Hallucination system

This commit is contained in:
Ferlat Thibaud
2026-03-16 17:06:47 +01:00
parent 10faf74405
commit 0d968f75ab
44 changed files with 2860 additions and 909 deletions
@@ -1,6 +1,7 @@
using UnityEngine;
using UnityEngine.InputSystem;
using UnityEngine.UI;
using Unheimlich.Core;
using Unheimlich.Features.DetectiveBoard;
using Unheimlich.Features.Player;
using Unheimlich.World.CameraSystem;
@@ -14,7 +15,7 @@ namespace Unheimlich.Features.DetectiveBoard.UI
/// Manages hover, selection, dragging, and click forwarding for Post-It nodes.
/// Interactions are only active when the board is in inspection mode.
/// </summary>
public class DetectiveBoardInteraction : MonoBehaviour
public class DetectiveBoardInteraction : Singleton<DetectiveBoardInteraction>
{
[Header("Settings")]
[SerializeField] private LayerMask _boardLayer;
@@ -33,6 +34,8 @@ namespace Unheimlich.Features.DetectiveBoard.UI
private Plane _canvasPlane;
private Vector3 _dragOffset;
protected override void OnAwake() { }
private void Start()
{
_boardCanvas = GetComponent<Canvas>();
@@ -349,6 +352,41 @@ namespace Unheimlich.Features.DetectiveBoard.UI
}
}
/// <summary>
/// Positions a freshly-created board node under the current mouse cursor
/// and immediately enters drag mode on it, so the player can place it freely.
/// Called by ClueHandUI after AddClueNode.
/// </summary>
public void SpawnNodeUnderMouseAndDrag(PostItNode node)
{
if (node == null || _camera == null)
return;
UpdateCanvasPlane();
Vector2 mousePos = Mouse.current != null
? Mouse.current.position.ReadValue()
: new Vector2(Screen.width * 0.5f, Screen.height * 0.5f);
Ray ray = _camera.ScreenPointToRay(new Vector3(mousePos.x, mousePos.y, 0f));
if (_canvasPlane.Raycast(ray, out float enter))
{
Vector3 worldHitPoint = ray.GetPoint(enter);
Vector3 localPos = _boardCanvas.transform.InverseTransformPoint(worldHitPoint);
node.SetPosition(new Vector2(localPos.x, localPos.y));
}
// Begin drag with zero offset so the node centre tracks the mouse exactly
if (_selectedNode != null)
_selectedNode.SetSelected(false);
_selectedNode = node;
_selectedNode.SetSelected(true);
_isDragging = true;
_dragOffset = Vector3.zero;
}
private PostItNode RaycastForNode()
{
if (_camera == null || Mouse.current == null)