+Add : Simple floating label & font

This commit is contained in:
Ferlat Thibaud
2026-03-25 19:52:15 +01:00
parent 3467886a8a
commit f1d06c7b87
54 changed files with 11395 additions and 424 deletions
@@ -0,0 +1,354 @@
using UnityEngine;
using TMPro;
using System.Collections.Generic;
namespace Unheimlich.Features.Dialogue.UI
{
/// <summary>
/// Non-interactive floating word/phrase for world-space storytelling (thoughts, guidance, atmosphere).
/// Uses TextMeshPro 3D (not Canvas). Designed to sit alongside BillboardUI on the same prefab.
///
/// Features:
/// - Adaptive scale: label always appears the same angular size in the player's camera.
/// - Max distance: fades out progressively when player is far away.
/// - Min distance: label is pushed away from the camera so it never clips into the player's face.
/// - Optional organic shake: label drifts gently around its home position.
/// - Optional ghost trail: a semi-transparent copy follows with a position delay.
/// </summary>
public class FloatingLabel : MonoBehaviour
{
[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")]
[Tooltip("Player distance beyond which the label becomes invisible.")]
[SerializeField] private float _maxVisibleDistance = 10f;
[Tooltip("Distance range over which the label fades in/out near the max visibility boundary.")]
[SerializeField] private float _fadeRange = 1.5f;
[Header("Min Distance")]
[Tooltip("When the camera is closer than this, the label slides away to stay readable.")]
[SerializeField] private float _minDistance = 0.5f;
[Tooltip("Distance range over which the label fades out as the player approaches min distance.")]
[SerializeField] private float _nearFadeRange = 0.8f;
[Header("Adaptive Scale")]
[Tooltip("Scale adjusts so the label always appears the same size in the camera view.")]
[SerializeField] private bool _enableAdaptiveScale = true;
[Tooltip("Distance at which the label renders at its Inspector-set scale (1:1 reference).")]
[SerializeField] private float _referenceDistance = 3f;
[Tooltip("Minimum scale multiplier (relative to base scale). Prevents the label from shrinking too much up close.")]
[SerializeField] private float _minScaleFactor = 0.2f;
[Tooltip("Maximum scale multiplier (relative to base scale). Prevents the label from growing too large at a distance.")]
[SerializeField] private float _maxScaleFactor = 3f;
[Header("Organic Shake (Optional)")]
[SerializeField] private bool _enableOrganicShake = false;
[Tooltip("Max drift radius in world units around the home position.")]
[SerializeField] private float _shakeRadius = 0.05f;
[Tooltip("How often a new shake target is picked (per second).")]
[SerializeField] private float _shakeSpeed = 1.5f;
[Tooltip("Higher = smoother drift transition.")]
[SerializeField] private float _shakeSmoothness = 2f;
[Header("Ghost Trail (Optional)")]
[SerializeField] private bool _enableGhostTrail = false;
[Tooltip("Opacity of the ghost copy.")]
[SerializeField] [Range(0f, 1f)] private float _ghostAlpha = 0.3f;
[Tooltip("How many seconds the ghost lags behind the main label.")]
[SerializeField] private float _ghostDelay = 0.15f;
[Tooltip("How far behind the main label the ghost is pushed (along the camera-to-label ray). Ensures the ghost is always occluded by the main word regardless of viewing angle.")]
[SerializeField] private float _ghostDepthOffset = 0.02f;
[Header("Reappear Fade")]
[Tooltip("Duration of the fade-in when the label reappears after being culled.")]
[SerializeField] private float _fadeInDuration = 0.5f;
[Header("Performance")]
[Tooltip("How often (in seconds) distance culling is evaluated. Higher = cheaper but slightly delayed visibility toggle.")]
[SerializeField] private float _cullCheckInterval = 0.4f;
// ── State ──────────────────────────────────────────────────────────────
private Camera _camera;
private Vector3 _homePosition;
private Vector3 _baseScale;
// Culling & fade-in
private bool _isActive = true;
private float _cullTimer;
private float _fadeInAlpha = 1f;
// Shake
private bool _isShaking;
private Vector3 _shakeOffset;
private Vector3 _shakeTarget;
private float _shakeTimer;
// Ghost trail
private TextMeshPro _ghostText;
private Queue<Vector3> _positionHistory = new Queue<Vector3>();
private float _historyTimer;
private const float HISTORY_SAMPLE_RATE = 0.016f;
// ── Unity ──────────────────────────────────────────────────────────────
private void Awake()
{
_camera = Camera.main;
if (_textComponent == null)
_textComponent = GetComponent<TextMeshPro>();
}
private void Start()
{
_homePosition = transform.position;
_baseScale = transform.localScale;
if (_textComponent != null && !string.IsNullOrEmpty(_overrideText))
_textComponent.text = _overrideText;
SetupGhostTrail();
if (_enableOrganicShake)
StartShake();
}
private void Update()
{
if (_camera == null)
{
_camera = Camera.main;
return;
}
// Low-frequency distance cull: skip all logic and disable renderers when out of range.
