Compare commits
8 Commits
fort_fight
...
421c4d5cbd
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13
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Assets/Data/Minigames/FortFight/Toaster.asset
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Assets/Data/Minigames/FortFight/Vacumm.asset
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@@ -25,3 +25,7 @@ MonoBehaviour:
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requiredOrientation: 1
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- sceneName: StatueDecoration
|
||||
requiredOrientation: 1
|
||||
- sceneName: FortFight
|
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requiredOrientation: 1
|
||||
- sceneName: ValentineNoteDelivery
|
||||
requiredOrientation: 1
|
||||
|
||||
@@ -9,7 +9,7 @@ namespace AppleHills.Core.Settings.Editor
|
||||
{
|
||||
private Vector2 scrollPosition;
|
||||
private List<BaseDeveloperSettings> allDeveloperSettings = new List<BaseDeveloperSettings>();
|
||||
private string[] tabNames = new string[] { "Diving", "Debug", "Other Systems" }; // Added Debug tab
|
||||
private string[] tabNames = new string[] { "Diving", "Fort Fight", "Debug", "Other Systems" };
|
||||
private int selectedTab = 0;
|
||||
private Dictionary<string, SerializedObject> serializedSettingsObjects = new Dictionary<string, SerializedObject>();
|
||||
private GUIStyle headerStyle;
|
||||
@@ -45,6 +45,7 @@ namespace AppleHills.Core.Settings.Editor
|
||||
|
||||
// If any settings are missing, create them
|
||||
CreateSettingsIfMissing<DivingDeveloperSettings>("DivingDeveloperSettings");
|
||||
CreateSettingsIfMissing<FortFightDeveloperSettings>("FortFightDeveloperSettings");
|
||||
CreateSettingsIfMissing<DebugSettings>("DebugSettings");
|
||||
|
||||
// Add more developer settings types here as needed
|
||||
@@ -114,10 +115,13 @@ namespace AppleHills.Core.Settings.Editor
|
||||
case 0: // Diving
|
||||
DrawSettingsEditor<DivingDeveloperSettings>();
|
||||
break;
|
||||
case 1: // Debug
|
||||
case 1: // Fort Fight
|
||||
DrawSettingsEditor<FortFightDeveloperSettings>();
|
||||
break;
|
||||
case 2: // Debug
|
||||
DrawSettingsEditor<DebugSettings>();
|
||||
break;
|
||||
case 2: // Other Systems
|
||||
case 3: // Other Systems
|
||||
EditorGUILayout.HelpBox("Other developer settings will appear here as they are added.", MessageType.Info);
|
||||
break;
|
||||
// Add additional cases as more developer settings types are added
|
||||
|
||||
@@ -10,20 +10,27 @@ namespace AppleHills.Editor
|
||||
[InitializeOnLoad]
|
||||
public static class EditorSettingsProvider
|
||||
{
|
||||
// Gameplay Settings
|
||||
private static PlayerFollowerSettings _playerFollowerSettings;
|
||||
private static InteractionSettings _interactionSettings;
|
||||
private static DivingMinigameSettings _divingMinigameSettings;
|
||||
private static Minigames.FortFight.Core.FortFightSettings _fortFightSettings;
|
||||
|
||||
// Developer Settings
|
||||
private static FortFightDeveloperSettings _fortFightDeveloperSettings;
|
||||
private static DivingDeveloperSettings _divingDeveloperSettings;
|
||||
|
||||
// Static constructor will be called when Unity loads/reloads scripts
|
||||
static EditorSettingsProvider()
|
||||
{
|
||||
LoadAllSettings();
|
||||
|
||||
// Set up the delegates in SettingsAccess
|
||||
// Set up the delegates in SettingsAccess (includes Fort Fight)
|
||||
AppleHills.SettingsAccess.SetupEditorProviders(
|
||||
GetPlayerStopDistance,
|
||||
GetPlayerStopDistanceDirectInteraction,
|
||||
GetPuzzlePromptRange
|
||||
GetPuzzlePromptRange,
|
||||
GetWeakPointExplosionRadius
|
||||
);
|
||||
|
||||
// Subscribe to asset changes to auto-refresh when settings are modified
|
||||
@@ -52,15 +59,22 @@ namespace AppleHills.Editor
|
||||
|
||||
public static void LoadAllSettings()
|
||||
{
|
||||
// Load gameplay settings
|
||||
_playerFollowerSettings = AssetDatabase.LoadAssetAtPath<PlayerFollowerSettings>("Assets/Settings/PlayerFollowerSettings.asset");
|
||||
_interactionSettings = AssetDatabase.LoadAssetAtPath<InteractionSettings>("Assets/Settings/InteractionSettings.asset");
|
||||
_divingMinigameSettings = AssetDatabase.LoadAssetAtPath<DivingMinigameSettings>("Assets/Settings/MinigameSettings.asset");
|
||||
_fortFightSettings = AssetDatabase.LoadAssetAtPath<Minigames.FortFight.Core.FortFightSettings>("Assets/Settings/FortFightSettings.asset");
|
||||
|
||||
// Load developer settings
|
||||
_fortFightDeveloperSettings = AssetDatabase.LoadAssetAtPath<FortFightDeveloperSettings>("Assets/Settings/Developer/FortFightDeveloperSettings.asset");
|
||||
_divingDeveloperSettings = AssetDatabase.LoadAssetAtPath<DivingDeveloperSettings>("Assets/Settings/Developer/DivingDeveloperSettings.asset");
|
||||
|
||||
// Re-register the delegates in case they were lost
|
||||
AppleHills.SettingsAccess.SetupEditorProviders(
|
||||
GetPlayerStopDistance,
|
||||
GetPlayerStopDistanceDirectInteraction,
|
||||
GetPuzzlePromptRange
|
||||
GetPuzzlePromptRange,
|
||||
GetWeakPointExplosionRadius
|
||||
);
|
||||
|
||||
Logging.Debug("Editor settings loaded for Scene View use");
|
||||
@@ -88,6 +102,12 @@ namespace AppleHills.Editor
|
||||
return _interactionSettings?.DefaultPuzzlePromptRange ?? 3.0f;
|
||||
}
|
||||
|
||||
// Fort Fight delegate methods
|
||||
private static float GetWeakPointExplosionRadius()
|
||||
{
|
||||
return _fortFightSettings?.WeakPointExplosionRadius ?? 2.5f;
|
||||
}
|
||||
|
||||
// Other utility methods
|
||||
public static T GetSettings<T>() where T : BaseSettings
|
||||
{
|
||||
@@ -97,6 +117,21 @@ namespace AppleHills.Editor
|
||||
return _interactionSettings as T;
|
||||
else if (typeof(T) == typeof(DivingMinigameSettings))
|
||||
return _divingMinigameSettings as T;
|
||||
else if (typeof(T) == typeof(Minigames.FortFight.Core.FortFightSettings))
|
||||
return _fortFightSettings as T;
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get developer settings in editor mode (for OnDrawGizmos, etc.)
|
||||
/// </summary>
|
||||
public static T GetDeveloperSettings<T>() where T : BaseDeveloperSettings
|
||||
{
|
||||
if (typeof(T) == typeof(FortFightDeveloperSettings))
|
||||
return _fortFightDeveloperSettings as T;
|
||||
else if (typeof(T) == typeof(DivingDeveloperSettings))
|
||||
return _divingDeveloperSettings as T;
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
@@ -3,6 +3,7 @@ using UnityEditor;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using Core.Settings;
|
||||
using Minigames.Airplane.Settings;
|
||||
|
||||
namespace AppleHills.Core.Settings.Editor
|
||||
{
|
||||
@@ -10,7 +11,8 @@ namespace AppleHills.Core.Settings.Editor
|
||||
{
|
||||
private Vector2 scrollPosition;
|
||||
private List<BaseSettings> allSettings = new List<BaseSettings>();
|
||||
private string[] tabNames = new string[] { "Player & Follower", "Interaction & Items", "Diving Minigame", "Card System", "Card Sorting", "Bird Pooper", "Statue Dressup" };
|
||||
private string[] tabNames = new string[] { "Player & Follower", "Interaction & Items", "Diving Minigame",
|
||||
"Card System", "Card Sorting", "Bird Pooper", "Statue Dressup", "Fort Fight", "Airplane" };
|
||||
private int selectedTab = 0;
|
||||
private Dictionary<string, SerializedObject> serializedSettingsObjects = new Dictionary<string, SerializedObject>();
|
||||
private GUIStyle headerStyle;
|
||||
@@ -52,6 +54,8 @@ namespace AppleHills.Core.Settings.Editor
|
||||
CreateSettingsIfMissing<CardSortingSettings>("CardSortingSettings");
|
||||
CreateSettingsIfMissing<BirdPooperSettings>("BirdPooperSettings");
|
||||
CreateSettingsIfMissing<StatueDressupSettings>("StatueDressupSettings");
|
||||
CreateSettingsIfMissing<Minigames.FortFight.Core.FortFightSettings>("FortFightSettings");
|
||||
CreateSettingsIfMissing<AirplaneSettings>("AirplaneSettings");
|
||||
}
|
||||
|
||||
private void CreateSettingsIfMissing<T>(string fileName) where T : BaseSettings
|
||||
@@ -130,6 +134,12 @@ namespace AppleHills.Core.Settings.Editor
|
||||
case 6: // Statue Dressup
|
||||
DrawSettingsEditor<StatueDressupSettings>();
|
||||
break;
|
||||
case 7: // Fort Fight
|
||||
DrawSettingsEditor<Minigames.FortFight.Core.FortFightSettings>();
|
||||
break;
|
||||
case 8: // Airplane
|
||||
DrawSettingsEditor<Minigames.Airplane.Settings.AirplaneSettings>();
|
||||
break;
|
||||
}
|
||||
|
||||
EditorGUILayout.EndScrollView();
|
||||
|
||||
BIN
Assets/External/Placeholders/paperplane.png
vendored
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299
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||||
using System;
|
||||
using System.Collections.Generic;
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||||
using System.Linq;
|
||||
using Core;
|
||||
using Core.Lifecycle;
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||||
using Unity.Cinemachine;
|
||||
using UnityEngine;
|
||||
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||||
namespace Common.Camera
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||||
{
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||||
/// <summary>
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||||
/// Serializable mapping between a camera state and its Cinemachine camera.
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||||
/// Used to assign cameras in the Inspector for each enum state.
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||||
/// </summary>
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||||
[Serializable]
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||||
public class CameraStateMapping<TState> where TState : Enum
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||||
{
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||||
[Tooltip("The state this camera represents")]
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||||
public TState state;
|
||||
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||||
[Tooltip("The Cinemachine camera for this state")]
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||||
public CinemachineCamera camera;
|
||||
|
||||
public CameraStateMapping(TState state)
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{
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this.state = state;
|
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this.camera = null;
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||||
}
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}
|
||||
|
||||
/// <summary>
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||||
/// Generic state-based camera controller using Cinemachine.
