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9 Commits

Author SHA1 Message Date
Michal Pikulski
328e8dea0a Finalize normalized movement settings 2025-10-07 09:42:59 +02:00
Michal Pikulski
348e982930 Use normalized movement settings 2025-10-07 09:28:41 +02:00
Michal Pikulski
413576701e Fix input switching bug, where input would not be registered to GameMode, if game was booted in correct orientation 2025-10-07 08:32:32 +02:00
Michal Pikulski
f20eae0f6e Randomize window for some property based fun 2025-10-06 16:57:47 +02:00
c741651b6a Added Ball Tree Animations 2025-10-06 14:42:20 +02:00
b6b2605efb Merge pull request 'DamianBranch' (#15) from DamianBranch into main
Reviewed-on: #15
2025-10-06 10:45:26 +00:00
01189acef1 Added Anne-Lise Hiding Spot plus Kids Hidding spots 2025-10-06 12:38:16 +02:00
DamianCorazza
027ff5144e Dialogue test 2025-10-03 08:30:50 +02:00
e713a580a9 puzzlestep_indicators (#14)
Co-authored-by: Michal Pikulski <michal.a.pikulski@gmail.com>
Reviewed-on: #14
2025-10-02 05:42:17 +00:00
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@@ -22,7 +22,8 @@ namespace AppleHills.Editor
// Set up the delegates in SettingsAccess
AppleHills.SettingsAccess.SetupEditorProviders(
GetPlayerStopDistance,
GetPlayerStopDistanceDirectInteraction
GetPlayerStopDistanceDirectInteraction,
GetPuzzlePromptRange
);
// Subscribe to asset changes to auto-refresh when settings are modified
@@ -58,7 +59,8 @@ namespace AppleHills.Editor
// Re-register the delegates in case they were lost
AppleHills.SettingsAccess.SetupEditorProviders(
GetPlayerStopDistance,
GetPlayerStopDistanceDirectInteraction
GetPlayerStopDistanceDirectInteraction,
GetPuzzlePromptRange
);
Debug.Log("Editor settings loaded for Scene View use");
@@ -81,6 +83,11 @@ namespace AppleHills.Editor
return _interactionSettings?.PlayerStopDistanceDirectInteraction ?? 2.0f;
}
private static float GetPuzzlePromptRange()
{
return _interactionSettings?.DefaultPuzzlePromptRange ?? 3.0f;
}
// Other utility methods
public static T GetSettings<T>() where T : BaseSettings
{

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m_EditorClassIdentifier:
wobbleFrequency: 1.5
baseWobbleAmplitude: 8
speedToAmplitude: 2
maxRotationLimit: 45
verticalFrequency: 0.5
verticalAmplitude: 0.5
velocitySmoothing: 10
rotationSmoothing: 10
--- !u!1660057539 &9223372036854775807
SceneRoots:
m_ObjectHideFlags: 0

View File

@@ -187,6 +187,11 @@ public class GameManager : MonoBehaviour
public LayerMask InteractableLayerMask => GetSettings<IInteractionSettings>()?.InteractableLayerMask ?? -1;
public GameObject BasePickupPrefab => GetSettings<IInteractionSettings>()?.BasePickupPrefab;
public GameObject LevelSwitchMenuPrefab => GetSettings<IInteractionSettings>()?.LevelSwitchMenuPrefab;
// PUZZLE SETTINGS
public float DefaultPuzzlePromptRange => GetSettings<IInteractionSettings>()?.DefaultPuzzlePromptRange ?? 3.0f;
public GameObject DefaultPuzzleIndicatorPrefab => GetSettings<IInteractionSettings>()?.DefaultPuzzleIndicatorPrefab;
/// <summary>
/// Returns the combination rule for two items, if any.

