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