Compare commits
4 Commits
8b283774e6
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michal_dum
| Author | SHA1 | Date | |
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b20192a03a | ||
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3f847508be | ||
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e9320c6d03 | ||
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b4b17c18ed |
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m_Name:
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m_EditorClassIdentifier: AppleHillsScripts::Minigames.BirdPooper.TargetSpawner
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referenceMarker: {fileID: 1143700529}
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|
||||
@@ -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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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)
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,4 +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>
|
||||
@@ -37,14 +39,18 @@ 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;
|
||||
private IPlayerFollowerSettings playerFollowerSettings;
|
||||
@@ -54,9 +60,52 @@ namespace Interactions
|
||||
/// </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})");
|
||||
}
|
||||
// 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);
|
||||
|
||||
/// <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)
|
||||
// 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 +1,247 @@
|
||||
using System.Collections.Generic;
|
||||
using Core;
|
||||
using Minigames.StatueDressup.Data;
|
||||
using Minigames.StatueDressup.DragDrop;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
namespace Minigames.StatueDressup.Controllers
|
||||
{
|
||||
/// <summary>
|
||||
/// Manages the side menu with decoration items and pagination
|
||||
/// </summary>
|
||||
public class DecorationMenuController : MonoBehaviour
|
||||
{
|
||||
[Header("References")]
|
||||
[SerializeField] private DecorationItem itemPrefab;
|
||||
[SerializeField] private Transform itemsContainer;
|
||||
[SerializeField] private Button nextPageButton;
|
||||
[SerializeField] private Button previousPageButton;
|
||||
|
||||
[Header("Configuration")]
|
||||
[SerializeField] private List<DecorationData> allDecorations = new List<DecorationData>();
|
||||
[SerializeField] private int itemsPerPage = 10; // 2 columns x 5 rows
|
||||
|
||||
[Header("Layout")]
|
||||
[SerializeField] private GridLayoutGroup gridLayout;
|
||||
|
||||
private int _currentPage = 0;
|
||||
private int _totalPages = 0;
|
||||
private List<DecorationItem> _spawnedItems = new List<DecorationItem>();
|
||||
private Dictionary<DecorationItem, DecorationData> _itemDataMapping = new Dictionary<DecorationItem, DecorationData>();
|
||||
|
||||
// Properties
|
||||
public int CurrentPage => _currentPage;
|
||||
public int TotalPages => _totalPages;
|
||||
|
||||
private void Start()
|
||||
{
|
||||
Initialize();
|
||||
}
|
||||
|
||||
private void Initialize()
|
||||
{
|
||||
Logging.Debug($"[DecorationMenuController] Initializing with {allDecorations.Count} decorations");
|
||||
|
||||
// Calculate total pages
|
||||
_totalPages = Mathf.CeilToInt((float)allDecorations.Count / itemsPerPage);
|
||||
Logging.Debug($"[DecorationMenuController] Total pages: {_totalPages}");
|
||||
|
||||
// Setup buttons
|
||||
if (nextPageButton != null)
|
||||
{
|
||||
nextPageButton.onClick.AddListener(OnNextPage);
|
||||
}
|
||||
|
||||
if (previousPageButton != null)
|
||||
{
|
||||
previousPageButton.onClick.AddListener(OnPreviousPage);
|
||||
}
|
||||
|
||||
// Subscribe to drag events for all items
|
||||
// (will be handled per-item when spawned)
|
||||
|
||||
// Populate first page
|
||||
PopulateCurrentPage();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Populate the current page with decoration items
|
||||
/// </summary>
|
||||
private void PopulateCurrentPage()
|
||||
{
|
||||
Logging.Debug($"[DecorationMenuController] Populating page {_currentPage + 1}/{_totalPages}");
|
||||
|
||||
// Clear existing items
|
||||
ClearItems();
|
||||
|
||||
// Calculate range for current page
|
||||
int startIndex = _currentPage * itemsPerPage;
|
||||
int endIndex = Mathf.Min(startIndex + itemsPerPage, allDecorations.Count);
