using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;
using UnityEngine.Serialization;
using Pooling;
using AppleHills.Core.Settings;
using Utils;
using AppleHills.Core.Interfaces;
namespace Minigames.DivingForPictures
{
///
/// Spawns and manages trench wall tiles for the endless descender minigame.
///
public class TrenchTileSpawner : MonoBehaviour, IPausable
{
[Header("Tile Prefabs")]
[Tooltip("List of possible trench tile prefabs.")]
[SerializeField] private List tilePrefabs;
[Header("Initial Tile")]
[Tooltip("Prefab for the initial trench tile. This will always be spawned first.")]
[SerializeField] private GameObject initialTilePrefab;
[Header("Events")]
[FormerlySerializedAs("OnTileSpawned")]
public UnityEvent onTileSpawned;
[FormerlySerializedAs("OnTileDestroyed")]
public UnityEvent onTileDestroyed;
// Settings references
private IDivingMinigameSettings _settings;
private DivingDeveloperSettings _devSettings;
// Private fields
private readonly Dictionary _tileHeights = new Dictionary();
private readonly List _activeTiles = new List();
private readonly Dictionary _tileLastUsed = new Dictionary();
private int _spawnCounter;
private float _speedUpTimer;
private UnityEngine.Camera _mainCamera;
private float _screenBottom;
private float _screenTop;
private TrenchTilePool _tilePool;
// Current velocity for tile movement
private float _currentVelocity;
private const float TileSpawnZ = -1f;
private const float DefaultTileHeight = 5f;
// Direction state
private bool _isSurfacing = false;
private bool _stopSpawning = false;
// Event triggered when the last tile leaves the screen after stopping spawning
public UnityEvent onLastTileLeft = new UnityEvent();
// Velocity management
private float _baseMoveSpeed;
private float _velocityFactor = 1.0f;
// Coroutine references
private Coroutine _movementCoroutine;
private Coroutine _tileDestructionCoroutine;
private Coroutine _tileSpawningCoroutine;
private Coroutine _speedRampingCoroutine;
// Screen normalization
private float _screenNormalizationFactor = 1.0f;
// Tracks if a floating area in the middle is currently active
private bool isFloatingAreaActive = false;
// Current depth of the trench
private int _currentDepth = 0;
[System.Serializable]
public struct DepthDifficultyRange
{
public int minDepth;
public int maxDepth;
public int difficulty;
}
[Header("Difficulty Depths")]
[Tooltip("Configure depth ranges and their corresponding difficulty levels.")]
[SerializeField] private List depthDifficultyRanges = new List
{
new DepthDifficultyRange { minDepth = 0, maxDepth = 10, difficulty = 1 },
new DepthDifficultyRange { minDepth = 11, maxDepth = 20, difficulty = 2 },
new DepthDifficultyRange { minDepth = 21, maxDepth = 30, difficulty = 3 },
new DepthDifficultyRange { minDepth = 31, maxDepth = 40, difficulty = 4 },
new DepthDifficultyRange { minDepth = 41, maxDepth = int.MaxValue, difficulty = 5 }
};
public int CurrentDifficulty
{
get
{
foreach (var range in depthDifficultyRanges)
{
if (_currentDepth >= range.minDepth && _currentDepth <= range.maxDepth)
return range.difficulty;
}
return 1; // Default fallback
}
}
// Pause state
private bool _isPaused = false;
// IPausable implementation
public bool IsPaused => _isPaused;
private void Awake()
{
_mainCamera = UnityEngine.Camera.main;
// Get settings from GameManager
_settings = GameManager.GetSettingsObject();
_devSettings = GameManager.GetDeveloperSettings();
if (_settings == null)
{
Debug.LogError("[TrenchTileSpawner] Failed to load diving minigame settings!");
}
if (_devSettings == null)
{
Debug.LogError("[TrenchTileSpawner] Failed to load diving developer settings!");
}
_baseMoveSpeed = _settings?.NormalizedMoveSpeed ?? 3f; // Store the original base speed
// Calculate tile heights for each prefab
CalculateTileHeights();
// Ensure all prefabs have Tile components
ValidateTilePrefabs();
if (_devSettings != null && _devSettings.TrenchTileUseObjectPooling)
{
InitializeObjectPool();
}
}
// Validate that all prefabs have Tile components
private void ValidateTilePrefabs()
{
