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+ private void Start() + { + Invoke(nameof(WolfEnabler), 0.03f); + } + void WolfEnabler() + { + if (type == ClawBubbleType.Wolf) { Wolf.SetActive(true); } + } private void OnEnable() { if (!All.Contains(this)) All.Add(this); diff --git a/Assets/Scripts/ClawGrab/ClawController.cs b/Assets/Scripts/ClawGrab/ClawController.cs index 7a95f5a..4e8abf7 100644 --- a/Assets/Scripts/ClawGrab/ClawController.cs +++ b/Assets/Scripts/ClawGrab/ClawController.cs @@ -68,6 +68,9 @@ public class ClawController : MonoBehaviour private GameObject heldObject; private Rigidbody heldRb; public Joystick joystick; + private int _disableLocks = 0; + private int _jamLocks = 0; + void Awake() { if (descendDuration < 1.5f) descendDuration = 1.5f; // per spec @@ -172,18 +175,36 @@ public class ClawController : MonoBehaviour // ========================== // UI BUTTON CLICK ENTRYPOINT // ========================== + public void OnDropButtonClicked() { if (!canControl || busy) return; if (Time.time - lastPressTime < pressCooldown) return; lastPressTime = Time.time; + // NEW: tell the mode manager a drop attempt is happening now + if (heldObject == null) + { + ClawGameModeManager.Instance?.NotifyDropAttempt(); StartCoroutine(Press_GrabFlow()); + } else StartCoroutine(Press_DropFlow()); } + //public void OnDropButtonClicked() + //{ + // if (!canControl || busy) return; + // if (Time.time - lastPressTime < pressCooldown) return; + // lastPressTime = Time.time; + + // if (heldObject == null) + // StartCoroutine(Press_GrabFlow()); + // else + // StartCoroutine(Press_DropFlow()); + //} + // ================================= // PRESS → GRAB FLOW (no object held) // ================================= @@ -192,7 +213,7 @@ public class ClawController : MonoBehaviour busy = true; // Descend - // if (sfx && sfxDropStart) sfx.PlayOneShot(sfxDropStart); + // if (sfx && sfxDropStart) sfx.PlayOneShot(sfxDropStart); yield return TweenCraneZ(downZ, descendDuration); // Try grab at bottom @@ -217,7 +238,7 @@ public class ClawController : MonoBehaviour // Descend if (sfx && sfxDropStart) sfx.PlayOneShot(sfxDropStart); - yield return TweenCraneZ(downZ/2, descendDuration/2); + yield return TweenCraneZ(downZ / 2, descendDuration / 2); // Drop in place (release physics) ReleaseHeldAtBottom(); @@ -262,6 +283,7 @@ public class ClawController : MonoBehaviour // ------------- // Grab / Drop // ------------- + private void TryGrabAtBottom() { if (heldObject != null) return; @@ -269,21 +291,15 @@ public class ClawController : MonoBehaviour ClawBubble candidate = null; float bestSqr = float.MaxValue; - // Sphere overlap var hits = Physics.OverlapSphere(clawPivot.position, grabRadius, bubbleMask, QueryTriggerInteraction.Ignore); foreach (var c in hits) { var cb = c.GetComponentInParent(); if (!cb) continue; float d = (cb.transform.position - clawPivot.position).sqrMagnitude; - if (d < bestSqr) - { - bestSqr = d; - candidate = cb; - } + if (d < bestSqr) { bestSqr = d; candidate = cb; } } - // Fallback ray if (candidate == null) { if (Physics.Raycast(clawPivot.position, Vector3.down, out var hit, grabRayLength, bubbleMask, QueryTriggerInteraction.Ignore)) @@ -292,11 +308,16 @@ public class ClawController : MonoBehaviour if (candidate == null) { + // NEW: precision miss should penalize + ClawGameModeManager.Instance?.NotifyMiss(); if (sfx && sfxEmpty) sfx.PlayOneShot(sfxEmpty); return; } - // Grab: parent + freeze physics + // NEW: notify what we grabbed (mode may use this info) + ClawGameModeManager.Instance?.NotifyGrabbed(candidate.type); + + // (existing grab logic) heldObject = candidate.gameObject; heldRb = heldObject.GetComponent(); if (heldRb) @@ -313,6 +334,58 @@ public class ClawController : MonoBehaviour if (sfx && sfxGrab) sfx.PlayOneShot(sfxGrab); } + + //private void TryGrabAtBottom() + //{ + // if (heldObject != null) return; + + // ClawBubble candidate = null; + // float bestSqr = float.MaxValue; + + // // Sphere overlap + // var hits = Physics.OverlapSphere(clawPivot.position, grabRadius, bubbleMask, QueryTriggerInteraction.Ignore); + // foreach (var c in hits) + // { + // var cb = c.GetComponentInParent(); + // if (!cb) continue; + // float d = (cb.transform.position - clawPivot.position).sqrMagnitude; + // if (d < bestSqr) + // { + // bestSqr = d; + // candidate = cb; + // } + // } + + // // Fallback ray + // if (candidate == null) + // { + // if (Physics.Raycast(clawPivot.position, Vector3.down, out var hit, grabRayLength, bubbleMask, QueryTriggerInteraction.Ignore)) + // candidate = hit.collider.GetComponentInParent(); + // } + + // if (candidate == null) + // { + // if (sfx && sfxEmpty) sfx.PlayOneShot(sfxEmpty); + // return; + // } + + // // Grab: parent + freeze physics + // heldObject = candidate.gameObject; + // heldRb = heldObject.GetComponent(); + // if (heldRb) + // { + // heldRb.velocity = Vector3.zero; + // heldRb.angularVelocity = Vector3.zero; + // heldRb.isKinematic = true; + // } + + // var t = heldObject.transform; + // t.SetParent(grabPoint, worldPositionStays: true); + // t.DOLocalMove(Vector3.zero, snapToPivotDuration).SetEase(snapEase); + + // if (sfx && sfxGrab) sfx.PlayOneShot(sfxGrab); + //} + private void ReleaseHeldAtBottom() { if (heldObject == null) return; @@ -333,16 +406,51 @@ public class ClawController : MonoBehaviour heldObject = null; } + public void ApplyDisable(float seconds) + { + if (!gameObject.activeInHierarchy) return; + StartCoroutine(DisableLock(seconds)); + } + private IEnumerator DisableLock(float s) + { + _disableLocks++; + canControl = false; + if (s > 0f) yield return new WaitForSeconds(s); + _disableLocks = Mathf.Max(0, _disableLocks - 1); + if (_disableLocks == 0) canControl = true; + } + + public void ApplyJam(float seconds) + { + if (!gameObject.activeInHierarchy) return; + StartCoroutine(JamLock(seconds)); + } + private IEnumerator JamLock(float s) + { + _jamLocks++; + jammed = true; + if (s > 0f) yield return new WaitForSeconds(s); + _jamLocks = Mathf.Max(0, _jamLocks - 1); + if (_jamLocks == 0) jammed = false; + } + + // === new hard overrides used by the mode manager === + public void ForceEnableControl() + { + _disableLocks = 0; + canControl = true; + } + public void ForceClearJam() + { + _jamLocks = 0; + jammed = false; + } // ========= // FX Hooks // ========= /// Bomb: disable all control for 'seconds'. - public void ApplyDisable(float seconds) - { - if (!gameObject.activeInHierarchy) return; - StartCoroutine(_Disable(seconds)); - } + private IEnumerator _Disable(float s) { bool prev = canControl; @@ -352,11 +460,7 @@ public class ClawController : MonoBehaviour } /// Shock: jam one rotation direction for 'seconds'. - public void ApplyJam(float seconds) - { - if (!gameObject.activeInHierarchy) return; - StartCoroutine(_Jam(seconds)); - } + private IEnumerator _Jam(float s) { jammed = true; @@ -375,540 +479,4 @@ public class ClawController : MonoBehaviour Gizmos.DrawWireSphere(clawPivot.position, grabRadius); } } -} - - -//using UnityEngine; -//using System.Collections; -//using DG.Tweening; - -//#if UNITY_INPUT_SYSTEM -//using UnityEngine.InputSystem; -//#endif - -//public class ClawController : MonoBehaviour -//{ -// [Header("Hierarchy (Crane)")] -// public Transform craneA; // base that ROTATES around Y with joystick -// public