added dialogue manager and radar
This commit is contained in:
17
Assets/Scripts/DialogueLine.cs
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17
Assets/Scripts/DialogueLine.cs
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using System;
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using UnityEngine;
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/// <summary>
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/// One "page" of dialogue: a speaker name + an array of text lines.
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/// Fill these out in the Inspector on a DialogueNPC component.
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/// </summary>
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[Serializable]
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public class DialogueLine
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{
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[Tooltip("Name shown above the text box. Leave blank to hide the name bar.")]
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public string speakerName = "???";
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[Tooltip("Each entry is one page of dialogue. Press E to advance.")]
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[TextArea(2, 6)]
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public string[] pages = { "..." };
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}
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2
Assets/Scripts/DialogueLine.cs.meta
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2
Assets/Scripts/DialogueLine.cs.meta
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: 414879952353f4d46ae2bc71d8ccdee4
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278
Assets/Scripts/DialogueManager.cs
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278
Assets/Scripts/DialogueManager.cs
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@@ -0,0 +1,278 @@
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using UnityEngine;
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/// <summary>
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/// Singleton. Manages the dialogue UI box.
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/// Attach to any persistent GameObject in the scene (e.g. a "Managers" object),
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/// or drop it on the Player — it will survive fine either way.
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///
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/// Controls:
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/// E or Space or Enter — advance to next page / close
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/// Escape — close immediately
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///
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/// While dialogue is open:
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/// - Cursor is unlocked and visible
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/// - FirstPersonController mouse look is blocked (via IsOpen flag)
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/// </summary>
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public class DialogueManager : MonoBehaviour
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{
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// ── Singleton ─────────────────────────────────────────────────────
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public static DialogueManager Instance { get; private set; }
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// ── Inspector ─────────────────────────────────────────────────────
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[Header("Box Layout")]
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[Tooltip("Height of the dialogue box as a fraction of screen height.")]
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public float boxHeightFraction = 0.22f;
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public float boxMargin = 24f;
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public float innerPad = 18f;
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[Header("Colours — Cruelty Squad palette")]
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public Color colBoxBg = new Color(0.04f, 0.06f, 0.04f, 0.94f);
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public Color colBoxBorder = new Color(0.18f, 0.75f, 0.22f, 0.90f);
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public Color colNameBg = new Color(0.10f, 0.28f, 0.10f, 1.00f);
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public Color colNameText = new Color(0.25f, 1.00f, 0.30f, 1.00f);
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public Color colBodyText = new Color(0.78f, 0.90f, 0.78f, 1.00f);
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public Color colHintText = new Color(0.35f, 0.55f, 0.35f, 0.85f);
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public Color colPageDots = new Color(0.28f, 0.65f, 0.30f, 0.80f);
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[Header("Text")]
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public int nameFontSize = 13;
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public int bodyFontSize = 14;
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public int hintFontSize = 10;
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[Header("Typewriter Effect")]
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public bool useTypewriter = true;
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public float charsPerSecond = 40f;
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// ── Public state ──────────────────────────────────────────────────
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public bool IsOpen { get; private set; }
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// ── Private ───────────────────────────────────────────────────────
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private DialogueLine[] _lines;
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private int _lineIndex;
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private int _pageIndex;
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// Typewriter
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private float _charTimer;
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private int _visibleChars;
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private bool _pageComplete;
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private Texture2D _white;
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// ── Current text shortcuts ─────────────────────────────────────────
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private string CurrentSpeaker => (_lines != null && _lineIndex < _lines.Length)
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? _lines[_lineIndex].speakerName : "";
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private string CurrentPage => (_lines != null && _lineIndex < _lines.Length
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&& _pageIndex < _lines[_lineIndex].pages.Length)
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? _lines[_lineIndex].pages[_pageIndex] : "";
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private int TotalPages => (_lines != null && _lineIndex < _lines.Length)
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? _lines[_lineIndex].pages.Length : 1;
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// ─────────────────────────────────────────────────────────────────
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void Awake()
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{
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if (Instance != null && Instance != this) { Destroy(gameObject); return; }
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Instance = this;
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}
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void Start()
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{
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_white = Texture2D.whiteTexture;
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}
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// ─────────────────────────────────────────────────────────────────
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public void StartDialogue(DialogueLine[] lines)
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{
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if (lines == null || lines.Length == 0) return;
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_lines = lines;
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_lineIndex = 0;
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_pageIndex = 0;
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IsOpen = true;
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BeginPage();
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Cursor.lockState = CursorLockMode.None;
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Cursor.visible = true;
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}
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void BeginPage()
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{
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_charTimer = 0f;
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_visibleChars = useTypewriter ? 0 : int.MaxValue;
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_pageComplete = !useTypewriter;
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}
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// ─────────────────────────────────────────────────────────────────
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void Update()
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{
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if (!IsOpen) return;
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// Advance typewriter
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if (useTypewriter && !_pageComplete)
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{
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_charTimer += Time.deltaTime;
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_visibleChars = Mathf.FloorToInt(_charTimer * charsPerSecond);
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if (_visibleChars >= CurrentPage.Length)
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{
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_visibleChars = CurrentPage.Length;
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_pageComplete = true;
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}
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}
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// Advance or close on E / Space / Return
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bool advance = Input.GetKeyDown(KeyCode.E)
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|| Input.GetKeyDown(KeyCode.Space)
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|| Input.GetKeyDown(KeyCode.Return);
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bool cancel = Input.GetKeyDown(KeyCode.Escape);
