Files
AppleHillsProduction/Assets/Scripts/Minigames/DivingForPictures/DivingGameManager.cs
2025-10-08 12:36:08 +02:00

773 lines
29 KiB
C#

using UnityEngine;
using System.Collections.Generic;
using System;
using System.Collections;
using UnityEngine.Events;
using UnityEngine.Playables;
using AppleHills.Core.Settings;
using Utility;
using AppleHills.Core.Interfaces;
using UI;
namespace Minigames.DivingForPictures
{
public class DivingGameManager : MonoBehaviour, IPausable
{
[Header("Monster Prefabs")]
[Tooltip("Array of monster prefabs to spawn randomly")]
[SerializeField] private GameObject[] monsterPrefabs;
[Header("Rope Damage System")]
[Tooltip("Ropes that will break one by one as player takes damage")]
[SerializeField] private RopeBreaker[] playerRopes;
[Header("Surfacing Settings")]
[Tooltip("Reference to the PlayableDirector that will play the surfacing timeline")]
[SerializeField] private PlayableDirector surfacingTimeline;
// Settings reference
private IDivingMinigameSettings _settings;
// Private state variables
private int playerScore = 0;
private float currentSpawnProbability;
private float lastSpawnTime = -100f;
private float timeSinceLastSpawn = 0f;
private List<Monster> activeMonsters = new List<Monster>();
// Velocity management
// Velocity state tracking
private float _currentVelocityFactor = 1.0f; // 1.0 = normal descent speed, -1.0 * surfacingSpeedFactor = full surfacing speed
private Coroutine _velocityTransitionCoroutine;
private Coroutine _surfacingSequenceCoroutine;
// Public properties
public int PlayerScore => playerScore;
public float CurrentVelocityFactor => _currentVelocityFactor;
// Events
public event Action<int> OnScoreChanged;
public event Action<Monster> OnMonsterSpawned;
public event Action<Monster, int> OnPictureTaken;
public event Action<float> OnSpawnProbabilityChanged;
public event Action OnGameOver;
public event Action<int> OnRopeBroken; // Passes remaining ropes count
public event Action<float> OnVelocityFactorChanged;
// Private state variables for rope system
private int currentRopeIndex = 0;
private bool isGameOver = false;
private bool _isSurfacing = false;
// Initialization state
private bool _isGameInitialized = false;
// Used to track if we're currently surfacing
public bool IsSurfacing => _isSurfacing;
// Event for game components to subscribe to
public event Action OnGameInitialized;
// Pause state
private bool _isPaused = false;
// List of pausable components controlled by this manager
private List<IPausable> _pausableComponents = new List<IPausable>();
// IPausable implementation
public bool IsPaused => _isPaused;
private void Awake()
{
// Get settings from GameManager
_settings = GameManager.GetSettingsObject<IDivingMinigameSettings>();
if (_settings == null)
{
Debug.LogError("[DivingGameManager] Failed to load diving minigame settings!");
}
// Initialize with base probability from settings
currentSpawnProbability = _settings?.BaseSpawnProbability ?? 0.2f;
}
private void Start()
{
// Find PauseMenu and subscribe to its events
PauseMenu pauseMenu = PauseMenu.Instance;
if (pauseMenu != null)
{
pauseMenu.OnGamePaused += Pause;
pauseMenu.OnGameResumed += Resume;
Debug.Log("[DivingGameManager] Subscribed to PauseMenu events");
}
else
{
Debug.LogWarning("[DivingGameManager] PauseMenu not found. Pause functionality won't work properly.");
}
// Register this manager with the global GameManager
if (GameManager.Instance != null)
{
GameManager.Instance.RegisterPausableComponent(this);
}
// Subscribe to SceneOrientationEnforcer's event
if (SceneOrientationEnforcer.Instance != null)
{
SceneOrientationEnforcer.Instance.OnOrientationCorrect += InitializeGame;
// If orientation is already correct, initialize right away
// This prevents issues if the orientation was already correct before subscription
if (SceneOrientationEnforcer.Instance.IsOrientationCorrect())
{
InitializeGame();
}
}
else
{
Debug.LogWarning("[DivingGameManager] SceneOrientationEnforcer not found. Initializing game immediately.");
InitializeGame();
}
// Subscribe to player damage events (this doesn't depend on initialization)
PlayerCollisionBehavior.OnDamageTaken += OnPlayerDamageTaken;
// Validate rope references (this doesn't depend on initialization)
ValidateRopeReferences();
}
/// <summary>
/// Initializes the game components once the orientation is correct.
/// This is called by SceneOrientationEnforcer when the device is properly oriented.
