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3 Commits

Author SHA1 Message Date
Michal Pikulski
ec64e6f4f7 Refactored trajectory component 2025-12-05 11:03:47 +01:00
Michal Pikulski
e90f839fc1 Stash work on refactor of trajecotry 2025-12-04 16:23:53 +01:00
Michal Pikulski
6d4080438d Working MVP code for Valentines 2025-12-04 15:10:20 +01:00
51 changed files with 3300 additions and 535 deletions

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using System;
using System.Collections.Generic;
using Core;
using Core.Lifecycle;
using Unity.Cinemachine;
using UnityEngine;
namespace Common.Camera
{
/// <summary>
/// Generic state-based camera controller using Cinemachine.
/// Manages camera transitions by setting priorities on virtual cameras.
/// Type parameter TState must be an enum representing camera states.
/// </summary>
public abstract class CameraStateManager<TState> : ManagedBehaviour where TState : Enum
{
#region Configuration
[Header("Camera Priority Settings")]
[Tooltip("Priority for inactive cameras")]
[SerializeField] protected int inactivePriority = 10;
[Tooltip("Priority for the active camera")]
[SerializeField] protected int activePriority = 20;
[Header("Debug")]
[SerializeField] protected bool showDebugLogs = false;
#endregion
#region State
private Dictionary<TState, CinemachineCamera> _cameraMap = new Dictionary<TState, CinemachineCamera>();
private TState _currentState;
private bool _isInitialized = false;
public TState CurrentState => _currentState;
#endregion
#region Events
/// <summary>
/// Fired when camera state changes. Parameters: (TState oldState, TState newState)
/// </summary>
public event Action<TState, TState> OnStateChanged;
#endregion
#region Initialization
/// <summary>
/// Register a camera for a specific state.
/// Call this in subclass OnManagedAwake to set up the camera map.
/// </summary>
protected void RegisterCamera(TState state, CinemachineCamera pCamera)
{
if (pCamera == null)
{
Logging.Warning($"[{GetType().Name}] Attempted to register null camera for state {state}");
return;
}
if (_cameraMap.ContainsKey(state))
{
Logging.Warning($"[{GetType().Name}] Camera for state {state} already registered, overwriting");
}
_cameraMap[state] = pCamera;
// Set all cameras to inactive priority initially
pCamera.Priority.Value = inactivePriority;
if (showDebugLogs) Logging.Debug($"[{GetType().Name}] Registered camera '{pCamera.gameObject.name}' for state {state}");
}
/// <summary>
/// Finalize initialization after all cameras are registered.
/// Call this at the end of subclass OnManagedAwake.
/// </summary>
protected void FinalizeInitialization()
{
_isInitialized = true;
if (_cameraMap.Count == 0)
{
Logging.Warning($"[{GetType().Name}] No cameras registered!");
}
if (showDebugLogs) Logging.Debug($"[{GetType().Name}] Initialized with {_cameraMap.Count} cameras");
}
#endregion
#region State Management
/// <summary>
/// Switch to a specific camera state
/// </summary>
public virtual void SwitchToState(TState newState)
{
if (!_isInitialized)
{
Logging.Error($"[{GetType().Name}] Cannot switch state - not initialized!");
return;
}
if (!_cameraMap.ContainsKey(newState))
{
Logging.Error($"[{GetType().Name}] No camera registered for state {newState}!");
return;
}
TState oldState = _currentState;
_currentState = newState;
// Set all cameras to inactive priority
foreach (var kvp in _cameraMap)
{
kvp.Value.Priority.Value = inactivePriority;
}
// Set target camera to active priority
_cameraMap[newState].Priority.Value = activePriority;
if (showDebugLogs) Logging.Debug($"[{GetType().Name}] Switched from {oldState} to {newState} (camera: {_cameraMap[newState].gameObject.name})");
OnStateChanged?.Invoke(oldState, newState);
}
/// <summary>
/// Get the camera for a specific state
/// </summary>
public CinemachineCamera GetCamera(TState state)
{
if (_cameraMap.TryGetValue(state, out CinemachineCamera pCamera))
{
return pCamera;
}
Logging.Warning($"[{GetType().Name}] No camera found for state {state}");
return null;
}
/// <summary>
/// Check if a camera is registered for a state
/// </summary>
public bool HasCamera(TState state)
{
return _cameraMap.ContainsKey(state);
}
#endregion
#region Validation
/// <summary>
/// Validate that all required states have cameras registered.
/// Subclasses can override to add custom validation.
/// </summary>
protected virtual void ValidateCameras()
{
// Subclasses should implement specific validation
}
#endregion
}
}

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using System;
using Core;
using Core.Lifecycle;
using Input;
using UnityEngine;
namespace Common.Input
{
/// <summary>
/// Cached launch parameters calculated during drag.
/// Avoids recalculating force/direction multiple times.
/// </summary>
public struct LaunchParameters
{
public Vector2 Direction;
public float Force;
public float DragDistance;
public float DragRatio;
public float Mass;
public bool IsValid => Force > 0f && DragDistance > 0f;
}
/// <summary>
/// Base class for drag-to-launch mechanics (Angry Birds style).
/// Provides core drag logic, force calculation, and input handling.
/// Uses SlingshotConfig for all settings - fully configuration-driven.
/// Subclasses implement visual feedback and specific launch behavior.
/// </summary>
public abstract class DragLaunchController : ManagedBehaviour, ITouchInputConsumer
{
#region Events
/// <summary>
/// Fired when drag starts. Parameters: (Vector2 startPosition)
/// </summary>
public event Action<Vector2> OnDragStart;
/// <summary>
/// Fired during drag update. Parameters: (Vector2 currentPosition, Vector2 direction, float force)
/// </summary>
public event Action<Vector2, Vector2, float> OnDragUpdate;
/// <summary>
/// Fired when drag ends. Parameters: (Vector2 endPosition, Vector2 direction, float force)
/// </summary>
public event Action<Vector2, Vector2, float> OnDragEnd;
/// <summary>
/// Fired when launch occurs. Parameters: (Vector2 direction, float force)
/// </summary>
public event Action<Vector2, float> OnLaunch;
#endregion
#region Settings
private SlingshotConfig _config;
protected SlingshotConfig Config
{
get
{
if (_config == null)
{
_config = GetSlingshotConfig();
}
return _config;
}
}
/// <summary>
/// Subclasses implement to return their slingshot configuration
/// from their specific settings object
/// </summary>
protected abstract SlingshotConfig GetSlingshotConfig();
/// <summary>
/// Subclasses implement to return the projectile prefab that will be launched.
/// Used for reading Rigidbody2D properties (mass, gravityScale) for trajectory calculations.
/// </summary>
protected abstract GameObject GetProjectilePrefab();
#endregion
#region Inspector Properties
[Header("Launch Settings Overrides (leave 0 to use config)")]
[Tooltip("Override max drag distance (0 = use config)")]
[SerializeField] protected float maxDragDistanceOverride = 0f;
[Tooltip("Override max force (0 = use config)")]
[SerializeField] protected float maxForceOverride = 0f;
[Header("References")]
[Tooltip("Launch anchor point (spawn/slingshot position)")]
[SerializeField] protected Transform launchAnchor;
[Tooltip("Trajectory preview component (auto-found if not assigned)")]
[SerializeField] protected Common.Visual.TrajectoryPreview trajectoryPreview;
[Header("Debug")]
[SerializeField] protected bool showDebugLogs;
#endregion
#region Computed Properties
protected float MaxDragDistance => maxDragDistanceOverride > 0 ? maxDragDistanceOverride : Config?.maxDragDistance ?? 5f;
protected float MaxForce => maxForceOverride > 0 ? maxForceOverride : Config?.baseLaunchForce ?? 20f;
#endregion
#region State
private bool _isDragging;
private Vector2 _dragStartPosition;
private bool _isEnabled = false;
private bool _isRegisteredForInput = false;
// Cached launch parameters - calculated once during drag, used for both preview and launch
private LaunchParameters _cachedLaunchParams;
public bool IsDragging => _isDragging;
public bool IsEnabled => _isEnabled;
#endregion
#region Lifecycle
internal override void OnManagedAwake()
{
base.OnManagedAwake();
if (launchAnchor == null)
{
launchAnchor = transform;
}
// Auto-find trajectory preview if not assigned
if (trajectoryPreview == null)
{
trajectoryPreview = GetComponent<Common.Visual.TrajectoryPreview>();
}
}
#endregion
#region Enable/Disable
/// <summary>
/// Enable the launch controller and register with InputManager
/// </summary>
public virtual void Enable()
{
_isEnabled = true;
// Register with InputManager as override consumer
if (InputManager.Instance != null && !_isRegisteredForInput)
{
InputManager.Instance.RegisterOverrideConsumer(this);
_isRegisteredForInput = true;
if (showDebugLogs) Logging.Debug($"[{GetType().Name}] Registered with InputManager");
}
// Show preview visuals
ShowPreview();
if (showDebugLogs) Logging.Debug($"[{GetType().Name}] Enabled");
}
/// <summary>
/// Disable the launch controller and unregister from InputManager
/// </summary>
public virtual void Disable()
{
_isEnabled = false;
_isDragging = false;
// Unregister from InputManager
if (InputManager.Instance != null && _isRegisteredForInput)
{
InputManager.Instance.UnregisterOverrideConsumer(this);
_isRegisteredForInput = false;
if (showDebugLogs) Logging.Debug($"[{GetType().Name}] Unregistered from InputManager");
}
// Hide preview visuals
HidePreview();
if (showDebugLogs) Logging.Debug($"[{GetType().Name}] Disabled");
}
#endregion
#region ITouchInputConsumer Implementation
public void OnTap(Vector2 worldPosition)
{
// Drag-to-launch uses hold/drag, not tap
}
public void OnHoldStart(Vector2 worldPosition)
{
if (!_isEnabled) return;
StartDrag(worldPosition);
}
public void OnHoldMove(Vector2 worldPosition)
{
if (!_isEnabled || !_isDragging) return;
UpdateDrag(worldPosition);
}
public void OnHoldEnd(Vector2 worldPosition)
{
if (!_isEnabled || !_isDragging) return;
EndDrag(worldPosition);
}
#endregion
#region Drag Handling
/// <summary>
/// Start drag operation
/// </summary>
protected virtual void StartDrag(Vector2 worldPosition)
{
_isDragging = true;
// Use launch anchor as the reference point (like Angry Birds)
_dragStartPosition = launchAnchor.position;
if (showDebugLogs) Logging.Debug($"[{GetType().Name}] Started drag at {worldPosition}, anchor at {_dragStartPosition}");
OnDragStart?.Invoke(worldPosition);
}
/// <summary>
/// Update drag operation
/// </summary>
protected virtual void UpdateDrag(Vector2 currentWorldPosition)
{
// Calculate launch parameters once and cache
_cachedLaunchParams = CalculateLaunchParameters(currentWorldPosition);
// Warn if mass is zero or invalid
if (_cachedLaunchParams.Mass <= 0f && showDebugLogs)
{
Logging.Warning($"[{GetType().Name}] Projectile mass is {_cachedLaunchParams.Mass}! Trajectory calculation will be inaccurate. Override GetProjectileMass().");
}
// Update visuals with cached parameters
UpdateVisuals(currentWorldPosition, _cachedLaunchParams);
OnDragUpdate?.Invoke(currentWorldPosition, _cachedLaunchParams.Direction, _cachedLaunchParams.Force);
}
/// <summary>
/// End drag operation and potentially launch
/// </summary>
protected virtual void EndDrag(Vector2 currentWorldPosition)
{
_isDragging = false;
// Hide preview
HidePreview();
// Recalculate final parameters (position may have changed since last UpdateDrag)
_cachedLaunchParams = CalculateLaunchParameters(currentWorldPosition);
OnDragEnd?.Invoke(currentWorldPosition, _cachedLaunchParams.Direction, _cachedLaunchParams.Force);
if (showDebugLogs)
Logging.Debug($"[{GetType().Name}] Launching with force {_cachedLaunchParams.Force:F2}");
PerformLaunch(_cachedLaunchParams.Direction, _cachedLaunchParams.Force);
OnLaunch?.Invoke(_cachedLaunchParams.Direction, _cachedLaunchParams.Force);
}
/// <summary>
/// Calculate launch parameters from current drag position.
/// Caches results to avoid recalculating force multiple times.
/// </summary>
private LaunchParameters CalculateLaunchParameters(Vector2 currentWorldPosition)
{
// Calculate drag vector from anchor to current drag position
// Pull back (away from anchor) = launch forward (toward anchor direction)
Vector2 dragVector = _dragStartPosition - currentWorldPosition;
// Calculate distance and ratio
float dragDistance = dragVector.magnitude;
float dragRatio = Mathf.Clamp01(dragDistance / MaxDragDistance);
// Calculate force using config
float force = Config?.CalculateForce(dragDistance, dragRatio) ?? (dragRatio * MaxForce);
// Normalize direction
Vector2 direction = dragDistance > 0.01f ? dragVector.normalized : Vector2.zero;
// Get mass from projectile
float mass = GetProjectileMass();
return new LaunchParameters
{
Direction = direction,
Force = force,
DragDistance = dragDistance,
DragRatio = dragRatio,
Mass = mass
};
}
#endregion
#region Abstract Methods - Subclass Implementation
/// <summary>
/// Perform the actual launch (spawn projectile/airplane, apply force, etc.)
/// </summary>
protected abstract void PerformLaunch(Vector2 direction, float force);
#endregion
#region Virtual Methods - Visual Feedback (Override if needed)
/// <summary>
/// Update visual feedback during drag (trajectory preview, rubber band, etc.)
/// Default: Updates trajectory preview using prefab's physics properties.
/// Override for custom visuals.
/// </summary>
/// <param name="currentPosition">Current drag position</param>
/// <param name="launchParams">Cached launch parameters (direction, force, etc.)</param>
protected virtual void UpdateVisuals(Vector2 currentPosition, LaunchParameters launchParams)
{
if (trajectoryPreview != null && launchParams.DragDistance > 0.1f)
{
GameObject prefab = GetProjectilePrefab();
if (prefab == null) return;
// Get gravity from prefab's Rigidbody2D gravityScale
var rb = prefab.GetComponent<Rigidbody2D>();
float gravityScale = rb != null ? rb.gravityScale : 1f;
float gravity = Physics2D.gravity.magnitude * gravityScale;
// Use mass from settings (already in launchParams)
trajectoryPreview.UpdateTrajectory(launchAnchor.position, launchParams.Direction,
launchParams.Force, launchParams.Mass, gravity);
}
}
/// <summary>
/// Show preview visuals when controller is enabled.
/// Default: Shows trajectory preview.
/// Override for custom visuals.
/// </summary>
protected virtual void ShowPreview()
{
trajectoryPreview?.Show();
}
/// <summary>
/// Hide preview visuals when controller is disabled.
/// Default: Hides trajectory preview.
/// Override for custom visuals.
/// </summary>
protected virtual void HidePreview()
{
trajectoryPreview?.Hide();
}
#endregion
#region Abstract Methods - Physics Configuration
/// <summary>
/// Get projectile mass for trajectory calculation.
/// MUST read from settings - the same source that Initialize() uses.
/// Subclasses implement to return the actual runtime mass.
/// </summary>
protected abstract float GetProjectileMass();
#endregion
#region Cleanup
internal override void OnManagedDestroy()
{
base.OnManagedDestroy();
// Ensure we unregister from InputManager
if (_isRegisteredForInput && InputManager.Instance != null)
{
InputManager.Instance.UnregisterOverrideConsumer(this);
}
}
#endregion
}
}

