wip : Cleaning not uses & integration liminal spaces
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using UnityEngine;
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using Unheimlich.Features.Player;
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namespace Unheimlich.World.HouseOfLeaves
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{
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/// <summary>
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/// Simulates a Dolly Zoom (Vertigo effect) by applying a speed-driven additive FOV offset
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/// on top of the base FOV already written by <see cref="HouseOfLeavesController"/> and
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/// <see cref="CameraEffects"/> earlier in the frame.
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///
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/// Runs in <c>LateUpdate</c> — after both <see cref="HouseOfLeavesController.Update"/> and
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/// <see cref="CameraEffects.Update"/> — so it always layers on top of the final written value.
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/// Subtracts the previous frame's offset before adding the new one to avoid compounding.
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///
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/// The faster the player moves, the more the FOV pinches inward,
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/// compressing the perceived corridor space and amplifying claustrophobia.
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/// </summary>
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public class DollyZoomEffect : MonoBehaviour
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{
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// ─────────────────────────────────────────────────────────────────────────
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// Serialized Fields
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// ─────────────────────────────────────────────────────────────────────────
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[Header("Effect")]
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[Tooltip("Enable or disable the effect at runtime.")]
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[SerializeField] private bool _isEnabled = true;
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[Tooltip("Maximum negative FOV offset at full speed (degrees). " +
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"Negative value pinches the FOV inward.")]
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[SerializeField] private float _maxFovOffset = -15f;
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[Tooltip("Walk speed (km/h) at which the effect starts fading in.")]
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[SerializeField] private float _speedThreshold = 12f;
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[Tooltip("Walk speed (km/h) at which the effect reaches its maximum.")]
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[SerializeField] private float _maxSpeedForEffect = 22f;
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[Tooltip("Lerp speed for the FOV offset transitions.")]
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[SerializeField] private float _smoothSpeed = 3f;
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[Header("Pulse (optional)")]
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[Tooltip("Adds a subtle sinusoidal oscillation to the FOV offset for extra unease.")]
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[SerializeField] private bool _enablePulse;
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[Tooltip("Amplitude of the pulse oscillation (degrees).")]
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[SerializeField] private float _pulseAmplitude = 1.5f;
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[Tooltip("Frequency of the pulse oscillation (Hz).")]
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[SerializeField] private float _pulseFrequency = 0.4f;
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// ─────────────────────────────────────────────────────────────────────────
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// Private Fields
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// ─────────────────────────────────────────────────────────────────────────
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private Camera _playerCamera;
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private float _currentFovOffset;
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private bool _isInitialized;
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private float _previousFovOffset;
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// ─────────────────────────────────────────────────────────────────────────
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// Unity Messages
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// ─────────────────────────────────────────────────────────────────────────
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private void Start()
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{
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if (PlayerController.Instance?.PlayerCamera == null)
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{
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Debug.LogError("[DollyZoomEffect] PlayerCamera could not be resolved.");
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return;
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}
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_playerCamera = PlayerController.Instance.PlayerCamera;
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_isInitialized = true;
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}
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// LateUpdate ensures this runs after HouseOfLeavesController and CameraEffects
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// have both written their FOV values in Update.
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private void LateUpdate()
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{
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if (!_isInitialized || !_isEnabled) return;
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TickDollyZoom();
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}
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// ─────────────────────────────────────────────────────────────────────────
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// Tick
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// ─────────────────────────────────────────────────────────────────────────
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/// <summary>
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/// Computes the speed-driven FOV delta and applies it additively on top of
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/// the current <c>fieldOfView</c>. Strips the previous frame's offset first
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/// to avoid compounding the delta across frames.
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/// </summary>
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// Dans DollyZoomEffect, stocker le FOV base séparément
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private void TickDollyZoom()
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{
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float speedKmh = GetHorizontalSpeedKmh();
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float speedT = Mathf.Clamp01(
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(speedKmh - _speedThreshold) / Mathf.Max(0.01f, _maxSpeedForEffect - _speedThreshold)
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);
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float targetOffset = _maxFovOffset * speedT;
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if (_enablePulse && speedT > 0.01f)
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targetOffset += Mathf.Sin(Time.time * _pulseFrequency * Mathf.PI * 2f) * _pulseAmplitude * speedT;
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_currentFovOffset = Mathf.Lerp(_currentFovOffset, targetOffset, Time.deltaTime * _smoothSpeed);
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_playerCamera.fieldOfView += _currentFovOffset - _previousFovOffset;
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_previousFovOffset = _currentFovOffset;
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}
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// ─────────────────────────────────────────────────────────────────────────
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// Helpers
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// ─────────────────────────────────────────────────────────────────────────
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private float GetHorizontalSpeedKmh()
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{
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CharacterController charController = PlayerController.Instance?.CharController;
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if (charController == null) return 0f;
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Vector3 horizontalVelocity = charController.velocity;
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horizontalVelocity.y = 0f;
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return horizontalVelocity.magnitude * 3.6f;
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}
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// ─────────────────────────────────────────────────────────────────────────
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// Public API
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// ─────────────────────────────────────────────────────────────────────────
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public void SetEnabled(bool value) => _isEnabled = value;
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}
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}
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