560 lines
22 KiB
C#
560 lines
22 KiB
C#
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using Core;
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using Minigames.TrashMaze.Core;
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using UnityEngine;
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using System.Collections;
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using AppleHills.Core.Settings;
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namespace Minigames.TrashMaze.Objects
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{
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/// <summary>
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/// Reveal mode for object visibility
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/// </summary>
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public enum RevealMode
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{
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Binary, // Simple on/off reveal (current system)
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Progressive // Pixel-by-pixel progressive reveal with stamp texture
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}
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/// <summary>
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/// Component for objects that need reveal memory (obstacles, booster packs, treasures).
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/// Tracks if object has been revealed and updates material properties accordingly.
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/// </summary>
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[RequireComponent(typeof(SpriteRenderer))]
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public class RevealableObject : MonoBehaviour
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{
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[Header("Reveal Settings")]
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[SerializeField] private RevealMode revealMode = RevealMode.Binary;
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[Header("Textures")]
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[SerializeField] private Sprite normalSprite;
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[SerializeField] private Sprite outlineSprite;
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[Header("Progressive Reveal Settings")]
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[SerializeField, Range(0.5f, 3f)] private float stampWorldRadius = 1.5f;
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[Tooltip("Size of each stamp in world units. Smaller = more gradual reveal. Should be smaller than vision radius.")]
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[Header("Object Type")]
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[SerializeField] private bool isBoosterPack = false;
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[SerializeField] private bool isExit = false;
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private SpriteRenderer _spriteRenderer;
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private Material _instanceMaterial;
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private bool _hasBeenRevealed = false;
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private bool _isCollected = false;
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// Material property IDs (cached for performance)
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private static readonly int IsRevealedID = Shader.PropertyToID("_IsRevealed");
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private static readonly int IsInVisionID = Shader.PropertyToID("_IsInVision");
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private static readonly int RevealMaskID = Shader.PropertyToID("_RevealMask");
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// Progressive reveal system
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private RenderTexture _revealStampTexture;
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private Coroutine _stampCoroutine;
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private Bounds _objectBounds;
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private float _activationDistance;
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// Binary reveal system
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private Coroutine _binaryRevealCoroutine;
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private void Awake()
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{
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_spriteRenderer = GetComponent<SpriteRenderer>();
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if (_spriteRenderer.material == null)
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{
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Logging.Error($"[RevealableObject] No material assigned to {gameObject.name}");
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return;
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}
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// Create instance material
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_instanceMaterial = new Material(_spriteRenderer.material);
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_spriteRenderer.material = _instanceMaterial;
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// Call mode-specific initialization - COMPLETELY SEPARATE
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if (revealMode == RevealMode.Binary)
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{
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InitializeBinaryMode();
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}
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else if (revealMode == RevealMode.Progressive)
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{
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InitializeProgressiveMode();
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}
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}
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// ========================================
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// BINARY MODE INITIALIZATION
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// ========================================
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private void InitializeBinaryMode()
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{
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// Validate Binary shader
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string shaderName = _instanceMaterial.shader.name;
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if (!shaderName.Contains("ObjectVisibility") || shaderName.Contains("Progressive"))
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{