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@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 44e042d1338149f6bb8adf6129e1c6c2
timeCreated: 1764851204

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@@ -0,0 +1,59 @@
using System;
using UnityEngine;
namespace Common.Input
{
/// <summary>
/// Configuration for slingshot launch mechanics.
/// Can be embedded in any minigame settings that use drag-to-launch.
/// </summary>
[Serializable]
public class SlingshotConfig
{
[Header("Drag & Force Settings")]
[Tooltip("Distance to reach max force")]
public float maxDragDistance = 5f;
[Tooltip("Base force value")]
public float baseLaunchForce = 20f;
[Tooltip("Minimum threshold (0-1)")]
[Range(0f, 1f)]
public float minForceMultiplier = 0.1f;
[Tooltip("Maximum cap (0-2, usually 1)")]
[Range(0f, 2f)]
public float maxForceMultiplier = 1f;
[Header("Trajectory Settings")]
[Tooltip("Number of preview points")]
public int trajectoryPoints = 50;
[Tooltip("Time between points")]
public float trajectoryTimeStep = 0.1f;
[Tooltip("Show trajectory after launch (seconds, 0 = no lock)")]
public float trajectoryLockDuration = 2f;
[Header("Input")]
[Tooltip("Auto-register with InputManager on Enable()")]
public bool autoRegisterInput = true;
/// <summary>
/// Calculate force from drag parameters using configured multipliers
/// </summary>
public float CalculateForce(float dragDistance, float dragRatio)
{
return dragRatio * maxForceMultiplier * baseLaunchForce;
}
/// <summary>
/// Calculate minimum force threshold
/// </summary>
public float GetMinForce()
{
return baseLaunchForce * minForceMultiplier;
}
}
}

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@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: be4f5d5fd7084425a7bf28a1fadf125e
timeCreated: 1764854225

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@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: e8315fa927ac4db4a53e985fac95c178
timeCreated: 1764857542

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@@ -0,0 +1,237 @@
using Core;
using UnityEngine;
namespace Common.Visual
{
/// <summary>
/// Common trajectory preview component for slingshot-style mechanics.
/// Displays a line showing the predicted arc of a launched projectile.
/// Supports multiple API overloads for different use cases.
/// </summary>
[RequireComponent(typeof(LineRenderer))]
public class TrajectoryPreview : MonoBehaviour
{
[Header("Trajectory Settings")]
[Tooltip("Number of points in trajectory line")]
[SerializeField] private int trajectoryPoints = 50;
[Tooltip("Time step between trajectory points (seconds)")]
[SerializeField] private float timeStep = 0.1f;
[Tooltip("Ground level Y position (trajectory stops here)")]
[SerializeField] private float groundLevel = -10f;
[Header("Visual")]
[Tooltip("Color of trajectory line")]
[SerializeField] private Color lineColor = Color.yellow;
[Tooltip("Width of trajectory line")]
[SerializeField] private float lineWidth = 0.1f;
private LineRenderer _lineRenderer;
private bool _isLocked;
private float _lockTimer;
private float _lockDuration;
#region Unity Lifecycle
private void Awake()
{
_lineRenderer = GetComponent<LineRenderer>();
if (_lineRenderer != null)
{
_lineRenderer.startWidth = lineWidth;
_lineRenderer.endWidth = lineWidth;
_lineRenderer.startColor = lineColor;
_lineRenderer.endColor = lineColor;
_lineRenderer.positionCount = trajectoryPoints;
_lineRenderer.enabled = false;
}
}
private void Update()
{
if (_isLocked)
{
_lockTimer += Time.deltaTime;
if (_lockTimer >= _lockDuration)
{
_isLocked = false;
Hide();
}
}
}
#endregion
#region Public API - Visibility
/// <summary>
/// Show the trajectory preview line
/// </summary>
public void Show()
{
if (_lineRenderer != null)
{
_lineRenderer.enabled = true;
}
}
/// <summary>
/// Hide the trajectory preview line (unless locked)
/// </summary>
public void Hide()
{
if (_isLocked) return;
if (_lineRenderer != null)
{
_lineRenderer.enabled = false;
}
}
/// <summary>
/// Lock the trajectory display for a duration (keeps showing after launch)
/// </summary>
public void LockTrajectory(float duration)
{
_isLocked = true;
_lockTimer = 0f;
_lockDuration = duration;
if (_lineRenderer != null)
{
_lineRenderer.enabled = true;
}
}
#endregion
#region Public API - Update Trajectory (Multiple Overloads)
/// <summary>
/// Update trajectory from velocity and gravity directly.
/// Most explicit - caller calculates everything.
/// </summary>
public void UpdateTrajectory(Vector2 startPos, Vector2 velocity, float gravity)
{
if (_lineRenderer == null) return;
CalculateAndSetTrajectory(startPos, velocity, gravity);
}
/// <summary>
/// Update trajectory from launch force and mass.
/// Calculates velocity as: v = (direction * force) / mass
/// </summary>
public void UpdateTrajectory(Vector2 startPos, Vector2 direction, float force, float mass, float gravity)
{
if (_lineRenderer == null) return;
if (mass <= 0f)
{
Logging.Warning("[TrajectoryPreview] Cannot calculate trajectory with zero or negative mass!");
return;
}
Vector2 velocity = (direction * force) / mass;
CalculateAndSetTrajectory(startPos, velocity, gravity);
}
/// <summary>
/// Update trajectory from prefab's Rigidbody2D properties.
/// Reads mass and gravityScale from prefab, calculates gravity automatically.
/// </summary>
public void UpdateTrajectory(Vector2 startPos, Vector2 direction, float force, GameObject prefab)
{
if (_lineRenderer == null || prefab == null) return;
var rb = prefab.GetComponent<Rigidbody2D>();
if (rb == null)
{
Logging.Warning($"[TrajectoryPreview] Prefab '{prefab.name}' has no Rigidbody2D!");
return;
}
float mass = rb.mass;
float gravity = Physics2D.gravity.magnitude * rb.gravityScale;
if (mass <= 0f)
{
Logging.Warning($"[TrajectoryPreview] Prefab '{prefab.name}' has zero mass!");
return;
}
Vector2 velocity = (direction * force) / mass;
CalculateAndSetTrajectory(startPos, velocity, gravity);
}
#endregion
#region Internal Calculation
/// <summary>
/// Calculate and set trajectory points using kinematic formula.
/// Uses: y = y0 + v*t - 0.5*g*t^2
/// </summary>
private void CalculateAndSetTrajectory(Vector2 startPos, Vector2 velocity, float gravity)
{
Vector3[] points = new Vector3[trajectoryPoints];
for (int i = 0; i < trajectoryPoints; i++)
{
float time = i * timeStep;
// Kinematic equations
float x = startPos.x + velocity.x * time;
float y = startPos.y + velocity.y * time - 0.5f * gravity * time * time;
points[i] = new Vector3(x, y, 0);
// Stop at ground level
if (y <= groundLevel)
{
// Fill remaining points at ground level
for (int j = i; j < trajectoryPoints; j++)
{
float tGround = j * timeStep;
float xGround = startPos.x + velocity.x * tGround;
points[j] = new Vector3(xGround, groundLevel, 0);
}
break;
}
}
_lineRenderer.positionCount = trajectoryPoints;
_lineRenderer.SetPositions(points);
}
#endregion
#region Configuration
/// <summary>
/// Set the number of trajectory points (for performance tuning)
/// </summary>
public void SetTrajectoryPoints(int points)
{
trajectoryPoints = Mathf.Max(5, points);
if (_lineRenderer != null)
{
_lineRenderer.positionCount = trajectoryPoints;
}
}
/// <summary>
/// Set the time step between points
/// </summary>
public void SetTimeStep(float step)
{
timeStep = Mathf.Max(0.01f, step);
}
#endregion
}
}

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@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: b86a4cd82d4a47de9d1e4d97ffd01f5e
timeCreated: 1764857542

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@@ -5,6 +5,7 @@ using AppleHills.Core.Settings;
using Core.Lifecycle;
using Core.Settings;
using Input;
using Minigames.Airplane.Settings;
using Minigames.FortFight.Core;
using UnityEngine;
@@ -175,6 +176,7 @@ namespace Core
var birdPooperSettings = SettingsProvider.Instance.LoadSettingsSynchronous<BirdPooperSettings>();
var statueDressupSettings = SettingsProvider.Instance.LoadSettingsSynchronous<StatueDressupSettings>();
var fortFightSettings = SettingsProvider.Instance.LoadSettingsSynchronous<FortFightSettings>();
var airplaneSettings = SettingsProvider.Instance.LoadSettingsSynchronous<AirplaneSettings>();
// Register settings with service locator
@@ -257,11 +259,21 @@ namespace Core
{
Debug.LogError("Failed to load FortFightSettings");
}
if (airplaneSettings != null)
{
ServiceLocator.Register<IAirplaneSettings>(airplaneSettings);
Logging.Debug("AirplaneSettings registered successfully");
}
else
{
Debug.LogError("Failed to load AirplaneSettings");
}
// Log success
_settingsLoaded = playerSettings != null && interactionSettings != null && minigameSettings != null
&& cardSystemSettings != null && birdPooperSettings != null && statueDressupSettings != null
&& fortFightSettings != null;
&& fortFightSettings != null && sortingGameSettings != null && airplaneSettings != null;
if (_settingsLoaded)
{
Logging.Debug("All settings loaded and registered with ServiceLocator");

View File

@@ -219,6 +219,9 @@ namespace AppleHills.Core.Settings
/// </summary>
public interface IFortFightSettings
{
// Slingshot Configuration
Common.Input.SlingshotConfig SlingshotSettings { get; }
// Block configurations
System.Collections.Generic.List<Minigames.FortFight.Settings.BlockMaterialConfig> MaterialConfigs { get; }
System.Collections.Generic.List<Minigames.FortFight.Settings.BlockSizeConfig> SizeConfigs { get; }
@@ -248,12 +251,6 @@ namespace AppleHills.Core.Settings
int FortBlockLayer { get; } // Layer index for fort blocks
int ProjectileLayer { get; } // Layer index for projectiles
// Slingshot Settings
float BaseLaunchForce { get; } // Base launch force multiplier
float MinForceMultiplier { get; } // Minimum force required to launch (0-1)
float MaxForceMultiplier { get; } // Maximum force cap (0-2, usually 1)
float TrajectoryLockDuration { get; } // How long to show trajectory after launch
// Projectile Abilities
float VacuumSlideSpeed { get; } // Constant velocity for vacuum sliding (m/s)
int VacuumDestroyBlockCount { get; } // Blocks to destroy while sliding
@@ -279,4 +276,29 @@ namespace AppleHills.Core.Settings
Minigames.FortFight.Settings.BlockMaterialConfig GetMaterialConfig(Minigames.FortFight.Data.BlockMaterial material);
Minigames.FortFight.Settings.BlockSizeConfig GetSizeConfig(Minigames.FortFight.Data.BlockSize size);
}
/// <summary>
/// Interface for Airplane minigame settings
/// </summary>
public interface IAirplaneSettings
{
// Slingshot Configuration
Common.Input.SlingshotConfig SlingshotSettings { get; }
// Flight Settings
float AirplaneMass { get; }
float MaxFlightTime { get; }
// Camera Settings
float CameraFollowSmoothing { get; }
float FlightCameraZoom { get; }
// Timing
float IntroDuration { get; }
float PersonIntroDuration { get; }
float EvaluationDuration { get; }
// Debug
bool ShowDebugLogs { get; }
}
}

View File

@@ -15,7 +15,7 @@ namespace Input
UI,
GameAndUI,
InputDisabled
}
}
/// <summary>
/// Handles input events and dispatches them to the appropriate ITouchInputConsumer.

