Compare commits
6 Commits
minigame_e
...
diving_obs
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||||||
@@ -1,48 +0,0 @@
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|||||||
using UnityEditor;
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||||||
using UnityEngine;
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||||||
using Minigames.DivingForPictures;
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||||||
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||||||
/// <summary>
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||||||
/// Custom editor for DivingGameManager that adds runtime buttons for testing surfacing and other functionality
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||||||
/// </summary>
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||||||
[CustomEditor(typeof(DivingGameManager))]
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public class DivingGameManagerEditor : UnityEditor.Editor
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||||||
{
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||||||
public override void OnInspectorGUI()
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||||||
{
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||||||
// Draw the default inspector
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||||||
DrawDefaultInspector();
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||||||
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||||||
// Get the target DivingGameManager
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||||||
DivingGameManager manager = (DivingGameManager)target;
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||||||
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||||||
// Add space between default inspector and custom buttons
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||||||
EditorGUILayout.Space(10);
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||||||
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||||||
// Separator line
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||||||
EditorGUILayout.LabelField("", GUI.skin.horizontalSlider);
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||||||
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||||||
// Add a label for the runtime testing section
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||||||
EditorGUILayout.LabelField("Runtime Testing", EditorStyles.boldLabel);
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||||||
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||||||
// Only enable the buttons during play mode
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||||||
EditorGUI.BeginDisabledGroup(!Application.isPlaying);
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||||||
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||||||
// Add the button to call StartSurfacing
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if (GUILayout.Button("Start Surfacing", GUILayout.Height(30)))
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||||||
{
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manager.StartSurfacing();
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||||||
}
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||||||
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||||||
// Add a button for breaking a rope (for testing damage)
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||||||
if (GUILayout.Button("Break Rope (Test Damage)", GUILayout.Height(30)))
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||||||
{
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||||||
manager.ForceBreakRope();
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||||||
}
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||||||
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||||||
EditorGUI.EndDisabledGroup();
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||||||
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||||||
// Add explanatory text
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||||||
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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||||||
}
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||||||
}
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||||||
@@ -1,3 +0,0 @@
|
|||||||
fileFormatVersion: 2
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|
||||||
guid: 8bbb340d8d9b4af581770757e86cc1f8
|
|
||||||
timeCreated: 1758532258
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||||||
@@ -1,42 +0,0 @@
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|||||||
using UnityEditor;
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||||||
using UnityEngine;
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||||||
using Minigames.DivingForPictures;
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||||||
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||||||
/// <summary>
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||||||
/// Custom editor for TrenchTileSpawner that adds a runtime button to test the StartSurfacing function
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||||||
