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>
/// MinimapObjectMarker - Creates minimap markers for cash bags and vaults.
/// Uses different shapes than character markers for differentiation.
/// CashBag = Square, Vaults = Diamond
///
/// IMPORTANT: You MUST create a layer called "Minimap" in Unity Project Settings
/// and configure your Main Camera to NOT render this layer.
/// </summary>
public class MinimapObjectMarker : MonoBehaviour
{
public enum ObjectType
{
CashBag,
PlayerVault,
EnemyVault
}
[Header("Marker Settings")]
[SerializeField] private float heightOffset = 3f;
[SerializeField] private float markerSize = 5f;
[SerializeField] private ObjectType objectType = ObjectType.CashBag;
[Header("Colors")]
[SerializeField] private Color cashBagColor = new Color(1f, 0.85f, 0f, 1f); // Gold/Yellow
[SerializeField] private Color playerVaultColor = new Color(0.2f, 0.8f, 0.2f, 1f); // Green
[SerializeField] private Color enemyVaultColor = new Color(0.9f, 0.2f, 0.2f, 1f); // Red
[Header("Layer Settings")]
[SerializeField] private string minimapLayerName = "Minimap";
private GameObject markerObject;
private MeshRenderer markerRenderer;
private bool hasConfiguredLayer = false;
private bool _markerCreated = false;
private void Start()
{
AutoDetectType();
if (!_markerCreated)
CreateMarker();
UpdateMarkerColor();
}
private void OnEnable()
{
// Re-create marker if it was destroyed (e.g. pooled object returned and re-enabled)
if (markerObject == null)
{
_markerCreated = false;
AutoDetectType();
CreateMarker();
UpdateMarkerColor();
}
else
{
markerObject.SetActive(true);
}
}
private void OnDisable()
{
// Hide marker when the source object is disabled (pooled/despawned)
if (markerObject != null)
markerObject.SetActive(false);
}
private void AutoDetectType()
{
// Check if this is a CashBag
if (GetComponent<CashBag>() != null)
{
objectType = ObjectType.CashBag;
return;
}
// Check if this is a TeamVault
TeamVault vault = GetComponent<TeamVault>();
if (vault != null)
{
objectType = vault.TeamTag == "Player" ? ObjectType.PlayerVault : ObjectType.EnemyVault;
}
}
private void LateUpdate()
{
if (markerObject == null) return;
// Ensure layer is correctly set
if (!hasConfiguredLayer)
{
ConfigureLayer();
}
// Marker is parented, so local position keeps it above owner
// No need to update position every frame — it follows automatically
// Only update rotation for the correct shape appearance
if (objectType == ObjectType.CashBag)
{
markerObject.transform.localRotation = Quaternion.Euler(90f, 0f, 0f);
}
else
{
markerObject.transform.localRotation = Quaternion.Euler(90f, 45f, 0f);
}
}
private void CreateMarker()
{
// GUARD: prevent duplicate markers
if (_markerCreated && markerObject != null) return;
// Also destroy any stale marker children from previous lifecycle
for (int i = transform.childCount - 1; i >= 0; i--)
{
var child = transform.GetChild(i);
if (child.name.Contains("MinimapObjectMarker"))
Destroy(child.gameObject);
}
// Use different heights per type to prevent Z-fighting
float h = heightOffset;
switch (objectType)
{
case ObjectType.CashBag: h = heightOffset; break;
case ObjectType.PlayerVault: h = heightOffset + 1f; break;
case ObjectType.EnemyVault: h = heightOffset + 2f; break;
}
markerObject = GameObject.CreatePrimitive(PrimitiveType.Quad);
markerObject.name = $"{gameObject.name}_MinimapObjectMarker";
// Parent to owner so it follows position automatically
markerObject.transform.SetParent(transform, false);
markerObject.transform.localPosition = Vector3.up * h;
// Initial rotation based on type
if (objectType == ObjectType.CashBag)
