467 lines
22 KiB
C#
467 lines
22 KiB
C#
using UnityEngine;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using Invector.vCharacterController.AI.FSMBehaviour;
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using Beyond;
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using System;
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namespace Beyond
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{
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public class AutoTargetting : MonoBehaviour
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{
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// ... (other headers and variables)
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[Header("Targeting Parameters")]
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[Tooltip("Maximum distance AutoTargetting will consider an enemy for selection.")]
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public float maxTargetingDistance = 20f;
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[Tooltip("How often (in seconds) to re-evaluate for a new target during combat.")]
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public float targetingInterval = 0.25f;
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[Tooltip("Maximum angle (in degrees from player's forward) within which an enemy can be auto-targeted.")]
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public float targetingAngleThreshold = 90f;
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[Header("Rotation Parameters")]
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[Tooltip("Speed at which the player rotates towards the current target when rotation is explicitly called (e.g., by MagicAttacks).")]
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public float playerRotationSpeed = 10f;
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[Header("Visuals")]
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// ... (visual parameters)
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public string materialHighlightPropertyName = "_FresnelColor";
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[ColorUsage(true, true)]
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public Color highlightColor = Color.white;
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[ColorUsage(true, true)]
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public Color deselectHighlightColor = Color.black;
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public float highlightFadeDuration = 0.3f;
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public bool preferSkinnedMeshRenderer = true;
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[Header("Lock-On Integration")]
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[Tooltip("If true, automatically locks onto the target selected by AutoTargetting.")]
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public bool autoLockSelectedTarget = false;
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[Tooltip("Reference to the bLockOn script, usually on the player. Will try to find if not set.")]
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public bLockOn targetLockSystem;
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[Tooltip("How long (in seconds) AutoTargetting will pause after a manual target switch before re-evaluating.")]
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public float manualSwitchCooldownDuration = 0.75f; // Cooldown duration
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public vFSMBehaviourController CurrentTarget { get; private set; }
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public event Action<vFSMBehaviourController> OnTargetSelected;
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public event Action<vFSMBehaviourController> OnTargetDeselected;
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private GameStateManager _gameStateManager;
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private Coroutine _targetingLoopCoroutine;
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private Dictionary<Material, Color> _originalMaterialColors = new Dictionary<Material, Color>();
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private Dictionary<Material, Coroutine> _materialToFadeCoroutineMap = new Dictionary<Material, Coroutine>();
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private Transform _playerTransform;
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// Cooldown variables
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private bool _manualSwitchCooldownActive = false;
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private float _manualSwitchCooldownTimer = 0f;
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void Start()
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{
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// ... (Start logic mostly the same)
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if (Player.Instance == null)
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{
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Debug.LogError("AutoTargetting: Player.Instance is not available at Start!");
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enabled = false; return;
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}
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_playerTransform = Player.Instance.transform;
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_gameStateManager = GameStateManager.Instance;
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if (_gameStateManager != null)
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{
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_gameStateManager.m_OnStateChanged.AddListener(HandleGameStateChanged);
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HandleGameStateChanged(_gameStateManager.CurrentState);
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}
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else
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{
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Debug.LogError("AutoTargetting: GameStateManager.Instance not found!");
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enabled = false; return;
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}
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if (targetLockSystem == null)
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{
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if (Player.Instance != null) targetLockSystem = Player.Instance.GetComponentInChildren<bLockOn>(true);
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if (targetLockSystem == null) targetLockSystem = GetComponent<bLockOn>(); // Fallback
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if (targetLockSystem == null)
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{
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Debug.LogWarning("AutoTargetting: bLockOn system not found. Auto-lock and target sync will be disabled.");
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autoLockSelectedTarget = false;
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}
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}
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if (targetLockSystem != null)
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{
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targetLockSystem.onLockOnTarget.AddListener(HandleLockOnSystemTargetChanged);
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targetLockSystem.onUnLockOnTarget.AddListener(HandleLockOnSystemTargetUnlocked);
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}
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}
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void OnDestroy()
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{
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// ... (Cleanup logic)
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if (_gameStateManager != null)
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{
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_gameStateManager.m_OnStateChanged.RemoveListener(HandleGameStateChanged);
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}
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StopAndClearAllFadeCoroutines();
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if (_targetingLoopCoroutine != null)
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{
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StopCoroutine(_targetingLoopCoroutine);
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_targetingLoopCoroutine = null;
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}
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if (targetLockSystem != null)
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{
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targetLockSystem.onLockOnTarget.RemoveListener(HandleLockOnSystemTargetChanged);
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targetLockSystem.onUnLockOnTarget.RemoveListener(HandleLockOnSystemTargetUnlocked);
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}
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}
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private void StopAndClearAllFadeCoroutines()
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{
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foreach (var pair in _materialToFadeCoroutineMap)
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{
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if (pair.Value != null) StopCoroutine(pair.Value);
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}
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_materialToFadeCoroutineMap.Clear();
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}
