Squashed commit of the following:

commit 173bbb165c
Author: henjkey <henjkey@gmail.com>
Date:   Fri Aug 14 18:51:23 2026 +0500

    Mappp

commit d559ab338a
Author: henjkey <henjkey@gmail.com>
Date:   Thu Aug 13 18:42:41 2026 +0500

    Map

    Controller
    Coordinates
    Target System
    Crosshair System
    Radar System
This commit is contained in:
2026-08-18 16:16:19 +03:00
parent 63d2836dc9
commit c01ff800f6
56 changed files with 4108 additions and 789 deletions
+3 -2
View File
@@ -39,6 +39,7 @@ Material:
disabledShaderPasses: disabledShaderPasses:
- MOTIONVECTORS - MOTIONVECTORS
- DepthOnly - DepthOnly
- SHADOWCASTER
m_LockedProperties: m_LockedProperties:
m_SavedProperties: m_SavedProperties:
serializedVersion: 3 serializedVersion: 3
@@ -68,7 +69,7 @@ Material:
m_Scale: {x: 1, y: 1} m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0} m_Offset: {x: 0, y: 0}
- _MainTex: - _MainTex:
m_Texture: {fileID: 0} m_Texture: {fileID: 2800000, guid: a75118087a5b8ea41a9f58ce5debb2d2, type: 3}
m_Scale: {x: 1, y: 1} m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0} m_Offset: {x: 0, y: 0}
- _MetallicGlossMap: - _MetallicGlossMap:
@@ -136,7 +137,7 @@ Material:
- _ZWrite: 0 - _ZWrite: 0
m_Colors: m_Colors:
- _BaseColor: {r: 0, g: 0, b: 0, a: 1} - _BaseColor: {r: 0, g: 0, b: 0, a: 1}
- _Color: {r: 1, g: 1, b: 1, a: 1} - _Color: {r: 0, g: 0, b: 0, a: 1}
- _EmissionColor: {r: 0.9705882, g: 0.947554, b: 0.9063581, a: 1} - _EmissionColor: {r: 0.9705882, g: 0.947554, b: 0.9063581, a: 1}
- _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1} - _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1}
m_BuildTextureStacks: [] m_BuildTextureStacks: []
+1 -3
View File
@@ -11,9 +11,7 @@ Material:
m_Shader: {fileID: 4800000, guid: 8d2bb70cbf9db8d4da26e15b26e74248, type: 3} m_Shader: {fileID: 4800000, guid: 8d2bb70cbf9db8d4da26e15b26e74248, type: 3}
m_Parent: {fileID: 0} m_Parent: {fileID: 0}
m_ModifiedSerializedProperties: 0 m_ModifiedSerializedProperties: 0
m_ValidKeywords: m_ValidKeywords: []
- _GLOSSINESS_FROM_BASE_ALPHA
- _SPECULAR_COLOR
m_InvalidKeywords: [] m_InvalidKeywords: []
m_LightmapFlags: 4 m_LightmapFlags: 4
m_EnableInstancingVariants: 0 m_EnableInstancingVariants: 0
@@ -25,6 +25,7 @@ Material:
m_Parent: {fileID: 0} m_Parent: {fileID: 0}
m_ModifiedSerializedProperties: 0 m_ModifiedSerializedProperties: 0
m_ValidKeywords: m_ValidKeywords:
- _ENVIRONMENTREFLECTIONS_OFF
- _SPECULARHIGHLIGHTS_OFF - _SPECULARHIGHLIGHTS_OFF
m_InvalidKeywords: m_InvalidKeywords:
- _GLOSSYREFLECTIONS_OFF - _GLOSSYREFLECTIONS_OFF
@@ -12,6 +12,7 @@ Material:
m_Parent: {fileID: 0} m_Parent: {fileID: 0}
m_ModifiedSerializedProperties: 0 m_ModifiedSerializedProperties: 0
m_ValidKeywords: m_ValidKeywords:
- _ENVIRONMENTREFLECTIONS_OFF
- _SPECULARHIGHLIGHTS_OFF - _SPECULARHIGHLIGHTS_OFF
m_InvalidKeywords: m_InvalidKeywords:
- _GLOSSYREFLECTIONS_OFF - _GLOSSYREFLECTIONS_OFF
@@ -52,7 +53,7 @@ Material:
m_Scale: {x: 1, y: 1} m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0} m_Offset: {x: 0, y: 0}
- _MainTex: - _MainTex:
m_Texture: {fileID: 0} m_Texture: {fileID: 2800000, guid: 4a3ea3eb16909a646a66ff7b19d31788, type: 3}
m_Scale: {x: 1, y: 1} m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0} m_Offset: {x: 0, y: 0}
- _MetallicGlossMap: - _MetallicGlossMap:
+8
View File
@@ -0,0 +1,8 @@
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@@ -0,0 +1,21 @@
using UnityEngine;
[DisallowMultipleComponent]
public sealed class AirTarget : MapTarget
{
protected override void TickMovement(float deltaTime)
{
if (Player == null || Config == null || Config.MovementSpeed <= 0f)
return;
Vector2 playerCoordinates = Player.MapCoordinates;
if (Vector2.Distance(MapCoordinates, playerCoordinates) <= Config.StoppingDistance)
return;
Vector2 nextCoordinates = Vector2.MoveTowards(
MapCoordinates,
playerCoordinates,
Config.MovementSpeed * deltaTime);
SetMapCoordinates(nextCoordinates);
}
}
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m_Script: {fileID: 11500000, guid: c4e7ec8e55a847eaa5c7914bf08d1f98, type: 3}
m_Name: AirTargetConfig
m_EditorClassIdentifier: Assembly-CSharp::TargetConfig
targetPrefab: {fileID: 878491239745611204, guid: 7ef28d9e428a4b94ab7ea4f36fd44d9c, type: 3}
timeBeforeAttack: 30
health: 2
requiredMissileType: 2
movementSpeed: 0.05
stoppingDistance: 0.25
@@ -0,0 +1,8 @@
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m_EditorClassIdentifier: Assembly-CSharp::TargetConfig
