Files
FORT-BO/Assets/CONTENT/FEATURES/MapRadar/MapRadarController.cs
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    Map mehanic ready to multiplayer

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    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

80 lines
2.5 KiB
C#

using System.Collections.Generic;
using UnityEngine;
[DisallowMultipleComponent]
public sealed class MapRadarController : MonoBehaviour
{
[Header("Radar Settings")]
[SerializeField, Min(0f)] private float cooldown = 5f;
[Header("Radar State (Runtime)")]
[SerializeField] private float cooldownRemaining;
private readonly List<GameObject> radarMarks = new();
private MapCoordinateSystem coordinateSystem;
private MapTarget radarMarkPrefab;
public float Cooldown => Mathf.Max(0f, cooldown);
public float CooldownRemaining => cooldownRemaining;
public bool IsReady => cooldownRemaining <= 0f;
private void OnValidate() => cooldown = Mathf.Max(0f, cooldown);
public void Configure(
MapCoordinateSystem newCoordinateSystem,
MapTarget newRadarMarkPrefab)
{
coordinateSystem = newCoordinateSystem;
radarMarkPrefab = newRadarMarkPrefab;
}
public void SetCooldownRemaining(float seconds) =>
cooldownRemaining = Mathf.Max(0f, seconds);
public void ApplyRadarMarks(IReadOnlyList<Vector2> coordinates)
{
if (coordinateSystem == null || !coordinateSystem.HasValidCorners() ||
radarMarkPrefab == null)
{
return;
}
EnsureRadarMarkCount(coordinates.Count);
for (int index = 0; index < radarMarks.Count; index++)
{
bool active = index < coordinates.Count;
GameObject radarMark = radarMarks[index];
radarMark.SetActive(active);
if (active)
{
radarMark.name = $"Radar Mark {index + 1}";
radarMark.transform.position =
coordinateSystem.CoordinatesToWorldPosition(coordinates[index]);
}
}
}
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 target = radarMark.GetComponent<MapTarget>();
if (target != null)
target.enabled = false;
foreach (Collider targetCollider in radarMark.GetComponentsInChildren<Collider>(true))
targetCollider.enabled = false;
foreach (Renderer targetRenderer in radarMark.GetComponentsInChildren<Renderer>(true))
targetRenderer.enabled = true;
}
}