|
||||
|
||||
Logging.Debug($"[DecorationMenuController] Spawning items {startIndex} to {endIndex - 1}");
|
||||
|
||||
// Spawn items for this page
|
||||
for (int i = startIndex; i < endIndex; i++)
|
||||
{
|
||||
SpawnDecorationItem(allDecorations[i]);
|
||||
}
|
||||
|
||||
// Update button states
|
||||
UpdateNavigationButtons();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Spawn a decoration item in the menu
|
||||
/// </summary>
|
||||
private void SpawnDecorationItem(DecorationData data)
|
||||
{
|
||||
if (itemPrefab == null || itemsContainer == null)
|
||||
{
|
||||
Logging.Warning("[DecorationMenuController] Missing prefab or container");
|
||||
return;
|
||||
}
|
||||
|
||||
DecorationItem item = Instantiate(itemPrefab, itemsContainer);
|
||||
item.SetDecorationData(data);
|
||||
|
||||
// Store original position for return animation
|
||||
if (item.RectTransform != null)
|
||||
{
|
||||
// Force layout update to get correct position
|
||||
Canvas.ForceUpdateCanvases();
|
||||
item.SetOriginalMenuPosition(item.RectTransform.anchoredPosition);
|
||||
}
|
||||
|
||||
// Subscribe to drag events
|
||||
item.OnDragStarted += HandleItemPickedUp;
|
||||
item.OnDragEnded += HandleItemDropped;
|
||||
|
||||
_spawnedItems.Add(item);
|
||||
_itemDataMapping[item] = data;
|
||||
|
||||
Logging.Debug($"[DecorationMenuController] Spawned: {data.DecorationName} at position {item.RectTransform?.anchoredPosition}");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Handle item picked up from menu
|
||||
/// </summary>
|
||||
private void HandleItemPickedUp(DraggableObject draggable)
|
||||
{
|
||||
if (draggable is DecorationItem item && _itemDataMapping.ContainsKey(item))
|
||||
{
|
||||
Logging.Debug($"[DecorationMenuController] Item picked up: {item.Data?.DecorationName}");
|
||||
|
||||
// Spawn replacement in menu slot
|
||||
// This ensures menu always shows available items
|
||||
DecorationData data = _itemDataMapping[item];
|
||||
// We'll spawn replacement only if item is actually placed, not on pickup
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Handle item dropped (either placed on statue or returned to menu)
|
||||
/// </summary>
|
||||
private void HandleItemDropped(DraggableObject draggable)
|
||||
{
|
||||
if (draggable is DecorationItem item && _itemDataMapping.ContainsKey(item))
|
||||
{
|
||||
Logging.Debug($"[DecorationMenuController] Item dropped: {item.Data?.DecorationName}, slot={item.CurrentSlot?.name}");
|
||||
|
||||
// If item was placed on statue, spawn replacement in menu
|
||||
if (item.CurrentSlot != null && !item.IsInMenu)
|
||||
{
|
||||
DecorationData data = _itemDataMapping[item];
|
||||
|
||||
// Remove original from tracking
|
||||
_spawnedItems.Remove(item);
|
||||
_itemDataMapping.Remove(item);
|
||||
|
||||
// Spawn replacement
|
||||
SpawnDecorationItem(data);
|
||||
|
||||
Logging.Debug($"[DecorationMenuController] Spawned replacement for: {data.DecorationName}");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Clear all spawned items
|
||||
/// </summary>
|
||||
private void ClearItems()
|
||||
{
|
||||
foreach (var item in _spawnedItems)
|
||||
{
|
||||
if (item != null)
|
||||
{
|
||||
item.OnDragStarted -= HandleItemPickedUp;
|
||||
item.OnDragEnded -= HandleItemDropped;
|
||||
Destroy(item.gameObject);
|
||||
}
|
||||
}
|
||||
|
||||
_spawnedItems.Clear();
|
||||
_itemDataMapping.Clear();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Navigate to next page
|
||||
/// </summary>
|
||||
private void OnNextPage()
|
||||
{
|
||||
if (_currentPage < _totalPages - 1)
|
||||
{
|
||||
_currentPage++;
|
||||
PopulateCurrentPage();
|
||||
Logging.Debug($"[DecorationMenuController] Next page: {_currentPage + 1}/{_totalPages}");
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Navigate to previous page
|
||||
/// </summary>
|
||||
private void OnPreviousPage()
|
||||
{
|
||||
if (_currentPage > 0)
|
||||
{
|
||||
_currentPage--;
|
||||
PopulateCurrentPage();
|
||||
Logging.Debug($"[DecorationMenuController] Previous page: {_currentPage + 1}/{_totalPages}");
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Update navigation button interactability
|
||||
/// </summary>
|
||||
private void UpdateNavigationButtons()
|
||||
{
|
||||
if (previousPageButton != null)
|
