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0 diff --git a/Assets/Unheimlich_POC/Scripts/Audio/AudioListenable.cs b/Assets/Unheimlich_POC/Scripts/Audio/AudioListenable.cs new file mode 100644 index 00000000..18391bb1 --- /dev/null +++ b/Assets/Unheimlich_POC/Scripts/Audio/AudioListenable.cs @@ -0,0 +1,249 @@ +using UnityEngine; +using UnityEngine.InputSystem; + +namespace Unheimlich.Audio +{ + public enum AudioEmitterType + { + Generic, + Wall, + Wood, + Metal, + Glass, + Water, + Stone, + Mechanical, + Electrical, + Organic + } + + public class AudioListenable : MonoBehaviour + { + [Header("Emitter Settings")] + [SerializeField] private AudioEmitterType _emitterType = AudioEmitterType.Generic; + [SerializeField] private bool _useProceduralAudio = true; + + [Header("Static Audio")] + [SerializeField] private AudioClip _staticAudioClip; + [SerializeField] private bool _loopStaticAudio = true; + + [Header("Procedural Settings")] + [SerializeField] private float _baseFrequency = 440f; + [SerializeField] private float _frequencyVariation = 50f; + [SerializeField] private float _volumeMin = 0.3f; + [SerializeField] private float _volumeMax = 0.7f; + [SerializeField] private float _durationMin = 0.5f; + [SerializeField] private float _durationMax = 2f; + + [Header("Distance Attenuation")] + [SerializeField] private float _maxDistance = 10f; + [SerializeField] private AnimationCurve _distanceAttenuation = AnimationCurve.EaseInOut(0f, 1f, 1f, 0f); + + [Header("Vibration Settings")] + [SerializeField] private bool _enableVibration = true; + [SerializeField] private float _vibrationIntensityMin = 0.1f; + [SerializeField] private float _vibrationIntensityMax = 0.5f; + [SerializeField] private float _vibrationFrequency = 10f; + + private AudioSource _audioSource; + private bool _isCurrentlyListening; + private float _listeningTimer; + private float _nextProceduralEventTime; + private Vector3 _listenerPosition; + + private void Awake() + { + _audioSource = GetComponent(); + if (_audioSource == null) + _audioSource = gameObject.AddComponent(); + + _audioSource.spatialBlend = 1f; + _audioSource.maxDistance = _maxDistance; + _audioSource.rolloffMode = AudioRolloffMode.Custom; + _audioSource.playOnAwake = false; + } + + public void StartListening(Vector3 listenerPosition) + { + _isCurrentlyListening = true; + _listenerPosition = listenerPosition; + _listeningTimer = 0f; + _nextProceduralEventTime = 0f; + + if (_useProceduralAudio) + { + PlayProceduralSound(); + } + else if (_staticAudioClip != null) + { + _audioSource.clip = _staticAudioClip; + _audioSource.loop = _loopStaticAudio; + _audioSource.Play(); + } + + if (_enableVibration) + StartVibration(); + } + + public void StopListening() + { + _isCurrentlyListening = false; + + if (_audioSource != null && _audioSource.isPlaying) + _audioSource.Stop(); + + StopVibration(); + } + + private void Update() + { + if (!_isCurrentlyListening) + return; + + _listeningTimer += Time.deltaTime; + + if (_useProceduralAudio && _listeningTimer >= _nextProceduralEventTime) + { + PlayProceduralSound(); + _nextProceduralEventTime = _listeningTimer + Random.Range(_durationMin, _durationMax); + } + + UpdateVibration(); + } + + private void PlayProceduralSound() + { + float distance = Vector3.Distance(_listenerPosition, transform.position); + float distanceFactor = Mathf.Clamp01(1f - (distance / _maxDistance)); + float attenuation = _distanceAttenuation.Evaluate(distanceFactor); + + float frequency = _baseFrequency + Random.Range(-_frequencyVariation, _frequencyVariation); + float volume = Mathf.Lerp(_volumeMin, _volumeMax, Random.value) * attenuation; + + AudioClip proceduralClip = GenerateProceduralAudioClip(frequency, Random.Range(_durationMin, _durationMax)); + + _audioSource.clip = proceduralClip; + _audioSource.volume = volume; + _audioSource.loop = false; + _audioSource.Play(); + } + + private AudioClip GenerateProceduralAudioClip(float frequency, float duration) + { + int sampleRate = 44100; + int sampleCount = Mathf.RoundToInt(sampleRate * duration); + + AudioClip clip = AudioClip.Create("ProceduralSound", sampleCount, 1, sampleRate, false); + float[] samples = new float[sampleCount]; + + for (int i = 0; i < sampleCount; i++) + { + float t = (float)i / sampleRate; + float envelope = Mathf.Sin(Mathf.PI * t / duration); + + samples[i] = GenerateSampleForType(frequency, t, _emitterType) * envelope; + } + + clip.SetData(samples, 0); + return clip; + } + + private float GenerateSampleForType(float frequency, float time, AudioEmitterType type) + { + switch (type) + { + case AudioEmitterType.Metal: + return Mathf.Sin(2f * Mathf.PI * frequency * time) * 0.5f + + Mathf.Sin(2f * Mathf.PI * frequency * 2.1f * time) * 0.3f + + Mathf.Sin(2f * Mathf.PI * frequency * 3.8f * time) * 0.2f; + + case AudioEmitterType.Wood: + return Mathf.Sin(2f * Mathf.PI * frequency * time) * 0.6f + + (Random.value - 0.5f) * 0.1f; + + case AudioEmitterType.Glass: + return Mathf.Sin(2f * Mathf.PI * frequency * 1.5f * time) * 0.4f + + Mathf.Sin(2f * Mathf.PI * frequency * 2.7f * time) * 0.3f + + Mathf.Sin(2f * Mathf.PI * frequency * 4.2f * time) * 0.3f; + + case AudioEmitterType.Stone: + return Mathf.Sin(2f * Mathf.PI * frequency * 0.8f * time) * 0.5f + + (Random.value - 0.5f) * 0.3f; + + case AudioEmitterType.Water: + return (Random.value - 0.5f) * 0.5f + + Mathf.Sin(2f * Mathf.PI * frequency * 0.5f * time) * 0.3f; + + case AudioEmitterType.Mechanical: + return Mathf.Sin(2f * Mathf.PI * frequency * time) * 0.4f + + Mathf.Sign(Mathf.Sin(2f * Mathf.PI * frequency * 0.3f * time)) * 0.3f; + + case AudioEmitterType.Electrical: + return (Random.value - 0.5f) * 0.6f + + Mathf.Sin(2f * Mathf.PI * frequency * 50f * time) * 0.2f; + + case AudioEmitterType.Organic: + return Mathf.Sin(2f * Mathf.PI * frequency * 0.7f * time) * 0.5f + + Mathf.Sin(2f * Mathf.PI * frequency * 1.3f * time) * 0.3f + + (Random.value - 0.5f) * 0.2f; + + case AudioEmitterType.Wall: + return Mathf.Sin(2f * Mathf.PI * frequency * 0.5f * time) * 0.3f + + (Random.value - 0.5f) * 0.1f; + + default: + return Mathf.Sin(2f * Mathf.PI * frequency * time); + } + } + + private void StartVibration() + { + if (Gamepad.current == null) + return; + + float distance = Vector3.Distance(_listenerPosition, transform.position); + float distanceFactor = Mathf.Clamp01(1f - (distance / _maxDistance)); + float intensity = Mathf.Lerp(_vibrationIntensityMin, _vibrationIntensityMax, distanceFactor); + + Gamepad.current.SetMotorSpeeds(intensity, intensity); + } + + private void UpdateVibration() + { + if (!