Radar: fade in/out statt hartem Enable-Toggle
Gemeinsamer 0..1-Fade-Faktor treibt Disc-Alpha (baseAlpha * fade via MPB), Blip-Alpha (RadarTarget, im Gleichschritt) und Radar-Scale (0.8 -> 1.0). Fade-in/-out-Speed separat einstellbar; Kamera bleibt an solange fade > 0. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@@ -8,8 +8,10 @@ using UnityEngine;
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/// destroys itself after a given lifetime. See <see cref="RadarTarget"/> for the per-blip behaviour.
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///
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/// The whole radar overlay is only shown while it is useful: at least one live target, first-person is active,
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/// AND the match is in its Seek phase. It is hidden by switching the overlay camera's rendering off (not by
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/// deactivating the GameObjects), so hidden blips keep counting down their lifetime and self-destruct on schedule.
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/// AND the match is in its Seek phase. Instead of snapping on/off it fades: a shared 0..1 factor (<see cref="CurrentFade"/>)
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/// drives the alpha of every (transparent) radar renderer - the disc here, the blip points in <see cref="RadarTarget"/> -
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/// and scales the disc from <see cref="hiddenScale"/> up to 1. Fade-in and fade-out speeds are independent. The overlay
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/// camera is switched off only once fully faded out, so hidden blips keep counting down their lifetime meanwhile.
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/// </summary>
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[DisallowMultipleComponent]
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public sealed class Radar : MonoBehaviour
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@@ -31,9 +33,28 @@ public sealed class Radar : MonoBehaviour
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[Tooltip("First-person rig. The radar is only shown while first-person is active. Empty = found automatically.")]
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[SerializeField] private FirstPersonController firstPerson;
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[Header("Fade")]
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[Tooltip("Fade-in speed in alpha units per second (0 -> 1). e.g. 5 = ~0.2s to fully appear.")]
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[SerializeField] private float fadeInSpeed = 5f;
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[Tooltip("Fade-out speed in alpha units per second (1 -> 0). e.g. 3 = ~0.33s to fully vanish.")]
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[SerializeField] private float fadeOutSpeed = 3f;
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[Tooltip("Disc scale multiplier while fully hidden (fade 0); grows to 1 as it fades in, and back down on fade-out.")]
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[SerializeField] private float hiddenScale = 0.8f;
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// Live blips, pruned as they self-destruct; the radar shows only while at least one is alive.
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private readonly List<RadarTarget> _blips = new List<RadarTarget>();
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// Shared 0..1 visibility factor: drives disc/blip alpha and disc scale. Ramped in LateUpdate.
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private float _fade;
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/// <summary>Current 0..1 fade factor. Blips multiply their point alpha by this so they fade in step with the disc.</summary>
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public float CurrentFade => _fade;
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private Vector3 _baseScale; // authored disc scale, captured once; fade lerps hiddenScale..1 on top
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private Renderer[] _staticRenderers; // radar's own renderers (the disc); the template subtree is excluded
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private Color[] _staticBaseColors; // their full-opacity _BaseColor; alpha is scaled by _fade each frame
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private MaterialPropertyBlock _mpb;
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private static readonly int BaseColorId = Shader.PropertyToID("_BaseColor");
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private void Awake()
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{
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Instance = this;
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@@ -47,7 +68,30 @@ public sealed class Radar : MonoBehaviour
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if (!radarCamera) radarCamera = GetComponentInParent<Camera>();
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if (!firstPerson) firstPerson = FindFirstObjectByType<FirstPersonController>(FindObjectsInactive.Include);
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ApplyVisibility(false); // hidden until a target exists, first-person is live AND the match is seeking
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_baseScale = transform.localScale;
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CacheStaticRenderers();
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_fade = 0f; // hidden until a target exists, first-person is live AND the match is seeking
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ApplyFade();
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}
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// Gathers the radar's own renderers (the disc) once, with their full-opacity _BaseColor, so their alpha can be
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// scaled by _fade each frame. The "Target Template" subtree is skipped: it is the blip prototype, and its clones
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// fade themselves via RadarTarget (which owns their per-blip colour).
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private void CacheStaticRenderers()
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{
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var all = GetComponentsInChildren<Renderer>(true);
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var renderers = new List<Renderer>(all.Length);
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var colors = new List<Color>(all.Length);
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foreach (var r in all)
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{
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if (targetTemplate && r.transform.IsChildOf(targetTemplate)) continue;
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renderers.Add(r);
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var mat = r.sharedMaterial;
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colors.Add(mat && mat.HasProperty(BaseColorId) ? mat.GetColor(BaseColorId) : Color.white);
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}
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_staticRenderers = renderers.ToArray();
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_staticBaseColors = colors.ToArray();
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}
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private void OnDestroy()
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@@ -93,7 +137,14 @@ public sealed class Radar : MonoBehaviour
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if (!_blips[i]) _blips.RemoveAt(i);
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bool visible = _blips.Count > 0 && firstPerson && firstPerson.enabled && InSeekPhase();
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ApplyVisibility(visible);
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// Ramp the shared factor toward shown/hidden with the matching speed, so the whole overlay fades
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// (alpha + scale) instead of snapping. A mid-fade visibility flip reverses smoothly.