/// </summary>
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||||||
[CustomEditor(typeof(TrenchTileSpawner))]
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||||||
public class TrenchTileSpawnerEditor : UnityEditor.Editor
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||||||
{
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||||||
public override void OnInspectorGUI()
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||||||
{
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||||||
// Draw the default inspector
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||||||
DrawDefaultInspector();
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||||||
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||||||
// Get the target TrenchTileSpawner
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TrenchTileSpawner spawner = (TrenchTileSpawner)target;
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||||||
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||||||
// Add space between default inspector and custom button
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||||||
EditorGUILayout.Space(10);
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||||||
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||||||
// Separator line
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||||||
EditorGUILayout.LabelField("", GUI.skin.horizontalSlider);
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||||||
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||||||
// Add a label for the runtime testing section
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||||||
EditorGUILayout.LabelField("Runtime Testing", EditorStyles.boldLabel);
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||||||
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||||||
// Only enable the button during play mode
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||||||
EditorGUI.BeginDisabledGroup(!Application.isPlaying);
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||||||
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||||||
// Add the button to call StartSurfacing
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if (GUILayout.Button("Start Surfacing", GUILayout.Height(30)))
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{
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||||||
spawner.StartSurfacing();
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||||||
}
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||||||
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||||||
EditorGUI.EndDisabledGroup();
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||||||
// Add explanatory text
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||||||
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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||||||
}
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||||||
}
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||||||
@@ -1,3 +0,0 @@
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|||||||
fileFormatVersion: 2
|
|
||||||
guid: 9fb1a138e45d4720ba5c95da894b4491
|
|
||||||
timeCreated: 1758531024
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||||||
@@ -1,3 +0,0 @@
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|||||||
{
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||||||
"name": "OptimizedRope"
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||||||
}
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||||||
@@ -1,7 +0,0 @@
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|||||||
fileFormatVersion: 2
|
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||||||
guid: f7c43f01316c63c43a8b70a1dd6bdfac
|
|
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AssemblyDefinitionImporter:
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externalObjects: {}
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userData:
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||||||
assetBundleName:
|
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||||||
assetBundleVariant:
|
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||||||
@@ -75,20 +75,8 @@ namespace GogoGaga.OptimizedRopesAndCables
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||||||
public bool IsPrefab => gameObject.scene.rootCount == 0;
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public bool IsPrefab => gameObject.scene.rootCount == 0;
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||||||
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||||||
// Track initialization state
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private void Start()
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private bool isInitialized = false;
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/// <summary>
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/// Public method to explicitly initialize the rope.
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/// Call this after setting up endpoints if creating ropes at runtime.
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/// </summary>
