Hallucination system
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using UnityEngine;
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namespace Unheimlich.Features.Hallucination
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{
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/// <summary>
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/// ScriptableObject describing a discrete hallucination event.
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/// Configure in the inspector and pass to HallucinationManager.TriggerHallucinationEvent().
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/// </summary>
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[CreateAssetMenu(fileName = "HallucinationEvent", menuName = "Unheimlich/Hallucination/Hallucination Event")]
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public class HallucinationEvent : ScriptableObject
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{
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[Header("Identity")]
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[Tooltip("Human-readable label for this event (used in logs and the inspector)")]
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[SerializeField] private string _label;
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[Header("Ghost Word")]
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[Tooltip("Spawn a ghost word that moves toward the player")]
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[SerializeField] private bool _spawnGhostWord;
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[Tooltip("Text displayed by the ghost word")]
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[SerializeField] private string _ghostWordText;
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[Tooltip("World-space spawn position offset from the anchor point")]
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[SerializeField] private Vector3 _ghostWordSpawnOffset = new Vector3(0f, 1.5f, 2f);
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[Tooltip("Duration before the ghost word disappears (seconds)")]
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[SerializeField] private float _ghostWordLifetime = 3f;
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[Header("Sanity Cost")]
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[Tooltip("Sanity added to the player when this event fires (0 = no change)")]
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[SerializeField, Range(0f, 1f)] private float _sanityCost = 0f;
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// ─── Public Accessors ──────────────────────────────────────────────────────
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public string Label => _label;
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public bool SpawnGhostWord => _spawnGhostWord;
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public string GhostWordText => _ghostWordText;
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public Vector3 GhostWordSpawnOffset => _ghostWordSpawnOffset;
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public float GhostWordLifetime => _ghostWordLifetime;
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public float SanityCost => _sanityCost;
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}
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}
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using UnityEngine;
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using UnityEngine.Rendering;
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using UnityEngine.Rendering.Universal;
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using System;
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using System.Collections;
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using Unheimlich.Core;
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namespace Unheimlich.Features.Hallucination
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{
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/// <summary>
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/// Central manager for the hallucination system.
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/// Tracks the player's sanity level (0 = sane, 1 = fully insane) and drives all
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/// hallucination effects: individual URP post-process overrides (with lerp), word shake
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/// intensity, and ghost-word visibility via the HallucinationWordSpawner.
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///
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/// Effects are applied directly on VolumeProfile overrides rather than on volume.weight,
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/// so multiple volumes coexist without parameter conflicts.
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/// </summary>
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public class HallucinationManager : Singleton<HallucinationManager>
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{
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// ─── Constants ─────────────────────────────────────────────────────────────
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private const float MinSanity = 0f;
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private const float MaxSanity = 1f;
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// ─── Inspector ─────────────────────────────────────────────────────────────
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[Header("Sanity")]
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[Tooltip("Starting sanity level (0 = sane, 1 = fully insane)")]
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[SerializeField, Range(0f, 1f)] private float _initialSanity = 0f;
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[Tooltip("Sanity naturally recovers over time at this rate per second (0 = no recovery)")]
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[SerializeField, Range(0f, 0.1f)] private float _sanityRecoveryRate = 0f;
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[Header("Effect Lerp")]
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[Tooltip("Speed at which visual effects lerp toward the target sanity value")]
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[SerializeField] private float _effectLerpSpeed = 2f;
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[Header("URP Post-Process Volume")]
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[Tooltip("Volume containing the hallucination overrides (Chromatic Aberration, Lens Distortion, etc.)")]
