using Core;
using UnityEngine;
namespace Minigames.DivingForPictures
{
///
/// Collision behavior that handles damage from mobile obstacles.
/// Uses trigger-based collision detection with shared immunity state.
///
public class ObstacleCollision : PlayerCollisionBehavior
{
protected override void OnEnable()
{
base.OnEnable();
// Subscribe to immunity events
OnImmunityStarted += HandleImmunityStarted;
OnImmunityEnded += HandleImmunityEnded;
}
protected override void OnDisable()
{
// Unsubscribe from immunity events
OnImmunityStarted -= HandleImmunityStarted;
OnImmunityEnded -= HandleImmunityEnded;
base.OnDisable();
}
protected override void HandleCollisionResponse(Collider2D obstacle)
{
// Check if the obstacle is on the ObstacleLayer
if (obstacle.gameObject.layer != _devSettings.ObstacleLayer)
{
// If not on the obstacle layer, don't process the collision
Logging.Debug($"[ObstacleCollision] Ignored collision with object on layer {obstacle.gameObject.layer} (expected {_devSettings.ObstacleLayer})");
return;
}
// Mark the obstacle as having dealt damage to prevent multiple hits
FloatingObstacle obstacleComponent = obstacle.GetComponent();
if (obstacleComponent != null)
{
obstacleComponent.MarkDamageDealt();
}
Logging.Debug($"[ObstacleCollision] Player hit by obstacle {obstacle.gameObject.name}");
}
///
/// Handler for immunity started event - replaces OnImmunityStart method
///
private void HandleImmunityStarted()
{
Logging.Debug($"[ObstacleCollision] Damage immunity started for {_gameSettings.DamageImmunityDuration} seconds");
// Don't block input for obstacle damage - let player keep moving
// The shared immunity system will handle the collision prevention
}
///
/// Handler for immunity ended event - replaces OnImmunityEnd method
///
private void HandleImmunityEnded()
{
Logging.Debug($"[ObstacleCollision] Damage immunity ended");
// No special handling needed - shared immunity system handles collider re-enabling
}
}
}