Files
AsanoRema ffa1064063 Squashed commit of the following:
commit 428243f4a6
Author: AsanoRema <asanorema2036@gmail.com>
Date:   Sat Aug 29 13:43:13 2026 +0300

    Squashed commit of the following:

    commit 68e78fa464
    Author: AsanoRema <asanorema2036@gmail.com>
    Date:   Sat Aug 29 13:41:49 2026 +0300

        Updated .gitignore

commit 9f87122a34
Author: AsanoRema <asanorema2036@gmail.com>
Date:   Sat Aug 29 13:34:57 2026 +0300

    Added Dohya

commit f6a7547e84
Author: AsanoRema <asanorema2036@gmail.com>
Date:   Fri Aug 21 17:59:13 2026 +0300

    Fixed

commit b98901c366
Author: AsanoRema <asanorema2036@gmail.com>
Date:   Tue Aug 18 17:37:22 2026 +0300

    Added new particle Package

commit bb2f4a3b16
Author: AsanoRema <asanorema2036@gmail.com>
Date:   Tue Aug 18 17:17:48 2026 +0300

    Map mehanic ready to multiplayer

commit c01ff800f6
Author: AsanoRema <asanorema2036@gmail.com>
Date:   Tue Aug 18 16:16:19 2026 +0300

    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
2026-08-29 13:45:55 +03:00

130 lines
4.2 KiB
C#

using UnityEngine;
[DisallowMultipleComponent]
public sealed class MapCrosshairController : MonoBehaviour
{
[Header("Nearest Target (Runtime)")]
[SerializeField] private MapTarget nearestTarget;
[SerializeField] private float distanceToNearestTarget = -1f;
private MapCoordinateSystem coordinateSystem;
private MapTargetController targetController;
private Transform relayX;
private Transform relayY;
private Transform crosshairVisual;
private Vector2 crosshairCoordinates;
private Vector3 relayXOffset;
private Vector3 relayYOffset;
private bool isConfigured;
public MapCoordinateSystem CoordinateSystem => coordinateSystem;
public Vector2 Coordinates => crosshairCoordinates;
public void Configure(
MapCoordinateSystem newCoordinateSystem,
Transform newRelayX,
Transform newRelayY,
Transform newCrosshairVisual,
MapTargetController newTargetController)
{
coordinateSystem = newCoordinateSystem;
relayX = newRelayX;
relayY = newRelayY;
crosshairVisual = newCrosshairVisual;
targetController = newTargetController;
isConfigured = CalibrateObjects();
}
public void SetCoordinates(Vector2 coordinates)
{
if (!isConfigured)
return;
crosshairCoordinates = coordinateSystem.ClampCoordinates(coordinates);
ApplyCoordinates();
UpdateNearestTarget();
}
public Vector2 GetCrosshairCoordinates() => crosshairCoordinates;
public MapTarget GetNearestTarget() => nearestTarget;
public float GetDistanceToNearestTarget() => distanceToNearestTarget;
public bool TryGetNearestTarget(out MapTarget target, out float distance)
{
target = nearestTarget;
distance = distanceToNearestTarget;
return target != null;
}
private void ApplyCoordinates()
{
crosshairVisual.position =
coordinateSystem.CoordinatesToWorldPosition(crosshairCoordinates);
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);
}
}