423 lines
18 KiB
C#
423 lines
18 KiB
C#
using System.Collections.Generic;
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using UnityEngine;
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using Unheimlich.Features.Player;
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namespace Unheimlich.World.Environment
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{
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/// <summary>
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/// Infinite parallax staircase — tower approach.
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///
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/// When the player enters the trigger zone from below:
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/// - A full tower of (_maxIterations + 1) segments is spawned instantly above ground.
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/// - The tower scrolls at a speed proportional to how far the player's Y deviates
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/// from the trigger center — keeping the player locked near that height.
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/// If the player stops moving, scroll speed drops to zero.
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/// - When the topmost segment reaches ground level the stock is exhausted: the tower
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/// decelerates, extras are destroyed, and the system resets.
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///
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/// Entering from above mirrors the logic (tower ascends, stock is below ground).
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/// Re-triggerable indefinitely.
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///
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/// Setup:
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/// 1. Add this component to the InfinityStair root.
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/// 2. Add <see cref="StaircaseTriggerZone"/> to the Trigger child.
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/// 3. Assign <see cref="_stairPrefab"/>.
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/// </summary>
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public class InfiniteStaircaseController : MonoBehaviour
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{
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// ─── Prefab ──────────────────────────────────────────────────────────
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[Header("Stair Prefab")]
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[Tooltip("One staircase segment prefab used to build the tower.")]
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[SerializeField] private GameObject _stairPrefab;
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[Tooltip("If true, the first child with renderers is reused as slot 0 rather than 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 full segment heights the player can traverse. Tower = (maxIterations + 1) segments.")]
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[SerializeField] private int _maxIterations = 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 in the stair asset. 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 (not its pivot).")]
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[SerializeField] private float _segmentRotationOffsetY = 0f;
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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 in Awake.</summary>
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private float _triggerCenterWorldY;
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/// <summary>True when the player entered from below (going up).</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 down.</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 MaxTowerDisplacement => _maxIterations * 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 <see cref="StaircaseTriggerZone"/> when the player enters the collider.
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/// Detects entry direction, builds the tower, and starts the effect.
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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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Debug.Log($"[InfiniteStaircase] Activated — {(_enteredFromBelow ? "UP" : "DOWN")}, {_maxIterations} iterations.");
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}
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/// <summary>Called by <see cref="StaircaseTriggerZone"/> when the player exits. No action needed — the limit check drives the stop.</summary>
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public void OnPlayerExitedTrigger() { }
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// ─── Tower Construction ───────────────────────────────────────────────
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/// <summary>
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/// Spawns the full tower under a single _towerRoot Transform.
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/// UP: slots 0..+N above ground. Limit = -N*h (descend to exhaust stock).
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/// DOWN: slots 0..-N below ground. Limit = +N*h (ascend to exhaust stock).
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/// </summary>
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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 <= _maxIterations; i++)
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SpawnSegmentAtSlot(i);
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_limitLocalY = -MaxTowerDisplacement;
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}
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else
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{
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for (int i = 0; i >= -_maxIterations; i--)
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SpawnSegmentAtSlot(i);
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_limitLocalY = MaxTowerDisplacement;
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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: try to reuse the existing scene child to avoid a visible pop.
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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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_segmentsBySlot[slotIndex] = segment;
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return;
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}
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}
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if (_stairPrefab == null) return;
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segment = Instantiate(_stairPrefab, _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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_segmentsBySlot[slotIndex] = segment;
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}
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// ─── Scroll ───────────────────────────────────────────────────────────
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/// <summary>
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/// Proportional controller: error = player.y - triggerCenter.y.
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/// Positive error (player above center) → tower moves down → positive speed.
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/// Zero error (player at center) → speed converges to zero → tower stops.
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/// Speed is clamped so it can only push the tower in the intended direction,
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/// preventing the initial negative error from making the tower snap upward.
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/// </summary>
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private void UpdateScrollSpeed()
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{
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if (_playerTransform == null) return;
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float error = _playerTransform.position.y - _triggerCenterWorldY;
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float rawTarget = Mathf.Clamp(error * _correctionGain, -_maxScrollSpeed, _maxScrollSpeed);
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bool towerHasMoved = _enteredFromBelow
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? _towerRoot != null && _towerRoot.localPosition.y < -0.05f
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: _towerRoot != null && _towerRoot.localPosition.y > 0.05f;
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float targetSpeed = towerHasMoved
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? rawTarget
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: (_enteredFromBelow ? Mathf.Max(rawTarget, 0f) : Mathf.Min(rawTarget, 0f));
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_scrollSpeed = Mathf.SmoothDamp(_scrollSpeed, targetSpeed, ref _scrollSpeedVelocity, _scrollSmoothTime);
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}
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private void ApplyScrollToTower()
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{
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if (_towerRoot == null) return;
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Vector3 pos = _towerRoot.localPosition;
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pos.y -= _scrollSpeed * Time.deltaTime;
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// Clamp to the stock limit — never overshoot the last segment.
