Hallucination system setup & implementation with the infinite staircase + Fake volumetric lights test
This commit is contained in:
@@ -1,98 +1,77 @@
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using UnityEngine;
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using TMPro;
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using System.Collections;
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using System.Collections.Generic;
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using Unheimlich.Features.Hallucination;
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namespace Unheimlich.Features.Dialogue.UI
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{
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/// <summary>
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/// Non-interactive floating word/phrase for world-space storytelling (thoughts, guidance, atmosphere).
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/// Uses TextMeshPro 3D (not Canvas). Designed to sit alongside BillboardUI on the same prefab.
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/// Non-interactive floating word/phrase for world-space storytelling.
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///
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/// Features:
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/// - Adaptive scale: label always appears the same angular size in the player's camera.
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/// - Max distance: fades out progressively when player is far away.
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/// - Min distance: label is pushed away from the camera so it never clips into the player's face.
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/// - Optional organic shake: label drifts gently around its home position.
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/// - Optional ghost trail: a semi-transparent copy follows with a position delay.
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/// - Optional camera attraction: label is gently pulled toward screen center when the player looks near it.
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/// - Optional one-shot: label permanently disappears after being seen and moving away.
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/// Changes from previous version:
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/// - Registers/unregisters itself with HallucinationLabelRegistry on enable/disable
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/// so the HallucinationManager can drive baseline behaviour without FindObjectsOfType.
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/// - Exposes SetShakeParams() and SetGhostTrail() for runtime overrides.
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/// - ApplyBaseline() / ApplyOverride() drive the two-layer system.
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/// </summary>
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public class FloatingLabel : MonoBehaviour
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{
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// ─── Inspector ─────────────────────────────────────────────────────────
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[Header("Text")]
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[Tooltip("Leave empty to keep text set directly on the TextMeshPro component.")]
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[SerializeField] [TextArea] private string _overrideText;
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[SerializeField] private TextMeshPro _textComponent;
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[Header("Visibility")]
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[Tooltip("Player distance beyond which the label becomes invisible.")]
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[SerializeField] private float _maxVisibleDistance = 10f;
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[Tooltip("Distance range over which the label fades in/out near the max visibility boundary.")]
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[SerializeField] private float _fadeRange = 1.5f;
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[Header("Min Distance")]
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[Tooltip("When the camera is closer than this, the label slides away to stay readable.")]
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[SerializeField] private float _minDistance = 0.5f;
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[Tooltip("Distance range over which the label fades out as the player approaches min distance.")]
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[SerializeField] private float _nearFadeRange = 0.8f;
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[Header("Adaptive Scale")]
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[Tooltip("Scale adjusts so the label always appears the same size in the camera view.")]
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[SerializeField] private bool _enableAdaptiveScale = true;
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[Tooltip("Distance at which the label renders at its Inspector-set scale (1:1 reference).")]
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[SerializeField] private float _referenceDistance = 3f;
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[Tooltip("Minimum scale multiplier (relative to base scale). Prevents the label from shrinking too much up close.")]
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[SerializeField] private float _minScaleFactor = 0.2f;
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[Tooltip("Maximum scale multiplier (relative to base scale). Prevents the label from growing too large at a distance.")]
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[SerializeField] private float _maxScaleFactor = 3f;
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[Header("Organic Shake (Optional)")]
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[SerializeField] private bool _enableOrganicShake = false;
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[Tooltip("Max drift radius in world units around the home position.")]
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[SerializeField] private float _shakeRadius = 0.05f;
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[Tooltip("How often a new shake target is picked (per second).")]
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[SerializeField] private float _shakeSpeed = 1.5f;
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[Tooltip("Higher = smoother drift transition.")]
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[SerializeField] private float _shakeSmoothness = 2f;
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[Header("Organic Shake — Baseline")]
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[Tooltip("Prefab defaults. HallucinationManager lerps these at runtime based on sanity.")]
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[SerializeField] private bool _enableOrganicShake = false;
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[SerializeField] private float _shakeRadius = 0.05f;
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[SerializeField] private float _shakeSpeed = 1.5f;
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[SerializeField] private float _shakeSmoothness = 2f;
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[Header("Ghost Trail (Optional)")]
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[SerializeField] private bool _enableGhostTrail = false;
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[Tooltip("Opacity of the ghost copy.")]
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[Header("Ghost Trail — Baseline")]
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[Tooltip("Prefab defaults. HallucinationManager lerps these at runtime based on sanity.")]
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[SerializeField] private bool _enableGhostTrail = false;
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[SerializeField] [Range(0f, 1f)] private float _ghostAlpha = 0.3f;
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[Tooltip("How many seconds the ghost lags behind the main label.")]
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[SerializeField] private float _ghostDelay = 0.15f;
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[Tooltip("How far behind the main label the ghost is pushed (along the camera-to-label ray). Ensures the ghost is always occluded by the main word regardless of viewing angle.")]
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[SerializeField] private float _ghostDepthOffset = 0.02f;
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[SerializeField] private float _ghostDelay = 0.15f;
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[SerializeField] private float _ghostDepthOffset = 0.02f;
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[Header("Camera Attraction (Optional)")]
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[Tooltip("When enabled, the label is gently pulled toward the screen center when the player looks near it.")]
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[SerializeField] private bool _enableCameraAttraction = false;
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[Tooltip("Half-angle (degrees) within which attraction is active. " +
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"Below this angle the label is drawn toward the screen center. " +
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"Keep small (e.g. 8-15°) so it only triggers when the player is really looking at the word.")]
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[SerializeField] private bool _enableCameraAttraction = false;
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[SerializeField] [Range(1f, 45f)] private float _attractionAngle = 10f;
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[Tooltip("Maximum world-space offset applied toward the screen center at full attraction strength.")]
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[SerializeField] private float _attractionMaxOffset = 0.3f;
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[Tooltip("How quickly the attraction offset interpolates toward its target (higher = snappier).")]
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[SerializeField] private float _attractionMaxOffset = 0.3f;
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[SerializeField] private float _attractionSmoothness = 4f;
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[Header("One-Shot (Optional)")]
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[Tooltip("When enabled, the label permanently disappears once the player has seen it and then moved away.")]
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[SerializeField] private bool _enableOneShot = false;
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[Tooltip("Alpha threshold above which the label is considered 'seen'. " +
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"The player must look at the label long enough to exceed this visibility before the one-shot condition can trigger.")]
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[SerializeField] private bool _enableOneShot = false;
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[SerializeField] [Range(0.01f, 1f)] private float _seenAlphaThreshold = 0.5f;
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[Header("Reappear Fade")]
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[Tooltip("Duration of the fade-in when the label reappears after being culled.")]
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[SerializeField] private float _fadeInDuration = 0.5f;
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[Header("Performance")]
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[Tooltip("How often (in seconds) distance culling is evaluated. Higher = cheaper but slightly delayed visibility toggle.")]
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[SerializeField] private float _cullCheckInterval = 0.4f;
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// ── State ──────────────────────────────────────────────────────────────
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// ─── Runtime state ─────────────────────────────────────────────────────
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private Camera _camera;
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private Vector3 _localHomePosition;
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private Vector3 _homePosition;
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private Vector3 _baseScale;
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@@ -101,75 +80,94 @@ namespace Unheimlich.Features.Dialogue.UI
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private float _cullTimer;
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private float _fadeInAlpha = 1f;
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// Shake
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// Shake — live values driven by baseline or override
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private bool _isShaking;
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private Vector3 _shakeOffset;
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private Vector3 _shakeTarget;
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private float _shakeTimer;
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private float _liveShakeRadius;
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private float _liveShakeSpeed;
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private float _liveShakeSmoothness;
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// Ghost trail
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private TextMeshPro _ghostText;
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private Queue<Vector3> _positionHistory = new Queue<Vector3>();
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// Ghost trail — live values
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private bool _liveGhostEnabled;
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private float _liveGhostAlpha;
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private TextMeshPro _ghostText;
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private Queue<Vector3> _positionHistory = new();
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private float _historyTimer;
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private const float HISTORY_SAMPLE_RATE = 0.016f;
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// Camera attraction
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// World-space offset currently applied on top of the home+shake position.
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private Vector3 _attractionOffset;
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// One-shot
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// True once the label has been visible above the threshold at least once.
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private bool _hasBeenSeen;
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// True once the one-shot has fired and the label should stay invisible forever.
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private bool _permanentlyHidden;
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// ── Unity ──────────────────────────────────────────────────────────────
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// Override coroutine
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private Coroutine _overrideCoroutine;
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// Baseline snapshot (so revert after override is accurate)
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private float _baselineShakeRadius;
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private float _baselineShakeSpeed;
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private float _baselineShakeSmoothness;
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private bool _baselineGhostEnabled;
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private float _baselineGhostAlpha;
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// ─── Unity ─────────────────────────────────────────────────────────────
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private void Awake()
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{
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_camera = Camera.main;
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if (_textComponent == null)
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_textComponent = GetComponent<TextMeshPro>();
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// Initialise live values from inspector defaults
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_liveShakeRadius = _shakeRadius;
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_liveShakeSpeed = _shakeSpeed;
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_liveShakeSmoothness = _shakeSmoothness;
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_liveGhostEnabled = _enableGhostTrail;
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_liveGhostAlpha = _ghostAlpha;
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}
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private void Start()
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{
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_homePosition = transform.position;
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_localHomePosition = transform.localPosition;
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_baseScale = transform.localScale;
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if (_textComponent != null && !string.IsNullOrEmpty(_overrideText))
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_textComponent.text = _overrideText;
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SaveBaselineSnapshot();
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SetupGhostTrail();
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if (_enableOrganicShake)
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StartShake();
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StartShakeInternal();
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}
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private void OnEnable() => HallucinationLabelRegistry.Register(this);
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private void OnDisable() => HallucinationLabelRegistry.Unregister(this);
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private void Update()
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{
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if (_permanentlyHidden) return;
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if (_camera == null)
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{
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_camera = Camera.main;
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return;
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}
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if (_camera == null) { _camera = Camera.main; return; }
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// Low-frequency distance cull: skip all logic and disable renderers when out of range.