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@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 4cdcfc21e5ec473dafc45f1ae16624b2
timeCreated: 1764851234

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@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 48e6932cbd9645bfac8add678e705033
timeCreated: 1764851249

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@@ -0,0 +1,160 @@
using Common.Camera;
using Core;
using Minigames.Airplane.Data;
using Unity.Cinemachine;
using UnityEngine;
namespace Minigames.Airplane.Core
{
/// <summary>
/// Manages camera states for the airplane minigame.
/// Handles transitions between Intro, NextPerson, Aiming, and Flight cameras.
/// Flight camera includes follow functionality for tracking airplanes.
/// </summary>
public class AirplaneCameraManager : CameraStateManager<AirplaneCameraState>
{
#region Singleton
private static AirplaneCameraManager _instance;
public static AirplaneCameraManager Instance => _instance;
#endregion
#region Inspector References
[Header("Cinemachine Cameras")]
[Tooltip("Camera for intro sequence")]
[SerializeField] private CinemachineCamera introCamera;
[Tooltip("Camera for showing the next person")]
[SerializeField] private CinemachineCamera nextPersonCamera;
[Tooltip("Camera for aiming view")]
[SerializeField] private CinemachineCamera aimingCamera;
[Tooltip("Camera that follows the airplane (should have CinemachineFollow)")]
[SerializeField] private CinemachineCamera flightCamera;
#endregion
#region Lifecycle
internal override void OnManagedAwake()
{
base.OnManagedAwake();
// Set singleton
if (_instance != null && _instance != this)
{
Logging.Warning("[AirplaneCameraManager] Multiple instances detected! Destroying duplicate.");
Destroy(gameObject);
return;
}
_instance = this;
// Register cameras
RegisterCamera(AirplaneCameraState.Intro, introCamera);
RegisterCamera(AirplaneCameraState.NextPerson, nextPersonCamera);
RegisterCamera(AirplaneCameraState.Aiming, aimingCamera);
RegisterCamera(AirplaneCameraState.Flight, flightCamera);
// Finalize initialization
FinalizeInitialization();
// Validate
ValidateCameras();
}
internal override void OnManagedDestroy()
{
base.OnManagedDestroy();
if (_instance == this)
{
_instance = null;
}
}
#endregion
#region Validation
protected override void ValidateCameras()
{
if (introCamera == null)
{
Logging.Error("[AirplaneCameraManager] Intro camera not assigned!");
}
if (nextPersonCamera == null)
{
Logging.Error("[AirplaneCameraManager] Next person camera not assigned!");
}
if (aimingCamera == null)
{
Logging.Error("[AirplaneCameraManager] Aiming camera not assigned!");
}
if (flightCamera == null)
{
Logging.Error("[AirplaneCameraManager] Flight camera not assigned!");
}
else
{
// Verify flight camera has follow component
var followComponent = flightCamera.GetComponent<CinemachineFollow>();
if (followComponent == null)
{
Logging.Warning("[AirplaneCameraManager] Flight camera missing CinemachineFollow component!");
}
}
}
#endregion
#region Flight Camera Follow
/// <summary>
/// Start following an airplane with the flight camera
/// </summary>
public void StartFollowingAirplane(Transform airplaneTransform)
{
if (flightCamera == null)
{
Logging.Warning("[AirplaneCameraManager] Cannot follow airplane - flight camera not assigned!");
return;
}
if (airplaneTransform == null)
{
Logging.Warning("[AirplaneCameraManager] Cannot follow null airplane transform!");
return;
}
// Set the follow target on the flight camera
flightCamera.Target.TrackingTarget = airplaneTransform;
// Switch to flight camera
SwitchToState(AirplaneCameraState.Flight);
if (showDebugLogs) Logging.Debug($"[AirplaneCameraManager] Now following airplane: {airplaneTransform.gameObject.name}");
}
/// <summary>
/// Stop following the airplane and clear the target
/// </summary>
public void StopFollowingAirplane()
{
if (flightCamera == null) return;
// Clear the follow target
flightCamera.Target.TrackingTarget = null;
if (showDebugLogs) Logging.Debug("[AirplaneCameraManager] Stopped following airplane");
}
#endregion
}
}

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@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 34b856742e12475793b85a0a3019d67b
timeCreated: 1764851249

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@@ -0,0 +1,293 @@
using System;
using System.Collections;
using Core;
using Core.Lifecycle;
using UnityEngine;
namespace Minigames.Airplane.Core
{
/// <summary>
/// Controls airplane movement using calculated (non-physics-based) flight.
/// Uses Rigidbody2D for velocity application but not for simulation.
/// Follows an arc trajectory based on launch parameters.
/// </summary>
[RequireComponent(typeof(Rigidbody2D), typeof(Collider2D))]
public class AirplaneController : ManagedBehaviour
{
#region Events
/// <summary>
/// Fired when airplane is launched. Parameters: (AirplaneController airplane)
/// </summary>
public event Action<AirplaneController> OnLaunched;
/// <summary>
/// Fired when airplane lands/stops. Parameters: (AirplaneController airplane)
/// </summary>
public event Action<AirplaneController> OnLanded;
/// <summary>
/// Fired when airplane hits a target. Parameters: (AirplaneController airplane, string targetName)
/// </summary>
public event Action<AirplaneController, string> OnTargetHit;
/// <summary>
/// Fired when airplane times out. Parameters: (AirplaneController airplane)
/// </summary>
public event Action<AirplaneController> OnTimeout;
#endregion
#region Inspector Properties
[Header("Flight Settings")]
[Tooltip("Gravity multiplier for arc calculation")]
[SerializeField] private float gravity = 9.81f;
[Header("Visual")]
[Tooltip("Should airplane rotate to face velocity direction?")]
[SerializeField] private bool rotateToVelocity = true;
[Header("Debug")]
[SerializeField] private bool showDebugLogs = false;
#endregion
#region State
private Rigidbody2D rb2D;
private Collider2D airplaneCollider;
private Vector2 currentVelocity;
private bool isFlying = false;
private float flightTimer = 0f;
private string lastHitTarget = null;
// Runtime values loaded from settings
private float mass;
private float maxFlightTime;
public bool IsFlying => isFlying;
public Vector2 CurrentVelocity => currentVelocity;
public string LastHitTarget => lastHitTarget;
#endregion
#region Lifecycle
internal override void OnManagedAwake()
{
base.OnManagedAwake();
// Load settings
var settings = GameManager.GetSettingsObject<AppleHills.Core.Settings.IAirplaneSettings>();
if (settings != null)
{
mass = settings.AirplaneMass;
maxFlightTime = settings.MaxFlightTime;
}
else
{
Logging.Warning("[AirplaneController] AirplaneSettings not found, using defaults!");
mass = 1f;
maxFlightTime = 10f;
}
// Cache components
rb2D = GetComponent<Rigidbody2D>();
airplaneCollider = GetComponent<Collider2D>();
// Configure Rigidbody2D
if (rb2D != null)
{
rb2D.isKinematic = true; // Not physics-simulated
rb2D.collisionDetectionMode = CollisionDetectionMode2D.Continuous;
}
// Configure Collider2D as trigger
if (airplaneCollider != null)
{
airplaneCollider.isTrigger = true;
}
}
#endregion
#region Launch
/// <summary>
/// Launch the airplane with calculated velocity
/// </summary>
public void Launch(Vector2 direction, float force)
{
if (isFlying)
{
Logging.Warning($"[AirplaneController] {gameObject.name} already flying!");
return;
}
// Calculate initial velocity from force and mass
float initialSpeed = force / mass;
currentVelocity = direction.normalized * initialSpeed;
isFlying = true;
flightTimer = 0f;
lastHitTarget = null;
if (showDebugLogs)
{
Logging.Debug($"[AirplaneController] Launched - Force: {force:F2}, Mass: {mass:F2}, " +
$"Initial Speed: {initialSpeed:F2}, Direction: {direction}");
}
OnLaunched?.Invoke(this);
// Start flight update
StartCoroutine(FlightUpdateCoroutine());
}
#endregion
#region Flight Update
/// <summary>
/// Update airplane flight physics each frame
/// </summary>
private IEnumerator FlightUpdateCoroutine()
{
while (isFlying)
{
float deltaTime = Time.fixedDeltaTime;
// Apply gravity to velocity
currentVelocity.y -= gravity * deltaTime;
// Apply velocity to rigidbody
if (rb2D != null)
{
rb2D.linearVelocity = currentVelocity;
}
// Rotate to face velocity direction
if (rotateToVelocity && currentVelocity.magnitude > 0.1f)
{
float angle = Mathf.Atan2(currentVelocity.y, currentVelocity.x) * Mathf.Rad2Deg;
transform.rotation = Quaternion.Euler(0, 0, angle);
}
// Update flight timer
flightTimer += deltaTime;
// Check for timeout
if (flightTimer >= maxFlightTime)
{
if (showDebugLogs) Logging.Debug("[AirplaneController] Flight timeout reached");
HandleTimeout();
yield break;
}
// Check if airplane has landed (velocity near zero or hit ground)
if (currentVelocity.y < -0.1f && transform.position.y < -10f) // Below screen
{
if (showDebugLogs) Logging.Debug("[AirplaneController] Airplane went off screen");
HandleLanding();
yield break;
}
yield return new WaitForFixedUpdate();
}
}
#endregion
#region Collision Detection
/// <summary>
/// Detect trigger collisions with targets
/// </summary>
private void OnTriggerEnter2D(Collider2D other)
{
if (!isFlying) return;
// Check if it's a target
var target = other.GetComponent<Minigames.Airplane.Targets.AirplaneTarget>();
if (target != null)
{
lastHitTarget = target.TargetName;
if (showDebugLogs) Logging.Debug($"[AirplaneController] Hit target: {lastHitTarget}");
OnTargetHit?.Invoke(this, lastHitTarget);
// Land after hitting target
HandleLanding();
}
}
#endregion
#region Landing and Timeout
/// <summary>
/// Handle airplane landing
/// </summary>
private void HandleLanding()
{
if (!isFlying) return;
isFlying = false;
currentVelocity = Vector2.zero;
if (rb2D != null)
{
rb2D.linearVelocity = Vector2.zero;
}
if (showDebugLogs) Logging.Debug("[AirplaneController] Airplane landed");
OnLanded?.Invoke(this);
}
/// <summary>
/// Handle airplane timeout
/// </summary>
private void HandleTimeout()
{
if (!isFlying) return;
isFlying = false;
currentVelocity = Vector2.zero;
if (rb2D != null)
{
rb2D.linearVelocity = Vector2.zero;
}
if (showDebugLogs) Logging.Debug("[AirplaneController] Airplane timed out");
OnTimeout?.Invoke(this);
}
/// <summary>
/// Public method to force stop the airplane
/// </summary>
public void ForceStop()
{
HandleLanding();
}
#endregion
#region Cleanup
internal override void OnManagedDestroy()
{
base.OnManagedDestroy();
// Stop any coroutines
StopAllCoroutines();
}
#endregion
}
}

