chore: Project Restructuring & Theatre
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using UnityEngine;
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namespace Unheimlich.Features.Hallucination
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{
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/// <summary>
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/// Standalone hallucination payload component.
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/// Call Trigger() from any external script, UnityEvent, interaction, dialogue callback, etc.
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/// No other component required alongside it — compose freely.
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/// </summary>
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public class HallucinationTrigger : MonoBehaviour
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{
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[Header("Sanity")]
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[Tooltip("Amount of insanity to add when this trigger fires (0 = no change)")]
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[SerializeField, Range(0f, 1f)] private float _insanityAmount = 0f;
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[Header("Hallucination Event")]
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[Tooltip("Optional discrete hallucination event to fire (ghost word, vision flash, etc.)")]
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[SerializeField] private HallucinationEvent _hallucinationEvent;
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[Header("Debug")]
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[SerializeField] private bool _debugMode;
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/// <summary>
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/// Fires the hallucination effect.
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/// Wire this to any UnityEvent, interaction callback, dialogue node event, audio trigger, etc.
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/// </summary>
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public void Trigger()
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{
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if (HallucinationManager.Instance == null)
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{
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Debug.LogError("[HallucinationTrigger] HallucinationManager not found in scene!", this);
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return;
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}
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if (_insanityAmount > 0f)
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{
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HallucinationManager.Instance.AddInsanity(_insanityAmount);
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if (_debugMode)
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Debug.Log($"[HallucinationTrigger] Added {_insanityAmount:F2} insanity. Sanity now: {HallucinationManager.Instance.SanityLevel:F2}", this);
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}
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if (_hallucinationEvent != null)
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{
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HallucinationManager.Instance.TriggerHallucinationEvent(_hallucinationEvent);
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if (_debugMode)
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Debug.Log($"[HallucinationTrigger] Fired event: {_hallucinationEvent.Label}", this);
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}
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}
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}
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}
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