256 lines
9.7 KiB
C#
256 lines
9.7 KiB
C#
using UnityEngine;
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using Core;
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using Core.Settings;
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using Core.Lifecycle;
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using AppleHillsCamera;
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namespace Minigames.BirdPooper
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{
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/// <summary>
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/// Spawns obstacles at regular intervals for Bird Pooper minigame.
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/// Uses Transform references for spawn and despawn positions instead of hardcoded values.
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/// All obstacles are spawned at Y = 0 (prefabs should be authored accordingly).
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/// </summary>
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public class ObstacleSpawner : ManagedBehaviour
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{
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[Header("Spawn Configuration")]
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[Tooltip("Transform marking where obstacles spawn (off-screen right)")]
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[SerializeField] private Transform spawnPoint;
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[Tooltip("Transform marking where obstacles despawn (off-screen left)")]
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[SerializeField] private Transform despawnPoint;
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[Header("EdgeAnchor References")]
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[Tooltip("ScreenReferenceMarker to pass to spawned obstacles")]
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[SerializeField] private ScreenReferenceMarker referenceMarker;
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[Tooltip("CameraScreenAdapter to pass to spawned obstacles")]
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[SerializeField] private CameraScreenAdapter cameraAdapter;
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[Header("Obstacle Prefabs")]
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[Tooltip("Array of obstacle prefabs to spawn randomly")]
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[SerializeField] private GameObject[] obstaclePrefabs;
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[Header("Spawn Timing")]
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[Tooltip("Minimum interval between spawns (seconds)")]
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[SerializeField] private float minSpawnInterval = 1f;
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[Tooltip("Maximum interval between spawns (seconds)")]
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[SerializeField] private float maxSpawnInterval = 2f;
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[Header("Difficulty")]
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[Tooltip("Time in seconds for difficulty to ramp from 0 to 1")]
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[SerializeField] private float difficultyRampDuration = 60f;
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[Tooltip("Curve mapping normalized time (0..1) to difficulty (0..1). Default is linear.")]
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[SerializeField] private AnimationCurve difficultyCurve = AnimationCurve.Linear(0f, 0f, 1f, 1f);
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[Tooltip("Maximum jitter applied to computed interval (fractional). 0.1 = +/-10% jitter")]
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[SerializeField] private float intervalJitter = 0.05f;
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private IBirdPooperSettings settings;
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private float spawnTimer;
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private bool isSpawning;
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private float _currentSpawnInterval = 1f;
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// difficulty tracking
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private float _elapsedTime = 0f;
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internal override void OnManagedAwake()
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{
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base.OnManagedAwake();
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// Load settings
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settings = GameManager.GetSettingsObject<IBirdPooperSettings>();
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if (settings == null)
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{
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Debug.LogError("[ObstacleSpawner] BirdPooperSettings not found!");
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// continue — we now use min/max interval fields instead of relying on settings
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}
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// Validate references
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if (spawnPoint == null)
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{
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Debug.LogError("[ObstacleSpawner] Spawn Point not assigned! Please assign a Transform in the Inspector.");
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}
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if (despawnPoint == null)
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{
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Debug.LogError("[ObstacleSpawner] Despawn Point not assigned! Please assign a Transform in the Inspector.");
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}
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if (obstaclePrefabs == null || obstaclePrefabs.Length == 0)
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{
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Debug.LogError("[ObstacleSpawner] No obstacle prefabs assigned! Please assign at least one prefab in the Inspector.");
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}
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if (referenceMarker == null)
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{
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Debug.LogError("[ObstacleSpawner] ScreenReferenceMarker not assigned! Obstacles need this for EdgeAnchor positioning.");
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}
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if (cameraAdapter == null)
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{
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Debug.LogWarning("[ObstacleSpawner] CameraScreenAdapter not assigned. EdgeAnchor will attempt to auto-find camera.");
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}
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// Validate interval range
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if (minSpawnInterval < 0f) minSpawnInterval = 0f;
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if (maxSpawnInterval < 0f) maxSpawnInterval = 0f;
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if (minSpawnInterval > maxSpawnInterval)
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{
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float tmp = minSpawnInterval;
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minSpawnInterval = maxSpawnInterval;
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maxSpawnInterval = tmp;
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Debug.LogWarning("[ObstacleSpawner] minSpawnInterval was greater than maxSpawnInterval. Values were swapped.");
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}
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// Clamp ramp duration
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if (difficultyRampDuration < 0.01f) difficultyRampDuration = 0.01f;
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Debug.Log("[ObstacleSpawner] Initialized successfully");
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}
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private void Update()
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{
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if (!isSpawning || spawnPoint == null) return;
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spawnTimer += Time.deltaTime;
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_elapsedTime += Time.deltaTime;
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if (spawnTimer >= _currentSpawnInterval)
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{
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SpawnObstacle();
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spawnTimer = 0f;
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// pick next interval based on difficulty ramp
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float t = Mathf.Clamp01(_elapsedTime / difficultyRampDuration);
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float difficulty = difficultyCurve.Evaluate(t); // 0..1
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// map difficulty to interval: difficulty 0 -> max interval (easy), 1 -> min interval (hard)
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float baseInterval = Mathf.Lerp(maxSpawnInterval, minSpawnInterval, difficulty);
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// apply small jitter
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if (intervalJitter > 0f)
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{
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float jitter = Random.Range(-intervalJitter, intervalJitter);
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_currentSpawnInterval = Mathf.Max(0f, baseInterval * (1f + jitter));
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}
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else
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{
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_currentSpawnInterval = baseInterval;
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}
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// Log the computed interval and difficulty for debugging
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Debug.Log($"[ObstacleSpawner] Next spawn interval: {_currentSpawnInterval:F2}s (difficulty {difficulty:F2})");
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}
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}
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/// <summary>
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/// Spawn a random obstacle at the spawn point position (Y = 0).