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||||
/// Manages camera transitions by setting priorities on virtual cameras.
|
||||
/// Type parameter TState must be an enum representing camera states.
|
||||
/// </summary>
|
||||
///
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||||
public abstract class CameraStateManager<TState> : ManagedBehaviour where TState : Enum
|
||||
{
|
||||
#region Configuration
|
||||
|
||||
[Header("Camera Mappings")]
|
||||
[Tooltip("Assign cameras for each state - list auto-populates from enum")]
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||||
[SerializeField] protected List<CameraStateMapping<TState>> cameraMappings = new List<CameraStateMapping<TState>>();
|
||||
|
||||
[Header("Camera Priority Settings")]
|
||||
[Tooltip("Priority for inactive cameras")]
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||||
[SerializeField] protected int inactivePriority = 10;
|
||||
|
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[Tooltip("Priority for the active camera")]
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[SerializeField] protected int activePriority = 20;
|
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[Header("Debug")]
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[SerializeField] protected bool showDebugLogs = false;
|
||||
|
||||
#endregion
|
||||
|
||||
#region State
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||||
|
||||
private Dictionary<TState, CinemachineCamera> _cameraMap = new Dictionary<TState, CinemachineCamera>();
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||||
private TState _currentState;
|
||||
private bool _isInitialized = false;
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||||
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public TState CurrentState => _currentState;
|
||||
|
||||
#endregion
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||||
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#region Events
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||||
|
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/// <summary>
|
||||
/// Fired when camera state changes. Parameters: (TState oldState, TState newState)
|
||||
/// </summary>
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public event Action<TState, TState> OnStateChanged;
|
||||
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||||
#endregion
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||||
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||||
#region Lifecycle
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||||
|
||||
/// <summary>
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||||
/// Initialize camera mappings and validate them.
|
||||
/// Subclasses should call base.OnManagedAwake() to get automatic initialization.
|
||||
/// If custom initialization is needed, override without calling base.
|
||||
/// </summary>
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||||
internal override void OnManagedAwake()
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||||
{
|
||||
base.OnManagedAwake();
|
||||
|
||||
// Initialize cameras from Inspector mappings
|
||||
InitializeCameraMap();
|
||||
|
||||
// Validate all cameras are assigned
|
||||
ValidateCameras();
|
||||
}
|
||||
|
||||
#endregion
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||||
|
||||
#region Initialization
|
||||
|
||||
/// <summary>
|
||||
/// Initialize camera mappings from Inspector-assigned list.
|
||||
/// Call this in OnManagedAwake - no need to manually register cameras!
|
||||
/// This is the preferred method for new implementations.
|
||||
/// </summary>
|
||||
protected void InitializeCameraMap()
|
||||
{
|
||||
_cameraMap.Clear();
|
||||
|
||||
// Build dictionary from serialized mappings
|
||||
foreach (var mapping in cameraMappings)
|
||||
{
|
||||
if (mapping.camera == null)
|
||||
{
|
||||
Logging.Warning($"[{GetType().Name}] No camera assigned for state {mapping.state}");
|
||||
continue;
|
||||
}
|
||||
|
||||
_cameraMap[mapping.state] = mapping.camera;
|
||||
mapping.camera.Priority.Value = inactivePriority;
|
||||
|
||||
if (showDebugLogs)
|
||||
Logging.Debug($"[{GetType().Name}] Registered camera '{mapping.camera.gameObject.name}' for state {mapping.state}");
|
||||
}
|
||||
|
||||
_isInitialized = true;
|
||||
|
||||
if (_cameraMap.Count == 0)
|
||||
{
|
||||
Logging.Warning($"[{GetType().Name}] No cameras registered!");
|
||||
}
|
||||
|
||||
if (showDebugLogs) Logging.Debug($"[{GetType().Name}] Initialized with {_cameraMap.Count} cameras");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// DEPRECATED: Use InitializeCameraMap() instead for cleaner code.
|
||||
/// Kept for backward compatibility with existing implementations.
|
||||
/// </summary>
|
||||
protected void RegisterCamera(TState state, CinemachineCamera pCamera)
|
||||
{
|
||||
if (pCamera == null)
|
||||
{
|
||||
Logging.Warning($"[{GetType().Name}] Attempted to register null camera for state {state}");
|
||||
return;
|
||||
}
|
||||
|
||||
if (_cameraMap.ContainsKey(state))
|
||||
{
|
||||
Logging.Warning($"[{GetType().Name}] Camera for state {state} already registered, overwriting");
|
||||
}
|
||||
|
||||
_cameraMap[state] = pCamera;
|
||||
pCamera.Priority.Value = inactivePriority;
|
||||
|
||||
if (showDebugLogs) Logging.Debug($"[{GetType().Name}] Registered camera '{pCamera.gameObject.name}' for state {state}");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// DEPRECATED: Use InitializeCameraMap() instead.
|
||||
/// Kept for backward compatibility with existing implementations.
|
||||
/// </summary>
|
||||
protected void FinalizeInitialization()
|
||||
{
|
||||
_isInitialized = true;
|
||||
|
||||
if (_cameraMap.Count == 0)
|
||||
{
|
||||
Logging.Warning($"[{GetType().Name}] No cameras registered!");
|
||||
}
|
||||
|
||||
if (showDebugLogs) Logging.Debug($"[{GetType().Name}] Initialized with {_cameraMap.Count} cameras");
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region State Management
|
||||
|
||||
/// <summary>
|
||||
/// Switch to a specific camera state
|
||||
/// </summary>
|
||||
public virtual void SwitchToState(TState newState)
|
||||
{
|
||||
if (!_isInitialized)
|
||||
{
|
||||
Logging.Error($"[{GetType().Name}] Cannot switch state - not initialized!");
|
||||
return;
|
||||
}
|
||||
|
||||
if (!_cameraMap.ContainsKey(newState))
|
||||
{
|
||||
Logging.Error($"[{GetType().Name}] No camera registered for state {newState}!");
|
||||
return;
|
||||
}
|
||||
|
||||
TState oldState = _currentState;
|
||||
_currentState = newState;
|
||||
|
||||
// Set all cameras to inactive priority
|
||||
foreach (var kvp in _cameraMap)
|
||||
{
|
||||
kvp.Value.Priority.Value = inactivePriority;
|
||||
}
|
||||
|
||||
// Set target camera to active priority
|
||||
_cameraMap[newState].Priority.Value = activePriority;
|
||||
|
||||
if (showDebugLogs) Logging.Debug($"[{GetType().Name}] Switched from {oldState} to {newState} (camera: {_cameraMap[newState].gameObject.name})");
|
||||
|
||||
OnStateChanged?.Invoke(oldState, newState);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get the camera for a specific state
|
||||
/// </summary>
|
||||
public CinemachineCamera GetCamera(TState state)
|
||||
{
|
||||
if (_cameraMap.TryGetValue(state, out CinemachineCamera pCamera))
|
||||
{
|
||||
return pCamera;
|
||||
}
|
||||
|
||||
Logging.Warning($"[{GetType().Name}] No camera found for state {state}");
|
||||
return null;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Check if a camera is registered for a state
|
||||
/// </summary>
|
||||
public bool HasCamera(TState state)
|
||||
{
|
||||
return _cameraMap.ContainsKey(state);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Validation
|
||||
|
||||
/// <summary>
|
||||
/// Validate that all enum states have cameras registered.
|
||||
/// Override to add custom validation (e.g., check for specific components).
|
||||
/// </summary>
|
||||
protected virtual void ValidateCameras()
|
||||
{
|
||||
// Check that all enum values have cameras assigned
|
||||
foreach (TState state in Enum.GetValues(typeof(TState)))
|
||||
{
|
||||
if (!_cameraMap.ContainsKey(state))
|
||||
{
|
||||
Logging.Warning($"[{GetType().Name}] No camera assigned for state {state}");
|
||||
}
|
||||
else if (_cameraMap[state] == null)
|
||||
{
|
||||
Logging.Error($"[{GetType().Name}] Camera for state {state} is null!");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Editor Support
|
||||
|
||||
#if UNITY_EDITOR
|
||||
/// <summary>
|
||||
/// Auto-populate camera mappings list with all enum values.
|
||||
/// Called automatically in the Editor when the component is added or values change.
|
||||
/// </summary>
|
||||
protected virtual void OnValidate()
|
||||
{
|
||||
// Get all enum values
|
||||
TState[] allStates = (TState[])Enum.GetValues(typeof(TState));
|
||||
|
||||
// Add missing states to the list
|
||||
foreach (TState state in allStates)
|
||||
{
|
||||
bool exists = cameraMappings.Any(m => EqualityComparer<TState>.Default.Equals(m.state, state));
|
||||
if (!exists)
|
||||
{
|
||||
cameraMappings.Add(new CameraStateMapping<TState>(state));
|
||||
}
|
||||
}
|
||||
|
||||
// Remove mappings for states that no longer exist in the enum
|
||||
cameraMappings.RemoveAll(m => !System.Array.Exists(allStates, s => EqualityComparer<TState>.Default.Equals(s, m.state)));
|
||||
|
||||
// Sort by enum order for cleaner Inspector display
|
||||
cameraMappings = cameraMappings.OrderBy(m => (int)(object)m.state).ToList();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Initialize list when component is first added
|
||||
/// </summary>
|
||||
protected virtual void Reset()
|
||||
{
|
||||
OnValidate();
|
||||
}
|
||||
#endif
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
|
||||
3
Assets/Scripts/Common/Camera/CameraStateManager.cs.meta
Normal file
3
Assets/Scripts/Common/Camera/CameraStateManager.cs.meta
Normal file
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c4fc438e61b94c529f7d1e8fe9fb70fa
|
||||
timeCreated: 1764851223
|
||||
3
Assets/Scripts/Common/Input.meta
Normal file
3
Assets/Scripts/Common/Input.meta
Normal file
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 35838202f1ac4fa4b606b0582fa4e439
|
||||
timeCreated: 1764851204
|
||||
405
Assets/Scripts/Common/Input/DragLaunchController.cs
Normal file
405
Assets/Scripts/Common/Input/DragLaunchController.cs
Normal file
@@ -0,0 +1,405 @@
|
||||
using System;
|
||||
using Core;
|
||||
using Core.Lifecycle;
|
||||
using Input;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Common.Input
|
||||
{
|
||||
/// <summary>
|
||||
/// Cached launch parameters calculated during drag.
|
||||
/// Avoids recalculating force/direction multiple times.
|
||||
/// </summary>
|
||||
public struct LaunchParameters
|
||||
{
|
||||
public Vector2 Direction;
|
||||
public float Force;
|
||||
public float DragDistance;
|
||||
public float DragRatio;
|
||||
public float Mass;
|
||||
|
||||
public bool IsValid => Force > 0f && DragDistance > 0f;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Base class for drag-to-launch mechanics (Angry Birds style).
|
||||
/// Provides core drag logic, force calculation, and input handling.
|
||||
/// Uses SlingshotConfig for all settings - fully configuration-driven.
|
||||
/// Subclasses implement visual feedback and specific launch behavior.
|
||||
/// </summary>
|
||||
public abstract class DragLaunchController : ManagedBehaviour, ITouchInputConsumer
|
||||
{
|
||||
#region Events
|
||||
|
||||
/// <summary>
|
||||
/// Fired when drag starts. Parameters: (Vector2 startPosition)
|
||||
/// </summary>
|
||||
public event Action<Vector2> OnDragStart;
|
||||
|
||||
/// <summary>
|
||||
/// Fired during drag update. Parameters: (Vector2 currentPosition, Vector2 direction, float force)
|
||||
/// </summary>
|
||||
public event Action<Vector2, Vector2, float> OnDragUpdate;
|
||||
|
||||
/// <summary>
|
||||
/// Fired when drag ends. Parameters: (Vector2 endPosition, Vector2 direction, float force)
|
||||
/// </summary>
|
||||
public event Action<Vector2, Vector2, float> OnDragEnd;
|
||||
|
||||
/// <summary>
|
||||
/// Fired when launch occurs. Parameters: (Vector2 direction, float force)
|
||||
/// </summary>
|
||||
public event Action<Vector2, float> OnLaunch;
|
||||
|
||||
#endregion
|
||||
|
||||
#region Settings
|
||||
|
||||
private SlingshotConfig _config;
|
||||
|
||||
protected SlingshotConfig Config
|
||||
{
|
||||
get
|
||||
{
|
||||
if (_config == null)
|
||||
{
|
||||
_config = GetSlingshotConfig();
|
||||
}
|
||||
return _config;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Subclasses implement to return their slingshot configuration
|
||||
/// from their specific settings object
|
||||
/// </summary>
|
||||
protected abstract SlingshotConfig GetSlingshotConfig();
|
||||
|
||||
/// <summary>
|
||||
/// Subclasses implement to return the projectile prefab that will be launched.
|
||||
/// Used for reading Rigidbody2D properties (mass, gravityScale) for trajectory calculations.
