diff --git a/Assets/Content/Prefabs/Tractor Beam.prefab b/Assets/Content/Prefabs/Tractor Beam.prefab index 9ce0d7760..c98d252a3 100644 --- a/Assets/Content/Prefabs/Tractor Beam.prefab +++ b/Assets/Content/Prefabs/Tractor Beam.prefab @@ -4818,6 +4818,3 @@ MonoBehaviour: m_Name: m_EditorClassIdentifier: ParticleSystem: {fileID: 5087162364086924483} - Radius: 25 - Traction: 25 - Distance: 75 diff --git a/Assets/Scenes/FieldShieldTest.unity b/Assets/Scenes/FieldShieldTest.unity index 51c915b7f..b659bb95b 100644 --- a/Assets/Scenes/FieldShieldTest.unity +++ b/Assets/Scenes/FieldShieldTest.unity @@ -811,6 +811,9 @@ MonoBehaviour: Camera: {fileID: 1153356615} TestField: {fileID: 909026488} Properties: {fileID: 401779935} + GrabExtendTime: 1.5 + GrabEnvelopTime: 0.75 + GrabPullTime: 1.5 --- !u!4 &699508827 Transform: m_ObjectHideFlags: 0 @@ -1116,9 +1119,6 @@ MonoBehaviour: TendrilBaseDamping: 2 TendrilTipRadiusAnimationExponent: 2 TendrilFadeExponent: 2 - GrabExtendTime: 1.5 - GrabEnvelopTime: 0.75 - GrabPullTime: 1.5 RefractionAxis: 1 --- !u!114 &909026489 MonoBehaviour: diff --git a/Assets/Scripts/Editor/CapabilityPresentationSmoke.cs b/Assets/Scripts/Editor/CapabilityPresentationSmoke.cs index b5f6f9714..0e40cb753 100644 --- a/Assets/Scripts/Editor/CapabilityPresentationSmoke.cs +++ b/Assets/Scripts/Editor/CapabilityPresentationSmoke.cs @@ -5,24 +5,27 @@ using System.Reflection; using GameCult.Caching; using UnityEditor; using UnityEngine; +using CultMath; using static CultMath.math; -// Batch proof of ImpactPresenter's wiring, without a scene: a zone ship is bound to an EntityInstance through the game's -// own SetEntity, and impacts are published on the ship's Capabilities exactly as FireControl does. A hull absorb spawns +// Batch proof of the capability presenters' wiring, without a scene: a zone ship is bound to an EntityInstance through the +// game's own SetEntity, and impacts and grabs are published on the ship's Capabilities exactly as the simulation does. A hull absorb spawns // one hull effect under the instance and, for the player's ship at ScreenShake 1, raises one camera impulse; ScreenShake 0 // or another ship raises none; a shield absorb spawns no hull effect. The shield ripple itself (ShieldManager.ShowHit -// needs a shield material and a rig) is looked at in the editor, not here. +// needs a shield material and a rig) is looked at in the editor, not here. Grabs: a Tractor Beam prefab under the instance +// is bound by the same SetEntity and presents a grab from events alone (emission at Power and the aim at the held point +// from Started to Completed or Cancelled, nothing otherwise, nothing for another entity's grab). // -// Unity -batchmode -nographics -projectPath -executeMethod ImpactPresenterSmoke.Run -logFile +// Unity -batchmode -nographics -projectPath -executeMethod CapabilityPresentationSmoke.Run -logFile // // Do not pass -quit: Run exits the Editor itself, 0 on success and 1 on any failure. -public static class ImpactPresenterSmoke +public static class CapabilityPresentationSmoke { private const BindingFlags Any = BindingFlags.Instance | BindingFlags.Static | BindingFlags.Public | BindingFlags.NonPublic; public static void Run() { - var work = Path.Combine(Path.GetTempPath(), $"impact-presenter-smoke-{Guid.NewGuid():N}"); + var work = Path.Combine(Path.GetTempPath(), $"capability-presentation-smoke-{Guid.NewGuid():N}"); GameObject[] objects = null; try { @@ -86,6 +89,12 @@ public static class ImpactPresenterSmoke instance.ThrusterHardpoints = new ThrusterHardpoint[0]; instance.WeaponHardpoints = new WeaponHardpoint[0]; instance.ArticulationPoints = new ArticulationPoint[0]; + // The beam is a child before SetEntity on both ship paths, so the binder finds it as the game does. + var beamPrefab = AssetDatabase.LoadAssetAtPath("Assets/Content/Prefabs/Tractor Beam.prefab") + ?? throw new InvalidOperationException("No Tractor Beam prefab."); + var beam = ((GameObject)PrefabUtility.InstantiatePrefab(beamPrefab, instanceObject.transform)).GetComponent(); + beam.Power = .8f; + beam.Direction = Vector3.forward; instance.SetEntity(null, ship); int Effects() => instance.GetComponentsInChildren(true).Count(p => p != null && !p.isOriginalPrototype); @@ -111,13 +120,47 @@ public static class ImpactPresenterSmoke ActionGameManager.PlayerSettings.GraphicsSettings.ScreenShake = 1f; manager.CurrentEntity = other; ship.Capabilities.PublishAbsorb(Hit(AbsorbLayer.Hull)); - Expect("hull hit on another ship", 3, 1); + // An untracked ship is not drawn at (ActionGameManager.DrawsAt, since contact-hud): no hull effect, no impulse. + Expect("hull hit on an untracked ship", 2, 1); manager.CurrentEntity = ship; ship.Capabilities.PublishAbsorb(Hit(AbsorbLayer.Shield)); - Expect("player's shield hit", 3, 2); + Expect("player's shield hit", 2, 2); - Debug.Log("IMPACT_PRESENTER_SMOKE ok effects=3 impulses=2"); + // Grabs: the beam presents the simulation's events and nothing else. + float Emission() => beam.ParticleSystem.emission.rateOverTimeMultiplier; + void ExpectBeam(string what, float emission, bool towardHeld) + { + beam.Update(); + var forward = beam.transform.forward; + var aimed = towardHeld ? forward.x > .999f : forward.z > .999f; + if (abs(Emission() - emission) > 1e-4f || !aimed) + throw new InvalidOperationException($"{what}: emission {Emission()} (want {emission}), forward {forward} (want {(towardHeld ? "+x" : "+z")})."); + } + GrabEvent Grab(GrabPhase phase, float3 at) => new GrabEvent(new FloatingBodyId(7), phase, at, 1f); + + ExpectBeam("idle beam", 0f, false); + ship.Capabilities.PublishGrab(Grab(GrabPhase.Started, float3(20f, 0f, 0f))); + ExpectBeam("grab started", .8f, true); + foreach (var phase in new[] { GrabPhase.Extend, GrabPhase.Envelop, GrabPhase.Pull }) + { + ship.Capabilities.PublishGrab(Grab(phase, float3(20f, 0f, 0f))); + ExpectBeam($"grab {phase}", .8f, true); + } + ship.Capabilities.PublishGrab(Grab(GrabPhase.Completed, float3(20f, 0f, 0f))); + ExpectBeam("grab completed", 0f, false); + + // A grab cancelled after its item vanished carries no position: the beam goes dark and never turns toward it. + ship.Capabilities.PublishGrab(Grab(GrabPhase.Started, float3(20f, 0f, 0f))); + ExpectBeam("second grab started", .8f, true); + ship.Capabilities.PublishGrab(Grab(GrabPhase.Cancelled, float3(0f, 0f, 0f))); + ExpectBeam("grab cancelled", 0f, false); + + // The beam belongs to the ship's entity: another entity's grab is no business of its own. + other.Capabilities.PublishGrab(Grab(GrabPhase.Started, float3(20f, 0f, 0f))); + ExpectBeam("another entity's grab", 0f, false); + + Debug.Log("CAPABILITY_PRESENTATION_SMOKE ok effects=2 impulses=2 grabs=ok"); return new[] { feedbackObject, effectObject, managerObject, instanceObject }; } diff --git a/Assets/Scripts/Gameplay/CapabilityPresentationBinder.cs b/Assets/Scripts/Gameplay/CapabilityPresentationBinder.cs index b72a47e3a..b9e866c20 100644 --- a/Assets/Scripts/Gameplay/CapabilityPresentationBinder.cs +++ b/Assets/Scripts/Gameplay/CapabilityPresentationBinder.cs @@ -8,27 +8,18 @@ using UnityEngine; // playground-cut.md fork L: "presentation is chosen per item, independently