/// </summary>
public void InitializeGame()
{
// Prevent double initialization
if (_isGameInitialized) return;
Debug.Log("[DivingGameManager] Initializing game");
// Subscribe to tile spawned event
TrenchTileSpawner tileSpawner = FindFirstObjectByType<TrenchTileSpawner>();
if (tileSpawner != null)
{
tileSpawner.onTileSpawned.AddListener(OnTileSpawned);
}
else
{
Debug.LogWarning("No TrenchTileSpawner found in scene. Monster spawning won't work.");
}
// Mark as initialized
_isGameInitialized = true;
// Notify all listeners that the game is initialized
OnGameInitialized?.Invoke();
}
private void OnDestroy()
{
// Unsubscribe from events when the manager is destroyed
PlayerCollisionBehavior.OnDamageTaken -= OnPlayerDamageTaken;
if (SceneOrientationEnforcer.Instance != null)
{
SceneOrientationEnforcer.Instance.OnOrientationCorrect -= InitializeGame;
}
// Unsubscribe from PauseMenu events
PauseMenu pauseMenu = PauseMenu.Instance;
if (pauseMenu != null)
{
pauseMenu.OnGamePaused -= Pause;
pauseMenu.OnGameResumed -= Resume;
}
// Unregister from GameManager
if (GameManager.Instance != null)
{
GameManager.Instance.UnregisterPausableComponent(this);
}
// Unregister all pausable components
_pausableComponents.Clear();
}
private void Update()
{
timeSinceLastSpawn += Time.deltaTime;
// Gradually increase spawn probability over time
float previousProbability = currentSpawnProbability;
if (currentSpawnProbability < _settings.MaxSpawnProbability)
{
currentSpawnProbability += _settings.ProbabilityIncreaseRate * Time.deltaTime;
currentSpawnProbability = Mathf.Min(currentSpawnProbability, _settings.MaxSpawnProbability);
// Only fire event if probability changed significantly
if (Mathf.Abs(currentSpawnProbability - previousProbability) > 0.01f)
{
OnSpawnProbabilityChanged?.Invoke(currentSpawnProbability);
}
}
}
private void OnTileSpawned(GameObject tile)
{
// Check for spawn points in the new tile
MonsterSpawnPoint[] spawnPoints = tile.GetComponentsInChildren<MonsterSpawnPoint>();
if (spawnPoints.Length == 0) return;
// If we're surfacing, don't spawn new monsters
if (_isSurfacing) return;
bool forceSpawn = timeSinceLastSpawn >= _settings.GuaranteedSpawnTime;
bool onCooldown = timeSinceLastSpawn < _settings.SpawnCooldown;
// Don't spawn if on cooldown, unless forced
if (onCooldown && !forceSpawn) return;
// Check probability or forced spawn
if (forceSpawn || UnityEngine.Random.value <= currentSpawnProbability)
{
// Pick a random spawn point from this tile
MonsterSpawnPoint spawnPoint = spawnPoints[UnityEngine.Random.Range(0, spawnPoints.Length)];
// Spawn the monster at the spawn point and parent it
SpawnMonster(spawnPoint.transform);
// Reset timer and adjust probability
lastSpawnTime = Time.time;
timeSinceLastSpawn = 0f;
currentSpawnProbability = _settings.BaseSpawnProbability;
OnSpawnProbabilityChanged?.Invoke(currentSpawnProbability);
}
}
private void SpawnMonster(Transform spawnPoint)
{
if (monsterPrefabs.Length == 0)
{
Debug.LogWarning("No monster prefabs assigned to DivingGameManager.");
return;
}
// Select random monster prefab
GameObject prefab = monsterPrefabs[UnityEngine.Random.Range(0, monsterPrefabs.Length)];
// Instantiate monster at spawn point position
GameObject monsterObj = Instantiate(prefab, spawnPoint.position, Quaternion.identity);
Monster monster = monsterObj.GetComponent<Monster>();
if (monster != null)
{
// Parent the monster to the spawn point so it moves with the tile
monsterObj.transform.SetParent(spawnPoint);
// Subscribe to monster events
monster.OnPictureTaken += OnMonsterPictureTaken;
monster.OnMonsterDespawned += OnMonsterDespawned;
// Add to active monsters list
activeMonsters.Add(monster);
// Fire event
OnMonsterSpawned?.Invoke(monster);
}
else
{
Debug.LogError($"Monster prefab {prefab.name} does not have a Monster component!");
Destroy(monsterObj);
}
}
private void OnMonsterPictureTaken(Monster monster)
{
// Calculate points based on depth
int depthBonus = Mathf.FloorToInt(Mathf.Abs(monster.transform.position.y) * _settings.DepthMultiplier);
int pointsAwarded = _settings.BasePoints + depthBonus;
// Add score
playerScore += pointsAwarded;