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// ── Distance cull ──────────────────────────────────────────────────
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_cullTimer += Time.deltaTime;
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if (_cullTimer >= _cullCheckInterval)
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{
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_cullTimer = 0f;
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bool shouldBeActive = Vector3.Distance(_camera.transform.position, _homePosition)
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<= _maxVisibleDistance + _fadeRange;
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bool shouldBeActive = Vector3.Distance(_camera.transform.position, transform.position)
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<= _maxVisibleDistance + _fadeRange;
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if (shouldBeActive != _isActive)
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{
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_isActive = shouldBeActive;
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_textComponent.enabled = _isActive;
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if (_ghostText != null) _ghostText.enabled = _isActive;
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// Reset fade-in so the label doesn't pop in abruptly.
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if (_ghostText != null) _ghostText.enabled = _isActive && _liveGhostEnabled;
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if (_isActive) _fadeInAlpha = 0f;
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}
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}
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@@ -178,19 +176,16 @@ namespace Unheimlich.Features.Dialogue.UI
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UpdatePosition();
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// Compute the distance-based alpha first so one-shot and attraction can read it.
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float dist = Vector3.Distance(_camera.transform.position, _homePosition);
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float dist = Vector3.Distance(_camera.transform.position, transform.position);
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float alpha = ComputeAlpha(dist) * _fadeInAlpha;
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// One-shot: track visibility and trigger permanent hide when the player walks away after seeing the label.
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// ── One-shot ───────────────────────────────────────────────────────
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if (_enableOneShot)
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{
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if (!_hasBeenSeen && alpha >= _seenAlphaThreshold)
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_hasBeenSeen = true;
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if (!_hasBeenSeen && alpha >= _seenAlphaThreshold) _hasBeenSeen = true;
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if (_hasBeenSeen && alpha <= 0f)
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{
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_permanentlyHidden = true;
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_permanentlyHidden = true;
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_textComponent.enabled = false;
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if (_ghostText != null) _ghostText.enabled = false;
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return;
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@@ -200,55 +195,149 @@ namespace Unheimlich.Features.Dialogue.UI
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UpdateCameraAttraction(alpha);
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ApplyAlpha(alpha);
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UpdateAdaptiveScale();
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if (_isShaking)
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UpdateShake();
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if (_isShaking) UpdateShake();
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UpdateGhostTrail();
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}
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// ── Position ───────────────────────────────────────────────────────────
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// ─── Public API — two-layer system ─────────────────────────────────────
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/// <summary>
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/// Pushes sanity-driven baseline values. Ignored while an override is active.
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/// Called every frame by HallucinationManager for labels within range.
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/// </summary>
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public void ApplyBaseline(float shakeRadius, float shakeSpeed, float shakeSmoothness,
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bool ghostEnabled, float ghostAlpha)
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{
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if (_overrideCoroutine != null) return;
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SetShakeParams(shakeRadius, shakeSpeed, shakeSmoothness);
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SetGhostTrail(ghostEnabled, ghostAlpha);
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// Keep snapshot fresh so revert after override is correct
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_baselineShakeRadius = shakeRadius;
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_baselineShakeSpeed = shakeSpeed;
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_baselineShakeSmoothness = shakeSmoothness;
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_baselineGhostEnabled = ghostEnabled;
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_baselineGhostAlpha = ghostAlpha;
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}
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/// <summary>
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/// Applies a timed override then reverts to the last baseline snapshot.
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/// Called by HallucinationEvent at trigger time.
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/// </summary>
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public void ApplyOverride(float shakeRadius, float shakeSpeed, float shakeSmoothness,
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bool ghostEnabled, float ghostAlpha,
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float duration)
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{
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if (_overrideCoroutine != null) StopCoroutine(_overrideCoroutine);
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_overrideCoroutine = StartCoroutine(OverrideRoutine(
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shakeRadius, shakeSpeed, shakeSmoothness,
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ghostEnabled, ghostAlpha, duration));
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}
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private IEnumerator OverrideRoutine(float shakeRadius, float shakeSpeed, float shakeSmoothness,
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bool ghostEnabled, float ghostAlpha, float duration)
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{
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SetShakeParams(shakeRadius, shakeSpeed, shakeSmoothness);
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SetGhostTrail(ghostEnabled, ghostAlpha);
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yield return new WaitForSeconds(duration);
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SetShakeParams(_baselineShakeRadius, _baselineShakeSpeed, _baselineShakeSmoothness);
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SetGhostTrail(_baselineGhostEnabled, _baselineGhostAlpha);
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_overrideCoroutine = null;
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}
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// ─── Low-level setters (public for editor tooling / direct calls) ───────
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public void SetShakeParams(float radius, float speed, float smoothness)
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{
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_liveShakeRadius = radius;
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_liveShakeSpeed = speed;
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_liveShakeSmoothness = smoothness;
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if (radius > 0f && !_isShaking) StartShakeInternal();
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else if (radius <= 0f) _isShaking = false;
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}
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public void SetGhostTrail(bool enabled, float alpha)
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{
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_liveGhostEnabled = enabled;
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_liveGhostAlpha = alpha;
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if (_ghostText != null) _ghostText.enabled = _isActive && enabled;
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}
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// ─── Existing API ──────────────────────────────────────────────────────
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public void SetText(string text)
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{
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_overrideText = text;
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if (_textComponent != null) _textComponent.text = text;
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if (_ghostText != null) _ghostText.text = text;
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}
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public void SetHomePosition(Vector3 worldPos)
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{
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_homePosition = worldPos;
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transform.position = worldPos;
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}
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public void ResetOneShot()
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{
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_hasBeenSeen = false;
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_permanentlyHidden = false;
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if (_textComponent != null) _textComponent.enabled = true;
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if (_ghostText != null) _ghostText.enabled = true;
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_fadeInAlpha = 0f;
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}
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// ─── Internals ─────────────────────────────────────────────────────────
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private void SaveBaselineSnapshot()
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{
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_baselineShakeRadius = _shakeRadius;
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_baselineShakeSpeed = _shakeSpeed;
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_baselineShakeSmoothness = _shakeSmoothness;
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_baselineGhostEnabled = _enableGhostTrail;
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_baselineGhostAlpha = _ghostAlpha;
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}
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private void UpdatePosition()
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{
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if (transform.parent != null)
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_homePosition = transform.parent.TransformPoint(_localHomePosition);
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Vector3 toHome = _homePosition - _camera.transform.position;
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float dist = toHome.magnitude;
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Vector3 basePos;
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if (dist < _minDistance && dist > 0.001f)
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basePos = _camera.transform.position + toHome.normalized * _minDistance;
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else
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basePos = _homePosition + _shakeOffset;
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Vector3 basePos = (dist < _minDistance && dist > 0.001f)
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? _camera.transform.position + toHome.normalized * _minDistance
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: _homePosition + _shakeOffset;
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transform.position = basePos + _attractionOffset;
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}
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// ── Visibility (distance fade) ─────────────────────────────────────────
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private void ApplyAlpha(float alpha)
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{
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if (_textComponent == null) return;
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if (_fadeInAlpha < 1f)
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_fadeInAlpha = Mathf.MoveTowards(_fadeInAlpha, 1f, Time.deltaTime / Mathf.Max(_fadeInDuration, 0.001f));
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_fadeInAlpha = Mathf.MoveTowards(_fadeInAlpha, 1f,
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Time.deltaTime / Mathf.Max(_fadeInDuration, 0.001f));
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SetTextAlpha(_textComponent, alpha);
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if (_ghostText != null)
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SetTextAlpha(_ghostText, alpha * _ghostAlpha);
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if (_ghostText != null && _liveGhostEnabled)
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SetTextAlpha(_ghostText, alpha * _liveGhostAlpha);
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}
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private float ComputeAlpha(float dist)
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{
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// Far fade-out
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if (dist >= _maxVisibleDistance)
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return 0f;
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if (dist >= _maxVisibleDistance) return 0f;
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float farFadeStart = _maxVisibleDistance - _fadeRange;
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if (dist > farFadeStart && _fadeRange > 0f)
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return 1f - (dist - farFadeStart) / _fadeRange;
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// Near fade-out
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float nearFadeEnd = _minDistance + _nearFadeRange;
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if (dist < nearFadeEnd && _nearFadeRange > 0f)
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return Mathf.Clamp01((dist - _minDistance) / _nearFadeRange);
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@@ -263,104 +352,62 @@ namespace Unheimlich.Features.Dialogue.UI
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text.color = c;
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}
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// ── Adaptive Scale ─────────────────────────────────────────────────────
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private void UpdateAdaptiveScale()
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{
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if (!_enableAdaptiveScale) return;
|
||||
|
||||
float dist = Vector3.Distance(_camera.transform.position, transform.position);
|
||||
float scaleFactor = Mathf.Clamp(dist / Mathf.Max(_referenceDistance, 0.001f), _minScaleFactor, _maxScaleFactor);
|
||||
float scaleFactor = Mathf.Clamp(dist / Mathf.Max(_referenceDistance, 0.001f),
|
||||
_minScaleFactor, _maxScaleFactor);
|
||||
transform.localScale = _baseScale * scaleFactor;
|
||||
|
||||
if (_ghostText != null)
|
||||
_ghostText.transform.localScale = transform.localScale;
|
||||
if (_ghostText != null) _ghostText.transform.localScale = transform.localScale;
|
||||
}
|
||||
|
||||
// ── Camera Attraction ──────────────────────────────────────────────────
|
||||
|
||||
/// <summary>
|
||||
/// Pulls the label toward the screen center when the player is looking near it.
|
||||
/// Strength uses a quadratic falloff so it only kicks in meaningfully
|
||||
/// when the gaze angle is truly small.
|
||||
/// </summary>
|
||||
private void UpdateCameraAttraction(float currentAlpha)
|
||||
{
|
||||
if (!_enableCameraAttraction)
|
||||
{
|
||||
_attractionOffset = Vector3.zero;
|
||||
return;
|
||||
}
|
||||
if (!_enableCameraAttraction) { _attractionOffset = Vector3.zero; return; }
|
||||
|
||||
// Direction from camera to the label's home position.
|
||||
Vector3 toLabel = _homePosition - _camera.transform.position;
|
||||
float dist = toLabel.magnitude;
|
||||
if (dist < 0.001f) { _attractionOffset = Vector3.zero; return; }
|
||||
|
||||
if (dist < 0.001f)
|
||||
{
|
||||
_attractionOffset = Vector3.zero;
|
||||
return;
|
||||
}
|
||||
|
||||
// Angle between the camera's forward direction and the direction to the label.
