No photo area specified, capturing full screen");
|
||||
|
||||
// Capture full screen
|
||||
Texture2D screenshot = new Texture2D(Screen.width, Screen.height, TextureFormat.RGB24, false);
|
||||
screenshot.ReadPixels(new Rect(0, 0, Screen.width, Screen.height), 0, 0);
|
||||
screenshot.Apply();
|
||||
return screenshot;
|
||||
}
|
||||
|
||||
// Get world corners of the rect
|
||||
Vector3[] corners = new Vector3[4];
|
||||
photoArea.GetWorldCorners(corners);
|
||||
|
||||
// Convert to screen space
|
||||
Vector2 min = RectTransformUtility.WorldToScreenPoint(Camera.main, corners[0]);
|
||||
Vector2 max = RectTransformUtility.WorldToScreenPoint(Camera.main, corners[2]);
|
||||
|
||||
int width = (int)(max.x - min.x);
|
||||
int height = (int)(max.y - min.y);
|
||||
|
||||
Logging.Debug($"[StatueDecorationController] Capturing area: {width}x{height} at ({min.x}, {min.y})");
|
||||
|
||||
// Capture the specified area
|
||||
Texture2D areaScreenshot = new Texture2D(width, height, TextureFormat.RGB24, false);
|
||||
areaScreenshot.ReadPixels(new Rect(min.x, min.y, width, height), 0, 0);
|
||||
areaScreenshot.Apply();
|
||||
|
||||
return areaScreenshot;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Save photo to card album
|
||||
/// </summary>
|
||||
private void SavePhotoToAlbum(Texture2D photo)
|
||||
{
|
||||
// TODO: Integrate with existing album save system
|
||||
// For now, save to PlayerPrefs as base64
|
||||
byte[] bytes = photo.EncodeToPNG();
|
||||
string base64 = System.Convert.ToBase64String(bytes);
|
||||
string saveKey = _settings?.PhotoSaveKey ?? photoSaveKey;
|
||||
PlayerPrefs.SetString(saveKey, base64);
|
||||
PlayerPrefs.Save();
|
||||
|
||||
Logging.Debug("[StatueDecorationController] Photo saved to album");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Award Blokkemon cards to player
|
||||
/// </summary>
|
||||
private void AwardCards()
|
||||
{
|
||||
// TODO: Integrate with MinigameBoosterGiver
|
||||
// MinigameBoosterGiver.GiveBooster();
|
||||
|
||||
Logging.Debug("[StatueDecorationController] Cards awarded (TODO: implement)");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Update town menu icon with decorated statue
|
||||
/// </summary>
|
||||
private void UpdateTownIcon(Texture2D photo)
|
||||
{
|
||||
// TODO: Integrate with town system
|
||||
// TownIconUpdater.SetStatueIcon(photo);
|
||||
|
||||
Logging.Debug("[StatueDecorationController] Town icon updated (TODO: implement)");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Show completion feedback to player
|
||||
/// </summary>
|
||||
private void ShowCompletionFeedback()
|
||||
{
|
||||
// TODO: Show success message/animation
|
||||
DebugUIMessage.Show("Photo captured! Mr. Cement looks amazing!", Color.green);
|
||||
Logging.Debug("[StatueDecorationController] Minigame completed!");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Hide/show UI elements for photo
|
||||
/// </summary>
|
||||
private void HideUIForPhoto(bool hide)
|
||||
{
|
||||
foreach (var element in uiElementsToHideForPhoto)
|
||||
{
|
||||
if (element != null)
|
||||
{
|
||||
element.SetActive(!hide);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Save current statue decoration state
|
||||
/// </summary>
|
||||
private void SaveStatueState()
|
||||
{
|
||||
// Check if persistence is enabled
|
||||
if (_settings == null || !_settings.EnableStatePersistence)
|
||||
{
|
||||
Logging.Debug("[StatueDecorationController] State persistence disabled");
|
||||
return;
|
||||
}
|
||||
|
||||
// TODO: Implement save system
|
||||
// Save decoration ID + position + rotation for each placed item
|
||||
// Respect MaxSavedDecorations limit
|
||||
|
||||
