chore: Project Restructuring & Theatre
This commit is contained in:
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fileFormatVersion: 2
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guid: 7d2498a28ae6dbe4e98260ebaf559261
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,182 @@
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using UnityEngine;
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namespace Unheimlich.Features.Dialogue.Data
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{
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/// <summary>
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/// ScriptableObject configuration for dialogue choice spawn behavior and animations.
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/// Defines spawn patterns, floating effects, rotation, distance scaling, and focus behavior.
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/// </summary>
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[CreateAssetMenu(fileName = "DialogueAnimationSettings", menuName = "Unheimlich/Animation/Dialogue Animation Settings")]
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public class DialogueAnimationSettings : ScriptableObject
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{
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[Header("Choice Spawn Animation")]
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[Tooltip("How choices appear in the world")]
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public ChoiceSpawnMode SpawnMode = ChoiceSpawnMode.AroundAnchor;
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[Tooltip("Default scale multiplier for spawned choices (1.0 = normal size)")]
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public float DefaultScaleMultiplier = 1.0f;
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[Tooltip("Minimum scale variation multiplier (e.g., 0.5 = 50% of base scale)")]
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[Range(0.1f, 2f)]
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public float MinScaleVariation = 0.5f;
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[Tooltip("Maximum scale variation multiplier (e.g., 1.5 = 150% of base scale)")]
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[Range(0.1f, 2f)]
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public float MaxScaleVariation = 1.5f;
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[Tooltip("Enable random scale variation for each word")]
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public bool EnableScaleVariation = false;
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[Header("Spawn Settings")]
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[Tooltip("Radius around anchor where choices spawn")]
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public float SpawnRadius = 2f;
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[Tooltip("Height offset from anchor")]
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public float SpawnHeightOffset = 0f;
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[Tooltip("Should choices face the player?")]
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public bool FacePlayer = true;
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[Header("Animation")]
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[Tooltip("Duration of spawn animation")]
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public float SpawnAnimationDuration = 0.5f;
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[Tooltip("Spawn animation curve")]
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public AnimationCurve SpawnCurve = AnimationCurve.EaseInOut(0, 0, 1, 1);
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[Header("Idle Behavior")]
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[Tooltip("Should choices float vertically?")]
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public bool EnableFloating = true;
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[Tooltip("Floating amplitude")]
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public float FloatingAmplitude = 0.2f;
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[Tooltip("Floating duration (full cycle)")]
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public float FloatingDuration = 3f;
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[Header("Organic Shake")]
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[Tooltip("Enable organic shake/drift movement around center point (Heavy Rain style)")]
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public bool EnableOrganicShake = false;
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[Tooltip("Radius around center point where choices can drift")]
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public float ShakeRadius = 0.15f;
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[Tooltip("Speed of the shake movement")]
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public float ShakeSpeed = 1.5f;
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[Tooltip("Smoothness of shake transitions (higher = smoother)")]
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public float ShakeSmoothness = 2f;
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[Tooltip("Shake speed multiplier for unfocused choices when one is focused (0.3 = 30% speed)")]
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[Range(0f, 1f)]
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public float UnfocusedShakeSpeedMultiplier = 0.3f;
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[Header("Ghost Trail Effect")]
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[Tooltip("Enable ghost/shadow trail effect behind text (Heavy Rain style)")]
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public bool EnableGhostTrail = false;
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[Tooltip("Time delay for ghost trail in seconds (how far behind the ghost follows)")]
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public float GhostTrailDelay = 0.15f;
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[Tooltip("Transparency of the ghost trail (0 = invisible, 1 = opaque)")]
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[Range(0f, 1f)]
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public float GhostTrailAlpha = 0.3f;
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[Tooltip("Should container rotate continuously?")]
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public bool EnableRotation = true;
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[Tooltip("Axis of rotation (Forward = Z, Up = Y, Right = X)")]
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public RotationAxis RotationAxis = RotationAxis.Forward;
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[Tooltip("Normal rotation speed when not focused (degrees per second). Higher = faster rotation.")]
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public float NormalRotationSpeed = 36f;
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[Header("Follow Player")]
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[Tooltip("Should container follow player position?")]
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public bool FollowPlayerPosition = false;
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[Tooltip("Should container follow player Y rotation? (keeps choices in front of player)")]
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public bool FollowPlayerRotation = false;
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[Header("Distance-Based Scaling")]
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[Tooltip("Should scale and radius adjust based on distance to player?")]
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public bool EnableDistanceScaling = false;
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[Tooltip("Minimum distance for scaling calculation")]
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public float MinDistance = 2f;
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[Tooltip("Maximum distance for scaling calculation")]
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public float MaxDistance = 10f;
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[Tooltip("Scale multiplier at minimum distance")]
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public float MinScaleMultiplier = 1f;
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[Tooltip("Scale multiplier at maximum distance")]
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public float MaxScaleMultiplier = 3f;
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[Header("Focus Animation")]
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[Tooltip("Should choices move toward player when focused?")]
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public bool MoveTowardPlayerOnFocus = true;
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[Tooltip("Distance from player when focused")]
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public float FocusDistanceFromPlayer = 1.5f;
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[Tooltip("Rotation speed when a choice is focused (degrees per second). Higher = faster rotation.")]
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public float FocusRotationSpeed = 60f;
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[Tooltip("Enable camera shake when focusing on a choice")]
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public bool EnableCameraShakeOnFocus = true;
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[Tooltip("Camera shake intensity when focusing (higher = less shake, lower = more shake)")]
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public float CameraShakeIntensity = 30f;
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[Tooltip("Camera shake smoothness (0 = instant/jarring, higher = smoother). Controls how fast the camera moves to shake position.")]
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public float CameraShakeSmoothness = 10f;
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[Tooltip("Scale down multiplier for the FOCUSED choice text (0.9 = 90% size)")]
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[Range(0f, 1f)]
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public float FocusedTextScaleMultiplier = 0.9f;
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[Tooltip("Duration of the text scale animation when focusing (in seconds)")]
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public float FocusedTextScaleDuration = 0.3f;
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[Tooltip("Duration of the text scale reset animation when unfocusing (in seconds)")]
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public float UnfocusedTextScaleDuration = 0.3f;
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[Header("Sketch & Fade on Selection")]
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[Tooltip("Enable sketch and fade effect on non-selected words when a choice is focused")]
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public bool EnableSketchFadeOnFocus = false;
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[Tooltip("Material with sketch shader for TextMeshPro")]
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public Material SketchMaterial;
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[Tooltip("Duration of the sketch effect before fade (in seconds)")]
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public float SketchDuration = 0.3f;
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[Tooltip("Duration of the fade out after sketch (in seconds)")]
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public float FadeOutDuration = 0.5f;
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[Tooltip("Intensity of the sketch effect (0 = no sketch, 1 = full sketch)")]
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[Range(0f, 1f)]
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public float SketchIntensity = 0.8f;
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[Tooltip("Final alpha value after fade (0 = invisible, 1 = opaque)")]
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[Range(0f, 1f)]
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public float FinalFadeAlpha = 0.2f;
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}
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public enum ChoiceSpawnMode
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{
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AroundAnchor,
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AtAnchorPosition,
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InFrontOfPlayer,
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CircleAroundPlayer
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}
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public enum RotationAxis
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{
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Forward,
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Up,
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Right
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}
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}
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: 1aec9b5da9003c646be8289148a4a405
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@@ -0,0 +1,40 @@
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using UnityEngine;
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using OctoCore.Localization;
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namespace Unheimlich.Features.Dialogue.Data
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{
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[System.Serializable]
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public class DialogueChoiceData
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{
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[Header("Choice Content")]
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[Tooltip("Localized text displayed on the choice button")]
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public OctoLocalizedTextData ChoiceText;
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[HideInInspector]
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public string ChoiceTextOverride;
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[Header("Flow")]
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[Tooltip("Direct reference to the next DialogueNode")]
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public DialogueNode NextNode;
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[Header("Conditions (Optional)")]
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[Tooltip("Required condition to display this choice (optional, for future use)")]
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public string RequiredCondition;
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public string GetLocalizedChoiceText()
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{
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if (!string.IsNullOrEmpty(ChoiceTextOverride))
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return ChoiceTextOverride;
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if (ChoiceText != null)
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return OctoLocalization.GetLocalizedText(ChoiceText);
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return string.Empty;
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}
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public bool IsValid()
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{
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return ChoiceText != null && NextNode != null;
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}
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}
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}
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: 6a3b0ea4c9c5bec419eac7026710bfc9
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@@ -0,0 +1,35 @@
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using System.Collections.Generic;
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using UnityEngine;
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using OctoCore.Localization;
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namespace Unheimlich.Features.Dialogue.Data
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{
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[CreateAssetMenu(fileName = "NewConversation", menuName = "Unheimlich/Dialogue/Conversation")]
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public class DialogueConversation : ScriptableObject
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{
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[Header("Speaker Information")]
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[Tooltip("Localized name of the speaker (common to all texts in this conversation)")]
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public OctoLocalizedTextData SpeakerName;
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[Header("Display Mode")]
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[Tooltip("Choose how to display dialogue text: World (3D space) or Screen (Canvas UI)")]
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public DialogueDisplayMode DisplayMode = DialogueDisplayMode.World;
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[Header("Dialogue Flow")]
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[Tooltip("Ordered list of dialogue nodes for this conversation")]
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public List<DialogueNode> DialogueNodes = new List<DialogueNode>();
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public string GetLocalizedSpeakerName()
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{
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if (SpeakerName != null)
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return OctoLocalization.GetLocalizedText(SpeakerName);
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return string.Empty;
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}
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public DialogueNode GetFirstNode()
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{
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return DialogueNodes != null && DialogueNodes.Count > 0 ? DialogueNodes[0] : null;
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}
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}
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}
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: 83cc2feccc2da50418d37dfef21a2e99
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@@ -0,0 +1,367 @@
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using UnityEngine;
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using System.Collections.Generic;
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using OctoCore.Localization;
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#if UNITY_EDITOR
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using UnityEditor;
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using System.IO;
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#endif
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namespace Unheimlich.Features.Dialogue.Data
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{
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public static class DialogueConversationBuilder
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{
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// Helper methods kept for compatibility but now create localized text data
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}
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#if UNITY_EDITOR
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public class DialogueCreatorWindow : EditorWindow
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{
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private string _speakerName = "NPC";
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private string _savePath = "Assets/Unheimlich_POC/Datas/DialogueData";
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private string _conversationName = "NewConversation";
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private List<NodeTemplate> _nodes = new List<NodeTemplate>();
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private Vector2 _scrollPosition;
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[System.Serializable]
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private class NodeTemplate
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{
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public string NodeText = "Dialogue text";
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public List<ChoiceTemplate> Choices = new List<ChoiceTemplate>
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{
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new ChoiceTemplate { Text = "Choice 1", TargetNodeIndex = 1 },
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new ChoiceTemplate { Text = "Choice 2", TargetNodeIndex = 1 }
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};
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public bool IsEndNode = false;
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public bool Foldout = true;
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}
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[System.Serializable]
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private class ChoiceTemplate
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{
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public string Text = "New choice";
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public int TargetNodeIndex = 1;
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}
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[MenuItem("Unheimlich/Tools/Dialogue/Dialogue Creator")]
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public static void ShowWindow()
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{
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var window = GetWindow<DialogueCreatorWindow>("Dialogue Creator");
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window.minSize = new Vector2(500, 600);
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window.Show();
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}
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private void OnEnable()
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{
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if (_nodes.Count == 0)
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{
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_nodes.Add(new NodeTemplate
|
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{
|
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NodeText = "Hello! Starting dialogue",
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Choices = new List<ChoiceTemplate>
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{
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new ChoiceTemplate { Text = "Option 1", TargetNodeIndex = 1 },
|
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new ChoiceTemplate { Text = "Option 2", TargetNodeIndex = 1 }
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}
|
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});
|
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}
|
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}
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private void OnGUI()
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{
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EditorGUILayout.Space(10);
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EditorGUILayout.LabelField("Dialogue Creator", EditorStyles.boldLabel);
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EditorGUILayout.HelpBox("Quickly create a complete conversation with all nodes pre-linked!\nTexts will be created as localized assets (you can edit FR/EN later in Inspector).", MessageType.Info);
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EditorGUILayout.Space(10);
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EditorGUILayout.BeginVertical("box");
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EditorGUILayout.LabelField("General Configuration", EditorStyles.boldLabel);
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_speakerName = EditorGUILayout.TextField("Speaker Name", _speakerName);
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_conversationName = EditorGUILayout.TextField("Conversation Name", _conversationName);
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EditorGUILayout.BeginHorizontal();
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EditorGUILayout.LabelField("Save Path", GUILayout.Width(150));
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_savePath = EditorGUILayout.TextField(_savePath);
|
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if (GUILayout.Button("...", GUILayout.Width(30)))
|
||||
{
|
||||
string newPath = EditorUtility.OpenFolderPanel("Choose Folder", _savePath, "");
|
||||
if (!string.IsNullOrEmpty(newPath))
|
||||
{
|
||||
if (newPath.StartsWith(Application.dataPath))
|
||||
_savePath = "Assets" + newPath.Substring(Application.dataPath.Length);
|
||||
}
|
||||
}
|
||||
EditorGUILayout.EndHorizontal();
|
||||
|
||||
EditorGUILayout.EndVertical();
|
||||
|
||||
EditorGUILayout.Space(10);
|
||||
|
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EditorGUILayout.BeginHorizontal();
|
||||
EditorGUILayout.LabelField("Dialogue Structure", EditorStyles.boldLabel);
|
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if (GUILayout.Button("+ Add Node", GUILayout.Width(150)))
|
||||
{
|
||||
NodeTemplate newNode = new NodeTemplate
|
||||
{
|
||||
NodeText = $"Node {_nodes.Count + 1}",
|
||||
Choices = new List<ChoiceTemplate>
|
||||
{
|
||||
new ChoiceTemplate
|
||||
{
|
||||
Text = "Choice 1",
|
||||
TargetNodeIndex = Mathf.Min(_nodes.Count + 1, _nodes.Count)
|
||||
}
|
||||
}
|
||||
};
|
||||
_nodes.Add(newNode);
|
||||
}
|
||||
EditorGUILayout.EndHorizontal();
|
||||
|
||||
EditorGUILayout.Space(5);
|
||||
|
||||
_scrollPosition = EditorGUILayout.BeginScrollView(_scrollPosition, GUILayout.ExpandHeight(true));
|
||||
|
||||
for (int i = 0; i < _nodes.Count; i++)
|
||||
{
|
||||
DrawNodeEditor(i);
|
||||
}
|
||||
|
||||
EditorGUILayout.EndScrollView();
|
||||
|
||||
EditorGUILayout.Space(10);
|
||||
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
GUILayout.FlexibleSpace();
|
||||
|
||||
if (GUILayout.Button("Create Conversation", GUILayout.Height(40), GUILayout.Width(200)))
|
||||
{
|
||||
CreateDialogue();
|
||||
}
|
||||
|
||||
GUILayout.FlexibleSpace();
|
||||
EditorGUILayout.EndHorizontal();
|
||||
|
||||
EditorGUILayout.Space(10);
|
||||
}
|
||||
|
||||
private void DrawNodeEditor(int index)
|
||||
{
|
||||
NodeTemplate node = _nodes[index];
|
||||
|
||||
EditorGUILayout.BeginVertical("box");
|
||||
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
node.Foldout = EditorGUILayout.Foldout(node.Foldout, $"Node {index + 1}" + (index == 0 ? " (START)" : ""), true);
|
||||
|
||||
GUILayout.FlexibleSpace();
|
||||
|
||||
if (_nodes.Count > 1 && GUILayout.Button("X", GUILayout.Width(25)))
|
||||
{
|
||||
_nodes.RemoveAt(index);
|
||||
return;
|
||||
}
|
||||
|
||||
EditorGUILayout.EndHorizontal();
|
||||
|
||||
if (node.Foldout)
|
||||
{
|
||||
EditorGUI.indentLevel++;
|
||||
|
||||
EditorGUILayout.LabelField("Dialogue Text", EditorStyles.miniBoldLabel);
|
||||
node.NodeText = EditorGUILayout.TextArea(node.NodeText, GUILayout.Height(60));
|
||||
|
||||
EditorGUILayout.Space(5);
|
||||
|
||||
bool isLastNode = index == _nodes.Count - 1;
|
||||
|
||||
if (isLastNode)
|
||||
{
|
||||
EditorGUILayout.HelpBox("Last node = End of conversation (no choices)", MessageType.Info);
|
||||
node.IsEndNode = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
EditorGUILayout.LabelField("Available Choices", EditorStyles.miniBoldLabel);
|
||||
|
||||
for (int c = 0; c < node.Choices.Count; c++)
|
||||
{
|
||||
ChoiceTemplate choice = node.Choices[c];
|
||||
|
||||
EditorGUILayout.BeginVertical("box");
|
||||
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
EditorGUILayout.LabelField($"Choice {c + 1}", EditorStyles.boldLabel, GUILayout.Width(60));
|
||||
|
||||
if (GUILayout.Button("-", GUILayout.Width(25)))
|
||||
{
|
||||
node.Choices.RemoveAt(c);
|
||||
break;
|
||||
}
|
||||
EditorGUILayout.EndHorizontal();
|
||||
|
||||
EditorGUILayout.LabelField("Choice Text:", GUILayout.Width(100));
|
||||
choice.Text = EditorGUILayout.TextField(choice.Text);
|
||||
|
||||
EditorGUILayout.Space(3);
|
||||
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
EditorGUILayout.LabelField("Target:", GUILayout.Width(100));
|
||||
|
||||
string[] nodeOptions = new string[_nodes.Count];
|
||||
for (int n = 0; n < _nodes.Count; n++)
|
||||
{
|
||||
if (n == index)
|
||||
nodeOptions[n] = $"Node {n + 1} (SELF - Loop)";
|
||||
else if (n == _nodes.Count - 1)
|
||||
nodeOptions[n] = $"Node {n + 1} (END)";
|
||||
else
|
||||
nodeOptions[n] = $"Node {n + 1}";
|
||||
}
|
||||
|
||||
choice.TargetNodeIndex = Mathf.Clamp(choice.TargetNodeIndex, 0, _nodes.Count - 1);
|
||||
|
||||
int selectedIndex = EditorGUILayout.Popup(choice.TargetNodeIndex, nodeOptions);
|
||||
choice.TargetNodeIndex = selectedIndex;
|
||||
|
||||
EditorGUILayout.EndHorizontal();
|
||||
|
||||
if (choice.TargetNodeIndex == index)
|
||||
EditorGUILayout.HelpBox("! Loop detected: this choice returns to the same node", MessageType.Warning);
|
||||
else if (choice.TargetNodeIndex < index)
|
||||
EditorGUILayout.HelpBox("↩ Going back to Node " + (choice.TargetNodeIndex + 1), MessageType.Info);
|
||||
|
||||
EditorGUILayout.EndVertical();
|
||||
EditorGUILayout.Space(3);
|
||||
}
|
||||
|
||||
if (GUILayout.Button("+ Add Choice"))
|
||||
{
|
||||
node.Choices.Add(new ChoiceTemplate
|
||||
{
|
||||
Text = $"New choice {node.Choices.Count + 1}",
|
||||
TargetNodeIndex = Mathf.Min(index + 1, _nodes.Count - 1)
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
EditorGUI.indentLevel--;
|
||||
}
|
||||
|
||||
EditorGUILayout.EndVertical();
|
||||
EditorGUILayout.Space(5);
|
||||
}
|
||||
|
||||
private OctoLocalizedTextData CreateLocalizedTextData(string text, string basePath, string suffix)
|
||||
{
|
||||
OctoLocalizedTextData textData = ScriptableObject.CreateInstance<OctoLocalizedTextData>();
|
||||
textData.Init();
|
||||
|
||||
// Set English text by default
|
||||
textData.Languages.Dictionary["English"] = text;
|
||||
textData.Languages.Dictionary["French"] = ""; // Empty, user will fill later
|
||||
|
||||
string textDataPath = AssetDatabase.GenerateUniqueAssetPath($"{basePath}/text_{suffix}.asset");
|
||||
AssetDatabase.CreateAsset(textData, textDataPath);
|
||||
|
||||
return textData;
|
||||
}
|
||||
|
||||
private void CreateDialogue()
|
||||
{
|
||||
if (string.IsNullOrEmpty(_speakerName) || string.IsNullOrEmpty(_conversationName))
|
||||
{
|
||||
EditorUtility.DisplayDialog("Error", "Speaker name and conversation name are required!", "OK");
|
||||
return;
|
||||
}
|
||||
|
||||
if (!AssetDatabase.IsValidFolder(_savePath))
|
||||
{
|
||||
EditorUtility.DisplayDialog("Error", "Save path is not valid!", "OK");
|
||||
return;
|
||||
}
|
||||
|
||||
string folderPath = $"{_savePath}/{_conversationName}";
|
||||
if (!AssetDatabase.IsValidFolder(folderPath))
|
||||
{
|
||||
string parentFolder = _savePath;
|
||||
AssetDatabase.CreateFolder(parentFolder, _conversationName);
|
||||
}
|
||||
|
||||
// Create speaker name localized text
|
||||
OctoLocalizedTextData speakerNameData = CreateLocalizedTextData(_speakerName, folderPath, "SpeakerName");
|
||||
|
||||
List<DialogueNode> createdNodes = new List<DialogueNode>();
|
||||
|
||||
// Create nodes
|
||||
for (int i = 0; i < _nodes.Count; i++)
|
||||
{
|
||||
NodeTemplate template = _nodes[i];
|
||||
DialogueNode node = CreateInstance<DialogueNode>();
|
||||
node.name = $"Node_{i + 1}";
|
||||
|
||||
// Create localized text for dialogue
|
||||
node.DialogueText = CreateLocalizedTextData(template.NodeText, folderPath, $"Node{i + 1}_Text");
|
||||
|
||||
string nodePath = $"{folderPath}/{node.name}.asset";
|
||||
AssetDatabase.CreateAsset(node, nodePath);
|
||||
createdNodes.Add(node);
|
||||
}
|
||||
|
||||
// Link choices
|
||||
for (int i = 0; i < _nodes.Count; i++)
|
||||
{
|
||||
NodeTemplate template = _nodes[i];
|
||||
DialogueNode currentNode = createdNodes[i];
|
||||
|
||||
foreach (ChoiceTemplate choiceTemplate in template.Choices)
|
||||
{
|
||||
int targetIndex = Mathf.Clamp(choiceTemplate.TargetNodeIndex, 0, createdNodes.Count - 1);
|
||||
|
||||
// Create localized text for choice
|
||||
OctoLocalizedTextData choiceTextData = CreateLocalizedTextData(
|
||||
choiceTemplate.Text,
|
||||
folderPath,
|
||||
$"Node{i + 1}_Choice{template.Choices.IndexOf(choiceTemplate)}"
|
||||
);
|
||||
|
||||
DialogueChoiceData choice = new DialogueChoiceData
|
||||
{
|
||||
ChoiceText = choiceTextData,
|
||||
NextNode = createdNodes[targetIndex]
|
||||
};
|
||||
currentNode.Choices.Add(choice);
|
||||
}
|
||||
|
||||
EditorUtility.SetDirty(currentNode);
|
||||
}
|
||||
|
||||
// Create conversation
|
||||
DialogueConversation conversation = CreateInstance<DialogueConversation>();
|
||||
conversation.SpeakerName = speakerNameData;
|
||||
conversation.name = _conversationName;
|
||||
conversation.DialogueNodes = createdNodes;
|
||||
|
||||
string conversationPath = $"{folderPath}/{_conversationName}.asset";
|
||||
AssetDatabase.CreateAsset(conversation, conversationPath);
|
||||
|
||||
AssetDatabase.SaveAssets();
|
||||
AssetDatabase.Refresh();
|
||||
|
||||
EditorGUIUtility.PingObject(conversation);
|
||||
Selection.activeObject = conversation;
|
||||
|
||||
EditorUtility.DisplayDialog(
|
||||
"Success",
|
||||
$"Conversation '{_conversationName}' created with {_nodes.Count} nodes!\n\n" +
|
||||
$"Path: {folderPath}\n\n" +
|
||||
$"📝 Note: All texts are in English by default.\n" +
|
||||
$"Open each DialogueNode in the Inspector to add French translations!",
|
||||
"OK"
|
||||
);
|
||||
}
|
||||
}
|
||||
#endif
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 863ff46c7eaea694e97b5e51782b7119
|
||||
@@ -0,0 +1,8 @@
|
||||
namespace Unheimlich.Features.Dialogue.Data
|
||||
{
|
||||
public enum DialogueDisplayMode
|
||||
{
|
||||
World,
|
||||
Screen
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b10588959f3745441b157488d7a8f6e9
|
||||
@@ -0,0 +1,54 @@
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using OctoCore.Localization;
|
||||
using Unheimlich.Features.DetectiveBoard.Data;
|
||||
|
||||
namespace Unheimlich.Features.Dialogue.Data
|
||||
{
|
||||
[CreateAssetMenu(fileName = "NewDialogueNode", menuName = "Unheimlich/Dialogue/Dialogue Node")]
|
||||
public class DialogueNode : ScriptableObject
|
||||
{
|
||||
[Header("Content")]
|
||||
[Tooltip("Localized text displayed for this dialogue node")]
|
||||
public OctoLocalizedTextData DialogueText;
|
||||
|
||||
[Header("Choices")]
|
||||
[Tooltip("List of available choices for this dialogue. If empty, this is an end node")]
|
||||
public List<DialogueChoiceData> Choices = new List<DialogueChoiceData>();
|
||||
|
||||
[Header("End Node Settings")]
|
||||
[Tooltip("For end nodes (no choices), delay in seconds before automatic close. 0 = requires player interaction to close")]
|
||||
public float AutoCloseDelay = 3f;
|
||||
|
||||
[Header("Detective Board Integration")]
|
||||
[Tooltip("Clue to unlock when this node is reached. Useful for end nodes to unlock evidence after a conversation")]
|
||||
public ClueData ClueToUnlock;
|
||||
|
||||
public string GetLocalizedDialogueText()
|
||||
{
|
||||
if (DialogueText != null)
|
||||
return OctoLocalization.GetLocalizedText(DialogueText);
|
||||
|
||||
return string.Empty;
|
||||
}
|
||||
|
||||
public bool IsEndNode()
|
||||
{
|
||||
return Choices == null || Choices.Count == 0;
|
||||
}
|
||||
|
||||
public bool HasValidChoices()
|
||||
{
|
||||
if (Choices == null || Choices.Count == 0)
|
||||
return false;
|
||||
|
||||
foreach (var choice in Choices)
|
||||
{
|
||||
if (choice != null && choice.NextNode != null)
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c5adec41ffe2e0f4d83e2e75e31781d6
|
||||
@@ -0,0 +1,123 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace Unheimlich.Features.Dialogue.Data
|
||||
{
|
||||
[CreateAssetMenu(fileName = "NewObjectDescriptionSettings", menuName = "Unheimlich/Animation/Object Description Settings")]
|
||||
public class ObjectDescriptionSettings : ScriptableObject
|
||||
{
|
||||
[Header("Spawn Settings")]
|
||||
[Tooltip("Spawn mode for floating words")]
|
||||
public ChoiceSpawnMode SpawnMode = ChoiceSpawnMode.AroundAnchor;
|
||||
|
||||
[Tooltip("Number of floating words to spawn around the object")]
|
||||
[Range(1, 10)]
|
||||
public int WordCount = 3;
|
||||
|
||||
[Tooltip("Radius around anchor where words spawn")]
|
||||
public float SpawnRadius = 1.5f;
|
||||
|
||||
[Tooltip("Height offset from anchor")]
|
||||
public float SpawnHeightOffset = 0f;
|
||||
|
||||
[Tooltip("Forward offset from anchor (to avoid clipping with object)")]
|
||||
public float ForwardOffset = 0.5f;
|
||||
|
||||
[Tooltip("Tilt angle in degrees (rotation around Right axis for height adjustment)")]
|
||||
[Range(-90f, 90f)]
|
||||
public float TiltAngle = 0f;
|
||||
|
||||
[Tooltip("Should words face the player?")]