markerObject.transform.localRotation = Quaternion.Euler(90f, 0f, 0f);
else
markerObject.transform.localRotation = Quaternion.Euler(90f, 45f, 0f);
markerObject.transform.localScale = Vector3.one * markerSize;
// Remove collider
Collider col = markerObject.GetComponent<Collider>();
if (col != null) Destroy(col);
// Configure layer
ConfigureLayer();
// Get renderer and create material
markerRenderer = markerObject.GetComponent<MeshRenderer>();
Material markerMaterial = new Material(Shader.Find("Sprites/Default"));
if (markerMaterial != null)
{
markerRenderer.material = markerMaterial;
}
_markerCreated = true;
Debug.Log($"[MinimapObjectMarker] Created {objectType} marker for {gameObject.name}");
}
private void ConfigureLayer()
{
int minimapLayer = LayerMask.NameToLayer(minimapLayerName);
if (minimapLayer == -1)
{
if (!hasConfiguredLayer)
{
Debug.LogError($"[MinimapObjectMarker] CRITICAL: Layer '{minimapLayerName}' not found! " +
"Please create this layer in Project Settings > Tags and Layers. " +
"Main Camera must EXCLUDE this layer from its Culling Mask!");
}
// Use layer 31 as fallback
markerObject.layer = 31;
}
else
{
markerObject.layer = minimapLayer;
hasConfiguredLayer = true;
}
}
private void UpdateMarkerColor()
{
if (markerRenderer == null) return;
Color targetColor;
switch (objectType)
{
case ObjectType.CashBag:
targetColor = cashBagColor;
break;
case ObjectType.PlayerVault:
targetColor = playerVaultColor;
break;
case ObjectType.EnemyVault:
targetColor = enemyVaultColor;
break;
default:
targetColor = Color.white;
break;
}
markerRenderer.material.color = targetColor;
// Set texture — required for Sprites/Default in URP to render visibly
Texture2D tex = (objectType == ObjectType.CashBag)
? GetSquareTexture()
: GetDiamondTexture();
markerRenderer.material.mainTexture = tex;
}
// ─── Texture Generation (cached statics, same pattern as MinimapMarker) ───
private static Texture2D _cachedSquareTex;
private static Texture2D _cachedDiamondTex;
private static Texture2D GetSquareTexture()
{
if (_cachedSquareTex == null)
_cachedSquareTex = GenerateSquareTexture();
return _cachedSquareTex;
}
private static Texture2D GetDiamondTexture()
{
if (_cachedDiamondTex == null)
_cachedDiamondTex = GenerateDiamondTexture();
return _cachedDiamondTex;
}
private static Texture2D GenerateSquareTexture()
{
int size = 64;
Texture2D tex = new Texture2D(size, size);
Color[] colors = new Color[size * size];
float border = 4f;
for (int y = 0; y < size; y++)
{
for (int x = 0; x < size; x++)
{
bool inside = x >= border && x < size - border && y >= border && y < size - border;
colors[y * size + x] = inside ? Color.white : Color.clear;
}
}
tex.SetPixels(colors);
tex.Apply();
return tex;
}
private static Texture2D GenerateDiamondTexture()
{
int size = 64;
Texture2D tex = new Texture2D(size, size);
Color[] colors = new Color[size * size];
float center = size / 2f;
float halfSize = center - 4f;
for (int y = 0; y < size; y++)
{
for (int x = 0; x < size; x++)
{
float dx = Mathf.Abs(x - center);
float dy = Mathf.Abs(y - center);
float dist = dx + dy; // Manhattan distance → diamond shape
if (dist <= halfSize - 1.5f)
colors[y * size + x] = Color.white;
else if (dist <= halfSize + 1.5f)
{
float alpha = 1f - Mathf.Clamp01((dist - halfSize + 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;
}
private void OnDestroy()
{
if (markerObject != null)
{
Destroy(markerObject);
}
}
public void SetType(ObjectType type)
{
objectType = type;
UpdateMarkerColor();
}
public void SetVisible(bool visible)
{
if (markerObject != null)
{
markerObject.SetActive(visible);
}
}
}