chore: Project Restructuring & Theatre
This commit is contained in:
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using UnityEngine;
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using TMPro;
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using System.Collections;
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using System.Collections.Generic;
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using Unheimlich.Features.Hallucination;
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namespace Unheimlich.Features.Dialogue.UI
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{
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/// <summary>
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/// Non-interactive floating word/phrase for world-space storytelling.
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///
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/// Changes from previous version:
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/// - Registers/unregisters itself with HallucinationLabelRegistry on enable/disable
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/// so the HallucinationManager can drive baseline behaviour without FindObjectsOfType.
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/// - Exposes SetShakeParams() and SetGhostTrail() for runtime overrides.
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/// - ApplyBaseline() / ApplyOverride() drive the two-layer system.
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/// - One-shot trigger distance is now explicit and independent from the visual near-fade.
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/// - One-shot fade-out runs independently from the distance-based alpha so it is never overwritten.
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/// </summary>
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public class FloatingLabel : MonoBehaviour
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{
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// ─── Inspector ─────────────────────────────────────────────────────────
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[Header("Text")]
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[Tooltip("Leave empty to keep text set directly on the TextMeshPro component.")]
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[SerializeField] [TextArea] private string _overrideText;
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[SerializeField] private TextMeshPro _textComponent;
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[Header("Visibility")]
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[SerializeField] private float _maxVisibleDistance = 10f;
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[SerializeField] private float _fadeRange = 1.5f;
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[Header("Min Distance")]
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[SerializeField] private float _minDistance = 0.5f;
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[SerializeField] private float _nearFadeRange = 0.8f;
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[Header("Adaptive Scale")]
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[SerializeField] private bool _enableAdaptiveScale = true;
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[SerializeField] private float _referenceDistance = 3f;
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[SerializeField] private float _minScaleFactor = 0.2f;
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[SerializeField] private float _maxScaleFactor = 3f;
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[Header("Organic Shake — Baseline")]
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[Tooltip("Prefab defaults. HallucinationManager lerps these at runtime based on sanity.")]
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[SerializeField] private bool _enableOrganicShake = false;
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[SerializeField] private float _shakeRadius = 0.05f;
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[SerializeField] private float _shakeSpeed = 1.5f;
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[SerializeField] private float _shakeSmoothness = 2f;
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[Header("Ghost Trail — Baseline")]
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[Tooltip("Prefab defaults. HallucinationManager lerps these at runtime based on sanity.")]
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[SerializeField] private bool _enableGhostTrail = false;
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[SerializeField] [Range(0f, 1f)] private float _ghostAlpha = 0.3f;
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[SerializeField] private float _ghostDelay = 0.15f;
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[SerializeField] private float _ghostDepthOffset = 0.02f;
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[Header("Camera Attraction (Optional)")]
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[SerializeField] private bool _enableCameraAttraction = false;
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[SerializeField] [Range(1f, 45f)] private float _attractionAngle = 10f;
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[SerializeField] private float _attractionMaxOffset = 0.3f;
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[SerializeField] private float _attractionSmoothness = 4f;
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[Header("One-Shot (Optional)")]
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[Tooltip("Enable one-shot behaviour: the label permanently disappears after the player gets close enough.")]
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[SerializeField] private bool _enableOneShot = false;
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[Tooltip("If true, the one-shot resets when the player walks far away (outside far-fade zone) without having triggered it.")]
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[SerializeField] private bool _isRetriggerableFar = false;
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[Tooltip("Distance at which the one-shot triggers, completely independent from the visual near-fade.")]
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[SerializeField] private float _oneShotTriggerDistance = 0.5f;
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[Tooltip("Duration of the fade-out once the one-shot is triggered.")]