View File

@@ -64,6 +64,10 @@ namespace AppleHills.Core.Settings
[Tooltip("How long to continue spawning tiles after surfacing begins (seconds)")]
[SerializeField] private float surfacingSpawnDelay = 5.0f;
[Header("Normalized Movement")]
[Tooltip("Reference screen height for normalized velocity calculations")]
[SerializeField] private float referenceScreenHeight = 1080f;
[Header("Tile Generation")]
[Tooltip("Initial number of tiles to create at start")]
[SerializeField] private int initialTileCount = 3;
@@ -71,17 +75,21 @@ namespace AppleHills.Core.Settings
[Tooltip("Buffer distance for spawning new tiles")]
[SerializeField] private float tileSpawnBuffer = 1f;
[Tooltip("Base movement speed for tiles")]
[SerializeField] private float moveSpeed = 3f;
[Tooltip("Base movement speed for tiles in screen units per second (normalized)")]
[SerializeField] private float normalizedTileMoveSpeed = 0.3f;
[Tooltip("Factor to increase speed by each interval")]
[SerializeField] private float speedUpFactor = 0.2f;
[SerializeField] private float speedUpFactor = 0.05f;
[Tooltip("Time interval between speed increases (seconds)")]
[SerializeField] private float speedUpInterval = 10f;
[Tooltip("Maximum movement speed allowed")]
[SerializeField] private float maxMoveSpeed = 12f;
[Tooltip("Maximum normalized movement speed allowed for tiles")]
[SerializeField] private float maxNormalizedTileMoveSpeed = 1.2f;
// Legacy settings - keeping for backward compatibility
[HideInInspector] [SerializeField] private float moveSpeed = 3f;
[HideInInspector] [SerializeField] private float maxMoveSpeed = 12f;
[Tooltip("Interval for velocity calculations (seconds)")]
[SerializeField] private float velocityCalculationInterval = 0.5f;
@@ -99,11 +107,11 @@ namespace AppleHills.Core.Settings
[Tooltip("Radius around obstacle spawn point to check for tile collisions")]
[SerializeField] private float obstacleSpawnCollisionRadius = 1f;
[Tooltip("Minimum movement speed for spawned obstacles")]
[SerializeField] private float obstacleMinMoveSpeed = 1f;
[Tooltip("Minimum normalized movement speed for obstacles (screen units per second)")]
[SerializeField] private float normalizedObstacleMinMoveSpeed = 0.1f;
[Tooltip("Maximum movement speed for spawned obstacles")]
[SerializeField] private float obstacleMaxMoveSpeed = 4f;
[Tooltip("Maximum normalized movement speed for obstacles (screen units per second)")]
[SerializeField] private float normalizedObstacleMaxMoveSpeed = 0.4f;
[Header("Collision Handling")]
[Tooltip("Duration in seconds of damage immunity after being hit")]
@@ -148,10 +156,11 @@ namespace AppleHills.Core.Settings
// IDivingMinigameSettings implementation - Tile Generation
public int InitialTileCount => initialTileCount;
public float TileSpawnBuffer => tileSpawnBuffer;
public float MoveSpeed => moveSpeed;
public float ReferenceScreenHeight => referenceScreenHeight;
public float NormalizedMoveSpeed => normalizedTileMoveSpeed;
public float SpeedUpFactor => speedUpFactor;
public float SpeedUpInterval => speedUpInterval;
public float MaxMoveSpeed => maxMoveSpeed;
public float MaxNormalizedMoveSpeed => maxNormalizedTileMoveSpeed;
public float VelocityCalculationInterval => velocityCalculationInterval;
// IDivingMinigameSettings implementation - Obstacles
@@ -159,8 +168,8 @@ namespace AppleHills.Core.Settings
public float ObstacleSpawnIntervalVariation => obstacleSpawnIntervalVariation;
public int ObstacleMaxSpawnAttempts => obstacleMaxSpawnAttempts;
public float ObstacleSpawnCollisionRadius => obstacleSpawnCollisionRadius;
public float ObstacleMinMoveSpeed => obstacleMinMoveSpeed;
public float ObstacleMaxMoveSpeed => obstacleMaxMoveSpeed;
public float ObstacleMinMoveSpeed => normalizedObstacleMinMoveSpeed;
public float ObstacleMaxMoveSpeed => normalizedObstacleMaxMoveSpeed;
// IDivingMinigameSettings implementation - Collision Handling
public float DamageImmunityDuration => damageImmunityDuration;
@@ -211,10 +220,10 @@ namespace AppleHills.Core.Settings
// Validate tile generation
initialTileCount = Mathf.Max(1, initialTileCount);
tileSpawnBuffer = Mathf.Max(0f, tileSpawnBuffer);
moveSpeed = Mathf.Max(0.1f, moveSpeed);
normalizedTileMoveSpeed = Mathf.Max(0.01f, normalizedTileMoveSpeed);
speedUpFactor = Mathf.Max(0f, speedUpFactor);
speedUpInterval = Mathf.Max(0.1f, speedUpInterval);
maxMoveSpeed = Mathf.Max(moveSpeed, maxMoveSpeed);
maxNormalizedTileMoveSpeed = Mathf.Max(normalizedTileMoveSpeed, maxNormalizedTileMoveSpeed);
velocityCalculationInterval = Mathf.Max(0.01f, velocityCalculationInterval);
// Validate obstacle values
@@ -222,8 +231,8 @@ namespace AppleHills.Core.Settings
obstacleSpawnIntervalVariation = Mathf.Max(0f, obstacleSpawnIntervalVariation);
obstacleMaxSpawnAttempts = Mathf.Max(1, obstacleMaxSpawnAttempts);
obstacleSpawnCollisionRadius = Mathf.Max(0.1f, obstacleSpawnCollisionRadius);
obstacleMinMoveSpeed = Mathf.Max(0.1f, obstacleMinMoveSpeed);
obstacleMaxMoveSpeed = Mathf.Max(obstacleMinMoveSpeed, obstacleMaxMoveSpeed);
normalizedObstacleMinMoveSpeed = Mathf.Max(0.1f, normalizedObstacleMinMoveSpeed);
normalizedObstacleMaxMoveSpeed = Mathf.Max(normalizedObstacleMinMoveSpeed, normalizedObstacleMaxMoveSpeed);
// Validate collision settings
damageImmunityDuration = Mathf.Max(0.1f, damageImmunityDuration);

View File

@@ -22,6 +22,12 @@ namespace AppleHills.Core.Settings
[SerializeField] private GameObject basePickupPrefab;
[SerializeField] private GameObject levelSwitchMenuPrefab;
[Header("Puzzle Settings")]
[Tooltip("Default prefab for puzzle step indicators")]
[SerializeField] private GameObject defaultPuzzleIndicatorPrefab;
[Tooltip("Default range for puzzle prompts")]
[SerializeField] private float defaultPuzzlePromptRange = 3.0f;
[Header("Item Configuration")]
[SerializeField] private List<CombinationRule> combinationRules = new List<CombinationRule>();
[SerializeField] private List<SlotItemConfig> slotItemConfigs = new List<SlotItemConfig>();
@@ -35,6 +41,8 @@ namespace AppleHills.Core.Settings
public GameObject LevelSwitchMenuPrefab => levelSwitchMenuPrefab;
public List<CombinationRule> CombinationRules => combinationRules;
public List<SlotItemConfig> SlotItemConfigs => slotItemConfigs;
public GameObject DefaultPuzzleIndicatorPrefab => defaultPuzzleIndicatorPrefab;
public float DefaultPuzzlePromptRange => defaultPuzzlePromptRange;
public override void OnValidate()
{
@@ -43,6 +51,7 @@ namespace AppleHills.Core.Settings
playerStopDistance = Mathf.Max(0.1f, playerStopDistance);
playerStopDistanceDirectInteraction = Mathf.Max(0.1f, playerStopDistanceDirectInteraction);
followerPickupDelay = Mathf.Max(0f, followerPickupDelay);
defaultPuzzlePromptRange = Mathf.Max(0.1f, defaultPuzzlePromptRange);
}
}
}

