Files
FORT-BO/Assets/CONTENT/FEATURES/MapRadar/MapRadarController.cs
Henjke d559ab338a Map
Controller
Coordinates
Target System
Crosshair System
Radar System
2026-08-13 18:42:41 +05:00

114 lines
3.6 KiB
C#

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;
}
}