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private void HandleGameStateChanged(GameStateManager.State newState)
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{
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if (newState == GameStateManager.State.COMBAT)
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{
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if (_targetingLoopCoroutine == null)
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{
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_targetingLoopCoroutine = StartCoroutine(TargetingLoop());
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}
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}
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else
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{
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if (_targetingLoopCoroutine != null)
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{
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StopCoroutine(_targetingLoopCoroutine);
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_targetingLoopCoroutine = null;
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}
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if (CurrentTarget != null)
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{
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SetNewTarget(null, true); // Force immediate update if leaving combat
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}
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_manualSwitchCooldownActive = false; // Reset cooldown when leaving combat
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}
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}
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private IEnumerator TargetingLoop()
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{
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while (true)
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{
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if (_manualSwitchCooldownActive)
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{
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_manualSwitchCooldownTimer -= targetingInterval; // Or Time.deltaTime if loop is faster
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if (_manualSwitchCooldownTimer <= 0)
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{
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_manualSwitchCooldownActive = false;
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// Debug.Log("AutoTargetting: Manual switch cooldown ended.");
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}
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}
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if (!_manualSwitchCooldownActive) // Only update target if cooldown is not active
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{
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if (_playerTransform == null && Player.Instance != null)
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{
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_playerTransform = Player.Instance.transform;
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}
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if (_playerTransform != null)
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{
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UpdateTarget();
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}
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}
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yield return new WaitForSeconds(targetingInterval);
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}
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}
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public bool IsTargetInAngle(Transform sourceTransform, vFSMBehaviourController targetAI, float angleThreshold)
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{
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// ... (IsTargetInAngle logic - unchanged)
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if (targetAI == null || sourceTransform == null) return false;
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Vector3 directionToTarget = (targetAI.transform.position - sourceTransform.position);
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directionToTarget.y = 0;
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if (directionToTarget.sqrMagnitude < 0.0001f) return true;
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directionToTarget.Normalize();
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float angle = Vector3.Angle(sourceTransform.forward, directionToTarget);
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return angle <= angleThreshold;
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}
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private void UpdateTarget()
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{
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if (_playerTransform == null || _gameStateManager == null) return;
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if (_manualSwitchCooldownActive) return; // Double check, though TargetingLoop should handle it
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vFSMBehaviourController bestCandidate = null;
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float minDistanceSqr = maxTargetingDistance * maxTargetingDistance;
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HashSet<vFSMBehaviourController> combatControllers = _gameStateManager.GetActiveCombatcontrollers();
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if (combatControllers == null || combatControllers.Count == 0)
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{
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if (CurrentTarget != null) SetNewTarget(null);
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return;
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}
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foreach (var controller in combatControllers)
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{
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if (controller == null || !controller.gameObject.activeInHierarchy || controller.aiController.currentHealth <= 0) continue;
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if (!IsTargetInAngle(_playerTransform, controller, targetingAngleThreshold)) continue;
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float distSqr = (controller.transform.position - _playerTransform.position).sqrMagnitude;
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if (distSqr <= minDistanceSqr)
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{
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minDistanceSqr = distSqr;
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bestCandidate = controller;
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}
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}
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if (CurrentTarget != bestCandidate)
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{
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SetNewTarget(bestCandidate);
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}
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else if (CurrentTarget != null && !IsTargetValid(CurrentTarget))
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{
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SetNewTarget(null);
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}
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}
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private bool IsTargetValid(vFSMBehaviourController target)
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{
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// ... (IsTargetValid logic - unchanged)
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if (target == null || !target.gameObject.activeInHierarchy || target.aiController.currentHealth <= 0) return false;
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if (_playerTransform == null) return false;
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if (!IsTargetInAngle(_playerTransform, target, targetingAngleThreshold)) return false;
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float distSqr = (target.transform.position - _playerTransform.position).sqrMagnitude;
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return distSqr <= (maxTargetingDistance * maxTargetingDistance);
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}
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/// <summary>
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/// Sets a new target for AutoTargetting.
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/// </summary>
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/// <param name="newTarget">The new target. Can be null.</param>
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/// <param name="forceLockSystemUpdate">If true, ManuallySetLockOnTarget will be called even if newTarget is same as CurrentTarget (used for re-assertion).</param>
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private void SetNewTarget(vFSMBehaviourController newTarget, bool forceLockSystemUpdate = false)
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{
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if (_manualSwitchCooldownActive && !forceLockSystemUpdate) // Don't change target if cooldown is active, unless forced
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{
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// If cooldown is active and this SetNewTarget call is NOT from a HandleLockOnSystem... event,
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// it means AutoTargeting's own loop tried to change target. We prevent this.