// Fire events
OnScoreChanged?.Invoke(playerScore);
OnPictureTaken?.Invoke(monster, pointsAwarded);
}
private void OnMonsterDespawned(Monster monster)
{
// Remove from active list
activeMonsters.Remove(monster);
// Unsubscribe from events
monster.OnPictureTaken -= OnMonsterPictureTaken;
monster.OnMonsterDespawned -= OnMonsterDespawned;
}
/// <summary>
/// Called when the player takes damage from any collision
/// </summary>
private void OnPlayerDamageTaken()
{
if (isGameOver) return;
// Break the next rope in sequence
BreakNextRope();
// Check if all ropes are broken
if (currentRopeIndex >= playerRopes.Length)
{
TriggerGameOver();
}
else
{
// Notify listeners about rope break and remaining ropes
int remainingRopes = playerRopes.Length - currentRopeIndex;
OnRopeBroken?.Invoke(remainingRopes);
Debug.Log($"[DivingGameManager] Rope broken! {remainingRopes} ropes remaining.");
}
}
/// <summary>
/// Breaks the next available rope in the sequence
/// </summary>
private void BreakNextRope()
{
if (currentRopeIndex < playerRopes.Length)
{
RopeBreaker ropeToBreak = playerRopes[currentRopeIndex];
if (ropeToBreak != null)
{
// Let the RopeBreaker component handle the breaking, effects, and sounds
ropeToBreak.BreakRope();
}
else
{
Debug.LogWarning($"[DivingGameManager] Rope at index {currentRopeIndex} is null!");
}
// Move to the next rope regardless if current was null
currentRopeIndex++;
}
}
/// <summary>
/// Manually break a rope (for testing or external events)
/// </summary>
public void ForceBreakRope()
{
if (!isGameOver)
{
OnPlayerDamageTaken();
}
}
/// <summary>
/// Triggers game over state when all ropes are broken
/// </summary>
private void TriggerGameOver()
{
if (isGameOver) return;
isGameOver = true;
Debug.Log("[DivingGameManager] Game Over! All ropes broken. Starting surfacing sequence...");
// Fire game over event
OnGameOver?.Invoke();
// Start surfacing instead of directly ending the game
StartSurfacing();
}
/// <summary>
/// Validates rope references and logs warnings if any are missing
/// </summary>
private void ValidateRopeReferences()
{
if (playerRopes == null || playerRopes.Length == 0)
{
Debug.LogWarning("[DivingGameManager] No ropes assigned to break! Damage system won't work properly.");
return;
}
for (int i = 0; i < playerRopes.Length; i++)
{
if (playerRopes[i] == null)
{
Debug.LogWarning($"[DivingGameManager] Rope at index {i} is null!");
}
}
}
/// <summary>
/// Resets the rope system for a new game
/// </summary>
public void ResetRopeSystem()
{
// Reset rope state
currentRopeIndex = 0;
isGameOver = false;
// Restore all broken ropes
if (playerRopes != null)
{
foreach (var rope in playerRopes)
{
if (rope != null)
{
rope.RestoreRope();
}
}
}
Debug.Log("[DivingGameManager] Rope system reset.");
}
/// <summary>
/// Starts the surfacing mode - reverses trench direction and adjusts all spawned entities
/// </summary>
public void StartSurfacing()
{
if (_isSurfacing) return; // Already surfacing
_isSurfacing = true;
// 1. Initiate smooth velocity transition to surfacing speed
float targetVelocityFactor = -1.0f * _settings.SurfacingSpeedFactor;
SetVelocityFactor(targetVelocityFactor);
// 2. Find and notify trench tile spawner about direction change (for spawning/despawning logic)
TrenchTileSpawner tileSpawner = FindFirstObjectByType<TrenchTileSpawner>();
if (tileSpawner != null)
{
// Subscribe to velocity changes if not already subscribed
OnVelocityFactorChanged -= tileSpawner.OnVelocityFactorChanged;
OnVelocityFactorChanged += tileSpawner.OnVelocityFactorChanged;
// Subscribe to the last tile event
tileSpawner.onLastTileLeft.RemoveListener(OnLastTileLeft);
tileSpawner.onLastTileLeft.AddListener(OnLastTileLeft);
// Tell spawner to reverse spawn/despawn logic
tileSpawner.StartSurfacing();
// Immediately send current velocity factor
tileSpawner.OnVelocityFactorChanged(_currentVelocityFactor);
}
// Handle the Rock object - disable components and animate it falling offscreen
GameObject rockObject = GameObject.FindGameObjectWithTag("Rock");
if (rockObject != null)
{
// Disable all components except Transform on the rock object (not its children)