targetPrefab: {fileID: 878491239745611204, guid: 985d88cac4b4daa48973a1a464a3d4e5, type: 3}
timeBeforeAttack: 50
health: 5
requiredMissileType: 3
movementSpeed: 0
stoppingDistance: 0.25
@@ -0,0 +1,8 @@
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@@ -0,0 +1,167 @@
using UnityEditor;
using UnityEngine;
[CustomEditor(typeof(MapCoordinateSystem))]
public sealed class MapCoordinateSystemEditor : Editor
{
public override void OnInspectorGUI()
{
DrawDefaultInspector();
EditorGUILayout.HelpBox(
"Select MapCoordinates to display its grid and live crosshair coordinates in the Scene view. " +
"This visualization is not rendered in the Game view or in builds.",
MessageType.Info);
}
private void OnSceneGUI()
{
MapCoordinateSystem coordinateSystem = (MapCoordinateSystem)target;
if (!coordinateSystem.ShowSceneVisualization || !coordinateSystem.HasValidCorners())
return;
DrawGrid(coordinateSystem);
DrawCorners(coordinateSystem);
DrawCrosshairs(coordinateSystem);
DrawTargets(coordinateSystem);
DrawPlayers(coordinateSystem);
}
private static void DrawGrid(MapCoordinateSystem coordinateSystem)
{
int divisions = coordinateSystem.GridDivisions;
GUIStyle labelStyle = CreateLabelStyle(coordinateSystem.BoundaryColor);
for (int index = 0; index <= divisions; index++)
{
float normalized = (float)index / divisions;
Vector3 verticalStart = Vector3.Lerp(
coordinateSystem.BottomLeft.position,
coordinateSystem.BottomRight.position,
normalized);
Vector3 verticalEnd = Vector3.Lerp(
coordinateSystem.TopLeft.position,
coordinateSystem.TopRight.position,
normalized);
Vector3 horizontalStart = Vector3.Lerp(
coordinateSystem.BottomLeft.position,
coordinateSystem.TopLeft.position,
normalized);
Vector3 horizontalEnd = Vector3.Lerp(
coordinateSystem.BottomRight.position,
coordinateSystem.TopRight.position,
normalized);
bool isBoundary = index == 0 || index == divisions;
Handles.color = isBoundary ? coordinateSystem.BoundaryColor : coordinateSystem.GridColor;
Handles.DrawLine(verticalStart, verticalEnd);
Handles.DrawLine(horizontalStart, horizontalEnd);
if (!coordinateSystem.ShowCoordinateLabels)
continue;
float horizontalCoordinate = coordinateSystem.MaximumCoordinates.x * normalized;
float verticalCoordinate = coordinateSystem.MaximumCoordinates.y * normalized;
Handles.Label(verticalStart, horizontalCoordinate.ToString("0.##"), labelStyle);
Handles.Label(horizontalStart, verticalCoordinate.ToString("0.##"), labelStyle);
}
}
private static void DrawCorners(MapCoordinateSystem coordinateSystem)
{
Handles.color = coordinateSystem.BoundaryColor;
DrawCorner(coordinateSystem.BottomLeft, "(0, 0)", coordinateSystem);
DrawCorner(
coordinateSystem.BottomRight,
$"({coordinateSystem.MaximumCoordinates.x:0.##}, 0)",
coordinateSystem);
DrawCorner(
coordinateSystem.TopLeft,
$"(0, {coordinateSystem.MaximumCoordinates.y:0.##})",
coordinateSystem);
DrawCorner(
coordinateSystem.TopRight,
$"({coordinateSystem.MaximumCoordinates.x:0.##}, " +
$"{coordinateSystem.MaximumCoordinates.y:0.##})",
coordinateSystem);
}
private static void DrawCorner(
Transform corner,
string label,
MapCoordinateSystem coordinateSystem)
{
float size = coordinateSystem.MarkerSize * HandleUtility.GetHandleSize(corner.position);
Handles.SphereHandleCap(0, corner.position, Quaternion.identity, size, EventType.Repaint);
if (coordinateSystem.ShowCoordinateLabels)
Handles.Label(corner.position, label, CreateLabelStyle(coordinateSystem.BoundaryColor));
}
private static void DrawCrosshairs(MapCoordinateSystem coordinateSystem)
{
MapController[] controllers =
Object.FindObjectsByType<MapController>(FindObjectsSortMode.None);
foreach (MapController controller in controllers)
{
if (controller.CoordinateSystem != coordinateSystem || controller.CrosshairVisual == null)
continue;
Vector3 position = controller.CrosshairVisual.position;
Vector2 coordinates = coordinateSystem.WorldPositionToCoordinates(position);
float size = coordinateSystem.MarkerSize * 1.35f * HandleUtility.GetHandleSize(position);
Handles.color = Color.yellow;
Handles.SphereHandleCap(0, position, Quaternion.identity, size, EventType.Repaint);
Handles.Label(
position,
$"Crosshair ({coordinates.x:0.00}, {coordinates.y:0.00})",
CreateLabelStyle(Color.yellow));
}
}
private static void DrawTargets(MapCoordinateSystem coordinateSystem)
{
if (!coordinateSystem.ShowCoordinateLabels)
return;
MapTarget[] targets = Object.FindObjectsByType<MapTarget>(FindObjectsSortMode.None);
foreach (MapTarget mapTarget in targets)