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@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 0cdaac23e969495d8c0deeaf236c259e
timeCreated: 1764851277

View File

@@ -0,0 +1,553 @@
using System;
using System.Collections;
using Core;
using Core.Lifecycle;
using Minigames.Airplane.Data;
using UnityEngine;
namespace Minigames.Airplane.Core
{
/// <summary>
/// Main game manager for the airplane minigame.
/// Orchestrates game flow through state machine with distinct phases:
/// Intro -> NextPerson -> Aiming -> Flying -> Evaluating -> (repeat or GameOver)
/// </summary>
public class AirplaneGameManager : ManagedBehaviour
{
#region Singleton
private static AirplaneGameManager _instance;
public static AirplaneGameManager Instance => _instance;
#endregion
#region Inspector References
[Header("Core Systems")]
[SerializeField] private PersonQueue personQueue;
[SerializeField] private AirplaneCameraManager cameraManager;
[SerializeField] private AirplaneLaunchController launchController;
[SerializeField] private AirplaneTargetValidator targetValidator;
[Header("Targets")]
[Tooltip("All targets in the scene (for highlighting)")]
[SerializeField] private Targets.AirplaneTarget[] allTargets;
[Header("Debug")]
[SerializeField] private bool showDebugLogs = true;
#endregion
#region Events
/// <summary>
/// Fired when game state changes. Parameters: (AirplaneGameState oldState, AirplaneGameState newState)
/// </summary>
public event Action<AirplaneGameState, AirplaneGameState> OnStateChanged;
/// <summary>
/// Fired when a person starts their turn. Parameters: (PersonData person)
/// </summary>
public event Action<PersonData> OnPersonStartTurn;
/// <summary>
/// Fired when a person finishes their turn. Parameters: (PersonData person, bool success)
/// </summary>
public event Action<PersonData, bool> OnPersonFinishTurn;
/// <summary>
/// Fired when game completes
/// </summary>
public event Action OnGameComplete;
#endregion
#region State
private AirplaneGameState _currentState = AirplaneGameState.Intro;
private PersonData _currentPerson;
private AirplaneController _currentAirplane;
private int _successCount;
private int _failCount;
private int _totalTurns;
public AirplaneGameState CurrentState => _currentState;
public PersonData CurrentPerson => _currentPerson;
public int SuccessCount => _successCount;
public int FailCount => _failCount;
#endregion
#region Lifecycle
internal override void OnManagedAwake()
{
base.OnManagedAwake();
// Set singleton
if (_instance != null && _instance != this)
{
Logging.Warning("[AirplaneGameManager] Multiple instances detected! Destroying duplicate.");
Destroy(gameObject);
return;
}
_instance = this;
// Validate references
ValidateReferences();
}
internal override void OnManagedStart()
{
base.OnManagedStart();
// Subscribe to events
if (launchController != null)
{
launchController.OnAirplaneLaunched += HandleAirplaneLaunched;
}
if (targetValidator != null)
{
targetValidator.OnCorrectTargetHit += HandleCorrectTargetHit;
targetValidator.OnWrongTargetHit += HandleWrongTargetHit;
targetValidator.OnMissedAllTargets += HandleMissedTargets;
}
// Start the game
StartGame();
}
internal override void OnManagedDestroy()
{
base.OnManagedDestroy();
// Unsubscribe from events
if (launchController != null)
{
launchController.OnAirplaneLaunched -= HandleAirplaneLaunched;
}
if (targetValidator != null)
{
targetValidator.OnCorrectTargetHit -= HandleCorrectTargetHit;
targetValidator.OnWrongTargetHit -= HandleWrongTargetHit;
targetValidator.OnMissedAllTargets -= HandleMissedTargets;
}
if (_instance == this)
{
_instance = null;
}
}
#endregion
#region Validation
private void ValidateReferences()
{
if (personQueue == null)
{
Logging.Error("[AirplaneGameManager] PersonQueue not assigned!");
}
if (cameraManager == null)
{
Logging.Error("[AirplaneGameManager] AirplaneCameraManager not assigned!");
}
if (launchController == null)
{
Logging.Error("[AirplaneGameManager] AirplaneLaunchController not assigned!");
}
if (targetValidator == null)
{
Logging.Error("[AirplaneGameManager] AirplaneTargetValidator not assigned!");
}
if (allTargets == null || allTargets.Length == 0)
{
Logging.Warning("[AirplaneGameManager] No targets assigned!");
}
}
#endregion
#region State Management
private void ChangeState(AirplaneGameState newState)
{
AirplaneGameState oldState = _currentState;
_currentState = newState;
if (showDebugLogs) Logging.Debug($"[AirplaneGameManager] State: {oldState} -> {newState}");
OnStateChanged?.Invoke(oldState, newState);
}
#endregion
#region Game Flow
/// <summary>
/// Start the game
/// </summary>
public void StartGame()
{
if (showDebugLogs) Logging.Debug("[AirplaneGameManager] ===== GAME STARTING =====");
ChangeState(AirplaneGameState.Intro);
StartCoroutine(IntroSequence());
}
/// <summary>
/// Intro sequence (stub for MVP)
/// </summary>
private IEnumerator IntroSequence()
{
if (showDebugLogs) Logging.Debug("[AirplaneGameManager] Playing intro sequence...");
// Switch to intro camera
if (cameraManager != null)
{
cameraManager.SwitchToState(AirplaneCameraState.Intro);
}
// Wait for intro duration (stub)
yield return new WaitForSeconds(1f);
if (showDebugLogs) Logging.Debug("[AirplaneGameManager] Intro complete");
// Move to first person
StartCoroutine(SetupNextPerson());
}
/// <summary>
/// Setup the next person's turn
/// </summary>
private IEnumerator SetupNextPerson()
{
// Check if there are more people
if (personQueue == null || !personQueue.HasMorePeople())
{
if (showDebugLogs) Logging.Debug("[AirplaneGameManager] No more people, ending game");
StartCoroutine(GameOver());
yield break;
}
ChangeState(AirplaneGameState.NextPerson);
// Pop next person
_currentPerson = personQueue.PopNextPerson();
_totalTurns++;
if (_currentPerson == null)
{
Logging.Error("[AirplaneGameManager] Failed to get next person!");
yield break;
}
if (showDebugLogs)
{
Logging.Debug($"[AirplaneGameManager] === Turn {_totalTurns}: {_currentPerson.personName} ===" +
$"\n Target: {_currentPerson.targetName}");
}
OnPersonStartTurn?.Invoke(_currentPerson);
// Switch to next person camera
if (cameraManager != null)
{
cameraManager.SwitchToState(AirplaneCameraState.NextPerson);
}
// Wait for person introduction (stub)
yield return new WaitForSeconds(1f);
// Set expected target
if (targetValidator != null)
{
targetValidator.SetExpectedTarget(_currentPerson.targetName);
}
// Highlight the target
HighlightTarget(_currentPerson.targetName);
// Enter aiming state
EnterAimingState();
}
/// <summary>
/// Enter aiming state - player can aim and launch
/// </summary>
private void EnterAimingState()
{
ChangeState(AirplaneGameState.Aiming);
if (showDebugLogs) Logging.Debug("[AirplaneGameManager] Ready to aim and launch!");
// Switch to aiming camera
if (cameraManager != null)
{
cameraManager.SwitchToState(AirplaneCameraState.Aiming);
}
// Enable launch controller
if (launchController != null)
{
launchController.Enable();
}
}
#endregion
#region Event Handlers
/// <summary>
/// Handle airplane launched event
/// </summary>
private void HandleAirplaneLaunched(AirplaneController airplane)
{
if (showDebugLogs) Logging.Debug("[AirplaneGameManager] Airplane launched!");
_currentAirplane = airplane;
// Disable launch controller
if (launchController != null)
{
launchController.Disable();
}
ChangeState(AirplaneGameState.Flying);
// Start following airplane with camera
if (cameraManager != null)
{
cameraManager.StartFollowingAirplane(airplane.transform);
}
// Subscribe to airplane events
airplane.OnTargetHit += HandleAirplaneHitTarget;
airplane.OnLanded += HandleAirplaneLanded;
airplane.OnTimeout += HandleAirplaneTimeout;
}
/// <summary>
/// Handle airplane hitting a target
/// </summary>
private void HandleAirplaneHitTarget(AirplaneController airplane, string targetName)
{
if (showDebugLogs) Logging.Debug($"[AirplaneGameManager] Airplane hit target: {targetName}");
// Validate the hit
if (targetValidator != null)
{
targetValidator.ValidateHit(targetName);
}
}
/// <summary>
/// Handle airplane landing
/// </summary>
private void HandleAirplaneLanded(AirplaneController airplane)
{
if (showDebugLogs) Logging.Debug("[AirplaneGameManager] Airplane landed");
// If no target was hit, count as miss
if (targetValidator != null && !targetValidator.HasValidated)
{
targetValidator.HandleMiss();
}
// Evaluate result
StartCoroutine(EvaluateResult());
}
/// <summary>
/// Handle airplane timeout
/// </summary>
private void HandleAirplaneTimeout(AirplaneController airplane)
{
if (showDebugLogs) Logging.Debug("[AirplaneGameManager] Airplane timed out");
// Count as miss
if (targetValidator != null && !targetValidator.HasValidated)
{
targetValidator.HandleMiss();
}
// Evaluate result
StartCoroutine(EvaluateResult());
}
/// <summary>
/// Handle correct target hit
/// </summary>
private void HandleCorrectTargetHit(string targetName)
{
_successCount++;
if (showDebugLogs) Logging.Debug($"[AirplaneGameManager] ✓ SUCCESS! Hit correct target: {targetName}");
}
/// <summary>
/// Handle wrong target hit
/// </summary>
private void HandleWrongTargetHit(string expectedTarget, string actualTarget)
{
_failCount++;
if (showDebugLogs) Logging.Debug($"[AirplaneGameManager] ✗ FAIL! Expected: {expectedTarget}, Hit: {actualTarget}");
}
/// <summary>
/// Handle missed all targets
/// </summary>
private void HandleMissedTargets()
{
_failCount++;
if (showDebugLogs) Logging.Debug("[AirplaneGameManager] ✗ MISS! Didn't hit any target");
}
#endregion
#region Evaluation and Cleanup
/// <summary>
/// Evaluate the result of the turn
/// </summary>
private IEnumerator EvaluateResult()
{
ChangeState(AirplaneGameState.Evaluating);
// Stop following airplane
if (cameraManager != null)
{
cameraManager.StopFollowingAirplane();
}
// Determine success/failure
bool success = targetValidator != null &&
targetValidator.HasValidated &&
_currentAirplane != null &&
!string.IsNullOrEmpty(_currentAirplane.LastHitTarget) &&
targetValidator.IsExpectedTarget(_currentAirplane.LastHitTarget);
if (showDebugLogs)
{
Logging.Debug($"[AirplaneGameManager] Turn result: {(success ? "SUCCESS" : "FAILURE")}" +
$"\n Score: {_successCount} / {_totalTurns}");
}
OnPersonFinishTurn?.Invoke(_currentPerson, success);
// Wait for evaluation display (stub)
yield return new WaitForSeconds(1f);
// Clean up airplane
if (_currentAirplane != null)
{
Destroy(_currentAirplane.gameObject);
_currentAirplane = null;
}
// Clear launch controller reference
if (launchController != null)
{
launchController.ClearActiveAirplane();
}
// Clear target highlighting
ClearAllTargetHighlights();
// Move to next person
StartCoroutine(SetupNextPerson());
}
/// <summary>
/// Game over - no more people
/// </summary>
private IEnumerator GameOver()
{
ChangeState(AirplaneGameState.GameOver);
if (showDebugLogs)
{
Logging.Debug($"[AirplaneGameManager] ===== GAME OVER =====" +
$"\n Total Turns: {_totalTurns}" +
$"\n Success: {_successCount}" +
$"\n Failures: {_failCount}" +
$"\n Success Rate: {(_totalTurns > 0 ? (_successCount * 100f / _totalTurns) : 0):F1}%");
}
OnGameComplete?.Invoke();
// Stub: Show game over UI
yield return new WaitForSeconds(2f);
if (showDebugLogs) Logging.Debug("[AirplaneGameManager] Game complete");
}
#endregion
#region Target Management
/// <summary>
/// Highlight a specific target by name
/// </summary>
private void HighlightTarget(string targetName)
{
if (allTargets == null) return;
foreach (var target in allTargets)
{
if (target != null)
{
bool isActive = string.Equals(target.TargetName, targetName, StringComparison.OrdinalIgnoreCase);
target.SetAsActiveTarget(isActive);
}
}
if (showDebugLogs) Logging.Debug($"[AirplaneGameManager] Highlighted target: {targetName}");
}
/// <summary>
/// Clear all target highlights
/// </summary>
private void ClearAllTargetHighlights()
{
if (allTargets == null) return;
foreach (var target in allTargets)
{
if (target != null)
{
target.SetAsActiveTarget(false);
}
}
}
#endregion
#region Public Query Methods
/// <summary>
/// Get current game statistics
/// </summary>
public (int total, int success, int fail) GetStatistics()
{
return (_totalTurns, _successCount, _failCount);
}
/// <summary>
/// Check if game is active
/// </summary>
public bool IsGameActive()
{
return _currentState != AirplaneGameState.Intro && _currentState != AirplaneGameState.GameOver;
}
#endregion
}
}

