Hallucination system
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@@ -53,8 +53,35 @@ namespace Unheimlich.Features.Dialogue
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private float _autoCloseTimer = 0f;
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private bool _isWaitingForAutoClose = false;
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protected override void OnAwake()
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protected override void OnAwake() { }
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protected override void OnEnabled()
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{
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// With Scene Reload disabled, Start() doesn't run again each session.
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// We recreate the focus system to clear any stale locked state (_isFocusLocked,
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// _focusTimer, _currentFocusedHandler) that may have carried over.
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if (_focusSystem != null)
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{
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_mainCamera = Camera.main;
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_focusSystem = new DialogueFocusSystem(
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this,
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_mainCamera,
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PlayerController.Instance?.CameraEffects,
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_choiceLayer,
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_focusRange,
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_focusTime,
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_raycastInterval,
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_recoveryDuration,
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_focusRetentionTime,
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_fallbackShakeIntensity
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);
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_focusSystem.OnChoiceMade += (choice) => OnChoiceMade?.Invoke(choice);
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// Also reset dialogue state in case we exited mid-dialogue
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IsInDialogue = false;
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_isWaitingForAutoClose = false;
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_autoCloseTimer = 0f;
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}
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}
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private void Start()
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@@ -82,6 +109,13 @@ namespace Unheimlich.Features.Dialogue
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if (!IsInDialogue)
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return;
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if (_activeDialogueUI == null)
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{
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Debug.LogError("[DialogueManager] IsInDialogue is true but _activeDialogueUI is null. Forcing dialogue end.", this);
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IsInDialogue = false;
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return;
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}
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if (!_activeDialogueUI.AreChoicesVisible())
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{
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if (_isWaitingForAutoClose && _currentNode != null && _currentNode.AutoCloseDelay > 0f)
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@@ -142,6 +176,12 @@ namespace Unheimlich.Features.Dialogue
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_activeDialogueUI = customDialogueUI;
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CurrentOwner = owner;
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if (_activeDialogueUI == null)
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{
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Debug.LogError("[DialogueManager] StartConversation called with no DialogueUI. Assign a Local Dialogue UI on the DialogueTriggerZone that triggered this conversation.", this);
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return;
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}
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ShowCurrentNode();
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}
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