This commit is contained in:
2026-07-07 20:51:18 -07:00
parent d2203c8aa1
commit cc2e7ad95e
20 changed files with 794 additions and 35 deletions
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using System.Collections.Generic;
using ProjectM.Simulation;
using Unity.Entities;
using Unity.Mathematics;
using Unity.NetCode;
using Unity.Transforms;
using UnityEngine;
using UnityEngine.UIElements;
namespace ProjectM.Client
{
/// <summary>
/// Client-only ENEMY VISIBILITY markers — makes living enemies (especially the last one) easy to find so a room
/// never devolves into hunting an unseen straggler. Observe-only presentation <see cref="SystemBase"/> in
/// <see cref="PresentationSystemGroup"/> (same shape as <see cref="OnboardingSystem"/> / <see cref="HudSystem"/>:
/// reads replicated state, never mutates the sim, never destroys a ghost). Owns its own runtime UIDocument
/// (sortingOrder 48 — just under the HUD's 50) and a POOL of marker glyphs: each living enemy within
/// <see cref="FeelConfig.EnemyMarkerRange"/> of the local player gets either a clamped EDGE ARROW when off-screen
/// (rotated toward it — the "it's over here" cue, reusing OnboardingSystem's WorldToScreen edge math) or a subtle
/// overhead PIP when on-screen. The pips fade toward <see cref="FeelConfig.EnemyMarkerMinAlpha"/> as the on-screen
/// enemy count rises (declutter a swarm); off-screen arrows always stay full so a straggler is never missed. The
/// boss is excluded (it has its own HUD presence bar); corpses (<see cref="Dying"/>) are excluded.
/// </summary>
[WorldSystemFilter(WorldSystemFilterFlags.ClientSimulation)]
[UpdateInGroup(typeof(PresentationSystemGroup))]
public partial class EnemyMarkerSystem : SystemBase
{
const int MaxMarkers = 32; // pool cap (a room never fields this many; when few remain, all are marked)
const float Margin = 48f; // screen-edge inset for off-screen arrows (panel units)
GameObject _go;
UIDocument _doc;
bool _built;
readonly List<Label> _pool = new();
readonly List<float3> _positions = new();
protected override void OnStartRunning()
{
if (_go != null) return;
_go = new GameObject("~EnemyMarkers");
_doc = _go.AddComponent<UIDocument>();
_doc.panelSettings = MenuUi.LoadPanelSettings();
_doc.sortingOrder = 48; // just below the HUD (50)
}
protected override void OnDestroy()
{
if (_go != null) Object.Destroy(_go);
}
protected override void OnUpdate()
{
if (_doc == null) return;
var root = _doc.rootVisualElement;
if (root == null) return;
if (!_built)
{
root.style.position = Position.Absolute;
root.style.left = 0; root.style.right = 0; root.style.top = 0; root.style.bottom = 0;
root.pickingMode = PickingMode.Ignore; // never eat world clicks
_built = true;
}
var cam = Camera.main;
if (!FeelConfig.EnemyMarkerEnabled || cam == null)
{
HideFrom(0);
return;
}
// Local player position (range gate — scopes markers to the current room / region).
bool haveLocal = false; float3 localPos = default;
foreach (var lt in SystemAPI.Query<RefRO<LocalTransform>>().WithAll<GhostOwnerIsLocal, PlayerTag>())
{ haveLocal = true; localPos = lt.ValueRO.Position; break; }
// Collect living enemies within range (nearest-capped by MaxMarkers).
_positions.Clear();
float rangeSq = FeelConfig.EnemyMarkerRange * FeelConfig.EnemyMarkerRange;
foreach (var lt in SystemAPI.Query<RefRO<LocalTransform>>().WithAll<EnemyTag>().WithNone<Dying, BossState>())
{
float3 p = lt.ValueRO.Position;
if (haveLocal && math.distancesq(p, localPos) > rangeSq) continue;
_positions.Add(p);
if (_positions.Count >= MaxMarkers) break;
}
float pw = root.layout.width, ph = root.layout.height;
if (pw <= 1f || ph <= 1f) { HideFrom(0); return; }
// First pass: how many are on-screen (drives the pip declutter fade).
int onScreen = 0;
for (int i = 0; i < _positions.Count; i++)
if (!IsOffScreen(cam, _positions[i], pw, ph)) onScreen++;
int fadeStart = math.max(1, FeelConfig.EnemyMarkerFadeStartCount);
float pipAlpha = math.lerp(1f, math.clamp(FeelConfig.EnemyMarkerMinAlpha, 0f, 1f),
math.saturate((onScreen - fadeStart) / (float)fadeStart));
// Second pass: place each marker.
