added dialogue manager and radar

This commit is contained in:
2026-02-18 13:53:02 +00:00
parent e1df65bce2
commit 23362e7bdd
11 changed files with 915 additions and 3 deletions

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using System;
using UnityEngine;
/// <summary>
/// One "page" of dialogue: a speaker name + an array of text lines.
/// Fill these out in the Inspector on a DialogueNPC component.
/// </summary>
[Serializable]
public class DialogueLine
{
[Tooltip("Name shown above the text box. Leave blank to hide the name bar.")]
public string speakerName = "???";
[Tooltip("Each entry is one page of dialogue. Press E to advance.")]
[TextArea(2, 6)]
public string[] pages = { "..." };
}

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fileFormatVersion: 2
guid: 414879952353f4d46ae2bc71d8ccdee4

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using UnityEngine;
/// <summary>
/// Singleton. Manages the dialogue UI box.
/// Attach to any persistent GameObject in the scene (e.g. a "Managers" object),
/// or drop it on the Player — it will survive fine either way.
///
/// Controls:
/// E or Space or Enter — advance to next page / close
/// Escape — close immediately
///
/// While dialogue is open:
/// - Cursor is unlocked and visible
/// - FirstPersonController mouse look is blocked (via IsOpen flag)
/// </summary>
public class DialogueManager : MonoBehaviour
{
// ── Singleton ─────────────────────────────────────────────────────
public static DialogueManager Instance { get; private set; }
// ── Inspector ─────────────────────────────────────────────────────
[Header("Box Layout")]
[Tooltip("Height of the dialogue box as a fraction of screen height.")]
public float boxHeightFraction = 0.22f;
public float boxMargin = 24f;
public float innerPad = 18f;
[Header("Colours — Cruelty Squad palette")]
public Color colBoxBg = new Color(0.04f, 0.06f, 0.04f, 0.94f);
public Color colBoxBorder = new Color(0.18f, 0.75f, 0.22f, 0.90f);
public Color colNameBg = new Color(0.10f, 0.28f, 0.10f, 1.00f);
public Color colNameText = new Color(0.25f, 1.00f, 0.30f, 1.00f);
public Color colBodyText = new Color(0.78f, 0.90f, 0.78f, 1.00f);
public Color colHintText = new Color(0.35f, 0.55f, 0.35f, 0.85f);
public Color colPageDots = new Color(0.28f, 0.65f, 0.30f, 0.80f);
[Header("Text")]
public int nameFontSize = 13;
public int bodyFontSize = 14;
public int hintFontSize = 10;
[Header("Typewriter Effect")]
public bool useTypewriter = true;
public float charsPerSecond = 40f;
// ── Public state ──────────────────────────────────────────────────
public bool IsOpen { get; private set; }
// ── Private ───────────────────────────────────────────────────────
private DialogueLine[] _lines;
private int _lineIndex;
private int _pageIndex;
// Typewriter
private float _charTimer;
private int _visibleChars;
private bool _pageComplete;
private Texture2D _white;
// ── Current text shortcuts ─────────────────────────────────────────
private string CurrentSpeaker => (_lines != null && _lineIndex < _lines.Length)
? _lines[_lineIndex].speakerName : "";
private string CurrentPage => (_lines != null && _lineIndex < _lines.Length
&& _pageIndex < _lines[_lineIndex].pages.Length)
? _lines[_lineIndex].pages[_pageIndex] : "";
private int TotalPages => (_lines != null && _lineIndex < _lines.Length)
? _lines[_lineIndex].pages.Length : 1;
// ─────────────────────────────────────────────────────────────────
void Awake()
{
if (Instance != null && Instance != this) { Destroy(gameObject); return; }
Instance = this;
}
void Start()
{
_white = Texture2D.whiteTexture;
}
// ─────────────────────────────────────────────────────────────────
public void StartDialogue(DialogueLine[] lines)
{
if (lines == null || lines.Length == 0) return;
_lines = lines;
_lineIndex = 0;
_pageIndex = 0;
IsOpen = true;
BeginPage();
Cursor.lockState = CursorLockMode.None;
Cursor.visible = true;
}
void BeginPage()
{
_charTimer = 0f;
_visibleChars = useTypewriter ? 0 : int.MaxValue;
_pageComplete = !useTypewriter;
}
// ─────────────────────────────────────────────────────────────────
void Update()
{
if (!IsOpen) return;
// Advance typewriter
