using AppleHills.Core;
using UnityEngine;
using System;
using Core;
namespace AppleHillsCamera
{
///
/// Anchors a game object at a fixed distance from a screen edge.
///
[ExecuteInEditMode] // Make it run in the editor
public class EdgeAnchor : MonoBehaviour
{
// Event that fires when the anchor's position is updated
public event Action OnPositionUpdated;
public enum AnchorEdge
{
Top,
Bottom,
Left,
Right
}
[Tooltip("Reference marker that defines the screen edges and margins")]
public ScreenReferenceMarker referenceMarker;
[Tooltip("Camera adapter to subscribe to for runtime updates")]
public CameraScreenAdapter cameraAdapter;
[Tooltip("Which screen edge to anchor to")]
public AnchorEdge anchorEdge = AnchorEdge.Top;
[Tooltip("Whether to use the predefined margin from the reference marker")]
public bool useReferenceMargin = true;
[Tooltip("Custom margin to use if not using the reference margin")]
public float customMargin = 1f;
[Tooltip("Whether to adjust the position automatically on Start")]
public bool adjustOnStart = true;
[Tooltip("Whether to adjust the position when the screen size changes")]
public bool adjustOnScreenResize = true;
[Tooltip("Whether to preserve the object's position on other axes")]
public bool preserveOtherAxes = true;
[Tooltip("Whether to account for this object's size in positioning")]
public bool accountForObjectSize = true;
[Header("Visualization")]
[Tooltip("Whether to show the anchor visualization in the editor")]
public bool showVisualization = true;
[Tooltip("Color for the anchor visualization line")]
public Color visualizationColor = new Color(1f, 0f, 0f, 0.8f);
[Tooltip("Show object bounds in visualization")]
public bool showObjectBounds = true;
[Tooltip("Debug mode - print position changes to console")]
public bool debugMode = false;
private Camera _camera;
private int _lastScreenWidth;
private int _lastScreenHeight;
private float _lastOrthoSize = 0f;
private Vector3 _originalPosition;
private bool _initialized = false;
private Bounds _objectBounds;
#if UNITY_EDITOR
private void OnDrawGizmos()
{
if (!showVisualization || referenceMarker == null)
return;
// Find camera if needed
if (_camera == null)
FindCamera();
if (_camera == null)
return;
// Calculate the anchor point (the exact point on the screen edge)
Vector3 anchorPoint = CalculateScreenEdgePoint();
// Save original color
Color originalColor = Gizmos.color;
// Draw line to anchor point
Gizmos.color = visualizationColor;
Gizmos.DrawLine(transform.position, anchorPoint);
// Draw a small sphere at the anchor point
Gizmos.DrawSphere(anchorPoint, 0.1f);
// Draw object bounds if enabled
if (showObjectBounds && accountForObjectSize)
{
Bounds bounds = GetObjectBounds();
if (bounds.size != Vector3.zero)
{
Color boundsColor = visualizationColor;
boundsColor.a *= 0.3f;
Gizmos.color = boundsColor;
Gizmos.DrawWireCube(bounds.center, bounds.size);
}
}
// Restore original color
Gizmos.color = originalColor;
}
#endif
private void Awake()
{
_originalPosition = transform.position;
FindCamera();
if (_camera != null)
{
_lastOrthoSize = _camera.orthographicSize;
}
_lastScreenWidth = Screen.width;
_lastScreenHeight = Screen.height;
_initialized = true;
}
private void OnEnable()
{
if (!_initialized)
{
_originalPosition = transform.position;
FindCamera();
_lastScreenWidth = Screen.width;
_lastScreenHeight = Screen.height;
_initialized = true;
}
// Subscribe to camera adapter events
if (Application.isPlaying && cameraAdapter != null)
{
cameraAdapter.OnCameraAdjusted += HandleCameraAdjusted;
}
// Adjust position immediately when enabled in editor
#if UNITY_EDITOR
if (!Application.isPlaying)
{
UpdatePosition();
}
#endif
}
private void OnDisable()
{
// Unsubscribe from camera adapter events
if (cameraAdapter != null)
{
cameraAdapter.OnCameraAdjusted -= HandleCameraAdjusted;
}
}