Logging.Debug($"[StatueDecorationController] State saved to {_settings.StateSaveKey} (TODO: implement persistence)");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Load saved statue decoration state
|
||||
/// </summary>
|
||||
private void LoadStatueState()
|
||||
{
|
||||
// Check if persistence is enabled
|
||||
if (_settings == null || !_settings.EnableStatePersistence)
|
||||
{
|
||||
Logging.Debug("[StatueDecorationController] State persistence disabled");
|
||||
return;
|
||||
}
|
||||
|
||||
// TODO: Implement load system
|
||||
// Restore decorations from saved state
|
||||
|
||||
Logging.Debug($"[StatueDecorationController] State loaded from {_settings.StateSaveKey} (TODO: implement persistence)");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Cleanup when controller is destroyed
|
||||
/// </summary>
|
||||
internal override void OnManagedDestroy()
|
||||
{
|
||||
base.OnManagedDestroy();
|
||||
|
||||
// Cleanup button listener
|
||||
if (takePhotoButton != null)
|
||||
{
|
||||
takePhotoButton.onClick.RemoveListener(OnTakePhoto);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 19e312ceaffa40ae90ac87b8209319cb
|
||||
timeCreated: 1763745610
|
||||
3
Assets/Scripts/Minigames/StatueDressup/Data.meta
Normal file
3
Assets/Scripts/Minigames/StatueDressup/Data.meta
Normal file
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a6e7dfb0a39c441fb8ac888a5e58a91e
|
||||
timeCreated: 1763745500
|
||||
@@ -0,0 +1,42 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace Minigames.StatueDressup.Data
|
||||
{
|
||||
/// <summary>
|
||||
/// ScriptableObject data definition for statue decorations
|
||||
/// </summary>
|
||||
[CreateAssetMenu(fileName = "DecorationData", menuName = "AppleHills/Minigames/Decoration Data", order = 1)]
|
||||
public class DecorationData : ScriptableObject
|
||||
{
|
||||
[Header("Identity")]
|
||||
[SerializeField] private string decorationId;
|
||||
[SerializeField] private string decorationName;
|
||||
|
||||
[Header("Visual")]
|
||||
[SerializeField] private Sprite decorationSprite;
|
||||
|
||||
[Header("Size Configuration")]
|
||||
[Tooltip("Full size when placed on statue (actual sprite size)")]
|
||||
[SerializeField] private Vector2 authoredSize = new Vector2(128f, 128f);
|
||||
|
||||
[Header("Progression (Optional)")]
|
||||
[SerializeField] private bool isUnlocked = true;
|
||||
|
||||
// Properties
|
||||
public string DecorationId => decorationId;
|
||||
public string DecorationName => decorationName;
|
||||
public Sprite DecorationSprite => decorationSprite;
|
||||
public Vector2 AuthoredSize => authoredSize;
|
||||
public bool IsUnlocked => isUnlocked;
|
||||
|
||||
private void OnValidate()
|
||||
{
|
||||
// Auto-generate ID from name if empty
|
||||
if (string.IsNullOrEmpty(decorationId) && !string.IsNullOrEmpty(decorationName))
|
||||
{
|
||||
decorationId = decorationName.Replace(" ", "_").ToLower();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 74c6ae9aa803480c8fb918dd58cfb809
|
||||
timeCreated: 1763745511
|
||||
3
Assets/Scripts/Minigames/StatueDressup/DragDrop.meta
Normal file
3
Assets/Scripts/Minigames/StatueDressup/DragDrop.meta
Normal file
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 4c3389a935534b7b86800516ffa42acb
|
||||
timeCreated: 1763745531
|
||||
@@ -0,0 +1,242 @@
|
||||
using Core;
|
||||
using Minigames.StatueDressup.Controllers;
|
||||
using Minigames.StatueDressup.Data;
|
||||
using Minigames.StatueDressup.Utils;
|
||||
using UnityEngine;
|
||||
using UnityEngine.EventSystems;
|
||||
using UnityEngine.UI;
|
||||
|
||||
namespace Minigames.StatueDressup.DragDrop
|
||||
{
|
||||
/// <summary>
|
||||
/// Draggable instance of a decoration that can be placed on the statue.