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[SerializeField] private float _fadeOutDuration = 0.5f;
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[Header("Reappear Fade")]
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[SerializeField] private float _fadeInDuration = 0.5f;
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[Header("Performance")]
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[SerializeField] private float _cullCheckInterval = 0.4f;
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// ─── Runtime state ─────────────────────────────────────────────────────
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private Camera _camera;
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private Vector3 _localHomePosition;
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private Vector3 _homePosition;
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private Vector3 _baseScale;
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// Culling & fade-in
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private bool _isActive = true;
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private float _cullTimer;
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private float _fadeInAlpha = 1f;
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// Shake — live values driven by baseline or override
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private bool _isShaking;
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private Vector3 _shakeOffset;
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private Vector3 _shakeTarget;
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private float _shakeTimer;
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private float _liveShakeRadius;
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private float _liveShakeSpeed;
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private float _liveShakeSmoothness;
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// Ghost trail — live values
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private bool _liveGhostEnabled;
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private float _liveGhostAlpha;
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private TextMeshPro _ghostText;
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private Queue<Vector3> _positionHistory = new();
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private float _historyTimer;
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private const float HISTORY_SAMPLE_RATE = 0.016f;
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// Camera attraction
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private Vector3 _attractionOffset;
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// One-shot
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private bool _hasBeenSeen;
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private bool _permanentlyHidden;
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private float _closestDistanceReached = float.MaxValue;
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// One-shot fade-out — runs independently from the distance alpha
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private bool _isFadingOut = false;
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private float _fadeOutTimer = 0f;
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private float _fadeOutStartAlpha = 1f;
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// Override coroutine
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private Coroutine _overrideCoroutine;
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// Baseline snapshot (so revert after override is accurate)
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private float _baselineShakeRadius;
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private float _baselineShakeSpeed;
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private float _baselineShakeSmoothness;
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private bool _baselineGhostEnabled;
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private float _baselineGhostAlpha;
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// ─── Unity ─────────────────────────────────────────────────────────────
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private void Awake()
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{
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_camera = Camera.main;
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if (_textComponent == null)
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_textComponent = GetComponent<TextMeshPro>();
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// Initialise live values from inspector defaults
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_liveShakeRadius = _shakeRadius;
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_liveShakeSpeed = _shakeSpeed;
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_liveShakeSmoothness = _shakeSmoothness;
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_liveGhostEnabled = _enableGhostTrail;
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_liveGhostAlpha = _ghostAlpha;
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}
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private void Start()
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{
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_localHomePosition = transform.localPosition;
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_baseScale = transform.localScale;
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if (_textComponent != null && !string.IsNullOrEmpty(_overrideText))
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_textComponent.text = _overrideText;
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SaveBaselineSnapshot();
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SetupGhostTrail();
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if (_enableOrganicShake)
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StartShakeInternal();
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}
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private void OnEnable() => HallucinationLabelRegistry.Register(this);
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private void OnDisable() => HallucinationLabelRegistry.Unregister(this);
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private void Update()
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{
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if (_permanentlyHidden) return;
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if (_camera == null) { _camera = Camera.main; return; }
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// ── Distance cull ──────────────────────────────────────────────────
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_cullTimer += Time.deltaTime;
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if (_cullTimer >= _cullCheckInterval)
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{
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_cullTimer = 0f;
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bool shouldBeActive = Vector3.Distance(_camera.transform.position, transform.position)
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<= _maxVisibleDistance + _fadeRange;
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if (shouldBeActive != _isActive)
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{
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_isActive = shouldBeActive;
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_textComponent.enabled = _isActive;
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if (_ghostText != null) _ghostText.enabled = _isActive && _liveGhostEnabled;
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if (_isActive) _fadeInAlpha = 0f;
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}
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}
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if (!_isActive) return;
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UpdatePosition();
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float dist = Vector3.Distance(_camera.transform.position, transform.position);
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// ── One-shot ───────────────────────────────────────────────────────
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if (_enableOneShot)
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{
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// Track the closest the player has ever been since the label was seen
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if (_hasBeenSeen && dist < _closestDistanceReached)
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_closestDistanceReached = dist;
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// Mark as seen as soon as the player enters the visible range
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if (!_hasBeenSeen && dist <= _maxVisibleDistance)
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{
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_hasBeenSeen = true;
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_closestDistanceReached = dist;
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}
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// Fade-out is running — drive alpha independently, skip normal alpha pipeline
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if (_isFadingOut)
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{
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_fadeOutTimer += Time.deltaTime;
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float t = 1f - Mathf.Clamp01(_fadeOutTimer / _fadeOutDuration);
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float a = _fadeOutStartAlpha * t;
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SetTextAlpha(_textComponent, a);
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if (_ghostText != null) SetTextAlpha(_ghostText, a * _liveGhostAlpha);
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if (_fadeOutTimer >= _fadeOutDuration)
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{
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_permanentlyHidden = true;
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_isFadingOut = false;
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_textComponent.enabled = false;
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if (_ghostText != null) _ghostText.enabled = false;
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}
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return;
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}
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if (_hasBeenSeen)
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{
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// Trigger: player reached the explicit trigger distance at some point
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bool hasTriggered = _closestDistanceReached <= _oneShotTriggerDistance;
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// Reset: player walked far away without ever triggering
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bool isFarNow = dist > _maxVisibleDistance - _fadeRange;
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if (hasTriggered)
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{
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_isFadingOut = true;
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_fadeOutTimer = 0f;
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_fadeOutStartAlpha = ComputeAlpha(dist) * _fadeInAlpha;
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_closestDistanceReached = float.MaxValue;
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return;
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}
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if (_isRetriggerableFar && isFarNow)
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{
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_hasBeenSeen = false;
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_closestDistanceReached = float.MaxValue;
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}
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}
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}
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// ── Normal alpha pipeline ──────────────────────────────────────────
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float alpha = ComputeAlpha(dist) * _fadeInAlpha;
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UpdateCameraAttraction(alpha);
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ApplyAlpha(alpha);
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UpdateAdaptiveScale();
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if (_isShaking) UpdateShake();
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UpdateGhostTrail();
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}
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// ─── Public API — two-layer system ─────────────────────────────────────
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/// <summary>
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/// Pushes sanity-driven baseline values. Ignored while an override is active.