||||
{
|
||||
previousPageButton.interactable = _currentPage > 0;
|
||||
}
|
||||
|
||||
if (nextPageButton != null)
|
||||
{
|
||||
nextPageButton.interactable = _currentPage < _totalPages - 1;
|
||||
}
|
||||
}
|
||||
|
||||
private void OnDestroy()
|
||||
{
|
||||
// Cleanup button listeners
|
||||
if (nextPageButton != null)
|
||||
{
|
||||
nextPageButton.onClick.RemoveListener(OnNextPage);
|
||||
}
|
||||
|
||||
if (previousPageButton != null)
|
||||
{
|
||||
previousPageButton.onClick.RemoveListener(OnPreviousPage);
|
||||
}
|
||||
|
||||
// Cleanup item listeners
|
||||
ClearItems();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: acbd542762b44e719326dff6c3a69e6e
|
||||
timeCreated: 1763745579
|
||||
@@ -0,0 +1,267 @@
|
||||
using System.Collections.Generic;
|
||||
using Core;
|
||||
using Minigames.StatueDressup.DragDrop;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
namespace Minigames.StatueDressup.Controllers
|
||||
{
|
||||
/// <summary>
|
||||
/// Main controller for the Mr. Cement statue decoration minigame
|
||||
/// </summary>
|
||||
public class StatueDecorationController : MonoBehaviour
|
||||
{
|
||||
[Header("References")]
|
||||
[SerializeField] private StatueDecorationSlot[] statueSlots;
|
||||
[SerializeField] private DecorationMenuController menuController;
|
||||
[SerializeField] private Button takePhotoButton;
|
||||
[SerializeField] private GameObject statue;
|
||||
|
||||
[Header("UI Elements to Hide for Photo")]
|
||||
[SerializeField] private GameObject[] uiElementsToHideForPhoto;
|
||||
|
||||
[Header("Photo Settings")]
|
||||
[SerializeField] private RectTransform photoArea; // Area to capture
|
||||
[SerializeField] private string photoSaveKey = "MrCementStatuePhoto";
|
||||
|
||||
private Dictionary<StatueDecorationSlot, DecorationItem> _placedDecorations = new Dictionary<StatueDecorationSlot, DecorationItem>();
|
||||
private bool _minigameCompleted = false;
|
||||
|
||||
private void Start()
|
||||
{
|
||||
Initialize();
|
||||
}
|
||||
|
||||
private void Initialize()
|
||||
{
|
||||
Logging.Debug("[StatueDecorationController] Initializing minigame");
|
||||
|
||||
// Setup photo button
|
||||
if (takePhotoButton != null)
|
||||
{
|
||||
takePhotoButton.onClick.AddListener(OnTakePhoto);
|
||||
}
|
||||
|
||||
// Subscribe to slot occupation events
|
||||
foreach (var slot in statueSlots)
|
||||
{
|
||||
if (slot != null)
|
||||
{
|
||||
slot.OnOccupied += HandleDecorationPlaced;
|
||||
}
|
||||
}
|
||||
|
||||
// Load saved state if exists
|
||||
LoadStatueState();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Handle decoration placed in slot
|
||||
/// </summary>
|
||||
private void HandleDecorationPlaced(DraggableObject draggable)
|
||||
{
|
||||
if (draggable is DecorationItem decoration)
|
||||
{
|
||||
var slot = decoration.CurrentSlot as StatueDecorationSlot;
|
||||
if (slot != null)
|
||||
{
|
||||
_placedDecorations[slot] = decoration;
|
||||
Logging.Debug($"[StatueDecorationController] Decoration placed: {decoration.Data?.DecorationName} in slot {slot.name}");
|
||||
|
||||
// Auto-save state
|
||||
SaveStatueState();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Take photo of decorated statue
|
||||
/// </summary>
|
||||
private void OnTakePhoto()
|
||||
{
|
||||
if (_minigameCompleted)
|
||||
{
|
||||
Logging.Debug("[StatueDecorationController] Minigame already completed");
|
||||
return;
|
||||
}
|
||||
|
||||
Logging.Debug("[StatueDecorationController] Taking photo of statue");
|
||||
|
||||
// Hide UI elements
|
||||
HideUIForPhoto(true);
|
||||
|
||||
// Wait a frame for UI to hide, then capture
|
||||
StartCoroutine(CapturePhotoCoroutine());
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Capture photo after UI is hidden
|
||||
/// </summary>
|
||||
private System.Collections.IEnumerator CapturePhotoCoroutine()
|
||||
{
|
||||
yield return new WaitForEndOfFrame();
|
||||
|
||||
// Capture the photo area
|
||||
Texture2D photo = CaptureScreenshotArea();
|
||||
|
||||
if (photo != null)
|
||||
{
|
||||
// Save photo to album
|
||||
SavePhotoToAlbum(photo);
|
||||
|
||||
// Award cards
|
||||
AwardCards();
|
||||
|
||||
// Update town icon
|
||||
UpdateTownIcon(photo);
|
||||
|
||||
// Show completion feedback
|
||||
ShowCompletionFeedback();
|
||||
|