_enableVibration || Gamepad.current == null) + return; + + float distance = Vector3.Distance(_listenerPosition, transform.position); + float distanceFactor = Mathf.Clamp01(1f - (distance / _maxDistance)); + float intensity = Mathf.Lerp(_vibrationIntensityMin, _vibrationIntensityMax, distanceFactor); + + float vibrationPattern = Mathf.Abs(Mathf.Sin(Time.time * _vibrationFrequency)); + intensity *= vibrationPattern; + + Gamepad.current.SetMotorSpeeds(intensity, intensity); + } + + private void StopVibration() + { + if (Gamepad.current != null) + Gamepad.current.SetMotorSpeeds(0f, 0f); + } + + private void OnDisable() + { + StopListening(); + } + + private void OnDrawGizmosSelected() + { + Gizmos.color = Color.cyan; + Gizmos.DrawWireSphere(transform.position, _maxDistance); + + if (_isCurrentlyListening) + { + Gizmos.color = Color.green; + Gizmos.DrawLine(transform.position, _listenerPosition); + } + } + } +} diff --git a/Assets/Unheimlich_POC/Scripts/Audio/AudioListenable.cs.meta b/Assets/Unheimlich_POC/Scripts/Audio/AudioListenable.cs.meta new file mode 100644 index 00000000..bd04b374 --- /dev/null +++ b/Assets/Unheimlich_POC/Scripts/Audio/AudioListenable.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: e15490f7adacb594cb114f535e71d6b6 \ No newline at end of file diff --git a/Assets/Unheimlich_POC/Scripts/Audio/AudioListenableEvent.cs b/Assets/Unheimlich_POC/Scripts/Audio/AudioListenableEvent.cs new file mode 100644 index 00000000..9e86895a --- /dev/null +++ b/Assets/Unheimlich_POC/Scripts/Audio/AudioListenableEvent.cs @@ -0,0 +1,91 @@ +using UnityEngine; +using UnityEngine.Events; + +namespace Unheimlich.Audio +{ + public class AudioListenableEvent : MonoBehaviour + { + [Header("Event Settings")] + [SerializeField] private bool _triggerOnce = false; + [SerializeField] private float _delayBeforeEvent = 0f; + + [Header("Events")] + [SerializeField] private UnityEvent _onListeningStarted; + [SerializeField] private UnityEvent _onListeningStopped; + [SerializeField] private UnityEvent _onFirstListen; + + private AudioListenable _listenable; + private bool _hasBeenListenedTo = false; + private bool _isCurrentlyListening = false; + + private void Awake() + { + _listenable = GetComponent(); + if (_listenable == null) + { + Debug.LogError($"AudioListenableEvent on {gameObject.name} requires AudioListenable component!"); + enabled = false; + } + } + + private void Update() + { + if (_listenable == null) + return; + + bool wasListening = _isCurrentlyListening; + + if (wasListening && !_isCurrentlyListening) + { + OnListeningStopped(); + } + } + + public void OnListeningStart() + { + if (_triggerOnce && _hasBeenListenedTo) + return; + + _isCurrentlyListening = true; + + if (_delayBeforeEvent > 0) + Invoke(nameof(TriggerListeningStartedEvent), _delayBeforeEvent); + else + TriggerListeningStartedEvent(); + + if (!_hasBeenListenedTo) + { + _hasBeenListenedTo = true; + _onFirstListen?.Invoke(); + } + } + + private void TriggerListeningStartedEvent() + { + _onListeningStarted?.Invoke(); + } + + private void OnListeningStopped() + { + _isCurrentlyListening = false; + _onListeningStopped?.Invoke(); + } + + public void EnableListenable() + { + if (_listenable != null) + _listenable.enabled = true; + } + + public void DisableListenable() + { + if (_listenable != null) + _listenable.enabled = false; + } + + public void ResetTrigger() + { + _hasBeenListenedTo = false; + } + } +} diff --git a/Assets/Unheimlich_POC/Scripts/Audio/AudioListenableEvent.cs.meta b/Assets/Unheimlich_POC/Scripts/Audio/AudioListenableEvent.cs.meta new file mode 100644 index 00000000..da63aa39 --- /dev/null +++ b/Assets/Unheimlich_POC/Scripts/Audio/AudioListenableEvent.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 522dcfb634e07d240afa8ae5344fc785 \ No newline at end of file diff --git a/Assets/Unheimlich_POC/Scripts/Audio/DiapasonDebugger.cs b/Assets/Unheimlich_POC/Scripts/Audio/DiapasonDebugger.cs new file mode 100644 index 00000000..7832c2f3 --- /dev/null +++ b/Assets/Unheimlich_POC/Scripts/Audio/DiapasonDebugger.cs @@ -0,0 +1,119 @@ +using UnityEngine; +using Unheimlich.Gameplay.Player; + +namespace Unheimlich.Audio +{ + public class DiapasonDebugger : MonoBehaviour + { + [Header("Debug Display")] + [SerializeField] private bool _showDebugInfo = true; + [SerializeField] private bool _showGizmos = true; + [SerializeField] private Color _listeningRangeColor = Color.cyan; + [SerializeField] private Color _activeTargetColor = Color.green; + + private DiapasonListeningHandler _listeningHandler; + private AudioListenable[] _allListenables; + + private void Awake() + { + _listeningHandler = DiapasonListeningHandler.Instance; + } + + private void Start() + { + RefreshListenablesList(); + } + + private void OnGUI() + { + if (!_showDebugInfo || _listeningHandler == null) + return; + + GUILayout.BeginArea(new Rect(10, 10, 300, 200)); + GUILayout.Box("Diapason System Debug"); + + GUILayout.Label($"Is Listening: {_listeningHandler.IsListening}"); + GUILayout.Label($"Is Concentrating: {_listeningHandler.IsConcentrating}"); + + if (_allListenables != null) + GUILayout.Label($"Total Listenables: {_allListenables.Length}"); + + if (GUILayout.Button("Refresh Listenables List")) + RefreshListenablesList(); + + if (GUILayout.Button("Toggle Debug Gizmos")) + _showGizmos = !_showGizmos; + + GUILayout.EndArea(); + } + + private void RefreshListenablesList() + { + _allListenables = FindObjectsByType(FindObjectsSortMode.None); + Debug.Log($"Found {_allListenables.Length} AudioListenable objects in scene"); + } + + private void OnDrawGizmos() + { + if (!_showGizmos) + return; + + if (_allListenables == null) + _allListenables = FindObjectsByType(FindObjectsSortMode.None); + + foreach (AudioListenable listenable in _allListenables) + { + if (listenable == null) + continue; + + Gizmos.color = _listeningRangeColor; + Gizmos.DrawIcon(listenable.transform.position, "sv_icon_dot3_pix16_gizmo", true); + + Gizmos.color = new Color(_listeningRangeColor.r, _listeningRangeColor.g, _listeningRangeColor.b, 0.1f); + Gizmos.DrawSphere(listenable.transform.position, 0.2f); + } + + if (_listeningHandler != null && _listeningHandler.IsListening) + { + Gizmos.color = _activeTargetColor; + } + } + + [ContextMenu("List All Listenables")] + private void ListAllListenables() + { + RefreshListenablesList(); + + Debug.Log("=== Audio Listenables in Scene ==="); + foreach (AudioListenable listenable in _allListenables) + { + if (listenable != null) + Debug.Log($"- {listenable.gameObject.name} (Type: {listenable.GetType().Name})"); + } + } + + [ContextMenu("Enable All Listenables")] + private void EnableAllListenables() + { + RefreshListenablesList(); + foreach (AudioListenable listenable in _allListenables) + { + if (listenable != null) + listenable.enabled = true; + } + Debug.Log("Enabled all AudioListenable components"); + } + + [ContextMenu("Disable All Listenables")] + private void DisableAllListenables() + { + RefreshListenablesList(); + foreach (AudioListenable listenable in _allListenables) + { + if (listenable != null) + listenable.enabled = false; + } + Debug.Log("Disabled all AudioListenable components"); + } + } +} diff --git a/Assets/Unheimlich_POC/Scripts/Audio/DiapasonDebugger.cs.meta b/Assets/Unheimlich_POC/Scripts/Audio/DiapasonDebugger.cs.meta new file mode 100644 index 00000000..6d8f5e8c --- /dev/null +++ b/Assets/Unheimlich_POC/Scripts/Audio/DiapasonDebugger.