Transform craneB; -// public Transform craneC; -// public Transform craneD; -// public Transform craneE; // telescopes by scaling Z -// public Transform clawPivot; // tip / grab point - -// [Header("Rotation (CraneA)")] -// public float rotateSpeed = 90f; // deg/sec -// public float minYaw = -75f; // clamp local Y (signed) -// public float maxYaw = 75f; // clamp local Y (signed) -// public bool invertX = false; // flip stick if needed -// public bool jamBlocksClockwise = true; // Shock: block +X when true - -// [Header("Drop / Grab")] -// [Tooltip("Seconds the claw takes to descend (doc: 1.5s).")] -// public float descendDuration = 1.5f; -// [Tooltip("Cooldown between drops.")] -// public float dropCooldown = 2.0f; -// [Tooltip("Claw down scale (Z) for craneE; larger = extend more (go down).")] -// public float downZ = 2.5f; -// [Tooltip("Claw up/resting scale (Z) for craneE.")] -// public float upZ = 1.0f; - -// [Tooltip("Detection around clawPivot at the bottom position.")] -// public float grabRadius = 0.25f; -// public float grabRayLength = 1.0f; -// public LayerMask bubbleMask = ~0; - -// [Header("Delivery")] -// [Tooltip("Optional: where to toss/deliver. If null, deliver in place.")] -// public Transform rewardsChute; -// public float liftDuration = 0.5f; -// public float deliverMoveDuration = 0.4f; -// public float deliverArcHeight = 0.6f; - -// [Header("SFX (optional)")] -// public AudioSource sfx; -// public AudioClip sfxDropStart; -// public AudioClip sfxGrab; -// public AudioClip sfxEmpty; - -// // ---- State ---- -// private bool canControl = true; -// private bool jammed = false; // Shock effect flag -// private float lastDropTime = -999f; - -// private GameObject heldObject; -// private Rigidbody heldRb; - -// private Vector3 craneEUpScale; -// public Joystick joystick; - -// void Awake() -// { -// if (craneE != null) craneEUpScale = craneE.localScale; -// if (descendDuration < 1.5f) descendDuration = 1.5f; // enforce doc spec minimum -// } - -// void Update() -// { -// if (clawPivot) -// Debug.DrawRay(clawPivot.position, Vector3.down * grabRayLength, heldObject ? Color.cyan : Color.yellow); - -// HandleMove(); -// HandleDropInput(); -// } - -// // ======================= -// // ROTATION-BASED MOVEMENT -// // ======================= -// private void HandleMove() -// { -// if (!canControl || craneA == null) return; - -// float h = 0f; -//#if UNITY_INPUT_SYSTEM -// if (Gamepad.current != null) -// h = Gamepad.current.leftStick.x.ReadValue(); - -// if (Keyboard.current != null) -// { -// if (Keyboard.current.leftArrowKey.isPressed || Keyboard.current.aKey.isPressed) h -= 1f; -// if (Keyboard.current.rightArrowKey.isPressed || Keyboard.current.dKey.isPressed) h += 1f; -// } -//#else -// if (Input.GetAxisRaw("Horizontal") > 0|| Input.GetAxisRaw("Horizontal") < 0) h = Input.GetAxisRaw("Horizontal"); -// else h = joystick.Horizontal; - -//#endif -// if (invertX) h = -h; - -// // Shock jam: block one rotation direction -// if (jammed) -// { -// if (jamBlocksClockwise && h > 0f) h = 0f; -// if (!jamBlocksClockwise && h < 0f) h = 0f; -// } - -// if (Mathf.Approximately(h, 0f)) return; - -// // Get current signed local Y (-180..180) -// Vector3 e = craneA.localEulerAngles; -// float currYaw = Mathf.DeltaAngle(0f, e.y); - -// // Apply delta and clamp -// float yawDelta = h * rotateSpeed * Time.deltaTime; -// float newYaw = Mathf.Clamp(currYaw + yawDelta, minYaw, maxYaw); - -// // Write back as 0..360 -// e.y = Mathf.Repeat(newYaw + 360f, 360f); -// craneA.localEulerAngles = e; -// } - -// // ============== -// // DROP-TO-GRAB IO -// // ============== -// private void HandleDropInput() -// { -// if (!canControl) return; - -// bool pressed = false; -//#if UNITY_INPUT_SYSTEM -// if (Keyboard.current != null && Keyboard.current.spaceKey.wasPressedThisFrame) pressed = true; -// if (Gamepad.current != null && Gamepad.current.buttonSouth.wasPressedThisFrame) pressed = true; -//#else -// if (Input.GetKeyDown(KeyCode.Space)) pressed = true; -//#endif -// if (!pressed) return; - -// if (Time.time - lastDropTime < dropCooldown) return; - -// lastDropTime = Time.time; -// StartCoroutine(DropToGrab()); // << keep the original coroutine name -// } - -// /// -// /// Descend (DOTween scale Z), attempt grab at bottom, rise, deliver. -// /// Matches your previous DropToGrab-style flow. -// /// -// private IEnumerator DropToGrab() -// { -// // ---- Go Down ---- -// if (sfx && sfxDropStart) sfx.PlayOneShot(sfxDropStart); - -// Tween downTween = null; -// if (craneE) -// { -// Vector3 to = craneE.localScale; to.z = downZ; -// downTween = craneE.DOScale(to, descendDuration).SetEase(Ease.Linear); -// } -// if (downTween != null) yield return downTween.WaitForCompletion(); -// else yield return new WaitForSeconds(descendDuration); - -// // ---- Try Grab at Bottom ---- -// TryGrabAtBottom(); - -// // tiny settle delay for visuals if we grabbed something -// if (heldObject != null) -// yield return new WaitForSeconds(0.05f); - -// // ---- Rise Up ---- -// Tween upTween = null; -// if (craneE) -// { -// Vector3 to = craneE.localScale; to.z = upZ; -// upTween = craneE.DOScale(to, 0.5f).SetEase(Ease.Linear); -// } -// if (upTween != null) yield return upTween.WaitForCompletion(); -// else yield return new WaitForSeconds(0.5f); - -// // ---- Deliver / Score ---- -// if (heldObject != null) -// yield return DeliverHeld(); -// } - -// private void TryGrabAtBottom() -// { -// if (heldObject != null) return; - -// ClawBubble candidate = null; -// float bestSqr = float.MaxValue; - -// // Sphere overlap first (tolerant) -// var hits = Physics.OverlapSphere(clawPivot.position, grabRadius, bubbleMask, QueryTriggerInteraction.Ignore); -// foreach (var c in hits) -// { -// var cb = c.GetComponentInParent(); -// if (!cb) continue; -// float d = (cb.transform.position - clawPivot.position).sqrMagnitude; -// if (d < bestSqr) -// { -// bestSqr = d; -// candidate = cb; -// } -// } - -// // Fallback: straight ray down -// if (candidate == null) -// { -// if (Physics.Raycast(clawPivot.position, Vector3.down, out var hit, grabRayLength, bubbleMask, QueryTriggerInteraction.Ignore)) -// candidate = hit.collider.GetComponentInParent(); -// } - -// if (candidate == null) -// { -// if (sfx && sfxEmpty) sfx.PlayOneShot(sfxEmpty); -// return; -// } - -// // Grab: parent to pivot, freeze physics -// heldObject = candidate.gameObject; -// heldRb = heldObject.GetComponent(); -// if (heldRb) -// { -// heldRb.velocity = Vector3.zero; -// heldRb.angularVelocity = Vector3.zero; -// heldRb.isKinematic = true; -// } - -// var t = heldObject.transform; -// t.SetParent(clawPivot, worldPositionStays: true); -// t.DOLocalMove(Vector3.zero, liftDuration).SetEase(Ease.OutQuad); - -// if (sfx && sfxGrab) sfx.PlayOneShot(sfxGrab); -// } - -// private IEnumerator DeliverHeld() -// { -// var cb = heldObject.GetComponent(); -// var type = cb ? cb.type : ClawBubbleType.Wolf; - -// // Optional arc to chute -// if (rewardsChute != null) -// { -// Vector3 start = heldObject.transform.position; -// Vector3 end = rewardsChute.position; -// Vector3 peak = (start + end) * 0.5f + Vector3.up * deliverArcHeight; - -// var seq = DOTween.Sequence(); -// seq.Append(heldObject.transform.DOMove(peak, deliverMoveDuration * 0.5f).SetEase(Ease.OutQuad)); -// seq.Append(heldObject.transform.DOMove(end, deliverMoveDuration * 0.5f).SetEase(Ease.InQuad)); -// yield return seq.WaitForCompletion(); -// } - -// // Score & effects -// if (ClawScoreManager.Instance != null) -// ClawScoreManager.Instance.EvaluateBubble(type); - -// // Safety notify to spawner (in case you prefer it here) -// if (ClawBubbleSpawner.Instance != null) -// ClawBubbleSpawner.Instance.NotifyBubbleGrabbed(type); - -// // Cleanup grabbed object -// if (heldObject != null) -// { -// heldObject.transform.SetParent(null, true); -// Destroy(heldObject); -// } -// heldObject = null; -// heldRb = null; -// } - -// // ========= -// // FX Hooks -// // ========= -// /// Bomb: disable all control for 'seconds'. -// public void ApplyDisable(float seconds) -// { -// if (!gameObject.activeInHierarchy) return; -// StartCoroutine(_Disable(seconds)); -// } -// private IEnumerator _Disable(float s) -// { -// bool prev = canControl; -// canControl = false; -// yield return new WaitForSeconds(s); -// canControl = prev; -// } - -// /// Shock: jam one rotation direction for 'seconds'. -// public void ApplyJam(float seconds) -// { -// if (!gameObject.activeInHierarchy) return; -// StartCoroutine(_Jam(seconds)); -// } -// private IEnumerator _Jam(float s) -// { -// jammed = true; -// yield return new WaitForSeconds(s); -// jammed = false; -// } - -// // ===== -// // Gizmo -// // ===== -// void OnDrawGizmosSelected() -// { -// if (clawPivot) -// { -// Gizmos.color = Color.yellow; -// Gizmos.DrawWireSphere(clawPivot.position, grabRadius); -// } -// } -//} - -//using UnityEngine; -//using System.Collections; -//using DG.Tweening; - -//#if UNITY_INPUT_SYSTEM -//using UnityEngine.InputSystem; -//#endif - -//public class ClawController : MonoBehaviour -//{ -// [Header("Hierarchy")] -// public Transform craneA; // Crane_A (rotates as base) -// public Transform craneB; -// public Transform craneC; -// public Transform craneD; -// public Transform craneE; // Scale Z to drop -// public Transform clawPivot; // Ray origin (tip/pivot of claw) -// public Transform grabPoint; // Where held ball sits (keep scale ~1,1,1 ideally) - -// [Header("Movement/Input")] -// public float rotateSpeed = 90f; -// public string horizontalAxis = "Horizontal"; // legacy axis (keyboard/gamepad) -// public string dropButtonName = "Fire1"; // legacy button -// public KeyCode dropKey = KeyCode.Space; // keyboard fallback -// public Joystick virtualJoystick; // optional on-screen joystick - -// [Header("Extend/Retract")] -// public float descendTime = 0.6f; -// public float dropZ = 50f; // craneE localScale.z when extended -// public float upZ = 40f; // craneE localScale.z when idle -// public float dropCooldown = 0.5f; - -// [Header("Raycast & Layers")] -// public float grabRayLength = 2f; -// public LayerMask ballLayerMask; // set in Inspector (Ball layer) -// [Tooltip("Layer index to assign while the ball is held to avoid re-grab; set -1 to leave unchanged.")] -// public int grabbedBallLayer = -1; -// [Tooltip("Layer index to assign on release; set -1 to leave unchanged.")] -// public int releasedBallLayer = -1; - -// private bool canDrop = true; -// private GameObject heldObject; -// [Header("Drop Tuning")] -// public float descendDuration = 1.5f; // doc requirement - -// private bool canControl = true; -// private bool jammed = false; -// private float lastDropTime = -999f; - - -// void Reset() -// { -// if (craneE) -// { -// var s = craneE.localScale; -// craneE.localScale = new Vector3(s.x, s.y, upZ); -// } -// } - -// void Update() -// { -// // Visualize the ray (Scene view) -// Debug.DrawRay(clawPivot.position, Vector3.down * grabRayLength, heldObject ? Color.cyan : Color.yellow); - -// // Rotation input (use Vertical from joystick per your previous setup; change to Horizontal if you prefer) -// float x = 0f; -// if (virtualJoystick != null) x = virtualJoystick.Vertical; -// else x = Input.GetAxis(horizontalAxis); - -// // Rotate around Crane_A's local forward axis (your setup) -// craneA.Rotate(craneA.forward, x * rotateSpeed * Time.deltaTime, Space.World); - -// // Drop/Action input -// //bool dropPressed = Input.GetButtonDown(dropButtonName) || Input.GetKeyDown(dropKey); -//#if UNITY_INPUT_SYSTEM -// if (!dropPressed && Gamepad.current != null) -// dropPressed = Gamepad.current.buttonSouth.wasPressedThisFrame; // A/Cross -//#endif - -// //if (dropPressed && canDrop) -// //{ -// // if (heldObject != null) -// // { -// // // Drop wherever it is -// // StartCoroutine(ReleaseHeldHere()); -// // } -// // else -// // { -// // // Try to grab a ball under the claw -// // if (Physics.Raycast(clawPivot.position, Vector3.down, out RaycastHit ballHit, grabRayLength, ballLayerMask)) -// // { -// // StartCoroutine(DropToGrab(ballHit.collider.gameObject)); -// // } -// // // else: nothing under → do nothing (or add a small poke if you want) -// // } -// //} -// } - -// // UI Button hook for mobile -// public void TriggerDrop() -// { -// if (!canDrop) return; - -// if (heldObject != null) -// { -// StartCoroutine(ReleaseHeldHere()); -// } -// else if (Physics.Raycast(clawPivot.position, Vector3.down, out RaycastHit ballHit, grabRayLength, ballLayerMask)) -// { -// StartCoroutine(DropToGrab(ballHit.collider.gameObject)); -// } -// else -// { -// StartCoroutine(DropToGrab()); -// } -// } - -// IEnumerator DropToGrab(GameObject targetBall=null) -// { -// canDrop = false; - -// // Extend -// var s = craneE.localScale; -// var start = new Vector3(s.x, s.y, upZ); -// var end = new Vector3(s.x, s.y, dropZ); -// craneE.localScale = start; -// craneE.DOScale(end, descendTime); -// yield return new WaitForSeconds(descendTime); - -// if (targetBall != null) -// { -// ClawScoreManager.Instance.EvaluateBubble(targetBall.GetComponent().type); -// // Disable physics while held -// var rb = targetBall.GetComponent(); -// if (rb != null) -// { -// rb.isKinematic = true; -// rb.constraints = RigidbodyConstraints.None; -// rb.velocity = Vector3.zero; -// rb.angularVelocity = Vector3.zero; -// } - -// // Parent to grabPoint without visual scale change -// PreserveWorldScaleParent(targetBall.transform, grabPoint); - -// targetBall.transform.localPosition = Vector3.zero; -// targetBall.transform.localRotation = Quaternion.identity; - -// // Move to 'grabbed' layer if requested -// if (grabbedBallLayer >= 0) -// SetLayerRecursively(targetBall, grabbedBallLayer); - -// heldObject = targetBall; -// } - -// // Retract -// craneE.DOScale(start, descendTime); -// yield return new WaitForSeconds(descendTime); - -// yield return new WaitForSeconds(dropCooldown); -// canDrop = true; -// } - -// IEnumerator ReleaseHeldHere() -// { -// canDrop = false; - -// if (heldObject != null) -// { -// // Unparent at current position -// heldObject.transform.SetParent(null, true); - -// // Re-enable full physics -// var rb = heldObject.GetComponent(); -// if (rb != null) -// { -// rb.isKinematic = false; -// rb.constraints = RigidbodyConstraints.None; // no restrictions -// rb.velocity = Vector3.zero; -// rb.angularVelocity = Vector3.zero; -// } - -// // Optionally restore/change layer on release -// if (releasedBallLayer >= 0) -// SetLayerRecursively(heldObject, releasedBallLayer); - -// heldObject = null; -// } - -// yield return new WaitForSeconds(dropCooldown); -// canDrop = true; -// } - -// // --- Utilities --- - -// // Keep visual scale identical after parenting into a scaled hierarchy -// private void PreserveWorldScaleParent(Transform child, Transform newParent) -// { -// Vector3 worldScale = child.lossyScale; -// child.SetParent(newParent, true); // keep world pos/rot -// Vector3 parentScale = newParent.lossyScale; -// child.localScale = new Vector3( -// SafeDiv(worldScale.x, parentScale.x), -// SafeDiv(worldScale.y, parentScale.y), -// SafeDiv(worldScale.z, parentScale.z) -// ); -// } - -// private float SafeDiv(float a, float b) => Mathf.Approximately(b, 0f) ? 