|
||||
public bool FacePlayer = true;
|
||||
|
||||
[Tooltip("Duration of spawn animation")]
|
||||
public float SpawnAnimationDuration = 1f;
|
||||
|
||||
[Tooltip("Spawn animation curve")]
|
||||
public AnimationCurve SpawnCurve = AnimationCurve.EaseInOut(0, 0, 1, 1);
|
||||
|
||||
[Header("Idle Behavior")]
|
||||
[Tooltip("Should words float vertically?")]
|
||||
public bool EnableFloating = true;
|
||||
|
||||
[Tooltip("Floating amplitude")]
|
||||
public float FloatingAmplitude = 0.2f;
|
||||
|
||||
[Tooltip("Floating duration (full cycle)")]
|
||||
public float FloatingDuration = 3f;
|
||||
|
||||
[Tooltip("Enable organic shake/drift movement around center point")]
|
||||
public bool EnableOrganicShake = true;
|
||||
|
||||
[Tooltip("Radius around center point where words can drift")]
|
||||
public float ShakeRadius = 0.15f;
|
||||
|
||||
[Tooltip("Speed of the shake movement")]
|
||||
public float ShakeSpeed = 1.5f;
|
||||
|
||||
[Tooltip("Smoothness of shake transitions (higher = smoother)")]
|
||||
public float ShakeSmoothness = 2f;
|
||||
|
||||
[Header("Ghost Trail Effect")]
|
||||
[Tooltip("Enable ghost/shadow trail effect behind text")]
|
||||
public bool EnableGhostTrail = false;
|
||||
|
||||
[Tooltip("Time delay for ghost trail in seconds")]
|
||||
public float GhostTrailDelay = 0.4f;
|
||||
|
||||
[Tooltip("Transparency of the ghost trail (0 = invisible, 1 = opaque)")]
|
||||
[Range(0f, 1f)]
|
||||
public float GhostTrailAlpha = 0.5f;
|
||||
|
||||
[Header("Rotation")]
|
||||
[Tooltip("Should container rotate continuously?")]
|
||||
public bool EnableRotation = true;
|
||||
|
||||
[Tooltip("Axis of rotation")]
|
||||
public RotationAxis RotationAxis = RotationAxis.Up;
|
||||
|
||||
[Tooltip("Rotation speed (in seconds for a full rotation)")]
|
||||
public float RotationSpeed = 10f;
|
||||
|
||||
[Header("Convergence Behavior")]
|
||||
[Tooltip("Minimum radius when cursor is on object (words converge here)")]
|
||||
public float MinConvergenceRadius = 0.1f;
|
||||
|
||||
[Tooltip("Speed at which words converge to center")]
|
||||
public float ConvergenceSpeed = 5f;
|
||||
|
||||
[Tooltip("Duration of the merge animation when words fuse together")]
|
||||
public float MergeDuration = 0.3f;
|
||||
|
||||
[Tooltip("Scale multiplier during merge animation")]
|
||||
public float MergeScalePulse = 1.2f;
|
||||
|
||||
[Tooltip("If true, merge only happens once and words stay merged. If false, words can merge/unmerge repeatedly.")]
|
||||
public bool MergeOnce = false;
|
||||
|
||||
[Tooltip("Duration in seconds the merged word stays visible before disappearing (only used if mergeOnce is true)")]
|
||||
public float MergeOnceDisplayDuration = 3f;
|
||||
|
||||
[Header("Player Distance")]
|
||||
[Tooltip("Distance from object at which words appear")]
|
||||
public float ActivationDistance = 5f;
|
||||
|
||||
[Tooltip("Distance beyond which words disappear")]
|
||||
public float DeactivationDistance = 7f;
|
||||
|
||||
[Header("Visual Settings")]
|
||||
[Tooltip("Enable distance-based scaling")]
|
||||
public bool EnableDistanceScaling = true;
|
||||
|
||||
[Tooltip("Minimum distance for scaling calculation")]
|
||||
public float MinDistance = 2f;
|
||||
|
||||
[Tooltip("Maximum distance for scaling calculation")]
|
||||
public float MaxDistance = 10f;
|
||||
|
||||
[Tooltip("Scale multiplier at minimum distance")]
|
||||
public float MinScaleMultiplier = 1f;
|
||||
|
||||
[Tooltip("Scale multiplier at maximum distance")]
|
||||
public float MaxScaleMultiplier = 2.5f;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: dfa0e8eb3803d1c47bbde0fe4fb30a37
|
||||
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 7300e2dc12a6f7b4fac999cb3d7b07b5
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,112 @@
|
||||
using UnityEngine;
|
||||
using UnityEditor;
|
||||
using Unheimlich.Features.Dialogue.Data;
|
||||
|
||||
[CustomEditor(typeof(DialogueConversation))]
|
||||
public class DialogueConversationEditor : Editor
|
||||
{
|
||||
private SerializedProperty _speakerNameProp;
|
||||
private SerializedProperty _displayModeProp;
|
||||
private SerializedProperty _dialogueNodesProp;
|
||||
|
||||
[MenuItem("Unheimlich/Tools/Dialogue/Refresh All Conversations")]
|
||||
public static void RefreshAllConversations()
|
||||
{
|
||||
string[] guids = AssetDatabase.FindAssets("t:DialogueConversation");
|
||||
int count = 0;
|
||||
|
||||
foreach (string guid in guids)
|
||||
{
|
||||
string path = AssetDatabase.GUIDToAssetPath(guid);
|
||||
DialogueConversation conv = AssetDatabase.LoadAssetAtPath<DialogueConversation>(path);
|
||||
|
||||
if (conv != null)
|
||||
{
|
||||
EditorUtility.SetDirty(conv);
|
||||
count++;
|
||||
}
|
||||
}
|
||||
|
||||
AssetDatabase.SaveAssets();
|
||||
AssetDatabase.Refresh();
|
||||
|
||||
Debug.Log($"<color=green>[Dialogue Refresher]</color> {count} conversations ont été rafraîchies !");
|
||||
}
|
||||
|
||||
private void OnEnable()
|
||||
{
|
||||
_speakerNameProp = serializedObject.FindProperty("SpeakerName");
|
||||
_displayModeProp = serializedObject.FindProperty("DisplayMode");
|
||||
_dialogueNodesProp = serializedObject.FindProperty("DialogueNodes");
|
||||
}
|
||||
|
||||
public override void OnInspectorGUI()
|
||||
{
|
||||
serializedObject.Update();
|
||||
|
||||
EditorGUILayout.Space(10);
|
||||
|
||||
EditorGUILayout.LabelField("Conversation Setup", EditorStyles.boldLabel);
|
||||
EditorGUILayout.PropertyField(_speakerNameProp);
|
||||
|
||||
EditorGUILayout.Space(5);
|
||||
|
||||
EditorGUILayout.LabelField("Display Settings", EditorStyles.boldLabel);
|
||||
EditorGUILayout.PropertyField(_displayModeProp, new GUIContent("Display Mode"));
|
||||
|
||||
EditorGUILayout.HelpBox(
|
||||
"World: Dialogue text appears in 3D space\n" +
|
||||
"Screen: Dialogue text appears on Canvas UI\n" +
|
||||
"Choices always appear in World space.",
|
||||
MessageType.Info);
|
||||
|
||||
EditorGUILayout.Space(10);
|
||||
|
||||
EditorGUILayout.LabelField("Dialogue Flow", EditorStyles.boldLabel);
|
||||
EditorGUILayout.HelpBox("The first DialogueNode in the list will be the starting point of the conversation.", MessageType.Info);
|
||||
|
||||
EditorGUILayout.PropertyField(_dialogueNodesProp, new GUIContent("Dialogue Nodes"), true);
|
||||
|
||||
EditorGUILayout.Space(10);
|
||||
|
||||
if (GUILayout.Button("Create New Dialogue Node", GUILayout.Height(30)))
|
||||
CreateNewDialogueNode();
|
||||
|
||||
EditorGUILayout.Space(10);
|
||||
|
||||
DialogueConversation conversation = (DialogueConversation)target;
|
||||
if (conversation.DialogueNodes != null && conversation.DialogueNodes.Count > 0)
|
||||
{
|
||||
EditorGUILayout.LabelField("Conversation Overview", EditorStyles.boldLabel);
|
||||
EditorGUILayout.LabelField($"Total Nodes: {conversation.DialogueNodes.Count}");
|
||||
|
||||
DialogueNode firstNode = conversation.GetFirstNode();
|
||||
if (firstNode != null)
|
||||
EditorGUILayout.LabelField($"Starting Node: {firstNode.name}");
|
||||
}
|
||||
|
||||
serializedObject.ApplyModifiedProperties();
|
||||
}
|
||||
|
||||
private void CreateNewDialogueNode()
|
||||
{
|
||||
DialogueConversation conversation = (DialogueConversation)target;
|
||||
|
||||
string path = AssetDatabase.GetAssetPath(conversation);
|
||||
string directory = System.IO.Path.GetDirectoryName(path);
|
||||
|
||||
DialogueNode newNode = CreateInstance<DialogueNode>();
|
||||
newNode.name = $"Node_{conversation.DialogueNodes.Count + 1}";
|
||||
|
||||
string nodePath = AssetDatabase.GenerateUniqueAssetPath($"{directory}/{newNode.name}.asset");
|
||||
AssetDatabase.CreateAsset(newNode, nodePath);
|
||||
|
||||
conversation.DialogueNodes.Add(newNode);
|
||||
|
||||
EditorUtility.SetDirty(conversation);
|
||||
AssetDatabase.SaveAssets();
|
||||
AssetDatabase.Refresh();
|
||||
|
||||
EditorGUIUtility.PingObject(newNode);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e3385c171e333c347bcf6f68b953acdb
|
||||
@@ -0,0 +1,112 @@
|
||||
using UnityEngine;
|
||||
using UnityEditor;
|
||||
using Unheimlich.Features.Dialogue.Data;
|
||||
|
||||
[CustomEditor(typeof(DialogueNode))]
|
||||
public class DialogueNodeEditor : Editor
|
||||
{
|
||||
private SerializedProperty _dialogueTextProp;
|
||||
private SerializedProperty _choicesProp;
|
||||
private SerializedProperty _autoCloseDelayProp;
|
||||
private SerializedProperty _clueToUnlockProp;
|
||||
|
||||
private void OnEnable()
|
||||
{
|
||||
_dialogueTextProp = serializedObject.FindProperty("DialogueText");
|
||||
_choicesProp = serializedObject.FindProperty("Choices");
|
||||
_autoCloseDelayProp = serializedObject.FindProperty("AutoCloseDelay");
|
||||
_clueToUnlockProp = serializedObject.FindProperty("ClueToUnlock");
|
||||
}
|
||||
|
||||
public override void OnInspectorGUI()
|
||||
{
|
||||
serializedObject.Update();
|
||||
|
||||
EditorGUILayout.Space(10);
|
||||
|
||||
EditorGUILayout.LabelField("Node Content", EditorStyles.boldLabel);
|
||||
EditorGUILayout.PropertyField(_dialogueTextProp);
|
||||
|
||||
EditorGUILayout.Space(10);
|
||||
|
||||
EditorGUILayout.LabelField("Choices", EditorStyles.boldLabel);
|
||||
|
||||
DialogueNode node = (DialogueNode)target;
|
||||
|
||||
if (node.IsEndNode())
|
||||
{
|
||||
EditorGUILayout.HelpBox("This node is an end of conversation (no choices).", MessageType.Info);
|
||||
|
||||
EditorGUILayout.Space(5);
|
||||
EditorGUILayout.LabelField("End Node Settings", EditorStyles.boldLabel);
|
||||
EditorGUILayout.PropertyField(_autoCloseDelayProp, new GUIContent("Auto Close Delay (seconds)"));
|
||||
|
||||
float delay = _autoCloseDelayProp.floatValue;
|
||||
if (delay > 0)
|
||||
EditorGUILayout.HelpBox($"The dialogue will automatically close after {delay:F1}s with a fade out.", MessageType.None);
|
||||
else
|
||||
EditorGUILayout.HelpBox("Player must press 'Interact' to close the dialogue.", MessageType.None);
|
||||
|
||||
EditorGUILayout.Space(5);
|
||||
}
|
||||
else if (!node.HasValidChoices())
|
||||
EditorGUILayout.HelpBox("Warning: Some choices don't have a NextNode assigned.", MessageType.Warning);
|
||||
|
||||
EditorGUILayout.PropertyField(_choicesProp, true);
|
||||
|
||||
EditorGUILayout.Space(10);
|
||||
|
||||
EditorGUILayout.LabelField("Detective Board Integration", EditorStyles.boldLabel);
|
||||
EditorGUILayout.PropertyField(_clueToUnlockProp, new GUIContent("Clue To Unlock"));
|
||||
|
||||
if (_clueToUnlockProp.objectReferenceValue != null)
|
||||
{
|
||||
EditorGUILayout.HelpBox("This clue will be unlocked on the Detective Board when this dialogue node is reached.", MessageType.Info);
|
||||
}
|
||||
else
|
||||
{
|
||||
EditorGUILayout.HelpBox("Optional: Assign a ClueData to unlock an evidence on the Detective Board when reaching this node.", MessageType.None);
|
||||
}
|
||||
|
||||
EditorGUILayout.Space(10);
|
||||
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
|
||||
if (GUILayout.Button("Add Choice"))
|
||||
{
|
||||
AddNewChoice();
|
||||
}
|
||||
|
||||
if (node.Choices != null && node.Choices.Count > 0)
|
||||
{
|
||||
if (GUILayout.Button("Clear All Choices"))
|
||||
{
|
||||
if (EditorUtility.DisplayDialog("Clear Choices",
|
||||
"Are you sure you want to remove all choices?",
|
||||
"Yes", "Cancel"))
|
||||
{
|
||||
node.Choices.Clear();
|
||||
EditorUtility.SetDirty(node);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
EditorGUILayout.EndHorizontal();
|
||||
|
||||
serializedObject.ApplyModifiedProperties();
|
||||
}
|
||||
|
||||
private void AddNewChoice()
|
||||
{
|
||||
DialogueNode node = (DialogueNode)target;
|
||||
|
||||
DialogueChoiceData newChoice = new DialogueChoiceData
|
||||
{
|
||||
ChoiceText = null, // Will need to assign OctoLocalizedTextData manually
|
||||
NextNode = null
|
||||
};
|
||||
|
||||
node.Choices.Add(newChoice);
|
||||
EditorUtility.SetDirty(node);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 91d402e79d02c8246b21d7f72df91e84
|
||||
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f76a0c67d5a1bd4489b6055f3e7077f3
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,255 @@
|
||||
using UnityEngine;
|
||||
using System;
|
||||
using Unheimlich.Features.Player;
|
||||
using Unheimlich.Features.Dialogue;
|
||||
using Unheimlich.Features.Dialogue.UI;
|
||||
using Unheimlich.Features.Dialogue.Data;
|
||||
using Unheimlich.Core.Utils;
|
||||
|
||||
namespace Unheimlich.Features.Dialogue
|
||||
{
|
||||
/// <summary>
|
||||
/// Manages gaze-based focus detection for dialogue choices using raycasts.
|
||||
/// </summary>
|
||||
public class DialogueFocusSystem
|
||||
{
|
||||
private readonly DialogueManager _manager;
|
||||
private readonly Camera _mainCamera;
|
||||
private readonly CameraEffects _cameraEffects;
|
||||
|
||||
private ChoiceFocusHandler _currentFocusedHandler;
|
||||
private float _focusTimer = 0f;
|
||||
private float _retentionTimer = 0f;
|
||||
private float _raycastTimer = 0f;
|
||||
private bool _isFocusLocked = false;
|
||||
|
||||
private readonly LayerMask _choiceLayer;
|
||||
private readonly float _focusRange;
|
||||
private readonly float _focusTime;
|
||||
private readonly float _raycastInterval;
|
||||
private readonly float _recoveryDuration;
|
||||
private readonly float _focusRetentionTime;
|
||||
private readonly float _fallbackShakeIntensity;
|
||||
|
||||
public event Action<DialogueChoiceData> OnChoiceMade;
|
||||
|
||||
public DialogueFocusSystem(
|
||||
DialogueManager manager,
|
||||
Camera mainCamera,
|
||||
CameraEffects cameraEffects,
|
||||
LayerMask choiceLayer,
|
||||
float focusRange,
|
||||
float focusTime,
|
||||
float raycastInterval,
|
||||
float recoveryDuration,
|
||||
float focusRetentionTime,
|
||||
float fallbackShakeIntensity)
|
||||
{
|
||||
_manager = manager;
|
||||
_mainCamera = mainCamera;
|
||||
_cameraEffects = cameraEffects;
|
||||
_choiceLayer = choiceLayer;
|
||||
_focusRange = focusRange;
|
||||
_focusTime = focusTime;
|
||||
_raycastInterval = raycastInterval;
|
||||
_recoveryDuration = recoveryDuration;
|
||||
_focusRetentionTime = focusRetentionTime;
|
||||
_fallbackShakeIntensity = fallbackShakeIntensity;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Updates the focus detection system. Should be called every frame during active dialogue.
|
||||
/// Performs raycasts at configured intervals to detect choice focus.
|
||||
/// </summary>
|
||||
public void Update()
|
||||
{
|
||||
if (!_manager.IsDialogueActive || !_manager.CurrentDialogueUI.AreChoicesVisible())
|
||||
return;
|
||||
|
||||
_raycastTimer += Time.deltaTime;
|
||||
if (_raycastTimer >= _raycastInterval)
|
||||
{
|
||||
CheckForChoiceFocus();
|
||||
_raycastTimer = 0f;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Performs raycast from camera center to detect focused dialogue choices.
|
||||
/// Manages focus state transitions, retention timers, visual feedback, and choice selection.
|
||||
/// Implements stabilization to prevent rapid focus switching between choices.