|
||||
float angleDeg = Vector3.Angle(_camera.transform.forward, toLabel.normalized);
|
||||
float t = Mathf.Clamp01(1f - angleDeg / Mathf.Max(_attractionAngle, 0.001f));
|
||||
float strength = t * t * currentAlpha;
|
||||
|
||||
// Quadratic falloff: 1 at angleDeg==0, 0 at angleDeg==_attractionAngle and beyond.
|
||||
float t = Mathf.Clamp01(1f - angleDeg / Mathf.Max(_attractionAngle, 0.001f));
|
||||
float strength = t * t; // quadratic — only strong when really close to center
|
||||
|
||||
// Also scale with the distance-based alpha so attraction is zero when the label is faded out.
|
||||
strength *= currentAlpha;
|
||||
|
||||
// Target offset: move the label to where Camera.forward ray at distance |toLabel| lands.
|
||||
Vector3 labelOnCenterRay = _camera.transform.position + _camera.transform.forward * dist;
|
||||
Vector3 targetOffset = (labelOnCenterRay - _homePosition) * strength;
|
||||
|
||||
// Clamp magnitude so it never overrides the home position completely.
|
||||
if (targetOffset.magnitude > _attractionMaxOffset)
|
||||
targetOffset = targetOffset.normalized * _attractionMaxOffset;
|
||||
|
||||
_attractionOffset = Vector3.Lerp(
|
||||
_attractionOffset,
|
||||
targetOffset,
|
||||
Time.deltaTime * _attractionSmoothness
|
||||
);
|
||||
_attractionOffset = Vector3.Lerp(_attractionOffset, targetOffset,
|
||||
Time.deltaTime * _attractionSmoothness);
|
||||
}
|
||||
|
||||
// ── Organic Shake ──────────────────────────────────────────────────────
|
||||
|
||||
private Vector3 RandomShakeTarget()
|
||||
{
|
||||
float scaledRadius = _shakeRadius * transform.localScale.x;
|
||||
Vector2 circle = Random.insideUnitCircle * scaledRadius;
|
||||
return new Vector3(circle.x, circle.y, 0f);
|
||||
}
|
||||
|
||||
private void StartShake()
|
||||
private void StartShakeInternal()
|
||||
{
|
||||
_isShaking = true;
|
||||
_shakeTimer = 0f;
|
||||
_shakeTarget = RandomShakeTarget();
|
||||
}
|
||||
|
||||
private void UpdateShake()
|
||||
private Vector3 RandomShakeTarget()
|
||||
{
|
||||
_shakeTimer += Time.deltaTime * _shakeSpeed;
|
||||
|
||||
if (_shakeTimer >= 1f)
|
||||
{
|
||||
_shakeTimer = 0f;
|
||||
_shakeTarget = RandomShakeTarget();
|
||||
}
|
||||
|
||||
_shakeOffset = Vector3.Lerp(_shakeOffset, _shakeTarget, Time.deltaTime * _shakeSmoothness);
|
||||
float scaledRadius = _liveShakeRadius * transform.localScale.x;
|
||||
Vector2 circle = Random.insideUnitCircle * scaledRadius;
|
||||
return new Vector3(circle.x, circle.y, 0f);
|
||||
}
|
||||
|
||||
// ── Ghost Trail ────────────────────────────────────────────────────────
|
||||
private void UpdateShake()
|
||||
{
|
||||
_shakeTimer += Time.deltaTime * _liveShakeSpeed;
|
||||
if (_shakeTimer >= 1f) { _shakeTimer = 0f; _shakeTarget = RandomShakeTarget(); }
|
||||
_shakeOffset = Vector3.Lerp(_shakeOffset, _shakeTarget, Time.deltaTime * _liveShakeSmoothness);
|
||||
}
|
||||
|
||||
private void SetupGhostTrail()
|
||||
{
|
||||
if (!_enableGhostTrail || _textComponent == null) return;
|
||||
// Ghost GO is always created when the feature might be enabled at runtime
|
||||
if (_textComponent == null) return;
|
||||
|
||||
GameObject ghostObj = new GameObject($"Ghost_{gameObject.name}");
|
||||
ghostObj.transform.SetParent(transform.parent, false);
|
||||
@@ -369,17 +416,13 @@ namespace Unheimlich.Features.Dialogue.UI
|
||||
ghostObj.transform.localScale = transform.localScale;
|
||||
ghostObj.layer = gameObject.layer;
|
||||
|
||||
_ghostText = ghostObj.AddComponent<TextMeshPro>();
|
||||
_ghostText.font = _textComponent.font;
|
||||
_ghostText.fontSize = _textComponent.fontSize;
|
||||
_ghostText.alignment = _textComponent.alignment;
|
||||
_ghostText.text = _textComponent.text;
|
||||
_ghostText.color = new Color(
|
||||
_textComponent.color.r,
|
||||
_textComponent.color.g,
|
||||
_textComponent.color.b,
|
||||
_ghostAlpha
|
||||
);
|
||||
_ghostText = ghostObj.AddComponent<TextMeshPro>();
|
||||
_ghostText.font = _textComponent.font;
|
||||
_ghostText.fontSize = _textComponent.fontSize;
|
||||
_ghostText.alignment = _textComponent.alignment;
|
||||
_ghostText.text = _textComponent.text;
|
||||
_ghostText.color = new Color(_textComponent.color.r, _textComponent.color.g,
|
||||
_textComponent.color.b, _liveGhostAlpha);
|
||||
|
||||
MeshRenderer mainRenderer = _textComponent.GetComponent<MeshRenderer>();
|
||||
MeshRenderer ghostRenderer = _ghostText.GetComponent<MeshRenderer>();
|
||||
@@ -390,59 +433,30 @@ namespace Unheimlich.Features.Dialogue.UI
|
||||
}
|
||||
|
||||
ghostObj.AddComponent<BillboardUI>();
|
||||
|
||||
// Start hidden — the manager or an override will enable it when needed
|
||||
_ghostText.enabled = _liveGhostEnabled;
|
||||
}
|
||||
|
||||
private void UpdateGhostTrail()
|
||||
{
|
||||
if (!_enableGhostTrail || _ghostText == null) return;
|
||||
if (!_liveGhostEnabled || _ghostText == null) return;
|
||||
|
||||
_historyTimer += Time.deltaTime;
|
||||
if (_historyTimer >= HISTORY_SAMPLE_RATE)
|
||||
{
|
||||
_positionHistory.Enqueue(transform.position);
|
||||
_historyTimer = 0f;
|
||||
|
||||
int maxSize = Mathf.CeilToInt(_ghostDelay / HISTORY_SAMPLE_RATE);
|
||||
while (_positionHistory.Count > maxSize)
|
||||
_positionHistory.Dequeue();
|
||||
while (_positionHistory.Count > maxSize) _positionHistory.Dequeue();
|
||||
}
|
||||
|
||||
Vector3 ghostPos = _positionHistory.Count > 0
|
||||
? _positionHistory.Peek()
|
||||
: transform.position;
|
||||
|
||||
Vector3 ghostPos = _positionHistory.Count > 0 ? _positionHistory.Peek() : transform.position;
|
||||
_ghostText.transform.position = ghostPos + _camera.transform.forward * _ghostDepthOffset;
|
||||
_ghostText.text = _textComponent.text;
|
||||
_ghostText.fontSize = _textComponent.fontSize;
|
||||
}
|
||||
|
||||
// ── Public API ─────────────────────────────────────────────────────────
|
||||
|
||||
/// <summary>Sets the displayed text at runtime.</summary>
|
||||
public void SetText(string text)
|
||||
{
|
||||
_overrideText = text;
|
||||
if (_textComponent != null) _textComponent.text = text;
|
||||
if (_ghostText != null) _ghostText.text = text;
|
||||
}
|
||||
|
||||
/// <summary>Teleports the label's home position without animation.</summary>
|
||||
public void SetHomePosition(Vector3 worldPos)
|
||||
{
|
||||
_homePosition = worldPos;
|
||||
transform.position = worldPos;
|
||||
}
|
||||
|
||||
/// <summary>Resets the one-shot state so the label can be seen again.</summary>
|
||||
public void ResetOneShot()
|
||||
{
|
||||
_hasBeenSeen = false;
|
||||
_permanentlyHidden = false;
|
||||
if (_textComponent != null) _textComponent.enabled = true;
|
||||
if (_ghostText != null) _ghostText.enabled = true;
|
||||
_fadeInAlpha = 0f;
|
||||
}
|
||||
|
||||
#if UNITY_EDITOR
|
||||
private void OnValidate()
|
||||
{
|
||||
|
||||
@@ -1,42 +1,86 @@
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using Unheimlich.Features.Dialogue.UI;
|
||||
|
||||
namespace Unheimlich.Features.Hallucination
|
||||
{
|
||||
// ─── Per-label override data ───────────────────────────────────────────────
|
||||
|
||||
/// <summary>
|
||||
/// Describes how a specific FloatingLabel should behave when a HallucinationEvent fires.
|
||||
/// </summary>
|
||||
[System.Serializable]
|
||||
public class FloatingLabelOverride
|
||||
{
|
||||
[Tooltip("The FloatingLabel to override when this event fires.")]
|
||||
public FloatingLabel Target;
|
||||
|
||||
[Header("Shake Override")]
|
||||
[Tooltip("Absolute shake radius applied during the override (world units). 0 = no shake.")]
|
||||
[Min(0f)] public float ShakeRadius = 0.15f;
|
||||
[Tooltip("Shake speed during the override.")]
|
||||
[Min(0f)] public float ShakeSpeed = 3f;
|
||||
[Tooltip("Shake smoothness during the override.")]
|
||||
[Min(0f)] public float ShakeSmoothness = 4f;
|
||||
|
||||
[Header("Ghost Trail Override")]
|
||||
public bool GhostEnabled = true;
|
||||
[Range(0f, 1f)] public float GhostAlpha = 0.5f;
|
||||
|
||||
[Header("Duration")]
|
||||
[Tooltip("How long the override lasts (seconds) before reverting to the sanity baseline.")]
|
||||
[Min(0f)] public float Duration = 2f;
|
||||
}
|
||||
|
||||
// ─── ScriptableObject ──────────────────────────────────────────────────────
|
||||
|
||||
/// <summary>
|
||||
/// ScriptableObject describing a discrete hallucination event.
|
||||
/// Configure in the inspector and pass to HallucinationManager.TriggerHallucinationEvent().
|
||||
///
|
||||
/// Ghost word spawn removed. Words live on FloatingLabel components in the scene.
|
||||
/// LabelOverrides targets specific labels with timed shake/ghost overrides.
