Advanced POC - portals, dialogue system + floating words, room loading
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using UnityEngine;
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using System;
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using Unheimlich.Gameplay.Player;
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using Unheimlich.Interactions.Dialogues;
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using Unheimlich.Interactions.FloatingWords;
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using Unheimlich.Data.Dialogues;
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namespace Unheimlich.Managers
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{
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/// <summary>
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/// Manages gaze-based focus detection for dialogue choices using raycasts.
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/// Handles progressive focus timers, aim assist integration, visual feedback,
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/// and automatic choice selection when player maintains focus for a duration.
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/// </summary>
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public class DialogueFocusSystem
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{
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private readonly DialogueManager _manager;
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private readonly Camera _mainCamera;
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private readonly PlayerLook _playerLook;
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private ChoiceFocusHandler _currentFocusedHandler;
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private float _focusTimer = 0f;
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private float _retentionTimer = 0f;
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private float _raycastTimer = 0f;
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private bool _isFocusLocked = false;
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private readonly LayerMask _choiceLayer;
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private readonly float _focusRange;
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private readonly float _focusTime;
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private readonly float _raycastInterval;
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private readonly float _recoveryDuration;
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private readonly float _focusRetentionTime;
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private readonly float _shakeIntensity;
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private static readonly Vector3 ViewportCenter = new Vector3(0.5f, 0.5f, 0f);
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public event Action<DialogueChoiceData> OnChoiceMade;
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public DialogueFocusSystem(
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DialogueManager manager,
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Camera mainCamera,
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PlayerLook playerLook,
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LayerMask choiceLayer,
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float focusRange,
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float focusTime,
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float raycastInterval,
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float recoveryDuration,
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float focusRetentionTime,
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float shakeIntensity)
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{
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_manager = manager;
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_mainCamera = mainCamera;
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_playerLook = playerLook;
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_choiceLayer = choiceLayer;
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_focusRange = focusRange;
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_focusTime = focusTime;
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_raycastInterval = raycastInterval;
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_recoveryDuration = recoveryDuration;
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_focusRetentionTime = focusRetentionTime;
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_shakeIntensity = shakeIntensity;
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}
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/// <summary>
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/// Updates the focus detection system. Should be called every frame during active dialogue.
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/// Performs raycasts at configured intervals to detect choice focus.
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/// </summary>
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public void Update()
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{
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if (!_manager.IsInDialogue || !_manager.CurrentDialogueUI.AreChoicesVisible())
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return;
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_raycastTimer += Time.deltaTime;
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if (_raycastTimer >= _raycastInterval)
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{
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CheckForChoiceFocus();
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_raycastTimer = 0f;
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}
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}
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/// <summary>
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/// Performs raycast from camera center to detect focused dialogue choices.
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/// Manages focus state transitions, retention timers, visual feedback, and choice selection.
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/// Implements stabilization to prevent rapid focus switching between choices.
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/// </summary>
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private void CheckForChoiceFocus()
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{
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if (_isFocusLocked)
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{
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if (_retentionTimer > 0f)
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_retentionTimer -= Time.deltaTime;
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return;
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}
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if (_mainCamera == null)
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return;
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Ray ray = _mainCamera.ViewportPointToRay(ViewportCenter);
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ChoiceFocusHandler hitHandler = null;
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bool raycastHitChoice = Physics.Raycast(ray, out RaycastHit hit, _focusRange, _choiceLayer);
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if (raycastHitChoice)
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{
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hitHandler = hit.collider.GetComponent<ChoiceFocusHandler>();
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if (_playerLook != null)
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_playerLook.ApplyAimAssist(hit.collider.bounds.center);
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}
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if (hitHandler != _currentFocusedHandler)
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{
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_retentionTimer -= Time.deltaTime;
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if (hitHandler != null && _retentionTimer <= 0f)
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{
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if (_currentFocusedHandler != null)
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{
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_isFocusLocked = true;
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_currentFocusedHandler.ResetFeedback(_recoveryDuration);
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}
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_currentFocusedHandler = hitHandler;
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_focusTimer = 0f;
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_retentionTimer = _focusRetentionTime;
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if (_playerLook != null)
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_playerLook.LockAim(true);
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DialogueAnimationSettings settings = _manager.CurrentAnimationSettings;
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bool shouldRotate = settings == null || settings.EnableRotation;
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if (shouldRotate && _manager.CurrentDialogueUI != null)
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{
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float focusSpeed = settings != null ? settings.FocusRotationSpeed : 60f;
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_manager.CurrentDialogueUI.RotationAnimation(focusSpeed);
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}
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}
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}
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else if (hitHandler != null)
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{
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_retentionTimer = _focusRetentionTime;
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}
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bool isFocusActive = _currentFocusedHandler != null && (_retentionTimer > 0f);
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if (isFocusActive)
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{
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_focusTimer += Time.deltaTime;
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float progress = _focusTimer / _focusTime;
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_currentFocusedHandler.ApplyFocusFeedback(progress);
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if (_playerLook != null)
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_playerLook.Shake(progress / _shakeIntensity);
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if (_focusTimer >= _focusTime)
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{
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_isFocusLocked = true;
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_currentFocusedHandler.ResetFeedback(_recoveryDuration);
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if (_currentFocusedHandler.DialogueData != null)
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{
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OnChoiceMade?.Invoke(_currentFocusedHandler.DialogueData);
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DialogueNode nextNode = _currentFocusedHandler.GetNextNode();
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_manager.GoToNextNode(nextNode);
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}
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DialogueAnimationSettings settings = _manager.CurrentAnimationSettings;
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bool shouldRotate = settings == null || settings.EnableRotation;
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if (shouldRotate && _manager.CurrentDialogueUI != null)
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{
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float normalSpeed = settings != null ? settings.NormalRotationSpeed : 36f;
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_manager.CurrentDialogueUI.RotationAnimation(normalSpeed);
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}
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ResetAnimationTimers();
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if (_playerLook != null)
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_playerLook.LockAim(false);
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}
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}
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else if (_currentFocusedHandler != null && _retentionTimer <= 0f)
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{
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_isFocusLocked = true;
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_currentFocusedHandler.ResetFeedback(_recoveryDuration);
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DialogueAnimationSettings settings = _manager.CurrentAnimationSettings;
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bool shouldRotate = settings == null || settings.EnableRotation;
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if (shouldRotate && _manager.CurrentDialogueUI != null)
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{
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float normalSpeed = settings != null ? settings.NormalRotationSpeed : 36f;
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_manager.CurrentDialogueUI.RotationAnimation(normalSpeed);
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}
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ResetAnimationTimers();
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if (_playerLook != null)
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_playerLook.LockAim(false);
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}
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}
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private void ResetAnimationTimers()
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{
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_currentFocusedHandler = null;
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_focusTimer = 0f;
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_retentionTimer = 0f;
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}
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public void UnlockFocus()
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{
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_isFocusLocked = false;
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}
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}
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}
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