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/// <returns>True if initialization was successful, false otherwise</returns>
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public bool Initialize()
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||||||
{
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{
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||||||
// Skip if already initialized
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||||||
if (isInitialized)
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||||||
return true;
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||||||
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||||||
InitializeLineRenderer();
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InitializeLineRenderer();
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||||||
if (AreEndPointsValid())
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if (AreEndPointsValid())
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||||||
{
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{
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||||||
@@ -96,17 +84,7 @@ namespace GogoGaga.OptimizedRopesAndCables
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|||||||
targetValue = currentValue;
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targetValue = currentValue;
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||||||
currentVelocity = Vector3.zero;
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currentVelocity = Vector3.zero;
|
||||||
SetSplinePoint(); // Ensure initial spline point is set correctly
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SetSplinePoint(); // Ensure initial spline point is set correctly
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||||||
isInitialized = true;
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||||||
return true;
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||||||
}
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}
|
||||||
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||||||
return false;
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||||||
}
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||||||
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||||||
private void Start()
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||||||
{
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||||||
// Use the same initialization method to avoid code duplication
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||||||
Initialize();
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||||||
}
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}
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||||||
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||||||
private void OnValidate()
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private void OnValidate()
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||||||
@@ -230,62 +208,15 @@ namespace GogoGaga.OptimizedRopesAndCables
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|||||||
return point;
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return point;
|
||||||
}
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}
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||||||
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||||||
/// <summary>
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public Vector3 GetPointAt(float t)
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||||||
/// Set the start point of the rope
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||||||
/// </summary>
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||||||
public void SetStartPoint(Transform newStartPoint, bool recalculateRope = false)
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||||||
{
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{
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||||||
startPoint = newStartPoint;
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if (!AreEndPointsValid())
|
||||||
if (recalculateRope)
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{
|
||||||
RecalculateRope();
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Debug.LogError("StartPoint or EndPoint is not assigned.", gameObject);
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||||||
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return Vector3.zero;
|
||||||
}
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}
|
||||||
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||||||
/// <summary>
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return GetRationalBezierPoint(startPoint.position, currentValue, endPoint.position, t, StartPointWeight, midPointWeight, EndPointWeight);
|
||||||
/// Set the end point of the rope
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||||||
/// </summary>
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|
||||||
public void SetEndPoint(Transform newEndPoint, bool recalculateRope = false)
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||||||
{
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||||||
endPoint = newEndPoint;
