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11 Commits

Author SHA1 Message Date
ec1a0e70aa Final touches 2025-09-22 14:15:16 +02:00
46950aa877 Surfacing sequence 80% done 2025-09-22 13:56:42 +02:00
ae6b995f45 Working surfacing speedup 2025-09-22 12:33:46 +02:00
b0e44f156e Surfacing functions in all manager components 2025-09-22 11:45:29 +02:00
bb3c91ec94 Working surfacing function 2025-09-22 10:55:45 +02:00
8326f03086 Improvements to tile spawning and refactors in the tile management 2025-09-22 09:27:01 +02:00
Michal Pikulski
2942b22c62 Add background 2025-09-22 00:01:28 +02:00
Michal Pikulski
38f578c56a Rope breaking works now 2025-09-21 23:37:02 +02:00
Michal Pikulski
ef3b50b99f Somewhat working breaking rope 2025-09-21 23:25:51 +02:00
Michal Pikulski
af5dfbb7a2 Ropes breaking and shit 2025-09-21 22:36:05 +02:00
46755fecb3 Populate minigame with obstacles and monster spawns (#5)
- Simulated "fake" physics and collisions
- Object pooling for tiles, obstacles and monster spawns
- Base monster scoring with proximity triggers and depth multiplier

Co-authored-by: AlexanderT <alexander@foolhardyhorizons.com>
Co-authored-by: Michal Pikulski <michal.a.pikulski@gmail.com>
Reviewed-on: #5
2025-09-21 07:32:56 +00:00
50 changed files with 6630 additions and 216 deletions

2
.gitignore vendored
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@@ -99,6 +99,8 @@ InitTestScene*.unity*
# Auto-generated scenes by play mode tests # Auto-generated scenes by play mode tests
/[Aa]ssets/[Ii]nit[Tt]est[Ss]cene*.unity* /[Aa]ssets/[Ii]nit[Tt]est[Ss]cene*.unity*
.idea/.idea.AppleHillsProduction/.idea/indexLayout.xml
.vscode/extensions.json .vscode/extensions.json
.vscode/launch.json .vscode/launch.json
.vscode/settings.json .vscode/settings.json
.idea/.idea.AppleHillsProduction/.idea/indexLayout.xml

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@@ -0,0 +1,48 @@
using UnityEditor;
using UnityEngine;
using Minigames.DivingForPictures;
/// <summary>
/// Custom editor for DivingGameManager that adds runtime buttons for testing surfacing and other functionality
/// </summary>
[CustomEditor(typeof(DivingGameManager))]
public class DivingGameManagerEditor : UnityEditor.Editor
{
public override void OnInspectorGUI()
{
// Draw the default inspector
DrawDefaultInspector();
// Get the target DivingGameManager
DivingGameManager manager = (DivingGameManager)target;
// Add space between default inspector and custom buttons
EditorGUILayout.Space(10);
// Separator line
EditorGUILayout.LabelField("", GUI.skin.horizontalSlider);
// Add a label for the runtime testing section
EditorGUILayout.LabelField("Runtime Testing", EditorStyles.boldLabel);
// Only enable the buttons during play mode
EditorGUI.BeginDisabledGroup(!Application.isPlaying);
// Add the button to call StartSurfacing
if (GUILayout.Button("Start Surfacing", GUILayout.Height(30)))
{
manager.StartSurfacing();
}
// Add a button for breaking a rope (for testing damage)
if (GUILayout.Button("Break Rope (Test Damage)", GUILayout.Height(30)))
{
manager.ForceBreakRope();
}
EditorGUI.EndDisabledGroup();
// Add explanatory text
EditorGUILayout.HelpBox("These buttons only work in Play Mode. 'Start Surfacing' will reverse the trench direction, slow bubbles, and reverse obstacles. 'Break Rope' simulates player taking damage.", MessageType.Info);
}
}

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

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@@ -0,0 +1,42 @@
using UnityEditor;
using UnityEngine;
using Minigames.DivingForPictures;
/// <summary>
/// Custom editor for TrenchTileSpawner that adds a runtime button to test the StartSurfacing function
/// </summary>
[CustomEditor(typeof(TrenchTileSpawner))]
public class TrenchTileSpawnerEditor : UnityEditor.Editor
{
public override void OnInspectorGUI()
{
// Draw the default inspector
DrawDefaultInspector();
// Get the target TrenchTileSpawner
TrenchTileSpawner spawner = (TrenchTileSpawner)target;
// Add space between default inspector and custom button
EditorGUILayout.Space(10);
// Separator line
EditorGUILayout.LabelField("", GUI.skin.horizontalSlider);
// Add a label for the runtime testing section
EditorGUILayout.LabelField("Runtime Testing", EditorStyles.boldLabel);
// Only enable the button during play mode
EditorGUI.BeginDisabledGroup(!Application.isPlaying);
// Add the button to call StartSurfacing
if (GUILayout.Button("Start Surfacing", GUILayout.Height(30)))
{
spawner.StartSurfacing();
}
EditorGUI.EndDisabledGroup();
// Add explanatory text
EditorGUILayout.HelpBox("This button will reverse the direction of the trench movement, making the player surface instead of descend. Only works in Play Mode.", MessageType.Info);
}
}

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

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@@ -43,6 +43,9 @@ namespace Editor.Utilities
[Tooltip("Color used for previewing colliders in the scene view")] [Tooltip("Color used for previewing colliders in the scene view")]
private Color previewColor = new Color(0.2f, 1f, 0.3f, 0.5f); private Color previewColor = new Color(0.2f, 1f, 0.3f, 0.5f);
[Tooltip("Layer to assign to GameObjects when colliders are generated")]
private int targetLayer = 0;
private List<Mesh> previewMeshes = new List<Mesh>(); private List<Mesh> previewMeshes = new List<Mesh>();
[MenuItem("Tools/Sprite Collider Generator")] [MenuItem("Tools/Sprite Collider Generator")]
@@ -51,8 +54,29 @@ namespace Editor.Utilities
GetWindow<SpriteColliderGenerator>("Sprite Collider Generator"); GetWindow<SpriteColliderGenerator>("Sprite Collider Generator");
} }
private void OnEnable()
{
// Subscribe to scene change events to clear invalid object references
UnityEditor.SceneManagement.EditorSceneManager.sceneOpened += OnSceneOpened;
UnityEditor.SceneManagement.EditorSceneManager.sceneClosed += OnSceneClosed;
// Also subscribe to playmode changes as they can invalidate references
EditorApplication.playModeStateChanged += OnPlayModeStateChanged;
// Subscribe to prefab stage changes (Unity 2018.3+)
UnityEditor.SceneManagement.PrefabStage.prefabStageOpened += OnPrefabStageOpened;
UnityEditor.SceneManagement.PrefabStage.prefabStageClosing += OnPrefabStageClosing;
}
private void OnDisable() private void OnDisable()
{ {
// Unsubscribe from events
UnityEditor.SceneManagement.EditorSceneManager.sceneOpened -= OnSceneOpened;
UnityEditor.SceneManagement.EditorSceneManager.sceneClosed -= OnSceneClosed;
EditorApplication.playModeStateChanged -= OnPlayModeStateChanged;
UnityEditor.SceneManagement.PrefabStage.prefabStageOpened -= OnPrefabStageOpened;
UnityEditor.SceneManagement.PrefabStage.prefabStageClosing -= OnPrefabStageClosing;
// Clean up any preview meshes when window is closed // Clean up any preview meshes when window is closed
foreach (var mesh in previewMeshes) foreach (var mesh in previewMeshes)
{ {
@@ -64,6 +88,52 @@ namespace Editor.Utilities
previewMeshes.Clear(); previewMeshes.Clear();
} }
private void OnSceneOpened(UnityEngine.SceneManagement.Scene scene, UnityEditor.SceneManagement.OpenSceneMode mode)
{
// Clear selected objects when a scene is opened
ClearInvalidReferences();
}
private void OnSceneClosed(UnityEngine.SceneManagement.Scene scene)
{
// Clear selected objects when a scene is closed
ClearInvalidReferences();
}
private void OnPlayModeStateChanged(PlayModeStateChange state)
{
// Clear references when entering/exiting play mode as they become invalid
if (state == PlayModeStateChange.ExitingEditMode || state == PlayModeStateChange.ExitingPlayMode)
{
ClearInvalidReferences();
}
}
private void OnPrefabStageOpened(UnityEditor.SceneManagement.PrefabStage stage)
{
// Clear selected objects when entering a prefab stage
ClearInvalidReferences();
}
private void OnPrefabStageClosing(UnityEditor.SceneManagement.PrefabStage stage)
{
// Clear selected objects when exiting a prefab stage
ClearInvalidReferences();
}
/// <summary>
/// Clears invalid GameObject references from the selected objects list
/// </summary>
private void ClearInvalidReferences()
{
if (selectedObjects.Count > 0)
{
selectedObjects.Clear();
ClearPreviews(); // Also clear any preview meshes
Repaint(); // Refresh the window UI
}
}
private void OnGUI() private void OnGUI()
{ {
EditorGUILayout.BeginVertical(); EditorGUILayout.BeginVertical();
@@ -146,6 +216,12 @@ namespace Editor.Utilities
new GUIContent("Generate Trigger Colliders", "When enabled, creates trigger colliders instead of solid colliders."), new GUIContent("Generate Trigger Colliders", "When enabled, creates trigger colliders instead of solid colliders."),
generateTriggerColliders); generateTriggerColliders);
// Layer selection
EditorGUILayout.BeginHorizontal();
EditorGUILayout.LabelField(new GUIContent("Target Layer:", "Layer to assign to GameObjects when colliders are generated. Leave as 'Nothing' to keep current layer."), GUILayout.Width(180));
targetLayer = EditorGUILayout.LayerField(targetLayer);
EditorGUILayout.EndHorizontal();
// Offset option // Offset option
offsetFromCenter = EditorGUILayout.Toggle( offsetFromCenter = EditorGUILayout.Toggle(
new GUIContent("Offset From Center", "When enabled, allows scaling the collider outward or inward from the sprite center."), new GUIContent("Offset From Center", "When enabled, allows scaling the collider outward or inward from the sprite center."),
@@ -445,9 +521,25 @@ namespace Editor.Utilities
polygonCollider.SetPath(i, paths[i]); polygonCollider.SetPath(i, paths[i]);
} }
// Set the layer on the GameObject if a specific layer is selected
SetTargetLayer(targetObject);
return true; return true;
} }
/// <summary>
/// Sets the target layer on the GameObject if a layer is selected
/// </summary>
/// <param name="targetObject">The GameObject to set the layer on</param>
private void SetTargetLayer(GameObject targetObject)
{
if (targetLayer != 0)
{
Undo.RecordObject(targetObject, "Set GameObject Layer");
targetObject.layer = targetLayer;
}
}
private List<Vector2[]> GetSpritePaths(Sprite sprite, float tolerance) private List<Vector2[]> GetSpritePaths(Sprite sprite, float tolerance)
{ {
List<Vector2[]> result = new List<Vector2[]>(); List<Vector2[]> result = new List<Vector2[]>();

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

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@@ -75,8 +75,20 @@ namespace GogoGaga.OptimizedRopesAndCables
public bool IsPrefab => gameObject.scene.rootCount == 0; public bool IsPrefab => gameObject.scene.rootCount == 0;
private void Start() // Track initialization state
private bool isInitialized = false;
/// <summary>
/// Public method to explicitly initialize the rope.
/// Call this after setting up endpoints if creating ropes at runtime.
/// </summary>
/// <returns>True if initialization was successful, false otherwise</returns>
public bool Initialize()
{ {
// Skip if already initialized
if (isInitialized)
return true;
InitializeLineRenderer(); InitializeLineRenderer();
if (AreEndPointsValid()) if (AreEndPointsValid())
{ {
@@ -84,7 +96,17 @@ namespace GogoGaga.OptimizedRopesAndCables
targetValue = currentValue; targetValue = currentValue;
currentVelocity = Vector3.zero; currentVelocity = Vector3.zero;
SetSplinePoint(); // Ensure initial spline point is set correctly SetSplinePoint(); // Ensure initial spline point is set correctly
isInitialized = true;
return true;
} }
return false;
}
private void Start()
{
// Use the same initialization method to avoid code duplication
Initialize();
} }
private void OnValidate() private void OnValidate()
@@ -208,15 +230,62 @@ namespace GogoGaga.OptimizedRopesAndCables
return point; return point;
} }
public Vector3 GetPointAt(float t) /// <summary>
/// Set the start point of the rope
/// </summary>
public void SetStartPoint(Transform newStartPoint, bool recalculateRope = false)
{ {
if (!AreEndPointsValid()) startPoint = newStartPoint;
{ if (recalculateRope)
Debug.LogError("StartPoint or EndPoint is not assigned.", gameObject); RecalculateRope();
return Vector3.zero;
} }
return GetRationalBezierPoint(startPoint.position, currentValue, endPoint.position, t, StartPointWeight, midPointWeight, EndPointWeight); /// <summary>
/// Set the end point of the rope
/// </summary>
public void SetEndPoint(Transform newEndPoint, bool recalculateRope = false)
{
endPoint = newEndPoint;
if (recalculateRope)
RecalculateRope();
}
/// <summary>
/// Set the mid point of the rope
/// </summary>
public void SetMidPoint(Transform newMidPoint, bool recalculateRope = false)
{
midPoint = newMidPoint;
if (recalculateRope)
RecalculateRope();
}
/// <summary>
/// Get a point along the rope at the specified position (0-1)
/// </summary>
public Vector3 GetPointAt(float position)
{
position = Mathf.Clamp01(position);
Vector3 mid = GetMidPoint();
return GetRationalBezierPoint(startPoint.position, mid, endPoint.position, position, StartPointWeight, midPointWeight, EndPointWeight);
}
/// <summary>
/// Force recalculation of the rope
/// </summary>
public void RecalculateRope()
{
if (!isInitialized)
{
Initialize();
}
if (AreEndPointsValid())
{
SetSplinePoint();
SimulatePhysics();
NotifyPointsChanged();
}
} }
private void FixedUpdate() private void FixedUpdate()
@@ -262,61 +331,6 @@ namespace GogoGaga.OptimizedRopesAndCables
// Gizmos.DrawSphere(midPos, 0.2f); // Gizmos.DrawSphere(midPos, 0.2f);
} }
// New API methods for setting start and end points
// with instantAssign parameter to recalculate the rope immediately, without
// animating the rope to the new position.
// When newStartPoint or newEndPoint is null, the rope will be recalculated immediately
public void SetStartPoint(Transform newStartPoint, bool instantAssign = false)
{
startPoint = newStartPoint;
prevStartPointPosition = startPoint == null ? Vector3.zero : startPoint.position;
if (instantAssign || newStartPoint == null)
{
RecalculateRope();
}
NotifyPointsChanged();
}
public void SetMidPoint(Transform newMidPoint, bool instantAssign = false)
{
midPoint = newMidPoint;
prevMidPointPosition = midPoint == null ? 0.5f : midPointPosition;
if (instantAssign || newMidPoint == null)
{
RecalculateRope();
}
NotifyPointsChanged();
}
public void SetEndPoint(Transform newEndPoint, bool instantAssign = false)
{
endPoint = newEndPoint;
prevEndPointPosition = endPoint == null ? Vector3.zero : endPoint.position;
if (instantAssign || newEndPoint == null)
{
RecalculateRope();
}
NotifyPointsChanged();
}
public void RecalculateRope()
{
if (!AreEndPointsValid())
{
lineRenderer.positionCount = 0;
return;
}
currentValue = GetMidPoint();
targetValue = currentValue;
currentVelocity = Vector3.zero;
SetSplinePoint();
}
private void NotifyPointsChanged() private void NotifyPointsChanged()
{ {

