chore: Project Restructuring & Theatre
This commit is contained in:
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using UnityEngine;
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using Unheimlich.Core.Interaction;
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using Unheimlich.Core.Utils;
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namespace Unheimlich.World.Environment
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{
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public class DoorInteractable : InteractableBase
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{
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[Header("Door Settings")]
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public bool IsOpen = false;
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[SerializeField] private float _openAngle = 90f;
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[SerializeField] private float _animationDuration = 0.5f;
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[SerializeField] private LeanTweenType _easeType = LeanTweenType.easeInOutQuad;
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private Quaternion _closedRotation;
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private Quaternion _openRotation;
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protected virtual void Start()
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{
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_closedRotation = transform.rotation;
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_openRotation = _closedRotation * Quaternion.Euler(0, _openAngle, 0);
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InteractionText = IsOpen ? "Close" : "Open";
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}
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public override void Interact()
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{
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ToggleDoor();
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}
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public void ToggleDoor()
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{
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gameObject.CancelAllTweens();
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if (!IsOpen)
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{
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TweenHelper.RotateLocal(gameObject, _openRotation.eulerAngles, _animationDuration, null, _easeType);
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IsOpen = true;
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InteractionText = "Close";
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}
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else
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{
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TweenHelper.RotateLocal(gameObject, _closedRotation.eulerAngles, _animationDuration, null, _easeType);
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IsOpen = false;
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InteractionText = "Open";
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}
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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: d620ab476d55f2542a31783a6684f189
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@@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: 581e1488df9d96149925217dbedad049
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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 +1,8 @@
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fileFormatVersion: 2
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folderAsset: yes
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DefaultImporter:
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,40 @@
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using System.Collections.Generic;
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using UnityEngine;
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using Unheimlich.Features.Hallucination;
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namespace Unheimlich.World.Environment
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{
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/// <summary>
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/// Configuration for a single stair slot.
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/// Slot indices are relative: 0 = ground level, positive = up, negative = down.
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/// </summary>
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[System.Serializable]
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public class StaircaseSlotData
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{
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[Tooltip("Slot index this data applies to. 0 = ground, positive = up, negative = down.")]
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public int SlotIndex;
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[Tooltip("Word displayed on the FloatingLabel of this segment.")]
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public string Word;
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[Tooltip("Optional hallucination event fired when the player enters this segment's zone.")]
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public HallucinationEvent HallucinationEvent;
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}
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/// <summary>
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/// ScriptableObject holding the full word/event sequence for one staircase.
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/// Each slot entry binds a display word and an optional hallucination event to a given slot index.
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/// Slots not listed here receive no word and fire no event.
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/// </summary>
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/// <remarks>
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/// Create via Assets › Create › Unheimlich › Hallucination › Staircase Sequence Data.
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/// </remarks>
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[CreateAssetMenu(
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fileName = "StaircaseSequenceData",
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menuName = "Unheimlich/Hallucination/Staircase Sequence Data")]
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public class StaircaseSequenceData : ScriptableObject
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{
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[Tooltip("Per-slot configuration. Slots not listed here get no word and no event.")]
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public List<StaircaseSlotData> Slots = new();
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}
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}
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+2
@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: 7f9be4fbaead86548b21371bf4598477
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@@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: 18369b1856c5f624cb3fd42a13f0292c
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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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+516
@@ -0,0 +1,516 @@
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using System.Collections.Generic;
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using UnityEngine;
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using Unheimlich.Features.Player;
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using Unheimlich.Features.Hallucination;
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namespace Unheimlich.World.Environment
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{
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// ─── Controller ───────────────────────────────────────────────────────────────
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public class InfiniteStaircaseController : MonoBehaviour
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{
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// ─── Prefabs ─────────────────────────────────────────────────────────
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[Header("Stair Prefabs")]
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[Tooltip("Standard segment used to fill the tower.")]
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[SerializeField] private GameObject _stairPrefab;
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[Tooltip("Segment always placed at the very TOP of the tower (slot +maxIterationsUp).")]