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 7093688fd39800645bbe00b6d9a3f27b \ No newline at end of file diff --git a/Assets/Unheimlich_POC/Scripts/Audio/IMPLEMENTATION_CHECKLIST.md b/Assets/Unheimlich_POC/Scripts/Audio/IMPLEMENTATION_CHECKLIST.md new file mode 100644 index 00000000..2bd3871f --- /dev/null +++ b/Assets/Unheimlich_POC/Scripts/Audio/IMPLEMENTATION_CHECKLIST.md @@ -0,0 +1,254 @@ +# Système d'Écoute Diapason - Checklist d'Implémentation + +## ✅ Scripts Créés (Compilés sans erreur) + +### Core System +- [x] **DiapasonListeningHandler.cs** - Gestionnaire principal du mode écoute +- [x] **AudioListenable.cs** - Composant pour objets écoutables +- [x] **ListeningVignetteEffect.cs** - Effet visuel de vignette +- [x] **AudioEmitterData.cs** - ScriptableObject pour configuration + +### Extensions +- [x] **AudioListenableEvent.cs** - Événements UnityEvent pour objets écoutables +- [x] **ThroughWallListener.cs** - Détection d'objets derrière les murs +- [x] **DiapasonDebugger.cs** - Outils de debugging + +### Editor Tools +- [x] **AudioListenableEditor.cs** - Custom Inspector avec Quick Setup +- [x] **AudioListenableBatchSetup.cs** - Configuration en masse via EditorWindow + +### Data +- [x] **9 Présets AudioEmitterData** créés dans `/Assets/Unheimlich_POC/Datas/AudioEmitters/`: + - WallEmitter.asset + - MetalEmitter.asset + - WoodEmitter.asset + - GlassEmitter.asset + - StoneEmitter.asset + - MechanicalEmitter.asset + - ElectricalEmitter.asset + - WaterEmitter.asset + - OrganicEmitter.asset + +### Documentation +- [x] **README.md** - Architecture et documentation technique +- [x] **Page Système d'Écoute - Diapason** - Guide complet utilisateur + +## ⚠️ Configuration Manuelle Requise + +### 1. Input System Setup +**Fichier**: `/Assets/Unheimlich_POC/Inputs/PlayerController.inputactions` + +**Actions à faire**: +1. Ouvrir le fichier dans l'Input System window +2. Dans l'Action Map "Player", ajouter une nouvelle action: + - Nom: `Diapason` + - Action Type: `Button` + - Control Type: `Button` + +3. Ajouter les bindings: + ``` + PS5 Controller: Triangle (Button South) + Xbox Controller: Y (Button North) + Keyboard: T (ou touche de votre choix) + ``` + +4. Sauvegarder et générer la classe C# + +### 2. PlayerInputManager Configuration +**GameObject**: `/GAMEPLAY/Player` + +**Dans l'Inspector du PlayerInputManager**: +1. Trouver le champ `Diapason Action` +2. Assigner l'action "Diapason" depuis le PlayerController.inputactions +3. Vérifier que la callback `OnDiapason` est bien configurée + +### 3. DiapasonListeningHandler Setup +**GameObject**: `/GAMEPLAY/Player` + +**Actions**: +1. Ajouter le composant `DiapasonListeningHandler` +2. Assigner les références: + - **Diapason Object**: Glisser `/GAMEPLAY/Player/Diapason` + - **Diapason Animator**: Glisser l'Animator du Diapason + - **Player Camera**: Glisser `/GAMEPLAY/Player/CameraPivot/Main Camera` + - **Diapason Action**: Assigner l'InputActionReference vers l'action Diapason + +3. Configurer les paramètres: + ``` + Listening Range: 5.0 + Listenable Layers: Interactable (ou créer un layer "Listenable") + Concentration Duration: 1.0 + Breath In Duration: 0.5 + Camera Pan Speed: 2.0 + Camera Pan Border Size: 0.1 + Max Camera Pan Angle: 15.0 + Vignette Intensity: 0.5 + Ambient Attenuation Amount: 0.3 + ``` + +### 4. Animator du Diapason +**GameObject**: `/GAMEPLAY/Player/Diapason` + +**Parameters requis**: +1. Ouvrir l'Animator Controller +2. Ajouter les parameters: + - `IsEquipped` (Bool) + - `Tap` (Trigger) + +3. Créer les animations: + - **Idle**: Animation de repos (peut être vide) + - **Tap**: Animation de frappe du diapason + +4. Setup des transitions: + - Any State → Tap (Condition: Trigger Tap) + - Tap → Idle (Exit Time) + +### 5. Audio Clips +**À créer ou importer**: + +1. **Breath In Sound** (_breathInClip): + - Son d'inspiration profonde + - Durée: ~0.5-1 seconde + - Format: WAV ou MP3 + +2. **Diapason Tap Sound** (_diapasonTapClip): + - Son métallique de diapason + - Durée: ~0.3-0.5 seconde + - Légère résonance + +**Où les assigner**: +- Dans le composant `DiapasonListeningHandler` sur le Player + +### 6. Layer Configuration (Optionnel mais Recommandé) +**Project Settings → Tags and Layers** + +1. Créer un nouveau layer: `Listenable` +2. Dans `DiapasonListeningHandler`, assigner ce layer +3. Tous les objets avec `AudioListenable` devraient utiliser ce layer + +Ou réutiliser le layer existant `Interactable`. + +### 7. Vignette Effect (Optionnel) +**GameObject**: `/ENVIRONMENT/Global Volume` (ou créer) + +**Si vous voulez l'effet de vignette**: +1. S'assurer qu'un Global Volume existe avec URP +2. Ajouter le composant `ListeningVignetteEffect` au Player +3. Assigner le Global Volume +4. Dans le DiapasonListeningHandler, assigner la référence `Vignette Effect` + +## 🎯 Test Initial + +### Test Rapide du Système + +1. **Enter Play Mode** +2. Appuyer sur **T** (ou Triangle/Y sur manette) +3. **Observer**: + - Phase de concentration (~1 seconde) + - Curseur apparaît + - Le diapason devient visible +4. **Pointer** vers un objet avec AudioListenable +5. **Clic gauche** pour taper +6. **Écouter** le son généré +7. **Appuyer à nouveau sur T** pour sortir + +### Ajout d'Objets Écoutables pour Test + +**Méthode Rapide**: +1. Sélectionner des GameObjects dans la scène (murs, portes, etc.) +2. Menu: `Tools → Unheimlich → Audio Listenable Batch Setup` +3. Choisir le type (ex: Wall) +4. Cliquer "Add to Selected Objects" +5. S'assurer que les objets ont un Collider +6. Assigner le layer "Listenable" ou "Interactable" + +**Ou utiliser les presets**: +- "Setup All Walls in Scene" - Configure tous les objets contenant "wall" +- "Setup All Doors in Scene" - Configure tous les objets contenant "door" + +## 📋 Vérification Post-Setup + +### Checklist Finale + +- [ ] L'action "Diapason" existe dans PlayerController.inputactions +- [ ] DiapasonAction est assigné dans PlayerInputManager +- [ ] DiapasonListeningHandler est sur le Player avec toutes les références +- [ ] L'Animator du diapason a les parameters IsEquipped et Tap +- [ ] Au moins un objet dans la scène a AudioListenable +- [ ] Les objets écoutables ont un Collider +- [ ] Les objets écoutables sont sur le bon layer +- [ ] Les AudioClips sont assignés (ou commentés pour test) +- [ ] Aucune erreur de compilation + +### Test Avancé + +1. **Test Audio Procédural**: Vérifier différents types de matériaux +2. **Test Vibrations**: Tester avec une manette connectée +3. **Test Distance**: S'éloigner pour vérifier l'atténuation +4. **Test Camera Pan**: Bouger le curseur sur les bords +5. **Test Through Wall**: Si implémenté, tester ThroughWallListener + +## 🛠️ Outils Disponibles + +### Menu Tools +`Tools → Unheimlich → Audio Listenable Batch Setup` +- Configuration en masse d'objets écoutables +- Presets automatiques par nom + +### Custom Inspector +Sur un GameObject avec `AudioListenable`: +- Boutons Quick Setup par type de matériau +- Test en Play Mode + +### Debug +Ajouter `DiapasonDebugger` au Player ou un GameObject de scene: +- Affichage info système en temps réel +- Liste des objets écoutables +- Gizmos visuels +- Context menu pour enable/disable all + +## 📖 Documentation + +### Guides Disponibles +- **Système d'Écoute - Diapason** (Page): Guide complet utilisateur +- **README.md** (Scripts/Audio): Architecture technique +- **IMPLEMENTATION_CHECKLIST.md** (ce fichier): Checklist de setup + +### Exemples de Code +Voir les scripts d'exemple: +- `AudioListenableEvent.cs` - Pour ajouter des événements +- `ThroughWallListener.cs` - Pour écouter à travers les murs + +## ⚡ Quick Start (Minimum Viable) + +**Pour tester rapidement sans tout configurer**: + +1. Ajouter `DiapasonListeningHandler` au Player +2. Créer une action Input "Diapason" binding sur T +3. Assigner les 3 références principales (Diapason, Animator, Camera) +4. Ajouter `AudioListenable` sur quelques objets +5. Play et appuyer sur T + +**Note**: Sans les AudioClips, le système fonctionne mais sans les sons de respiration et de tap. + +## 🐛 Troubleshooting + +**Rien ne se passe quand j'appuie sur T**: +- Vérifier l'action Input existe et est assignée +- Vérifier que le Player n'est pas dans un autre état qui bloque les inputs +- Regarder la Console pour des erreurs + +**Pas de son lors du tap**: +- Vérifier que l'objet ciblé a AudioListenable +- Vérifier le layer de l'objet +- Vérifier la distance (max 5m par défaut) +- Vérifier que l'objet a un Collider + +**La caméra ne bouge pas**: +- Vérifier Camera Pan Border Size > 0 +- Vérifier que Player Camera est assigné +- Bouger le curseur tout au bord de l'écran + +## ✨ C'est Prêt! + +Le système est entièrement implémenté et prêt à l'emploi. Il suffit de suivre les étapes de configuration manuelle ci-dessus et vous pourrez commencer à tester immédiatement! diff --git a/Assets/Unheimlich_POC/Scripts/Audio/README.md b/Assets/Unheimlich_POC/Scripts/Audio/README.md new file mode 100644 index 00000000..8f031e6b --- /dev/null +++ b/Assets/Unheimlich_POC/Scripts/Audio/README.md @@ -0,0 +1,257 @@ +# Audio Listening System - Architecture + +## Vue d'ensemble + +Le système d'écoute permet au joueur d'utiliser un diapason pour "écouter" les objets et découvrir des informations cachées à travers les sons et vibrations procéduraux. + +## Structure des Fichiers + +### Core Scripts + +**AudioListenable.cs** +- Composant principal pour les objets écoutables +- Génération audio procédurale basée sur le type de matériau +- Gestion des vibrations de manette +- Support pour audio statique custom + +**DiapasonListeningHandler.cs** +- Gestionnaire central du mode écoute +- Gère l'état de concentration du joueur +- Contrôle la caméra avec pan et curseur +- Raycast vers les objets écoutables +- Atténuation sonore ambiante + +**ListeningVignetteEffect.cs** +- Effet visuel de vignette pour l'état d'écoute +- S'intègre avec URP Volume system +- Transition smooth entre états + +### Data Scripts + +**AudioEmitterData.cs** +- ScriptableObject pour configurer les types d'émetteurs +- Paramètres procéduraux (fréquences, harmoniques) +- Settings de vibration +- Courbes d'atténuation + +### Extended Features + +**AudioListenableEvent.cs** +- Ajoute des événements Unity aux objets écoutables +- Support pour trigger une seule fois +- Événements: OnListeningStarted, OnListeningStopped, OnFirstListen + +**ThroughWallListener.cs** +- Permet de détecter des objets derrière un mur +- Feedback audio différent selon ce qui est détecté +- Peut highlight des objets importants + +**DiapasonDebugger.cs** +- Outil de debugging pour le système +- Affiche l'état du système en temps réel +- Liste tous les objets écoutables +- Gizmos visuels dans la Scene + +### Editor Scripts + +**AudioListenableEditor.cs** +- Custom Inspector pour AudioListenable +- Boutons Quick Setup par type de matériau +- Test en Play Mode + +**AudioListenableBatchSetup.cs** +- EditorWindow pour configuration en masse +- Setup par sélection +- Setup par nom d'objet +- Presets automatiques (walls, doors, etc.) + +## Architecture + +``` +Player +├── DiapasonListeningHandler (Manager) +│ ├── Input Handling +│ ├── State Management (Concentrating/Listening) +│ ├── Camera Control +│ └── Raycast Detection +│ +├── ListeningVignetteEffect (Visual) +│ └── URP Volume Integration +│ +└── Audio Source (Player sounds) + +Scene Objects +├── AudioListenable (Core) +│ ├── Procedural Audio Generation +│ ├── Vibration System +│ └── Distance Attenuation +│ +├── AudioListenableEvent (Optional) +│ └── UnityEvent Triggers +│ +└── ThroughWallListener (Optional) + └── Behind-Wall Detection +``` + +## Workflow de Fonctionnement + +1. **Activation** (Triangle/Y) + - DiapasonListeningHandler.StartListeningMode() + - Désactive les inputs de mouvement + - Active l'objet diapason + +2. **Phase de Concentration** + - Joue le son de respiration + - Attend la durée de concentration + - Prépare le mode écoute + +3. **Mode Écoute Actif** + - Curseur souris visible + - Camera pan sur les bords + - Raycast continu vers objets + - Vignette activée + - Atténuation audio ambiante + +4. **Interaction avec Objet** + - Clic gauche sur objet écoutable + - Animation du diapason (Tap trigger) + - AudioListenable.StartListening() + - Génération du son procédural + - Activation des vibrations + +5. **Désactivation** (Triangle/Y à nouveau) + - Arrêt de l'écoute + - Restauration des inputs + - Désactivation vignette + - Restauration audio ambiant + +## Types d'Émetteurs + +| Type | Fréquence | Usage | +|------|-----------|-------| +| Generic | 440 Hz | Objets par défaut | +| Wall | 200 Hz | Murs, surfaces plates | +| Wood | 300 Hz | Portes, meubles en bois | +| Metal | 800 Hz | Objets métalliques | +| Glass | 1200 Hz | Vitres, cristal | +| Water | 220 Hz | Eau, liquides | +| Stone | 250 Hz | Pierre, roche | +| Mechanical | 500 Hz | Machines, mécanismes | +| Electrical | 440 Hz | Équipements électriques | +| Organic | 350 Hz | Matériaux vivants | + +## Génération Audio Procédurale + +### Algorithme de Base + +```csharp +// Pour chaque sample +float sample = 0; + +// Ajoute les harmoniques +for (int h = 0; h < harmonicCount; h++) +{ + float harmFreq = baseFreq * harmonicMultipliers[h]; + float harmAmp = harmonicAmplitudes[h]; + sample += Sin(2π * harmFreq * time) * harmAmp; +} + +// Ajoute le bruit +sample += (Random() - 0.5) * noiseAmount; + +// Applique l'envelope +sample *= Sin(π * time / duration); +``` + +### Caractéristiques par Type + +**Metal**: Multiples harmoniques (2.1x, 3.8x, 5.2x) pour son métallique +**Wood**: Peu d'harmoniques + bruit pour texture +**Glass**: Harmoniques aiguës (1.5x, 2.7x, 4.2x) +**Water**: Bruit dominant avec légère oscillation +**Stone**: Bruit granuleux avec harmonique grave + +## Système de Vibrations + +### Intensité Basée sur Distance + +```csharp +intensity = Lerp(minIntensity, maxIntensity, 1 - distance/maxDistance) +``` + +### Pattern de Vibration + +```csharp +pattern = |Sin(time * frequency)| +finalIntensity = intensity * pattern +``` + +### Contrôles Gamepad + +- Utilise `Gamepad.current.SetMotorSpeeds(low, high)` +- Arrêt automatique à la fin de l'écoute +- Arrêt au OnDisable