||||
_minigameCompleted = true;
|
||||
}
|
||||
|
||||
// Restore UI
|
||||
HideUIForPhoto(false);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Capture screenshot of specific area
|
||||
/// </summary>
|
||||
private Texture2D CaptureScreenshotArea()
|
||||
{
|
||||
if (photoArea == null)
|
||||
{
|
||||
Logging.Warning("[StatueDecorationController] No photo area specified, capturing full screen");
|
||||
|
||||
// Capture full screen
|
||||
Texture2D screenshot = new Texture2D(Screen.width, Screen.height, TextureFormat.RGB24, false);
|
||||
screenshot.ReadPixels(new Rect(0, 0, Screen.width, Screen.height), 0, 0);
|
||||
screenshot.Apply();
|
||||
return screenshot;
|
||||
}
|
||||
|
||||
// Get world corners of the rect
|
||||
Vector3[] corners = new Vector3[4];
|
||||
photoArea.GetWorldCorners(corners);
|
||||
|
||||
// Convert to screen space
|
||||
Vector2 min = RectTransformUtility.WorldToScreenPoint(Camera.main, corners[0]);
|
||||
Vector2 max = RectTransformUtility.WorldToScreenPoint(Camera.main, corners[2]);
|
||||
|
||||
int width = (int)(max.x - min.x);
|
||||
int height = (int)(max.y - min.y);
|
||||
|
||||
Logging.Debug($"[StatueDecorationController] Capturing area: {width}x{height} at ({min.x}, {min.y})");
|
||||
|
||||
// Capture the specified area
|
||||
Texture2D screenshot = new Texture2D(width, height, TextureFormat.RGB24, false);
|
||||
screenshot.ReadPixels(new Rect(min.x, min.y, width, height), 0, 0);
|
||||
screenshot.Apply();
|
||||
|
||||
return screenshot;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Save photo to card album
|
||||
/// </summary>
|
||||
private void SavePhotoToAlbum(Texture2D photo)
|
||||
{
|
||||
// TODO: Integrate with existing album save system
|
||||
// For now, save to PlayerPrefs as base64
|
||||
byte[] bytes = photo.EncodeToPNG();
|
||||
string base64 = System.Convert.ToBase64String(bytes);
|
||||
PlayerPrefs.SetString(photoSaveKey, base64);
|
||||
PlayerPrefs.Save();
|
||||
|
||||
Logging.Debug("[StatueDecorationController] Photo saved to album");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Award Blokkemon cards to player
|
||||
/// </summary>
|
||||
private void AwardCards()
|
||||
{
|
||||
// TODO: Integrate with MinigameBoosterGiver
|
||||
// MinigameBoosterGiver.GiveBooster();
|
||||
|
||||
Logging.Debug("[StatueDecorationController] Cards awarded (TODO: implement)");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Update town menu icon with decorated statue
|
||||
/// </summary>
|
||||
private void UpdateTownIcon(Texture2D photo)
|
||||
{
|
||||
// TODO: Integrate with town system
|
||||
// TownIconUpdater.SetStatueIcon(photo);
|
||||
|
||||
Logging.Debug("[StatueDecorationController] Town icon updated (TODO: implement)");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Show completion feedback to player
|
||||
/// </summary>
|
||||
private void ShowCompletionFeedback()
|
||||
{
|
||||
// TODO: Show success message/animation
|
||||
DebugUIMessage.Show("Photo captured! Mr. Cement looks amazing!", Color.green);
|
||||
Logging.Debug("[StatueDecorationController] Minigame completed!");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Hide/show UI elements for photo
|
||||
/// </summary>
|
||||
private void HideUIForPhoto(bool hide)
|
||||
{
|
||||
foreach (var element in uiElementsToHideForPhoto)
|
||||
{
|
||||
if (element != null)
|
||||
{
|
||||
element.SetActive(!hide);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Save current statue decoration state
|
||||
/// </summary>
|
||||
private void SaveStatueState()
|
||||
{
|
||||
// TODO: Implement save system
|
||||
// Save slot ID -> decoration ID mapping
|
||||
|
||||
Logging.Debug("[StatueDecorationController] State saved (TODO: implement persistence)");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Load saved statue decoration state
|
||||
/// </summary>
|
||||
private void LoadStatueState()
|
||||
{
|
||||
// TODO: Implement load system
|
||||
// Restore decorations to slots
|
||||
|
||||
Logging.Debug("[StatueDecorationController] State loaded (TODO: implement persistence)");
|
||||
}
|
||||
|
||||
private void OnDestroy()
|
||||
{
|
||||
// Cleanup button listener
|
||||
if (takePhotoButton != null)
|
||||
{
|
||||
takePhotoButton.onClick.RemoveListener(OnTakePhoto);
|
||||
}
|