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[SerializeField] private GameObject _stairTopPrefab;
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[Tooltip("Segment always placed at the very BOTTOM of the tower (slot -maxIterationsDown).")]
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[SerializeField] private GameObject _stairBottomPrefab;
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[Tooltip("If true, the first child with renderers is reused as slot 0 instead of being instantiated from the prefab.")]
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[SerializeField] private bool _useExistingChildAsBase = true;
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// ─── Iterations ──────────────────────────────────────────────────────
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[Header("Iterations")]
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[Tooltip("Number of segments above ground level (upward traversal).")]
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[SerializeField] private int _maxIterationsUp = 4;
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[Tooltip("Number of segments below ground level (downward traversal).")]
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[SerializeField] private int _maxIterationsDown = 4;
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// ─── Segment Bounds ──────────────────────────────────────────────────
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[Header("Segment Bounds — Auto-Detection")]
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[Tooltip("Renderer of the central column mesh. When assigned, segment height is read from its world bounds.")]
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[SerializeField] private Renderer _centralColumnRenderer;
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[Tooltip("Fallback segment height (m) used when no central column renderer is assigned.")]
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[SerializeField] private float _segmentHeight = 4.82f;
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[Tooltip("Y offset added to the segment height for fine-tuning snapping.")]
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[SerializeField] private float _segmentHeightOffset = 0f;
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// ─── Scroll Control ───────────────────────────────────────────────────
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[Header("Scroll Speed Control")]
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[Tooltip("Proportional gain: scroll speed (m/s) per metre of player deviation from the trigger center.")]
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[SerializeField] private float _correctionGain = 4f;
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[Tooltip("Maximum tower scroll speed in m/s.")]
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[SerializeField] private float _maxScrollSpeed = 8f;
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[Tooltip("SmoothDamp time for scroll speed transitions — prevents sudden jolts.")]
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[SerializeField] private float _scrollSmoothTime = 0.1f;
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// ─── Rotation Offset ─────────────────────────────────────────────────
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[Header("Rotation Offset")]
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[Tooltip("Y rotation applied to every spawned segment around its geometric bounds center.")]
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[SerializeField] private float _segmentRotationOffsetY = 0f;
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// ─── Hallucination / Word Data ────────────────────────────────────────
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[Header("Hallucination — Word & Event Data")]
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[Tooltip("ScriptableObject holding word + event data per slot. " +
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"Recommended: create a StaircaseSequenceData asset and assign it here.")]
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[SerializeField] private StaircaseSequenceData _sequenceData;
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[Space]
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[Tooltip("When true, the word for each slot is picked randomly from _randomWordPool instead of from _sequenceData.")]
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[SerializeField] private bool _useRandomWords = false;
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[Tooltip("Pool of words to pick from when _useRandomWords is enabled.")]
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[SerializeField] private List<string> _randomWordPool = new();
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[Tooltip("HallucinationEvent applied to all slots when _useRandomWords is enabled " +
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"(slot-specific events from _sequenceData are ignored in random mode).")]
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[SerializeField] private HallucinationEvent _randomModeEvent;
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// ─── Debug ───────────────────────────────────────────────────────────
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[Header("Debug")]
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[SerializeField] private bool _drawGizmos = true;
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// ─── State ───────────────────────────────────────────────────────────
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private enum StairState { Idle, Active, Stopping, Done }
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private StairState _currentState = StairState.Idle;
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private Transform _playerTransform;
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/// <summary>Single parent moved to scroll the entire tower at once.</summary>
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private Transform _towerRoot;
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/// <summary>World Y of the trigger collider center, cached on Awake.</summary>
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private float _triggerCenterWorldY;
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/// <summary>True when the player entered the trigger from below (travelling upward).</summary>
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private bool _enteredFromBelow;
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/// <summary>
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/// towerRoot.localPosition.y threshold signalling stock exhaustion.
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/// Negative when going up, positive when going down.
