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>
101 lines
3.9 KiB
C#
101 lines
3.9 KiB
C#
using UnityEngine;
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/// <summary>
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/// A single radar blip spawned by <see cref="Radar"/>. Each frame it orients itself so its forward (+Z, where
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/// the "Point" marker sits) faces the direction from the reference camera to a world-space target, visualising
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/// the bearing camera -> target. Tracks continuously (the camera turns / the target moves) and self-destructs
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/// once its lifetime elapses - or earlier if its target is destroyed. The point's base colour and size encode
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/// the two things the flat radar disc can't show via position alone: <see cref="forwardGradient"/> tints it by
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/// how far the target sits ahead of / behind the camera, and its scale shrinks with camera -> target distance.
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/// </summary>
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[DisallowMultipleComponent]
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public sealed class RadarTarget : MonoBehaviour
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{
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public Renderer pointRenderer;
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[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.")]
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[SerializeField] Gradient forwardGradient;
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[Tooltip("Point transform scale at the near (x) and far (y) end of pointDistanceRange.")]
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[SerializeField] Vector2 pointDistanceScale;
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[Tooltip("camera -> target distance mapped onto pointDistanceScale: x = near distance, y = far distance.")]
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[SerializeField] Vector2 pointDistanceRange;
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private Transform _target;
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private Camera _camera;
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private float _lifetime;
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private float _age;
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private bool _initialised;
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private MaterialPropertyBlock _mpb;
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private static readonly int BaseColorId = Shader.PropertyToID("_BaseColor");
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public Transform Target => _target;
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public float RemainingLifetime => Mathf.Max(0f, _lifetime - _age);
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public void Init(Transform target, Camera referenceCamera, float lifetime)
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{
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_target = target;
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_camera = referenceCamera;
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_lifetime = lifetime;
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_age = 0f;
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_initialised = true;
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Aim();
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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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private void LateUpdate()
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{
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if (!_initialised) return;
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_age += Time.deltaTime;
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if (_age >= _lifetime)
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{
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Destroy(gameObject);
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return;
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}
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// The world target may despawn (e.g. a caught hider) before this blip expires - drop it, don't dangle.
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if (!_target)
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{
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Destroy(gameObject);
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return;
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}
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Aim();
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}
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private void Aim()
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{
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if (!_target || !_camera) return;
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Vector3 dir = _target.position - _camera.transform.position;
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float sqr = dir.sqrMagnitude;
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if (sqr < 1e-8f) return; // camera sitting on the target -> keep the last orientation/colour/scale
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transform.rotation = Quaternion.LookRotation(dir);
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float distance = Mathf.Sqrt(sqr);
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ApplyDistanceScale(distance);
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ApplyForwardColor(dir / distance);
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}
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// Shrinks the blip with distance: pointDistanceRange (near, far) remapped onto pointDistanceScale (near, far), clamped.
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private void ApplyDistanceScale(float distance)
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{
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if (!pointRenderer) return;
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float t = Mathf.InverseLerp(pointDistanceRange.x, pointDistanceRange.y, distance);
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float s = Mathf.Lerp(pointDistanceScale.x, pointDistanceScale.y, t);
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pointRenderer.transform.localScale = new Vector3(s, s, s);
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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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private void ApplyForwardColor(Vector3 dirNormalized)
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{
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if (!pointRenderer || forwardGradient == null) return;
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float t = Vector3.Angle(_camera.transform.forward, dirNormalized) / 180f;
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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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pointRenderer.SetPropertyBlock(_mpb);
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}
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}
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