for (int i = 0; i < tilePrefabs.Count; i++)
{
if (tilePrefabs[i] == null) continue;
// Check if the prefab has a Tile component
if (tilePrefabs[i].GetComponent() == null)
{
Debug.LogWarning($"Prefab {tilePrefabs[i].name} does not have a Tile component. Adding one automatically.");
// Add the Tile component if it doesn't exist
tilePrefabs[i].AddComponent();
}
}
}
private void Start()
{
DivingGameManager.Instance.OnGameInitialized += Initialize;
// Register with the DivingGameManager for pause/resume events
DivingGameManager.Instance.RegisterPausableComponent(this);
// If game is already initialized, initialize immediately
if (DivingGameManager.Instance.GetType().GetField("_isGameInitialized",
System.Reflection.BindingFlags.NonPublic |
System.Reflection.BindingFlags.Instance)?.GetValue(DivingGameManager.Instance) is bool isInitialized && isInitialized)
{
Initialize();
}
}
private void OnDestroy()
{
DivingGameManager.Instance.UnregisterPausableComponent(this);
}
///
/// Pauses the spawner and all associated processes
///
public void Pause()
{
if (_isPaused) return; // Already paused
_isPaused = true;
// Stop all active coroutines but save their references
if (_movementCoroutine != null)
{
StopCoroutine(_movementCoroutine);
_movementCoroutine = null;
}
if (_tileDestructionCoroutine != null)
{
StopCoroutine(_tileDestructionCoroutine);
_tileDestructionCoroutine = null;
}
if (_tileSpawningCoroutine != null)
{
StopCoroutine(_tileSpawningCoroutine);
_tileSpawningCoroutine = null;
}
if (_speedRampingCoroutine != null)
{
StopCoroutine(_speedRampingCoroutine);
_speedRampingCoroutine = null;
}
Debug.Log("[TrenchTileSpawner] Paused");
}
///
/// Resumes the spawner and all associated processes
///
public void DoResume()
{
if (!_isPaused) return; // Already running
_isPaused = false;
// Restart all necessary coroutines
StartMovementCoroutine();
StartTileDestructionCoroutine();
StartTileSpawningCoroutine();
StartSpeedRampingCoroutine();
Debug.Log("[TrenchTileSpawner] Resumed");
}
///
/// Initializes the tile spawner when triggered by DivingGameManager
///
private void Initialize()
{
// Calculate screen bounds and normalization factor
CalculateScreenBounds();
CalculateScreenNormalizationFactor();
// Spawn initial tiles to fill the screen
SpawnInitialTiles();
// Initialize velocity and apply screen normalization
_baseMoveSpeed = _settings?.NormalizedMoveSpeed ?? 3f;
_currentVelocity = _baseMoveSpeed * Time.fixedDeltaTime * _screenNormalizationFactor;
// Start all coroutines
StartCoroutine(VelocityCalculationRoutine());
StartMovementCoroutine();
StartTileDestructionCoroutine();
StartTileSpawningCoroutine();
StartSpeedRampingCoroutine();
Debug.Log("[TrenchTileSpawner] Initialized with normalized speed");
}
///
/// Gets the current velocity of the tiles
///
/// The current upward velocity of the tiles
public float GetCurrentVelocity()
{
return _currentVelocity;
}
///
/// Sets a custom velocity, overriding the calculated one
///
/// The new velocity value
public void SetVelocity(float velocity)
{
_currentVelocity = velocity;
}
///
/// Coroutine that periodically calculates the velocity based on game state
///
private IEnumerator VelocityCalculationRoutine()
{
while (true)
{
CalculateVelocity();
yield return new WaitForSeconds(_settings.VelocityCalculationInterval);
}
}
///
/// Calculates the current velocity based on move speed
///
private void CalculateVelocity()
{
_currentVelocity = _baseMoveSpeed * Time.fixedDeltaTime;
}
///
/// Calculate height values for all tile prefabs
///
private void CalculateTileHeights()
{
foreach (var prefab in tilePrefabs)
{
if (prefab == null)
{
Debug.LogError("Null prefab found in tilePrefabs list!");
return;
}
Renderer renderer = prefab.GetComponentInChildren();
if (renderer != null)
{
_tileHeights[prefab] = renderer.bounds.size.y;
}
else
{
// Fallback in case no renderer is found
_tileHeights[prefab] = DefaultTileHeight;
Debug.LogWarning($"No renderer found in prefab {prefab.name}. Using default height of {DefaultTileHeight}.");
}
}
}
///
/// Initialize the object pool system
