82 lines
3.5 KiB
C#
82 lines
3.5 KiB
C#
using System.Collections.Generic;
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using UnityEngine;
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using AppleHills.Core.Settings;
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using Core;
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using UnityEngine.AddressableAssets;
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using UnityEngine.ResourceManagement.ResourceLocations;
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namespace Utils
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{
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/// <summary>
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/// Utility methods for working with SpriteRenderers and game mechanics.
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/// </summary>
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public static class AppleHillsUtils
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{
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/// <summary>
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/// Copies all relevant visual properties from one SpriteRenderer to another.
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/// </summary>
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/// <param name="from">The source SpriteRenderer.</param>
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/// <param name="to">The target SpriteRenderer.</param>
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public static void CopySpriteRendererProperties(SpriteRenderer from, SpriteRenderer to)
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{
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if (from == null || to == null) return;
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to.sprite = from.sprite;
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to.color = from.color;
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to.flipX = from.flipX;
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to.flipY = from.flipY;
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to.sharedMaterial = from.sharedMaterial; // Use sharedMaterial instead of material to avoid instantiation in edit mode
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to.drawMode = from.drawMode;
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to.size = from.size;
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to.maskInteraction = from.maskInteraction;
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to.sortingLayerID = from.sortingLayerID;
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to.sortingOrder = from.sortingOrder;
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to.enabled = true;
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to.transform.localScale = from.transform.localScale;
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}
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/// <summary>
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/// Calculates a normalized movement speed value that's consistent across different screen sizes
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/// and applies the current time delta
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/// </summary>
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/// <param name="normalizedSpeed">The base normalized speed value</param>
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/// <returns>The actual movement amount to apply per frame</returns>
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public static float CalculateNormalizedMovementSpeed(float normalizedSpeed)
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{
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// Get settings for reference height
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var settings = GameManager.GetSettingsObject<IDivingMinigameSettings>();
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if (settings == null)
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{
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Logging.Warning("[AppleHillsUtils] Could not get settings, using default reference height");
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return CalculateNormalizedMovementSpeed(normalizedSpeed, 1080f);
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}
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return CalculateNormalizedMovementSpeed(normalizedSpeed, settings.ReferenceScreenHeight);
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}
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/// <summary>
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/// Calculates a normalized movement speed value that's consistent across different screen sizes
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/// and applies the current time delta
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/// </summary>
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/// <param name="normalizedSpeed">The base normalized speed value</param>
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/// <param name="referenceScreenHeight">Reference screen height for normalization (typically 1080)</param>
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/// <returns>The actual movement amount to apply per frame</returns>
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public static float CalculateNormalizedMovementSpeed(float normalizedSpeed, float referenceScreenHeight)
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{
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// Calculate the screen normalization factor
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float screenNormalizationFactor = Screen.height / referenceScreenHeight;
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// Apply time delta for frame rate independence
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float frameAdjustedSpeed = normalizedSpeed * Time.deltaTime;
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// Apply screen normalization
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return frameAdjustedSpeed * screenNormalizationFactor;
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}
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public static bool AddressableKeyExists(object key)
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{
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IList<IResourceLocation> locations;
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return Addressables.LoadResourceLocationsAsync(key).WaitForCompletion()?.Count > 0;
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}
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}
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}
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