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// If it IS from HandleLockOnSystem... it means bLockOn initiated, and we need to sync.
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// The 'isManualSwitch' parameter in HandleLockOnSystemTargetChanged handles activating cooldown.
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return;
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}
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if (CurrentTarget == newTarget && !forceLockSystemUpdate)
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{
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// If auto-lock is enabled, ensure the bLockOn system is actually locked on this target.
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if (autoLockSelectedTarget && targetLockSystem != null && CurrentTarget != null)
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{
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if (targetLockSystem.GetCurrentLockOnTarget() != CurrentTarget.transform)
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{
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targetLockSystem.ManuallySetLockOnTarget(CurrentTarget.transform, true);
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}
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}
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return;
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}
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if (CurrentTarget != null)
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{
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ApplyHighlight(CurrentTarget, false);
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OnTargetDeselected?.Invoke(CurrentTarget);
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if (autoLockSelectedTarget && targetLockSystem != null &&
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targetLockSystem.GetCurrentLockOnTarget() == CurrentTarget.transform &&
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(newTarget == null || newTarget.transform != CurrentTarget.transform))
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{
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targetLockSystem.ManuallySetLockOnTarget(null, false);
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}
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}
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CurrentTarget = newTarget;
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if (CurrentTarget != null)
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{
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ApplyHighlight(CurrentTarget, true);
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OnTargetSelected?.Invoke(CurrentTarget);
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if (autoLockSelectedTarget && targetLockSystem != null)
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{
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targetLockSystem.ManuallySetLockOnTarget(CurrentTarget.transform, true);
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}
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}
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else // CurrentTarget is now null
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{
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// Deselection logic above handles unlocking if autoLockSelectedTarget was true
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// and if bLockOn was on the CurrentTarget that just became null.
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}
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}
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private void HandleLockOnSystemTargetChanged(Transform lockedTargetTransform)
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{
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if (lockedTargetTransform == null || targetLockSystem == null) return;
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// This event means bLockOn changed target (e.g., player pressed Next/Previous)
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// Activate the cooldown for AutoTargetting.
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_manualSwitchCooldownActive = true;
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_manualSwitchCooldownTimer = manualSwitchCooldownDuration;
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// Debug.Log($"AutoTargetting: Manual switch detected via bLockOn. Cooldown activated for {manualSwitchCooldownDuration}s.");
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vFSMBehaviourController fsmTarget = lockedTargetTransform.GetComponentInParent<vFSMBehaviourController>();
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if (fsmTarget == null) fsmTarget = lockedTargetTransform.GetComponentInChildren<vFSMBehaviourController>(true);
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if (CurrentTarget != null && CurrentTarget.transform == lockedTargetTransform)
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{
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// AutoTargetting was already on this target, but bLockOn re-confirmed.
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// Cooldown is still active due to bLockOn's event.
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return;
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}
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if (fsmTarget != null)
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{
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// Debug.Log($"AutoTargeting: Syncing to bLockOn's new target: {fsmTarget.name}.");
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// We need to update AutoTargetting's CurrentTarget to match bLockOn,
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// even during cooldown, because bLockOn IS the source of truth now.
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// The 'forceLockSystemUpdate = true' ensures highlights are updated correctly.
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SetNewTarget(fsmTarget, true);
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}
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else
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{
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// bLockOn locked something without an FSM, or unlocked.
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// If AutoTargeting had a target, it should now clear it to sync.
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// Debug.LogWarning($"AutoTargeting: bLockOn locked {lockedTargetTransform.name} (no FSM) or unlocked. Clearing AutoTarget.");
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SetNewTarget(null, true);
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}
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}
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private void HandleLockOnSystemTargetUnlocked(Transform previouslyLockedTargetTransform)
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{
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if (targetLockSystem == null) return;
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// This event means bLockOn explicitly unlocked (e.g., player pressed Tab again).
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// If player manually unlocks, we should respect that and also stop AutoTargetting's autoLock behavior for a bit.
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// Or, if autoLockSelectedTarget is false, this is just a notification.
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_manualSwitchCooldownActive = true; // Treat manual unlock like a manual switch
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_manualSwitchCooldownTimer = manualSwitchCooldownDuration;
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// Debug.Log($"AutoTargeting: Manual unlock detected via bLockOn. Cooldown activated.");
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string targetName = previouslyLockedTargetTransform ? previouslyLockedTargetTransform.name : "an unknown target";
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// Debug.Log($"AutoTargeting: bLockOn unlocked from '{targetName}'.");
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if (CurrentTarget != null && previouslyLockedTargetTransform == CurrentTarget.transform)
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{
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// AutoTargeting's current target was the one that bLockOn just unlocked.