|
||||
/// </summary>
|
||||
private void CheckForChoiceFocus()
|
||||
{
|
||||
if (_isFocusLocked)
|
||||
{
|
||||
if (_retentionTimer > 0f)
|
||||
_retentionTimer -= Time.deltaTime;
|
||||
else
|
||||
_isFocusLocked = false;
|
||||
return;
|
||||
}
|
||||
|
||||
if (_mainCamera == null)
|
||||
return;
|
||||
|
||||
ChoiceFocusHandler hitHandler = null;
|
||||
|
||||
if (RaycastHelper.RaycastFromCameraCenter(_mainCamera, _focusRange, _choiceLayer, out RaycastHit hit))
|
||||
{
|
||||
hitHandler = hit.collider.GetComponent<ChoiceFocusHandler>();
|
||||
|
||||
if (_cameraEffects != null && hitHandler != null)
|
||||
_cameraEffects.ApplyAimAssist(hit.collider.bounds.center);
|
||||
}
|
||||
|
||||
if (hitHandler != _currentFocusedHandler)
|
||||
{
|
||||
_retentionTimer -= Time.deltaTime;
|
||||
|
||||
if (hitHandler != null && _retentionTimer <= 0f)
|
||||
{
|
||||
if (_currentFocusedHandler != null)
|
||||
{
|
||||
_currentFocusedHandler.ResetFeedback(_recoveryDuration);
|
||||
ResetAllUnfocusEffects();
|
||||
}
|
||||
|
||||
_currentFocusedHandler = hitHandler;
|
||||
_focusTimer = 0f;
|
||||
_retentionTimer = _focusRetentionTime;
|
||||
|
||||
if (_cameraEffects != null)
|
||||
_cameraEffects.LockAim(true);
|
||||
|
||||
ApplyUnfocusEffectToOthers(hitHandler);
|
||||
|
||||
DialogueAnimationSettings settings = _manager.CurrentAnimationSettings;
|
||||
bool shouldRotate = settings == null || settings.EnableRotation;
|
||||
if (shouldRotate && _manager.CurrentDialogueUI != null)
|
||||
{
|
||||
float focusSpeed = settings != null ? settings.FocusRotationSpeed : 60f;
|
||||
_manager.CurrentDialogueUI.RotationAnimation(focusSpeed);
|
||||
}
|
||||
}
|
||||
}
|
||||
else if (hitHandler != null)
|
||||
{
|
||||
_retentionTimer = _focusRetentionTime;
|
||||
}
|
||||
|
||||
bool isFocusActive = _currentFocusedHandler != null && (_retentionTimer > 0f);
|
||||
|
||||
if (isFocusActive)
|
||||
{
|
||||
_focusTimer += Time.deltaTime;
|
||||
float progress = _focusTimer / _focusTime;
|
||||
|
||||
_currentFocusedHandler.ApplyFocusFeedback(progress);
|
||||
|
||||
DialogueAnimationSettings currentSettings = _manager.CurrentAnimationSettings;
|
||||
bool shouldShake = currentSettings == null || currentSettings.EnableCameraShakeOnFocus;
|
||||
|
||||
if (shouldShake && _cameraEffects != null)
|
||||
{
|
||||
float shakeIntensity = currentSettings != null ? currentSettings.CameraShakeIntensity : _fallbackShakeIntensity;
|
||||
float shakeSmoothness = currentSettings != null ? currentSettings.CameraShakeSmoothness : 10f;
|
||||
_cameraEffects.ShakeCamera(progress / shakeIntensity, shakeSmoothness);
|
||||
}
|
||||
|
||||
if (_focusTimer >= _focusTime)
|
||||
{
|
||||
ChoiceFocusHandler selectedHandler = _currentFocusedHandler;
|
||||
|
||||
if (selectedHandler.DialogueData != null)
|
||||
{
|
||||
OnChoiceMade?.Invoke(selectedHandler.DialogueData);
|
||||
DialogueNode nextNode = selectedHandler.GetNextNode();
|
||||
_manager.GoToNextNode(nextNode);
|
||||
}
|
||||
|
||||
DialogueAnimationSettings settings = _manager.CurrentAnimationSettings;
|
||||
bool shouldRotate = settings == null || settings.EnableRotation;
|
||||
if (shouldRotate && _manager.CurrentDialogueUI != null)
|
||||
{
|
||||
float normalSpeed = settings != null ? settings.NormalRotationSpeed : 36f;
|
||||
_manager.CurrentDialogueUI.RotationAnimation(normalSpeed);
|
||||
}
|
||||
|
||||
ResetAnimationTimers();
|
||||
ResetAllUnfocusEffects();
|
||||
|
||||
selectedHandler.ResetFeedback(_recoveryDuration);
|
||||
|
||||
if (_cameraEffects != null)
|
||||
_cameraEffects.LockAim(false);
|
||||
}
|
||||
}
|
||||
else if (_currentFocusedHandler != null && _retentionTimer <= 0f)
|
||||
{
|
||||
_currentFocusedHandler.ResetFeedback(_recoveryDuration);
|
||||
ResetAllUnfocusEffects();
|
||||
|
||||
DialogueAnimationSettings settings = _manager.CurrentAnimationSettings;
|
||||
bool shouldRotate = settings == null || settings.EnableRotation;
|
||||
if (shouldRotate && _manager.CurrentDialogueUI != null)
|
||||
{
|
||||
float normalSpeed = settings != null ? settings.NormalRotationSpeed : 36f;
|
||||
_manager.CurrentDialogueUI.RotationAnimation(normalSpeed);
|
||||
}
|
||||
|
||||
ResetAnimationTimers();
|
||||
|
||||
if (_cameraEffects != null)
|
||||
_cameraEffects.LockAim(false);
|
||||
}
|
||||
}
|
||||
|
||||
private void ApplyUnfocusEffectToOthers(ChoiceFocusHandler focusedHandler)
|
||||
{
|
||||
if (_manager.CurrentDialogueUI == null || _manager.CurrentDialogueUI.ChoiceContainer == null)
|
||||
return;
|
||||
|
||||
DialogueAnimationSettings settings = _manager.CurrentAnimationSettings;
|
||||
float shakeSlowdown = settings != null ? settings.UnfocusedShakeSpeedMultiplier : 0.3f;
|
||||
|
||||
foreach (Transform child in _manager.CurrentDialogueUI.ChoiceContainer.transform)
|
||||
{
|
||||
ChoiceFocusHandler handler = child.GetComponent<ChoiceFocusHandler>();
|
||||
if (handler != null && handler != focusedHandler)
|
||||
{
|
||||
handler.SetShakeSpeedMultiplier(shakeSlowdown);
|
||||
handler.ApplySketchFade();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void ResetAllUnfocusEffects()
|
||||
{
|
||||
if (_manager.CurrentDialogueUI == null || _manager.CurrentDialogueUI.ChoiceContainer == null)
|
||||
return;
|
||||
|
||||
foreach (Transform child in _manager.CurrentDialogueUI.ChoiceContainer.transform)
|
||||
{
|
||||
ChoiceFocusHandler handler = child.GetComponent<ChoiceFocusHandler>();
|
||||
if (handler != null)
|
||||
{
|
||||
handler.SetShakeSpeedMultiplier(1f);
|
||||
handler.ResetSketchFade();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void ResetAnimationTimers()
|
||||
{
|
||||
_currentFocusedHandler = null;
|
||||
_focusTimer = 0f;
|
||||
_retentionTimer = 0f;
|
||||
}
|
||||
|
||||
public void UnlockFocus()
|
||||
{
|
||||
_isFocusLocked = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 22514e9ce0f2e6c4b9f5f718ae139b09
|
||||
@@ -0,0 +1,293 @@
|
||||
using UnityEngine;
|
||||
using System;
|
||||
using Unheimlich.Core;
|
||||
using Unheimlich.Features.Dialogue.Data;
|
||||
using Unheimlich.Features.DetectiveBoard.Data;
|
||||
using Unheimlich.Features.DetectiveBoard;
|
||||
using Unheimlich.Features.Player;
|
||||
using Unheimlich.Features.Dialogue.UI;
|
||||
using Unheimlich.Features.Dialogue;
|
||||
using System.Collections.Generic;
|
||||
using InputManager = Unheimlich.Core.Input.InputManager;
|
||||
|
||||
namespace Unheimlich.Features.Dialogue
|
||||
{
|
||||
public class DialogueManager : Singleton<DialogueManager>
|
||||
{
|
||||
|
||||
[Header("State")]
|
||||
[SerializeField] private bool IsInDialogue = false;
|
||||
|
||||
[Header("Focus Settings")]
|
||||
[SerializeField] private LayerMask _choiceLayer;
|
||||
[SerializeField] private float _focusRange = 5f;
|
||||
[SerializeField] private float _focusTime = 1.5f;
|
||||
[SerializeField] private float _raycastInterval = 0.05f;
|
||||
|
||||
[Header("Focus Stabilization")]
|
||||
[SerializeField] private float _recoveryDuration = 0.5f;
|
||||
[SerializeField] private float _focusRetentionTime = 0.1f;
|
||||
|
||||
[Tooltip("Fallback camera shake intensity if not set in DialogueAnimationSettings")]
|
||||
[SerializeField] private float _fallbackShakeIntensity = 30f;
|
||||
|
||||
public DialogueAnimationSettings CurrentAnimationSettings => _currentAnimationSettings;
|
||||
public bool IsDialogueActive => IsInDialogue;
|
||||
public Transform CurrentChoiceAnchor => _currentChoiceAnchor;
|
||||
public DialogueUI CurrentDialogueUI => _activeDialogueUI;
|
||||
public object CurrentOwner { get; private set; }
|
||||
public DialogueConversation CurrentConversation => _currentConversation;
|
||||
public DialogueNode CurrentNode => _currentNode;
|
||||
|
||||
private bool _blurEnabled;
|
||||
|
||||
public event Action<DialogueChoiceData> OnChoiceMade;
|
||||
public event Action<object> OnDialogueCompleted;
|
||||
|
||||
private DialogueFocusSystem _focusSystem;
|
||||
private Camera _mainCamera;
|
||||
private DialogueAnimationSettings _currentAnimationSettings;
|
||||
private DialogueUI _activeDialogueUI;
|
||||
private Transform _currentChoiceAnchor;
|
||||
|
||||
private DialogueConversation _currentConversation;
|
||||
private DialogueNode _currentNode;
|
||||
private float _autoCloseTimer = 0f;
|
||||
private bool _isWaitingForAutoClose = false;
|
||||
|
||||
protected override void OnAwake() { }
|
||||
|
||||
protected override void OnEnabled()
|
||||
{
|
||||
// With Scene Reload disabled, Start() doesn't run again each session.
|
||||
// We recreate the focus system to clear any stale locked state (_isFocusLocked,
|
||||
// _focusTimer, _currentFocusedHandler) that may have carried over.
|
||||
if (_focusSystem != null)
|
||||
{
|
||||
_mainCamera = Camera.main;
|
||||
InitFocusSystem();
|
||||
|
||||
// Also reset dialogue state in case we exited mid-dialogue
|
||||
IsInDialogue = false;
|
||||
_isWaitingForAutoClose = false;
|
||||
_autoCloseTimer = 0f;
|
||||
}
|
||||
}
|
||||
|
||||
private void Start()
|
||||
{
|
||||
_mainCamera = Camera.main;
|
||||
InitFocusSystem();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Creates or recreates the DialogueFocusSystem with the current inspector settings.
|
||||
/// Called from Start and OnEnabled (domain-reload-less re-entry).
|
||||
/// </summary>
|
||||
private void InitFocusSystem()
|
||||
{
|
||||
_focusSystem = new DialogueFocusSystem(
|
||||
this,
|
||||
_mainCamera,
|
||||
PlayerController.Instance?.CameraEffects,
|
||||
_choiceLayer,
|
||||
_focusRange,
|
||||
_focusTime,
|
||||
_raycastInterval,
|
||||
_recoveryDuration,
|
||||
_focusRetentionTime,
|
||||
_fallbackShakeIntensity
|
||||
);
|
||||
|
||||
_focusSystem.OnChoiceMade += (choice) => OnChoiceMade?.Invoke(choice);
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
if (!IsInDialogue)
|
||||
return;
|
||||
|
||||
if (_activeDialogueUI == null)
|
||||
{
|
||||
Debug.LogError("[DialogueManager] IsInDialogue is true but _activeDialogueUI is null. Forcing dialogue end.", this);
|
||||
IsInDialogue = false;
|
||||
return;
|
||||
}
|
||||
|
||||
if (!_activeDialogueUI.AreChoicesVisible())
|
||||
{
|
||||
if (_isWaitingForAutoClose && _currentNode != null && _currentNode.AutoCloseDelay > 0f)
|
||||
{
|
||||
_autoCloseTimer += Time.deltaTime;
|
||||
|
||||
if (_autoCloseTimer >= _currentNode.AutoCloseDelay)
|
||||
{
|
||||
_activeDialogueUI.FadeOutAndHide(() =>
|
||||
{
|
||||
OnDialogueCompleted?.Invoke(CurrentOwner);
|
||||
CleanupDialogue();
|
||||
});
|
||||
|
||||
IsInDialogue = false;
|
||||
_isWaitingForAutoClose = false;
|
||||
|
||||
if (_blurEnabled && DialogueBlurEffectURP.Instance != null)
|
||||
DialogueBlurEffectURP.Instance.HideBlur();
|
||||
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
var interactAction = InputManager.GetInteractAction();
|
||||
if (interactAction != null && interactAction.WasPressedThisFrame())
|
||||
{
|
||||
EndDialogue();
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
_focusSystem?.Update();
|
||||
}
|
||||
}
|
||||
|
||||
public void StartConversation(DialogueConversation conversation, Transform choiceAnchor = null, DialogueAnimationSettings animationSettings = null, DialogueUI customDialogueUI = null, object owner = null, bool showBlur = false)
|
||||
{
|
||||
if (conversation == null)
|
||||
{
|
||||
Debug.LogError("Cannot start conversation: conversation is null");
|
||||
return;
|
||||
}
|
||||
|
||||
DialogueNode firstNode = conversation.GetFirstNode();
|
||||
if (firstNode == null)
|
||||
{
|
||||
Debug.LogError($"Cannot start conversation {conversation.name}: no dialogue nodes found");
|
||||
return;
|
||||
}
|
||||
|
||||
_currentConversation = conversation;
|
||||
_currentNode = firstNode;
|
||||
_currentChoiceAnchor = choiceAnchor;
|
||||
_currentAnimationSettings = animationSettings;
|
||||
_activeDialogueUI = customDialogueUI;
|
||||
CurrentOwner = owner;
|
||||
_blurEnabled = showBlur;
|
||||
|
||||
if (_activeDialogueUI == null)
|
||||
{
|
||||
Debug.LogError("[DialogueManager] StartConversation called with no DialogueUI. Assign a Local Dialogue UI on the DialogueTriggerZone that triggered this conversation.", this);
|
||||
return;
|
||||
}
|
||||
|
||||
if (_blurEnabled && DialogueBlurEffectURP.Instance != null)
|
||||
DialogueBlurEffectURP.Instance.ShowBlur();
|
||||
|
||||
PlayerEvents.TriggerEnterDialogue();
|
||||
ShowCurrentNode();
|
||||
}
|
||||
|
||||
private void ShowCurrentNode()
|
||||
{
|
||||
if (_currentNode == null || _currentConversation == null)
|
||||
return;
|
||||
|
||||
UnlockFocus();
|
||||
IsInDialogue = true;
|
||||
|
||||
if (_currentNode.ClueToUnlock != null)
|
||||
{
|
||||
if (DetectiveBoardManager.Instance != null)
|
||||
{
|
||||
DetectiveBoardManager.Instance.UnlockClue(_currentNode.ClueToUnlock);
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogWarning($"[DialogueManager] Cannot unlock clue '{_currentNode.ClueToUnlock.ClueID}': DetectiveBoardManager not found");
|
||||
}
|
||||
}
|
||||
|
||||
if(_currentChoiceAnchor == null)
|
||||
{
|
||||
Debug.LogWarning("No choice anchor found!");
|
||||
return;
|
||||
}
|
||||
Transform anchor = _currentChoiceAnchor;
|
||||
|
||||
string speakerName = _currentConversation.GetLocalizedSpeakerName();
|
||||
string dialogueText = _currentNode.GetLocalizedDialogueText();
|
||||
DialogueDisplayMode displayMode = _currentConversation.DisplayMode;
|
||||
|
||||
_activeDialogueUI.ShowDialogueBox(speakerName, dialogueText, displayMode);
|
||||
|
||||
_autoCloseTimer = 0f;
|
||||
_isWaitingForAutoClose = false;
|
||||
|
||||
if (_currentNode.Choices != null && _currentNode.Choices.Count > 0)
|
||||
{
|
||||
List<DialogueChoiceData> validChoices = new List<DialogueChoiceData>();
|
||||
|
||||
foreach (var choiceData in _currentNode.Choices)
|
||||
{
|
||||
if (choiceData != null && choiceData.IsValid())
|
||||
validChoices.Add(choiceData);
|
||||
}
|
||||
|
||||
if (validChoices.Count > 0)
|
||||
_activeDialogueUI.ShowChoices(validChoices, anchor, _currentAnimationSettings);
|
||||
}
|
||||
else
|
||||
_isWaitingForAutoClose = true;
|
||||
}
|
||||
|
||||
public void GoToNextNode(DialogueNode nextNode)
|
||||
{
|
||||
if (nextNode == null)
|
||||
{
|
||||
OnDialogueCompleted?.Invoke(CurrentOwner);
|
||||
EndDialogue();
|
||||
return;
|
||||
}
|
||||
|
||||
UnlockFocus();
|
||||
|
||||
if (_activeDialogueUI != null)
|
||||
_activeDialogueUI.HideChoices();
|
||||
|
||||
_currentNode = nextNode;
|
||||
ShowCurrentNode();
|
||||
}
|
||||
|
||||
public void EndDialogue()
|
||||
{
|
||||
IsInDialogue = false;
|
||||
|
||||
if (_activeDialogueUI != null)
|
||||
_activeDialogueUI.HideDialogueBox();
|
||||
|
||||
if (_blurEnabled && DialogueBlurEffectURP.Instance != null)
|
||||
DialogueBlurEffectURP.Instance.HideBlur();
|
||||
|
||||
PlayerEvents.TriggerExitDialogue();
|
||||
CleanupDialogue();
|
||||
}
|
||||
|
||||
private void CleanupDialogue()
|
||||
{
|
||||
_currentChoiceAnchor = null;
|
||||
_currentAnimationSettings = null;
|
||||
_activeDialogueUI = null;
|
||||
CurrentOwner = null;
|
||||
_blurEnabled = false;
|
||||
|
||||
_currentConversation = null;
|
||||
_currentNode = null;
|
||||
_autoCloseTimer = 0f;
|
||||
_isWaitingForAutoClose = false;
|
||||
}
|
||||
|
||||
public void UnlockFocus()
|
||||
{
|
||||
_focusSystem?.UnlockFocus();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: bd83d1e8e266cff41b8a5c2928f1f80f
|
||||
@@ -0,0 +1,84 @@
|
||||
using UnityEngine;
|
||||
using Unheimlich.Features.Dialogue.Data;
|
||||
using Unheimlich.Features.Dialogue;
|
||||
using Unheimlich.Features.Dialogue.UI;
|
||||
|
||||
namespace Unheimlich.Features.Dialogue
|
||||
{
|
||||
public class DialogueStateHandler
|
||||
{
|
||||
public bool IsCompleted { get; private set; }
|
||||
public bool HasPausedDialogue => _pausedConversation != null && _pausedNode != null;
|
||||
|
||||
private DialogueConversation _pausedConversation;
|
||||
private DialogueNode _pausedNode;
|
||||
private Transform _pausedChoiceAnchor;
|
||||
private DialogueAnimationSettings _pausedAnimationSettings;
|
||||
private DialogueUI _pausedDialogueUI;
|
||||
private object _owner;
|
||||
|
||||
public DialogueStateHandler(object owner)
|
||||
{
|
||||
_owner = owner;
|
||||
}
|
||||
|
||||
public void PauseDialogue()
|
||||
{
|
||||
if (DialogueManager.Instance == null || !DialogueManager.Instance.IsDialogueActive)
|
||||
return;
|
||||
|
||||
DialogueManager dialogueManager = DialogueManager.Instance;
|
||||
|
||||
_pausedConversation = dialogueManager.CurrentConversation;
|
||||
_pausedNode = dialogueManager.CurrentNode;
|
||||
_pausedChoiceAnchor = dialogueManager.CurrentChoiceAnchor;
|
||||
_pausedAnimationSettings = dialogueManager.CurrentAnimationSettings;
|
||||
_pausedDialogueUI = dialogueManager.CurrentDialogueUI;
|
||||
|
||||
DialogueManager.Instance.EndDialogue();
|
||||
}
|
||||
|
||||
public void ResumeDialogue()
|
||||
{
|
||||
if (!HasPausedDialogue || DialogueManager.Instance == null)
|
||||
return;
|
||||
|
||||
DialogueManager.Instance.StartConversation(
|
||||
_pausedConversation,
|
||||
_pausedChoiceAnchor,
|
||||
_pausedAnimationSettings,
|
||||
_pausedDialogueUI,
|
||||
_owner
|
||||
);
|
||||
|
||||
ClearPausedDialogue();
|
||||
}
|
||||
|
||||
public void MarkAsCompleted()
|
||||
{
|
||||
IsCompleted = true;
|
||||
ClearPausedDialogue();
|
||||
}
|
||||
|
||||
public void AllowRetrigger()
|
||||
{
|
||||
IsCompleted = false;
|
||||
}
|
||||
|
||||
public void Reset()
|
||||
{
|
||||
IsCompleted = false;
|
||||
ClearPausedDialogue();
|
||||
}
|
||||
|
||||
private void ClearPausedDialogue()
|
||||
{
|
||||
_pausedConversation = null;
|
||||
_pausedNode = null;
|
||||
_pausedChoiceAnchor = null;
|
||||
_pausedAnimationSettings = null;
|
||||
_pausedDialogueUI = null;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b328dc63103543940898cfa2dbd4ec36
|
||||
@@ -0,0 +1,152 @@
|
||||
using UnityEngine;
|
||||
using Unheimlich.Features.Dialogue.Data;
|
||||
using Unheimlich.Features.Dialogue;
|
||||
using Unheimlich.Features.Dialogue.UI;
|
||||
using Unheimlich.Core.Events;
|
||||
|
||||
namespace Unheimlich.Features.Dialogue
|
||||
{
|
||||
/// <summary>
|
||||
/// Trigger zone that starts a dialogue sequence when player enters.
|
||||
/// Supports pause/resume on exit/enter and optional one-time triggering.
|
||||
/// </summary>
|
||||
public class DialogueTriggerZone : TriggerZoneBase
|
||||
{
|
||||
[Header("Dialogue Reference")]
|
||||
[Tooltip("DialogueConversation to use for this trigger zone")]
|
||||
[SerializeField] private DialogueConversation _conversation;
|
||||
|
||||
[Header("Trigger Settings")]
|
||||
[Tooltip("Can the dialogue be retriggered after completion")]
|
||||
[SerializeField] private bool _isRetriggerable = false;
|
||||
|
||||
protected override bool IsRetriggerable => _isRetriggerable;
|
||||
|
||||
[Header("Distance Check")]
|
||||
[Tooltip("Pause dialogue if player exits the trigger zone")]
|
||||
[SerializeField] private bool _pauseOnExit = true;
|
||||
|
||||
[Header("Floating Word Anchor")]
|
||||
[SerializeField] private Transform _floatingWordAnchor;
|
||||
|
||||
[Header("Animation Settings")]
|
||||
[SerializeField] private DialogueAnimationSettings _animationSettings;
|
||||
|
||||
[Header("UI Reference")]
|
||||
[Tooltip("Local DialogueUI for this trigger zone. Uses DialogueManager's UI if null")]
|
||||
[SerializeField] private DialogueUI _localDialogueUI;
|
||||
|
||||
[Header("Blur Effect")]
|
||||
[Tooltip("Enable blur effect when dialogue starts")]
|
||||
[SerializeField] private bool _enableBlurEffect = true;
|
||||
|
||||
private bool _hasTriggered = false;
|
||||
private DialogueStateHandler _dialogueState;
|
||||
|
||||
protected override void Awake()
|
||||
{
|
||||
base.Awake();
|
||||
_dialogueState = new DialogueStateHandler(this);
|
||||
|
||||
if (_floatingWordAnchor == null)
|
||||
_floatingWordAnchor = transform;
|
||||
}
|
||||
|
||||
protected override void OnPlayerEntered(Collider playerCollider)
|
||||
{
|
||||
if (_dialogueState.IsCompleted && !_isRetriggerable)
|
||||
return;
|
||||
|
||||
if (_dialogueState.HasPausedDialogue)
|
||||
{
|
||||
_dialogueState.ResumeDialogue();
|
||||
}
|
||||
else if (!_hasTriggered || (_isRetriggerable && _dialogueState.IsCompleted))
|
||||
{
|
||||
TriggerDialogue();
|
||||
}
|
||||
}
|
||||
|
||||
protected override void OnPlayerExited(Collider playerCollider)
|
||||
{
|
||||
if (_pauseOnExit && DialogueManager.Instance != null && DialogueManager.Instance.IsDialogueActive)
|
||||
{
|
||||
if ((Object)DialogueManager.Instance.CurrentOwner == this)
|
||||
_dialogueState.PauseDialogue();
|
||||
}
|
||||
}
|
||||
|
||||
private void TriggerDialogue()
|
||||
{
|
||||
if (DialogueManager.Instance == null)
|
||||
{
|
||||
Debug.LogError("DialogueManager not found in scene!", this);
|
||||
return;
|
||||
}
|
||||
|
||||
if (_conversation == null)
|
||||
{
|
||||
Debug.LogError($"{gameObject.name}: No conversation assigned!", this);
|
||||
return;
|
||||
}
|
||||
|
||||
_hasTriggered = true;
|
||||
|
||||
DialogueManager.Instance.StartConversation(
|
||||
_conversation,
|
||||
_floatingWordAnchor,
|
||||
_animationSettings,
|
||||
_localDialogueUI,
|
||||
this,
|
||||
_enableBlurEffect
|
||||
);
|
||||
|
||||
DialogueManager.Instance.OnDialogueCompleted += OnDialogueCompleted;
|
||||
}
|
||||
|
||||
private void OnDialogueCompleted(object owner)
|
||||
{
|
||||
if ((Object)owner == this)
|
||||
{
|
||||
_dialogueState.MarkAsCompleted();
|
||||
|
||||
if (_isRetriggerable)
|
||||
{
|
||||
_hasTriggered = false;
|
||||
_dialogueState.AllowRetrigger();
|
||||
}
|
||||
}
|
||||
|
||||
if (DialogueManager.Instance != null)
|
||||
DialogueManager.Instance.OnDialogueCompleted -= OnDialogueCompleted;
|
||||
}
|
||||
|
||||
public void ResetTrigger()
|
||||
{
|
||||
_hasTriggered = false;
|
||||
_dialogueState.Reset();
|
||||
ResetZone();
|
||||
}
|
||||
|
||||
private void OnDestroy()
|
||||
{
|
||||
if (DialogueManager.Instance != null)
|
||||
DialogueManager.Instance.OnDialogueCompleted -= OnDialogueCompleted;
|
||||
}
|
||||
|
||||
private void OnValidate()
|
||||
{
|
||||
if (_localDialogueUI == null)
|
||||
Debug.LogWarning($"[DialogueTriggerZone] '{gameObject.name}' has no Local Dialogue UI assigned. Assign the appropriate DialogueUI prefab variant (World, NPC, Room, Screen, etc.).", this);
|
||||
}
|
||||
|
||||
private void OnDrawGizmosSelected()
|
||||
{
|
||||
if (_floatingWordAnchor != null)
|
||||
{
|
||||
Gizmos.color = Color.cyan;
|
||||
Gizmos.DrawWireSphere(_floatingWordAnchor.position, 0.2f);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f33be20afd5d4c843a800ba1d8dd8437
|
||||
@@ -0,0 +1,142 @@
|
||||
using UnityEngine;
|
||||
using Unheimlich.Core.Interaction;
|
||||
using Unheimlich.Features.Dialogue.Data;
|
||||
using Unheimlich.Features.Dialogue;
|
||||
using Unheimlich.Features.Player;
|
||||
using Unheimlich.Features.Dialogue.UI;
|
||||
|
||||
namespace Unheimlich.Features.Dialogue
|
||||
{
|
||||
/// <summary>
|
||||
/// NPC interactable that starts dialogue conversations.