Color baseCol = FeelConfig.EnemyMarkerColor;
float size = FeelConfig.EnemyMarkerSize;
for (int i = 0; i < _positions.Count; i++)
{
var lbl = GetMarker(i, root);
Place(lbl, cam, _positions[i], pw, ph, baseCol, size, pipAlpha);
}
HideFrom(_positions.Count);
}
bool IsOffScreen(Camera cam, float3 world, float pw, float ph)
{
Vector3 sp = cam.WorldToScreenPoint((Vector3)world);
bool behind = sp.z < 0f;
float px = (sp.x / Mathf.Max(1f, Screen.width)) * pw;
float py = (1f - sp.y / Mathf.Max(1f, Screen.height)) * ph;
if (behind) { px = pw - px; py = ph - py; }
return behind || px < Margin || px > pw - Margin || py < Margin || py > ph - Margin;
}
void Place(Label lbl, Camera cam, float3 world, float pw, float ph, Color baseCol, float size, float pipAlpha)
{
Vector3 sp = cam.WorldToScreenPoint((Vector3)world);
bool behind = sp.z < 0f;
float px = (sp.x / Mathf.Max(1f, Screen.width)) * pw;
float py = (1f - sp.y / Mathf.Max(1f, Screen.height)) * ph;
if (behind) { px = pw - px; py = ph - py; }
bool off = behind || px < Margin || px > pw - Margin || py < Margin || py > ph - Margin;
float cx = pw * 0.5f, cy = ph * 0.5f;
float dx = px - cx, dy = py - cy;
float len = Mathf.Sqrt(dx * dx + dy * dy);
if (len < 0.001f) { dx = 0f; dy = -1f; len = 1f; }
float ndx = dx / len, ndy = dy / len;
lbl.style.fontSize = size;
if (off)
{
// Clamp to the margin rectangle along the center->enemy ray, rotate a triangle toward it.
float tx = (ndx > 0 ? (pw - Margin - cx) : (Margin - cx)) / (Mathf.Abs(ndx) < 1e-4f ? (ndx < 0 ? -1e-4f : 1e-4f) : ndx);
float ty = (ndy > 0 ? (ph - Margin - cy) : (Margin - cy)) / (Mathf.Abs(ndy) < 1e-4f ? (ndy < 0 ? -1e-4f : 1e-4f) : ndy);
float tt = Mathf.Min(Mathf.Abs(tx), Mathf.Abs(ty));
float ax = cx + ndx * tt, ay = cy + ndy * tt;
float angle = Mathf.Atan2(dy, dx) * Mathf.Rad2Deg; // "▶" points +x at 0 deg
lbl.text = "▶";
lbl.style.left = ax - size * 0.5f;
lbl.style.top = ay - size * 0.5f;
lbl.style.rotate = new StyleRotate(new Rotate(new Angle(angle)));
lbl.style.color = new Color(baseCol.r, baseCol.g, baseCol.b, baseCol.a); // arrows stay full alpha
}
else
{
// Overhead pip pointing down at the enemy; fades when the screen is crowded.
lbl.text = "▾";
lbl.style.left = px - size * 0.5f;
lbl.style.top = py - size - 20f; // float above the enemy
lbl.style.rotate = new StyleRotate(new Rotate(new Angle(0f)));
lbl.style.color = new Color(baseCol.r, baseCol.g, baseCol.b, baseCol.a * pipAlpha);
}
lbl.style.display = DisplayStyle.Flex;
}
Label GetMarker(int i, VisualElement root)
{
while (_pool.Count <= i)
{
var l = new Label("▶");
l.style.position = Position.Absolute;
l.style.unityFontStyleAndWeight = FontStyle.Bold;
l.style.unityTextAlign = TextAnchor.MiddleCenter;
l.pickingMode = PickingMode.Ignore;
l.style.display = DisplayStyle.None;
root.Add(l);
_pool.Add(l);
}
return _pool[i];
}
void HideFrom(int start)
{
for (int i = start; i < _pool.Count; i++)
_pool[i].style.display = DisplayStyle.None;
}
}
}