234 lines
7.6 KiB
C#
234 lines
7.6 KiB
C#
using UnityEngine;
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using Pooling;
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namespace Minigames.DivingForPictures
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{
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/// <summary>
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/// Complete floating obstacle component that handles data, movement, collision detection, and pooling.
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/// Obstacles move upward toward the surface and detect collisions with the player.
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/// </summary>
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public class FloatingObstacle : MonoBehaviour, IPoolable
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{
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[Header("Obstacle Properties")]
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[Tooltip("Index of the prefab this obstacle was created from")]
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[SerializeField] private int prefabIndex;
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[Tooltip("Damage this obstacle deals to the player")]
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[SerializeField] private float damage = 1f;
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[Tooltip("Movement speed of this obstacle")]
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[SerializeField] private float moveSpeed = 2f;
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[Header("Movement")]
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[Tooltip("Whether this obstacle moves (can be disabled for static obstacles)")]
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[SerializeField] private bool enableMovement = true;
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[Header("Collision Detection")]
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[Tooltip("Layer mask for player detection - should match Player layer")]
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[SerializeField] private LayerMask playerLayerMask = 1 << 7; // Player layer
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[Tooltip("How often to check for collisions (in seconds)")]
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[SerializeField] private float collisionCheckInterval = 0.1f;
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[Header("References")]
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[Tooltip("Reference to the spawner that created this obstacle")]
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[SerializeField] private ObstacleSpawner spawner;
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// Public properties
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public int PrefabIndex
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{
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get => prefabIndex;
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set => prefabIndex = value;
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}
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public float Damage
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{
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get => damage;
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set => damage = value;
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}
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public float MoveSpeed
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{
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get => moveSpeed;
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set => moveSpeed = value;
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}
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public bool HasDealtDamage => _hasDealtDamage;
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// Private fields
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private Collider2D _collider;
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private float _collisionCheckTimer;
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private bool _hasDealtDamage;
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private Camera _mainCamera;
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private float _screenTop;
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private void Awake()
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{
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_collider = GetComponent<Collider2D>();
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if (_collider == null)
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{
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_collider = GetComponentInChildren<Collider2D>();
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}
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if (_collider == null)
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{
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Debug.LogError($"[FloatingObstacle] No Collider2D found on {gameObject.name}!");
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}
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_mainCamera = Camera.main;
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}
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private void Update()
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{
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if (enableMovement)
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{
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HandleMovement();
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}
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HandleCollisionDetection();
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CheckIfOffScreen();
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}
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/// <summary>
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/// Moves the obstacle upward based on its speed
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/// </summary>
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private void HandleMovement()
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{
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transform.position += Vector3.up * (moveSpeed * Time.deltaTime);
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}
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/// <summary>
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/// Checks for collisions with the player at regular intervals
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/// </summary>
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private void HandleCollisionDetection()
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{
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if (_hasDealtDamage || _collider == null) return;
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_collisionCheckTimer -= Time.deltaTime;
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if (_collisionCheckTimer <= 0f)
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{
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_collisionCheckTimer = collisionCheckInterval;
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CheckForPlayerCollision();
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}
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}
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/// <summary>
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/// Checks if this obstacle is colliding with the player
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/// </summary>
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private void CheckForPlayerCollision()
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{
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Collider2D[] overlapping = new Collider2D[5];
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ContactFilter2D filter = new ContactFilter2D();
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filter.SetLayerMask(playerLayerMask);
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filter.useTriggers = true;
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int count = _collider.Overlap(filter, overlapping);
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if (count > 0 && !_hasDealtDamage)
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{
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// Found collision with player
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OnPlayerCollision(overlapping[0]);
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}
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}
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/// <summary>
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/// Called when this obstacle collides with the player
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/// </summary>
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/// <param name="playerCollider">The player's collider</param>
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private void OnPlayerCollision(Collider2D playerCollider)
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{
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_hasDealtDamage = true;
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// Trigger damage through events (following the existing pattern)
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Debug.Log($"[FloatingObstacle] Obstacle dealt {damage} damage to player");
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// Broadcast damage event using the static method
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PlayerCollisionBehavior.TriggerDamageStart();
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// Continue moving upward - don't destroy or stop the obstacle
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Debug.Log($"[FloatingObstacle] Obstacle {gameObject.name} hit player and continues moving");
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}
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/// <summary>
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/// Checks if the obstacle has moved off-screen and should be despawned
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/// </summary>
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private void CheckIfOffScreen()
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{
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if (_mainCamera == null) return;
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// Calculate screen top if not cached
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if (_screenTop == 0f)
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{
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Vector3 topWorldPoint = _mainCamera.ViewportToWorldPoint(new Vector3(0.5f, 1f, _mainCamera.nearClipPlane));
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_screenTop = topWorldPoint.y;
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}
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// Check if obstacle is above screen
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if (transform.position.y > _screenTop + 2f) // Extra buffer for safety
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{
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ReturnToPool();
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}
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}
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/// <summary>
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/// Returns this obstacle to the spawner's pool
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/// </summary>
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private void ReturnToPool()
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{
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if (spawner != null)
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{
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spawner.ReturnObstacleToPool(gameObject, prefabIndex);
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}
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else
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{
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Debug.LogWarning($"[FloatingObstacle] Cannot return {gameObject.name} to pool - missing spawner reference");
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Destroy(gameObject);
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}
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}
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/// <summary>
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/// Sets the spawner reference for this obstacle
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/// </summary>
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/// <param name="obstacleSpawner">The spawner that created this obstacle</param>
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public void SetSpawner(ObstacleSpawner obstacleSpawner)
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{
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spawner = obstacleSpawner;
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}
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/// <summary>
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/// Called when the obstacle is retrieved from the pool
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/// </summary>
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public void OnSpawn()
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{
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_hasDealtDamage = false;
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_collisionCheckTimer = 0f;
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_screenTop = 0f; // Reset cached screen bounds
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// Ensure the obstacle is active and visible
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gameObject.SetActive(true);
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Debug.Log($"[FloatingObstacle] Obstacle {gameObject.name} spawned");
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}
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/// <summary>
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/// Called when the obstacle is returned to the pool
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/// </summary>
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public void OnDespawn()
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{
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_hasDealtDamage = false;
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_collisionCheckTimer = 0f;
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Debug.Log($"[FloatingObstacle] Obstacle {gameObject.name} despawned");
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}
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/// <summary>
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/// Public method to manually trigger return to pool (for external systems)
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/// </summary>
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public void ForceReturnToPool()
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{
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ReturnToPool();
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}
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}
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}
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