Add initial game systems and input handling for player interactions
This commit is contained in:
59
Assets/Scripts/Presentation/ElfController.cs
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59
Assets/Scripts/Presentation/ElfController.cs
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using System;
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using Abstractions;
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using UnityEngine;
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namespace Presentation
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{
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public class ElfController : MonoBehaviour
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{
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[Header("Movement")] [SerializeField] private float moveSpeed = 10f;
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[Header("Cane mechanics")] [SerializeField]
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private Transform canePivot;
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[SerializeField] private float maxTiltAngle = 30f;
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[SerializeField] private float tiltSpeed = 15f;
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private IInputService _inputService;
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public void Configure(IInputService inputService)
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{
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_inputService = inputService;
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}
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private void Update()
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{
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if (_inputService == null) return;
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var move = _inputService.GetHorizontalMovement();
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transform.Translate(Vector3.right * (move * moveSpeed * Time.deltaTime));
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HandleCaneRotation(move);
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}
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private void HandleCaneRotation(float inputDirection)
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{
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var targetAngle = 0f;
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if (inputDirection > 0.1f)
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{
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targetAngle = -maxTiltAngle;
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}
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else if (inputDirection < -0.1f)
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{
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targetAngle = maxTiltAngle;
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}
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else
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{
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targetAngle = 0f;
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}
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var targetRotation = Quaternion.Euler(0f, 0f, targetAngle);
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canePivot.localRotation = Quaternion.Lerp(
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canePivot.localRotation,
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targetRotation,
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Time.deltaTime * tiltSpeed
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);
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}
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}
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}
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3
Assets/Scripts/Presentation/ElfController.cs.meta
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3
Assets/Scripts/Presentation/ElfController.cs.meta
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fileFormatVersion: 2
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guid: ef7ae4dbcdba422dbfcf1c7ed761a311
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timeCreated: 1765307632
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88
Assets/Scripts/Presentation/GameBootstrap.cs
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88
Assets/Scripts/Presentation/GameBootstrap.cs
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using System;
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using Abstractions;
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using Core;
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using Core.Systems;
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using Infrastructure;
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using UnityEngine;
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namespace Presentation
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{
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public class GameBootstrap : MonoBehaviour
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{
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private ScoreSystem _scoreSystem;
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private LivesSystem _livesSystem;
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private TimeAttackSystem _timeAttackSystem;
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private PersistenceSystem _persistenceSystem;
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private IDisposable _p1Input;
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private IDisposable _p2Input;
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[Header("Game Settings")]
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[SerializeField] private int startValue= 3;
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[SerializeField] private bool twoPlayerMode = false;
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[SerializeField] private GameMode mode = GameMode.Arcade;
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[Header("References")]
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[SerializeField] private ElfController elfPrefab;
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[SerializeField] private Transform spawnP1;
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[SerializeField] private Transform spawnP2;
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[SerializeField] private PresentSpawner spawner;
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private void Start()
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{
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_scoreSystem = new ScoreSystem();
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_livesSystem = new LivesSystem(startValue);
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var saveKey = mode == GameMode.Arcade ? "HS_Arcade" : "HS_TimeAttack";
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_persistenceSystem = new PersistenceSystem(new PlayerPrefsPersistence(), saveKey);
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switch (mode)
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{
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case GameMode.Arcade:
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_livesSystem = new LivesSystem(startValue);
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break;
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case GameMode.TimeAttack:
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_timeAttackSystem = new TimeAttackSystem(startValue);
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break;
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}
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_p1Input = new PlayerOneInput();
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_p2Input = new PlayerTwoInput();
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SpawnElf(_p1Input as IInputService, spawnP1.position, Color.white);
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if (twoPlayerMode)
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{
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SpawnElf(_p2Input as IInputService, spawnP2.position, Color.green);
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}
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spawner.StartSpawning();
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}
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private void Update()
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{
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if (mode == GameMode.TimeAttack && _timeAttackSystem != null)
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{
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_timeAttackSystem.Tick(Time.deltaTime);
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}
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}
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private void SpawnElf(IInputService input, Vector3 position, Color tint)
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{
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var elf = Instantiate(elfPrefab, position, Quaternion.identity);
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elf.Configure(input);
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elf.GetComponentInChildren<SpriteRenderer>().color = tint;
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}
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private void OnDestroy()
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{
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_scoreSystem?.Dispose();
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_livesSystem?.Dispose();
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_timeAttackSystem?.Dispose();
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_persistenceSystem?.Dispose();
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_p1Input?.Dispose();
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_p2Input?.Dispose();
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}
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}
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}
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3
Assets/Scripts/Presentation/GameBootstrap.cs.meta
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3
Assets/Scripts/Presentation/GameBootstrap.cs.meta
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fileFormatVersion: 2
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guid: e824a9a954a6401395ad66ebb282accc
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timeCreated: 1765307449
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68
Assets/Scripts/Presentation/GameHud.cs
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68
Assets/Scripts/Presentation/GameHud.cs
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using Core;
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using TMPro;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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namespace Presentation
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{
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public class GameHud : MonoBehaviour
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{
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[Header("Text References")]
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[SerializeField] private TextMeshProUGUI scoreText;
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[SerializeField] private TextMeshProUGUI livesOrTimeText;
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[SerializeField] private TextMeshProUGUI highScoreText;
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[Header("Panels")]
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[SerializeField] private GameObject gameOverPanel;
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private void Awake()
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{
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if (gameOverPanel) gameOverPanel.SetActive(false);
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}
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private void OnEnable()
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{
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GameEvents.ScoreUpdated += UpdateScore;
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GameEvents.LivesUpdated += UpdateLives;
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GameEvents.TimeUpdated += UpdateTime;
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GameEvents.GameOver += ShowGameOver;
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}
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private void OnDisable()
