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 UnityEngine;
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[DisallowMultipleComponent]
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public class MapTarget : MonoBehaviour
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{
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[Header("Target State (Runtime)")]
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[SerializeField] private TargetConfig config;
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[SerializeField] private int targetId = -1;
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[SerializeField] private float timeUntilAttack;
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[SerializeField] private Vector2 mapCoordinates;
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[SerializeField] private int currentHealth;
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[SerializeField] private MissileType requiredMissileType;
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private MapCoordinateSystem coordinateSystem;
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private MapPlayer player;
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private Renderer[] targetRenderers;
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private Collider[] targetColliders;
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public int TargetId => targetId;
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public Vector2 MapCoordinates => mapCoordinates;
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public MapCoordinateSystem CoordinateSystem => coordinateSystem;
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public TargetConfig Config => config;
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public MapPlayer Player => player;
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public float TimeUntilAttack => timeUntilAttack;
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public int CurrentHealth => currentHealth;
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public MissileType RequiredMissileType => requiredMissileType;
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public void Configure(
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TargetConfig newConfig,
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MapCoordinateSystem newCoordinateSystem,
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MapPlayer newPlayer)
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{
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config = newConfig;
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coordinateSystem = newCoordinateSystem;
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player = newPlayer;
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}
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public void ApplyNetworkState(MapTargetNetworkState state)
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{
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targetId = state.TargetId;
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timeUntilAttack = state.AttackTimeRemaining;
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currentHealth = state.Health;
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requiredMissileType = config != null
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? config.RequiredMissileType
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: MissileType.None;
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SetMapCoordinates(state.Coordinates);
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}
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public void SetMapCoordinates(Vector2 coordinates)
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{
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mapCoordinates = coordinateSystem != null
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? coordinateSystem.ClampCoordinates(coordinates)
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: new Vector2(
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Mathf.Clamp(coordinates.x, 0f, MapCoordinateSystem.CoordinateMaximum),
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Mathf.Clamp(coordinates.y, 0f, MapCoordinateSystem.CoordinateMaximum));
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if (coordinateSystem != null && coordinateSystem.HasValidCorners())
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transform.position = coordinateSystem.CoordinatesToWorldPosition(mapCoordinates);
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}
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public Vector2 GetMapCoordinates() => mapCoordinates;
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public void SetVisualsVisible(bool isVisible)
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{
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if (targetRenderers == null)
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targetRenderers = GetComponentsInChildren<Renderer>(true);
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if (targetColliders == null)
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targetColliders = GetComponentsInChildren<Collider>(true);
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foreach (Renderer targetRenderer in targetRenderers)
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{
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if (targetRenderer != null)
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targetRenderer.enabled = isVisible;
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}
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// Map targets are presentation objects, never physical world objects.
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foreach (Collider targetCollider in targetColliders)
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{
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if (targetCollider != null)
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targetCollider.enabled = false;
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}
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}
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protected virtual void TickMovement(float deltaTime)
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{
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}
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}
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