Files
AppleHillsProduction/Assets/Scripts/Minigames/BirdPooper/BirdPlayerController.cs

237 lines
7.9 KiB
C#

using Core;
using Core.Lifecycle;
using Core.Settings;
using UnityEngine;
namespace Minigames.BirdPooper
{
/// <summary>
/// Bird player controller with Flappy Bird-style flight mechanics.
/// Responds to tap input to flap, with manual gravity simulation.
/// </summary>
public class BirdPlayerController : ManagedBehaviour, ITouchInputConsumer
{
[Header("Events")]
public UnityEngine.Events.UnityEvent OnFlap;
public UnityEngine.Events.UnityEvent OnPlayerDamaged;
private Rigidbody2D _rb;
private IBirdPooperSettings _settings;
private float _verticalVelocity;
private bool _isDead;
private float _fixedXPosition; // Store the initial X position from the scene
private bool _isInitialized; // Flag to control when physics/input are active
internal override void OnManagedAwake()
{
base.OnManagedAwake();
// Initialize events
if (OnFlap == null)
OnFlap = new UnityEngine.Events.UnityEvent();
if (OnPlayerDamaged == null)
OnPlayerDamaged = new UnityEngine.Events.UnityEvent();
// Only cache component references - NO setup yet
_rb = GetComponent<Rigidbody2D>();
if (_rb == null)
{
Debug.LogError("[BirdPlayerController] Rigidbody2D component not found!");
}
// Load settings
_settings = GameManager.GetSettingsObject<IBirdPooperSettings>();
if (_settings == null)
{
Debug.LogError("[BirdPlayerController] BirdPooperSettings not found!");
}
Debug.Log("[BirdPlayerController] References cached, waiting for initialization...");
}
/// <summary>
/// Initializes the player controller - enables physics and input.
/// Should be called by BirdPooperGameManager when ready to start the game.
/// </summary>
public void Initialize()
{
if (_isInitialized)
{
Debug.LogWarning("[BirdPlayerController] Already initialized!");
return;
}
if (_rb == null || _settings == null)
{
Debug.LogError("[BirdPlayerController] Cannot initialize - missing references!");
return;
}
// Setup physics
_rb.gravityScale = 0f; // Disable Unity physics gravity
_rb.bodyType = RigidbodyType2D.Kinematic; // Kinematic = manual movement, no physics forces
// Store the initial X position from the scene
_fixedXPosition = _rb.position.x;
// Register as default input consumer
if (Input.InputManager.Instance != null)
{
Input.InputManager.Instance.SetDefaultConsumer(this);
Debug.Log("[BirdPlayerController] Registered as default input consumer");
}
else
{
Debug.LogError("[BirdPlayerController] InputManager instance not found!");
}
_isInitialized = true;
Debug.Log($"[BirdPlayerController] Initialized! Fixed X position: {_fixedXPosition}");
}
private void Update()
{
// Only run physics/movement if initialized
if (!_isInitialized || _isDead || _settings == null || _rb == null)
return;
// Apply manual gravity
_verticalVelocity -= _settings.Gravity * Time.deltaTime;
// Cap fall speed (terminal velocity)
if (_verticalVelocity < -_settings.MaxFallSpeed)
_verticalVelocity = -_settings.MaxFallSpeed;
// Update position manually
Vector2 newPosition = _rb.position;
newPosition.y += _verticalVelocity * Time.deltaTime;
newPosition.x = _fixedXPosition; // Keep X fixed at scene-configured position
// Clamp Y position to bounds
newPosition.y = Mathf.Clamp(newPosition.y, _settings.MinY, _settings.MaxY);
_rb.MovePosition(newPosition);
// Update rotation based on velocity
UpdateRotation();
}
#region ITouchInputConsumer Implementation
public void OnTap(Vector2 tapPosition)
{
// Only respond to input if initialized and alive
if (!_isInitialized || _isDead || _settings == null)
return;
Flap();
}
public void OnHoldStart(Vector2 position) { }
public void OnHoldMove(Vector2 position) { }
public void OnHoldEnd(Vector2 position) { }
#endregion
#region Player Actions
/// <summary>
/// Makes the bird flap, applying upward velocity.
/// Can be called by input system or externally (e.g., for first tap).
/// </summary>
public void Flap()
{
if (!_isInitialized || _isDead || _settings == null)
return;
_verticalVelocity = _settings.FlapForce;
Debug.Log($"[BirdPlayerController] Flap! velocity = {_verticalVelocity}");
// Emit flap event
OnFlap?.Invoke();
}
#endregion
#region Rotation
/// <summary>
/// Updates the bird's rotation based on vertical velocity.
/// Bird tilts up when flapping, down when falling.
/// </summary>
private void UpdateRotation()
{
if (_settings == null) return;
// Map velocity to rotation angle
// When falling at max speed (-MaxFallSpeed): -MaxRotationAngle (down)
// When at flap velocity (+FlapForce): +MaxRotationAngle (up)
float velocityPercent = Mathf.InverseLerp(
-_settings.MaxFallSpeed,
_settings.FlapForce,
_verticalVelocity
);
float targetAngle = Mathf.Lerp(
-_settings.MaxRotationAngle,
_settings.MaxRotationAngle,
velocityPercent
);
// Get current angle (handle 0-360 wrapping to -180-180)
float currentAngle = transform.rotation.eulerAngles.z;
if (currentAngle > 180f)
currentAngle -= 360f;
// Smooth interpolation to target
float smoothedAngle = Mathf.Lerp(
currentAngle,
targetAngle,
_settings.RotationSpeed * Time.deltaTime
);
// Apply rotation to Z axis only (2D rotation)
transform.rotation = Quaternion.Euler(0, 0, smoothedAngle);
}
#endregion
#region Trigger-Based Collision Detection
/// <summary>
/// Called when a trigger collider enters this object's trigger.
/// Used for detecting obstacles and targets without physics interactions.
/// </summary>
private void OnTriggerEnter2D(Collider2D other)
{
// Check if the colliding object is tagged as an obstacle or target
if (other.CompareTag("Obstacle") || other.CompareTag("Target"))
{
HandleDeath();
}
}
private void HandleDeath()
{
// Only process death once
if (_isDead) return;
_isDead = true;
_verticalVelocity = 0f;
Debug.Log("[BirdPlayerController] Bird died!");
// Emit damage event - let the game manager handle UI
OnPlayerDamaged?.Invoke();
}
#endregion
#region Public Accessors
public bool IsDead => _isDead;
#endregion
}
}