|
||||
/// </summary>
|
||||
[CreateAssetMenu(fileName = "HallucinationEvent", menuName = "Unheimlich/Hallucination/Hallucination Event")]
|
||||
[CreateAssetMenu(
|
||||
fileName = "HallucinationEvent",
|
||||
menuName = "Unheimlich/Hallucination/Hallucination Event")]
|
||||
public class HallucinationEvent : ScriptableObject
|
||||
{
|
||||
[Header("Identity")]
|
||||
[Tooltip("Human-readable label for this event (used in logs and the inspector)")]
|
||||
[SerializeField] private string _label;
|
||||
|
||||
[Header("Ghost Word")]
|
||||
[Tooltip("Spawn a ghost word that moves toward the player")]
|
||||
[SerializeField] private bool _spawnGhostWord;
|
||||
|
||||
[Tooltip("Text displayed by the ghost word")]
|
||||
[SerializeField] private string _ghostWordText;
|
||||
|
||||
[Tooltip("World-space spawn position offset from the anchor point")]
|
||||
[SerializeField] private Vector3 _ghostWordSpawnOffset = new Vector3(0f, 1.5f, 2f);
|
||||
|
||||
[Tooltip("Duration before the ghost word disappears (seconds)")]
|
||||
[SerializeField] private float _ghostWordLifetime = 3f;
|
||||
|
||||
[Header("Sanity Cost")]
|
||||
[Tooltip("Sanity added to the player when this event fires (0 = no change)")]
|
||||
[SerializeField, Range(0f, 1f)] private float _sanityCost = 0f;
|
||||
|
||||
// ─── Public Accessors ──────────────────────────────────────────────────────
|
||||
[Header("Floating Label Overrides")]
|
||||
[Tooltip("One entry per FloatingLabel to affect when this event fires.")]
|
||||
[SerializeField] private List<FloatingLabelOverride> _labelOverrides = new();
|
||||
|
||||
public string Label => _label;
|
||||
public bool SpawnGhostWord => _spawnGhostWord;
|
||||
public string GhostWordText => _ghostWordText;
|
||||
public Vector3 GhostWordSpawnOffset => _ghostWordSpawnOffset;
|
||||
public float GhostWordLifetime => _ghostWordLifetime;
|
||||
public float SanityCost => _sanityCost;
|
||||
// ─── Public Accessors ──────────────────────────────────────────────────
|
||||
|
||||
public string Label => _label;
|
||||
public float SanityCost => _sanityCost;
|
||||
public IReadOnlyList<FloatingLabelOverride> LabelOverrides => _labelOverrides;
|
||||
|
||||
// ─── Internal ─────────────────────────────────────────────────────────
|
||||
|
||||
/// <summary>
|
||||
/// Pushes all label overrides onto their target FloatingLabels.
|
||||
/// Called by HallucinationManager.TriggerHallucinationEvent().
|
||||
/// </summary>
|
||||
internal void ApplyLabelOverrides()
|
||||
{
|
||||
foreach (FloatingLabelOverride entry in _labelOverrides)
|
||||
{
|
||||
if (entry.Target == null) continue;
|
||||
|
||||
entry.Target.ApplyOverride(
|
||||
entry.ShakeRadius,
|
||||
entry.ShakeSpeed,
|
||||
entry.ShakeSmoothness,
|
||||
entry.GhostEnabled,
|
||||
entry.GhostAlpha,
|
||||
entry.Duration);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
+35
@@ -0,0 +1,35 @@
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using Unheimlich.Features.Dialogue.UI;
|
||||
|
||||
namespace Unheimlich.Features.Hallucination
|
||||
{
|
||||
/// <summary>
|
||||
/// Static registry that FloatingLabel instances self-register into on OnEnable/OnDisable.
|
||||
/// Lets HallucinationManager iterate active labels in a radius without any FindObjectsOfType.
|
||||
/// </summary>
|
||||
public static class HallucinationLabelRegistry
|
||||
{
|
||||
private static readonly HashSet<FloatingLabel> _labels = new();
|
||||
|
||||
public static void Register(FloatingLabel label) => _labels.Add(label);
|
||||
public static void Unregister(FloatingLabel label) => _labels.Remove(label);
|
||||
|
||||
/// <summary>
|
||||
/// Returns all registered labels whose transform is within <paramref name="radius"/>
|
||||
/// of <paramref name="center"/>. Results are written into <paramref name="results"/>
|
||||
/// (which is cleared first) to avoid allocations per call.
|
||||
/// </summary>
|
||||
public static void GetLabelsInRadius(Vector3 center, float radius, List<FloatingLabel> results)
|
||||
{
|
||||
results.Clear();
|
||||
float sqrRadius = radius * radius;
|
||||
foreach (FloatingLabel label in _labels)
|
||||
{
|
||||
if (label == null) continue;
|
||||
if ((label.transform.position - center).sqrMagnitude <= sqrRadius)
|
||||
results.Add(label);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
+2
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 63e30fb837ed3ab4182c89a053c11a6a
|
||||
+117
-111
@@ -3,41 +3,27 @@ using UnityEngine.Rendering;
|
||||
using UnityEngine.Rendering.Universal;
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using Unheimlich.Core;
|
||||
using Unheimlich.Features.Dialogue.UI;
|
||||
|
||||
namespace Unheimlich.Features.Hallucination
|
||||
{
|
||||
/// <summary>
|
||||
/// Central manager for the hallucination system.
|
||||
/// Tracks the player's sanity level (0 = sane, 1 = fully insane) and drives all
|
||||
/// hallucination effects: individual URP post-process overrides (with lerp), word shake
|
||||
/// intensity, and ghost-word visibility via the HallucinationWordSpawner.
|
||||
///
|
||||
/// Effects are applied directly on VolumeProfile overrides rather than on volume.weight,
|
||||
/// so multiple volumes coexist without parameter conflicts.
|
||||
/// </summary>
|
||||
public class HallucinationManager : Singleton<HallucinationManager>
|
||||
{
|
||||
// ─── Constants ─────────────────────────────────────────────────────────────
|
||||
|
||||
private const float MinSanity = 0f;
|
||||
private const float MaxSanity = 1f;
|
||||
|
||||
// ─── Inspector ─────────────────────────────────────────────────────────────
|
||||
|
||||
[Header("Sanity")]
|
||||
[Tooltip("Starting sanity level (0 = sane, 1 = fully insane)")]
|
||||
[SerializeField, Range(0f, 1f)] private float _initialSanity = 0f;
|
||||
|
||||
[Tooltip("Sanity naturally recovers over time at this rate per second (0 = no recovery)")]
|
||||
[SerializeField, Range(0f, 0.1f)] private float _sanityRecoveryRate = 0f;
|
||||
|
||||
[Header("Effect Lerp")]
|
||||
[Tooltip("Speed at which visual effects lerp toward the target sanity value")]
|
||||
[SerializeField] private float _effectLerpSpeed = 2f;
|
||||
|
||||
[Header("URP Post-Process Volume")]
|
||||
[Tooltip("Volume containing the hallucination overrides (Chromatic Aberration, Lens Distortion, etc.)")]
|
||||
[SerializeField] private Volume _hallucinationVolume;
|
||||
|
||||
[Header("Chromatic Aberration")]
|
||||
@@ -62,151 +48,175 @@ namespace Unheimlich.Features.Hallucination
|
||||
|
||||
[Header("Bloom")]
|
||||
[SerializeField] private bool _driveBloom = true;
|
||||
[Tooltip("Bloom intensity at sanity = 0")]
|
||||
[SerializeField, Min(0f)] private float _bloomIntensityMin = 0f;
|
||||
[Tooltip("Bloom intensity at sanity = 1")]
|
||||
[SerializeField, Min(0f)] private float _bloomIntensityMax = 1f;
|
||||
[Tooltip("Bloom threshold at sanity = 0 — raise this to suppress any bleed at zero sanity")]
|
||||
[SerializeField, Min(0f)] private float _bloomThresholdMin = 1f;
|
||||
[Tooltip("Bloom threshold at sanity = 1")]
|
||||
[SerializeField, Min(0f)] private float _bloomThresholdMax = 0.5f;
|
||||
[Tooltip("Bloom scatter (spread) at sanity = 0")]
|
||||
[SerializeField, Min(0f)] private float _bloomIntensityMin = 0f;
|
||||
[SerializeField, Min(0f)] private float _bloomIntensityMax = 1f;
|
||||
[SerializeField, Min(0f)] private float _bloomThresholdMin = 1f;
|
||||
[SerializeField, Min(0f)] private float _bloomThresholdMax = 0.5f;
|
||||
[SerializeField, Range(0f, 1f)] private float _bloomScatterMin = 0f;
|
||||
[Tooltip("Bloom scatter (spread) at sanity = 1")]
|
||||
[SerializeField, Range(0f, 1f)] private float _bloomScatterMax = 0.7f;
|
||||
[Tooltip("Bloom dirt texture intensity at sanity = 0")]
|
||||
[SerializeField, Min(0f)] private float _bloomDirtIntensityMin = 0f;
|
||||
[Tooltip("Bloom dirt texture intensity at sanity = 1")]
|
||||
[SerializeField, Min(0f)] private float _bloomDirtIntensityMax = 0f;
|
||||
|
||||
[Header("Word Shake")]
|
||||
[Tooltip("Baseline shake multiplier at sanity = 0")]
|
||||
[SerializeField] private float _shakeMultiplierAtZero = 1f;
|
||||
[Header("Floating Label — Baseline Influence")]
|
||||
[Tooltip("Labels within this radius of the player receive the sanity-driven baseline.")]
|
||||
[SerializeField, Min(0f)] private float _labelInfluenceRadius = 12f;
|
||||
|
||||
[Tooltip("Max shake multiplier at sanity = 1")]
|
||||
[SerializeField] private float _shakeMultiplierAtOne = 3f;
|
||||
[Header("Floating Label — Shake")]
|
||||
[Tooltip("Shake radius applied to labels at sanity = 0.")]
|
||||
[SerializeField, Min(0f)] private float _labelShakeRadiusAtZero = 0f;
|
||||
[SerializeField, Min(0f)] private float _labelShakeSpeedAtZero = 1.5f;
|
||||
[SerializeField, Min(0f)] private float _labelShakeSmoothnessAtZero = 2f;
|
||||
|
||||
[Tooltip("Shake radius applied to labels at sanity = 1.")]