|
||||
/// </summary>
|
||||
protected abstract GameObject GetProjectilePrefab();
|
||||
|
||||
#endregion
|
||||
|
||||
#region Inspector Properties
|
||||
|
||||
[Header("Launch Settings Overrides (leave 0 to use config)")]
|
||||
[Tooltip("Override max drag distance (0 = use config)")]
|
||||
[SerializeField] protected float maxDragDistanceOverride = 0f;
|
||||
|
||||
[Tooltip("Override max force (0 = use config)")]
|
||||
[SerializeField] protected float maxForceOverride = 0f;
|
||||
|
||||
[Header("References")]
|
||||
[Tooltip("Launch anchor point (spawn/slingshot position)")]
|
||||
[SerializeField] protected Transform launchAnchor;
|
||||
|
||||
[Tooltip("Trajectory preview component (auto-found if not assigned)")]
|
||||
[SerializeField] protected Common.Visual.TrajectoryPreview trajectoryPreview;
|
||||
|
||||
[Header("Debug")]
|
||||
[SerializeField] protected bool showDebugLogs;
|
||||
|
||||
#endregion
|
||||
|
||||
#region Computed Properties
|
||||
|
||||
protected float MaxDragDistance => maxDragDistanceOverride > 0 ? maxDragDistanceOverride : Config?.maxDragDistance ?? 5f;
|
||||
protected float MaxForce => maxForceOverride > 0 ? maxForceOverride : Config?.baseLaunchForce ?? 20f;
|
||||
|
||||
#endregion
|
||||
|
||||
#region State
|
||||
|
||||
private bool _isDragging;
|
||||
private Vector2 _dragStartPosition;
|
||||
private bool _isEnabled = false;
|
||||
private bool _isRegisteredForInput = false;
|
||||
|
||||
// Cached launch parameters - calculated once during drag, used for both preview and launch
|
||||
private LaunchParameters _cachedLaunchParams;
|
||||
|
||||
public bool IsDragging => _isDragging;
|
||||
public bool IsEnabled => _isEnabled;
|
||||
|
||||
#endregion
|
||||
|
||||
#region Lifecycle
|
||||
|
||||
internal override void OnManagedAwake()
|
||||
{
|
||||
base.OnManagedAwake();
|
||||
|
||||
if (launchAnchor == null)
|
||||
{
|
||||
launchAnchor = transform;
|
||||
}
|
||||
|
||||
// Auto-find trajectory preview if not assigned
|
||||
if (trajectoryPreview == null)
|
||||
{
|
||||
trajectoryPreview = GetComponent<Common.Visual.TrajectoryPreview>();
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Enable/Disable
|
||||
|
||||
/// <summary>
|
||||
/// Enable the launch controller and register with InputManager
|
||||
/// </summary>
|
||||
public virtual void Enable()
|
||||
{
|
||||
_isEnabled = true;
|
||||
|
||||
// Register with InputManager as override consumer
|
||||
if (InputManager.Instance != null && !_isRegisteredForInput)
|
||||
{
|
||||
InputManager.Instance.RegisterOverrideConsumer(this);
|
||||
_isRegisteredForInput = true;
|
||||
if (showDebugLogs) Logging.Debug($"[{GetType().Name}] Registered with InputManager");
|
||||
}
|
||||
|
||||
// Show preview visuals
|
||||
ShowPreview();
|
||||
|
||||
if (showDebugLogs) Logging.Debug($"[{GetType().Name}] Enabled");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Disable the launch controller and unregister from InputManager
|
||||
/// </summary>
|
||||
public virtual void Disable()
|
||||
{
|
||||
_isEnabled = false;
|
||||
_isDragging = false;
|
||||
|
||||
// Unregister from InputManager
|
||||
if (InputManager.Instance != null && _isRegisteredForInput)
|
||||
{
|
||||
InputManager.Instance.UnregisterOverrideConsumer(this);
|
||||
_isRegisteredForInput = false;
|
||||
if (showDebugLogs) Logging.Debug($"[{GetType().Name}] Unregistered from InputManager");
|
||||
}
|
||||
|
||||
// Hide preview visuals
|
||||
HidePreview();
|
||||
|
||||
if (showDebugLogs) Logging.Debug($"[{GetType().Name}] Disabled");
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region ITouchInputConsumer Implementation
|
||||
|
||||
public void OnTap(Vector2 worldPosition)
|
||||
{
|
||||
// Drag-to-launch uses hold/drag, not tap
|
||||
}
|
||||
|
||||
public void OnHoldStart(Vector2 worldPosition)
|
||||
{
|
||||
if (!_isEnabled) return;
|
||||
StartDrag(worldPosition);
|
||||
}
|
||||
|
||||
public void OnHoldMove(Vector2 worldPosition)
|
||||
{
|
||||
if (!_isEnabled || !_isDragging) return;
|
||||
UpdateDrag(worldPosition);
|
||||
}
|
||||
|
||||
public void OnHoldEnd(Vector2 worldPosition)
|
||||
{
|
||||
if (!_isEnabled || !_isDragging) return;
|
||||
EndDrag(worldPosition);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Drag Handling
|
||||
|
||||
/// <summary>
|
||||
/// Start drag operation
|
||||
/// </summary>
|
||||
protected virtual void StartDrag(Vector2 worldPosition)
|
||||
{
|
||||
_isDragging = true;
|
||||
// Use launch anchor as the reference point (like Angry Birds)
|
||||
_dragStartPosition = launchAnchor.position;
|
||||
|
||||
if (showDebugLogs) Logging.Debug($"[{GetType().Name}] Started drag at {worldPosition}, anchor at {_dragStartPosition}");
|
||||
|
||||
OnDragStart?.Invoke(worldPosition);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Update drag operation
|
||||
/// </summary>
|
||||
protected virtual void UpdateDrag(Vector2 currentWorldPosition)
|
||||
{
|
||||
// Calculate launch parameters once and cache
|
||||
_cachedLaunchParams = CalculateLaunchParameters(currentWorldPosition);
|
||||
|
||||
// Warn if mass is zero or invalid
|
||||
if (_cachedLaunchParams.Mass <= 0f && showDebugLogs)
|
||||
{
|
||||
Logging.Warning($"[{GetType().Name}] Projectile mass is {_cachedLaunchParams.Mass}! Trajectory calculation will be inaccurate. Override GetProjectileMass().");
|
||||
}
|
||||
|
||||
// Update visuals with cached parameters
|
||||
UpdateVisuals(currentWorldPosition, _cachedLaunchParams);
|
||||
|
||||
OnDragUpdate?.Invoke(currentWorldPosition, _cachedLaunchParams.Direction, _cachedLaunchParams.Force);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// End drag operation and potentially launch
|
||||
/// </summary>
|
||||
protected virtual void EndDrag(Vector2 currentWorldPosition)
|
||||
{
|
||||
_isDragging = false;
|
||||
|
||||
// Hide preview
|
||||
HidePreview();
|
||||
|
||||
// Recalculate final parameters (position may have changed since last UpdateDrag)
|
||||
_cachedLaunchParams = CalculateLaunchParameters(currentWorldPosition);
|
||||
|
||||
OnDragEnd?.Invoke(currentWorldPosition, _cachedLaunchParams.Direction, _cachedLaunchParams.Force);
|
||||
|
||||
if (showDebugLogs)
|
||||
Logging.Debug($"[{GetType().Name}] Launching with force {_cachedLaunchParams.Force:F2}");
|
||||
PerformLaunch(_cachedLaunchParams.Direction, _cachedLaunchParams.Force);
|
||||
OnLaunch?.Invoke(_cachedLaunchParams.Direction, _cachedLaunchParams.Force);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Calculate launch parameters from current drag position.
|
||||
/// Caches results to avoid recalculating force multiple times.
|
||||
/// </summary>
|
||||
private LaunchParameters CalculateLaunchParameters(Vector2 currentWorldPosition)
|
||||
{
|
||||
// Calculate drag vector from anchor to current drag position
|
||||
// Pull back (away from anchor) = launch forward (toward anchor direction)
|
||||
Vector2 dragVector = _dragStartPosition - currentWorldPosition;
|
||||
|
||||
// Calculate distance and ratio
|
||||
float dragDistance = dragVector.magnitude;
|
||||
float dragRatio = Mathf.Clamp01(dragDistance / MaxDragDistance);
|
||||
|
||||
// Calculate force using config
|
||||
float force = Config?.CalculateForce(dragDistance, dragRatio) ?? (dragRatio * MaxForce);
|
||||
|
||||
// Normalize direction
|
||||
Vector2 direction = dragDistance > 0.01f ? dragVector.normalized : Vector2.zero;
|
||||
|
||||
// Get mass from projectile
|
||||
float mass = GetProjectileMass();
|
||||
|
||||
return new LaunchParameters
|
||||
{
|
||||
Direction = direction,
|
||||
Force = force,
|
||||
DragDistance = dragDistance,
|
||||
DragRatio = dragRatio,
|
||||
Mass = mass
|
||||
};
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Abstract Methods - Subclass Implementation
|
||||
|
||||
/// <summary>
|
||||
/// Perform the actual launch (spawn projectile/airplane, apply force, etc.)
|
||||
/// </summary>
|
||||
protected abstract void PerformLaunch(Vector2 direction, float force);
|
||||
|
||||
#endregion
|
||||
|
||||
#region Virtual Methods - Visual Feedback (Override if needed)
|
||||
|
||||
/// <summary>
|
||||
/// Update visual feedback during drag (trajectory preview, rubber band, etc.)
|
||||
/// Default: Updates trajectory preview using prefab's physics properties.
|
||||
/// Override for custom visuals.
|
||||
/// </summary>
|
||||
/// <param name="currentPosition">Current drag position</param>
|
||||
/// <param name="launchParams">Cached launch parameters (direction, force, etc.)</param>
|
||||
protected virtual void UpdateVisuals(Vector2 currentPosition, LaunchParameters launchParams)
|
||||
{
|
||||
if (trajectoryPreview != null && launchParams.DragDistance > 0.1f)
|
||||
{
|
||||
GameObject prefab = GetProjectilePrefab();
|
||||
if (prefab == null) return;
|
||||
|
||||
// Get gravity from prefab's Rigidbody2D gravityScale
|
||||
var rb = prefab.GetComponent<Rigidbody2D>();
|
||||
float gravityScale = rb != null ? rb.gravityScale : 1f;
|
||||
float gravity = Physics2D.gravity.magnitude * gravityScale;
|
||||
|
||||
// Use mass from settings (already in launchParams)
|
||||
trajectoryPreview.UpdateTrajectory(launchAnchor.position, launchParams.Direction,
|
||||
launchParams.Force, launchParams.Mass, gravity);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Show preview visuals when controller is enabled.
|
||||
/// Default: Shows trajectory preview.
|
||||
/// Override for custom visuals.
|
||||
/// </summary>
|
||||
protected virtual void ShowPreview()
|
||||
{
|
||||
trajectoryPreview?.Show();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Hide preview visuals when controller is disabled.
|
||||
/// Default: Hides trajectory preview.
|
||||
/// Override for custom visuals.
|
||||
/// </summary>
|
||||
protected virtual void HidePreview()
|
||||
{
|
||||
trajectoryPreview?.Hide();
|
||||
}
|
||||
|
||||
public Transform GetLaunchAnchorTransform()
|
||||
{
|
||||
return launchAnchor;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Abstract Methods - Physics Configuration
|
||||
|
||||
/// <summary>
|
||||
/// Get projectile mass for trajectory calculation.
|
||||
/// MUST read from settings - the same source that Initialize() uses.
|
||||
/// Subclasses implement to return the actual runtime mass.
|
||||
/// </summary>
|
||||
protected abstract float GetProjectileMass();
|
||||
|
||||
#endregion
|
||||
|
||||
#region Cleanup
|
||||
|
||||
internal override void OnManagedDestroy()
|
||||
{
|
||||
base.OnManagedDestroy();
|
||||
|
||||
// Ensure we unregister from InputManager
|
||||
if (_isRegisteredForInput && InputManager.Instance != null)
|
||||
{
|
||||
InputManager.Instance.UnregisterOverrideConsumer(this);
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
|
||||
3
Assets/Scripts/Common/Input/DragLaunchController.cs.meta
Normal file
3
Assets/Scripts/Common/Input/DragLaunchController.cs.meta
Normal file
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 44e042d1338149f6bb8adf6129e1c6c2
|
||||
timeCreated: 1764851204
|
||||
59
Assets/Scripts/Common/Input/SlingshotConfig.cs
Normal file
59
Assets/Scripts/Common/Input/SlingshotConfig.cs
Normal file
@@ -0,0 +1,59 @@
|
||||
using System;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Common.Input
|
||||
{
|
||||
/// <summary>
|
||||
/// Configuration for slingshot launch mechanics.
|
||||
/// Can be embedded in any minigame settings that use drag-to-launch.