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if (cancel)
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{
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CloseDialogue();
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return;
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}
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if (advance)
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{
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// If typewriter is still running, skip to end of page first
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if (useTypewriter && !_pageComplete)
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{
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_visibleChars = CurrentPage.Length;
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_pageComplete = true;
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return;
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}
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// Try next page in current line
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_pageIndex++;
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if (_pageIndex < TotalPages)
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{
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BeginPage();
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return;
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}
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// Try next line
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_lineIndex++;
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_pageIndex = 0;
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if (_lineIndex < _lines.Length)
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{
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BeginPage();
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return;
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}
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// All done
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CloseDialogue();
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}
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}
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void CloseDialogue()
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{
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IsOpen = false;
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_lines = null;
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Cursor.lockState = CursorLockMode.Locked;
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Cursor.visible = false;
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}
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// ─────────────────────────────────────────────────────────────────
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void OnGUI()
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{
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if (!IsOpen || _lines == null) return;
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float sw = Screen.width;
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float sh = Screen.height;
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float bh = sh * boxHeightFraction;
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float bw = sw - boxMargin * 2f;
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float by = sh - bh - boxMargin;
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float bx = boxMargin;
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// ── Outer border ─────────────────────────────────────────────
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float border = 2f;
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DrawTex(new Rect(bx - border, by - border, bw + border * 2f, bh + border * 2f), colBoxBorder);
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// ── Main background ───────────────────────────────────────────
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DrawTex(new Rect(bx, by, bw, bh), colBoxBg);
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// ── Left accent stripe ────────────────────────────────────────
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DrawTex(new Rect(bx, by, 4f, bh), colBoxBorder);
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float cx = bx + innerPad + 6f; // content X (after the stripe + pad)
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float cy = by + innerPad;
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float cw = bw - innerPad * 2f - 6f;
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// ── Speaker name bar ──────────────────────────────────────────
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string speaker = CurrentSpeaker;
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float nameH = 0f;
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if (!string.IsNullOrWhiteSpace(speaker))
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{
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GUIStyle nameStyle = new GUIStyle();
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nameStyle.fontSize = nameFontSize;
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nameStyle.fontStyle = FontStyle.Bold;
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nameStyle.normal.textColor = colNameText;
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nameStyle.alignment = TextAnchor.MiddleLeft;
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Vector2 ns = nameStyle.CalcSize(new GUIContent(speaker));
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nameH = ns.y + 6f;
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float namePadX = 10f;
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DrawTex(new Rect(cx - 2f, cy, ns.x + namePadX * 2f + 4f, nameH), colNameBg);
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GUI.Label(new Rect(cx + namePadX, cy + 3f, ns.x + 4f, ns.y), speaker, nameStyle);
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cy += nameH + 8f;
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}
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// ── Body text (typewriter) ────────────────────────────────────
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string fullText = CurrentPage;
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string visibleText = useTypewriter
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? fullText.Substring(0, Mathf.Min(_visibleChars, fullText.Length))
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: fullText;
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GUIStyle bodyStyle = new GUIStyle();
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bodyStyle.fontSize = bodyFontSize;
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bodyStyle.fontStyle = FontStyle.Normal;
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bodyStyle.normal.textColor = colBodyText;
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bodyStyle.wordWrap = true;
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bodyStyle.richText = true;
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float bodyH = bh - innerPad * 2f - nameH - 8f - 20f; // leave room for hint
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GUI.Label(new Rect(cx, cy, cw, bodyH), visibleText, bodyStyle);
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// ── Page indicator dots ───────────────────────────────────────
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int total = TotalPages;
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if (total > 1)
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{
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float dotR = 4f;
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float dotGap = dotR * 2f + 4f;
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float dotsW = total * dotGap;
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float dotX = bx + bw * 0.5f - dotsW * 0.5f;
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float dotY = by + bh - innerPad - dotR;
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for (int i = 0; i < total; i++)
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{
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Color dc = (i == _pageIndex) ? colBoxBorder : colPageDots;
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DrawTex(new Rect(dotX + i * dotGap, dotY - dotR, dotR * 2f, dotR * 2f), dc);
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}
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}
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// ── Advance hint ──────────────────────────────────────────────
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string hintStr = _pageComplete
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? (_lineIndex >= _lines.Length - 1 && _pageIndex >= TotalPages - 1
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? "[ E ] Close"
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: "[ E ] Next")
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: "[ E ] Skip";
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GUIStyle hintStyle = new GUIStyle();
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hintStyle.fontSize = hintFontSize;
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hintStyle.fontStyle = FontStyle.Bold;
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hintStyle.normal.textColor = colHintText;
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hintStyle.alignment = TextAnchor.LowerRight;
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GUI.Label(new Rect(bx, by, bw - innerPad, bh - 6f), hintStr, hintStyle);
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}
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// ─────────────────────────────────────────────────────────────────
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void DrawTex(Rect r, Color c)
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{
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Color prev = GUI.color;
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GUI.color = c;
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GUI.DrawTexture(r, _white);
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GUI.color = prev;
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}
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}
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2
Assets/Scripts/DialogueManager.cs.meta
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2
Assets/Scripts/DialogueManager.cs.meta
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: 82597f905b4b351499cb80cf88b7e69e
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135
Assets/Scripts/DialogueNPC.cs
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135
Assets/Scripts/DialogueNPC.cs
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@@ -0,0 +1,135 @@
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using UnityEngine;
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/// <summary>
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/// Attach this to any world object (NPC, terminal, sign, corpse, etc.)