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[SerializeField] private Volume _hallucinationVolume;
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[Header("Chromatic Aberration")]
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[SerializeField] private bool _driveChromaticAberration = true;
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[SerializeField, Range(0f, 1f)] private float _chromaticAberrationMin = 0f;
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[SerializeField, Range(0f, 1f)] private float _chromaticAberrationMax = 0.8f;
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[Header("Lens Distortion")]
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[SerializeField] private bool _driveLensDistortion = true;
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[SerializeField, Range(-1f, 1f)] private float _lensDistortionMin = 0f;
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[SerializeField, Range(-1f, 1f)] private float _lensDistortionMax = -0.4f;
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[Header("Vignette")]
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[SerializeField] private bool _driveVignette = true;
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[SerializeField, Range(0f, 1f)] private float _vignetteMin = 0.3f;
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[SerializeField, Range(0f, 1f)] private float _vignetteMax = 0.7f;
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[Header("Film Grain")]
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[SerializeField] private bool _driveFilmGrain = true;
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[SerializeField, Range(0f, 1f)] private float _filmGrainMin = 0f;
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[SerializeField, Range(0f, 1f)] private float _filmGrainMax = 0.6f;
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[Header("Bloom")]
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[SerializeField] private bool _driveBloom = true;
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[Tooltip("Bloom intensity at sanity = 0")]
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[SerializeField, Min(0f)] private float _bloomIntensityMin = 0f;
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[Tooltip("Bloom intensity at sanity = 1")]
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[SerializeField, Min(0f)] private float _bloomIntensityMax = 1f;
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[Tooltip("Bloom threshold at sanity = 0 — raise this to suppress any bleed at zero sanity")]
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[SerializeField, Min(0f)] private float _bloomThresholdMin = 1f;
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[Tooltip("Bloom threshold at sanity = 1")]
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[SerializeField, Min(0f)] private float _bloomThresholdMax = 0.5f;
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[Tooltip("Bloom scatter (spread) at sanity = 0")]
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[SerializeField, Range(0f, 1f)] private float _bloomScatterMin = 0f;
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[Tooltip("Bloom scatter (spread) at sanity = 1")]
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[SerializeField, Range(0f, 1f)] private float _bloomScatterMax = 0.7f;
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[Tooltip("Bloom dirt texture intensity at sanity = 0")]
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[SerializeField, Min(0f)] private float _bloomDirtIntensityMin = 0f;
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[Tooltip("Bloom dirt texture intensity at sanity = 1")]
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[SerializeField, Min(0f)] private float _bloomDirtIntensityMax = 0f;
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[Header("Word Shake")]
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[Tooltip("Baseline shake multiplier at sanity = 0")]
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[SerializeField] private float _shakeMultiplierAtZero = 1f;
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[Tooltip("Max shake multiplier at sanity = 1")]
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[SerializeField] private float _shakeMultiplierAtOne = 3f;
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[Header("Debug")]
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[SerializeField] private bool _debugMode;
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// ─── State ─────────────────────────────────────────────────────────────────
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private float _currentSanity;
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private float _displayedSanity; // lerped value used for visual effects
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private Coroutine _lerpCoroutine;
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// External systems can suppress the hallucination vignette (e.g. diapason listening mode).
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private bool _vignetteExternallyOverridden;
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// Cached volume overrides
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private ChromaticAberration _chromaticAberration;
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private LensDistortion _lensDistortion;
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private Vignette _vignette;
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private FilmGrain _filmGrain;
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private Bloom _bloom;
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// ─── Public API ────────────────────────────────────────────────────────────
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/// <summary>Current logical sanity level in [0, 1]. 0 = sane, 1 = fully insane.</summary>
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public float SanityLevel => _currentSanity;
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/// <summary>
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/// Word shake multiplier computed from the lerped display sanity (smooth).
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/// </summary>
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public float WordShakeMultiplier =>
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Mathf.Lerp(_shakeMultiplierAtZero, _shakeMultiplierAtOne, _displayedSanity);
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/// <summary>Raised whenever the logical sanity level changes. Payload is the new value in [0, 1].</summary>
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public event Action<float> OnSanityChanged;
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/// <summary>Raised when a discrete hallucination event is triggered (e.g. ghost word appears).</summary>
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public event Action<HallucinationEvent> OnHallucinationTriggered;
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// ─── Lifecycle ─────────────────────────────────────────────────────────────
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protected override void OnAwake()
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{
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_currentSanity = Mathf.Clamp(_initialSanity, MinSanity, MaxSanity);
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_displayedSanity = _currentSanity;
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CacheVolumeOverrides();
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ApplyEffectsImmediate(_currentSanity);
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}
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private void Update()
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{
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if (_sanityRecoveryRate > 0f && _currentSanity > MinSanity)
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SetSanity(_currentSanity - _sanityRecoveryRate * Time.deltaTime);
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}
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// ─── Public Methods ────────────────────────────────────────────────────────
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/// <summary>
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/// Increases the sanity level by <paramref name="amount"/> (clamped to [0, 1]).
