dira-minigame #26

Merged
Trubkokrtek merged 13 commits from dira-minigame into main 2026-05-27 21:33:47 +02:00
Showing only changes of commit 72a75c121a - Show all commits

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@@ -1,18 +1,15 @@
using System;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
public class WindController : MonoBehaviour
public class WindController : MonoBehaviour, ITask
{
[Header("settings větru")]
[Tooltip("Maximální síla větru (kladná i záporná)")]
[Header("Settings větru")]
public float maxWindTorque = 8f;
[Tooltip("Jak rychle se větr mění směrem/sílou")]
public float windChangeSpeed = 0.6f;
[Tooltip("Jak často se objeví silnější vichřice (v sekundách)")]
public float gustInterval = 4f;
[Tooltip("Multiplier pro sílu vichřice")]
public float gustMultiplier = 2.0f;
public float CurrentWindTorque { get; private set; }
@@ -20,6 +17,16 @@ public class WindController : MonoBehaviour
private float targetTorque;
private float gustTimer;
private Action<ITask> _onCompleted;
private Action<ITask> _onExit;
public string TaskID { get; set; }
public TaskType TaskType { get; set; }
public string TaskName { get; set; }
public (double, double) TaskLocation { get; set; }
public bool IsCompleted { get; private set; }
void Start()
{
PickNewTargetTorque();
@@ -28,24 +35,43 @@ public class WindController : MonoBehaviour
void Update()
{
// Smoothly move wind toward target torque
CurrentWindTorque = Mathf.Lerp(CurrentWindTorque, targetTorque, Time.deltaTime * windChangeSpeed);
// Occasional gusts
gustTimer -= Time.deltaTime;
if (gustTimer <= 0f)
{
// Apply a short gust by shifting target torque more aggressively
float gust = Random.Range(-maxWindTorque, maxWindTorque) * gustMultiplier;
float gust = UnityEngine.Random.Range(-maxWindTorque, maxWindTorque) * gustMultiplier;
targetTorque = Mathf.Clamp(gust, -maxWindTorque * gustMultiplier, maxWindTorque * gustMultiplier);
gustTimer = gustInterval;
Invoke(nameof(PickNewTargetTorque), 0.8f); // gust lasts ~0.8s
Invoke(nameof(PickNewTargetTorque), 0.8f);
}
}
private void PickNewTargetTorque()
{
targetTorque = Random.Range(-maxWindTorque, maxWindTorque);
targetTorque = UnityEngine.Random.Range(-maxWindTorque, maxWindTorque);
}
}
public void Initialize(Action<ITask> onCompleted)
{
_onCompleted = onCompleted;
IsCompleted = false;
}
public void Complete()
{
if (IsCompleted) return;
IsCompleted = true;
_onCompleted?.Invoke(this);
}
public void ExitTask(Action<ITask> onExit)
{
_onExit = onExit;
_onExit?.Invoke(this);
}
}