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float target = visible ? 1f : 0f;
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float speed = Mathf.Max(0f, visible ? fadeInSpeed : fadeOutSpeed);
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_fade = Mathf.MoveTowards(_fade, target, speed * Time.deltaTime);
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ApplyFade();
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}
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// The radar only makes sense during the seek phase (hunters chasing hiders). Blips only spawn then anyway,
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@@ -104,12 +155,30 @@ public sealed class Radar : MonoBehaviour
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return m && m.MatchActive && m.LocalSubPhase == MatchManager.MatchSubPhase.Seek;
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}
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// Shows/hides the whole radar overlay in one toggle (disc + blips) by switching the overlay camera's
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// rendering. The GameObjects stay active, so blips keep ticking down their lifetime while hidden. The
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// overlay renders only the Radar layer, so nothing else is affected.
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private void ApplyVisibility(bool visible)
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// Applies the current _fade to the whole overlay: disc scale (hiddenScale..1), disc alpha (baseAlpha*fade),
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// and the overlay camera - switched off only once fully faded out, so blips keep ticking their lifetime while
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// hidden and no rendering happens for an invisible radar. Blips fade themselves via RadarTarget/CurrentFade.
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private void ApplyFade()
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{
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if (radarCamera && radarCamera.enabled != visible)
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radarCamera.enabled = visible;
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transform.localScale = _baseScale * Mathf.Lerp(hiddenScale, 1f, _fade);
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if (_staticRenderers != null)
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{
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_mpb ??= new MaterialPropertyBlock();
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for (int i = 0; i < _staticRenderers.Length; i++)
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{
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var r = _staticRenderers[i];
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if (!r) continue;
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Color c = _staticBaseColors[i];
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c.a *= _fade;
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r.GetPropertyBlock(_mpb);
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_mpb.SetColor(BaseColorId, c);
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r.SetPropertyBlock(_mpb);
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}
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}
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bool render = _fade > 0.0001f;
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if (radarCamera && radarCamera.enabled != render)
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radarCamera.enabled = render;
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}
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}
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@@ -27,6 +27,7 @@ public sealed class RadarTarget : MonoBehaviour
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private bool _initialised;
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private MaterialPropertyBlock _mpb;
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private Color _pointColor = Color.white; // last gradient-evaluated point colour; its alpha is scaled by the radar fade
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private static readonly int BaseColorId = Shader.PropertyToID("_BaseColor");
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public Transform Target => _target;
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@@ -40,6 +41,7 @@ public sealed class RadarTarget : MonoBehaviour
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_age = 0f;
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_initialised = true;
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Aim();
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PushPointColor();
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}
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// LateUpdate so the aim uses the camera's final position/rotation for this frame.
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@@ -62,6 +64,7 @@ public sealed class RadarTarget : MonoBehaviour
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}
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Aim();
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PushPointColor(); // every frame so the blip's alpha tracks the radar fade even when Aim early-returns
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}
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private void Aim()
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@@ -88,13 +91,25 @@ public sealed class RadarTarget : MonoBehaviour
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}
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// Tints the point's base colour by how far the target sits ahead of (0) vs directly behind (1) the camera.
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// Only caches the colour here; PushPointColor writes it (with the fade applied) so the alpha can track the
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// radar fade every frame independent of when the bearing last changed.
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private void ApplyForwardColor(Vector3 dirNormalized)
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{
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if (!pointRenderer || forwardGradient == null) return;
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if (forwardGradient == null) return;
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float t = Vector3.Angle(_camera.transform.forward, dirNormalized) / 180f;
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_pointColor = forwardGradient.Evaluate(t);
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}
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// Writes the point's _BaseColor with its alpha scaled by the radar's shared fade factor, so blips fade in/out
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// in step with the disc instead of the overlay snapping on/off.
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private void PushPointColor()
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{
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if (!pointRenderer) return;
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Color c = _pointColor;
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c.a *= Radar.Instance ? Radar.Instance.CurrentFade : 1f;
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_mpb ??= new MaterialPropertyBlock();
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pointRenderer.GetPropertyBlock(_mpb);
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_mpb.SetColor(BaseColorId, forwardGradient.Evaluate(t));
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_mpb.SetColor(BaseColorId, c);
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pointRenderer.SetPropertyBlock(_mpb);
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}
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}
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