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/// </summary>
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private float _limitLocalY;
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/// <summary>Current scroll speed (signed). Positive means the tower moves downward.</summary>
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private float _scrollSpeed;
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private float _scrollSpeedVelocity;
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private readonly Dictionary<int, GameObject> _segmentsBySlot = new();
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// ─── Properties ──────────────────────────────────────────────────────
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private float EffectiveSegmentHeight => _segmentHeight + _segmentHeightOffset;
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private float MaxTowerDisplacementUp => _maxIterationsUp * EffectiveSegmentHeight;
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private float MaxTowerDisplacementDown => _maxIterationsDown * EffectiveSegmentHeight;
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// ─── Lifecycle ───────────────────────────────────────────────────────
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private void Awake()
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{
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AutoDetectBoundsFromColumn();
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CacheTriggerCenterY();
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}
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private void Update()
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{
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EnsurePlayerCached();
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switch (_currentState)
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{
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case StairState.Active:
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UpdateScrollSpeed();
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ApplyScrollToTower();
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CheckLimitReached();
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break;
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case StairState.Stopping:
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DecelerateAndFinish();
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break;
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}
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}
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// ─── Trigger Events ───────────────────────────────────────────────────
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/// <summary>
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/// Called by StaircaseTriggerZone when the player enters the collider.
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/// </summary>
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public void OnPlayerEnteredTrigger()
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{
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if (_currentState != StairState.Idle && _currentState != StairState.Done) return;
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EnsurePlayerCached();
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if (_playerTransform == null) return;
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_enteredFromBelow = _playerTransform.position.y < _triggerCenterWorldY;
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_scrollSpeed = 0f;
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_scrollSpeedVelocity = 0f;
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BuildTower();
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_currentState = StairState.Active;
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}
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/// <summary>
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/// Called by StaircaseTriggerZone when the player exits the collider.
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/// </summary>
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public void OnPlayerExitedTrigger()
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{
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if (_currentState != StairState.Active && _currentState != StairState.Stopping) return;
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bool towerHardlyMoved = _towerRoot != null &&
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Mathf.Abs(_towerRoot.localPosition.y) < EffectiveSegmentHeight * 0.5f;
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if (towerHardlyMoved)
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{
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_segmentsBySlot.TryGetValue(0, out GameObject baseSegment);
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if (baseSegment != null)
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{
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baseSegment.transform.SetParent(transform, true);
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baseSegment.transform.position = transform.position;
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}
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DestroyTower();
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if (baseSegment != null)
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_segmentsBySlot[0] = baseSegment;
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_scrollSpeed = 0f;
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_scrollSpeedVelocity = 0f;
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_playerTransform = null;
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_currentState = StairState.Idle;
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}
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else
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{
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_currentState = StairState.Stopping;
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}
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}
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// ─── Tower Construction ───────────────────────────────────────────────
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private void BuildTower()
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{
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DestroyTower();
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_towerRoot = new GameObject("_TowerRoot").transform;
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_towerRoot.SetParent(transform, false);
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_towerRoot.localPosition = Vector3.zero;
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_towerRoot.localRotation = Quaternion.identity;
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_towerRoot.localScale = Vector3.one;
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if (_enteredFromBelow)
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{
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for (int i = 0; i <= _maxIterationsUp; i++)
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SpawnSegmentAtSlot(i);
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_limitLocalY = -MaxTowerDisplacementUp;
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}
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else
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{
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for (int i = 0; i >= -_maxIterationsDown; i--)
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SpawnSegmentAtSlot(i);
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_limitLocalY = MaxTowerDisplacementDown;
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}
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}
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private void DestroyTower()
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{
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if (_towerRoot != null)
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{
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Destroy(_towerRoot.gameObject);
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_towerRoot = null;
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}
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_segmentsBySlot.Clear();
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}
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private void SpawnSegmentAtSlot(int slotIndex)
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{
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if (_segmentsBySlot.ContainsKey(slotIndex)) return;
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float localY = slotIndex * EffectiveSegmentHeight;
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GameObject segment;
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// Slot 0 — attempt to reuse the existing scene child.