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{
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GameEvents.ScoreUpdated -= UpdateScore;
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GameEvents.LivesUpdated -= UpdateLives;
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GameEvents.TimeUpdated -= UpdateTime;
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GameEvents.GameOver -= ShowGameOver;
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}
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private void UpdateScore(int score)
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{
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if(scoreText) scoreText.text = $"Score: {score}";
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}
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private void UpdateLives(int lives)
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{
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if(livesOrTimeText) livesOrTimeText.text = $"Lives: {lives}";
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}
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private void UpdateTime(float time)
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{
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if(livesOrTimeText) livesOrTimeText.text = $"Time: {time:F0}";
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if (time <= 10f) livesOrTimeText.color = Color.red;
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else livesOrTimeText.color = Color.white;
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}
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private void ShowGameOver()
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{
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if(gameOverPanel) gameOverPanel.SetActive(true);
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}
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public void RestartGame()
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{
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SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex);
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}
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}
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}
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3
Assets/Scripts/Presentation/GameHud.cs.meta
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3
Assets/Scripts/Presentation/GameHud.cs.meta
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fileFormatVersion: 2
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guid: 420df631eed549fe9ab3dcddacb210c0
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timeCreated: 1765314012
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33
Assets/Scripts/Presentation/Present.cs
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33
Assets/Scripts/Presentation/Present.cs
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using System;
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using Core;
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using UnityEngine;
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namespace Presentation
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{
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public class Present : MonoBehaviour
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{
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[SerializeField] private int points = 1;
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private PresentSpawner _spawner;
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public void Configure(PresentSpawner spawner)
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{
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_spawner = spawner;
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}
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private void OnCollisionEnter2D(Collision2D other)
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{
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if (other.gameObject.CompareTag("Ground"))
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{
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GameEvents.ReportPresentDropped();
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_spawner.ReturnToPool(this);
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}
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if (other.gameObject.CompareTag("Sleigh"))
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{
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GameEvents.ReportPresentCaught(points);
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_spawner.ReturnToPool(this);
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}
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}
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}
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}
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3
Assets/Scripts/Presentation/Present.cs.meta
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3
Assets/Scripts/Presentation/Present.cs.meta
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fileFormatVersion: 2
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guid: a93e3dd5e12b468089cd95e7566ece1d
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timeCreated: 1765307547
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112
Assets/Scripts/Presentation/PresentSpawner.cs
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112
Assets/Scripts/Presentation/PresentSpawner.cs
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using Core;
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using UnityEngine;
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using Random = UnityEngine.Random;
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namespace Presentation
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{
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public class PresentSpawner : MonoBehaviour
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{
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[Header("Pooling")]
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[SerializeField] private Present presentPrefab;
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[SerializeField] private int poolSize = 20;
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[Header("Spawning")]
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[SerializeField] private Transform[] spawnPoints;
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[SerializeField] private float spawnInterval = 1.5f;
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[SerializeField] private float burstChance = 0.3f;
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[SerializeField] private Vector2 initialDirection = Vector2.right;
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private Queue<Present> _pool = new();
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private List<Present> _activePresents = new();
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private bool _isSpawning;
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private void Awake()
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{
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for (var i = 0; i < poolSize; i++)
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{
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CreateNewPresent();
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}
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}
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private Present CreateNewPresent()
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{
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var p = Instantiate(presentPrefab, transform);
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p.gameObject.SetActive(false);
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p.Configure(this);
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_pool.Enqueue(p);
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return p;
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}
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private Present GetPresent()
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{
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if (_pool.Count == 0) CreateNewPresent();
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var p = _pool.Dequeue();
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p.gameObject.SetActive(true);
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_activePresents.Add(p);
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return p;
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}
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public void ReturnToPool(Present p)
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{
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if (!p.gameObject.activeSelf) return;
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p.gameObject.SetActive(false);
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_activePresents.Remove(p);
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_pool.Enqueue(p);
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}
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public void StartSpawning()
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{
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_isSpawning = true;
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GameEvents.GameOver += StopSpawning;
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StartCoroutine(SpawnRoutine());
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}
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public void StopSpawning()
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{
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_isSpawning = false;
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GameEvents.GameOver -= StopSpawning;
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StopAllCoroutines();
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foreach (var p in _activePresents.ToArray()) ReturnToPool(p);
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_activePresents.Clear();
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}
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private IEnumerator SpawnRoutine()
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{
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while (_isSpawning)
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{
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SpawnOne();
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if (Random.value < burstChance)
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{
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yield return new WaitForSeconds(0.2f);
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SpawnOne();
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}
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//TODO: Difficulty scaling
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yield return new WaitForSeconds(spawnInterval);
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}
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}
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private void SpawnOne()
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{
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var p = GetPresent();
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var rb = p.GetComponent<Rigidbody2D>();
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rb.linearVelocity = Vector2.zero;
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rb.angularVelocity = 0f;
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var index = Random.Range(0, spawnPoints.Length);
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p.transform.position = spawnPoints[index].position;
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p.transform.rotation = Quaternion.identity;
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rb.AddForce(initialDirection + new Vector2(Random.Range(-1f,1f), Random.Range(-1f,1f)), ForceMode2D.Impulse);
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}
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}
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}
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3
Assets/Scripts/Presentation/PresentSpawner.cs.meta
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3
Assets/Scripts/Presentation/PresentSpawner.cs.meta
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fileFormatVersion: 2
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guid: 540dd15a8852481ab85229c9e3f928c8
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timeCreated: 1765312250
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