{
if (mapTarget.CoordinateSystem != null && mapTarget.CoordinateSystem != coordinateSystem)
continue;
Vector3 position = mapTarget.transform.position;
Vector2 coordinates = coordinateSystem.WorldPositionToCoordinates(position);
Handles.Label(
position,
$"{mapTarget.name} ({coordinates.x:0.00}, {coordinates.y:0.00})",
CreateLabelStyle(Color.red));
}
}
private static void DrawPlayers(MapCoordinateSystem coordinateSystem)
{
MapPlayer[] players = Object.FindObjectsByType<MapPlayer>(FindObjectsSortMode.None);
foreach (MapPlayer mapPlayer in players)
{
if (mapPlayer.CoordinateSystem != null && mapPlayer.CoordinateSystem != coordinateSystem)
continue;
Vector3 position = mapPlayer.transform.position;
Vector2 coordinates = coordinateSystem.WorldPositionToCoordinates(position);
Handles.Label(
position,
$"MapPlayer ({coordinates.x:0.00}, {coordinates.y:0.00})",
CreateLabelStyle(Color.green));
}
}
private static GUIStyle CreateLabelStyle(Color color)
{
GUIStyle style = new(EditorStyles.boldLabel);
style.normal.textColor = color;
return style;
}
}
@@ -0,0 +1,11 @@
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@@ -0,0 +1,25 @@
using UnityEditor;
using UnityEngine;
[CustomEditor(typeof(MapTargetController))]
public sealed class MapTargetControllerEditor : Editor
{
public override void OnInspectorGUI()
{
DrawDefaultInspector();
EditorGUILayout.Space();
using (new EditorGUI.DisabledScope(!Application.isPlaying))
{
if (GUILayout.Button("Start Next Wave"))
((MapTargetController)target).StartNextWave();
}
if (!Application.isPlaying)
{
EditorGUILayout.HelpBox(
"Start Next Wave becomes available in Play Mode.",
MessageType.Info);
}
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
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@@ -0,0 +1,4 @@
[UnityEngine.DisallowMultipleComponent]
public sealed class GroundTarget : MapTarget
{
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 8be0d56377aa4082a276cfe31702e80c
@@ -0,0 +1,100 @@
using UnityEngine;
using UnityEngine.Serialization;
[DisallowMultipleComponent]
public sealed class MapController : MonoBehaviour
{
[Header("Main References")]
[SerializeField] private MapCrosshairController crosshair = null;
[SerializeField] private MapCoordinateSystem coordinateSystem = null;
[SerializeField] private MapPlayer mapPlayer = null;
[Header("Target System")]
[SerializeField] private MapTargetController targetController = null;
[SerializeField] private Transform targetParent = null;
[Header("Radar System")]
[SerializeField] private MapRadarController radarController = null;
[FormerlySerializedAs("targetPrefab")]
[SerializeField] private MapTarget radarMarkPrefab = null;
[Header("Crosshair Objects")]
[SerializeField] private Transform relayX = null;
[SerializeField] private Transform relayY = null;
[SerializeField] private Transform crosshairVisual = null;
[Header("Input")]
[SerializeField, Min(0f)] private float movementSpeed = 1f;
[SerializeField] private bool useKeyboardInput = true;
public MapCoordinateSystem CoordinateSystem => coordinateSystem;
public Transform CrosshairVisual => crosshairVisual;
private void Awake()
{
if (mapPlayer != null)
mapPlayer.Configure(coordinateSystem);
if (targetController != null)
targetController.Configure(coordinateSystem, targetParent, mapPlayer);
if (radarController != null)
radarController.Configure(coordinateSystem, targetController, radarMarkPrefab);
if (crosshair == null)
return;
crosshair.Configure(
coordinateSystem,
relayX,
relayY,
crosshairVisual,
movementSpeed,
useKeyboardInput,
targetController);
}
public void SetHorizontalAxis(float value)
{
if (crosshair != null)
crosshair.SetHorizontalAxis(value);
}
public void SetVerticalAxis(float value)
{
if (crosshair != null)
crosshair.SetVerticalAxis(value);
}
public Vector2 GetCrosshairCoordinates()
{
return crosshair != null ? crosshair.GetCrosshairCoordinates() : Vector2.zero;
}
public void CreateAndPlaceTargets()
{
if (targetController != null)
targetController.CreateAndPlaceTargets();
}
public bool StartNextWave()
{
return targetController != null && targetController.StartNextWave();
}
public bool TryGetNearestTarget(out MapTarget target, out float distance)
{
if (crosshair != null)
return crosshair.TryGetNearestTarget(out target, out distance);
target = null;
distance = -1f;
return false;
}
public bool ActivateRadar()
{
return radarController != null && radarController.ActivateRadar();
}
}
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using UnityEngine;