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/// to make it interactable. The player presses E when looking at it
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/// from within interactRange to start the dialogue.
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///
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/// The component draws a small world-space "[E]" prompt via OnGUI
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/// when the player is close enough and looking at the object.
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/// </summary>
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public class DialogueNPC : MonoBehaviour
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{
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[Header("Dialogue")]
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public DialogueLine[] lines = new DialogueLine[]
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{
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new DialogueLine { speakerName = "STRANGER", pages = new[] { "Hey." } }
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};
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[Header("Interaction")]
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[Tooltip("Maximum distance from which the player can interact.")]
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public float interactRange = 3.5f;
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[Tooltip("Maximum angle (degrees) between player forward and direction to this object.")]
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public float interactAngle = 45f;
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[Tooltip("Layer mask used for the line-of-sight raycast.")]
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public LayerMask occlusionMask = ~0;
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[Header("Prompt Style")]
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public string promptText = "[E] Talk";
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public Color colPrompt = new Color(0.20f, 0.95f, 0.40f, 1f);
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public Color colPromptBg = new Color(0f, 0f, 0f, 0.70f);
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// ── Private ──────────────────────────────────────────────────────
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private Transform _playerTransform;
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private Camera _playerCamera;
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private bool _promptVisible;
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private Texture2D _white;
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// ─────────────────────────────────────────────────────────────────
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void Start()
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{
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_white = Texture2D.whiteTexture;
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// Find the player by component
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var player = FindObjectOfType<FirstPersonController>();
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if (player != null)
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{
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_playerTransform = player.transform;
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_playerCamera = player.GetComponentInChildren<Camera>();
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}
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else
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{
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Debug.LogWarning($"[DialogueNPC] '{name}': Could not find FirstPersonController in scene.");
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}
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}
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void Update()
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{
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if (_playerTransform == null || DialogueManager.Instance == null) return;
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if (DialogueManager.Instance.IsOpen) { _promptVisible = false; return; }
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_promptVisible = CanInteract();
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if (_promptVisible && Input.GetKeyDown(KeyCode.E))
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DialogueManager.Instance.StartDialogue(lines);
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}
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// ─────────────────────────────────────────────────────────────────
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bool CanInteract()
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{
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if (_playerTransform == null || _playerCamera == null) return false;
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// Distance check
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float dist = Vector3.Distance(_playerTransform.position, transform.position);
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if (dist > interactRange) return false;
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// Angle check — is the player roughly facing this object?
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Vector3 dir = (transform.position - _playerCamera.transform.position).normalized;
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float dot = Vector3.Dot(_playerCamera.transform.forward, dir);
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if (dot < Mathf.Cos(interactAngle * Mathf.Deg2Rad)) return false;
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// Line-of-sight (optional — fire a ray toward us)
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if (Physics.Raycast(_playerCamera.transform.position, dir, out RaycastHit hit, interactRange, occlusionMask))
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{
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// Allow if the hit object is us or a child of us
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if (!hit.transform.IsChildOf(transform) && hit.transform != transform)
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return false;
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}
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return true;
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}
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// ─────────────────────────────────────────────────────────────────
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void OnGUI()
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{
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if (!_promptVisible || _playerCamera == null) return;
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// Project to screen
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Vector3 worldPos = transform.position + Vector3.up * 0.5f; // slightly above pivot
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Vector3 screenPos = _playerCamera.WorldToScreenPoint(worldPos);
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if (screenPos.z <= 0f) return; // behind camera
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// Flip Y (GUI vs screen coords)
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float sx = screenPos.x;
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float sy = Screen.height - screenPos.y;
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GUIStyle style = new GUIStyle();
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style.fontSize = 13;
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style.fontStyle = FontStyle.Bold;
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style.normal.textColor = colPrompt;
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style.alignment = TextAnchor.MiddleCenter;
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Vector2 size = style.CalcSize(new GUIContent(promptText));
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float padX = 8f;
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float padY = 4f;
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float bgW = size.x + padX * 2f;
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float bgH = size.y + padY * 2f;
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Rect bgRect = new Rect(sx - bgW * 0.5f, sy - bgH * 0.5f, bgW, bgH);
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Rect txRect = new Rect(sx - size.x * 0.5f, sy - size.y * 0.5f, size.x, size.y);
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// Background
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Color prev = GUI.color;
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GUI.color = colPromptBg;
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GUI.DrawTexture(bgRect, _white);
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GUI.color = prev;
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GUI.Label(txRect, promptText, style);
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}
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void OnDrawGizmosSelected()
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{
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Gizmos.color = new Color(0f, 1f, 0.4f, 0.25f);
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Gizmos.DrawWireSphere(transform.position, interactRange);
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}
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}
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2
Assets/Scripts/DialogueNPC.cs.meta
Normal file
2
Assets/Scripts/DialogueNPC.cs.meta
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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||||
guid: c1bad8b87ccb4db4996e0dd891a2224a
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@@ -77,9 +77,13 @@ public class FirstPersonController : MonoBehaviour
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controller.Move(new Vector3(0f, velocity.y, 0f) * Time.deltaTime);
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bool inventoryOpen = inventory != null && inventory.IsOpen;
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if (!inventoryOpen)
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bool dialogueOpen = DialogueManager.Instance != null && DialogueManager.Instance.IsOpen;
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if (!inventoryOpen && !dialogueOpen)
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HandleMouseLook();
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// Freeze movement during dialogue
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if (dialogueOpen) return;
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if (Input.GetKeyDown(KeyCode.Escape))
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{
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Cursor.lockState = CursorLockMode.None;
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259
Assets/Scripts/RadarHUD.cs
Normal file
259
Assets/Scripts/RadarHUD.cs
Normal file
@@ -0,0 +1,259 @@
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using UnityEngine;
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using System.Collections.Generic;
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||||
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/// <summary>
|
||||
/// Draws a circular radar in the top-left corner of the screen.