if (useTypewriter && !_pageComplete)
{
_charTimer += Time.deltaTime;
_visibleChars = Mathf.FloorToInt(_charTimer * charsPerSecond);
if (_visibleChars >= CurrentPage.Length)
{
_visibleChars = CurrentPage.Length;
_pageComplete = true;
}
}
// Advance or close on E / Space / Return
bool advance = Input.GetKeyDown(KeyCode.E)
|| Input.GetKeyDown(KeyCode.Space)
|| Input.GetKeyDown(KeyCode.Return);
bool cancel = Input.GetKeyDown(KeyCode.Escape);
if (cancel)
{
CloseDialogue();
return;
}
if (advance)
{
// If typewriter is still running, skip to end of page first
if (useTypewriter && !_pageComplete)
{
_visibleChars = CurrentPage.Length;
_pageComplete = true;
return;
}
// Try next page in current line
_pageIndex++;
if (_pageIndex < TotalPages)
{
BeginPage();
return;
}
// Try next line
_lineIndex++;
_pageIndex = 0;
if (_lineIndex < _lines.Length)
{
BeginPage();
return;
}
// All done
CloseDialogue();
}
}
void CloseDialogue()
{
IsOpen = false;
_lines = null;
Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = false;
}
// ─────────────────────────────────────────────────────────────────
void OnGUI()
{
if (!IsOpen || _lines == null) return;
float sw = Screen.width;
float sh = Screen.height;
float bh = sh * boxHeightFraction;
float bw = sw - boxMargin * 2f;
float by = sh - bh - boxMargin;
float bx = boxMargin;
// ── Outer border ─────────────────────────────────────────────
float border = 2f;
DrawTex(new Rect(bx - border, by - border, bw + border * 2f, bh + border * 2f), colBoxBorder);
// ── Main background ───────────────────────────────────────────
DrawTex(new Rect(bx, by, bw, bh), colBoxBg);
// ── Left accent stripe ────────────────────────────────────────
DrawTex(new Rect(bx, by, 4f, bh), colBoxBorder);
float cx = bx + innerPad + 6f; // content X (after the stripe + pad)
float cy = by + innerPad;
float cw = bw - innerPad * 2f - 6f;
// ── Speaker name bar ──────────────────────────────────────────
string speaker = CurrentSpeaker;
float nameH = 0f;
if (!string.IsNullOrWhiteSpace(speaker))
{
GUIStyle nameStyle = new GUIStyle();
nameStyle.fontSize = nameFontSize;
nameStyle.fontStyle = FontStyle.Bold;
nameStyle.normal.textColor = colNameText;
nameStyle.alignment = TextAnchor.MiddleLeft;
Vector2 ns = nameStyle.CalcSize(new GUIContent(speaker));
nameH = ns.y + 6f;
float namePadX = 10f;
DrawTex(new Rect(cx - 2f, cy, ns.x + namePadX * 2f + 4f, nameH), colNameBg);
GUI.Label(new Rect(cx + namePadX, cy + 3f, ns.x + 4f, ns.y), speaker, nameStyle);
cy += nameH + 8f;
}
// ── Body text (typewriter) ────────────────────────────────────
string fullText = CurrentPage;
string visibleText = useTypewriter
? fullText.Substring(0, Mathf.Min(_visibleChars, fullText.Length))
: fullText;
GUIStyle bodyStyle = new GUIStyle();
bodyStyle.fontSize = bodyFontSize;
bodyStyle.fontStyle = FontStyle.Normal;
bodyStyle.normal.textColor = colBodyText;
bodyStyle.wordWrap = true;
bodyStyle.richText = true;
float bodyH = bh - innerPad * 2f - nameH - 8f - 20f; // leave room for hint
GUI.Label(new Rect(cx, cy, cw, bodyH), visibleText, bodyStyle);
// ── Page indicator dots ───────────────────────────────────────
int total = TotalPages;
if (total > 1)
{
float dotR = 4f;
float dotGap = dotR * 2f + 4f;
float dotsW = total * dotGap;
float dotX = bx + bw * 0.5f - dotsW * 0.5f;
float dotY = by + bh - innerPad - dotR;
for (int i = 0; i < total; i++)
{
Color dc = (i == _pageIndex) ? colBoxBorder : colPageDots;
DrawTex(new Rect(dotX + i * dotGap, dotY - dotR, dotR * 2f, dotR * 2f), dc);
}
}
// ── Advance hint ──────────────────────────────────────────────
string hintStr = _pageComplete
? (_lineIndex >= _lines.Length - 1 && _pageIndex >= TotalPages - 1
? "[ E ] Close"
: "[ E ] Next")
: "[ E ] Skip";
GUIStyle hintStyle = new GUIStyle();
hintStyle.fontSize = hintFontSize;
hintStyle.fontStyle = FontStyle.Bold;
hintStyle.normal.textColor = colHintText;
hintStyle.alignment = TextAnchor.LowerRight;
GUI.Label(new Rect(bx, by, bw - innerPad, bh - 6f), hintStr, hintStyle);
}
// ─────────────────────────────────────────────────────────────────
void DrawTex(Rect r, Color c)
{
Color prev = GUI.color;
GUI.color = c;
GUI.DrawTexture(r, _white);
GUI.color = prev;
}
}