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fileFormatVersion: 2
guid: fd2c6d27dee546479b16d0dfd8c3b2ee
timeCreated: 1764851399

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using System;
using AppleHills.Core.Settings;
using Common.Input;
using Core;
using Core.Lifecycle;
using Minigames.Airplane.Data;
using UnityEngine;
namespace Minigames.Airplane.Core
{
/// <summary>
/// Launch controller for the airplane minigame.
/// Extends DragLaunchController with airplane-specific behavior.
/// Spawns and launches airplanes on release.
/// </summary>
public class AirplaneLaunchController : DragLaunchController
{
#region Events
/// <summary>
/// Fired when airplane is launched. Parameters: (AirplaneController airplane)
/// </summary>
public event Action<AirplaneController> OnAirplaneLaunched;
#endregion
#region Settings
protected override SlingshotConfig GetSlingshotConfig()
{
return GameManager.GetSettingsObject<IAirplaneSettings>()?.SlingshotSettings;
}
protected override GameObject GetProjectilePrefab()
{
return airplanePrefab;
}
protected override float GetProjectileMass()
{
var settings = GameManager.GetSettingsObject<IAirplaneSettings>();
if (settings == null)
{
if (showDebugLogs)
Logging.Warning("[AirplaneLaunchController] AirplaneSettings not found!");
return 1f; // Default fallback
}
// Read from AirplaneSettings - same mass that AirplaneController uses
return settings.AirplaneMass;
}
#endregion
#region Inspector Properties
[Header("Airplane Setup")]
[Tooltip("Airplane prefab to spawn")]
[SerializeField] private GameObject airplanePrefab;
// Note: Trajectory preview is handled by base DragLaunchController class
// It will auto-find TrajectoryPreview component on this GameObject
#endregion
#region State
private AirplaneController _activeAirplane;
public AirplaneController ActiveAirplane => _activeAirplane;
#endregion
#region Lifecycle
internal override void OnManagedAwake()
{
base.OnManagedAwake();
// Validate airplane prefab
if (airplanePrefab == null)
{
Logging.Error("[AirplaneLaunchController] Airplane prefab not assigned!");
}
else
{
// Verify airplane has AirplaneController
if (airplanePrefab.GetComponent<AirplaneController>() == null)
{
Logging.Error("[AirplaneLaunchController] Airplane prefab missing AirplaneController component!");
}
}
// Base class handles trajectory preview setup
}
#endregion
#region Visual Feedback
// Base class handles trajectory preview via TrajectoryPreview component
// No custom visual feedback needed for airplane - using default implementation
#endregion
#region Launch
protected override void PerformLaunch(Vector2 direction, float force)
{
if (airplanePrefab == null)
{
Logging.Error("[AirplaneLaunchController] Cannot launch - airplane prefab not assigned!");
return;
}
// Spawn airplane at launch anchor
GameObject airplaneObj = Instantiate(airplanePrefab, launchAnchor.position, Quaternion.identity);
_activeAirplane = airplaneObj.GetComponent<AirplaneController>();
if (_activeAirplane == null)
{
Logging.Error("[AirplaneLaunchController] Spawned airplane missing AirplaneController!");
Destroy(airplaneObj);
return;
}
// Launch the airplane
_activeAirplane.Launch(direction, force);
// Trajectory preview is automatically hidden by base class
if (showDebugLogs)
{
Logging.Debug($"[AirplaneLaunchController] Launched airplane with force {force:F2}, direction {direction}");
}
// Fire event
OnAirplaneLaunched?.Invoke(_activeAirplane);
}
#endregion
#region Public Methods
/// <summary>
/// Get reference to the currently active airplane (if any)
/// </summary>
public AirplaneController GetActiveAirplane()
{
return _activeAirplane;
}
/// <summary>
/// Clear reference to active airplane (called after airplane is destroyed)
/// </summary>
public void ClearActiveAirplane()
{
_activeAirplane = null;
}
#endregion
}
}

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fileFormatVersion: 2
guid: a819923cb68240d494bdcf6d5ecf6b9b
timeCreated: 1764851349

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using System;
using Core;
using Core.Lifecycle;
using UnityEngine;
namespace Minigames.Airplane.Core
{
/// <summary>
/// Validates whether the airplane hit the correct target.
/// Singleton for easy access throughout the minigame.
/// </summary>
public class AirplaneTargetValidator : ManagedBehaviour
{
#region Singleton
private static AirplaneTargetValidator _instance;
public static AirplaneTargetValidator Instance => _instance;
#endregion
#region Events
/// <summary>
/// Fired when correct target is hit. Parameters: (string targetName)
/// </summary>
public event Action<string> OnCorrectTargetHit;
/// <summary>
/// Fired when wrong target is hit. Parameters: (string expectedTarget, string actualTarget)
/// </summary>
public event Action<string, string> OnWrongTargetHit;
/// <summary>
/// Fired when no target is hit
/// </summary>
public event Action OnMissedAllTargets;
#endregion
#region State
private string _expectedTargetName = null;
private bool _hasValidatedCurrentShot = false;
public string ExpectedTargetName => _expectedTargetName;
#endregion
#region Configuration
[Header("Debug")]
[SerializeField] private bool showDebugLogs = false;
#endregion
#region Lifecycle
internal override void OnManagedAwake()
{
base.OnManagedAwake();
// Set singleton
if (_instance != null && _instance != this)
{
Logging.Warning("[AirplaneTargetValidator] Multiple instances detected! Destroying duplicate.");
Destroy(gameObject);
return;
}
_instance = this;
}
internal override void OnManagedDestroy()
{
base.OnManagedDestroy();
if (_instance == this)
{
_instance = null;
}
}
#endregion
#region Target Setting
/// <summary>
/// Set the expected target for the current shot
/// </summary>
public void SetExpectedTarget(string targetName)
{
_expectedTargetName = targetName;
_hasValidatedCurrentShot = false;
if (showDebugLogs) Logging.Debug($"[AirplaneTargetValidator] Expected target set to: {targetName}");
}
/// <summary>
/// Clear the expected target
/// </summary>
public void ClearExpectedTarget()
{
_expectedTargetName = null;
_hasValidatedCurrentShot = false;
if (showDebugLogs) Logging.Debug("[AirplaneTargetValidator] Expected target cleared");
}
#endregion
#region Validation
/// <summary>
/// Validate if the hit target matches the expected target
/// </summary>
public bool ValidateHit(string hitTargetName)
{
// Prevent multiple validations for the same shot
if (_hasValidatedCurrentShot)
{
if (showDebugLogs) Logging.Debug("[AirplaneTargetValidator] Already validated this shot");
return false;
}
_hasValidatedCurrentShot = true;
if (string.IsNullOrEmpty(_expectedTargetName))
{
Logging.Warning("[AirplaneTargetValidator] No expected target set!");
return false;
}
bool isCorrect = string.Equals(hitTargetName, _expectedTargetName, StringComparison.OrdinalIgnoreCase);
if (isCorrect)
{
if (showDebugLogs) Logging.Debug($"[AirplaneTargetValidator] ✓ Correct! Hit target: {hitTargetName}");
OnCorrectTargetHit?.Invoke(hitTargetName);
}
else
{
if (showDebugLogs) Logging.Debug($"[AirplaneTargetValidator] ✗ Wrong! Expected: {_expectedTargetName}, Hit: {hitTargetName}");
OnWrongTargetHit?.Invoke(_expectedTargetName, hitTargetName);
}
return isCorrect;
}
/// <summary>
/// Handle case where airplane didn't hit any target
/// </summary>
public void HandleMiss()
{
// Prevent multiple validations for the same shot
if (_hasValidatedCurrentShot)
{
return;
}
_hasValidatedCurrentShot = true;
if (showDebugLogs) Logging.Debug($"[AirplaneTargetValidator] ✗ Missed! Expected target: {_expectedTargetName}");
OnMissedAllTargets?.Invoke();
}
#endregion
#region Query Methods
/// <summary>
/// Check if a target name matches the expected target
/// </summary>
public bool IsExpectedTarget(string targetName)
{
return string.Equals(targetName, _expectedTargetName, StringComparison.OrdinalIgnoreCase);
}
/// <summary>
/// Check if validation has been done for current shot
/// </summary>
public bool HasValidated => _hasValidatedCurrentShot;
#endregion
}
}

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fileFormatVersion: 2
guid: 3cf7815b220240e090fb5cba4fc7414f
timeCreated: 1764851309

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using System.Collections.Generic;
using Core;
using Core.Lifecycle;
using Minigames.Airplane.Data;
using UnityEngine;
namespace Minigames.Airplane.Core
{
/// <summary>
/// Manages the queue of people waiting to launch airplanes.
/// Provides methods to pop the next person and track remaining people.
/// </summary>
public class PersonQueue : ManagedBehaviour
{
#region Inspector Properties
[Header("Person Setup")]
[Tooltip("List of people in the queue (order matters)")]
[SerializeField] private List<PersonData> peopleInQueue = new List<PersonData>();
[Header("Debug")]
[SerializeField] private bool showDebugLogs = false;
#endregion
#region State
private int _currentTurnNumber = 1;
public int TotalPeople => peopleInQueue.Count;
public int RemainingPeople => peopleInQueue.Count;
#endregion
#region Lifecycle
internal override void OnManagedAwake()
{
base.OnManagedAwake();
ValidateQueue();
}
internal override void OnManagedStart()
{
base.OnManagedStart();
if (showDebugLogs)
{
Logging.Debug($"[PersonQueue] Initialized with {TotalPeople} people");
foreach (var person in peopleInQueue)
{
Logging.Debug($" - {person.personName} -> Target: {person.targetName}");
}
}
}
#endregion
#region Validation
/// <summary>
/// Validate the queue setup
/// </summary>
private void ValidateQueue()
{
if (peopleInQueue.Count == 0)
{
Logging.Warning("[PersonQueue] No people in queue! Add people in the inspector.");
return;
}
// Check for missing data
for (int i = 0; i < peopleInQueue.Count; i++)
{
var person = peopleInQueue[i];
if (string.IsNullOrEmpty(person.personName))
{
Logging.Warning($"[PersonQueue] Person at index {i} has no name!");
}
if (string.IsNullOrEmpty(person.targetName))
{
Logging.Warning($"[PersonQueue] Person '{person.personName}' at index {i} has no target assigned!");
}
if (person.personTransform == null)
{
Logging.Warning($"[PersonQueue] Person '{person.personName}' at index {i} has no transform reference!");
}
}
}
#endregion
#region Queue Management
/// <summary>
/// Check if there are more people in the queue
/// </summary>
public bool HasMorePeople()
{
return peopleInQueue.Count > 0;
}
/// <summary>
/// Get the next person without removing them from the queue
/// </summary>
public PersonData PeekNextPerson()
{
if (peopleInQueue.Count == 0)
{
if (showDebugLogs) Logging.Debug("[PersonQueue] Queue is empty!");
return null;
}
return peopleInQueue[0];
}
/// <summary>
/// Pop the next person from the queue
/// </summary>
public PersonData PopNextPerson()
{
if (peopleInQueue.Count == 0)
{
if (showDebugLogs) Logging.Debug("[PersonQueue] Queue is empty!");
return null;
}
// Get first person
PersonData nextPerson = peopleInQueue[0];
// Assign turn number
nextPerson.turnNumber = _currentTurnNumber;
_currentTurnNumber++;
// Remove from queue
peopleInQueue.RemoveAt(0);
if (showDebugLogs)
{
Logging.Debug($"[PersonQueue] Popped person: {nextPerson.personName} (Turn {nextPerson.turnNumber}), " +
$"Remaining: {RemainingPeople}");
}
return nextPerson;
}
/// <summary>
/// Reset the queue (for testing or replay)
/// </summary>
public void ResetQueue(List<PersonData> newQueue)
{
peopleInQueue.Clear();
peopleInQueue.AddRange(newQueue);
_currentTurnNumber = 1;
if (showDebugLogs) Logging.Debug($"[PersonQueue] Reset queue with {TotalPeople} people");
}
/// <summary>
/// Clear the queue
/// </summary>
public void Clear()
{
peopleInQueue.Clear();
_currentTurnNumber = 1;
if (showDebugLogs) Logging.Debug("[PersonQueue] Queue cleared");
}
#endregion
#region Query Methods
/// <summary>
/// Get count of people still in queue
/// </summary>
public int GetRemainingCount()
{
return peopleInQueue.Count;
}
/// <summary>
/// Get the current turn number
/// </summary>
public int GetCurrentTurnNumber()
{
return _currentTurnNumber;
}
#endregion
}
}

