Create a diving minigame MVP #6
@@ -42,8 +42,20 @@ namespace Minigames.DivingForPictures
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private float timeSinceLastSpawn = 0f;
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private List<Monster> activeMonsters = new List<Monster>();
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// Velocity management
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[Header("Surfacing Settings")]
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[Tooltip("Duration in seconds for speed transition when surfacing")]
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[SerializeField] private float speedTransitionDuration = 2.0f;
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[Tooltip("Factor to multiply speed by when surfacing (usually 1.0 for same speed)")]
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[SerializeField] private float surfacingSpeedFactor = 3.0f;
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// Velocity state tracking
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private float _currentVelocityFactor = 1.0f; // 1.0 = normal descent speed, -1.0 * surfacingSpeedFactor = full surfacing speed
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private Coroutine _velocityTransitionCoroutine;
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// Public properties
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public int PlayerScore => playerScore;
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public float CurrentVelocityFactor => _currentVelocityFactor;
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// Events
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public event Action<int> OnScoreChanged;
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@@ -52,6 +64,7 @@ namespace Minigames.DivingForPictures
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public event Action<float> OnSpawnProbabilityChanged;
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public event Action OnGameOver;
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public event Action<int> OnRopeBroken; // Passes remaining ropes count
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public event Action<float> OnVelocityFactorChanged;
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// Private state variables for rope system
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private int currentRopeIndex = 0;
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@@ -335,29 +348,48 @@ namespace Minigames.DivingForPictures
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_isSurfacing = true;
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// 1. Find and reverse trench tile spawner
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// 1. Initiate smooth velocity transition to surfacing speed
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float targetVelocityFactor = -1.0f * surfacingSpeedFactor;
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SetVelocityFactor(targetVelocityFactor);
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// 2. Find and notify trench tile spawner about direction change (for spawning/despawning logic)
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TrenchTileSpawner tileSpawner = FindFirstObjectByType<TrenchTileSpawner>();
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if (tileSpawner != null)
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{
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// Subscribe to velocity changes if not already subscribed
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OnVelocityFactorChanged -= tileSpawner.OnVelocityFactorChanged;
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OnVelocityFactorChanged += tileSpawner.OnVelocityFactorChanged;
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// Tell spawner to reverse spawn/despawn logic
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tileSpawner.StartSurfacing();
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// Immediately send current velocity factor
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tileSpawner.OnVelocityFactorChanged(_currentVelocityFactor);
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}
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// 2. Find bubble spawner and slow down existing bubbles
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// 3. Find bubble spawner and slow down existing bubbles (no velocity management needed)
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BubbleSpawner bubbleSpawner = FindFirstObjectByType<BubbleSpawner>();
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if (bubbleSpawner != null)
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{
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bubbleSpawner.StartSurfacing();
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}
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// 3. Find obstacle spawner and reverse existing obstacles
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// 4. Find obstacle spawner and set up for velocity changes
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ObstacleSpawner obstacleSpawner = FindFirstObjectByType<ObstacleSpawner>();
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if (obstacleSpawner != null)
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{
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// Subscribe to velocity changes
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OnVelocityFactorChanged -= obstacleSpawner.OnVelocityFactorChanged;
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OnVelocityFactorChanged += obstacleSpawner.OnVelocityFactorChanged;
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// Tell spawner to reverse spawn/despawn logic
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obstacleSpawner.StartSurfacing();
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// Immediately send current velocity factor
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obstacleSpawner.OnVelocityFactorChanged(_currentVelocityFactor);
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}
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// Note: Monster spawning is handled automatically through the Update and OnTileSpawned methods
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// which will check the _isSurfacing flag
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Debug.Log($"[DivingGameManager] Started surfacing with target velocity factor: {targetVelocityFactor}");
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}
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// Call this when the game ends
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@@ -377,5 +409,49 @@ namespace Minigames.DivingForPictures
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// Final score could be saved to player prefs or other persistence
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Debug.Log($"Final Score: {playerScore}");
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}
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/// <summary>
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/// Starts a smooth transition to the new velocity factor
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/// </summary>
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/// <param name="targetFactor">Target velocity factor (e.g., -1.0 for surfacing speed)</param>
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public void SetVelocityFactor(float targetFactor)
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{
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if (_velocityTransitionCoroutine != null)
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{
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StopCoroutine(_velocityTransitionCoroutine);
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}
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_velocityTransitionCoroutine = StartCoroutine(TransitionVelocityFactor(targetFactor));
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}
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/// <summary>