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View File

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

View File

@@ -1,30 +1,38 @@
using UnityEngine; using UnityEngine;
using System.Collections;
using Pooling; using Pooling;
namespace Minigames.DivingForPictures namespace Minigames.DivingForPictures
{ {
/// <summary> /// <summary>
/// Represents a single bubble, handling its movement, wobble effect, scaling, and sprite assignment. /// Represents a single bubble, handling its movement, wobble effect, scaling, and sprite assignment.
/// Uses coroutines for better performance instead of Update() calls.
/// </summary> /// </summary>
public class Bubble : MonoBehaviour, IPoolableWithReference<BubblePool> public class Bubble : MonoBehaviour, IPoolableWithReference<BubblePool>
{ {
public float speed = 1f; public float speed = 1f;
public float wobbleSpeed = 1f; public float wobbleSpeed = 1f;
private SpriteRenderer spriteRenderer; private SpriteRenderer spriteRenderer;
private SpriteRenderer bubbleSpriteRenderer; // Renamed from bottleSpriteRenderer private SpriteRenderer bubbleSpriteRenderer;
private float timeOffset; private float timeOffset;
private float minScale = 0.2f; private float minScale = 0.2f;
private float maxScale = 1.2f; private float maxScale = 1.2f;
private float baseScale = 1f; // Added to store the initial scale private float baseScale = 1f;
private Camera mainCamera; // Cache camera reference private Camera mainCamera;
private BubblePool parentPool; // Reference to the pool this bubble came from private BubblePool parentPool;
// Coroutine references
private Coroutine _movementCoroutine;
private Coroutine _wobbleCoroutine;
private Coroutine _offScreenCheckCoroutine;
void Awake() void Awake()
{ {
// Cache references and randomize time offset for wobble // Cache references and randomize time offset for wobble
spriteRenderer = GetComponent<SpriteRenderer>(); spriteRenderer = GetComponent<SpriteRenderer>();
timeOffset = Random.value * 100f; timeOffset = Random.value * 100f;
// Find the child named "BubbleSprite" and get its SpriteRenderer // Find the child named "BubbleSprite" and get its SpriteRenderer
Transform bubbleSpriteTransform = transform.Find("BubbleSprite"); Transform bubbleSpriteTransform = transform.Find("BubbleSprite");
if (bubbleSpriteTransform != null) if (bubbleSpriteTransform != null)
@@ -36,20 +44,101 @@ namespace Minigames.DivingForPictures
mainCamera = Camera.main; mainCamera = Camera.main;
} }
void Update() private void OnEnable()
{
StartBubbleBehavior();
}
private void OnDisable()
{
StopBubbleBehavior();
}
/// <summary>
/// Starts all bubble behavior coroutines
/// </summary>
private void StartBubbleBehavior()
{
_movementCoroutine = StartCoroutine(MovementCoroutine());
_wobbleCoroutine = StartCoroutine(WobbleCoroutine());
_offScreenCheckCoroutine = StartCoroutine(OffScreenCheckCoroutine());
}
/// <summary>
/// Stops all bubble behavior coroutines
/// </summary>
private void StopBubbleBehavior()
{
if (_movementCoroutine != null)
{
StopCoroutine(_movementCoroutine);
_movementCoroutine = null;
}
if (_wobbleCoroutine != null)
{
StopCoroutine(_wobbleCoroutine);
_wobbleCoroutine = null;
}
if (_offScreenCheckCoroutine != null)
{
StopCoroutine(_offScreenCheckCoroutine);
_offScreenCheckCoroutine = null;
}
}
/// <summary>
/// Coroutine that handles bubble upward movement
/// </summary>
private IEnumerator MovementCoroutine()
{
while (enabled && gameObject.activeInHierarchy)
{ {
// Move bubble upward // Move bubble upward
transform.position += Vector3.up * (speed * Time.deltaTime); transform.position += Vector3.up * (speed * Time.deltaTime);
// Wait for next frame
yield return null;
}
}
/// <summary>
/// Coroutine that handles the wobble scaling effect
/// </summary>
private IEnumerator WobbleCoroutine()
{
while (enabled && gameObject.activeInHierarchy)
{
// Wobble effect (smooth oscillation between min and max scale) // Wobble effect (smooth oscillation between min and max scale)
float t = (Mathf.Sin((Time.time + timeOffset) * wobbleSpeed) + 1f) * 0.5f; // t in [0,1] float t = (Mathf.Sin((Time.time + timeOffset) * wobbleSpeed) + 1f) * 0.5f; // t in [0,1]
float wobbleFactor = Mathf.Lerp(minScale, maxScale, t); float wobbleFactor = Mathf.Lerp(minScale, maxScale, t);
transform.localScale = Vector3.one * (baseScale * wobbleFactor); transform.localScale = Vector3.one * (baseScale * wobbleFactor);
// Destroy when off screen - using cached camera reference // Wait for next frame
yield return null;
}
}
/// <summary>
/// Coroutine that checks if bubble has moved off-screen
/// Runs at a lower frequency for better performance
/// </summary>
private IEnumerator OffScreenCheckCoroutine()
{
const float checkInterval = 0.1f; // Check every 100ms instead of every frame
while (enabled && gameObject.activeInHierarchy)
{
// Check if bubble is off screen
if (mainCamera != null && transform.position.y > mainCamera.orthographicSize + 2f) if (mainCamera != null && transform.position.y > mainCamera.orthographicSize + 2f)
{ {
OnBubbleDestroy(); OnBubbleDestroy();
yield break; // Exit coroutine since bubble is being destroyed
}
// Wait for the check interval
yield return new WaitForSeconds(checkInterval);
} }
} }
@@ -144,6 +233,24 @@ namespace Minigames.DivingForPictures
maxScale = max; maxScale = max;
} }
/// <summary>
/// Sets the movement speed at runtime
/// </summary>
/// <param name="newSpeed">New movement speed</param>
public void SetSpeed(float newSpeed)
{
speed = newSpeed;
}
/// <summary>
/// Sets the wobble speed at runtime
/// </summary>
/// <param name="newWobbleSpeed">New wobble speed</param>
public void SetWobbleSpeed(float newWobbleSpeed)
{
wobbleSpeed = newWobbleSpeed;
}
/// <summary> /// <summary>
/// Resets the bubble state for reuse from object pool /// Resets the bubble state for reuse from object pool
/// </summary> /// </summary>

View File

@@ -26,10 +26,15 @@ namespace Minigames.DivingForPictures
public int initialPoolSize = 10; public int initialPoolSize = 10;
public int maxPoolSize = 30; public int maxPoolSize = 30;
[Header("Surfacing Settings")]
[Tooltip("Factor to multiply bubble speed by when surfacing (0.5 = half speed)")]
[SerializeField] private float surfacingSpeedFactor = 0.5f;
private float _timer; private float _timer;
private float _nextSpawnInterval; private float _nextSpawnInterval;
private BubblePool _bubblePool; private BubblePool _bubblePool;
private Camera _mainCamera; // Cache camera reference private Camera _mainCamera; // Cache camera reference
private bool _isSurfacing = false;
void Awake() void Awake()
{ {
@@ -98,7 +103,18 @@ namespace Minigames.DivingForPictures
} }
// Randomize bubble properties // Randomize bubble properties
bubble.speed = Random.Range(speedRange.x, speedRange.y); float baseSpeed = Random.Range(speedRange.x, speedRange.y);
// Apply surfacing speed reduction if needed
if (_isSurfacing)
{
bubble.speed = baseSpeed * surfacingSpeedFactor;
}
else
{
bubble.speed = baseSpeed;
}
bubble.wobbleSpeed = Random.Range(wobbleSpeedRange.x, wobbleSpeedRange.y); bubble.wobbleSpeed = Random.Range(wobbleSpeedRange.x, wobbleSpeedRange.y);
// Set base scale (initial size) for the bubble // Set base scale (initial size) for the bubble
@@ -119,6 +135,25 @@ namespace Minigames.DivingForPictures
bubble.SetWobbleScaleLimits(wobbleMinScale, wobbleMaxScale); bubble.SetWobbleScaleLimits(wobbleMinScale, wobbleMaxScale);
} }
/// <summary>
/// Start surfacing mode - slow down all bubbles
/// </summary>
public void StartSurfacing()
{
if (_isSurfacing) return; // Already surfacing
_isSurfacing = true;
// Slow down all existing bubbles
Bubble[] activeBubbles = FindObjectsOfType<Bubble>();
foreach (Bubble bubble in activeBubbles)
{
bubble.speed *= surfacingSpeedFactor;
}
Debug.Log($"[BubbleSpawner] Started surfacing mode. Bubbles slowed to {surfacingSpeedFactor * 100}% speed.");
}
/// <summary> /// <summary>
/// Logs the current pool statistics for debugging /// Logs the current pool statistics for debugging
/// </summary> /// </summary>

View File

@@ -1,7 +1,9 @@
using UnityEngine; using UnityEngine;
using System.Collections.Generic; using System.Collections.Generic;
using System; using System;
using System.Collections;
using UnityEngine.Events; using UnityEngine.Events;
using UnityEngine.Playables;
namespace Minigames.DivingForPictures namespace Minigames.DivingForPictures
{ {
@@ -31,6 +33,20 @@ namespace Minigames.DivingForPictures
[Tooltip("Additional points per depth unit")] [Tooltip("Additional points per depth unit")]
[SerializeField] private int depthMultiplier = 10; [SerializeField] private int depthMultiplier = 10;
[Header("Rope Damage System")]
[Tooltip("Ropes that will break one by one as player takes damage")]
[SerializeField] private RopeBreaker[] playerRopes;
[Header("Surfacing Settings")]
[Tooltip("Duration in seconds for speed transition when surfacing")]
[SerializeField] private float speedTransitionDuration = 2.0f;
[Tooltip("Factor to multiply speed by when surfacing (usually 1.0 for same speed)")]
[SerializeField] private float surfacingSpeedFactor = 3.0f;
[Tooltip("How long to continue spawning tiles after surfacing begins (seconds)")]
[SerializeField] private float surfacingSpawnDelay = 5.0f;
[Tooltip("Reference to the PlayableDirector that will play the surfacing timeline")]
[SerializeField] private PlayableDirector surfacingTimeline;
// Private state variables // Private state variables
private int playerScore = 0; private int playerScore = 0;
private float currentSpawnProbability; private float currentSpawnProbability;
@@ -38,14 +54,32 @@ namespace Minigames.DivingForPictures
private float timeSinceLastSpawn = 0f; private float timeSinceLastSpawn = 0f;
private List<Monster> activeMonsters = new List<Monster>(); private List<Monster> activeMonsters = new List<Monster>();
// Velocity management
// Velocity state tracking
private float _currentVelocityFactor = 1.0f; // 1.0 = normal descent speed, -1.0 * surfacingSpeedFactor = full surfacing speed
private Coroutine _velocityTransitionCoroutine;
private Coroutine _surfacingSequenceCoroutine;
// Public properties // Public properties
public int PlayerScore => playerScore; public int PlayerScore => playerScore;
public float CurrentVelocityFactor => _currentVelocityFactor;
// Events // Events
public event Action<int> OnScoreChanged; public event Action<int> OnScoreChanged;
public event Action<Monster> OnMonsterSpawned; public event Action<Monster> OnMonsterSpawned;
public event Action<Monster, int> OnPictureTaken; public event Action<Monster, int> OnPictureTaken;
public event Action<float> OnSpawnProbabilityChanged; public event Action<float> OnSpawnProbabilityChanged;
public event Action OnGameOver;
public event Action<int> OnRopeBroken; // Passes remaining ropes count
public event Action<float> OnVelocityFactorChanged;
// Private state variables for rope system
private int currentRopeIndex = 0;
private bool isGameOver = false;
private bool _isSurfacing = false;
// Used to track if we're currently surfacing
public bool IsSurfacing => _isSurfacing;
private void Awake() private void Awake()
{ {
@@ -64,6 +98,18 @@ namespace Minigames.DivingForPictures
{ {
Debug.LogWarning("No TrenchTileSpawner found in scene. Monster spawning won't work."); Debug.LogWarning("No TrenchTileSpawner found in scene. Monster spawning won't work.");
} }
// Subscribe to player damage events
PlayerCollisionBehavior.OnDamageTaken += OnPlayerDamageTaken;
// Validate rope references
ValidateRopeReferences();
}
private void OnDestroy()
{
// Unsubscribe from events when the manager is destroyed
PlayerCollisionBehavior.OnDamageTaken -= OnPlayerDamageTaken;
} }
private void Update() private void Update()
@@ -92,6 +138,9 @@ namespace Minigames.DivingForPictures
if (spawnPoints.Length == 0) return; if (spawnPoints.Length == 0) return;
// If we're surfacing, don't spawn new monsters
if (_isSurfacing) return;
bool forceSpawn = timeSinceLastSpawn >= guaranteedSpawnTime; bool forceSpawn = timeSinceLastSpawn >= guaranteedSpawnTime;
bool onCooldown = timeSinceLastSpawn < spawnCooldown; bool onCooldown = timeSinceLastSpawn < spawnCooldown;
@@ -176,6 +225,335 @@ namespace Minigames.DivingForPictures
monster.OnMonsterDespawned -= OnMonsterDespawned; monster.OnMonsterDespawned -= OnMonsterDespawned;
} }
/// <summary>
/// Called when the player takes damage from any collision
/// </summary>
private void OnPlayerDamageTaken()
{
if (isGameOver) return;
// Break the next rope in sequence
BreakNextRope();
// Check if all ropes are broken
if (currentRopeIndex >= playerRopes.Length)
{
TriggerGameOver();
}
else
{
// Notify listeners about rope break and remaining ropes
int remainingRopes = playerRopes.Length - currentRopeIndex;
OnRopeBroken?.Invoke(remainingRopes);
Debug.Log($"[DivingGameManager] Rope broken! {remainingRopes} ropes remaining.");
}
}
/// <summary>
/// Breaks the next available rope in the sequence
/// </summary>
private void BreakNextRope()
{
if (currentRopeIndex < playerRopes.Length)
{
RopeBreaker ropeToBreak = playerRopes[currentRopeIndex];
if (ropeToBreak != null)
{
// Let the RopeBreaker component handle the breaking, effects, and sounds
ropeToBreak.BreakRope();
}
else
{
Debug.LogWarning($"[DivingGameManager] Rope at index {currentRopeIndex} is null!");
}
// Move to the next rope regardless if current was null
currentRopeIndex++;
}
}
/// <summary>
/// Manually break a rope (for testing or external events)
/// </summary>
public void ForceBreakRope()
{
if (!isGameOver)
{
OnPlayerDamageTaken();
}
}
/// <summary>
/// Triggers game over state when all ropes are broken
/// </summary>
private void TriggerGameOver()
{
if (isGameOver) return;
isGameOver = true;
Debug.Log("[DivingGameManager] Game Over! All ropes broken. Starting surfacing sequence...");
// Fire game over event
OnGameOver?.Invoke();
// Start surfacing instead of directly ending the game
StartSurfacing();
}
/// <summary>
/// Validates rope references and logs warnings if any are missing
/// </summary>
private void ValidateRopeReferences()
{
if (playerRopes == null || playerRopes.Length == 0)
{
Debug.LogWarning("[DivingGameManager] No ropes assigned to break! Damage system won't work properly.");
return;
}
for (int i = 0; i < playerRopes.Length; i++)
{
if (playerRopes[i] == null)
{
Debug.LogWarning($"[DivingGameManager] Rope at index {i} is null!");
}
}
}
/// <summary>
/// Resets the rope system for a new game
/// </summary>
public void ResetRopeSystem()
{
// Reset rope state
currentRopeIndex = 0;
isGameOver = false;
// Restore all broken ropes
if (playerRopes != null)
{
foreach (var rope in playerRopes)
{
if (rope != null)
{
rope.RestoreRope();
}
}
}
Debug.Log("[DivingGameManager] Rope system reset.");
}
/// <summary>
/// Starts the surfacing mode - reverses trench direction and adjusts all spawned entities
/// </summary>
public void StartSurfacing()
{
if (_isSurfacing) return; // Already surfacing
_isSurfacing = true;
// 1. Initiate smooth velocity transition to surfacing speed
float targetVelocityFactor = -1.0f * surfacingSpeedFactor;
SetVelocityFactor(targetVelocityFactor);
// 2. Find and notify trench tile spawner about direction change (for spawning/despawning logic)
TrenchTileSpawner tileSpawner = FindFirstObjectByType<TrenchTileSpawner>();
if (tileSpawner != null)
{
// Subscribe to velocity changes if not already subscribed
OnVelocityFactorChanged -= tileSpawner.OnVelocityFactorChanged;
OnVelocityFactorChanged += tileSpawner.OnVelocityFactorChanged;
// Subscribe to the last tile event
tileSpawner.onLastTileLeft.RemoveListener(OnLastTileLeft);
tileSpawner.onLastTileLeft.AddListener(OnLastTileLeft);
// Tell spawner to reverse spawn/despawn logic
tileSpawner.StartSurfacing();
// Immediately send current velocity factor
tileSpawner.OnVelocityFactorChanged(_currentVelocityFactor);
}
// Handle the Rock object - disable components and animate it falling offscreen
GameObject rockObject = GameObject.FindGameObjectWithTag("Rock");
if (rockObject != null)
{
// Disable all components except Transform on the rock object (not its children)
foreach (Component component in rockObject.GetComponents<Component>())
{
if (!(component is Transform))
{
if (component is Behaviour behaviour)
{
behaviour.enabled = false;
}
}
}
// Start coroutine to animate the rock falling offscreen
StartCoroutine(MoveRockOffscreen(rockObject.transform));
Debug.Log("[DivingGameManager] Disabled rock components and animating it offscreen");
}
// Handle the Player object - disable components and reset X position
GameObject playerObject = GameObject.FindGameObjectWithTag("Player");
if (playerObject != null)
{
// Disable all components except Transform and Animator on the player object (not its children)
foreach (Component component in playerObject.GetComponents<Component>())
{
if (!(component is Transform) && !(component is Animator))
{
if (component is Behaviour behaviour)
{
behaviour.enabled = false;
}
}
}
// Start coroutine to reset X position to 0 over 1 second
StartCoroutine(ResetPlayerPosition(playerObject.transform));
Debug.Log("[DivingGameManager] Disabled player components (keeping Animator) and resetting position");
}
// 3. Find bubble spawner and slow down existing bubbles (no velocity management needed)
BubbleSpawner bubbleSpawner = FindFirstObjectByType<BubbleSpawner>();
if (bubbleSpawner != null)
{
bubbleSpawner.StartSurfacing();
}
// 4. Find obstacle spawner and set up for velocity changes
ObstacleSpawner obstacleSpawner = FindFirstObjectByType<ObstacleSpawner>();
if (obstacleSpawner != null)
{
// Subscribe to velocity changes
OnVelocityFactorChanged -= obstacleSpawner.OnVelocityFactorChanged;
OnVelocityFactorChanged += obstacleSpawner.OnVelocityFactorChanged;
// Tell spawner to reverse spawn/despawn logic
obstacleSpawner.StartSurfacing();
// Immediately send current velocity factor
obstacleSpawner.OnVelocityFactorChanged(_currentVelocityFactor);
}
// Start the surfacing sequence coroutine
if (_surfacingSequenceCoroutine != null)
{
StopCoroutine(_surfacingSequenceCoroutine);
}
_surfacingSequenceCoroutine = StartCoroutine(SurfacingSequence());
Debug.Log($"[DivingGameManager] Started surfacing with target velocity factor: {targetVelocityFactor}");
}
/// <summary>
/// Coroutine to animate the rock falling below the screen
/// </summary>
private IEnumerator MoveRockOffscreen(Transform rockTransform)
{
Vector3 startPosition = rockTransform.position;
// Calculate position below the screen
Camera mainCamera = Camera.main;
if (mainCamera == null)
{
Debug.LogWarning("[DivingGameManager] Cannot find main camera to calculate offscreen position");
yield break;
}
// Get a position below the bottom of the screen
Vector3 offscreenPosition = mainCamera.ViewportToWorldPoint(new Vector3(0.5f, -0.2f, mainCamera.nearClipPlane));
Vector3 targetPosition = new Vector3(startPosition.x, offscreenPosition.y, startPosition.z);
float duration = 2.0f; // Animation duration in seconds
float elapsed = 0f;
while (elapsed < duration)
{
elapsed += Time.deltaTime;
float t = Mathf.Clamp01(elapsed / duration);
// Use an easing function that accelerates to simulate falling
float easedT = t * t; // Quadratic easing
rockTransform.position = Vector3.Lerp(startPosition, targetPosition, easedT);
yield return null;
}
// Ensure final position is exactly at target
rockTransform.position = targetPosition;
}
/// <summary>
/// Coroutine to reset the player's X position to 0 over time
/// </summary>
private IEnumerator ResetPlayerPosition(Transform playerTransform)
{
Vector3 startPosition = playerTransform.position;
Vector3 targetPosition = new Vector3(0f, startPosition.y, startPosition.z);
float duration = 1.0f; // Reset duration in seconds (as requested)
float elapsed = 0f;
while (elapsed < duration)
{
elapsed += Time.deltaTime;
float t = Mathf.Clamp01(elapsed / duration);
// Use smooth step for more natural movement
float smoothT = Mathf.SmoothStep(0f, 1f, t);
playerTransform.position = Vector3.Lerp(startPosition, targetPosition, smoothT);
yield return null;
}
// Ensure final position is exactly at target
playerTransform.position = targetPosition;
}
/// <summary>
/// Coroutine to handle the surfacing sequence timing
/// </summary>
private IEnumerator SurfacingSequence()
{
// Wait for the configured delay
yield return new WaitForSeconds(surfacingSpawnDelay);
// Find tile spawner and tell it to stop spawning
TrenchTileSpawner tileSpawner = FindFirstObjectByType<TrenchTileSpawner>();
if (tileSpawner != null)
{
// Tell it to stop spawning new tiles
tileSpawner.StopSpawning();
Debug.Log("[DivingGameManager] Stopped spawning new tiles after delay");
}
}
/// <summary>
/// Called when the last tile leaves the screen
/// </summary>
private void OnLastTileLeft()
{
// Play the timeline
if (surfacingTimeline != null)
{
surfacingTimeline.Play();
Debug.Log("[DivingGameManager] Last tile left the screen, playing timeline");
}
else
{
Debug.LogWarning("[DivingGameManager] No surfacing timeline assigned!");
}
}
// Call this when the game ends // Call this when the game ends
public void EndGame() public void EndGame()
{ {
@@ -193,5 +571,49 @@ namespace Minigames.DivingForPictures
// Final score could be saved to player prefs or other persistence // Final score could be saved to player prefs or other persistence
Debug.Log($"Final Score: {playerScore}"); Debug.Log($"Final Score: {playerScore}");
} }
/// <summary>
/// Starts a smooth transition to the new velocity factor
/// </summary>
/// <param name="targetFactor">Target velocity factor (e.g., -1.0 for surfacing speed)</param>
public void SetVelocityFactor(float targetFactor)
{
if (_velocityTransitionCoroutine != null)
{
StopCoroutine(_velocityTransitionCoroutine);
}
_velocityTransitionCoroutine = StartCoroutine(TransitionVelocityFactor(targetFactor));
}
/// <summary>
/// Coroutine to smoothly transition the velocity factor over time
/// </summary>
private IEnumerator<WaitForEndOfFrame> TransitionVelocityFactor(float targetFactor)
{
float startFactor = _currentVelocityFactor;
float elapsed = 0f;
while (elapsed < speedTransitionDuration)
{
elapsed += Time.deltaTime;
float t = Mathf.Clamp01(elapsed / speedTransitionDuration);
// Smooth step interpolation
float smoothStep = t * t * (3f - 2f * t);
_currentVelocityFactor = Mathf.Lerp(startFactor, targetFactor, smoothStep);
// Notify listeners about the velocity factor change
OnVelocityFactorChanged?.Invoke(_currentVelocityFactor);
yield return null;
}
_currentVelocityFactor = targetFactor;
// Final assignment to ensure exact target value
OnVelocityFactorChanged?.Invoke(_currentVelocityFactor);
}
} }
} }

