using UnityEngine; using System; using System.Collections; using Core; namespace Minigames.DivingForPictures { public class Monster : MonoBehaviour { [Header("References")] [SerializeField] private CircleCollider2D detectionCollider; private bool pictureAlreadyTaken = false; private bool photoSequenceInProgress = false; private UnityEngine.Camera mainCamera; // Track if player is in detection range private bool playerInDetectionRange = false; // Events public event Action OnMonsterDespawned; public event Action OnPlayerEnterDetectionRange; public event Action OnPlayerExitDetectionRange; // Properties public float PictureRadius => detectionCollider != null ? detectionCollider.radius : 0f; public bool IsPhotoSequenceInProgress => photoSequenceInProgress; public bool IsPlayerInDetectionRange => playerInDetectionRange; public bool IsPictureTaken => pictureAlreadyTaken; private void Awake() { Logging.Debug("Monster created: " + gameObject.name); if (detectionCollider == null) detectionCollider = GetComponent(); mainCamera = UnityEngine.Camera.main; // Start checking if monster is off-screen StartCoroutine(CheckIfOffScreen()); } private void OnEnable() { pictureAlreadyTaken = false; photoSequenceInProgress = false; } private void OnDestroy() { Logging.Debug("Monster destroyed: " + gameObject.name); } private IEnumerator CheckIfOffScreen() { WaitForSeconds wait = new WaitForSeconds(0.5f); while (true) { yield return wait; if (!IsVisibleToCamera()) { DespawnMonster(); yield break; } } } private bool IsVisibleToCamera() { if (mainCamera == null) mainCamera = UnityEngine.Camera.main; if (mainCamera == null) return false; // Get the world position (will account for parent movement) Vector3 worldPosition = transform.position; Vector3 viewportPoint = mainCamera.WorldToViewportPoint(worldPosition); // If z is negative, the object is behind the camera if (viewportPoint.z < 0) return false; // Simple logic: // 1. Allow monsters below the screen (new spawns) // 2. Despawn monsters only when completely above the top of screen // 3. Keep monsters that are on screen // Check if the monster is above the top of the screen if (viewportPoint.y > 1) return false; // Monster is completely above screen, destroy it // Check horizontal bounds (keep moderate buffer so monsters don't disappear at screen edges) float bufferSides = 0.2f; bool withinHorizontalBounds = viewportPoint.x > -bufferSides && viewportPoint.x < 1 + bufferSides; return withinHorizontalBounds; } private void OnTriggerEnter2D(Collider2D other) { // Check if it's the player if (other.CompareTag("Player") && !pictureAlreadyTaken) { playerInDetectionRange = true; // Fire the event so the game manager can display the viewfinder without pausing OnPlayerEnterDetectionRange?.Invoke(this); } } private void OnTriggerExit2D(Collider2D other) { // Check if it's the player if (other.CompareTag("Player")) { playerInDetectionRange = false; // Fire the event so the game manager can hide the viewfinder OnPlayerExitDetectionRange?.Invoke(this); } } /// /// Mark this monster as having its photo sequence in progress /// public void SetPhotoSequenceInProgress(bool inProgress = true) { if (pictureAlreadyTaken) return; photoSequenceInProgress = inProgress; } /// /// Notify that a picture has been taken of this monster /// This is now called by DivingGameManager instead of handling the logic internally /// public void NotifyPictureTaken() { if (pictureAlreadyTaken) return; pictureAlreadyTaken = true; photoSequenceInProgress = false; } /// /// Despawn this monster (can be called externally) /// /// Whether to despawn immediately or after a delay public void Despawn(bool immediate = false) { if (immediate) { DespawnMonster(); } else { // Add small delay before despawning StartCoroutine(DelayedDespawn()); } } /// /// Coroutine to despawn after a short delay /// private IEnumerator DelayedDespawn() { yield return new WaitForSeconds(1.0f); // 1-second delay before despawn DespawnMonster(); } // Public method to despawn this monster public void DespawnMonster() { if (gameObject.activeSelf) { OnMonsterDespawned?.Invoke(this); gameObject.SetActive(false); Destroy(gameObject); } } #if UNITY_EDITOR // Update collider radius in editor private void OnValidate() { if (detectionCollider == null) detectionCollider = GetComponent(); } #endif } }