|
||||
/// Rotates to face player during dialogue and pauses if player moves too far away.
|
||||
/// </summary>
|
||||
public class NPCDialogueTrigger : InteractableBase
|
||||
{
|
||||
[Header("Dialogue Reference")]
|
||||
[Tooltip("DialogueConversation to use for this NPC")]
|
||||
public DialogueConversation Conversation;
|
||||
|
||||
[Header("Trigger Settings")]
|
||||
[Tooltip("Can the dialogue be retriggered after completion")]
|
||||
[SerializeField] private bool _isRetriggerable = true;
|
||||
|
||||
[Header("Floating Word Setting")]
|
||||
[SerializeField] private Transform _floatingWordAnchor;
|
||||
|
||||
[Header("Animation Settings")]
|
||||
[SerializeField] private DialogueAnimationSettings _animationSettings;
|
||||
|
||||
[Header("UI Reference")]
|
||||
[Tooltip("Local DialogueUI for this NPC. Uses DialogueManager's UI if null")]
|
||||
[SerializeField] private DialogueUI _localDialogueUI;
|
||||
|
||||
[Header("Distance Settings")]
|
||||
[Tooltip("Maximum distance before dialogue pauses")]
|
||||
[SerializeField] private float _maxDialogueDistance = 5f;
|
||||
|
||||
[Header("Blur Effect")]
|
||||
[Tooltip("Enable blur effect when dialogue starts")]
|
||||
[SerializeField] private bool _enableBlurEffect = false;
|
||||
|
||||
public Transform FloatingWordAnchor => _floatingWordAnchor;
|
||||
|
||||
private bool _isDialogueActive = false;
|
||||
private DialogueStateHandler _dialogueState;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
_dialogueState = new DialogueStateHandler(this);
|
||||
}
|
||||
|
||||
private void Start()
|
||||
{
|
||||
InteractionText = "Talk";
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
if (_isDialogueActive && PlayerController.Instance != null)
|
||||
{
|
||||
float distance = Vector3.Distance(transform.position, PlayerController.Instance.transform.position);
|
||||
|
||||
if (distance > _maxDialogueDistance && DialogueManager.Instance != null && DialogueManager.Instance.IsDialogueActive)
|
||||
{
|
||||
if ((Object)DialogueManager.Instance.CurrentOwner == this)
|
||||
{
|
||||
_dialogueState.PauseDialogue();
|
||||
_isDialogueActive = false;
|
||||
}
|
||||
}
|
||||
else
|
||||
LookAtPlayer();
|
||||
}
|
||||
}
|
||||
|
||||
public override void Interact()
|
||||
{
|
||||
if (DialogueManager.Instance == null)
|
||||
return;
|
||||
|
||||
if (_dialogueState.IsCompleted && !_isRetriggerable)
|
||||
return;
|
||||
|
||||
if (_dialogueState.HasPausedDialogue)
|
||||
{
|
||||
_dialogueState.ResumeDialogue();
|
||||
DialogueManager.Instance.OnDialogueCompleted += OnDialogueCompleted;
|
||||
_isDialogueActive = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (Conversation == null)
|
||||
{
|
||||
Debug.LogWarning($"NPC {gameObject.name} has no conversation configured!");
|
||||
return;
|
||||
}
|
||||
|
||||
DialogueManager.Instance.StartConversation(
|
||||
Conversation,
|
||||
_floatingWordAnchor,
|
||||
_animationSettings,
|
||||
_localDialogueUI,
|
||||
this,
|
||||
_enableBlurEffect
|
||||
);
|
||||
DialogueManager.Instance.OnDialogueCompleted += OnDialogueCompleted;
|
||||
_isDialogueActive = true;
|
||||
}
|
||||
}
|
||||
|
||||
private void OnDialogueCompleted(object owner)
|
||||
{
|
||||
if ((Object)owner == this)
|
||||
{
|
||||
_dialogueState.MarkAsCompleted();
|
||||
|
||||
if (_isRetriggerable)
|
||||
_dialogueState.AllowRetrigger();
|
||||
|
||||
_isDialogueActive = false;
|
||||
}
|
||||
|
||||
if (DialogueManager.Instance != null)
|
||||
DialogueManager.Instance.OnDialogueCompleted -= OnDialogueCompleted;
|
||||
}
|
||||
|
||||
private void OnDestroy()
|
||||
{
|
||||
if (DialogueManager.Instance != null)
|
||||
DialogueManager.Instance.OnDialogueCompleted -= OnDialogueCompleted;
|
||||
}
|
||||
|
||||
public void LookAtPlayer()
|
||||
{
|
||||
if (PlayerController.Instance == null) return;
|
||||
Vector3 lookAtPosition = PlayerController.Instance.transform.position;
|
||||
lookAtPosition.y = transform.position.y;
|
||||
|
||||
transform.LookAt(lookAtPosition);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8696519b7eabaab4dbe80f2a4744cea0
|
||||
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ecb8fa7bbab6024478fc808bee6bcde4
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,32 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace Unheimlich.Features.Dialogue.UI
|
||||
{
|
||||
/// <summary>
|
||||
/// Makes UI element always face the main camera.
|
||||
/// Commonly used for world-space UI elements like floating words.
|
||||
/// </summary>
|
||||
public class BillboardUI : MonoBehaviour
|
||||
{
|
||||
private Transform _cameraTransform;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
_cameraTransform = Camera.main != null ? Camera.main.transform : null;
|
||||
|
||||
if (_cameraTransform == null)
|
||||
Debug.LogWarning($"BillboardUI on {gameObject.name}: Main camera not found!");
|
||||
}
|
||||
|
||||
private void Start() { }
|
||||
|
||||
private void LateUpdate()
|
||||
{
|
||||
if (_cameraTransform != null)
|
||||
{
|
||||
transform.LookAt(transform.position + _cameraTransform.rotation * Vector3.forward,
|
||||
_cameraTransform.rotation * Vector3.up);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 222282a8dbdde4d418b8c85126583bf1
|
||||
@@ -0,0 +1,582 @@
|
||||
using UnityEngine;
|
||||
using TMPro;
|
||||
using System.Collections.Generic;
|
||||
using Unheimlich.Features.Dialogue.Data;
|
||||
using Unheimlich.Features.Dialogue;
|
||||
using Unheimlich.Features.Player;
|
||||
using Unheimlich.Core.Utils;
|
||||
|
||||
namespace Unheimlich.Features.Dialogue.UI
|
||||
{
|
||||
/// <summary>
|
||||
/// Manages individual dialogue choice button behavior including visual feedback during focus,
|
||||
/// dynamic collider sizing, and smooth animations. Responds to player gaze through the focus system.
|
||||
/// </summary>
|
||||
public class ChoiceFocusHandler : MonoBehaviour
|
||||
{
|
||||
[Header("Components")]
|
||||
[SerializeField] private TextMeshProUGUI _choiceTextComponent;
|
||||
[SerializeField] private TextMeshProUGUI _ghostTextComponent;
|
||||
|
||||
public DialogueChoiceData DialogueData { get; private set; }
|
||||
|
||||
public string GetChoiceText()
|
||||
{
|
||||
return DialogueData?.GetLocalizedChoiceText() ?? string.Empty;
|
||||
}
|
||||
|
||||
public DialogueNode GetNextNode()
|
||||
{
|
||||
return DialogueData?.NextNode;
|
||||
}
|
||||
|
||||
private FloatingWordsSpawner.SpawnConfig _config;
|
||||
private bool _hasConfig;
|
||||
|
||||
[Header("Local Feedback Settings")]
|
||||
[SerializeField] private float _focusLerpSpeed = 10f;
|
||||
[SerializeField] private float _colliderSizeMultiplier = 1.4f;
|
||||
[SerializeField] private float _choiceDistanceFromPlayer = 1f;
|
||||
|
||||
[Header("Text Sizing Settings")]
|
||||
[Tooltip("Maximum width for short texts (1-3 words)")]
|
||||
[SerializeField] private float _shortTextMaxWidth = 80f;
|
||||
[Tooltip("Maximum width for medium texts (4-5 words)")]
|
||||
[SerializeField] private float _mediumTextMaxWidth = 120f;
|
||||
[Tooltip("Maximum width for long texts (6-10 words)")]
|
||||
[SerializeField] private float _longTextMaxWidth = 200f;
|
||||
[Tooltip("Maximum width for very long texts (11+ words)")]
|
||||
[SerializeField] private float _veryLongTextMaxWidth = 250f;
|
||||
[Tooltip("Minimum height for text container")]
|
||||
[SerializeField] private float _minTextHeight = 40f;
|
||||
|
||||
private const int FOCUSED_SORTING_ORDER = 10;
|
||||
private const float MAX_FOCUS_SCALE = 1.2f;
|
||||
|
||||
private BoxCollider _choiceCollider;
|
||||
private Canvas _canvas;
|
||||
private int _originalSortingOrder;
|
||||
private Vector3 _startLocalPos;
|
||||
private float _originalScale;
|
||||
private float _originalTextScale = 1f;
|
||||
private int _textScaleTweenId = -1;
|
||||
private bool _positionCaptured = false;
|
||||
|
||||
private Vector3 _shakeOffset = Vector3.zero;
|
||||
private Vector3 _shakeTarget = Vector3.zero;
|
||||
private float _shakeTimer = 0f;
|
||||
private bool _isShaking = false;
|
||||
private float _shakeSpeedMultiplier = 1f;
|
||||
|
||||
private bool _disableFloatingEffects = false;
|
||||
|
||||
private Queue<Vector3> _positionHistory = new Queue<Vector3>();
|
||||
private float _historyTimer = 0f;
|
||||
private const float HISTORY_SAMPLE_RATE = 0.016f;
|
||||
|
||||
private SketchFadeEffect _sketchFadeEffect;
|
||||
|
||||
void Awake()
|
||||
{
|
||||
_canvas = GetComponentInParent<Canvas>();
|
||||
if (_canvas != null)
|
||||
_originalSortingOrder = _canvas.sortingOrder;
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
if (_isShaking)
|
||||
UpdateOrganicShake();
|
||||
|
||||
UpdateGhostTrail();
|
||||
}
|
||||
|
||||
private void SetupGhostTrail()
|
||||
{
|
||||
if (!GetEnableGhostTrail())
|
||||
return;
|
||||
|
||||
if (_ghostTextComponent == null && _choiceTextComponent != null)
|
||||
{
|
||||
GameObject ghostObj = new GameObject($"GhostText_{gameObject.name}");
|
||||
ghostObj.transform.SetParent(transform.parent, false);
|
||||
|
||||
ghostObj.transform.localPosition = transform.localPosition;
|
||||
ghostObj.transform.localRotation = transform.localRotation;
|
||||
ghostObj.transform.localScale = transform.localScale;
|
||||
|
||||
ghostObj.layer =gameObject.layer;
|
||||
|
||||
_ghostTextComponent = ghostObj.AddComponent<TextMeshProUGUI>();
|
||||
_ghostTextComponent.font = _choiceTextComponent.font;
|
||||
_ghostTextComponent.fontSize = _choiceTextComponent.fontSize;
|
||||
_ghostTextComponent.alignment = _choiceTextComponent.alignment;
|
||||
_ghostTextComponent.textWrappingMode = _choiceTextComponent.textWrappingMode;
|
||||
_ghostTextComponent.text = _choiceTextComponent.text;
|
||||
|
||||
_ghostTextComponent.rectTransform.sizeDelta = _choiceTextComponent.rectTransform.sizeDelta;
|
||||
_ghostTextComponent.rectTransform.anchorMin = _choiceTextComponent.rectTransform.anchorMin;
|
||||
_ghostTextComponent.rectTransform.anchorMax = _choiceTextComponent.rectTransform.anchorMax;
|
||||
_ghostTextComponent.rectTransform.pivot = _choiceTextComponent.rectTransform.pivot;
|
||||
|
||||
Color ghostColor = _choiceTextComponent.color;
|
||||
ghostColor.a = GetGhostTrailAlpha();
|
||||
_ghostTextComponent.color = ghostColor;
|
||||
|
||||
_positionHistory.Clear();
|
||||
}
|
||||
}
|
||||
|
||||
private void UpdateGhostTrail()
|
||||
{
|
||||
if (!GetEnableGhostTrail() || _ghostTextComponent == null || _choiceTextComponent == null)
|
||||
return;
|
||||
|
||||
_historyTimer += Time.deltaTime;
|
||||
|
||||
if (_historyTimer >= HISTORY_SAMPLE_RATE)
|
||||
{
|
||||
_positionHistory.Enqueue(transform.localPosition);
|
||||
_historyTimer = 0f;
|
||||
|
||||
int maxHistorySize = Mathf.CeilToInt(GetGhostTrailDelay() / HISTORY_SAMPLE_RATE);
|
||||
|
||||
while (_positionHistory.Count > maxHistorySize && _positionHistory.Count > 0)
|
||||
_positionHistory.Dequeue();
|
||||
}
|
||||
|
||||
if (_positionHistory.Count > 0)
|
||||
{
|
||||
Vector3 delayedPosition = _positionHistory.Peek();
|
||||
_ghostTextComponent.transform.localPosition = delayedPosition;
|
||||
_ghostTextComponent.transform.localRotation = transform.localRotation;
|
||||
}
|
||||
else
|
||||
{
|
||||
_ghostTextComponent.transform.localPosition = transform.localPosition;
|
||||
_ghostTextComponent.transform.localRotation = transform.localRotation;
|
||||
}
|
||||
|
||||
_ghostTextComponent.text = _choiceTextComponent.text;
|
||||
_ghostTextComponent.fontSize = _choiceTextComponent.fontSize;
|
||||
_ghostTextComponent.rectTransform.sizeDelta = _choiceTextComponent.rectTransform.sizeDelta;
|
||||
|
||||
Color ghostColor = _choiceTextComponent.color;
|
||||
ghostColor.a = GetGhostTrailAlpha();
|
||||
_ghostTextComponent.color = ghostColor;
|
||||
}
|
||||
|
||||
private void UpdateOrganicShake()
|
||||
{
|
||||
if (!GetEnableOrganicShake())
|
||||
return;
|
||||
|
||||
_shakeTimer += Time.deltaTime * GetShakeSpeed() * _shakeSpeedMultiplier;
|
||||
|
||||
if (_shakeTimer >= 1f)
|
||||
{
|
||||
_shakeTimer = 0f;
|
||||
_shakeTarget = Random.insideUnitSphere * GetShakeRadius();
|
||||
}
|
||||
|
||||
_shakeOffset = Vector3.Lerp(_shakeOffset, _shakeTarget, Time.deltaTime * GetShakeSmoothness());
|
||||
|
||||
if (!_disableFloatingEffects)
|
||||
transform.localPosition = _startLocalPos + _shakeOffset;
|
||||
}
|
||||
|
||||
public Vector3 GetShakeOffset(float convergenceFactor)
|
||||
{
|
||||
return _shakeOffset * convergenceFactor;
|
||||
}
|
||||
|
||||
public void StartOrganicShake()
|
||||
{
|
||||
if (GetEnableOrganicShake())
|
||||
{
|
||||
_isShaking = true;
|
||||
_shakeTimer = 0f;
|
||||
_shakeTarget = Random.insideUnitSphere * GetShakeRadius();
|
||||
}
|
||||
}
|
||||
|
||||
public void StopOrganicShake()
|
||||
{
|
||||
_isShaking = false;
|
||||
_shakeOffset = Vector3.zero;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Syncs the ghost word's sibling index so depth sorting covers both the main word and its ghost trail.
|
||||
/// Should be called right after SetSiblingIndex on the main word.
|
||||
/// </summary>
|
||||
public void SyncGhostSiblingIndex(int mainSiblingIndex)
|
||||
{
|
||||
if (_ghostTextComponent == null) return;
|
||||
// Place ghost just before its main word so it renders underneath it.
|
||||
int ghostIndex = Mathf.Max(0, mainSiblingIndex - 1);
|
||||
_ghostTextComponent.transform.SetSiblingIndex(ghostIndex);
|
||||
}
|
||||
|
||||
public void SetShakeSpeedMultiplier(float multiplier)
|
||||
{
|
||||
_shakeSpeedMultiplier = Mathf.Max(0f, multiplier);
|
||||
}
|
||||
|
||||
public void SetTextScale(float targetScale, float duration = 0.3f)
|
||||
{
|
||||
if (_choiceTextComponent == null)
|
||||
return;
|
||||
|
||||
TweenHelper.CancelTween(ref _textScaleTweenId);
|
||||
|
||||
_textScaleTweenId = TweenHelper.ScaleLocal(
|
||||
_choiceTextComponent.gameObject,
|
||||
Vector3.one * targetScale,
|
||||
duration,
|
||||
null,
|
||||
LeanTweenType.easeOutQuad
|
||||
);
|
||||
}
|
||||
|
||||
public void ResetTextScale(float duration = 0.3f)
|
||||
{
|
||||
SetTextScale(_originalTextScale, duration);
|
||||
}
|
||||
|
||||
public void HideGhostTrail()
|
||||
{
|
||||
if (_ghostTextComponent != null)
|
||||
_ghostTextComponent.gameObject.SetActive(false);
|
||||
}
|
||||
|
||||
public void ShowGhostTrail()
|
||||
{
|
||||
if (_ghostTextComponent != null)
|
||||
_ghostTextComponent.gameObject.SetActive(true);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Applies progressive visual feedback as player focuses on this choice.
|
||||
/// Scales the choice, changes color, optionally moves toward player, and adjusts sorting order.
|
||||
/// Progress ranges from 0 (unfocused) to 1 (fully focused).
|
||||
/// </summary>
|
||||
public void ApplyFocusFeedback(float progress)
|
||||
{
|
||||
if (!_positionCaptured)
|
||||
{
|
||||
// Subtract shake offset to get the clean base position, not the shaken one
|
||||
_startLocalPos = transform.localPosition - _shakeOffset;
|
||||
_positionCaptured = true;
|
||||
|
||||
LeanTween.cancel(gameObject);
|
||||
StopOrganicShake();
|
||||
|
||||
DialogueAnimationSettings settings = GetAnimationSettings();
|
||||
float textScaleMultiplier = settings != null ? settings.FocusedTextScaleMultiplier : 0.9f;
|
||||
float textScaleDuration = settings != null ? settings.FocusedTextScaleDuration : 0.3f;
|
||||
SetTextScale(_originalTextScale * textScaleMultiplier, textScaleDuration);
|
||||
}
|
||||
|
||||
// transform.localScale = Vector3.one * Mathf.Lerp(_originalScale, MAX_FOCUS_SCALE, progress);
|
||||
|
||||
bool shouldMoveToPlayer = GetMoveTowardPlayerOnFocus();
|
||||
|
||||
if (shouldMoveToPlayer && PlayerController.Instance != null)
|
||||
{
|
||||
float distance = GetFocusDistanceFromPlayer();
|
||||
Vector3 targetPos = PlayerController.Instance.transform.position
|
||||
+ PlayerController.Instance.transform.forward * distance;
|
||||
transform.position = Vector3.Lerp(transform.position, targetPos, Time.deltaTime * _focusLerpSpeed);
|
||||
}
|
||||
|
||||
if (_choiceTextComponent != null)
|
||||
{
|
||||
_choiceTextComponent.color = Color.Lerp(Color.white, Color.red, progress);
|
||||
|
||||
if (_ghostTextComponent != null)
|
||||
{
|
||||
float ghostAlpha = GetGhostTrailAlpha();
|
||||
Color ghostColor = Color.Lerp(Color.white, Color.red, progress);
|
||||
ghostColor.a = ghostAlpha;
|
||||
_ghostTextComponent.color = ghostColor;
|
||||
}
|
||||
}
|
||||
|
||||
if (_canvas != null && _canvas.sortingOrder != FOCUSED_SORTING_ORDER)
|
||||
{
|
||||
_canvas.sortingOrder = FOCUSED_SORTING_ORDER;
|
||||
_canvas.overrideSorting = true;
|
||||
}
|
||||
}
|
||||
|
||||
private DialogueAnimationSettings GetAnimationSettings()
|
||||
{
|
||||
if (DialogueManager.Instance != null)
|
||||
return DialogueManager.Instance.CurrentAnimationSettings;
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
private bool GetEnableGhostTrail()
|
||||
{
|
||||
if (_hasConfig) return _config.EnableGhostTrail;
|
||||
DialogueAnimationSettings settings = GetAnimationSettings();
|
||||
return settings != null && settings.EnableGhostTrail;
|
||||
}
|
||||
|
||||
private float GetGhostTrailAlpha()
|
||||
{
|
||||
if (_hasConfig) return _config.GhostTrailAlpha;
|
||||
DialogueAnimationSettings settings = GetAnimationSettings();
|
||||
return settings != null ? settings.GhostTrailAlpha : 0.3f;
|
||||
}
|
||||
|
||||
private float GetGhostTrailDelay()
|
||||
{
|
||||
if (_hasConfig) return _config.GhostTrailDelay;
|
||||
DialogueAnimationSettings settings = GetAnimationSettings();
|
||||
return settings != null ? settings.GhostTrailDelay : 0.1f;
|
||||
}
|
||||
|
||||
private bool GetEnableOrganicShake()
|
||||
{
|
||||
if (_hasConfig) return _config.EnableOrganicShake;
|
||||
DialogueAnimationSettings settings = GetAnimationSettings();
|
||||
return settings != null && settings.EnableOrganicShake;
|
||||
}
|
||||
|
||||
private float GetShakeRadius()
|
||||
{
|
||||
if (_hasConfig) return _config.ShakeRadius;
|
||||
DialogueAnimationSettings settings = GetAnimationSettings();
|
||||
return settings != null ? settings.ShakeRadius : 0.01f;
|
||||
}
|
||||
|
||||
private float GetShakeSpeed()
|
||||
{
|
||||
if (_hasConfig) return _config.ShakeSpeed;
|
||||
DialogueAnimationSettings settings = GetAnimationSettings();
|
||||
return settings != null ? settings.ShakeSpeed : 1f;
|
||||
}
|
||||
|
||||
private float GetShakeSmoothness()
|
||||
{
|
||||
if (_hasConfig) return _config.ShakeSmoothness;
|
||||
DialogueAnimationSettings settings = GetAnimationSettings();
|
||||
return settings != null ? settings.ShakeSmoothness : 5f;
|
||||
}
|
||||
|
||||
private bool GetMoveTowardPlayerOnFocus()
|
||||
{
|
||||
if (_hasConfig) return _config.MoveTowardPlayerOnFocus;
|
||||
DialogueAnimationSettings settings = GetAnimationSettings();
|
||||
return settings == null || settings.MoveTowardPlayerOnFocus;
|
||||
}
|
||||
|
||||
private float GetFocusDistanceFromPlayer()
|
||||
{
|
||||
if (_hasConfig) return _config.FocusDistanceFromPlayer;
|
||||
DialogueAnimationSettings settings = GetAnimationSettings();
|
||||
return settings != null ? settings.FocusDistanceFromPlayer : _choiceDistanceFromPlayer;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Initializes the choice button with dialogue data.