View File

@@ -38,6 +38,10 @@ namespace AppleHills.Core.Settings
GameObject LevelSwitchMenuPrefab { get; }
List<CombinationRule> CombinationRules { get; }
List<SlotItemConfig> SlotItemConfigs { get; }
// Puzzle settings
GameObject DefaultPuzzleIndicatorPrefab { get; }
float DefaultPuzzlePromptRange { get; }
}
/// <summary>
@@ -75,19 +79,24 @@ namespace AppleHills.Core.Settings
// Tile Generation
int InitialTileCount { get; }
float TileSpawnBuffer { get; }
float MoveSpeed { get; }
float SpeedUpFactor { get; }
float SpeedUpInterval { get; }
float MaxMoveSpeed { get; }
float VelocityCalculationInterval { get; }
// Normalized Movement
float ReferenceScreenHeight { get; } // Screen height reference for normalized velocities
// Normalized Tile Movement
float NormalizedMoveSpeed { get; } // Gets normalizedTileMoveSpeed
float MaxNormalizedMoveSpeed { get; } // Gets maxNormalizedTileMoveSpeed
// Obstacles
float ObstacleSpawnInterval { get; }
float ObstacleSpawnIntervalVariation { get; }
int ObstacleMaxSpawnAttempts { get; }
float ObstacleSpawnCollisionRadius { get; }
float ObstacleMinMoveSpeed { get; }
float ObstacleMaxMoveSpeed { get; }
float ObstacleMinMoveSpeed { get; } // Gets normalizedObstacleMinMoveSpeed
float ObstacleMaxMoveSpeed { get; } // Gets normalizedObstacleMaxMoveSpeed
// Collision Handling
float DamageImmunityDuration { get; }

View File

@@ -13,17 +13,20 @@ namespace AppleHills
// Static delegates that will be set by editor code
private static GetSettingsValueDelegate getPlayerStopDistanceProvider;
private static GetSettingsValueDelegate getPlayerStopDistanceDirectInteractionProvider;
private static GetSettingsValueDelegate getPuzzlePromptRangeProvider;
// Editor-only method to set up providers - will be called from editor code
public static void SetupEditorProviders(
GetSettingsValueDelegate playerStopDistanceProvider,
GetSettingsValueDelegate playerStopDistanceDirectInteractionProvider)
GetSettingsValueDelegate playerStopDistanceDirectInteractionProvider,
GetSettingsValueDelegate puzzlePromptRangeProvider)
{
#if UNITY_EDITOR
if (!Application.isPlaying)
{
getPlayerStopDistanceProvider = playerStopDistanceProvider;
getPlayerStopDistanceDirectInteractionProvider = playerStopDistanceDirectInteractionProvider;
getPuzzlePromptRangeProvider = puzzlePromptRangeProvider;
}
#endif
}
@@ -52,6 +55,18 @@ namespace AppleHills
return GameManager.Instance.PlayerStopDistanceDirectInteraction;
}
public static float GetPuzzlePromptRange()
{
#if UNITY_EDITOR
if (!Application.isPlaying && getPuzzlePromptRangeProvider != null)
{
return getPuzzlePromptRangeProvider();
}
#endif
return GameManager.Instance.DefaultPuzzlePromptRange;
}
// Add more methods as needed for other settings
}
}

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@@ -0,0 +1,26 @@
using UnityEngine;
using Pixelplacement;
public class AnneLiseBushPopBehaviour : MonoBehaviour
{
public Spline popSpline;
public Transform bushObject;
public float popDuration = 1f;
public float popDelay = 0f;
void Start()
{
// Example: Move bushObject along the spline from start (0) to end (1)
Tween.Spline(
popSpline,
bushObject,
1f,
0f,
false, // Do not orient to path
popDuration,
popDelay,
Tween.EaseInOut,
Tween.LoopType.PingPong
);
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 116af68fa272dc64ba6e58bd5e277631

View File

@@ -68,7 +68,7 @@ namespace Input
private void Start()
{
SceneManagerService.Instance.SceneLoadCompleted += SwitchInputOnSceneLoaded;
// SceneManagerService.Instance.SceneLoadCompleted += SwitchInputOnSceneLoaded;
SwitchInputOnSceneLoaded(SceneManager.GetActiveScene().name);
}

View File

@@ -177,7 +177,7 @@ namespace Interactions
// the correct item we're looking for
var config = GameManager.Instance.GetSlotItemConfig(itemData);
var allowed = config?.allowedItems ?? new List<PickupItemData>();
if (PickupItemData.ListContainsEquivalent(allowed, itemToSlotData))
if (itemToSlotData != null && PickupItemData.ListContainsEquivalent(allowed, itemToSlotData))
{
if (itemToSlot != null)
{