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/// Effects lerp smoothly to the new value.
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/// </summary>
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public void AddInsanity(float amount)
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{
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SetSanity(_currentSanity + amount);
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}
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/// <summary>
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/// Directly sets the logical sanity level. Effects lerp smoothly to the new value.
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/// </summary>
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public void SetSanity(float value)
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{
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float clamped = Mathf.Clamp(value, MinSanity, MaxSanity);
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if (Mathf.Approximately(clamped, _currentSanity))
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return;
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_currentSanity = clamped;
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OnSanityChanged?.Invoke(_currentSanity);
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if (_debugMode)
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Debug.Log($"[HallucinationManager] Sanity → {_currentSanity:F2}", this);
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RestartLerp();
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}
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/// <summary>
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/// Suppresses the hallucination vignette so an external system (e.g. diapason) can
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/// take full control of vignette without additive blending artefacts.
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/// Call with <c>false</c> when the external system is done.
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/// </summary>
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public void SetVignetteOverriddenExternally(bool overridden)
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{
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_vignetteExternallyOverridden = overridden;
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// Apply immediately so the vignette drops to zero without waiting for the lerp coroutine
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if (_vignette != null)
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_vignette.intensity.value = overridden ? 0f : Mathf.Lerp(_vignetteMin, _vignetteMax, _displayedSanity);
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}
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/// <summary>Fires a discrete hallucination event (ghost word, vision flash, etc.).</summary>
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public void TriggerHallucinationEvent(HallucinationEvent hallucinationEvent)
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{
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if (hallucinationEvent == null)
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{
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Debug.LogError("[HallucinationManager] Attempted to trigger a null HallucinationEvent!", this);
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return;
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}
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if (hallucinationEvent.SanityCost > 0f)
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AddInsanity(hallucinationEvent.SanityCost);
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if (_debugMode)
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Debug.Log($"[HallucinationManager] Event: {hallucinationEvent.name}", this);
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OnHallucinationTriggered?.Invoke(hallucinationEvent);
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}
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// ─── Lerp ──────────────────────────────────────────────────────────────────
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private void RestartLerp()
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{
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if (_lerpCoroutine != null)
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StopCoroutine(_lerpCoroutine);
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_lerpCoroutine = StartCoroutine(LerpEffects());
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}
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private IEnumerator LerpEffects()
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{
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while (!Mathf.Approximately(_displayedSanity, _currentSanity))
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{
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_displayedSanity = Mathf.MoveTowards(_displayedSanity, _currentSanity, _effectLerpSpeed * Time.deltaTime);
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ApplyEffectsImmediate(_displayedSanity);
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yield return null;
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}
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_displayedSanity = _currentSanity;
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ApplyEffectsImmediate(_displayedSanity);
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_lerpCoroutine = null;
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}
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// ─── Effects ───────────────────────────────────────────────────────────────
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private void CacheVolumeOverrides()
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{
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if (_hallucinationVolume == null || _hallucinationVolume.profile == null)
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return;
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_hallucinationVolume.profile.TryGet(out _chromaticAberration);
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_hallucinationVolume.profile.TryGet(out _lensDistortion);
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_hallucinationVolume.profile.TryGet(out _vignette);
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_hallucinationVolume.profile.TryGet(out _filmGrain);
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_hallucinationVolume.profile.TryGet(out _bloom);
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// Keep volume weight at 1 permanently — we write individual override values directly.
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// The hallucination volume must be on its OWN dedicated VolumeProfile, separate from
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// the dialogue blur volume, to avoid weight conflicts between the two systems.
