diff --git a/Assets/Scripts/Components/Radar.cs b/Assets/Scripts/Components/Radar.cs
index 4a70141..8c3bfd3 100644
--- a/Assets/Scripts/Components/Radar.cs
+++ b/Assets/Scripts/Components/Radar.cs
@@ -8,8 +8,10 @@ using UnityEngine;
/// destroys itself after a given lifetime. See for the per-blip behaviour.
///
/// The whole radar overlay is only shown while it is useful: at least one live target, first-person is active,
-/// AND the match is in its Seek phase. It is hidden by switching the overlay camera's rendering off (not by
-/// deactivating the GameObjects), so hidden blips keep counting down their lifetime and self-destruct on schedule.
+/// AND the match is in its Seek phase. Instead of snapping on/off it fades: a shared 0..1 factor ()
+/// drives the alpha of every (transparent) radar renderer - the disc here, the blip points in -
+/// and scales the disc from up to 1. Fade-in and fade-out speeds are independent. The overlay
+/// camera is switched off only once fully faded out, so hidden blips keep counting down their lifetime meanwhile.
///
[DisallowMultipleComponent]
public sealed class Radar : MonoBehaviour
@@ -31,9 +33,28 @@ public sealed class Radar : MonoBehaviour
[Tooltip("First-person rig. The radar is only shown while first-person is active. Empty = found automatically.")]
[SerializeField] private FirstPersonController firstPerson;
+ [Header("Fade")]
+ [Tooltip("Fade-in speed in alpha units per second (0 -> 1). e.g. 5 = ~0.2s to fully appear.")]
+ [SerializeField] private float fadeInSpeed = 5f;
+ [Tooltip("Fade-out speed in alpha units per second (1 -> 0). e.g. 3 = ~0.33s to fully vanish.")]
+ [SerializeField] private float fadeOutSpeed = 3f;
+ [Tooltip("Disc scale multiplier while fully hidden (fade 0); grows to 1 as it fades in, and back down on fade-out.")]
+ [SerializeField] private float hiddenScale = 0.8f;
+
// Live blips, pruned as they self-destruct; the radar shows only while at least one is alive.
private readonly List _blips = new List();
+ // Shared 0..1 visibility factor: drives disc/blip alpha and disc scale. Ramped in LateUpdate.
+ private float _fade;
+ /// Current 0..1 fade factor. Blips multiply their point alpha by this so they fade in step with the disc.
+ public float CurrentFade => _fade;
+
+ private Vector3 _baseScale; // authored disc scale, captured once; fade lerps hiddenScale..1 on top
+ private Renderer[] _staticRenderers; // radar's own renderers (the disc); the template subtree is excluded
+ private Color[] _staticBaseColors; // their full-opacity _BaseColor; alpha is scaled by _fade each frame
+ private MaterialPropertyBlock _mpb;
+ private static readonly int BaseColorId = Shader.PropertyToID("_BaseColor");
+
private void Awake()
{
Instance = this;
@@ -47,7 +68,30 @@ public sealed class Radar : MonoBehaviour
if (!radarCamera) radarCamera = GetComponentInParent();
if (!firstPerson) firstPerson = FindFirstObjectByType(FindObjectsInactive.Include);
- ApplyVisibility(false); // hidden until a target exists, first-person is live AND the match is seeking
+ _baseScale = transform.localScale;
+ CacheStaticRenderers();
+
+ _fade = 0f; // hidden until a target exists, first-person is live AND the match is seeking
+ ApplyFade();
+ }
+
+ // Gathers the radar's own renderers (the disc) once, with their full-opacity _BaseColor, so their alpha can be
+ // scaled by _fade each frame. The "Target Template" subtree is skipped: it is the blip prototype, and its clones
+ // fade themselves via RadarTarget (which owns their per-blip colour).
+ private void CacheStaticRenderers()
+ {
+ var all = GetComponentsInChildren(true);
+ var renderers = new List(all.Length);
+ var colors = new List(all.Length);
+ foreach (var r in all)
+ {
+ if (targetTemplate && r.transform.IsChildOf(targetTemplate)) continue;
+ renderers.Add(r);
+ var mat = r.sharedMaterial;
+ colors.Add(mat && mat.HasProperty(BaseColorId) ? mat.GetColor(BaseColorId) : Color.white);
+ }
+ _staticRenderers = renderers.ToArray();
+ _staticBaseColors = colors.ToArray();
}
private void OnDestroy()
@@ -93,7 +137,14 @@ public sealed class Radar : MonoBehaviour
if (!_blips[i]) _blips.RemoveAt(i);
bool visible = _blips.Count > 0 && firstPerson && firstPerson.enabled && InSeekPhase();
- ApplyVisibility(visible);
+
+ // Ramp the shared factor toward shown/hidden with the matching speed, so the whole overlay fades
+ // (alpha + scale) instead of snapping. A mid-fade visibility flip reverses smoothly.
