Map
Controller Coordinates Target System Crosshair System Radar System
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.InputSystem;
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[DisallowMultipleComponent]
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public sealed class MapRadarController : MonoBehaviour
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{
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[Header("Radar Settings")]
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[SerializeField, Min(0f)] private float cooldown = 5f;
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[SerializeField] private bool useKeyboardInput = true;
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[Header("Radar State (Runtime)")]
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[SerializeField] private float cooldownRemaining;
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private readonly List<GameObject> radarMarks = new();
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private MapCoordinateSystem coordinateSystem;
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private MapTargetController targetController;
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private MapTarget radarMarkPrefab;
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private float nextActivationTime;
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private bool isConfigured;
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public float CooldownRemaining => cooldownRemaining;
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public bool IsReady => cooldownRemaining <= 0f;
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private void OnValidate()
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{
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cooldown = Mathf.Max(0f, cooldown);
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}
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public void Configure(
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MapCoordinateSystem newCoordinateSystem,
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MapTargetController newTargetController,
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MapTarget newRadarMarkPrefab)
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{
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coordinateSystem = newCoordinateSystem;
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targetController = newTargetController;
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radarMarkPrefab = newRadarMarkPrefab;
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isConfigured = coordinateSystem != null &&
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coordinateSystem.HasValidCorners() &&
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targetController != null &&
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radarMarkPrefab != null;
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if (targetController != null)
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targetController.SetTargetVisualsVisible(false);
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}
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private void Update()
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{
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cooldownRemaining = Mathf.Max(0f, nextActivationTime - Time.time);
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if (!useKeyboardInput)
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return;
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Keyboard keyboard = Keyboard.current;
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if (keyboard != null && keyboard.oKey.wasPressedThisFrame)
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ActivateRadar();
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}
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public bool ActivateRadar()
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{
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if (!isConfigured || Time.time < nextActivationTime)
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return false;
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PlaceRadarMarks();
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nextActivationTime = Time.time + Mathf.Max(0f, cooldown);
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cooldownRemaining = Mathf.Max(0f, nextActivationTime - Time.time);
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return true;
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}
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private void PlaceRadarMarks()
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{
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int targetCount = targetController.Targets.Count;
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EnsureRadarMarkCount(targetCount);
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for (int index = 0; index < radarMarks.Count; index++)
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{
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bool hasTarget = index < targetCount && targetController.Targets[index] != null;
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GameObject radarMark = radarMarks[index];
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radarMark.SetActive(hasTarget);
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if (!hasTarget)
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continue;
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MapTarget target = targetController.Targets[index];
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radarMark.name = $"Radar Mark - {target.name}";
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radarMark.transform.position =
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coordinateSystem.CoordinatesToWorldPosition(target.MapCoordinates);
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}
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}
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private void EnsureRadarMarkCount(int requiredCount)
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{
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while (radarMarks.Count < requiredCount)
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{
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GameObject radarMark = Instantiate(radarMarkPrefab.gameObject, transform);
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PrepareRadarMark(radarMark);
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radarMarks.Add(radarMark);
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}
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}
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private static void PrepareRadarMark(GameObject radarMark)
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{
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MapTarget targetMovement = radarMark.GetComponent<MapTarget>();
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if (targetMovement != null)
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targetMovement.enabled = false;
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foreach (Collider targetCollider in radarMark.GetComponentsInChildren<Collider>(true))
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targetCollider.enabled = false;
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foreach (Renderer targetRenderer in radarMark.GetComponentsInChildren<Renderer>(true))
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targetRenderer.enabled = true;
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}
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}
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