Files
AppleHillsProduction/Assets/Scripts/Minigames/Airplane/Interactive/AirplaneTurbulenceZone.cs
2025-12-07 20:34:12 +01:00

108 lines
3.7 KiB
C#

using UnityEngine;
namespace Minigames.Airplane.Interactive
{
/// <summary>
/// Turbulence zone that applies random chaotic forces to airplanes.
/// Creates unpredictable movement, adding challenge to navigation.
/// </summary>
[RequireComponent(typeof(Collider2D))]
public class AirplaneTurbulenceZone : MonoBehaviour
{
[Header("Turbulence Configuration")]
[SerializeField] private float turbulenceStrength = 3f;
[SerializeField] private float changeFrequency = 0.1f;
[Header("Optional Modifiers")]
[SerializeField] private bool preventUpwardForce = false;
[SerializeField] private float maxTotalForce = 10f;
[Header("Visual Feedback (Optional)")]
[SerializeField] private ParticleSystem turbulenceParticles;
[Header("Debug")]
[SerializeField] private bool showDebugLogs;
private float nextChangeTime;
private Vector2 currentTurbulenceDirection;
private void Awake()
{
// Ensure collider is trigger
var collider = GetComponent<Collider2D>();
if (collider != null)
{
collider.isTrigger = true;
}
// Initialize random direction
UpdateTurbulenceDirection();
}
private void Update()
{
// Change turbulence direction periodically
if (Time.time >= nextChangeTime)
{
UpdateTurbulenceDirection();
nextChangeTime = Time.time + changeFrequency;
}
}
private void UpdateTurbulenceDirection()
{
currentTurbulenceDirection = Random.insideUnitCircle.normalized;
// Prevent upward force if configured
if (preventUpwardForce && currentTurbulenceDirection.y > 0)
{
currentTurbulenceDirection.y = -currentTurbulenceDirection.y;
}
}
private void OnTriggerStay2D(Collider2D other)
{
// Check if it's an airplane
var airplane = other.GetComponent<Core.AirplaneController>();
if (airplane == null || !airplane.IsFlying) return;
var rb = other.GetComponent<Rigidbody2D>();
if (rb == null) return;
// Apply turbulence force
Vector2 turbulenceForce = currentTurbulenceDirection * turbulenceStrength;
// Clamp total force
if (turbulenceForce.magnitude > maxTotalForce)
{
turbulenceForce = turbulenceForce.normalized * maxTotalForce;
}
rb.AddForce(turbulenceForce, ForceMode2D.Force);
if (showDebugLogs && Time.frameCount % 30 == 0) // Log every 30 frames to avoid spam
{
Debug.Log($"[AirplaneTurbulenceZone] Applied turbulence: {turbulenceForce} to {other.name}");
}
}
private void OnDrawGizmos()
{
// Visualize turbulence zone in editor
Gizmos.color = new Color(1f, 0.5f, 0f, 0.3f); // Orange transparent
var collider = GetComponent<Collider2D>();
if (collider != null)
{
Gizmos.DrawCube(collider.bounds.center, collider.bounds.size);
// Draw current direction
Gizmos.color = Color.red;
Vector3 center = collider.bounds.center;
Gizmos.DrawRay(center, (Vector3)currentTurbulenceDirection * 2f);
}
}
}
}