[DisallowMultipleComponent]
public sealed class MapCoordinateSystem : MonoBehaviour
{
public const float CoordinateMaximum = 10f;
[Header("Coordinate Bounds")]
[SerializeField] private Transform bottomLeft = null;
[SerializeField] private Transform bottomRight = null;
[SerializeField] private Transform topLeft = null;
[SerializeField] private Transform topRight = null;
[Header("Square Bounds")]
[SerializeField, Min(0.001f)] private float squareSize = 5.14925f;
[Header("Scene View Visualization")]
[SerializeField] private bool showSceneVisualization = true;
[SerializeField, Range(1, 20)] private int gridDivisions = 10;
[SerializeField] private bool showCoordinateLabels = true;
[SerializeField] private Color boundaryColor = new(0f, 0.85f, 1f, 1f);
[SerializeField] private Color gridColor = new(0f, 0.85f, 1f, 0.3f);
[SerializeField, Min(0.001f)] private float markerSize = 0.06f;
public Vector2 MaximumCoordinates => new(CoordinateMaximum, CoordinateMaximum);
public float SquareSize => Mathf.Max(0.001f, squareSize);
public bool ShowSceneVisualization => showSceneVisualization;
public int GridDivisions => Mathf.Max(1, gridDivisions);
public bool ShowCoordinateLabels => showCoordinateLabels;
public Color BoundaryColor => boundaryColor;
public Color GridColor => gridColor;
public float MarkerSize => Mathf.Max(0.001f, markerSize);
public Transform BottomLeft => bottomLeft;
public Transform BottomRight => bottomRight;
public Transform TopLeft => topLeft;
public Transform TopRight => topRight;
private void OnValidate()
{
squareSize = Mathf.Max(0.001f, squareSize);
ApplySquareBounds();
}
public void ApplySquareBounds()
{
if (!HasValidCorners())
return;
Vector3 origin = bottomLeft.position;
Vector3 rightDirection = bottomRight.position - origin;
Vector3 upDirection = topLeft.position - origin;
if (rightDirection.sqrMagnitude <= Mathf.Epsilon || upDirection.sqrMagnitude <= Mathf.Epsilon)
return;
rightDirection.Normalize();
upDirection = Vector3.ProjectOnPlane(upDirection, rightDirection);
if (upDirection.sqrMagnitude <= Mathf.Epsilon)
return;
upDirection.Normalize();
float size = SquareSize;
bottomRight.position = origin + rightDirection * size;
topLeft.position = origin + upDirection * size;
topRight.position = origin + (rightDirection + upDirection) * size;
}
public Vector2 ClampCoordinates(Vector2 coordinates)
{
return new Vector2(
Mathf.Clamp(coordinates.x, 0f, CoordinateMaximum),
Mathf.Clamp(coordinates.y, 0f, CoordinateMaximum));
}
public Vector3 CoordinatesToWorldPosition(Vector2 coordinates)
{
if (!HasValidCorners())
return transform.position;
Vector2 clamped = ClampCoordinates(coordinates);
float horizontal = clamped.x / CoordinateMaximum;
float vertical = clamped.y / CoordinateMaximum;
Vector3 bottom = Vector3.Lerp(bottomLeft.position, bottomRight.position, horizontal);
Vector3 top = Vector3.Lerp(topLeft.position, topRight.position, horizontal);
return Vector3.Lerp(bottom, top, vertical);
}
public Vector2 WorldPositionToCoordinates(Vector3 worldPosition)
{
if (!HasValidCorners())
return Vector2.zero;
Vector3 horizontalEdge = bottomRight.position - bottomLeft.position;
Vector3 verticalEdge = topLeft.position - bottomLeft.position;
Vector3 fromBottomLeft = worldPosition - bottomLeft.position;
float horizontal = horizontalEdge.sqrMagnitude > Mathf.Epsilon
? Vector3.Dot(fromBottomLeft, horizontalEdge) / horizontalEdge.sqrMagnitude
: 0f;
float vertical = verticalEdge.sqrMagnitude > Mathf.Epsilon
? Vector3.Dot(fromBottomLeft, verticalEdge) / verticalEdge.sqrMagnitude
: 0f;
for (int iteration = 0; iteration < 6; iteration++)
{
Vector3 current = BilinearPosition(horizontal, vertical);
Vector3 error = worldPosition - current;
Vector3 horizontalDerivative = Vector3.Lerp(
bottomRight.position - bottomLeft.position,
topRight.position - topLeft.position,
vertical);
Vector3 verticalDerivative = Vector3.Lerp(
topLeft.position - bottomLeft.position,
topRight.position - bottomRight.position,
horizontal);
float horizontalLength = Vector3.Dot(horizontalDerivative, horizontalDerivative);
float mixedLength = Vector3.Dot(horizontalDerivative, verticalDerivative);
float verticalLength = Vector3.Dot(verticalDerivative, verticalDerivative);
float determinant = horizontalLength * verticalLength - mixedLength * mixedLength;
if (Mathf.Abs(determinant) <= Mathf.Epsilon)
break;
float horizontalError = Vector3.Dot(horizontalDerivative, error);
float verticalError = Vector3.Dot(verticalDerivative, error);
