Refactor NPC spawning logic and adjust grid size; remove unused power-up type

This commit is contained in:
2025-12-13 02:59:59 +01:00
parent 0e86d2f4f9
commit 1ae7190fd3
6 changed files with 72 additions and 18 deletions

View File

@@ -640,8 +640,6 @@ MonoBehaviour:
npcPrefab: {fileID: 6083523108754401876, guid: 4b3d84858334857368bde30df360ae3e, type: 3}
hunterNpcPrefab: {fileID: 4496988857626767934, guid: ab4e193839fef9a2189f27360914c044, type: 3}
floorVisibilityManager: {fileID: 453022425}
floorsCount: 3
floorHeightDistance: 15
scoreText: {fileID: 412275999}
highScoreText: {fileID: 1626199842}
gameOverUi: {fileID: 87831902}
@@ -679,8 +677,8 @@ MonoBehaviour:
tileBreakVfxPrefab: {fileID: 0}
jumpPadPrefab: {fileID: 3258547662887829175, guid: e1d1bd44370c9986ebd4bb7730430a12, type: 3}
teleporterPrefab: {fileID: 4601941687390792571, guid: 53f1de555c523511e9aaa1dee06fdf79, type: 3}
gridSizeX: 30
gridSizeY: 30
gridSizeX: 25
gridSizeY: 25
floorsCount: 3
floorHeightDistance: 15
decayTime: 0.75

View File

@@ -1,13 +1,14 @@
using System;
using System.Collections.Generic;
using Core.Ports;
using UnityEngine;
using Random = System.Random;
namespace Core.Domain
{
public class GameSession
{
private const string HighScoreKey = "HighScore";
private const float NpcSpawnTime = 30f;
private const float PowerUpSpawnInterval = 25f;
public int Score { get; private set; }
@@ -15,6 +16,7 @@ namespace Core.Domain
public bool IsGameOver { get; private set; }
public float TimeDilation { get; private set; } = 1.0f;
public float NpcSpawnTime { get; private set; } = 30f;
public event Action<int> OnScoreChanged;
public event Action<string> OnOrbSpawned;
@@ -28,7 +30,7 @@ namespace Core.Domain
private readonly Random _rng = new();
private int _playerFloorIndex = 0;
private float _timeSinceStart;
private bool _npcSpawned;
private float _npcTimer;
private float _powerUpTimer;
private float _timeSlowTimer;
@@ -53,7 +55,6 @@ namespace Core.Domain
{
_timeSinceStart = 0f;
_powerUpTimer = 0f;
_npcSpawned = false;
TimeDilation = 1.0f;
ComboMultiplier = 1;
@@ -67,10 +68,13 @@ namespace Core.Domain
if (IsGameOver) return;
_timeSinceStart += deltaTime;
if (!_npcSpawned && _timeSinceStart >= NpcSpawnTime)
_npcTimer += deltaTime;
if (_npcTimer >= NpcSpawnTime)
{
_npcSpawned = true;
_npcTimer = 0f;
OnSpawnNpc?.Invoke();
NpcSpawnTime = Mathf.Max(5f, NpcSpawnTime * 0.95f);
}
_powerUpTimer += deltaTime;
@@ -189,7 +193,6 @@ namespace Core.Domain
{
case 0: type = PowerUpType.LightFooted; break;
case 1: type = PowerUpType.SpeedBoost; break;
case 2: type = PowerUpType.Hover; break;
case 3: type = PowerUpType.TimeSlow; break;
}

View File

@@ -281,7 +281,8 @@ namespace Infrastructure.Unity
}
else if (npcPrefab)
{
Instantiate(npcPrefab, spawnPos, Quaternion.identity);
var npc = Instantiate(npcPrefab, spawnPos, Quaternion.identity);
npc.Initialize(() => _gameSession.TimeDilation, () => _gameSession.EndGame());
}
soundManager.PlayNpcSpawn();

View File

@@ -18,9 +18,11 @@ namespace Infrastructure.Unity
private Vector3 _currentDir;
private float _timer;
private Func<float> _timeDilationProvider;
private Action _onPlayerHit;
public void Initialize(Func<float> timeDilationProvider)
public void Initialize(Func<float> timeDilationProvider, Action onPlayerHit)
{
_onPlayerHit = onPlayerHit;
_timeDilationProvider = timeDilationProvider;
}
@@ -70,5 +72,14 @@ namespace Infrastructure.Unity
case 3: _currentDir = Vector3.right; break;
}
}
private void OnCollisionEnter(Collision other)
{
if (other.gameObject.TryGetComponent<PlayerController>(out var player))
{
_onPlayerHit?.Invoke();
Destroy(gameObject);
}
}
}
}

View File

@@ -35,9 +35,6 @@ namespace Infrastructure.Unity
case PowerUpType.SpeedBoost:
SetColor(EffectColors.SpeedBoostColor);
break;
case PowerUpType.Hover:
SetColor(EffectColors.HoverColor);
break;
case PowerUpType.TimeSlow:
SetColor(EffectColors.TimeSlowColor);
break;
@@ -79,9 +76,6 @@ namespace Infrastructure.Unity
case PowerUpType.SpeedBoost:
player.Status.AddEffect(new SpeedBoostEffect(duration, 1.5f));
break;
case PowerUpType.Hover:
player.Status.AddEffect(new HoverEffect(duration));
break;
case PowerUpType.TimeSlow:
// Handled globally
break;