From 900cc079c8f7d6aa2e5afb860ca6d626c1ad84b6 Mon Sep 17 00:00:00 2001 From: Ferlat Thibaud Date: Thu, 26 Mar 2026 02:37:05 +0100 Subject: [PATCH] +Add : Blocking test & Cleanup --- Assets/Scripts.meta | 8 - .../Editor/FBXImporter/processed_fbx.txt | 14 - .../{ExampleRoom.meta => BlockingTest.meta} | 0 .../Animations.meta | 0 .../Materials.meta | 0 .../Materials/Default_Material.mat} | 42 +- .../Materials/Default_Material.mat.meta} | 2 +- .../Materials/aiStandardSurface11.mat | 118 + .../Materials/aiStandardSurface11.mat.meta} | 6 +- .../Materials/aiStandardSurface18.mat | 123 + .../Materials/aiStandardSurface18.mat.meta} | 6 +- .../Materials/aiStandardSurface2.mat | 118 + .../Materials/aiStandardSurface2.mat.meta} | 5 +- .../Materials/aiStandardSurface9.mat | 118 + .../Materials/aiStandardSurface9.mat.meta | 8 + .../Rooms/BlockingTest/Materials/black.mat | 118 + .../BlockingTest/Materials/black.mat.meta | 8 + .../Rooms/BlockingTest/Materials/cables.mat | 118 + 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everyone)/Rooms/BlockingTest/Materials/Default_Material.mat} (91%) rename Assets/Unheimlich_POC/Content/{ceilingScreen_A/Materials/Material.mat.meta => Environment/Visual Demo (for everyone)/Rooms/BlockingTest/Materials/Default_Material.mat.meta} (79%) create mode 100644 Assets/Unheimlich_POC/Content/Environment/Visual Demo (for everyone)/Rooms/BlockingTest/Materials/aiStandardSurface11.mat rename Assets/{Scripts/Editor.meta => Unheimlich_POC/Content/Environment/Visual Demo (for everyone)/Rooms/BlockingTest/Materials/aiStandardSurface11.mat.meta} (52%) create mode 100644 Assets/Unheimlich_POC/Content/Environment/Visual Demo (for everyone)/Rooms/BlockingTest/Materials/aiStandardSurface18.mat rename Assets/{Scripts/Editor/FBXImporter.meta => Unheimlich_POC/Content/Environment/Visual Demo (for everyone)/Rooms/BlockingTest/Materials/aiStandardSurface18.mat.meta} (52%) create mode 100644 Assets/Unheimlich_POC/Content/Environment/Visual Demo (for everyone)/Rooms/BlockingTest/Materials/aiStandardSurface2.mat rename Assets/{Scripts/Editor/FBXImporter/processed_fbx.txt.meta => Unheimlich_POC/Content/Environment/Visual Demo (for everyone)/Rooms/BlockingTest/Materials/aiStandardSurface2.mat.meta} (52%) create mode 100644 Assets/Unheimlich_POC/Content/Environment/Visual Demo (for everyone)/Rooms/BlockingTest/Materials/aiStandardSurface9.mat create mode 100644 Assets/Unheimlich_POC/Content/Environment/Visual Demo (for everyone)/Rooms/BlockingTest/Materials/aiStandardSurface9.mat.meta create mode 100644 Assets/Unheimlich_POC/Content/Environment/Visual Demo (for everyone)/Rooms/BlockingTest/Materials/black.mat create mode 100644 Assets/Unheimlich_POC/Content/Environment/Visual Demo (for everyone)/Rooms/BlockingTest/Materials/black.mat.meta create mode 100644 Assets/Unheimlich_POC/Content/Environment/Visual Demo (for everyone)/Rooms/BlockingTest/Materials/cables.mat create mode 100644 Assets/Unheimlich_POC/Content/Environment/Visual Demo 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everyone)/Rooms/BlockingTest/Materials/red.mat create mode 100644 Assets/Unheimlich_POC/Content/Environment/Visual Demo (for everyone)/Rooms/BlockingTest/Materials/red.mat.meta create mode 100644 Assets/Unheimlich_POC/Content/Environment/Visual Demo (for everyone)/Rooms/BlockingTest/Materials/red_carpet.mat create mode 100644 Assets/Unheimlich_POC/Content/Environment/Visual Demo (for everyone)/Rooms/BlockingTest/Materials/red_carpet.mat.meta create mode 100644 Assets/Unheimlich_POC/Content/Environment/Visual Demo (for everyone)/Rooms/BlockingTest/Materials/standardSurface1.mat create mode 100644 