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// We should clear AutoTargeting's target to be in sync.
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// The cooldown will prevent immediate re-auto-targeting.
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SetNewTarget(null, true);
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}
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// If previouslyLockedTargetTransform was something else, AutoTargeting might already be on null or a different target.
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// The cooldown ensures AutoTargeting doesn't fight this unlock.
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}
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// ... (ExecuteRotationTowardsCurrentTarget, GetCurrentTargetHealth, ClearTarget, Renderer methods, Fade coroutine remain the same)
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public void ExecuteRotationTowardsCurrentTarget(float deltaTime)
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{
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if (CurrentTarget == null || _playerTransform == null) return;
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Vector3 directionToTarget = CurrentTarget.transform.position - _playerTransform.position;
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directionToTarget.y = 0f;
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if (directionToTarget.sqrMagnitude < 0.0001f) return;
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directionToTarget.Normalize();
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Quaternion targetRotation = Quaternion.LookRotation(directionToTarget);
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_playerTransform.rotation = Quaternion.Lerp(_playerTransform.rotation, targetRotation, deltaTime * playerRotationSpeed);
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}
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public float GetCurrentTargetHealth()
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{
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if (CurrentTarget != null && CurrentTarget.aiController != null)
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{
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return CurrentTarget.aiController.currentHealth;
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}
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return -1f;
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}
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public void ClearTarget(bool findNewOneImmediately)
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{
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SetNewTarget(null, true); // Force update if clearing target
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if (findNewOneImmediately && _gameStateManager != null && _gameStateManager.CurrentState == GameStateManager.State.COMBAT)
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{
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// UpdateTarget will respect cooldown, so immediate find might be delayed
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// If you need it to bypass cooldown here, more logic is needed.
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// For now, let's assume standard behavior.
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if (!_manualSwitchCooldownActive) UpdateTarget();
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}
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}
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private Renderer[] GetTargetRenderers(vFSMBehaviourController targetController)
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{
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if (targetController == null) return new Renderer[0];
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List<Renderer> collectedRenderers = new List<Renderer>();
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SkinnedMeshRenderer[] smrs = targetController.GetComponentsInChildren<SkinnedMeshRenderer>(true);
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if (smrs != null && smrs.Length > 0) collectedRenderers.AddRange(smrs);
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MeshRenderer[] mrs = targetController.GetComponentsInChildren<MeshRenderer>(true);
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if (mrs != null && mrs.Length > 0) collectedRenderers.AddRange(mrs);
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if (collectedRenderers.Count == 0)
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{
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Renderer[] allRenderers = targetController.GetComponentsInChildren<Renderer>(true);
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if (allRenderers != null && allRenderers.Length > 0) collectedRenderers.AddRange(allRenderers);
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}
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return collectedRenderers.Distinct().ToArray();
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}
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private void ApplyHighlight(vFSMBehaviourController targetController, bool fadeIn)
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{
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if (targetController == null || string.IsNullOrEmpty(materialHighlightPropertyName)) return;
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Renderer[] renderers = GetTargetRenderers(targetController);
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foreach (Renderer rend in renderers)
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{
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if (rend == null) continue;
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foreach (Material mat in rend.materials)
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{
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if (mat == null || !mat.HasProperty(materialHighlightPropertyName)) continue;
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if (_materialToFadeCoroutineMap.TryGetValue(mat, out Coroutine existingCoroutine) && existingCoroutine != null)
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{
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StopCoroutine(existingCoroutine);
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}
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Color currentColor = mat.GetColor(materialHighlightPropertyName);
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Color targetColor = fadeIn ? highlightColor : deselectHighlightColor;
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if (fadeIn)
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{
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if (!_originalMaterialColors.ContainsKey(mat) ||
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(_originalMaterialColors[mat] != currentColor && currentColor != deselectHighlightColor && currentColor != highlightColor))
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{
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_originalMaterialColors[mat] = currentColor;
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}
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}
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Coroutine newFadeCoroutine = StartCoroutine(FadeMaterialPropertyCoroutine(mat, currentColor, targetColor, highlightFadeDuration));
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_materialToFadeCoroutineMap[mat] = newFadeCoroutine;
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}
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}
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}
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private IEnumerator FadeMaterialPropertyCoroutine(Material material, Color fromValue, Color toValue, float duration)
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{
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float timer = 0f;
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while (timer < duration)
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{
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if (material == null) yield break;
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timer += Time.deltaTime;
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float progress = Mathf.Clamp01(timer / duration);
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material.SetColor(materialHighlightPropertyName, Color.Lerp(fromValue, toValue, progress));
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yield return null;
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}
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if (material != null)
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{
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material.SetColor(materialHighlightPropertyName, toValue);
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}
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}
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}
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} |