Smooth 3C & simplify hallucination trigger

This commit is contained in:
Ferlat Thibaud
2026-03-22 18:03:21 +01:00
parent 0d968f75ab
commit 1589a7a543
24 changed files with 1318 additions and 621 deletions
@@ -4,30 +4,66 @@ 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.
/// Self-contained zone that triggers a hallucination effect when the player enters.
/// Handles the once-flag, optional delay, insanity increase, and a discrete HallucinationEvent
/// — no GameEventTrigger or HallucinationTrigger required alongside it.
/// </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;
[Tooltip("Delay in seconds before the hallucination fires after the player enters")]
[SerializeField] private float _delay = 0f;
[Header("Sanity")]
[Tooltip("Amount of insanity added when the zone fires (0 = no change)")]
[SerializeField, Range(0f, 1f)] private float _insanityAmount = 0f;
[Header("Hallucination Event")]
[Tooltip("Optional discrete hallucination event (ghost word, vision flash, etc.)")]
[SerializeField] private HallucinationEvent _hallucinationEvent;
[Header("Debug")]
[SerializeField] private bool _debugMode;
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();
if (_delay > 0f)
Invoke(nameof(Fire), _delay);
else
Fire();
}
/// <summary>
/// Fires the hallucination effect. Can also be called from external scripts or UnityEvents.
/// </summary>
public void Fire()
{
if (HallucinationManager.Instance == null)
{
Debug.LogError("[HallucinationTriggerZone] HallucinationManager not found in scene!", this);
return;
}
if (_insanityAmount > 0f)
{
HallucinationManager.Instance.AddInsanity(_insanityAmount);
if (_debugMode)
Debug.Log($"[HallucinationTriggerZone] Added {_insanityAmount:F2} insanity on '{gameObject.name}'.", this);
}
if (_hallucinationEvent != null)
{
HallucinationManager.Instance.TriggerHallucinationEvent(_hallucinationEvent);
if (_debugMode)
Debug.Log($"[HallucinationTriggerZone] Fired event: {_hallucinationEvent.Label}", this);
}
}
}
}