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Logging.Error($"[RevealableObject] {gameObject.name} Binary mode needs shader 'TrashMaze/ObjectVisibility', currently: {shaderName}");
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}
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// Set initial Binary mode properties
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_instanceMaterial.SetFloat(IsRevealedID, 0f);
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_instanceMaterial.SetFloat(IsInVisionID, 0f);
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// Set textures
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if (normalSprite != null)
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{
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_instanceMaterial.SetTexture("_MainTex", normalSprite.texture);
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}
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if (outlineSprite != null)
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{
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_instanceMaterial.SetTexture("_OutlineTex", outlineSprite.texture);
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}
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Logging.Debug($"[RevealableObject] {gameObject.name} Binary mode initialized");
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}
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// ========================================
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// PROGRESSIVE MODE INITIALIZATION
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// ========================================
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private void InitializeProgressiveMode()
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{
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// Validate Progressive shader
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string shaderName = _instanceMaterial.shader.name;
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if (!shaderName.Contains("ObjectVisibilityProgressive"))
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{
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Logging.Error($"[RevealableObject] {gameObject.name} Progressive mode needs shader 'TrashMaze/ObjectVisibilityProgressive', currently: {shaderName}");
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}
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// Initialize progressive reveal system
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InitializeProgressiveReveal();
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}
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/// <summary>
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/// Initialize progressive reveal system with dynamic texture sizing
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/// </summary>
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private void InitializeProgressiveReveal()
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{
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// Get object bounds for UV calculations
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_objectBounds = _spriteRenderer.bounds;
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// Load activation distance from settings (use vision radius from follower settings)
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var configs = GameManager.GetSettingsObject<IPlayerMovementConfigs>();
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_activationDistance = configs.FollowerMovement.TrashMazeVisionRadius;
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Logging.Debug($"[RevealableObject] {gameObject.name} loaded activation distance from settings: {_activationDistance}");
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// Dynamically determine texture size from sprite
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int textureWidth = 128;
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int textureHeight = 128;
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if (normalSprite != null && normalSprite.texture != null)
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{
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// Use sprite's texture resolution (match 1:1 for pixel-perfect)
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textureWidth = normalSprite.texture.width;
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textureHeight = normalSprite.texture.height;
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}
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else
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{
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Logging.Warning($"[RevealableObject] {gameObject.name} in Progressive mode but normalSprite not assigned! Using default 128x128 texture. Assign Normal Sprite in inspector!");
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}
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// Create reveal stamp texture (R8 format = 8-bit grayscale, minimal memory)
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_revealStampTexture = new RenderTexture(textureWidth, textureHeight, 0, RenderTextureFormat.R8);
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_revealStampTexture.filterMode = FilterMode.Point; // Sharp edges for binary reveals
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_revealStampTexture.wrapMode = TextureWrapMode.Clamp;
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_revealStampTexture.Create(); // Explicitly create the texture
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// Clear to black (nothing revealed initially)
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RenderTexture previousActive = RenderTexture.active;
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RenderTexture.active = _revealStampTexture;
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GL.Clear(false, true, Color.black);
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RenderTexture.active = previousActive;
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Logging.Debug($"[RevealableObject] {gameObject.name} cleared reveal texture to black - should be invisible initially");
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// Set Progressive shader properties
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_instanceMaterial.SetTexture(RevealMaskID, _revealStampTexture);
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// Progressive shader uses global _PlayerWorldPos and _VisionRadius (set by PulverController)
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// No need to set _IsInVision - shader does per-pixel distance checks
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// Set textures
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if (normalSprite != null)
