Advanced POC - portals, dialogue system + floating words, room loading
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using UnityEngine;
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namespace Unheimlich.Data.Dialogues
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{
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/// <summary>
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/// ScriptableObject configuration for dialogue choice spawn behavior and animations.
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/// Defines spawn patterns, floating effects, rotation, distance scaling, and focus behavior.
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/// </summary>
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[CreateAssetMenu(fileName = "DialogueAnimationSettings", menuName = "Unheimlich/Animation/Dialogue Animation Settings")]
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public class DialogueAnimationSettings : ScriptableObject
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{
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[Header("Choice Spawn Animation")]
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[Tooltip("How choices appear in the world")]
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public ChoiceSpawnMode SpawnMode = ChoiceSpawnMode.AroundAnchor;
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[Header("Spawn Settings")]
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[Tooltip("Radius around anchor where choices spawn")]
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public float SpawnRadius = 2f;
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[Tooltip("Height offset from anchor")]
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public float SpawnHeightOffset = 0f;
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[Tooltip("Should choices face the player?")]
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public bool FacePlayer = true;
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[Header("Animation")]
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[Tooltip("Duration of spawn animation")]
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public float SpawnAnimationDuration = 0.5f;
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[Tooltip("Spawn animation curve")]
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public AnimationCurve SpawnCurve = AnimationCurve.EaseInOut(0, 0, 1, 1);
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[Header("Idle Behavior")]
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[Tooltip("Should choices float vertically?")]
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public bool EnableFloating = true;
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[Tooltip("Floating amplitude")]
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public float FloatingAmplitude = 0.2f;
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[Tooltip("Floating duration (full cycle)")]
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public float FloatingDuration = 3f;
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[Header("Organic Shake")]
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[Tooltip("Enable organic shake/drift movement around center point (Heavy Rain style)")]
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public bool EnableOrganicShake = false;
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[Tooltip("Radius around center point where choices can drift")]
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public float ShakeRadius = 0.15f;
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[Tooltip("Speed of the shake movement")]
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public float ShakeSpeed = 1.5f;
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[Tooltip("Smoothness of shake transitions (higher = smoother)")]
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public float ShakeSmoothness = 2f;
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[Header("Ghost Trail Effect")]
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[Tooltip("Enable ghost/shadow trail effect behind text (Heavy Rain style)")]
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public bool EnableGhostTrail = false;
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[Tooltip("Time delay for ghost trail in seconds (how far behind the ghost follows)")]
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public float GhostTrailDelay = 0.15f;
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[Tooltip("Transparency of the ghost trail (0 = invisible, 1 = opaque)")]
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[Range(0f, 1f)]
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public float GhostTrailAlpha = 0.3f;
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[Tooltip("Should container rotate continuously?")]
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public bool EnableRotation = true;
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[Tooltip("Axis of rotation (Forward = Z, Up = Y, Right = X)")]
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public RotationAxis RotationAxis = RotationAxis.Forward;
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[Tooltip("Normal rotation speed when not focused (degrees per second). Higher = faster rotation.")]
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public float NormalRotationSpeed = 36f;
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[Header("Follow Player")]
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[Tooltip("Should container follow player position?")]
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public bool FollowPlayerPosition = false;
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[Tooltip("Should container follow player Y rotation? (keeps choices in front of player)")]
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public bool FollowPlayerRotation = false;
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[Header("Distance-Based Scaling")]
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[Tooltip("Should scale and radius adjust based on distance to player?")]
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public bool EnableDistanceScaling = false;
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[Tooltip("Minimum distance for scaling calculation")]
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public float MinDistance = 2f;
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[Tooltip("Maximum distance for scaling calculation")]
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public float MaxDistance = 10f;
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[Tooltip("Scale multiplier at minimum distance")]
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public float MinScaleMultiplier = 1f;
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[Tooltip("Scale multiplier at maximum distance")]
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public float MaxScaleMultiplier = 3f;
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[Header("Focus Animation")]
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[Tooltip("Should choices move toward player when focused?")]
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public bool MoveTowardPlayerOnFocus = true;
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[Tooltip("Distance from player when focused")]
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public float FocusDistanceFromPlayer = 1.5f;
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[Tooltip("Rotation speed when a choice is focused (degrees per second). Higher = faster rotation.")]
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public float FocusRotationSpeed = 60f;
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}
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public enum ChoiceSpawnMode
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{
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AroundAnchor,
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AtAnchorPosition,
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InFrontOfPlayer,
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CircleAroundPlayer
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}
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public enum RotationAxis
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{
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Forward,
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Up,
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Right
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}
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}
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