foreach (Component component in rockObject.GetComponents<Component>())
{
if (!(component is Transform))
{
if (component is Behaviour behaviour)
{
behaviour.enabled = false;
}
}
}
// Start coroutine to animate the rock falling offscreen
StartCoroutine(MoveRockOffscreen(rockObject.transform));
Debug.Log("[DivingGameManager] Disabled rock components and animating it offscreen");
}
// Handle the Player object - disable components and reset X position
GameObject playerObject = GameObject.FindGameObjectWithTag("Player");
if (playerObject != null)
{
// Disable all components except Transform, Animator, and PlayerBlinkBehavior on the player object
foreach (Component component in playerObject.GetComponents<Component>())
{
if (!(component is Transform) &&
!(component is Animator) &&
!(component is PlayerBlinkBehavior))
{
if (component is Behaviour behaviour)
{
behaviour.enabled = false;
}
}
}
// Start coroutine to reset X position to 0 over 1 second
StartCoroutine(ResetPlayerPosition(playerObject.transform));
Debug.Log("[DivingGameManager] Disabled player components (keeping Animator and PlayerBlinkBehavior) and resetting position");
}
// 3. Find bubble spawner and slow down existing bubbles (no velocity management needed)
BubbleSpawner bubbleSpawner = FindFirstObjectByType<BubbleSpawner>();
if (bubbleSpawner != null)
{
bubbleSpawner.StartSurfacing();
}
// 4. Find obstacle spawner and set up for velocity changes
ObstacleSpawner obstacleSpawner = FindFirstObjectByType<ObstacleSpawner>();
if (obstacleSpawner != null)
{
// Subscribe to velocity changes
OnVelocityFactorChanged -= obstacleSpawner.OnVelocityFactorChanged;
OnVelocityFactorChanged += obstacleSpawner.OnVelocityFactorChanged;
// Tell spawner to reverse spawn/despawn logic
obstacleSpawner.StartSurfacing();
// Immediately send current velocity factor
obstacleSpawner.OnVelocityFactorChanged(_currentVelocityFactor);
}
// Start the surfacing sequence coroutine
if (_surfacingSequenceCoroutine != null)
{
StopCoroutine(_surfacingSequenceCoroutine);
}
_surfacingSequenceCoroutine = StartCoroutine(SurfacingSequence());
Debug.Log($"[DivingGameManager] Started surfacing with target velocity factor: {targetVelocityFactor}");
}
/// <summary>
/// Coroutine to animate the rock falling below the screen
/// </summary>
private IEnumerator MoveRockOffscreen(Transform rockTransform)
{
Vector3 startPosition = rockTransform.position;
// Calculate position below the screen
Camera mainCamera = Camera.main;
if (mainCamera == null)
{
Debug.LogWarning("[DivingGameManager] Cannot find main camera to calculate offscreen position");
yield break;
}
// Get a position below the bottom of the screen
Vector3 offscreenPosition = mainCamera.ViewportToWorldPoint(new Vector3(0.5f, -0.2f, mainCamera.nearClipPlane));
Vector3 targetPosition = new Vector3(startPosition.x, offscreenPosition.y, startPosition.z);
float duration = 2.0f; // Animation duration in seconds
float elapsed = 0f;
while (elapsed < duration)
{
elapsed += Time.deltaTime;
float t = Mathf.Clamp01(elapsed / duration);
// Use an easing function that accelerates to simulate falling
float easedT = t * t; // Quadratic easing
rockTransform.position = Vector3.Lerp(startPosition, targetPosition, easedT);
yield return null;
}
// Ensure final position is exactly at target
rockTransform.position = targetPosition;
}
/// <summary>
/// Coroutine to reset the player's X position to 0 over time
/// </summary>
private IEnumerator ResetPlayerPosition(Transform playerTransform)
{
Vector3 startPosition = playerTransform.position;
Vector3 targetPosition = new Vector3(0f, startPosition.y, startPosition.z);
float duration = 1.0f; // Reset duration in seconds (as requested)
float elapsed = 0f;
while (elapsed < duration)
{
elapsed += Time.deltaTime;
float t = Mathf.Clamp01(elapsed / duration);
// Use smooth step for more natural movement
float smoothT = Mathf.SmoothStep(0f, 1f, t);
playerTransform.position = Vector3.Lerp(startPosition, targetPosition, smoothT);
yield return null;
}
// Ensure final position is exactly at target
playerTransform.position = targetPosition;
}
/// <summary>