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if (slotIndex == 0 && _useExistingChildAsBase)
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{
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Transform existing = FindExistingStairChild();
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if (existing != null)
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{
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segment = existing.gameObject;
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segment.transform.SetParent(_towerRoot, false);
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segment.transform.localPosition = new Vector3(0f, localY, 0f);
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segment.transform.localRotation = Quaternion.identity;
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ApplyRotationOffsetFromCenter(segment);
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ConfigureSegment(segment, slotIndex);
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_segmentsBySlot[slotIndex] = segment;
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return;
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}
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}
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GameObject prefabToUse = PickPrefabForSlot(slotIndex);
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if (prefabToUse == null) return;
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segment = Instantiate(prefabToUse, _towerRoot);
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segment.transform.localPosition = new Vector3(0f, localY, 0f);
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||||
segment.transform.localRotation = Quaternion.identity;
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ApplyRotationOffsetFromCenter(segment);
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ConfigureSegment(segment, slotIndex);
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_segmentsBySlot[slotIndex] = segment;
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||||
}
|
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|
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private GameObject PickPrefabForSlot(int slotIndex)
|
||||
{
|
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if (slotIndex == _maxIterationsUp && _stairTopPrefab != null) return _stairTopPrefab;
|
||||
if (slotIndex == -_maxIterationsDown && _stairBottomPrefab != null) return _stairBottomPrefab;
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||||
return _stairPrefab;
|
||||
}
|
||||
|
||||
// ─── Segment Configuration ────────────────────────────────────────────
|
||||
|
||||
/// <summary>
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||||
/// Resolves the word and event for this slot then calls StaircaseSegment.Configure().
|
||||
/// If the segment has no StaircaseSegment component, this is a silent no-op.
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||||
/// </summary>
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||||
private void ConfigureSegment(GameObject segmentGO, int slotIndex)
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||||
{
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||||
StaircaseSegment segment = segmentGO.GetComponent<StaircaseSegment>();
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||||
if (segment == null) return;
|
||||
|
||||
string word = ResolveWord(slotIndex);
|
||||
HallucinationEvent evt = ResolveEvent(slotIndex);
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||||
segment.Configure(word, evt);
|
||||
}
|
||||
|
||||
private string ResolveWord(int slotIndex)
|