of capability... one // presentation... can visualize any subset of an item's capabilities"). This binder has no knowledge // of FieldDriver or any other concrete presentation, and no knowledge of what publishes events -- -// today the FieldShieldTest scene calls Bind() directly; a real capability owner will do the same -// later without this binder changing. +// EntityInstance binds every entity's events, and the FieldShieldTest scene binds its stand-in sim's the same way. public class CapabilityPresentationBinder : MonoBehaviour { private readonly List _subscriptions = new List(); - private Func _grabTargetResolver; - private Func _grabInitialVelocityResolver; // Subscribes every presenter interface implemented by components on this object or its children to - // the matching stream of `events`. `grabTargetResolver`/`grabInitialVelocityResolver` resolve a - // GrabEvent's target id to the live Transform/velocity a grab presenter needs; the owner - // of `events` supplies them (the test scene today; the real pickup capability's caller later). - public void Bind(CapabilityEvents events, Func grabTargetResolver = null, - Func grabInitialVelocityResolver = null) + // the matching stream of `events`. + public void Bind(CapabilityEvents events) { Unbind(); if (events == null) return; - _grabTargetResolver = grabTargetResolver; - _grabInitialVelocityResolver = grabInitialVelocityResolver; - foreach (var presenter in GetComponentsInChildren(true)) { var p = presenter; @@ -38,12 +29,7 @@ public class CapabilityPresentationBinder : MonoBehaviour foreach (var presenter in GetComponentsInChildren(true)) { var p = presenter; - _subscriptions.Add(events.Grab.Subscribe(e => - { - var target = _grabTargetResolver?.Invoke(e.Target); - var velocity = _grabInitialVelocityResolver?.Invoke(e.Target) ?? Vector3.zero; - p.Grab(e, target, velocity); - })); + _subscriptions.Add(events.Grab.Subscribe(e => p.Grab(e))); } foreach (var presenter in GetComponentsInChildren(true)) @@ -63,8 +49,6 @@ public class CapabilityPresentationBinder : MonoBehaviour { foreach (var s in _subscriptions) s.Dispose(); _subscriptions.Clear(); - _grabTargetResolver = null; - _grabInitialVelocityResolver = null; } private void OnDisable() => Unbind(); diff --git a/Assets/Scripts/Gameplay/CapabilityPresenters.cs b/Assets/Scripts/Gameplay/CapabilityPresenters.cs index 1bc01100e..61cc78aac 100644 --- a/Assets/Scripts/Gameplay/CapabilityPresenters.cs +++ b/Assets/Scripts/Gameplay/CapabilityPresenters.cs @@ -10,13 +10,10 @@ public interface IAbsorbPresenter void Absorb(AbsorbEvent e); } -// Grab needs a live Transform to animate, which the engine-free GrabEvent cannot carry (its -// Target is a plain identity, not a Unity reference). The binder resolves the id through a -// delegate supplied by the event source's owner and hands the presenter the result, along with the -// initial velocity the target was already moving with (also owner-supplied, for the same reason). +// Presenters read the event and the simulated pose, never a Transform the sim does not own. public interface IGrabPresenter { - void Grab(GrabEvent e, Transform target, Vector3 initialVelocity); + void Grab(GrabEvent e); } public interface IMeleePresenter diff --git a/Assets/Scripts/Gameplay/FieldDriver.cs b/Assets/Scripts/Gameplay/FieldDriver.cs index dd6b36cc3..93a62fa6f 100644 --- a/Assets/Scripts/Gameplay/FieldDriver.cs +++ b/Assets/Scripts/Gameplay/FieldDriver.cs @@ -63,11 +63,7 @@ public class FieldDriver : MonoBehaviour, IAbsorbPresenter, IGrabPresenter, IMel // public float GrabScaleAnimationExponent = .5f; [Inspectable] - public float GrabExtendTime; - [Inspectable] - public float GrabEnvelopTime; - [Inspectable] - public float GrabPullTime; + public float TendrilTipScale = 1; [Inspectable] public RectTransform.Axis RefractionAxis = RectTransform.Axis.Horizontal; @@ -81,29 +77,17 @@ public class FieldDriver : MonoBehaviour, IAbsorbPresenter, IGrabPresenter, IMel private float _meleeTime; private bool _meleeActive; private MeshCollider _collider; - private Transform _grabObject; - private Vector3 _grabObjectStartPos; - private Vector3 _grabObjectStartTendrilBasePos; - private Vector3 _grabObjectEndPos; - private Vector3 _grabObjectVelocity; - private float _grabObjectScale; + private bool _grabbing; + private GrabPhase _grabPhase; private float _grabTime; - private TendrilPhase _grabPhase; + private float _phaseDuration; + private Vector3 _grabStart; + private Vector3 _grabStartTendrilBase; private Vector3 _tendrilBasePos; private Vector3 _tendrilBendTarget; private Vector3 _tendrilTargetPos; private float _fadePoint; - // Named distinctly from the global GrabPhase (CapabilityEvents.cs): this is FieldDriver's own - // internal tendril-animation timing, still owned here until a real pickup capability exists to - // publish per-phase GrabEvent transitions (see Grab(GrabEvent, Transform, Vector3) below). - private enum TendrilPhase - { - Extend, - Envelop, - Pull - } - private struct FieldHit { public float3 Position; @@ -181,32 +165,41 @@ public class FieldDriver : MonoBehaviour, IAbsorbPresenter, IGrabPresenter, IMel _meleeTime = 0; } - public bool CanGrab => _grabObject == null; - - public void GrabObject(Transform t, Vector3 v) - { - _grabPhase = TendrilPhase.Extend; - _grabObject = t; - _grabObjectStartPos = t.position; - _grabObjectVelocity = v; - _grabObjectScale = t.localScale.x; - _tendrilBasePos = _grabObjectStartTendrilBasePos = _collider.ClosestPoint(_grabObjectStartPos); - _fadePoint = .999f; - } - // IAbsorbPresenter: delegates straight to the existing hit-buffer mechanism. e.DamageType is not // read -- the field shield has no per-damage-type visual today; it rides along in the event for // presentations that do vary by type (the mask itself is absorb-capability data, out of scope here). public void Absorb(AbsorbEvent e) => AddHit(e.Position, e.Direction, e.Magnitude); - // IGrabPresenter: only the Started phase does anything today. FieldDriver still times the - // extend/envelop/pull animation itself (TendrilPhase above, driven by GrabExtendTime/ - // GrabEnvelopTime/GrabPullTime) because no capability yet publishes those phase transitions; - // once one does, this is where FieldDriver would react to Envelop/Pull/Completed/Cancelled too. - public void Grab(GrabEvent e, Transform target, Vector3 initialVelocity) + // IGrabPresenter: the simulation owns the grab; this draws the tendril from the events alone. Started records + // where the item is held and where the tendril leaves the field; Extend, Envelop and Pull set the phase and + // restart the real-time phase clock over the event's duration (it clamps at 1 until the next event, so a + // slowed simulation stretches the wait, not the animation); Completed and Cancelled end it. + public void Grab(GrabEvent e) { - if (e.Phase == GrabPhase.Started && target != null) - GrabObject(target, initialVelocity); + switch (e.Phase) + { + case GrabPhase.Started: + _grabbing = true; + _grabPhase = GrabPhase.Started; + _grabStart = e.TargetPosition.ToUnity(); + _tendrilBasePos = _grabStartTendrilBase = _collider.ClosestPoint(_grabStart); + _tendrilTargetPos = _grabStart; + _fadePoint = .999f; + break; + case GrabPhase.Extend: + case GrabPhase.Envelop: + case GrabPhase.Pull: + if (!