View File

@@ -0,0 +1,339 @@
using UnityEngine;
using System.Collections;
using Pooling;
namespace Minigames.DivingForPictures
{
/// <summary>
/// Complete floating obstacle component that handles movement and pooling.
/// Obstacles move upward toward the surface. Collision detection is handled by the player.
/// Once an obstacle hits the player, its collider is disabled to prevent further collisions.
/// Uses coroutines for better performance instead of Update() calls.
/// </summary>
public class FloatingObstacle : MonoBehaviour, IPoolable
{
[Header("Obstacle Properties")]
[Tooltip("Index of the prefab this obstacle was created from")]
[SerializeField] private int prefabIndex;
[Tooltip("Movement speed of this obstacle")]
[SerializeField] private float moveSpeed = 2f;
[Header("Movement")]
[Tooltip("Whether this obstacle moves (can be disabled for static obstacles)")]
[SerializeField] private bool enableMovement = true;
[Header("References")]
[Tooltip("Reference to the spawner that created this obstacle")]
[SerializeField] private ObstacleSpawner spawner;
// Public properties
public int PrefabIndex
{
get => prefabIndex;
set => prefabIndex = value;
}
public float MoveSpeed
{
get => moveSpeed;
set => moveSpeed = value;
}
// Private fields
private Collider2D _collider;
private Camera _mainCamera;
private float _screenTop;
private float _screenBottom; // Added to track bottom of screen
private Coroutine _movementCoroutine;
private Coroutine _offScreenCheckCoroutine;
private bool _isSurfacing = false; // Flag to track surfacing state
private float _velocityFactor = 1.0f; // Current velocity factor from game manager
private float _baseMoveSpeed; // Original move speed before velocity factor is applied
private void Awake()
{
_collider = GetComponent<Collider2D>();
if (_collider == null)
{
_collider = GetComponentInChildren<Collider2D>();
}
if (_collider == null)
{
Debug.LogError($"[FloatingObstacle] No Collider2D found on {gameObject.name}!");
}
_mainCamera = Camera.main;
_baseMoveSpeed = moveSpeed; // Store original speed
}
private void OnEnable()
{
StartObstacleBehavior();
}
private void OnDisable()
{
StopObstacleBehavior();
}
/// <summary>
/// Starts the obstacle behavior coroutines
/// </summary>
private void StartObstacleBehavior()
{
if (enableMovement)
{
_movementCoroutine = StartCoroutine(MovementCoroutine());
}
_offScreenCheckCoroutine = StartCoroutine(OffScreenCheckCoroutine());
}
/// <summary>
/// Stops all obstacle behavior coroutines
/// </summary>
private void StopObstacleBehavior()
{
if (_movementCoroutine != null)
{
StopCoroutine(_movementCoroutine);
_movementCoroutine = null;
}
if (_offScreenCheckCoroutine != null)
{
StopCoroutine(_offScreenCheckCoroutine);
_offScreenCheckCoroutine = null;
}
}
/// <summary>
/// Called when the velocity factor changes from the DivingGameManager via ObstacleSpawner
/// </summary>
public void OnVelocityFactorChanged(float velocityFactor)
{
_velocityFactor = velocityFactor;
// Update actual move speed based on velocity factor and base speed
// We use Abs for magnitude and Sign for direction
moveSpeed = _baseMoveSpeed * Mathf.Abs(_velocityFactor);
// Restart movement with new speed if needed
if (enableMovement && gameObject.activeInHierarchy)
{
if (_movementCoroutine != null)
{
StopCoroutine(_movementCoroutine);
}
_movementCoroutine = StartCoroutine(MovementCoroutine());
}
Debug.Log($"[FloatingObstacle] {gameObject.name} velocity factor updated to {_velocityFactor:F2}, speed: {moveSpeed:F2}");
}
/// <summary>
/// Coroutine that handles obstacle movement
/// </summary>
private IEnumerator MovementCoroutine()
{
while (enabled && gameObject.activeInHierarchy)
{
// Use velocity factor sign to determine direction
Vector3 direction = Vector3.up * Mathf.Sign(_velocityFactor);
float speed = moveSpeed * Time.deltaTime;
// Apply movement in correct direction
transform.position += direction * speed;
// Wait for next frame
yield return null;
}
}
/// <summary>
/// Coroutine that checks if obstacle has moved off-screen
/// Runs at a lower frequency than movement for better performance
/// </summary>
private IEnumerator OffScreenCheckCoroutine()
{
const float checkInterval = 0.2f; // Check every 200ms instead of every frame
while (enabled && gameObject.activeInHierarchy)
{
CheckIfOffScreen();
// Wait for the check interval
yield return new WaitForSeconds(checkInterval);
}
}
/// <summary>
/// Disables the collider after hitting the player to prevent further collisions
/// This is more performant than tracking hit state
/// </summary>
public void MarkDamageDealt()
{
if (_collider != null && _collider.enabled)
{
_collider.enabled = false;
Debug.Log($"[FloatingObstacle] Obstacle {gameObject.name} hit player - collider disabled");
}
}
/// <summary>
/// Checks if the obstacle has moved off-screen and should be despawned
/// </summary>
private void CheckIfOffScreen()
{
if (_mainCamera == null)
{
_mainCamera = Camera.main;
if (_mainCamera == null) return;
}
// Always recalculate screen bounds to ensure accuracy
Vector3 topWorldPoint = _mainCamera.ViewportToWorldPoint(new Vector3(0.5f, 1f, _mainCamera.transform.position.z));
_screenTop = topWorldPoint.y;
Vector3 bottomWorldPoint = _mainCamera.ViewportToWorldPoint(new Vector3(0.5f, 0f, _mainCamera.transform.position.z));
_screenBottom = bottomWorldPoint.y;
// Check if obstacle is significantly above screen top (obstacles move upward)
// Use a larger buffer to ensure obstacles are truly off-screen before returning to pool
if (transform.position.y > _screenTop + 5f)
{
Debug.Log($"[FloatingObstacle] {gameObject.name} off-screen at Y:{transform.position.y:F2}, screen top:{_screenTop:F2}");
ReturnToPool();
}
else if (transform.position.y < _screenBottom - 5f) // Added check for bottom screen edge
{
Debug.Log($"[FloatingObstacle] {gameObject.name} below screen at Y:{transform.position.y:F2}, screen bottom:{_screenBottom:F2}");
ReturnToPool();
}
}
/// <summary>
/// Returns this obstacle to the spawner's pool
/// </summary>
private void ReturnToPool()
{
// CRITICAL: Stop all behavior first to prevent race conditions
// This ensures no more off-screen checks or movement happen during pool return
StopObstacleBehavior();
if (spawner != null)
{
spawner.ReturnObstacleToPool(gameObject, prefabIndex);
}
else
{
// Try to find the spawner instead of destroying the object
ObstacleSpawner foundSpawner = FindFirstObjectByType<ObstacleSpawner>();
if (foundSpawner != null)
{
Debug.LogWarning($"[FloatingObstacle] Obstacle {gameObject.name} lost spawner reference, found replacement spawner");
spawner = foundSpawner;
spawner.ReturnObstacleToPool(gameObject, prefabIndex);
}
else
{
// No spawner found - just deactivate the object instead of destroying it
Debug.LogWarning($"[FloatingObstacle] No spawner found for {gameObject.name}, deactivating safely");
gameObject.SetActive(false);
// Move to a safe location to avoid interference
transform.position = new Vector3(1000f, 1000f, 0f);
}
}
}
/// <summary>
/// Sets the spawner reference for this obstacle
/// </summary>
/// <param name="obstacleSpawner">The spawner that created this obstacle</param>
public void SetSpawner(ObstacleSpawner obstacleSpawner)
{
spawner = obstacleSpawner;
}
/// <summary>
/// Called when the obstacle is retrieved from the pool
/// </summary>
public void OnSpawn()
{
// Reset all state first
_screenTop = 0f; // Reset cached screen bounds
_mainCamera = Camera.main; // Refresh camera reference
// Re-enable the collider for reuse
if (_collider != null)
{
_collider.enabled = true;
}
Debug.Log($"[FloatingObstacle] Obstacle {gameObject.name} spawned from pool");
// Note: Don't start coroutines here - OnEnable() will handle that when SetActive(true) is called
}
/// <summary>
/// Called when the obstacle is returned to the pool
/// </summary>
public void OnDespawn()
{
// Stop all coroutines before returning to pool
StopObstacleBehavior();
// Re-enable collider for next use (in case it was disabled)
if (_collider != null)
{
_collider.enabled = true;
}
Debug.Log($"[FloatingObstacle] Obstacle {gameObject.name} despawned to pool");
}
/// <summary>
/// Public method to manually trigger return to pool (for external systems)
/// </summary>
public void ForceReturnToPool()
{
ReturnToPool();
}
/// <summary>
/// Public method to enable/disable movement at runtime
/// </summary>
public void SetMovementEnabled(bool enabled)
{
if (enableMovement == enabled) return;
enableMovement = enabled;
// Restart coroutines to apply movement change
if (gameObject.activeInHierarchy)
{
StopObstacleBehavior();
StartObstacleBehavior();
}
}
/// <summary>
/// Sets surfacing mode, which reverses obstacle movement direction
/// </summary>
public void StartSurfacing()
{
if (_isSurfacing) return; // Already surfacing
_isSurfacing = true;
// Reverse movement speed (already handled by ObstacleSpawner, but this ensures consistency)
moveSpeed *= -1;
Debug.Log($"[FloatingObstacle] {gameObject.name} started surfacing with speed: {moveSpeed}");
}
}
}

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fileFormatVersion: 2
guid: 32718083aef44be2a4318681fcdf5b2e
timeCreated: 1758117709

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using UnityEngine;
namespace Minigames.DivingForPictures
{
/// <summary>
/// Collision behavior that handles damage from mobile obstacles.
/// Uses trigger-based collision detection with shared immunity state.
/// </summary>
public class ObstacleCollision : PlayerCollisionBehavior
{
protected override void HandleCollisionResponse(Collider2D obstacle)
{
// Mark the obstacle as having dealt damage to prevent multiple hits
FloatingObstacle obstacleComponent = obstacle.GetComponent<FloatingObstacle>();
if (obstacleComponent != null)
{
obstacleComponent.MarkDamageDealt();
}
Debug.Log($"[ObstacleCollision] Player hit by obstacle {obstacle.gameObject.name}");
}
/// <summary>
/// Override to prevent input blocking during damage immunity
/// Since obstacles pass through the player, we don't want to block input
/// </summary>
protected override void OnImmunityStart()
{
Debug.Log($"[ObstacleCollision] Damage immunity started for {damageImmunityDuration} seconds");
// Don't block input for obstacle damage - let player keep moving
// The shared immunity system will handle the collision prevention
}
/// <summary>
/// Override to handle immunity end
/// </summary>
protected override void OnImmunityEnd()
{
Debug.Log($"[ObstacleCollision] Damage immunity ended");
// No special handling needed - shared immunity system handles collider re-enabling
}
}
}