||||
|
||||
// Cleanup slot listeners
|
||||
foreach (var slot in statueSlots)
|
||||
{
|
||||
if (slot != null)
|
||||
{
|
||||
slot.OnOccupied -= HandleDecorationPlaced;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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 +1,47 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace Minigames.StatueDressup.Data
|
||||
{
|
||||
/// <summary>
|
||||
/// ScriptableObject data definition for statue decorations
|
||||
/// </summary>
|
||||
[CreateAssetMenu(fileName = "DecorationData", menuName = "AppleHills/Minigames/Decoration Data", order = 1)]
|
||||
public class DecorationData : ScriptableObject
|
||||
{
|
||||
[Header("Identity")]
|
||||
[SerializeField] private string decorationId;
|
||||
[SerializeField] private string decorationName;
|
||||
|
||||
[Header("Visual")]
|
||||
[SerializeField] private Sprite decorationSprite;
|
||||
|
||||
[Header("Size Configuration")]
|
||||
[Tooltip("Full size when placed on statue (actual sprite size)")]
|
||||
[SerializeField] private Vector2 authoredSize = new Vector2(128f, 128f);
|
||||
|
||||
[Tooltip("Small size in menu icon")]
|
||||
[SerializeField] private Vector2 iconSize = new Vector2(64f, 64f);
|
||||
|
||||
[Header("Progression (Optional)")]
|
||||
[SerializeField] private bool isUnlocked = true;
|
||||
|
||||
// Properties
|
||||
public string DecorationId => decorationId;
|
||||
public string DecorationName => decorationName;
|
||||
public Sprite DecorationSprite => decorationSprite;
|
||||
public DecorationCategory Category => category;
|
||||
public Vector2 AuthoredSize => authoredSize;
|
||||
public Vector2 IconSize => iconSize;
|
||||
public bool IsUnlocked => isUnlocked;
|
||||
|
||||
private void OnValidate()
|
||||
{
|
||||
// Auto-generate ID from name if empty
|
||||
if (string.IsNullOrEmpty(decorationId) && !string.IsNullOrEmpty(decorationName))
|
||||
{
|
||||
decorationId = decorationName.Replace(" ", "_").ToLower();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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 +1,146 @@
|
||||
using Core;
|
||||
using Minigames.StatueDressup.Data;
|
||||
using Minigames.StatueDressup.Utils;
|
||||
using UI.DragAndDrop.Core;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
namespace Minigames.StatueDressup.DragDrop
|
||||
{
|
||||
/// <summary>
|
||||
/// Individual decoration item that can be dragged from menu to statue slots
|
||||
/// </summary>
|
||||
public class DecorationItem : DraggableObject
|
||||
{
|
||||
[Header("Decoration Data")]
|
||||
[SerializeField] private DecorationData decorationData;
|
||||
[SerializeField] private Image decorationImage;
|
||||
|
||||
private Vector2 _iconSize;
|
||||
private Vector2 _authoredSize;
|
||||
private Vector2 _originalMenuPosition;
|
||||
private bool _isInMenu = true;
|
||||
|
||||
// Properties
|
||||
public DecorationData Data => decorationData;
|
||||
public DecorationCategory Category => decorationData?.Category ?? DecorationCategory.Hats;
|
||||
public bool IsInMenu => _isInMenu;
|
||||
|
||||
protected override void Initialize()
|
||||
{
|
||||
base.Initialize();
|
||||
|
||||
if (decorationData != null)
|
||||
{
|
||||
_iconSize = decorationData.IconSize;
|
||||
_authoredSize = decorationData.AuthoredSize;
|
||||
|
||||
// Set initial icon size
|
||||
if (RectTransform != null)
|
||||
{
|
||||
RectTransform.sizeDelta = _iconSize;
|
||||
}
|
||||
|
||||
// Set sprite
|
||||
if (decorationImage != null && decorationData.DecorationSprite != null)
|
||||
{
|
||||
decorationImage.sprite = decorationData.DecorationSprite;
|
||||
}
|
||||
}
|
||||
|
||||
// Store original menu position
|
||||
if (RectTransform != null)
|
||||
{
|
||||
_originalMenuPosition = RectTransform.anchoredPosition;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Set decoration data (for spawned instances)
|
||||
/// </summary>
|
||||
public void SetDecorationData(DecorationData data)
|
||||
{
|
||||
decorationData = data;
|
||||
|
||||
if (data != null)
|
||||
{
|
||||
_iconSize = data.IconSize;
|
||||
_authoredSize = data.AuthoredSize;
|
||||
|
||||
// Update visual
|
||||
if (decorationImage != null && data.DecorationSprite != null)
|
||||
{
|
||||
decorationImage.sprite = data.DecorationSprite;
|
||||
}
|
||||
|
||||
// Set icon size
