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>
116 lines
4.7 KiB
C#
116 lines
4.7 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 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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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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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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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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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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{
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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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// 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 (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, c);
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pointRenderer.SetPropertyBlock(_mpb);
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}
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}
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