/// Coroutine to handle the surfacing sequence timing
/// </summary>
private IEnumerator SurfacingSequence()
{
// Wait for the configured delay
yield return new WaitForSeconds(_settings.SurfacingSpawnDelay);
// Find tile spawner and tell it to stop spawning
TrenchTileSpawner tileSpawner = FindFirstObjectByType<TrenchTileSpawner>();
if (tileSpawner != null)
{
// Tell it to stop spawning new tiles
tileSpawner.StopSpawning();
Debug.Log("[DivingGameManager] Stopped spawning new tiles after delay");
}
}
/// <summary>
/// Called when the last tile leaves the screen
/// </summary>
private void OnLastTileLeft()
{
// Play the timeline
if (surfacingTimeline != null)
{
surfacingTimeline.Play();
Debug.Log("[DivingGameManager] Last tile left the screen, playing timeline");
}
else
{
Debug.LogWarning("[DivingGameManager] No surfacing timeline assigned!");
}
}
// Call this when the game ends
public void EndGame()
{
// Clean up active monsters
foreach (var monster in activeMonsters.ToArray())
{
if (monster != null)
{
monster.DespawnMonster();
}
}
activeMonsters.Clear();
// Final score could be saved to player prefs or other persistence
Debug.Log($"Final Score: {playerScore}");
}
/// <summary>
/// Starts a smooth transition to the new velocity factor
/// </summary>
/// <param name="targetFactor">Target velocity factor (e.g., -1.0 for surfacing speed)</param>
public void SetVelocityFactor(float targetFactor)
{
if (_velocityTransitionCoroutine != null)
{
StopCoroutine(_velocityTransitionCoroutine);
}
_velocityTransitionCoroutine = StartCoroutine(TransitionVelocityFactor(targetFactor));
}
/// <summary>
/// Coroutine to smoothly transition the velocity factor over time
/// </summary>
private IEnumerator<WaitForEndOfFrame> TransitionVelocityFactor(float targetFactor)
{
float startFactor = _currentVelocityFactor;
float elapsed = 0f;
while (elapsed < _settings.SpeedTransitionDuration)
{
elapsed += Time.deltaTime;
float t = Mathf.Clamp01(elapsed / _settings.SpeedTransitionDuration);
// Smooth step interpolation
float smoothStep = t * t * (3f - 2f * t);
_currentVelocityFactor = Mathf.Lerp(startFactor, targetFactor, smoothStep);
// Notify listeners about the velocity factor change
OnVelocityFactorChanged?.Invoke(_currentVelocityFactor);
yield return null;
}
_currentVelocityFactor = targetFactor;
// Final assignment to ensure exact target value
OnVelocityFactorChanged?.Invoke(_currentVelocityFactor);
}
/// <summary>
/// Register a component as pausable with this manager
/// </summary>
/// <param name="component">The pausable component to register</param>
public void RegisterPausableComponent(IPausable component)
{
if (component != null && !_pausableComponents.Contains(component))
{
_pausableComponents.Add(component);
// If the game is already paused, pause the component immediately
if (_isPaused)
{
component.Pause();
}
Debug.Log($"[DivingGameManager] Registered pausable component: {(component as MonoBehaviour)?.name ?? "Unknown"}");
}
}
/// <summary>
/// Unregister a pausable component
/// </summary>
/// <param name="component">The pausable component to unregister</param>
public void UnregisterPausableComponent(IPausable component)
{
if (component != null && _pausableComponents.Contains(component))
{
_pausableComponents.Remove(component);
Debug.Log($"[DivingGameManager] Unregistered pausable component: {(component as MonoBehaviour)?.name ?? "Unknown"}");
}
}
/// <summary>
/// Pause the game and all registered components
/// </summary>
public void Pause()
{
if (_isPaused) return; // Already paused
_isPaused = true;
// Pause all registered components
foreach (var component in _pausableComponents)
{
component.Pause();
}
Debug.Log($"[DivingGameManager] Game paused. Paused {_pausableComponents.Count} components.");
}
/// <summary>
/// Resume the game and all registered components
/// </summary>
public void Resume()
{
if (!_isPaused) return; // Already running
_isPaused = false;
// Resume all registered components
foreach (var component in _pausableComponents)
{
component.Resume();
}
Debug.Log($"[DivingGameManager] Game resumed. Resumed {_pausableComponents.Count} components.");
}
}
}