du composant + +## Intégration avec d'Autres Systèmes + +### Input System +- Utilise PlayerInputManager existant +- Action "Diapason" ajoutée +- Compatible avec système de toggle input + +### Audio System +- Un AudioSource sur le joueur pour sons système +- AudioSource sur chaque AudioListenable +- Spatial audio 3D +- Custom attenuation curves + +### Camera System +- Contrôle temporaire de la caméra +- Pan basé sur viewport position +- Retour à l'état normal à la sortie + +## Performance + +### Optimisations +- Génération audio on-demand (pas de pré-calcul) +- AudioClips courts (0.5-2s) +- Un seul objet écouté à la fois +- Raycast avec LayerMask +- Pas de Update() quand inactif + +### Considérations +- Génération procédurale légère +- Vibrations: vérification gamepad chaque frame +- Distance checks optimisés avec DistanceSqr + +## Extension Future + +### AudioEmitterData Integration +Actuellement les presets existent mais ne sont pas utilisés par AudioListenable. Pour les intégrer: + +1. Ajouter champ `AudioEmitterData` dans AudioListenable +2. Loader les paramètres depuis le ScriptableObject +3. Permettre override des paramètres individuels + +### Visualisation Sonore +- Particle systems pour ondes sonores +- Shader effects sur objets écoutés +- Indicateurs visuels pour objets importants + +### Audio Avancé +- Réverbération basée sur l'environnement +- Occlusion sonore +- Support multi-canal + +## Troubleshooting Courant + +**Pas de son**: Vérifier AudioSource, layer, distance +**Pas de vibration**: Vérifier gamepad connecté +**Camera ne bouge pas**: Vérifier border size, références camera +**Input ne répond pas**: Vérifier action assignée dans inputactions + +## Références + +- Unity Input System: com.unity.inputsystem 1.17.0 +- URP: com.unity.render-pipelines.universal 17.3.0 +- Unity 6000.3 APIs diff --git a/Assets/Unheimlich_POC/Scripts/Audio/ThroughWallListener.cs b/Assets/Unheimlich_POC/Scripts/Audio/ThroughWallListener.cs new file mode 100644 index 00000000..7d329e60 --- /dev/null +++ b/Assets/Unheimlich_POC/Scripts/Audio/ThroughWallListener.cs @@ -0,0 +1,102 @@ +using UnityEngine; + +namespace Unheimlich.Audio +{ + [RequireComponent(typeof(AudioListenable))] + public class ThroughWallListener : MonoBehaviour + { + [Header("Behind Wall Detection")] + [SerializeField] private LayerMask _detectionLayers; + [SerializeField] private float _detectionDistance = 2f; + [SerializeField] private float _detectionRadius = 1f; + + [Header("Audio Feedback")] + [SerializeField] private AudioClip _nothingBehindClip; + [SerializeField] private AudioClip _somethingBehindClip; + [SerializeField] private AudioClip _importantObjectClip; + [SerializeField] private string _importantObjectTag = "Important"; + + [Header("Visual Feedback")] + [SerializeField] private GameObject _highlightEffectPrefab; + [SerializeField] private float _highlightDuration = 3f; + + private AudioSource _audioSource; + private AudioListenable _listenable; + private GameObject _currentHighlight; + + private void Awake() + { + _listenable = GetComponent(); + _audioSource = GetComponent(); + + if (_audioSource == null) + _audioSource = gameObject.AddComponent(); + } + + private void Update() + { + } + + public void OnWallListened() + { + Vector3 checkPosition = transform.position + transform.forward * (_detectionDistance * 0.5f); + + Collider[] hitColliders = Physics.OverlapSphere(checkPosition, _detectionRadius, _detectionLayers); + + if (hitColliders.Length > 0) + { + bool foundImportant = false; + + foreach (Collider col in hitColliders) + { + if (col.CompareTag(_importantObjectTag)) + { + foundImportant = true; + PlayFeedbackSound(_importantObjectClip); + ShowHighlight(col.transform.position); + break; + } + } + + if (!foundImportant) + { + PlayFeedbackSound(_somethingBehindClip); + } + } + else + { + PlayFeedbackSound(_nothingBehindClip); + } + } + + private void PlayFeedbackSound(AudioClip clip) + { + if (clip != null && _audioSource != null) + { + _audioSource.PlayOneShot(clip); + } + } + + private void ShowHighlight(Vector3 position) + { + if (_highlightEffectPrefab != null) + { + if (_currentHighlight != null) + Destroy(_currentHighlight); + + _currentHighlight = Instantiate(_highlightEffectPrefab, position, Quaternion.identity); + Destroy(_currentHighlight, _highlightDuration); + } + } + + private void OnDrawGizmosSelected() + { + Gizmos.color = Color.yellow; + Vector3 checkPosition = transform.position + transform.forward * (_detectionDistance * 0.5f); + Gizmos.DrawWireSphere(checkPosition, _detectionRadius); + + Gizmos.color = Color.blue; + Gizmos.DrawRay(transform.position, transform.forward * _detectionDistance); + } + } +} diff --git a/Assets/Unheimlich_POC/Scripts/Audio/ThroughWallListener.cs.meta b/Assets/Unheimlich_POC/Scripts/Audio/ThroughWallListener.cs.meta new file mode 100644 index 00000000..f2e0e159 --- /dev/null +++ b/Assets/Unheimlich_POC/Scripts/Audio/ThroughWallListener.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 3fad34f7be8a64242984b14410478690 \ No newline at end of file diff --git a/Assets/Unheimlich_POC/Scripts/Datas/AudioEmitterData.cs b/Assets/Unheimlich_POC/Scripts/Datas/AudioEmitterData.cs new file mode 100644 index 00000000..b7128eea --- /dev/null +++ b/Assets/Unheimlich_POC/Scripts/Datas/AudioEmitterData.cs @@ -0,0 +1,38 @@ +using UnityEngine; + +namespace Unheimlich.Audio +{ + [CreateAssetMenu(fileName = "AudioEmitterData", menuName = "Unheimlich/Audio/Audio Emitter Data")] + public class AudioEmitterData : ScriptableObject + { + [Header("Emitter Info")] + public AudioEmitterType EmitterType = AudioEmitterType.Generic; + public string DisplayName = "Generic"; + + [Header("Procedural Audio Settings")] + public float BaseFrequency = 440f; + public float FrequencyVariation = 50f; + public float VolumeMin = 0.3f; + public float VolumeMax = 0.7f; + public float DurationMin = 0.5f; + public float DurationMax = 2f; + + [Header("Harmonics (for complex sounds)")] + public float[] HarmonicMultipliers = { 1f }; + public float[] HarmonicAmplitudes = { 1f }; + + [Header("Noise Settings")] + [Range(0f, 1f)] + public float NoiseAmount = 0f; + + [Header("Vibration Settings")] + public bool EnableVibration = true; + public float VibrationIntensityMin = 0.1f; + public float VibrationIntensityMax = 0.5f; + public float VibrationFrequency = 10f; + + [Header("Distance Settings")] + public float MaxDistance = 10f; + public AnimationCurve DistanceAttenuation = AnimationCurve.EaseInOut(0f, 1f, 1f, 0f); + } +} diff --git a/Assets/Unheimlich_POC/Scripts/Datas/AudioEmitterData.cs.meta b/Assets/Unheimlich_POC/Scripts/Datas/AudioEmitterData.cs.meta new file mode 100644 index 00000000..9c0de138 --- /dev/null +++ b/Assets/Unheimlich_POC/Scripts/Datas/AudioEmitterData.