///
private void InitializeObjectPool()
{
// Create the tile pool
GameObject poolGO = new GameObject("TrenchTilePool");
poolGO.transform.SetParent(transform);
_tilePool = poolGO.AddComponent();
// Set up the pool configuration using developer settings
_tilePool.maxPerPrefabPoolSize = _devSettings.TrenchTileMaxPerPrefabPoolSize;
_tilePool.totalMaxPoolSize = _devSettings.TrenchTileTotalMaxPoolSize;
// Convert the GameObject list to a Tile list
List prefabTiles = new List(tilePrefabs.Count);
foreach (var prefab in tilePrefabs)
{
if (prefab != null)
{
Tile tileComponent = prefab.GetComponent();
if (tileComponent != null)
{
prefabTiles.Add(tileComponent);
}
else
{
Debug.LogError($"Prefab {prefab.name} is missing a Tile component!");
}
}
}
// Initialize the pool with the tile component list
_tilePool.Initialize(prefabTiles);
// Periodically trim the pool to optimize memory usage
InvokeRepeating(nameof(TrimExcessPooledTiles), 10f, 30f);
}
///
/// Spawn the initial set of tiles
///
private void SpawnInitialTiles()
{
// Calculate starting Y position - moved 2 tiles up from the bottom of the screen
float startingY = _screenBottom;
// If we have prefab tiles with known heights, use their average height for offset calculation
float tileHeightEstimate = DefaultTileHeight;
if (tilePrefabs != null && tilePrefabs.Count > 0 && tilePrefabs[0] != null)
{
if (_tileHeights.TryGetValue(tilePrefabs[0], out float height))
{
tileHeightEstimate = height;
}
}
// Move starting position up by 2 tile heights
startingY += tileHeightEstimate * 2;
for (int i = 0; i < _settings.InitialTileCount; i++)
{
float y = startingY;
// Calculate proper Y position based on previous tiles
if (i > 0 && _activeTiles.Count > 0)
{
GameObject prevTile = _activeTiles[_activeTiles.Count - 1];
float prevHeight = GetTileHeight(prevTile);
y = prevTile.transform.position.y - prevHeight;
}
if (i == 0 && initialTilePrefab != null)
{
SpawnSpecificTileAtY(initialTilePrefab, y);
}
else
{
SpawnTileAtY(y);
}
}
}
///
/// Calculate the screen bounds in world space
///
private void CalculateScreenBounds()
{
if (_mainCamera == null)
{
_mainCamera = UnityEngine.Camera.main;
if (_mainCamera == null)
{
Debug.LogError("No main camera found!");
return;
}
}
Vector3 bottom = _mainCamera.ViewportToWorldPoint(new Vector3(0.5f, 0f, _mainCamera.nearClipPlane));
Vector3 top = _mainCamera.ViewportToWorldPoint(new Vector3(0.5f, 1f, _mainCamera.nearClipPlane));
_screenBottom = bottom.y;
_screenTop = top.y;
}
///
/// Calculates the screen normalization factor based on current screen height
///
private void CalculateScreenNormalizationFactor()
{
// Get reference height from settings with fallback if not available
float referenceHeight = 1080f; // Default fallback value
if (_settings != null)
{
referenceHeight = _settings.ReferenceScreenHeight;
}
// Calculate normalization factor based on screen height
_screenNormalizationFactor = Screen.height / referenceHeight;
Debug.Log($"[TrenchTileSpawner] Screen normalization factor: {_screenNormalizationFactor} (Screen height: {Screen.height}, Reference: {referenceHeight})");
}
///
/// Called when the velocity factor changes from the DivingGameManager
///
public void OnVelocityFactorChanged(float velocityFactor)
{
_velocityFactor = velocityFactor;
// Update the actual move speed based on the velocity factor
// This keeps the original move speed intact for game logic
_baseMoveSpeed = _settings.NormalizedMoveSpeed * Mathf.Abs(_velocityFactor);
// Recalculate velocity immediately
CalculateVelocity();
Debug.Log($"[TrenchTileSpawner] Velocity factor updated to {_velocityFactor:F2}, moveSpeed: {_baseMoveSpeed:F2}");
}
///
/// Reverses direction to start surfacing
///
public void StartSurfacing()
{
if (_isSurfacing) return; // Already surfacing
// Set surfacing flag for spawn/despawn logic
_isSurfacing = true;
// Reverse the active tiles array to maintain consistent indexing logic
_activeTiles.Reverse();
Debug.Log("[TrenchTileSpawner] Started surfacing - reversed array order");
}
///
/// Stops spawning new tiles