0f : a / b; - -// private void SetLayerRecursively(GameObject go, int layerIndex) -// { -// //go.layer = layerIndex; -// //foreach (Transform t in go.transform) -// // SetLayerRecursively(t.gameObject, layerIndex); -// } -//} +} \ No newline at end of file diff --git a/Assets/Scripts/ClawGrab/ClawGameModeManager.cs b/Assets/Scripts/ClawGrab/ClawGameModeManager.cs new file mode 100644 index 0000000..da07cd1 --- /dev/null +++ b/Assets/Scripts/ClawGrab/ClawGameModeManager.cs @@ -0,0 +1,288 @@ +using UnityEngine; +using System.Collections; +using System.Collections.Generic; +using TMPro; + +public enum ClawGameMode { None, Frenzy, Precision, TargetChallenge, RandomMayhem } + +public class ClawGameModeManager : MonoBehaviour +{ + public static ClawGameModeManager Instance { get; private set; } + + [Header("Scene References")] + public ClawController claw; + public PlatformSpinController platform; + public RoundTimer timer; + public ClawBubbleSpawner spawner; + public ClawScoreManager score; + + [Header("UI (optional)")] + public TextMeshProUGUI modeLabel; + public TextMeshProUGUI subLabel; + + [Header("Precision Mode")] + public int precisionMaxAttempts = 10; + public ClawBubbleType precisionTargetType = ClawBubbleType.Wolf; // “highlighted” type + public int precisionWrongPenalty = 50; + public bool precisionChangeTargetEveryHit = true; + public Color precisionHighlightColor = new Color(1f, 0.95f, 0f, 1f); // yellow + + [Header("Target Challenge")] + public ClawBubbleType targetWolfType = ClawBubbleType.Wolf; // or GoldenWolf + public int targetRequiredCount = 5; + public int targetSetBonus = 500; + public int targetWrongPenalty = 50; + public Color targetHighlightColor = new Color(0.4f, 1f, 1f, 1f); // cyan + + [Header("Random Mayhem")] + public Vector2 mayhemIntervalRange = new Vector2(2f, 4f); + public Vector2 mayhemEffectDurationRange = new Vector2(1.5f, 4f); + public float mayhemTurboScalarSeconds = 4f; + public float mayhemSlowScalarSeconds = 4f; + public float mayhemFreezeSeconds = 2f; + public float mayhemJamSeconds = 2f; + public float mayhemDisableSeconds = 2f; + + public ClawGameMode CurrentMode { get; private set; } = ClawGameMode.None; + + // state + int _precisionAttemptsLeft; + ClawBubbleType _precisionCurrentType; + int _targetCollected; + Coroutine _mayhemCo; + + void Awake() + { + Instance = this; + // keep the room idle until a mode is picked + if (spawner) spawner.enabled = false; + } + void OnEnable() + { + if (!score) score = ClawScoreManager.Instance; + if (score) score.OnScoreAdded += HandleAnyScoreDelta; // just to keep a pulse; real logic is per-mode below + } + void OnDisable() + { + if (score) score.OnScoreAdded -= HandleAnyScoreDelta; + if (Instance == this) Instance = null; + } + + // -------- UI hooks (wire these to your 4 buttons) -------- + public void StartFrenzyMode() => StartMode(ClawGameMode.Frenzy); + public void StartPrecisionMode() => StartMode(ClawGameMode.Precision); + public void StartTargetChallengeMode() => StartMode(ClawGameMode.TargetChallenge); + public void StartRandomMayhemMode() => StartMode(ClawGameMode.RandomMayhem); + + public void StartMode(ClawGameMode mode) + { + StopAllModeEffects(); + CurrentMode = mode; + + if (spawner && !spawner.enabled) spawner.enabled = true; + + // Ensure claw is enabled at start of any mode + claw?.ForceClearJam(); + claw?.ForceEnableControl(); + + switch (mode) + { + case ClawGameMode.Frenzy: + if (modeLabel) modeLabel.text = "Mode: Frenzy"; + if (platform) platform.StartFrenzy(); + if (subLabel) subLabel.text = ""; + break; + + case ClawGameMode.Precision: + if (modeLabel) modeLabel.text = "Mode: Precision"; + _precisionAttemptsLeft = Mathf.Max(1, precisionMaxAttempts); + _precisionCurrentType = precisionTargetType; + UpdateSub($"Attempts: {_precisionAttemptsLeft} | Target: {_precisionCurrentType}"); + HighlightType(_precisionCurrentType, precisionHighlightColor, true); + break; + + case ClawGameMode.TargetChallenge: + if (modeLabel) modeLabel.text = "Mode: Target Challenge"; + _targetCollected = 0; + UpdateSub($"Collect {_targetCollected}/{targetRequiredCount} {targetWolfType}"); + HighlightType(targetWolfType, targetHighlightColor, true); + break; + + case ClawGameMode.RandomMayhem: + if (modeLabel) modeLabel.text = "Mode: Random Mayhem"; + _mayhemCo = StartCoroutine(MayhemLoop()); + UpdateSub(""); + break; + + default: + if (modeLabel) modeLabel.text = "Mode: None"; + UpdateSub(""); + break; + } + + // fresh timer start if you want it to restart when you pick a mode + if (timer && timer.autoStart) { timer.StopTimer(); timer.StartTimer(); } + + } + + // ===== ClawScoreManager -> hook points ===== + // Called *before* ScoreManager adds points. Return the points you want applied (can be negative for penalties). + public int ModifyPointsBeforeApply(ClawBubbleType type, int currentPoints) + { + switch (CurrentMode) + { + case ClawGameMode.Precision: + if (type != _precisionCurrentType) return -Mathf.Abs(precisionWrongPenalty); + break; + + case ClawGameMode.TargetChallenge: + if (type != targetWolfType) return -Mathf.Abs(targetWrongPenalty); + break; + } + return currentPoints; + } + + // Called right after ScoreManager applies the delta, so we can update per-mode state. + public void NotifyBubbleResolved(ClawBubbleType type, int awarded) + { + switch (CurrentMode) + { + + //case ClawGameMode.Precision: + // _precisionAttemptsLeft = Mathf.Max(0, _precisionAttemptsLeft - 1); + // if (awarded > 0 && precisionChangeTargetEveryHit) + // { + // _precisionCurrentType = NextTargetType(_precisionCurrentType); + // HighlightType(_precisionCurrentType, precisionHighlightColor, true); + // } + // UpdateSub($"Attempts: {_precisionAttemptsLeft} | Target: {_precisionCurrentType}"); + // if (_precisionAttemptsLeft <= 0) EndPrecisionRound(); + // break; + case ClawGameMode.Precision: + if (awarded > 0 && precisionChangeTargetEveryHit) + { + _precisionCurrentType = NextTargetType(_precisionCurrentType); + HighlightType(_precisionCurrentType, precisionHighlightColor, true); + } + UpdateSub($"Attempts: {_precisionAttemptsLeft} | Target: {_precisionCurrentType}"); + break; + + case ClawGameMode.TargetChallenge: + if (type == targetWolfType && awarded > 0) + { + _targetCollected++; + UpdateSub($"Collect {_targetCollected}/{targetRequiredCount} {targetWolfType}"); + if (_targetCollected >= targetRequiredCount) + { + // give set bonus + if (score) score.ApplyExternalDelta?.Invoke(targetSetBonus); + HighlightType(targetWolfType, targetHighlightColor, false); + CurrentMode = ClawGameMode.None; + UpdateSub("Set completed!"); + } + } + break; + } + } + + // ——— helpers ——— + void EndPrecisionRound() + { + if (claw) claw.ApplyDisable(9999f); // lock input + if (platform) platform.ApplySlow(2f); + UpdateSub("Out of attempts!"); + // (you can also StopTimer or pop a panel here if you like) + } + void StopAllModeEffects() + { + HighlightType(_precisionCurrentType, precisionHighlightColor, false); + HighlightType(targetWolfType, targetHighlightColor, false); + platform?.StopFrenzy(); + if (_mayhemCo != null) StopCoroutine(_mayhemCo); + _mayhemCo = null; + + claw?.ForceClearJam(); + claw?.ForceEnableControl(); + } + //void StopAllModeEffects() + //{ + // HighlightType(_precisionCurrentType, precisionHighlightColor, false); + // HighlightType(targetWolfType, targetHighlightColor, false); + // if (platform) platform.StopFrenzy(); + // if (_mayhemCo != null) StopCoroutine(_mayhemCo); + // _mayhemCo = null; + // if (claw) claw.ApplyDisable(0f); // ensure re-enabled + //} + + void UpdateSub(string s) { if (subLabel) subLabel.text = s; } + void HandleAnyScoreDelta(int _) { /* placeholder; not used now */ } + public void NotifyDropAttempt() + { + if (CurrentMode == ClawGameMode.Precision) + { + _precisionAttemptsLeft = Mathf.Max(0, _precisionAttemptsLeft - 1); + UpdateSub($"Attempts: {_precisionAttemptsLeft} | Target: {_precisionCurrentType}"); + if (_precisionAttemptsLeft <= 0) EndPrecisionRound(); + } + } + + public void NotifyMiss() + { + if (CurrentMode == ClawGameMode.Precision) + { + // “Missing reduces score” + score?.ApplyExternalDelta?.Invoke(-Mathf.Abs(precisionWrongPenalty)); + } + } + + public void NotifyGrabbed(ClawBubbleType type) + { + // Optional hook if you ever want immediate feedback on the grab itself. + // (We still keep your scoring logic in ModifyPointsBeforeApply/NotifyBubbleResolved) + } + + ClawBubbleType NextTargetType(ClawBubbleType t) + { + switch (t) + { + case ClawBubbleType.Wolf: return ClawBubbleType.Star; + case ClawBubbleType.Star: return ClawBubbleType.Crystal; + case ClawBubbleType.Crystal: return ClawBubbleType.Wolf; + default: return ClawBubbleType.Wolf; + } + } + + void HighlightType(ClawBubbleType type, Color color, bool on) + { + var all = FindObjectsOfType(false); + foreach (var b in all) + { + if (!b || b.type != type) continue; + var rend = b.bottomMeshRenderer ? b.bottomMeshRenderer : b.GetComponentInChildren(); + if (!rend) continue; + + var mpb = new MaterialPropertyBlock(); + rend.GetPropertyBlock(mpb); + mpb.SetColor("_EmissionColor", on ? color : Color.black); + rend.SetPropertyBlock(mpb); + } + } + + IEnumerator MayhemLoop() + { + while (true) + { + yield return new WaitForSeconds(Random.Range(mayhemIntervalRange.x, mayhemIntervalRange.y)); + float dur = Random.Range(mayhemEffectDurationRange.x, mayhemEffectDurationRange.y); + switch (Random.Range(0, 6)) + { + case 0: if (platform) platform.ApplyReverse(dur); break; + case 1: if (platform) platform.ApplyTurbo(mayhemTurboScalarSeconds); break; + case 2: if (platform) platform.ApplySlow(mayhemSlowScalarSeconds); break; + case 3: if (platform) platform.ApplyFreeze(mayhemFreezeSeconds); break; + case 4: if (claw) claw.ApplyJam(mayhemJamSeconds); break; + case 5: if (claw) claw.ApplyDisable(mayhemDisableSeconds); break; + } + } + } +} diff --git a/Assets/Scripts/ClawGrab/ClawGameModeManager.cs.meta b/Assets/Scripts/ClawGrab/ClawGameModeManager.cs.meta new file mode 100644 index 0000000..71db24e --- /dev/null +++ b/Assets/Scripts/ClawGrab/ClawGameModeManager.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 9254e28c3a0d55742996898463bdaedb +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/ClawGrab/ClawModeButtons.cs b/Assets/Scripts/ClawGrab/ClawModeButtons.cs new file mode 100644 index 0000000..d768ddf --- /dev/null +++ b/Assets/Scripts/ClawGrab/ClawModeButtons.cs @@ -0,0 +1,10 @@ +using UnityEngine; + +public class ClawModeButtons : MonoBehaviour +{ + public ClawGameModeManager modes; + public void OnFrenzyClicked() { if (modes) modes.StartFrenzyMode(); } + public void OnPrecisionClicked() { if (modes) modes.StartPrecisionMode(); } + public void OnTargetChallengeClicked() { if (modes) modes.StartTargetChallengeMode(); } + public void OnRandomMayhemClicked() { if (modes) modes.StartRandomMayhemMode(); } +} diff --git a/Assets/Scripts/ClawGrab/ClawModeButtons.cs.meta b/Assets/Scripts/ClawGrab/ClawModeButtons.cs.meta new file mode 100644 index 0000000..d0f245b --- /dev/null +++ b/Assets/Scripts/ClawGrab/ClawModeButtons.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: e28be93a0175c46488f92f7dfe9eeaa5 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/ClawGrab/ClawScoreManager.cs b/Assets/Scripts/ClawGrab/ClawScoreManager.cs index d92feb5..8708b84 100644 --- a/Assets/Scripts/ClawGrab/ClawScoreManager.cs +++ b/Assets/Scripts/ClawGrab/ClawScoreManager.cs @@ -7,6 +7,8 @@ using DG.Tweening; public class ClawScoreManager : MonoBehaviour { public static ClawScoreManager Instance; + public System.Action ApplyExternalDelta; + public event Action OnScoreChanged; // passes TOTAL score public int CurrentScore => score; @@ -57,6 +59,8 @@ public class ClawScoreManager : MonoBehaviour // init counts for all enum values foreach (ClawBubbleType t in Enum.GetValues(typeof(ClawBubbleType))) if (!collectedCounts.ContainsKey(t)) collectedCounts[t] = 0; + + ApplyExternalDelta = (amt) => { if (amt != 0) AddScore(amt); }; } public void EvaluateBubble(ClawBubbleType type) @@ -120,17 +124,38 @@ public class ClawScoreManager : MonoBehaviour } // Apply crystal multiplier if primed (and we actually scored) + // ... existing switch (type) {...} + if (crystalPrimed && points > 0) { points = Mathf.RoundToInt(points * crystalNextGrabMultiplier); crystalPrimed = false; } - if (points > 0) AddScore(points); + // NEW — allow active mode to change points (or apply penalty) + if (ClawGameModeManager.Instance != null) + points = ClawGameModeManager.Instance.ModifyPointsBeforeApply(type, points); + + if (points != 0) AddScore(points); + + // NEW — inform mode that a collection resolved + if (ClawGameModeManager.Instance != null) + ClawGameModeManager.Instance.NotifyBubbleResolved(type, points); - // Tell spawner to introduce new targets if (ClawBubbleSpawner.Instance) ClawBubbleSpawner.Instance.NotifyBubbleGrabbed(type); + + //if (crystalPrimed && points > 0) + //{ + // points = Mathf.RoundToInt(points * crystalNextGrabMultiplier); + // crystalPrimed = false; + //} + + //if (points > 0) AddScore(points); + + //// Tell spawner to introduce new targets + //if (ClawBubbleSpawner.Instance) + // ClawBubbleSpawner.Instance.NotifyBubbleGrabbed(type); } private void AddScore(int amount) { diff --git a/Assets/Scripts/Shared/PlatformParenting.cs b/Assets/Scripts/Shared/PlatformParenting.cs new file mode 100644 index 0000000..35060e3 --- /dev/null +++ b/Assets/Scripts/Shared/PlatformParenting.cs @@ -0,0 +1,192 @@ +using System.Collections.Generic; +using UnityEngine; + +#if UNITY_EDITOR +using UnityEditor; +#endif + +[ExecuteAlways] +[RequireComponent(typeof(BoxCollider))] +public class PlatformParenting : MonoBehaviour +{ + public enum TopFaceMode { ParentUp, WorldUpAuto } + + [Header("Fit Settings")] + [Range(0.01f, 0.5f)] public float heightPercent = 0.05f; + public float surfaceOffset = 0.002f; + public bool isTrigger = false; + + [Tooltip("How to choose the platform's 'top' face.")] + public TopFaceMode topFace = TopFaceMode.WorldUpAuto; + + [Tooltip("Align this child so its local Y points along the chosen