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fileFormatVersion: 2
guid: c9c18dbd013d42ae8c221e6205e4d49c
timeCreated: 1758116850

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using UnityEngine;
using Pooling;
namespace Minigames.DivingForPictures
{
/// <summary>
/// Manages a pool of floating obstacle objects to reduce garbage collection overhead.
/// Optimized for handling a large number of different obstacle prefab types.
/// </summary>
public class ObstaclePool : MultiPrefabPool<FloatingObstacle>
{
/// <summary>
/// Returns an obstacle to the pool
/// </summary>
/// <param name="obstacle">The obstacle to return to the pool</param>
/// <param name="prefabIndex">The index of the prefab this obstacle was created from</param>
public void ReturnObstacle(GameObject obstacle, int prefabIndex)
{
if (obstacle != null)
{
FloatingObstacle obstacleComponent = obstacle.GetComponent<FloatingObstacle>();
if (obstacleComponent != null)
{
Debug.Log($"[ObstaclePool] Returning obstacle {obstacle.name} to pool");
Return(obstacleComponent, prefabIndex);
}
else
{
Debug.LogWarning($"Attempted to return a GameObject without a FloatingObstacle component: {obstacle.name}");
Destroy(obstacle);
}
}
}
/// <summary>
/// Gets an obstacle from the pool, or creates a new one if the pool is empty
/// </summary>
/// <returns>An obstacle instance ready to use</returns>
public GameObject GetObstacle(int prefabIndex)
{
Debug.Log($"[ObstaclePool] GetObstacle called for prefab index {prefabIndex}");
FloatingObstacle obstacleComponent = Get(prefabIndex);
if (obstacleComponent == null)
{
Debug.LogError($"[ObstaclePool] Get() returned null for prefab index {prefabIndex}");
return null;
}
Debug.Log($"[ObstaclePool] Get() returned obstacle {obstacleComponent.name}, active state: {obstacleComponent.gameObject.activeInHierarchy}");
return obstacleComponent.gameObject;
}
}
}

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fileFormatVersion: 2
guid: a53ba79246a94dc4a71d2fb0d7214cfb
timeCreated: 1758116804

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;
using Pooling;
namespace Minigames.DivingForPictures
{
/// <summary>
/// Spawns and manages mobile obstacles for the diving minigame.
/// Uses object pooling and validates spawn positions to avoid colliding with tiles.
/// </summary>
public class ObstacleSpawner : MonoBehaviour
{
[Header("Obstacle Prefabs")]
[Tooltip("List of possible obstacle prefabs to spawn")]
[SerializeField] private List<GameObject> obstaclePrefabs;
[Header("Spawn Settings")]
[Tooltip("Time interval between spawn attempts (in seconds)")]
[SerializeField] private float spawnInterval = 2f;
[Tooltip("Random variation in spawn timing (+/- seconds)")]
[SerializeField] private float spawnIntervalVariation = 0.5f;
[Tooltip("Maximum number of spawn position attempts before skipping")]
[SerializeField] private int maxSpawnAttempts = 10;
[Tooltip("Radius around spawn point to check for tile collisions")]
[SerializeField] private float spawnCollisionRadius = 1f;
[Header("Spawn Position")]
[Tooltip("How far below screen to spawn obstacles")]
[SerializeField] private float spawnDistanceBelowScreen = 2f;
[Tooltip("Horizontal spawn range (distance from center)")]
[SerializeField] private float spawnRangeX = 8f;
[Header("Obstacle Properties Randomization")]
[Tooltip("Minimum movement speed for spawned obstacles")]
[SerializeField] private float minMoveSpeed = 1f;
[Tooltip("Maximum movement speed for spawned obstacles")]
[SerializeField] private float maxMoveSpeed = 4f;
[Header("Object Pooling")]
[Tooltip("Whether to use object pooling for obstacles")]
[SerializeField] private bool useObjectPooling = true;
[Tooltip("Maximum objects per prefab type in pool")]
[SerializeField] private int maxPerPrefabPoolSize = 3;
[Tooltip("Total maximum pool size across all prefab types")]
[SerializeField] private int totalMaxPoolSize = 15;
[Header("Layer Settings")]
[Tooltip("Layer mask for tile collision detection during spawn position validation")]
[SerializeField] private LayerMask tileLayerMask = -1; // Let user configure which layers to avoid
[Tooltip("Target layer for spawned obstacles - obstacles will be placed on this layer")]
[SerializeField] private int obstacleLayer = 11; // Default to layer 11, but configurable
[Header("Events")]
[Tooltip("Called when an obstacle is spawned")]
public UnityEvent<GameObject> onObstacleSpawned;
[Tooltip("Called when an obstacle is returned to pool")]
public UnityEvent<GameObject> onObstacleDestroyed;
// Private fields
private ObstaclePool _obstaclePool;
private Camera _mainCamera;
private float _screenBottom;
private float _spawnRangeX;
private Coroutine _spawnCoroutine;
private readonly List<GameObject> _activeObstacles = new List<GameObject>();
private int _obstacleCounter = 0; // Counter for unique obstacle naming
private bool _isSurfacing = false; // Flag to track surfacing state
private float _velocityFactor = 1.0f; // Current velocity factor from the game manager
private void Awake()
{
_mainCamera = Camera.main;
// Validate obstacle prefabs
ValidateObstaclePrefabs();
if (useObjectPooling)
{
InitializeObjectPool();
}
}
private void Start()
{
CalculateScreenBounds();
StartSpawning();
}
private void OnDestroy()
{
StopSpawning();
}
/// <summary>
/// Validates that all prefabs have required components
/// </summary>
private void ValidateObstaclePrefabs()
{
for (int i = 0; i < obstaclePrefabs.Count; i++)
{
if (obstaclePrefabs[i] == null) continue;
// Check if the prefab has a FloatingObstacle component
if (obstaclePrefabs[i].GetComponent<FloatingObstacle>() == null)
{
Debug.LogWarning($"Obstacle prefab {obstaclePrefabs[i].name} does not have a FloatingObstacle component. Adding one automatically.");
obstaclePrefabs[i].AddComponent<FloatingObstacle>();
}
// Ensure the prefab is on the correct layer (using configurable obstacleLayer)
if (obstaclePrefabs[i].layer != obstacleLayer)
{
Debug.LogWarning($"Obstacle prefab {obstaclePrefabs[i].name} is not on the configured obstacle layer ({obstacleLayer}). Setting layer automatically.");
SetLayerRecursively(obstaclePrefabs[i], obstacleLayer);
}
}
}
/// <summary>
/// Sets the layer of a GameObject and all its children
/// </summary>
private void SetLayerRecursively(GameObject obj, int layer)
{
obj.layer = layer;
foreach (Transform child in obj.transform)
{
SetLayerRecursively(child.gameObject, layer);
}
}
/// <summary>
/// Initialize the object pool system
/// </summary>
private void InitializeObjectPool()
{
GameObject poolGO = new GameObject("ObstaclePool");
poolGO.transform.SetParent(transform);
_obstaclePool = poolGO.AddComponent<ObstaclePool>();
// Set up pool configuration
_obstaclePool.maxPerPrefabPoolSize = maxPerPrefabPoolSize;
_obstaclePool.totalMaxPoolSize = totalMaxPoolSize;
// Convert GameObject list to FloatingObstacle list
List<FloatingObstacle> prefabObstacles = new List<FloatingObstacle>(obstaclePrefabs.Count);
foreach (var prefab in obstaclePrefabs)
{
if (prefab != null)
{
FloatingObstacle obstacleComponent = prefab.GetComponent<FloatingObstacle>();
if (obstacleComponent != null)
{
prefabObstacles.Add(obstacleComponent);
}
else
{
Debug.LogError($"Obstacle prefab {prefab.name} is missing a FloatingObstacle component!");
}
}
}
// Initialize the pool
_obstaclePool.Initialize(prefabObstacles);
}
/// <summary>
/// Calculate screen bounds in world space dynamically
/// </summary>
private void CalculateScreenBounds()
{
if (_mainCamera == null)
{
_mainCamera = Camera.main;
if (_mainCamera == null)
{
Debug.LogError("[ObstacleSpawner] No main camera found!");
return;
}
}
// Calculate screen bottom (Y spawn position will be 2 units below this)
Vector3 bottomWorldPoint = _mainCamera.ViewportToWorldPoint(new Vector3(0.5f, 0f, _mainCamera.nearClipPlane));
_screenBottom = bottomWorldPoint.y;
// Calculate screen width in world units
Vector3 leftWorldPoint = _mainCamera.ViewportToWorldPoint(new Vector3(0f, 0.5f, _mainCamera.nearClipPlane));
Vector3 rightWorldPoint = _mainCamera.ViewportToWorldPoint(new Vector3(1f, 0.5f, _mainCamera.nearClipPlane));
float screenWidth = rightWorldPoint.x - leftWorldPoint.x;
// Calculate spawn range based on 80% of screen width (40% on each side from center)
_spawnRangeX = (screenWidth * 0.8f) / 2f;
Debug.Log($"[ObstacleSpawner] Screen calculated - Width: {screenWidth:F2}, Bottom: {_screenBottom:F2}, Spawn Range X: ±{_spawnRangeX:F2}");
}
/// <summary>
/// Starts the obstacle spawning coroutine
/// </summary>
public void StartSpawning()
{
if (_spawnCoroutine == null)
{
_spawnCoroutine = StartCoroutine(SpawnObstaclesCoroutine());
Debug.Log("[ObstacleSpawner] Started spawning obstacles");
}
}
/// <summary>
/// Stops the obstacle spawning coroutine
/// </summary>
public void StopSpawning()
{
if (_spawnCoroutine != null)
{
StopCoroutine(_spawnCoroutine);
_spawnCoroutine = null;
Debug.Log("[ObstacleSpawner] Stopped spawning obstacles");
}
}
/// <summary>
/// Main spawning coroutine that runs continuously
/// </summary>
private IEnumerator SpawnObstaclesCoroutine()
{
while (true)
{
// Calculate next spawn time with variation
float nextSpawnTime = spawnInterval + Random.Range(-spawnIntervalVariation, spawnIntervalVariation);
nextSpawnTime = Mathf.Max(0.1f, nextSpawnTime); // Ensure minimum interval
yield return new WaitForSeconds(nextSpawnTime);
// Attempt to spawn an obstacle
TrySpawnObstacle();
}
}
/// <summary>
/// Attempts to spawn an obstacle at a valid position
/// </summary>
private void TrySpawnObstacle()
{
// Don't spawn new obstacles when surfacing
if (_isSurfacing)
{
Debug.Log("[ObstacleSpawner] Skipping obstacle spawn - currently surfacing");
return;
}
Debug.Log($"[ObstacleSpawner] TrySpawnObstacle called at {Time.time:F2}");
if (obstaclePrefabs == null || obstaclePrefabs.Count == 0)
{
Debug.LogWarning("[ObstacleSpawner] No obstacle prefabs available for spawning!");
return;
}
Vector3 spawnPosition;
bool foundValidPosition = false;
// Try to find a valid spawn position
for (int attempts = 0; attempts < maxSpawnAttempts; attempts++)
{
spawnPosition = GetRandomSpawnPosition();
if (IsValidSpawnPosition(spawnPosition))
{
Debug.Log($"[ObstacleSpawner] Found valid position at {spawnPosition} after {attempts + 1} attempts");
SpawnObstacleAt(spawnPosition);
foundValidPosition = true;
break;
}
else
{
Debug.Log($"[ObstacleSpawner] Position {spawnPosition} invalid (attempt {attempts + 1}/{maxSpawnAttempts})");
}
}
if (!foundValidPosition)
{
Debug.LogWarning($"[ObstacleSpawner] SPAWN MISSED: Could not find valid spawn position after {maxSpawnAttempts} attempts at {Time.time:F2}");
}
}
/// <summary>
/// Gets a random spawn position below the screen
/// </summary>
private Vector3 GetRandomSpawnPosition()
{
// Use dynamically calculated spawn range (80% of screen width)
float randomX = Random.Range(-_spawnRangeX, _spawnRangeX);
// Spawn 2 units below screen bottom
float spawnY = _screenBottom - 2f;
return new Vector3(randomX, spawnY, 0f);
}
/// <summary>
/// Checks if a spawn position is valid (not colliding with tiles)
/// </summary>
private bool IsValidSpawnPosition(Vector3 position)
{
// Use OverlapCircle to check for collisions with tiles
Collider2D collision = Physics2D.OverlapCircle(position, spawnCollisionRadius, tileLayerMask);
return collision == null;
}
/// <summary>
/// Spawns an obstacle at the specified position
/// </summary>
private void SpawnObstacleAt(Vector3 position)
{
Debug.Log($"[ObstacleSpawner] SpawnObstacleAt called for position {position}");
// Select random prefab
int prefabIndex = Random.Range(0, obstaclePrefabs.Count);
GameObject prefab = obstaclePrefabs[prefabIndex];
if (prefab == null)
{
Debug.LogError($"[ObstacleSpawner] SPAWN FAILED: Obstacle prefab at index {prefabIndex} is null!");
return;
}
GameObject obstacle;
// Spawn using pool or instantiate directly
if (useObjectPooling && _obstaclePool != null)
{
Debug.Log($"[ObstacleSpawner] Requesting obstacle from pool (prefab index {prefabIndex})");
obstacle = _obstaclePool.GetObstacle(prefabIndex);
if (obstacle == null)
{
Debug.LogError($"[ObstacleSpawner] SPAWN FAILED: Failed to get obstacle from pool for prefab index {prefabIndex}!");
return;
}
// Important: Set position/parent/rotation BEFORE activation to avoid visual glitches
obstacle.transform.position = position;
obstacle.transform.rotation = prefab.transform.rotation;
obstacle.transform.SetParent(transform);
Debug.Log($"[ObstacleSpawner] Got obstacle {obstacle.name} from pool, active state: {obstacle.activeInHierarchy}");
// ENHANCED FORCE ACTIVATION - more robust approach
if (!obstacle.activeInHierarchy)
{
Debug.LogWarning($"[ObstacleSpawner] Pool returned inactive object {obstacle.name}, force activating!");
// Configure obstacle BEFORE activation
ConfigureObstacle(obstacle, prefabIndex);
// Force activate the obstacle
obstacle.SetActive(true);
// Double-check activation status
if (!obstacle.activeInHierarchy)
{
Debug.LogError($"[ObstacleSpawner] CRITICAL ERROR: Failed to activate {obstacle.name} after multiple attempts!");
// Last resort: try to instantiate a new one instead
GameObject newObstacle = Instantiate(prefab, position, prefab.transform.rotation, transform);
if (newObstacle != null)
{
obstacle = newObstacle;
ConfigureObstacle(obstacle, prefabIndex);
}
}
Debug.Log($"[ObstacleSpawner] After force activation, {obstacle.name} active state: {obstacle.activeInHierarchy}");
}
else
{
// Still configure if already active
ConfigureObstacle(obstacle, prefabIndex);
}
}
else
{
Debug.Log($"[ObstacleSpawner] Instantiating new obstacle (pooling disabled)");
obstacle = Instantiate(prefab, position, prefab.transform.rotation, transform);
// Configure the newly instantiated obstacle
ConfigureObstacle(obstacle, prefabIndex);
}
// Assign unique name with counter
_obstacleCounter++;
string oldName = obstacle.name;
obstacle.name = $"Obstacle{_obstacleCounter:D3}";
Debug.Log($"[ObstacleSpawner] Renamed obstacle from '{oldName}' to '{obstacle.name}', active state: {obstacle.activeInHierarchy}");
// Track active obstacles
_activeObstacles.Add(obstacle);
// Invoke events
onObstacleSpawned?.Invoke(obstacle);
Debug.Log($"[ObstacleSpawner] After events, obstacle {obstacle.name} active state: {obstacle.activeInHierarchy}");
Debug.Log($"[ObstacleSpawner] Successfully spawned obstacle {obstacle.name} at {position}. Active count: {_activeObstacles.Count}, Final active state: {obstacle.activeInHierarchy}");
}
/// <summary>
/// Configures an obstacle with randomized properties
/// </summary>
private void ConfigureObstacle(GameObject obstacle, int prefabIndex)
{
FloatingObstacle obstacleComponent = obstacle.GetComponent<FloatingObstacle>();
if (obstacleComponent != null)
{
// Set prefab index
obstacleComponent.PrefabIndex = prefabIndex;
// Randomize properties
obstacleComponent.MoveSpeed = Random.Range(minMoveSpeed, maxMoveSpeed);
// Set spawner reference (since FloatingObstacle has this built-in now)
obstacleComponent.SetSpawner(this);
}
}
/// <summary>
/// Returns an obstacle to the pool (called by FloatingObstacle)
/// </summary>
public void ReturnObstacleToPool(GameObject obstacle, int prefabIndex)
{
if (obstacle == null) return;
Debug.Log($"[ObstacleSpawner] ReturnObstacleToPool called for {obstacle.name}, active state: {obstacle.activeInHierarchy}");
// Remove from active list
_activeObstacles.Remove(obstacle);
// Invoke events
onObstacleDestroyed?.Invoke(obstacle);
// Return to pool or destroy
if (useObjectPooling && _obstaclePool != null)
{
Debug.Log($"[ObstacleSpawner] Returning {obstacle.name} to pool");
_obstaclePool.ReturnObstacle(obstacle, prefabIndex);
}
else
{
Debug.Log($"[ObstacleSpawner] Destroying {obstacle.name} (pooling disabled)");
Destroy(obstacle);
}
}
/// <summary>
/// Public method to change spawn interval at runtime
/// </summary>
public void SetSpawnInterval(float interval)
{
spawnInterval = interval;
}
/// <summary>
/// Public method to change spawn range at runtime
/// </summary>
public void SetSpawnRange(float range)
{
spawnRangeX = range;
}
/// <summary>
/// Public method to set speed range at runtime
/// </summary>
public void SetSpeedRange(float min, float max)
{
minMoveSpeed = min;
maxMoveSpeed = max;
}
/// <summary>
/// Public method to recalculate screen bounds (useful if camera changes)
/// </summary>
public void RecalculateScreenBounds()
{
CalculateScreenBounds();
}
/// <summary>
/// Called when the velocity factor changes from the DivingGameManager
/// </summary>
public void OnVelocityFactorChanged(float velocityFactor)
{
_velocityFactor = velocityFactor;
// Update all active obstacles with the new velocity factor
foreach (GameObject obstacle in _activeObstacles)
{
if (obstacle != null)
{
FloatingObstacle obstacleComponent = obstacle.GetComponent<FloatingObstacle>();
if (obstacleComponent != null)
{
obstacleComponent.OnVelocityFactorChanged(velocityFactor);
}
}
}
Debug.Log($"[ObstacleSpawner] Velocity factor updated to {_velocityFactor:F2}, propagated to {_activeObstacles.Count} active obstacles");
}
/// <summary>
/// Start surfacing mode - reverse direction of existing obstacles and stop spawning new ones
/// </summary>
public void StartSurfacing()
{
if (_isSurfacing) return; // Already surfacing
_isSurfacing = true;
// Notify obstacles about surfacing state (for direction-based logic)
foreach (GameObject obstacle in _activeObstacles)
{
if (obstacle != null)
{
FloatingObstacle obstacleComponent = obstacle.GetComponent<FloatingObstacle>();
if (obstacleComponent != null)
{
// Call StartSurfacing on the obstacle component itself
obstacleComponent.StartSurfacing();
}
}
}
Debug.Log($"[ObstacleSpawner] Started surfacing mode for {_activeObstacles.Count} active obstacles");
}
/// <summary>
/// Gets the count of currently active obstacles
/// </summary>
public int ActiveObstacleCount => _activeObstacles.Count;
#if UNITY_EDITOR
private void OnDrawGizmosSelected()
{
// Only draw if screen bounds have been calculated
if (_spawnRangeX > 0f)
{
// Draw spawn area using dynamic calculations
Gizmos.color = Color.yellow;
Vector3 center = new Vector3(0f, _screenBottom - 2f, 0f);
Vector3 size = new Vector3(_spawnRangeX * 2f, 1f, 1f);
Gizmos.DrawWireCube(center, size);
// Draw collision radius at spawn point
Gizmos.color = Color.red;
Gizmos.DrawWireSphere(center, spawnCollisionRadius);
}
}
#endif
}
}