|
||||
/// Shows enemies (red) and pickups (yellow-green) relative to the player.
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/// Rotates so "up" on the radar = player's forward direction.
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///
|
||||
/// Attach to the Player GameObject alongside Player.cs / PlayerHUD.cs.
|
||||
/// Cruelty Squad aesthetic: deliberately ugly, glitchy-looking.
|
||||
/// </summary>
|
||||
public class RadarHUD : MonoBehaviour
|
||||
{
|
||||
// ─── Inspector ────────────────────────────────────────────────────
|
||||
[Header("Layout")]
|
||||
public float edgePadX = 18f;
|
||||
public float edgePadY = 18f;
|
||||
public float radarRadius = 60f; // visual radius of the radar disc (px)
|
||||
public float worldRange = 40f; // world-space units the radar covers
|
||||
|
||||
[Header("Scan")]
|
||||
[Tooltip("How often (seconds) to re-scan the scene for enemies/pickups.")]
|
||||
public float scanInterval = 0.25f;
|
||||
|
||||
[Header("Colours")]
|
||||
public Color colBackground = new Color(0.04f, 0.10f, 0.04f, 0.88f);
|
||||
public Color colRim = new Color(0.18f, 0.70f, 0.22f, 0.90f);
|
||||
public Color colGrid = new Color(0.18f, 0.70f, 0.22f, 0.20f);
|
||||
public Color colForwardTick = new Color(0.18f, 0.70f, 0.22f, 0.80f);
|
||||
public Color colEnemy = new Color(0.95f, 0.12f, 0.12f, 1.00f);
|
||||
public Color colPickup = new Color(0.90f, 0.85f, 0.05f, 1.00f);
|
||||
public Color colNPC = new Color(0.20f, 0.95f, 0.40f, 1.00f);
|
||||
public Color colPlayerDot = new Color(1.00f, 1.00f, 1.00f, 1.00f);
|
||||
|
||||
[Header("Blip Sizes (px)")]
|
||||
public float enemyBlipSize = 5f;
|
||||
public float pickupBlipSize = 4f;
|
||||
public float npcBlipSize = 4f;
|
||||
public float playerDotSize = 5f;
|
||||
|
||||
[Header("Pulse")]
|
||||
[Tooltip("Enemies pulse their blip opacity.")]
|
||||
public float blipPulseSpeed = 4f;
|
||||
|
||||
// ─── Private ──────────────────────────────────────────────────────
|
||||
private Texture2D _white;
|
||||
|
||||
// Cached lists — refreshed on scanInterval
|
||||
private readonly List<Transform> _enemies = new List<Transform>();
|
||||
private readonly List<Transform> _pickups = new List<Transform>();
|
||||
private readonly List<Transform> _npcs = new List<Transform>();
|
||||
private float _nextScan;
|
||||
|
||||
// Centre and radius of the drawn disc in screen pixels (set each OnGUI call)
|
||||
private Vector2 _centre;
|
||||
private float _r;
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────
|
||||
void Start()
|
||||
{
|
||||
_white = Texture2D.whiteTexture;
|
||||
ScanScene();
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
if (Time.time >= _nextScan)
|
||||
{
|
||||
ScanScene();
|
||||
_nextScan = Time.time + scanInterval;
|
||||
}
|
||||
}
|
||||
|
||||
void ScanScene()
|
||||
{
|
||||
_enemies.Clear();
|
||||
foreach (var e in FindObjectsOfType<HumanoidEnemy>())
|
||||
if (e != null) _enemies.Add(e.transform);
|
||||
|
||||
_pickups.Clear();
|
||||
foreach (var p in FindObjectsOfType<PickupItem>())
|
||||
if (p != null) _pickups.Add(p.transform);
|
||||
|
||||
_npcs.Clear();
|
||||
foreach (var n in FindObjectsOfType<DialogueNPC>())
|
||||
if (n != null) _npcs.Add(n.transform);
|
||||
}
|
||||
|
||||
void OnGUI()
|
||||
{
|
||||
_r = radarRadius;
|
||||
// Radar disc centre: top-left corner + padding + radius
|
||||
float cx = edgePadX + _r;
|
||||
float cy = edgePadY + _r;
|
||||
_centre = new Vector2(cx, cy);
|
||||
|
||||
// ── Background disc ──────────────────────────────────────────
|
||||
DrawDisc(cx, cy, _r, colBackground);
|
||||
|
||||
// ── Grid rings (2 concentric) ─────────────────────────────────
|
||||
DrawDiscOutline(cx, cy, _r * 0.5f, colGrid, 1f);
|
||||
|
||||
// ── Crosshair lines (faint) ────────────────────────────────────
|
||||
Color gridCol = colGrid;
|
||||
DrawTex(new Rect(cx - _r, cy - 0.5f, _r * 2f, 1f), gridCol);
|
||||
DrawTex(new Rect(cx - 0.5f, cy - _r, 1f, _r * 2f), gridCol);
|
||||
|
||||
