chunk 1: core gameplay scripts scenes runtime assets

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2026-04-06 11:02:34 +03:00
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using UnityEngine;
/// <summary>
/// MinimapMarker - Creates a 3D marker visible to the minimap camera.
/// This follows the same pattern as TeamIndicator but renders on a minimap-specific layer.
/// Attach to character prefabs or add dynamically via MinimapMarkerManager.
///
/// IMPORTANT: You MUST create a layer called "Minimap" in Unity Project Settings
/// and configure your Main Camera to NOT render this layer (uncheck it in Culling Mask).
/// </summary>
public class MinimapMarker : MonoBehaviour
{
[Header("Marker Settings")]
[SerializeField] private float heightOffset = 5f; // Height above character for minimap visibility
[SerializeField] private float markerSize = 6f; // Size of marker in world units
[Header("Team Colors")]
[SerializeField] private Color allyColor = new Color(0.2f, 0.8f, 0.2f, 1f); // Green
[SerializeField] private Color enemyColor = new Color(0.9f, 0.2f, 0.2f, 1f); // Red
[SerializeField] private Color controlledColor = Color.white; // White (GTA V style)
[Header("Layer Settings")]
[SerializeField] private string minimapLayerName = "Minimap";
private GameObject markerObject;
private MeshRenderer markerRenderer;
private TeamMember teamMember;
private string myTeamTag;
private bool isCurrentlyControlled = false;
private bool hasConfiguredLayer = false;
// Cached textures to avoid regeneration
private static Texture2D cachedCircleTexture;
private static Texture2D cachedArrowTexture;
// Static reference to current player team tag
private static string currentPlayerTeamTag = "Player";
private bool _markerCreated;
private void Start()
{
// Works in ALL modes (Cash System, Practice, etc.)
teamMember = GetComponent<TeamMember>();
myTeamTag = gameObject.tag;
CreateMarker();
UpdateMarkerColor();
}
private void LateUpdate()
{
if (markerObject == null) return;
// Ensure layer is correctly set (handles late layer creation)
if (!hasConfiguredLayer)
{
ConfigureLayer();
}
// Check if this character is currently controlled
bool wasControlled = isCurrentlyControlled;
isCurrentlyControlled = teamMember != null && teamMember.IsPlayerControlled;
if (isCurrentlyControlled)
{
currentPlayerTeamTag = myTeamTag;
// PARENT to player so position + yaw follow exactly (no lag/jitter)
if (markerObject.transform.parent != transform)
markerObject.transform.SetParent(transform, false);
// Local position: straight up; local rotation: flat quad facing up
// The minimap camera rotates with the player, so the marker just
// sits above the player and the camera handles heading visuals.
markerObject.transform.localPosition = Vector3.up * heightOffset;
markerObject.transform.localRotation = Quaternion.Euler(90f, 0f, 0f);
markerObject.transform.localScale = Vector3.one * (markerSize * 2f);
}
else
{
// AI / enemy markers: also parent to owner so they can't drift
if (markerObject.transform.parent != transform)
markerObject.transform.SetParent(transform, false);
markerObject.transform.localPosition = Vector3.up * heightOffset;
markerObject.transform.localRotation = Quaternion.Euler(90f, 0f, 0f);
markerObject.transform.localScale = Vector3.one * markerSize;
}
// Update color/shape if control status changed
if (wasControlled != isCurrentlyControlled)
{
UpdateMarkerVisuals();
}
markerObject.SetActive(true);
}
private void CreateMarker()
{
// Guard: only ever create ONE marker per component instance
if (_markerCreated && markerObject != null) return;
markerObject = GameObject.CreatePrimitive(PrimitiveType.Quad);
markerObject.name = $"{gameObject.name}_MinimapMarker";
// Parent to owner immediately so it follows position + rotation
markerObject.transform.SetParent(transform, false);
markerObject.transform.localPosition = Vector3.up * heightOffset;
markerObject.transform.localRotation = Quaternion.Euler(90f, 0f, 0f);
markerObject.transform.localScale = Vector3.one * markerSize;
// Remove collider - we don't need it
Collider col = markerObject.GetComponent<Collider>();
if (col != null) Destroy(col);
// Configure layer
ConfigureLayer();
// Get renderer and create material
markerRenderer = markerObject.GetComponent<MeshRenderer>();
Material markerMaterial = new Material(Shader.Find("Sprites/Default"));
if (markerMaterial != null)
{
markerRenderer.material = markerMaterial;
}
_markerCreated = true;
Debug.Log($"[MinimapMarker] Created marker for {gameObject.name} on layer {markerObject.layer}");
}
private void ConfigureLayer()
{
int minimapLayer = LayerMask.NameToLayer(minimapLayerName);
if (minimapLayer == -1)
{
// Layer not found - this is a critical setup issue