|
||||
/// Sets up text, creates/configures collider based on text bounds, and caches initial state.
|
||||
/// </summary>
|
||||
public void Setup(DialogueChoiceData dialogueData, FloatingWordsSpawner.SpawnConfig config, bool disableFloatingEffects = false)
|
||||
{
|
||||
DialogueData = dialogueData;
|
||||
_config = config;
|
||||
_hasConfig = true;
|
||||
_disableFloatingEffects = disableFloatingEffects;
|
||||
|
||||
PerformSetup();
|
||||
}
|
||||
|
||||
private void PerformSetup()
|
||||
{
|
||||
if (_choiceTextComponent != null)
|
||||
{
|
||||
_choiceTextComponent.text = GetChoiceText();
|
||||
_choiceTextComponent.ForceMeshUpdate();
|
||||
|
||||
AdjustTextSizeForContent();
|
||||
}
|
||||
|
||||
_choiceCollider = GetComponent<BoxCollider>();
|
||||
if (_choiceCollider == null)
|
||||
{
|
||||
_choiceCollider = gameObject.AddComponent<BoxCollider>();
|
||||
_choiceCollider.isTrigger = true;
|
||||
}
|
||||
|
||||
if (_choiceTextComponent != null)
|
||||
{
|
||||
Vector3 textSize = _choiceTextComponent.bounds.size;
|
||||
_choiceCollider.size = textSize * _colliderSizeMultiplier;
|
||||
_choiceCollider.center = _choiceTextComponent.rectTransform.localPosition;
|
||||
}
|
||||
|
||||
_startLocalPos = transform.localPosition;
|
||||
_originalScale = transform.localScale.x;
|
||||
|
||||
if (_choiceTextComponent != null)
|
||||
_originalTextScale = _choiceTextComponent.transform.localScale.x;
|
||||
|
||||
LeanTween.cancel(gameObject);
|
||||
|
||||
SetupGhostTrail();
|
||||
|
||||
if (_ghostTextComponent != null)
|
||||
_ghostTextComponent.text = GetChoiceText();
|
||||
|
||||
DialogueAnimationSettings settings = GetAnimationSettings();
|
||||
if (settings != null && settings.EnableSketchFadeOnFocus && settings.SketchMaterial != null)
|
||||
{
|
||||
_sketchFadeEffect = gameObject.AddComponent<SketchFadeEffect>();
|
||||
_sketchFadeEffect.Initialize(_choiceTextComponent, _ghostTextComponent, settings.SketchMaterial);
|
||||
}
|
||||
|
||||
StartOrganicShake();
|
||||
}
|
||||
|
||||
private void AdjustTextSizeForContent()
|
||||
{
|
||||
if (_choiceTextComponent == null) return;
|
||||
|
||||
string text = GetChoiceText();
|
||||
if (string.IsNullOrEmpty(text)) return;
|
||||
|
||||
int wordCount = text.Split(new[] { ' ' }, System.StringSplitOptions.RemoveEmptyEntries).Length;
|
||||
|
||||
float maxWidth = GetMaxWidthForWordCount(wordCount);
|
||||
|
||||
string longestWord = GetLongestWord(text);
|
||||
Vector2 longestWordSize = _choiceTextComponent.GetPreferredValues(longestWord, float.MaxValue, 0f);
|
||||
|
||||
if (longestWordSize.x > maxWidth)
|
||||
maxWidth = longestWordSize.x + 10f;
|
||||
|
||||
_choiceTextComponent.rectTransform.SetSizeWithCurrentAnchors(RectTransform.Axis.Horizontal, maxWidth);
|
||||
_choiceTextComponent.ForceMeshUpdate();
|
||||
|
||||
Vector2 textSize = _choiceTextComponent.GetPreferredValues(text, maxWidth, 0f);
|
||||
float finalHeight = Mathf.Max(textSize.y, _minTextHeight);
|
||||
|
||||
Vector2 newSize = new Vector2(maxWidth, finalHeight);
|
||||
|
||||
RectTransform parentRect = transform as RectTransform;
|
||||
if (parentRect != null)
|
||||
parentRect.sizeDelta = newSize;
|
||||
|
||||
ConfigureTextComponent(_choiceTextComponent, newSize);
|
||||
|
||||
if (_ghostTextComponent != null)
|
||||
ConfigureTextComponent(_ghostTextComponent, newSize);
|
||||
}
|
||||
|
||||
private void ConfigureTextComponent(TextMeshProUGUI textComponent, Vector2 size)
|
||||
{
|
||||
textComponent.textWrappingMode = TextWrappingModes.Normal;
|
||||
textComponent.overflowMode = TextOverflowModes.Overflow;
|
||||
textComponent.rectTransform.anchorMin = Vector2.one * 0.5f;
|
||||
textComponent.rectTransform.anchorMax = Vector2.one * 0.5f;
|
||||
textComponent.rectTransform.pivot = Vector2.one * 0.5f;
|
||||
textComponent.rectTransform.anchoredPosition = Vector2.zero;
|
||||
textComponent.rectTransform.sizeDelta = size;
|
||||
textComponent.ForceMeshUpdate();
|
||||
}
|
||||
|
||||
private string GetLongestWord(string text)
|
||||
{
|
||||
string[] words = text.Split(new[] { ' ' }, System.StringSplitOptions.RemoveEmptyEntries);
|
||||
string longest = "";
|
||||
|
||||
foreach (string word in words)
|
||||
{
|
||||
if (word.Length > longest.Length)
|
||||
longest = word;
|
||||
}
|
||||
|
||||
return longest;
|
||||
}
|
||||
|
||||
private float GetMaxWidthForWordCount(int wordCount)
|
||||
{
|
||||
if (wordCount <= 2)
|
||||
return _shortTextMaxWidth;
|
||||
else if (wordCount <= 5)
|
||||
return _mediumTextMaxWidth;
|
||||
else if (wordCount <= 10)
|
||||
return _longTextMaxWidth;
|
||||
else
|
||||
return _veryLongTextMaxWidth;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Smoothly returns the choice to its original state after losing focus.
|
||||
/// Animates position back to start, resets scale/color, and unlocks the focus system when complete.
|
||||
/// </summary>
|
||||
public void ResetFeedback(float duration)
|
||||
{
|
||||
LeanTween.cancel(gameObject);
|
||||
|
||||
TweenHelper.CancelTween(ref _textScaleTweenId);
|
||||
|
||||
StopOrganicShake();
|
||||
|
||||
ResetSketchFade();
|
||||
|
||||
// Reset position capture and restart shake immediately — don't rely on a LeanTween
|
||||
// callback for this, since stale tween IDs (Domain Reload disabled) can silently
|
||||
// drop callbacks, leaving some words permanently non-shaking.
|
||||
_positionCaptured = false;
|
||||
StartOrganicShake();
|
||||
|
||||
TweenHelper.MoveLocal(gameObject, _startLocalPos, duration, () => {
|
||||
if (DialogueManager.Instance != null)
|
||||
DialogueManager.Instance.UnlockFocus();
|
||||
}, LeanTweenType.easeOutQuad);
|
||||
|
||||
transform.localScale = Vector3.one * _originalScale;
|
||||
|
||||
if (_choiceTextComponent != null)
|
||||
{
|
||||
_choiceTextComponent.transform.localScale = Vector3.one * _originalTextScale;
|
||||
_choiceTextComponent.color = Color.white;
|
||||
|
||||
if (_ghostTextComponent != null)
|
||||
{
|
||||
float ghostAlpha = GetGhostTrailAlpha();
|
||||
Color ghostColor = Color.white;
|
||||
ghostColor.a = ghostAlpha;
|
||||
_ghostTextComponent.color = ghostColor;
|
||||
}
|
||||
}
|
||||
|
||||
if (_canvas != null)
|
||||
_canvas.sortingOrder = _originalSortingOrder;
|
||||
}
|
||||
|
||||
public void ApplySketchFade()
|
||||
{
|
||||
DialogueAnimationSettings settings = GetAnimationSettings();
|
||||
if (settings == null || !settings.EnableSketchFadeOnFocus || _sketchFadeEffect == null)
|
||||
return;
|
||||
|
||||
_sketchFadeEffect.PlaySketchFadeEffect(
|
||||
settings.SketchDuration,
|
||||
settings.FadeOutDuration,
|
||||
settings.FinalFadeAlpha
|
||||
);
|
||||
}
|
||||
|
||||
public void ResetSketchFade()
|
||||
{
|
||||
if (_sketchFadeEffect != null)
|
||||
_sketchFadeEffect.ResetEffect();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: abd0f63a44b2272448eb41767c2ce44e
|
||||
@@ -0,0 +1,35 @@
|
||||
using UnityEngine;
|
||||
using Unheimlich.Core;
|
||||
|
||||
namespace Unheimlich.Features.Dialogue.UI
|
||||
{
|
||||
public class CrosshairController : Singleton<CrosshairController>
|
||||
{
|
||||
[Header("References")]
|
||||
[SerializeField] private GameObject _crosshairObject;
|
||||
|
||||
private bool _isVisible = true;
|
||||
|
||||
protected override void OnAwake()
|
||||
{
|
||||
if (_crosshairObject != null)
|
||||
_crosshairObject.SetActive(true);
|
||||
}
|
||||
|
||||
public void Show()
|
||||
{
|
||||
if (_crosshairObject != null)
|
||||
_crosshairObject.SetActive(true);
|
||||
_isVisible = true;
|
||||
}
|
||||
|
||||
public void Hide()
|
||||
{
|
||||
if (_crosshairObject != null)
|
||||
_crosshairObject.SetActive(false);
|
||||
_isVisible = false;
|
||||
}
|
||||
|
||||
public bool IsVisible => _isVisible;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f9adc6263b2493341b02087fb5a00404
|
||||
@@ -0,0 +1,265 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.Rendering;
|
||||
using UnityEngine.Rendering.Universal;
|
||||
using Unheimlich.Core;
|
||||
using Unheimlich.Features.Player;
|
||||
|
||||
namespace Unheimlich.Features.Dialogue.UI
|
||||
{
|
||||
public class DialogueBlurEffectURP : Singleton<DialogueBlurEffectURP>
|
||||
{
|
||||
|
||||
[Header("Volume Settings")]
|
||||
[SerializeField] private Volume _globalVolume;
|
||||
|
||||
[Header("Depth of Field (Gaussian)")]
|
||||
[SerializeField] private float _gaussianStart = 0f;
|
||||
[SerializeField] private float _gaussianEnd = 15f;
|
||||
[SerializeField] private float _maxGaussianRadius = 4f;
|
||||
|
||||
[Header("Brightness (Color Adjustments)")]
|
||||
[SerializeField] private float _startPostExposure = 0f;
|
||||
[SerializeField] private float _targetPostExposure = 0.3f;
|
||||
|
||||
[Header("Animation Settings")]
|
||||
[SerializeField] private float _fadeDuration = 1.0f;
|
||||
[SerializeField] private AnimationCurve _fadeCurve;
|
||||
|
||||
[Header("UI Configuration")]
|
||||
[Tooltip("Layer(s) for dialogue (World Space UI) to render without blur")]
|
||||
[SerializeField] private LayerMask _dialogueLayers;
|
||||
[SerializeField] private bool _autoCreateDialogueCamera = true;
|
||||
|
||||
[Header("Hands Configuration")]
|
||||
[Tooltip("Layer for player hands to render on top of dialogue")]
|
||||
[SerializeField] private LayerMask _handsLayer;
|
||||
[SerializeField] private bool _autoCreateHandsCamera = true;
|
||||
|
||||
private DepthOfField _dof;
|
||||
private ColorAdjustments _color;
|
||||
private VolumeProfile _profile;
|
||||
|
||||
private float _current = 0f;
|
||||
private float _target = 0f;
|
||||
private float _start = 0f;
|
||||
private float _timer = 0f;
|
||||
private bool _fading = false;
|
||||
|
||||
private Camera _baseCam;
|
||||
private Camera _dialogueCam;
|
||||
private Camera _handsCam;
|
||||
|
||||
protected override void OnAwake()
|
||||
{
|
||||
|
||||
|
||||
if (_fadeCurve == null || _fadeCurve.keys.Length == 0)
|
||||
_fadeCurve = AnimationCurve.EaseInOut(0, 0, 1, 1);
|
||||
|
||||
if (_globalVolume == null)
|
||||
{
|
||||
Debug.LogError("[DialogueBlur] ERROR: Global Volume NOT ASSIGNED in inspector!");
|
||||
enabled = false;
|
||||
return;
|
||||
}
|
||||
|
||||
if (_globalVolume.profile == null)
|
||||
{
|
||||
Debug.LogError("[DialogueBlur] ERROR: Global Volume has NO VolumeProfile assigned!");
|
||||
enabled = false;
|
||||
return;
|
||||
}
|
||||
|
||||
_profile = _globalVolume.profile;
|
||||
|
||||
if (!_profile.TryGet(out _dof))
|
||||
{
|
||||
Debug.LogError("[DialogueBlur] ERROR: Depth Of Field NOT FOUND in Volume Profile!");
|
||||
enabled = false;
|
||||
return;
|
||||
}
|
||||
|
||||
if (!_profile.TryGet(out _color))
|
||||
{
|
||||
Debug.LogWarning("[DialogueBlur] WARNING: Color Adjustments not found (not critical)");
|
||||
}
|
||||
|
||||
_dof.mode.Override(DepthOfFieldMode.Gaussian);
|
||||
_dof.gaussianStart.Override(_gaussianStart);
|
||||
_dof.gaussianEnd.Override(_gaussianEnd);
|
||||
_dof.gaussianMaxRadius.Override(0f);
|
||||
_dof.active = false;
|
||||
|
||||
if (_color != null)
|
||||
{
|
||||
_color.postExposure.Override(_startPostExposure);
|
||||
_color.active = false;
|
||||
}
|
||||
|
||||
_globalVolume.weight = 0f;
|
||||
_globalVolume.enabled = true;
|
||||
}
|
||||
|
||||
void Start()
|
||||
{
|
||||
_baseCam = PlayerController.Instance.PlayerCamera;
|
||||
if (_autoCreateDialogueCamera)
|
||||
SetupDialogueOverlayCamera();
|
||||
if (_autoCreateHandsCamera)
|
||||
SetupHandsOverlayCamera();
|
||||
}
|
||||
|
||||
void SetupDialogueOverlayCamera()
|
||||
{
|
||||
var baseData = _baseCam.GetComponent<UniversalAdditionalCameraData>();
|
||||
if (baseData == null)
|
||||
baseData = _baseCam.gameObject.AddComponent<UniversalAdditionalCameraData>();
|
||||
|
||||
baseData.renderType = CameraRenderType.Base;
|
||||
baseData.renderPostProcessing = true;
|
||||
|
||||
if (_dialogueLayers.value == 0)
|
||||
Debug.LogWarning("[DialogueBlur] WARNING: dialogueLayers is EMPTY! Ghost words will be blurred!");
|
||||
|
||||
_baseCam.cullingMask &= ~_dialogueLayers;
|
||||
if (_handsLayer.value != 0)
|
||||
_baseCam.cullingMask &= ~_handsLayer;
|
||||
|
||||
var go = new GameObject("Dialogue Camera (Overlay)");
|
||||
go.transform.SetParent(_baseCam.transform);
|
||||
go.transform.localPosition = Vector3.zero;
|
||||
go.transform.localRotation = Quaternion.identity;
|
||||
|
||||
_dialogueCam = go.AddComponent<Camera>();
|
||||
_dialogueCam.CopyFrom(_baseCam);
|
||||
_dialogueCam.clearFlags = CameraClearFlags.Depth;
|
||||
_dialogueCam.cullingMask = _dialogueLayers;
|
||||
|
||||
var overlayData = go.AddComponent<UniversalAdditionalCameraData>();
|
||||
overlayData.renderType = CameraRenderType.Overlay;
|
||||
overlayData.renderPostProcessing = false;
|
||||
|
||||
baseData.cameraStack.Add(_dialogueCam);
|
||||
}
|
||||
|
||||
void SetupHandsOverlayCamera()
|
||||
{
|
||||
if (_handsLayer.value == 0)
|
||||
{
|
||||
Debug.LogWarning("[DialogueBlur] WARNING: handsLayer is EMPTY! Hands camera will not be created.");
|
||||
return;
|
||||
}
|
||||
|
||||
var baseData = _baseCam.GetComponent<UniversalAdditionalCameraData>();
|
||||
if (baseData == null)
|
||||
{
|
||||
Debug.LogError("[DialogueBlur] ERROR: Base camera has no UniversalAdditionalCameraData!");
|
||||
return;
|
||||
}
|
||||
|
||||
var go = new GameObject("Hands Camera (Overlay)");
|
||||
go.transform.SetParent(_baseCam.transform);
|
||||
go.transform.localPosition = Vector3.zero;
|
||||
go.transform.localRotation = Quaternion.identity;
|
||||
|
||||
_handsCam = go.AddComponent<Camera>();
|
||||
_handsCam.CopyFrom(_baseCam);
|
||||
_handsCam.clearFlags = CameraClearFlags.Depth;
|
||||
_handsCam.cullingMask = _handsLayer;
|
||||
|
||||
var overlayData = go.AddComponent<UniversalAdditionalCameraData>();
|
||||
overlayData.renderType = CameraRenderType.Overlay;
|
||||
overlayData.renderPostProcessing = false;
|
||||
|
||||
baseData.cameraStack.Add(_handsCam);
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
if (!_fading) return;
|
||||
|
||||
_timer += Time.deltaTime;
|
||||
float t = Mathf.Clamp01(_timer / Mathf.Max(0.0001f, _fadeDuration));
|
||||
float cv = _fadeCurve.Evaluate(t);
|
||||
|
||||
_current = Mathf.Lerp(_start, _target, cv);
|
||||
|
||||
ApplyEffects(_current);
|
||||
|
||||
if (t >= 1f)
|
||||
{
|
||||
_current = _target;
|
||||
ApplyEffects(_current);
|
||||
_fading = false;
|
||||
}
|
||||
}
|
||||
|
||||
void ApplyEffects(float s)
|
||||
{
|
||||
s = Mathf.Clamp01(s);
|
||||
bool active = s > 0.01f;
|
||||
|
||||
_globalVolume.weight = s;
|
||||
|
||||
if (active)
|
||||
{
|
||||
_dof.active = true;
|
||||
_dof.gaussianStart.value = _gaussianStart;
|
||||
_dof.gaussianEnd.value = _gaussianEnd;
|
||||
float radius = Mathf.Lerp(0f, _maxGaussianRadius, s);
|
||||
_dof.gaussianMaxRadius.value = radius;
|
||||
|
||||
if (_color != null)
|
||||
{
|
||||
_color.active = true;
|
||||
_color.postExposure.value = Mathf.Lerp(_startPostExposure, _targetPostExposure, s);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
_dof.gaussianMaxRadius.value = 0f;
|
||||
_dof.active = false;
|
||||
if (_color != null)
|
||||
{
|
||||
_color.postExposure.value = _startPostExposure;
|
||||
_color.active = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void ShowBlur()
|
||||
{
|
||||
if (_dialogueCam == null && _autoCreateDialogueCamera)
|
||||
{
|
||||
if (_baseCam == null && PlayerController.Instance != null)
|
||||
_baseCam = PlayerController.Instance.PlayerCamera;
|
||||
|
||||
if (_baseCam != null)
|
||||
{
|
||||
SetupDialogueOverlayCamera();
|
||||
if (_autoCreateHandsCamera)
|
||||
SetupHandsOverlayCamera();
|
||||
}
|
||||
else
|
||||
Debug.LogWarning("[DialogueBlur] WARNING: Cannot create dialogue camera - PlayerCamera not ready!");
|
||||
}
|
||||
|
||||
if (_fading && _target == 1f) return;
|
||||
|
||||
_start = _current;
|
||||
_target = 1f;
|
||||
_timer = 0f;
|
||||
_fading = true;
|
||||
}
|
||||
|
||||
public void HideBlur()
|
||||
{
|
||||
if (_fading && _target == 0f) return;
|
||||
|
||||
_start = _current;
|
||||
_target = 0f;
|
||||
_timer = 0f;
|
||||
_fading = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 6ed4b22b4be6bbe49a67cbe552c633e1
|
||||
@@ -0,0 +1,79 @@
|
||||
using UnityEngine;
|
||||
using TMPro;
|
||||
using Unheimlich.Core;
|
||||
using Unheimlich.Core.Utils;
|
||||
|
||||
namespace Unheimlich.Features.Dialogue.UI
|
||||
{
|
||||
public class DialogueScreenUI : Singleton<DialogueScreenUI>
|
||||
{
|
||||
|
||||
[Header("UI References")]
|
||||
[SerializeField] private GameObject _dialoguePanel;
|
||||
[SerializeField] private TextMeshProUGUI _speakerText;
|
||||
[SerializeField] private TextMeshProUGUI _dialogueText;
|
||||
|
||||
[Header("Fade Settings")]
|
||||
[SerializeField] private float _fadeOutDuration = 0.5f;
|
||||
|
||||
private CanvasGroup _canvasGroup;
|
||||
|
||||
protected override void OnAwake()
|
||||
{
|
||||
|
||||
if (_dialoguePanel != null)
|
||||
{
|
||||
_canvasGroup = _dialoguePanel.GetComponent<CanvasGroup>();
|
||||
|
||||
if (_canvasGroup == null)
|
||||
_canvasGroup = _dialoguePanel.AddComponent<CanvasGroup>();
|
||||
}
|
||||
}
|
||||
|
||||
public void Show(string speaker, string dialogue)
|
||||
{
|
||||
if (_speakerText != null)
|
||||
_speakerText.text = speaker;
|
||||
|
||||
if (_dialogueText != null)
|
||||
_dialogueText.text = dialogue;
|
||||
|
||||
if (_dialoguePanel != null)
|
||||
{
|
||||
_dialoguePanel.SetActive(true);
|
||||
|
||||
if (_canvasGroup != null)
|
||||
{
|
||||
LeanTween.cancel(_dialoguePanel);
|
||||
_canvasGroup.alpha = 1f;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void Hide()
|
||||
{
|
||||
if (_dialoguePanel != null)
|
||||
_dialoguePanel.SetActive(false);
|
||||
}
|
||||
|
||||
public void FadeOutAndHide(System.Action onComplete = null)
|
||||
{
|
||||
if (_canvasGroup != null && _dialoguePanel != null)
|
||||
{
|
||||
TweenHelper.FadeCanvasGroup(
|
||||
_canvasGroup,
|
||||
0f,
|
||||
_fadeOutDuration,
|
||||
() => {
|
||||
Hide();
|
||||
onComplete.SafeInvoke();
|
||||
});
|
||||
}
|
||||
else
|
||||
{
|
||||
Hide();
|
||||
onComplete.SafeInvoke();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: bc4c44e24ba19844b822608a46bde428
|
||||
@@ -0,0 +1,375 @@
|
||||
using UnityEngine;
|
||||
using System.Collections.Generic;
|
||||
using TMPro;
|
||||
using Unheimlich.Features.Dialogue.Data;
|
||||
using Unheimlich.Features.Player;
|
||||
using Unheimlich.Features.Dialogue.UI;
|
||||
using Unheimlich.Core.Utils;
|
||||
|
||||
namespace Unheimlich.Features.Dialogue.UI
|
||||
{
|
||||
/// <summary>
|
||||
/// Manages dialogue UI display and choice button spawning with configurable animations.
