Refactor NPC spawning logic and adjust grid size; remove unused power-up type
This commit is contained in:
@@ -640,8 +640,6 @@ MonoBehaviour:
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npcPrefab: {fileID: 6083523108754401876, guid: 4b3d84858334857368bde30df360ae3e, type: 3}
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hunterNpcPrefab: {fileID: 4496988857626767934, guid: ab4e193839fef9a2189f27360914c044, type: 3}
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floorVisibilityManager: {fileID: 453022425}
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floorsCount: 3
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floorHeightDistance: 15
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scoreText: {fileID: 412275999}
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highScoreText: {fileID: 1626199842}
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gameOverUi: {fileID: 87831902}
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@@ -679,8 +677,8 @@ MonoBehaviour:
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tileBreakVfxPrefab: {fileID: 0}
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jumpPadPrefab: {fileID: 3258547662887829175, guid: e1d1bd44370c9986ebd4bb7730430a12, type: 3}
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teleporterPrefab: {fileID: 4601941687390792571, guid: 53f1de555c523511e9aaa1dee06fdf79, type: 3}
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gridSizeX: 30
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gridSizeY: 30
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gridSizeX: 25
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gridSizeY: 25
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floorsCount: 3
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floorHeightDistance: 15
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decayTime: 0.75
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@@ -1,13 +1,14 @@
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using System;
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using System.Collections.Generic;
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using Core.Ports;
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using UnityEngine;
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using Random = System.Random;
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namespace Core.Domain
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{
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public class GameSession
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{
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private const string HighScoreKey = "HighScore";
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private const float NpcSpawnTime = 30f;
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private const float PowerUpSpawnInterval = 25f;
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public int Score { get; private set; }
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@@ -15,6 +16,7 @@ namespace Core.Domain
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public bool IsGameOver { get; private set; }
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public float TimeDilation { get; private set; } = 1.0f;
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public float NpcSpawnTime { get; private set; } = 30f;
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public event Action<int> OnScoreChanged;
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public event Action<string> OnOrbSpawned;
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@@ -28,7 +30,7 @@ namespace Core.Domain
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private readonly Random _rng = new();
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private int _playerFloorIndex = 0;
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private float _timeSinceStart;
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private bool _npcSpawned;
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private float _npcTimer;
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private float _powerUpTimer;
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private float _timeSlowTimer;
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@@ -53,7 +55,6 @@ namespace Core.Domain
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{
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_timeSinceStart = 0f;
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_powerUpTimer = 0f;
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_npcSpawned = false;
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TimeDilation = 1.0f;
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ComboMultiplier = 1;
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@@ -67,10 +68,13 @@ namespace Core.Domain
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if (IsGameOver) return;
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_timeSinceStart += deltaTime;
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if (!_npcSpawned && _timeSinceStart >= NpcSpawnTime)
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_npcTimer += deltaTime;
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if (_npcTimer >= NpcSpawnTime)
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{
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_npcSpawned = true;
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_npcTimer = 0f;
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OnSpawnNpc?.Invoke();
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NpcSpawnTime = Mathf.Max(5f, NpcSpawnTime * 0.95f);
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}
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_powerUpTimer += deltaTime;
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@@ -189,7 +193,6 @@ namespace Core.Domain
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{
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case 0: type = PowerUpType.LightFooted; break;
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case 1: type = PowerUpType.SpeedBoost; break;
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case 2: type = PowerUpType.Hover; break;
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case 3: type = PowerUpType.TimeSlow; break;
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}
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@@ -281,7 +281,8 @@ namespace Infrastructure.Unity
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}
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else if (npcPrefab)
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{
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Instantiate(npcPrefab, spawnPos, Quaternion.identity);
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var npc = Instantiate(npcPrefab, spawnPos, Quaternion.identity);
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npc.Initialize(() => _gameSession.TimeDilation, () => _gameSession.EndGame());
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}
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soundManager.PlayNpcSpawn();
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@@ -18,9 +18,11 @@ namespace Infrastructure.Unity
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private Vector3 _currentDir;
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private float _timer;
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private Func<float> _timeDilationProvider;