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||||||
if (recalculateRope)
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||||||
RecalculateRope();
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||||||
}
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||||||
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||||||
/// <summary>
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||||||
/// Set the mid point of the rope
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||||||
/// </summary>
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||||||
public void SetMidPoint(Transform newMidPoint, bool recalculateRope = false)
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||||||
{
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||||||
midPoint = newMidPoint;
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||||||
if (recalculateRope)
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||||||
RecalculateRope();
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||||||
}
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||||||
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||||||
/// <summary>
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|
||||||
/// Get a point along the rope at the specified position (0-1)
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|
||||||
/// </summary>
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|
||||||
public Vector3 GetPointAt(float position)
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|
||||||
{
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||||||
position = Mathf.Clamp01(position);
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|
||||||
Vector3 mid = GetMidPoint();
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|
||||||
return GetRationalBezierPoint(startPoint.position, mid, endPoint.position, position, StartPointWeight, midPointWeight, EndPointWeight);
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|
||||||
}
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|
||||||
|
|
||||||
/// <summary>
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|
||||||
/// Force recalculation of the rope
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|
||||||
/// </summary>
|
|
||||||
public void RecalculateRope()
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|
||||||
{
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|
||||||
if (!isInitialized)
|
|
||||||
{
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|
||||||
Initialize();
|
|
||||||
}
|
|
||||||
|
|
||||||
if (AreEndPointsValid())
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|
||||||
{
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|
||||||
SetSplinePoint();
|
|
||||||
SimulatePhysics();
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|
||||||
NotifyPointsChanged();
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|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
private void FixedUpdate()
|
private void FixedUpdate()
|
||||||
@@ -331,6 +262,61 @@ 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)
|
||||||
|
{
|
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|
startPoint = newStartPoint;
|
||||||
|
prevStartPointPosition = startPoint == null ? Vector3.zero : startPoint.position;
|
||||||
|
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||||||
|
if (instantAssign || newStartPoint == null)
|
||||||
|
{
|
||||||
|
RecalculateRope();
|
||||||
|
}
|
||||||
|
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||||||
|
NotifyPointsChanged();
|
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|
}
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|
public void SetMidPoint(Transform newMidPoint, bool instantAssign = false)
|
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|
{
|
||||||
|
midPoint = newMidPoint;
|
||||||
|
prevMidPointPosition = midPoint == null ? 0.5f : midPointPosition;
|
||||||
|
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||||||
|
if (instantAssign || newMidPoint == null)
|
||||||
|
{
|
||||||
|
RecalculateRope();
|
||||||
|
}
|
||||||
|
NotifyPointsChanged();
|
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|
}
|
||||||
|
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|
public void SetEndPoint(Transform newEndPoint, bool instantAssign = false)
|
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|
{
|
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|
endPoint = newEndPoint;
|
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|
prevEndPointPosition = endPoint == null ? Vector3.zero : endPoint.position;
|
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|
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|
if (instantAssign || newEndPoint == null)
|
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|
{
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|
RecalculateRope();
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|
}
|
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|
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|
NotifyPointsChanged();
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|
}
|
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|
