Files
AppleHillsProduction/Assets/Scripts/Minigames/Airplane/Settings/AirplaneSettings.cs
tschesky c27f22ef0a MVP of the plane throwing game (#77)
Co-authored-by: Michal Pikulski <michal@foolhardyhorizons.com>
Co-authored-by: Michal Pikulski <michal.a.pikulski@gmail.com>
Reviewed-on: #77
2025-12-07 19:36:57 +00:00

158 lines
6.7 KiB
C#

using AppleHills.Core.Settings;
using Common.Input;
using UnityEngine;
namespace Minigames.Airplane.Settings
{
/// <summary>
/// Settings for the airplane minigame.
/// Create via Assets > Create > AppleHills > Settings > Airplane
/// </summary>
[CreateAssetMenu(fileName = "AirplaneSettings", menuName = "AppleHills/Settings/Airplane", order = 9)]
public class AirplaneSettings : BaseSettings, IAirplaneSettings
{
[Header("=== AIRPLANE TYPES ===")]
[Header("Jet Plane")]
[SerializeField] private Data.AirplaneTypeConfig jetPlaneConfig = new Data.AirplaneTypeConfig
{
displayName = "Jet Plane",
abilityType = Data.AirplaneAbilityType.Jet
};
[SerializeField] private Data.JetAbilityConfig jetAbilityConfig = new Data.JetAbilityConfig();
[Header("Bobbing Plane")]
[SerializeField] private Data.AirplaneTypeConfig bobbingPlaneConfig = new Data.AirplaneTypeConfig
{
displayName = "Bobbing Plane",
abilityType = Data.AirplaneAbilityType.Bobbing
};
[SerializeField] private Data.BobbingAbilityConfig bobbingAbilityConfig = new Data.BobbingAbilityConfig();
[Header("Drop Plane")]
[SerializeField] private Data.AirplaneTypeConfig dropPlaneConfig = new Data.AirplaneTypeConfig
{
displayName = "Drop Plane",
abilityType = Data.AirplaneAbilityType.Drop
};
[SerializeField] private Data.DropAbilityConfig dropAbilityConfig = new Data.DropAbilityConfig();
[Header("Default Selection")]
[Tooltip("Which airplane type is selected by default")]
[SerializeField] private Data.AirplaneAbilityType defaultAirplaneType = Data.AirplaneAbilityType.Jet;
[Header("=== SLINGSHOT ===")]
[SerializeField] private SlingshotConfig slingshotSettings = new SlingshotConfig
{
maxDragDistance = 5f,
baseLaunchForce = 20f,
minForceMultiplier = 0.1f,
maxForceMultiplier = 1f,
trajectoryPoints = 20,
trajectoryTimeStep = 0.1f,
trajectoryLockDuration = 0f, // No locking for airplane
autoRegisterInput = true // Direct registration
};
[Header("Flight Settings")]
[Tooltip("Mass of the airplane")]
[SerializeField] private float airplaneMass = 1f;
[Tooltip("Maximum flight time before timeout (seconds)")]
[SerializeField] private float maxFlightTime = 10f;
[Header("Timing")]
[Tooltip("Duration of intro sequence (seconds)")]
[SerializeField] private float introDuration = 1f;
[Tooltip("Duration of person introduction (seconds)")]
[SerializeField] private float personIntroDuration = 1f;
[Tooltip("Duration of result evaluation (seconds)")]
[SerializeField] private float evaluationDuration = 1f;
[Header("Spawn System")]
[Tooltip("X position where dynamic spawning begins")]
[SerializeField] private float dynamicSpawnThreshold = 10f;
[Tooltip("Minimum random distance for target spawn")]
[SerializeField] private float targetMinDistance = 30f;
[Tooltip("Maximum random distance for target spawn")]
[SerializeField] private float targetMaxDistance = 50f;
[Tooltip("Minimum time interval between object spawns (seconds)")]
[SerializeField] private float objectSpawnMinInterval = 1f;
[Tooltip("Maximum time interval between object spawns (seconds)")]
[SerializeField] private float objectSpawnMaxInterval = 3f;
[Tooltip("Ratio of positive to negative objects (0 = all negative, 1 = all positive)")]
[Range(0f, 1f)]
[SerializeField] private float positiveNegativeRatio = 0.5f;
[Tooltip("Distance ahead of plane to spawn objects")]
[SerializeField] private float spawnDistanceAhead = 15f;
[Tooltip("Distance interval for ground tile spawning")]
[SerializeField] private float groundSpawnInterval = 5f;
[Header("Ground Snapping")]
[Tooltip("Layer for ground detection (objects will snap to this)")]
[Layer]
[SerializeField] private int groundLayer = 0; // Default layer
[Tooltip("Maximum distance to raycast for ground")]
[SerializeField] private float maxGroundRaycastDistance = 50f;
[Tooltip("Default Y offset for objects if no ground found")]
[SerializeField] private float defaultObjectYOffset = 0f;
[Header("Debug")]
[Tooltip("Show debug logs in console")]
[SerializeField] private bool showDebugLogs;
#region IAirplaneSettings Implementation
public Data.AirplaneTypeConfig GetAirplaneConfig(Data.AirplaneAbilityType type)
{
return type switch
{
Data.AirplaneAbilityType.Jet => jetPlaneConfig,
Data.AirplaneAbilityType.Bobbing => bobbingPlaneConfig,
Data.AirplaneAbilityType.Drop => dropPlaneConfig,
_ => jetPlaneConfig // Fallback to jet
};
}
public Data.JetAbilityConfig JetAbilityConfig => jetAbilityConfig;
public Data.BobbingAbilityConfig BobbingAbilityConfig => bobbingAbilityConfig;
public Data.DropAbilityConfig DropAbilityConfig => dropAbilityConfig;
public Data.AirplaneAbilityType DefaultAirplaneType => defaultAirplaneType;
public SlingshotConfig SlingshotSettings => slingshotSettings;
public float AirplaneMass => airplaneMass;
public float MaxFlightTime => maxFlightTime;
public float IntroDuration => introDuration;
public float PersonIntroDuration => personIntroDuration;
public float EvaluationDuration => evaluationDuration;
public float DynamicSpawnThreshold => dynamicSpawnThreshold;
public float TargetMinDistance => targetMinDistance;
public float TargetMaxDistance => targetMaxDistance;
public float ObjectSpawnMinInterval => objectSpawnMinInterval;
public float ObjectSpawnMaxInterval => objectSpawnMaxInterval;
public float PositiveNegativeRatio => positiveNegativeRatio;
public float SpawnDistanceAhead => spawnDistanceAhead;
public float GroundSpawnInterval => groundSpawnInterval;
public int GroundLayer => groundLayer;
public float MaxGroundRaycastDistance => maxGroundRaycastDistance;
public float DefaultObjectYOffset => defaultObjectYOffset;
public bool ShowDebugLogs => showDebugLogs;
#endregion
}
}