using System.Collections.Generic;
using UnityEngine;
using Unheimlich.Features.Dialogue.UI;
namespace Unheimlich.Features.Hallucination
{
// ─── Per-label override data ───────────────────────────────────────────────
///
/// Describes how a specific FloatingLabel should behave when a HallucinationEvent fires.
///
[System.Serializable]
public class FloatingLabelOverride
{
[Tooltip("The FloatingLabel to override when this event fires.")]
public FloatingLabel Target;
[Header("Shake Override")]
[Tooltip("Absolute shake radius applied during the override (world units). 0 = no shake.")]
[Min(0f)] public float ShakeRadius = 0.15f;
[Tooltip("Shake speed during the override.")]
[Min(0f)] public float ShakeSpeed = 3f;
[Tooltip("Shake smoothness during the override.")]
[Min(0f)] public float ShakeSmoothness = 4f;
[Header("Ghost Trail Override")]
public bool GhostEnabled = true;
[Range(0f, 1f)] public float GhostAlpha = 0.5f;
[Header("Duration")]
[Tooltip("How long the override lasts (seconds) before reverting to the sanity baseline.")]
[Min(0f)] public float Duration = 2f;
}
// ─── ScriptableObject ──────────────────────────────────────────────────────
///
/// ScriptableObject describing a discrete hallucination event.
///
/// Ghost word spawn removed. Words live on FloatingLabel components in the scene.
/// LabelOverrides targets specific labels with timed shake/ghost overrides.
///
[CreateAssetMenu(
fileName = "HallucinationEvent",
menuName = "Unheimlich/Hallucination/Hallucination Event")]
public class HallucinationEvent : ScriptableObject
{
[Header("Identity")]
[SerializeField] private string _label;
[Header("Sanity Cost")]
[SerializeField, Range(0f, 1f)] private float _sanityCost = 0f;
[Header("Floating Label Overrides")]
[Tooltip("One entry per FloatingLabel to affect when this event fires.")]
[SerializeField] private List _labelOverrides = new();
// ─── Public Accessors ──────────────────────────────────────────────────
public string Label => _label;
public float SanityCost => _sanityCost;
public IReadOnlyList LabelOverrides => _labelOverrides;
// ─── Internal ─────────────────────────────────────────────────────────
///
/// Pushes all label overrides onto their target FloatingLabels.
/// Called by HallucinationManager.TriggerHallucinationEvent().
///
internal void ApplyLabelOverrides()
{
foreach (FloatingLabelOverride entry in _labelOverrides)
{
if (entry.Target == null) continue;
entry.Target.ApplyOverride(
entry.ShakeRadius,
entry.ShakeSpeed,
entry.ShakeSmoothness,
entry.GhostEnabled,
entry.GhostAlpha,
entry.Duration);
}
}
}
}