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fileFormatVersion: 2
guid: 82597f905b4b351499cb80cf88b7e69e

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using UnityEngine;
/// <summary>
/// Attach this to any world object (NPC, terminal, sign, corpse, etc.)
/// to make it interactable. The player presses E when looking at it
/// from within interactRange to start the dialogue.
///
/// The component draws a small world-space "[E]" prompt via OnGUI
/// when the player is close enough and looking at the object.
/// </summary>
public class DialogueNPC : MonoBehaviour
{
[Header("Dialogue")]
public DialogueLine[] lines = new DialogueLine[]
{
new DialogueLine { speakerName = "STRANGER", pages = new[] { "Hey." } }
};
[Header("Interaction")]
[Tooltip("Maximum distance from which the player can interact.")]
public float interactRange = 3.5f;
[Tooltip("Maximum angle (degrees) between player forward and direction to this object.")]
public float interactAngle = 45f;
[Tooltip("Layer mask used for the line-of-sight raycast.")]
public LayerMask occlusionMask = ~0;
[Header("Prompt Style")]
public string promptText = "[E] Talk";
public Color colPrompt = new Color(0.20f, 0.95f, 0.40f, 1f);
public Color colPromptBg = new Color(0f, 0f, 0f, 0.70f);
// ── Private ──────────────────────────────────────────────────────
private Transform _playerTransform;
private Camera _playerCamera;
private bool _promptVisible;
private Texture2D _white;
// ─────────────────────────────────────────────────────────────────
void Start()
{
_white = Texture2D.whiteTexture;
// Find the player by component
var player = FindObjectOfType<FirstPersonController>();
if (player != null)
{
_playerTransform = player.transform;
_playerCamera = player.GetComponentInChildren<Camera>();
}
else
{
Debug.LogWarning($"[DialogueNPC] '{name}': Could not find FirstPersonController in scene.");
}
}
void Update()
{
if (_playerTransform == null || DialogueManager.Instance == null) return;
if (DialogueManager.Instance.IsOpen) { _promptVisible = false; return; }
_promptVisible = CanInteract();
if (_promptVisible && Input.GetKeyDown(KeyCode.E))
DialogueManager.Instance.StartDialogue(lines);
}
// ─────────────────────────────────────────────────────────────────
bool CanInteract()
{
if (_playerTransform == null || _playerCamera == null) return false;
// Distance check
float dist = Vector3.Distance(_playerTransform.position, transform.position);
if (dist > interactRange) return false;
// Angle check — is the player roughly facing this object?
Vector3 dir = (transform.position - _playerCamera.transform.position).normalized;
float dot = Vector3.Dot(_playerCamera.transform.forward, dir);
if (dot < Mathf.Cos(interactAngle * Mathf.Deg2Rad)) return false;
// Line-of-sight (optional — fire a ray toward us)
if (Physics.Raycast(_playerCamera.transform.position, dir, out RaycastHit hit, interactRange, occlusionMask))
