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