contact-hud: the HUD reads the player's own ContactOf and book; TargetedBy and the spotted blink go
Selection is nothing the selected ship can sense: TargetedBy, TargetedByCount, their subscriptions and the music read of them are deleted. Indicator fills, the target panel, the compass, music and the enemy schematic rows now read CurrentEntity's ContactOf / RevealsOf / RevealedSubjects (new, the book's keys); the schematic rows are built by one builder from the book and rebuilt when the revealed set changes. Impact hull effect and projectile hit effects at another ship's position draw only through ActionGameManager.DrawsAt (the player's own ship or a Tracked contact). Builds untested in Unity at this commit; tests NothingReadsSelection and RevealedSubjectsListsTheBook. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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10 changed files with 149 additions and 57 deletions
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@ -113,8 +113,11 @@ public class ActionGameManager : MonoBehaviour
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//public string StarterShipTemplate = "Longinus";
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// The run's credits: seeded from the scenario stage on a new game and from SavedGame on Continue, written by SaveRun.
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[NonSerialized] public int Credits;
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public float TargetSpottedBlinkFrequency = 20;
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public float TargetSpottedBlinkOffset = -.25f;
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// Presentation scale: the player's own Visibility at which the target panel's VisibilityToTargetFill reads full.
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public float OwnSignatureFullScale = 10;
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// The music last asked for: Update decides it each frame from what the player's own instruments hold and calls
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// PlayMusic only when it changes.
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private MusicType? _music;
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[Header("Postprocessing")]
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public float DeathPostTransitionTime;
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@ -733,6 +736,7 @@ public class ActionGameManager : MonoBehaviour
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Zone = galaxyZone.Contents;
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_zoneEntered = true; // the clock forgets its lead between frames, never inside a step
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PlayMusic(MusicType.Overworld);
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_music = MusicType.Overworld;
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Zone.Log = s => Debug.Log($"Zone: {s}");
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@ -1065,11 +1069,6 @@ public class ActionGameManager : MonoBehaviour
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foreach (var group in _articulationGroups)
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group.crosshair.gameObject.SetActive(true);
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_shipSubscriptions.Add(CurrentEntity.TargetedByCount.Subscribe(count =>
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{
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PlayMusic(count > 0 ? MusicType.Combat : MusicType.Overworld);
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}));
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_shipSubscriptions.Add(CurrentEntity.Target.Subscribe(target =>
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{
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// Clear previous subscriptions related to currently targeted enemy
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@ -1264,6 +1263,42 @@ public class ActionGameManager : MonoBehaviour
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// TODO: SFX: Music
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}
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// What the player's own instruments say about combat, nothing a hostile knows: a hostile tracked, a paint on the
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// player, or a remembered hostile the player still has a bearing on (a reveal younger than BearingMemory).
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private void UpdateMusic()
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{
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var combat = CurrentEntity.VisibleEnemies.Count > 0 || CurrentEntity.IncomingPaints.Count > 0;
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if (!combat)
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foreach (var subject in CurrentEntity.RevealedSubjects)
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if (CurrentEntity.IsHostileTo(subject) && CurrentEntity.ContactOf(subject).Detected)
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{
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combat = true;
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break;
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}
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var type = combat ? MusicType.Combat : MusicType.Overworld;
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if (_music == type) return;
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_music = type;
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PlayMusic(type);
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}
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// An indicator's fill is how far the player's own sensors have resolved the ship from a track toward identifying
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// it (ContactOf.Info over the detection-to-gear span): nothing of what the ship sees of the player.
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private void PlaceFill(VisibleTargetIndicator indicator, Entity subject)
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{
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indicator.Fill.enabled = subject.Active;
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if (!subject.Active) return;
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var settings = Settings.GameplaySettings;
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indicator.Fill.fillAmount = saturate(unlerp(settings.TargetDetectionInfoThreshold, settings.TargetGearInfoThreshold,
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CurrentEntity.ContactOf(subject).Info));
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}
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// Whether an effect drawn at `subject`'s true position may be drawn: the player's own ship, or a ship its
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// instruments track. The one seam for impact and hit effects (follow-up presentation-gated-on-tracked); a bearing
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// alone (Detected without Tracked) places nothing there. No player ship, nothing to gate on.
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public static bool DrawsAt(Entity subject) =>
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Instance == null || Instance.CurrentEntity == null || subject == null || subject == Instance.CurrentEntity ||
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Instance.CurrentEntity.ContactOf(subject).Tracked;
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void Update()
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{
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if(!_paused)
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@ -1278,29 +1313,13 @@ public class ActionGameManager : MonoBehaviour
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{
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indicator.Value.gameObject.SetActive(indicator.Key!=CurrentEntity.Target.Value.Entity);
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indicator.Value.Place.Target = indicator.Key.Position.ToUnity();
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if (!indicator.Key.Active)
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indicator.Value.Fill.enabled = false;
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else
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{
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indicator.Value.Fill.fillAmount =
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saturate(indicator.Key.EntityInfoGathered[CurrentEntity] / Settings.GameplaySettings.TargetDetectionInfoThreshold);
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indicator.Value.Fill.enabled =
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!(indicator.Key.EntityInfoGathered[CurrentEntity] > Settings.GameplaySettings.TargetDetectionInfoThreshold) ||
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sin(TargetSpottedBlinkFrequency * Time.time) + TargetSpottedBlinkOffset > 0;
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}
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PlaceFill(indicator.Value, indicator.Key);
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}
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foreach (var indicator in _visibleFriendlyIndicators)
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{
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indicator.Value.gameObject.SetActive(indicator.Key!=CurrentEntity.Target.Value.Entity);
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indicator.Value.Place.Target = indicator.Key.Position.ToUnity();
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if (!indicator.Key.Active)
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indicator.Value.Fill.enabled = false;
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else
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{
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indicator.Value.Fill.enabled = true;
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indicator.Value.Fill.fillAmount =
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saturate(indicator.Key.EntityInfoGathered[CurrentEntity] / Settings.GameplaySettings.TargetDetectionInfoThreshold);
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}
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PlaceFill(indicator.Value, indicator.Key);
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}
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var look = Input.Player.Look.ReadValue<Vector2>();
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var sensitivity = PlayerSettings.InputSettings.Sensitivity;
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@ -1321,13 +1340,14 @@ public class ActionGameManager : MonoBehaviour
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ship.Turn = _helm.Demand(ship, _viewDirection.xz, Input.Player.Turn.ReadValue<float>());
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}
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UpdateMusic();
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UpdateFireControlDebug(CurrentEntity.Target.Value);
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var target = CurrentEntity.Target.Value.Entity;
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if (target != null)
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{
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var threshold = Settings.GameplaySettings.TargetDetectionInfoThreshold;
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TargetVisibilityFill.fillAmount = lerp(.25f, .75f, (CurrentEntity.EntityInfoGathered[target] - threshold)/(1-threshold));
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VisibilityToTargetFill.fillAmount = lerp(.25f, .75f, target.EntityInfoGathered[CurrentEntity] / threshold);
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TargetVisibilityFill.fillAmount = lerp(.25f, .75f, (CurrentEntity.ContactOf(target).Info - threshold)/(1-threshold));
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VisibilityToTargetFill.fillAmount = lerp(.25f, .75f, saturate(CurrentEntity.Visibility / OwnSignatureFullScale));
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TargetHitpointsFill.fillAmount = lerp(.25f, .75f, target.Hull.Durability / target.EquippedHull.Data.Durability);
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TargetShieldsFill.fillAmount = target.Shield == null ? 0 : lerp(.25f, .75f, target.Shield.Progress);
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}
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