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{
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_instanceMaterial.SetTexture("_MainTex", normalSprite.texture);
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}
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if (outlineSprite != null)
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{
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_instanceMaterial.SetTexture("_OutlineTex", outlineSprite.texture);
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}
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Logging.Debug($"[RevealableObject] {gameObject.name} Progressive mode initialized: {textureWidth}x{textureHeight} reveal texture");
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}
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private void Start()
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{
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if (PulverController.Instance == null)
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{
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Logging.Error($"[RevealableObject] {gameObject.name} cannot start - PulverController not found!");
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return;
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}
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// Start mode-specific runtime logic - COMPLETELY SEPARATE
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if (revealMode == RevealMode.Binary)
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{
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StartBinaryModeTracking();
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}
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else if (revealMode == RevealMode.Progressive)
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{
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StartProgressiveModeTracking();
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}
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}
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// ========================================
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// BINARY MODE: Start tracking
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// ========================================
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private void StartBinaryModeTracking()
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{
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_binaryRevealCoroutine = StartCoroutine(BinaryRevealTrackingCoroutine());
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Logging.Debug($"[RevealableObject] {gameObject.name} Binary mode tracking started");
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}
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// ========================================
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// PROGRESSIVE MODE: Start tracking
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// ========================================
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private void StartProgressiveModeTracking()
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{
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// Subscribe to movement events for stamping
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PulverController.Instance.OnMovementStarted += OnPlayerMovementStarted;
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PulverController.Instance.OnMovementStopped += OnPlayerMovementStopped;
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// NO vision tracking coroutine - Progressive shader does per-pixel distance checks using global _PlayerWorldPos
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Logging.Debug($"[RevealableObject] {gameObject.name} Progressive mode tracking started");
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}
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// ========================================
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// BINARY MODE: Vision-based reveal coroutine
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// ========================================
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/// <summary>
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/// Binary mode coroutine - tracks player distance and updates vision/reveal flags
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/// Runs continuously, checks every 0.1s for performance
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/// </summary>
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private IEnumerator BinaryRevealTrackingCoroutine()
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{
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while (!_isCollected && _instanceMaterial != null)
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{
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// Calculate distance to player
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float distance = Vector2.Distance(transform.position, PulverController.PlayerPosition);
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bool isInRadius = distance < PulverController.VisionRadius;
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// Set real-time vision flag (controls shader color vs outline)
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_instanceMaterial.SetFloat(IsInVisionID, isInRadius ? 1f : 0f);
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// Set reveal flag (once revealed, stays revealed)
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if (isInRadius && !_hasBeenRevealed)
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{
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_hasBeenRevealed = true;
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_instanceMaterial.SetFloat(IsRevealedID, 1f);
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Logging.Debug($"[RevealableObject] {gameObject.name} revealed!");
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}
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// Wait before next check (reduces CPU load)
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yield return new WaitForSeconds(0.1f);
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}
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}
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// ========================================
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// PROGRESSIVE MODE: Event-based stamp reveal
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// ========================================
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/// <summary>
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/// Called when player starts moving - begin stamping if near object
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/// </summary>