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_hallucinationVolume.weight = 1f;
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_hallucinationVolume.enabled = true;
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}
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private void ApplyEffectsImmediate(float t)
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{
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if (_driveChromaticAberration && _chromaticAberration != null)
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_chromaticAberration.intensity.value = Mathf.Lerp(_chromaticAberrationMin, _chromaticAberrationMax, t);
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if (_driveLensDistortion && _lensDistortion != null)
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_lensDistortion.intensity.value = Mathf.Lerp(_lensDistortionMin, _lensDistortionMax, t);
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if (_driveVignette && _vignette != null && !_vignetteExternallyOverridden)
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_vignette.intensity.value = Mathf.Lerp(_vignetteMin, _vignetteMax, t);
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if (_driveFilmGrain && _filmGrain != null)
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_filmGrain.intensity.value = Mathf.Lerp(_filmGrainMin, _filmGrainMax, t);
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if (_driveBloom && _bloom != null)
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{
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// Drive all bloom parameters that can independently cause it to appear.
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// intensity alone is not enough — threshold=0 or scatter>0 can bleed through.
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_bloom.intensity.value = Mathf.Lerp(_bloomIntensityMin, _bloomIntensityMax, t);
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_bloom.threshold.value = Mathf.Lerp(_bloomThresholdMin, _bloomThresholdMax, t);
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_bloom.scatter.value = Mathf.Lerp(_bloomScatterMin, _bloomScatterMax, t);
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_bloom.dirtIntensity.value = Mathf.Lerp(_bloomDirtIntensityMin, _bloomDirtIntensityMax, t);
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}
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}
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}
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}
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+2
@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: 6806feb984393b441ad0f1b20cf70333
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@@ -0,0 +1,126 @@
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using UnityEngine;
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namespace Unheimlich.Features.Hallucination
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{
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/// <summary>
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/// Fires a hallucination trigger when a specific AudioSource plays, finishes, or reaches a timestamp.
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/// Mirrors the pattern of ClueUnlockOnAudio but targets HallucinationManager.
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/// </summary>
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[RequireComponent(typeof(AudioSource))]
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public class HallucinationOnAudio : MonoBehaviour
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{
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public enum FireCondition
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{
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OnPlay,
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OnFinish,
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OnTimeReached
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}
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[Header("Audio Trigger")]
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[Tooltip("When to fire the hallucination effect")]
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[SerializeField] private FireCondition _fireCondition = FireCondition.OnPlay;
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[Tooltip("Playback time in seconds to reach before firing (only for OnTimeReached)")]
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[SerializeField] private float _triggerTime = 1f;
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[Header("Hallucination Payload")]
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[Tooltip("Amount of sanity to add when this fires (0 = no change)")]
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[SerializeField, Range(0f, 1f)] private float _insanityAmount = 0f;
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[Tooltip("Optional discrete hallucination event to fire")]
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[SerializeField] private HallucinationEvent _hallucinationEvent;
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[Header("Behaviour")]
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[Tooltip("Prevent firing more than once per Play Mode session")]
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[SerializeField] private bool _fireOnlyOnce = true;
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[Header("Debug")]
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[SerializeField] private bool _debugMode;
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private AudioSource _audioSource;
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private bool _hasFired;
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private bool _isMonitoring;
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private void Awake()
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{
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_audioSource = GetComponent<AudioSource>();
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}
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private void OnEnable()
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{
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_hasFired = false;
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_isMonitoring = false;
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if (_audioSource != null && _audioSource.isPlaying)
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StartMonitoring();
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}
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private void Update()
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{
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if (!_isMonitoring || (_fireOnlyOnce && _hasFired))
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return;
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if (_audioSource == null || !_audioSource.isPlaying)
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{
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if (_fireCondition == FireCondition.OnFinish)
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Execute();
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_isMonitoring = false;
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return;
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}
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if (_fireCondition == FireCondition.OnTimeReached && _audioSource.time >= _triggerTime)
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Execute();
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}
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/// <summary>
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/// Notify this component that the AudioSource has started playing.
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/// Wire this to whatever code or event drives the AudioSource.
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/// </summary>
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public void OnAudioPlay()
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{
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StartMonitoring();
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if (_fireCondition == FireCondition.OnPlay)
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Execute();
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}
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/// <summary>
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/// Resets the fired state so this can fire again.
