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