||||
{
|
||||
if (_useRandomWords)
|
||||
{
|
||||
if (_randomWordPool == null || _randomWordPool.Count == 0)
|
||||
return null;
|
||||
return _randomWordPool[Random.Range(0, _randomWordPool.Count)];
|
||||
}
|
||||
|
||||
return FindSlotData(slotIndex)?.Word;
|
||||
}
|
||||
|
||||
private HallucinationEvent ResolveEvent(int slotIndex)
|
||||
{
|
||||
if (_useRandomWords)
|
||||
return _randomModeEvent;
|
||||
|
||||
return FindSlotData(slotIndex)?.HallucinationEvent;
|
||||
}
|
||||
|
||||
/// <summary>Returns the StaircaseSlotData matching slotIndex, or null if not found.</summary>
|
||||
private StaircaseSlotData FindSlotData(int slotIndex)
|
||||
{
|
||||
if (_sequenceData == null) return null;
|
||||
|
||||
foreach (StaircaseSlotData data in _sequenceData.Slots)
|
||||
{
|
||||
if (data.SlotIndex == slotIndex)
|
||||
return data;
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
// ─── Scroll ───────────────────────────────────────────────────────────
|
||||
|
||||
private void UpdateScrollSpeed()
|
||||
{
|
||||
if (_playerTransform == null) return;
|
||||
|
||||
float error = _playerTransform.position.y - _triggerCenterWorldY;
|
||||
float rawTarget = Mathf.Clamp(error * _correctionGain, -_maxScrollSpeed, _maxScrollSpeed);
|
||||
|
||||
bool towerHasMoved = _enteredFromBelow
|
||||
? _towerRoot != null && _towerRoot.localPosition.y < -0.05f
|
||||
: _towerRoot != null && _towerRoot.localPosition.y > 0.05f;
|
||||
|
||||
float targetSpeed = towerHasMoved
|
||||
? rawTarget
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||||
: (_enteredFromBelow ? Mathf.Max(rawTarget, 0f) : Mathf.Min(rawTarget, 0f));
|
||||
|
||||
_scrollSpeed = Mathf.SmoothDamp(_scrollSpeed, targetSpeed, ref _scrollSpeedVelocity, _scrollSmoothTime);
|
||||
}
|
||||
|
||||
private void ApplyScrollToTower()
|
||||
{
|
||||
if (_towerRoot == null) return;
|
||||
|
||||
Vector3 pos = _towerRoot.localPosition;
|
||||
pos.y -= _scrollSpeed * Time.deltaTime;
|
||||
|
||||
pos.y = _enteredFromBelow
|
||||
? Mathf.Max(pos.y, _limitLocalY)
|
||||
: Mathf.Min(pos.y, _limitLocalY);
|
||||
|
||||
_towerRoot.localPosition = pos;
|
||||
}
|
||||
|
||||
private void CheckLimitReached()
|
||||
{
|
||||
if (_towerRoot == null) return;
|
||||
|
||||
bool reached = _enteredFromBelow
|
||||
? _towerRoot.localPosition.y <= _limitLocalY
|
||||
: _towerRoot.localPosition.y >= _limitLocalY;
|
||||
|
||||
if (reached)
|
||||
_currentState = StairState.Stopping;
|
||||
}
|
||||
|
||||
private void DecelerateAndFinish()
|
||||
{
|
||||
_scrollSpeed = Mathf.SmoothDamp(_scrollSpeed, 0f, ref _scrollSpeedVelocity, _scrollSmoothTime);
|
||||
ApplyScrollToTower();
|
||||
|
||||
if (Mathf.Abs(_scrollSpeed) < 0.02f)
|
||||
FinishAndCleanup();
|
||||
}
|
||||
|
||||
// ─── Cleanup ─────────────────────────────────────────────────────────
|
||||
|
||||
private void FinishAndCleanup()
|
||||
{
|
||||
_currentState = StairState.Done;
|
||||
if (_towerRoot == null) return;
|
||||
|
||||
int keepSlot = _enteredFromBelow ? _maxIterationsUp : -_maxIterationsDown;
|
||||
_segmentsBySlot.TryGetValue(keepSlot, out GameObject keepSegment);
|
||||
|
||||
if (keepSegment != null)
|
||||
{
|
||||
keepSegment.transform.SetParent(transform, true);
|
||||
keepSegment.transform.position = transform.position;
|
||||
}
|
||||
|
||||
DestroyTower();
|
||||
|
||||
if (keepSegment != null)
|
||||
_segmentsBySlot[0] = keepSegment;
|
||||
|
||||
_scrollSpeed = 0f;
|
||||
_scrollSpeedVelocity = 0f;
|
||||
_playerTransform = null;
|
||||
}
|
||||
|
||||
// ─── Helpers ─────────────────────────────────────────────────────────
|
||||
|
||||
private void AutoDetectBoundsFromColumn()
|
||||
{
|
||||