|
||||
if (RectTransform != null)
|
||||
{
|
||||
RectTransform.sizeDelta = _iconSize;
|
||||
}
|
||||
|
||||
Logging.Debug($"[DecorationItem] Set data: {data.DecorationName}, iconSize={_iconSize}, authoredSize={_authoredSize}");
|
||||
}
|
||||
}
|
||||
|
||||
protected override void OnDragStartedHook()
|
||||
{
|
||||
Logging.Debug($"[DecorationItem] OnDragStarted: {decorationData?.DecorationName}");
|
||||
|
||||
// Scale to authored size when dragging starts
|
||||
if (RectTransform != null)
|
||||
{
|
||||
TweenAnimationUtility.AnimateScale(transform, Vector3.one, 0.2f);
|
||||
|
||||
// Animate size delta to authored size
|
||||
RectTransform.sizeDelta = _authoredSize;
|
||||
}
|
||||
}
|
||||
|
||||
protected override void OnDragEndedHook()
|
||||
{
|
||||
Logging.Debug($"[DecorationItem] OnDragEnded: {decorationData?.DecorationName}, currentSlot={CurrentSlot?.name}");
|
||||
|
||||
// If not placed in a slot, return to menu
|
||||
if (CurrentSlot == null)
|
||||
{
|
||||
ReturnToMenu();
|
||||
}
|
||||
else
|
||||
{
|
||||
_isInMenu = false;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Return item to menu with animation
|
||||
/// </summary>
|
||||
private void ReturnToMenu()
|
||||
{
|
||||
Logging.Debug($"[DecorationItem] Returning to menu: {decorationData?.DecorationName}");
|
||||
|
||||
_isInMenu = true;
|
||||
|
||||
if (RectTransform != null)
|
||||
{
|
||||
// Animate back to icon size
|
||||
RectTransform.sizeDelta = _iconSize;
|
||||
TweenAnimationUtility.AnimateScale(transform, Vector3.one, 0.2f);
|
||||
|
||||
// Animate back to original position
|
||||
TweenAnimationUtility.AnimateAnchoredPosition(RectTransform, _originalMenuPosition, 0.3f);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Set original menu position (called by menu controller)
|
||||
/// </summary>
|
||||
public void SetOriginalMenuPosition(Vector2 position)
|
||||
{
|
||||
_originalMenuPosition = position;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 31a82dde0ffb439e86b79499b9daa92b
|
||||
timeCreated: 1763745531
|
||||
@@ -0,0 +1,125 @@
|
||||
using Core;
|
||||
using Minigames.StatueDressup.Data;
|
||||
using Minigames.StatueDressup.Utils;
|
||||
using UI.DragAndDrop.Core;
|
||||
using UnityEngine;
|
||||
using UnityEngine.EventSystems;
|
||||
|
||||
namespace Minigames.StatueDressup.DragDrop
|
||||
{
|
||||
/// <summary>
|
||||
/// Slot on the statue where decorations can be placed
|
||||
/// </summary>
|
||||
public class StatueDecorationSlot : DraggableSlot, IPointerEnterHandler, IPointerExitHandler
|
||||
{
|
||||
[Header("Slot Configuration")]
|
||||
[SerializeField] private DecorationCategory allowedCategory;
|
||||
[SerializeField] private bool isPermanent = true; // Can't remove once placed
|
||||
|
||||
[Header("Glow Effect")]
|
||||
[SerializeField] private GameObject glowEffect;
|
||||
[SerializeField] private float glowPulseAmount = 1.1f;
|
||||
[SerializeField] private float glowPulseDuration = 0.8f;
|
||||
|
||||
private bool _isGlowing;
|
||||
private Pixelplacement.TweenSystem.TweenBase _glowTween;
|
||||
|
||||
// Properties
|
||||
public DecorationCategory AllowedCategory => allowedCategory;
|
||||
public bool IsPermanent => isPermanent;
|
||||
|
||||
private void Start()
|
||||
{
|
||||
// Hide glow effect initially
|
||||
if (glowEffect != null)
|
||||
{
|
||||
glowEffect.SetActive(false);
|
||||
}
|
||||
}
|
||||
|
||||
public new void OnPointerEnter(PointerEventData eventData)
|
||||
{
|
||||
// Only glow when dragging a matching decoration
|
||||
if (eventData.pointerDrag != null)
|
||||
{
|
||||
var decoration = eventData.pointerDrag.GetComponent<DecorationItem>();
|
||||
if (decoration != null && decoration.Category == allowedCategory && !IsOccupied)
|
||||
{
|
||||
StartGlow();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public new void OnPointerExit(PointerEventData eventData)
|
||||
{
|
||||
StopGlow();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Start glow effect
|
||||
/// </summary>
|
||||
private void StartGlow()
|
||||
{
|
||||
if (_isGlowing || glowEffect == null)
|
||||
return;
|
||||
|
||||
_isGlowing = true;
|
||||
glowEffect.SetActive(true);
|
||||
|
||||
Logging.Debug($"[StatueDecorationSlot] Starting glow on {name}");
|
||||
|
||||
// Pulse animation
|
||||
