SkyWalker

This commit is contained in:
Ali Sharoz 2025-09-06 23:30:06 +05:00
parent acb6b0a30c
commit e41bedb4e1
108 changed files with 10980 additions and 1007 deletions

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View File

@ -7,6 +7,7 @@ public class ClawBubble : MonoBehaviour
public ClawBubbleType type;
private Rigidbody rb;
public MeshRenderer bottomMeshRenderer;
public GameObject Wolf;
// ---------- Non-physics separation settings ----------
[Header("Non-Physics Separation")]
[Tooltip("Enable separation without physics collisions.")]
@ -34,7 +35,14 @@ public class ClawBubble : MonoBehaviour
{
rb = GetComponent<Rigidbody>();
}
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);

View File

@ -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)
// =================================
@ -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<ClawBubble>();
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<Rigidbody>();
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<ClawBubble>();
// 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<ClawBubble>();
// }
// if (candidate == null)
// {
// if (sfx && sfxEmpty) sfx.PlayOneShot(sfxEmpty);
// return;
// }
// // Grab: parent + freeze physics
// heldObject = candidate.gameObject;
// heldRb = heldObject.GetComponent<Rigidbody>();
// 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
// =========
/// <summary>Bomb: disable all control for 'seconds'.</summary>
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
}
/// <summary>Shock: jam one rotation direction for 'seconds'.</summary>
public void ApplyJam(float seconds)
{
if (!gameObject.activeInHierarchy) return;
StartCoroutine(_Jam(seconds));
}
private IEnumerator _Jam(float s)
{
jammed = true;
@ -376,539 +480,3 @@ public class ClawController : MonoBehaviour
}
}
}
//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
// }
// /// <summary>
// /// Descend (DOTween scale Z), attempt grab at bottom, rise, deliver.
// /// Matches your previous DropToGrab-style flow.
// /// </summary>
// 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<ClawBubble>();
// 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<ClawBubble>();
// }
// if (candidate == null)
// {
// if (sfx && sfxEmpty) sfx.PlayOneShot(sfxEmpty);
// return;
// }
// // Grab: parent to pivot, freeze physics
// heldObject = candidate.gameObject;
// heldRb = heldObject.GetComponent<Rigidbody>();
// 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<ClawBubble>();
// 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
// // =========
// /// <summary>Bomb: disable all control for 'seconds'.</summary>
// 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;
// }
// /// <summary>Shock: jam one rotation direction for 'seconds'.</summary>
// 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<ClawBubble>().type);
// // Disable physics while held
// var rb = targetBall.GetComponent<Rigidbody>();
// 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<Rigidbody>();
// 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);
// }
//}

View File

@ -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<ClawBubble>(false);
foreach (var b in all)
{
if (!b || b.type != type) continue;
var rend = b.bottomMeshRenderer ? b.bottomMeshRenderer : b.GetComponentInChildren<MeshRenderer>();
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;
}
}
}
}

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@ -0,0 +1,11 @@
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@ -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(); }
}

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@ -0,0 +1,11 @@
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@ -7,6 +7,8 @@ using DG.Tweening;
public class ClawScoreManager : MonoBehaviour
{
public static ClawScoreManager Instance;
public System.Action<int> ApplyExternalDelta;
public event Action<int> 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)
{

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@ -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<Transform, Transform> _prevParents = new();
void OnEnable() { Cache(); FitToParentCollider(); }
void Reset() { Cache(); FitToParentCollider(); }
//void OnValidate() { if (!isActiveAndEnabled) return; Cache(); FitToParentCollider(); }
void Cache()
{
if (_topBox == null) _topBox = GetComponent<BoxCollider>();
_parentCollider = null;
if (transform.parent != null)
{
// Prefer exact colliders on the parent itself
_parentCollider = transform.parent.GetComponent<BoxCollider>();
if (_parentCollider == null) _parentCollider = transform.parent.GetComponent<MeshCollider>();
if (_parentCollider == null) _parentCollider = transform.parent.GetComponent<Collider>();
}
}
[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<BoxCollider>();
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
}

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@ -0,0 +1,11 @@
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@ -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);
}

View File

@ -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<Collider>();
@ -18,6 +18,7 @@ public class Skywalker_BounceObstacle : MonoBehaviour
{
if (collision.gameObject.CompareTag("Player"))
{
if(playerController == null) {playerController=collision.gameObject.GetComponent<Skywalker_PlayerController>();};
Rigidbody rb = collision.gameObject.GetComponent<Rigidbody>();
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!");
}
}

View File

@ -31,7 +31,7 @@ public class Skywalker_CameraFollow : MonoBehaviour
else if(!isGameover)
{
isGameover = true;
Skywalker_GameManager.Instance.GameoverInvoker();
Skywalker_GameManager.Instance.GameoverInvoker(1);
}
}
}

View File

@ -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<Collider>();
@ -23,8 +23,12 @@ public class Skywalker_FanLauncher : MonoBehaviour
if (col.CompareTag("Player"))
{
Rigidbody rb = col.attachedRigidbody;
if (playerController == null) { playerController = col.gameObject.GetComponent<Skywalker_PlayerController>(); };
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;
}
}
}

View File

@ -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 (23s)
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();
}
/// <summary>
/// Call this to trigger jump + fall + game over UI.
/// </summary>
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<Collider>();
var rb = player.GetComponent<Rigidbody>();
if (col) col.enabled = false;
switch (type)
{
// Force a jump first
case DeathType.Spikes:
PrepKinematic(rb);
DeathBySpikes();
break;
case DeathType.Laser:
PrepKinematic(rb);
DeathByLaser();
break;
default: // Normal
player.ForceJumpForGameOver();
// Disable collider after short delay so the fall feels natural
Collider col = player.GetComponent<Collider>();
Rigidbody rb = player.GetComponent<Rigidbody>();
if (col != null && rb != null)
{
col.enabled = false;
rb.useGravity = true;
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 (dont 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);
}
}

View File

@ -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);
}
}
}

View File

@ -5,32 +5,22 @@ 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;
}
void Update()
{
if (!reverse)
{
transform.position = startPos + Vector3.down * Mathf.PingPong(Time.time * speed, distance);
}
private void OnCollisionEnter(Collision collision)
else
{
if (collision.gameObject.CompareTag("Player"))
{
if (collision.transform.parent != null)
{
prevParent = collision.transform.parent;
}
collision.transform.parent = transform;
}
}
private void OnCollisionExit(Collision collision)
{
if (collision.gameObject.CompareTag("Player"))
{
collision.transform.parent = prevParent;
transform.position = startPos + Vector3.up * Mathf.PingPong(Time.time * speed, distance);
}
}
}

View File

@ -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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