|
||||
/// Supports multiple spawn modes, distance scaling, player following, and visual effects.
|
||||
/// </summary>
|
||||
public class DialogueUI : MonoBehaviour
|
||||
{
|
||||
[Header("Panels - World Mode")]
|
||||
[SerializeField] private GameObject _dialoguePanel;
|
||||
public GameObject ChoiceContainer;
|
||||
|
||||
[Header("Text Fields - World Mode")]
|
||||
[SerializeField] private TextMeshProUGUI _speakerText;
|
||||
[SerializeField] private TextMeshProUGUI _contentText;
|
||||
|
||||
[Header("Prefabs")]
|
||||
public ChoiceFocusHandler ChoiceButtonPrefab;
|
||||
|
||||
[Header("Default Animation Settings")]
|
||||
[SerializeField] private float _defaultRotationSpeed = 36f;
|
||||
|
||||
[Header("Fade Settings")]
|
||||
[SerializeField] private float _fadeOutDuration = 0.5f;
|
||||
[SerializeField] private CanvasGroup _dialogueCanvasGroup;
|
||||
|
||||
private DialogueAnimationSettings _currentAnimationSettings;
|
||||
private Vector3 _currentRotationAxis = Vector3.forward;
|
||||
private bool _shouldFollowPlayerPosition = false;
|
||||
private bool _shouldFollowPlayerRotation = false;
|
||||
private Transform _currentAnchor;
|
||||
private Vector3 _baseScale;
|
||||
private Vector3 _basePanelScale;
|
||||
private List<ChoiceFocusHandler> _activeChoices = new List<ChoiceFocusHandler>();
|
||||
private float _sortTimer = 0f;
|
||||
private const float SORT_INTERVAL = 0.1f;
|
||||
|
||||
private DialogueDisplayMode _currentDisplayMode = DialogueDisplayMode.World;
|
||||
|
||||
private int _fadeCanvasTweenId = -1;
|
||||
private int _rotationTweenId = -1;
|
||||
private List<int> _floatingTweenIds = new List<int>();
|
||||
private Camera _mainCamera;
|
||||
|
||||
private static readonly Vector3 ViewportCenter = new Vector3(0.5f, 0.5f, 0f);
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
_mainCamera = Camera.main;
|
||||
|
||||
if (_dialogueCanvasGroup == null && _dialoguePanel != null)
|
||||
{
|
||||
_dialogueCanvasGroup = _dialoguePanel.GetComponent<CanvasGroup>();
|
||||
|
||||
if (_dialogueCanvasGroup == null)
|
||||
_dialogueCanvasGroup = _dialoguePanel.AddComponent<CanvasGroup>();
|
||||
}
|
||||
|
||||
if (_dialoguePanel != null)
|
||||
{
|
||||
_basePanelScale = _dialoguePanel.transform.localScale;
|
||||
}
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
if (PlayerController.Instance == null || !ChoiceContainer.activeInHierarchy)
|
||||
return;
|
||||
|
||||
if (_shouldFollowPlayerPosition)
|
||||
ChoiceContainer.transform.position = PlayerController.Instance.transform.position;
|
||||
|
||||
if (_shouldFollowPlayerRotation)
|
||||
{
|
||||
float playerYRotation = PlayerController.Instance.transform.eulerAngles.y;
|
||||
ChoiceContainer.transform.rotation = Quaternion.Euler(0f, playerYRotation, 0f);
|
||||
}
|
||||
|
||||
if (_currentAnimationSettings != null && _currentAnimationSettings.EnableDistanceScaling && !_shouldFollowPlayerPosition)
|
||||
{
|
||||
ApplyDistanceScaling();
|
||||
ApplyDistanceScalingToPanel();
|
||||
}
|
||||
|
||||
SortChoicesByDistance();
|
||||
}
|
||||
|
||||
public void ShowDialogueBox(string speaker, string content, DialogueDisplayMode displayMode = DialogueDisplayMode.World)
|
||||
{
|
||||
_currentDisplayMode = displayMode;
|
||||
|
||||
if (displayMode == DialogueDisplayMode.World)
|
||||
{
|
||||
if (DialogueScreenUI.Instance != null)
|
||||
DialogueScreenUI.Instance.Hide();
|
||||
|
||||
_speakerText.text = speaker;
|
||||
_contentText.text = content;
|
||||
_dialoguePanel.SetActive(true);
|
||||
|
||||
if (_dialogueCanvasGroup != null)
|
||||
{
|
||||
TweenHelper.CancelTween(ref _fadeCanvasTweenId);
|
||||
_dialogueCanvasGroup.alpha = 1f;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (_dialoguePanel != null)
|
||||
_dialoguePanel.SetActive(false);
|
||||
|
||||
if (DialogueScreenUI.Instance != null)
|
||||
DialogueScreenUI.Instance.Show(speaker, content);
|
||||
else
|
||||
Debug.LogWarning("[DialogueUI] DialogueScreenUI.Instance is null! Make sure DialogueScreenUI component exists in the scene.");
|
||||
}
|
||||
}
|
||||
|
||||
public void HideDialogueBox()
|
||||
{
|
||||
if (_dialoguePanel != null)
|
||||
_dialoguePanel.SetActive(false);
|
||||
|
||||
if (DialogueScreenUI.Instance != null)
|
||||
DialogueScreenUI.Instance.Hide();
|
||||
|
||||
ChoiceContainer.SetActive(false);
|
||||
HideChoices();
|
||||
}
|
||||
|
||||
public void FadeOutAndHide(System.Action onComplete = null)
|
||||
{
|
||||
if (_currentDisplayMode == DialogueDisplayMode.World)
|
||||
{
|
||||
if (_dialogueCanvasGroup != null && _dialoguePanel != null)
|
||||
{
|
||||
TweenHelper.CancelTween(ref _fadeCanvasTweenId);
|
||||
_fadeCanvasTweenId = TweenHelper.FadeCanvasGroup(
|
||||
_dialogueCanvasGroup,
|
||||
0f,
|
||||
_fadeOutDuration,
|
||||
() =>
|
||||
{
|
||||
HideDialogueBox();
|
||||
onComplete?.Invoke();
|
||||
});
|
||||
}
|
||||
else
|
||||
{
|
||||
HideDialogueBox();
|
||||
onComplete?.Invoke();
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (DialogueScreenUI.Instance != null)
|
||||
{
|
||||
DialogueScreenUI.Instance.FadeOutAndHide(() =>
|
||||
{
|
||||
HideChoices();
|
||||
ChoiceContainer.SetActive(false);
|
||||
onComplete?.Invoke();
|
||||
});
|
||||
}
|
||||
else
|
||||
{
|
||||
HideDialogueBox();
|
||||
onComplete?.Invoke();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public bool AreChoicesVisible()
|
||||
{
|
||||
return ChoiceContainer.transform.childCount > 0;
|
||||
}
|
||||
|
||||
public void ShowChoices(List<DialogueChoiceData> nodeChoices, Transform anchorTransform, DialogueAnimationSettings animationSettings = null)
|
||||
{
|
||||
HideChoices();
|
||||
|
||||
_currentAnimationSettings = animationSettings;
|
||||
_currentAnchor = anchorTransform;
|
||||
|
||||
if (anchorTransform != null)
|
||||
{
|
||||
ChoiceContainer.transform.SetParent(anchorTransform);
|
||||
|
||||
bool followPosition = animationSettings != null && animationSettings.FollowPlayerPosition;
|
||||
bool followRotation = animationSettings != null && animationSettings.FollowPlayerRotation;
|
||||
|
||||
_shouldFollowPlayerPosition = followPosition;
|
||||
_shouldFollowPlayerRotation = followRotation;
|
||||
|
||||
if (followPosition && PlayerController.Instance != null)
|
||||
{
|
||||
Vector3 playerWorldPos = PlayerController.Instance.transform.position;
|
||||
ChoiceContainer.transform.position = playerWorldPos;
|
||||
}
|
||||
else
|
||||
ChoiceContainer.transform.localPosition = Vector3.zero;
|
||||
|
||||
if (followRotation && PlayerController.Instance != null)
|
||||
{
|
||||
float playerYRotation = PlayerController.Instance.transform.eulerAngles.y;
|
||||
ChoiceContainer.transform.rotation = Quaternion.Euler(0f, playerYRotation, 0f);
|
||||
}
|
||||
else
|
||||
ChoiceContainer.transform.localRotation = Quaternion.identity;
|
||||
}
|
||||
|
||||
ChoiceContainer.SetActive(true);
|
||||
ChoiceContainer.transform.localScale = Vector3.one;
|
||||
_baseScale = Vector3.one;
|
||||
|
||||
int numChoices = nodeChoices.Count;
|
||||
if (numChoices == 0) return;
|
||||
|
||||
SpawnChoices(nodeChoices, animationSettings);
|
||||
|
||||
if (animationSettings != null && animationSettings.EnableDistanceScaling && !_shouldFollowPlayerPosition)
|
||||
{
|
||||
ApplyDistanceScaling();
|
||||
ApplyDistanceScalingToPanel();
|
||||
}
|
||||
|
||||
bool shouldRotate = animationSettings == null || animationSettings.EnableRotation;
|
||||
if (shouldRotate)
|
||||
{
|
||||
float rotationSpeed = animationSettings != null ? animationSettings.NormalRotationSpeed : _defaultRotationSpeed;
|
||||
RotationAnimation(rotationSpeed);
|
||||
}
|
||||
}
|
||||
|
||||
private void SpawnChoices(List<DialogueChoiceData> nodeChoices, DialogueAnimationSettings settings)
|
||||
{
|
||||
_currentRotationAxis = GetRotationAxisVector(settings != null ? settings.RotationAxis : RotationAxis.Forward);
|
||||
|
||||
if (settings == null) return;
|
||||
|
||||
Vector3[] originalPositions;
|
||||
List<ChoiceFocusHandler> spawnedChoices = FloatingWordsSpawner.SpawnByMode(
|
||||
nodeChoices,
|
||||
ChoiceButtonPrefab,
|
||||
ChoiceContainer.transform,
|
||||
settings,
|
||||
out originalPositions
|
||||
);
|
||||
|
||||
for (int i = 0; i < spawnedChoices.Count; i++)
|
||||
{
|
||||
_activeChoices.Add(spawnedChoices[i]);
|
||||
|
||||
if (settings.EnableFloating)
|
||||
StartFloatingAnimation(spawnedChoices[i].gameObject, i);
|
||||
}
|
||||
}
|
||||
|
||||
private void StartFloatingAnimation(GameObject choice, int index)
|
||||
{
|
||||
if (_currentAnimationSettings == null) return;
|
||||
|
||||
float amplitude = _currentAnimationSettings.FloatingAmplitude;
|
||||
float duration = _currentAnimationSettings.FloatingDuration;
|
||||
float delay = index * 0.2f;
|
||||
|
||||
Vector3 startPos = choice.transform.localPosition;
|
||||
|
||||
int tweenId = TweenHelper.FloatAnimation(choice, startPos, amplitude, duration, delay, Axis.Y);
|
||||
_floatingTweenIds.Add(tweenId);
|
||||
}
|
||||
|
||||
public void RotationAnimation(float degreesPerSecond = 60f)
|
||||
{
|
||||
TweenHelper.CancelTween(ref _rotationTweenId);
|
||||
_rotationTweenId = TweenHelper.RotateAround(ChoiceContainer, _currentRotationAxis, degreesPerSecond);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Dynamically scales the choice container based on distance from player to anchor.
|
||||
/// Provides visual feedback for spatial awareness in 3D dialogue interactions.
|
||||
/// </summary>
|
||||
private void ApplyDistanceScaling()
|
||||
{
|
||||
if (_currentAnchor == null || PlayerController.Instance == null)
|
||||
return;
|
||||
|
||||
float distance = Vector3.Distance(_currentAnchor.position, PlayerController.Instance.transform.position);
|
||||
|
||||
float normalizedDistance = Mathf.InverseLerp(_currentAnimationSettings.MinDistance, _currentAnimationSettings.MaxDistance, distance);
|
||||
|
||||
float finalScale = Mathf.Lerp(_currentAnimationSettings.MinScaleMultiplier, _currentAnimationSettings.MaxScaleMultiplier, normalizedDistance);
|
||||
|
||||
ChoiceContainer.transform.localScale = _baseScale * finalScale;
|
||||
}
|
||||
|
||||
private void ApplyDistanceScalingToPanel()
|
||||
{
|
||||
if (_currentAnchor == null || PlayerController.Instance == null || _dialoguePanel == null)
|
||||
return;
|
||||
|
||||
float distance = Vector3.Distance(_currentAnchor.position, PlayerController.Instance.transform.position);
|
||||
|
||||
float normalizedDistance = Mathf.InverseLerp(_currentAnimationSettings.MinDistance, _currentAnimationSettings.MaxDistance, distance);
|
||||
|
||||
float finalScale = Mathf.Lerp(_currentAnimationSettings.MinScaleMultiplier, _currentAnimationSettings.MaxScaleMultiplier, normalizedDistance);
|
||||
|
||||
_dialoguePanel.transform.localScale = _basePanelScale * finalScale;
|
||||
}
|
||||
|
||||
private Vector3 GetRotationAxisVector(RotationAxis axis)
|
||||
{
|
||||
switch (axis)
|
||||
{
|
||||
case RotationAxis.Forward:
|
||||
return Vector3.forward;
|
||||
case RotationAxis.Up:
|
||||
return Vector3.up;
|
||||
case RotationAxis.Right:
|
||||
return Vector3.right;
|
||||
default:
|
||||
return Vector3.forward;
|
||||
}
|
||||
}
|
||||
|
||||
public void HideChoices()
|
||||
{
|
||||
_shouldFollowPlayerPosition = false;
|
||||
_shouldFollowPlayerRotation = false;
|
||||
_currentAnchor = null;
|
||||
_currentAnimationSettings = null;
|
||||
_activeChoices.Clear();
|
||||
|
||||
TweenHelper.CancelTween(ref _rotationTweenId);
|
||||
foreach (int tweenId in _floatingTweenIds)
|
||||
{
|
||||
int id = tweenId;
|
||||
TweenHelper.CancelTween(ref id);
|
||||
}
|
||||
_floatingTweenIds.Clear();
|
||||
|
||||
foreach (Transform child in ChoiceContainer.transform)
|
||||
{
|
||||
Destroy(child.gameObject);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sorts choice buttons by distance to player camera.
|
||||
/// Closer choices are rendered on top by being placed last in hierarchy (higher sibling index).
|
||||
/// Uses interval-based sorting to reduce performance overhead.
|
||||
/// </summary>
|
||||
private void SortChoicesByDistance()
|
||||
{
|
||||
if (_activeChoices.Count <= 1 || PlayerController.Instance == null)
|
||||
return;
|
||||
|
||||
_sortTimer += Time.deltaTime;
|
||||
if (_sortTimer < SORT_INTERVAL)
|
||||
return;
|
||||
|
||||
_sortTimer = 0f;
|
||||
|
||||
FloatingWordsSpawner.SortByDistance(_activeChoices, _mainCamera);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 90f07eb59fe4c5b49b180cceacb3f24c
|
||||
@@ -0,0 +1,531 @@
|
||||
using UnityEngine;
|
||||
using TMPro;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using Unheimlich.Features.Hallucination;
|
||||
|
||||
namespace Unheimlich.Features.Dialogue.UI
|
||||
{
|
||||
/// <summary>
|
||||
/// Non-interactive floating word/phrase for world-space storytelling.
|
||||
///
|
||||
/// Changes from previous version:
|
||||
/// - Registers/unregisters itself with HallucinationLabelRegistry on enable/disable
|
||||
/// so the HallucinationManager can drive baseline behaviour without FindObjectsOfType.
|
||||
/// - Exposes SetShakeParams() and SetGhostTrail() for runtime overrides.
|
||||
/// - ApplyBaseline() / ApplyOverride() drive the two-layer system.
|
||||
/// - One-shot trigger distance is now explicit and independent from the visual near-fade.
|
||||
/// - One-shot fade-out runs independently from the distance-based alpha so it is never overwritten.
|
||||
/// </summary>
|
||||
public class FloatingLabel : MonoBehaviour
|
||||
{
|
||||
// ─── Inspector ─────────────────────────────────────────────────────────
|
||||
|
||||
[Header("Text")]
|
||||
[Tooltip("Leave empty to keep text set directly on the TextMeshPro component.")]
|
||||
[SerializeField] [TextArea] private string _overrideText;
|
||||
[SerializeField] private TextMeshPro _textComponent;
|
||||
|
||||
[Header("Visibility")]
|
||||
[SerializeField] private float _maxVisibleDistance = 10f;
|
||||
[SerializeField] private float _fadeRange = 1.5f;
|
||||
|
||||
[Header("Min Distance")]
|
||||
[SerializeField] private float _minDistance = 0.5f;
|
||||
[SerializeField] private float _nearFadeRange = 0.8f;
|
||||
|
||||
[Header("Adaptive Scale")]
|
||||
[SerializeField] private bool _enableAdaptiveScale = true;
|
||||
[SerializeField] private float _referenceDistance = 3f;
|
||||
[SerializeField] private float _minScaleFactor = 0.2f;
|
||||
[SerializeField] private float _maxScaleFactor = 3f;
|
||||
|
||||
[Header("Organic Shake — Baseline")]
|
||||
[Tooltip("Prefab defaults. HallucinationManager lerps these at runtime based on sanity.")]
|
||||
[SerializeField] private bool _enableOrganicShake = false;
|
||||
[SerializeField] private float _shakeRadius = 0.05f;
|
||||
[SerializeField] private float _shakeSpeed = 1.5f;
|
||||
[SerializeField] private float _shakeSmoothness = 2f;
|
||||
|
||||
[Header("Ghost Trail — Baseline")]
|
||||
[Tooltip("Prefab defaults. HallucinationManager lerps these at runtime based on sanity.")]
|
||||
[SerializeField] private bool _enableGhostTrail = false;
|
||||
[SerializeField] [Range(0f, 1f)] private float _ghostAlpha = 0.3f;
|
||||
[SerializeField] private float _ghostDelay = 0.15f;
|
||||
[SerializeField] private float _ghostDepthOffset = 0.02f;
|
||||
|
||||
[Header("Camera Attraction (Optional)")]
|
||||
[SerializeField] private bool _enableCameraAttraction = false;
|
||||
[SerializeField] [Range(1f, 45f)] private float _attractionAngle = 10f;
|
||||
[SerializeField] private float _attractionMaxOffset = 0.3f;
|
||||
[SerializeField] private float _attractionSmoothness = 4f;
|
||||
|
||||
[Header("One-Shot (Optional)")]
|
||||
[Tooltip("Enable one-shot behaviour: the label permanently disappears after the player gets close enough.")]
|
||||
[SerializeField] private bool _enableOneShot = false;
|
||||
[Tooltip("If true, the one-shot resets when the player walks far away (outside far-fade zone) without having triggered it.")]
|
||||
[SerializeField] private bool _isRetriggerableFar = false;
|
||||
[Tooltip("Distance at which the one-shot triggers, completely independent from the visual near-fade.")]
|
||||
[SerializeField] private float _oneShotTriggerDistance = 0.5f;
|
||||
[Tooltip("Duration of the fade-out once the one-shot is triggered.")]