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private Action _onPlayerHit;
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public void Initialize(Func<float> timeDilationProvider)
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public void Initialize(Func<float> timeDilationProvider, Action onPlayerHit)
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{
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_onPlayerHit = onPlayerHit;
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_timeDilationProvider = timeDilationProvider;
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}
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@@ -70,5 +72,14 @@ namespace Infrastructure.Unity
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case 3: _currentDir = Vector3.right; break;
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}
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}
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private void OnCollisionEnter(Collision other)
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{
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if (other.gameObject.TryGetComponent<PlayerController>(out var player))
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{
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_onPlayerHit?.Invoke();
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Destroy(gameObject);
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}
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}
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}
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}
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@@ -35,9 +35,6 @@ namespace Infrastructure.Unity
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case PowerUpType.SpeedBoost:
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SetColor(EffectColors.SpeedBoostColor);
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break;
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case PowerUpType.Hover:
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SetColor(EffectColors.HoverColor);
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break;
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case PowerUpType.TimeSlow:
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SetColor(EffectColors.TimeSlowColor);
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break;
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@@ -79,9 +76,6 @@ namespace Infrastructure.Unity
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case PowerUpType.SpeedBoost:
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player.Status.AddEffect(new SpeedBoostEffect(duration, 1.5f));
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break;
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case PowerUpType.Hover:
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player.Status.AddEffect(new HoverEffect(duration));
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break;
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case PowerUpType.TimeSlow:
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// Handled globally
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break;
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47
README.md
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47
README.md
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@@ -0,0 +1,47 @@
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# Decay Protocol
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**A fast-paced survival arcade game where the floor crumbles beneath your feet.** *Made with Unity 6 & C#*
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## 🕹️ High Concept
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You are a rogue process in a dying mainframe. Every step you take corrupts the memory grid, causing the floor to disintegrate into the void.
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* **Never stand still:** Idleness is death.
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* **Watch your step:** You create the holes you must navigate.
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* **Survive the purge:** Hunter processes and cleaning drones are trying to delete you.
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## 🎮 Controls
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* **WASD / Arrow Keys:** Move
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* **Space:** Jump / Air recovery (Includes Coyote Time)
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* **R:** Restart (After death)
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## ✨ Key Features
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* **Procedural Decay:** A "Swiss Cheese" map mechanic where every tile touched falls after 0.5s.
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* **Dynamic Difficulty:** Tile decay speed and Enemy spawn rates increase as your score climbs.
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* **Combo System:** Chain "Data Orb" collections within 2 seconds to multiply your score.
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* **Power-Up System:**
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* 🟡 **Speed Boost:** Move faster.
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* 🟢 **Hover:** Immunity to gravity/holes for a short time.
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* ⚪ **Light-Footed:** Walk without breaking tiles.
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* 🔵 **Time Slow:** Slows down world time (Matrix style).
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* **Audio-Reactive Visuals:** The neon grid pulses in sync with the BPM of the soundtrack.
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## 🛠️ Technical Architecture
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This project was built using a **Clean Architecture (Ports & Adapters)** approach to separate game logic from the Unity Engine API, ensuring testability and cleaner code.
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* **Core Domain:** `GameSession` manages the state, scoring, and rules purely in C# (no MonoBehaviours).
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* **View Adapters:** `TileViewAdapter` and `PlayerController` handle the visual representation and physics.
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* **Pooling System:** Custom `TilePool` to handle the high-frequency creation and destruction of grid tiles without GC spikes.
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* **Input System:** Built on the new Unity Input System package.
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* **Juice:** Heavy use of `LeanTween` for UI bounce, camera shake, and emission pulsing.
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## 🔧 Installation
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1. Clone this repository.
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2. Open with **Unity 6**.
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3. Open scene: `Assets/Scenes/Game.unity`.
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4. Press Play.
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## 📜 Credits
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* **Code & Design:** [Your Name/Handle]
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* **Assets:** Primitive shapes & Unity URP
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* **Tweening:** LeanTween
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