if (_centralColumnRenderer == null) return;
|
||||
_segmentHeight = _centralColumnRenderer.bounds.size.y;
|
||||
}
|
||||
|
||||
private void CacheTriggerCenterY()
|
||||
{
|
||||
StaircaseTriggerZone zone = GetComponentInChildren<StaircaseTriggerZone>();
|
||||
if (zone == null)
|
||||
{
|
||||
Debug.LogWarning("[InfiniteStaircase] No StaircaseTriggerZone found in children.", this);
|
||||
return;
|
||||
}
|
||||
|
||||
Collider col = zone.GetComponent<Collider>();
|
||||
if (col != null)
|
||||
_triggerCenterWorldY = col.bounds.center.y;
|
||||
}
|
||||
|
||||
private void EnsurePlayerCached()
|
||||
{
|
||||
if (_playerTransform != null) return;
|
||||
if (PlayerController.Instance != null)
|
||||
_playerTransform = PlayerController.Instance.transform;
|
||||
}
|
||||
|
||||
private Transform FindExistingStairChild()
|
||||
{
|
||||
foreach (Transform child in transform)
|
||||
{
|
||||
if (child == _towerRoot) continue;
|
||||
if (child.GetComponentInChildren<MeshRenderer>() != null)
|
||||
return child;
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
private void ApplyRotationOffsetFromCenter(GameObject segment)
|
||||
{
|
||||
if (Mathf.Approximately(_segmentRotationOffsetY, 0f)) return;
|
||||
segment.transform.RotateAround(ComputeWorldBoundsCenter(segment), Vector3.up, _segmentRotationOffsetY);
|
||||
}
|
||||
|
||||
private Vector3 ComputeWorldBoundsCenter(GameObject segment)
|
||||
{
|
||||
Renderer[] renderers = segment.GetComponentsInChildren<Renderer>();
|
||||
if (renderers.Length == 0)
|
||||
return segment.transform.position + Vector3.up * (EffectiveSegmentHeight * 0.5f);
|
||||
|
||||
Bounds combined = renderers[0].bounds;
|
||||
for (int i = 1; i < renderers.Length; i++)
|
||||
combined.Encapsulate(renderers[i].bounds);
|
||||
|
||||
return combined.center;
|
||||
}
|
||||
|
||||
// ─── Gizmos ──────────────────────────────────────────────────────────
|
||||
|
||||
private void OnDrawGizmosSelected()
|
||||
{
|
||||
if (!_drawGizmos) return;
|
||||
|
||||
float h = EffectiveSegmentHeight;
|
||||
Vector3 o = transform.position;
|
||||
|
||||
Gizmos.color = new Color(0f, 1f, 0.5f, 0.35f);
|
||||
for (int i = 1; i <= _maxIterationsUp; i++)
|
||||
Gizmos.DrawWireCube(new Vector3(o.x, o.y + i * h + h * 0.5f, o.z), new Vector3(1.8f, h * 0.95f, 1.8f));
|
||||
|
||||
Gizmos.color = new Color(1f, 0.6f, 0f, 0.25f);
|
||||
for (int i = 1; i <= _maxIterationsDown; i++)
|
||||
Gizmos.DrawWireCube(new Vector3(o.x, o.y - i * h + h * 0.5f, o.z), new Vector3(1.8f, h * 0.95f, 1.8f));
|
||||
|
||||
Gizmos.color = Color.cyan;
|
||||
Gizmos.DrawLine(
|
||||
new Vector3(o.x - 2f, _triggerCenterWorldY, o.z),
|
||||
new Vector3(o.x + 2f, _triggerCenterWorldY, o.z)
|
||||
);
|
||||
|
||||
if (_stairTopPrefab != null)
|
||||
{
|
||||
Gizmos.color = Color.magenta;
|
||||
Gizmos.DrawWireCube(
|
||||
new Vector3(o.x, o.y + _maxIterationsUp * h + h * 0.5f, o.z),
|
||||
new Vector3(2f, h, 2f)
|
||||
);
|
||||
}
|
||||
|
||||
if (_stairBottomPrefab != null)
|
||||
{
|
||||
Gizmos.color = Color.red;
|
||||
Gizmos.DrawWireCube(
|
||||
new Vector3(o.x, o.y - _maxIterationsDown * h + h * 0.5f, o.z),
|
||||
new Vector3(2f, h, 2f)
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
+2
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 3462960ec1dfaee448d860de31230d02
|
||||
+53
@@ -0,0 +1,53 @@
|
||||
using UnityEngine;
|
||||
using Unheimlich.Features.Hallucination;
|
||||
using Unheimlich.Features.Dialogue.UI;
|
||||
|
||||
namespace Unheimlich.World.Environment
|
||||
{
|
||||
/// <summary>
|
||||
/// Sits on each stair-segment prefab and acts as the single configuration point
|
||||
/// for the InfiniteStaircaseController.