Assets/Unheimlich_POC/Content/Environment/Visual Demo (for everyone)/Rooms/BlockingTest/Materials/standardSurface1.mat.meta create mode 100644 Assets/Unheimlich_POC/Content/Environment/Visual Demo (for everyone)/Rooms/BlockingTest/Materials/walls.mat create mode 100644 Assets/Unheimlich_POC/Content/Environment/Visual Demo (for everyone)/Rooms/BlockingTest/Materials/walls.mat.meta create mode 100644 Assets/Unheimlich_POC/Content/Environment/Visual Demo (for everyone)/Rooms/BlockingTest/Materials/white.mat create mode 100644 Assets/Unheimlich_POC/Content/Environment/Visual Demo (for everyone)/Rooms/BlockingTest/Materials/white.mat.meta create mode 100644 Assets/Unheimlich_POC/Content/Environment/Visual Demo (for everyone)/Rooms/BlockingTest/Materials/windows.mat create mode 100644 Assets/Unheimlich_POC/Content/Environment/Visual Demo (for everyone)/Rooms/BlockingTest/Materials/windows.mat.meta create mode 100644 Assets/Unheimlich_POC/Content/Environment/Visual Demo (for everyone)/Rooms/BlockingTest/Materials/wine.mat create mode 100644 Assets/Unheimlich_POC/Content/Environment/Visual Demo (for everyone)/Rooms/BlockingTest/Materials/wine.mat.meta create mode 100644 Assets/Unheimlich_POC/Content/Environment/Visual Demo (for everyone)/Rooms/BlockingTest/Materials/wood.mat create mode 100644 Assets/Unheimlich_POC/Content/Environment/Visual Demo (for everyone)/Rooms/BlockingTest/Materials/wood.mat.meta rename Assets/Unheimlich_POC/Content/Environment/Visual Demo (for everyone)/Rooms/{ExampleRoom => BlockingTest}/Prefabs.meta (100%) create mode 100644 Assets/Unheimlich_POC/Content/Environment/Visual Demo (for everyone)/Rooms/BlockingTest/Prefabs/BlockingTest.prefab rename Assets/Unheimlich_POC/Content/{ceilingScreen_A/Prefabs/ceilingScreen_A.prefab.meta => Environment/Visual Demo (for everyone)/Rooms/BlockingTest/Prefabs/BlockingTest.prefab.meta} (74%) rename Assets/Unheimlich_POC/Content/Environment/Visual Demo (for everyone)/Rooms/{ExampleRoom => BlockingTest}/Props.meta (100%) rename Assets/Unheimlich_POC/Content/Environment/Visual Demo (for everyone)/Rooms/{ExampleRoom => BlockingTest}/Sources.meta (100%) create mode 100644 Assets/Unheimlich_POC/Content/Environment/Visual Demo (for everyone)/Rooms/BlockingTest/Sources/blocking_export.fbx rename Assets/Unheimlich_POC/Content/{ceilingScreen_A/Sources/ceilingScreen_A.fbx.meta => 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z%Lp9!;%t=*bZj|pbPm}9cYU|E*>(m6;lR5q?V>UN$cK$A9~8mxuY(4Y*lW*{a-4F5 oAA#7|h$qfoMj#No$%~v_2-}$CA(aG public static void Process(string fbxAssetPath, ModelImporterAnimationType animationType = ModelImporterAnimationType.Generic, @@ -33,8 +31,8 @@ namespace FBXImporter Debug.Log($"[FBXImporter] ── Processing {Path.GetFileName(fbxAssetPath)} ──"); - var source = FBXSourceDetector.Detect(fbxAssetPath); - var folders = FolderSetup.Resolve(fbxAssetPath); + var source = FBXSourceDetector.Detect(fbxAssetPath); + var folders = FolderSetup.Resolve(fbxAssetPath); bool withAnims = animationType != ModelImporterAnimationType.None; FolderSetup.Create( @@ -67,10 +65,10 @@ namespace FBXImporter if (withAnims && !string.IsNullOrEmpty(folders.Animations)) AnimationExtractor.ExtractClips(fbxAssetPath, folders.Animations); - // Generate prefab + // Generate prefab(s) string assetName = Path.GetFileNameWithoutExtension(fbxAssetPath); string prefabPath = $"{folders.Prefabs}/{assetName}.prefab"; - PrefabBuilder.CreatePrefab(fbxAsset, folders.Prefabs, assetName); + PrefabBuilder.CreatePrefabs(fbxAsset, folders, assetName); AssetDatabase.SaveAssets(); AssetDatabase.Refresh(); @@ -79,28 +77,9 @@ namespace FBXImporter if (withAnims && !string.IsNullOrEmpty(folders.Animations)) AnimatorControllerBuilder.CreateAndAssign(folders.Animations, prefabPath, assetName); - // Delete Sources/Materials/ — Unity creates it automatically but we use - // the root Materials/ folder instead, so this one is redundant - string sourceMaterialsPath = $"{folders.Sources}/Materials"; - if (AssetDatabase.IsValidFolder(sourceMaterialsPath)) - { - AssetDatabase.DeleteAsset(sourceMaterialsPath); - Debug.Log($"[FBXImporter] Deleted Sources/Materials/ (using root Materials/ instead)"); - } - AssetDatabase.SaveAssets(); AssetDatabase.Refresh(); - // Cleanup original source folder if provided and different from our Sources/ - if (!string.IsNullOrEmpty(originalSourceFolder) && - originalSourceFolder != folders.Sources && - originalSourceFolder != folders.Root && - AssetDatabase.IsValidFolder(originalSourceFolder)) - { - AssetDatabase.DeleteAsset(originalSourceFolder); - Debug.Log($"[FBXImporter] Deleted original folder: {originalSourceFolder}"); - } - Debug.Log($"[FBXImporter] ── Done: {assetName} ──"); } @@ -121,7 +100,7 @@ namespace FBXImporter importer.materialImportMode = ModelImporterMaterialImportMode.ImportViaMaterialDescription; importer.materialLocation = ModelImporterMaterialLocation.External; importer.materialName = ModelImporterMaterialName.BasedOnMaterialName; - importer.materialSearch = ModelImporterMaterialSearch.RecursiveUp; + importer.materialSearch = ModelImporterMaterialSearch.Local; importer.animationType = animType; if (!string.IsNullOrWhiteSpace(rootNode)) diff --git a/Assets/Unheimlich_POC/Scripts/Editor/FBXImporter/Core/PrefabBuilder.cs b/Assets/Unheimlich_POC/Scripts/Editor/FBXImporter/Core/PrefabBuilder.cs index c1336bc9..003b5841 100644 --- a/Assets/Unheimlich_POC/Scripts/Editor/FBXImporter/Core/PrefabBuilder.cs +++ b/Assets/Unheimlich_POC/Scripts/Editor/FBXImporter/Core/PrefabBuilder.cs @@ -1,20 +1,29 @@ using UnityEngine; using UnityEditor; using System.Collections.Generic; +using System.IO; namespace FBXImporter { public static class PrefabBuilder { + /// + /// Creates a single prefab from the imported FBX root GameObject. + /// Adds a LODGroup automatically if _LOD0, _LOD1... meshes are found. + /// + public static void CreatePrefabs(GameObject fbxRoot, AssetFolders folders, string assetName) + { + CreateSinglePrefab(fbxRoot, folders.Prefabs, assetName); + } + public static GameObject CreatePrefab(GameObject fbxRoot, string prefabDir, string assetName) { - if (fbxRoot == null) return null; + return CreateSinglePrefab(fbxRoot, prefabDir, assetName); + } - if (!AssetDatabase.IsValidFolder(prefabDir)) - { - string parent = System.IO.Path.GetDirectoryName(prefabDir).Replace("\\", "/"); - AssetDatabase.CreateFolder(parent, System.IO.Path.GetFileName(prefabDir)); - } + static GameObject CreateSinglePrefab(GameObject fbxRoot, string prefabDir, string assetName) + { + EnsureFolder(prefabDir); var instance = Object.Instantiate(fbxRoot); instance.name = assetName; @@ -68,5 +77,14 @@ namespace FBXImporter if (idx < 0) return -1; return int.TryParse(name.Substring(idx + 4), out int level) ? level : -1; } + + static void EnsureFolder(string path) + { + if (AssetDatabase.IsValidFolder(path)) return; + string parent = Path.GetDirectoryName(path).Replace("\\", "/"); + string child = Path.GetFileName(path); + if (!AssetDatabase.IsValidFolder(parent)) EnsureFolder(parent); + AssetDatabase.CreateFolder(parent, child); + } } } diff --git a/Assets/Unheimlich_POC/Scripts/Editor/FBXImporter/Core/ProcessedFBXRegistry.cs b/Assets/Unheimlich_POC/Scripts/Editor/FBXImporter/Core/ProcessedFBXRegistry.cs index 428c15f0..c26ef182 100644 --- a/Assets/Unheimlich_POC/Scripts/Editor/FBXImporter/Core/ProcessedFBXRegistry.cs +++ b/Assets/Unheimlich_POC/Scripts/Editor/FBXImporter/Core/ProcessedFBXRegistry.cs @@ -9,10 +9,34 @@ namespace FBXImporter /// Persistent registry of FBX files seen by the importer. /// Stores GUID + filename so the file is human-readable. /// Format per line: "guid TAB filename.fbx" + /// Registry file is stored next to this script, wherever the plugin is installed. /// public static class ProcessedFBXRegistry { - static readonly string RegistryPath = "Assets/Scripts/Editor/FBXImporter/processed_fbx.txt"; + // Resolved dynamically so the registry follows the plugin wherever it's installed + static string _registryPath; + static string RegistryPath + { + get + { + if (_registryPath != null) return _registryPath; + + var guids = AssetDatabase.FindAssets("ProcessedFBXRegistry t:Script"); + foreach (var guid in guids) + { + string path = AssetDatabase.GUIDToAssetPath(guid); + if (path.Contains("FBXImporter")) + { + _registryPath = Path.GetDirectoryName(path).Replace("\\", "/") + "/processed_fbx.txt"; + return _registryPath; + } + } + + // Fallback — should never happen if plugin is properly installed + _registryPath = "Assets/processed_fbx.txt"; + return _registryPath; + } + } // guid → filename (for display) static Dictionary _registry; @@ -28,7 +52,7 @@ namespace FBXImporter return !string.IsNullOrEmpty(guid) && Registry.ContainsKey(guid); } - public static void Register(IEnumerable assetPaths) + public static void Register(System.Collections.Generic.IEnumerable assetPaths) { bool changed = false; foreach (var path in assetPaths) @@ -95,8 +119,7 @@ namespace FBXImporter var lines = Registry.Select(kvp => $"{kvp.Key}\t{kvp.Value}").ToArray(); File.WriteAllLines(RegistryPath, lines); - // Nullify cache so the next access reloads from disk. - // This prevents stale in-memory state after domain reloads. + // Nullify cache so the next access reloads from disk _registry = null; } } diff --git a/Assets/Unheimlich_POC/Scripts/Editor/FBXImporter/FBXDropWatcher.cs b/Assets/Unheimlich_POC/Scripts/Editor/FBXImporter/FBXDropWatcher.cs deleted file mode 100644 index acee2dda..00000000 --- a/Assets/Unheimlich_POC/Scripts/Editor/FBXImporter/FBXDropWatcher.cs +++ /dev/null @@ -1,65 +0,0 @@ -using UnityEditor; -using System.Collections.Generic; - -namespace FBXImporter -{ - public class FBXDropWatcher : AssetPostprocessor - { - static readonly List _pendingNewFBX = new List(); - static bool _dialogScheduled = false; - - bool ShouldWatch() - { - return assetPath.StartsWith("Assets/") - && assetPath.EndsWith(".fbx", System.StringComparison.OrdinalIgnoreCase) - && !ProcessedFBXRegistry.IsRegistered(assetPath); - } - - void OnPreprocessModel() - { - if (!ShouldWatch()) return; - - var importer = assetImporter as ModelImporter; - importer.importCameras = false; - importer.importLights = false; - importer.importNormals = ModelImporterNormals.Import; - importer.importTangents = ModelImporterTangents.CalculateMikk; - importer.importBlendShapes = true; - importer.importVisibility = true; - importer.materialImportMode = ModelImporterMaterialImportMode.ImportViaMaterialDescription; - importer.materialLocation = ModelImporterMaterialLocation.External; - importer.materialName = ModelImporterMaterialName.BasedOnMaterialName; - importer.materialSearch = ModelImporterMaterialSearch.RecursiveUp; - importer.useFileScale = true; - importer.globalScale = 1f; - } - - void OnPostprocessModel(UnityEngine.GameObject root) - { - if (!ShouldWatch()) return; - - if (!_pendingNewFBX.Contains(assetPath)) - _pendingNewFBX.Add(assetPath); - - if (!