top normal.")] + public bool alignToTopFace = true; + + private BoxCollider _topBox; + private Collider _parentCollider; + private readonly Dictionary _prevParents = new(); + + void OnEnable() { Cache(); FitToParentCollider(); } + void Reset() { Cache(); FitToParentCollider(); } + //void OnValidate() { if (!isActiveAndEnabled) return; Cache(); FitToParentCollider(); } + + void Cache() + { + if (_topBox == null) _topBox = GetComponent(); + _parentCollider = null; + if (transform.parent != null) + { + // Prefer exact colliders on the parent itself + _parentCollider = transform.parent.GetComponent(); + if (_parentCollider == null) _parentCollider = transform.parent.GetComponent(); + if (_parentCollider == null) _parentCollider = transform.parent.GetComponent(); + } + } + + [ContextMenu("Fit To Parent Collider")] + public void FitToParentCollider() + { + if (transform.parent == null) { Debug.LogWarning("[PlatformParenting] Must be a child of the platform."); return; } + if (_topBox == null) _topBox = GetComponent(); + if (_parentCollider == null) { Debug.LogWarning("[PlatformParenting] No collider found on parent."); return; } + + // --- Use local bounds from BoxCollider or MeshCollider for oriented math --- + if (_parentCollider is BoxCollider pb) { FitUsingLocalBounds(pb.transform, pb.size, pb.center); return; } + if (_parentCollider is MeshCollider pm && pm.sharedMesh != null) + { + Bounds m = pm.sharedMesh.bounds; // local bounds of the mesh + FitUsingLocalBounds(pm.transform, m.size, m.center); + return; + } + + // Fallback: world AABB (least precise) + Bounds b = _parentCollider.bounds; + float thinY = Mathf.Max(0.001f, b.size.y * Mathf.Clamp01(heightPercent)); + Vector3 worldCtr = new Vector3(b.center.x, b.max.y + surfaceOffset + thinY * 0.5f, b.center.z); + + if (alignToTopFace) transform.rotation = Quaternion.LookRotation(Vector3.forward, Vector3.up); + transform.position = worldCtr; + + Vector3 lossy = Abs(transform.lossyScale); + _topBox.size = new Vector3(b.size.x / lossy.x, thinY / lossy.y, b.size.z / lossy.z); + _topBox.center = Vector3.zero; + _topBox.isTrigger = isTrigger; + } + + // Fits a thin box on the parent's true top face (relative to world-up) + private void FitUsingLocalBounds(Transform src, Vector3 localSize, Vector3 localCenter) + { + // Parent local axes in world space + Vector3 wr = src.right, wu = src.up, wf = src.forward; + Vector3[] worldAxes = { wr, wu, wf }; + Vector3[] localAxes = { Vector3.right, Vector3.up, Vector3.forward }; + + // Choose which local axis is most "up" in world space + int topAxis = 1; // default Y + int sign = 1; + if (topFace == TopFaceMode.WorldUpAuto) + { + float best = -1f; + for (int i = 0; i < 3; i++) + { + float d = Vector3.Dot(worldAxes[i], Vector3.up); + float ad = Mathf.Abs(d); + if (ad > best) { best = ad; topAxis = i; sign = (d >= 0f) ? 1 : -1; } + } + } + else // ParentUp: use local Y, pick sign so it's closest to world up + { + float d = Vector3.Dot(wu, Vector3.up); + topAxis = 1; sign = (d >= 0f) ? 1 : -1; + } + + Vector3 localNormal = sign * localAxes[topAxis]; + Vector3 worldNormal = sign * worldAxes[topAxis]; + + // World sizes (account for non-uniform scale) + Vector3 srcLossy = Abs(src.lossyScale); + Vector3 worldSize = new Vector3(localSize.x * srcLossy.x, localSize.y * srcLossy.y, localSize.z * srcLossy.z); + float axisWorldSize = (topAxis == 0 ? worldSize.x : topAxis == 1 ? worldSize.y : worldSize.z); + float thin = Mathf.Max(0.001f, axisWorldSize * Mathf.Clamp01(heightPercent)); + + // Top face world center + Vector3 topWorld = src.TransformPoint(localCenter + 0.5f * ComponentAlong(localSize, topAxis) * localNormal); + Vector3 worldCenter = topWorld + worldNormal * (surfaceOffset + thin * 0.5f); + transform.position = worldCenter; + + // Align this child so its local Y points along the top normal; keep forward projected on the plane + if (alignToTopFace) + { + Vector3 planeForward = Vector3.ProjectOnPlane(src.forward, worldNormal); + if (planeForward.sqrMagnitude < 1e-6f) planeForward = Vector3.ProjectOnPlane(src.right, worldNormal); + transform.rotation = Quaternion.LookRotation(planeForward.normalized, worldNormal.normalized); + } + + // Decide which of the remaining two parent axes becomes our local X vs Z by checking alignment to child.right + int a = OtherIndex(topAxis, false); + int b = OtherIndex(topAxis, true); + float sizeA = ComponentAlong(worldSize, a); + float sizeB = ComponentAlong(worldSize, b); + Vector3 axisAWorld = worldAxes[a].normalized * Mathf.Sign(Vector3.Dot(worldAxes[a], transform.right)); + float dotA = Mathf.Abs(Vector3.Dot(axisAWorld.normalized, transform.right)); + + float sizeXWorld = dotA >= 0.5f ? sizeA : sizeB; + float sizeZWorld = dotA >= 0.5f ? sizeB : sizeA; + + Vector3 childLossy = Abs(transform.lossyScale); + _topBox.size = new Vector3( + sizeXWorld / childLossy.x, + thin / childLossy.y, + sizeZWorld / childLossy.z + ); + _topBox.center = Vector3.zero; + _topBox.isTrigger = isTrigger; + } + + static float ComponentAlong(Vector3 v, int axis) => axis == 0 ? v.x : axis == 1 ? v.y : v.z; + static int OtherIndex(int topAxis, bool second) + { + // returns the two indices other than topAxis; order stable + if (topAxis == 0) return second ? 2 : 1; + if (topAxis == 1) return second ? 2 : 0; + return second ? 1 : 0; + } + static Vector3 Abs(Vector3 v) => new(Mathf.Abs(v.x), Mathf.Abs(v.y), Mathf.Abs(v.z)); + + // ---------- Parenting behavior ---------- + private void ParentRider(Transform rider) + { + if (!_prevParents.ContainsKey(rider)) _prevParents[rider] = rider.parent; + rider.parent = transform.parent != null ? transform.parent : transform; + } + private void UnparentRider(Transform rider) + { + if (_prevParents.TryGetValue(rider, out var orig)) rider.parent = orig; else rider.parent = null; + _prevParents.Remove(rider); + } + + private void OnCollisionEnter(Collision c) { if (!isTrigger && c.gameObject.CompareTag("Player")) ParentRider(c.transform); } + private void OnCollisionExit(Collision c) { if (!isTrigger && c.gameObject.CompareTag("Player")) UnparentRider(c.transform); } + private void OnTriggerEnter(Collider o) { if (isTrigger && o.CompareTag("Player")) ParentRider(o.transform); } + private void OnTriggerExit(Collider o) { if (isTrigger && o.CompareTag("Player")) UnparentRider(o.transform); } + +#if UNITY_EDITOR + void OnDrawGizmosSelected() + { + if (_topBox == null) return; + Gizmos.matrix = transform.localToWorldMatrix; + Gizmos.DrawWireCube(_topBox.center, _topBox.size); + } + + [CustomEditor(typeof(PlatformParenting))] + class PlatformParentingEditor : Editor + { + public override void OnInspectorGUI() + { + DrawDefaultInspector(); + if (GUILayout.Button("Fit To Parent Collider")) + ((PlatformParenting)target).FitToParentCollider(); + } + } +#endif +} diff --git a/Assets/Scripts/Shared/PlatformParenting.cs.meta b/Assets/Scripts/Shared/PlatformParenting.cs.meta new file mode 100644 index 0000000..055a046 --- /dev/null +++ b/Assets/Scripts/Shared/PlatformParenting.