///
public void StopSpawning()
{
_stopSpawning = true;
}
///
/// Starts the movement coroutine if it's not already running
///
private void StartMovementCoroutine()
{
if (_movementCoroutine == null && !_isPaused)
{
_movementCoroutine = StartCoroutine(MoveActiveTilesRoutine());
}
}
///
/// Coroutine that handles obstacle movement using normalized screen-relative speed
///
private IEnumerator MoveActiveTilesRoutine()
{
Debug.Log($"[TrenchTileSpawner] Started movement coroutine with normalized speed: {_baseMoveSpeed:F3}");
while (enabled && gameObject.activeInHierarchy && !_isPaused)
{
// Skip if no active tiles
if (_activeTiles.Count == 0)
{
yield return null;
continue;
}
// Use velocity factor sign to determine direction
Vector3 direction = Vector3.up * Mathf.Sign(_velocityFactor);
// Apply normalized movement using the shared utility method
float speed = AppleHillsUtils.CalculateNormalizedMovementSpeed(_baseMoveSpeed);
// Move all active tiles
foreach (var tile in _activeTiles)
{
if (tile != null)
{
// Apply movement in correct direction
tile.transform.position += direction * speed;
}
}
// Wait for next frame
yield return null;
}
// Clear coroutine reference when stopped
_movementCoroutine = null;
}
///
/// Coroutine that checks for tiles to destroy periodically
///
private IEnumerator TileDestructionRoutine()
{
const float checkInterval = 0.5f; // Check every half second
Debug.Log($"[TrenchTileSpawner] Started tile destruction coroutine with interval: {checkInterval}s");
while (enabled && gameObject.activeInHierarchy && !_isPaused)
{
// Check and handle tile destruction
if (_activeTiles.Count > 0)
{
GameObject topTile = _activeTiles[0];
if (topTile == null)
{
_activeTiles.RemoveAt(0);
}
else
{
float tileHeight = GetTileHeight(topTile);
bool shouldDestroy;
if (_isSurfacing)
{
// When surfacing, destroy tiles at the bottom
shouldDestroy = topTile.transform.position.y + tileHeight / 2 < _screenBottom - _settings.TileSpawnBuffer;
}
else
{
// When descending, destroy tiles at the top
shouldDestroy = topTile.transform.position.y - tileHeight / 2 > _screenTop + _settings.TileSpawnBuffer;
}
if (shouldDestroy)
{
_activeTiles.RemoveAt(0);
onTileDestroyed?.Invoke(topTile);
if (_devSettings != null && _devSettings.TrenchTileUseObjectPooling && _tilePool != null)
{
// Find the prefab index for this tile
int prefabIndex = GetPrefabIndex(topTile);
if (prefabIndex >= 0)
{
_tilePool.ReturnTile(topTile, prefabIndex);
}
else
{
Destroy(topTile);
}
}
else
{
Destroy(topTile);
}
}
}
}
// Wait for the next check interval
yield return new WaitForSeconds(checkInterval);
}
// Clear coroutine reference when stopped
_tileDestructionCoroutine = null;
}
///
/// Coroutine that checks if new tiles need to be spawned periodically
///
private IEnumerator TileSpawningRoutine()
{
const float checkInterval = 0.2f; // Check every fifth of a second
Debug.Log($"[TrenchTileSpawner] Started tile spawning coroutine with interval: {checkInterval}s");
while (enabled && gameObject.activeInHierarchy && !_isPaused && !_stopSpawning)
{
// Check if we need to spawn new tiles
if (_activeTiles.Count == 0)
{
// If we have no active tiles and spawning is stopped, trigger the event
if (_stopSpawning)
{
onLastTileLeft.Invoke();
}
}
else
{
GameObject bottomTile = _activeTiles[^1];
if (bottomTile == null)
{
_activeTiles.RemoveAt(_activeTiles.Count - 1);
}
else
{
// Get the tile height once to use in all calculations
float tileHeight = GetTileHeight(bottomTile);
// If we're in stop spawning mode, check if last tile is leaving
if (_stopSpawning)
{
// Check if this is the last tile, and if it's about to leave the screen
if (_activeTiles.Count == 1)
{
bool isLastTileLeaving;
if (_isSurfacing)
{
// When surfacing, check if bottom of tile is above top of screen
isLastTileLeaving = bottomTile.transform.position.y - tileHeight / 2 > _screenTop + _settings.TileSpawnBuffer;
}
else
{
// When descending, check if top of tile is below bottom of screen
isLastTileLeaving = bottomTile.transform.position.y + tileHeight / 2 < _screenBottom - _settings.TileSpawnBuffer;