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|
public void RecalculateRope()
|
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|
{
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|
if (!AreEndPointsValid())
|
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|
{
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|
lineRenderer.positionCount = 0;
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return;
|
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|
}
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|
currentValue = GetMidPoint();
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|
targetValue = currentValue;
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|
currentVelocity = Vector3.zero;
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|
SetSplinePoint();
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|
}
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private void NotifyPointsChanged()
|
private void NotifyPointsChanged()
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ropeVerticalHangStrength: 2
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|
||||||
m_StaticEditorFlags: 0
|
m_StaticEditorFlags: 0
|
||||||
@@ -2387,5 +2095,3 @@ SceneRoots:
|
|||||||
- {fileID: 116234201}
|
- {fileID: 116234201}
|
||||||
- {fileID: 824396217}
|
- {fileID: 824396217}
|
||||||
- {fileID: 323864665}
|
- {fileID: 323864665}
|
||||||
- {fileID: 461301697}
|
|
||||||
- {fileID: 2064311129}
|
|
||||||
|
|||||||
@@ -7,8 +7,7 @@
|
|||||||
"AstarPathfindingProject",
|
"AstarPathfindingProject",
|
||||||
"Unity.ResourceManager",
|
"Unity.ResourceManager",
|
||||||
"Unity.InputSystem",
|
"Unity.InputSystem",
|
||||||
"Unity.TextMeshPro",
|
"Unity.TextMeshPro"
|
||||||
"OptimizedRope"
|
|
||||||
],
|
],
|
||||||
"includePlatforms": [],
|
"includePlatforms": [],
|
||||||
"excludePlatforms": [],
|
"excludePlatforms": [],
|
||||||
|
|||||||
@@ -26,15 +26,10 @@ 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()
|
||||||
{
|
{
|
||||||
@@ -103,18 +98,7 @@ namespace Minigames.DivingForPictures
|
|||||||
}
|
}
|
||||||
|
|
||||||
// Randomize bubble properties
|
// Randomize bubble properties
|
||||||
float baseSpeed = Random.Range(speedRange.x, speedRange.y);
|
bubble.speed = 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
|
||||||
@@ -135,25 +119,6 @@ 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>
|
||||||
|
|||||||
@@ -1,9 +1,7 @@
|
|||||||
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
|
||||||
{
|
{
|
||||||
@@ -33,20 +31,6 @@ 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;
|
||||||
@@ -54,32 +38,14 @@ 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()
|
||||||
{
|
{
|
||||||
@@ -98,18 +64,6 @@ 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()
|
||||||
@@ -138,9 +92,6 @@ 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;
|
||||||
|
|
||||||
@@ -225,335 +176,6 @@ 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()
|
||||||
{
|
{
|
||||||
@@ -571,49 +193,5 @@ 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);
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -44,12 +44,8 @@ namespace Minigames.DivingForPictures
|
|||||||
private Collider2D _collider;
|
private Collider2D _collider;
|
||||||
private Camera _mainCamera;
|
private Camera _mainCamera;
|
||||||
private float _screenTop;
|
private float _screenTop;
|
||||||
private float _screenBottom; // Added to track bottom of screen
|
|
||||||
private Coroutine _movementCoroutine;
|
private Coroutine _movementCoroutine;
|
||||||
private Coroutine _offScreenCheckCoroutine;
|
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()
|
private void Awake()
|
||||||
{
|
{
|
||||||
@@ -66,7 +62,6 @@ namespace Minigames.DivingForPictures
|
|||||||
}
|
}
|
||||||
|
|
||||||
_mainCamera = Camera.main;
|
_mainCamera = Camera.main;
|
||||||
_baseMoveSpeed = moveSpeed; // Store original speed
|
|
||||||
}
|
}
|
||||||
|
|
||||||
private void OnEnable()
|
private void OnEnable()
|
||||||
@@ -110,30 +105,6 @@ namespace Minigames.DivingForPictures
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <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>
|
/// <summary>
|
||||||
/// Coroutine that handles obstacle movement
|
/// Coroutine that handles obstacle movement
|
||||||
/// </summary>
|
/// </summary>
|
||||||
@@ -141,12 +112,8 @@ namespace Minigames.DivingForPictures
|
|||||||
{
|
{
|
||||||
while (enabled && gameObject.activeInHierarchy)
|
while (enabled && gameObject.activeInHierarchy)
|
||||||
{
|
{
|
||||||
// Use velocity factor sign to determine direction
|
// Move the obstacle upward
|
||||||
Vector3 direction = Vector3.up * Mathf.Sign(_velocityFactor);
|
transform.position += Vector3.up * (moveSpeed * Time.deltaTime);
|
||||||
float speed = moveSpeed * Time.deltaTime;
|
|
||||||
|
|
||||||
// Apply movement in correct direction
|
|
||||||
transform.position += direction * speed;
|
|
||||||
|
|
||||||
// Wait for next frame
|
// Wait for next frame
|
||||||
yield return null;
|
yield return null;
|
||||||
@@ -198,9 +165,6 @@ namespace Minigames.DivingForPictures
|
|||||||
Vector3 topWorldPoint = _mainCamera.ViewportToWorldPoint(new Vector3(0.5f, 1f, _mainCamera.transform.position.z));