|
||||
/// </summary>
|
||||
[Serializable]
|
||||
public class SlingshotConfig
|
||||
{
|
||||
[Header("Drag & Force Settings")]
|
||||
[Tooltip("Distance to reach max force")]
|
||||
public float maxDragDistance = 5f;
|
||||
|
||||
[Tooltip("Base force value")]
|
||||
public float baseLaunchForce = 20f;
|
||||
|
||||
[Tooltip("Minimum threshold (0-1)")]
|
||||
[Range(0f, 1f)]
|
||||
public float minForceMultiplier = 0.1f;
|
||||
|
||||
[Tooltip("Maximum cap (0-2, usually 1)")]
|
||||
[Range(0f, 2f)]
|
||||
public float maxForceMultiplier = 1f;
|
||||
|
||||
[Header("Trajectory Settings")]
|
||||
[Tooltip("Number of preview points")]
|
||||
public int trajectoryPoints = 50;
|
||||
|
||||
[Tooltip("Time between points")]
|
||||
public float trajectoryTimeStep = 0.1f;
|
||||
|
||||
[Tooltip("Show trajectory after launch (seconds, 0 = no lock)")]
|
||||
public float trajectoryLockDuration = 2f;
|
||||
|
||||
[Header("Input")]
|
||||
[Tooltip("Auto-register with InputManager on Enable()")]
|
||||
public bool autoRegisterInput = true;
|
||||
|
||||
/// <summary>
|
||||
/// Calculate force from drag parameters using configured multipliers
|
||||
/// </summary>
|
||||
public float CalculateForce(float dragDistance, float dragRatio)
|
||||
{
|
||||
return dragRatio * maxForceMultiplier * baseLaunchForce;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Calculate minimum force threshold
|
||||
/// </summary>
|
||||
public float GetMinForce()
|
||||
{
|
||||
return baseLaunchForce * minForceMultiplier;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
3
Assets/Scripts/Common/Input/SlingshotConfig.cs.meta
Normal file
3
Assets/Scripts/Common/Input/SlingshotConfig.cs.meta
Normal file
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: be4f5d5fd7084425a7bf28a1fadf125e
|
||||
timeCreated: 1764854225
|
||||
3
Assets/Scripts/Common/Visual.meta
Normal file
3
Assets/Scripts/Common/Visual.meta
Normal file
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e8315fa927ac4db4a53e985fac95c178
|
||||
timeCreated: 1764857542
|
||||
257
Assets/Scripts/Common/Visual/TrajectoryPreview.cs
Normal file
257
Assets/Scripts/Common/Visual/TrajectoryPreview.cs
Normal file
@@ -0,0 +1,257 @@
|
||||
using Core;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Common.Visual
|
||||
{
|
||||
/// <summary>
|
||||
/// Common trajectory preview component for slingshot-style mechanics.
|
||||
/// Displays a line showing the predicted arc of a launched projectile.
|
||||
/// Supports multiple API overloads for different use cases.
|
||||
/// </summary>
|
||||
[RequireComponent(typeof(LineRenderer))]
|
||||
public class TrajectoryPreview : MonoBehaviour
|
||||
{
|
||||
[Header("Trajectory Settings")]
|
||||
[Tooltip("Number of points in trajectory line")]
|
||||
[SerializeField] private int trajectoryPoints = 50;
|
||||
|
||||
[Tooltip("Time step between trajectory points (seconds)")]
|
||||
[SerializeField] private float timeStep = 0.1f;
|
||||
|
||||
[Tooltip("Ground level Y position (trajectory stops here)")]
|
||||
[SerializeField] private float groundLevel = -10f;
|
||||
|
||||
[Header("Visual")]
|
||||
[Tooltip("Color of trajectory line")]
|
||||
[SerializeField] private Color lineColor = Color.yellow;
|
||||
|
||||
[Tooltip("Width of trajectory line")]
|
||||
[SerializeField] private float lineWidth = 0.1f;
|
||||
|
||||
private LineRenderer _lineRenderer;
|
||||
private bool _isLocked;
|
||||
private float _lockTimer;
|
||||
private float _lockDuration;
|
||||
|
||||
#region Unity Lifecycle
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
_lineRenderer = GetComponent<LineRenderer>();
|
||||
|
||||
if (_lineRenderer != null)
|
||||
{
|
||||
_lineRenderer.startWidth = lineWidth;
|
||||
_lineRenderer.endWidth = lineWidth;
|
||||
_lineRenderer.startColor = lineColor;
|
||||
_lineRenderer.endColor = lineColor;
|
||||
_lineRenderer.positionCount = trajectoryPoints;
|
||||
_lineRenderer.enabled = false;
|
||||
}
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
if (_isLocked)
|
||||
{
|
||||
_lockTimer += Time.deltaTime;
|
||||
if (_lockTimer >= _lockDuration)
|
||||
{
|
||||
_isLocked = false;
|
||||
Hide();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Public API - Visibility
|
||||
|
||||
/// <summary>
|
||||
/// Show the trajectory preview line.
|
||||
/// Clears any existing trajectory data so nothing displays until UpdateTrajectory is called.
|
||||
/// </summary>
|
||||
public void Show()
|
||||
{
|
||||
if (_lineRenderer != null)
|
||||
{
|
||||
// Clear old trajectory data
|
||||
_lineRenderer.positionCount = 0;
|
||||
|
||||
// Enable the line renderer
|
||||
_lineRenderer.enabled = true;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Hide the trajectory preview line (unless locked)
|
||||
/// </summary>
|
||||
public void Hide()
|
||||
{
|
||||
if (_isLocked) return;
|
||||
|
||||
if (_lineRenderer != null)
|
||||
{
|
||||
_lineRenderer.enabled = false;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Lock the trajectory display for a duration (keeps showing after launch)
|
||||
/// </summary>
|
||||
public void LockTrajectory(float duration)
|
||||
{
|
||||
_isLocked = true;
|
||||
_lockTimer = 0f;
|
||||
_lockDuration = duration;
|
||||
|
||||
if (_lineRenderer != null)
|
||||
{
|
||||
_lineRenderer.enabled = true;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Force hide the trajectory immediately, clearing any lock state.
|
||||
/// Use this when transitioning turns or resetting the slingshot.
|
||||
/// </summary>
|
||||
public void ForceHide()
|
||||
{
|
||||
_isLocked = false;
|
||||
_lockTimer = 0f;
|
||||
|
||||
if (_lineRenderer != null)
|
||||
{
|
||||
_lineRenderer.enabled = false;
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Public API - Update Trajectory (Multiple Overloads)
|
||||
|
||||
/// <summary>
|
||||
/// Update trajectory from velocity and gravity directly.
|
||||
/// Most explicit - caller calculates everything.
|
||||
/// </summary>
|
||||
public void UpdateTrajectory(Vector2 startPos, Vector2 velocity, float gravity)
|
||||
{
|
||||
if (_lineRenderer == null) return;
|
||||
|
||||
CalculateAndSetTrajectory(startPos, velocity, gravity);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Update trajectory from launch force and mass.
|
||||
/// Calculates velocity as: v = (direction * force) / mass
|
||||
/// </summary>
|
||||
public void UpdateTrajectory(Vector2 startPos, Vector2 direction, float force, float mass, float gravity)
|
||||
{
|
||||
if (_lineRenderer == null) return;
|
||||
|
||||
if (mass <= 0f)
|
||||
{
|
||||
Logging.Warning("[TrajectoryPreview] Cannot calculate trajectory with zero or negative mass!");
|
||||
return;
|
||||
}
|
||||
|
||||
Vector2 velocity = (direction * force) / mass;
|
||||
CalculateAndSetTrajectory(startPos, velocity, gravity);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Update trajectory from prefab's Rigidbody2D properties.
|
||||
/// Reads mass and gravityScale from prefab, calculates gravity automatically.
|
||||
/// </summary>
|
||||
public void UpdateTrajectory(Vector2 startPos, Vector2 direction, float force, GameObject prefab)
|
||||
{
|
||||
if (_lineRenderer == null || prefab == null) return;
|
||||
|
||||
var rb = prefab.GetComponent<Rigidbody2D>();
|
||||
if (rb == null)
|
||||
{
|
||||
Logging.Warning($"[TrajectoryPreview] Prefab '{prefab.name}' has no Rigidbody2D!");
|
||||
return;
|
||||
}
|
||||
|
||||
float mass = rb.mass;
|
||||
float gravity = Physics2D.gravity.magnitude * rb.gravityScale;
|
||||
|
||||
if (mass <= 0f)
|
||||
{
|
||||
Logging.Warning($"[TrajectoryPreview] Prefab '{prefab.name}' has zero mass!");
|
||||
return;
|
||||
}
|
||||
|
||||
Vector2 velocity = (direction * force) / mass;
|
||||
CalculateAndSetTrajectory(startPos, velocity, gravity);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Internal Calculation
|
||||
|
||||
/// <summary>
|
||||
/// Calculate and set trajectory points using kinematic formula.
|
||||
/// Uses: y = y0 + v*t - 0.5*g*t^2
|
||||
/// </summary>
|
||||
private void CalculateAndSetTrajectory(Vector2 startPos, Vector2 velocity, float gravity)
|
||||
{
|
||||
Vector3[] points = new Vector3[trajectoryPoints];
|
||||
|
||||
for (int i = 0; i < trajectoryPoints; i++)
|
||||
{
|
||||
float time = i * timeStep;
|
||||
|
||||
// Kinematic equations
|
||||
float x = startPos.x + velocity.x * time;
|
||||
float y = startPos.y + velocity.y * time - 0.5f * gravity * time * time;
|
||||
|
||||
points[i] = new Vector3(x, y, 0);
|
||||
|
||||
// Stop at ground level
|
||||
if (y <= groundLevel)
|
||||
{
|
||||
// Fill remaining points at ground level
|
||||
for (int j = i; j < trajectoryPoints; j++)
|
||||
{
|
||||
float tGround = j * timeStep;
|
||||
float xGround = startPos.x + velocity.x * tGround;
|
||||
points[j] = new Vector3(xGround, groundLevel, 0);
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
_lineRenderer.positionCount = trajectoryPoints;
|
||||
_lineRenderer.SetPositions(points);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Configuration
|
||||
|
||||
/// <summary>
|
||||
/// Set the number of trajectory points (for performance tuning)
|
||||
/// </summary>
|
||||
public void SetTrajectoryPoints(int points)
|
||||
{
|
||||
trajectoryPoints = Mathf.Max(5, points);
|
||||
if (_lineRenderer != null)
|
||||
{
|
||||
_lineRenderer.positionCount = trajectoryPoints;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Set the time step between points
|
||||
/// </summary>
|
||||
public void SetTimeStep(float step)
|
||||
{
|
||||
timeStep = Mathf.Max(0.01f, step);
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
|
||||
3
Assets/Scripts/Common/Visual/TrajectoryPreview.cs.meta
Normal file
3
Assets/Scripts/Common/Visual/TrajectoryPreview.cs.meta
Normal file
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b86a4cd82d4a47de9d1e4d97ffd01f5e
|
||||
timeCreated: 1764857542
|
||||
@@ -5,6 +5,8 @@ using AppleHills.Core.Settings;
|
||||
using Core.Lifecycle;
|
||||
using Core.Settings;
|
||||
using Input;
|
||||
using Minigames.Airplane.Settings;
|
||||
using Minigames.FortFight.Core;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Core
|
||||
@@ -173,7 +175,10 @@ namespace Core
|
||||
var sortingGameSettings = SettingsProvider.Instance.LoadSettingsSynchronous<CardSortingSettings>();
|
||||
var birdPooperSettings = SettingsProvider.Instance.LoadSettingsSynchronous<BirdPooperSettings>();
|
||||
var statueDressupSettings = SettingsProvider.Instance.LoadSettingsSynchronous<StatueDressupSettings>();
|
||||
|
||||
var fortFightSettings = SettingsProvider.Instance.LoadSettingsSynchronous<FortFightSettings>();
|
||||
var airplaneSettings = SettingsProvider.Instance.LoadSettingsSynchronous<AirplaneSettings>();
|
||||
|
||||
|
||||
// Register settings with service locator
|
||||
if (playerSettings != null)
|
||||
{
|
||||
@@ -244,10 +249,31 @@ namespace Core
|
||||
{
|
||||
Debug.LogError("Failed to load StatueDressupSettings");
|
||||
}
|
||||
|
||||
if (fortFightSettings != null)
|
||||
{
|
||||
ServiceLocator.Register<IFortFightSettings>(fortFightSettings);
|
||||
Logging.Debug("FortFightSettings registered successfully");
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogError("Failed to load FortFightSettings");
|
||||
}
|
||||
|
||||
if (airplaneSettings != null)
|
||||
{
|
||||
ServiceLocator.Register<IAirplaneSettings>(airplaneSettings);
|
||||
Logging.Debug("AirplaneSettings registered successfully");
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogError("Failed to load AirplaneSettings");
|
||||
}
|
||||
|
||||
// Log success
|
||||
_settingsLoaded = playerSettings != null && interactionSettings != null && minigameSettings != null
|
||||
&& cardSystemSettings != null && birdPooperSettings != null && statueDressupSettings != null;
|
||||
&& cardSystemSettings != null && birdPooperSettings != null && statueDressupSettings != null
|
||||
&& fortFightSettings != null && sortingGameSettings != null && airplaneSettings != null;
|
||||
if (_settingsLoaded)
|
||||
{
|
||||
Logging.Debug("All settings loaded and registered with ServiceLocator");
|
||||
@@ -312,5 +338,8 @@ namespace Core
|
||||
public float PlayerStopDistance => GetSettings<IInteractionSettings>()?.PlayerStopDistance ?? 6.0f;
|
||||
public float PlayerStopDistanceDirectInteraction => GetSettings<IInteractionSettings>()?.PlayerStopDistanceDirectInteraction ?? 2.0f;
|
||||
public float DefaultPuzzlePromptRange => GetSettings<IInteractionSettings>()?.DefaultPuzzlePromptRange ?? 3.0f;
|
||||
|
||||
// Fort Fight Settings
|
||||
public float WeakPointExplosionRadius => GetSettings<IFortFightSettings>()?.WeakPointExplosionRadius ?? 2.5f;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,73 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace AppleHills.Core.Settings
|
||||
{
|
||||
/// <summary>
|
||||
/// Developer settings for Fort Fight minigame technical configuration.