View File

@@ -1,6 +1,8 @@
using UnityEngine;
using System.Collections;
using AppleHills.Core.Settings;
using Pooling;
using Utils;
namespace Minigames.DivingForPictures
{
@@ -16,7 +18,7 @@ namespace Minigames.DivingForPictures
[Tooltip("Index of the prefab this obstacle was created from")]
[SerializeField] private int prefabIndex;
[Tooltip("Movement speed of this obstacle")]
[Tooltip("Movement speed of this obstacle (will be overridden by normalized settings)")]
[SerializeField] private float moveSpeed = 2f;
[Header("Movement")]
@@ -51,6 +53,10 @@ namespace Minigames.DivingForPictures
private float _velocityFactor = 1.0f; // Current velocity factor from game manager
private float _baseMoveSpeed; // Original move speed before velocity factor is applied
// Screen normalization
private float _screenNormalizationFactor = 1.0f;
private IDivingMinigameSettings _settings;
private void Awake()
{
_collider = GetComponent<Collider2D>();
@@ -66,7 +72,45 @@ namespace Minigames.DivingForPictures
}
_mainCamera = Camera.main;
_baseMoveSpeed = moveSpeed; // Store original speed
// Get settings
_settings = GameManager.GetSettingsObject<IDivingMinigameSettings>();
if (_settings == null)
{
Debug.LogWarning("[FloatingObstacle] Could not retrieve settings, using default values");
_baseMoveSpeed = moveSpeed; // Use the serialized value as fallback
}
else
{
// Initialize with the obstacle-specific normalized speed settings
float minSpeed = _settings.ObstacleMinMoveSpeed;
float maxSpeed = _settings.ObstacleMaxMoveSpeed;
// For variety, randomly assign a speed between min and max
_baseMoveSpeed = Random.Range(minSpeed, maxSpeed);
Debug.Log($"[FloatingObstacle] Initialized with normalized speed: {_baseMoveSpeed} (range: {minSpeed}-{maxSpeed})");
}
// Calculate screen normalization factor
CalculateScreenNormalizationFactor();
}
/// <summary>
/// Calculates the screen normalization factor based on current screen height
/// </summary>
private void CalculateScreenNormalizationFactor()
{
// Get reference height from settings with fallback if not available
float referenceHeight = 1080f; // Default fallback value
if (_settings != null)
{
referenceHeight = _settings.ReferenceScreenHeight;
}
// Calculate normalization factor based on screen height
_screenNormalizationFactor = Screen.height / referenceHeight;
Debug.Log($"[FloatingObstacle] Screen normalization factor: {_screenNormalizationFactor} (Screen height: {Screen.height}, Reference: {referenceHeight})");
}
private void OnEnable()
@@ -119,7 +163,7 @@ namespace Minigames.DivingForPictures
// 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);
moveSpeed = _baseMoveSpeed * Mathf.Abs(_velocityFactor) * _screenNormalizationFactor;
// Restart movement with new speed if needed
if (enableMovement && gameObject.activeInHierarchy)
@@ -131,19 +175,23 @@ namespace Minigames.DivingForPictures
_movementCoroutine = StartCoroutine(MovementCoroutine());
}
Debug.Log($"[FloatingObstacle] {gameObject.name} velocity factor updated to {_velocityFactor:F2}, speed: {moveSpeed:F2}");
Debug.Log($"[FloatingObstacle] {gameObject.name} velocity factor updated to {_velocityFactor:F2}, normalized speed: {moveSpeed:F2}");
}
/// <summary>
/// Coroutine that handles obstacle movement
/// Coroutine that handles obstacle movement using normalized velocities
/// </summary>
private IEnumerator MovementCoroutine()
{
Debug.Log($"[FloatingObstacle] Started movement coroutine with speed: {_baseMoveSpeed:F3}");
while (enabled && gameObject.activeInHierarchy)
{
// Use velocity factor sign to determine direction
Vector3 direction = Vector3.up * Mathf.Sign(_velocityFactor);
float speed = moveSpeed * Time.deltaTime;
// Apply normalized movement using the shared utility method
float speed = AppleHillsUtils.CalculateNormalizedMovementSpeed(_baseMoveSpeed);
// Apply movement in correct direction
transform.position += direction * speed;