horizontal += (horizontalError * verticalLength - verticalError * mixedLength) / determinant;
vertical += (verticalError * horizontalLength - horizontalError * mixedLength) / determinant;
}
Vector2 coordinates = new(
horizontal * CoordinateMaximum,
vertical * CoordinateMaximum);
return ClampCoordinates(coordinates);
}
private Vector3 BilinearPosition(float horizontal, float vertical)
{
Vector3 bottom = Vector3.LerpUnclamped(bottomLeft.position, bottomRight.position, horizontal);
Vector3 top = Vector3.LerpUnclamped(topLeft.position, topRight.position, horizontal);
return Vector3.LerpUnclamped(bottom, top, vertical);
}
public bool HasValidCorners()
{
return bottomLeft != null && bottomRight != null && topLeft != null && topRight != null;
}
}
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using UnityEngine;
using UnityEngine.InputSystem;
[DisallowMultipleComponent]
public sealed class MapCrosshairController : MonoBehaviour
{
[Header("Nearest Target (Runtime)")]
[SerializeField] private MapTarget nearestTarget = null;
[SerializeField] private float distanceToNearestTarget = -1f;
private MapCoordinateSystem coordinateSystem;
private MapTargetController targetController;
private Transform relayX;
private Transform relayY;
private Transform crosshairVisual;
private float movementSpeed;
private bool useKeyboardInput;
private float horizontalAxis;
private float verticalAxis;
private Vector2 crosshairCoordinates;
private Vector3 relayXOffset;
private Vector3 relayYOffset;
private bool isConfigured;
public MapCoordinateSystem CoordinateSystem => coordinateSystem;
public void Configure(
MapCoordinateSystem newCoordinateSystem,
Transform newRelayX,
Transform newRelayY,
Transform newCrosshairVisual,
float newMovementSpeed,
bool enableKeyboardInput,
MapTargetController newTargetController)
{
coordinateSystem = newCoordinateSystem;
relayX = newRelayX;
relayY = newRelayY;
crosshairVisual = newCrosshairVisual;
movementSpeed = Mathf.Max(0f, newMovementSpeed);
useKeyboardInput = enableKeyboardInput;
targetController = newTargetController;
crosshairCoordinates = Vector2.zero;
isConfigured = CalibrateObjects();
if (isConfigured)
ApplyCoordinates();
}
private void Update()
{
if (!isConfigured)
return;
if (useKeyboardInput)
ReadKeyboardInput();
Vector2 movement = new(horizontalAxis, verticalAxis);
crosshairCoordinates += movement * (movementSpeed * Time.deltaTime);
crosshairCoordinates = coordinateSystem.ClampCoordinates(crosshairCoordinates);
ApplyCoordinates();
UpdateNearestTarget();
}
public void SetHorizontalAxis(float value)
{
horizontalAxis = Mathf.Clamp(value, -1f, 1f);
}
public void SetVerticalAxis(float value)
{
verticalAxis = Mathf.Clamp(value, -1f, 1f);
}
public Vector2 GetCrosshairCoordinates()
{
return crosshairCoordinates;
}
public MapTarget GetNearestTarget()
{
return nearestTarget;
}
public float GetDistanceToNearestTarget()
{
return distanceToNearestTarget;
}
public bool TryGetNearestTarget(out MapTarget target, out float distance)
{
target = nearestTarget;
distance = distanceToNearestTarget;
return target != null;
}
private void ReadKeyboardInput()
{
Keyboard keyboard = Keyboard.current;
if (keyboard == null)
{
SetHorizontalAxis(0f);
SetVerticalAxis(0f);
return;
}
SetHorizontalAxis(
(keyboard.lKey.isPressed ? 1f : 0f) - (keyboard.jKey.isPressed ? 1f : 0f));
SetVerticalAxis(
(keyboard.iKey.isPressed ? 1f : 0f) - (keyboard.kKey.isPressed ? 1f : 0f));
}
private void ApplyCoordinates()
{
Vector3 targetWorldPosition = coordinateSystem.CoordinatesToWorldPosition(crosshairCoordinates);
crosshairVisual.position = targetWorldPosition;
if (relayX != null)
relayX.position = coordinateSystem.CoordinatesToWorldPosition(
new Vector2(crosshairCoordinates.x, 0f)) + relayXOffset;
if (relayY != null)
relayY.position = coordinateSystem.CoordinatesToWorldPosition(
new Vector2(0f, crosshairCoordinates.y)) + relayYOffset;
}
private bool CalibrateObjects()
{
if (coordinateSystem == null || crosshairVisual == null || !coordinateSystem.HasValidCorners())
return false;
Vector3 origin = coordinateSystem.CoordinatesToWorldPosition(Vector2.zero);
Vector3 horizontalDirection =
coordinateSystem.CoordinatesToWorldPosition(new Vector2(MapCoordinateSystem.CoordinateMaximum, 0f)) -
origin;
Vector3 verticalDirection =
coordinateSystem.CoordinatesToWorldPosition(new Vector2(0f, MapCoordinateSystem.CoordinateMaximum)) -
origin;
if (horizontalDirection.sqrMagnitude <= Mathf.Epsilon ||