_dialogScheduled) - { - _dialogScheduled = true; - EditorApplication.delayCall += ShowBatchDialog; - } - } - - static void ShowBatchDialog() - { - _dialogScheduled = false; - if (_pendingNewFBX.Count == 0) return; - - var batch = new List(_pendingNewFBX); - _pendingNewFBX.Clear(); - - // Register all immediately — won't appear again regardless of user choice - ProcessedFBXRegistry.Register(batch); - - FBXBatchDialog.Show(batch); - } - } -} diff --git a/Assets/Unheimlich_POC/Scripts/Editor/FBXImporter/FBXDropWatcher.cs.meta b/Assets/Unheimlich_POC/Scripts/Editor/FBXImporter/FBXDropWatcher.cs.meta deleted file mode 100644 index 842718dc..00000000 --- a/Assets/Unheimlich_POC/Scripts/Editor/FBXImporter/FBXDropWatcher.cs.meta +++ /dev/null @@ -1,2 +0,0 @@ -fileFormatVersion: 2 -guid: 9b0ef00f525fdd4498665e9164696f58 \ No newline at end of file diff --git a/Assets/Unheimlich_POC/Scripts/Editor/FBXImporter/FBXImporterWindow.cs b/Assets/Unheimlich_POC/Scripts/Editor/FBXImporter/FBXImporterWindow.cs index 8072747c..e3ba0968 100644 --- a/Assets/Unheimlich_POC/Scripts/Editor/FBXImporter/FBXImporterWindow.cs +++ b/Assets/Unheimlich_POC/Scripts/Editor/FBXImporter/FBXImporterWindow.cs @@ -27,7 +27,6 @@ namespace FBXImporter void OnGUI() { - minSize = new Vector2(450, 650); GUILayout.Label("FBX Importer", EditorStyles.boldLabel); EditorGUILayout.HelpBox( "Select a .fbx in the Project panel.\n" + diff --git a/Assets/Unheimlich_POC/Scripts/Features/DetectiveBoard/UI/ClueHandUI.cs b/Assets/Unheimlich_POC/Scripts/Features/DetectiveBoard/UI/ClueHandUI.cs index 753fb23d..fc71ad09 100644 --- a/Assets/Unheimlich_POC/Scripts/Features/DetectiveBoard/UI/ClueHandUI.cs +++ b/Assets/Unheimlich_POC/Scripts/Features/DetectiveBoard/UI/ClueHandUI.cs @@ -24,7 +24,7 @@ namespace Unheimlich.Features.DetectiveBoard.UI [SerializeField] private float _maxFanHalfAngle = 40f; [Header("Placement Settings")] - [SerializeField] private float _placementLerpSpeed = 5f; + // [SerializeField] private float _placementLerpSpeed = 5f; private readonly List _handCards = new List(); private bool _isPlacing; protected override void OnAwake() { } diff --git a/Assets/Unheimlich_POC/Scripts/Features/Dialogue/UI/FloatingLabel.cs b/Assets/Unheimlich_POC/Scripts/Features/Dialogue/UI/FloatingLabel.cs index 4603aaf1..60ebd2f8 100644 --- a/Assets/Unheimlich_POC/Scripts/Features/Dialogue/UI/FloatingLabel.cs +++ b/Assets/Unheimlich_POC/Scripts/Features/Dialogue/UI/FloatingLabel.cs @@ -14,6 +14,8 @@ namespace Unheimlich.Features.Dialogue.UI /// - Min distance: label is pushed away from the camera so it never clips into the player's face. /// - Optional organic shake: label drifts gently around its home position. /// - Optional ghost trail: a semi-transparent copy follows with a position delay. + /// - Optional camera attraction: label is gently pulled toward screen center when the player looks near it. + /// - Optional one-shot: label permanently disappears after being seen and moving away. /// public class FloatingLabel : MonoBehaviour { @@ -62,6 +64,25 @@ namespace Unheimlich.Features.Dialogue.UI [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.")] [SerializeField] private float _ghostDepthOffset = 0.02f; + [Header("Camera Attraction (Optional)")] + [Tooltip("When enabled, the label is gently pulled toward the screen center when the player looks near it.")] + [SerializeField] private bool _enableCameraAttraction = false; + [Tooltip("Half-angle (degrees) within which attraction is active. " + + "Below this angle the label is drawn toward the screen center. " + + "Keep small (e.g. 8-15°) so it only triggers when the player is really looking at the word.")] + [SerializeField] [Range(1f, 45f)] private float _attractionAngle = 10f; + [Tooltip("Maximum