Files
Ipseity-Demo/Assets/Unheimlich_POC/Scripts/Features/Hallucination/Runtime/HallucinationTriggerZone.cs
T

71 lines
2.5 KiB
C#

using UnityEngine;
using Unheimlich.Core.Events;
namespace Unheimlich.Features.Hallucination
{
/// <summary>
/// Self-contained zone that triggers a hallucination effect when the player enters.
/// Handles the once-flag, optional delay, insanity increase, and a discrete HallucinationEvent
/// — no GameEventTrigger or HallucinationTrigger required alongside it.
/// </summary>
public class HallucinationTriggerZone : TriggerZoneBase
{
[Header("Zone Behaviour")]
[Tooltip("Allow the zone to fire again after the player exits and re-enters")]
[SerializeField] private bool _retriggerable = false;
[Tooltip("Delay in seconds before the hallucination fires after the player enters")]
[SerializeField] private float _delay = 0f;
[Header("Sanity")]
[Tooltip("Amount of insanity added when the zone fires (0 = no change)")]
[SerializeField, Range(0f, 1f)] private float _insanityAmount = 0f;
[Header("Hallucination Event")]
[Tooltip("Optional discrete hallucination event (ghost word, vision flash, etc.)")]
[SerializeField] private HallucinationEvent _hallucinationEvent;
[Header("Debug")]
[SerializeField] private bool _debugMode;
protected override bool IsRetriggerable => _retriggerable;
protected override void OnPlayerEntered(Collider playerCollider)
{
if (_delay > 0f)
Invoke(nameof(Fire), _delay);
else
Fire();
}
/// <summary>
/// Fires the hallucination effect. Can also be called from external scripts or UnityEvents.
/// </summary>
public void Fire()
{
if (HallucinationManager.Instance == null)
{
Debug.LogError("[HallucinationTriggerZone] HallucinationManager not found in scene!", this);
return;
}
if (_insanityAmount > 0f)
{
HallucinationManager.Instance.AddInsanity(_insanityAmount);
if (_debugMode)
Debug.Log($"[HallucinationTriggerZone] Added {_insanityAmount:F2} insanity on '{gameObject.name}'.", this);
}
if (_hallucinationEvent != null)
{
HallucinationManager.Instance.TriggerHallucinationEvent(_hallucinationEvent);
if (_debugMode)
Debug.Log($"[HallucinationTriggerZone] Fired event: {_hallucinationEvent.Label}", this);
}
}
}
}