|
||||
[SerializeField, Min(0f)] private float _labelShakeRadiusAtOne = 0.2f;
|
||||
[SerializeField, Min(0f)] private float _labelShakeSpeedAtOne = 4f;
|
||||
[SerializeField, Min(0f)] private float _labelShakeSmoothnessAtOne = 5f;
|
||||
|
||||
[Header("Floating Label — Ghost Trail")]
|
||||
[SerializeField] private bool _ghostEnabledAtZero = false;
|
||||
[SerializeField] private bool _ghostEnabledAtOne = true;
|
||||
[SerializeField, Range(0f, 1f)] private float _ghostAlphaMin = 0.1f;
|
||||
[SerializeField, Range(0f, 1f)] private float _ghostAlphaMax = 0.5f;
|
||||
|
||||
[Header("Word Shake (legacy — for other systems)")]
|
||||
[SerializeField] private float _shakeMultiplierLegacyAtZero = 1f;
|
||||
[SerializeField] private float _shakeMultiplierLegacyAtOne = 3f;
|
||||
|
||||
[Header("Debug")]
|
||||
[SerializeField] private bool _debugMode;
|
||||
|
||||
// ─── State ─────────────────────────────────────────────────────────────────
|
||||
// ─── State ─────────────────────────────────────────────────────────────
|
||||
|
||||
private float _currentSanity;
|
||||
private float _displayedSanity; // lerped value used for visual effects
|
||||
private float _currentSanity;
|
||||
private float _displayedSanity;
|
||||
private Coroutine _lerpCoroutine;
|
||||
private bool _vignetteExternallyOverridden;
|
||||
|
||||
// External systems can suppress the hallucination vignette (e.g. diapason listening mode).
|
||||
private bool _vignetteExternallyOverridden;
|
||||
|
||||
// Cached volume overrides
|
||||
private ChromaticAberration _chromaticAberration;
|
||||
private LensDistortion _lensDistortion;
|
||||
private Vignette _vignette;
|
||||
private FilmGrain _filmGrain;
|
||||
private Bloom _bloom;
|
||||
private LensDistortion _lensDistortion;
|
||||
private Vignette _vignette;
|
||||
private FilmGrain _filmGrain;
|
||||
private Bloom _bloom;
|
||||
|
||||
// ─── Public API ────────────────────────────────────────────────────────────
|
||||
private Transform _playerTransform;
|
||||
private readonly List<FloatingLabel> _labelsInRange = new();
|
||||
|
||||
// ─── Public API ────────────────────────────────────────────────────────
|
||||
|
||||
/// <summary>Current logical sanity level in [0, 1]. 0 = sane, 1 = fully insane.</summary>
|
||||
public float SanityLevel => _currentSanity;
|
||||
|
||||
/// <summary>
|
||||
/// Word shake multiplier computed from the lerped display sanity (smooth).
|
||||
/// </summary>
|
||||
public float WordShakeMultiplier =>
|
||||
Mathf.Lerp(_shakeMultiplierAtZero, _shakeMultiplierAtOne, _displayedSanity);
|
||||
Mathf.Lerp(_shakeMultiplierLegacyAtZero, _shakeMultiplierLegacyAtOne, _displayedSanity);
|
||||
|
||||
/// <summary>Raised whenever the logical sanity level changes. Payload is the new value in [0, 1].</summary>
|
||||
public event Action<float> OnSanityChanged;
|
||||
|
||||
/// <summary>Raised when a discrete hallucination event is triggered (e.g. ghost word appears).</summary>
|
||||
public event Action<float> OnSanityChanged;
|
||||
public event Action<HallucinationEvent> OnHallucinationTriggered;
|
||||
|
||||
// ─── Lifecycle ─────────────────────────────────────────────────────────────
|
||||
// ─── Lifecycle ─────────────────────────────────────────────────────────
|
||||
|
||||
protected override void OnAwake()
|
||||
{
|
||||
_currentSanity = Mathf.Clamp(_initialSanity, MinSanity, MaxSanity);
|
||||
_currentSanity = Mathf.Clamp(_initialSanity, MinSanity, MaxSanity);
|
||||
_displayedSanity = _currentSanity;
|
||||
CacheVolumeOverrides();
|
||||
ApplyEffectsImmediate(_currentSanity);
|
||||
ApplyPostProcessImmediate(_currentSanity);
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
if (_sanityRecoveryRate > 0f && _currentSanity > MinSanity)
|
||||
SetSanity(_currentSanity - _sanityRecoveryRate * Time.deltaTime);
|
||||
|
||||
DriveFloatingLabelBaseline();
|
||||
}
|
||||
|
||||
// ─── Public Methods ────────────────────────────────────────────────────────
|
||||
// ─── Public Methods ────────────────────────────────────────────────────
|
||||
|
||||
/// <summary>
|
||||
/// Increases the sanity level by <paramref name="amount"/> (clamped to [0, 1]).
|
||||
/// Effects lerp smoothly to the new value.
|
||||
/// </summary>
|
||||
public void AddInsanity(float amount)
|
||||
{
|
||||
SetSanity(_currentSanity + amount);
|
||||
}
|
||||
public void AddInsanity(float amount) => SetSanity(_currentSanity + amount);
|
||||
|
||||
/// <summary>
|
||||
/// Directly sets the logical sanity level. Effects lerp smoothly to the new value.
|
||||
/// </summary>
|
||||
public void SetSanity(float value)
|
||||
{
|
||||
float clamped = Mathf.Clamp(value, MinSanity, MaxSanity);
|
||||
|
||||
if (Mathf.Approximately(clamped, _currentSanity))
|
||||
return;
|
||||
if (Mathf.Approximately(clamped, _currentSanity)) return;
|
||||
|
||||
_currentSanity = clamped;
|
||||
OnSanityChanged?.Invoke(_currentSanity);
|
||||
|
||||
if (_debugMode)
|
||||
Debug.Log($"[HallucinationManager] Sanity → {_currentSanity:F2}", this);
|
||||
|
||||
if (_debugMode) Debug.Log($"[HallucinationManager] Sanity → {_currentSanity:F2}", this);
|
||||
RestartLerp();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Suppresses the hallucination vignette so an external system (e.g. diapason) can
|
||||
/// take full control of vignette without additive blending artefacts.
|
||||
/// Call with <c>false</c> when the external system is done.
|
||||
/// </summary>
|
||||
public void SetVignetteOverriddenExternally(bool overridden)
|
||||
{
|
||||
_vignetteExternallyOverridden = overridden;
|
||||
|
||||
// Apply immediately so the vignette drops to zero without waiting for the lerp coroutine
|
||||
if (_vignette != null)
|
||||
_vignette.intensity.value = overridden ? 0f : Mathf.Lerp(_vignetteMin, _vignetteMax, _displayedSanity);
|
||||
_vignette.intensity.value = overridden
|
||||
? 0f
|
||||
: Mathf.Lerp(_vignetteMin, _vignetteMax, _displayedSanity);
|
||||
}
|
||||
|
||||
/// <summary>Fires a discrete hallucination event (ghost word, vision flash, etc.).</summary>
|
||||
/// <summary>
|
||||
/// Fires a discrete hallucination event:
|
||||
/// 1. Applies SanityCost.
|
||||
/// 2. Dispatches per-label overrides defined in the event asset.
|
||||
/// 3. Raises OnHallucinationTriggered.
|
||||
/// </summary>
|
||||
public void TriggerHallucinationEvent(HallucinationEvent hallucinationEvent)
|
||||
{
|
||||
if (hallucinationEvent == null)
|
||||
{
|
||||
Debug.LogError("[HallucinationManager] Attempted to trigger a null HallucinationEvent!", this);
|
||||
Debug.LogError("[HallucinationManager] Null HallucinationEvent!", this);
|
||||
return;
|
||||
}
|
||||
|
||||
if (hallucinationEvent.SanityCost > 0f)
|
||||
AddInsanity(hallucinationEvent.SanityCost);
|
||||
|
||||
hallucinationEvent.ApplyLabelOverrides();
|
||||
|
||||
if (_debugMode)
|
||||
Debug.Log($"[HallucinationManager] Event: {hallucinationEvent.name}", this);
|
||||
Debug.Log($"[HallucinationManager] Event: {hallucinationEvent.Label} " +
|
||||
$"({hallucinationEvent.LabelOverrides.Count} label overrides)", this);
|
||||
|
||||
OnHallucinationTriggered?.Invoke(hallucinationEvent);
|
||||
}
|
||||
|
||||
// ─── Lerp ──────────────────────────────────────────────────────────────────
|
||||
// ─── Floating Label Baseline ───────────────────────────────────────────
|
||||
|
||||
private void DriveFloatingLabelBaseline()
|
||||
{
|
||||
EnsurePlayerTransform();
|
||||
if (_playerTransform == null) return;
|
||||
|
||||
HallucinationLabelRegistry.GetLabelsInRadius(
|
||||
_playerTransform.position, _labelInfluenceRadius, _labelsInRange);
|
||||
|
||||
float t = _displayedSanity;
|
||||
|
||||
float shakeRadius = Mathf.Lerp(_labelShakeRadiusAtZero, _labelShakeRadiusAtOne, t);
|
||||
float shakeSpeed = Mathf.Lerp(_labelShakeSpeedAtZero, _labelShakeSpeedAtOne, t);
|
||||
float shakeSmoothness = Mathf.Lerp(_labelShakeSmoothnessAtZero, _labelShakeSmoothnessAtOne, t);
|
||||
bool ghostEnabled = t >= 0.5f ? _ghostEnabledAtOne : _ghostEnabledAtZero;
|
||||
float ghostAlpha = Mathf.Lerp(_ghostAlphaMin, _ghostAlphaMax, t);
|
||||
|
||||
foreach (FloatingLabel label in _labelsInRange)
|
||||
{
|
||||
label.ApplyBaseline(shakeRadius, shakeSpeed, shakeSmoothness, ghostEnabled, ghostAlpha);
|
||||
}
|
||||
}
|
||||
|
||||
private void EnsurePlayerTransform()
|
||||
{
|
||||
if (_playerTransform != null) return;
|
||||
if (Unheimlich.Features.Player.PlayerController.Instance != null)
|
||||
_playerTransform = Unheimlich.Features.Player.PlayerController.Instance.transform;
|
||||
else if (Camera.main != null)
|
||||
_playerTransform = Camera.main.transform;
|
||||
}
|
||||
|
||||
// ─── Lerp ──────────────────────────────────────────────────────────────
|
||||
|
||||
private void RestartLerp()
|
||||
{
|
||||
if (_lerpCoroutine != null)
|
||||
StopCoroutine(_lerpCoroutine);
|
||||
|
||||
if (_lerpCoroutine != null) StopCoroutine(_lerpCoroutine);
|
||||
_lerpCoroutine = StartCoroutine(LerpEffects());
|
||||
}
|
||||
|
||||
@@ -214,22 +224,21 @@ namespace Unheimlich.Features.Hallucination
|
||||
{
|
||||
while (!Mathf.Approximately(_displayedSanity, _currentSanity))
|
||||
{
|
||||
_displayedSanity = Mathf.MoveTowards(_displayedSanity, _currentSanity, _effectLerpSpeed * Time.deltaTime);
|
||||
ApplyEffectsImmediate(_displayedSanity);
|
||||
_displayedSanity = Mathf.MoveTowards(
|
||||
_displayedSanity, _currentSanity, _effectLerpSpeed * Time.deltaTime);
|
||||
ApplyPostProcessImmediate(_displayedSanity);
|
||||
yield return null;
|
||||
}
|
||||
|
||||
_displayedSanity = _currentSanity;
|
||||
ApplyEffectsImmediate(_displayedSanity);
|
||||
ApplyPostProcessImmediate(_displayedSanity);
|
||||
_lerpCoroutine = null;
|
||||
}
|
||||
|
||||
// ─── Effects ───────────────────────────────────────────────────────────────
|
||||
// ─── Post-Process Effects ──────────────────────────────────────────────
|
||||
|
||||
private void CacheVolumeOverrides()
|
||||
{
|
||||
if (_hallucinationVolume == null || _hallucinationVolume.profile == null)
|
||||
return;
|
||||
if (_hallucinationVolume == null || _hallucinationVolume.profile == null) return;
|
||||
|
||||
_hallucinationVolume.profile.TryGet(out _chromaticAberration);
|
||||
_hallucinationVolume.profile.TryGet(out _lensDistortion);
|
||||
@@ -237,20 +246,19 @@ namespace Unheimlich.Features.Hallucination
|
||||
_hallucinationVolume.profile.TryGet(out _filmGrain);
|
||||
_hallucinationVolume.profile.TryGet(out _bloom);
|
||||
|
||||
// Keep volume weight at 1 permanently — we write individual override values directly.