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fileFormatVersion: 2
guid: 49ec62157fd945fab730193e9ea0bff7
timeCreated: 1758116903

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using UnityEngine;
using System.Collections;
namespace Minigames.DivingForPictures
{
/// <summary>
/// Handles visual feedback for player damage by making the sprite renderer blink red.
/// Automatically subscribes to damage events from PlayerCollisionBehavior components.
/// </summary>
public class PlayerBlinkBehavior : MonoBehaviour
{
[Header("Blink Settings")]
[Tooltip("Color to blink to when taking damage (typically red for damage indication)")]
[SerializeField] private Color damageBlinkColor = Color.red;
[Tooltip("How fast to blink between normal and damage colors (seconds between color changes)")]
[SerializeField] private float blinkRate = 0.15f;
[Tooltip("Alpha value for the damage color (0 = transparent, 1 = opaque)")]
[Range(0f, 1f)]
[SerializeField] private float damageColorAlpha = 0.7f;
[Header("References")]
[Tooltip("The SpriteRenderer to apply blink effects to (auto-assigned if empty)")]
[SerializeField] private SpriteRenderer targetSpriteRenderer;
private bool _isBlinking;
private bool _isShowingDamageColor;
private Coroutine _blinkCoroutine;
private Color _originalColor; // Missing field declaration
private void Awake()
{
// Auto-assign sprite renderer if not set
if (targetSpriteRenderer == null)
{
targetSpriteRenderer = GetComponent<SpriteRenderer>();
if (targetSpriteRenderer == null)
{
targetSpriteRenderer = GetComponentInChildren<SpriteRenderer>();
if (targetSpriteRenderer != null)
{
Debug.Log($"[PlayerBlinkBehavior] Found SpriteRenderer on child object: {targetSpriteRenderer.gameObject.name}");
}
}
}
if (targetSpriteRenderer == null)
{
Debug.LogError("[PlayerBlinkBehavior] No SpriteRenderer found on this GameObject or its children!");
return;
}
// Store original color
_originalColor = targetSpriteRenderer.color;
// Ensure damage color has the correct alpha
damageBlinkColor.a = damageColorAlpha;
}
private void OnEnable()
{
// Subscribe to immunity events (renamed from damage events)
PlayerCollisionBehavior.OnImmunityStarted += StartBlinking;
PlayerCollisionBehavior.OnImmunityEnded += StopBlinking;
}
private void OnDisable()
{
// Unsubscribe from immunity events
PlayerCollisionBehavior.OnImmunityStarted -= StartBlinking;
PlayerCollisionBehavior.OnImmunityEnded -= StopBlinking;
// Stop any ongoing blink effect
if (_blinkCoroutine != null)
{
StopCoroutine(_blinkCoroutine);
_blinkCoroutine = null;
}
// Restore original color
RestoreOriginalColor();
}
/// <summary>
/// Starts the red blinking effect when damage begins
/// </summary>
private void StartBlinking()
{
if (targetSpriteRenderer == null) return;
Debug.Log("[PlayerBlinkBehavior] Starting damage blink effect");
// Stop any existing blink coroutine
if (_blinkCoroutine != null)
{
StopCoroutine(_blinkCoroutine);
}
_isBlinking = true;
_isShowingDamageColor = false;
// Start the blink coroutine
_blinkCoroutine = StartCoroutine(BlinkCoroutine());
}
/// <summary>
/// Stops the blinking effect when damage ends
/// </summary>
private void StopBlinking()
{
Debug.Log("[PlayerBlinkBehavior] Stopping damage blink effect");
_isBlinking = false;
// Stop the blink coroutine
if (_blinkCoroutine != null)
{
StopCoroutine(_blinkCoroutine);
_blinkCoroutine = null;
}
// Restore original color
RestoreOriginalColor();
}
/// <summary>
/// Coroutine that handles the blinking animation
/// </summary>
private IEnumerator BlinkCoroutine()
{
while (_isBlinking && targetSpriteRenderer != null)
{
// Toggle between original and damage colors
if (_isShowingDamageColor)
{
targetSpriteRenderer.color = _originalColor;
_isShowingDamageColor = false;
}
else
{
targetSpriteRenderer.color = damageBlinkColor;
_isShowingDamageColor = true;
}
// Wait for blink interval
yield return new WaitForSeconds(blinkRate);
}
}
/// <summary>
/// Restores the sprite renderer to its original color
/// </summary>
private void RestoreOriginalColor()
{
if (targetSpriteRenderer != null)
{
targetSpriteRenderer.color = _originalColor;
_isShowingDamageColor = false;
}
}
/// <summary>
/// Updates the original color reference (useful if sprite color changes during gameplay)
/// </summary>
public void UpdateOriginalColor()
{
if (targetSpriteRenderer != null && !_isBlinking)
{
_originalColor = targetSpriteRenderer.color;
}
}
/// <summary>
/// Public method to change blink color at runtime
/// </summary>
public void SetDamageBlinkColor(Color newColor)
{
damageBlinkColor = newColor;
damageBlinkColor.a = damageColorAlpha;
}
/// <summary>
/// Public method to change blink rate at runtime
/// </summary>
public void SetBlinkRate(float rate)
{
blinkRate = rate;
}
/// <summary>
/// Check if currently blinking
/// </summary>
public bool IsBlinking => _isBlinking;
/// <summary>
/// Manually trigger blink effect (useful for testing or other damage sources)
/// </summary>
public void TriggerBlink(float duration)
{
if (_blinkCoroutine != null)
{
StopCoroutine(_blinkCoroutine);
}
StartCoroutine(ManualBlinkCoroutine(duration));
}
/// <summary>
/// Coroutine for manually triggered blink effects
/// </summary>
private IEnumerator ManualBlinkCoroutine(float duration)
{
_isBlinking = true;
_isShowingDamageColor = false;
float elapsed = 0f;
while (elapsed < duration && targetSpriteRenderer != null)
{
// Toggle between original and damage colors
if (_isShowingDamageColor)
{
targetSpriteRenderer.color = _originalColor;
_isShowingDamageColor = false;
}
else
{
targetSpriteRenderer.color = damageBlinkColor;
_isShowingDamageColor = true;
}
yield return new WaitForSeconds(blinkRate);
elapsed += blinkRate;
}
// Ensure we end with original color
RestoreOriginalColor();
_isBlinking = false;
}
}
}

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@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: d8ea29cc80524de8affe17b930cd75c1
timeCreated: 1758114229

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@@ -0,0 +1,371 @@
using UnityEngine;
using System;
using System.Collections;
namespace Minigames.DivingForPictures
{
/// <summary>
/// Base class for handling player collisions with world obstacles.
/// Uses trigger-based collision detection with shared immunity state across all collision behaviors.
/// </summary>
public abstract class PlayerCollisionBehavior : MonoBehaviour
{
[Header("Collision Settings")]
[Tooltip("Duration in seconds of damage immunity after being hit")]
[SerializeField] protected float damageImmunityDuration = 1.0f;
[Tooltip("Layer mask for obstacle detection - configure which layers contain obstacles")]
[SerializeField] protected LayerMask obstacleLayerMask = -1;
[Header("Input Blocking")]
[Tooltip("Whether to block player input during damage immunity period")]
[SerializeField] protected bool blockInputDuringImmunity;
[Header("References")]
[Tooltip("The player character GameObject (auto-assigned if empty)")]
[SerializeField] protected GameObject playerCharacter;
[Tooltip("Reference to the PlayerController component (auto-assigned if empty)")]
[SerializeField] protected PlayerController playerController;
// Static shared immunity state across all collision behaviors
private static bool _isGloballyImmune;
private static Coroutine _globalImmunityCoroutine;
private static MonoBehaviour _coroutineRunner;
private static Collider2D _sharedPlayerCollider;
// Events for immunity and damage state changes
public static event Action OnImmunityStarted;
public static event Action OnImmunityEnded;
public static event Action OnDamageTaken;
// Instance tracking for shared state management
private static readonly System.Collections.Generic.HashSet<PlayerCollisionBehavior> _allInstances =
new System.Collections.Generic.HashSet<PlayerCollisionBehavior>();
/// <summary>
/// Public static method to trigger immunity start event from external classes
/// </summary>
public static void TriggerImmunityStarted()
{
OnImmunityStarted?.Invoke();
}
/// <summary>
/// Public static method to trigger immunity end event from external classes
/// </summary>
public static void TriggerImmunityEnded()
{
OnImmunityEnded?.Invoke();
}
/// <summary>
/// Public static method to trigger damage taken event from external classes
/// </summary>
public static void TriggerDamageTaken()
{
OnDamageTaken?.Invoke();
}
protected bool wasInputBlocked;
protected virtual void Awake()
{
// Auto-assign if not set in inspector
if (playerCharacter == null)
playerCharacter = gameObject;
if (playerController == null)
playerController = GetComponent<PlayerController>();
// Set up shared collider reference (only once)
if (_sharedPlayerCollider == null)
{
_sharedPlayerCollider = GetComponent<Collider2D>();
if (_sharedPlayerCollider == null)
{
_sharedPlayerCollider = GetComponentInChildren<Collider2D>();
if (_sharedPlayerCollider != null)
{
Debug.Log($"[PlayerCollisionBehavior] Found collider on child object: {_sharedPlayerCollider.gameObject.name}");
}
}
if (_sharedPlayerCollider == null)
{
Debug.LogError($"[PlayerCollisionBehavior] No Collider2D found on this GameObject or its children!");
}
}
// Set up coroutine runner (use first instance)
if (_coroutineRunner == null)
{
_coroutineRunner = this;
}
// Register this instance
_allInstances.Add(this);
}
private void OnDestroy()
{
// Unregister this instance
_allInstances.Remove(this);
// Clean up static references if this was the coroutine runner
if (_coroutineRunner == this)
{
if (_globalImmunityCoroutine != null)
{
StopCoroutine(_globalImmunityCoroutine);
_globalImmunityCoroutine = null;
}
_coroutineRunner = null;
// Find a new coroutine runner if there are other instances
foreach (var instance in _allInstances)
{
if (instance != null)
{
_coroutineRunner = instance;
break;
}
}
}
}
/// <summary>
/// Called when another collider enters this trigger collider
/// </summary>
/// <param name="other">The other collider that entered the trigger</param>
private void OnTriggerEnter2D(Collider2D other)
{
Debug.Log($"[{GetType().Name}] OnTriggerEnter2D called with collider: {other.gameObject.name} on layer: {other.gameObject.layer}");
// Check if the other collider is on one of our obstacle layers and we're not immune
if (IsObstacleLayer(other.gameObject.layer) && !_isGloballyImmune)
{
OnCollisionDetected(other);
}
}
/// <summary>
/// Called when a collision with an obstacle is detected
/// </summary>
/// <param name="obstacle">The obstacle collider that was hit</param>
protected virtual void OnCollisionDetected(Collider2D obstacle)
{
if (_isGloballyImmune) return;
// Trigger damage taken event first
OnDamageTaken?.Invoke();
// Start shared immunity period
StartGlobalImmunity();
// Call the specific collision response
HandleCollisionResponse(obstacle);
}
/// <summary>
/// Starts the shared immunity period across all collision behaviors
/// </summary>
private void StartGlobalImmunity()
{
if (_isGloballyImmune) return; // Already immune
_isGloballyImmune = true;
// Disable the shared collider to prevent further collisions
if (_sharedPlayerCollider != null)
{
_sharedPlayerCollider.enabled = false;
}
// Stop any existing immunity coroutine
if (_globalImmunityCoroutine != null && _coroutineRunner != null)
{
_coroutineRunner.StopCoroutine(_globalImmunityCoroutine);
}
// Start new immunity coroutine
if (_coroutineRunner != null)
{
_globalImmunityCoroutine = _coroutineRunner.StartCoroutine(ImmunityCoroutine());
}
// Notify all instances about immunity start
foreach (var instance in _allInstances)
{
if (instance != null)
{
instance.OnImmunityStart();
}
}
// Broadcast immunity start event
OnImmunityStarted?.Invoke();
}
/// <summary>
/// Coroutine that handles the immunity timer
/// </summary>
private IEnumerator ImmunityCoroutine()
{
Debug.Log($"[PlayerCollisionBehavior] Starting immunity coroutine for {damageImmunityDuration} seconds");
yield return new WaitForSeconds(damageImmunityDuration);
Debug.Log($"[PlayerCollisionBehavior] Immunity period ended");
// End immunity
_isGloballyImmune = false;
_globalImmunityCoroutine = null;
// Re-enable the shared collider
if (_sharedPlayerCollider != null)
{
_sharedPlayerCollider.enabled = true;
}
// Notify all instances about immunity end
foreach (var instance in _allInstances)
{
if (instance != null)
{
instance.OnImmunityEnd();
}
}
// Broadcast immunity end event
OnImmunityEnded?.Invoke();
}
/// <summary>
/// Override this method to implement specific collision response behavior
/// </summary>
/// <param name="obstacle">The obstacle that was collided with</param>
protected abstract void HandleCollisionResponse(Collider2D obstacle);
/// <summary>
/// Called when damage immunity starts (called on all instances)
/// </summary>
protected virtual void OnImmunityStart()
{
Debug.Log($"[{GetType().Name}] Damage immunity started for {damageImmunityDuration} seconds");
// Block input if specified
if (blockInputDuringImmunity)
{
BlockPlayerInput();
}
}
/// <summary>
/// Called when damage immunity ends (called on all instances)
/// </summary>
protected virtual void OnImmunityEnd()
{
Debug.Log($"[{GetType().Name}] Damage immunity ended");
// Restore input if it was blocked
if (wasInputBlocked)
{
RestorePlayerInput();
}
}
/// <summary>
/// Restores player input after immunity
/// </summary>
protected virtual void RestorePlayerInput()
{
if (playerController != null && wasInputBlocked)
{
playerController.enabled = true;
wasInputBlocked = false;
// Update the controller's target position to current position to prevent snapping
UpdateControllerTarget();
Debug.Log($"[{GetType().Name}] Player input restored after immunity");
}
}
/// <summary>
/// Blocks player input during immunity
/// </summary>
protected virtual void BlockPlayerInput()
{
if (playerController != null && playerController.enabled)
{
playerController.enabled = false;
wasInputBlocked = true;
Debug.Log($"[{GetType().Name}] Player input blocked during immunity");
}
}
/// <summary>
/// Updates the PlayerController's internal target to match current position
/// </summary>
protected virtual void UpdateControllerTarget()
{
if (playerController != null && playerCharacter != null)
{
// Use reflection to update the private _targetFingerX field
var targetField = typeof(PlayerController)
.GetField("_targetFingerX", System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance);
if (targetField != null)
{
targetField.SetValue(playerController, playerCharacter.transform.position.x);
}
}
}
/// <summary>
/// Checks if the given layer is included in our obstacle layer mask
/// </summary>
/// <param name="layer">The layer to check</param>
/// <returns>True if the layer is included in the obstacle layer mask</returns>
private bool IsObstacleLayer(int layer)
{
return (obstacleLayerMask.value & (1 << layer)) != 0;
}
/// <summary>
/// Public property to check if player is currently immune (shared across all instances)
/// </summary>
public static bool IsImmune => _isGloballyImmune;
/// <summary>
/// Public method to manually end immunity (affects all collision behaviors)
/// </summary>
public static void EndImmunity()
{
if (_isGloballyImmune && _globalImmunityCoroutine != null && _coroutineRunner != null)
{
_coroutineRunner.StopCoroutine(_globalImmunityCoroutine);
_globalImmunityCoroutine = null;
_isGloballyImmune = false;
// Re-enable the shared collider
if (_sharedPlayerCollider != null)
{
_sharedPlayerCollider.enabled = true;
}
// Notify all instances
foreach (var instance in _allInstances)
{
if (instance != null)
{
instance.OnImmunityEnd();
}
}
OnImmunityEnded?.Invoke();
}
}
}
}

