382 lines
13 KiB
C#
382 lines
13 KiB
C#
using UnityEngine;
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using System.Collections.Generic;
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using System;
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using UnityEngine.Events;
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namespace Minigames.DivingForPictures
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{
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public class DivingGameManager : MonoBehaviour
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{
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[Header("Monster Prefabs")]
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[Tooltip("Array of monster prefabs to spawn randomly")]
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[SerializeField] private GameObject[] monsterPrefabs;
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[Header("Spawn Probability")]
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[Tooltip("Base chance (0-1) of spawning a monster on each tile")]
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[SerializeField] private float baseSpawnProbability = 0.2f;
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[Tooltip("Maximum chance (0-1) of spawning a monster")]
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[SerializeField] private float maxSpawnProbability = 0.5f;
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[Tooltip("How fast the probability increases per second")]
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[SerializeField] private float probabilityIncreaseRate = 0.01f;
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[Header("Spawn Timing")]
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[Tooltip("Force a spawn after this many seconds without spawns")]
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[SerializeField] private float guaranteedSpawnTime = 30f;
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[Tooltip("Minimum time between monster spawns")]
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[SerializeField] private float spawnCooldown = 5f;
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[Header("Scoring")]
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[Tooltip("Base points for taking a picture")]
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[SerializeField] private int basePoints = 100;
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[Tooltip("Additional points per depth unit")]
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[SerializeField] private int depthMultiplier = 10;
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[Header("Rope Damage System")]
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[Tooltip("Ropes that will break one by one as player takes damage")]
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[SerializeField] private RopeBreaker[] playerRopes;
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// Private state variables
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private int playerScore = 0;
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private float currentSpawnProbability;
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private float lastSpawnTime = -100f;
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private float timeSinceLastSpawn = 0f;
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private List<Monster> activeMonsters = new List<Monster>();
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// Public properties
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public int PlayerScore => playerScore;
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// Events
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public event Action<int> OnScoreChanged;
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public event Action<Monster> OnMonsterSpawned;
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public event Action<Monster, int> OnPictureTaken;
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public event Action<float> OnSpawnProbabilityChanged;
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public event Action OnGameOver;
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public event Action<int> OnRopeBroken; // Passes remaining ropes count
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// Private state variables for rope system
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private int currentRopeIndex = 0;
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private bool isGameOver = false;
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private bool _isSurfacing = false;
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// Used to track if we're currently surfacing
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public bool IsSurfacing => _isSurfacing;
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private void Awake()
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{
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currentSpawnProbability = baseSpawnProbability;
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}
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private void Start()
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{
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// Subscribe to tile spawned event
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TrenchTileSpawner tileSpawner = FindFirstObjectByType<TrenchTileSpawner>();
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if (tileSpawner != null)
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{
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tileSpawner.onTileSpawned.AddListener(OnTileSpawned);
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}
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else
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{
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Debug.LogWarning("No TrenchTileSpawner found in scene. Monster spawning won't work.");
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}
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// Subscribe to player damage events
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PlayerCollisionBehavior.OnDamageTaken += OnPlayerDamageTaken;
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// Validate rope references
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ValidateRopeReferences();
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}
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private void OnDestroy()
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{
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// Unsubscribe from events when the manager is destroyed
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PlayerCollisionBehavior.OnDamageTaken -= OnPlayerDamageTaken;
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}
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private void Update()
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{
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timeSinceLastSpawn += Time.deltaTime;
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// Gradually increase spawn probability over time
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float previousProbability = currentSpawnProbability;
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if (currentSpawnProbability < maxSpawnProbability)
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{
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currentSpawnProbability += probabilityIncreaseRate * Time.deltaTime;
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currentSpawnProbability = Mathf.Min(currentSpawnProbability, maxSpawnProbability);
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// Only fire event if probability changed significantly
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if (Mathf.Abs(currentSpawnProbability - previousProbability) > 0.01f)
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{
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OnSpawnProbabilityChanged?.Invoke(currentSpawnProbability);
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}
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}
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}
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private void OnTileSpawned(GameObject tile)
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{
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// Check for spawn points in the new tile
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MonsterSpawnPoint[] spawnPoints = tile.GetComponentsInChildren<MonsterSpawnPoint>();
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if (spawnPoints.Length == 0) return;