{
// Allow if the hit object is us or a child of us
if (!hit.transform.IsChildOf(transform) && hit.transform != transform)
return false;
}
return true;
}
// ─────────────────────────────────────────────────────────────────
void OnGUI()
{
if (!_promptVisible || _playerCamera == null) return;
// Project to screen
Vector3 worldPos = transform.position + Vector3.up * 0.5f; // slightly above pivot
Vector3 screenPos = _playerCamera.WorldToScreenPoint(worldPos);
if (screenPos.z <= 0f) return; // behind camera
// Flip Y (GUI vs screen coords)
float sx = screenPos.x;
float sy = Screen.height - screenPos.y;
GUIStyle style = new GUIStyle();
style.fontSize = 13;
style.fontStyle = FontStyle.Bold;
style.normal.textColor = colPrompt;
style.alignment = TextAnchor.MiddleCenter;
Vector2 size = style.CalcSize(new GUIContent(promptText));
float padX = 8f;
float padY = 4f;
float bgW = size.x + padX * 2f;
float bgH = size.y + padY * 2f;
Rect bgRect = new Rect(sx - bgW * 0.5f, sy - bgH * 0.5f, bgW, bgH);
Rect txRect = new Rect(sx - size.x * 0.5f, sy - size.y * 0.5f, size.x, size.y);
// Background
Color prev = GUI.color;
GUI.color = colPromptBg;
GUI.DrawTexture(bgRect, _white);
GUI.color = prev;
GUI.Label(txRect, promptText, style);
}
void OnDrawGizmosSelected()
{
Gizmos.color = new Color(0f, 1f, 0.4f, 0.25f);
Gizmos.DrawWireSphere(transform.position, interactRange);
}
}

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fileFormatVersion: 2
guid: c1bad8b87ccb4db4996e0dd891a2224a

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@@ -77,9 +77,13 @@ public class FirstPersonController : MonoBehaviour
controller.Move(new Vector3(0f, velocity.y, 0f) * Time.deltaTime);
bool inventoryOpen = inventory != null && inventory.IsOpen;
if (!inventoryOpen)
bool dialogueOpen = DialogueManager.Instance != null && DialogueManager.Instance.IsOpen;
if (!inventoryOpen && !dialogueOpen)
HandleMouseLook();
// Freeze movement during dialogue
if (dialogueOpen) return;
if (Input.GetKeyDown(KeyCode.Escape))
{
Cursor.lockState = CursorLockMode.None;

259
Assets/Scripts/RadarHUD.cs Normal file
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using UnityEngine;
using System.Collections.Generic;
/// <summary>
/// Draws a circular radar in the top-left corner of the screen.
/// Shows enemies (red) and pickups (yellow-green) relative to the player.
/// Rotates so "up" on the radar = player's forward direction.
///
/// 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;
}
}

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fileFormatVersion: 2
guid: dadd7df554e38bc4b8bd7a86ca5c8d82

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@@ -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 |

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# 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 |