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 31bc90fd978835e40a55526b574c87ec +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/SkyWalker/Skywalker_Blueberry.cs b/Assets/Scripts/SkyWalker/Skywalker_Blueberry.cs index 4fe07fa..582d2c6 100644 --- a/Assets/Scripts/SkyWalker/Skywalker_Blueberry.cs +++ b/Assets/Scripts/SkyWalker/Skywalker_Blueberry.cs @@ -8,7 +8,8 @@ public class Skywalker_Blueberry : MonoBehaviour { // Add to player's blueberry count Skywalker_BlueberryManager.Instance.AddBlueberry(1); - + if (Skywalker_GameManager.Instance != null) + Skywalker_GameManager.Instance.PulseBlueberryGlow(); // Destroy the collected blueberry Destroy(gameObject); } diff --git a/Assets/Scripts/SkyWalker/Skywalker_BounceObstacle.cs b/Assets/Scripts/SkyWalker/Skywalker_BounceObstacle.cs index c70dac9..ee806a6 100644 --- a/Assets/Scripts/SkyWalker/Skywalker_BounceObstacle.cs +++ b/Assets/Scripts/SkyWalker/Skywalker_BounceObstacle.cs @@ -6,7 +6,7 @@ public class Skywalker_BounceObstacle : MonoBehaviour [Header("Bounce Settings")] public float bounceForce = 15f; // how strong the bounce is public bool resetYVelocity = true; // reset vertical velocity before bounce - + Skywalker_PlayerController playerController; private void Reset() { Collider col = GetComponent(); @@ -18,6 +18,7 @@ public class Skywalker_BounceObstacle : MonoBehaviour { if (collision.gameObject.CompareTag("Player")) { + if(playerController == null) {playerController=collision.gameObject.GetComponent();}; Rigidbody rb = collision.gameObject.GetComponent(); if (rb != null) { @@ -27,7 +28,8 @@ public class Skywalker_BounceObstacle : MonoBehaviour // Apply bounce force rb.AddForce(Vector3.up * bounceForce, ForceMode.VelocityChange); - + //playerController.animator.SetBool("IsGrounded", false); + playerController.animator.SetTrigger("Jump"); Debug.Log("Player bounced!"); } } diff --git a/Assets/Scripts/SkyWalker/Skywalker_CameraFollow.cs b/Assets/Scripts/SkyWalker/Skywalker_CameraFollow.cs index 8449e3d..0c066c0 100644 --- a/Assets/Scripts/SkyWalker/Skywalker_CameraFollow.cs +++ b/Assets/Scripts/SkyWalker/Skywalker_CameraFollow.cs @@ -31,7 +31,7 @@ public class Skywalker_CameraFollow : MonoBehaviour else if(!isGameover) { isGameover = true; - Skywalker_GameManager.Instance.GameoverInvoker(); + Skywalker_GameManager.Instance.GameoverInvoker(1); } } } diff --git a/Assets/Scripts/SkyWalker/Skywalker_FanLauncher.cs b/Assets/Scripts/SkyWalker/Skywalker_FanLauncher.cs index b502ebb..600362b 100644 --- a/Assets/Scripts/SkyWalker/Skywalker_FanLauncher.cs +++ b/Assets/Scripts/SkyWalker/Skywalker_FanLauncher.cs @@ -10,7 +10,7 @@ public class Skywalker_FanLauncher : MonoBehaviour public bool debugGizmo = true; private bool playerInside = false; - + Skywalker_PlayerController playerController; void Reset() { Collider col = GetComponent(); @@ -23,8 +23,12 @@ public class Skywalker_FanLauncher : MonoBehaviour if (col.CompareTag("Player")) { Rigidbody rb = col.attachedRigidbody; + if (playerController == null) { playerController = col.gameObject.GetComponent(); }; + if (rb != null) { + playerController.animator.SetTrigger("Jump"); + rb.useGravity = false; // disable gravity inside fan playerInside = true; } @@ -36,6 +40,7 @@ public class Skywalker_FanLauncher : MonoBehaviour if (col.CompareTag("Player")) { Rigidbody rb = col.attachedRigidbody; + if (rb != null) { Vector3 vel = rb.velocity; @@ -53,6 +58,7 @@ public class Skywalker_FanLauncher : MonoBehaviour } rb.velocity = vel; + } } } diff --git a/Assets/Scripts/SkyWalker/Skywalker_GameManager.cs b/Assets/Scripts/SkyWalker/Skywalker_GameManager.cs index d3662a1..d6381ff 100644 --- a/Assets/Scripts/SkyWalker/Skywalker_GameManager.cs +++ b/Assets/Scripts/SkyWalker/Skywalker_GameManager.cs @@ -1,8 +1,11 @@ using UnityEngine; +using DG.Tweening; + +public enum DeathType { Normal, Laser, Spikes } public class Skywalker_GameManager : MonoBehaviour { - public static Skywalker_GameManager Instance; // Singleton + public static Skywalker_GameManager Instance; [Header("UI References")] public GameObject gameOverPanel; @@ -10,52 +13,256 @@ public class Skywalker_GameManager : MonoBehaviour [Header("Player Reference")] public Skywalker_PlayerController player; // assign in inspector + [Header("Heaven Tween")] + public float heavenHeight = 4f; // ascent height + public float ascendDuration = 2.5f; // ascent time + public float fadeDelay = 2.0f; // wait before fade (2–3s) + public float fadeDuration = 0.5f; // fade to 1 + + [Header("Material (AllIn1SpriteShader)")] + public Material playerMaterial; + private bool isGameOver = false; + // AllIn1SpriteShader property IDs + static readonly int ID_FadeAmount = Shader.PropertyToID("_FadeAmount"); + static readonly int ID_FadeBurnWidth = Shader.PropertyToID("_FadeBurnWidth"); + + // AllIn1SpriteShader keywords + const string KW_FADE = "FADE_ON"; + const string KW_GREYSCALE = "GREYSCALE_ON"; + const string KW_GHOST = "GHOST_ON"; + const string KW_OVERLAY = "OVERLAY_ON"; + const string KW_OVERLAYMULT = "OVERLAYMULT_ON"; // we'll keep this OFF unless you want multiply overlay + + // store original keyword states so we can restore on disable + bool origFade, origGrey, origGhost, origOverlay, origOverlayMult; + + Sequence deathSeq; + // --- Blueberry Glow Pulse (AllIn1SpriteShader) --- + [Header("Blueberry Glow Pulse")] + public Material glowMaterial; // optional: defaults to playerMaterial if null + [Tooltip("Shader float property for glow intensity (AllIn1SpriteShader).")] + public string glowIntensityProp = "_GlowIntensity"; // change to your exact prop name if different + public float glowBase = 1.75f; + public float glowPeak = 7.75f; + public float glowPulseDuration = 0.6f; // total time (up + down) + + private Sequence glowSeq; + private int _ID_GlowIntensity; + private string _lastGlowPropName; + void Awake() { if (Instance == null) Instance = this; - else Destroy(gameObject); + else { Destroy(gameObject); return; } - if (gameOverPanel != null) - gameOverPanel.SetActive(false); // hide at start + if (gameOverPanel) gameOverPanel.SetActive(false); + + if (!glowMaterial) glowMaterial = playerMaterial; + _ID_GlowIntensity = Shader.PropertyToID(glowIntensityProp); + _lastGlowPropName = glowIntensityProp; + CacheOriginalKeywordStates(); } - /// - /// Call this to trigger jump + fall + game over UI. - /// - public void TriggerGameOver() + void CacheOriginalKeywordStates() { - if (isGameOver) return; + if (!playerMaterial) return; + origFade = playerMaterial.IsKeywordEnabled(KW_FADE); + origGrey = playerMaterial.IsKeywordEnabled(KW_GREYSCALE); + origGhost = playerMaterial.IsKeywordEnabled(KW_GHOST); + origOverlay = playerMaterial.IsKeywordEnabled(KW_OVERLAY); + origOverlayMult = playerMaterial.IsKeywordEnabled(KW_OVERLAYMULT); + } + + // --- Public helpers to call from hazards / tests --- + public void KillBySpikes() => TriggerGameOver(DeathType.Spikes); + public void KillByLaser() => TriggerGameOver(DeathType.Laser); + public void KillNormal() => TriggerGameOver(DeathType.Normal); + + [ContextMenu("TEST: Kill By Spikes")] void _TestKillSpikes() => KillBySpikes(); + [ContextMenu("TEST: Kill By Laser")] void _TestKillLaser() => KillByLaser(); + + public void TriggerGameOver(DeathType type) + { + if (isGameOver || player == null) return; isGameOver = true; - if (player != null) + var col = player.GetComponent(); + var rb = player.GetComponent(); + if (col) col.enabled = false; + + switch (type) { - // Force a jump first - player.ForceJumpForGameOver(); + case DeathType.Spikes: + PrepKinematic(rb); + DeathBySpikes(); + break; - // Disable collider after short delay so the fall