refactor: LevelDefinition ScriptableObject drives floor count and geometry

This commit is contained in:
2026-05-14 01:17:30 +02:00
parent 67df6bf6d6
commit f507707251
3 changed files with 71 additions and 20 deletions

View File

@@ -70,7 +70,7 @@ namespace Infrastructure.Unity
// Set Theme based on High Score
ThemeManager.CurrentTheme = ThemeManager.GetTheme(_gameSession.HighScore);
var floorsCount = levelGenerator ? levelGenerator.FloorsCount : 1;
var floorsCount = levelGenerator ? levelGenerator.Definition.FloorCount : 1;
if (levelGenerator)
{
@@ -133,8 +133,8 @@ namespace Infrastructure.Unity
// Note: Generator uses negative offsets: 0, -15, -30.
// So Floor 0 is at Y=0. Floor 1 is at Y=-15.
var heightDist = levelGenerator.FloorHeightDistance;
var maxFloors = levelGenerator.FloorsCount;
var heightDist = levelGenerator.Definition.FloorHeightDistance;
var maxFloors = levelGenerator.Definition.FloorCount;
var rawFloor = Mathf.RoundToInt(-playerY / heightDist);
_currentPlayerFloorIndex = Mathf.Clamp(rawFloor, 0, maxFloors - 1);
@@ -250,10 +250,11 @@ namespace Infrastructure.Unity
{
if (!levelGenerator) return;
var lowestY = -(levelGenerator.FloorsCount * levelGenerator.FloorHeightDistance) - 5f;
var pos = new Vector3(levelGenerator.GridSizeX / 2f, lowestY, levelGenerator.GridSizeY / 2f);
var def = levelGenerator.Definition;
var lowestY = -(def.FloorCount * def.FloorHeightDistance) - 5f;
var pos = new Vector3(def.GridSizeX / 2f, lowestY, def.GridSizeY / 2f);
var plane = Instantiate(deathPlanePrefab, pos, Quaternion.identity);
plane.transform.localScale = new Vector3(levelGenerator.GridSizeX * 200f, 1f, levelGenerator.GridSizeY * 200f);
plane.transform.localScale = new Vector3(def.GridSizeX * 200f, 1f, def.GridSizeY * 200f);
plane.OnPlayerFell += () => _gameSession.EndGame();
}