_glowTween = TweenAnimationUtility.StartGlowPulse(glowEffect.transform, glowPulseAmount, glowPulseDuration);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Stop glow effect
|
||||
/// </summary>
|
||||
private void StopGlow()
|
||||
{
|
||||
if (!_isGlowing || glowEffect == null)
|
||||
return;
|
||||
|
||||
_isGlowing = false;
|
||||
|
||||
Logging.Debug($"[StatueDecorationSlot] Stopping glow on {name}");
|
||||
|
||||
// Stop pulse animation
|
||||
if (_glowTween != null)
|
||||
{
|
||||
TweenAnimationUtility.StopTweens(glowEffect.transform);
|
||||
_glowTween = null;
|
||||
}
|
||||
|
||||
glowEffect.SetActive(false);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Override to check category matching (uses base CanAccept)
|
||||
/// </summary>
|
||||
public new bool CanAccept(DraggableObject draggable)
|
||||
{
|
||||
// First check base conditions
|
||||
if (!base.CanAccept(draggable))
|
||||
return false;
|
||||
|
||||
// Then check category matching
|
||||
if (draggable is DecorationItem decoration)
|
||||
{
|
||||
bool matches = decoration.Category == allowedCategory;
|
||||
Logging.Debug($"[StatueDecorationSlot] CanAccept: {decoration.Data?.DecorationName}, " +
|
||||
$"category={decoration.Category}, allowed={allowedCategory}, matches={matches}");
|
||||
return matches;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
private void OnDisable()
|
||||
{
|
||||
// Clean up glow on disable
|
||||
StopGlow();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f68e3749518141b6bc818938dd8dc57d
|
||||
timeCreated: 1763745550
|
||||
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
|
||||
@@ -0,0 +1,151 @@
|
||||
using Pixelplacement;
|
||||
using Pixelplacement.TweenSystem;
|
||||
using UnityEngine;
|
||||
using System;
|
||||
|
||||
namespace Minigames.StatueDressup.Utils
|
||||
{
|
||||
/// <summary>
|
||||
/// Common animation utilities extracted from CardAnimator pattern.
|
||||
/// Provides reusable tween animations for UI elements.
|
||||
/// </summary>
|
||||
public static class TweenAnimationUtility
|
||||
{
|
||||
#region Scale Animations
|
||||
|
||||
/// <summary>
|
||||
/// Animate scale to target value with ease in-out
|
||||
/// </summary>
|
||||
public static TweenBase AnimateScale(Transform transform, Vector3 targetScale, float duration, Action onComplete = null)
|
||||
{
|
||||
return Tween.LocalScale(transform, targetScale, duration, 0f, Tween.EaseInOut, completeCallback: onComplete);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Pulse scale animation (scale up then back to original)
|
||||
/// </summary>
|
||||
public static void PulseScale(Transform transform, float pulseAmount = 1.1f, float duration = 0.2f, Action onComplete = null)
|
||||
{
|
||||
Vector3 originalScale = transform.localScale;
|
||||
Vector3 pulseScale = originalScale * pulseAmount;
|
||||
|
||||
Tween.LocalScale(transform, pulseScale, duration, 0f, Tween.EaseOutBack,
|
||||
completeCallback: () =>
|
||||
{
|
||||
Tween.LocalScale(transform, originalScale, duration, 0f, Tween.EaseInBack, completeCallback: onComplete);
|
||||
});
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Pop-in animation (scale from 0 to target with overshoot)
|
||||
/// </summary>
|
||||
public static TweenBase PopIn(Transform transform, Vector3 targetScale, float duration = 0.5f, Action onComplete = null)
|
||||
{
|
||||
transform.localScale = Vector3.zero;
|
||||
return Tween.LocalScale(transform, targetScale, duration, 0f, Tween.EaseOutBack, completeCallback: onComplete);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Pop-out animation (scale from current to 0)
|
||||
/// </summary>
|
||||
public static TweenBase PopOut(Transform transform, float duration = 0.3f, Action onComplete = null)
|
||||
{
|
||||
return Tween.LocalScale(transform, Vector3.zero, duration, 0f, Tween.EaseInBack, completeCallback: onComplete);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Smooth scale transition with bounce
|
||||
/// </summary>
|
||||
public static TweenBase ScaleWithBounce(Transform transform, Vector3 targetScale, float duration, Action onComplete = null)
|
||||
{
|
||||
return Tween.LocalScale(transform, targetScale, duration, 0f, Tween.EaseOutBack, completeCallback: onComplete);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Position Animations