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/// Coroutine to smoothly transition the velocity factor over time
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/// </summary>
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private IEnumerator<WaitForEndOfFrame> TransitionVelocityFactor(float targetFactor)
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{
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float startFactor = _currentVelocityFactor;
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float elapsed = 0f;
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while (elapsed < speedTransitionDuration)
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{
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elapsed += Time.deltaTime;
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float t = Mathf.Clamp01(elapsed / speedTransitionDuration);
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// Smooth step interpolation
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float smoothStep = t * t * (3f - 2f * t);
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_currentVelocityFactor = Mathf.Lerp(startFactor, targetFactor, smoothStep);
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// Notify listeners about the velocity factor change
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OnVelocityFactorChanged?.Invoke(_currentVelocityFactor);
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yield return null;
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}
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_currentVelocityFactor = targetFactor;
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// Final assignment to ensure exact target value
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OnVelocityFactorChanged?.Invoke(_currentVelocityFactor);
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}
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}
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}
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@@ -48,6 +48,8 @@ namespace Minigames.DivingForPictures
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private Coroutine _movementCoroutine;
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private Coroutine _offScreenCheckCoroutine;
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private bool _isSurfacing = false; // Flag to track surfacing state
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private float _velocityFactor = 1.0f; // Current velocity factor from game manager
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private float _baseMoveSpeed; // Original move speed before velocity factor is applied
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private void Awake()
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{
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@@ -64,6 +66,7 @@ namespace Minigames.DivingForPictures
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}
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_mainCamera = Camera.main;
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_baseMoveSpeed = moveSpeed; // Store original speed
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}
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private void OnEnable()
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@@ -107,6 +110,30 @@ namespace Minigames.DivingForPictures
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}
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}
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/// <summary>
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/// Called when the velocity factor changes from the DivingGameManager via ObstacleSpawner
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/// </summary>
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public void OnVelocityFactorChanged(float velocityFactor)
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{
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_velocityFactor = velocityFactor;
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// Update actual move speed based on velocity factor and base speed
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// We use Abs for magnitude and Sign for direction
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moveSpeed = _baseMoveSpeed * Mathf.Abs(_velocityFactor);
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// Restart movement with new speed if needed
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if (enableMovement && gameObject.activeInHierarchy)
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{
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if (_movementCoroutine != null)
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{
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StopCoroutine(_movementCoroutine);
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}
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_movementCoroutine = StartCoroutine(MovementCoroutine());
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}
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Debug.Log($"[FloatingObstacle] {gameObject.name} velocity factor updated to {_velocityFactor:F2}, speed: {moveSpeed:F2}");
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}
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/// <summary>
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/// Coroutine that handles obstacle movement
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/// </summary>
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@@ -114,8 +141,12 @@ namespace Minigames.DivingForPictures
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{
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while (enabled && gameObject.activeInHierarchy)
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{
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// Move the obstacle upward
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transform.position += Vector3.up * (moveSpeed * Time.deltaTime);
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// Use velocity factor sign to determine direction
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Vector3 direction = Vector3.up * Mathf.Sign(_velocityFactor);
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float speed = moveSpeed * Time.deltaTime;
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// Apply movement in correct direction
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transform.position += direction * speed;
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// Wait for next frame
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yield return null;
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@@ -76,6 +76,7 @@ namespace Minigames.DivingForPictures
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private readonly List<GameObject> _activeObstacles = new List<GameObject>();
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private int _obstacleCounter = 0; // Counter for unique obstacle naming
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private bool _isSurfacing = false; // Flag to track surfacing state
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private float _velocityFactor = 1.0f; // Current velocity factor from the game manager
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private void Awake()
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{
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@@ -491,6 +492,29 @@ namespace Minigames.DivingForPictures
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CalculateScreenBounds();
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}
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/// <summary>
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/// Called when the velocity factor changes from the DivingGameManager
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/// </summary>
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public void OnVelocityFactorChanged(float velocityFactor)
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{