private void HandleCameraAdjusted()
{
// Update position when camera is adjusted
if (Application.isPlaying)
{
if (debugMode)
{
Logging.Debug($"Camera adjusted event received by {gameObject.name}, updating position");
}
// Ensure we have the latest camera reference
FindCamera();
UpdatePosition();
}
}
private void Start()
{
// If no camera adapter was manually set, try to find one in the scene
if (cameraAdapter == null && Application.isPlaying)
{
FindCameraAdapter();
}
// Ensure we're subscribed to camera adapter events
if (cameraAdapter != null && Application.isPlaying)
{
cameraAdapter.OnCameraAdjusted -= HandleCameraAdjusted; // Remove any duplicate subscriptions
cameraAdapter.OnCameraAdjusted += HandleCameraAdjusted; // Subscribe
}
if (adjustOnStart && Application.isPlaying)
{
UpdatePosition();
}
}
private void FindCameraAdapter()
{
// Try to find the camera adapter in the scene
var adapters = FindObjectsOfType();
if (adapters != null && adapters.Length > 0)
{
// Prioritize any adapter that's on the same camera we're using
foreach (var adapter in adapters)
{
if (_camera != null && adapter.GetControlledCamera() == _camera)
{
cameraAdapter = adapter;
Logging.Debug($"EdgeAnchor on {gameObject.name} auto-connected to CameraScreenAdapter on {cameraAdapter.gameObject.name}");
return;
}
}
// If no matching camera found, use the first one
cameraAdapter = adapters[0];
Logging.Debug($"EdgeAnchor on {gameObject.name} auto-connected to CameraScreenAdapter on {cameraAdapter.gameObject.name}");
}
}
private void Update()
{
bool shouldUpdate = false;
// Check if we have a valid camera
if (_camera == null)
{
FindCamera();
if (_camera != null) shouldUpdate = true;
}
// Check if camera's ortho size has changed
if (_camera != null && _camera.orthographicSize != _lastOrthoSize)
{
if (debugMode)
{
Logging.Debug($"{gameObject.name}: Camera ortho size changed from {_lastOrthoSize} to {_camera.orthographicSize}");
}
_lastOrthoSize = _camera.orthographicSize;
shouldUpdate = true;
}
// Update if screen size has changed
if (adjustOnScreenResize &&
(Screen.width != _lastScreenWidth || Screen.height != _lastScreenHeight))
{
shouldUpdate = true;
_lastScreenWidth = Screen.width;
_lastScreenHeight = Screen.height;
}
// In editor, check for reference marker changes or inspector changes
#if UNITY_EDITOR
if (!Application.isPlaying)
{
shouldUpdate = true;
}
#endif
// Update position if needed
if (shouldUpdate)
{
UpdatePosition();
}
}
private void FindCamera()
{
Camera prevCamera = _camera;
// First check if we have a camera adapter reference
if (cameraAdapter != null)
{
_camera = cameraAdapter.GetControlledCamera();
if (_camera != null)
{
return;
}
}
// Look for the main camera
_camera = Camera.main;
// If no main camera found, try to find any camera
if (_camera == null)
{
_camera = FindAnyObjectByType();
}
if (_camera == null)
{
Debug.LogError("EdgeAnchor: No camera found in the scene.");
}
else if (_camera != prevCamera && debugMode)
{
Logging.Debug($"{gameObject.name}: Camera reference updated to {_camera.name}");
}
}
///
/// Get the combined bounds of all renderers on this object and its children
///
private Bounds GetObjectBounds()
{
Bounds bounds = new Bounds(transform.position, Vector3.zero);
// Get all renderers in this object and its children
Renderer[] renderers = GetComponentsInChildren();
if (renderers.Length > 0)
{
// Start with the first renderer's bounds
bounds = renderers[0].bounds;
// Expand to include all other renderers
for (int i = 1; i < renderers.Length; i++)
{
bounds.Encapsulate(renderers[i].bounds);
}
}
else
{
// No renderers found, create a small placeholder bounds
bounds = new Bounds(transform.position, new Vector3(0.1f, 0.1f, 0.1f));
}
// Cache the bounds
_objectBounds = bounds;
return bounds;
}
///
/// Manually trigger position adjustment based on the anchor settings.