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/// </summary>
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public void ResetFired()
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{
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_hasFired = false;
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_isMonitoring = false;
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}
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private void StartMonitoring()
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{
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_isMonitoring = true;
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}
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private void Execute()
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{
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if (_fireOnlyOnce && _hasFired)
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return;
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_hasFired = true;
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_isMonitoring = false;
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if (HallucinationManager.Instance == null)
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{
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Debug.LogError("[HallucinationOnAudio] HallucinationManager not found!", this);
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return;
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}
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if (_insanityAmount > 0f)
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HallucinationManager.Instance.AddInsanity(_insanityAmount);
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if (_hallucinationEvent != null)
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HallucinationManager.Instance.TriggerHallucinationEvent(_hallucinationEvent);
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if (_debugMode)
|
||||
Debug.Log($"[HallucinationOnAudio] Fired on '{_fireCondition}'. Sanity now: {HallucinationManager.Instance.SanityLevel:F2}", this);
|
||||
}
|
||||
}
|
||||
}
|
||||
+2
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 57b4beb469df640499f96b38d4fa204b
|
||||
@@ -0,0 +1,68 @@
|
||||
using UnityEngine;
|
||||
using Unheimlich.Core.Events;
|
||||
|
||||
namespace Unheimlich.Features.Hallucination
|
||||
{
|
||||
/// <summary>
|
||||
/// Drives the HallucinationManager when its GameEventTrigger fires.
|
||||
/// Can increase sanity, fire a discrete HallucinationEvent, or both.
|
||||
/// Compose a GameEventTrigger on the same GameObject to control the firing condition
|
||||
/// (OnStart, OnEnable, delay, once-flag, external call via UnityEvent, etc.).
|
||||
/// </summary>
|
||||
[RequireComponent(typeof(GameEventTrigger))]
|
||||
public class HallucinationTrigger : MonoBehaviour
|
||||
{
|
||||
[Header("Sanity")]
|
||||
[Tooltip("Amount of sanity to add when this trigger fires (0 = no change)")]
|
||||
[SerializeField, Range(0f, 1f)] private float _insanityAmount = 0f;
|
||||
|
||||
[Header("Hallucination Event")]
|
||||
[Tooltip("Optional discrete hallucination event to fire (ghost word, vision flash, etc.)")]
|
||||
[SerializeField] private HallucinationEvent _hallucinationEvent;
|
||||
|
||||
[Header("Debug")]
|
||||
[SerializeField] private bool _debugMode;
|
||||
|
||||
private GameEventTrigger _eventTrigger;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
_eventTrigger = GetComponent<GameEventTrigger>();
|
||||
_eventTrigger.OnTriggered += Trigger;
|
||||
}
|
||||
|
||||
private void OnDestroy()
|
||||
{
|
||||
if (_eventTrigger != null)
|
||||
_eventTrigger.OnTriggered -= Trigger;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Fires the hallucination effect. Can be called directly from external scripts or UnityEvents.
|
||||
/// </summary>
|
||||
public void Trigger()
|
||||
{
|
||||
if (HallucinationManager.Instance == null)
|
||||
{
|
||||
Debug.LogError("[HallucinationTrigger] HallucinationManager not found in scene!", this);
|
||||
return;
|
||||
}
|
||||
|
||||
if (_insanityAmount > 0f)
|
||||
{
|
||||
HallucinationManager.Instance.AddInsanity(_insanityAmount);
|
||||
|
||||
if (_debugMode)
|
||||
Debug.Log($"[HallucinationTrigger] Added {_insanityAmount:F2} insanity. New sanity: {HallucinationManager.Instance.SanityLevel:F2}", this);
|
||||
}
|
||||
|
||||
if (_hallucinationEvent != null)
|
||||
{
|
||||
HallucinationManager.Instance.TriggerHallucinationEvent(_hallucinationEvent);
|
||||
|
||||
if (_debugMode)
|
||||
Debug.Log($"[HallucinationTrigger] Fired event: {_hallucinationEvent.Label}", this);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
+2
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 5e1119e5c406d0346b0350dbcc91845f
|
||||
+34
@@ -0,0 +1,34 @@
|
||||
using UnityEngine;
|
||||
using Unheimlich.Core.Events;
|
||||
|
||||
namespace Unheimlich.Features.Hallucination
|
||||
{
|
||||
/// <summary>
|
||||
/// Fires a GameEventTrigger (and therefore a HallucinationTrigger) when the player
|
||||
/// enters a physics trigger collider. Pair with GameEventTrigger + HallucinationTrigger
|
||||
/// on the same GameObject.
