Hallucination system
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using UnityEngine;
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using Unheimlich.Core.Events;
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namespace Unheimlich.Features.Hallucination
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{
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/// <summary>
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/// Drives the HallucinationManager when its GameEventTrigger fires.
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/// Can increase sanity, fire a discrete HallucinationEvent, or both.
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/// Compose a GameEventTrigger on the same GameObject to control the firing condition
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/// (OnStart, OnEnable, delay, once-flag, external call via UnityEvent, etc.).
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/// </summary>
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[RequireComponent(typeof(GameEventTrigger))]
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public class HallucinationTrigger : MonoBehaviour
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{
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[Header("Sanity")]
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[Tooltip("Amount of sanity to add when this trigger fires (0 = no change)")]
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[SerializeField, Range(0f, 1f)] private float _insanityAmount = 0f;
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[Header("Hallucination Event")]
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[Tooltip("Optional discrete hallucination event to fire (ghost word, vision flash, etc.)")]
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[SerializeField] private HallucinationEvent _hallucinationEvent;
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[Header("Debug")]
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[SerializeField] private bool _debugMode;
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private GameEventTrigger _eventTrigger;
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private void Awake()
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{
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_eventTrigger = GetComponent<GameEventTrigger>();
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_eventTrigger.OnTriggered += Trigger;
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}
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private void OnDestroy()
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{
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if (_eventTrigger != null)
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_eventTrigger.OnTriggered -= Trigger;
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}
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/// <summary>
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/// Fires the hallucination effect. Can be called directly from external scripts or UnityEvents.
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/// </summary>
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public void Trigger()
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{
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if (HallucinationManager.Instance == null)
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{
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Debug.LogError("[HallucinationTrigger] HallucinationManager not found in scene!", this);
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return;
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}
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if (_insanityAmount > 0f)
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{
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HallucinationManager.Instance.AddInsanity(_insanityAmount);
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if (_debugMode)
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Debug.Log($"[HallucinationTrigger] Added {_insanityAmount:F2} insanity. New sanity: {HallucinationManager.Instance.SanityLevel:F2}", this);
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}
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if (_hallucinationEvent != null)
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{
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HallucinationManager.Instance.TriggerHallucinationEvent(_hallucinationEvent);
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if (_debugMode)
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Debug.Log($"[HallucinationTrigger] Fired event: {_hallucinationEvent.Label}", this);
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}
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}
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}
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}
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