Files
AppleHillsProduction/Assets/Scripts/Minigames/DivingForPictures/BubbleSpawner.cs

133 lines
4.5 KiB
C#

using UnityEngine;
using Pooling;
namespace Minigames.DivingForPictures
{
/// <summary>
/// Spawns bubbles at intervals, randomizing their properties and assigning a random sprite to each.
/// </summary>
public class BubbleSpawner : MonoBehaviour
{
public Bubble bubblePrefab;
public Sprite[] bubbleSprites; // Assign in inspector
public float spawnInterval = 0.3f;
public Vector2 speedRange = new Vector2(0.5f, 2f);
public Vector2 scaleRange = new Vector2(0.3f, 0.7f);
public Vector2 wobbleSpeedRange = new Vector2(1f, 3f);
public Vector2 wobbleAmountRange = new Vector2(0.05f, 0.15f);
public float spawnXMin = -3.5f;
public float spawnXMax = 3.5f;
public float spawnY = -5f;
public float wobbleMinScale = 0.2f;
public float wobbleMaxScale = 1.2f;
[Header("Object Pooling")]
public bool useObjectPooling = true;
public int initialPoolSize = 10;
public int maxPoolSize = 30;
private float _timer;
private float _nextSpawnInterval;
private BubblePool _bubblePool;
private Camera _mainCamera; // Cache camera reference
void Awake()
{
_mainCamera = Camera.main;
if (useObjectPooling)
{
// Create the bubble pool
GameObject poolGO = new GameObject("BubblePool");
poolGO.transform.SetParent(transform);
_bubblePool = poolGO.AddComponent<BubblePool>();
_bubblePool.initialPoolSize = initialPoolSize;
_bubblePool.maxPoolSize = maxPoolSize;
_bubblePool.Initialize(bubblePrefab);
// Periodically check for pool statistics in debug builds
#if DEVELOPMENT_BUILD || UNITY_EDITOR
InvokeRepeating(nameof(LogPoolStats), 5f, 30f);
#endif
}
}
void Start()
{
// Initialize the next spawn interval
_nextSpawnInterval = GetRandomizedInterval();
}
void Update()
{
_timer += Time.deltaTime;
if (_timer >= _nextSpawnInterval)
{
SpawnBubble();
_timer = 0f;
_nextSpawnInterval = GetRandomizedInterval();
}
}
/// <summary>
/// Returns a randomized interval for bubble spawning.
/// </summary>
/// <returns>Randomized interval in seconds.</returns>
float GetRandomizedInterval()
{
return spawnInterval * Random.Range(0.8f, 1.2f);
}
/// <summary>
/// Spawns a bubble with randomized properties and assigns a random sprite.
/// </summary>
void SpawnBubble()
{
float x = Random.Range(spawnXMin, spawnXMax);
Vector3 spawnPos = new Vector3(x, spawnY, 0f);
Bubble bubble;
if (useObjectPooling && _bubblePool != null)
{
bubble = _bubblePool.GetBubble();
bubble.transform.position = spawnPos;
}
else
{
bubble = Instantiate(bubblePrefab, spawnPos, Quaternion.identity, transform);
}
// Randomize bubble properties
bubble.speed = Random.Range(speedRange.x, speedRange.y);
bubble.wobbleSpeed = Random.Range(wobbleSpeedRange.x, wobbleSpeedRange.y);
// Set base scale (initial size) for the bubble
float baseScale = Random.Range(scaleRange.x, scaleRange.y);
bubble.SetBaseScale(baseScale);
// Assign random sprite to BubbleSprite (fixed naming from BottleSprite)
if (bubbleSprites != null && bubbleSprites.Length > 0)
{
Sprite randomSprite = bubbleSprites[Random.Range(0, bubbleSprites.Length)];
bubble.SetBubbleSprite(randomSprite);
}
// Random rotation
bubble.transform.rotation = Quaternion.Euler(0f, 0f, Random.Range(0f, 360f));
// Pass min/max scale for wobble clamping
bubble.SetWobbleScaleLimits(wobbleMinScale, wobbleMaxScale);
}
/// <summary>
/// Logs the current pool statistics for debugging
/// </summary>
private void LogPoolStats()
{
if (_bubblePool != null)
{
_bubblePool.LogPoolStats();
}
}
}
}