|
||||
// The hallucination volume must be on its OWN dedicated VolumeProfile, separate from
|
||||
// the dialogue blur volume, to avoid weight conflicts between the two systems.
|
||||
_hallucinationVolume.weight = 1f;
|
||||
_hallucinationVolume.weight = 1f;
|
||||
_hallucinationVolume.enabled = true;
|
||||
}
|
||||
|
||||
private void ApplyEffectsImmediate(float t)
|
||||
private void ApplyPostProcessImmediate(float t)
|
||||
{
|
||||
if (_driveChromaticAberration && _chromaticAberration != null)
|
||||
_chromaticAberration.intensity.value = Mathf.Lerp(_chromaticAberrationMin, _chromaticAberrationMax, t);
|
||||
_chromaticAberration.intensity.value =
|
||||
Mathf.Lerp(_chromaticAberrationMin, _chromaticAberrationMax, t);
|
||||
|
||||
if (_driveLensDistortion && _lensDistortion != null)
|
||||
_lensDistortion.intensity.value = Mathf.Lerp(_lensDistortionMin, _lensDistortionMax, t);
|
||||
_lensDistortion.intensity.value =
|
||||
Mathf.Lerp(_lensDistortionMin, _lensDistortionMax, t);
|
||||
|
||||
if (_driveVignette && _vignette != null && !_vignetteExternallyOverridden)
|
||||
_vignette.intensity.value = Mathf.Lerp(_vignetteMin, _vignetteMax, t);
|
||||
@@ -260,13 +268,11 @@ namespace Unheimlich.Features.Hallucination
|
||||
|
||||
if (_driveBloom && _bloom != null)
|
||||
{
|
||||
// Drive all bloom parameters that can independently cause it to appear.
|
||||
// intensity alone is not enough — threshold=0 or scatter>0 can bleed through.
|
||||
_bloom.intensity.value = Mathf.Lerp(_bloomIntensityMin, _bloomIntensityMax, t);
|
||||
_bloom.threshold.value = Mathf.Lerp(_bloomThresholdMin, _bloomThresholdMax, t);
|
||||
_bloom.scatter.value = Mathf.Lerp(_bloomScatterMin, _bloomScatterMax, t);
|
||||
_bloom.intensity.value = Mathf.Lerp(_bloomIntensityMin, _bloomIntensityMax, t);
|
||||
_bloom.threshold.value = Mathf.Lerp(_bloomThresholdMin, _bloomThresholdMax, t);
|
||||
_bloom.scatter.value = Mathf.Lerp(_bloomScatterMin, _bloomScatterMax, t);
|
||||
_bloom.dirtIntensity.value = Mathf.Lerp(_bloomDirtIntensityMin, _bloomDirtIntensityMax, t);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
+21
-25
@@ -5,24 +5,21 @@ namespace Unheimlich.Features.Hallucination
|
||||
{
|
||||
/// <summary>
|
||||
/// 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.
|
||||
/// Ghost-word spawn removed — words live on FloatingLabel components in the scene.
|
||||
/// SetEvent() lets InfiniteStaircaseController inject the right event per slot at runtime.
|
||||
/// </summary>
|
||||
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;
|
||||
[SerializeField] private bool _retriggerable = false;
|
||||
[SerializeField] private float _delay = 0f;
|
||||
|
||||
[Header("Sanity")]
|
||||
[Tooltip("Amount of insanity added when the zone fires (0 = no change)")]
|
||||
[Tooltip("Insanity added when the zone fires, on top of any SanityCost on the event.")]
|
||||
[SerializeField, Range(0f, 1f)] private float _insanityAmount = 0f;
|
||||
|
||||
[Header("Hallucination Event")]
|
||||
[Tooltip("Optional discrete hallucination event (ghost word, vision flash, etc.)")]
|
||||
[Tooltip("Overridable at runtime via SetEvent().")]
|
||||
[SerializeField] private HallucinationEvent _hallucinationEvent;
|
||||
|
||||
[Header("Debug")]
|
||||
@@ -32,39 +29,38 @@ namespace Unheimlich.Features.Hallucination
|
||||
|
||||
protected override void OnPlayerEntered(Collider playerCollider)
|
||||
{
|
||||
if (_delay > 0f)
|
||||
Invoke(nameof(Fire), _delay);
|
||||
else
|
||||
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>
|
||||
/// <summary>Overrides the event at runtime. Pass null to disable.</summary>
|
||||
public void SetEvent(HallucinationEvent hallucinationEvent) =>
|
||||
_hallucinationEvent = hallucinationEvent;
|
||||
|
||||
/// <summary>Fires the hallucination. Can be called from external scripts or UnityEvents.</summary>
|
||||
public void Fire()
|
||||
{
|
||||
if (HallucinationManager.Instance == null)
|
||||
{
|
||||
Debug.LogError("[HallucinationTriggerZone] HallucinationManager not found in scene!", this);
|
||||
Debug.LogError("[HallucinationTriggerZone] HallucinationManager not found!", this);
|
||||
return;
|
||||
}
|
||||
|
||||
if (_insanityAmount > 0f)
|
||||
{
|
||||
HallucinationManager.Instance.AddInsanity(_insanityAmount);
|
||||
|
||||
if (_debugMode)
|
||||
Debug.Log($"[HallucinationTriggerZone] Added {_insanityAmount:F2} insanity on '{gameObject.name}'.", this);
|
||||
if (_debugMode) Debug.Log($"[HallucinationTriggerZone] +{_insanityAmount:F2} insanity.", this);
|
||||
}
|
||||
|
||||
if (_hallucinationEvent != null)
|
||||
{
|
||||
HallucinationManager.Instance.TriggerHallucinationEvent(_hallucinationEvent);
|
||||
|
||||
if (_debugMode)
|
||||
Debug.Log($"[HallucinationTriggerZone] Fired event: {_hallucinationEvent.Label}", this);
|
||||
if (_debugMode) Debug.Log($"[HallucinationTriggerZone] Event: {_hallucinationEvent.Label}", this);
|
||||
}
|
||||
else if (_debugMode)
|
||||
{
|
||||
Debug.Log($"[HallucinationTriggerZone] No event on '{gameObject.name}'.", this);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
+15
-237
@@ -1,248 +1,26 @@
|
||||
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.
|
||||
/// DEPRECATED — Ghost word spawning has been removed from the hallucination system.
|
||||
///
|
||||
/// Words are now FloatingLabel components placed directly in the scene (on stair prefabs
|
||||
/// or world props). Their behaviour (shake, ghost trail) is driven at runtime by
|
||||
/// HallucinationManager (baseline, sanity-lerped) and HallucinationEvent (timed overrides).
|
||||
///
|
||||
/// This script is kept as an empty stub so existing scene references don't break.
|
||||
/// It can safely be removed from any GameObject it was attached to.
|
||||
/// </summary>
|
||||
[DisallowMultipleComponent]
|
||||
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()
|
||||
private void Awake()
|
||||
{
|
||||
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;
|
||||
Debug.LogWarning(
|
||||
"[HallucinationWordSpawner] This component is deprecated and does nothing. " +
|
||||
"Remove it from the scene and use FloatingLabel + HallucinationEvent overrides instead.",
|
||||
this);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,54 +1,118 @@
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using Unheimlich.Features.Player;
|
||||
using Unheimlich.Features.Hallucination;
|
||||
|
||||
namespace Unheimlich.World.Environment
|
||||
{
|
||||
// ─── Data ─────────────────────────────────────────────────────────────────────
|
||||
|
||||
/// <summary>
|
||||
/// Configuration for a single stair slot.
|
||||
/// Slot indices are relative: 0 = ground level, positive = up, negative = down.
|
||||
/// </summary>
|
||||
[System.Serializable]
|
||||
public class StaircaseSlotData
|
||||
{
|
||||
[Tooltip("Slot index this data applies to. 0 = ground, positive = up, negative = down.")]
|
||||
public int SlotIndex;
|
||||
|
||||
[Tooltip("Word displayed on the FloatingLabel of this segment.")]
|
||||
public string Word;
|
||||
|
||||
[Tooltip("Optional hallucination event fired when the player enters this segment's zone.")]