|
||||
///
|
||||
/// Responsibilities:
|
||||
/// - Holds a reference to the segment's FloatingLabel (set in prefab).
|
||||
/// - Holds a reference to the segment's HallucinationTriggerZone (set in prefab).
|
||||
/// - Exposes Configure() so the controller can push the right word and event
|
||||
/// at spawn time without any GetComponent chains on the controller side.
|
||||
/// </summary>
|
||||
public class StaircaseSegment : MonoBehaviour
|
||||
{
|
||||
[Header("References")]
|
||||
[Tooltip("FloatingLabel present on this prefab. Assign in the prefab inspector.")]
|
||||
[SerializeField] private FloatingLabel _floatingLabel;
|
||||
|
||||
[Tooltip("HallucinationTriggerZone present on this prefab. Assign in the prefab inspector.")]
|
||||
[SerializeField] private HallucinationTriggerZone _triggerZone;
|
||||
|
||||
// ─── Public API ────────────────────────────────────────────────────────
|
||||
|
||||
/// <summary>
|
||||
/// Called by InfiniteStaircaseController right after this segment is spawned.
|
||||
/// Sets the word on the FloatingLabel and overrides the HallucinationEvent on the zone.
|
||||
/// </summary>
|
||||
/// <param name="word">Text to display. Null or empty = label keeps its prefab default.</param>
|
||||
/// <param name="hallucinationEvent">Event to fire when the player enters the zone. Null = no event.</param>
|
||||
public void Configure(string word, HallucinationEvent hallucinationEvent)
|
||||
{
|
||||
if (_floatingLabel != null && !string.IsNullOrEmpty(word))
|
||||
_floatingLabel.SetText(word);
|
||||
|
||||
if (_triggerZone != null)
|
||||
_triggerZone.SetEvent(hallucinationEvent);
|
||||
}
|
||||
|
||||
// ─── Editor helpers ────────────────────────────────────────────────────
|
||||
|
||||
#if UNITY_EDITOR
|
||||
private void Reset()
|
||||
{
|
||||
_floatingLabel = GetComponentInChildren<FloatingLabel>();
|
||||
_triggerZone = GetComponentInChildren<HallucinationTriggerZone>();
|
||||
}
|
||||
#endif
|
||||
}
|
||||
}
|
||||
+2
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ba6fa2b368d1e4f4bb84bc6af9f777bc
|
||||
+40
@@ -0,0 +1,40 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace Unheimlich.World.Environment
|
||||
{
|
||||
/// <summary>
|
||||
/// Placed on the trigger child of an <see cref="InfiniteStaircaseController"/>.
|
||||
/// Forwards Player trigger enter / exit events to the parent controller.
|
||||
/// </summary>
|
||||
[RequireComponent(typeof(Collider))]
|
||||
public class StaircaseTriggerZone : MonoBehaviour
|
||||
{
|
||||
private const string PlayerTag = "Player";
|
||||
|
||||
private InfiniteStaircaseController _controller;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
_controller = GetComponentInParent<InfiniteStaircaseController>();
|
||||
|
||||
if (_controller == null)
|
||||
Debug.LogWarning($"[StaircaseTriggerZone] No InfiniteStaircaseController found in parent of '{name}'.", this);
|
||||
}
|
||||
|
||||
private void OnTriggerEnter(Collider other)
|
||||
{
|
||||
if (_controller == null) return;
|
||||
if (!other.CompareTag(PlayerTag)) return;
|
||||
|
||||
_controller.OnPlayerEnteredTrigger();
|
||||
}
|
||||
|
||||
private void OnTriggerExit(Collider other)
|
||||
{
|
||||
if (_controller == null) return;
|
||||
if (!other.CompareTag(PlayerTag)) return;
|
||||
|