|
Vector3 topWorldPoint = _mainCamera.ViewportToWorldPoint(new Vector3(0.5f, 1f, _mainCamera.transform.position.z));
|
||||||
_screenTop = topWorldPoint.y;
|
_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)
|
// 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
|
// Use a larger buffer to ensure obstacles are truly off-screen before returning to pool
|
||||||
if (transform.position.y > _screenTop + 5f)
|
if (transform.position.y > _screenTop + 5f)
|
||||||
@@ -208,11 +172,6 @@ namespace Minigames.DivingForPictures
|
|||||||
Debug.Log($"[FloatingObstacle] {gameObject.name} off-screen at Y:{transform.position.y:F2}, screen top:{_screenTop:F2}");
|
Debug.Log($"[FloatingObstacle] {gameObject.name} off-screen at Y:{transform.position.y:F2}, screen top:{_screenTop:F2}");
|
||||||
ReturnToPool();
|
ReturnToPool();
|
||||||
}
|
}
|
||||||
else if (transform.position.y < _screenBottom - 5f) // Added check for bottom screen edge
|
|
||||||
{
|
|
||||||
Debug.Log($"[FloatingObstacle] {gameObject.name} below screen at Y:{transform.position.y:F2}, screen bottom:{_screenBottom:F2}");
|
|
||||||
ReturnToPool();
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
@@ -320,20 +279,5 @@ namespace Minigames.DivingForPictures
|
|||||||
StartObstacleBehavior();
|
StartObstacleBehavior();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Sets surfacing mode, which reverses obstacle movement direction
|
|
||||||
/// </summary>
|
|
||||||
public void StartSurfacing()
|
|
||||||
{
|
|
||||||
if (_isSurfacing) return; // Already surfacing
|
|
||||||
|
|
||||||
_isSurfacing = true;
|
|
||||||
|
|
||||||
// Reverse movement speed (already handled by ObstacleSpawner, but this ensures consistency)
|
|
||||||
moveSpeed *= -1;
|
|
||||||
|
|
||||||
Debug.Log($"[FloatingObstacle] {gameObject.name} started surfacing with speed: {moveSpeed}");
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -75,8 +75,6 @@ namespace Minigames.DivingForPictures
|
|||||||
private Coroutine _spawnCoroutine;
|
private Coroutine _spawnCoroutine;
|
||||||
private readonly List<GameObject> _activeObstacles = new List<GameObject>();
|
private readonly List<GameObject> _activeObstacles = new List<GameObject>();
|
||||||
private int _obstacleCounter = 0; // Counter for unique obstacle naming
|
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()
|
private void Awake()
|
||||||
{
|
{
|
||||||
@@ -252,13 +250,6 @@ namespace Minigames.DivingForPictures
|
|||||||
/// </summary>
|
/// </summary>
|
||||||
private void TrySpawnObstacle()
|
private void TrySpawnObstacle()
|
||||||
{
|
{
|
||||||
// Don't spawn new obstacles when surfacing
|
|
||||||
if (_isSurfacing)
|
|
||||||
{
|
|
||||||
Debug.Log("[ObstacleSpawner] Skipping obstacle spawn - currently surfacing");
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
Debug.Log($"[ObstacleSpawner] TrySpawnObstacle called at {Time.time:F2}");
|
Debug.Log($"[ObstacleSpawner] TrySpawnObstacle called at {Time.time:F2}");
|
||||||
|
|
||||||
if (obstaclePrefabs == null || obstaclePrefabs.Count == 0)
|
if (obstaclePrefabs == null || obstaclePrefabs.Count == 0)
|
||||||
@@ -347,53 +338,25 @@ namespace Minigames.DivingForPictures
|
|||||||
return;
|
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($"[ObstacleSpawner] Got obstacle {obstacle.name} from pool, active state: {obstacle.activeInHierarchy}");
|
Debug.Log($"[ObstacleSpawner] Got obstacle {obstacle.name} from pool, active state: {obstacle.activeInHierarchy}");
|
||||||
|
|
||||||
// ENHANCED FORCE ACTIVATION - more robust approach
|
// FORCE ACTIVATION - bypass pool issues
|
||||||
if (!obstacle.activeInHierarchy)
|
if (!obstacle.activeInHierarchy)
|
||||||
{
|
{
|
||||||
Debug.LogWarning($"[ObstacleSpawner] Pool returned inactive object {obstacle.name}, force activating!");
|
Debug.LogWarning($"[ObstacleSpawner] Pool returned inactive object {obstacle.name}, force activating!");
|
||||||
|
|
||||||
// Configure obstacle BEFORE activation
|
|
||||||
ConfigureObstacle(obstacle, prefabIndex);
|
|
||||||
|
|
||||||
// Force activate the obstacle
|
|
||||||
obstacle.SetActive(true);
|
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}");
|
Debug.Log($"[ObstacleSpawner] After force activation, {obstacle.name} active state: {obstacle.activeInHierarchy}");
|
||||||
}
|
}
|
||||||
else
|
|
||||||
{
|
obstacle.transform.position = position;
|
||||||
// Still configure if already active
|
obstacle.transform.rotation = prefab.transform.rotation;
|
||||||
ConfigureObstacle(obstacle, prefabIndex);
|
obstacle.transform.SetParent(transform);
|
||||||
}
|
Debug.Log($"[ObstacleSpawner] After positioning, obstacle {obstacle.name} active state: {obstacle.activeInHierarchy}");
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
Debug.Log($"[ObstacleSpawner] Instantiating new obstacle (pooling disabled)");
|
Debug.Log($"[ObstacleSpawner] Instantiating new obstacle (pooling disabled)");
|
||||||
obstacle = Instantiate(prefab, position, prefab.transform.rotation, transform);
|
obstacle = Instantiate(prefab, position, prefab.transform.rotation, transform);
|
||||||
|
|
||||||
// Configure the newly instantiated obstacle