View File

@@ -5,6 +5,7 @@ using UnityEngine.Events;
using UnityEngine.Serialization;
using Pooling;
using AppleHills.Core.Settings;
using Utils;
namespace Minigames.DivingForPictures
{
@@ -56,6 +57,15 @@ namespace Minigames.DivingForPictures
// Velocity management
private float _baseMoveSpeed;
private float _velocityFactor = 1.0f;
// Coroutine references
private Coroutine _movementCoroutine;
private Coroutine _tileDestructionCoroutine;
private Coroutine _tileSpawningCoroutine;
private Coroutine _speedRampingCoroutine;
// Screen normalization
private float _screenNormalizationFactor = 1.0f;
private void Awake()
{
@@ -75,7 +85,7 @@ namespace Minigames.DivingForPictures
Debug.LogError("[TrenchTileSpawner] Failed to load diving developer settings!");
}
_baseMoveSpeed = _settings?.MoveSpeed ?? 3f; // Store the original base speed
_baseMoveSpeed = _settings?.NormalizedMoveSpeed ?? 3f; // Store the original base speed
// Calculate tile heights for each prefab
CalculateTileHeights();
@@ -108,8 +118,6 @@ namespace Minigames.DivingForPictures
private void Start()
{
// Find DivingGameManager and subscribe to its initialization event
DivingGameManager gameManager = FindFirstObjectByType<DivingGameManager>();
if (gameManager != null)
@@ -136,23 +144,25 @@ namespace Minigames.DivingForPictures
/// </summary>
private void Initialize()
{
// Calculate screen bounds and normalization factor
CalculateScreenBounds();
CalculateScreenNormalizationFactor();
// Spawn initial tiles to fill the screen
SpawnInitialTiles();
// Initialize velocity and start the velocity calculation coroutine
_currentVelocity = _baseMoveSpeed * Time.fixedDeltaTime;
StartCoroutine(VelocityCalculationRoutine());
// Initialize velocity and apply screen normalization
_baseMoveSpeed = _settings?.NormalizedMoveSpeed ?? 3f;
_currentVelocity = _baseMoveSpeed * Time.fixedDeltaTime * _screenNormalizationFactor;
Debug.Log("[TrenchTileSpawner] Initialized");
}
private void Update()
{
HandleMovement();
HandleTileDestruction();
HandleTileSpawning();
HandleSpeedRamping();
// Start all coroutines
StartCoroutine(VelocityCalculationRoutine());
StartMovementCoroutine();
StartTileDestructionCoroutine();
StartTileSpawningCoroutine();
StartSpeedRampingCoroutine();
Debug.Log("[TrenchTileSpawner] Initialized with normalized speed");
}
/// <summary>
@@ -315,6 +325,24 @@ namespace Minigames.DivingForPictures
_screenTop = top.y;
}
/// <summary>
/// Calculates the screen normalization factor based on current screen height
/// </summary>
private void CalculateScreenNormalizationFactor()
{
// Get reference height from settings with fallback if not available
float referenceHeight = 1080f; // Default fallback value
if (_settings != null)
{
referenceHeight = _settings.ReferenceScreenHeight;
}
// Calculate normalization factor based on screen height
_screenNormalizationFactor = Screen.height / referenceHeight;
Debug.Log($"[TrenchTileSpawner] Screen normalization factor: {_screenNormalizationFactor} (Screen height: {Screen.height}, Reference: {referenceHeight})");
}
/// <summary>
/// Called when the velocity factor changes from the DivingGameManager
/// </summary>
@@ -324,7 +352,7 @@ namespace Minigames.DivingForPictures
// Update the actual move speed based on the velocity factor
// This keeps the original move speed intact for game logic
_baseMoveSpeed = _settings.MoveSpeed * Mathf.Abs(_velocityFactor);
_baseMoveSpeed = _settings.NormalizedMoveSpeed * Mathf.Abs(_velocityFactor);
// Recalculate velocity immediately
CalculateVelocity();
@@ -356,6 +384,55 @@ namespace Minigames.DivingForPictures
_stopSpawning = true;
}
/// <summary>
/// Starts the movement coroutine and stores its reference
/// </summary>
private void StartMovementCoroutine()
{
if (_movementCoroutine != null)
{
StopCoroutine(_movementCoroutine);
}
_movementCoroutine = StartCoroutine(MovementCoroutine());
}
/// <summary>
/// Coroutine that handles obstacle movement using normalized screen-relative speed
/// </summary>
private IEnumerator MovementCoroutine()
{
Debug.Log($"[TrenchTileSpawner] Started movement coroutine with normalized speed: {_baseMoveSpeed:F3}");
while (enabled && gameObject.activeInHierarchy)
{
// Skip if no active tiles
if (_activeTiles.Count == 0)
{
yield return null;
continue;
}
// Use velocity factor sign to determine direction
Vector3 direction = Vector3.up * Mathf.Sign(_velocityFactor);
// Apply normalized movement using the shared utility method
float speed = AppleHillsUtils.CalculateNormalizedMovementSpeed(_baseMoveSpeed);
// Move all active tiles
foreach (var tile in _activeTiles)
{
if (tile != null)
{
// Apply movement in correct direction
tile.transform.position += direction * speed;
}
}
// Wait for next frame
yield return null;
}
}
/// <summary>
/// Handles the movement of all active tiles based on the current velocity
/// </summary>
@@ -512,7 +589,7 @@ namespace Minigames.DivingForPictures
_speedUpTimer += Time.deltaTime;
if (_speedUpTimer >= _settings.SpeedUpInterval)
{
_baseMoveSpeed = Mathf.Min(_baseMoveSpeed + _settings.SpeedUpFactor, _settings.MaxMoveSpeed);