|
||||
/// These settings are separate from gameplay/design settings and focus on debugging and testing.
|
||||
/// </summary>
|
||||
[CreateAssetMenu(fileName = "FortFightDeveloperSettings", menuName = "AppleHills/Developer Settings/Fort Fight", order = 2)]
|
||||
public class FortFightDeveloperSettings : BaseDeveloperSettings
|
||||
{
|
||||
[Header("AI Debug Visualization")]
|
||||
[Tooltip("Show AI debug visuals (target circles, trajectory lines)")]
|
||||
[SerializeField] private bool showAIDebugVisuals = true;
|
||||
|
||||
[Tooltip("Color for AI target indicator")]
|
||||
[SerializeField] private Color aiDebugTargetColor = Color.red;
|
||||
|
||||
[Tooltip("Radius of AI target circle")]
|
||||
[SerializeField] private float aiDebugCircleRadius = 0.5f;
|
||||
|
||||
[Tooltip("Color for AI trajectory line")]
|
||||
[SerializeField] private Color aiDebugTrajectoryColor = Color.yellow;
|
||||
|
||||
[Header("Debug Logging")]
|
||||
[Tooltip("Show debug logs from SlingshotController")]
|
||||
[SerializeField] private bool slingshotShowDebugLogs = true;
|
||||
|
||||
[Tooltip("Show debug logs from AmmunitionManager")]
|
||||
[SerializeField] private bool ammunitionShowDebugLogs = true;
|
||||
|
||||
[Tooltip("Show debug info from FortController")]
|
||||
[SerializeField] private bool fortShowDebugInfo = true;
|
||||
|
||||
[Header("UI Debug Display")]
|
||||
[Tooltip("Show numerical HP values in FortHealthUI")]
|
||||
[SerializeField] private bool healthUIDebugDisplay = false;
|
||||
|
||||
[Header("Testing & Debug Prefabs")]
|
||||
[Tooltip("Debug prefab for player fort (testing purposes)")]
|
||||
[SerializeField] private GameObject debugPlayerFortPrefab;
|
||||
|
||||
[Tooltip("Debug prefab for enemy fort (testing purposes)")]
|
||||
[SerializeField] private GameObject debugEnemyFortPrefab;
|
||||
|
||||
// AI Debug Visualization properties
|
||||
public bool ShowAIDebugVisuals => showAIDebugVisuals;
|
||||
public Color AIDebugTargetColor => aiDebugTargetColor;
|
||||
public float AIDebugCircleRadius => aiDebugCircleRadius;
|
||||
public Color AIDebugTrajectoryColor => aiDebugTrajectoryColor;
|
||||
|
||||
// Debug Logging properties
|
||||
public bool SlingshotShowDebugLogs => slingshotShowDebugLogs;
|
||||
public bool AmmunitionShowDebugLogs => ammunitionShowDebugLogs;
|
||||
public bool FortShowDebugInfo => fortShowDebugInfo;
|
||||
|
||||
// UI Debug Display properties
|
||||
public bool HealthUIDebugDisplay => healthUIDebugDisplay;
|
||||
|
||||
// Testing & Debug Prefabs properties
|
||||
public GameObject DebugPlayerFortPrefab => debugPlayerFortPrefab;
|
||||
public GameObject DebugEnemyFortPrefab => debugEnemyFortPrefab;
|
||||
|
||||
public override void OnValidate()
|
||||
{
|
||||
base.OnValidate();
|
||||
|
||||
// Validate radius
|
||||
aiDebugCircleRadius = Mathf.Max(0.1f, aiDebugCircleRadius);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d354649c25014aa2a7b3b45841834f74
|
||||
timeCreated: 1764841328
|
||||
@@ -213,4 +213,103 @@ namespace AppleHills.Core.Settings
|
||||
string StateSaveKey { get; }
|
||||
int MaxSavedDecorations { get; }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Interface for Fort Fight minigame settings
|
||||
/// </summary>
|
||||
public interface IFortFightSettings
|
||||
{
|
||||
// Slingshot Configuration
|
||||
Common.Input.SlingshotConfig SlingshotSettings { get; }
|
||||
|
||||
// Block configurations
|
||||
System.Collections.Generic.List<Minigames.FortFight.Settings.BlockMaterialConfig> MaterialConfigs { get; }
|
||||
System.Collections.Generic.List<Minigames.FortFight.Settings.BlockSizeConfig> SizeConfigs { get; }
|
||||
|
||||
// AI Difficulty Settings
|
||||
Minigames.FortFight.Data.AIDifficulty DefaultAIDifficulty { get; } // Default difficulty level for AI
|
||||
Minigames.FortFight.Data.AIDifficultyData GetAIDifficultyData(Minigames.FortFight.Data.AIDifficulty difficulty);
|
||||
|
||||
// Weak point settings
|
||||
float WeakPointExplosionRadius { get; }
|
||||
float WeakPointExplosionDamage { get; }
|
||||
float WeakPointExplosionForce { get; }
|
||||
|
||||
// Fort settings
|
||||
float FortDefeatThreshold { get; }
|
||||
float PhysicsGravityScale { get; }
|
||||
|
||||
// Turn & Projectile timing
|
||||
float ProjectileSettleDelay { get; } // Time to wait after projectile stops moving before ending turn
|
||||
float TurnTransitionDelay { get; } // Additional delay during turn transition (wide view camera)
|
||||
|
||||
// Physics Settings
|
||||
float BlockGravityScale { get; } // Gravity scale for fort blocks
|
||||
float ProjectileGravityScale { get; } // Gravity scale for projectiles
|
||||
|
||||
// Physics Layers
|
||||
int FortBlockLayer { get; } // Layer index for fort blocks
|
||||
int ProjectileLayer { get; } // Layer index for projectiles
|
||||
|
||||
// Projectile Abilities
|
||||
float VacuumSlideSpeed { get; } // Constant velocity for vacuum sliding (m/s)
|
||||
int VacuumDestroyBlockCount { get; } // Blocks to destroy while sliding
|
||||
float VacuumBlockDamage { get; } // Damage dealt to blocks while sliding
|
||||
int TrashBagPieceCount { get; } // Pieces spawned on trash bag impact
|
||||
float TrashBagPieceForce { get; } // Force per trash piece
|
||||
float TrashBagSpreadAngle { get; } // Trash bag spread cone angle
|
||||
float TrashPieceDamage { get; } // Damage per trash piece on collision
|
||||
float TrashPieceLifetime { get; } // How long trash pieces persist (seconds)
|
||||
float CeilingFanActivationDelay { get; } // Delay before tap-to-drop becomes available
|
||||
float CeilingFanDropDelay { get; } // Pause before ceiling fan starts dropping
|
||||
float CeilingFanDropSpeed { get; } // Downward velocity when dropping (m/s)
|
||||
|
||||
// Projectile Configurations
|
||||
System.Collections.Generic.IReadOnlyList<Minigames.FortFight.Data.ProjectileConfig> ProjectileConfigs { get; }
|
||||
Minigames.FortFight.Data.ProjectileConfig GetProjectileConfig(Minigames.FortFight.Data.ProjectileType type);
|
||||
Minigames.FortFight.Data.ProjectileConfig GetProjectileConfigById(string projectileId);
|
||||
|
||||
// Visual settings
|
||||
Color DamageColorTint { get; }
|
||||
|
||||
// Helper methods
|
||||
Minigames.FortFight.Settings.BlockMaterialConfig GetMaterialConfig(Minigames.FortFight.Data.BlockMaterial material);
|
||||
Minigames.FortFight.Settings.BlockSizeConfig GetSizeConfig(Minigames.FortFight.Data.BlockSize size);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Interface for Airplane minigame settings
|
||||
/// </summary>
|
||||
public interface IAirplaneSettings
|
||||
{
|
||||
// Slingshot Configuration
|
||||
Common.Input.SlingshotConfig SlingshotSettings { get; }
|
||||
|
||||
// Flight Settings
|
||||
float AirplaneMass { get; }
|
||||
float MaxFlightTime { get; }
|
||||
|
||||
// Timing
|
||||
float IntroDuration { get; }
|
||||
float PersonIntroDuration { get; }
|
||||
float EvaluationDuration { get; }
|
||||
|
||||
// Spawn System
|
||||
float DynamicSpawnThreshold { get; }
|
||||
float TargetMinDistance { get; }
|
||||
float TargetMaxDistance { get; }
|
||||
float ObjectSpawnMinInterval { get; }
|
||||
float ObjectSpawnMaxInterval { get; }
|
||||
float PositiveNegativeRatio { get; } // 0-1, where 1 = all positive, 0 = all negative
|
||||
float SpawnDistanceAhead { get; }
|
||||
float GroundSpawnInterval { get; }
|
||||
|
||||
// Ground Snapping
|
||||
int GroundLayer { get; }
|
||||
float MaxGroundRaycastDistance { get; }
|
||||
float DefaultObjectYOffset { get; }
|
||||
|
||||
// Debug
|
||||
bool ShowDebugLogs { get; }
|
||||
}
|
||||
}
|
||||
|
||||
@@ -15,12 +15,14 @@ namespace AppleHills
|
||||
private static GetSettingsValueDelegate getPlayerStopDistanceProvider;
|
||||
private static GetSettingsValueDelegate getPlayerStopDistanceDirectInteractionProvider;
|
||||
private static GetSettingsValueDelegate getPuzzlePromptRangeProvider;
|
||||
private static GetSettingsValueDelegate getWeakPointExplosionRadiusProvider;
|
||||
|
||||
// Editor-only method to set up providers - will be called from editor code
|
||||
public static void SetupEditorProviders(
|
||||
GetSettingsValueDelegate playerStopDistanceProvider,
|
||||
GetSettingsValueDelegate playerStopDistanceDirectInteractionProvider,
|
||||
GetSettingsValueDelegate puzzlePromptRangeProvider)
|
||||
GetSettingsValueDelegate puzzlePromptRangeProvider,
|
||||
GetSettingsValueDelegate weakPointExplosionRadiusProvider)
|
||||
{
|
||||
#if UNITY_EDITOR
|
||||
if (!Application.isPlaying)
|
||||
@@ -28,6 +30,7 @@ namespace AppleHills
|
||||
getPlayerStopDistanceProvider = playerStopDistanceProvider;
|
||||
getPlayerStopDistanceDirectInteractionProvider = playerStopDistanceDirectInteractionProvider;
|
||||
getPuzzlePromptRangeProvider = puzzlePromptRangeProvider;
|
||||
getWeakPointExplosionRadiusProvider = weakPointExplosionRadiusProvider;
|
||||
}
|
||||
#endif
|
||||
}
|
||||
@@ -73,6 +76,49 @@ namespace AppleHills
|
||||
return GameManager.Instance.DefaultPuzzlePromptRange;
|
||||
}
|
||||
|
||||
// Fort Fight Settings
|
||||
public static float GetWeakPointExplosionRadius()
|
||||
{
|
||||
#if UNITY_EDITOR
|
||||
if (!Application.isPlaying && getWeakPointExplosionRadiusProvider != null)
|
||||
{
|
||||
return getWeakPointExplosionRadiusProvider();
|
||||
}
|
||||
#endif
|
||||
|
||||
return GameManager.Instance.WeakPointExplosionRadius;
|
||||
}
|
||||
|
||||
// Add more methods as needed for other settings
|
||||
|
||||
/// <summary>
|
||||
/// Get developer settings for editor-mode usage (OnDrawGizmos, etc.)
|
||||
/// This handles both editor and play mode seamlessly.