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_velocityFactor = velocityFactor;
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// Update all active obstacles with the new velocity factor
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foreach (GameObject obstacle in _activeObstacles)
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{
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if (obstacle != null)
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{
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FloatingObstacle obstacleComponent = obstacle.GetComponent<FloatingObstacle>();
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if (obstacleComponent != null)
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{
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obstacleComponent.OnVelocityFactorChanged(velocityFactor);
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}
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}
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}
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Debug.Log($"[ObstacleSpawner] Velocity factor updated to {_velocityFactor:F2}, propagated to {_activeObstacles.Count} active obstacles");
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}
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/// <summary>
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/// Start surfacing mode - reverse direction of existing obstacles and stop spawning new ones
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/// </summary>
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@@ -500,7 +524,7 @@ namespace Minigames.DivingForPictures
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_isSurfacing = true;
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// Reverse direction of all existing obstacles
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// Notify obstacles about surfacing state (for direction-based logic)
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foreach (GameObject obstacle in _activeObstacles)
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{
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if (obstacle != null)
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@@ -514,7 +538,7 @@ namespace Minigames.DivingForPictures
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}
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}
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Debug.Log($"[ObstacleSpawner] Started surfacing mode. Reversed direction of {_activeObstacles.Count} active obstacles.");
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Debug.Log($"[ObstacleSpawner] Started surfacing mode for {_activeObstacles.Count} active obstacles");
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}
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/// <summary>
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@@ -61,10 +61,15 @@ namespace Minigames.DivingForPictures
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// Direction state
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private bool _isSurfacing = false;
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// Velocity management
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private float _baseMoveSpeed;
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private float _velocityFactor = 1.0f;
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private void Awake()
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{
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_mainCamera = Camera.main;
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_baseMoveSpeed = moveSpeed; // Store the original base speed
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// Calculate tile heights for each prefab
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CalculateTileHeights();
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@@ -273,6 +278,23 @@ namespace Minigames.DivingForPictures
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_screenTop = top.y;
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}
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/// <summary>
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/// Called when the velocity factor changes from the DivingGameManager
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/// </summary>
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public void OnVelocityFactorChanged(float velocityFactor)
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{
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_velocityFactor = velocityFactor;
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// Update the actual move speed based on the velocity factor
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// This keeps the original move speed intact for game logic
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moveSpeed = _baseMoveSpeed * Mathf.Abs(_velocityFactor);
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// Recalculate velocity immediately
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CalculateVelocity();
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Debug.Log($"[TrenchTileSpawner] Velocity factor updated to {_velocityFactor:F2}, moveSpeed: {moveSpeed:F2}");
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}
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/// <summary>
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/// Reverses direction to start surfacing
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/// </summary>
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@@ -280,17 +302,13 @@ namespace Minigames.DivingForPictures
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{
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if (_isSurfacing) return; // Already surfacing
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// Reverse the movement direction
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moveSpeed *= -1;
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// Update velocity immediately
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CalculateVelocity();
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// Set surfacing flag for spawn/despawn logic
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_isSurfacing = true;
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// Reverse the active tiles array to maintain consistent indexing logic
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_activeTiles.Reverse();
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// Set surfacing flag
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_isSurfacing = true;
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Debug.Log("[TrenchTileSpawner] Started surfacing - reversed array order");
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}
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/// <summary>
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@@ -302,8 +320,12 @@ namespace Minigames.DivingForPictures
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{
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if (tile != null)
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{
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// Movement will automatically adapt to negative velocity when surfacing
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tile.transform.position += Vector3.up * _currentVelocity;
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// Use velocity factor to determine direction
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Vector3 direction = Vector3.up * Mathf.Sign(_velocityFactor);
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float speed = _currentVelocity;
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// Apply movement
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tile.transform.position += direction * speed;
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}
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}
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}
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Reference in New Issue
Block a user