|
||||
[SerializeField] private float _fadeOutDuration = 0.5f;
|
||||
|
||||
[Header("Reappear Fade")]
|
||||
[SerializeField] private float _fadeInDuration = 0.5f;
|
||||
|
||||
[Header("Performance")]
|
||||
[SerializeField] private float _cullCheckInterval = 0.4f;
|
||||
|
||||
// ─── Runtime state ─────────────────────────────────────────────────────
|
||||
|
||||
private Camera _camera;
|
||||
private Vector3 _localHomePosition;
|
||||
private Vector3 _homePosition;
|
||||
private Vector3 _baseScale;
|
||||
|
||||
// Culling & fade-in
|
||||
private bool _isActive = true;
|
||||
private float _cullTimer;
|
||||
private float _fadeInAlpha = 1f;
|
||||
|
||||
// Shake — live values driven by baseline or override
|
||||
private bool _isShaking;
|
||||
private Vector3 _shakeOffset;
|
||||
private Vector3 _shakeTarget;
|
||||
private float _shakeTimer;
|
||||
private float _liveShakeRadius;
|
||||
private float _liveShakeSpeed;
|
||||
private float _liveShakeSmoothness;
|
||||
|
||||
// Ghost trail — live values
|
||||
private bool _liveGhostEnabled;
|
||||
private float _liveGhostAlpha;
|
||||
private TextMeshPro _ghostText;
|
||||
private Queue<Vector3> _positionHistory = new();
|
||||
private float _historyTimer;
|
||||
private const float HISTORY_SAMPLE_RATE = 0.016f;
|
||||
|
||||
// Camera attraction
|
||||
private Vector3 _attractionOffset;
|
||||
|
||||
// One-shot
|
||||
private bool _hasBeenSeen;
|
||||
private bool _permanentlyHidden;
|
||||
private float _closestDistanceReached = float.MaxValue;
|
||||
|
||||
// One-shot fade-out — runs independently from the distance alpha
|
||||
private bool _isFadingOut = false;
|
||||
private float _fadeOutTimer = 0f;
|
||||
private float _fadeOutStartAlpha = 1f;
|
||||
|
||||
// Override coroutine
|
||||
private Coroutine _overrideCoroutine;
|
||||
|
||||
// Baseline snapshot (so revert after override is accurate)
|
||||
private float _baselineShakeRadius;
|
||||
private float _baselineShakeSpeed;
|
||||
private float _baselineShakeSmoothness;
|
||||
private bool _baselineGhostEnabled;
|
||||
private float _baselineGhostAlpha;
|
||||
|
||||
// ─── Unity ─────────────────────────────────────────────────────────────
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
_camera = Camera.main;
|
||||
if (_textComponent == null)
|
||||
_textComponent = GetComponent<TextMeshPro>();
|
||||
|
||||
// Initialise live values from inspector defaults
|
||||
_liveShakeRadius = _shakeRadius;
|
||||
_liveShakeSpeed = _shakeSpeed;
|
||||
_liveShakeSmoothness = _shakeSmoothness;
|
||||
_liveGhostEnabled = _enableGhostTrail;
|
||||
_liveGhostAlpha = _ghostAlpha;
|
||||
}
|
||||
|
||||
private void Start()
|
||||
{
|
||||
_localHomePosition = transform.localPosition;
|
||||
_baseScale = transform.localScale;
|
||||
|
||||
if (_textComponent != null && !string.IsNullOrEmpty(_overrideText))
|
||||
_textComponent.text = _overrideText;
|
||||
|
||||
SaveBaselineSnapshot();
|
||||
SetupGhostTrail();
|
||||
|
||||
if (_enableOrganicShake)
|
||||
StartShakeInternal();
|
||||
}
|
||||
|
||||
private void OnEnable() => HallucinationLabelRegistry.Register(this);
|
||||
private void OnDisable() => HallucinationLabelRegistry.Unregister(this);
|
||||
|
||||
private void Update()
|
||||
{
|
||||
if (_permanentlyHidden) return;
|
||||
|
||||
if (_camera == null) { _camera = Camera.main; return; }
|
||||
|
||||
// ── Distance cull ──────────────────────────────────────────────────
|
||||
_cullTimer += Time.deltaTime;
|
||||
if (_cullTimer >= _cullCheckInterval)
|
||||
{
|
||||
_cullTimer = 0f;
|
||||
bool shouldBeActive = Vector3.Distance(_camera.transform.position, transform.position)
|
||||
<= _maxVisibleDistance + _fadeRange;
|
||||
if (shouldBeActive != _isActive)
|
||||
{
|
||||
_isActive = shouldBeActive;
|
||||
_textComponent.enabled = _isActive;
|
||||
if (_ghostText != null) _ghostText.enabled = _isActive && _liveGhostEnabled;
|
||||
if (_isActive) _fadeInAlpha = 0f;
|
||||
}
|
||||
}
|
||||
|
||||
if (!_isActive) return;
|
||||
|
||||
UpdatePosition();
|
||||
|
||||
float dist = Vector3.Distance(_camera.transform.position, transform.position);
|
||||
|
||||
// ── One-shot ───────────────────────────────────────────────────────
|
||||
if (_enableOneShot)
|
||||
{
|
||||
// Track the closest the player has ever been since the label was seen
|
||||
if (_hasBeenSeen && dist < _closestDistanceReached)
|
||||
_closestDistanceReached = dist;
|
||||
|
||||
// Mark as seen as soon as the player enters the visible range
|
||||
if (!_hasBeenSeen && dist <= _maxVisibleDistance)
|
||||
{
|
||||
_hasBeenSeen = true;
|
||||
_closestDistanceReached = dist;
|
||||
}
|
||||
|
||||
// Fade-out is running — drive alpha independently, skip normal alpha pipeline
|
||||
if (_isFadingOut)
|
||||
{
|
||||
_fadeOutTimer += Time.deltaTime;
|
||||
float t = 1f - Mathf.Clamp01(_fadeOutTimer / _fadeOutDuration);
|
||||
float a = _fadeOutStartAlpha * t;
|
||||
SetTextAlpha(_textComponent, a);
|
||||
if (_ghostText != null) SetTextAlpha(_ghostText, a * _liveGhostAlpha);
|
||||
|
||||
if (_fadeOutTimer >= _fadeOutDuration)
|
||||
{
|
||||
_permanentlyHidden = true;
|
||||
_isFadingOut = false;
|
||||
_textComponent.enabled = false;
|
||||
if (_ghostText != null) _ghostText.enabled = false;
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
if (_hasBeenSeen)
|
||||
{
|
||||
// Trigger: player reached the explicit trigger distance at some point
|
||||
bool hasTriggered = _closestDistanceReached <= _oneShotTriggerDistance;
|
||||
|
||||
// Reset: player walked far away without ever triggering
|
||||
bool isFarNow = dist > _maxVisibleDistance - _fadeRange;
|
||||
|
||||
if (hasTriggered)
|
||||
{
|
||||
_isFadingOut = true;
|
||||
_fadeOutTimer = 0f;
|
||||
_fadeOutStartAlpha = ComputeAlpha(dist) * _fadeInAlpha;
|
||||
_closestDistanceReached = float.MaxValue;
|
||||
return;
|
||||
}
|
||||
|
||||
if (_isRetriggerableFar && isFarNow)
|
||||
{
|
||||
_hasBeenSeen = false;
|
||||
_closestDistanceReached = float.MaxValue;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// ── Normal alpha pipeline ──────────────────────────────────────────
|
||||
float alpha = ComputeAlpha(dist) * _fadeInAlpha;
|
||||
|
||||
UpdateCameraAttraction(alpha);
|
||||
ApplyAlpha(alpha);
|
||||
UpdateAdaptiveScale();
|
||||
if (_isShaking) UpdateShake();
|
||||
UpdateGhostTrail();
|
||||
}
|
||||
|
||||
// ─── Public API — two-layer system ─────────────────────────────────────
|
||||
|
||||
/// <summary>
|
||||
/// Pushes sanity-driven baseline values. Ignored while an override is active.
|
||||
/// Called every frame by HallucinationManager for labels within range.
|
||||
/// </summary>
|
||||
public void ApplyBaseline(float shakeRadius, float shakeSpeed, float shakeSmoothness,
|
||||
bool ghostEnabled, float ghostAlpha)
|
||||
{
|
||||
if (_overrideCoroutine != null) return;
|
||||
|
||||
SetShakeParams(shakeRadius, shakeSpeed, shakeSmoothness);
|
||||
SetGhostTrail(ghostEnabled, ghostAlpha);
|
||||
|
||||
// Keep snapshot fresh so revert after override is correct
|
||||
_baselineShakeRadius = shakeRadius;
|
||||
_baselineShakeSpeed = shakeSpeed;
|
||||
_baselineShakeSmoothness = shakeSmoothness;
|
||||
_baselineGhostEnabled = ghostEnabled;
|
||||
_baselineGhostAlpha = ghostAlpha;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Applies a timed override then reverts to the last baseline snapshot.
|
||||
/// Called by HallucinationEvent at trigger time.
|
||||
/// </summary>
|
||||
public void ApplyOverride(float shakeRadius, float shakeSpeed, float shakeSmoothness,
|
||||
bool ghostEnabled, float ghostAlpha,
|
||||
float duration)
|
||||
{
|
||||
if (_overrideCoroutine != null) StopCoroutine(_overrideCoroutine);
|
||||
_overrideCoroutine = StartCoroutine(OverrideRoutine(
|
||||
shakeRadius, shakeSpeed, shakeSmoothness,
|
||||
ghostEnabled, ghostAlpha, duration));
|
||||
}
|
||||
|
||||
private IEnumerator OverrideRoutine(float shakeRadius, float shakeSpeed, float shakeSmoothness,
|
||||
bool ghostEnabled, float ghostAlpha, float duration)
|
||||
{
|
||||
SetShakeParams(shakeRadius, shakeSpeed, shakeSmoothness);
|
||||
SetGhostTrail(ghostEnabled, ghostAlpha);
|
||||
|
||||
yield return new WaitForSeconds(duration);
|
||||
|
||||
SetShakeParams(_baselineShakeRadius, _baselineShakeSpeed, _baselineShakeSmoothness);
|
||||
SetGhostTrail(_baselineGhostEnabled, _baselineGhostAlpha);
|
||||
_overrideCoroutine = null;
|
||||
}
|
||||
|
||||
// ─── Low-level setters (public for editor tooling / direct calls) ───────
|
||||
|
||||
public void SetShakeParams(float radius, float speed, float smoothness)
|
||||
{
|
||||
_liveShakeRadius = radius;
|
||||
_liveShakeSpeed = speed;
|
||||
_liveShakeSmoothness = smoothness;
|
||||
|
||||
if (radius > 0f && !_isShaking) StartShakeInternal();
|
||||
else if (radius <= 0f) _isShaking = false;
|
||||
}
|
||||
|
||||
public void SetGhostTrail(bool enabled, float alpha)
|
||||
{
|
||||
_liveGhostEnabled = enabled;
|
||||
_liveGhostAlpha = alpha;
|
||||
if (_ghostText != null) _ghostText.enabled = _isActive && enabled;
|
||||
}
|
||||
|
||||
// ─── Existing API ──────────────────────────────────────────────────────
|
||||
|
||||
public void SetText(string text)
|
||||
{
|
||||
_overrideText = text;
|
||||
if (_textComponent != null) _textComponent.text = text;
|
||||
if (_ghostText != null) _ghostText.text = text;
|
||||
}
|
||||
|
||||
public void SetHomePosition(Vector3 worldPos)
|
||||
{
|
||||
_homePosition = worldPos;
|
||||
transform.position = worldPos;
|
||||
}
|
||||
|
||||
public void ResetOneShot()
|
||||
{
|
||||
_hasBeenSeen = false;
|
||||
_permanentlyHidden = false;
|
||||
_isFadingOut = false;
|
||||
_fadeOutTimer = 0f;
|
||||
_fadeOutStartAlpha = 1f;
|
||||
_closestDistanceReached = float.MaxValue;
|
||||
if (_textComponent != null) _textComponent.enabled = true;
|
||||
if (_ghostText != null) _ghostText.enabled = _liveGhostEnabled;
|
||||
_fadeInAlpha = 0f;
|
||||
}
|
||||
|
||||
// ─── Internals ─────────────────────────────────────────────────────────
|
||||
|
||||
private void SaveBaselineSnapshot()
|
||||
{
|
||||
_baselineShakeRadius = _shakeRadius;
|
||||
_baselineShakeSpeed = _shakeSpeed;
|
||||
_baselineShakeSmoothness = _shakeSmoothness;
|
||||
_baselineGhostEnabled = _enableGhostTrail;
|
||||
_baselineGhostAlpha = _ghostAlpha;
|
||||
}
|
||||
|
||||
private void UpdatePosition()
|
||||
{
|
||||
if (transform.parent != null)
|
||||
_homePosition = transform.parent.TransformPoint(_localHomePosition);
|
||||
|
||||
Vector3 toHome = _homePosition - _camera.transform.position;
|
||||
float dist = toHome.magnitude;
|
||||
|
||||
Vector3 basePos = (dist < _minDistance && dist > 0.001f)
|
||||
? _camera.transform.position + toHome.normalized * _minDistance
|
||||
: _homePosition + _shakeOffset;
|
||||
|
||||
transform.position = basePos + _attractionOffset;
|
||||
}
|
||||
|
||||
private void ApplyAlpha(float alpha)
|
||||
{
|
||||
if (_textComponent == null) return;
|
||||
|
||||
if (_fadeInAlpha < 1f)
|
||||
_fadeInAlpha = Mathf.MoveTowards(_fadeInAlpha, 1f,
|
||||
Time.deltaTime / Mathf.Max(_fadeInDuration, 0.001f));
|
||||
|
||||
SetTextAlpha(_textComponent, alpha);
|
||||
if (_ghostText != null && _liveGhostEnabled)
|
||||
SetTextAlpha(_ghostText, alpha * _liveGhostAlpha);
|
||||
}
|
||||
|
||||
private float ComputeAlpha(float dist)
|
||||
{
|
||||
if (dist >= _maxVisibleDistance) return 0f;
|
||||
|
||||
float farFadeStart = _maxVisibleDistance - _fadeRange;
|
||||
if (dist > farFadeStart && _fadeRange > 0f)
|
||||
return 1f - (dist - farFadeStart) / _fadeRange;
|
||||
|
||||
float nearFadeEnd = _minDistance + _nearFadeRange;
|
||||
if (dist < nearFadeEnd && _nearFadeRange > 0f)
|
||||
return Mathf.Clamp01((dist - _minDistance) / _nearFadeRange);
|
||||
|
||||
return 1f;
|
||||
}
|
||||
|
||||
private static void SetTextAlpha(TextMeshPro text, float alpha)
|
||||
{
|
||||
Color c = text.color;
|
||||
c.a = alpha;
|
||||
text.color = c;
|
||||
}
|
||||
|
||||
private void UpdateAdaptiveScale()
|
||||
{
|
||||
if (!_enableAdaptiveScale) return;
|
||||
float dist = Vector3.Distance(_camera.transform.position, transform.position);
|
||||
float scaleFactor = Mathf.Clamp(dist / Mathf.Max(_referenceDistance, 0.001f),
|
||||
_minScaleFactor, _maxScaleFactor);
|
||||
transform.localScale = _baseScale * scaleFactor;
|
||||
if (_ghostText != null) _ghostText.transform.localScale = transform.localScale;
|
||||
}
|
||||
|
||||
private void UpdateCameraAttraction(float currentAlpha)
|
||||
{
|
||||
if (!_enableCameraAttraction) { _attractionOffset = Vector3.zero; return; }
|
||||
|
||||
Vector3 toLabel = _homePosition - _camera.transform.position;
|
||||
float dist = toLabel.magnitude;
|
||||
if (dist < 0.001f) { _attractionOffset = Vector3.zero; return; }
|
||||
|
||||
float angleDeg = Vector3.Angle(_camera.transform.forward, toLabel.normalized);
|
||||
float t = Mathf.Clamp01(1f - angleDeg / Mathf.Max(_attractionAngle, 0.001f));
|
||||
float strength = t * t * currentAlpha;
|
||||
|
||||
Vector3 labelOnCenterRay = _camera.transform.position + _camera.transform.forward * dist;
|
||||
Vector3 targetOffset = (labelOnCenterRay - _homePosition) * strength;
|
||||
if (targetOffset.magnitude > _attractionMaxOffset)
|
||||
targetOffset = targetOffset.normalized * _attractionMaxOffset;
|
||||
|
||||
_attractionOffset = Vector3.Lerp(_attractionOffset, targetOffset,
|
||||
Time.deltaTime * _attractionSmoothness);
|
||||
}
|
||||
|
||||
private void StartShakeInternal()
|
||||
{
|
||||
_isShaking = true;
|
||||
_shakeTimer = 0f;
|
||||
_shakeTarget = RandomShakeTarget();
|
||||
}
|
||||
|
||||
private Vector3 RandomShakeTarget()
|
||||
{
|
||||
float scaledRadius = _liveShakeRadius * transform.localScale.x;
|
||||
Vector2 circle = Random.insideUnitCircle * scaledRadius;
|
||||
return new Vector3(circle.x, circle.y, 0f);
|
||||
}
|
||||
|
||||
private void UpdateShake()
|
||||
{
|
||||
_shakeTimer += Time.deltaTime * _liveShakeSpeed;
|
||||
if (_shakeTimer >= 1f) { _shakeTimer = 0f; _shakeTarget = RandomShakeTarget(); }
|
||||
_shakeOffset = Vector3.Lerp(_shakeOffset, _shakeTarget, Time.deltaTime * _liveShakeSmoothness);
|
||||
}
|
||||
|
||||
private void SetupGhostTrail()
|
||||
{
|
||||
// Ghost GO is always created when the feature might be enabled at runtime
|
||||
if (_textComponent == null) return;
|
||||
|
||||
GameObject ghostObj = new GameObject($"Ghost_{gameObject.name}");
|
||||
ghostObj.transform.SetParent(transform.parent, false);
|
||||
ghostObj.transform.position = transform.position;
|
||||
ghostObj.transform.rotation = transform.rotation;
|
||||
ghostObj.transform.localScale = transform.localScale;
|
||||
ghostObj.layer = gameObject.layer;
|
||||
|
||||
_ghostText = ghostObj.AddComponent<TextMeshPro>();
|
||||
_ghostText.font = _textComponent.font;
|
||||
_ghostText.fontSize = _textComponent.fontSize;
|
||||
_ghostText.alignment = _textComponent.alignment;
|
||||
_ghostText.text = _textComponent.text;
|
||||
_ghostText.color = new Color(_textComponent.color.r, _textComponent.color.g,
|
||||
_textComponent.color.b, _liveGhostAlpha);
|
||||
|
||||
MeshRenderer mainRenderer = _textComponent.GetComponent<MeshRenderer>();
|
||||
MeshRenderer ghostRenderer = _ghostText.GetComponent<MeshRenderer>();
|
||||
if (mainRenderer != null && ghostRenderer != null)
|
||||
{
|
||||
ghostRenderer.sortingLayerID = mainRenderer.sortingLayerID;
|
||||
ghostRenderer.sortingOrder = mainRenderer.sortingOrder - 1;
|
||||
}
|
||||
|
||||
ghostObj.AddComponent<BillboardUI>();
|
||||
|
||||
// Start hidden — the manager or an override will enable it when needed
|
||||
_ghostText.enabled = _liveGhostEnabled;
|
||||
}
|
||||
|
||||
private void UpdateGhostTrail()
|
||||
{
|
||||
if (!_liveGhostEnabled || _ghostText == null) return;
|
||||
|
||||
_historyTimer += Time.deltaTime;
|
||||
if (_historyTimer >= HISTORY_SAMPLE_RATE)
|
||||
{
|
||||
_positionHistory.Enqueue(transform.position);
|
||||
_historyTimer = 0f;
|
||||
int maxSize = Mathf.CeilToInt(_ghostDelay / HISTORY_SAMPLE_RATE);
|
||||
while (_positionHistory.Count > maxSize) _positionHistory.Dequeue();
|
||||
}
|
||||
|
||||
Vector3 ghostPos = _positionHistory.Count > 0 ? _positionHistory.Peek() : transform.position;
|
||||
_ghostText.transform.position = ghostPos + _camera.transform.forward * _ghostDepthOffset;
|
||||
_ghostText.text = _textComponent.text;
|
||||
_ghostText.fontSize = _textComponent.fontSize;
|
||||
}
|
||||
|
||||
#if UNITY_EDITOR
|
||||
private void OnValidate()
|
||||
{
|
||||
if (_textComponent != null && !string.IsNullOrEmpty(_overrideText))
|
||||
_textComponent.text = _overrideText;
|
||||
}
|
||||
#endif
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f7a1b2f9cb1305a4993ea145d8106942
|
||||
@@ -0,0 +1,439 @@
|
||||
using UnityEngine;
|
||||
using System.Collections.Generic;
|
||||
using Unheimlich.Features.Dialogue.Data;
|
||||
using Unheimlich.Features.Player;
|
||||
using Unheimlich.Core.Utils;
|
||||
|
||||
namespace Unheimlich.Features.Dialogue.UI
|
||||
{
|
||||
public static class FloatingWordsSpawner
|
||||
{
|
||||
private const float ROTATOR_SCALE = 0.01f;
|
||||
|
||||
/// <summary>
|
||||
/// Internal configuration struct to unify settings from different sources.