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/// Called every frame by HallucinationManager for labels within range.
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/// </summary>
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public void ApplyBaseline(float shakeRadius, float shakeSpeed, float shakeSmoothness,
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bool ghostEnabled, float ghostAlpha)
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{
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if (_overrideCoroutine != null) return;
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SetShakeParams(shakeRadius, shakeSpeed, shakeSmoothness);
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SetGhostTrail(ghostEnabled, ghostAlpha);
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// Keep snapshot fresh so revert after override is correct
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_baselineShakeRadius = shakeRadius;
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_baselineShakeSpeed = shakeSpeed;
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_baselineShakeSmoothness = shakeSmoothness;
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_baselineGhostEnabled = ghostEnabled;
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_baselineGhostAlpha = ghostAlpha;
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}
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/// <summary>
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/// Applies a timed override then reverts to the last baseline snapshot.
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/// Called by HallucinationEvent at trigger time.
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/// </summary>
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public void ApplyOverride(float shakeRadius, float shakeSpeed, float shakeSmoothness,
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bool ghostEnabled, float ghostAlpha,
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float duration)
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{
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if (_overrideCoroutine != null) StopCoroutine(_overrideCoroutine);
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_overrideCoroutine = StartCoroutine(OverrideRoutine(
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shakeRadius, shakeSpeed, shakeSmoothness,
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ghostEnabled, ghostAlpha, duration));
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}
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private IEnumerator OverrideRoutine(float shakeRadius, float shakeSpeed, float shakeSmoothness,
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bool ghostEnabled, float ghostAlpha, float duration)
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{
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SetShakeParams(shakeRadius, shakeSpeed, shakeSmoothness);
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SetGhostTrail(ghostEnabled, ghostAlpha);
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yield return new WaitForSeconds(duration);
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SetShakeParams(_baselineShakeRadius, _baselineShakeSpeed, _baselineShakeSmoothness);
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SetGhostTrail(_baselineGhostEnabled, _baselineGhostAlpha);
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_overrideCoroutine = null;
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}
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// ─── Low-level setters (public for editor tooling / direct calls) ───────
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public void SetShakeParams(float radius, float speed, float smoothness)
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{
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_liveShakeRadius = radius;
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_liveShakeSpeed = speed;
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_liveShakeSmoothness = smoothness;
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if (radius > 0f && !_isShaking) StartShakeInternal();
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else if (radius <= 0f) _isShaking = false;
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}
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public void SetGhostTrail(bool enabled, float alpha)
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{
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_liveGhostEnabled = enabled;
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_liveGhostAlpha = alpha;
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if (_ghostText != null) _ghostText.enabled = _isActive && enabled;
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}
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// ─── Existing API ──────────────────────────────────────────────────────
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public void SetText(string text)
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{
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_overrideText = text;
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if (_textComponent != null) _textComponent.text = text;
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if (_ghostText != null) _ghostText.text = text;
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}
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public void SetHomePosition(Vector3 worldPos)
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{
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_homePosition = worldPos;
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transform.position = worldPos;
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}
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public void ResetOneShot()
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{
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_hasBeenSeen = false;
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_permanentlyHidden = false;
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_isFadingOut = false;
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_fadeOutTimer = 0f;
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_fadeOutStartAlpha = 1f;
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_closestDistanceReached = float.MaxValue;
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if (_textComponent != null) _textComponent.enabled = true;
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if (_ghostText != null) _ghostText.enabled = _liveGhostEnabled;
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_fadeInAlpha = 0f;
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}
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// ─── Internals ─────────────────────────────────────────────────────────
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private void SaveBaselineSnapshot()
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{
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_baselineShakeRadius = _shakeRadius;
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_baselineShakeSpeed = _shakeSpeed;
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_baselineShakeSmoothness = _shakeSmoothness;
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_baselineGhostEnabled = _enableGhostTrail;
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_baselineGhostAlpha = _ghostAlpha;
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}
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private void UpdatePosition()
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{
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if (transform.parent != null)