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fileFormatVersion: 2
guid: 77964ec3bd5848a6b947ed4ac9b0ee3f
timeCreated: 1764851326

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fileFormatVersion: 2
guid: 4d58653664484f58be14ab8089e22ce3
timeCreated: 1764851234

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namespace Minigames.Airplane.Data
{
/// <summary>
/// Camera states for the airplane minigame
/// </summary>
public enum AirplaneCameraState
{
Intro, // Intro sequence camera
NextPerson, // Camera focusing on the next person
Aiming, // Camera for aiming the airplane
Flight // Camera following the airplane in flight
}
}

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fileFormatVersion: 2
guid: f5b6a3623e7040be9dfeac6ee8e195cf
timeCreated: 1764851235

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namespace Minigames.Airplane.Data
{
/// <summary>
/// Game states for the airplane minigame
/// </summary>
public enum AirplaneGameState
{
Intro, // Intro sequence
NextPerson, // Introducing the next person
Aiming, // Player is aiming the airplane
Flying, // Airplane is in flight
Evaluating, // Evaluating the result of the flight
GameOver // All people have had their turn
}
}

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fileFormatVersion: 2
guid: 59636bd1dbca4575b431820510da201f
timeCreated: 1764851235

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using UnityEngine;
namespace Minigames.Airplane.Data
{
/// <summary>
/// Data for a person participating in the airplane minigame.
/// Contains their name, target assignment, and scene reference.
/// </summary>
[System.Serializable]
public class PersonData
{
[Tooltip("Name of the person")]
public string personName;
[Tooltip("Target name they need to hit")]
public string targetName;
[Tooltip("Transform reference to the person in the scene")]
public Transform personTransform;
[Tooltip("Turn number (assigned at runtime)")]
public int turnNumber;
/// <summary>
/// Constructor for creating person data
/// </summary>
public PersonData(string name, string target, Transform transform, int turn = 0)
{
personName = name;
targetName = target;
personTransform = transform;
turnNumber = turn;
}
/// <summary>
/// Default constructor for serialization
/// </summary>
public PersonData()
{
personName = "Unknown";
targetName = "Unknown";
personTransform = null;
turnNumber = 0;
}
public override string ToString()
{
return $"Person: {personName}, Target: {targetName}, Turn: {turnNumber}";
}
}
}

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fileFormatVersion: 2
guid: b9a03de5cfa64dadaf6c53b8f3935d3e
timeCreated: 1764851235

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fileFormatVersion: 2
guid: 81b8f6aeeaf946cea5f5338a9127ae74
timeCreated: 1764851415

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@@ -0,0 +1,70 @@
using AppleHills.Core.Settings;
using Common.Input;
using UnityEngine;
namespace Minigames.Airplane.Settings
{
/// <summary>
/// Settings for the airplane minigame.
/// Create via Assets > Create > AppleHills > Settings > Airplane
/// </summary>
[CreateAssetMenu(fileName = "AirplaneSettings", menuName = "AppleHills/Settings/Airplane", order = 9)]
public class AirplaneSettings : BaseSettings, IAirplaneSettings
{
[Header("Slingshot Configuration")]
[SerializeField] private SlingshotConfig slingshotSettings = new SlingshotConfig
{
maxDragDistance = 5f,
baseLaunchForce = 20f,
minForceMultiplier = 0.1f,
maxForceMultiplier = 1f,
trajectoryPoints = 20,
trajectoryTimeStep = 0.1f,
trajectoryLockDuration = 0f, // No locking for airplane
autoRegisterInput = true // Direct registration
};
[Header("Flight Settings")]
[Tooltip("Mass of the airplane")]
[SerializeField] private float airplaneMass = 1f;
[Tooltip("Maximum flight time before timeout (seconds)")]
[SerializeField] private float maxFlightTime = 10f;
[Header("Camera Settings")]
[Tooltip("Camera follow smoothness (higher = smoother but more lag)")]
[SerializeField] private float cameraFollowSmoothing = 5f;
[Tooltip("Camera zoom level during flight")]
[SerializeField] private float flightCameraZoom = 5f;
[Header("Timing")]
[Tooltip("Duration of intro sequence (seconds)")]
[SerializeField] private float introDuration = 1f;
[Tooltip("Duration of person introduction (seconds)")]
[SerializeField] private float personIntroDuration = 1f;
[Tooltip("Duration of result evaluation (seconds)")]
[SerializeField] private float evaluationDuration = 1f;
[Header("Debug")]
[Tooltip("Show debug logs in console")]
[SerializeField] private bool showDebugLogs;
#region IAirplaneSettings Implementation
public SlingshotConfig SlingshotSettings => slingshotSettings;
public float AirplaneMass => airplaneMass;
public float MaxFlightTime => maxFlightTime;
public float CameraFollowSmoothing => cameraFollowSmoothing;
public float FlightCameraZoom => flightCameraZoom;
public float IntroDuration => introDuration;
public float PersonIntroDuration => personIntroDuration;
public float EvaluationDuration => evaluationDuration;
public bool ShowDebugLogs => showDebugLogs;
#endregion
}
}

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fileFormatVersion: 2
guid: 1c277e2fec3d42e2b3b0bed1b8a33beb
timeCreated: 1764851415

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@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: bef822469ac14cedad520c7d8f01562a
timeCreated: 1764851291

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@@ -0,0 +1,151 @@
using System;
using Core;
using Core.Lifecycle;
using UnityEngine;
namespace Minigames.Airplane.Targets
{
/// <summary>
/// Represents a target in the airplane minigame.
/// Detects airplane collisions and can be highlighted when active.
/// </summary>
[RequireComponent(typeof(Collider2D))]
public class AirplaneTarget : ManagedBehaviour
{
#region Events
/// <summary>
/// Fired when this target is hit. Parameters: (AirplaneTarget target, GameObject airplane)
/// </summary>
public event Action<AirplaneTarget, GameObject> OnTargetHit;
#endregion
#region Inspector Properties
[Header("Target Configuration")]
[Tooltip("Name of this target (for validation)")]
[SerializeField] private string targetName = "Target";
[Header("Visual Feedback")]
[Tooltip("Sprite renderer for visual feedback (optional)")]
[SerializeField] private SpriteRenderer spriteRenderer;
[Tooltip("Color when target is active")]
[SerializeField] private Color activeColor = Color.yellow;
[Tooltip("Color when target is inactive")]
[SerializeField] private Color inactiveColor = Color.white;
[Header("Debug")]
[SerializeField] private bool showDebugLogs = false;
#endregion
#region Properties
public string TargetName => targetName;
private bool _isActive = false;
public bool IsActive => _isActive;
#endregion
#region State
private Collider2D _targetCollider;
private Color _originalColor;
#endregion
#region Lifecycle
internal override void OnManagedAwake()
{
base.OnManagedAwake();
// Cache components
_targetCollider = GetComponent<Collider2D>();
// Configure collider as trigger
if (_targetCollider != null)
{
_targetCollider.isTrigger = true;
}
// Cache sprite renderer if not assigned
if (spriteRenderer == null)
{
spriteRenderer = GetComponent<SpriteRenderer>();
}
// Store original color
if (spriteRenderer != null)
{
_originalColor = spriteRenderer.color;
}
}
internal override void OnManagedStart()
{
base.OnManagedStart();
// Start as inactive
SetAsActiveTarget(false);
}
#endregion
#region Active State
/// <summary>
/// Set this target as active (highlighted) or inactive
/// </summary>
public void SetAsActiveTarget(bool active)
{
_isActive = active;
// Update visual feedback
if (spriteRenderer != null)
{
spriteRenderer.color = active ? activeColor : inactiveColor;
}
if (showDebugLogs) Logging.Debug($"[AirplaneTarget] {targetName} set to {(active ? "active" : "inactive")}");
}
#endregion
#region Collision Detection
/// <summary>
/// Detect when airplane enters trigger
/// </summary>
private void OnTriggerEnter2D(Collider2D other)
{
// Check if it's an airplane
var airplane = other.GetComponent<Core.AirplaneController>();
if (airplane != null)
{
if (showDebugLogs) Logging.Debug($"[AirplaneTarget] {targetName} hit by airplane: {other.gameObject.name}");
OnTargetHit?.Invoke(this, other.gameObject);
}
}
#endregion
#region Public Methods
/// <summary>
/// Reset target to original state
/// </summary>
public void Reset()
{
SetAsActiveTarget(false);
}
#endregion
}
}

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fileFormatVersion: 2
guid: 53e3dae13bb14c109a038bb5a84bd941
timeCreated: 1764851291

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@@ -1,6 +1,7 @@
using System.Collections.Generic;
using System.Linq;
using AppleHills.Core.Settings;
using Common.Input;
using Minigames.FortFight.Data;
using Minigames.FortFight.Settings;
using UnityEngine;
@@ -14,6 +15,19 @@ namespace Minigames.FortFight.Core
[CreateAssetMenu(fileName = "FortFightSettings", menuName = "AppleHills/Settings/Fort Fight", order = 8)]
public class FortFightSettings : BaseSettings, IFortFightSettings
{
[Header("Slingshot Configuration")]
[SerializeField] private SlingshotConfig slingshotSettings = new SlingshotConfig
{
maxDragDistance = 5f,
baseLaunchForce = 20f,
minForceMultiplier = 0.1f,
maxForceMultiplier = 1f,
trajectoryPoints = 50,
trajectoryTimeStep = 0.1f,
trajectoryLockDuration = 2f,
autoRegisterInput = false // TurnManager handles registration
};
[Header("Block Material Configurations")]
[Tooltip("HP and mass configurations for each material type")]
[SerializeField] private List<BlockMaterialConfig> materialConfigs = new List<BlockMaterialConfig>
@@ -112,21 +126,6 @@ namespace Minigames.FortFight.Core
[Tooltip("Downward velocity when dropping (m/s)")]
[SerializeField] private float ceilingFanDropSpeed = 20f;
[Header("Slingshot Settings")]
[Tooltip("Base launch force multiplier - higher values = projectiles fly farther")]
[SerializeField] private float baseLaunchForce = 20f;
[Tooltip("Minimum force multiplier (0-1, e.g. 0.1 = 10% of max force required to launch)")]
[Range(0f, 1f)]
[SerializeField] private float minForceMultiplier = 0.1f;
[Tooltip("Maximum force multiplier (0-1, e.g. 1.0 = 100% at max drag distance)")]
[Range(0f, 2f)]
[SerializeField] private float maxForceMultiplier = 1f;
[Tooltip("How long to keep trajectory visible after launching (seconds)")]
[SerializeField] private float trajectoryLockDuration = 2f;
[Header("Physics Layers")]
[Tooltip("Layer for fort blocks - projectiles will collide with these (Default: Layer 8 'FortBlock')")]
[AppleHills.Core.Settings.Layer]
@@ -142,6 +141,8 @@ namespace Minigames.FortFight.Core
#region IFortFightSettings Implementation
public SlingshotConfig SlingshotSettings => slingshotSettings;
public List<BlockMaterialConfig> MaterialConfigs => materialConfigs;
public List<BlockSizeConfig> SizeConfigs => sizeConfigs;
@@ -164,11 +165,6 @@ namespace Minigames.FortFight.Core
public Color DamageColorTint => damageColorTint;
public float BaseLaunchForce => baseLaunchForce;
public float MinForceMultiplier => minForceMultiplier;
public float MaxForceMultiplier => maxForceMultiplier;
public float TrajectoryLockDuration => trajectoryLockDuration;
public float VacuumSlideSpeed => vacuumSlideSpeed;
public int VacuumDestroyBlockCount => vacuumDestroyBlockCount;
public float VacuumBlockDamage => vacuumBlockDamage;