||||
_controller.OnPlayerExitedTrigger();
|
||||
}
|
||||
}
|
||||
}
|
||||
+2
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 89e1fa0fefb27a245bf290633fa7fdb3
|
||||
@@ -0,0 +1,99 @@
|
||||
using UnityEngine;
|
||||
using Unheimlich.Features.Player;
|
||||
|
||||
namespace Unheimlich.World.Environment
|
||||
{
|
||||
|
||||
public class SecurityCameraController : MonoBehaviour
|
||||
{
|
||||
[Header("Tracking Settings")]
|
||||
[SerializeField] private float _trackingDistance = 10f;
|
||||
[SerializeField] private float _rotationSpeed = 2f;
|
||||
[SerializeField] private Transform _pivotPoint;
|
||||
|
||||
[Header("LED Settings")]
|
||||
[SerializeField] private MeshRenderer _ledRenderer;
|
||||
[SerializeField] private float _blinkSpeed = 2f;
|
||||
[SerializeField] private float _minSmoothness = 0f;
|
||||
[SerializeField] private float _maxSmoothness = 0.5f;
|
||||
|
||||
private CharacterController _playerController;
|
||||
private Material _ledMaterial;
|
||||
private float _blinkTimer;
|
||||
private bool _isTracking;
|
||||
|
||||
void Start()
|
||||
{
|
||||
if (PlayerController.Instance != null)
|
||||
_playerController = PlayerController.Instance.GetComponent<CharacterController>();
|
||||
|
||||
if (_ledRenderer != null)
|
||||
{
|
||||
_ledMaterial = _ledRenderer.material;
|
||||
}
|
||||
|
||||
if (_pivotPoint == null)
|
||||
_pivotPoint = transform;
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
if (_playerController == null) return;
|
||||
|
||||
float distanceToPlayer = Vector3.Distance(_pivotPoint.position, _playerController.transform.position);
|
||||
_isTracking = distanceToPlayer <= _trackingDistance;
|
||||
|
||||
if (_isTracking)
|
||||
{
|
||||
TrackPlayer();
|
||||
}
|
||||
|
||||
UpdateLedBlink();
|
||||
}
|
||||
|
||||
void TrackPlayer()
|
||||
{
|
||||
Vector3 directionToPlayer = _playerController.transform.position - _pivotPoint.position;
|
||||
|
||||
if (directionToPlayer.sqrMagnitude > 0.001f)
|
||||
{
|
||||
Vector3 forward = -directionToPlayer.normalized;
|
||||
Vector3 right = Vector3.Cross(Vector3.up, forward).normalized;
|
||||
Vector3 up = Vector3.Cross(forward, right);
|
||||
|
||||
Quaternion targetRotation = Quaternion.LookRotation(up, forward);
|
||||
_pivotPoint.rotation = Quaternion.Slerp(_pivotPoint.rotation, targetRotation, Time.deltaTime * _rotationSpeed);
|
||||
}
|
||||
}
|
||||
|
||||
void UpdateLedBlink()
|
||||
{
|
||||
if (_ledMaterial == null) return;
|
||||
|
||||
_blinkTimer += Time.deltaTime * _blinkSpeed;
|
||||
|
||||
float smoothness = Mathf.Lerp(_minSmoothness, _maxSmoothness, Mathf.PingPong(_blinkTimer, 1f));
|
||||
|
||||
_ledMaterial.SetFloat("_Smoothness", smoothness);
|
||||
}
|
||||
|
||||
void OnDestroy()
|
||||
{
|
||||
if (_ledMaterial != null)
|
||||
Destroy(_ledMaterial);
|
||||
}
|
||||
|
||||
void OnDrawGizmosSelected()
|
||||
{
|
||||
if (_pivotPoint == null)
|
||||
_pivotPoint = transform;
|
||||
|
||||
Gizmos.color = Color.yellow;
|
||||
Gizmos.DrawWireSphere(_pivotPoint.position, _trackingDistance);
|
||||
|
||||
Gizmos.color = Color.red;
|
||||
Gizmos.DrawLine(_pivotPoint.position, _pivotPoint.position + _pivotPoint.forward * 2f);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 17a573927733b4343acc662995710bc2
|
||||
Reference in New Issue
Block a user