world-space offset applied toward the screen center at full attraction strength.")] + [SerializeField] private float _attractionMaxOffset = 0.3f; + [Tooltip("How quickly the attraction offset interpolates toward its target (higher = snappier).")] + [SerializeField] private float _attractionSmoothness = 4f; + + [Header("One-Shot (Optional)")] + [Tooltip("When enabled, the label permanently disappears once the player has seen it and then moved away.")] + [SerializeField] private bool _enableOneShot = false; + [Tooltip("Alpha threshold above which the label is considered 'seen'. " + + "The player must look at the label long enough to exceed this visibility before the one-shot condition can trigger.")] + [SerializeField] [Range(0.01f, 1f)] private float _seenAlphaThreshold = 0.5f; + [Header("Reappear Fade")] [Tooltip("Duration of the fade-in when the label reappears after being culled.")] [SerializeField] private float _fadeInDuration = 0.5f; @@ -71,7 +92,7 @@ namespace Unheimlich.Features.Dialogue.UI [SerializeField] private float _cullCheckInterval = 0.4f; // ── State ────────────────────────────────────────────────────────────── - private Camera _camera; + private Camera _camera; private Vector3 _homePosition; private Vector3 _baseScale; @@ -81,16 +102,26 @@ namespace Unheimlich.Features.Dialogue.UI private float _fadeInAlpha = 1f; // Shake - private bool _isShaking; + private bool _isShaking; private Vector3 _shakeOffset; private Vector3 _shakeTarget; private float _shakeTimer; // Ghost trail - private TextMeshPro _ghostText; - private Queue _positionHistory = new Queue(); - private float _historyTimer; - private const float HISTORY_SAMPLE_RATE = 0.016f; + private TextMeshPro _ghostText; + private Queue _positionHistory = new Queue(); + private float _historyTimer; + private const float HISTORY_SAMPLE_RATE = 0.016f; + + // Camera attraction + // World-space offset currently applied on top of the home+shake position. + private Vector3 _attractionOffset; + + // One-shot + // True once the label has been visible above the threshold at least once. + private bool _hasBeenSeen; + // True once the one-shot has fired and the label should stay invisible forever. + private bool _permanentlyHidden; // ── Unity ────────────────────────────────────────────────────────────── private void Awake() @@ -117,6 +148,8 @@ namespace Unheimlich.Features.Dialogue.UI private void Update() { + if (_permanentlyHidden) return; + if (_camera == null) { _camera = Camera.main; @@ -144,7 +177,28 @@ namespace Unheimlich.Features.Dialogue.UI if (!_isActive) return; UpdatePosition(); - UpdateVisibility(); + + // Compute the distance-based alpha first so one-shot and attraction can read it. + float dist = Vector3.Distance(_camera.transform.position, _homePosition); + float alpha = ComputeAlpha(dist) * _fadeInAlpha; + + // One-shot: track visibility and trigger permanent hide when the player walks away after seeing the label. + if (_enableOneShot) + { + if (!_hasBeenSeen && alpha >= _seenAlphaThreshold) + _hasBeenSeen = true; + + if (_hasBeenSeen && alpha <= 0f) + { + _permanentlyHidden = true; + _textComponent.enabled = false; + if (_ghostText != null) _ghostText.enabled = false; + return; + } + } + + UpdateCameraAttraction(alpha); + ApplyAlpha(alpha); UpdateAdaptiveScale(); if (_isShaking) @@ -160,29 +214,24 @@ namespace Unheimlich.Features.Dialogue.UI Vector3 toHome = _homePosition - _camera.transform.position; float dist = toHome.magnitude; + Vector3 basePos; if (dist < _minDistance && dist > 0.001f) - { - // Push label away so it stays at least _minDistance from the camera. - transform.position = _camera.transform.position + toHome.normalized * _minDistance; - } + basePos = _camera.transform.position + toHome.normalized * _minDistance; else - { - transform.position = _homePosition + _shakeOffset; - } + basePos = _homePosition + _shakeOffset; + + transform.position = basePos + _attractionOffset; } // ── Visibility (distance fade) ───────────────────────────────────────── - private void UpdateVisibility() + private void ApplyAlpha(float alpha) { if (_textComponent == null) return; if (_fadeInAlpha < 1f) _fadeInAlpha = Mathf.MoveTowards(_fadeInAlpha, 1f, Time.deltaTime / Mathf.Max(_fadeInDuration, 0.001f)); - float dist = Vector3.Distance(_camera.transform.position, _homePosition); - float alpha = ComputeAlpha(dist) * _fadeInAlpha; - SetTextAlpha(_textComponent, alpha); if (_ghostText != null) @@ -224,16 +273,64 @@ namespace Unheimlich.Features.Dialogue.UI float scaleFactor = Mathf.Clamp(dist / Mathf.Max(_referenceDistance, 0.001f), _minScaleFactor, _maxScaleFactor); transform.localScale = _baseScale * scaleFactor; - // Keep ghost in sync — it has its own BillboardUI for rotation but we drive scale here. if (_ghostText != null) _ghostText.transform.localScale = transform.localScale; } + // ── Camera Attraction ────────────────────────────────────────────────── + + /// + /// 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. + /// + private void UpdateCameraAttraction(float currentAlpha) + { + 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; + } + + // Angle between the camera's forward direction and the direction to the label. + float angleDeg = Vector3.Angle(_camera.transform.forward, toLabel.normalized); + + // 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 + ); + } + // ── Organic Shake ────────────────────────────────────────────────────── private Vector3 RandomShakeTarget() { - // XY only — no depth displacement. float scaledRadius = _shakeRadius * transform.localScale.x; Vector2 circle = Random.insideUnitCircle * scaledRadius; return new Vector3(circle.x, circle.y, 0f); @@ -284,7 +381,6 @@ namespace Unheimlich.Features.Dialogue.UI _ghostAlpha ); - // Ghost renderer always sorts behind the main word's renderer. MeshRenderer mainRenderer = _textComponent.GetComponent(); MeshRenderer ghostRenderer = _ghostText.GetComponent(); if (mainRenderer != null && ghostRenderer != null) @@ -293,7 +389,6 @@ namespace Unheimlich.Features.Dialogue.UI ghostRenderer.sortingOrder = mainRenderer.sortingOrder - 1; } - // Ghost must also face the player. ghostObj.AddComponent(); } @@ -301,7 +396,6 @@ namespace Unheimlich.Features.Dialogue.UI { if (!_enableGhostTrail || _ghostText == null) return; - // Sample position history at a fixed rate. _historyTimer += Time.deltaTime; if (_historyTimer >= HISTORY_SAMPLE_RATE) { @@ -317,11 +411,7 @@ namespace Unheimlich.Features.Dialogue.UI ? _positionHistory.Peek() : transform.position; - // Push ghost along camera forward (away from camera) so it always sits - // behind the main word in depth — stable regardless of viewing angle. _ghostText.transform.position = ghostPos + _camera.transform.forward * _ghostDepthOffset; - - // Keep text content and size in sync. _ghostText.text = _textComponent.text; _ghostText.fontSize = _textComponent.fontSize; } @@ -339,8 +429,18 @@ namespace Unheimlich.Features.Dialogue.UI /// Teleports the label's home position without animation. public void SetHomePosition(Vector3 worldPos) { - _homePosition = worldPos; - transform.position = worldPos; + _homePosition = worldPos; + transform.position = worldPos; + } + + /// Resets the one-shot state so the label can be seen again. + public void ResetOneShot() + { + _hasBeenSeen = false; + _permanentlyHidden = false; + if (_textComponent != null) _textComponent.enabled = true; + if (_ghostText != null) _ghostText.enabled = true; + _fadeInAlpha = 0f; } #if UNITY_EDITOR @@ -351,4 +451,4 @@ namespace Unheimlich.Features.Dialogue.UI } #endif } -} +} \ No newline at end of file diff --git a/Assets/Unheimlich_POC/Scripts/Features/Portals/Runtime/PortalAudioProxy.cs b/Assets/Unheimlich_POC/Scripts/Features/Portals/Runtime/PortalAudioProxy.cs index 9aaea038..e9de916e 100644 --- a/Assets/Unheimlich_POC/Scripts/Features/Portals/Runtime/PortalAudioProxy.cs +++ b/Assets/Unheimlich_POC/Scripts/Features/Portals/Runtime/PortalAudioProxy.cs @@ -23,7 +23,7 @@ namespace Unheimlich.Features.Portals [SerializeField] private float _timeSyncThreshold = 0.1f; [SerializeField] private float _minSpread = 60f; [SerializeField] private float _maxSpread = 180f; - [SerializeField] private float _volumeRolloffPower = 2f; + // [SerializeField] private float _volumeRolloffPower = 2f; [Header("Debug")] [SerializeField] private List _remoteSources = new List(); diff --git a/Assets/Unheimlich_POC/Scripts/World/Camera/Runtime/DetectiveBoardVirtualCamera.cs b/Assets/Unheimlich_POC/Scripts/World/Camera/Runtime/DetectiveBoardVirtualCamera.cs index ea34a2f0..1d07071c 100644 --- a/Assets/Unheimlich_POC/Scripts/World/Camera/Runtime/DetectiveBoardVirtualCamera.cs +++ b/Assets/Unheimlich_POC/Scripts/World/Camera/Runtime/DetectiveBoardVirtualCamera.cs @@ -32,7 +32,7 @@ namespace Unheimlich.World.CameraSystem [Header("Zoom Settings")] [SerializeField] private float _minDistance = 0.5f; [SerializeField] private float _maxDistance = 3f; - [SerializeField] private float _zoomSpeed = 2f; + // [SerializeField] private float _zoomSpeed = 2f; [SerializeField] private float _zoomSmoothTime = 0.15f; [SerializeField] private float _scrollSensitivity = 0.3f; diff --git a/Assets/Unheimlich_POC/Scripts/World/Environment/InfiniteStaircaseController.cs b/Assets/Unheimlich_POC/Scripts/World/Environment/InfiniteStaircaseController.cs index a0234f5b..85fa4406 100644 --- a/Assets/Unheimlich_POC/Scripts/World/Environment/InfiniteStaircaseController.cs +++ b/Assets/Unheimlich_POC/Scripts/World/Environment/InfiniteStaircaseController.cs @@ -153,8 +153,6 @@ namespace Unheimlich.World.Environment BuildTower(); _currentState = StairState.Active; - - Debug.Log($"[InfiniteStaircase] Activated — {(_enteredFromBelow ? "UP" : "DOWN")}, {_maxIterations} iterations."); } /// Called by when the player exits. No action needed — the limit check drives the stop. @@ -284,10 +282,7 @@ namespace Unheimlich.World.Environment : _towerRoot.localPosition.y >= _limitLocalY; // going down, tower ascended enough if (reached) - { - _currentState = StairState.Stopping; - Debug.Log("[InfiniteStaircase] Stock exhausted — decelerating."); - } + _currentState = StairState.Stopping; } /// @@ -330,7 +325,6 @@ namespace Unheimlich.World.Environment _scrollSpeedVelocity = 0f; _playerTransform = null; - Debug.Log("[InfiniteStaircase] Cleanup done — ready for next interaction."); } // ─── Helpers ───────────────────────────────────────────────────────── @@ -339,7 +333,6 @@ namespace Unheimlich.World.Environment { if (_centralColumnRenderer == null) return; _segmentHeight = _centralColumnRenderer.bounds.size.y; - Debug.Log($"[InfiniteStaircase] Auto-detected height: {_segmentHeight:F3} m"); } private void CacheTriggerCenterY() @@ -353,10 +346,8 @@ namespace Unheimlich.World.Environment Collider col = zone.GetComponent(); if (col != null) - { _triggerCenterWorldY = col.bounds.center.y; - Debug.Log($"[InfiniteStaircase] Trigger center Y: {_triggerCenterWorldY:F3}"); - } + } private void EnsurePlayerCached()