// Log error once and use a high layer number that's less likely to be rendered
if (!hasConfiguredLayer)
{
Debug.LogError($"[MinimapMarker] CRITICAL: Layer '{minimapLayerName}' not found! " +
"Please create this layer in Project Settings > Tags and Layers. " +
"IMPORTANT: Set your Main Camera's Culling Mask to EXCLUDE the 'Minimap' layer!");
}
// Use layer 31 as fallback (typically unused, less likely to show on main camera)
markerObject.layer = 31;
}
else
{
markerObject.layer = minimapLayer;
hasConfiguredLayer = true;
}
}
private void UpdateMarkerVisuals()
{
if (markerRenderer == null) return;
Color targetColor;
Texture2D texture;
// Currently controlled character
if (isCurrentlyControlled)
{
targetColor = controlledColor;
texture = GetArrowTexture(); // Directional arrow
}
// Determine if ally or enemy relative to player
else if (myTeamTag == currentPlayerTeamTag)
{
targetColor = allyColor;
texture = GetCircleTexture(); // Round circle
}
else
{
targetColor = enemyColor;
texture = GetCircleTexture(); // Round circle
}
markerRenderer.material.color = targetColor;
markerRenderer.material.mainTexture = texture;
}
// Get cached circle texture
private Texture2D GetCircleTexture()
{
if (cachedCircleTexture == null)
{
cachedCircleTexture = GenerateCircleTexture();
}
return cachedCircleTexture;
}
// Get cached arrow texture
private Texture2D GetArrowTexture()
{
if (cachedArrowTexture == null)
{
cachedArrowTexture = GenerateArrowTexture();
}
return cachedArrowTexture;
}
// Generate a clean solid dot — GTA V style (filled circle with soft edge)
private Texture2D GenerateCircleTexture()
{
int size = 64;
Texture2D tex = new Texture2D(size, size);
Color[] colors = new Color[size * size];
float center = size / 2f;
float radius = size / 2f - 4f; // Slightly smaller for clean edges
for (int y = 0; y < size; y++)
{
for (int x = 0; x < size; x++)
{
float dist = Vector2.Distance(new Vector2(x, y), new Vector2(center, center));
if (dist <= radius - 1.5f)
{
// Solid fill
colors[y * size + x] = Color.white;
}
else if (dist <= radius + 1.5f)
{
// Anti-aliased edge
float alpha = 1f - Mathf.Clamp01((dist - radius + 1.5f) / 3f);
colors[y * size + x] = new Color(1, 1, 1, alpha);
}
else
{
colors[y * size + x] = Color.clear;
}
}
}
tex.SetPixels(colors);
tex.Apply();
return tex;
}
// Generate a GTA V-style chevron (V-shape) pointing up
// Sharp pointed front, open back — gives instant directional clarity
private Texture2D GenerateArrowTexture()
{
int size = 64;
Texture2D tex = new Texture2D(size, size);
Color[] colors = new Color[size * size];
// Clear transparency
for (int i = 0; i < colors.Length; i++) colors[i] = Color.clear;
float cx = size / 2f;
float cy = size / 2f;
float thickness = 5f; // Chevron line thickness
// Chevron is two angled lines meeting at a point (top center)
// Left arm: from bottom-left to top-center
// Right arm: from bottom-right to top-center
Vector2 tip = new Vector2(cx, size * 0.85f); // Top tip
Vector2 bottomLeft = new Vector2(size * 0.15f, size * 0.25f); // Bottom left
Vector2 bottomRight = new Vector2(size * 0.85f, size * 0.25f); // Bottom right
for (int y = 0; y < size; y++)
{
for (int x = 0; x < size; x++)
{
Vector2 p = new Vector2(x, y);
// Distance to left arm line segment
float distLeft = DistanceToSegment(p, bottomLeft, tip);
// Distance to right arm line segment
float distRight = DistanceToSegment(p, bottomRight, tip);
float minDist = Mathf.Min(distLeft, distRight);
if (minDist <= thickness)
{
// Solid white with anti-aliased edges
float alpha = 1f - Mathf.Clamp01((minDist - thickness + 1.5f) / 1.5f);
alpha = Mathf.Max(alpha, 0f);
if (minDist < thickness - 1f) alpha = 1f;
colors[y * size + x] = new Color(1, 1, 1, alpha);
}
}
}
tex.SetPixels(colors);
tex.Apply();
return tex;
}
/// <summary>
/// Distance from point P to line segment AB
/// </summary>
private static float DistanceToSegment(Vector2 p, Vector2 a, Vector2 b)
{
Vector2 ab = b - a;
float t = Mathf.Clamp01(Vector2.Dot(p - a, ab) / Vector2.Dot(ab, ab));
Vector2 closest = a + t * ab;
return Vector2.Distance(p, closest);
}
private void UpdateMarkerColor()
{
UpdateMarkerVisuals();
}
private void OnDestroy()
{
if (markerObject != null)
{
Destroy(markerObject);
}
}
/// <summary>
/// Force update the marker color (call after team changes)
/// </summary>
public void RefreshMarker()
{
myTeamTag = gameObject.tag;
UpdateMarkerColor();
}
/// <summary>
/// Set marker visibility
/// </summary>
public void SetVisible(bool visible)
{
if (markerObject != null)
{
markerObject.SetActive(visible);
}
}
/// <summary>
/// Static method to update all markers when player changes
/// </summary>
public static void RefreshAllMarkers()
{
foreach (var marker in FindObjectsOfType<MinimapMarker>())
{
marker.RefreshMarker();
}
}
}