|
||||
/// </summary>
|
||||
public static T GetDeveloperSettingsForEditor<T>() where T : AppleHills.Core.Settings.BaseDeveloperSettings
|
||||
{
|
||||
#if UNITY_EDITOR
|
||||
if (!Application.isPlaying)
|
||||
{
|
||||
// In editor mode (not playing), use reflection to access EditorSettingsProvider
|
||||
// This avoids direct reference to Editor assembly from runtime code
|
||||
var editorProviderType = System.Type.GetType("AppleHills.Editor.EditorSettingsProvider, Assembly-CSharp-Editor");
|
||||
if (editorProviderType != null)
|
||||
{
|
||||
var method = editorProviderType.GetMethod("GetDeveloperSettings",
|
||||
System.Reflection.BindingFlags.Public | System.Reflection.BindingFlags.Static);
|
||||
if (method != null)
|
||||
{
|
||||
var genericMethod = method.MakeGenericMethod(typeof(T));
|
||||
return genericMethod.Invoke(null, null) as T;
|
||||
}
|
||||
}
|
||||
return null;
|
||||
}
|
||||
#endif
|
||||
|
||||
// In play mode, use GameManager
|
||||
return GameManager.GetDeveloperSettings<T>();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -15,7 +15,7 @@ namespace Input
|
||||
UI,
|
||||
GameAndUI,
|
||||
InputDisabled
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Handles input events and dispatches them to the appropriate ITouchInputConsumer.
|
||||
|
||||
3
Assets/Scripts/Minigames/Airplane.meta
Normal file
3
Assets/Scripts/Minigames/Airplane.meta
Normal file
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 4cdcfc21e5ec473dafc45f1ae16624b2
|
||||
timeCreated: 1764851234
|
||||
3
Assets/Scripts/Minigames/Airplane/Core.meta
Normal file
3
Assets/Scripts/Minigames/Airplane/Core.meta
Normal file
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 48e6932cbd9645bfac8add678e705033
|
||||
timeCreated: 1764851249
|
||||
120
Assets/Scripts/Minigames/Airplane/Core/AirplaneCameraManager.cs
Normal file
120
Assets/Scripts/Minigames/Airplane/Core/AirplaneCameraManager.cs
Normal file
@@ -0,0 +1,120 @@
|
||||
using Common.Camera;
|
||||
using Core;
|
||||
using Minigames.Airplane.Data;
|
||||
using Unity.Cinemachine;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Minigames.Airplane.Core
|
||||
{
|
||||
/// <summary>
|
||||
/// Manages camera states for the airplane minigame.
|
||||
/// Handles transitions between Intro, NextPerson, Aiming, and Flight cameras.
|
||||
/// Flight camera includes follow functionality for tracking airplanes.
|
||||
/// </summary>
|
||||
public class AirplaneCameraManager : CameraStateManager<AirplaneCameraState>
|
||||
{
|
||||
#region Singleton
|
||||
|
||||
private static AirplaneCameraManager _instance;
|
||||
public static AirplaneCameraManager Instance => _instance;
|
||||
|
||||
#endregion
|
||||
|
||||
|
||||
#region Lifecycle
|
||||
|
||||
internal override void OnManagedAwake()
|
||||
{
|
||||
// Base class handles InitializeCameraMap() and ValidateCameras()
|
||||
base.OnManagedAwake();
|
||||
|
||||
// Set singleton
|
||||
if (_instance != null && _instance != this)
|
||||
{
|
||||
Logging.Warning("[AirplaneCameraManager] Multiple instances detected! Destroying duplicate.");
|
||||
Destroy(gameObject);
|
||||
return;
|
||||
}
|
||||
_instance = this;
|
||||
}
|
||||
|
||||
internal override void OnManagedDestroy()
|
||||
{
|
||||
base.OnManagedDestroy();
|
||||
|
||||
if (_instance == this)
|
||||
{
|
||||
_instance = null;
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Validation
|
||||
|
||||
protected override void ValidateCameras()
|
||||
{
|
||||
// Base class validates all enum states have cameras assigned
|
||||
base.ValidateCameras();
|
||||
|
||||
// Additional validation: Check if flight camera has follow component
|
||||
var flightCamera = GetCamera(AirplaneCameraState.Flight);
|
||||
if (flightCamera != null)
|
||||
{
|
||||
var followComponent = flightCamera.GetComponent<CinemachineFollow>();
|
||||
if (followComponent == null)
|
||||
{
|
||||
Logging.Warning("[AirplaneCameraManager] Flight camera missing CinemachineFollow component!");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Flight Camera Follow
|
||||
|
||||
/// <summary>
|
||||
/// Start following an airplane with the flight camera
|
||||
/// </summary>
|
||||
public void StartFollowingAirplane(Transform airplaneTransform)
|
||||
{
|
||||
var flightCamera = GetCamera(AirplaneCameraState.Flight);
|
||||
if (flightCamera == null)
|
||||
{
|
||||
Logging.Warning("[AirplaneCameraManager] Cannot follow airplane - flight camera not assigned!");
|
||||
return;
|
||||
}
|
||||
|
||||
if (airplaneTransform == null)
|
||||
{
|
||||
Logging.Warning("[AirplaneCameraManager] Cannot follow null airplane transform!");
|
||||
return;
|
||||
}
|
||||
|
||||
// Set the follow target on the flight camera
|
||||
flightCamera.Target.TrackingTarget = airplaneTransform;
|
||||
|
||||
// Switch to flight camera
|
||||
SwitchToState(AirplaneCameraState.Flight);
|
||||
|
||||
if (showDebugLogs) Logging.Debug($"[AirplaneCameraManager] Now following airplane: {airplaneTransform.gameObject.name}");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Stop following the airplane and clear the target
|
||||
/// </summary>
|
||||
public void StopFollowingAirplane()
|
||||
{
|
||||
var flightCamera = GetCamera(AirplaneCameraState.Flight);
|
||||
if (flightCamera == null) return;
|
||||
|
||||
// Clear the follow target
|
||||
flightCamera.Target.TrackingTarget = null;
|
||||
|
||||
if (showDebugLogs) Logging.Debug("[AirplaneCameraManager] Stopped following airplane");
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 34b856742e12475793b85a0a3019d67b
|
||||
timeCreated: 1764851249
|
||||
291
Assets/Scripts/Minigames/Airplane/Core/AirplaneController.cs
Normal file
291
Assets/Scripts/Minigames/Airplane/Core/AirplaneController.cs
Normal file
@@ -0,0 +1,291 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using Core;
|
||||
using Core.Lifecycle;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Minigames.Airplane.Core
|
||||
{
|
||||
/// <summary>
|
||||
/// Controls airplane movement using physics-based flight.
|
||||
/// Uses dynamic Rigidbody2D with impulse force for smooth, natural motion.
|
||||
/// Follows an arc trajectory based on launch parameters and gravity.
|
||||
/// </summary>
|
||||
[RequireComponent(typeof(Rigidbody2D), typeof(Collider2D))]
|
||||
public class AirplaneController : ManagedBehaviour
|
||||
{
|
||||
#region Events
|
||||
|
||||
/// <summary>
|
||||
/// Fired when airplane is launched. Parameters: (AirplaneController airplane)
|
||||
/// </summary>
|
||||
public event Action<AirplaneController> OnLaunched;
|
||||
|
||||
/// <summary>
|
||||
/// Fired when airplane lands/stops. Parameters: (AirplaneController airplane)
|
||||
/// </summary>
|
||||
public event Action<AirplaneController> OnLanded;
|
||||
|
||||
/// <summary>
|
||||
/// Fired when airplane hits a target. Parameters: (AirplaneController airplane, string targetName)
|
||||
/// </summary>
|
||||
public event Action<AirplaneController, string> OnTargetHit;
|
||||
|
||||
/// <summary>
|
||||
/// Fired when airplane times out. Parameters: (AirplaneController airplane)
|
||||
/// </summary>
|
||||
public event Action<AirplaneController> OnTimeout;
|
||||
|
||||
#endregion
|
||||
|
||||
#region Inspector Properties
|
||||
|
||||
[Header("Flight Settings")]
|
||||
[Tooltip("Gravity multiplier for arc calculation")]
|
||||
[SerializeField] private float gravity = 9.81f;
|
||||
|
||||
[Header("Visual")]
|
||||
[Tooltip("Should airplane rotate to face velocity direction?")]
|
||||
[SerializeField] private bool rotateToVelocity = true;
|
||||
|
||||
[Header("Debug")]
|
||||
[SerializeField] private bool showDebugLogs = false;
|
||||
|
||||
#endregion
|
||||
|
||||
#region State
|
||||
|
||||
private Rigidbody2D rb2D;
|
||||
private Collider2D airplaneCollider;
|
||||
private bool isFlying = false;
|
||||
private float flightTimer = 0f;
|
||||
private string lastHitTarget = null;
|
||||
|
||||
// Runtime values loaded from settings
|
||||
private float mass;
|
||||
private float maxFlightTime;
|
||||
|
||||
public bool IsFlying => isFlying;
|
||||
public Vector2 CurrentVelocity => rb2D != null ? rb2D.linearVelocity : Vector2.zero;
|
||||
public string LastHitTarget => lastHitTarget;
|
||||
|
||||
#endregion
|
||||
|
||||
#region Lifecycle
|
||||
|
||||
internal override void OnManagedAwake()
|
||||
{
|
||||
base.OnManagedAwake();
|
||||
|
||||
// Load settings
|
||||
var settings = GameManager.GetSettingsObject<AppleHills.Core.Settings.IAirplaneSettings>();
|
||||
if (settings != null)
|
||||
{
|
||||
mass = settings.AirplaneMass;
|
||||
maxFlightTime = settings.MaxFlightTime;
|
||||
}
|
||||
else
|
||||
{
|
||||
Logging.Warning("[AirplaneController] AirplaneSettings not found, using defaults!");
|
||||
mass = 1f;
|
||||
maxFlightTime = 10f;
|
||||
}
|
||||
|
||||
// Cache components
|
||||
rb2D = GetComponent<Rigidbody2D>();
|
||||
airplaneCollider = GetComponent<Collider2D>();
|
||||
|
||||
// Configure Rigidbody2D for physics-based movement
|
||||
if (rb2D != null)
|
||||
{
|
||||
rb2D.bodyType = RigidbodyType2D.Dynamic;
|
||||
rb2D.mass = mass;
|
||||
rb2D.gravityScale = 1f; // Use Unity's gravity
|
||||
rb2D.collisionDetectionMode = CollisionDetectionMode2D.Continuous;
|
||||
}
|
||||
|
||||
// Configure Collider2D as trigger
|
||||
if (airplaneCollider != null)
|
||||
{
|
||||
airplaneCollider.isTrigger = true;
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Launch
|
||||
|
||||
/// <summary>
|
||||
/// Launch the airplane with physics impulse force
|
||||
/// </summary>
|
||||
public void Launch(Vector2 direction, float force)
|
||||
{
|
||||
if (isFlying)
|
||||
{
|
||||
Logging.Warning($"[AirplaneController] {gameObject.name} already flying!");
|
||||
return;
|
||||
}
|
||||
|
||||
if (rb2D == null)
|
||||
{
|
||||
Logging.Error("[AirplaneController] Cannot launch - Rigidbody2D is null!");
|
||||
return;
|
||||
}
|
||||
|
||||
isFlying = true;
|
||||
flightTimer = 0f;
|
||||
lastHitTarget = null;
|
||||
|
||||
// Apply impulse force - Unity physics handles the rest
|
||||
Vector2 impulse = direction.normalized * force;
|
||||
rb2D.AddForce(impulse, ForceMode2D.Impulse);
|
||||
|
||||
if (showDebugLogs)
|
||||
{
|
||||
float expectedSpeed = force / mass;
|
||||
Logging.Debug($"[AirplaneController] Launched - Force: {force:F2}, Mass: {mass:F2}, " +
|
||||
$"Expected Speed: {expectedSpeed:F2}, Direction: {direction}");
|
||||
}
|
||||
|
||||
OnLaunched?.Invoke(this);
|
||||
|
||||
// Start flight monitoring (timeout and rotation)
|
||||
StartCoroutine(FlightMonitorCoroutine());
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Flight Monitoring
|
||||
|
||||
/// <summary>
|
||||
/// Monitor airplane flight for rotation and timeout.
|
||||
/// Physics movement is handled automatically by Unity.