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fileFormatVersion: 2
guid: e6c959bca2e24e72bf22e92439580d79
timeCreated: 1758109598

View File

@@ -31,7 +31,7 @@ namespace Minigames.DivingForPictures
/// </summary> /// </summary>
public void OnTap(Vector2 worldPosition) public void OnTap(Vector2 worldPosition)
{ {
Debug.Log($"[EndlessDescenderController] OnTap at {worldPosition}"); // Debug.Log($"[EndlessDescenderController] OnTap at {worldPosition}");
_targetFingerX = Mathf.Clamp(worldPosition.x, GameManager.Instance.EndlessDescenderClampXMin, GameManager.Instance.EndlessDescenderClampXMax); _targetFingerX = Mathf.Clamp(worldPosition.x, GameManager.Instance.EndlessDescenderClampXMin, GameManager.Instance.EndlessDescenderClampXMax);
_isTouchActive = true; _isTouchActive = true;
} }
@@ -41,7 +41,7 @@ namespace Minigames.DivingForPictures
/// </summary> /// </summary>
public void OnHoldStart(Vector2 worldPosition) public void OnHoldStart(Vector2 worldPosition)
{ {
Debug.Log($"[EndlessDescenderController] OnHoldStart at {worldPosition}"); // Debug.Log($"[EndlessDescenderController] OnHoldStart at {worldPosition}");
_targetFingerX = Mathf.Clamp(worldPosition.x, GameManager.Instance.EndlessDescenderClampXMin, GameManager.Instance.EndlessDescenderClampXMax); _targetFingerX = Mathf.Clamp(worldPosition.x, GameManager.Instance.EndlessDescenderClampXMin, GameManager.Instance.EndlessDescenderClampXMax);
_isTouchActive = true; _isTouchActive = true;
} }
@@ -51,7 +51,7 @@ namespace Minigames.DivingForPictures
/// </summary> /// </summary>
public void OnHoldMove(Vector2 worldPosition) public void OnHoldMove(Vector2 worldPosition)
{ {
Debug.Log($"[EndlessDescenderController] OnHoldMove at {worldPosition}"); // Debug.Log($"[EndlessDescenderController] OnHoldMove at {worldPosition}");
_targetFingerX = Mathf.Clamp(worldPosition.x, GameManager.Instance.EndlessDescenderClampXMin, GameManager.Instance.EndlessDescenderClampXMax); _targetFingerX = Mathf.Clamp(worldPosition.x, GameManager.Instance.EndlessDescenderClampXMin, GameManager.Instance.EndlessDescenderClampXMax);
} }
@@ -60,7 +60,7 @@ namespace Minigames.DivingForPictures
/// </summary> /// </summary>
public void OnHoldEnd(Vector2 worldPosition) public void OnHoldEnd(Vector2 worldPosition)
{ {
Debug.Log($"[EndlessDescenderController] OnHoldEnd at {worldPosition}"); // Debug.Log($"[EndlessDescenderController] OnHoldEnd at {worldPosition}");
_isTouchActive = false; _isTouchActive = false;
} }

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@@ -0,0 +1,331 @@
using UnityEngine;
using System.Collections;
using GogoGaga.OptimizedRopesAndCables;
/// <summary>
/// Component that allows breaking a rope in half.
/// Attach this to the same GameObject that has a Rope and LineRenderer component.
/// </summary>
public class RopeBreaker : MonoBehaviour
{
[Header("Break Settings")]
[Tooltip("Position along rope where break occurs (0-1)")]
[Range(0f, 1f)]
[SerializeField] private float breakPosition = 0.5f;
[Tooltip("Effect to spawn at break point (optional)")]
[SerializeField] private GameObject breakEffect;
[Tooltip("Sound to play when rope breaks (optional)")]
[SerializeField] private AudioClip breakSound;
[Header("Physics Settings")]
[Tooltip("Follow speed for the rope physics simulation")]
[SerializeField] private float ropeFollowSpeed = 5f;
[Tooltip("Trailing amount for the rope physics simulation")]
[SerializeField] private float ropeTrailing = 0.2f;
[Tooltip("Gravity strength applied to hanging rope end")]
[SerializeField] private float ropeGravityStrength = 9.8f;
[Tooltip("How strongly the rope tries to hang vertically")]
[SerializeField] private float ropeVerticalHangStrength = 2f;
[Tooltip("Damping for physics movement (higher = less bouncy)")]
[SerializeField] private float ropeDamping = 0.3f;
[Tooltip("Initial separation distance between rope ends when broken")]
[SerializeField] private float initialSeparationDistance = 0.1f;
[Tooltip("Initial downward impulse for falling rope end")]
[SerializeField] private float initialFallImpulse = 2.0f;
// Private references
private Rope originalRope;
private LineRenderer originalLineRenderer;
private GameObject firstHalfRope;
private GameObject secondHalfRope;
private Rope firstHalfRopeComponent;
private Rope secondHalfRopeComponent;
private Transform breakPointTransform;
private Transform secondBreakTransform;
private void Awake()
{
// Get references to the required components
originalRope = GetComponent<Rope>();
originalLineRenderer = GetComponent<LineRenderer>();
if (originalRope == null || originalLineRenderer == null)
{
Debug.LogError("RopeBreaker requires both Rope and LineRenderer components on the same GameObject");
enabled = false;
}
}
/// <summary>
/// Breaks the rope at the specified position.
/// </summary>
/// <param name="breakPositionOverride">Optional override for break position (0-1)</param>
/// <returns>True if rope was broken successfully, false otherwise</returns>
public bool BreakRope(float? breakPositionOverride = null)
{
if (originalRope == null || !originalRope.StartPoint || !originalRope.EndPoint)
{
Debug.LogError("Cannot break rope: Missing rope component or endpoints");
return false;
}
// Use override position if provided
float breakPos = breakPositionOverride ?? breakPosition;
breakPos = Mathf.Clamp01(breakPos);
// Get the world position at the break point
Vector3 breakPointPosition = originalRope.GetPointAt(breakPos);
// Create a transform at the break point to use as an anchor
CreateBreakPointTransform(breakPointPosition);
// Create two new rope GameObjects
CreateRopeSegments(breakPointPosition);
// Hide the original rope
originalLineRenderer.enabled = false;
// Play effects
PlayBreakEffects(breakPointPosition);
return true;
}
/// <summary>
/// Creates a transform at the break point to use as an anchor
/// </summary>
private void CreateBreakPointTransform(Vector3 breakPointPosition)
{
// Store references to the original rope endpoints
Transform originalStartPoint = originalRope.StartPoint;
Transform originalEndPoint = originalRope.EndPoint;
// Create a new GameObject for the break point (attached to Player)
GameObject breakPointObj = new GameObject("RopeBreakPoint");
breakPointTransform = breakPointObj.transform;
breakPointTransform.position = breakPointPosition;
breakPointTransform.SetParent(transform.parent); // Parent to the same parent as the rope
// Add the physics follower component to the break point
RopeEndPhysicsFollower follower = breakPointObj.AddComponent<RopeEndPhysicsFollower>();
// Set specific transform to follow instead of using tag
follower.SetTargetTransform(originalStartPoint);
follower.canFall = false; // Player rope end doesn't fall
follower.followSpeed = ropeFollowSpeed;
follower.trailing = ropeTrailing;
// Create second break point (for the rock-attached end)
GameObject secondBreakObj = new GameObject("RopeBreakPoint_Second");
secondBreakTransform = secondBreakObj.transform;
secondBreakTransform.position = breakPointPosition;
secondBreakTransform.SetParent(transform.parent);
// Add physics behavior to second break point
RopeEndPhysicsFollower secondFollower = secondBreakObj.AddComponent<RopeEndPhysicsFollower>();
// Set specific transform to follow instead of using tag
secondFollower.SetTargetTransform(originalEndPoint);
secondFollower.canFall = true; // Rock end can fall
secondFollower.followSpeed = ropeFollowSpeed;
secondFollower.trailing = ropeTrailing;
secondFollower.gravityStrength = ropeGravityStrength;
secondFollower.verticalHangStrength = ropeVerticalHangStrength;
secondFollower.damping = ropeDamping;
secondFollower.initialFallImpulse = initialFallImpulse;
// Create initial separation
Vector3 direction = (originalEndPoint.position - breakPointPosition).normalized;
if (direction.magnitude < 0.01f) direction = Vector3.down;
breakPointTransform.position -= direction * initialSeparationDistance * 0.5f;
secondBreakTransform.position += direction * initialSeparationDistance * 0.5f;
}
/// <summary>
/// Creates two new rope GameObjects for the broken segments
/// </summary>
private void CreateRopeSegments(Vector3 breakPointPosition)
{
// Create the first half rope (from start to break point)
firstHalfRope = new GameObject("Rope_FirstHalf");
firstHalfRope.transform.position = transform.position;
firstHalfRope.transform.rotation = transform.rotation;
firstHalfRope.transform.SetParent(transform.parent);
// Add Rope component which automatically adds LineRenderer due to RequireComponent
firstHalfRopeComponent = firstHalfRope.AddComponent<Rope>();
// Get the LineRenderer that was automatically added
LineRenderer firstLineRenderer = firstHalfRope.GetComponent<LineRenderer>();
if (firstLineRenderer == null)
{
// Only add if somehow not created (shouldn't happen, but safety check)
firstLineRenderer = firstHalfRope.AddComponent<LineRenderer>();
}
CopyLineRendererProperties(originalLineRenderer, firstLineRenderer);
// Create the second half rope (from break point to end)
secondHalfRope = new GameObject("Rope_SecondHalf");
secondHalfRope.transform.position = transform.position;
secondHalfRope.transform.rotation = transform.rotation;
secondHalfRope.transform.SetParent(transform.parent);
// Add Rope component which automatically adds LineRenderer due to RequireComponent
secondHalfRopeComponent = secondHalfRope.AddComponent<Rope>();
// Get the LineRenderer that was automatically added
LineRenderer secondLineRenderer = secondHalfRope.GetComponent<LineRenderer>();
if (secondLineRenderer == null)
{
// Only add if somehow not created (shouldn't happen, but safety check)
secondLineRenderer = secondHalfRope.AddComponent<LineRenderer>();
}
CopyLineRendererProperties(originalLineRenderer, secondLineRenderer);
// Configure the first half rope
firstHalfRopeComponent.SetStartPoint(originalRope.StartPoint);
firstHalfRopeComponent.SetEndPoint(breakPointTransform, false); // Don't recalculate yet
// Copy properties from original rope
CopyRopeProperties(originalRope, firstHalfRopeComponent);
// Explicitly initialize the rope
firstHalfRopeComponent.Initialize();
// Now force recalculation after initialization
firstHalfRopeComponent.RecalculateRope();
// Configure the second half rope - REVERSED: Rock (End) is now Start, Break point is now End
secondHalfRopeComponent.SetStartPoint(originalRope.EndPoint);
secondHalfRopeComponent.SetEndPoint(secondBreakTransform, false); // Don't recalculate yet
// Copy properties from original rope
CopyRopeProperties(originalRope, secondHalfRopeComponent);
// Explicitly initialize the rope
secondHalfRopeComponent.Initialize();
// Now force recalculation after initialization
secondHalfRopeComponent.RecalculateRope();
// Set explicit rope length constraints on the physics followers
// This needs to be done after the rope segments are created so we have the correct rope lengths
RopeEndPhysicsFollower playerFollower = breakPointTransform.GetComponent<RopeEndPhysicsFollower>();
if (playerFollower != null)
{
playerFollower.SetMaxDistance(firstHalfRopeComponent.ropeLength);
}
RopeEndPhysicsFollower rockFollower = secondBreakTransform.GetComponent<RopeEndPhysicsFollower>();
if (rockFollower != null)
{
rockFollower.SetMaxDistance(secondHalfRopeComponent.ropeLength);
}
}
/// <summary>
/// Copies properties from one LineRenderer to another
/// </summary>
private void CopyLineRendererProperties(LineRenderer source, LineRenderer destination)
{
// Copy material
destination.material = source.material;
// Copy colors
destination.startColor = source.startColor;
destination.endColor = source.endColor;
// Copy width
destination.startWidth = source.startWidth;
destination.endWidth = source.endWidth;
// Copy other properties
destination.numCornerVertices = source.numCornerVertices;
destination.numCapVertices = source.numCapVertices;
destination.alignment = source.alignment;
destination.textureMode = source.textureMode;
destination.generateLightingData = source.generateLightingData;
destination.useWorldSpace = source.useWorldSpace;
destination.loop = source.loop;
destination.sortingLayerID = source.sortingLayerID;
destination.sortingOrder = source.sortingOrder;
}
/// <summary>
/// Copies properties from one Rope to another
/// </summary>
private void CopyRopeProperties(Rope source, Rope destination)
{
destination.linePoints = source.linePoints;
destination.stiffness = source.stiffness;
destination.damping = source.damping;
destination.ropeLength = source.ropeLength / 2f; // Halve the rope length for each segment
destination.ropeWidth = source.ropeWidth;
destination.midPointWeight = source.midPointWeight;
destination.midPointPosition = source.midPointPosition;
// Recalculate the rope to update its appearance
destination.RecalculateRope();
}
/// <summary>
/// Plays visual and audio effects at the break point
/// </summary>
private void PlayBreakEffects(Vector3 breakPointPosition)
{
// Spawn break effect if assigned
if (breakEffect != null)
{
Instantiate(breakEffect, breakPointPosition, Quaternion.identity);
}
// Play break sound if assigned
if (breakSound != null)
{
AudioSource.PlayClipAtPoint(breakSound, breakPointPosition);
}
}
/// <summary>
/// Restores the original rope and cleans up the broken pieces
/// </summary>
public void RestoreRope()
{
// Re-enable the original rope
if (originalLineRenderer != null)
{
originalLineRenderer.enabled = true;
}
// Clean up the broken rope pieces
if (firstHalfRope != null)
{
Destroy(firstHalfRope);
}
if (secondHalfRope != null)
{
Destroy(secondHalfRope);
}
// Clean up both break points
if (breakPointTransform != null)
{
Destroy(breakPointTransform.gameObject);
}
if (secondBreakTransform != null)
{
Destroy(secondBreakTransform.gameObject);
}
}
}