// ── Outer rim ────────────────────────────────────────────────
|
||||
DrawDiscOutline(cx, cy, _r, colRim, 1.5f);
|
||||
|
||||
// ── Player forward tick ────────────────────────────────────────
|
||||
// A small notch at the top of the disc = player's forward
|
||||
DrawTex(new Rect(cx - 1.5f, cy - _r + 1f, 3f, 6f), colForwardTick);
|
||||
|
||||
// ── Blips ─────────────────────────────────────────────────────
|
||||
float yaw = transform.eulerAngles.y; // player yaw (world Y)
|
||||
|
||||
float enemyPulse = Mathf.Lerp(0.45f, 1f,
|
||||
(Mathf.Sin(Time.time * blipPulseSpeed) + 1f) * 0.5f);
|
||||
|
||||
// Pickups first (rendered under everything)
|
||||
foreach (var t in _pickups)
|
||||
{
|
||||
if (t == null) continue;
|
||||
Vector2 blipPos;
|
||||
if (WorldToRadar(t.position, yaw, out blipPos))
|
||||
DrawBlip(blipPos.x, blipPos.y, pickupBlipSize, colPickup, 1f, square: true);
|
||||
}
|
||||
|
||||
// NPCs — green dots
|
||||
foreach (var t in _npcs)
|
||||
{
|
||||
if (t == null) continue;
|
||||
Vector2 blipPos;
|
||||
if (WorldToRadar(t.position, yaw, out blipPos))
|
||||
DrawBlip(blipPos.x, blipPos.y, npcBlipSize, colNPC, 1f, square: false);
|
||||
}
|
||||
|
||||
// Enemies
|
||||
Color enemyDraw = new Color(colEnemy.r, colEnemy.g, colEnemy.b, colEnemy.a * enemyPulse);
|
||||
foreach (var t in _enemies)
|
||||
{
|
||||
if (t == null) continue;
|
||||
Vector2 blipPos;
|
||||
if (WorldToRadar(t.position, yaw, out blipPos))
|
||||
DrawBlip(blipPos.x, blipPos.y, enemyBlipSize, enemyDraw, 1f, square: false);
|
||||
}
|
||||
|
||||
// Player dot (always at centre)
|
||||
DrawBlip(cx, cy, playerDotSize, colPlayerDot, 1f, square: false);
|
||||
|
||||
// ── Label ─────────────────────────────────────────────────────
|
||||
GUIStyle labelStyle = new GUIStyle();
|
||||
labelStyle.fontSize = 8;
|
||||
labelStyle.fontStyle = FontStyle.Bold;
|
||||
labelStyle.normal.textColor = new Color(colRim.r, colRim.g, colRim.b, 0.65f);
|
||||
GUI.Label(new Rect(cx - _r, cy + _r + 3f, _r * 2f, 12f), "RADAR", labelStyle);
|
||||
}
|
||||
|
||||
// ─── Conversion ───────────────────────────────────────────────────
|
||||
/// <summary>
|
||||
/// Converts a world position to a radar screen position.
|
||||
/// Returns false if the point is outside the radar range.
|
||||
/// </summary>
|
||||
bool WorldToRadar(Vector3 worldPos, float playerYawDeg, out Vector2 screenPos)
|
||||
{
|
||||
Vector3 delta = worldPos - transform.position;
|
||||
float dx = delta.x;
|
||||
float dz = delta.z;
|
||||
|
||||
// Rotate so player forward = up on radar
|
||||
float rad = playerYawDeg * Mathf.Deg2Rad;
|
||||
float rx = dx * Mathf.Cos(rad) - dz * Mathf.Sin(rad);
|
||||
float ry = dx * Mathf.Sin(rad) + dz * Mathf.Cos(rad);
|
||||
|
||||
// Normalise to radar pixel space
|
||||
float px = _centre.x + (rx / worldRange) * _r;
|
||||
float py = _centre.y - (ry / worldRange) * _r; // screen Y is flipped
|
||||
|
||||
// Clamp to disc edge if outside range
|
||||
float dist = new Vector2(rx, ry).magnitude;
|
||||
if (dist > worldRange)
|
||||
{
|
||||
// Show as a dim edge blip
|
||||
float ex = _centre.x + (rx / dist) * (_r - 3f);
|
||||
float ey = _centre.y - (ry / dist) * (_r - 3f);
|
||||
screenPos = new Vector2(ex, ey);
|
||||
return true; // still draw, but at edge
|
||||
}
|
||||
|
||||
screenPos = new Vector2(px, py);
|
||||
return true;
|
||||
}
|
||||
|
||||
// ─── Drawing helpers ──────────────────────────────────────────────
|
||||
|
||||
void DrawBlip(float x, float y, float size, Color col, float alpha, bool square)
|
||||
{
|
||||
Color c = new Color(col.r, col.g, col.b, col.a * alpha);
|
||||
float half = size * 0.5f;
|
||||
if (square)
|
||||
{
|
||||
DrawTex(new Rect(x - half, y - half, size, size), c);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Approximate circle with a 3x3 cross pattern
|
||||
DrawTex(new Rect(x - half, y - half * 0.4f, size, size * 0.4f), c);
|
||||
DrawTex(new Rect(x - half * 0.4f, y - half, size * 0.4f, size), c);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>Draws a filled circle approximated by a square (fast IMGUI).</summary>