|
||||
/// </summary>
|
||||
private IEnumerator FlightMonitorCoroutine()
|
||||
{
|
||||
while (isFlying)
|
||||
{
|
||||
// Rotate to face velocity direction (visual only)
|
||||
if (rotateToVelocity && rb2D != null && rb2D.linearVelocity.magnitude > 0.1f)
|
||||
{
|
||||
float angle = Mathf.Atan2(rb2D.linearVelocity.y, rb2D.linearVelocity.x) * Mathf.Rad2Deg;
|
||||
transform.rotation = Quaternion.Euler(0, 0, angle);
|
||||
}
|
||||
|
||||
// Update flight timer
|
||||
flightTimer += Time.deltaTime;
|
||||
|
||||
// Check for timeout
|
||||
if (flightTimer >= maxFlightTime)
|
||||
{
|
||||
if (showDebugLogs) Logging.Debug("[AirplaneController] Flight timeout reached");
|
||||
HandleTimeout();
|
||||
yield break;
|
||||
}
|
||||
|
||||
// Check if airplane has gone off screen
|
||||
if (transform.position.y < -10f)
|
||||
{
|
||||
if (showDebugLogs) Logging.Debug("[AirplaneController] Airplane went off screen");
|
||||
HandleLanding();
|
||||
yield break;
|
||||
}
|
||||
|
||||
yield return null; // Update every frame, not just fixed update
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Collision Detection
|
||||
|
||||
/// <summary>
|
||||
/// Detect trigger collisions with targets
|
||||
/// </summary>
|
||||
private void OnTriggerEnter2D(Collider2D other)
|
||||
{
|
||||
if (!isFlying) return;
|
||||
|
||||
// Check if it's a target
|
||||
var target = other.GetComponent<Minigames.Airplane.Targets.AirplaneTarget>();
|
||||
if (target != null)
|
||||
{
|
||||
lastHitTarget = target.TargetName;
|
||||
|
||||
if (showDebugLogs) Logging.Debug($"[AirplaneController] Hit target: {lastHitTarget}");
|
||||
|
||||
OnTargetHit?.Invoke(this, lastHitTarget);
|
||||
|
||||
// Land after hitting target
|
||||
HandleLanding();
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Landing and Timeout
|
||||
|
||||
/// <summary>
|
||||
/// Handle airplane landing
|
||||
/// </summary>
|
||||
private void HandleLanding()
|
||||
{
|
||||
if (!isFlying) return;
|
||||
|
||||
isFlying = false;
|
||||
|
||||
if (rb2D != null)
|
||||
{
|
||||
rb2D.linearVelocity = Vector2.zero;
|
||||
rb2D.angularVelocity = 0f;
|
||||
}
|
||||
|
||||
if (showDebugLogs) Logging.Debug("[AirplaneController] Airplane landed");
|
||||
|
||||
OnLanded?.Invoke(this);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Handle airplane timeout
|
||||
/// </summary>
|
||||
private void HandleTimeout()
|
||||
{
|
||||
if (!isFlying) return;
|
||||
|
||||
isFlying = false;
|
||||
|
||||
if (rb2D != null)
|
||||
{
|
||||
rb2D.linearVelocity = Vector2.zero;
|
||||
rb2D.angularVelocity = 0f;
|
||||
}
|
||||
|
||||
if (showDebugLogs) Logging.Debug("[AirplaneController] Airplane timed out");
|
||||
|
||||
OnTimeout?.Invoke(this);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Public method to force stop the airplane
|
||||
/// </summary>
|
||||
public void ForceStop()
|
||||
{
|
||||
HandleLanding();
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Cleanup
|
||||
|
||||
internal override void OnManagedDestroy()
|
||||
{
|
||||
base.OnManagedDestroy();
|
||||
|
||||
// Stop any coroutines
|
||||
StopAllCoroutines();
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 0cdaac23e969495d8c0deeaf236c259e
|
||||
timeCreated: 1764851277
|
||||
646
Assets/Scripts/Minigames/Airplane/Core/AirplaneGameManager.cs
Normal file
646
Assets/Scripts/Minigames/Airplane/Core/AirplaneGameManager.cs
Normal file
@@ -0,0 +1,646 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using Core;
|
||||
using Core.Lifecycle;
|
||||
using Minigames.Airplane.Data;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Minigames.Airplane.Core
|
||||
{
|
||||
/// <summary>
|
||||
/// Main game manager for the airplane minigame.
|
||||
/// Orchestrates game flow through state machine with distinct phases:
|
||||
/// Intro -> NextPerson -> Aiming -> Flying -> Evaluating -> (repeat or GameOver)
|
||||
/// </summary>
|
||||
public class AirplaneGameManager : ManagedBehaviour
|
||||
{
|
||||
#region Singleton
|
||||
|
||||
private static AirplaneGameManager _instance;
|
||||
public static AirplaneGameManager Instance => _instance;
|
||||
|
||||
#endregion
|
||||
|
||||
#region Inspector References
|
||||
|
||||
[Header("Core Systems")]
|
||||
[SerializeField] private PersonQueue personQueue;
|
||||
[SerializeField] private AirplaneCameraManager cameraManager;
|
||||
[SerializeField] private AirplaneLaunchController launchController;
|
||||
[SerializeField] private AirplaneTargetValidator targetValidator;
|
||||
[SerializeField] private AirplaneSpawnManager spawnManager;
|
||||
|
||||
[Header("Targets")]
|
||||
[Tooltip("All targets in the scene (for highlighting)")]
|
||||
[SerializeField] private Targets.AirplaneTarget[] allTargets;
|
||||
|
||||
[Header("Debug")]
|
||||
[SerializeField] private bool showDebugLogs = true;
|
||||
|
||||
#endregion
|
||||
|
||||
#region Events
|
||||
|
||||
/// <summary>
|
||||
/// Fired when game state changes. Parameters: (AirplaneGameState oldState, AirplaneGameState newState)
|
||||
/// </summary>
|
||||
public event Action<AirplaneGameState, AirplaneGameState> OnStateChanged;
|
||||
|
||||
/// <summary>
|
||||
/// Fired when a person starts their turn. Parameters: (Person person)
|
||||
/// </summary>
|
||||
public event Action<Person> OnPersonStartTurn;
|
||||
|
||||
/// <summary>
|
||||
/// Fired when a person finishes their turn. Parameters: (Person person, bool success)
|
||||
/// </summary>
|
||||
public event Action<Person, bool> OnPersonFinishTurn;
|
||||
|
||||
/// <summary>
|
||||
/// Fired when game completes
|
||||
/// </summary>
|
||||
public event Action OnGameComplete;
|
||||
|
||||
#endregion
|
||||
|
||||
#region State
|
||||
|
||||
private AirplaneGameState _currentState = AirplaneGameState.Intro;
|
||||
private Person _currentPerson;
|
||||
private Person _previousPerson;
|
||||
private AirplaneController _currentAirplane;
|
||||
private bool _lastShotHit;
|
||||
private int _successCount;
|
||||
private int _failCount;
|
||||
private int _totalTurns;
|
||||
|
||||
public AirplaneGameState CurrentState => _currentState;
|
||||
public Person CurrentPerson => _currentPerson;
|
||||
public int SuccessCount => _successCount;
|
||||
public int FailCount => _failCount;
|
||||
|
||||
#endregion
|
||||
|
||||
#region Lifecycle
|
||||
|
||||
internal override void OnManagedAwake()
|
||||
{
|
||||
base.OnManagedAwake();
|
||||
|
||||
// Set singleton
|
||||
if (_instance != null && _instance != this)
|
||||
{
|
||||
Logging.Warning("[AirplaneGameManager] Multiple instances detected! Destroying duplicate.");
|
||||
Destroy(gameObject);
|
||||
return;
|
||||
}
|
||||
_instance = this;
|
||||
|
||||
// Validate references
|
||||
ValidateReferences();
|
||||
}
|
||||
|
||||
internal override void OnManagedStart()
|
||||
{
|
||||
base.OnManagedStart();
|
||||
|
||||
// Subscribe to events
|
||||
if (launchController != null)
|
||||
{
|
||||
launchController.OnAirplaneLaunched += HandleAirplaneLaunched;
|
||||
}
|
||||
|
||||
if (targetValidator != null)
|
||||
{
|
||||
targetValidator.OnCorrectTargetHit += HandleCorrectTargetHit;
|
||||
targetValidator.OnWrongTargetHit += HandleWrongTargetHit;
|
||||
targetValidator.OnMissedAllTargets += HandleMissedTargets;
|
||||
}
|
||||
|
||||
// Start the game
|
||||
StartGame();
|
||||
}
|
||||
|
||||
internal override void OnManagedDestroy()
|
||||
{
|
||||
base.OnManagedDestroy();
|
||||
|
||||
// Unsubscribe from events
|
||||
if (launchController != null)
|
||||
{
|
||||
launchController.OnAirplaneLaunched -= HandleAirplaneLaunched;
|
||||
}
|
||||
|
||||
if (targetValidator != null)
|
||||
{
|
||||
targetValidator.OnCorrectTargetHit -= HandleCorrectTargetHit;
|
||||
targetValidator.OnWrongTargetHit -= HandleWrongTargetHit;
|
||||
targetValidator.OnMissedAllTargets -= HandleMissedTargets;
|
||||
}
|
||||
|
||||
if (_instance == this)
|
||||
{
|
||||
_instance = null;
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Validation
|
||||
|
||||
private void ValidateReferences()
|
||||
{
|
||||
if (personQueue == null)
|
||||
{
|
||||
Logging.Error("[AirplaneGameManager] PersonQueue not assigned!");
|
||||
}
|
||||
|
||||
if (cameraManager == null)
|
||||
{
|
||||
Logging.Error("[AirplaneGameManager] AirplaneCameraManager not assigned!");
|
||||
}
|
||||
|
||||
if (launchController == null)
|
||||
{
|
||||
Logging.Error("[AirplaneGameManager] AirplaneLaunchController not assigned!");
|
||||
}
|
||||
|
||||
if (targetValidator == null)
|
||||
{
|
||||
Logging.Error("[AirplaneGameManager] AirplaneTargetValidator not assigned!");
|
||||
}
|
||||
|
||||
if (spawnManager == null)
|
||||
{
|
||||
Logging.Error("[AirplaneGameManager] AirplaneSpawnManager not assigned!");
|
||||
}
|
||||
|
||||
if (allTargets == null || allTargets.Length == 0)
|
||||
{
|
||||
Logging.Warning("[AirplaneGameManager] No targets assigned!");
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region State Management
|
||||
|
||||
private void ChangeState(AirplaneGameState newState)
|
||||
{
|
||||
AirplaneGameState oldState = _currentState;
|
||||
_currentState = newState;
|
||||
|
||||
if (showDebugLogs) Logging.Debug($"[AirplaneGameManager] State: {oldState} -> {newState}");
|
||||
|
||||
OnStateChanged?.Invoke(oldState, newState);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Game Flow
|
||||
|
||||
/// <summary>
|
||||
/// Start the game
|
||||
/// </summary>
|
||||
public void StartGame()
|
||||
{
|
||||
if (showDebugLogs) Logging.Debug("[AirplaneGameManager] ===== GAME STARTING =====");
|
||||
|
||||
ChangeState(AirplaneGameState.Intro);
|
||||
StartCoroutine(IntroSequence());
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Intro sequence: blend to intro camera, greet all people, blend to aiming camera
|
||||
/// </summary>
|
||||
private IEnumerator IntroSequence()
|
||||
{
|
||||
if (showDebugLogs) Logging.Debug("[AirplaneGameManager] Playing intro sequence...");
|
||||
|
||||
// 1. Blend to intro camera
|
||||
if (cameraManager != null)
|
||||
{
|
||||
cameraManager.SwitchToState(AirplaneCameraState.Intro);
|
||||
yield return new WaitForSeconds(0.5f); // Camera blend time
|
||||
}
|
||||
|
||||
// 2. Iterate over each person and allow them to say their hellos
|
||||
if (personQueue != null && personQueue.HasMorePeople())
|
||||
{
|
||||
if (showDebugLogs) Logging.Debug("[AirplaneGameManager] Introducing all people...");
|
||||
|
||||
// Get all people from queue without removing them
|
||||
var allPeople = personQueue.GetAllPeople();
|
||||
foreach (var person in allPeople)
|
||||
{
|
||||
if (person != null)
|
||||
{
|
||||
// Wait for each person's greeting to complete
|
||||
yield return StartCoroutine(person.OnHello());
|
||||
}
|
||||
}
|
||||
|
||||
if (showDebugLogs) Logging.Debug("[AirplaneGameManager] All introductions complete");
|
||||
}
|
||||
|
||||
// 3. Blend to aiming camera (first person's turn will start)
|
||||
if (cameraManager != null)
|
||||
{
|
||||
cameraManager.SwitchToState(AirplaneCameraState.Aiming);
|
||||
yield return new WaitForSeconds(0.5f); // Camera blend time
|
||||
}
|
||||
|
||||
if (showDebugLogs) Logging.Debug("[AirplaneGameManager] Intro complete");
|
||||
|
||||
// Move to first person's turn
|
||||
StartCoroutine(SetupNextPerson());