|
||||
/// Created dynamically when dragging from menu or picking up from statue.
|
||||
/// Destroyed if dropped outside statue area.
|
||||
/// </summary>
|
||||
public class DecorationDraggableInstance : MonoBehaviour
|
||||
{
|
||||
[Header("References")]
|
||||
[SerializeField] private Image decorationImage;
|
||||
[SerializeField] private CanvasGroup canvasGroup;
|
||||
|
||||
private DecorationData _decorationData;
|
||||
private RectTransform _rectTransform;
|
||||
private Canvas _canvas;
|
||||
private RectTransform _statueOutline;
|
||||
private Transform _statueParent;
|
||||
private StatueDecorationController _controller;
|
||||
private AppleHills.Core.Settings.IStatueDressupSettings _settings;
|
||||
private System.Action _onFinishedCallback;
|
||||
|
||||
private bool _isDragging;
|
||||
private bool _isPlacedOnStatue;
|
||||
private Vector3 _dragOffset;
|
||||
|
||||
// Properties
|
||||
public DecorationData Data => _decorationData;
|
||||
public bool IsPlacedOnStatue => _isPlacedOnStatue;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
_rectTransform = GetComponent<RectTransform>();
|
||||
_canvas = GetComponentInParent<Canvas>();
|
||||
|
||||
if (canvasGroup == null)
|
||||
{
|
||||
canvasGroup = gameObject.AddComponent<CanvasGroup>();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Initialize the draggable instance
|
||||
/// </summary>
|
||||
public void Initialize(DecorationData data, RectTransform statueOutline, Transform statueParent,
|
||||
StatueDecorationController controller, AppleHills.Core.Settings.IStatueDressupSettings settings,
|
||||
System.Action onFinishedCallback)
|
||||
{
|
||||
_decorationData = data;
|
||||
_statueOutline = statueOutline;
|
||||
_statueParent = statueParent;
|
||||
_controller = controller;
|
||||
_settings = settings;
|
||||
_onFinishedCallback = onFinishedCallback;
|
||||
|
||||
// Set sprite
|
||||
if (decorationImage != null && data != null && data.DecorationSprite != null)
|
||||
{
|
||||
decorationImage.sprite = data.DecorationSprite;
|
||||
}
|
||||
|
||||
// Set authored size
|
||||
if (_rectTransform != null && data != null)
|
||||
{
|
||||
_rectTransform.sizeDelta = data.AuthoredSize;
|
||||
}
|
||||
|
||||
Logging.Debug($"[DecorationDraggableInstance] Initialized: {data?.DecorationName}");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Start dragging from icon
|
||||
/// </summary>
|
||||
public void StartDragFromIcon(PointerEventData eventData)
|
||||
{
|
||||
_isDragging = true;
|
||||
|
||||
// Calculate offset from cursor to object center
|
||||
RectTransformUtility.ScreenPointToLocalPointInRectangle(
|
||||
_canvas.transform as RectTransform,
|
||||
eventData.position,
|
||||
eventData.pressEventCamera,
|
||||
out Vector2 localPoint);
|
||||
|
||||
_dragOffset = _rectTransform.localPosition - (Vector3)localPoint;
|
||||
|
||||
Logging.Debug($"[DecorationDraggableInstance] Started drag from icon: {_decorationData?.DecorationName}");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Continue dragging
|
||||
/// </summary>
|
||||
public void ContinueDrag(PointerEventData eventData)
|
||||
{
|
||||
if (!_isDragging) return;
|
||||
|
||||
// Update position to follow cursor
|
||||
RectTransformUtility.ScreenPointToLocalPointInRectangle(
|
||||
_canvas.transform as RectTransform,
|
||||
eventData.position,
|
||||
eventData.pressEventCamera,
|
||||
out Vector2 localPoint);
|
||||
|
||||
_rectTransform.localPosition = localPoint + (Vector2)_dragOffset;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// End drag - check placement
|
||||
/// </summary>
|
||||
public void EndDrag(PointerEventData eventData)
|
||||
{
|
||||
_isDragging = false;
|
||||
|
||||
Logging.Debug($"[DecorationDraggableInstance] Drag ended: {_decorationData?.DecorationName}");
|
||||
|
||||
// Check if overlapping with statue
|
||||
if (IsOverlappingStatue())
|
||||
{
|
||||
PlaceOnStatue();
|
||||
}
|
||||