verticalDirection.sqrMagnitude <= Mathf.Epsilon)
return false;
horizontalDirection.Normalize();
verticalDirection.Normalize();
if (relayX != null)
relayXOffset = Vector3.ProjectOnPlane(relayX.position - origin, horizontalDirection);
if (relayY != null)
relayYOffset = Vector3.ProjectOnPlane(relayY.position - origin, verticalDirection);
return true;
}
private void UpdateNearestTarget()
{
nearestTarget = null;
distanceToNearestTarget = -1f;
if (targetController == null)
return;
float nearestSqrDistance = float.PositiveInfinity;
foreach (MapTarget target in targetController.Targets)
{
if (target == null)
continue;
float sqrDistance = (target.MapCoordinates - crosshairCoordinates).sqrMagnitude;
if (sqrDistance >= nearestSqrDistance)
continue;
nearestSqrDistance = sqrDistance;
nearestTarget = target;
}
if (nearestTarget != null)
distanceToNearestTarget = Mathf.Sqrt(nearestSqrDistance);
}
}
@@ -0,0 +1,11 @@
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using UnityEngine;
[DisallowMultipleComponent]
public sealed class MapPlayer : MonoBehaviour
{
[Header("Map Position")]
[SerializeField] private Vector2 mapCoordinates = new(5f, 5f);
private MapCoordinateSystem coordinateSystem;
public Vector2 MapCoordinates => mapCoordinates;
public MapCoordinateSystem CoordinateSystem => coordinateSystem;
public void Configure(MapCoordinateSystem newCoordinateSystem)
{
coordinateSystem = newCoordinateSystem;
SetMapCoordinates(mapCoordinates);
}
public void SetMapCoordinates(Vector2 coordinates)
{
mapCoordinates = coordinateSystem != null
? coordinateSystem.ClampCoordinates(coordinates)
: new Vector2(
Mathf.Clamp(coordinates.x, 0f, MapCoordinateSystem.CoordinateMaximum),
Mathf.Clamp(coordinates.y, 0f, MapCoordinateSystem.CoordinateMaximum));
if (coordinateSystem != null && coordinateSystem.HasValidCorners())
transform.position = coordinateSystem.CoordinatesToWorldPosition(mapCoordinates);
}
public Vector2 GetMapCoordinates()
{
return mapCoordinates;
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: e8c0e4a1fa154b5ca06510a1443335bf
@@ -0,0 +1,113 @@
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputSystem;
[DisallowMultipleComponent]
public sealed class MapRadarController : MonoBehaviour
{
[Header("Radar Settings")]
[SerializeField, Min(0f)] private float cooldown = 5f;
[SerializeField] private bool useKeyboardInput = true;
[Header("Radar State (Runtime)")]
[SerializeField] private float cooldownRemaining;
private readonly List<GameObject> radarMarks = new();
private MapCoordinateSystem coordinateSystem;
private MapTargetController targetController;
private MapTarget radarMarkPrefab;
private float nextActivationTime;
private bool isConfigured;
public float CooldownRemaining => cooldownRemaining;
public bool IsReady => cooldownRemaining <= 0f;
private void OnValidate()
{
cooldown = Mathf.Max(0f, cooldown);
}
public void Configure(
MapCoordinateSystem newCoordinateSystem,
MapTargetController newTargetController,
MapTarget newRadarMarkPrefab)
{
coordinateSystem = newCoordinateSystem;
targetController = newTargetController;
radarMarkPrefab = newRadarMarkPrefab;
isConfigured = coordinateSystem != null &&
coordinateSystem.HasValidCorners() &&
targetController != null &&
radarMarkPrefab != null;
if (targetController != null)
targetController.SetTargetVisualsVisible(false);
}
private void Update()
{
cooldownRemaining = Mathf.Max(0f, nextActivationTime - Time.time);
if (!useKeyboardInput)
return;
Keyboard keyboard = Keyboard.current;
if (keyboard != null && keyboard.oKey.wasPressedThisFrame)
ActivateRadar();
}
public bool ActivateRadar()
{
if (!isConfigured || Time.time < nextActivationTime)
return false;
PlaceRadarMarks();
nextActivationTime = Time.time + Mathf.Max(0f, cooldown);
cooldownRemaining = Mathf.Max(0f, nextActivationTime - Time.time);
return true;
}
private void PlaceRadarMarks()
{
int targetCount = targetController.Targets.Count;
EnsureRadarMarkCount(targetCount);
for (int index = 0; index < radarMarks.Count; index++)
{
bool hasTarget = index < targetCount && targetController.Targets[index] != null;
GameObject radarMark = radarMarks[index];
radarMark.SetActive(hasTarget);
if (!hasTarget)
continue;
MapTarget target = targetController.Targets[index];
radarMark.name = $"Radar Mark - {target.name}";
radarMark.transform.position =
coordinateSystem.CoordinatesToWorldPosition(target.MapCoordinates);
}
}
private void EnsureRadarMarkCount(int requiredCount)
{
while (radarMarks.Count < requiredCount)
{
