Add metadata files for LeanTween assets and update existing prefab references
This commit is contained in:
@@ -47,6 +47,8 @@ namespace Infrastructure.Unity
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private PlayerController _playerInstance;
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private GameObject _currentOrbInstance;
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private bool _isGameRunning;
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private int _currentPlayerFloorIndex;
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private int _currentDisplayedScore;
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private void OnEnable()
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{
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@@ -110,14 +112,12 @@ namespace Infrastructure.Unity
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// Note: Generator uses negative offsets: 0, -15, -30.
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// So Floor 0 is at Y=0. Floor 1 is at Y=-15.
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// Math to get positive index:
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var rawFloor = Mathf.RoundToInt(-playerY / floorHeightDistance);
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var currentFloor = Mathf.Clamp(rawFloor, 0, floorsCount - 1);
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_currentPlayerFloorIndex = Mathf.Clamp(rawFloor, 0, floorsCount - 1);
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_gameSession.SetPlayerFloor(currentFloor);
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_gameSession.SetPlayerFloor(_currentPlayerFloorIndex);
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// UPDATE VISIBILITY
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floorVisibilityManager.UpdateFloorVisibility(currentFloor);
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floorVisibilityManager.UpdateFloorVisibility(_currentPlayerFloorIndex);
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}
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var dt = Time.deltaTime;
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@@ -161,13 +161,28 @@ namespace Infrastructure.Unity
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private void UpdateScoreUi(int newScore)
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{
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if (!scoreText) return;
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LeanTween.cancel(scoreText.gameObject);
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scoreText.rectTransform.localScale = Vector3.one;
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LeanTween.scale(scoreText.rectTransform, Vector3.one * 1.5f, 0.5f)
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.setEasePunch();
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var combo = _gameSession?.ComboMultiplier ?? 1;
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var comboText = combo > 1 ? $" (x{combo})" : "";
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LeanTween.value(scoreText.gameObject, (float val) =>
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{
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var currentVal = Mathf.RoundToInt(val);
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var combo = _gameSession?.ComboMultiplier ?? 1;
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var comboText = combo > 1 ? $" <color=yellow>x{combo}</color>" : "";
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scoreText.text = $"{currentVal}{comboText}";
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}, _currentDisplayedScore, newScore, 0.5f)
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.setEaseOutExpo();
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scoreText.text = $"Data: {newScore}{comboText}";
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_currentDisplayedScore = newScore;
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if (highScoreText && _gameSession != null) highScoreText.text = $"BEST: {_gameSession.HighScore}";
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if (highScoreText && _gameSession != null)
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highScoreText.text = $"BEST: {_gameSession.HighScore}";
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}
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@@ -274,7 +289,8 @@ namespace Infrastructure.Unity
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private void StartGameSequence()
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{
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_isGameRunning = true;
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_currentDisplayedScore = 0;
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if (startScreenUi) startScreenUi.SetActive(false);
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if (soundManager)
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@@ -318,12 +334,24 @@ namespace Infrastructure.Unity
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private void OnBeatMeasure()
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{
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foreach (var tile in _allTiles)
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if (_allTiles.Count == 0) return;
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var pulseCount = 25;
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for (var i = 0; i < pulseCount; i++)
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{
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if (!_tileViews.TryGetValue(tile.Id, out var tileView)) continue;
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if (tile.CurrentState != TileState.Stable) continue;
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var randIndex = Random.Range(0, _allTiles.Count);
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var tile = _allTiles[randIndex];
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tileView.PulseEmission(1.3f);
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if (tile.Floor < _currentPlayerFloorIndex) continue;
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if (tile.Floor > _currentPlayerFloorIndex + 1) continue;
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if (tile.CurrentState != TileState.Stable) continue;
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if (_tileViews.TryGetValue(tile.Id, out var tileView))
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{
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tileView.PulseEmission(Random.Range(1.2f, 2.0f));
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}
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}
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}
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}
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@@ -1,16 +1,40 @@
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using System;
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using KBCore.Refs;
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using UnityEngine;
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namespace Infrastructure.Unity
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{
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public class OrbViewAdapter : MonoBehaviour
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{
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[SerializeField] private ParticleSystem pickupVfx;
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[Self][SerializeField] private MeshRenderer meshRenderer;
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public event Action OnCollected;
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private MaterialPropertyBlock _propBlock;
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private static readonly int ColorProperty = Shader.PropertyToID("_BaseColor");
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private void Awake()
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{
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_propBlock = new MaterialPropertyBlock();
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}
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private void OnTriggerEnter(Collider other)
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{
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if (other.TryGetComponent<PlayerController>(out var player))
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{
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if (pickupVfx)
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{
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var vfx = Instantiate(pickupVfx, transform.position, Quaternion.identity);
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var main = vfx.main;
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meshRenderer.GetPropertyBlock(_propBlock);
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var currentColor = _propBlock.GetColor(ColorProperty);
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main.startColor = currentColor;
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Destroy(vfx.gameObject, 2f);
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}
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OnCollected?.Invoke();
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Destroy(gameObject);
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}
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@@ -56,6 +56,12 @@ namespace Infrastructure.Unity
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if (pickupVfx)
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{
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var vfx = Instantiate(pickupVfx, transform.position, Quaternion.identity);
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var main = vfx.main;
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meshRenderer.GetPropertyBlock(_propBlock);
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var currentColor = _propBlock.GetColor(ColorProperty);
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main.startColor = currentColor;
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Destroy(vfx.gameObject, 2f);
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}
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@@ -111,8 +111,23 @@ namespace Infrastructure.Unity
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public void PulseEmission(float intensity)
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{
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StartCoroutine(PulseEmissionRoutine(intensity, 0.1f));
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StartCoroutine(PulseScaleRoutine());
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LeanTween.cancel(gameObject);
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transform.localScale = Vector3.one;
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LeanTween.scale(gameObject, Vector3.one * 1.05f, 0.15f).setEasePunch();
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meshRenderer.GetPropertyBlock(_propBlock);
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var baseColor = _propBlock.GetColor(ColorProperty);
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var flashColor = baseColor * intensity;
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LeanTween.value(gameObject, (Color col) =>
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{
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meshRenderer.GetPropertyBlock(_propBlock);
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_propBlock.SetColor(EmissionColorProperty, col);
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meshRenderer.SetPropertyBlock(_propBlock);
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}, flashColor, Color.black, 0.4f)
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.setEaseOutQuad();
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}
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public void SetAlpha(float alpha)
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@@ -178,29 +193,5 @@ namespace Infrastructure.Unity
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_linkedTile.OnStateChanged -= OnTileStateChanged;
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}
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}
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private IEnumerator PulseScaleRoutine()
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{
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var original = transform.localScale;
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transform.localScale = original * 1.05f;
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yield return new WaitForSeconds(0.1f);
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transform.localScale = original;
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}
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private IEnumerator PulseEmissionRoutine(float intensity, float duration)
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{
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meshRenderer.GetPropertyBlock(_propBlock);
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var baseColor = _propBlock.GetColor(ColorProperty);
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var glowingColor = baseColor * intensity;
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_propBlock.SetColor(EmissionColorProperty, glowingColor);
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meshRenderer.SetPropertyBlock(_propBlock);
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yield return new WaitForSeconds(duration);
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_propBlock.SetColor(EmissionColorProperty, Color.black);
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meshRenderer.SetPropertyBlock(_propBlock);
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}
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}
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}
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