|
||||
/// </summary>
|
||||
public struct SpawnConfig
|
||||
{
|
||||
public float SpawnRadius;
|
||||
public float SpawnHeightOffset;
|
||||
public RotationAxis RotationAxis;
|
||||
public bool EnableOrganicShake;
|
||||
public float ForwardOffset;
|
||||
public float TiltAngle;
|
||||
public float RotationSpeed;
|
||||
public bool EnableRotation;
|
||||
public ChoiceSpawnMode SpawnMode;
|
||||
public bool EnableFloating;
|
||||
public float MergeDuration;
|
||||
public float MergeScalePulse;
|
||||
|
||||
public bool EnableGhostTrail;
|
||||
public float GhostTrailAlpha;
|
||||
public float GhostTrailDelay;
|
||||
public float ShakeRadius;
|
||||
public float ShakeSpeed;
|
||||
public float ShakeSmoothness;
|
||||
public bool MoveTowardPlayerOnFocus;
|
||||
public float FocusDistanceFromPlayer;
|
||||
public bool DisableFloatingEffects;
|
||||
public float DefaultScaleMultiplier;
|
||||
public bool EnableScaleVariation;
|
||||
public float MinScaleVariation;
|
||||
public float MaxScaleVariation;
|
||||
}
|
||||
|
||||
private static SpawnConfig GetConfig(ObjectDescriptionSettings settings)
|
||||
{
|
||||
return new SpawnConfig
|
||||
{
|
||||
SpawnRadius = settings.SpawnRadius,
|
||||
SpawnHeightOffset = settings.SpawnHeightOffset,
|
||||
RotationAxis = settings.RotationAxis,
|
||||
EnableOrganicShake = settings.EnableOrganicShake,
|
||||
ForwardOffset = settings.ForwardOffset,
|
||||
TiltAngle = settings.TiltAngle,
|
||||
RotationSpeed = settings.RotationSpeed,
|
||||
EnableRotation = settings.EnableRotation,
|
||||
SpawnMode = settings.SpawnMode,
|
||||
EnableFloating = settings.EnableFloating,
|
||||
MergeDuration = settings.MergeDuration,
|
||||
MergeScalePulse = settings.MergeScalePulse,
|
||||
|
||||
EnableGhostTrail = settings.EnableGhostTrail,
|
||||
GhostTrailAlpha = settings.GhostTrailAlpha,
|
||||
GhostTrailDelay = settings.GhostTrailDelay,
|
||||
ShakeRadius = settings.ShakeRadius,
|
||||
ShakeSpeed = settings.ShakeSpeed,
|
||||
ShakeSmoothness = settings.ShakeSmoothness,
|
||||
MoveTowardPlayerOnFocus = false,
|
||||
FocusDistanceFromPlayer = 1f,
|
||||
DisableFloatingEffects = true,
|
||||
DefaultScaleMultiplier = 1f
|
||||
};
|
||||
}
|
||||
|
||||
private static SpawnConfig GetConfig(DialogueAnimationSettings settings)
|
||||
{
|
||||
return new SpawnConfig
|
||||
{
|
||||
SpawnRadius = settings.SpawnRadius,
|
||||
SpawnHeightOffset = settings.SpawnHeightOffset,
|
||||
RotationAxis = settings.RotationAxis,
|
||||
EnableOrganicShake = settings.EnableOrganicShake,
|
||||
ForwardOffset = 0f,
|
||||
TiltAngle = 0f,
|
||||
RotationSpeed = settings.NormalRotationSpeed,
|
||||
EnableRotation = settings.EnableRotation,
|
||||
SpawnMode = settings.SpawnMode,
|
||||
EnableFloating = settings.EnableFloating,
|
||||
MergeDuration = 0.3f,
|
||||
MergeScalePulse = 1.2f,
|
||||
|
||||
EnableGhostTrail = settings.EnableGhostTrail,
|
||||
GhostTrailAlpha = settings.GhostTrailAlpha,
|
||||
GhostTrailDelay = settings.GhostTrailDelay,
|
||||
ShakeRadius = settings.ShakeRadius,
|
||||
ShakeSpeed = settings.ShakeSpeed,
|
||||
ShakeSmoothness = settings.ShakeSmoothness,
|
||||
MoveTowardPlayerOnFocus = settings.MoveTowardPlayerOnFocus,
|
||||
FocusDistanceFromPlayer = settings.FocusDistanceFromPlayer,
|
||||
DisableFloatingEffects = false,
|
||||
DefaultScaleMultiplier = settings.DefaultScaleMultiplier,
|
||||
EnableScaleVariation = settings.EnableScaleVariation,
|
||||
MinScaleVariation = settings.MinScaleVariation,
|
||||
MaxScaleVariation = settings.MaxScaleVariation
|
||||
};
|
||||
}
|
||||
|
||||
public static List<ChoiceFocusHandler> SpawnByMode(List<DialogueChoiceData> nodeChoices, ChoiceFocusHandler prefab, Transform container, DialogueAnimationSettings settings, out Vector3[] originalPositions)
|
||||
{
|
||||
return SpawnByMode(nodeChoices, prefab, container, GetConfig(settings), out originalPositions);
|
||||
}
|
||||
|
||||
public static List<ChoiceFocusHandler> SpawnByMode(List<DialogueChoiceData> choices, ChoiceFocusHandler prefab, Transform container, ObjectDescriptionSettings settings, out Vector3[] originalPositions)
|
||||
{
|
||||
return SpawnByMode(choices, prefab, container, GetConfig(settings), out originalPositions);
|
||||
}
|
||||
|
||||
private static List<ChoiceFocusHandler> SpawnByMode(List<DialogueChoiceData> nodeChoices, ChoiceFocusHandler prefab, Transform container, SpawnConfig config, out Vector3[] originalPositions)
|
||||
{
|
||||
switch (config.SpawnMode)
|
||||
{
|
||||
case ChoiceSpawnMode.AroundAnchor:
|
||||
return SpawnWordsInCircle(nodeChoices, prefab, container, config, out originalPositions);
|
||||
case ChoiceSpawnMode.AtAnchorPosition:
|
||||
originalPositions = new Vector3[0];
|
||||
return SpawnAtAnchor(nodeChoices, prefab, container, config);
|
||||
case ChoiceSpawnMode.InFrontOfPlayer:
|
||||
originalPositions = new Vector3[0];
|
||||
return SpawnInFrontOfPlayer(nodeChoices, prefab, container, config);
|
||||
case ChoiceSpawnMode.CircleAroundPlayer:
|
||||
return SpawnAroundPlayer(nodeChoices, prefab, container, config, out originalPositions);
|
||||
default:
|
||||
return SpawnWordsInCircle(nodeChoices, prefab, container, config, out originalPositions);
|
||||
}
|
||||
}
|
||||
|
||||
private static List<ChoiceFocusHandler> SpawnWordsInCircle(List<DialogueChoiceData> choices, ChoiceFocusHandler wordPrefab, Transform parent, SpawnConfig config, out Vector3[] originalPositions)
|
||||
{
|
||||
List<ChoiceFocusHandler> words = new List<ChoiceFocusHandler>();
|
||||
originalPositions = new Vector3[choices.Count];
|
||||
float angleStep = 360f / choices.Count;
|
||||
|
||||
for (int i = 0; i < choices.Count; i++)
|
||||
{
|
||||
float angle = i * angleStep * Mathf.Deg2Rad;
|
||||
Vector3 localOffset = CalculateCircularPosition(angle, config.SpawnRadius, config.RotationAxis, config.SpawnHeightOffset);
|
||||
originalPositions[i] = localOffset;
|
||||
|
||||
ChoiceFocusHandler word = Object.Instantiate(wordPrefab, parent);
|
||||
word.transform.localPosition = localOffset;
|
||||
word.transform.localRotation = Quaternion.identity;
|
||||
|
||||
float scaleMultiplier = config.DefaultScaleMultiplier;
|
||||
if (config.EnableScaleVariation)
|
||||
{
|
||||
scaleMultiplier *= Random.Range(config.MinScaleVariation, config.MaxScaleVariation);
|
||||
}
|
||||
word.transform.localScale = Vector3.one * scaleMultiplier;
|
||||
|
||||
CanvasGroup canvasGroup = word.GetComponent<CanvasGroup>();
|
||||
if (canvasGroup == null)
|
||||
canvasGroup = word.gameObject.AddComponent<CanvasGroup>();
|
||||
|
||||
canvasGroup.alpha = 1f;
|
||||
|
||||
word.Setup(choices[i], config, config.DisableFloatingEffects);
|
||||
|
||||
if (config.EnableOrganicShake) word.StartOrganicShake();
|
||||
|
||||
words.Add(word);
|
||||
}
|
||||
|
||||
return words;
|
||||
}
|
||||
|
||||
private static List<ChoiceFocusHandler> SpawnAtAnchor(List<DialogueChoiceData> choices, ChoiceFocusHandler prefab, Transform parent, SpawnConfig config)
|
||||
{
|
||||
List<ChoiceFocusHandler> words = new List<ChoiceFocusHandler>();
|
||||
for (int i = 0; i < choices.Count; i++)
|
||||
{
|
||||
ChoiceFocusHandler word = Object.Instantiate(prefab, parent);
|
||||
word.transform.localPosition = Vector3.up * i * 50f;
|
||||
word.transform.localRotation = Quaternion.identity;
|
||||
|
||||
float scaleMultiplier = config.DefaultScaleMultiplier;
|
||||
if (config.EnableScaleVariation)
|
||||
{
|
||||
scaleMultiplier *= Random.Range(config.MinScaleVariation, config.MaxScaleVariation);
|
||||
}
|
||||
word.transform.localScale = Vector3.one * scaleMultiplier;
|
||||
word.Setup(choices[i], config);
|
||||
words.Add(word);
|
||||
}
|
||||
return words;
|
||||
}
|
||||
|
||||
private static List<ChoiceFocusHandler> SpawnInFrontOfPlayer(List<DialogueChoiceData> choices, ChoiceFocusHandler prefab, Transform parent, SpawnConfig config)
|
||||
{
|
||||
List<ChoiceFocusHandler> words = new List<ChoiceFocusHandler>();
|
||||
if (PlayerController.Instance == null) return words;
|
||||
|
||||
Vector3 playerForward = PlayerController.Instance.transform.forward;
|
||||
for (int i = 0; i < choices.Count; i++)
|
||||
{
|
||||
ChoiceFocusHandler word = Object.Instantiate(prefab, parent);
|
||||
Vector3 offset = playerForward * 2f + Vector3.up * (i - choices.Count / 2f) * (config.SpawnRadius / choices.Count / 100f);
|
||||
word.transform.position = PlayerController.Instance.transform.position + offset;
|
||||
word.transform.LookAt(PlayerController.Instance.transform);
|
||||
|
||||
float scaleMultiplier = config.DefaultScaleMultiplier;
|
||||
if (config.EnableScaleVariation)
|
||||
{
|
||||
scaleMultiplier *= Random.Range(config.MinScaleVariation, config.MaxScaleVariation);
|
||||
}
|
||||
word.transform.localScale = Vector3.one * scaleMultiplier;
|
||||
word.Setup(choices[i], config);
|
||||
words.Add(word);
|
||||
}
|
||||
return words;
|
||||
}
|
||||
|
||||
private static List<ChoiceFocusHandler> SpawnAroundPlayer(List<DialogueChoiceData> choices, ChoiceFocusHandler prefab, Transform parent, SpawnConfig config, out Vector3[] originalPositions)
|
||||
{
|
||||
List<ChoiceFocusHandler> words = new List<ChoiceFocusHandler>();
|
||||
originalPositions = new Vector3[choices.Count];
|
||||
if (PlayerController.Instance == null) return words;
|
||||
|
||||
parent.position = PlayerController.Instance.transform.position;
|
||||
parent.rotation = Quaternion.identity;
|
||||
|
||||
float angleStep = 360f / choices.Count;
|
||||
for (int i = 0; i < choices.Count; i++)
|
||||
{
|
||||
float angle = i * angleStep * Mathf.Deg2Rad;
|
||||
Vector3 localOffset = new Vector3(Mathf.Cos(angle) * config.SpawnRadius, config.SpawnHeightOffset, Mathf.Sin(angle) * config.SpawnRadius);
|
||||
originalPositions[i] = localOffset;
|
||||
|
||||
ChoiceFocusHandler word = Object.Instantiate(prefab, parent);
|
||||
word.transform.localPosition = localOffset;
|
||||
word.transform.LookAt(PlayerController.Instance.transform);
|
||||
|
||||
float scaleMultiplier = config.DefaultScaleMultiplier;
|
||||
if (config.EnableScaleVariation)
|
||||
{
|
||||
scaleMultiplier *= Random.Range(config.MinScaleVariation, config.MaxScaleVariation);
|
||||
}
|
||||
word.transform.localScale = Vector3.one * scaleMultiplier;
|
||||
|
||||
word.Setup(choices[i], config);
|
||||
words.Add(word);
|
||||
}
|
||||
return words;
|
||||
}
|
||||
|
||||
public static void MergeWords(List<ChoiceFocusHandler> words, ObjectDescriptionSettings settings, System.Action onMergeComplete = null)
|
||||
{
|
||||
MergeWords(words, GetConfig(settings), onMergeComplete);
|
||||
}
|
||||
|
||||
private static void MergeWords(List<ChoiceFocusHandler> words, SpawnConfig config, System.Action onMergeComplete)
|
||||
{
|
||||
for (int i = 0; i < words.Count; i++)
|
||||
{
|
||||
if (words[i] != null)
|
||||
{
|
||||
words[i].StopOrganicShake();
|
||||
words[i].HideGhostTrail();
|
||||
}
|
||||
}
|
||||
|
||||
for (int i = 1; i < words.Count; i++)
|
||||
{
|
||||
if (words[i] != null)
|
||||
{
|
||||
CanvasGroup canvasGroup = words[i].GetComponent<CanvasGroup>();
|
||||
if (canvasGroup != null)
|
||||
{
|
||||
TweenHelper.FadeCanvasGroup(canvasGroup, 0f, config.MergeDuration, null, LeanTweenType.easeInQuad);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (words.Count > 0 && words[0] != null)
|
||||
{
|
||||
TweenHelper.ScaleLocal(
|
||||
words[0].gameObject,
|
||||
Vector3.one * config.MergeScalePulse,
|
||||
config.MergeDuration / 2f,
|
||||
() =>
|
||||
{
|
||||
if (words.Count > 0 && words[0] != null)
|
||||
{
|
||||
TweenHelper.ScaleLocal(
|
||||
words[0].gameObject,
|
||||
Vector3.one,
|
||||
config.MergeDuration / 2f,
|
||||
() => onMergeComplete.SafeInvoke(),
|
||||
LeanTweenType.easeInBack
|
||||
);
|
||||
}
|
||||
},
|
||||
LeanTweenType.easeOutBack
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
public static void UnmergeWords(List<ChoiceFocusHandler> words, ObjectDescriptionSettings settings)
|
||||
{
|
||||
UnmergeWords(words, GetConfig(settings));
|
||||
}
|
||||
|
||||
private static void UnmergeWords(List<ChoiceFocusHandler> words, SpawnConfig config)
|
||||
{
|
||||
for (int i = 0; i < words.Count; i++)
|
||||
{
|
||||
if (words[i] != null)
|
||||
{
|
||||
words[i].StartOrganicShake();
|
||||
words[i].ShowGhostTrail();
|
||||
}
|
||||
}
|
||||
|
||||
for (int i = 1; i < words.Count; i++)
|
||||
{
|
||||
if (words[i] != null)
|
||||
{
|
||||
words[i].gameObject.CancelAllTweens();
|
||||
CanvasGroup canvasGroup = words[i].GetComponent<CanvasGroup>();
|
||||
if (canvasGroup != null)
|
||||
{
|
||||
TweenHelper.FadeCanvasGroup(canvasGroup, 1f, config.MergeDuration, null, LeanTweenType.easeOutQuad);
|
||||
}
|
||||
words[i].transform.localScale = Vector3.one;
|
||||
}
|
||||
}
|
||||
|
||||
if (words.Count > 0 && words[0] != null)
|
||||
{
|
||||
words[0].gameObject.CancelAllTweens();
|
||||
words[0].transform.localScale = Vector3.one;
|
||||
}
|
||||
}
|
||||
|
||||
#region For obj description
|
||||
public static GameObject CreateWordsContainer(string containerName, Transform anchor, ObjectDescriptionSettings settings)
|
||||
{
|
||||
SpawnConfig config = GetConfig(settings);
|
||||
GameObject rotator = new GameObject($"{containerName}_Rotator");
|
||||
rotator.transform.localPosition = Vector3.forward * config.ForwardOffset;
|
||||
rotator.transform.localRotation = Quaternion.Euler(config.TiltAngle, 0f, 0f);
|
||||
rotator.transform.localScale = Vector3.one * ROTATOR_SCALE;
|
||||
|
||||
Canvas containerCanvas = rotator.AddComponent<Canvas>();
|
||||
containerCanvas.renderMode = RenderMode.WorldSpace;
|
||||
|
||||
return rotator;
|
||||
}
|
||||
|
||||
|
||||
public static void UpdateContainerRotation(GameObject container, GameObject rotator, Transform playerTransform, ObjectDescriptionSettings settings)
|
||||
{
|
||||
if (container == null || playerTransform == null) return;
|
||||
|
||||
Vector3 lookAtPosition = playerTransform.position;
|
||||
lookAtPosition.y = container.transform.position.y;
|
||||
container.transform.LookAt(lookAtPosition);
|
||||
|
||||
if (!settings.EnableRotation || rotator == null) return;
|
||||
|
||||
Vector3 rotationAxis = GetRotationAxisVector(settings.RotationAxis);
|
||||
float rotationAmount = (360f / settings.RotationSpeed) * Time.deltaTime;
|
||||
rotator.transform.Rotate(rotationAxis, rotationAmount, Space.Self);
|
||||
}
|
||||
#endregion
|
||||
|
||||
#region Depth Sorting
|
||||
/// <summary>
|
||||
/// Sorts words by distance to camera so closer words render on top via sibling index.
|
||||
/// Ghost trails are synced to always sit just below their main word.
|
||||
/// Shared by ObjectDescriptionTrigger and DialogueUI to avoid duplication.
|
||||
/// Sorts a temporary copy to preserve the original list order, which may be index-coupled
|
||||
/// to spawn positions (e.g. _originalSpawnPositions in ObjectDescriptionTrigger).
|
||||
/// </summary>
|
||||
public static void SortByDistance(List<ChoiceFocusHandler> words, Camera camera)
|
||||
{
|
||||
if (words.Count <= 1 || camera == null) return;
|
||||
|
||||
Vector3 cameraPosition = camera.transform.position;
|
||||
|
||||
List<ChoiceFocusHandler> sorted = new List<ChoiceFocusHandler>(words);
|
||||
sorted.Sort((a, b) =>
|
||||
{
|
||||
if (a == null || b == null) return 0;
|
||||
float dA = Vector3.Distance(cameraPosition, a.transform.position);
|
||||
float dB = Vector3.Distance(cameraPosition, b.transform.position);
|
||||
return dA.CompareTo(dB);
|
||||
});
|
||||
|
||||
for (int i = 0; i < sorted.Count; i++)
|
||||
{
|
||||
if (sorted[i] != null)
|
||||
{
|
||||
sorted[i].transform.SetSiblingIndex(i);
|
||||
sorted[i].SyncGhostSiblingIndex(i);
|
||||
}
|
||||
}
|
||||
}
|
||||
#endregion
|
||||
|
||||
#region Tools
|
||||
private static Vector3 CalculateCircularPosition(float angleRad, float radius, RotationAxis axis, float heightOffset)
|
||||
{
|
||||
switch (axis)
|
||||
{
|
||||
case RotationAxis.Forward:
|
||||
return new Vector3(Mathf.Cos(angleRad) * radius, Mathf.Sin(angleRad) * radius + heightOffset, 0f);
|
||||
case RotationAxis.Up:
|
||||
return new Vector3(Mathf.Cos(angleRad) * radius, heightOffset, Mathf.Sin(angleRad) * radius);
|
||||
case RotationAxis.Right:
|
||||
return new Vector3(0f, Mathf.Cos(angleRad) * radius + heightOffset, Mathf.Sin(angleRad) * radius);
|
||||
default:
|
||||
return new Vector3(Mathf.Cos(angleRad) * radius, heightOffset, Mathf.Sin(angleRad) * radius);
|
||||
}
|
||||
}
|
||||
|
||||
private static Vector3 GetRotationAxisVector(RotationAxis axis)
|
||||
{
|
||||
switch (axis)
|
||||
{
|
||||
case RotationAxis.Forward: return Vector3.forward;
|
||||
case RotationAxis.Up: return Vector3.up;
|
||||
case RotationAxis.Right: return Vector3.right;
|
||||
default: return Vector3.up;
|
||||
}
|
||||
}
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8b52b115a50463d46b645f5579cf22fd
|
||||
@@ -0,0 +1,215 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using TMPro;
|
||||
using Unheimlich.Core.Utils;
|
||||
|
||||
namespace Unheimlich.Features.Dialogue.UI
|
||||
{
|
||||
public class SketchFadeEffect : MonoBehaviour
|
||||
{
|
||||
private TextMeshProUGUI _textComponent;
|
||||
private TextMeshProUGUI _ghostTextComponent;
|
||||
private Image _scribbleOverlay;
|
||||
private Material _scribbleMaterialInstance;
|
||||
private Material _scribbleMaterialTemplate;
|
||||
|
||||
private static readonly int ProgressID = Shader.PropertyToID("_Progress");
|
||||
|
||||
private bool _isEffectActive = false;
|
||||
private bool _overlayCreated = false;
|
||||
private Color _originalTextColor;
|
||||
private Color _originalGhostColor;
|
||||
|
||||
private int _scribbleTweenId = -1;
|
||||
private int _fadeTweenId = -1;
|
||||
|
||||
public void Initialize(TextMeshProUGUI textComponent, TextMeshProUGUI ghostComponent, Material scribbleMaterial)
|
||||
{
|
||||
_textComponent = textComponent;
|
||||
_ghostTextComponent = ghostComponent;
|
||||
_scribbleMaterialTemplate = scribbleMaterial;
|
||||
_originalTextColor = _textComponent.color;
|
||||
|
||||
if (_ghostTextComponent != null)
|
||||
_originalGhostColor = _ghostTextComponent.color;
|
||||
}
|
||||
|
||||
private void CreateScribbleOverlay()
|
||||
{
|
||||
if (_overlayCreated || _scribbleMaterialTemplate == null || _textComponent == null)
|
||||
return;
|
||||
|
||||
GameObject overlayObject = new GameObject("ScribbleOverlay");
|
||||
overlayObject.transform.SetParent(_textComponent.transform, false);
|
||||
|
||||
_scribbleOverlay = overlayObject.AddComponent<Image>();
|
||||
_scribbleOverlay.raycastTarget = false;
|
||||
|
||||
RectTransform overlayRect = overlayObject.GetComponent<RectTransform>();
|
||||
RectTransform textRect = _textComponent.GetComponent<RectTransform>();
|
||||
|
||||
_textComponent.ForceMeshUpdate();
|
||||
|
||||
Vector2 textSize = _textComponent.GetRenderedValues(false);
|
||||
|
||||
float horizontalPadding = 1.2f;
|
||||
float verticalPadding = 0.8f;
|
||||
Vector2 paddedSize = new Vector2(
|
||||
textSize.x + horizontalPadding,
|
||||
textSize.y + verticalPadding
|
||||
);
|
||||
|
||||
overlayRect.anchorMin = new Vector2(0.5f, 0.5f);
|
||||
overlayRect.anchorMax = new Vector2(0.5f, 0.5f);
|
||||
overlayRect.pivot = new Vector2(0.5f, 0.5f);
|
||||
|
||||
float leftOffset = -horizontalPadding * 0.9f;
|
||||
overlayRect.anchoredPosition = new Vector2(leftOffset, 0f);
|
||||
overlayRect.sizeDelta = paddedSize;
|
||||
|
||||
overlayRect.localScale = Vector3.one;
|
||||
|
||||
_scribbleMaterialInstance = new Material(_scribbleMaterialTemplate);
|
||||
_scribbleMaterialInstance.SetFloat(ProgressID, 0f);
|
||||
_scribbleOverlay.material = _scribbleMaterialInstance;
|
||||
|
||||
_scribbleOverlay.gameObject.SetActive(false);
|
||||
|
||||
_overlayCreated = true;
|
||||
}
|
||||
|
||||
public void PlaySketchFadeEffect(float scribbleDuration, float fadeDuration, float finalAlpha)
|
||||
{
|
||||
if (_isEffectActive || _textComponent == null)
|
||||
return;
|
||||
|
||||
CancelActiveTweens();
|
||||
|
||||
CreateScribbleOverlay();
|
||||
|
||||
if (_scribbleOverlay == null || _scribbleMaterialInstance == null)
|
||||
return;
|
||||
|
||||
_scribbleOverlay.gameObject.SetActive(true);
|
||||
|
||||
_isEffectActive = true;
|
||||
|
||||
_scribbleTweenId = LeanTween.value(gameObject, 0f, 1f, scribbleDuration)
|
||||
.setEase(LeanTweenType.easeInOutQuad)
|
||||
.setOnUpdate((float val) => {
|
||||
if (_scribbleMaterialInstance != null)
|
||||
_scribbleMaterialInstance.SetFloat(ProgressID, val);
|
||||
})
|
||||
.setOnComplete(() => {
|
||||
_scribbleTweenId = -1;
|
||||
|
||||
float ghostAlphaRatio = _ghostTextComponent != null ? (_originalGhostColor.a / _originalTextColor.a) : 0f;
|
||||
|
||||
_fadeTweenId = LeanTween.value(gameObject, _originalTextColor.a, finalAlpha, fadeDuration)
|
||||
.setEase(LeanTweenType.easeInQuad)
|
||||
.setOnUpdate((float val) => {
|
||||
if (_textComponent != null)
|
||||
{
|
||||
_textComponent.color = _textComponent.color.WithAlpha(val);
|
||||
}
|
||||
|
||||
if (_ghostTextComponent != null)
|
||||
{
|
||||
_ghostTextComponent.color = _ghostTextComponent.color.WithAlpha(val * ghostAlphaRatio);
|
||||
}
|
||||
|
||||
if (_scribbleOverlay != null)
|
||||
{
|
||||
_scribbleOverlay.color = _scribbleOverlay.color.WithAlpha(val);
|
||||
}
|
||||
})
|
||||
.setOnComplete(() => {
|
||||
_fadeTweenId = -1;
|
||||
_isEffectActive = false;
|
||||
}).id;
|
||||
}).id;
|
||||
}
|
||||
|
||||
public void ResetEffect()
|
||||
{
|
||||
if (!_overlayCreated || _scribbleOverlay == null)
|
||||
{
|
||||
_isEffectActive = false;
|
||||
return;
|
||||
}
|
||||
|
||||
bool overlayIsActive = _scribbleOverlay.gameObject.activeSelf;
|
||||
|
||||
if (!overlayIsActive)
|
||||
{
|
||||
_isEffectActive = false;
|
||||
return;
|
||||
}
|
||||
|
||||
CancelActiveTweens();
|
||||
_isEffectActive = false;
|
||||
|
||||
if (_scribbleMaterialInstance != null)
|
||||
{
|
||||
float currentProgress = _scribbleMaterialInstance.GetFloat(ProgressID);
|
||||
|
||||
_scribbleTweenId = LeanTween.value(gameObject, currentProgress, 0f, 0.3f)
|
||||
.setEase(LeanTweenType.easeOutQuad)
|
||||
.setOnUpdate((float val) => {
|
||||
if (_scribbleMaterialInstance != null)
|
||||
_scribbleMaterialInstance.SetFloat(ProgressID, val);
|
||||
})
|
||||
.setOnComplete(() => {
|
||||
_scribbleTweenId = -1;
|
||||
if (_scribbleOverlay != null)
|
||||
_scribbleOverlay.gameObject.SetActive(false);
|
||||
}).id;
|
||||
}
|
||||
|
||||
if (_textComponent != null)
|
||||
{
|
||||
float currentAlpha = _textComponent.color.a;
|
||||
float ghostAlphaRatio = _ghostTextComponent != null ? (_originalGhostColor.a / _originalTextColor.a) : 0f;
|
||||
|
||||
_fadeTweenId = LeanTween.value(gameObject, currentAlpha, _originalTextColor.a, 0.3f)
|
||||
.setEase(LeanTweenType.easeOutQuad)
|
||||
.setOnUpdate((float val) => {
|
||||
if (_textComponent != null)
|
||||
{
|
||||
_textComponent.color = _textComponent.color.WithAlpha(val);
|
||||
}
|
||||
|
||||
if (_ghostTextComponent != null)
|
||||
{
|
||||
_ghostTextComponent.color = _ghostTextComponent.color.WithAlpha(val * ghostAlphaRatio);
|
||||
}
|
||||
|
||||
if (_scribbleOverlay != null)
|
||||
{
|
||||
_scribbleOverlay.color = _scribbleOverlay.color.WithAlpha(val);
|
||||
}
|
||||
})
|
||||
.setOnComplete(() => {
|
||||
_fadeTweenId = -1;
|
||||
}).id;
|
||||
}
|
||||
}
|
||||
|
||||
private void CancelActiveTweens()
|
||||
{
|
||||
TweenHelper.CancelTween(ref _scribbleTweenId);
|
||||
TweenHelper.CancelTween(ref _fadeTweenId);
|
||||
}
|
||||
|
||||
private void OnDestroy()
|
||||
{
|
||||
CancelActiveTweens();
|
||||
|
||||
if (_scribbleMaterialInstance != null)
|
||||
Destroy(_scribbleMaterialInstance);
|
||||
|
||||
if (_scribbleOverlay != null)
|
||||
Destroy(_scribbleOverlay.gameObject);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 0ee81e39cd832e34d9219099af39f4bb
|
||||
Reference in New Issue
Block a user