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private void OnPlayerMovementStarted()
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{
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if (_isCollected || revealMode != RevealMode.Progressive) return;
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// Check if player's vision circle could overlap with object bounds
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// Use closest point on bounds to check distance
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Vector2 playerPos = PulverController.PlayerPosition;
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Vector2 closestPoint = _objectBounds.ClosestPoint(playerPos);
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float distanceToBounds = Vector2.Distance(playerPos, closestPoint);
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// Start stamping if vision radius could reach the object
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// Add padding to account for vision radius overlap
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float activationThreshold = _activationDistance + _objectBounds.extents.magnitude;
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if (distanceToBounds < activationThreshold && _stampCoroutine == null)
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{
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_stampCoroutine = StartCoroutine(StampRevealCoroutine());
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Logging.Debug($"[RevealableObject] {gameObject.name} started stamping coroutine (distanceToBounds: {distanceToBounds:F2}, threshold: {activationThreshold:F2})");
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}
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}
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/// <summary>
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/// Called when player stops moving - stop stamping
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/// </summary>
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private void OnPlayerMovementStopped()
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{
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if (_stampCoroutine != null)
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{
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StopCoroutine(_stampCoroutine);
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_stampCoroutine = null;
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}
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}
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/// <summary>
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/// Coroutine that stamps reveal texture while player is moving and near object
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/// </summary>
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private IEnumerator StampRevealCoroutine()
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{
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while (!_isCollected)
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{
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// Check if player's vision circle overlaps with object bounds
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Vector2 playerPos = PulverController.PlayerPosition;
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Vector2 closestPoint = _objectBounds.ClosestPoint(playerPos);
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float distanceToBounds = Vector2.Distance(playerPos, closestPoint);
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// Calculate activation threshold with padding
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float activationThreshold = _activationDistance + _objectBounds.extents.magnitude;
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// If player moved too far away, stop stamping
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if (distanceToBounds >= activationThreshold)
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{
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Logging.Debug($"[RevealableObject] {gameObject.name} stopping stamping coroutine (too far)");
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_stampCoroutine = null;
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yield break;
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}
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// Stamp if player's vision radius reaches any part of the object
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if (distanceToBounds < PulverController.VisionRadius)
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{
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StampPlayerPosition();
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}
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// Wait before next stamp (reduces GPU writes)
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yield return new WaitForSeconds(0.1f);
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}
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}
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/// <summary>
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/// Stamp the player's current position onto the reveal texture
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/// Direct CPU-based stamping - calculates circle-rectangle intersection in world space
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/// </summary>
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private void StampPlayerPosition()
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{
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if (_revealStampTexture == null)
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{
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Logging.Warning($"[RevealableObject] {gameObject.name} cannot stamp: texture is null");
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return;
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}
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// Get player position and vision radius in world space
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Vector2 playerWorldPos = PulverController.PlayerPosition;
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float visionRadius = PulverController.VisionRadius;
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// Get object bounds in world space
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Vector2 boundsMin = _objectBounds.min;
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Vector2 boundsSize = _objectBounds.size;
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// Get texture dimensions
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int texWidth = _revealStampTexture.width;
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int texHeight = _revealStampTexture.height;