feels natural - Collider col = player.GetComponent(); - Rigidbody rb = player.GetComponent(); + case DeathType.Laser: + PrepKinematic(rb); + DeathByLaser(); + break; - if (col != null && rb != null) - { - col.enabled = false; - rb.useGravity = true; - } + default: // Normal + player.ForceJumpForGameOver(); + if (rb) { rb.useGravity = true; rb.isKinematic = false; } + break; } - GameoverInvoker(); - // Show panel + GameoverInvoker(); // now 5 seconds Debug.Log("GAME OVER!"); } - public void GameoverInvoker() + + void PrepKinematic(Rigidbody rb) { - Invoke(nameof(GameoverPanelEnabler), 1.5f); + if (!rb) return; + rb.velocity = Vector3.zero; + rb.angularVelocity = Vector3.zero; + rb.useGravity = false; + rb.isKinematic = true; } + public void PulseBlueberryGlow() + { + if (!glowMaterial) return; + // Refresh property ID if you change the prop name in the Inspector + if (_lastGlowPropName != glowIntensityProp || _ID_GlowIntensity == 0) + { + _ID_GlowIntensity = Shader.PropertyToID(glowIntensityProp); + _lastGlowPropName = glowIntensityProp; + } + + // Kill previous pulse only (don’t touch other tweens like fade) + if (glowSeq != null && glowSeq.IsActive()) glowSeq.Kill(); + + // Ensure starting at base + glowMaterial.SetFloat(_ID_GlowIntensity, glowBase); + + float half = Mathf.Max(0.01f, glowPulseDuration * 0.5f); + + glowSeq = DOTween.Sequence().SetId("BlueberryGlow") + .Append(glowMaterial + .DOFloat(glowPeak, _ID_GlowIntensity, half) + .SetEase(Ease.OutQuad) + .SetId("BlueberryGlow")) + .Append(glowMaterial + .DOFloat(glowBase, _ID_GlowIntensity, half) + .SetEase(Ease.InQuad) + .SetId("BlueberryGlow")); + + glowSeq.Play(); + } + + // -------- Death styles -------- + void DeathBySpikes() + { + player.animator.Play("Angel"); + BeginHeavenSequence(laserStyle: false); + } + + void DeathByLaser() + { + player.animator.Play("Angel"); + BeginHeavenSequence(laserStyle: true); + } + + public void GameoverInvoker(int duration=5) + { + CancelInvoke(nameof(GameoverPanelEnabler)); + Invoke(nameof(GameoverPanelEnabler), duration); + } + public void GameoverPanelEnabler() { - if (gameOverPanel != null) - gameOverPanel.SetActive(true); + if (gameOverPanel) gameOverPanel.SetActive(true); + } + + // -------- Tweens + Shader toggles -------- + void BeginHeavenSequence(bool laserStyle) + { + if (deathSeq != null && deathSeq.IsActive()) deathSeq.Kill(); + if (playerMaterial) DOTween.Kill(playerMaterial); + + // Enable FADE keyword for both styles + if (playerMaterial) + { + playerMaterial.EnableKeyword(KW_FADE); + + // Style-specific keywords + if (laserStyle) + { + // Laser: Overlay + Ghost, NO Greyscale + playerMaterial.DisableKeyword(KW_GREYSCALE); + playerMaterial.EnableKeyword(KW_OVERLAY); + playerMaterial.DisableKeyword(KW_OVERLAYMULT); // keep overlay in normal blend; enable if you prefer multiply + playerMaterial.EnableKeyword(KW_GHOST); + } + else + { + // Spikes: Greyscale + Ghost, NO Overlay + playerMaterial.EnableKeyword(KW_GREYSCALE); + playerMaterial.DisableKeyword(KW_OVERLAY); + playerMaterial.DisableKeyword(KW_OVERLAYMULT); + playerMaterial.EnableKeyword(KW_GHOST); + } + + // Make sure we start visible before fade + playerMaterial.SetFloat(ID_FadeAmount, -0.1f); + if (!laserStyle) playerMaterial.SetFloat(ID_FadeBurnWidth, 0f); + } + + Vector3 endPos = player.transform.position + Vector3.up * heavenHeight; + + deathSeq = DOTween.Sequence(); + + if (laserStyle && playerMaterial) + { + // Laser: widen burn first + deathSeq.Append(playerMaterial.DOFloat(1f, ID_FadeBurnWidth, 0.5f)); + } + + // Float up like an angel + deathSeq.Append(player.transform.DOMoveY(endPos.y, ascendDuration).SetEase(Ease.OutSine)); + // Wait before final fade + deathSeq.AppendInterval(fadeDelay); + + // Final fade to 1 + if (playerMaterial) + deathSeq.Append(playerMaterial.DOFloat(1f, ID_FadeAmount, fadeDuration)); + + deathSeq.Play(); + } + + // -------- Revert shader changes on disable -------- + void OnDisable() + { + if (deathSeq != null && deathSeq.IsActive()) deathSeq.Kill(); + DOTween.Kill(playerMaterial); + + if (playerMaterial) + { + // revert fade values + playerMaterial.SetFloat(ID_FadeAmount, 0f); + playerMaterial.SetFloat(ID_FadeBurnWidth, 0f); + + // restore original keywords + SetKeyword(playerMaterial, KW_FADE, origFade); + SetKeyword(playerMaterial, KW_GREYSCALE, origGrey); + SetKeyword(playerMaterial, KW_GHOST, origGhost); + SetKeyword(playerMaterial, KW_OVERLAY, origOverlay); + SetKeyword(playerMaterial, KW_OVERLAYMULT, origOverlayMult); + } + + if (glowSeq != null && glowSeq.IsActive()) glowSeq.Kill(); + DOTween.Kill("BlueberryGlow"); + if (glowMaterial) glowMaterial.SetFloat(_ID_GlowIntensity, glowBase); + + } + + static void SetKeyword(Material m, string keyword, bool enabled) + { + if (!m) return; + if (enabled) m.EnableKeyword(keyword); + else m.DisableKeyword(keyword); } } diff --git a/Assets/Scripts/SkyWalker/Skywalker_LaserTrap.cs b/Assets/Scripts/SkyWalker/Skywalker_LaserTrap.cs index e1b8dad..7ec2b56 100644 --- a/Assets/Scripts/SkyWalker/Skywalker_LaserTrap.cs +++ b/Assets/Scripts/SkyWalker/Skywalker_LaserTrap.cs @@ -7,7 +7,7 @@ public class Skywalker_LaserTrap : MonoBehaviour if (col.CompareTag("Player")) { Debug.Log("Player hit by laser!"); - Skywalker_GameManager.Instance.TriggerGameOver(); + Skywalker_GameManager.Instance.TriggerGameOver(DeathType.Laser); } } } \ No newline at end of file diff --git a/Assets/Scripts/SkyWalker/Skywalker_MovingPlatform.cs b/Assets/Scripts/SkyWalker/Skywalker_MovingPlatform.cs index 3ff7a0d..5243ec7 100644 --- a/Assets/Scripts/SkyWalker/Skywalker_MovingPlatform.cs +++ b/Assets/Scripts/SkyWalker/Skywalker_MovingPlatform.cs @@ -5,7 +5,7 @@ public class Skywalker_MovingPlatform : MonoBehaviour public float speed = 2f; public float distance = 3f; private Vector3 startPos; - Transform prevParent; + public bool reverse; void Start() { startPos = transform.position; @@ -13,24 +13,14 @@ public class Skywalker_MovingPlatform : MonoBehaviour void Update() { - transform.position = startPos + Vector3.down * Mathf.PingPong(Time.time * speed, distance); - } - private void OnCollisionEnter(Collision collision) - { - if (collision.gameObject.CompareTag("Player")) + if (!reverse) { - if (collision.transform.parent != null) - { - prevParent = collision.transform.parent; - } - collision.transform.parent = transform; + transform.position = startPos + Vector3.down * Mathf.PingPong(Time.time * speed, distance); } - } - private void OnCollisionExit(Collision collision) - { - if (collision.gameObject.CompareTag("Player")) + else { - collision.transform.parent = prevParent; + transform.position = startPos + Vector3.up * Mathf.PingPong(Time.time * speed, distance); } + } } \ No newline at end of file diff --git a/Assets/Scripts/SkyWalker/Skywalker_Obstacle.cs b/Assets/Scripts/SkyWalker/Skywalker_Obstacle.cs index a1ed3da..96d1475 100644 --- a/Assets/Scripts/SkyWalker/Skywalker_Obstacle.cs +++ b/Assets/Scripts/SkyWalker/Skywalker_Obstacle.cs @@ -23,7 +23,7 @@ public class Skywalker_Obstacle : MonoBehaviour // Trigger game over through GameManager if (Skywalker_GameManager.Instance != null) { - Skywalker_GameManager.Instance.TriggerGameOver(); + Skywalker_GameManager.Instance.TriggerGameOver(DeathType.Spikes); } if (destroyOnContact) 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