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/// </summary>
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private void SpawnObstacle()
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{
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if (obstaclePrefabs == null || obstaclePrefabs.Length == 0)
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{
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Debug.LogWarning("[ObstacleSpawner] No obstacle prefabs to spawn!");
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return;
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}
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if (despawnPoint == null)
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{
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Debug.LogWarning("[ObstacleSpawner] Cannot spawn obstacle without despawn point reference!");
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return;
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}
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// Select random prefab
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GameObject selectedPrefab = obstaclePrefabs[Random.Range(0, obstaclePrefabs.Length)];
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// Spawn at spawn point position with Y = 0
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Vector3 spawnPosition = new Vector3(spawnPoint.position.x, 0f, 0f);
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GameObject obstacleObj = Instantiate(selectedPrefab, spawnPosition, Quaternion.identity);
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// Initialize obstacle with despawn X position and EdgeAnchor references
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Obstacle obstacle = obstacleObj.GetComponent<Obstacle>();
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if (obstacle != null)
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{
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obstacle.Initialize(despawnPoint.position.x, referenceMarker, cameraAdapter);
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}
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else
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{
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Debug.LogError($"[ObstacleSpawner] Spawned prefab '{selectedPrefab.name}' does not have Obstacle component!");
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Destroy(obstacleObj);
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}
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Debug.Log($"[ObstacleSpawner] Spawned obstacle '{selectedPrefab.name}' at position {spawnPosition}");
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}
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/// <summary>
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/// Start spawning obstacles.
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/// Spawns the first obstacle immediately, then continues with interval-based spawning.
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/// </summary>
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public void StartSpawning()
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{
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isSpawning = true;
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spawnTimer = 0f;
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_elapsedTime = 0f;
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// choose initial interval based on difficulty (at time 0)
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float initialDifficulty = difficultyCurve.Evaluate(0f);
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float initialBase = Mathf.Lerp(maxSpawnInterval, minSpawnInterval, initialDifficulty);
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if (intervalJitter > 0f)
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{
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float jitter = Random.Range(-intervalJitter, intervalJitter);
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_currentSpawnInterval = Mathf.Max(0f, initialBase * (1f + jitter));
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}
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else
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{
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_currentSpawnInterval = initialBase;
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}
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// Log the initial computed interval
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Debug.Log($"[ObstacleSpawner] Initial spawn interval: {_currentSpawnInterval:F2}s (difficulty {initialDifficulty:F2})");
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// Spawn the first obstacle immediately
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SpawnObstacle();
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Debug.Log("[ObstacleSpawner] Started spawning (first obstacle spawned immediately)");
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}
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/// <summary>
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/// Stop spawning obstacles.
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/// </summary>
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public void StopSpawning()
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{
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isSpawning = false;
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Debug.Log("[ObstacleSpawner] Stopped spawning");
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}
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/// <summary>
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/// Check if spawner is currently active.
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/// </summary>
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public bool IsSpawning => isSpawning;
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#if UNITY_EDITOR
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/// <summary>
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/// Draw gizmos in editor to visualize spawn/despawn points.
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/// </summary>
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private void OnDrawGizmos()
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{
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if (spawnPoint != null)
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{
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Gizmos.color = Color.green;
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Gizmos.DrawLine(spawnPoint.position + Vector3.up * 10f, spawnPoint.position + Vector3.down * 10f);
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Gizmos.DrawWireSphere(spawnPoint.position, 0.5f);
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}
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if (despawnPoint != null)
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{
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Gizmos.color = Color.red;
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Gizmos.DrawLine(despawnPoint.position + Vector3.up * 10f, despawnPoint.position + Vector3.down * 10f);
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Gizmos.DrawWireSphere(despawnPoint.position, 0.5f);
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}
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}
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#endif
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}
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}
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