Squashed commit of the following:
commit428243f4a6Author: AsanoRema <asanorema2036@gmail.com> Date: Sat Aug 29 13:43:13 2026 +0300 Squashed commit of the following: commit68e78fa464Author: AsanoRema <asanorema2036@gmail.com> Date: Sat Aug 29 13:41:49 2026 +0300 Updated .gitignore commit9f87122a34Author: AsanoRema <asanorema2036@gmail.com> Date: Sat Aug 29 13:34:57 2026 +0300 Added Dohya commitf6a7547e84Author: AsanoRema <asanorema2036@gmail.com> Date: Fri Aug 21 17:59:13 2026 +0300 Fixed commitb98901c366Author: AsanoRema <asanorema2036@gmail.com> Date: Tue Aug 18 17:37:22 2026 +0300 Added new particle Package commitbb2f4a3b16Author: AsanoRema <asanorema2036@gmail.com> Date: Tue Aug 18 17:17:48 2026 +0300 Map mehanic ready to multiplayer commitc01ff800f6Author: AsanoRema <asanorema2036@gmail.com> Date: Tue Aug 18 16:16:19 2026 +0300 Squashed commit of the following: commit173bbb165cAuthor: henjkey <henjkey@gmail.com> Date: Fri Aug 14 18:51:23 2026 +0500 Mappp commitd559ab338aAuthor: henjkey <henjkey@gmail.com> Date: Thu Aug 13 18:42:41 2026 +0500 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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[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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[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 MapTarget radarMarkPrefab;
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public float Cooldown => Mathf.Max(0f, cooldown);
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public float CooldownRemaining => cooldownRemaining;
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public bool IsReady => cooldownRemaining <= 0f;
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private void OnValidate() => cooldown = Mathf.Max(0f, cooldown);
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public void Configure(
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MapCoordinateSystem newCoordinateSystem,
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MapTarget newRadarMarkPrefab)
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{
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coordinateSystem = newCoordinateSystem;
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radarMarkPrefab = newRadarMarkPrefab;
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}
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public void SetCooldownRemaining(float seconds) =>
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cooldownRemaining = Mathf.Max(0f, seconds);
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public void ApplyRadarMarks(IReadOnlyList<Vector2> coordinates)
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{
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if (coordinateSystem == null || !coordinateSystem.HasValidCorners() ||
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radarMarkPrefab == null)
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{
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return;
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}
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EnsureRadarMarkCount(coordinates.Count);
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for (int index = 0; index < radarMarks.Count; index++)
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{
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bool active = index < coordinates.Count;
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GameObject radarMark = radarMarks[index];
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radarMark.SetActive(active);
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if (active)
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{
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radarMark.name = $"Radar Mark {index + 1}";
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radarMark.transform.position =
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coordinateSystem.CoordinatesToWorldPosition(coordinates[index]);
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}
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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 target = radarMark.GetComponent<MapTarget>();
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if (target != null)
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target.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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