GameObject radarMark = Instantiate(radarMarkPrefab.gameObject, transform);
PrepareRadarMark(radarMark);
radarMarks.Add(radarMark);
}
}
private static void PrepareRadarMark(GameObject radarMark)
{
MapTarget targetMovement = radarMark.GetComponent<MapTarget>();
if (targetMovement != null)
targetMovement.enabled = false;
foreach (Collider targetCollider in radarMark.GetComponentsInChildren<Collider>(true))
targetCollider.enabled = false;
foreach (Renderer targetRenderer in radarMark.GetComponentsInChildren<Renderer>(true))
targetRenderer.enabled = true;
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 168bf77c50d14e44a54a3a2e6717d012
@@ -0,0 +1,102 @@
using System;
using UnityEngine;
[DisallowMultipleComponent]
public class MapTarget : MonoBehaviour
{
[Header("Target State (Runtime)")]
[SerializeField] private TargetConfig config;
[SerializeField] private float timeUntilAttack;
[SerializeField] private Vector2 mapCoordinates;
[SerializeField] private int currentHealth;
[SerializeField] private MissileType requiredMissileType;
[SerializeField] private bool isReadyToAttack;
private MapCoordinateSystem coordinateSystem;
private MapPlayer player;
private bool isConfigured;
private Renderer[] targetRenderers;
public Vector2 MapCoordinates => mapCoordinates;
public MapCoordinateSystem CoordinateSystem => coordinateSystem;
public TargetConfig Config => config;
public MapPlayer Player => player;
public float TimeUntilAttack => timeUntilAttack;
public int CurrentHealth => currentHealth;
public MissileType RequiredMissileType => requiredMissileType;
public bool IsReadyToAttack => isReadyToAttack;
public event Action<MapTarget> AttackReady;
public void Configure(
TargetConfig newConfig,
MapCoordinateSystem newCoordinateSystem,
Vector2 startCoordinates,
MapPlayer newPlayer)
{
config = newConfig;
coordinateSystem = newCoordinateSystem;
player = newPlayer;
timeUntilAttack = config != null ? config.TimeBeforeAttack : 0f;
currentHealth = config != null ? config.Health : 1;
requiredMissileType = config != null ? config.RequiredMissileType : MissileType.None;
isReadyToAttack = false;
isConfigured = coordinateSystem != null && coordinateSystem.HasValidCorners();
SetMapCoordinates(startCoordinates);
}
protected virtual void Update()
{
if (!isConfigured)
return;
TickAttackTimer(Time.deltaTime);
TickMovement(Time.deltaTime);
}
public void SetMapCoordinates(Vector2 coordinates)
{
mapCoordinates = coordinateSystem != null
? coordinateSystem.ClampCoordinates(coordinates)
: new Vector2(
Mathf.Clamp(coordinates.x, 0f, MapCoordinateSystem.CoordinateMaximum),
Mathf.Clamp(coordinates.y, 0f, MapCoordinateSystem.CoordinateMaximum));
if (isConfigured)
transform.position = coordinateSystem.CoordinatesToWorldPosition(mapCoordinates);
}
public Vector2 GetMapCoordinates()
{
return mapCoordinates;
}
public void SetVisualsVisible(bool isVisible)
{
if (targetRenderers == null)
targetRenderers = GetComponentsInChildren<Renderer>(true);
foreach (Renderer targetRenderer in targetRenderers)
{
if (targetRenderer != null)
targetRenderer.enabled = isVisible;
}
}
protected virtual void TickMovement(float deltaTime)
{
}
private void TickAttackTimer(float deltaTime)
{
if (isReadyToAttack)
return;
timeUntilAttack = Mathf.Max(0f, timeUntilAttack - deltaTime);
if (timeUntilAttack > 0f)
return;
isReadyToAttack = true;
AttackReady?.Invoke(this);
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 2ae53f81d9ed4a0fb8d3496feac79ca1
@@ -0,0 +1,172 @@
using System.Collections.Generic;
using UnityEngine;
[DisallowMultipleComponent]
public sealed class MapTargetController : MonoBehaviour
{
[Header("Random Wave Settings")]
[SerializeField, Min(0)] private int targetsPerWave = 5;
[SerializeField] private TargetConfig[] randomTargetConfigs = System.Array.Empty<TargetConfig>();
[Header("Current Wave (Runtime)")]
[SerializeField, Min(0)] private int currentWave;
[SerializeField] private List<MapTarget> currentWaveTargets = new();
private readonly List<MapTarget> pooledTargets = new();
private MapCoordinateSystem coordinateSystem;
private Transform targetParent;
private MapPlayer player;
private bool isConfigured;
public IReadOnlyList<MapTarget> Targets => currentWaveTargets;
public int CurrentWave => currentWave;
public int TargetsPerWave => targetsPerWave;
private void Start()
{
if (currentWave == 0)
StartNextWave();
}
private void OnValidate()
{
targetsPerWave = Mathf.Max(0, targetsPerWave);
currentWave = Mathf.Max(0, currentWave);
}