_baseMoveSpeed = Mathf.Min(_baseMoveSpeed + _settings.SpeedUpFactor, _settings.MaxNormalizedMoveSpeed);
_speedUpTimer = 0f;
}
}
@@ -739,5 +816,217 @@ namespace Minigames.DivingForPictures
}
}
}
/// <summary>
/// Starts the tile destruction coroutine and stores its reference
/// </summary>
private void StartTileDestructionCoroutine()
{
if (_tileDestructionCoroutine != null)
{
StopCoroutine(_tileDestructionCoroutine);
}
_tileDestructionCoroutine = StartCoroutine(TileDestructionCoroutine());
}
/// <summary>
/// Coroutine that checks for tiles to destroy periodically
/// </summary>
private IEnumerator TileDestructionCoroutine()
{
const float checkInterval = 0.5f; // Check every half second as requested
Debug.Log($"[TrenchTileSpawner] Started tile destruction coroutine with interval: {checkInterval}s");
while (enabled && gameObject.activeInHierarchy)
{
// Check and handle tile destruction
if (_activeTiles.Count > 0)
{
GameObject topTile = _activeTiles[0];
if (topTile == null)
{
_activeTiles.RemoveAt(0);
}
else
{
float tileHeight = GetTileHeight(topTile);
bool shouldDestroy;
if (_isSurfacing)
{
// When surfacing, destroy tiles at the bottom
shouldDestroy = topTile.transform.position.y + tileHeight / 2 < _screenBottom - _settings.TileSpawnBuffer;
}
else
{
// When descending, destroy tiles at the top
shouldDestroy = topTile.transform.position.y - tileHeight / 2 > _screenTop + _settings.TileSpawnBuffer;
}
if (shouldDestroy)
{
_activeTiles.RemoveAt(0);
onTileDestroyed?.Invoke(topTile);
if (_devSettings != null && _devSettings.TrenchTileUseObjectPooling && _tilePool != null)
{
// Find the prefab index for this tile
int prefabIndex = GetPrefabIndex(topTile);
if (prefabIndex >= 0)
{
_tilePool.ReturnTile(topTile, prefabIndex);
}
else
{
Destroy(topTile);
}
}
else
{
Destroy(topTile);
}
}
}
}
// Wait for the next check interval
yield return new WaitForSeconds(checkInterval);
}
}
/// <summary>
/// Starts the tile spawning coroutine and stores its reference
/// </summary>
private void StartTileSpawningCoroutine()
{
if (_tileSpawningCoroutine != null)
{
StopCoroutine(_tileSpawningCoroutine);
}
_tileSpawningCoroutine = StartCoroutine(TileSpawningCoroutine());
}
/// <summary>
/// Coroutine that checks if new tiles need to be spawned periodically
/// </summary>
private IEnumerator TileSpawningCoroutine()
{
const float checkInterval = 0.2f; // Check every half second as requested
Debug.Log($"[TrenchTileSpawner] Started tile spawning coroutine with interval: {checkInterval}s");
while (enabled && gameObject.activeInHierarchy)
{
// Check if we need to spawn new tiles
if (_activeTiles.Count == 0)
{
// If we have no active tiles and spawning is stopped, trigger the event
if (_stopSpawning)
{
onLastTileLeft.Invoke();
}
}
else
{
GameObject bottomTile = _activeTiles[^1];
if (bottomTile == null)
{
_activeTiles.RemoveAt(_activeTiles.Count - 1);
}
else
{
// Get the tile height once to use in all calculations
float tileHeight = GetTileHeight(bottomTile);
// If we're in stop spawning mode, check if last tile is leaving
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 bottom of tile is above top of screen
isLastTileLeaving = bottomTile.transform.position.y - tileHeight / 2 > _screenTop + _settings.TileSpawnBuffer;
}
else
{
// When descending, check if top of tile is below bottom of screen
isLastTileLeaving = bottomTile.transform.position.y + tileHeight / 2 < _screenBottom - _settings.TileSpawnBuffer;
}
if (isLastTileLeaving)
{
onLastTileLeft.Invoke();
}
}
}
else
{
// Normal spawning mode
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 + _settings.TileSpawnBuffer;
newY = bottomTile.transform.position.y + tileHeight;
}
else
{
// When descending, spawn new tiles at the bottom
float bottomEdge = bottomTile.transform.position.y - tileHeight / 2;
shouldSpawn = bottomEdge > _screenBottom - _settings.TileSpawnBuffer;
newY = bottomTile.transform.position.y - tileHeight;
}
if (shouldSpawn)
{
SpawnTileAtY(newY);
}
}
}
}
// Wait for the next check interval
yield return new WaitForSeconds(checkInterval);
}
}
/// <summary>
/// Starts the speed ramping coroutine and stores its reference
/// </summary>
private void StartSpeedRampingCoroutine()
{
if (_speedRampingCoroutine != null)
{
StopCoroutine(_speedRampingCoroutine);
}
_speedRampingCoroutine = StartCoroutine(SpeedRampingCoroutine());
}
/// <summary>
/// Coroutine that handles increasing the movement speed over time
/// </summary>
private IEnumerator SpeedRampingCoroutine()
{
const float checkInterval = 1.0f; // Check once per second as requested
Debug.Log($"[TrenchTileSpawner] Started speed ramping coroutine with interval: {checkInterval}s");
while (enabled && gameObject.activeInHierarchy)
{
// Increase the base move speed up to the maximum
_baseMoveSpeed = Mathf.Min(_baseMoveSpeed + _settings.SpeedUpFactor, _settings.MaxNormalizedMoveSpeed);
// Recalculate velocity with the new base speed
CalculateVelocity();
// Wait for the next check interval
yield return new WaitForSeconds(checkInterval);
}
}
}
}