}
if (isLastTileLeaving)
{
onLastTileLeft.Invoke();
}
}
}
else
{
// Normal spawning mode
bool shouldSpawn;
float newY;
if (_isSurfacing)
{
// When surfacing, spawn new tiles at the top
float topEdge = bottomTile.transform.position.y + tileHeight / 2;
shouldSpawn = topEdge < _screenTop + _settings.TileSpawnBuffer;
newY = bottomTile.transform.position.y + tileHeight;
}
else
{
// When descending, spawn new tiles at the bottom
float bottomEdge = bottomTile.transform.position.y - tileHeight / 2;
shouldSpawn = bottomEdge > _screenBottom - _settings.TileSpawnBuffer;
newY = bottomTile.transform.position.y - tileHeight;
}
if (shouldSpawn)
{
SpawnTileAtY(newY);
}
}
}
}
// Wait for the next check interval
yield return new WaitForSeconds(checkInterval);
}
// Clear coroutine reference when stopped
_tileSpawningCoroutine = null;
}
///
/// Coroutine that handles increasing the movement speed over time
///
private IEnumerator SpeedRampingRoutine()
{
const float checkInterval = 1.0f; // Check once per second
Debug.Log($"[TrenchTileSpawner] Started speed ramping coroutine with interval: {checkInterval}s");
while (enabled && gameObject.activeInHierarchy && !_isPaused)
{
// Increase the base move speed up to the maximum
_baseMoveSpeed = Mathf.Min(_baseMoveSpeed + _settings.SpeedUpFactor, _settings.MaxNormalizedMoveSpeed);
// Recalculate velocity with the new base speed
CalculateVelocity();
// Wait for the next check interval
yield return new WaitForSeconds(checkInterval);
}
// Clear coroutine reference when stopped
_speedRampingCoroutine = null;
}
///
/// Checks if two tiles are fully compatible for spawning, following clarified floating area rules.
///
private bool AreTilesFullyCompatible(Tile prev, Tile next)
{
// Path compatibility: at least one path is open in both Out (prev) and In (next)
bool pathCompatible =
(prev.pathOutLeft && next.pathInLeft) ||
(prev.pathOutCenter && next.pathInCenter) ||
(prev.pathOutRight && next.pathInRight);
// --- Updated floating area rules ---
// Continue tile: can only spawn after Start, and must be followed by End
if (next.continuesFloatingAreaMiddle)
{
if (!prev.hasFloatingAreaMiddle)
return false;
}
// End tile: can only spawn after Start or Continue
if (next.endsFloatingAreaMiddle)
{
if (!(prev.hasFloatingAreaMiddle || prev.continuesFloatingAreaMiddle))
return false;
}
// After a Start tile, only Continue or End can follow
if (prev.hasFloatingAreaMiddle)
{
if (!(next.continuesFloatingAreaMiddle || next.endsFloatingAreaMiddle))
return false;
}
// After a Continue tile, only End can follow
if (prev.continuesFloatingAreaMiddle)
{
if (!next.endsFloatingAreaMiddle)
return false;
}
// Otherwise, normal tiles are always allowed
return pathCompatible;
}
///
/// Gets a weighted random index among fully compatible tiles, prioritizing least recently used.
///
private int GetWeightedCompatibleTileIndex(Tile prevTile)
{
var compatibleIndices = new List();
int currentDifficulty = CurrentDifficulty;
for (int i = 0; i < tilePrefabs.Count; i++)
{
var candidateGO = tilePrefabs[i];
var candidate = candidateGO?.GetComponent();
if (candidate == null) continue;
if (candidate.difficultyLevel > currentDifficulty) continue;
bool compatible = AreTilesFullyCompatible(prevTile, candidate);
if (compatible)
compatibleIndices.Add(i);
}
if (compatibleIndices.Count == 0)
{
Debug.LogError("No compatible tile found for previous tile and current difficulty. Spawning aborted.");
return -1;
}
List weights = new List(compatibleIndices.Count);
foreach (var i in compatibleIndices)
{
int lastUsed = _tileLastUsed.TryGetValue(i, out var value) ? value : -tilePrefabs.Count;
int age = _spawnCounter - lastUsed;
float weight = Mathf.Clamp(age, 1, tilePrefabs.Count * 2);
weights.Add(weight);
}
float totalWeight = 0f;
foreach (var weight in weights)
totalWeight += weight;
float randomValue = Random.value * totalWeight;
for (int idx = 0; idx < compatibleIndices.Count; idx++)
{
if (randomValue < weights[idx])
return compatibleIndices[idx];
randomValue -= weights[idx];