else
|
||||
{
|
||||
PlayPopOutAndDestroy();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Check if item overlaps with statue outline
|
||||
/// </summary>
|
||||
private bool IsOverlappingStatue()
|
||||
{
|
||||
if (_statueOutline == null || _rectTransform == null)
|
||||
{
|
||||
Logging.Warning($"[DecorationDraggableInstance] Cannot check overlap - statueOutline or RectTransform is null");
|
||||
return false;
|
||||
}
|
||||
|
||||
// Get bounds of this item in world space
|
||||
Rect itemRect = GetWorldRect(_rectTransform);
|
||||
Rect outlineRect = GetWorldRect(_statueOutline);
|
||||
|
||||
// Check for any overlap
|
||||
bool overlaps = itemRect.Overlaps(outlineRect);
|
||||
|
||||
Logging.Debug($"[DecorationDraggableInstance] Overlap check: {_decorationData?.DecorationName}, overlaps={overlaps}");
|
||||
|
||||
return overlaps;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get world space rect for a RectTransform
|
||||
/// </summary>
|
||||
private Rect GetWorldRect(RectTransform rectTransform)
|
||||
{
|
||||
Vector3[] corners = new Vector3[4];
|
||||
rectTransform.GetWorldCorners(corners);
|
||||
|
||||
Vector3 bottomLeft = corners[0];
|
||||
Vector3 topRight = corners[2];
|
||||
|
||||
return new Rect(bottomLeft.x, bottomLeft.y, topRight.x - bottomLeft.x, topRight.y - bottomLeft.y);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Place item on statue at current position
|
||||
/// </summary>
|
||||
private void PlaceOnStatue()
|
||||
{
|
||||
Logging.Debug($"[DecorationDraggableInstance] Placing on statue: {_decorationData?.DecorationName}");
|
||||
|
||||
_isPlacedOnStatue = true;
|
||||
|
||||
// Move to statue parent if specified
|
||||
if (_statueParent != null && transform.parent != _statueParent)
|
||||
{
|
||||
transform.SetParent(_statueParent, true); // Keep world position
|
||||
}
|
||||
|
||||
// Register with controller
|
||||
if (_controller != null)
|
||||
{
|
||||
_controller.RegisterDecoration(this);
|
||||
}
|
||||
|
||||
// Notify menu controller to hide outline
|
||||
_onFinishedCallback?.Invoke();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Play pop-out animation and destroy
|
||||
/// </summary>
|
||||
private void PlayPopOutAndDestroy()
|
||||
{
|
||||
Logging.Debug($"[DecorationDraggableInstance] Pop-out and destroy: {_decorationData?.DecorationName}");
|
||||
|
||||
// Notify menu controller to hide outline immediately
|
||||
_onFinishedCallback?.Invoke();
|
||||
|
||||
float duration = _settings?.PlacementAnimationDuration ?? 0.3f;
|
||||
|
||||
// Play pop-out with fade animation
|
||||
TweenAnimationUtility.PopOutWithFade(transform, canvasGroup, duration, () =>
|
||||
{
|
||||
Destroy(gameObject);
|
||||
});
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Allow picking up from statue for repositioning
|
||||
/// </summary>
|
||||
public void StartDragFromStatue(Vector3 pointerPosition)
|
||||
{
|
||||
if (_controller != null)
|
||||
{
|
||||
_controller.UnregisterDecoration(this);
|
||||
}
|
||||
|
||||
_isPlacedOnStatue = false;
|
||||
_isDragging = true;
|
||||
|
||||
// Calculate offset
|
||||
RectTransformUtility.ScreenPointToLocalPointInRectangle(
|
||||
_canvas.transform as RectTransform,
|
||||
pointerPosition,
|
||||
null,
|
||||
out Vector2 localPoint);
|
||||
|
||||
_dragOffset = _rectTransform.localPosition - (Vector3)localPoint;
|
||||
|
||||
Logging.Debug($"[DecorationDraggableInstance] Started drag from statue: {_decorationData?.DecorationName}");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e4659fd035c74a79af0311de9e17f44a
|
||||
timeCreated: 1763991638
|
||||
@@ -0,0 +1,100 @@
|
||||
using Core;
|
||||
using Minigames.StatueDressup.Data;
|
||||
using UnityEngine;
|
||||
using UnityEngine.EventSystems;
|
||||
using UnityEngine.UI;
|
||||
|
||||
namespace Minigames.StatueDressup.DragDrop
|
||||
{
|
||||
/// <summary>
|
||||
/// Static grid icon for decorations in the menu.
