Files
Ipseity-Demo/Assets/_Content/Scripts/Features/LiminalSpaces/HouseOfLeaves/Runtime/HouseOfLeavesController.cs
T

287 lines
13 KiB
C#

using System.Reflection;
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
using Unheimlich.Features.Player;
namespace Unheimlich.World.HouseOfLeaves
{
/// <summary>
/// Orchestrates the core House of Leaves experience.
/// Script Execution Order: set to -10 so SetBaseFovOverride is written
/// before CameraEffects.Update consumes it in the same frame.
/// </summary>
public class HouseOfLeavesController : MonoBehaviour
{
// ─────────────────────────────────────────────────────────────────────────
// Serialized Fields
// ─────────────────────────────────────────────────────────────────────────
[Header("Corridor")]
[Tooltip("Total length of the corridor (meters).")]
[SerializeField] private float _corridorLength = 100f;
[Header("Speed Ramp")]
[SerializeField] private float _initialWalkSpeed = 10f;
[SerializeField] private float _maxWalkSpeed = 22f;
[Header("FOV Ramp")]
[SerializeField] private float _initialFov = 70f;
[SerializeField] private float _minFov = 45f;
[SerializeField] private float _fovLerpSpeed = 2f;
[Header("Darkness")]
[SerializeField] private Volume _postProcessVolume;
[SerializeField] private float _turningBackAngle = 100f;
[SerializeField] [Range(0f, 1f)] private float _maxVignetteIntensity = 0.6f;
[SerializeField] private float _maxExposureReduction = -3f;
[SerializeField] private float _darknessLerpSpeed = 2f;
[Header("Light Source")]
[SerializeField] private Transform _lightSourceReference;
[Header("Fracture")]
[SerializeField] private Material _fractureMaterial;
[SerializeField] private AnimationCurve _fractureCurve = AnimationCurve.EaseInOut(0f, 0f, 1f, 1f);
// ─────────────────────────────────────────────────────────────────────────
// Private Fields
// ─────────────────────────────────────────────────────────────────────────
private OctoCore.Components.OctoPlayer _octoPlayer;
private Camera _playerCamera;
private CameraEffects _cameraEffects;
private FieldInfo _settingsFieldInfo;
private FieldInfo _walkSpeedFieldInfo;
private object _settingsInstance;
private Vignette _vignette;
private ColorAdjustments _colorAdjustments;
private Vector3 _lastPlayerPosition;
private float _distanceTravelled;
private float _currentFov;
private Vector3 _lightForwardDirection;
private bool _isInitialized;
// ─────────────────────────────────────────────────────────────────────────
// Unity Messages
// ─────────────────────────────────────────────────────────────────────────
private void Start()
{
if (!TryResolvePlayerReferences()) return;
InitializeSpeedReflection();
InitializeFov();
InitializeLightDirection();
InitializePostProcess();
_lastPlayerPosition = PlayerController.Instance.transform.position;
_isInitialized = true;
}
private void Update()
{
if (!_isInitialized) return;
TrackDistance();
float t = Mathf.Clamp01(_distanceTravelled / _corridorLength);
TickSpeed(t);
TickFov(t);
TickDarkness();
TickFracture(t);
}
// ─────────────────────────────────────────────────────────────────────────
// Initialization
// ─────────────────────────────────────────────────────────────────────────
private bool TryResolvePlayerReferences()
{
if (PlayerController.Instance == null)
{
Debug.LogError("[HouseOfLeavesController] PlayerController.Instance not found.");
return false;
}
_octoPlayer = PlayerController.Instance.Movement;
_playerCamera = PlayerController.Instance.PlayerCamera;
_cameraEffects = PlayerController.Instance.CameraEffects;
if (_octoPlayer == null || _playerCamera == null)
{
Debug.LogError("[HouseOfLeavesController] OctoPlayer or PlayerCamera could not be resolved.");
return false;
}
if (_cameraEffects == null)
Debug.LogWarning("[HouseOfLeavesController] CameraEffects not found — FOV kick sync disabled.");
return true;
}
private void InitializeSpeedReflection()
{
System.Type playerType = typeof(OctoCore.Components.OctoPlayer);
_settingsFieldInfo = playerType.GetField(
"_settings", BindingFlags.NonPublic | BindingFlags.Instance);
if (_settingsFieldInfo == null)
{
Debug.LogError("[HouseOfLeavesController] Could not find '_settings' on OctoPlayer via reflection.");
return;
}
_settingsInstance = _settingsFieldInfo.GetValue(_octoPlayer);
_walkSpeedFieldInfo = _settingsInstance.GetType().GetField(
"WalkSpeed", BindingFlags.Public | BindingFlags.Instance);