|
||||
public HallucinationEvent HallucinationEvent;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// ScriptableObject holding the full word/event sequence for one staircase.
|
||||
/// Create via Assets > Create > Unheimlich > Hallucination > Staircase Sequence Data.
|
||||
/// </summary>
|
||||
[CreateAssetMenu(
|
||||
fileName = "StaircaseSequenceData",
|
||||
menuName = "Unheimlich/Hallucination/Staircase Sequence Data")]
|
||||
public class StaircaseSequenceData : ScriptableObject
|
||||
{
|
||||
[Tooltip("Per-slot configuration. Slots not listed here get no word and no event.")]
|
||||
public List<StaircaseSlotData> Slots = new();
|
||||
}
|
||||
|
||||
// ─── Controller ───────────────────────────────────────────────────────────────
|
||||
|
||||
public class InfiniteStaircaseController : MonoBehaviour
|
||||
{
|
||||
// ─── Prefabs ─────────────────────────────────────────────────────────
|
||||
|
||||
[Header("Stair Prefabs")]
|
||||
[Tooltip("Segment standard utilisé pour remplir la tour.")]
|
||||
[Tooltip("Standard segment used to fill the tower.")]
|
||||
[SerializeField] private GameObject _stairPrefab;
|
||||
|
||||
[Tooltip("Segment toujours placé tout en HAUT de la tour (slot +maxIterationsUp).")]
|
||||
[Tooltip("Segment always placed at the very TOP of the tower (slot +maxIterationsUp).")]
|
||||
[SerializeField] private GameObject _stairTopPrefab;
|
||||
|
||||
[Tooltip("Segment toujours placé tout en BAS de la tour (slot -maxIterationsDown).")]
|
||||
[Tooltip("Segment always placed at the very BOTTOM of the tower (slot -maxIterationsDown).")]
|
||||
[SerializeField] private GameObject _stairBottomPrefab;
|
||||
|
||||
[Tooltip("Si true, le premier enfant avec renderers est réutilisé comme slot 0.")]
|
||||
[Tooltip("If true, the first child with renderers is reused as slot 0 instead of being instantiated from the prefab.")]
|
||||
[SerializeField] private bool _useExistingChildAsBase = true;
|
||||
|
||||
// ─── Iterations ──────────────────────────────────────────────────────
|
||||
|
||||
[Header("Iterations")]
|
||||
[Tooltip("Nombre de segments au-dessus du sol (montée).")]
|
||||
[Tooltip("Number of segments above ground level (upward traversal).")]
|
||||
[SerializeField] private int _maxIterationsUp = 4;
|
||||
|
||||
[Tooltip("Nombre de segments en-dessous du sol (descente).")]
|
||||
[Tooltip("Number of segments below ground level (downward traversal).")]
|
||||
[SerializeField] private int _maxIterationsDown = 4;
|
||||
|
||||
// ─── Segment Bounds ──────────────────────────────────────────────────
|
||||
|
||||
[Header("Segment Bounds — Auto-Detection")]
|
||||
[Tooltip("Renderer of the central column mesh. When assigned, segment height is read from its world bounds.")]
|
||||
[SerializeField] private Renderer _centralColumnRenderer;
|
||||
|
||||
[Tooltip("Fallback segment height (m) used when no central column renderer is assigned.")]
|
||||
[SerializeField] private float _segmentHeight = 4.82f;
|
||||
|
||||
[Tooltip("Y offset added to the segment height for fine-tuning snapping.")]
|
||||
[SerializeField] private float _segmentHeightOffset = 0f;
|
||||
|
||||
// ─── Scroll Control ───────────────────────────────────────────────────
|
||||
|
||||
[Header("Scroll Speed Control")]
|
||||
[Tooltip("Proportional gain: scroll speed (m/s) per metre of player deviation from the trigger center.")]
|
||||
[SerializeField] private float _correctionGain = 4f;
|
||||
|
||||
[Tooltip("Maximum tower scroll speed in m/s.")]
|
||||
[SerializeField] private float _maxScrollSpeed = 8f;
|
||||
|
||||
[Tooltip("SmoothDamp time for scroll speed transitions — prevents sudden jolts.")]
|
||||
[SerializeField] private float _scrollSmoothTime = 0.1f;
|
||||
|
||||
// ─── Rotation Offset ─────────────────────────────────────────────────
|
||||
|
||||
[Header("Rotation Offset")]
|
||||
[Tooltip("Y rotation applied to every spawned segment around its geometric bounds center.")]
|
||||
[SerializeField] private float _segmentRotationOffsetY = 0f;
|
||||
|
||||
// ─── Hallucination / Word Data ────────────────────────────────────────
|
||||
|
||||
[Header("Hallucination — Word & Event Data")]
|
||||
[Tooltip("ScriptableObject holding word + event data per slot. " +
|
||||
"Recommended: create a StaircaseSequenceData asset and assign it here.")]
|
||||
[SerializeField] private StaircaseSequenceData _sequenceData;
|
||||
|
||||
[Space]
|
||||
[Tooltip("When true, the word for each slot is picked randomly from _randomWordPool instead of from _sequenceData.")]
|
||||
[SerializeField] private bool _useRandomWords = false;
|
||||
|
||||
[Tooltip("Pool of words to pick from when _useRandomWords is enabled.")]
|
||||
[SerializeField] private List<string> _randomWordPool = new();
|
||||
|
||||
[Tooltip("HallucinationEvent applied to all slots when _useRandomWords is enabled " +
|
||||
"(slot-specific events from _sequenceData are ignored in random mode).")]
|
||||
[SerializeField] private HallucinationEvent _randomModeEvent;
|
||||
|
||||
// ─── Debug ───────────────────────────────────────────────────────────
|
||||
|
||||
[Header("Debug")]
|
||||
@@ -60,10 +124,23 @@ namespace Unheimlich.World.Environment
|
||||
private StairState _currentState = StairState.Idle;
|
||||
|
||||
private Transform _playerTransform;
|
||||
|
||||
/// <summary>Single parent moved to scroll the entire tower at once.</summary>
|
||||
private Transform _towerRoot;
|
||||
|
||||
/// <summary>World Y of the trigger collider center, cached on Awake.</summary>
|
||||
private float _triggerCenterWorldY;
|
||||
|
||||
/// <summary>True when the player entered the trigger from below (travelling upward).</summary>
|
||||
private bool _enteredFromBelow;
|
||||
|
||||
/// <summary>
|
||||
/// towerRoot.localPosition.y threshold signalling stock exhaustion.
|
||||
/// Negative when going up, positive when going down.
|
||||
/// </summary>
|
||||
private float _limitLocalY;
|
||||
|
||||
/// <summary>Current scroll speed (signed). Positive means the tower moves downward.</summary>
|
||||
private float _scrollSpeed;
|
||||
private float _scrollSpeedVelocity;
|
||||
|
||||
@@ -71,9 +148,7 @@ namespace Unheimlich.World.Environment
|
||||
|
||||
// ─── Properties ──────────────────────────────────────────────────────
|
||||
|
||||
private float EffectiveSegmentHeight => _segmentHeight + _segmentHeightOffset;
|
||||
|
||||
/// <summary>Déplacement max dépend de la direction.</summary>
|
||||
private float EffectiveSegmentHeight => _segmentHeight + _segmentHeightOffset;
|
||||
private float MaxTowerDisplacementUp => _maxIterationsUp * EffectiveSegmentHeight;
|
||||
private float MaxTowerDisplacementDown => _maxIterationsDown * EffectiveSegmentHeight;
|
||||
|
||||
@@ -105,6 +180,9 @@ namespace Unheimlich.World.Environment
|
||||
|
||||
// ─── Trigger Events ───────────────────────────────────────────────────
|
||||
|
||||
/// <summary>
|
||||
/// Called by StaircaseTriggerZone when the player enters the collider.
|
||||
/// </summary>
|
||||
public void OnPlayerEnteredTrigger()
|
||||
{
|
||||
if (_currentState != StairState.Idle && _currentState != StairState.Done) return;
|
||||
@@ -120,7 +198,41 @@ namespace Unheimlich.World.Environment
|
||||
_currentState = StairState.Active;
|
||||
}
|
||||
|
||||
public void OnPlayerExitedTrigger() { }
|
||||
/// <summary>
|
||||
/// Called by StaircaseTriggerZone when the player exits the collider.
|
||||
/// </summary>
|
||||
public void OnPlayerExitedTrigger()
|
||||
{
|
||||
if (_currentState != StairState.Active && _currentState != StairState.Stopping) return;
|
||||
|
||||
bool towerHardlyMoved = _towerRoot != null &&
|
||||
Mathf.Abs(_towerRoot.localPosition.y) < EffectiveSegmentHeight * 0.5f;
|
||||
|
||||
if (towerHardlyMoved)
|
||||
{
|
||||
_segmentsBySlot.TryGetValue(0, out GameObject baseSegment);
|
||||
|
||||
if (baseSegment != null)
|
||||
{
|
||||
baseSegment.transform.SetParent(transform, true);
|
||||
baseSegment.transform.position = transform.position;
|
||||
}
|
||||
|
||||
DestroyTower();
|
||||
|
||||
if (baseSegment != null)
|
||||
_segmentsBySlot[0] = baseSegment;
|
||||
|
||||
_scrollSpeed = 0f;
|
||||
_scrollSpeedVelocity = 0f;
|
||||
_playerTransform = null;
|
||||
_currentState = StairState.Idle;
|
||||
}
|
||||
else
|
||||
{
|
||||
_currentState = StairState.Stopping;
|
||||
}
|
||||
}
|
||||
|
||||
// ─── Tower Construction ───────────────────────────────────────────────
|
||||
|
||||
@@ -136,7 +248,6 @@ namespace Unheimlich.World.Environment
|
||||
|
||||
if (_enteredFromBelow)
|
||||
{
|
||||
// Slot 0 → +maxIterationsUp
|
||||
for (int i = 0; i <= _maxIterationsUp; i++)
|
||||
SpawnSegmentAtSlot(i);
|
||||
|
||||
@@ -144,7 +255,6 @@ namespace Unheimlich.World.Environment
|
||||
}
|
||||
else
|
||||
{
|
||||
// Slot 0 → -maxIterationsDown
|
||||
for (int i = 0; i >= -_maxIterationsDown; i--)
|
||||
SpawnSegmentAtSlot(i);
|
||||
|
||||
@@ -162,21 +272,14 @@ namespace Unheimlich.World.Environment
|
||||
_segmentsBySlot.Clear();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Choisit le bon prefab selon le slot :
|
||||
/// - slot == +maxIterationsUp → _stairTopPrefab
|
||||
/// - slot == -maxIterationsDown → _stairBottomPrefab
|
||||
/// - tout le reste → _stairPrefab
|
||||
/// Le slot 0 peut aussi réutiliser l'enfant existant si l'option est activée.