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@@ -0,0 +1,41 @@
using System;
namespace PuzzleS
{
/// <summary>
/// Interface for proximity-based puzzle prompts that can show far/close indicators
/// based on player distance.
/// </summary>
public interface IPuzzlePrompt
{
/// <summary>
/// Called when the prompt should be initially shown (e.g., when step is unlocked)
/// </summary>
void OnShow();
/// <summary>
/// Called when the prompt should be hidden (e.g., when step is locked)
/// </summary>
void OnHide();
/// <summary>
/// Called when the player enters the outer range of the prompt.
/// </summary>
void ShowFar();
/// <summary>
/// Called when the player enters the inner range of the prompt.
/// </summary>
void ShowClose();
/// <summary>
/// Called when the player exits the inner range of the prompt.
/// </summary>
void HideClose();
/// <summary>
/// Called when the player exits the outer range of the prompt.
/// </summary>
void HideFar();
}
}

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@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 84466e5dfeeb4908adf7f0f1f2b82531
timeCreated: 1759312472

View File

@@ -1,6 +1,9 @@
using Input;
using Interactions;
using UnityEngine;
using System;
using AppleHills.Core.Settings;
using UnityEngine.Serialization;
namespace PuzzleS
{
@@ -8,14 +11,26 @@ namespace PuzzleS
/// Manages the state and interactions for a single puzzle step, including unlock/lock logic and event handling.
/// </summary>
[RequireComponent(typeof(Interactable))]
public class ObjectiveStepBehaviour : MonoBehaviour
public class ObjectiveStepBehaviour : MonoBehaviour, IPuzzlePrompt
{
/// <summary>
/// The data object representing this puzzle step.
/// </summary>
public PuzzleStepSO stepData;
[Header("Indicator Settings")]
[SerializeField] private GameObject puzzleIndicator;
[SerializeField] private bool drawPromptRangeGizmo = true;
private Interactable _interactable;
private bool _isUnlocked = false;
private IPuzzlePrompt _indicator;
// Current proximity state tracked by PuzzleManager
private ProximityState _currentProximityState = ProximityState.Far;
// Enum for tracking proximity state (simplified to just Close and Far)
public enum ProximityState { Close, Far }
void Awake()
{
@@ -48,6 +63,139 @@ namespace PuzzleS
}
PuzzleManager.Instance?.UnregisterStepBehaviour(this);
}
/// <summary>
/// Updates the proximity state from PuzzleManager and triggers appropriate methods.
/// </summary>
/// <param name="newState">The new proximity state.</param>
public void UpdateProximityState(ProximityState newState)
{
if (_currentProximityState == newState) return;
// Determine state changes and call appropriate methods
if (newState == ProximityState.Close)
{
// Transitioning from Far to Close
ShowClose();
}
else // newState == ProximityState.Far
{
// Transitioning from Close to Far
HideClose();
}
_currentProximityState = newState;
}
// IPuzzlePrompt interface implementation - delegates to indicator if available
/// <summary>
/// Called when the prompt should be initially shown (e.g., when step is unlocked)
/// </summary>
public virtual void OnShow()
{
// Delegate to indicator if available
if (_indicator != null)
{
_indicator.OnShow();
return;
}
// Default fallback behavior
Debug.Log($"[Puzzles] Prompt shown for {stepData?.stepId} on {gameObject.name}");
}
/// <summary>
/// Called when the prompt should be hidden (e.g., when step is locked)
/// </summary>
public virtual void OnHide()
{
// Delegate to indicator if available
if (_indicator != null)
{
_indicator.OnHide();
return;
}
// Default fallback behavior
Debug.Log($"[Puzzles] Prompt hidden for {stepData?.stepId} on {gameObject.name}");
}
/// <summary>
/// Called when player enters the far range
/// </summary>
public virtual void ShowFar()
{
// Only show if step is unlocked
if (!_isUnlocked) return;
// Delegate to indicator if available
if (_indicator != null)
{
_indicator.ShowFar();
return;
}
// Default fallback behavior
Debug.Log($"[Puzzles] Player entered far range of {stepData?.stepId} on {gameObject.name}");
}
/// <summary>
/// Called when player enters the close range
/// </summary>
public virtual void ShowClose()
{
// Only show if step is unlocked
if (!_isUnlocked) return;
// Delegate to indicator if available
if (_indicator != null)
{
_indicator.ShowClose();
return;
}
// Default fallback behavior
Debug.Log($"[Puzzles] Player entered close range of {stepData?.stepId} on {gameObject.name}");
}
/// <summary>
/// Called when player exits the close range
/// </summary>
public virtual void HideClose()
{
// Only respond if step is unlocked
if (!_isUnlocked) return;
// Delegate to indicator if available
if (_indicator != null)
{
_indicator.HideClose();
return;
}
// Default fallback behavior
Debug.Log($"[Puzzles] Player exited close range of {stepData?.stepId} on {gameObject.name}");
}
/// <summary>
/// Called when player exits the far range
/// </summary>
public virtual void HideFar()
{
// Only respond if step is unlocked
if (!_isUnlocked) return;
// Delegate to indicator if available
if (_indicator != null)
{
_indicator.HideFar();
return;
}
// Default fallback behavior
Debug.Log($"[Puzzles] Player exited far range of {stepData?.stepId} on {gameObject.name}");
}
/// <summary>
/// Unlocks this puzzle step, allowing interaction.
@@ -56,7 +204,56 @@ namespace PuzzleS
{
_isUnlocked = true;
Debug.Log($"[Puzzles] Step unlocked: {stepData?.stepId} on {gameObject.name}");
// Optionally, show visual feedback for unlocked state
// Show indicator if enabled in settings
if (puzzleIndicator != null)
{
// Try to get the IPuzzlePrompt component from the spawned indicator
_indicator = puzzleIndicator.GetComponent<IPuzzlePrompt>();
if (_indicator == null)
{
// Try to find it in children if not on the root
_indicator = puzzleIndicator.GetComponentInChildren<IPuzzlePrompt>();
}
if (_indicator == null)
{
Debug.LogWarning($"[Puzzles] Indicator prefab for {stepData?.stepId} does not implement IPuzzlePrompt");
}
else
{
// First show the indicator
_indicator.OnShow();
// Then set the correct state based on current player distance
Transform playerTransform = GameObject.FindGameObjectWithTag("Player")?.transform;
if (playerTransform != null)
{
float distance = Vector3.Distance(transform.position, playerTransform.position);
float promptRange = AppleHills.SettingsAccess.GetPuzzlePromptRange();
if (distance <= promptRange)
{
// Player is in close range
_currentProximityState = ProximityState.Close;
_indicator.ShowClose();
}
else
{
// Player is in far range
_currentProximityState = ProximityState.Far;
_indicator.ShowFar();
}
}
else
{
// Default to far if player not found
_currentProximityState = ProximityState.Far;
_indicator.ShowFar();
}
}
}
}
/// <summary>
@@ -66,7 +263,12 @@ namespace PuzzleS
{
_isUnlocked = false;
Debug.Log($"[Puzzles] Step locked: {stepData?.stepId} on {gameObject.name}");
// Optionally, show visual feedback for locked state
// Hide indicator
if (_indicator != null)
{
_indicator.OnHide();
}
}
/// <summary>
@@ -98,5 +300,20 @@ namespace PuzzleS
PuzzleManager.Instance?.MarkPuzzleStepCompleted(stepData);
}
}
/// <summary>
/// Visualizes the puzzle prompt ranges in the editor.
/// </summary>
private void OnDrawGizmos()
{
if (!drawPromptRangeGizmo) return;
// Use the global puzzle prompt range from settings
float promptRange = AppleHills.SettingsAccess.GetPuzzlePromptRange();
// Draw threshold circle
Gizmos.color = Color.cyan;
Gizmos.DrawWireSphere(transform.position, promptRange / 2f);
}
}
}

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@@ -1,4 +1,5 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
@@ -14,6 +15,12 @@ namespace PuzzleS
private static PuzzleManager _instance;
private static bool _isQuitting;
[SerializeField] private float proximityCheckInterval = 0.02f;
// Reference to player transform for proximity calculations
private Transform _playerTransform;
private Coroutine _proximityCheckCoroutine;
/// <summary>
/// Singleton instance of the PuzzleManager.
/// </summary>
@@ -53,9 +60,19 @@ namespace PuzzleS
SceneManager.sceneLoaded += OnSceneLoaded;
}
void Start()
{
// Find player transform
_playerTransform = GameObject.FindGameObjectWithTag("Player")?.transform;
// Start proximity check coroutine
StartProximityChecks();
}
void OnDestroy()
{
SceneManager.sceneLoaded -= OnSceneLoaded;
StopProximityChecks();
}
private void OnSceneLoaded(Scene scene, LoadSceneMode mode)
@@ -66,6 +83,69 @@ namespace PuzzleS
_runtimeDependencies.Clear();
BuildRuntimeDependencies();
UnlockInitialSteps();
// Find player transform again in case it changed with scene load
_playerTransform = GameObject.FindGameObjectWithTag("Player")?.transform;
// Restart proximity checks
StartProximityChecks();
}
/// <summary>
/// Start the proximity check coroutine.
/// </summary>
private void StartProximityChecks()
{
StopProximityChecks();
_proximityCheckCoroutine = StartCoroutine(CheckProximityRoutine());
}
/// <summary>
/// Stop the proximity check coroutine.
/// </summary>
private void StopProximityChecks()
{
if (_proximityCheckCoroutine != null)
{
StopCoroutine(_proximityCheckCoroutine);
_proximityCheckCoroutine = null;
}
}
/// <summary>
/// Coroutine that periodically checks player proximity to all puzzle steps.
/// </summary>
private IEnumerator CheckProximityRoutine()
{
WaitForSeconds wait = new WaitForSeconds(proximityCheckInterval);
while (true)
{
if (_playerTransform != null)
{
// Get the proximity threshold from settings (half of the prompt range)
float proximityThreshold = GameManager.Instance.DefaultPuzzlePromptRange;
// Check distance to each step behavior
foreach (var kvp in _stepBehaviours)
{
if (kvp.Value == null) continue;
float distance = Vector3.Distance(_playerTransform.position, kvp.Value.transform.position);
// Determine the proximity state - only Close or Far now
ObjectiveStepBehaviour.ProximityState state =
(distance <= proximityThreshold)
? ObjectiveStepBehaviour.ProximityState.Close
: ObjectiveStepBehaviour.ProximityState.Far;
// Update the step's proximity state
kvp.Value.UpdateProximityState(state);
}
}
yield return wait;
}
}
/// <summary>

