Add RumbleManager for enhanced player feedback and integrate with existing systems

This commit is contained in:
2025-12-13 00:19:09 +01:00
parent 6c15935b02
commit eb1a1b224a
8 changed files with 81 additions and 12 deletions

View File

@@ -16,6 +16,7 @@ namespace Infrastructure.Unity
[SerializeField] private PlayerController playerPrefab;
[SerializeField] private DeathPlaneAdapter deathPlanePrefab;
[SerializeField] private SoundManager soundManager;
[SerializeField] private RumbleManager rumbleManager;
[SerializeField] private CameraController cameraController;
[SerializeField] private NpcController npcPrefab;
[SerializeField] private HunterNpcController hunterNpcPrefab;
@@ -65,7 +66,7 @@ namespace Infrastructure.Unity
// Set Theme based on High Score
ThemeManager.CurrentTheme = ThemeManager.GetTheme(_gameSession.HighScore);
if (levelGenerator) levelGenerator.Generate(soundManager, _allTiles, _tileViews, cameraController);
if (levelGenerator) levelGenerator.Generate(soundManager, _allTiles, _tileViews, cameraController, rumbleManager);
SpawnDeathPlane();
SpawnPlayer();
@@ -275,6 +276,9 @@ namespace Infrastructure.Unity
instance.OnCollected += (t) =>
{
cameraController?.Shake(0.2f, 0.15f);
rumbleManager?.PulseMedium();
if (t == PowerUpType.TimeSlow)
{
_gameSession.ActivateTimeSlow(10f);

View File

@@ -27,19 +27,17 @@ namespace Infrastructure.Unity
private TilePool _tilePool;
public void Generate(SoundManager soundManager, List<Tile> allTiles, Dictionary<string, TileViewAdapter> tileViews, CameraController camera)
public void Generate(SoundManager soundManager, List<Tile> allTiles, Dictionary<string, TileViewAdapter> tileViews, CameraController camera, RumbleManager rumble)
{
_tilePool = new TilePool(tilePrefab, transform);
GenerateFloor(0, MapPatterns.GenerateSquare(gridSizeX, gridSizeY), soundManager, allTiles, tileViews, camera);
GenerateFloor(1, MapPatterns.GenerateDonut(gridSizeX, Mathf.FloorToInt(gridSizeX / 3f)), soundManager, allTiles, tileViews, camera);
GenerateFloor(2, MapPatterns.GenerateCircle(gridSizeX), soundManager, allTiles, tileViews, camera);
GenerateFloor(0, MapPatterns.GenerateSquare(gridSizeX, gridSizeY), soundManager, allTiles, tileViews, camera, rumble);
GenerateFloor(1, MapPatterns.GenerateDonut(gridSizeX, Mathf.FloorToInt(gridSizeX / 3f)), soundManager, allTiles, tileViews, camera, rumble);
GenerateFloor(2, MapPatterns.GenerateCircle(gridSizeX), soundManager, allTiles, tileViews, camera, rumble);
}
private void GenerateFloor(int floorIndex, List<Vector2Int> coordinates, SoundManager soundManager,
List<Tile> allTiles, Dictionary<string, TileViewAdapter> tileViews, CameraController camera)
List<Tile> allTiles, Dictionary<string, TileViewAdapter> tileViews, CameraController camera, RumbleManager rumble)
{
var yOffset = -(floorIndex * floorHeightDistance);
var xOffset = gridSizeX / 2f;
@@ -48,7 +46,7 @@ namespace Infrastructure.Unity
foreach (var coord in coordinates)
{
var pos = new Vector3(coord.x - xOffset, yOffset, coord.y - zOffset);
CreateTile(pos, $"{floorIndex}_{coord.x}_{coord.y}", floorIndex, soundManager, allTiles, tileViews, camera);
CreateTile(pos, $"{floorIndex}_{coord.x}_{coord.y}", floorIndex, soundManager, allTiles, tileViews, camera, rumble);
}
if (floorIndex > 0 && jumpPadPrefab)
@@ -80,11 +78,20 @@ namespace Infrastructure.Unity
telA.Initialize(telB.transform);
telB.Initialize(telA.transform);
System.Action onTeleport = () =>
{
camera?.Shake(0.2f, 0.2f);
rumble?.PulseMedium();
};
telA.OnTeleport += onTeleport;
telB.OnTeleport += onTeleport;
}
}
private void CreateTile(Vector3 position, string id, int floorIndex, SoundManager soundManager,
List<Tile> allTiles, Dictionary<string, TileViewAdapter> tileViews, CameraController camera)
List<Tile> allTiles, Dictionary<string, TileViewAdapter> tileViews, CameraController camera, RumbleManager rumble)
{
var go = _tilePool.Get();
go.transform.position = position;
@@ -111,6 +118,7 @@ namespace Infrastructure.Unity
if (t.Type == TileType.Fragile)
{
camera?.Shake(0.1f, 0.05f);
rumble?.PulseLight();
}
if (tileBreakVfxPrefab)

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@@ -0,0 +1,37 @@
using System.Collections;
using UnityEngine;
using UnityEngine.InputSystem;
namespace Infrastructure.Unity
{
public class RumbleManager : MonoBehaviour
{
private Coroutine _rumbleCoroutine;
public void Pulse(float lowFrequency, float highFrequency, float duration)
{
if (Gamepad.current == null) return;
if (_rumbleCoroutine != null) StopCoroutine(_rumbleCoroutine);
_rumbleCoroutine = StartCoroutine(RumbleRoutine(lowFrequency, highFrequency, duration));
}
public void PulseLight() => Pulse(0.1f, 0.2f, 0.1f);
public void PulseMedium() => Pulse(0.4f, 0.5f, 0.2f);
public void PulseHeavy() => Pulse(0.8f, 1.0f, 0.3f);
private IEnumerator RumbleRoutine(float low, float high, float duration)
{
Gamepad.current.SetMotorSpeeds(low, high);
yield return new WaitForSeconds(duration);
Gamepad.current.SetMotorSpeeds(0f, 0f);
}
private void OnDisable()
{
if (Gamepad.current != null)
Gamepad.current.SetMotorSpeeds(0f, 0f);
}
}
}

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@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: a6eb2e3678564ac1b40c68e722a6469f
timeCreated: 1765581035

View File

@@ -5,6 +5,8 @@ namespace Infrastructure.Unity
{
public class TeleporterAdapter : MonoBehaviour
{
public event Action OnTeleport;
private Transform _targetDestination;
private TeleporterAdapter _targetAdapter;
private float _cooldownTimer;
@@ -45,6 +47,7 @@ namespace Infrastructure.Unity
}
Lock(1.0f);
OnTeleport?.Invoke();
}
}