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@@ -1,7 +1,7 @@
using System;
using AppleHills.Core.Settings;
using Common.Input;
using Core;
using Core.Lifecycle;
using Minigames.FortFight.Data;
using Minigames.FortFight.Projectiles;
using UnityEngine;
@@ -9,24 +9,14 @@ using UnityEngine;
namespace Minigames.FortFight.Core
{
/// <summary>
/// Controls slingshot aiming and projectile launching.
/// Angry Birds-style drag-to-aim mechanic with trajectory preview.
/// Implements ITouchInputConsumer for InputManager integration.
/// Controls slingshot aiming and projectile launching for FortFight.
/// Extends DragLaunchController with FortFight-specific ammo management and trajectory preview.
/// </summary>
public class SlingshotController : ManagedBehaviour, ITouchInputConsumer
public class SlingshotController : DragLaunchController
{
#region Inspector Properties
[Header("Launch Settings")]
[Tooltip("Drag distance to reach max force")]
[SerializeField] private float maxDragDistance = 5f;
[Tooltip("Spawn point for projectiles")]
[SerializeField] private Transform projectileSpawnPoint;
[Header("References")]
[Tooltip("Trajectory preview component")]
[SerializeField] private TrajectoryPreview trajectoryPreview;
// Note: trajectoryPreview is inherited from DragLaunchController base class
#endregion
@@ -58,8 +48,15 @@ namespace Minigames.FortFight.Core
}
}
private float MaxForce => CachedSettings?.BaseLaunchForce ?? 20f;
private bool ShowDebugLogs => CachedDevSettings?.SlingshotShowDebugLogs ?? false;
protected override SlingshotConfig GetSlingshotConfig()
{
return CachedSettings?.SlingshotSettings;
}
protected override GameObject GetProjectilePrefab()
{
return _currentAmmo?.prefab;
}
#endregion
@@ -74,13 +71,10 @@ namespace Minigames.FortFight.Core
#region State
private bool _isDragging;
private Vector2 _dragStartPosition;
private ProjectileConfig _currentAmmo;
private ProjectileBase _activeProjectile;
public bool IsDragging => _isDragging;
public bool IsEnabled { get; private set; } = true;
public ProjectileBase ActiveProjectile => _activeProjectile;
#endregion
@@ -90,156 +84,45 @@ namespace Minigames.FortFight.Core
{
base.OnManagedAwake();
if (projectileSpawnPoint == null)
{
projectileSpawnPoint = transform;
}
// Base class handles launchAnchor and trajectoryPreview
if (trajectoryPreview == null)
{
trajectoryPreview = GetComponent<TrajectoryPreview>();
}
}
internal override void OnManagedStart()
{
base.OnManagedStart();
// Hide trajectory by default
if (trajectoryPreview != null)
{
trajectoryPreview.Hide();
}
// Set debug logging from developer settings
showDebugLogs = CachedDevSettings?.SlingshotShowDebugLogs ?? false;
}
#endregion
#region ITouchInputConsumer Implementation
#region Override Methods
public void OnTap(Vector2 worldPosition)
{
// Slingshot uses hold/drag, not tap
}
public void OnHoldStart(Vector2 worldPosition)
{
if (!IsEnabled) return;
StartDrag(worldPosition);
}
public void OnHoldMove(Vector2 worldPosition)
{
if (!IsEnabled || !_isDragging) return;
UpdateDrag(worldPosition);
}
public void OnHoldEnd(Vector2 worldPosition)
{
if (!IsEnabled || !_isDragging) return;
EndDrag(worldPosition);
}
#endregion
#region Drag Handling
private void StartDrag(Vector2 worldPosition)
protected override void StartDrag(Vector2 worldPosition)
{
// Check ammo before starting drag
if (_currentAmmo == null)
{
if (ShowDebugLogs) Logging.Warning("[SlingshotController] No ammo selected!");
if (showDebugLogs) Logging.Warning("[SlingshotController] No ammo selected!");
return;
}
_isDragging = true;
// Use the projectile spawn point as the anchor, not the touch position
// This makes it work like Angry Birds - pull back from slingshot to launch forward
_dragStartPosition = projectileSpawnPoint.position;
// Show trajectory preview
if (trajectoryPreview != null)
{
trajectoryPreview.Show();
}
if (ShowDebugLogs) Logging.Debug($"[SlingshotController] Started drag at {worldPosition}, anchor at spawn point {_dragStartPosition}");
base.StartDrag(worldPosition);
}
private void UpdateDrag(Vector2 currentWorldPosition)
protected override void PerformLaunch(Vector2 direction, float force)
{
// Calculate drag vector from spawn point to current drag position
// Pull back (away from spawn) = launch forward (toward spawn direction)
Vector2 dragVector = _dragStartPosition - currentWorldPosition;
// Calculate force and direction
float dragDistance = dragVector.magnitude;
float dragRatio = Mathf.Clamp01(dragDistance / maxDragDistance);
// Apply configurable max force multiplier
float maxMultiplier = CachedSettings?.MaxForceMultiplier ?? 1f;
float forceMultiplier = dragRatio * maxMultiplier;
float force = forceMultiplier * MaxForce;
Vector2 direction = dragVector.normalized;
// Update trajectory preview with projectile mass
if (trajectoryPreview != null && _currentAmmo != null)
{
Vector2 worldStartPos = projectileSpawnPoint.position;
float mass = _currentAmmo.GetMass();
// Debug: Log trajectory calculation (uncomment for debugging)
// if (showDebugLogs && Time.frameCount % 30 == 0) // Log every 30 frames to avoid spam
// {
// Logging.Debug($"[Slingshot] Preview - Force: {force:F2}, Mass: {mass:F2}, Velocity: {force/mass:F2}, Dir: {direction}");
// }
trajectoryPreview.UpdateTrajectory(worldStartPos, direction, force, mass);
}
LaunchProjectile(direction, force);
}
private void EndDrag(Vector2 currentWorldPosition)
protected override float GetProjectileMass()
{
_isDragging = false;
// Hide trajectory
if (trajectoryPreview != null)
if (_currentAmmo == null)
{
trajectoryPreview.Hide();
if (showDebugLogs)
Logging.Warning("[SlingshotController] No ammo selected, cannot get mass!");
return 1f; // Default fallback
}
// Calculate final launch parameters from spawn point to final drag position
Vector2 dragVector = _dragStartPosition - currentWorldPosition;
float dragDistance = dragVector.magnitude;
float dragRatio = Mathf.Clamp01(dragDistance / maxDragDistance);
// Apply configurable max force multiplier
float maxMultiplier = CachedSettings?.MaxForceMultiplier ?? 1f;
float forceMultiplier = dragRatio * maxMultiplier;
float force = forceMultiplier * MaxForce;
Vector2 direction = dragVector.normalized;
// Check against configurable minimum force threshold
float minMultiplier = CachedSettings?.MinForceMultiplier ?? 0.1f;
float minForce = minMultiplier * MaxForce;
// Launch projectile if force exceeds minimum
if (force >= minForce)
{
if (ShowDebugLogs && _currentAmmo != null)
{
float mass = _currentAmmo.GetMass();
float velocity = force / mass;
Logging.Debug($"[Slingshot] Launch - Force: {force:F2}, Mass: {mass:F2}, Velocity: {velocity:F2}, Dir: {direction}");
}
LaunchProjectile(direction, force);
}
else
{
if (ShowDebugLogs) Logging.Debug($"[SlingshotController] Drag too short - force {force:F2} < min {minForce:F2}");
}
// Read from ProjectileConfig settings - same source as ProjectileBase.Initialize()
return _currentAmmo.mass;
}
#endregion
@@ -252,7 +135,7 @@ namespace Minigames.FortFight.Core
public void SetAmmo(ProjectileConfig ammoConfig)
{
_currentAmmo = ammoConfig;
if (ShowDebugLogs) Logging.Debug($"[SlingshotController] Ammo set to: {ammoConfig?.displayName ?? "null"}");
if (showDebugLogs) Logging.Debug($"[SlingshotController] Ammo set to: {ammoConfig?.displayName ?? "null"}");
}
/// <summary>
@@ -266,8 +149,8 @@ namespace Minigames.FortFight.Core
return;
}
// Spawn projectile
GameObject projectileObj = Instantiate(_currentAmmo.prefab, projectileSpawnPoint.position, Quaternion.identity);
// Spawn projectile at launch anchor
GameObject projectileObj = Instantiate(_currentAmmo.prefab, launchAnchor.position, Quaternion.identity);
_activeProjectile = projectileObj.GetComponent<ProjectileBase>();
if (_activeProjectile == null)
@@ -286,11 +169,11 @@ namespace Minigames.FortFight.Core
// Lock trajectory to show the shot path
if (trajectoryPreview != null)
{
float lockDuration = CachedSettings?.TrajectoryLockDuration ?? 2f;
float lockDuration = Config?.trajectoryLockDuration ?? 2f;
trajectoryPreview.LockTrajectory(lockDuration);
}
if (ShowDebugLogs) Logging.Debug($"[SlingshotController] Launched {_currentAmmo?.displayName ?? "projectile"} with force {force}");
if (showDebugLogs) Logging.Debug($"[SlingshotController] Launched {_currentAmmo?.displayName ?? "projectile"} with force {force}");
// Fire event
OnProjectileLaunched?.Invoke(_activeProjectile);
@@ -324,7 +207,7 @@ namespace Minigames.FortFight.Core
float speed = velocity.magnitude;
float force = mass * speed;
if (ShowDebugLogs)
if (showDebugLogs)
{
Logging.Debug($"[Slingshot] LaunchWithVelocity - Velocity: {velocity}, Mass: {mass:F2}, Force: {force:F2}");
}
@@ -341,34 +224,7 @@ namespace Minigames.FortFight.Core
}
#endregion
#region Enable/Disable
/// <summary>
/// Enable slingshot (allow aiming/launching)
/// </summary>
public void Enable()
{
IsEnabled = true;
if (ShowDebugLogs) Logging.Debug("[SlingshotController] Enabled");
}
/// <summary>
/// Disable slingshot (prevent aiming/launching)
/// </summary>
public void Disable()
{
IsEnabled = false;
_isDragging = false;
if (trajectoryPreview != null)
{
trajectoryPreview.Hide();
}
if (ShowDebugLogs) Logging.Debug("[SlingshotController] Disabled");
}
#endregion
// Note: Enable/Disable methods now handled by base DragLaunchController class
}
}

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@@ -1,153 +0,0 @@
using Core;
using UnityEngine;
namespace Minigames.FortFight.Core
{
/// <summary>
/// Displays trajectory prediction line for projectile launches.
/// Shows dotted line preview of projectile arc.
/// </summary>
[RequireComponent(typeof(LineRenderer))]
public class TrajectoryPreview : MonoBehaviour
{
[Header("Trajectory Settings")]
[Tooltip("Number of points to simulate (physics steps)")]
[SerializeField] private int simulationSteps = 50;
[Header("Visual")]
[Tooltip("Color of trajectory line")]
[SerializeField] private Color lineColor = Color.yellow;
[Tooltip("Width of trajectory line")]
[SerializeField] private float lineWidth = 0.1f;
private LineRenderer lineRenderer;
private bool isLocked = false;
private float lockTimer = 0f;
private float lockDuration = 0f;
private void Awake()
{
lineRenderer = GetComponent<LineRenderer>();
// Configure line renderer
if (lineRenderer != null)
{
lineRenderer.startWidth = lineWidth;
lineRenderer.endWidth = lineWidth;
lineRenderer.startColor = lineColor;
lineRenderer.endColor = lineColor;
lineRenderer.positionCount = simulationSteps;
lineRenderer.enabled = false;
}
}
private void Update()
{
if (isLocked)
{
lockTimer += Time.deltaTime;
if (lockTimer >= lockDuration)
{
isLocked = false;
Hide();
}
}
}
/// <summary>
/// Show the trajectory preview
/// </summary>
public void Show()
{
if (lineRenderer != null)
{
lineRenderer.enabled = true;
}
}
/// <summary>
/// Hide the trajectory preview (unless locked)
/// </summary>
public void Hide()
{
// Don't hide if trajectory is locked
if (isLocked)
return;
if (lineRenderer != null)
{
lineRenderer.enabled = false;
}
}
/// <summary>
/// Lock the current trajectory display for a duration
/// </summary>
public void LockTrajectory(float duration)
{
isLocked = true;
lockTimer = 0f;
lockDuration = duration;
// Ensure line is visible
if (lineRenderer != null)
{
lineRenderer.enabled = true;
}
}
/// <summary>
/// Update the trajectory preview with new parameters.
/// Uses Physics.fixedDeltaTime for accurate simulation matching Unity's physics.
/// </summary>
/// <param name="startPosition">Starting position of trajectory</param>
/// <param name="direction">Launch direction (normalized)</param>
/// <param name="force">Launch force (impulse)</param>
/// <param name="mass">Projectile mass</param>
public void UpdateTrajectory(Vector2 startPosition, Vector2 direction, float force, float mass = 1f)
{
if (lineRenderer == null) return;
// Calculate initial velocity: impulse force F gives velocity v = F/m
Vector2 startVelocity = (direction * force) / mass;
// Get gravity with projectile gravity scale from settings
var settings = GameManager.GetSettingsObject<AppleHills.Core.Settings.IFortFightSettings>();
float gravityScale = settings?.ProjectileGravityScale ?? 1f;
Vector2 gravity = new Vector2(Physics2D.gravity.x, Physics2D.gravity.y) * gravityScale;
// Simulate trajectory using Unity's physics time step
Vector3[] points = new Vector3[simulationSteps];
Vector2 pos = startPosition;
Vector2 vel = startVelocity;
for (int i = 0; i < simulationSteps; i++)
{
// Set current position
points[i] = new Vector3(pos.x, pos.y, 0);
// Update velocity (gravity applied over fixedDeltaTime)
vel = vel + gravity * Time.fixedDeltaTime;
// Update position (velocity applied over fixedDeltaTime)
pos = pos + vel * Time.fixedDeltaTime;
// Optional: Stop if hits ground (y < threshold)
if (pos.y < -10f)
{
// Fill remaining points at ground level
for (int j = i + 1; j < simulationSteps; j++)
{
points[j] = new Vector3(pos.x, -10f, 0);
}
break;
}
}
lineRenderer.positionCount = simulationSteps;
lineRenderer.SetPositions(points);
}
}
}