|
||||
/// </summary>
|
||||
[RequireComponent(typeof(GameEventTrigger))]
|
||||
public class HallucinationTriggerZone : TriggerZoneBase
|
||||
{
|
||||
[Header("Zone Behaviour")]
|
||||
[Tooltip("Allow the zone to fire again after the player exits and re-enters")]
|
||||
[SerializeField] private bool _retriggerable = false;
|
||||
|
||||
protected override bool IsRetriggerable => _retriggerable;
|
||||
|
||||
private GameEventTrigger _eventTrigger;
|
||||
|
||||
protected override void Awake()
|
||||
{
|
||||
base.Awake();
|
||||
_eventTrigger = GetComponent<GameEventTrigger>();
|
||||
}
|
||||
|
||||
protected override void OnPlayerEntered(Collider playerCollider)
|
||||
{
|
||||
_eventTrigger.Fire();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
+2
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e8fd091b4319d48448d266a24e885dae
|
||||
+248
@@ -0,0 +1,248 @@
|
||||
using UnityEngine;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using Unheimlich.Features.Dialogue.Data;
|
||||
using Unheimlich.Features.Dialogue.UI;
|
||||
using Unheimlich.Features.Player;
|
||||
using Unheimlich.Core.Utils;
|
||||
using RotationAxis = Unheimlich.Features.Dialogue.Data.RotationAxis;
|
||||
using ChoiceSpawnMode = Unheimlich.Features.Dialogue.Data.ChoiceSpawnMode;
|
||||
|
||||
namespace Unheimlich.Features.Hallucination
|
||||
{
|
||||
/// <summary>
|
||||
/// Listens to HallucinationManager.OnHallucinationTriggered and spawns ghost words
|
||||
/// that float in world space and drift toward the player.
|
||||
/// Reuses the existing ChoiceFocusHandler prefab and its organic shake system.
|
||||
/// Add this component to the HallucinationManager GameObject or any persistent scene object.
|
||||
/// </summary>
|
||||
public class HallucinationWordSpawner : MonoBehaviour
|
||||
{
|
||||
private const float CanvasLocalScale = 0.01f;
|
||||
|
||||
[Header("References")]
|
||||
[Tooltip("Prefab used to render each ghost word (ChoiceFocusHandler)")]
|
||||
[SerializeField] private ChoiceFocusHandler _wordPrefab;
|
||||
|
||||
[Header("Ghost Word Behaviour")]
|
||||
[Tooltip("Speed at which the ghost word drifts toward the player")]
|
||||
[SerializeField] private float _driftSpeed = 0.4f;
|
||||
|
||||
[Tooltip("Distance from the player at which the ghost word stops drifting")]
|
||||
[SerializeField] private float _stopDistance = 1.5f;
|
||||
|
||||
[Tooltip("Fade-in duration when a ghost word appears")]
|
||||
[SerializeField] private float _fadeInDuration = 0.5f;
|
||||
|
||||
[Tooltip("Fade-out duration before the ghost word is destroyed")]
|
||||
[SerializeField] private float _fadeOutDuration = 0.8f;
|
||||
|
||||
[Header("Shake Settings")]
|
||||
[Tooltip("Shake radius applied to ghost words (world units)")]
|
||||
[SerializeField] private float _shakeRadius = 15f;
|
||||
|
||||
[Tooltip("Shake speed")]
|
||||
[SerializeField] private float _shakeSpeed = 2f;
|
||||
|
||||
[Tooltip("Shake smoothness")]
|
||||
[SerializeField] private float _shakeSmoothness = 5f;
|
||||
|
||||
private readonly List<GhostWordInstance> _activeWords = new List<GhostWordInstance>();
|
||||
|
||||
// ─── Lifecycle ─────────────────────────────────────────────────────────────
|
||||
|
||||
private void OnEnable()
|
||||
{
|
||||
if (HallucinationManager.Instance != null)
|
||||
HallucinationManager.Instance.OnHallucinationTriggered += OnHallucinationTriggered;
|
||||
}