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_homePosition = transform.parent.TransformPoint(_localHomePosition);
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Vector3 toHome = _homePosition - _camera.transform.position;
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float dist = toHome.magnitude;
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Vector3 basePos = (dist < _minDistance && dist > 0.001f)
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? _camera.transform.position + toHome.normalized * _minDistance
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: _homePosition + _shakeOffset;
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transform.position = basePos + _attractionOffset;
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}
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private void ApplyAlpha(float alpha)
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{
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if (_textComponent == null) return;
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if (_fadeInAlpha < 1f)
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_fadeInAlpha = Mathf.MoveTowards(_fadeInAlpha, 1f,
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Time.deltaTime / Mathf.Max(_fadeInDuration, 0.001f));
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SetTextAlpha(_textComponent, alpha);
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if (_ghostText != null && _liveGhostEnabled)
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SetTextAlpha(_ghostText, alpha * _liveGhostAlpha);
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}
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private float ComputeAlpha(float dist)
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{
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if (dist >= _maxVisibleDistance) return 0f;
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float farFadeStart = _maxVisibleDistance - _fadeRange;
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if (dist > farFadeStart && _fadeRange > 0f)
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return 1f - (dist - farFadeStart) / _fadeRange;
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float nearFadeEnd = _minDistance + _nearFadeRange;
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if (dist < nearFadeEnd && _nearFadeRange > 0f)
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return Mathf.Clamp01((dist - _minDistance) / _nearFadeRange);
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return 1f;
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}
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private static void SetTextAlpha(TextMeshPro text, float alpha)
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{
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Color c = text.color;
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c.a = alpha;
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text.color = c;
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}
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private void UpdateAdaptiveScale()
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{
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if (!_enableAdaptiveScale) return;
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float dist = Vector3.Distance(_camera.transform.position, transform.position);
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float scaleFactor = Mathf.Clamp(dist / Mathf.Max(_referenceDistance, 0.001f),
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_minScaleFactor, _maxScaleFactor);
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transform.localScale = _baseScale * scaleFactor;
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if (_ghostText != null) _ghostText.transform.localScale = transform.localScale;
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}
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private void UpdateCameraAttraction(float currentAlpha)
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{
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if (!_enableCameraAttraction) { _attractionOffset = Vector3.zero; return; }
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Vector3 toLabel = _homePosition - _camera.transform.position;
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float dist = toLabel.magnitude;
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if (dist < 0.001f) { _attractionOffset = Vector3.zero; return; }
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float angleDeg = Vector3.Angle(_camera.transform.forward, toLabel.normalized);
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float t = Mathf.Clamp01(1f - angleDeg / Mathf.Max(_attractionAngle, 0.001f));
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float strength = t * t * currentAlpha;
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Vector3 labelOnCenterRay = _camera.transform.position + _camera.transform.forward * dist;
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Vector3 targetOffset = (labelOnCenterRay - _homePosition) * strength;
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if (targetOffset.magnitude > _attractionMaxOffset)
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targetOffset = targetOffset.normalized * _attractionMaxOffset;
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_attractionOffset = Vector3.Lerp(_attractionOffset, targetOffset,
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Time.deltaTime * _attractionSmoothness);
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}
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private void StartShakeInternal()
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{
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_isShaking = true;
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_shakeTimer = 0f;
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_shakeTarget = RandomShakeTarget();
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}
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private Vector3 RandomShakeTarget()
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{
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float scaledRadius = _liveShakeRadius * transform.localScale.x;
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Vector2 circle = Random.insideUnitCircle * scaledRadius;
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return new Vector3(circle.x, circle.y, 0f);
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}
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private void UpdateShake()
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{
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_shakeTimer += Time.deltaTime * _liveShakeSpeed;
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if (_shakeTimer >= 1f) { _shakeTimer = 0f; _shakeTarget = RandomShakeTarget(); }
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_shakeOffset = Vector3.Lerp(_shakeOffset, _shakeTarget, Time.deltaTime * _liveShakeSmoothness);
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}
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private void SetupGhostTrail()
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{
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// Ghost GO is always created when the feature might be enabled at runtime
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if (_textComponent == null) return;
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GameObject ghostObj = new GameObject($"Ghost_{gameObject.name}");
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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
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user