View File

@@ -29,4 +29,19 @@ public class PuzzleStepSO : ScriptableObject
/// </summary>
[Header("Unlocks")]
public List<PuzzleStepSO> unlocks = new List<PuzzleStepSO>();
[Header("Interaction Settings")]
[Tooltip("Whether to show an indicator when this step is unlocked")]
[SerializeField] private bool showIndicator = false;
/// <summary>
/// Whether to show an indicator when this step is unlocked.
/// </summary>
public bool ShowIndicator => showIndicator;
/// <summary>
/// Gets or sets whether to show an indicator.
/// </summary>
public bool GetShowIndicator() => showIndicator;
public void SetShowIndicator(bool value) => showIndicator = value;
}

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@@ -0,0 +1,46 @@
using UnityEngine;
public class TestIndicator : MonoBehaviour, PuzzleS.IPuzzlePrompt
{
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{
}
// Update is called once per frame
void Update()
{
}
public void OnShow()
{
gameObject.SetActive(true);
}
public void OnHide()
{
gameObject.SetActive(false);
}
public void ShowFar()
{
gameObject.SetActive(true);
}
public void ShowClose()
{
gameObject.transform.localScale = new Vector3(-0.2f, 0.2f, 0.2f);
}
public void HideClose()
{
gameObject.transform.localScale = new Vector3(-0.1f, 0.1f, 0.1f);
}
public void HideFar()
{
gameObject.SetActive(false);
}
}

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@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 7a691a95f74c07245b64469dda594bfb

View File

@@ -71,6 +71,11 @@ namespace Utility
ShowPrompt();
orientationCheckCoroutine = StartCoroutine(OrientationCheckRoutine());
}
else
{
orientationCorrect = true;
OnOrientationCorrect?.Invoke();
}
}
private bool IsMainMenuScene(Scene scene)

View File

@@ -1,9 +1,10 @@
using UnityEngine;
using AppleHills.Core.Settings;
namespace Utils
{
/// <summary>
/// Utility methods for working with SpriteRenderers.
/// Utility methods for working with SpriteRenderers and game mechanics.
/// </summary>
public static class AppleHillsUtils
{
@@ -28,5 +29,43 @@ namespace Utils
to.enabled = true;
to.transform.localScale = from.transform.localScale;
}
/// <summary>
/// Calculates a normalized movement speed value that's consistent across different screen sizes
/// and applies the current time delta
/// </summary>
/// <param name="normalizedSpeed">The base normalized speed value</param>
/// <returns>The actual movement amount to apply per frame</returns>
public static float CalculateNormalizedMovementSpeed(float normalizedSpeed)
{
// Get settings for reference height
var settings = GameManager.GetSettingsObject<IDivingMinigameSettings>();
if (settings == null)
{
Debug.LogWarning("[AppleHillsUtils] Could not get settings, using default reference height");
return CalculateNormalizedMovementSpeed(normalizedSpeed, 1080f);
}
return CalculateNormalizedMovementSpeed(normalizedSpeed, settings.ReferenceScreenHeight);
}
/// <summary>
/// Calculates a normalized movement speed value that's consistent across different screen sizes
/// and applies the current time delta
/// </summary>
/// <param name="normalizedSpeed">The base normalized speed value</param>
/// <param name="referenceScreenHeight">Reference screen height for normalization (typically 1080)</param>
/// <returns>The actual movement amount to apply per frame</returns>
public static float CalculateNormalizedMovementSpeed(float normalizedSpeed, float referenceScreenHeight)
{
// Calculate the screen normalization factor
float screenNormalizationFactor = Screen.height / referenceScreenHeight;
// Apply time delta for frame rate independence
float frameAdjustedSpeed = normalizedSpeed * Time.deltaTime;
// Apply screen normalization
return frameAdjustedSpeed * screenNormalizationFactor;
}
}
}

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@@ -29,19 +29,22 @@ MonoBehaviour:
speedTransitionDuration: 2
surfacingSpeedFactor: 3
surfacingSpawnDelay: 5
referenceScreenHeight: 1920
initialTileCount: 3
tileSpawnBuffer: 1
moveSpeed: 1
normalizedTileMoveSpeed: 2
speedUpFactor: 0
speedUpInterval: 10
maxNormalizedTileMoveSpeed: 2
moveSpeed: 1
maxMoveSpeed: 12
velocityCalculationInterval: 0.5
obstacleSpawnInterval: 2
obstacleSpawnIntervalVariation: 0.5
obstacleMaxSpawnAttempts: 10
obstacleSpawnCollisionRadius: 1
obstacleMinMoveSpeed: 1
obstacleMaxMoveSpeed: 4
normalizedObstacleMinMoveSpeed: 1
normalizedObstacleMaxMoveSpeed: 3
damageImmunityDuration: 1
bumpForce: 5
smoothMoveSpeed: 8

View File

@@ -13,13 +13,15 @@ MonoBehaviour:
m_Name: InteractionSettings
m_EditorClassIdentifier:
playerStopDistance: 10
playerStopDistanceDirectInteraction: 2
playerStopDistanceDirectInteraction: 5
followerPickupDelay: 0.2
interactableLayerMask:
serializedVersion: 2
m_Bits: 1024
basePickupPrefab: {fileID: 7447346505753002421, guid: bf4b9d7045397f946b2125b1ad4a3fbd, type: 3}
levelSwitchMenuPrefab: {fileID: 4062459998181038721, guid: de2ed28e4200a4340a5af4086c98a0dc, type: 3}
defaultPuzzleIndicatorPrefab: {fileID: 4963699568605073487, guid: cac39b7f8f414e7499e7b672d8710642, type: 3}
defaultPuzzlePromptRange: 10
combinationRules:
- itemA: {fileID: 11400000, guid: 8b2616beb14825a46b9b1ed85ad3cb25, type: 2}
itemB: {fileID: 11400000, guid: 33e7ca06b22108d4e802486e08bcdfd1, type: 2}