_cullTimer += Time.deltaTime;
if (_cullTimer >= _cullCheckInterval)
{
_cullTimer = 0f;
bool shouldBeActive = Vector3.Distance(_camera.transform.position, _homePosition)
<= _maxVisibleDistance + _fadeRange;
if (shouldBeActive != _isActive)
{
_isActive = shouldBeActive;
_textComponent.enabled = _isActive;
if (_ghostText != null) _ghostText.enabled = _isActive;
// Reset fade-in so the label doesn't pop in abruptly.
if (_isActive) _fadeInAlpha = 0f;
}
}
if (!_isActive) return;
UpdatePosition();
UpdateVisibility();
UpdateAdaptiveScale();
if (_isShaking)
UpdateShake();
UpdateGhostTrail();
}
// ── Position ───────────────────────────────────────────────────────────
private void UpdatePosition()
{
Vector3 toHome = _homePosition - _camera.transform.position;
float dist = toHome.magnitude;
if (dist < _minDistance && dist > 0.001f)
{
// Push label away so it stays at least _minDistance from the camera.
transform.position = _camera.transform.position + toHome.normalized * _minDistance;
}
else
{
transform.position = _homePosition + _shakeOffset;
}
}
// ── Visibility (distance fade) ─────────────────────────────────────────
private void UpdateVisibility()
{
if (_textComponent == null) return;
if (_fadeInAlpha < 1f)
_fadeInAlpha = Mathf.MoveTowards(_fadeInAlpha, 1f, Time.deltaTime / Mathf.Max(_fadeInDuration, 0.001f));
float dist = Vector3.Distance(_camera.transform.position, _homePosition);
float alpha = ComputeAlpha(dist) * _fadeInAlpha;
SetTextAlpha(_textComponent, alpha);
if (_ghostText != null)
SetTextAlpha(_ghostText, alpha * _ghostAlpha);
}
private float ComputeAlpha(float dist)
{
// Far fade-out
if (dist >= _maxVisibleDistance)
return 0f;
float farFadeStart = _maxVisibleDistance - _fadeRange;
if (dist > farFadeStart && _fadeRange > 0f)
return 1f - (dist - farFadeStart) / _fadeRange;
// Near fade-out
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;
}
// ── Adaptive Scale ─────────────────────────────────────────────────────
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;
// Keep ghost in sync — it has its own BillboardUI for rotation but we drive scale here.
if (_ghostText != null)
_ghostText.transform.localScale = transform.localScale;
}
// ── Organic Shake ──────────────────────────────────────────────────────
private Vector3 RandomShakeTarget()
{
// XY only — no depth displacement.
float scaledRadius = _shakeRadius * transform.localScale.x;
Vector2 circle = Random.insideUnitCircle * scaledRadius;
return new Vector3(circle.x, circle.y, 0f);
}
private void StartShake()
{
_isShaking = true;
_shakeTimer = 0f;
_shakeTarget = RandomShakeTarget();
}
private void UpdateShake()
{
_shakeTimer += Time.deltaTime * _shakeSpeed;
if (_shakeTimer >= 1f)
{
_shakeTimer = 0f;
_shakeTarget = RandomShakeTarget();
}
_shakeOffset = Vector3.Lerp(_shakeOffset, _shakeTarget, Time.deltaTime * _shakeSmoothness);
}
// ── Ghost Trail ────────────────────────────────────────────────────────
private void SetupGhostTrail()
{
if (!_enableGhostTrail || _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,
_ghostAlpha
);
// Ghost renderer always sorts behind the main word's renderer.
MeshRenderer mainRenderer = _textComponent.GetComponent<MeshRenderer>();
MeshRenderer ghostRenderer = _ghostText.GetComponent<MeshRenderer>();
if (mainRenderer != null && ghostRenderer != null)
{
ghostRenderer.sortingLayerID = mainRenderer.sortingLayerID;
ghostRenderer.sortingOrder = mainRenderer.sortingOrder - 1;
}
// Ghost must also face the player.
ghostObj.AddComponent<BillboardUI>();
}
private void UpdateGhostTrail()
{
if (!_enableGhostTrail || _ghostText == null) return;
// Sample position history at a fixed rate.
_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;
// Push ghost along camera forward (away from camera) so it always sits
// behind the main word in depth — stable regardless of viewing angle.
_ghostText.transform.position = ghostPos + _camera.transform.forward * _ghostDepthOffset;
// Keep text content and size in sync.
_ghostText.text = _textComponent.text;
_ghostText.fontSize = _textComponent.fontSize;
}
// ── Public API ─────────────────────────────────────────────────────────
/// <summary>Sets the displayed text at runtime.</summary>
public void SetText(string text)
{
_overrideText = text;
if (_textComponent != null) _textComponent.text = text;
if (_ghostText != null) _ghostText.text = text;
}
/// <summary>Teleports the label's home position without animation.</summary>
public void SetHomePosition(Vector3 worldPos)
{
_homePosition = worldPos;
transform.position = worldPos;
}
#if UNITY_EDITOR
private void OnValidate()
{
if (_textComponent != null && !string.IsNullOrEmpty(_overrideText))
_textComponent.text = _overrideText;
}
#endif
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: f7a1b2f9cb1305a4993ea145d8106942