Add radar blip system: Radar spawner + directional RadarTarget

Radar.Spawn(transform, lifetime) clones the "Target Template", names it
"Target" and attaches a RadarTarget that self-destructs after lifetime.

RadarTarget aims each frame toward camera->target (full 3D LookRotation),
drives the point renderer's _BaseColor from a forward-bearing gradient
(ahead/side/behind depth cue lost in the flat disc projection) via a
MaterialPropertyBlock, and scales the point renderer transform by
camera->target distance.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
adminandClaude Opus 4.8 committed 2026-07-05 20:46:58 +02:00
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commit f5de233e0c
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using UnityEngine;
/// <summary>
/// Sits on the "Radar" overlay object (a disc rendered by the Radar Camera in front of the main camera).
/// Spawns "Target" blips - clones of the child "Target Template" - each of which continuously points from
/// the reference camera toward a world-space transform (visualising the bearing camera -> target) and then
/// destroys itself after a given lifetime. See <see cref="RadarTarget"/> for the per-blip behaviour.
/// </summary>
[DisallowMultipleComponent]
public sealed class Radar : MonoBehaviour
{
[Tooltip("Template each spawned Target is cloned from. Auto-resolves to the child \"Target Template\".")]
[SerializeField] private Transform targetTemplate;
[Tooltip("Camera the direction is measured FROM (camera -> target). Auto-resolves to the Camera this radar sits under.")]
[SerializeField] private Camera referenceCamera;
private void Awake()
{
if (!targetTemplate)
{
var t = transform.Find("Target Template");
if (t) targetTemplate = t;
}
if (!referenceCamera) referenceCamera = GetComponentInParent<Camera>();
}
/// <summary>
/// Spawns a Target blip that each frame orients toward <paramref name="target"/> (from the reference
/// camera) and destroys itself after <paramref name="lifetime"/> seconds. Returns the spawned blip, or
/// null if it could not be created.
/// </summary>
public RadarTarget Spawn(Transform target, float lifetime)
{
if (!target)
{
Debug.LogWarning("[Radar] Spawn called without a target transform.", this);
return null;
}
if (!targetTemplate)
{
Debug.LogWarning("[Radar] No Target Template assigned or found.", this);
return null;
}
Transform clone = Instantiate(targetTemplate, targetTemplate.parent);
clone.name = "Target";
clone.localPosition = targetTemplate.localPosition;
clone.localScale = targetTemplate.localScale;
clone.gameObject.SetActive(true);
var blip = clone.GetComponent<RadarTarget>();
blip.Init(target, referenceCamera, lifetime);
return blip;
}
}
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using UnityEngine;
/// <summary>
/// A single radar blip spawned by <see cref="Radar"/>. Each frame it orients itself so its forward (+Z, where
/// the "Point" marker sits) faces the direction from the reference camera to a world-space target, visualising
/// the bearing camera -> target. Tracks continuously (the camera turns / the target moves) and self-destructs
/// once its lifetime elapses - or earlier if its target is destroyed. The point's base colour and size encode
/// the two things the flat radar disc can't show via position alone: <see cref="forwardGradient"/> tints it by
/// how far the target sits ahead of / behind the camera, and its scale shrinks with camera -> target distance.
/// </summary>
[DisallowMultipleComponent]
public sealed class RadarTarget : MonoBehaviour
{
public Renderer pointRenderer;
[Tooltip("Point tint by bearing: sampled at 0 when the target is dead ahead of the camera, at 1 when directly behind. Flip the keys for the reverse.")]
[SerializeField] Gradient forwardGradient;
[Tooltip("Point transform scale at the near (x) and far (y) end of pointDistanceRange.")]
[SerializeField] Vector2 pointDistanceScale;
[Tooltip("camera -> target distance mapped onto pointDistanceScale: x = near distance, y = far distance.")]
[SerializeField] Vector2 pointDistanceRange;
private Transform _target;
private Camera _camera;
private float _lifetime;
private float _age;
private bool _initialised;
private MaterialPropertyBlock _mpb;
private static readonly int BaseColorId = Shader.PropertyToID("_BaseColor");
public Transform Target => _target;
public float RemainingLifetime => Mathf.Max(0f, _lifetime - _age);
public void Init(Transform target, Camera referenceCamera, float lifetime)
{
_target = target;
_camera = referenceCamera;
_lifetime = lifetime;
_age = 0f;
_initialised = true;
Aim();
}
// LateUpdate so the aim uses the camera's final position/rotation for this frame.
private void LateUpdate()
{
if (!_initialised) return;
_age += Time.deltaTime;
if (_age >= _lifetime)
{
Destroy(gameObject);
return;
}
// The world target may despawn (e.g. a caught hider) before this blip expires - drop it, don't dangle.
if (!_target)
{
Destroy(gameObject);
return;
}
Aim();
}
private void Aim()
{
if (!_target || !_camera) return;
Vector3 dir = _target.position - _camera.transform.position;
float sqr = dir.sqrMagnitude;
if (sqr < 1e-8f) return; // camera sitting on the target -> keep the last orientation/colour/scale
transform.rotation = Quaternion.LookRotation(dir);
float distance = Mathf.Sqrt(sqr);
ApplyDistanceScale(distance);
ApplyForwardColor(dir / distance);
}
// Shrinks the blip with distance: pointDistanceRange (near, far) remapped onto pointDistanceScale (near, far), clamped.
private void ApplyDistanceScale(float distance)
{
if (!pointRenderer) return;
float t = Mathf.InverseLerp(pointDistanceRange.x, pointDistanceRange.y, distance);
float s = Mathf.Lerp(pointDistanceScale.x, pointDistanceScale.y, t);
pointRenderer.transform.localScale = new Vector3(s, s, s);
}
// Tints the point's base colour by how far the target sits ahead of (0) vs directly behind (1) the camera.
private void ApplyForwardColor(Vector3 dirNormalized)
{
if (!pointRenderer || forwardGradient == null) return;
float t = Vector3.Angle(_camera.transform.forward, dirNormalized) / 180f;
_mpb ??= new MaterialPropertyBlock();
pointRenderer.GetPropertyBlock(_mpb);
_mpb.SetColor(BaseColorId, forwardGradient.Evaluate(t));
pointRenderer.SetPropertyBlock(_mpb);
}
}
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fileFormatVersion: 2
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