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