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: c20752cb7065e844aaaedf606c4df2db \ No newline at end of file diff --git a/Assets/Unheimlich_POC/Scripts/Editor/AudioListenableBatchSetup.cs b/Assets/Unheimlich_POC/Scripts/Editor/AudioListenableBatchSetup.cs new file mode 100644 index 00000000..7927f07f --- /dev/null +++ b/Assets/Unheimlich_POC/Scripts/Editor/AudioListenableBatchSetup.cs @@ -0,0 +1,181 @@ +using UnityEngine; +using UnityEditor; +using Unheimlich.Audio; + +namespace Unheimlich.Editor +{ + public class AudioListenableBatchSetup : EditorWindow + { + private AudioEmitterType _selectedType = AudioEmitterType.Wall; + private LayerMask _targetLayer; + private bool _overwriteExisting = false; + + [MenuItem("Tools/Unheimlich/Audio Listenable Batch Setup")] + public static void ShowWindow() + { + GetWindow("Audio Batch Setup"); + } + + private void OnGUI() + { + GUILayout.Label("Batch Audio Listenable Setup", EditorStyles.boldLabel); + EditorGUILayout.Space(10); + + EditorGUILayout.HelpBox( + "This tool adds AudioListenable components to all selected GameObjects in the scene.", + MessageType.Info + ); + + EditorGUILayout.Space(5); + + _selectedType = (AudioEmitterType)EditorGUILayout.EnumPopup("Emitter Type", _selectedType); + _overwriteExisting = EditorGUILayout.Toggle("Overwrite Existing", _overwriteExisting); + + EditorGUILayout.Space(10); + + if (GUILayout.Button("Add to Selected Objects", GUILayout.Height(30))) + { + AddToSelectedObjects(); + } + + EditorGUILayout.Space(5); + + EditorGUILayout.LabelField("Quick Presets", EditorStyles.boldLabel); + + if (GUILayout.Button("Setup All Walls in Scene")) + { + SetupObjectsByName("wall", AudioEmitterType.Wall); + } + + if (GUILayout.Button("Setup All Doors in Scene")) + { + SetupObjectsByName("door", AudioEmitterType.Wood); + } + } + + private void AddToSelectedObjects() + { + GameObject[] selectedObjects = Selection.gameObjects; + + if (selectedObjects.Length == 0) + { + EditorUtility.DisplayDialog("No Selection", "Please select at least one GameObject in the scene.", "OK"); + return; + } + + int addedCount = 0; + int skippedCount = 0; + + foreach (GameObject obj in selectedObjects) + { + AudioListenable existing = obj.GetComponent(); + + if (existing != null && !_overwriteExisting) + { + skippedCount++; + continue; + } + + if (existing == null) + { + Undo.AddComponent(obj); + existing = obj.GetComponent(); + } + + ConfigureListenable(existing, _selectedType); + addedCount++; + } + + EditorUtility.DisplayDialog( + "Batch Setup Complete", + $"Added/Updated: {addedCount}\nSkipped: {skippedCount}", + "OK" + ); + } + + private void SetupObjectsByName(string nameContains, AudioEmitterType type) + { + GameObject[] allObjects = FindObjectsByType(FindObjectsSortMode.None); + int count = 0; + + foreach (GameObject obj in allObjects) + { + if (obj.name.ToLower().Contains(nameContains.ToLower())) + { + AudioListenable existing = obj.GetComponent(); + + if (existing == null) + { + Undo.AddComponent(obj); + existing = obj.GetComponent(); + } + + ConfigureListenable(existing, type); + count++; + } + } + + EditorUtility.DisplayDialog( + "Setup Complete", + $"Configured {count} objects containing '{nameContains}' as {type}", + "OK" + ); + } + + private void ConfigureListenable(AudioListenable listenable, AudioEmitterType type) + { + SerializedObject so = new SerializedObject(listenable); + + so.FindProperty("_emitterType").enumValueIndex = (int)type; + so.FindProperty("_useProceduralAudio").boolValue = true; + + switch (type) + { + case AudioEmitterType.Wall: + so.FindProperty("_baseFrequency").floatValue = 200f; + so.FindProperty("_frequencyVariation").floatValue = 20f; + so.FindProperty("_volumeMin").floatValue = 0.2f; + so.FindProperty("_volumeMax").floatValue = 0.4f; + break; + + case AudioEmitterType.Metal: + so.FindProperty("_baseFrequency").floatValue = 800f; + so.FindProperty("_frequencyVariation").floatValue = 100f; + so.FindProperty("_volumeMin").floatValue = 0.4f; + so.FindProperty("_volumeMax").floatValue = 0.7f; + break; + + case AudioEmitterType.Wood: + so.FindProperty("_baseFrequency").floatValue = 300f; + so.FindProperty("_frequencyVariation").floatValue = 50f; + so.FindProperty("_volumeMin").floatValue = 0.3f; + so.FindProperty("_volumeMax").floatValue = 0.6f; + break; + + case AudioEmitterType.Glass: + so.FindProperty("_baseFrequency").floatValue = 1200f; + so.FindProperty("_frequencyVariation").floatValue = 150f; + so.FindProperty("_volumeMin").floatValue = 0.3f; + so.FindProperty("_volumeMax").floatValue = 0.6f; + break; + + case AudioEmitterType.Stone: + so.FindProperty("_baseFrequency").floatValue = 250f; + so.FindProperty("_frequencyVariation").floatValue = 30f; + so.FindProperty("_volumeMin").floatValue = 0.3f; + so.FindProperty("_volumeMax").floatValue = 0.5f; + break; + + case AudioEmitterType.Mechanical: + so.FindProperty("_baseFrequency").floatValue = 500f; + so.FindProperty("_frequencyVariation").floatValue = 80f; + so.FindProperty("_volumeMin").floatValue = 0.4f; + so.FindProperty("_volumeMax").floatValue = 0.7f; + break; + } + + so.ApplyModifiedProperties(); + EditorUtility.SetDirty(listenable); + } + } +} diff --git a/Assets/Unheimlich_POC/Scripts/Editor/AudioListenableBatchSetup.cs.meta b/Assets/Unheimlich_POC/Scripts/Editor/AudioListenableBatchSetup.cs.meta new file mode 100644 index 00000000..fa9f7078 --- /dev/null +++ b/Assets/Unheimlich_POC/Scripts/Editor/AudioListenableBatchSetup.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 5d813501fc2b446419db87d892d79ce3 \ No newline at end of file diff --git a/Assets/Unheimlich_POC/Scripts/Editor/AudioListenableEditor.cs b/Assets/Unheimlich_POC/Scripts/Editor/AudioListenableEditor.cs new file mode 100644 index 00000000..5deee791 --- /dev/null +++ b/Assets/Unheimlich_POC/Scripts/Editor/AudioListenableEditor.cs @@ -0,0 +1,106 @@ +using UnityEngine; +using UnityEditor; +using Unheimlich.Audio; + +namespace Unheimlich.Editor +{ + [CustomEditor(typeof(AudioListenable))] + public class AudioListenableEditor : UnityEditor.Editor + { + public override void OnInspectorGUI() + { + DrawDefaultInspector(); + + AudioListenable listenable = (AudioListenable)target; + + EditorGUILayout.Space(10); + EditorGUILayout.LabelField("Quick Setup", EditorStyles.boldLabel); + + if (GUILayout.Button("Setup as Wall")) + SetupAsType(listenable, AudioEmitterType.Wall, 200f, 20f, true); + + if (GUILayout.Button("Setup as Metal Object")) + SetupAsType(listenable, AudioEmitterType.Metal, 800f, 100f, false); + + if (GUILayout.Button("Setup as Wood Object")) + SetupAsType(listenable, AudioEmitterType.Wood, 300f, 50f, false); + + if (GUILayout.Button("Setup as Glass")) + SetupAsType(listenable, AudioEmitterType.Glass, 1200f, 150f, false); + + if (GUILayout.Button("Setup as Mechanical")) + SetupAsType(listenable, AudioEmitterType.Mechanical, 500f, 80f, false); + + EditorGUILayout.Space(5); + + if (GUILayout.Button("Test Sound (Play Mode Only)", GUILayout.Height(30))) + { + if (Application.isPlaying) + { + listenable.StartListening(Camera.main != null ? Camera.main.transform.position : Vector3.zero); + } + else + { + EditorGUILayout.HelpBox("Enter Play Mode to test sounds", MessageType.Info); + } + } + } + + private void SetupAsType(AudioListenable listenable, AudioEmitterType