+ float target = visible ? 1f : 0f;
+ float speed = Mathf.Max(0f, visible ? fadeInSpeed : fadeOutSpeed);
+ _fade = Mathf.MoveTowards(_fade, target, speed * Time.deltaTime);
+
+ ApplyFade();
}
// The radar only makes sense during the seek phase (hunters chasing hiders). Blips only spawn then anyway,
@@ -104,12 +155,30 @@ public sealed class Radar : MonoBehaviour
return m && m.MatchActive && m.LocalSubPhase == MatchManager.MatchSubPhase.Seek;
}
- // Shows/hides the whole radar overlay in one toggle (disc + blips) by switching the overlay camera's
- // rendering. The GameObjects stay active, so blips keep ticking down their lifetime while hidden. The
- // overlay renders only the Radar layer, so nothing else is affected.
- private void ApplyVisibility(bool visible)
+ // Applies the current _fade to the whole overlay: disc scale (hiddenScale..1), disc alpha (baseAlpha*fade),
+ // and the overlay camera - switched off only once fully faded out, so blips keep ticking their lifetime while
+ // hidden and no rendering happens for an invisible radar. Blips fade themselves via RadarTarget/CurrentFade.
+ private void ApplyFade()
{
- if (radarCamera && radarCamera.enabled != visible)
- radarCamera.enabled = visible;
+ transform.localScale = _baseScale * Mathf.Lerp(hiddenScale, 1f, _fade);
+
+ if (_staticRenderers != null)
+ {
+ _mpb ??= new MaterialPropertyBlock();
+ for (int i = 0; i < _staticRenderers.Length; i++)
+ {
+ var r = _staticRenderers[i];
+ if (!r) continue;
+ Color c = _staticBaseColors[i];
+ c.a *= _fade;
+ r.GetPropertyBlock(_mpb);
+ _mpb.SetColor(BaseColorId, c);
+ r.SetPropertyBlock(_mpb);
+ }
+ }
+
+ bool render = _fade > 0.0001f;
+ if (radarCamera && radarCamera.enabled != render)
+ radarCamera.enabled = render;
}
}
diff --git a/Assets/Scripts/Components/RadarTarget.cs b/Assets/Scripts/Components/RadarTarget.cs
index f519796..3a4c2a8 100644
--- a/Assets/Scripts/Components/RadarTarget.cs
+++ b/Assets/Scripts/Components/RadarTarget.cs
@@ -27,6 +27,7 @@ public sealed class RadarTarget : MonoBehaviour
private bool _initialised;
private MaterialPropertyBlock _mpb;
+ private Color _pointColor = Color.white; // last gradient-evaluated point colour; its alpha is scaled by the radar fade
private static readonly int BaseColorId = Shader.PropertyToID("_BaseColor");
public Transform Target => _target;
@@ -40,6 +41,7 @@ public sealed class RadarTarget : MonoBehaviour
_age = 0f;
_initialised = true;
Aim();
+ PushPointColor();
}
// LateUpdate so the aim uses the camera's final position/rotation for this frame.
@@ -62,6 +64,7 @@ public sealed class RadarTarget : MonoBehaviour
}
Aim();
+ PushPointColor(); // every frame so the blip's alpha tracks the radar fade even when Aim early-returns
}
private void Aim()
@@ -88,13 +91,25 @@ public sealed class RadarTarget : MonoBehaviour
}
// Tints the point's base colour by how far the target sits ahead of (0) vs directly behind (1) the camera.
+ // Only caches the colour here; PushPointColor writes it (with the fade applied) so the alpha can track the
+ // radar fade every frame independent of when the bearing last changed.
private void ApplyForwardColor(Vector3 dirNormalized)
{
- if (!pointRenderer || forwardGradient == null) return;
+ if (forwardGradient == null) return;
float t = Vector3.Angle(_camera.transform.forward, dirNormalized) / 180f;
+ _pointColor = forwardGradient.Evaluate(t);
+ }
+
+ // Writes the point's _BaseColor with its alpha scaled by the radar's shared fade factor, so blips fade in/out
+ // in step with the disc instead of the overlay snapping on/off.
+ private void PushPointColor()
+ {
+ if (!pointRenderer) return;
+ Color c = _pointColor;
+ c.a *= Radar.Instance ? Radar.Instance.CurrentFade : 1f;
_mpb ??= new MaterialPropertyBlock();
pointRenderer.GetPropertyBlock(_mpb);
- _mpb.SetColor(BaseColorId, forwardGradient.Evaluate(t));
+ _mpb.SetColor(BaseColorId, c);
pointRenderer.SetPropertyBlock(_mpb);
}
}