}
return compatibleIndices[Random.Range(0, compatibleIndices.Count)];
}
///
/// Spawn a new tile at the specified Y position
///
/// The Y position to spawn at
private void SpawnTileAtY(float y)
{
if (tilePrefabs == null || tilePrefabs.Count == 0)
{
Debug.LogError("No tile prefabs available for spawning!");
return;
}
int prefabIndex;
// First tile: any tile
if (_activeTiles.Count == 0)
{
prefabIndex = GetWeightedRandomTileIndex();
}
else
{
GameObject prevTileGO = _activeTiles[_activeTiles.Count - 1];
Tile prevTile = prevTileGO != null ? prevTileGO.GetComponent() : null;
if (prevTile != null)
{
// Use weighted compatible selection
prefabIndex = GetWeightedCompatibleTileIndex(prevTile);
if (prefabIndex == -1)
{
Debug.LogError("No compatible tile can be spawned after previous tile. Aborting spawn.");
return;
}
}
else
{
prefabIndex = GetWeightedRandomTileIndex();
}
}
GameObject prefab = tilePrefabs[prefabIndex];
if (prefab == null)
{
Debug.LogError($"Tile prefab at index {prefabIndex} is null!");
return;
}
GameObject tile;
if (_devSettings != null && _devSettings.TrenchTileUseObjectPooling && _tilePool != null)
{
tile = _tilePool.GetTile(prefabIndex);
if (tile == null)
{
Debug.LogError("Failed to get tile from pool!");
return;
}
tile.transform.position = new Vector3(0f, y, TileSpawnZ);
tile.transform.rotation = prefab.transform.rotation;
tile.transform.SetParent(transform);
if (_devSettings != null)
{
tile.layer = _devSettings.TrenchTileLayer;
SetLayerRecursively(tile, _devSettings.TrenchTileLayer);
}
}
else
{
tile = Instantiate(prefab, new Vector3(0f, y, TileSpawnZ), prefab.transform.rotation, transform);
if (_devSettings != null)
{
tile.layer = _devSettings.TrenchTileLayer;
SetLayerRecursively(tile, _devSettings.TrenchTileLayer);
}
}
_activeTiles.Add(tile);
_tileLastUsed[prefabIndex] = _spawnCounter++;
_currentDepth++;
Debug.Log($"[TrenchTileSpawner] Current Depth: {_currentDepth}");
onTileSpawned?.Invoke(tile);
// --- FLOATING AREA STATE MANAGEMENT ---
Tile spawnedTile = tile.GetComponent();
if (spawnedTile != null)
{
if (spawnedTile.hasFloatingAreaMiddle || spawnedTile.continuesFloatingAreaMiddle)
{
isFloatingAreaActive = true;
}
if (spawnedTile.endsFloatingAreaMiddle)
{
isFloatingAreaActive = false;
}
}
}
///
/// Spawn a specific tile at the specified Y position
///
/// The tile prefab to spawn
/// The Y position to spawn at
private void SpawnSpecificTileAtY(GameObject prefab, float y)
{
GameObject tile;
if (_devSettings != null && _devSettings.TrenchTileUseObjectPooling && _tilePool != null)
{
int prefabIndex = tilePrefabs.IndexOf(prefab);
if (prefabIndex >= 0)
{
tile = _tilePool.GetTile(prefabIndex);
if (tile == null)
{
Debug.LogError("Failed to get initial tile from pool!");
return;
}
}
else
{
tile = Instantiate(prefab, new Vector3(0f, y, TileSpawnZ), prefab.transform.rotation, transform);
}
tile.transform.position = new Vector3(0f, y, TileSpawnZ);
tile.transform.rotation = prefab.transform.rotation;
tile.transform.SetParent(transform);
if (_devSettings != null)
{
tile.layer = _devSettings.TrenchTileLayer;
SetLayerRecursively(tile, _devSettings.TrenchTileLayer);
}
}
else
{
tile = Instantiate(prefab, new Vector3(0f, y, TileSpawnZ), prefab.transform.rotation, transform);
if (_devSettings != null)
{
tile.layer = _devSettings.TrenchTileLayer;
SetLayerRecursively(tile, _devSettings.TrenchTileLayer);
}
}
_activeTiles.Add(tile);
_currentDepth++;
Debug.Log($"[TrenchTileSpawner] Current Depth: {_currentDepth}");
onTileSpawned?.Invoke(tile);
// Optionally update floating area state if needed
Tile spawnedTile = tile.GetComponent();
if (spawnedTile != null)
{
if (spawnedTile.hasFloatingAreaMiddle || spawnedTile.continuesFloatingAreaMiddle)
{
isFloatingAreaActive = true;
}
if (spawnedTile.endsFloatingAreaMiddle)
{
isFloatingAreaActive = false;
}
}
}
///
/// Gets a list of allowed tile indices for the current difficulty
///
/// List of allowed prefab indices
private List GetAllowedTileIndicesForCurrentDifficulty()
{
var allowedIndices = new List();
int currentDifficulty = CurrentDifficulty;