|
||||
|
||||
private void OnDisable()
|
||||
{
|
||||
if (HallucinationManager.Instance != null)
|
||||
HallucinationManager.Instance.OnHallucinationTriggered -= OnHallucinationTriggered;
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
for (int i = _activeWords.Count - 1; i >= 0; i--)
|
||||
{
|
||||
GhostWordInstance instance = _activeWords[i];
|
||||
|
||||
if (instance.Handler == null)
|
||||
{
|
||||
_activeWords.RemoveAt(i);
|
||||
continue;
|
||||
}
|
||||
|
||||
DriftTowardPlayer(instance);
|
||||
}
|
||||
}
|
||||
|
||||
// ─── Event Handler ─────────────────────────────────────────────────────────
|
||||
|
||||
private void OnHallucinationTriggered(HallucinationEvent hallucinationEvent)
|
||||
{
|
||||
if (!hallucinationEvent.SpawnGhostWord || _wordPrefab == null)
|
||||
return;
|
||||
|
||||
SpawnGhostWord(hallucinationEvent);
|
||||
}
|
||||
|
||||
// ─── Spawn ─────────────────────────────────────────────────────────────────
|
||||
|
||||
private void SpawnGhostWord(HallucinationEvent hallucinationEvent)
|
||||
{
|
||||
if (PlayerController.Instance == null)
|
||||
{
|
||||
Debug.LogWarning("[HallucinationWordSpawner] PlayerController not found, cannot spawn ghost word.", this);
|
||||
return;
|
||||
}
|
||||
|
||||
// World-space canvas container — mirrors the pattern in FloatingWordsSpawner
|
||||
GameObject container = new GameObject($"GhostWord_{hallucinationEvent.Label}");
|
||||
Canvas canvas = container.AddComponent<Canvas>();
|
||||
canvas.renderMode = RenderMode.WorldSpace;
|
||||
container.transform.localScale = Vector3.one * CanvasLocalScale;
|
||||
|
||||
// Position relative to player + event offset
|
||||
Vector3 spawnPosition = PlayerController.Instance.transform.position
|
||||
+ PlayerController.Instance.transform.TransformDirection(hallucinationEvent.GhostWordSpawnOffset);
|
||||
container.transform.position = spawnPosition;
|
||||
container.transform.LookAt(PlayerController.Instance.transform.position);
|
||||
|
||||
// Spawn the word handler
|
||||
ChoiceFocusHandler handler = Instantiate(_wordPrefab, container.transform);
|
||||
handler.transform.localPosition = Vector3.zero;
|
||||
handler.transform.localRotation = Quaternion.identity;
|
||||
handler.transform.localScale = Vector3.one;
|
||||
|
||||
// Build a ghost-only DialogueChoiceData (no NextNode, no localization key)
|
||||
DialogueChoiceData ghostData = new DialogueChoiceData
|
||||
{
|
||||
ChoiceTextOverride = hallucinationEvent.GhostWordText,
|
||||
NextNode = null
|
||||
};
|
||||
|
||||
FloatingWordsSpawner.SpawnConfig config = BuildGhostConfig();
|
||||
handler.Setup(ghostData, config, disableFloatingEffects: false);
|
||||
handler.StartOrganicShake();
|
||||
|
||||
// Fade-in via CanvasGroup
|
||||
CanvasGroup canvasGroup = handler.GetComponent<CanvasGroup>();
|
||||
if (canvasGroup == null)
|
||||
canvasGroup = handler.gameObject.AddComponent<CanvasGroup>();
|
||||
|
||||
canvasGroup.alpha = 0f;
|
||||
TweenHelper.FadeCanvasGroup(canvasGroup, 1f, _fadeInDuration, null, LeanTweenType.easeOutQuad);
|
||||
|
||||
GhostWordInstance instance = new GhostWordInstance
|
||||
{
|
||||
Handler = handler,
|
||||
Container = container,
|
||||
CanvasGroup = canvasGroup,
|
||||
Lifetime = hallucinationEvent.GhostWordLifetime,
|
||||
ElapsedTime = 0f,
|
||||
IsFadingOut = false
|
||||
};
|
||||
|
||||
_activeWords.Add(instance);
|
||||