|
||||
void DrawDisc(float cx, float cy, float r, Color col)
|
||||
{
|
||||
// Draw as a stack of horizontal lines to get a rough circle
|
||||
int steps = Mathf.CeilToInt(r * 2f);
|
||||
for (int i = 0; i < steps; i++)
|
||||
{
|
||||
float t = (i / (float)steps) * 2f - 1f; // -1 to 1
|
||||
float hw = Mathf.Sqrt(Mathf.Max(0f, 1f - t * t)) * r;
|
||||
float y = cy + t * r;
|
||||
DrawTex(new Rect(cx - hw, y, hw * 2f, 1f), col);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>Draws a thin circle outline.</summary>
|
||||
void DrawDiscOutline(float cx, float cy, float r, Color col, float thickness)
|
||||
{
|
||||
int segments = Mathf.Max(32, Mathf.CeilToInt(r * 3f));
|
||||
for (int i = 0; i < segments; i++)
|
||||
{
|
||||
float a0 = (i / (float)segments) * Mathf.PI * 2f;
|
||||
float a1 = ((i + 1) / (float)segments) * Mathf.PI * 2f;
|
||||
|
||||
float x0 = cx + Mathf.Cos(a0) * r;
|
||||
float y0 = cy + Mathf.Sin(a0) * r;
|
||||
float x1 = cx + Mathf.Cos(a1) * r;
|
||||
float y1 = cy + Mathf.Sin(a1) * r;
|
||||
|
||||
// Draw a tiny rect along each segment
|
||||
float len = Mathf.Sqrt((x1 - x0) * (x1 - x0) + (y1 - y0) * (y1 - y0));
|
||||
if (len < 0.01f) continue;
|
||||
|
||||
DrawTex(new Rect(Mathf.Min(x0, x1) - thickness * 0.5f,
|
||||
Mathf.Min(y0, y1) - thickness * 0.5f,
|
||||
Mathf.Abs(x1 - x0) + thickness,
|
||||
Mathf.Abs(y1 - y0) + thickness), col);
|
||||
}
|
||||
}
|
||||
|
||||
void DrawTex(Rect r, Color c)
|
||||
{
|
||||
Color prev = GUI.color;
|
||||
GUI.color = c;
|
||||
GUI.DrawTexture(r, _white);
|
||||
GUI.color = prev;
|
||||
}
|
||||
}
|
||||
2
Assets/Scripts/RadarHUD.cs.meta
Normal file
2
Assets/Scripts/RadarHUD.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: dadd7df554e38bc4b8bd7a86ca5c8d82
|
||||
73
DEV_NOTES.md
73
DEV_NOTES.md
@@ -38,6 +38,10 @@ Pickups are standalone GameObjects placed anywhere in the scene — **not** chil
|
||||
| `WeaponManager` | Player | Instantiates weapon prefabs, handles slot switching |
|
||||
| `BootsEffect` | Player | Watches inventory for Bunny Hop Boots equipped state, applies stamina boost |
|
||||
| `StaminaBoostPickup` | Pickup GameObjects | Legacy — superseded by BootsEffect. Left in for reference. |
|
||||
| `RadarHUD` | Player | Mini-map radar disc (IMGUI), top-left corner — shows enemies, NPCs, pickups |
|
||||
| `DialogueLine` | (data class) | Serializable speaker + pages of text, populated in Inspector on DialogueNPC |
|
||||
| `DialogueNPC` | Any interactable object | World prompt + E-to-talk trigger, references DialogueLine array |
|
||||
| `DialogueManager` | Any persistent GameObject | Singleton — renders the dialogue box, handles input and cursor lock |
|
||||
|
||||
---
|
||||
|
||||
@@ -259,7 +263,71 @@ Each weapon prefab gets its own values, so Gun Splat can sit differently from an
|
||||
|
||||
---
|
||||
|
||||
## 9. Equippable Items — `BootsEffect`
|
||||
## 9. Radar HUD — `RadarHUD`
|
||||
|
||||
Attach to the **Player** alongside `PlayerHUD`. Draws a circular mini-map in the top-left corner. Rotates so "up" always faces the player's forward direction.
|
||||
|
||||
**Blip legend:**
|
||||
| Blip | Colour | Shape | Source component |
|
||||
|---|---|---|---|
|
||||
| Player | White | Round | (always centre) |
|
||||
| Enemy | Red (pulsing) | Round | `HumanoidEnemy` |
|
||||
| NPC | Green | Round | `DialogueNPC` |
|
||||
| Pickup | Yellow | Square | `PickupItem` |
|
||||
|
||||
Points beyond `worldRange` are clamped to the disc edge so off-screen threats always show a direction.
|
||||
|
||||
**Key Inspector fields:**
|
||||
| Field | Notes |
|
||||
|---|---|
|
||||
| `radarRadius` | Visual size of the disc in pixels (default 60) |
|
||||
| `worldRange` | World-space units covered (default 40) |
|
||||
| `scanInterval` | How often the scene is re-scanned for objects (default 0.25s) |
|
||||
|
||||
No tags or layers required — blips are found by component type.