public void Configure(
MapCoordinateSystem newCoordinateSystem,
Transform newTargetParent,
MapPlayer newPlayer)
{
coordinateSystem = newCoordinateSystem;
targetParent = newTargetParent != null ? newTargetParent : transform;
player = newPlayer;
isConfigured = coordinateSystem != null && coordinateSystem.HasValidCorners();
pooledTargets.Clear();
foreach (MapTarget existingTarget in targetParent.GetComponentsInChildren<MapTarget>(true))
{
existingTarget.SetVisualsVisible(false);
existingTarget.gameObject.SetActive(false);
pooledTargets.Add(existingTarget);
}
}
public bool StartNextWave()
{
if (!isConfigured || !HasValidTargetConfig())
{
Debug.LogWarning("Target controller has no coordinate system or valid TargetConfig.", this);
return false;
}
RetireCurrentWave();
currentWave++;
for (int index = 0; index < targetsPerWave; index++)
{
TargetConfig config = GetRandomValidConfig();
if (config == null)
break;
MapTarget target = GetPooledTarget(config);
if (target == null)
target = Instantiate(config.TargetPrefab, targetParent);
target.name = $"Wave {currentWave} - {config.name} - {index + 1}";
target.Configure(config, coordinateSystem, GetRandomCoordinates(), player);
target.SetVisualsVisible(false);
target.gameObject.SetActive(true);
currentWaveTargets.Add(target);
}
return currentWaveTargets.Count > 0 || targetsPerWave == 0;
}
public void CreateAndPlaceTargets()
{
StartNextWave();
}
public void SetTargetVisualsVisible(bool isVisible)
{
foreach (MapTarget target in currentWaveTargets)
{
if (target != null)
target.SetVisualsVisible(isVisible);
}
}
public MapTarget GetTarget(int index)
{
return index >= 0 && index < currentWaveTargets.Count
? currentWaveTargets[index]
: null;
}
private void RetireCurrentWave()
{
foreach (MapTarget target in currentWaveTargets)
{
if (target == null)
continue;
target.SetVisualsVisible(false);
target.gameObject.SetActive(false);
if (!pooledTargets.Contains(target))
pooledTargets.Add(target);
}
currentWaveTargets.Clear();
}
private MapTarget GetPooledTarget(TargetConfig config)
{
for (int index = pooledTargets.Count - 1; index >= 0; index--)
{
MapTarget candidate = pooledTargets[index];
if (candidate == null)
{
pooledTargets.RemoveAt(index);
continue;
}
if (candidate.GetType() != config.TargetPrefab.GetType())
continue;
pooledTargets.RemoveAt(index);
return candidate;
}
return null;
}
private bool HasValidTargetConfig()
{
return GetRandomValidConfig() != null;
}
private TargetConfig GetRandomValidConfig()
{
if (randomTargetConfigs == null || randomTargetConfigs.Length == 0)
return null;
int startIndex = Random.Range(0, randomTargetConfigs.Length);
for (int offset = 0; offset < randomTargetConfigs.Length; offset++)
{
TargetConfig config = randomTargetConfigs[(startIndex + offset) % randomTargetConfigs.Length];
if (config != null && config.TargetPrefab != null)
return config;
}
return null;
}
private static Vector2 GetRandomCoordinates()
{
float maximum = MapCoordinateSystem.CoordinateMaximum;
return new Vector2(Random.Range(0f, maximum), Random.Range(0f, maximum));
}
}
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public enum MissileType
{
None = 0,
Standard = 1,
AntiAir = 2,
AntiGround = 3
}
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using UnityEngine;
[CreateAssetMenu(fileName = "TargetConfig", menuName = "Map Radar/Target Config")]
public sealed class TargetConfig : ScriptableObject
{
[Header("Target Prefab")]
[SerializeField] private MapTarget targetPrefab = null;
[Header("Target Stats")]
[SerializeField, Min(0f)] private float timeBeforeAttack = 5f;
[SerializeField, Min(1)] private int health = 100;
[SerializeField] private MissileType requiredMissileType = MissileType.Standard;
[Header("Air Target Movement")]
[SerializeField, Min(0f)] private float movementSpeed = 1f;
[SerializeField, Min(0f)] private float stoppingDistance = 0.25f;
public MapTarget TargetPrefab => targetPrefab;
public float TimeBeforeAttack => timeBeforeAttack;
public int Health => health;
public MissileType RequiredMissileType => requiredMissileType;
public float MovementSpeed => movementSpeed;
public float StoppingDistance => stoppingDistance;
private void OnValidate()
{
timeBeforeAttack = Mathf.Max(0f, timeBeforeAttack);
health = Mathf.Max(1, health);
movementSpeed = Mathf.Max(0f, movementSpeed);
stoppingDistance = Mathf.Max(0f, stoppingDistance);
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@@ -0,0 +1,8 @@
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