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@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 30919200017f4879867c3b6289429924
timeCreated: 1758466190

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@@ -0,0 +1,306 @@
using GogoGaga.OptimizedRopesAndCables;
using UnityEngine;
public class RopeEndPhysicsFollower : MonoBehaviour
{
[Header("Target Settings")]
[Tooltip("Transform this endpoint should follow")]
public Transform targetTransform;
[Tooltip("Tag of the object this endpoint should follow (only used if targetTransform is not set)")]
public string targetTag;
[Tooltip("How quickly the endpoint follows the target when not using physics")]
public float followSpeed = 5f;
[Tooltip("How much trailing (0 = instant, 1 = very slow)")]
public float trailing = 0.2f;
[Header("Physics Simulation")]
[Tooltip("Gravity strength")]
public float gravityStrength = 9.8f;
[Tooltip("How strongly the rope attempts to hang vertically")]
public float verticalHangStrength = 2f;
[Tooltip("Damping for physics movement (higher = less bouncy)")]
public float damping = 0.3f;
[Tooltip("Initial downward impulse when enabled")]
public float initialFallImpulse = 2.0f;
[Tooltip("Whether this end can fall with gravity (false for player-attached ends)")]
public bool canFall = true;
// Private variables
private Transform target;
private Vector2 physicsVelocity;
private Vector2 offset;
private Vector3 lastTargetPosition;
private bool initialized = false;
private bool debugLog = true;
// Rope reference to get the actual rope length
private Rope attachedRope;
private float maxDistance;
void Start()
{
// Find the Rope component to determine the maximum distance
FindAttachedRope();
// Use targetTransform if set, otherwise try to find by tag
if (targetTransform != null)
{
target = targetTransform;
if (debugLog) Debug.Log($"[RopeEndPhysicsFollower] Using assigned target transform: {target.name}");
}
else if (!string.IsNullOrEmpty(targetTag))
{
GameObject found = GameObject.FindGameObjectWithTag(targetTag);
if (found)
{
target = found.transform;
if (debugLog) Debug.Log($"[RopeEndPhysicsFollower] Found target by tag '{targetTag}': {target.name}");
}
}
// Initialize offset and velocities
if (target)
{
// Only store horizontal offset, not vertical for physics simulation
Vector2 offsetVec = transform.position - target.position;
offset.x = offsetVec.x;
offset.y = 0; // Don't preserve vertical offset for gravity simulation
lastTargetPosition = target.position;
// Apply initial falling impulse if this end can fall
if (canFall)
{
physicsVelocity = new Vector2(0, -initialFallImpulse);
if (debugLog) Debug.Log($"[RopeEndPhysicsFollower] Initialized with target: {target.name}, initial Y velocity: {physicsVelocity.y}");
}
}
else
{
offset = Vector2.zero;
lastTargetPosition = transform.position;
if (debugLog) Debug.Log($"[RopeEndPhysicsFollower] No target found");
}
initialized = true;
}
void Update()
{
if (!target) return;
// Calculate deltaTime for physics stability
float deltaTime = Time.deltaTime;
// Get target velocity
Vector3 targetVelocity = (target.position - lastTargetPosition) / deltaTime;
lastTargetPosition = target.position;
// Current position relative to target
Vector2 relativePos = new Vector2(
transform.position.x - target.position.x,
transform.position.y - target.position.y
);
// Get the straight-line distance between target and this transform
float currentDistance = relativePos.magnitude;
// Normalized direction from target to this transform
Vector2 directionToTarget = relativePos.normalized;
// Apply forces based on whether this end can fall
if (canFall)
{
// 1. Gravity - always pulls down
physicsVelocity.y -= gravityStrength * deltaTime;
}
// 2. Vertical hanging force - try to align X with target when stationary
if (Mathf.Abs(targetVelocity.x) < 0.1f)
{
// Use the actual X position of the target as the desired X position
float xOffset = transform.position.x - target.position.x;
physicsVelocity.x -= xOffset * verticalHangStrength * deltaTime;
// Debug log to track vertical hanging behavior
if (debugLog && Time.frameCount % 120 == 0)
{
Debug.Log($"[RopeEndPhysicsFollower] Vertical hanging: target X={target.position.x}, my X={transform.position.x}, offset={xOffset}");
}
}
// 3. Rope length constraint - apply a force toward the target if we're exceeding the rope length
if (currentDistance > maxDistance)
{
// Calculate constraint force proportional to how much we're exceeding the rope length
float exceededDistance = currentDistance - maxDistance;
// Apply a stronger constraint force the more we exceed the max distance
Vector2 constraintForce = -directionToTarget * exceededDistance * 10f;
// Apply to velocity
physicsVelocity += constraintForce * deltaTime;
if (debugLog && Time.frameCount % 60 == 0)
{
Debug.Log($"[RopeEndPhysicsFollower] Exceeding max distance: {exceededDistance}, applying constraint");
}
}
// Apply damping to physics velocity
physicsVelocity *= (1f - damping * deltaTime);
// Log physics state periodically for debugging
if (debugLog && Time.frameCount % 60 == 0)
{
Debug.Log($"[RopeEndPhysicsFollower] Y position: {transform.position.y}, Y velocity: {physicsVelocity.y}, Distance: {currentDistance}/{maxDistance}");
}
// Apply physics velocity to position
Vector3 newPos = transform.position;
newPos.x += physicsVelocity.x * deltaTime;
// Only apply vertical movement if this end can fall
if (canFall)
{
newPos.y += physicsVelocity.y * deltaTime;
}
transform.position = newPos;
// Final distance check - hard constraint to ensure we never exceed the rope length
// This prevents numerical instability from causing the rope to stretch
float finalDistance = Vector2.Distance(
new Vector2(transform.position.x, transform.position.y),
new Vector2(target.position.x, target.position.y)
);
if (finalDistance > maxDistance)
{
// Calculate the direction from target to this transform
Vector2 direction = new Vector2(
transform.position.x - target.position.x,
transform.position.y - target.position.y
).normalized;
// Set position to be exactly at the maximum distance
Vector3 constrainedPos = new Vector3(
target.position.x + direction.x * maxDistance,
target.position.y + direction.y * maxDistance,
transform.position.z
);
transform.position = constrainedPos;
}
}
private void FindAttachedRope()
{
// Find the Rope component on the same GameObject or parent
attachedRope = GetComponent<Rope>();
if (attachedRope == null)
{
attachedRope = GetComponentInParent<Rope>();
}
// If we still couldn't find it, look for it on a child GameObject
if (attachedRope == null)
{
attachedRope = GetComponentInChildren<Rope>();
}
// Look for a rope attached to this endpoint
if (attachedRope == null)
{
// Find any rope that has this transform as an endpoint
Rope[] allRopes = FindObjectsOfType<Rope>();
foreach (var rope in allRopes)
{
if (rope.EndPoint == transform || rope.StartPoint == transform)
{
attachedRope = rope;
break;
}
}
}
// Set max distance based on rope length if we found a rope
if (attachedRope != null)
{
maxDistance = attachedRope.ropeLength;
if (debugLog) Debug.Log($"[RopeEndPhysicsFollower] Found attached rope with length: {maxDistance}");
}
else
{
// Default fallback value if no rope is found
maxDistance = 2f;
if (debugLog) Debug.Log("[RopeEndPhysicsFollower] No attached rope found, using default max distance");
}
}
public void SetTargetTransform(Transform newTarget)
{
targetTransform = newTarget;
target = newTarget;
if (target != null)
{
lastTargetPosition = target.position;
// Only update horizontal offset to maintain current vertical position
if (initialized)
{
Vector2 newOffset = transform.position - target.position;
offset.x = newOffset.x;
// Don't update offset.y to allow gravity to work
}
else
{
Vector2 newOffset = transform.position - target.position;
offset.x = newOffset.x;
offset.y = 0; // Don't preserve vertical offset for gravity simulation
}
// Apply initial falling impulse if this end can fall
if (canFall)
{
physicsVelocity = new Vector2(physicsVelocity.x, -initialFallImpulse);
if (debugLog) Debug.Log($"[RopeEndPhysicsFollower] Reset Y velocity to {physicsVelocity.y} after target change to {target.name}");
}
}
}
// Original tag-based method kept for backward compatibility
public void SetTargetTag(string tag)
{
targetTag = tag;
GameObject found = GameObject.FindGameObjectWithTag(targetTag);
if (found)
{
SetTargetTransform(found.transform);
}
}
// Debug method to force reset the physics
public void ForceResetPhysics()
{
if (target)
{
// Reset velocity with a strong downward impulse
physicsVelocity = new Vector2(0, -initialFallImpulse * 2f);
// Reset position to be at the same level as the target
Vector3 pos = transform.position;
pos.y = target.position.y;
transform.position = pos;
if (debugLog) Debug.Log($"[RopeEndPhysicsFollower] Physics forcibly reset, new Y velocity: {physicsVelocity.y}");
}
}
// Method to manually set the maximum distance
public void SetMaxDistance(float distance)
{
maxDistance = distance;
if (debugLog) Debug.Log($"[RopeEndPhysicsFollower] Max distance manually set to: {maxDistance}");
}
}

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fileFormatVersion: 2
guid: bc5a0e35b5e74474b4241fae08971e7a
timeCreated: 1758485385

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@@ -0,0 +1,294 @@
using UnityEngine;
using System.Collections;
namespace Minigames.DivingForPictures
{
/// <summary>
/// Collision behavior that bumps the player toward the center of the trench.
/// Uses trigger-based collision detection with coroutine-based bump timing.
/// </summary>
public class TileBumpCollision : PlayerCollisionBehavior
{
[Header("Bump Settings")]
[Tooltip("Type of bump response: Impulse pushes with force, SmoothToCenter moves directly to center")]
[SerializeField] private BumpMode bumpMode = BumpMode.Impulse;
[Tooltip("Force strength for impulse bumps - higher values push further toward center")]
[SerializeField] private float bumpForce = 5.0f;
[Tooltip("Speed for smooth movement to center (units per second)")]
[SerializeField] private float smoothMoveSpeed = 8.0f;
[Tooltip("Animation curve controlling bump movement over time")]
[SerializeField] private AnimationCurve bumpCurve = new AnimationCurve(new Keyframe(0f, 0f, 0f, 2f), new Keyframe(1f, 1f, 0f, 0f));
[Tooltip("Whether to block player input during bump movement")]
[SerializeField] private bool blockInputDuringBump = true;
public enum BumpMode
{
Impulse, // Force-based push toward center (distance depends on force)
SmoothToCenter // Smooth movement to center with configurable speed
}
private bool _isBumping;
private Coroutine _bumpCoroutine;
private bool _bumpInputBlocked; // Tracks bump-specific input blocking
protected override void HandleCollisionResponse(Collider2D obstacle)
{
switch (bumpMode)
{
case BumpMode.Impulse:
StartImpulseBump();
break;
case BumpMode.SmoothToCenter:
StartSmoothMoveToCenter();
break;
}
Debug.Log($"[TileBumpCollision] Collision handled with {bumpMode} mode");
}
/// <summary>
/// Starts an impulse bump toward the center with force-based distance
/// </summary>
private void StartImpulseBump()
{
if (playerCharacter == null) return;
float currentX = playerCharacter.transform.position.x;
// Calculate bump distance based on force and current position
float directionToCenter = currentX > 0 ? -1f : 1f; // Direction toward center
// Calculate target position - closer to center based on bump force
float bumpDistance = bumpForce * 0.2f; // Scale factor for distance
float targetX = currentX + (directionToCenter * bumpDistance);
// Clamp to center if we would overshoot
if ((currentX > 0 && targetX < 0) || (currentX < 0 && targetX > 0))
{
targetX = 0f;
}
float bumpDuration = 0.5f; // Fixed duration for impulse
StartBump(currentX, targetX, bumpDuration);
Debug.Log($"[TileBumpCollision] Starting impulse bump from X={currentX} to X={targetX} (force={bumpForce})");
}
/// <summary>
/// Starts smooth movement to the center
/// </summary>
private void StartSmoothMoveToCenter()
{
if (playerCharacter == null) return;
float currentX = playerCharacter.transform.position.x;
float distanceToCenter = Mathf.Abs(currentX);
float targetX = 0f; // Always move to center
float bumpDuration = distanceToCenter / smoothMoveSpeed; // Duration based on distance and speed
StartBump(currentX, targetX, bumpDuration);
Debug.Log($"[TileBumpCollision] Starting smooth move to center from X={currentX} (speed={smoothMoveSpeed}, duration={bumpDuration:F2}s)");
}
/// <summary>
/// Common bump initialization using coroutines
/// </summary>
private void StartBump(float startX, float targetX, float duration)
{
// Stop any existing bump
if (_bumpCoroutine != null)
{
StopCoroutine(_bumpCoroutine);
_bumpCoroutine = null;
}
_isBumping = true;
// Block player input if enabled (use bump-specific blocking)
if (blockInputDuringBump && playerController != null && playerController.enabled)
{
playerController.enabled = false;
_bumpInputBlocked = true;
Debug.Log("[TileBumpCollision] Player input blocked during bump");
}
// Start bump coroutine
_bumpCoroutine = StartCoroutine(BumpCoroutine(startX, targetX, duration));
}
/// <summary>
/// Coroutine that handles the bump movement over time
/// </summary>
private IEnumerator BumpCoroutine(float startX, float targetX, float duration)
{
float elapsedTime = 0f;
while (elapsedTime < duration)
{
elapsedTime += Time.deltaTime;
// Calculate progress and apply curve
float progress = elapsedTime / duration;
float curveValue = bumpCurve.Evaluate(progress);
// Interpolate position
float currentX = Mathf.Lerp(startX, targetX, curveValue);
// Apply the position to the player character
if (playerCharacter != null)
{
Vector3 currentPos = playerCharacter.transform.position;
playerCharacter.transform.position = new Vector3(currentX, currentPos.y, currentPos.z);
}
yield return null;
}
// Ensure we end exactly at target
if (playerCharacter != null)
{
Vector3 currentPos = playerCharacter.transform.position;
playerCharacter.transform.position = new Vector3(targetX, currentPos.y, currentPos.z);
}
// Bump finished
_isBumping = false;
_bumpCoroutine = null;
if (_bumpInputBlocked)
{
RestoreBumpInput();
}
Debug.Log("[TileBumpCollision] Bump movement completed");
}
/// <summary>
/// Restores player input after bump movement
/// </summary>
private void RestoreBumpInput()
{
if (_bumpInputBlocked && playerController != null)
{
playerController.enabled = true;
_bumpInputBlocked = false;
// Update the controller's target position to current position to prevent snapping
UpdateControllerTarget();
Debug.Log("[TileBumpCollision] Player input restored after bump");
}
}
/// <summary>
/// Override to handle bump-specific input blocking during immunity
/// </summary>
protected override void OnImmunityStart()
{
Debug.Log($"[TileBumpCollision] Damage immunity started for {damageImmunityDuration} seconds");
// Block input if specified (in addition to any bump input blocking)
if (blockInputDuringImmunity && !_bumpInputBlocked)
{
BlockPlayerInput();
}
}
/// <summary>
/// Override to handle immunity end and bump cleanup
/// </summary>
protected override void OnImmunityEnd()
{
base.OnImmunityEnd();
// Stop any ongoing bump if immunity ends
if (_isBumping && _bumpCoroutine != null)
{
StopCoroutine(_bumpCoroutine);
_bumpCoroutine = null;
_isBumping = false;
if (_bumpInputBlocked)
{
RestoreBumpInput();
}
Debug.Log("[TileBumpCollision] Bump interrupted by immunity end");
}
}
/// <summary>
/// Called when component is destroyed - cleanup coroutines
/// </summary>
private void OnDestroy()
{
if (_bumpCoroutine != null)
{
StopCoroutine(_bumpCoroutine);
_bumpCoroutine = null;
}
}
/// <summary>
/// Public method to change bump mode at runtime
/// </summary>
public void SetBumpMode(BumpMode mode)
{
bumpMode = mode;
}
/// <summary>
/// Public method to change bump force at runtime
/// </summary>
public void SetBumpForce(float force)
{
bumpForce = force;
}
/// <summary>
/// Public method to change smooth move speed at runtime
/// </summary>
public void SetSmoothMoveSpeed(float speed)
{
smoothMoveSpeed = speed;
}
/// <summary>
/// Check if player is currently being bumped
/// </summary>
public bool IsBumping => _isBumping;
/// <summary>
/// Check if input is currently blocked by bump
/// </summary>
public bool IsBumpInputBlocked => _bumpInputBlocked;
/// <summary>
/// Public method to manually stop bump movement
/// </summary>
public void StopBump()
{
if (_isBumping && _bumpCoroutine != null)
{
StopCoroutine(_bumpCoroutine);
_bumpCoroutine = null;
_isBumping = false;
if (_bumpInputBlocked)
{
RestoreBumpInput();
}
Debug.Log("[TileBumpCollision] Bump manually stopped");
}
}
}
}