|
||||
|
||||
---
|
||||
|
||||
## 10. Dialogue — `DialogueNPC` + `DialogueManager`
|
||||
|
||||
### Setup
|
||||
|
||||
1. Add `DialogueManager` to any persistent GameObject in the scene (e.g. a "Managers" empty). One instance required per scene.
|
||||
2. Add `DialogueNPC` to any world object you want to be talkable.
|
||||
3. In the Inspector on `DialogueNPC`, expand the `Lines` array and fill in speaker names and pages.
|
||||
|
||||
### `DialogueNPC` Inspector fields
|
||||
| Field | Notes |
|
||||
|---|---|
|
||||
| `lines[]` | Array of `DialogueLine` entries — each has a speaker name + pages of text |
|
||||
| `interactRange` | Max distance for the E prompt to appear (default 3.5 units) |
|
||||
| `interactAngle` | Max degrees off-centre the player can be looking (default 45°) |
|
||||
| `occlusionMask` | Layer mask for the line-of-sight raycast |
|
||||
| `promptText` | Label shown in the world-space prompt bubble (default `[E] Talk`) |
|
||||
|
||||
### Dialogue box controls
|
||||
| Key | Action |
|
||||
|---|---|
|
||||
| E / Space / Enter | Advance page (or skip typewriter) |
|
||||
| Escape | Close immediately |
|
||||
|
||||
### `DialogueManager` Inspector fields
|
||||
| Field | Notes |
|
||||
|---|---|
|
||||
| `useTypewriter` | Enable/disable letter-by-letter reveal (default on) |
|
||||
| `charsPerSecond` | Typewriter speed (default 40) |
|
||||
| `boxHeightFraction` | Box height as fraction of screen height (default 0.22) |
|
||||
|
||||
Rich text tags (`<b>`, `<i>`, `<color=red>`) work inside page text — good for glitchy/stylised dialogue.
|
||||
|
||||
While the dialogue box is open, mouse look and movement are frozen and the cursor is unlocked automatically.
|
||||
|
||||
### NPCs on the radar
|
||||
Any GameObject with a `DialogueNPC` component automatically appears as a **green dot** on the `RadarHUD`. No extra tagging needed.
|
||||
|
||||
---
|
||||
|
||||
## 11. Equippable Items — `BootsEffect`
|
||||
|
||||
**Add `BootsEffect` to the Player** for the Bunny Hop Boots to work.
|
||||
|
||||
@@ -332,6 +400,7 @@ if (inv.HasItem("Medkit")) {
|
||||
- **Starting gun** — any `SimpleGun` that's a child of the Camera at Start gets auto-registered but starts inactive. Player needs to find it as a pickup in the scene.
|
||||
- **Inventory is IMGUI** — not Canvas. Performance fine at this scale. All data logic is decoupled from drawing so a Canvas swap later would be straightforward.
|
||||
- **`SimpleGun` assumes it's always active** — non-SimpleGun weapons will slot-switch fine but need their own input handling to shoot.
|
||||
- **Dialogue LOS raycast** — uses `occlusionMask` defaulting to `~0` (all layers). If geometry is blocking the prompt unexpectedly, trim the mask on the `DialogueNPC` component.
|
||||
|
||||
---
|
||||
|
||||
@@ -345,7 +414,7 @@ if (inv.HasItem("Medkit")) {
|
||||
| Left Click | Shoot |
|
||||
| Right Click | Context menu (inventory open) |
|
||||
| R | Reload |
|
||||
| E | Pick up nearby item |
|
||||
| E | Pick up nearby item / advance dialogue |
|
||||
| I | Open / close inventory |
|
||||
| F | Equip selected item |
|
||||
| Scroll Wheel | Cycle weapons |
|
||||
|
||||
142
README.md
Normal file
142
README.md
Normal file
@@ -0,0 +1,142 @@
|
||||
# OGG
|
||||
|
||||
A janky boomer shooter built in Unity. Cruelty Squad aesthetics, boomer shooter mechanics. Deliberately ugly.
|
||||
|
||||
---
|
||||
|
||||
## Project Structure
|
||||
|
||||
```
|
||||
Assets/
|
||||
Scripts/ — all game code
|
||||
Items/ — ItemDefinition ScriptableObjects
|
||||
Models/ — 3D assets
|
||||
Prefabs/ — weapon and enemy prefabs
|
||||
Scenes/ — game scenes
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Systems
|
||||
|
||||
### Player
|
||||
|
||||
**`FirstPersonController.cs`**
|
||||
Standard FPS controller. WASD + mouse look, sprint with Left Shift, jump with Space. Mouse look and movement are automatically frozen when the inventory or dialogue is open.
|
||||
|
||||
**`Player.cs`**
|
||||
Tracks health and stamina. Stamina drains while sprinting and regenerates at rest. Exposes `HealthFraction` and `StaminaFraction` for the HUD.
|
||||
|
||||
---
|
||||
|
||||
### Combat
|
||||
|
||||
**`SimpleGun.cs`** / **`WeaponManager.cs`** / **`WeaponViewmodel.cs`**
|
||||
Weapon firing, switching, and first-person viewmodel rendering. Weapons are defined as prefabs with an `ItemDefinition` ScriptableObject. A custom editor tool automates prefab generation and includes a live positioning workflow for viewmodel placement.
|
||||
|
||||
**`WeaponBob.cs`**
|
||||
Applies positional bob to the viewmodel while moving.