|
||||
/// </summary>
|
||||
private void SpawnSegmentAtSlot(int slotIndex)
|
||||
{
|
||||
if (_segmentsBySlot.ContainsKey(slotIndex)) return;
|
||||
|
||||
float localY = slotIndex * EffectiveSegmentHeight;
|
||||
float localY = slotIndex * EffectiveSegmentHeight;
|
||||
GameObject segment;
|
||||
|
||||
// ── Slot 0 : réutilisation de l'enfant existant ──────────────────
|
||||
// Slot 0 — attempt to reuse the existing scene child.
|
||||
if (slotIndex == 0 && _useExistingChildAsBase)
|
||||
{
|
||||
Transform existing = FindExistingStairChild();
|
||||
@@ -187,12 +290,12 @@ namespace Unheimlich.World.Environment
|
||||
segment.transform.localPosition = new Vector3(0f, localY, 0f);
|
||||
segment.transform.localRotation = Quaternion.identity;
|
||||
ApplyRotationOffsetFromCenter(segment);
|
||||
ConfigureSegment(segment, slotIndex);
|
||||
_segmentsBySlot[slotIndex] = segment;
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
// ── Choix du prefab ───────────────────────────────────────────────
|
||||
GameObject prefabToUse = PickPrefabForSlot(slotIndex);
|
||||
if (prefabToUse == null) return;
|
||||
|
||||
@@ -200,26 +303,66 @@ namespace Unheimlich.World.Environment
|
||||
segment.transform.localPosition = new Vector3(0f, localY, 0f);
|
||||
segment.transform.localRotation = Quaternion.identity;
|
||||
ApplyRotationOffsetFromCenter(segment);
|
||||
ConfigureSegment(segment, slotIndex);
|
||||
_segmentsBySlot[slotIndex] = segment;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Renvoie le prefab approprié pour un slot donné.
|
||||
/// Top = slot +maxIterationsUp (sommet absolu de la tour montante)
|
||||
/// Bottom = slot -maxIterationsDown (fond absolu de la tour descendante)
|
||||
/// Sinon = prefab standard.
|
||||
/// </summary>
|
||||
private GameObject PickPrefabForSlot(int slotIndex)
|
||||
{
|
||||
if (slotIndex == _maxIterationsUp && _stairTopPrefab != null)
|
||||
return _stairTopPrefab;
|
||||
|
||||
if (slotIndex == -_maxIterationsDown && _stairBottomPrefab != null)
|
||||
return _stairBottomPrefab;
|
||||
|
||||
if (slotIndex == _maxIterationsUp && _stairTopPrefab != null) return _stairTopPrefab;
|
||||
if (slotIndex == -_maxIterationsDown && _stairBottomPrefab != null) return _stairBottomPrefab;
|
||||
return _stairPrefab;
|
||||
}
|
||||
|
||||
// ─── Segment Configuration ────────────────────────────────────────────
|
||||
|
||||
/// <summary>
|
||||
/// Resolves the word and event for this slot then calls StaircaseSegment.Configure().
|
||||
/// If the segment has no StaircaseSegment component, this is a silent no-op.
|
||||
/// </summary>
|
||||
private void ConfigureSegment(GameObject segmentGO, int slotIndex)
|
||||
{
|
||||
StaircaseSegment segment = segmentGO.GetComponent<StaircaseSegment>();
|
||||
if (segment == null) return;
|
||||
|
||||
string word = ResolveWord(slotIndex);
|
||||
HallucinationEvent evt = ResolveEvent(slotIndex);
|
||||
segment.Configure(word, evt);
|
||||
}
|
||||
|
||||
private string ResolveWord(int slotIndex)
|
||||
{
|
||||
if (_useRandomWords)
|
||||
{
|
||||
if (_randomWordPool == null || _randomWordPool.Count == 0)
|
||||
return null;
|
||||
return _randomWordPool[Random.Range(0, _randomWordPool.Count)];
|
||||
}
|
||||
|
||||
return FindSlotData(slotIndex)?.Word;
|
||||
}
|
||||
|
||||
private HallucinationEvent ResolveEvent(int slotIndex)
|
||||
{
|
||||
if (_useRandomWords)
|
||||
return _randomModeEvent;
|
||||
|
||||
return FindSlotData(slotIndex)?.HallucinationEvent;
|
||||
}
|
||||
|
||||
/// <summary>Returns the StaircaseSlotData matching slotIndex, or null if not found.</summary>
|
||||
private StaircaseSlotData FindSlotData(int slotIndex)
|
||||
{
|
||||
if (_sequenceData == null) return null;
|
||||
|
||||
foreach (StaircaseSlotData data in _sequenceData.Slots)
|
||||
{
|
||||
if (data.SlotIndex == slotIndex)
|
||||
return data;
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
// ─── Scroll ───────────────────────────────────────────────────────────
|
||||
|
||||
private void UpdateScrollSpeed()
|
||||
@@ -282,7 +425,6 @@ namespace Unheimlich.World.Environment
|
||||
_currentState = StairState.Done;
|
||||
if (_towerRoot == null) return;
|
||||
|
||||
// Le segment qui doit rester visible après la fin = l'extrémité atteinte
|
||||
int keepSlot = _enteredFromBelow ? _maxIterationsUp : -_maxIterationsDown;
|
||||
_segmentsBySlot.TryGetValue(keepSlot, out GameObject keepSegment);
|
||||
|
||||
@@ -367,27 +509,23 @@ namespace Unheimlich.World.Environment
|
||||
{
|
||||
if (!_drawGizmos) return;
|
||||
|
||||
float h = EffectiveSegmentHeight;
|
||||
float h = EffectiveSegmentHeight;
|
||||
Vector3 o = transform.position;
|
||||
|
||||
// Tour montante — vert
|
||||
Gizmos.color = new Color(0f, 1f, 0.5f, 0.35f);
|
||||
for (int i = 1; i <= _maxIterationsUp; i++)
|
||||
Gizmos.DrawWireCube(new Vector3(o.x, o.y + i * h + h * 0.5f, o.z), new Vector3(1.8f, h * 0.95f, 1.8f));
|
||||
|
||||
// Tour descendante — orange
|
||||
Gizmos.color = new Color(1f, 0.6f, 0f, 0.25f);
|
||||
for (int i = 1; i <= _maxIterationsDown; i++)
|
||||
Gizmos.DrawWireCube(new Vector3(o.x, o.y - i * h + h * 0.5f, o.z), new Vector3(1.8f, h * 0.95f, 1.8f));
|
||||
|
||||
// Ligne du centre du trigger — cyan
|
||||
Gizmos.color = Color.cyan;
|
||||
Gizmos.DrawLine(
|
||||
new Vector3(o.x - 2f, _triggerCenterWorldY, o.z),
|
||||
new Vector3(o.x + 2f, _triggerCenterWorldY, o.z)
|
||||
);
|
||||
|
||||
// Slot top — magenta
|
||||
if (_stairTopPrefab != null)
|
||||
{
|
||||
Gizmos.color = Color.magenta;
|
||||
@@ -397,7 +535,6 @@ namespace Unheimlich.World.Environment
|
||||
);
|
||||
}
|
||||
|
||||
// Slot bottom — rouge
|
||||
if (_stairBottomPrefab != null)
|
||||
{
|
||||
Gizmos.color = Color.red;
|
||||
|
||||
@@ -0,0 +1,53 @@
|
||||
using UnityEngine;
|
||||
using Unheimlich.Features.Hallucination;
|
||||
using Unheimlich.Features.Dialogue.UI;
|
||||
|
||||
namespace Unheimlich.World.Environment
|
||||
{
|
||||
/// <summary>
|
||||
/// Sits on each stair-segment prefab and acts as the single configuration point
|
||||
/// for the InfiniteStaircaseController.
|
||||
///
|
||||
/// Responsibilities:
|
||||
/// - Holds a reference to the segment's FloatingLabel (set in prefab).
|
||||
/// - Holds a reference to the segment's HallucinationTriggerZone (set in prefab).
|
||||
/// - Exposes Configure() so the controller can push the right word and event
|
||||
/// at spawn time without any GetComponent chains on the controller side.
|
||||
/// </summary>
|
||||
public class StaircaseSegment : MonoBehaviour
|
||||
{
|
||||
[Header("References")]
|
||||
[Tooltip("FloatingLabel present on this prefab. Assign in the prefab inspector.")]
|
||||
[SerializeField] private FloatingLabel _floatingLabel;
|
||||
|
||||
[Tooltip("HallucinationTriggerZone present on this prefab. Assign in the prefab inspector.")]
|
||||
[SerializeField] private HallucinationTriggerZone _triggerZone;
|
||||
|
||||
// ─── Public API ────────────────────────────────────────────────────────
|
||||
|
||||
/// <summary>
|
||||
/// Called by InfiniteStaircaseController right after this segment is spawned.
|
||||
/// Sets the word on the FloatingLabel and overrides the HallucinationEvent on the zone.
|
||||
/// </summary>
|
||||
/// <param name="word">Text to display. Null or empty = label keeps its prefab default.</param>
|
||||
/// <param name="hallucinationEvent">Event to fire when the player enters the zone. Null = no event.</param>
|
||||
public void Configure(string word, HallucinationEvent hallucinationEvent)
|
||||
{
|
||||
if (_floatingLabel != null && !string.IsNullOrEmpty(word))
|
||||
_floatingLabel.SetText(word);
|
||||
|
||||
if (_triggerZone != null)
|
||||
_triggerZone.SetEvent(hallucinationEvent);
|
||||
}
|
||||
|
||||
// ─── Editor helpers ────────────────────────────────────────────────────
|
||||
|
||||
#if UNITY_EDITOR
|
||||
private void Reset()
|
||||
{
|
||||
_floatingLabel = GetComponentInChildren<FloatingLabel>();
|
||||
_triggerZone = GetComponentInChildren<HallucinationTriggerZone>();
|
||||
}
|
||||
#endif
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ba6fa2b368d1e4f4bb84bc6af9f777bc
|
||||
Reference in New Issue
Block a user