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Setup the next person's turn
|
||||
/// </summary>
|
||||
private IEnumerator SetupNextPerson()
|
||||
{
|
||||
// Check if there are more people
|
||||
if (personQueue == null || !personQueue.HasMorePeople())
|
||||
{
|
||||
if (showDebugLogs) Logging.Debug("[AirplaneGameManager] No more people, ending game");
|
||||
StartCoroutine(GameOver());
|
||||
yield break;
|
||||
}
|
||||
|
||||
ChangeState(AirplaneGameState.NextPerson);
|
||||
|
||||
// If this is NOT the first turn, handle post-shot reaction
|
||||
if (_currentPerson != null)
|
||||
{
|
||||
// Switch to next person camera for reaction/transition
|
||||
if (cameraManager != null)
|
||||
{
|
||||
cameraManager.SwitchToState(AirplaneCameraState.NextPerson);
|
||||
}
|
||||
|
||||
// Handle the previous person's reaction (celebrate/disappointment), removal (if hit), and shuffle
|
||||
yield return StartCoroutine(personQueue.HandlePostShotReaction(_lastShotHit));
|
||||
}
|
||||
|
||||
// Get the next person (now at front of queue after potential removal)
|
||||
_previousPerson = _currentPerson;
|
||||
_currentPerson = personQueue.PopNextPerson();
|
||||
_totalTurns++;
|
||||
|
||||
if (_currentPerson == null)
|
||||
{
|
||||
Logging.Error("[AirplaneGameManager] Failed to get next person!");
|
||||
yield break;
|
||||
}
|
||||
|
||||
if (showDebugLogs)
|
||||
{
|
||||
Logging.Debug($"[AirplaneGameManager] === Turn {_totalTurns}: {_currentPerson.PersonName} ===" +
|
||||
$"\n Target: {_currentPerson.TargetName}");
|
||||
}
|
||||
|
||||
OnPersonStartTurn?.Invoke(_currentPerson);
|
||||
|
||||
// Introduce the new person (unless it's the first turn - they already greeted in intro)
|
||||
if (_previousPerson != null)
|
||||
{
|
||||
// Subsequent turns - person says hello
|
||||
yield return StartCoroutine(personQueue.IntroduceNextPerson());
|
||||
}
|
||||
else
|
||||
{
|
||||
// First turn - they already said hello during intro, just brief camera pause
|
||||
if (cameraManager != null)
|
||||
{
|
||||
cameraManager.SwitchToState(AirplaneCameraState.NextPerson);
|
||||
yield return new WaitForSeconds(0.5f);
|
||||
}
|
||||
}
|
||||
|
||||
// Initialize spawn manager for this person's target
|
||||
if (spawnManager != null)
|
||||
{
|
||||
spawnManager.InitializeForGame(_currentPerson.TargetName);
|
||||
}
|
||||
|
||||
// Queue done - continue game flow
|
||||
if (targetValidator != null)
|
||||
{
|
||||
targetValidator.SetExpectedTarget(_currentPerson.TargetName);
|
||||
}
|
||||
|
||||
// Highlight the target
|
||||
HighlightTarget(_currentPerson.TargetName);
|
||||
|
||||
// Enter aiming state
|
||||
EnterAimingState();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Enter aiming state - player can aim and launch
|
||||
/// </summary>
|
||||
private void EnterAimingState()
|
||||
{
|
||||
ChangeState(AirplaneGameState.Aiming);
|
||||
|
||||
if (showDebugLogs) Logging.Debug("[AirplaneGameManager] Ready to aim and launch!");
|
||||
|
||||
// Switch to aiming camera
|
||||
if (cameraManager != null)
|
||||
{
|
||||
cameraManager.SwitchToState(AirplaneCameraState.Aiming);
|
||||
}
|
||||
|
||||
// Show target UI
|
||||
if (spawnManager != null)
|
||||
{
|
||||
spawnManager.ShowTargetUI();
|
||||
}
|
||||
|
||||
// Enable launch controller
|
||||
if (launchController != null)
|
||||
{
|
||||
launchController.Enable();
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Event Handlers
|
||||
|
||||
/// <summary>
|
||||
/// Handle airplane launched event
|
||||
/// </summary>
|
||||
private void HandleAirplaneLaunched(AirplaneController airplane)
|
||||
{
|
||||
if (showDebugLogs) Logging.Debug("[AirplaneGameManager] Airplane launched!");
|
||||
|
||||
_currentAirplane = airplane;
|
||||
|
||||
// Disable launch controller
|
||||
if (launchController != null)
|
||||
{
|
||||
launchController.Disable();
|
||||
}
|
||||
|
||||
ChangeState(AirplaneGameState.Flying);
|
||||
|
||||
// Start following airplane with camera
|
||||
if (cameraManager != null)
|
||||
{
|
||||
cameraManager.StartFollowingAirplane(airplane.transform);
|
||||
}
|
||||
|
||||
// Start spawn manager tracking
|
||||
if (spawnManager != null)
|
||||
{
|
||||
spawnManager.StartTracking(airplane.transform);
|
||||
}
|
||||
|
||||
// Subscribe to airplane events
|
||||
airplane.OnTargetHit += HandleAirplaneHitTarget;
|
||||
airplane.OnLanded += HandleAirplaneLanded;
|
||||
airplane.OnTimeout += HandleAirplaneTimeout;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Handle airplane hitting a target
|
||||
/// </summary>
|
||||
private void HandleAirplaneHitTarget(AirplaneController airplane, string targetName)
|
||||
{
|
||||
if (showDebugLogs) Logging.Debug($"[AirplaneGameManager] Airplane hit target: {targetName}");
|
||||
|
||||
// Validate the hit
|
||||
if (targetValidator != null)
|
||||
{
|
||||
targetValidator.ValidateHit(targetName);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Handle airplane landing
|
||||
/// </summary>
|
||||
private void HandleAirplaneLanded(AirplaneController airplane)
|
||||
{
|
||||
if (showDebugLogs) Logging.Debug("[AirplaneGameManager] Airplane landed");
|
||||
|
||||
// If no target was hit, count as miss
|
||||
if (targetValidator != null && !targetValidator.HasValidated)
|
||||
{
|
||||
targetValidator.HandleMiss();
|
||||
}
|
||||
|
||||
// Evaluate result
|
||||
StartCoroutine(EvaluateResult());
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Handle airplane timeout
|
||||
/// </summary>
|
||||
private void HandleAirplaneTimeout(AirplaneController airplane)
|
||||
{
|
||||
if (showDebugLogs) Logging.Debug("[AirplaneGameManager] Airplane timed out");
|
||||
|
||||
// Count as miss
|
||||
if (targetValidator != null && !targetValidator.HasValidated)
|
||||
{
|
||||
targetValidator.HandleMiss();
|
||||
}
|
||||
|
||||
// Evaluate result
|
||||
StartCoroutine(EvaluateResult());
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Handle correct target hit
|
||||
/// </summary>
|
||||
private void HandleCorrectTargetHit(string targetName)
|
||||
{
|
||||
_lastShotHit = true;
|
||||
_successCount++;
|
||||
|
||||
// Hide target UI immediately on successful hit
|
||||
if (spawnManager != null)
|
||||
{
|
||||
spawnManager.HideTargetUI();
|
||||
}
|
||||
|
||||
if (showDebugLogs) Logging.Debug($"[AirplaneGameManager] ✓ SUCCESS! Hit correct target: {targetName}");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Handle wrong target hit
|
||||
/// </summary>
|
||||
private void HandleWrongTargetHit(string expectedTarget, string actualTarget)
|
||||
{
|
||||
_lastShotHit = false;
|
||||
_failCount++;
|
||||
if (showDebugLogs) Logging.Debug($"[AirplaneGameManager] ✗ FAIL! Expected: {expectedTarget}, Hit: {actualTarget}");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Handle missed all targets
|
||||
/// </summary>
|
||||
private void HandleMissedTargets()
|
||||
{
|
||||
_lastShotHit = false;
|
||||
_failCount++;
|
||||
if (showDebugLogs) Logging.Debug("[AirplaneGameManager] ✗ MISS! Didn't hit any target");
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Evaluation and Cleanup
|
||||
|
||||
/// <summary>
|
||||
/// Evaluate the result of the turn
|
||||
/// </summary>
|
||||
private IEnumerator EvaluateResult()
|
||||
{
|
||||
ChangeState(AirplaneGameState.Evaluating);
|
||||
|
||||
// Stop following airplane
|
||||
if (cameraManager != null)
|
||||
{
|
||||
cameraManager.StopFollowingAirplane();
|
||||
}
|
||||
|
||||
// Stop spawn manager tracking
|
||||
if (spawnManager != null)
|
||||
{
|
||||
spawnManager.StopTracking();
|
||||
}
|
||||
|
||||
// Determine success/failure
|
||||
bool success = targetValidator != null &&
|
||||
targetValidator.HasValidated &&
|
||||
_currentAirplane != null &&
|
||||
!string.IsNullOrEmpty(_currentAirplane.LastHitTarget) &&
|
||||
targetValidator.IsExpectedTarget(_currentAirplane.LastHitTarget);
|
||||
|
||||
if (showDebugLogs)
|
||||
{
|
||||
Logging.Debug($"[AirplaneGameManager] Turn result: {(success ? "SUCCESS" : "FAILURE")}" +
|
||||
$"\n Score: {_successCount} / {_totalTurns}");
|
||||
}
|
||||
|
||||
OnPersonFinishTurn?.Invoke(_currentPerson, success);
|
||||
|
||||
// Wait for evaluation display (stub)
|
||||
yield return new WaitForSeconds(1f);
|
||||
|
||||
// Clean up airplane
|
||||
if (_currentAirplane != null)
|
||||
{
|
||||
Destroy(_currentAirplane.gameObject);
|
||||
_currentAirplane = null;
|
||||
}
|
||||
|
||||
// Clean up spawned objects
|
||||
if (spawnManager != null)
|
||||
{
|
||||
spawnManager.CleanupSpawnedObjects();
|
||||
}
|
||||
|
||||
// Clear launch controller reference
|
||||
if (launchController != null)
|
||||
{
|
||||
launchController.ClearActiveAirplane();
|
||||
}
|
||||
|
||||
// Clear target highlighting
|
||||
ClearAllTargetHighlights();
|
||||
|
||||
// Move to next person
|
||||
StartCoroutine(SetupNextPerson());
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Game over - no more people
|
||||
/// </summary>
|
||||
private IEnumerator GameOver()
|
||||
{
|
||||
ChangeState(AirplaneGameState.GameOver);
|
||||
|
||||
if (showDebugLogs)
|
||||
{
|
||||
Logging.Debug($"[AirplaneGameManager] ===== GAME OVER =====" +
|
||||
$"\n Total Turns: {_totalTurns}" +
|
||||
$"\n Success: {_successCount}" +
|
||||
$"\n Failures: {_failCount}" +
|
||||
$"\n Success Rate: {(_totalTurns > 0 ? (_successCount * 100f / _totalTurns) : 0):F1}%");
|
||||
}
|
||||
|
||||
OnGameComplete?.Invoke();
|
||||
|
||||
// Stub: Show game over UI
|
||||
yield return new WaitForSeconds(2f);
|
||||
|
||||
if (showDebugLogs) Logging.Debug("[AirplaneGameManager] Game complete");
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Target Management
|
||||
|
||||
/// <summary>
|
||||
/// Highlight a specific target by name
|
||||
/// </summary>
|
||||
private void HighlightTarget(string targetName)
|
||||
{
|
||||
if (allTargets == null) return;
|
||||
|
||||
foreach (var target in allTargets)
|
||||
{
|
||||
if (target != null)
|
||||
{
|
||||
bool isActive = string.Equals(target.TargetName, targetName, StringComparison.OrdinalIgnoreCase);
|
||||
target.SetAsActiveTarget(isActive);
|
||||
}
|
||||
}
|
||||
|
||||
if (showDebugLogs) Logging.Debug($"[AirplaneGameManager] Highlighted target: {targetName}");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Clear all target highlights
|
||||
/// </summary>
|
||||
private void ClearAllTargetHighlights()
|
||||
{
|
||||
if (allTargets == null) return;
|
||||
|
||||
foreach (var target in allTargets)
|
||||
{
|
||||
if (target != null)
|
||||
{
|
||||
target.SetAsActiveTarget(false);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Public Query Methods
|
||||
|
||||
/// <summary>
|
||||
/// Get current game statistics
|
||||
/// </summary>
|
||||
public (int total, int success, int fail) GetStatistics()
|
||||
{
|
||||
return (_totalTurns, _successCount, _failCount);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Check if game is active
|
||||
/// </summary>
|
||||
public bool IsGameActive()
|
||||
{
|
||||
return _currentState != AirplaneGameState.Intro && _currentState != AirplaneGameState.GameOver;
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: fd2c6d27dee546479b16d0dfd8c3b2ee
|
||||
timeCreated: 1764851399
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user