|
||||
|
||||
/// <summary>
|
||||
/// Animate anchored position (for RectTransform UI elements)
|
||||
/// </summary>
|
||||
public static TweenBase AnimateAnchoredPosition(RectTransform rectTransform, Vector2 targetPosition, float duration, Action onComplete = null)
|
||||
{
|
||||
return Tween.AnchoredPosition(rectTransform, targetPosition, duration, 0f, Tween.EaseInOut, completeCallback: onComplete);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Animate local position (for regular transforms)
|
||||
/// </summary>
|
||||
public static TweenBase AnimateLocalPosition(Transform transform, Vector3 targetPosition, float duration, Action onComplete = null)
|
||||
{
|
||||
return Tween.LocalPosition(transform, targetPosition, duration, 0f, Tween.EaseInOut, completeCallback: onComplete);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Move with bounce effect
|
||||
/// </summary>
|
||||
public static TweenBase MoveWithBounce(RectTransform rectTransform, Vector2 targetPosition, float duration, Action onComplete = null)
|
||||
{
|
||||
return Tween.AnchoredPosition(rectTransform, targetPosition, duration, 0f, Tween.EaseOutBack, completeCallback: onComplete);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Combined Hover Animations
|
||||
|
||||
/// <summary>
|
||||
/// Hover enter animation (lift and scale) for RectTransform
|
||||
/// </summary>
|
||||
public static void HoverEnter(RectTransform rectTransform, Vector2 originalPosition, float liftAmount = 20f,
|
||||
float scaleMultiplier = 1.05f, float duration = 0.2f, Action onComplete = null)
|
||||
{
|
||||
Vector2 targetPos = originalPosition + Vector2.up * liftAmount;
|
||||
|
||||
Tween.AnchoredPosition(rectTransform, targetPos, duration, 0f, Tween.EaseOutBack);
|
||||
Tween.LocalScale(rectTransform, Vector3.one * scaleMultiplier, duration, 0f, Tween.EaseOutBack, completeCallback: onComplete);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Hover exit animation (return to original position and scale) for RectTransform
|
||||
/// </summary>
|
||||
public static void HoverExit(RectTransform rectTransform, Vector2 originalPosition, float duration = 0.2f, Action onComplete = null)
|
||||
{
|
||||
Tween.AnchoredPosition(rectTransform, originalPosition, duration, 0f, Tween.EaseInBack);
|
||||
Tween.LocalScale(rectTransform, Vector3.one, duration, 0f, Tween.EaseInBack, completeCallback: onComplete);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Glow pulse effect (scale up/down repeatedly)
|
||||
/// </summary>
|
||||
public static TweenBase StartGlowPulse(Transform transform, float pulseAmount = 1.1f, float duration = 0.8f)
|
||||
{
|
||||
Vector3 originalScale = transform.localScale;
|
||||
Vector3 pulseScale = originalScale * pulseAmount;
|
||||
|
||||
return Tween.LocalScale(transform, pulseScale, duration, 0f, Tween.EaseInOutSine, Tween.LoopType.PingPong);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Stop any active tweens on transform
|
||||
/// </summary>
|
||||
public static void StopTweens(Transform transform)
|
||||
{
|
||||
Tween.Cancel(transform.GetInstanceID());
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Fade Animations
|
||||
|
||||
/// <summary>
|
||||
/// Fade CanvasGroup alpha
|
||||
/// </summary>
|
||||
public static TweenBase FadeCanvasGroup(CanvasGroup canvasGroup, float targetAlpha, float duration, Action onComplete = null)
|
||||
{
|
||||
return Tween.CanvasGroupAlpha(canvasGroup, targetAlpha, duration, 0f, Tween.EaseInOut, completeCallback: onComplete);
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: abd48147eff149508890fe2fa87b8421
|
||||
timeCreated: 1763745490
|
||||
@@ -17,6 +17,8 @@ MonoBehaviour:
|
||||
maxFallSpeed: 150
|
||||
minY: -15
|
||||
maxY: 15
|
||||
maxRotationAngle: 30
|
||||
rotationSpeed: 8
|
||||
obstacleMoveSpeed: 5
|
||||
obstacleSpawnInterval: 2
|
||||
obstacleSpawnXPosition: 12
|
||||
@@ -24,4 +26,4 @@ MonoBehaviour:
|
||||
obstacleMinSpawnY: -3
|
||||
obstacleMaxSpawnY: 3
|
||||
poopFallSpeed: 10
|
||||
poopDestroyYPosition: -10
|
||||
poopDestroyYPosition: -20
|
||||
|
||||
@@ -8,6 +8,8 @@ TagManager:
|
||||
- Pulver
|
||||
- Rock
|
||||
- Obstacle
|
||||
- Projectile
|
||||
- Target
|
||||
layers:
|
||||
- Default
|
||||
- TransparentFX
|
||||
|
||||
Reference in New Issue
Block a user