if (_walkSpeedFieldInfo == null)
Debug.LogError("[HouseOfLeavesController] Could not find 'WalkSpeed' on OctoPlayer.Settings via reflection.");
}
private void InitializeFov()
{
_currentFov = _initialFov;
_playerCamera.fieldOfView = _initialFov;
}
private void InitializeLightDirection()
{
_lightForwardDirection = _lightSourceReference != null
? _lightSourceReference.forward
: PlayerController.Instance.transform.forward;
_lightForwardDirection.y = 0f;
_lightForwardDirection.Normalize();
}
private void InitializePostProcess()
{
if (_postProcessVolume == null)
{
Debug.LogWarning("[HouseOfLeavesController] No URP Volume assigned — darkness effect disabled.");
return;
}
_postProcessVolume.profile.TryGet(out _vignette);
_postProcessVolume.profile.TryGet(out _colorAdjustments);
}
// ─────────────────────────────────────────────────────────────────────────
// Distance Tracking
// ─────────────────────────────────────────────────────────────────────────
private void TrackDistance()
{
Vector3 currentPosition = PlayerController.Instance.transform.position;
Vector3 delta = currentPosition - _lastPlayerPosition;
delta.y = 0f;
_distanceTravelled += Vector3.Dot(delta, _lightForwardDirection);
_distanceTravelled = Mathf.Clamp(_distanceTravelled, 0f, _corridorLength);
_lastPlayerPosition = currentPosition;
}
// ─────────────────────────────────────────────────────────────────────────
// Tick Methods
// ─────────────────────────────────────────────────────────────────────────
private void TickSpeed(float t)
{
if (_walkSpeedFieldInfo == null || _settingsInstance == null) return;
float newSpeed = Mathf.Lerp(_initialWalkSpeed, _maxWalkSpeed, t);
_walkSpeedFieldInfo.SetValue(_settingsInstance, newSpeed);
}
/// <summary>
/// Lerps the FOV and submits it to CameraEffects as the base for this frame's
/// sprint kick. CameraEffects.Update then does the authoritative fieldOfView write.
/// This component must run before CameraEffects (Execution Order -10).
/// </summary>
private void TickFov(float t)
{
float targetFov = Mathf.Lerp(_initialFov, _minFov, t);
_currentFov = Mathf.Lerp(_currentFov, targetFov, Time.deltaTime * _fovLerpSpeed);
// Submit to CameraEffects — it will write fieldOfView = _currentFov + kickOffset.
// If CameraEffects is absent, write directly as fallback.
if (_cameraEffects != null)
_cameraEffects.SetBaseFovOverride(_currentFov);
else
_playerCamera.fieldOfView = _currentFov;
}
private void TickDarkness()
{
if (_vignette == null && _colorAdjustments == null) return;
Vector3 playerForward = PlayerController.Instance.transform.forward;
playerForward.y = 0f;
playerForward.Normalize();
float dot = Vector3.Dot(playerForward, _lightForwardDirection);
float angleDegrees = Mathf.Acos(Mathf.Clamp(dot, -1f, 1f)) * Mathf.Rad2Deg;
float darknessT = Mathf.Clamp01(
(angleDegrees - _turningBackAngle) / (180f - _turningBackAngle)
);
float lerpDelta = Time.deltaTime * _darknessLerpSpeed;
if (_vignette != null)
_vignette.intensity.value = Mathf.Lerp(_vignette.intensity.value, _maxVignetteIntensity * darknessT, lerpDelta);
if (_colorAdjustments != null)
_colorAdjustments.postExposure.value = Mathf.Lerp(_colorAdjustments.postExposure.value, _maxExposureReduction * darknessT, lerpDelta);
}
private void TickFracture(float t)
{
float fractureT = _fractureCurve.Evaluate(t);
_fractureMaterial?.SetFloat("_FractureAmount", fractureT);
}
// ─────────────────────────────────────────────────────────────────────────
// Public API
/// <summary>Current corridor progression in [0, 1].</summary>
public float Progression => _corridorLength > 0f
? Mathf.Clamp01(_distanceTravelled / _corridorLength)
: 0f;
// ─────────────────────────────────────────────────────────────────────────
public void ResetProgression()
{
_distanceTravelled = 0f;
_lastPlayerPosition = PlayerController.Instance.transform.position;
}
public void SetLightDirection(Vector3 worldDirection)
{
_lightForwardDirection = worldDirection;
_lightForwardDirection.y = 0f;
_lightForwardDirection.Normalize();
}
// ─────────────────────────────────────────────────────────────────────────
// Editor
// ─────────────────────────────────────────────────────────────────────────
#if UNITY_EDITOR
private void OnDrawGizmosSelected()
{
Gizmos.color = Color.yellow;
Gizmos.DrawRay(transform.position + Vector3.up, _lightForwardDirection * 4f);
}
#endif
}
}