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// Calculate the bounding box of the circle in world space
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Vector2 circleMin = playerWorldPos - Vector2.one * visionRadius;
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Vector2 circleMax = playerWorldPos + Vector2.one * visionRadius;
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// Calculate intersection of circle bounding box with object bounds
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Vector2 intersectMin = new Vector2(
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Mathf.Max(circleMin.x, boundsMin.x),
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Mathf.Max(circleMin.y, boundsMin.y)
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);
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Vector2 intersectMax = new Vector2(
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Mathf.Min(circleMax.x, boundsMin.x + boundsSize.x),
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Mathf.Min(circleMax.y, boundsMin.y + boundsSize.y)
|
||
|
|
);
|
||
|
|
|
||
|
|
// Check if there's any intersection
|
||
|
|
if (intersectMin.x >= intersectMax.x || intersectMin.y >= intersectMax.y)
|
||
|
|
{
|
||
|
|
return; // No intersection, nothing to stamp
|
||
|
|
}
|
||
|
|
|
||
|
|
// Convert world space intersection to texture pixel coordinates
|
||
|
|
int pixelMinX = Mathf.FloorToInt((intersectMin.x - boundsMin.x) / boundsSize.x * texWidth);
|
||
|
|
int pixelMaxX = Mathf.CeilToInt((intersectMax.x - boundsMin.x) / boundsSize.x * texWidth);
|
||
|
|
int pixelMinY = Mathf.FloorToInt((intersectMin.y - boundsMin.y) / boundsSize.y * texHeight);
|
||
|
|
int pixelMaxY = Mathf.CeilToInt((intersectMax.y - boundsMin.y) / boundsSize.y * texHeight);
|
||
|
|
|
||
|
|
// Clamp to texture bounds
|
||
|
|
pixelMinX = Mathf.Max(0, pixelMinX);
|
||
|
|
pixelMaxX = Mathf.Min(texWidth, pixelMaxX);
|
||
|
|
pixelMinY = Mathf.Max(0, pixelMinY);
|
||
|
|
pixelMaxY = Mathf.Min(texHeight, pixelMaxY);
|
||
|
|
|
||
|
|
// Read current texture data
|
||
|
|
RenderTexture.active = _revealStampTexture;
|
||
|
|
Texture2D tempTex = new Texture2D(texWidth, texHeight, TextureFormat.R8, false);
|
||
|
|
tempTex.ReadPixels(new Rect(0, 0, texWidth, texHeight), 0, 0);
|
||
|
|
tempTex.Apply();
|
||
|
|
|
||
|
|
// Stamp pixels within the circle
|
||
|
|
bool anyPixelStamped = false;
|
||
|
|
float radiusSquared = visionRadius * visionRadius;
|
||
|
|
|
||
|
|
for (int py = pixelMinY; py < pixelMaxY; py++)
|
||
|
|
{
|
||
|
|
for (int px = pixelMinX; px < pixelMaxX; px++)
|
||
|
|
{
|
||
|
|
// Convert pixel coordinates back to world space
|
||
|
|
float worldX = boundsMin.x + (px / (float)texWidth) * boundsSize.x;
|
||
|
|
float worldY = boundsMin.y + (py / (float)texHeight) * boundsSize.y;
|
||
|
|
|
||
|
|
// Check if this pixel is within the circle
|
||
|
|
float dx = worldX - playerWorldPos.x;
|
||
|
|
float dy = worldY - playerWorldPos.y;
|
||
|
|
float distSquared = dx * dx + dy * dy;
|
||
|
|
|
||
|
|
if (distSquared <= radiusSquared)
|
||
|
|
{
|
||
|
|
// Stamp this pixel (set to white)
|
||
|
|
tempTex.SetPixel(px, py, Color.white);
|
||
|
|
anyPixelStamped = true;
|
||
|
|
}
|
||
|
|
}
|
||
|
|
}
|
||
|
|
|
||
|
|
if (anyPixelStamped)
|
||
|
|
{
|
||
|
|
// Upload modified texture back to GPU
|
||
|
|
tempTex.Apply();
|
||
|
|
Graphics.CopyTexture(tempTex, _revealStampTexture);
|
||
|
|
|
||
|
|
Logging.Debug($"[RevealableObject] {gameObject.name} stamped pixels at world pos ({playerWorldPos.x:F2}, {playerWorldPos.y:F2}), radius {visionRadius:F2}");
|
||
|
|
}
|
||
|
|
|
||
|
|
RenderTexture.active = null;
|
||
|
|
Destroy(tempTex);
|
||
|
|
}
|
||
|
|
|
||
|
|
private void OnTriggerEnter2D(Collider2D other)
|
||
|
|
{
|
||
|
|
// Check if player is interacting
|
||
|
|
if (other.CompareTag("Player") && _hasBeenRevealed && !_isCollected)
|
||
|
|
{
|
||
|
|
HandleInteraction();
|
||
|
|
}
|
||
|
|
}
|
||
|
|
|
||
|
|
private void HandleInteraction()
|
||
|
|
{
|
||
|
|
if (isBoosterPack)
|
||
|
|
{
|
||
|
|
CollectBoosterPack();
|
||
|
|
}
|
||
|
|
else if (isExit)
|
||
|
|
{
|
||
|
|
ActivateExit();
|
||
|
|
}
|
||
|
|
}
|
||
|
|
|
||
|
|
private void CollectBoosterPack()
|
||
|
|
{
|
||
|
|
_isCollected = true;
|
||
|
|
|
||
|
|
Logging.Debug($"[RevealableObject] Booster pack collected: {gameObject.name}");
|
||
|
|
|
||
|
|
// Notify controller
|
||
|
|
if (TrashMazeController.Instance != null)
|
||
|
|
{
|
||
|
|
TrashMazeController.Instance.OnBoosterPackCollected();
|
||
|
|
}
|
||
|
|
|
||
|
|
// Destroy object
|
||
|
|
Destroy(gameObject);
|
||
|
|
}
|
||
|
|
|
||
|
|
private void ActivateExit()
|
||
|
|
{
|
||
|
|
Logging.Debug($"[RevealableObject] Exit activated: {gameObject.name}");
|
||
|
|
|
||
|
|
// Notify controller
|
||
|
|
if (TrashMazeController.Instance != null)
|
||
|
|
{
|
||
|
|
TrashMazeController.Instance.OnExitReached();
|
||
|
|
}
|
||
|
|
}
|
||
|
|
|
||
|
|
private void OnDestroy()
|
||
|
|
{
|
||
|
|
// Stop Binary mode coroutine
|
||
|
|
if (_binaryRevealCoroutine != null)
|
||
|
|
{
|
||
|
|
StopCoroutine(_binaryRevealCoroutine);
|
||
|
|
}
|
||
|
|
|
||
|
|
// Unsubscribe from Progressive mode movement events
|
||
|
|
if (revealMode == RevealMode.Progressive && PulverController.Instance != null)
|
||
|
|
{
|
||
|
|
PulverController.Instance.OnMovementStarted -= OnPlayerMovementStarted;
|
||
|
|
PulverController.Instance.OnMovementStopped -= OnPlayerMovementStopped;
|
||
|
|
}
|
||
|
|
|
||
|
|
// Stop Progressive mode stamping coroutine
|
||
|
|
if (_stampCoroutine != null)
|
||
|
|
{
|
||
|
|
StopCoroutine(_stampCoroutine);
|
||
|
|
}
|
||
|
|
|
||
|
|
// Clean up progressive reveal resources
|
||
|
|
if (_revealStampTexture != null)
|
||
|
|
{
|
||
|
|
_revealStampTexture.Release();
|
||
|
|
Destroy(_revealStampTexture);
|
||
|
|
}
|
||
|
|
|
||
|
|
|
||
|
|
// Clean up instance material
|
||
|
|
if (_instanceMaterial != null)
|
||
|
|
{
|
||
|
|
Destroy(_instanceMaterial);
|
||
|
|
}
|
||
|
|
}
|
||
|
|
|
||
|
|
/// <summary>
|
||
|
|
/// Check if object is currently visible to player
|
||
|
|
/// </summary>
|
||
|
|
public bool IsVisible()
|
||
|
|
{
|
||
|
|
float distance = Vector2.Distance(transform.position, PulverController.PlayerPosition);
|
||
|
|
return distance < PulverController.VisionRadius;
|
||
|
|
}
|
||
|
|
|
||
|
|
/// <summary>
|
||
|
|
/// Check if object has been revealed at any point
|
||
|
|
/// </summary>
|
||
|
|
public bool HasBeenRevealed()
|
||
|
|
{
|
||
|
|
return _hasBeenRevealed;
|
||
|
|
}
|
||
|
|
|
||
|
|
/// <summary>
|
||
|
|
/// Force reveal the object (for debugging or special cases)
|
||
|
|
/// </summary>
|
||
|
|
public void ForceReveal()
|
||
|
|
{
|
||
|
|
_hasBeenRevealed = true;
|
||
|
|
if (_instanceMaterial != null)
|
||
|
|
{
|
||
|
|
_instanceMaterial.SetFloat(IsRevealedID, 1f);
|
||
|
|
}
|
||
|
|
}
|
||
|
|
}
|
||
|
|
}
|
||
|
|
|