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@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 8222f0e3aeeb4fc4975aaead6cf7afbe
timeCreated: 1758109619

View File

@@ -1,4 +1,5 @@
using System.Collections.Generic; using System.Collections;
using System.Collections.Generic;
using UnityEngine; using UnityEngine;
using UnityEngine.Events; using UnityEngine.Events;
using UnityEngine.Serialization; using UnityEngine.Serialization;
@@ -49,12 +50,30 @@ namespace Minigames.DivingForPictures
private float _screenTop; private float _screenTop;
private TrenchTilePool _tilePool; private TrenchTilePool _tilePool;
// Current velocity for tile movement
private float _currentVelocity;
// Interval for velocity calculations (seconds)
[SerializeField] private float velocityCalculationInterval = 0.5f;
private const float TileSpawnZ = -1f; private const float TileSpawnZ = -1f;
private const float DefaultTileHeight = 5f; private const float DefaultTileHeight = 5f;
// Direction state
private bool _isSurfacing = false;
private bool _stopSpawning = false;
// Event triggered when the last tile leaves the screen after stopping spawning
public UnityEvent onLastTileLeft = new UnityEvent();
// Velocity management
private float _baseMoveSpeed;
private float _velocityFactor = 1.0f;
private void Awake() private void Awake()
{ {
_mainCamera = Camera.main; _mainCamera = Camera.main;
_baseMoveSpeed = moveSpeed; // Store the original base speed
// Calculate tile heights for each prefab // Calculate tile heights for each prefab
CalculateTileHeights(); CalculateTileHeights();
@@ -89,16 +108,58 @@ namespace Minigames.DivingForPictures
{ {
CalculateScreenBounds(); CalculateScreenBounds();
SpawnInitialTiles(); SpawnInitialTiles();
// Initialize velocity and start the velocity calculation coroutine
_currentVelocity = moveSpeed * Time.fixedDeltaTime;
StartCoroutine(VelocityCalculationRoutine());
} }
private void Update() private void Update()
{ {
MoveTiles(); HandleMovement();
HandleTileDestruction(); HandleTileDestruction();
HandleTileSpawning(); HandleTileSpawning();
HandleSpeedRamping(); HandleSpeedRamping();
} }
/// <summary>
/// Gets the current velocity of the tiles
/// </summary>
/// <returns>The current upward velocity of the tiles</returns>
public float GetCurrentVelocity()
{
return _currentVelocity;
}
/// <summary>
/// Sets a custom velocity, overriding the calculated one
/// </summary>
/// <param name="velocity">The new velocity value</param>
public void SetVelocity(float velocity)
{
_currentVelocity = velocity;
}
/// <summary>
/// Coroutine that periodically calculates the velocity based on game state
/// </summary>
private IEnumerator VelocityCalculationRoutine()
{
while (true)
{
CalculateVelocity();
yield return new WaitForSeconds(velocityCalculationInterval);
}
}
/// <summary>
/// Calculates the current velocity based on move speed
/// </summary>
private void CalculateVelocity()
{
_currentVelocity = moveSpeed * Time.fixedDeltaTime;
}
/// <summary> /// <summary>
/// Calculate height values for all tile prefabs /// Calculate height values for all tile prefabs
/// </summary> /// </summary>
@@ -170,9 +231,25 @@ namespace Minigames.DivingForPictures
/// </summary> /// </summary>
private void SpawnInitialTiles() private void SpawnInitialTiles()
{ {
// Calculate starting Y position - moved 2 tiles up from the bottom of the screen
float startingY = _screenBottom;
// If we have prefab tiles with known heights, use their average height for offset calculation
float tileHeightEstimate = DefaultTileHeight;
if (tilePrefabs != null && tilePrefabs.Count > 0 && tilePrefabs[0] != null)
{
if (_tileHeights.TryGetValue(tilePrefabs[0], out float height))
{
tileHeightEstimate = height;
}
}
// Move starting position up by 2 tile heights
startingY += tileHeightEstimate * 2;
for (int i = 0; i < initialTileCount; i++) for (int i = 0; i < initialTileCount; i++)
{ {
float y = _screenBottom; float y = startingY;
// Calculate proper Y position based on previous tiles // Calculate proper Y position based on previous tiles
if (i > 0 && _activeTiles.Count > 0) if (i > 0 && _activeTiles.Count > 0)
{ {
@@ -206,16 +283,61 @@ namespace Minigames.DivingForPictures
} }
/// <summary> /// <summary>
/// Move all active tiles upward /// Called when the velocity factor changes from the DivingGameManager
/// </summary> /// </summary>
private void MoveTiles() public void OnVelocityFactorChanged(float velocityFactor)
{
_velocityFactor = velocityFactor;
// Update the actual move speed based on the velocity factor
// This keeps the original move speed intact for game logic
moveSpeed = _baseMoveSpeed * Mathf.Abs(_velocityFactor);
// Recalculate velocity immediately
CalculateVelocity();
Debug.Log($"[TrenchTileSpawner] Velocity factor updated to {_velocityFactor:F2}, moveSpeed: {moveSpeed:F2}");
}
/// <summary>
/// Reverses direction to start surfacing
/// </summary>
public void StartSurfacing()
{
if (_isSurfacing) return; // Already surfacing
// Set surfacing flag for spawn/despawn logic
_isSurfacing = true;
// Reverse the active tiles array to maintain consistent indexing logic
_activeTiles.Reverse();
Debug.Log("[TrenchTileSpawner] Started surfacing - reversed array order");
}
/// <summary>
/// Stops spawning new tiles
/// </summary>
public void StopSpawning()
{
_stopSpawning = true;
}
/// <summary>
/// Handles the movement of all active tiles based on the current velocity
/// </summary>
private void HandleMovement()
{ {
float moveDelta = moveSpeed * Time.deltaTime;
foreach (var tile in _activeTiles) foreach (var tile in _activeTiles)
{ {
if (tile != null) if (tile != null)
{ {
tile.transform.position += Vector3.up * moveDelta; // Use velocity factor to determine direction
Vector3 direction = Vector3.up * Mathf.Sign(_velocityFactor);
float speed = _currentVelocity;
// Apply movement
tile.transform.position += direction * speed;
} }
} }
} }
@@ -235,7 +357,20 @@ namespace Minigames.DivingForPictures
} }
float tileHeight = GetTileHeight(topTile); float tileHeight = GetTileHeight(topTile);
if (topTile.transform.position.y - tileHeight / 2 > _screenTop + tileSpawnBuffer)
bool shouldDestroy;
if (_isSurfacing)
{
// When surfacing, destroy tiles at the bottom
shouldDestroy = topTile.transform.position.y + tileHeight / 2 < _screenBottom - tileSpawnBuffer;
}
else
{
// When descending, destroy tiles at the top
shouldDestroy = topTile.transform.position.y - tileHeight / 2 > _screenTop + tileSpawnBuffer;
}
if (shouldDestroy)
{ {
_activeTiles.RemoveAt(0); _activeTiles.RemoveAt(0);
onTileDestroyed?.Invoke(topTile); onTileDestroyed?.Invoke(topTile);
@@ -265,7 +400,15 @@ namespace Minigames.DivingForPictures
/// </summary> /// </summary>
private void HandleTileSpawning() private void HandleTileSpawning()
{ {
if (_activeTiles.Count == 0) return; if (_activeTiles.Count == 0)
{
// If we have no active tiles and spawning is stopped, trigger the event
if (_stopSpawning)
{
onLastTileLeft.Invoke();
}
return;
}
GameObject bottomTile = _activeTiles[^1]; GameObject bottomTile = _activeTiles[^1];
if (bottomTile == null) if (bottomTile == null)
@@ -274,11 +417,56 @@ namespace Minigames.DivingForPictures
return; return;
} }
// Get the tile height once to use in all calculations
float tileHeight = GetTileHeight(bottomTile); float tileHeight = GetTileHeight(bottomTile);
float bottomEdge = bottomTile.transform.position.y - tileHeight / 2;
if (bottomEdge > _screenBottom - tileSpawnBuffer) // If we're in stop spawning mode, don't spawn new tiles
if (_stopSpawning)
{
// Check if this is the last tile, and if it's about to leave the screen
if (_activeTiles.Count == 1)
{
bool isLastTileLeaving;
if (_isSurfacing)
{
// When surfacing, check if the bottom of the tile is above the top of the screen
isLastTileLeaving = bottomTile.transform.position.y - tileHeight / 2 > _screenTop + tileSpawnBuffer;
}
else
{
// When descending, check if the top of the tile is below the bottom of the screen
isLastTileLeaving = bottomTile.transform.position.y + tileHeight / 2 < _screenBottom - tileSpawnBuffer;
}
if (isLastTileLeaving)
{
onLastTileLeft.Invoke();
}
}
return;
}
bool shouldSpawn;
float newY;
if (_isSurfacing)
{
// When surfacing, spawn new tiles at the top
float topEdge = bottomTile.transform.position.y + tileHeight / 2;
shouldSpawn = topEdge < _screenTop + tileSpawnBuffer;
newY = bottomTile.transform.position.y + tileHeight;
}
else
{
// When descending, spawn new tiles at the bottom
float bottomEdge = bottomTile.transform.position.y - tileHeight / 2;
shouldSpawn = bottomEdge > _screenBottom - tileSpawnBuffer;
newY = bottomTile.transform.position.y - tileHeight;
}
if (shouldSpawn)
{ {
float newY = bottomTile.transform.position.y - tileHeight;
SpawnTileAtY(newY); SpawnTileAtY(newY);
} }
} }

View File

@@ -100,7 +100,7 @@ namespace Pooling
/// <returns>An object ready to use</returns> /// <returns>An object ready to use</returns>
public virtual T Get(int prefabIndex) public virtual T Get(int prefabIndex)
{ {
T obj; T obj = null;
// Track usage frequency // Track usage frequency
if (prefabUsageCount.ContainsKey(prefabIndex)) if (prefabUsageCount.ContainsKey(prefabIndex))
@@ -112,27 +112,71 @@ namespace Pooling
prefabUsageCount[prefabIndex] = 1; prefabUsageCount[prefabIndex] = 1;
} }
// Try to get a valid object from the pool, cleaning up any destroyed objects
if (pooledObjects.ContainsKey(prefabIndex) && pooledObjects[prefabIndex].Count > 0) if (pooledObjects.ContainsKey(prefabIndex) && pooledObjects[prefabIndex].Count > 0)
{
Debug.Log($"[{GetType().Name}] Found {pooledObjects[prefabIndex].Count} objects in pool for prefab index {prefabIndex}");
// Keep trying until we find a valid object or the pool is empty
while (pooledObjects[prefabIndex].Count > 0)
{ {
obj = pooledObjects[prefabIndex].Pop(); obj = pooledObjects[prefabIndex].Pop();
totalPooledCount--; totalPooledCount--;
// Check if the object is still valid (not destroyed)
if (obj != null && obj.gameObject != null)
{
Debug.Log($"[{GetType().Name}] Retrieved valid object {obj.name} from pool, current active state: {obj.gameObject.activeInHierarchy}");
break; // Found a valid object
} }
else else
{ {
// Create new object without adding to pool // Object was destroyed, continue looking
T prefab = prefabs[prefabIndex]; Debug.LogWarning($"[{GetType().Name}] Found destroyed object in pool, removing it");
obj = Instantiate(prefab, transform); obj = null;
}
}
}
else
{
Debug.Log($"[{GetType().Name}] No objects in pool for prefab index {prefabIndex}, creating new one");
} }
// If we couldn't find a valid object in the pool, create a new one
if (obj == null)
{
T prefab = prefabs[prefabIndex];
obj = Instantiate(prefab, transform);
Debug.Log($"[{GetType().Name}] Created new object {obj.name} from prefab, active state: {obj.gameObject.activeInHierarchy}");
}
// Ensure the object is valid before proceeding
if (obj == null || obj.gameObject == null)
{
Debug.LogError($"[{GetType().Name}] Failed to create valid object for prefab index {prefabIndex}");
return null;
}
// CRITICAL FIX: Reset position to safe location BEFORE activation
// This prevents off-screen checks from triggering during spawn process
Vector3 originalPosition = obj.transform.position;
obj.transform.position = new Vector3(0f, -1000f, 0f);
Debug.Log($"[{GetType().Name}] Moved object {obj.name} from {originalPosition} to safe position before activation");
Debug.Log($"[{GetType().Name}] About to activate object {obj.name}, current state: {obj.gameObject.activeInHierarchy}");
obj.gameObject.SetActive(true); obj.gameObject.SetActive(true);
Debug.Log($"[{GetType().Name}] After SetActive(true), object {obj.name} state: {obj.gameObject.activeInHierarchy}");
// Call OnSpawn for IPoolable components // Call OnSpawn for IPoolable components
IPoolable poolable = obj.GetComponent<IPoolable>(); IPoolable poolable = obj.GetComponent<IPoolable>();
if (poolable != null) if (poolable != null)
{ {
Debug.Log($"[{GetType().Name}] Calling OnSpawn for object {obj.name}");
poolable.OnSpawn(); poolable.OnSpawn();
Debug.Log($"[{GetType().Name}] After OnSpawn, object {obj.name} state: {obj.gameObject.activeInHierarchy}");
} }
Debug.Log($"[{GetType().Name}] Returning object {obj.name} with final state: {obj.gameObject.activeInHierarchy}");
return obj; return obj;
} }
@@ -152,34 +196,62 @@ namespace Pooling
poolable.OnDespawn(); poolable.OnDespawn();
} }
// Check if we're under the maximum pool size for this prefab type // Always deactivate and parent the object
bool keepObject = totalPooledCount < totalMaxPoolSize;
// Additional constraint: don't keep too many of any single prefab type
if (pooledObjects.ContainsKey(prefabIndex) &&
pooledObjects[prefabIndex].Count >= maxPerPrefabPoolSize)
{
keepObject = false;
}
if (keepObject)
{
obj.gameObject.SetActive(false); obj.gameObject.SetActive(false);
obj.transform.SetParent(transform); obj.transform.SetParent(transform);
// Initialize stack if it doesn't exist
if (!pooledObjects.ContainsKey(prefabIndex)) if (!pooledObjects.ContainsKey(prefabIndex))
{ {
pooledObjects[prefabIndex] = new Stack<T>(); pooledObjects[prefabIndex] = new Stack<T>();
} }
// Check if we need to trim this specific prefab type's pool
if (pooledObjects[prefabIndex].Count >= maxPerPrefabPoolSize)
{
// Remove the oldest object from this prefab's pool to make room
if (pooledObjects[prefabIndex].Count > 0)
{
T oldestObj = pooledObjects[prefabIndex].Pop();
if (oldestObj != null && oldestObj.gameObject != null)
{
Destroy(oldestObj.gameObject);
totalPooledCount--;
}
}
}
// Check global pool limit
if (totalPooledCount >= totalMaxPoolSize)
{
// Find the prefab type with the most pooled objects and remove one
int maxCount = 0;
int prefabToTrim = -1;
foreach (var kvp in pooledObjects)
{
if (kvp.Value.Count > maxCount)
{
maxCount = kvp.Value.Count;
prefabToTrim = kvp.Key;
}
}
if (prefabToTrim >= 0 && pooledObjects[prefabToTrim].Count > 0)
{
T oldestObj = pooledObjects[prefabToTrim].Pop();
if (oldestObj != null && oldestObj.gameObject != null)
{
Destroy(oldestObj.gameObject);
totalPooledCount--;
}
}
}
// Now add the current object to the pool
pooledObjects[prefabIndex].Push(obj); pooledObjects[prefabIndex].Push(obj);
totalPooledCount++; totalPooledCount++;
} }
else
{
Destroy(obj.gameObject);
}
}
/// <summary> /// <summary>
/// Trims the pool to remove excess objects /// Trims the pool to remove excess objects

View File

@@ -6,6 +6,7 @@ TagManager:
tags: tags:
- CharacterArt - CharacterArt
- Pulver - Pulver
- Rock
layers: layers:
- Default - Default
- TransparentFX - TransparentFX
@@ -18,8 +19,8 @@ TagManager:
- Pulver - Pulver
- WorldBoundary - WorldBoundary
- Interactable - Interactable
- - QuarryObstacle
- - QuarryMonster
- -
- -
- -