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pos.y = _enteredFromBelow
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? Mathf.Max(pos.y, _limitLocalY)
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: Mathf.Min(pos.y, _limitLocalY);
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_towerRoot.localPosition = pos;
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}
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private void CheckLimitReached()
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{
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if (_towerRoot == null) return;
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bool reached = _enteredFromBelow
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? _towerRoot.localPosition.y <= _limitLocalY // going up, tower descended enough
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: _towerRoot.localPosition.y >= _limitLocalY; // going down, tower ascended enough
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if (reached)
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{
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_currentState = StairState.Stopping;
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Debug.Log("[InfiniteStaircase] Stock exhausted — decelerating.");
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}
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}
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/// <summary>
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/// Smoothly brings the tower to rest before triggering cleanup.
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/// </summary>
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private void DecelerateAndFinish()
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{
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_scrollSpeed = Mathf.SmoothDamp(_scrollSpeed, 0f, ref _scrollSpeedVelocity, _scrollSmoothTime);
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ApplyScrollToTower();
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if (Mathf.Abs(_scrollSpeed) < 0.02f)
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FinishAndCleanup();
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}
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// ─── Cleanup ─────────────────────────────────────────────────────────
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/// <summary>
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/// Extracts the segment now at ground level, destroys the rest, and resets state.
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/// </summary>
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private void FinishAndCleanup()
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{
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_currentState = StairState.Done;
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if (_towerRoot == null) return;
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int keepSlot = _enteredFromBelow ? _maxIterations : -_maxIterations;
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_segmentsBySlot.TryGetValue(keepSlot, out GameObject keepSegment);
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if (keepSegment != null)
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{
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keepSegment.transform.SetParent(transform, true);
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keepSegment.transform.position = transform.position;
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}
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DestroyTower();
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if (keepSegment != null)
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_segmentsBySlot[0] = keepSegment;
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_scrollSpeed = 0f;
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_scrollSpeedVelocity = 0f;
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_playerTransform = null;
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Debug.Log("[InfiniteStaircase] Cleanup done — ready for next interaction.");
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}
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// ─── Helpers ─────────────────────────────────────────────────────────
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private void AutoDetectBoundsFromColumn()
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{
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if (_centralColumnRenderer == null) return;
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_segmentHeight = _centralColumnRenderer.bounds.size.y;
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Debug.Log($"[InfiniteStaircase] Auto-detected height: {_segmentHeight:F3} m");
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}
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private void CacheTriggerCenterY()
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{
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StaircaseTriggerZone zone = GetComponentInChildren<StaircaseTriggerZone>();
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if (zone == null)
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{
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Debug.LogWarning("[InfiniteStaircase] No StaircaseTriggerZone found in children.", this);
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return;
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}
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Collider col = zone.GetComponent<Collider>();
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if (col != null)
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{
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_triggerCenterWorldY = col.bounds.center.y;
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Debug.Log($"[InfiniteStaircase] Trigger center Y: {_triggerCenterWorldY:F3}");
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}
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}
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private void EnsurePlayerCached()
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{
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if (_playerTransform != null) return;
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if (PlayerController.Instance != null)
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_playerTransform = PlayerController.Instance.transform;
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}
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/// <summary>
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/// Returns the first direct child of InfinityStair (excluding _towerRoot) that has renderers.
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/// </summary>
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private Transform FindExistingStairChild()
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{
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foreach (Transform child in transform)
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{
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if (child == _towerRoot) continue;
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if (child.GetComponentInChildren<MeshRenderer>() != null)
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return child;
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}
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return null;
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}
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private void ApplyRotationOffsetFromCenter(GameObject segment)
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{
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if (Mathf.Approximately(_segmentRotationOffsetY, 0f)) return;
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segment.transform.RotateAround(ComputeWorldBoundsCenter(segment), Vector3.up, _segmentRotationOffsetY);
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}
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private Vector3 ComputeWorldBoundsCenter(GameObject segment)
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{
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Renderer[] renderers = segment.GetComponentsInChildren<Renderer>();
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if (renderers.Length == 0)
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return segment.transform.position + Vector3.up * (EffectiveSegmentHeight * 0.5f);
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Bounds combined = renderers[0].bounds;
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for (int i = 1; i < renderers.Length; i++)
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combined.Encapsulate(renderers[i].bounds);
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return combined.center;
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}
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// ─── Gizmos ──────────────────────────────────────────────────────────
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private void OnDrawGizmosSelected()
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{
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if (!_drawGizmos) return;
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float h = EffectiveSegmentHeight;
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Vector3 o = transform.position;
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Gizmos.color = new Color(0f, 1f, 0.5f, 0.35f);
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for (int i = 1; i <= _maxIterations; i++)
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Gizmos.DrawWireCube(new Vector3(o.x, o.y + i * h + h * 0.5f, o.z), new Vector3(1.8f, h * 0.95f, 1.8f));
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Gizmos.color = new Color(1f, 0.6f, 0f, 0.25f);
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for (int i = 1; i <= _maxIterations; i++)
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Gizmos.DrawWireCube(new Vector3(o.x, o.y - i * h + h * 0.5f, o.z), new Vector3(1.8f, h * 0.95f, 1.8f));
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Gizmos.color = Color.cyan;
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Gizmos.DrawLine(new Vector3(o.x - 2f, _triggerCenterWorldY, o.z), new Vector3(o.x + 2f, _triggerCenterWorldY, o.z));
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}
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}
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} |