for (int i = 0; i < tilePrefabs.Count; i++)
{
var tileComponent = tilePrefabs[i]?.GetComponent();
if (tileComponent != null && tileComponent.difficultyLevel <= currentDifficulty)
{
allowedIndices.Add(i);
}
}
return allowedIndices;
}
///
/// Gets a weighted random tile index, favoring tiles that haven't been used recently
///
/// The selected prefab index
private int GetWeightedRandomTileIndex()
{
var allowedIndices = GetAllowedTileIndicesForCurrentDifficulty();
if (allowedIndices.Count == 0)
{
Debug.LogError("No allowed tiles for current difficulty!");
return 0;
}
List weights = new List(allowedIndices.Count);
for (int i = 0; i < allowedIndices.Count; i++)
{
int lastUsed = _tileLastUsed.TryGetValue(allowedIndices[i], out var value) ? value : -tilePrefabs.Count;
int age = _spawnCounter - lastUsed;
float weight = Mathf.Clamp(age, 1, tilePrefabs.Count * 2); // More unused = higher weight
weights.Add(weight);
}
float totalWeight = 0f;
foreach (var weight in weights)
{
totalWeight += weight;
}
float randomValue = Random.value * totalWeight;
for (int i = 0; i < allowedIndices.Count; i++)
{
if (randomValue < weights[i])
{
return allowedIndices[i];
}
randomValue -= weights[i];
}
return Random.Range(0, allowedIndices.Count); // fallback
}
///
/// Gets the height of a tile based on its prefab or renderer bounds
///
/// The tile to measure
/// The height of the tile
private float GetTileHeight(GameObject tile)
{
if (tile == null)
{
Debug.LogWarning("Attempted to get height of null tile!");
return DefaultTileHeight;
}
// Check if this is a known prefab
foreach (var prefab in tilePrefabs)
{
if (prefab == null) continue;
// Check if this tile was created from this prefab
if (tile.name.StartsWith(prefab.name))
{
if (_tileHeights.TryGetValue(prefab, out float height))
{
return height;
}
}
}
// If not found, calculate it from the renderer
Renderer renderer = tile.GetComponentInChildren();
if (renderer != null)
{
return renderer.bounds.size.y;
}
// Fallback
return DefaultTileHeight;
}
///
/// Gets the index of the prefab that was used to create this tile
///
/// The tile to check
/// The index of the prefab or -1 if not found
private int GetPrefabIndex(GameObject tile)
{
if (tile == null || tilePrefabs == null)
{
return -1;
}
for (int i = 0; i < tilePrefabs.Count; i++)
{
if (tilePrefabs[i] == null) continue;
if (tile.name.StartsWith(tilePrefabs[i].name))
{
return i;
}
}
return -1;
}
///
/// Called periodically to trim excess pooled tiles
///
private void TrimExcessPooledTiles()
{
if (_tilePool != null)
{
_tilePool.TrimExcess();
}
}
#if UNITY_EDITOR
private void OnDrawGizmosSelected()
{
if (!Application.isPlaying)
{
// Only try to calculate this if _screenBottom hasn't been set by the game
UnityEngine.Camera editorCam = UnityEngine.Camera.main;
if (editorCam != null)
{
Vector3 bottom = editorCam.ViewportToWorldPoint(new Vector3(0.5f, 0f, editorCam.nearClipPlane));
_screenBottom = bottom.y;
}
}
// Draw tile bounds for debugging
Gizmos.color = Color.cyan;
if (_settings != null)
{
for (int i = 0; i < _settings.InitialTileCount; i++)
{
float height = DefaultTileHeight;
if (tilePrefabs != null && tilePrefabs.Count > 0 && tilePrefabs[0] != null &&
_tileHeights.TryGetValue(tilePrefabs[0], out float h))
{
height = h;
}
Vector3 center = new Vector3(0f, _screenBottom + i * height, 0f);
Gizmos.DrawWireCube(center, new Vector3(10f, height, 1f));
}
}
}
#endif
///
/// Set the layer of a GameObject and all its children recursively
///
/// The GameObject to set the layer for
/// The layer index to set
private void SetLayerRecursively(GameObject obj, int layer)
{
if (obj == null) return;
obj.layer = layer;
foreach (Transform child in obj.transform)
{
if (child != null)
{
SetLayerRecursively(child.gameObject, layer);
}
}
}
///
/// Starts the tile destruction coroutine and stores its reference
///
private void StartTileDestructionCoroutine()
{
if (_tileDestructionCoroutine != null)
{
StopCoroutine(_tileDestructionCoroutine);
}
_tileDestructionCoroutine = StartCoroutine(TileDestructionCoroutine());