StartCoroutine(LifetimeRoutine(instance));
|
||||
}
|
||||
|
||||
// ─── Drift ─────────────────────────────────────────────────────────────────
|
||||
|
||||
private void DriftTowardPlayer(GhostWordInstance instance)
|
||||
{
|
||||
if (PlayerController.Instance == null || instance.IsFadingOut)
|
||||
return;
|
||||
|
||||
Transform container = instance.Container.transform;
|
||||
Vector3 playerPos = PlayerController.Instance.transform.position;
|
||||
float distance = Vector3.Distance(container.position, playerPos);
|
||||
|
||||
if (distance > _stopDistance)
|
||||
{
|
||||
Vector3 direction = (playerPos - container.position).normalized;
|
||||
container.position += direction * _driftSpeed * Time.deltaTime;
|
||||
}
|
||||
|
||||
// Always face the player
|
||||
container.LookAt(playerPos);
|
||||
}
|
||||
|
||||
// ─── Lifetime ──────────────────────────────────────────────────────────────
|
||||
|
||||
private IEnumerator LifetimeRoutine(GhostWordInstance instance)
|
||||
{
|
||||
float aliveTime = Mathf.Max(0f, instance.Lifetime - _fadeOutDuration);
|
||||
yield return new WaitForSeconds(aliveTime);
|
||||
|
||||
if (instance.Handler == null)
|
||||
yield break;
|
||||
|
||||
instance.IsFadingOut = true;
|
||||
instance.Handler.StopOrganicShake();
|
||||
|
||||
if (instance.CanvasGroup != null)
|
||||
TweenHelper.FadeCanvasGroup(instance.CanvasGroup, 0f, _fadeOutDuration, null, LeanTweenType.easeInQuad);
|
||||
|
||||
yield return new WaitForSeconds(_fadeOutDuration);
|
||||
|
||||
_activeWords.Remove(instance);
|
||||
|
||||
if (instance.Container != null)
|
||||
Destroy(instance.Container);
|
||||
}
|
||||
|
||||
// ─── Config ────────────────────────────────────────────────────────────────
|
||||
|
||||
private FloatingWordsSpawner.SpawnConfig BuildGhostConfig()
|
||||
{
|
||||
float sanityMultiplier = HallucinationManager.Instance != null
|
||||
? HallucinationManager.Instance.WordShakeMultiplier
|
||||
: 1f;
|
||||
|
||||
return new FloatingWordsSpawner.SpawnConfig
|
||||
{
|
||||
SpawnRadius = 0f,
|
||||
SpawnHeightOffset = 0f,
|
||||
RotationAxis = RotationAxis.Up,
|
||||
EnableOrganicShake = true,
|
||||
ForwardOffset = 0f,
|
||||
TiltAngle = 0f,
|
||||
RotationSpeed = 0f,
|
||||
EnableRotation = false,
|
||||
SpawnMode = ChoiceSpawnMode.AtAnchorPosition,
|
||||
EnableFloating = false,
|
||||
MergeDuration = 0.3f,
|
||||
MergeScalePulse = 1f,
|
||||
EnableGhostTrail = true,
|
||||
GhostTrailAlpha = 0.25f,
|
||||
GhostTrailDelay = 0.08f,
|
||||
ShakeRadius = _shakeRadius * sanityMultiplier,
|
||||
ShakeSpeed = _shakeSpeed,
|
||||
ShakeSmoothness = _shakeSmoothness,
|
||||
MoveTowardPlayerOnFocus = false,
|
||||
FocusDistanceFromPlayer = _stopDistance,
|
||||
DisableFloatingEffects = false,
|
||||
DefaultScaleMultiplier = 1f,
|
||||
EnableScaleVariation = false,
|
||||
MinScaleVariation = 1f,
|
||||
MaxScaleVariation = 1f
|
||||
};
|
||||
}
|
||||
|
||||
// ─── Internal ──────────────────────────────────────────────────────────────
|
||||
|
||||
private class GhostWordInstance
|
||||
{
|
||||
public ChoiceFocusHandler Handler;
|
||||
public GameObject Container;
|
||||
public CanvasGroup CanvasGroup;
|
||||
public float Lifetime;
|
||||
public float ElapsedTime;
|
||||
public bool IsFadingOut;
|
||||
}
|
||||
}
|
||||
}
|
||||
+2
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 39db1c5f2a13bc04782e676a6ad133c8
|
||||
Reference in New Issue
Block a user