using UnityEngine; /// /// A single radar blip spawned by . 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: tints it by /// how far the target sits ahead of / behind the camera, and its scale shrinks with camera -> target distance. /// [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); } }