|
||||
|
||||
**`EnemyHealth.cs`** / **`EnemyHeadHitbox.cs`**
|
||||
Enemies take damage from gunfire. Headshots via a dedicated hitbox component are one-shot kills; body shots require multiple hits.
|
||||
|
||||
**`CameraShake.cs`**
|
||||
Triggered on fire and on taking damage.
|
||||
|
||||
---
|
||||
|
||||
### Enemies
|
||||
|
||||
**`HumanoidEnemy.cs`**
|
||||
Procedurally generated humanoid enemies with three types:
|
||||
|
||||
| Type | Role |
|
||||
|---|---|
|
||||
| Grunt | Balanced melee + ranged |
|
||||
| Runner | Fast melee rusher |
|
||||
| Brute | Slow, heavy, high damage |
|
||||
|
||||
Enemies chase, attack in melee range, and shoot at range. AI uses Unity's `CharacterController` with custom state logic (idle → chase → attack).
|
||||
|
||||
**`EnemySpawner.cs`**
|
||||
Spawns enemies into the scene.
|
||||
|
||||
---
|
||||
|
||||
### Inventory
|
||||
|
||||
**`Inventory.cs`**
|
||||
Grid-based inventory opened with Tab. Supports weapons and equippable non-weapon items. Right-click context menu for equipping/dropping. Pauses mouse look when open.
|
||||
|
||||
**`ItemDefinition.cs`**
|
||||
ScriptableObject defining an item: name, icon, type, weapon prefab reference, and equippable stats.
|
||||
|
||||
**`PickupItem.cs`**
|
||||
Attach to any world object to make it a pickup. Spins and bobs in the world. Supports full `ItemDefinition` or a simple name fallback.
|
||||
|
||||
**`StaminaBoostPickup.cs`** / **`BootsEffect.cs`**
|
||||
"Bunny Hop Boots" equippable item. Grants a passive stamina boost rather than Quake-style bunny hopping — more accessible, still rewarding.
|
||||
|
||||
---
|
||||
|
||||
### HUD
|
||||
|
||||
**`PlayerHUD.cs`**
|
||||
Draws health and stamina bars in the bottom-left corner using Unity's immediate-mode GUI (`OnGUI`). Bars smooth-interpolate, pulse red at critical values, and have 25% segment tick marks. Includes a colour-coded speedometer (green → yellow → red).
|
||||
|
||||
**`RadarHUD.cs`**
|
||||
Circular mini-map in the top-left corner. Rotates with the player so "up" always equals forward.
|
||||
|
||||
| Blip | Colour | Shape |
|
||||
|---|---|---|
|
||||
| Player | White | Round |
|
||||
| Enemy (`HumanoidEnemy`) | Red (pulsing) | Round |
|
||||
| NPC (`DialogueNPC`) | Green | Round |
|
||||
| Pickup (`PickupItem`) | Yellow | Square |
|
||||
|
||||
Enemies beyond radar range are clamped to the disc edge. Scene is re-scanned every 0.25 seconds.
|
||||
|
||||
**`SimpleCrosshair.cs`**
|
||||
Minimal crosshair overlay.
|
||||
|
||||
---
|
||||
|
||||
### Dialogue
|
||||
|
||||
**`DialogueNPC.cs`**
|
||||
Attach to any world object (NPC, terminal, sign, etc.) to make it interactable. When the player looks at it within range, a floating `[E] Talk` prompt appears in world space. Press E to open the dialogue box.
|
||||
|
||||
Configurable per object:
|
||||
- `interactRange` — how close the player needs to be
|
||||
- `interactAngle` — how directly they need to be looking
|
||||
- `lines[]` — array of speaker/page blocks (fill in the Inspector)
|
||||
|
||||
**`DialogueManager.cs`** *(singleton)*
|
||||
Renders the dialogue box at the bottom of the screen. Typewriter text effect, page dot indicators, speaker name bar. Unlocks the cursor while open and re-locks it on close.
|
||||
|
||||
Controls while dialogue is open:
|
||||
|
||||
| Key | Action |
|
||||
|---|---|
|
||||
| E / Space / Enter | Advance page (or skip typewriter) |
|
||||
| Escape | Close immediately |
|
||||
|
||||
Rich text tags (`<b>`, `<color=red>`, `<i>`) work in dialogue body text.
|
||||
|
||||
**`DialogueLine.cs`**
|
||||
Serializable data class. One `DialogueLine` = one speaker with an array of text pages. Multiple `DialogueLine` entries per NPC chain speakers together.
|
||||
|
||||
---
|
||||
|
||||
## Setup Cheatsheet
|
||||
|
||||
| What | Component | Where to attach |
|
||||
|---|---|---|
|
||||
| Player movement | `FirstPersonController` | Player GameObject |
|
||||
| Health / stamina | `Player` | Player GameObject |
|
||||
| HUD bars + speedo | `PlayerHUD` | Player GameObject |
|
||||
| Mini-map radar | `RadarHUD` | Player GameObject |
|
||||
| Dialogue system | `DialogueManager` | Any persistent GameObject (e.g. a "Managers" empty) |
|
||||
| Make something talkable | `DialogueNPC` | The NPC / object |
|
||||
| Make something a pickup | `PickupItem` | The pickup object |
|
||||
| Make something an enemy | `HumanoidEnemy` + `EnemyHealth` | Enemy GameObject |
|
||||
Reference in New Issue
Block a user