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// If we're surfacing, don't spawn new monsters
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if (_isSurfacing) return;
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bool forceSpawn = timeSinceLastSpawn >= guaranteedSpawnTime;
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bool onCooldown = timeSinceLastSpawn < spawnCooldown;
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// Don't spawn if on cooldown, unless forced
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if (onCooldown && !forceSpawn) return;
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// Check probability or forced spawn
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if (forceSpawn || UnityEngine.Random.value <= currentSpawnProbability)
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{
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// Pick a random spawn point from this tile
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MonsterSpawnPoint spawnPoint = spawnPoints[UnityEngine.Random.Range(0, spawnPoints.Length)];
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// Spawn the monster at the spawn point and parent it
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SpawnMonster(spawnPoint.transform);
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// Reset timer and adjust probability
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lastSpawnTime = Time.time;
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timeSinceLastSpawn = 0f;
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currentSpawnProbability = baseSpawnProbability;
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OnSpawnProbabilityChanged?.Invoke(currentSpawnProbability);
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}
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}
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private void SpawnMonster(Transform spawnPoint)
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{
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if (monsterPrefabs.Length == 0)
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{
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Debug.LogWarning("No monster prefabs assigned to DivingGameManager.");
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return;
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}
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// Select random monster prefab
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GameObject prefab = monsterPrefabs[UnityEngine.Random.Range(0, monsterPrefabs.Length)];
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// Instantiate monster at spawn point position
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GameObject monsterObj = Instantiate(prefab, spawnPoint.position, Quaternion.identity);
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Monster monster = monsterObj.GetComponent<Monster>();
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if (monster != null)
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{
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// Parent the monster to the spawn point so it moves with the tile
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monsterObj.transform.SetParent(spawnPoint);
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// Subscribe to monster events
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monster.OnPictureTaken += OnMonsterPictureTaken;
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monster.OnMonsterDespawned += OnMonsterDespawned;
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// Add to active monsters list
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activeMonsters.Add(monster);
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// Fire event
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OnMonsterSpawned?.Invoke(monster);
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}
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else
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{
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Debug.LogError($"Monster prefab {prefab.name} does not have a Monster component!");
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Destroy(monsterObj);
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}
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}
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private void OnMonsterPictureTaken(Monster monster)
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{
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// Calculate points based on depth
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int depthBonus = Mathf.FloorToInt(Mathf.Abs(monster.transform.position.y) * depthMultiplier);
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int pointsAwarded = basePoints + depthBonus;
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// Add score
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playerScore += pointsAwarded;
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// Fire events
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OnScoreChanged?.Invoke(playerScore);
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OnPictureTaken?.Invoke(monster, pointsAwarded);
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}
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private void OnMonsterDespawned(Monster monster)
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{
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// Remove from active list
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activeMonsters.Remove(monster);
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// Unsubscribe from events
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monster.OnPictureTaken -= OnMonsterPictureTaken;
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monster.OnMonsterDespawned -= OnMonsterDespawned;
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}
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/// <summary>
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/// Called when the player takes damage from any collision
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/// </summary>
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private void OnPlayerDamageTaken()
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{
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if (isGameOver) return;
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// Break the next rope in sequence
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BreakNextRope();
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// Check if all ropes are broken
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if (currentRopeIndex >= playerRopes.Length)
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{
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TriggerGameOver();
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}
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else
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{
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// Notify listeners about rope break and remaining ropes
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int remainingRopes = playerRopes.Length - currentRopeIndex;
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OnRopeBroken?.Invoke(remainingRopes);
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Debug.Log($"[DivingGameManager] Rope broken! {remainingRopes} ropes remaining.");
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}
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}
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/// <summary>
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/// Breaks the next available rope in the sequence
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/// </summary>
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private void BreakNextRope()
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{
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if (currentRopeIndex < playerRopes.Length)
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{
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RopeBreaker ropeToBreak = playerRopes[currentRopeIndex];
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if (ropeToBreak != null)
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{
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// Let the RopeBreaker component handle the breaking, effects, and sounds
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ropeToBreak.BreakRope();
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}
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else