|
||||
/// Handles tap and drag initiation, but doesn't move itself.
|
||||
/// Spawns a draggable instance when drag starts.
|
||||
/// </summary>
|
||||
public class DecorationGridIcon : MonoBehaviour, IPointerClickHandler, IBeginDragHandler, IDragHandler, IEndDragHandler
|
||||
{
|
||||
[Header("References")]
|
||||
[SerializeField] private Image iconImage;
|
||||
[SerializeField] private DecorationData decorationData;
|
||||
|
||||
private Controllers.DecorationMenuController _menuController;
|
||||
private DecorationDraggableInstance _activeDraggableInstance;
|
||||
|
||||
// Properties
|
||||
public DecorationData Data => decorationData;
|
||||
|
||||
/// <summary>
|
||||
/// Initialize the icon with decoration data
|
||||
/// </summary>
|
||||
public void Initialize(DecorationData data, Controllers.DecorationMenuController controller)
|
||||
{
|
||||
decorationData = data;
|
||||
_menuController = controller;
|
||||
|
||||
if (iconImage != null && data != null && data.DecorationSprite != null)
|
||||
{
|
||||
iconImage.sprite = data.DecorationSprite;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Handle tap/click on icon
|
||||
/// </summary>
|
||||
public void OnPointerClick(PointerEventData eventData)
|
||||
{
|
||||
// Only process clicks if we're not dragging
|
||||
if (_activeDraggableInstance == null)
|
||||
{
|
||||
Logging.Debug($"[DecorationGridIcon] Item tapped: {decorationData?.DecorationName}");
|
||||
// Future: Open detail view, preview, etc.
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Handle drag start - spawn draggable instance
|
||||
/// </summary>
|
||||
public void OnBeginDrag(PointerEventData eventData)
|
||||
{
|
||||
if (_menuController == null || decorationData == null)
|
||||
{
|
||||
Logging.Warning("[DecorationGridIcon] Cannot start drag - missing controller or data");
|
||||
return;
|
||||
}
|
||||
|
||||
Logging.Debug($"[DecorationGridIcon] Starting drag for: {decorationData.DecorationName}");
|
||||
|
||||
// Spawn draggable instance at cursor position
|
||||
_activeDraggableInstance = _menuController.SpawnDraggableInstance(decorationData, eventData.position);
|
||||
|
||||
// Start the drag on the spawned instance
|
||||
if (_activeDraggableInstance != null)
|
||||
{
|
||||
_activeDraggableInstance.StartDragFromIcon(eventData);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Forward drag events to the active draggable instance
|
||||
/// </summary>
|
||||
public void OnDrag(PointerEventData eventData)
|
||||
{
|
||||
if (_activeDraggableInstance != null)
|
||||
{
|
||||
_activeDraggableInstance.ContinueDrag(eventData);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Forward drag end to the active draggable instance
|
||||
/// </summary>
|
||||
public void OnEndDrag(PointerEventData eventData)
|
||||
{
|
||||
if (_activeDraggableInstance != null)
|
||||
{
|
||||
_activeDraggableInstance.EndDrag(eventData);
|
||||
_activeDraggableInstance = null;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 9c806d80a321498c9f33f13d7a31065c
|
||||
timeCreated: 1763991611
|
||||
3
Assets/Scripts/Minigames/StatueDressup/Utils.meta
Normal file
3
Assets/Scripts/Minigames/StatueDressup/Utils.meta
Normal file
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: fe03648f638e4872abafaf49234a3f55
|
||||
timeCreated: 1763745490
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user