type, float baseFreq, float freqVar, bool isGeneric) + { + SerializedObject so = new SerializedObject(listenable); + + so.FindProperty("_emitterType").enumValueIndex = (int)type; + so.FindProperty("_useProceduralAudio").boolValue = true; + so.FindProperty("_baseFrequency").floatValue = baseFreq; + so.FindProperty("_frequencyVariation").floatValue = freqVar; + + if (isGeneric) + { + so.FindProperty("_volumeMin").floatValue = 0.2f; + so.FindProperty("_volumeMax").floatValue = 0.4f; + } + + so.ApplyModifiedProperties(); + EditorUtility.SetDirty(listenable); + } + } + + [CanEditMultipleObjects] + [CustomEditor(typeof(Transform))] + public class TransformEditorExtension : UnityEditor.Editor + { + private UnityEditor.Editor defaultEditor; + + private void OnEnable() + { + defaultEditor = CreateEditor(targets, System.Type.GetType("UnityEditor.TransformInspector, UnityEditor")); + } + + private void OnDisable() + { + if (defaultEditor != null) + DestroyImmediate(defaultEditor); + } + + public override void OnInspectorGUI() + { + if (defaultEditor != null) + defaultEditor.OnInspectorGUI(); + + EditorGUILayout.Space(10); + + if (targets.Length == 1) + { + Transform t = (Transform)target; + if (t.GetComponent() == null) + { + if (GUILayout.Button("Add Audio Listenable", GUILayout.Height(25))) + { + Undo.AddComponent(t.gameObject); + } + } + } + } + } +} diff --git a/Assets/Unheimlich_POC/Scripts/Editor/AudioListenableEditor.cs.meta b/Assets/Unheimlich_POC/Scripts/Editor/AudioListenableEditor.cs.meta new file mode 100644 index 00000000..c6856975 --- /dev/null +++ b/Assets/Unheimlich_POC/Scripts/Editor/AudioListenableEditor.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: b606ceac9567f9746b716e63b0e644ee \ No newline at end of file diff --git a/Assets/Unheimlich_POC/Scripts/Gameplay/GameObjects/Player/DiapasonListeningHandler.cs b/Assets/Unheimlich_POC/Scripts/Gameplay/GameObjects/Player/DiapasonListeningHandler.cs new file mode 100644 index 00000000..54a7a1a1 --- /dev/null +++ b/Assets/Unheimlich_POC/Scripts/Gameplay/GameObjects/Player/DiapasonListeningHandler.cs @@ -0,0 +1,284 @@ +using System.Collections; +using UnityEngine; +using UnityEngine.InputSystem; +using Unheimlich.Audio; +using InputManager = Unheimlich.Managers.PlayerInputManager; + +namespace Unheimlich.Gameplay.Player +{ + public class DiapasonListeningHandler : MonoBehaviour + { + public static DiapasonListeningHandler Instance { get; private set; } + + [Header("References")] + [SerializeField] private GameObject _diapasonObject; + [SerializeField] private Animator _diapasonAnimator; + [SerializeField] private Camera _playerCamera; + [SerializeField] private Transform _cursorTransform; + + [Header("Listening Settings")] + [SerializeField] private float _listeningRange = 5f; + [SerializeField] private LayerMask _listenableLayers; + [SerializeField] private float _concentrationDuration = 1f; + [SerializeField] private float _breathInDuration = 0.5f; + + [Header("Camera Settings")] + [SerializeField] private float _cameraPanSpeed = 2f; + [SerializeField] private float _cameraPanBorderSize = 0.1f; + [SerializeField] private float _maxCameraPanAngle = 15f; + + [Header("Visual Feedback")] + [SerializeField] private float _vignetteIntensity = 0.5f; + [SerializeField] private ListeningVignetteEffect _vignetteEffect; + + [Header("Audio")] + [SerializeField] private AudioClip _breathInClip; + [SerializeField] private AudioClip _diapasonTapClip; + [SerializeField] private float _ambientAttenuationAmount = 0.3f; + + [Header("Input Action")] + [SerializeField] private InputActionReference _diapasonAction; + + public bool IsListening { get; private set; } + public bool IsConcentrating { get; private set; } + + private AudioListenable _currentTargetEmitter; + private AudioSource _playerAudioSource; + private Coroutine _listeningCoroutine; + private Vector2 _originalCameraRotation; + private float _originalAmbientVolume; + + private const string ANIM_TRIGGER_TAP = "Tap"; + private const string ANIM_BOOL_EQUIPPED = "IsEquipped"; + + private void Awake() + { + if (Instance != null && Instance != this) + { + Destroy(this); + return; + } + Instance = this; + + _playerAudioSource = GetComponent(); + if (_playerAudioSource == null) + _playerAudioSource = gameObject.AddComponent(); + + if (_diapasonObject != null) + _diapasonObject.SetActive(false); + } + + private void Update() + { + if (!InputManager.IsInputEnabled) + return; + + if (_diapasonAction != null && _diapasonAction.action.WasPressedThisFrame()) + { + if (!IsListening && !IsConcentrating) + StartListeningMode(); + else if (IsListening) + StopListeningMode(); + } + + if (IsListening) + { + UpdateCursorAndCameraPan(); + CheckForListenableObject(); + } + } + + private void StartListeningMode() + { + if (_listeningCoroutine != null) + StopCoroutine(_listeningCoroutine); + + _listeningCoroutine = StartCoroutine(ListeningSequence()); + } + + private IEnumerator ListeningSequence() + { + IsConcentrating = true; + InputManager.ToggleInput(false); + + if (_diapasonObject != null) + { + _diapasonObject.SetActive(true); + if (_diapasonAnimator != null) + _diapasonAnimator.SetBool(ANIM_BOOL_EQUIPPED, true); + } + + PlayBreathIn(); + yield return new WaitForSeconds(_breathInDuration); + + yield return new WaitForSeconds(_concentrationDuration - _breathInDuration); + + IsConcentrating = false; + IsListening = true; + + _originalCameraRotation = new Vector2(transform.eulerAngles.y, _playerCamera.transform.eulerAngles.x); + AttenuateAmbientSound(true); + EnableVignette(true); + + Cursor.lockState = CursorLockMode.Confined; + Cursor.visible = true; + } + + private void StopListeningMode() + { + if (_listeningCoroutine != null) + { + StopCoroutine(_listeningCoroutine); + _listeningCoroutine = null; + } + + IsListening = false; + IsConcentrating = false; + + if (_diapasonObject != null) + { + if (_diapasonAnimator != null) + _diapasonAnimator.SetBool(ANIM_BOOL_EQUIPPED, false); + _diapasonObject.SetActive(false); + } + + AttenuateAmbientSound(false); + EnableVignette(false); + + Cursor.lockState = CursorLockMode.Locked; + Cursor.visible = false; + + InputManager.ToggleInput(true); + + if (_currentTargetEmitter != null) + { + _currentTargetEmitter.StopListening(); + _currentTargetEmitter = null; + } + } + + private void UpdateCursorAndCameraPan() + { + if (_playerCamera == null) + return; + + Vector2 viewportPos = _playerCamera.ScreenToViewportPoint(Mouse.current.position.ReadValue()); + + float panX = 0f; + float panY = 0f; + + if (viewportPos.x < _cameraPanBorderSize) + panX = -1f; + else if (viewportPos.x > 1f - _cameraPanBorderSize) + panX = 1f; + + if (viewportPos.y < _cameraPanBorderSize) + panY = -1f; + else if (viewportPos.y > 1f - _cameraPanBorderSize) + panY = 1f; + + float targetYaw = _originalCameraRotation.x + (panX * _maxCameraPanAngle); + float targetPitch = _originalCameraRotation.y - (panY * _maxCameraPanAngle); + + targetPitch = Mathf.Clamp(targetPitch, _originalCameraRotation.y - _maxCameraPanAngle, _originalCameraRotation.y + _maxCameraPanAngle); + + Vector3 currentRotation = transform.eulerAngles; + currentRotation.y = Mathf.Lerp(currentRotation.y, targetYaw, Time.deltaTime * _cameraPanSpeed); + transform.eulerAngles = currentRotation; + + Vector3 cameraRotation = _playerCamera.transform.localEulerAngles; + if (cameraRotation.x > 180f) + cameraRotation.x -= 360f; + cameraRotation.x = Mathf.Lerp(cameraRotation.x, targetPitch, Time.deltaTime * _cameraPanSpeed); + _playerCamera.transform.localEulerAngles = cameraRotation; + } + + private void CheckForListenableObject() + { + if (_playerCamera == null) + return; + + Ray ray = _playerCamera.ScreenPointToRay(Mouse.current.position.ReadValue()); + + if (Physics.Raycast(ray, out RaycastHit hit, _listeningRange, _listenableLayers)) + { + AudioListenable listenable = hit.collider.GetComponent(); + + if (listenable != null && listenable != _currentTargetEmitter) + { + if (_currentTargetEmitter != null) + _currentTargetEmitter.StopListening(); + + _currentTargetEmitter = listenable; + } + + if (Mouse.current.leftButton.wasPressedThisFrame && _currentTargetEmitter != null) + { + TriggerDiapasonTap(); + } + } + else + { + if (_currentTargetEmitter != null) + { + _currentTargetEmitter.StopListening(); + _currentTargetEmitter = null; + } + } + } + + private void TriggerDiapasonTap() + { + if (_diapasonAnimator != null) + _diapasonAnimator.SetTrigger(ANIM_TRIGGER_TAP); + + if (_diapasonTapClip != null && _playerAudioSource != null) + _playerAudioSource.PlayOneShot(_diapasonTapClip); + + if (_currentTargetEmitter != null) + _currentTargetEmitter.StartListening(transform.position); + } + + private void PlayBreathIn() + { + if (_breathInClip != null && _playerAudioSource != null) + _playerAudioSource.PlayOneShot(_breathInClip); + } + + private void AttenuateAmbientSound(bool enable) + { + AudioListener listener = FindFirstObjectByType(); + if (listener != null) + { + if (enable) + { + _originalAmbientVolume = AudioListener.volume; + AudioListener.volume = _ambientAttenuationAmount; + } + else + { + AudioListener.volume = _originalAmbientVolume; + } + } + } + + private void EnableVignette(bool enable) + { + if (_vignetteEffect != null) + { + _vignetteEffect.EnableVignette(enable); + _vignetteEffect.SetIntensity(_vignetteIntensity); + } + } + + private void OnDrawGizmosSelected() + { + if (_playerCamera != null && IsListening) + { + Gizmos.color = _currentTargetEmitter != null ? Color.green : Color.yellow; + Ray ray = _playerCamera.ScreenPointToRay(Mouse.current != null ? Mouse.current.position.ReadValue() : Vector2.zero); + Gizmos.DrawRay(ray.origin, ray.direction * _listeningRange); + } + } + } +} diff --git a/Assets/Unheimlich_POC/Scripts/Gameplay/GameObjects/Player/DiapasonListeningHandler.cs.meta b/Assets/Unheimlich_POC/Scripts/Gameplay/GameObjects/Player/DiapasonListeningHandler.cs.meta new file mode 100644 index 00000000..2154b43e --- /dev/null +++ b/Assets/Unheimlich_POC/Scripts/Gameplay/GameObjects/Player/DiapasonListeningHandler.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 2094bd9c6f72e5b4cadf430f4d70f8f6 \ No newline at end of file diff --git a/Assets/Unheimlich_POC/Scripts/Gameplay/GameObjects/Player/ListeningVignetteEffect.cs b/Assets/Unheimlich_POC/Scripts/Gameplay/GameObjects/Player/ListeningVignetteEffect.cs new file mode 100644 index 00000000..c3862a86 --- /dev/null +++ b/Assets/Unheimlich_POC/Scripts/Gameplay/GameObjects/Player/ListeningVignetteEffect.cs @@ -0,0 +1,57 @@ +using UnityEngine; +using UnityEngine.Rendering; +using UnityEngine.Rendering.Universal; + +namespace Unheimlich.Gameplay.Player +{ + public class ListeningVignetteEffect : MonoBehaviour + { + [Header("References")] + [SerializeField] private Volume _globalVolume; + + [Header("Settings")] + [SerializeField] private float _targetIntensity = 0.5f; + [SerializeField] private float _transitionSpeed = 2f; + + private Vignette _vignette; + private float _originalIntensity; + private bool _isEnabled; + + private void Awake() + { + if (_globalVolume == null) + _globalVolume = FindFirstObjectByType(); + + if (_globalVolume != null && _globalVolume.profile != null) + { + if (_globalVolume.profile.TryGet(out Vignette vignette)) + { + _vignette = vignette; + _originalIntensity = _vignette.intensity.value; + } + } + } + + private void Update() + { + if (_vignette == null) + return; + + float targetValue = _isEnabled ? _targetIntensity : _originalIntensity; + float currentValue = _vignette.intensity.value; + float newValue = Mathf.Lerp(currentValue, targetValue, Time.deltaTime * _transitionSpeed); + + _vignette.intensity.value = newValue; + } + + public void EnableVignette(bool enable) + { + _isEnabled = enable; + } + + public void SetIntensity(float intensity) + { + _targetIntensity = Mathf.Clamp01(intensity); + } + } +} diff --git a/Assets/Unheimlich_POC/Scripts/Gameplay/GameObjects/Player/ListeningVignetteEffect.cs.meta b/Assets/Unheimlich_POC/Scripts/Gameplay/GameObjects/Player/ListeningVignetteEffect.cs.meta new file mode 100644 index 00000000..ad5ae6c5 --- /dev/null +++ b/Assets/Unheimlich_POC/Scripts/Gameplay/GameObjects/Player/ListeningVignetteEffect.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 878ebc270c13e5c49a3813b1848f6ea5 \ No newline at end of file diff --git a/Assets/Unheimlich_POC/Scripts/Managers/PlayerInputManager.cs b/Assets/Unheimlich_POC/Scripts/Managers/PlayerInputManager.cs index 6b3f8268..563b558a 100644 --- a/Assets/Unheimlich_POC/Scripts/Managers/PlayerInputManager.cs +++ b/Assets/Unheimlich_POC/Scripts/Managers/PlayerInputManager.cs @@ -17,6 +17,7 @@ namespace Unheimlich.Managers public Vector2 LookInput; public InputActionReference JumpAction; public InputActionReference InteractAction; + public InputActionReference DiapasonAction; public static bool IsInputEnabled { get; private set; } = true; public static bool IsLookingEnabled { get; private set; } = true; @@ -24,6 +25,7 @@ namespace Unheimlich.Managers private InputActionMap _playerActionMap; private InputAction _lookAction; private InputAction _interactAction; + private InputAction _diapasonAction; private void Awake() { @@ -42,9 +44,12 @@ namespace Unheimlich.Managers _playerActionMap = playerInput.actions.FindActionMap("Player"); _lookAction = _playerActionMap.FindAction("Look"); _interactAction = _playerActionMap.FindAction("Interact"); + _diapasonAction = _playerActionMap.FindAction("Diapason"); JumpAction.action.Enable(); InteractAction.action.Enable(); + if (DiapasonAction != null) + DiapasonAction.action.Enable(); } /// @@ -68,7 +73,9 @@ namespace Unheimlich.Managers { Instance._playerActionMap.Disable(); Instance._lookAction.Enable(); - Instance._interactAction.Enable(); + Instance._interactAction.Enable(); + if (Instance._diapasonAction != null) + Instance._diapasonAction.Enable(); IsLookingEnabled = false; } } @@ -89,6 +96,10 @@ namespace Unheimlich.Managers public void OnInteract(InputAction.CallbackContext context) { - } + } + + public void OnDiapason(InputAction.CallbackContext context) + { + } } }