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{
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Debug.LogWarning($"[DivingGameManager] Rope at index {currentRopeIndex} is null!");
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}
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// Move to the next rope regardless if current was null
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currentRopeIndex++;
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}
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}
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/// <summary>
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/// Manually break a rope (for testing or external events)
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/// </summary>
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public void ForceBreakRope()
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{
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if (!isGameOver)
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{
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OnPlayerDamageTaken();
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}
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}
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/// <summary>
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/// Triggers game over state when all ropes are broken
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/// </summary>
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private void TriggerGameOver()
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{
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if (isGameOver) return;
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isGameOver = true;
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Debug.Log("[DivingGameManager] Game Over! All ropes broken.");
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// Fire game over event
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OnGameOver?.Invoke();
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// Call the existing end game method
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EndGame();
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}
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/// <summary>
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/// Validates rope references and logs warnings if any are missing
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/// </summary>
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private void ValidateRopeReferences()
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{
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if (playerRopes == null || playerRopes.Length == 0)
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{
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Debug.LogWarning("[DivingGameManager] No ropes assigned to break! Damage system won't work properly.");
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return;
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}
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for (int i = 0; i < playerRopes.Length; i++)
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{
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if (playerRopes[i] == null)
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{
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Debug.LogWarning($"[DivingGameManager] Rope at index {i} is null!");
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}
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}
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}
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/// <summary>
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/// Resets the rope system for a new game
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/// </summary>
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public void ResetRopeSystem()
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{
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// Reset rope state
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currentRopeIndex = 0;
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isGameOver = false;
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// Restore all broken ropes
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if (playerRopes != null)
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{
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foreach (var rope in playerRopes)
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{
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if (rope != null)
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{
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rope.RestoreRope();
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}
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}
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}
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Debug.Log("[DivingGameManager] Rope system reset.");
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}
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/// <summary>
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/// Starts the surfacing mode - reverses trench direction and adjusts all spawned entities
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/// </summary>
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public void StartSurfacing()
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{
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if (_isSurfacing) return; // Already surfacing
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_isSurfacing = true;
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// 1. Find and reverse trench tile spawner
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TrenchTileSpawner tileSpawner = FindFirstObjectByType<TrenchTileSpawner>();
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if (tileSpawner != null)
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{
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tileSpawner.StartSurfacing();
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}
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// 2. Find bubble spawner and slow down existing bubbles
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BubbleSpawner bubbleSpawner = FindFirstObjectByType<BubbleSpawner>();
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if (bubbleSpawner != null)
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{
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bubbleSpawner.StartSurfacing();
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}
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// 3. Find obstacle spawner and reverse existing obstacles
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ObstacleSpawner obstacleSpawner = FindFirstObjectByType<ObstacleSpawner>();
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if (obstacleSpawner != null)
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{
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obstacleSpawner.StartSurfacing();
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}
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// Note: Monster spawning is handled automatically through the Update and OnTileSpawned methods
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// which will check the _isSurfacing flag
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}
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// Call this when the game ends
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public void EndGame()
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{
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// Clean up active monsters
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foreach (var monster in activeMonsters.ToArray())
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{
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if (monster != null)
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{
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monster.DespawnMonster();
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}
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}
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activeMonsters.Clear();
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// Final score could be saved to player prefs or other persistence
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Debug.Log($"Final Score: {playerScore}");
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}
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}
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}
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