}
///
/// Coroutine that checks for tiles to destroy periodically
///
private IEnumerator TileDestructionCoroutine()
{
const float checkInterval = 0.5f; // Check every half second as requested
Debug.Log($"[TrenchTileSpawner] Started tile destruction coroutine with interval: {checkInterval}s");
while (enabled && gameObject.activeInHierarchy)
{
// Check and handle tile destruction
if (_activeTiles.Count > 0)
{
GameObject topTile = _activeTiles[0];
if (topTile == null)
{
_activeTiles.RemoveAt(0);
}
else
{
float tileHeight = GetTileHeight(topTile);
bool shouldDestroy;
if (_isSurfacing)
{
// When surfacing, destroy tiles at the bottom
shouldDestroy = topTile.transform.position.y + tileHeight / 2 < _screenBottom - _settings.TileSpawnBuffer;
}
else
{
// When descending, destroy tiles at the top
shouldDestroy = topTile.transform.position.y - tileHeight / 2 > _screenTop + _settings.TileSpawnBuffer;
}
if (shouldDestroy)
{
_activeTiles.RemoveAt(0);
onTileDestroyed?.Invoke(topTile);
if (_devSettings != null && _devSettings.TrenchTileUseObjectPooling && _tilePool != null)
{
// Find the prefab index for this tile
int prefabIndex = GetPrefabIndex(topTile);
if (prefabIndex >= 0)
{
_tilePool.ReturnTile(topTile, prefabIndex);
}
else
{
Destroy(topTile);
}
}
else
{
Destroy(topTile);
}
}
}
}
// Wait for the next check interval
yield return new WaitForSeconds(checkInterval);
}
}
///
/// Starts the tile spawning coroutine and stores its reference
///
private void StartTileSpawningCoroutine()
{
if (_tileSpawningCoroutine != null)
{
StopCoroutine(_tileSpawningCoroutine);
}
_tileSpawningCoroutine = StartCoroutine(TileSpawningCoroutine());
}
///
/// Coroutine that checks if new tiles need to be spawned periodically
///
private IEnumerator TileSpawningCoroutine()
{
const float checkInterval = 0.2f; // Check every half second as requested
Debug.Log($"[TrenchTileSpawner] Started tile spawning coroutine with interval: {checkInterval}s");
while (enabled && gameObject.activeInHierarchy)
{
// Check if we need to spawn new tiles
if (_activeTiles.Count == 0)
{
// If we have no active tiles and spawning is stopped, trigger the event
if (_stopSpawning)
{
onLastTileLeft.Invoke();
}
}
else
{
GameObject bottomTile = _activeTiles[^1];
if (bottomTile == null)
{
_activeTiles.RemoveAt(_activeTiles.Count - 1);
}
else
{
// Get the tile height once to use in all calculations
float tileHeight = GetTileHeight(bottomTile);
// If we're in stop spawning mode, check if last tile is leaving
if (_stopSpawning)
{
// Check if this is the last tile, and if it's about to leave the screen
if (_activeTiles.Count == 1)
{
bool isLastTileLeaving;
if (_isSurfacing)
{
// When surfacing, check if bottom of tile is above top of screen
isLastTileLeaving = bottomTile.transform.position.y - tileHeight / 2 > _screenTop + _settings.TileSpawnBuffer;
}
else
{
// When descending, check if top of tile is below bottom of screen
isLastTileLeaving = bottomTile.transform.position.y + tileHeight / 2 < _screenBottom - _settings.TileSpawnBuffer;
}
if (isLastTileLeaving)
{
onLastTileLeft.Invoke();
}
}
}
else
{
// Normal spawning mode
bool shouldSpawn;
float newY;
if (_isSurfacing)
{
// When surfacing, spawn new tiles at the top
float topEdge = bottomTile.transform.position.y + tileHeight / 2;
shouldSpawn = topEdge < _screenTop + _settings.TileSpawnBuffer;
newY = bottomTile.transform.position.y + tileHeight;
}
else
{
// When descending, spawn new tiles at the bottom
float bottomEdge = bottomTile.transform.position.y - tileHeight / 2;
shouldSpawn = bottomEdge > _screenBottom - _settings.TileSpawnBuffer;
newY = bottomTile.transform.position.y - tileHeight;
}
if (shouldSpawn)
{
SpawnTileAtY(newY);
}
}
}
}
// Wait for the next check interval
yield return new WaitForSeconds(checkInterval);
}
}
///
/// Starts the speed ramping coroutine and stores its reference
///
private void StartSpeedRampingCoroutine()
{
if (_speedRampingCoroutine != null)
{
StopCoroutine(_speedRampingCoroutine);
}
_speedRampingCoroutine = StartCoroutine(SpeedRampingRoutine());
}
}
}