|
|
||||||
ConfigureObstacle(obstacle, prefabIndex);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// Assign unique name with counter
|
// Assign unique name with counter
|
||||||
@@ -402,6 +365,10 @@ namespace Minigames.DivingForPictures
|
|||||||
obstacle.name = $"Obstacle{_obstacleCounter:D3}";
|
obstacle.name = $"Obstacle{_obstacleCounter:D3}";
|
||||||
Debug.Log($"[ObstacleSpawner] Renamed obstacle from '{oldName}' to '{obstacle.name}', active state: {obstacle.activeInHierarchy}");
|
Debug.Log($"[ObstacleSpawner] Renamed obstacle from '{oldName}' to '{obstacle.name}', active state: {obstacle.activeInHierarchy}");
|
||||||
|
|
||||||
|
// Configure the obstacle
|
||||||
|
ConfigureObstacle(obstacle, prefabIndex);
|
||||||
|
Debug.Log($"[ObstacleSpawner] After configuration, obstacle {obstacle.name} active state: {obstacle.activeInHierarchy}");
|
||||||
|
|
||||||
// Track active obstacles
|
// Track active obstacles
|
||||||
_activeObstacles.Add(obstacle);
|
_activeObstacles.Add(obstacle);
|
||||||
|
|
||||||
@@ -492,55 +459,6 @@ namespace Minigames.DivingForPictures
|
|||||||
CalculateScreenBounds();
|
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>
|
/// <summary>
|
||||||
/// Gets the count of currently active obstacles
|
/// Gets the count of currently active obstacles
|
||||||
/// </summary>
|
/// </summary>
|
||||||
|
|||||||
@@ -1,331 +0,0 @@
|
|||||||
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);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,3 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 30919200017f4879867c3b6289429924
|
|
||||||
timeCreated: 1758466190
|
|
||||||
@@ -1,306 +0,0 @@
|
|||||||
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}");
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,3 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: bc5a0e35b5e74474b4241fae08971e7a
|
|
||||||
timeCreated: 1758485385
|
|
||||||
@@ -1,5 +1,4 @@
|
|||||||
using System.Collections;
|
using System.Collections.Generic;
|
||||||
using System.Collections.Generic;
|
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using UnityEngine.Events;
|
using UnityEngine.Events;
|
||||||
using UnityEngine.Serialization;
|
using UnityEngine.Serialization;
|
||||||
@@ -50,30 +49,12 @@ 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();
|
||||||
@@ -108,58 +89,16 @@ 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()
|
||||||
{
|
{
|
||||||
HandleMovement();
|
MoveTiles();
|
||||||
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>
|
||||||
@@ -231,25 +170,9 @@ 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 = startingY;
|
float y = _screenBottom;
|
||||||
// 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)
|
||||||
{
|
{
|
||||||
@@ -283,61 +206,16 @@ namespace Minigames.DivingForPictures
|
|||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Called when the velocity factor changes from the DivingGameManager
|
/// Move all active tiles upward
|
||||||
/// </summary>
|
/// </summary>
|
||||||
public void OnVelocityFactorChanged(float velocityFactor)
|
private void MoveTiles()
|
||||||
{
|
|
||||||
_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)
|
||||||
{
|
{
|
||||||
// Use velocity factor to determine direction
|
tile.transform.position += Vector3.up * moveDelta;
|
||||||
Vector3 direction = Vector3.up * Mathf.Sign(_velocityFactor);
|
|
||||||
float speed = _currentVelocity;
|
|
||||||
|
|
||||||
// Apply movement
|
|
||||||
tile.transform.position += direction * speed;
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -357,20 +235,7 @@ 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);
|
||||||
@@ -400,15 +265,7 @@ namespace Minigames.DivingForPictures
|
|||||||
/// </summary>
|
/// </summary>
|
||||||
private void HandleTileSpawning()
|
private void HandleTileSpawning()
|
||||||
{
|
{
|
||||||
if (_activeTiles.Count == 0)
|
if (_activeTiles.Count == 0) return;
|
||||||
{
|
|
||||||
// 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)
|
||||||
@@ -417,56 +274,11 @@ namespace Minigames.DivingForPictures
|
|||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Get the tile height once to use in all calculations
|
|
||||||
float tileHeight = GetTileHeight(bottomTile);
|
float tileHeight = GetTileHeight(bottomTile);
|
||||||
|
|
||||||
// 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;
|
float bottomEdge = bottomTile.transform.position.y - tileHeight / 2;
|
||||||
shouldSpawn = bottomEdge > _screenBottom - tileSpawnBuffer;
|
if (bottomEdge > _screenBottom - tileSpawnBuffer)
|
||||||
newY = bottomTile.transform.position.y - tileHeight;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (shouldSpawn)
|
|
||||||
{
|
{
|
||||||
|
float newY = bottomTile.transform.position.y - tileHeight;
|
||||||
SpawnTileAtY(newY);
|
SpawnTileAtY(newY);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -6,7 +6,6 @@ TagManager:
|
|||||||
tags:
|
tags:
|
||||||
- CharacterArt
|
- CharacterArt
|
||||||
- Pulver
|
- Pulver
|
||||||
- Rock
|
|
||||||
layers:
|
layers:
|
||||||
- Default
|
- Default
|
||||||
- TransparentFX
|
- TransparentFX
|
||||||
|
|||||||
Reference in New Issue
Block a user