///
public void UpdatePosition()
{
if (referenceMarker == null)
{
Logging.Warning("EdgeAnchor: Missing reference marker.");
return;
}
if (_camera == null)
{
FindCamera();
if (_camera == null) return;
}
// Get the margin value to use
float margin = GetMarginValue();
// Calculate the new position based on anchor edge and object size
Vector3 newPosition = CalculateAnchoredPosition(margin);
// If preserving other axes, keep their original values
if (preserveOtherAxes)
{
switch (anchorEdge)
{
case AnchorEdge.Top:
case AnchorEdge.Bottom:
newPosition.x = transform.position.x;
newPosition.z = transform.position.z;
break;
case AnchorEdge.Left:
case AnchorEdge.Right:
newPosition.y = transform.position.y;
newPosition.z = transform.position.z;
break;
}
}
// Apply the new position
if (debugMode && Vector3.Distance(transform.position, newPosition) > 0.01f)
{
Logging.Debug($"{gameObject.name} position updated: {transform.position} -> {newPosition}, Camera OrthoSize: {_camera.orthographicSize}");
}
transform.position = newPosition;
// Notify listeners that the position has been updated
OnPositionUpdated?.Invoke();
// Store the current ortho size for change detection
if (_camera != null)
{
_lastOrthoSize = _camera.orthographicSize;
}
}
private float GetMarginValue()
{
if (!useReferenceMargin)
{
return customMargin;
}
switch (anchorEdge)
{
case AnchorEdge.Top:
return referenceMarker.topMargin;
case AnchorEdge.Bottom:
return referenceMarker.bottomMargin;
case AnchorEdge.Left:
return referenceMarker.leftMargin;
case AnchorEdge.Right:
return referenceMarker.rightMargin;
default:
return customMargin;
}
}
private Vector3 CalculateAnchoredPosition(float margin)
{
if (_camera == null)
return transform.position;
// Always get the CURRENT camera properties to ensure we have latest values
float cameraOrthoSize = _camera.orthographicSize;
float screenAspect = (float)Screen.width / Screen.height;
float screenHeight = cameraOrthoSize * 2f;
float screenWidth = screenHeight * screenAspect;
Vector3 cameraPosition = _camera.transform.position;
Vector3 newPosition = transform.position;
// Calculate object size offset if needed
float offsetX = 0f;
float offsetY = 0f;
if (accountForObjectSize)
{
Bounds bounds = GetObjectBounds();
Vector3 extents = bounds.extents; // Half the size
Vector3 centerOffset = bounds.center - transform.position; // Offset from pivot to center
switch (anchorEdge)
{
case AnchorEdge.Top:
// For top edge, offset is negative (moving down) by the top extent
offsetY = -extents.y - centerOffset.y;
break;
case AnchorEdge.Bottom:
// For bottom edge, offset is positive (moving up) by the bottom extent
offsetY = extents.y - centerOffset.y;
break;
case AnchorEdge.Left:
// For left edge, offset is positive (moving right) by the left extent
offsetX = extents.x - centerOffset.x;
break;
case AnchorEdge.Right:
// For right edge, offset is negative (moving left) by the right extent
offsetX = -extents.x - centerOffset.x;
break;
}
}
switch (anchorEdge)
{
case AnchorEdge.Top:
// Position from the top of the screen
// When margin is 0, object's top edge is exactly at the top screen edge
newPosition.y = cameraPosition.y + cameraOrthoSize - margin + offsetY;
break;
case AnchorEdge.Bottom:
// Position from the bottom of the screen
// When margin is 0, object's bottom edge is exactly at the bottom screen edge
newPosition.y = cameraPosition.y - cameraOrthoSize + margin + offsetY;
break;
case AnchorEdge.Left:
// Position from the left of the screen
// When margin is 0, object's left edge is exactly at the left screen edge
newPosition.x = cameraPosition.x - (screenWidth / 2f) + margin + offsetX;
break;
case AnchorEdge.Right:
// Position from the right of the screen
// When margin is 0, object's right edge is exactly at the right screen edge
newPosition.x = cameraPosition.x + (screenWidth / 2f) - margin + offsetX;
break;
}
return newPosition;
}
///
/// Calculates the exact point on the screen edge for visualization purposes
///
private Vector3 CalculateScreenEdgePoint()
{
if (_camera == null)
return transform.position;
// Get the screen edges in world coordinates
float cameraOrthoSize = _camera.orthographicSize;
float screenAspect = (float)Screen.width / Screen.height;
float screenHeight = cameraOrthoSize * 2f;
float screenWidth = screenHeight * screenAspect;
Vector3 cameraPosition = _camera.transform.position;
Vector3 objectPosition = transform.position;
// Calculate the point exactly on the screen edge that corresponds to the object's anchor
switch (anchorEdge)
{
case AnchorEdge.Top:
// Point on top edge with same X coordinate as the object
return new Vector3(
objectPosition.x,
cameraPosition.y + cameraOrthoSize,
objectPosition.z
);
case AnchorEdge.Bottom:
// Point on bottom edge with same X coordinate as the object
return new Vector3(
objectPosition.x,
cameraPosition.y - cameraOrthoSize,
objectPosition.z
);
case AnchorEdge.Left:
// Point on left edge with same Y coordinate as the object
return new Vector3(
cameraPosition.x - (screenWidth / 2f),
objectPosition.y,
objectPosition.z
);
case AnchorEdge.Right:
// Point on right edge with same Y coordinate as the object
return new Vector3(
cameraPosition.x + (screenWidth / 2f),
objectPosition.y,
objectPosition.z
);
default:
return objectPosition;
}
}
}
}