using UnityEngine;
using System.Collections.Generic;
///
/// 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.
///
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 _enemies = new List();
private readonly List _pickups = new List();
private readonly List _npcs = new List();
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())
if (e != null) _enemies.Add(e.transform);
_pickups.Clear();
foreach (var p in FindObjectsOfType())
if (p != null) _pickups.Add(p.transform);
_npcs.Clear();
foreach (var n in FindObjectsOfType())
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 ───────────────────────────────────────────────────
///
/// Converts a world position to a radar screen position.
/// Returns false if the point is outside the radar range.
///
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);
}
}
/// Draws a filled circle approximated by a square (fast IMGUI).
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);
}
}
/// Draws a thin circle outline.
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;
}
}