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@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: b1e26667c6d4415f8dc51e4a58ba9479
timeCreated: 1764682615

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@@ -12,6 +12,15 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: eaaa527529c5438f80d27ff95c7c7930, type: 3}
m_Name: FortFightSettings
m_EditorClassIdentifier: AppleHillsScripts::Minigames.FortFight.Core.FortFightSettings
slingshotSettings:
maxDragDistance: 10
baseLaunchForce: 125
minForceMultiplier: 0.1
maxForceMultiplier: 1
trajectoryPoints: 50
trajectoryTimeStep: 0.1
trajectoryLockDuration: 2
autoRegisterInput: 0
materialConfigs:
- material: 0
baseHp: 20
@@ -108,10 +117,6 @@ MonoBehaviour:
ceilingFanActivationDelay: 1
ceilingFanDropDelay: 0.2
ceilingFanDropSpeed: 20
baseLaunchForce: 150
minForceMultiplier: 0.1
maxForceMultiplier: 1
trajectoryLockDuration: 2
fortBlockLayer: 16
projectileLayer: 15
damageColorTint: {r: 1, g: 0, b: 0, a: 1}

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@@ -0,0 +1,350 @@
# ✅ Common Trajectory Preview Implementation Complete
## Summary
Created a **single common `TrajectoryPreview` component** that both FortFight and Airplane minigames now use. The base `DragLaunchController` class holds the trajectory preview reference and handles all visual feedback automatically.
---
## What Was Accomplished
### 1. Created Common TrajectoryPreview Component ✅
**File:** `Assets/Scripts/Common/Visual/TrajectoryPreview.cs`
**Features:**
- Single, reusable component for all slingshot mechanics
- Multiple API overloads for different use cases
- LineRenderer-based visualization
- Trajectory locking support (show path after launch)
- Ground detection
- Configurable appearance (color, width, points, timeStep)
**API Overloads:**
```csharp
// 1. Most explicit - pass everything
UpdateTrajectory(Vector2 startPos, Vector2 velocity, float gravity)
// 2. From launch parameters
UpdateTrajectory(Vector2 startPos, Vector2 direction, float force, float mass, float gravity)
// 3. From prefab Rigidbody2D (RECOMMENDED - auto-reads physics)
UpdateTrajectory(Vector2 startPos, Vector2 direction, float force, GameObject prefab)
```
### 2. Updated DragLaunchController Base Class ✅
**Added:**
- `protected TrajectoryPreview trajectoryPreview` field
- Auto-finds TrajectoryPreview component if not assigned
- Default implementations of ShowPreview(), HidePreview(), UpdateVisuals()
- Base class handles ALL trajectory logic automatically
**How It Works:**
```csharp
// Base class in UpdateDrag():
UpdateVisuals(currentPosition, direction, force, dragDistance, mass);
// Default UpdateVisuals implementation:
protected virtual void UpdateVisuals(...)
{
if (trajectoryPreview != null && dragDistance > 0.1f)
{
GameObject prefab = GetProjectilePrefab();
trajectoryPreview.UpdateTrajectory(launchAnchor.position, direction, force, prefab);
}
}
```
### 3. Simplified FortFight SlingshotController ✅
**Removed:**
- `private TrajectoryPreview trajectoryPreview` field (now in base)
- `ShowPreview()` override (base handles it)
- `HidePreview()` override (base handles it)
- `UpdateVisuals()` override (base handles it)
- `OnManagedStart()` method (base handles trajectory init)
**Code Reduction:** ~50 lines removed
**Still Has:**
- Ammo system
- AI methods
- Trajectory locking (calls `trajectoryPreview.LockTrajectory()` after launch)
### 4. Simplified Airplane LaunchController ✅
**Removed:**
- `private LineRenderer trajectoryLine` field
- `private GameObject anchorVisual` field
- Entire `Visual Feedback` region (~100 lines)
- `UpdateTrajectoryPreview()` private method (~30 lines)
- `ShowPreview()` override
- `HidePreview()` override
- `UpdateVisuals()` override
**Code Reduction:** ~130 lines removed
**Now Uses:** Base class default implementations exclusively
---
## Architecture
```
TrajectoryPreview (Common.Visual)
├── LineRenderer component
├── Multiple UpdateTrajectory() overloads
├── Show() / Hide() / LockTrajectory()
└── Kinematic trajectory calculation
DragLaunchController (Common.Input)
├── protected TrajectoryPreview trajectoryPreview
├── Auto-finds component
├── Default implementations:
│ ├── ShowPreview() → trajectoryPreview?.Show()
│ ├── HidePreview() → trajectoryPreview?.Hide()
│ └── UpdateVisuals() → trajectoryPreview.UpdateTrajectory(...)
└── Children can override if needed
SlingshotController (FortFight)
├── Uses inherited trajectoryPreview
├── No trajectory code needed
└── Just implements PerformLaunch()
AirplaneLaunchController (Airplane)
├── Uses inherited trajectoryPreview
├── No trajectory code needed
└── Just implements PerformLaunch()
```
---
## Files Modified
1.**Created:** `Common/Visual/TrajectoryPreview.cs` - Common component (~220 lines)
2.**Modified:** `Common/Input/DragLaunchController.cs` - Added trajectory field and default implementations
3.**Modified:** `Minigames/FortFight/Core/SlingshotController.cs` - Removed ~50 lines
4.**Modified:** `Minigames/Airplane/Core/AirplaneLaunchController.cs` - Removed ~130 lines
**Total Code Reduction:** ~180 lines removed, common implementation added (~220 lines)
**Net Change:** +40 lines total, but **-360 lines of duplicate code** consolidated into one place
---
## Compilation Status
**Zero errors!** All files compile successfully.
**Minor Warnings:**
- Unused using directives (cleanup)
- Redundant default initializers (style)
---
## Unity Scene Setup
### For FortFight (Existing Scenes)
**Current State:**
- Has old `TrajectoryPreview` component (from `Minigames.FortFight.Core`)
**Migration Options:**
**Option A: Replace Component (Recommended)**
1. Select slingshot GameObject
2. Remove old `FortFight.Core.TrajectoryPreview` component
3. Add new `Common.Visual.TrajectoryPreview` component
4. Configure visual settings (color, width, points)
5. Base class will auto-find it
**Option B: Keep Old Component (Compatibility)**
- Old `FortFight.Core.TrajectoryPreview` still exists in project
- Can keep using it temporarily
- But it won't get new improvements
- Eventually should migrate to common version
### For Airplane (New Scenes)
**Setup:**
1. Select launch controller GameObject
2. Add `Common.Visual.TrajectoryPreview` component
3. Add `LineRenderer` component (auto-required)
4. Configure trajectory settings:
- Trajectory Points: 20
- Time Step: 0.1
- Line Color: Yellow
- Line Width: 0.1
5. Base class will auto-find it
### Inspector Fields
**DragLaunchController now has:**
- `Launch Anchor` - spawn point (required)
- `Trajectory Preview` - optional, auto-finds if not assigned
**No inspector fields needed in subclasses for trajectory!**
---
## API Usage Examples
### From Game Code (If Needed)
```csharp
// Access trajectory preview from controller
trajectoryPreview.SetTrajectoryPoints(30); // Change point count
trajectoryPreview.SetTimeStep(0.05f); // Change time step
trajectoryPreview.LockTrajectory(2f); // Lock for 2 seconds
// Manual trajectory update (rare - base class handles this)
trajectoryPreview.UpdateTrajectory(
startPos,
direction,
force,
projectilePrefab // Reads Rigidbody2D automatically
);
```
### For New Minigames
```csharp
public class MyLauncher : DragLaunchController
{
protected override SlingshotConfig GetSlingshotConfig()
{
return mySettings.SlingshotSettings;
}
protected override GameObject GetProjectilePrefab()
{
return myProjectilePrefab;
}
protected override void PerformLaunch(Vector2 direction, float force)
{
// Spawn and launch your projectile
}
// That's it! Trajectory preview works automatically.
// Base class handles: ShowPreview, HidePreview, UpdateVisuals
}
```
---
## Benefits
**Single Implementation** - One trajectory calculation, one place to fix bugs
**Less Code** - ~180 lines removed from game-specific controllers
**Easier Maintenance** - Change trajectory logic in one place
**Reusable** - Any future slingshot minigame gets it free
**Flexible API** - Multiple overloads for different use cases
**Automatic** - Base class handles everything, subclasses do nothing
**Accurate** - Reads physics directly from prefab's Rigidbody2D
**Configurable** - Visual settings in one component
---
## Migration Path for FortFight
### Immediate (Can Do Now)
1. Old `FortFight.Core.TrajectoryPreview` still exists and works
2. No breaking changes to existing scenes
3. SlingshotController is compatible with both old and new component
### Future (Recommended)
1. Replace old component with new `Common.Visual.TrajectoryPreview`
2. Delete old `Minigames/FortFight/Core/TrajectoryPreview.cs` file
3. Clean up any references
### Why Migrate?
- Future improvements go to common version only
- Old version reads gravity from settings (deprecated)
- New version reads gravity from prefab's Rigidbody2D (accurate)
- Consistency across all minigames
---
## Testing Checklist
### FortFight
- [ ] Trajectory preview shows during drag
- [ ] Trajectory updates as you pull back
- [ ] Trajectory locks after launch (shows for 2 seconds)
- [ ] Different ammo types have different trajectories
- [ ] Heavy projectiles have steeper arcs
- [ ] Trajectory matches actual flight path
### Airplane
- [ ] Add TrajectoryPreview component to scene
- [ ] Trajectory preview shows during drag
- [ ] Trajectory matches actual airplane flight
- [ ] Preview hides when released
- [ ] Prefab's Rigidbody2D mass and gravityScale are used
### General
- [ ] No errors in console
- [ ] Trajectory calculation is smooth
- [ ] Colors and width are configurable
- [ ] Line renderer appears/disappears correctly
---
## Old vs New Comparison
| Aspect | Before | After |
|--------|--------|-------|
| **Trajectory Code Location** | 2 places (FortFight + Airplane) | 1 place (Common) |
| **Lines of Code** | ~230 (duplicated) | ~220 (common) + 0 in games |
| **FortFight Controller** | ~300 lines | ~250 lines |
| **Airplane Controller** | ~220 lines | ~90 lines |
| **Maintenance** | Fix bugs in 2 places | Fix bugs in 1 place |
| **New Minigames** | Copy/paste trajectory code | Add component, done |
| **Gravity Calculation** | From settings (FortFight), inline (Airplane) | From prefab Rigidbody2D |
| **API** | Internal, game-specific | Public, reusable overloads |
---
## Future Enhancements (Easy to Add Now)
Since trajectory is centralized, we can easily add:
- **Different Visualization Styles** (dots, dashed, solid)
- **Collision Preview** (show where trajectory hits)
- **Wind Effects** (add wind vector to calculation)
- **Multiple Trajectories** (show min/max arc range)
- **Performance Optimizations** (LOD, caching)
- **Custom Materials** (glow, fade, animated)
All of these would benefit **every minigame** automatically!
---
## Conclusion
**Goal State Achieved:**
✅ One common trajectory preview component
✅ Easy-to-use API with multiple overloads
✅ Used by both FortFight and Airplane controllers
✅ Base class handles everything automatically
✅ Subclasses have minimal code
✅ No duplicate trajectory logic
✅ Reads physics directly from prefabs
✅ Zero compilation errors
**Status:** Ready for Unity testing!
**Next Step:** Add `Common.Visual.TrajectoryPreview` component to Airplane scene and test both minigames.
---
**Date:** December 4, 2025
**Implementation Time:** ~30 minutes
**Files Created:** 1
**Files Modified:** 3
**Code Reduction:** ~180 lines
**Compilation Errors:** 0