_grabbing) break; + _grabPhase = e.Phase; + _grabTime = 0; + _phaseDuration = e.PhaseDuration; + break; + case GrabPhase.Completed: + case GrabPhase.Cancelled: + _grabbing = false; + _field.SetFloat("_TendrilInfluence", 0); + break; + } } // IMeleePresenter: the field shield's swing shape comes from its own authored curves @@ -277,74 +270,47 @@ public class FieldDriver : MonoBehaviour, IAbsorbPresenter, IGrabPresenter, IMel } - if(_grabObject != null) + if (_grabbing && _grabPhase != GrabPhase.Started) { - _grabTime += Time.deltaTime / _grabPhase switch + _grabTime = min(1, _grabTime + Time.deltaTime / max(_phaseDuration, 1e-4f)); + _tendrilBasePos = damp(_tendrilBasePos.ToCultMath(), _tendrilTargetPos.ToCultMath(), TendrilBaseDamping, Time.deltaTime).ToUnity(); + switch (_grabPhase) { - TendrilPhase.Extend => GrabExtendTime, - TendrilPhase.Envelop => GrabEnvelopTime, - TendrilPhase.Pull => GrabPullTime, - _ => throw new ArgumentOutOfRangeException() - }; - if (_grabTime > 1) - { - _grabTime = 0; - if (_grabPhase == TendrilPhase.Envelop) - { - _grabObjectEndPos = _grabObject.position; - } - if (_grabPhase == TendrilPhase.Pull) - { - Destroy(_grabObject.gameObject); - _grabObject = null; - _field.SetFloat("_TendrilInfluence", 0); - } - else _grabPhase++; - } - - if (_grabObject != null) - { - _tendrilBasePos = damp(_tendrilBasePos.ToCultMath(), _grabObject.position.ToCultMath(), TendrilBaseDamping, Time.deltaTime).ToUnity(); - switch (_grabPhase) - { - case TendrilPhase.Extend: - _tendrilBendTarget = _grabObjectStartPos; - _grabObject.position += _grabObjectVelocity * Time.deltaTime; - _tendrilTargetPos = lerp( - lerp(_grabObjectStartTendrilBasePos.ToCultMath(), _grabObjectStartPos.ToCultMath(), _grabTime), - lerp(_grabObjectStartPos.ToCultMath(), _grabObject.position.ToCultMath(), _grabTime), - pow(_grabTime, TendrilExtensionExponent)).ToUnity(); - _field.SetFloat("_TendrilInfluence", pow(_grabTime, TendrilExtendBaseAnimationExponent)); - _field.SetFloat("_TendrilSize", lerp(TendrilBaseRadius/2,TendrilBaseRadius,pow(_grabTime, TendrilExtendBaseAnimationExponent))); - _field.SetFloat("_TendrilRadius", _grabObjectScale * pow(_grabTime, TendrilTipRadiusAnimationExponent) * TendrilTipRadius); - break; - case TendrilPhase.Envelop: - _tendrilBendTarget = _grabObjectStartPos; - _tendrilTargetPos = _grabObject.position += _grabObjectVelocity * Time.deltaTime * (1-_grabTime); - _field.SetFloat("_TendrilInfluence", 1); - _field.SetFloat("_TendrilSize", TendrilBaseRadius); - _field.SetFloat("_TendrilRadius", _grabObjectScale * TendrilTipRadius); - break; - case TendrilPhase.Pull: - _tendrilTargetPos = _grabObject.position = lerp(_grabObjectEndPos.ToCultMath(), transform.position.ToCultMath(), _grabTime*_grabTime).ToUnity(); - _tendrilBendTarget = lerp(_grabObjectStartPos.ToCultMath(), _grabObjectEndPos.ToCultMath(), _grabTime*_grabTime).ToUnity(); - if (_fadePoint > .99 && transform.InverseTransformPoint(_grabObject.position).sqrMagnitude < 1) - _fadePoint = _grabTime; - _field.SetFloat("_TendrilInfluence", pow(smoothstep(1, _fadePoint, _grabTime), TendrilFadeExponent)); - _field.SetFloat("_TendrilSize", TendrilBaseRadius); - _field.SetFloat("_TendrilRadius", _grabObjectScale * TendrilTipRadius); - break; - default: - throw new ArgumentOutOfRangeException(); - } - var tendrilRadii = EnvelopeRadiiOrFallback(); - _field.SetVector("_TendrilBase", Vector3.Scale(transform.InverseTransformPoint(_tendrilBasePos).normalized, tendrilRadii)); - _field.SetVector("_TendrilBend", Vector3.Scale(transform.InverseTransformPoint(_tendrilBendTarget), tendrilRadii)); - _field.SetVector("_TendrilTarget", Vector3.Scale(transform.InverseTransformPoint(_tendrilTargetPos), tendrilRadii)); + case GrabPhase.Extend: + _tendrilBendTarget = _grabStart; + _tendrilTargetPos = lerp( + lerp(_grabStartTendrilBase.ToCultMath(), _grabStart.ToCultMath(), _grabTime), + _grabStart.ToCultMath(), + pow(_grabTime, TendrilExtensionExponent)).ToUnity(); + _field.SetFloat("_TendrilInfluence", pow(_grabTime, TendrilExtendBaseAnimationExponent)); + _field.SetFloat("_TendrilSize", lerp(TendrilBaseRadius/2,TendrilBaseRadius,pow(_grabTime, TendrilExtendBaseAnimationExponent))); + _field.SetFloat("_TendrilRadius", TendrilTipScale * pow(_grabTime, TendrilTipRadiusAnimationExponent) * TendrilTipRadius); + break; + case GrabPhase.Envelop: + _tendrilBendTarget = _grabStart; + _tendrilTargetPos = _grabStart; + _field.SetFloat("_TendrilInfluence", 1); + _field.SetFloat("_TendrilSize", TendrilBaseRadius); + _field.SetFloat("_TendrilRadius", TendrilTipScale * TendrilTipRadius); + break; + case GrabPhase.Pull: + // The same curve as Zone's held pose (Zone.cs): the tip rides the item the simulation pulls in. + _tendrilTargetPos = lerp(_grabStart.ToCultMath(), transform.position.ToCultMath(), smoothstep(0, 1, _grabTime)).ToUnity(); + _tendrilBendTarget = _grabStart; + if (_fadePoint > .99 && transform.InverseTransformPoint(_tendrilTargetPos).sqrMagnitude < 1) + _fadePoint = _grabTime; + _field.SetFloat("_TendrilInfluence", pow(smoothstep(1, _fadePoint, _grabTime), TendrilFadeExponent)); + _field.SetFloat("_TendrilSize", TendrilBaseRadius); + _field.SetFloat("_TendrilRadius", TendrilTipScale * TendrilTipRadius); + break; } + var tendrilRadii = EnvelopeRadiiOrFallback(); + _field.SetVector("_TendrilBase", Vector3.Scale(transform.InverseTransformPoint(_tendrilBasePos).normalized, tendrilRadii)); + _field.SetVector("_TendrilBend", Vector3.Scale(transform.InverseTransformPoint(_tendrilBendTarget), tendrilRadii)); + _field.SetVector("_TendrilTarget", Vector3.Scale(transform.InverseTransformPoint(_tendrilTargetPos), tendrilRadii)); } } - + private float almostIdentity( float x ) { return x*x*(2.0f-x); @@ -358,7 +324,7 @@ public class FieldDriver : MonoBehaviour, IAbsorbPresenter, IGrabPresenter, IMel private const int GIZMO_STEPS = 16; private void OnDrawGizmosSelected() { - if (_grabObject != null) + if (_grabbing) { Vector3 previous = _tendrilBasePos; for (int i = 1; i <= GIZMO_STEPS; i++) diff --git a/Assets/Scripts/Gameplay/ItemPickup.cs b/Assets/Scripts/Gameplay/ItemPickup.cs index 16805e7d3..157f28547 100644 --- a/Assets/Scripts/Gameplay/ItemPickup.cs +++ b/Assets/Scripts/Gameplay/ItemPickup.cs @@ -58,6 +58,7 @@ public class ItemPickup : MonoBehaviour var viewAngle = acos(dot(toThis, ViewDirection)) * Mathf.Rad2Deg; if (length(diff) < LabelDisplayMaxDistance && viewAngle < LabelDisplayAngle) _displayTime = Time.time; + if (_floating?.Holder != null) _displayTime = Time.time; var targetAlpha = Time.time - _displayTime < LabelPersistDuration ? 1 : 0; var c = ScanLabel.color; c.a = c.a + sign(targetAlpha - c.a) * (Time.deltaTime / LabelFadeDuration); diff --git a/Assets/Scripts/Gameplay/TractorBeam.cs b/Assets/Scripts/Gameplay/TractorBeam.cs index 8bb8aa294..64a6a5f1a 100644 --- a/Assets/Scripts/Gameplay/TractorBeam.cs +++ b/Assets/Scripts/Gameplay/TractorBeam.cs @@ -1,22 +1,51 @@ using System; using UnityEngine; +using CultMath.UnityBridge; -public class TractorBeam : MonoBehaviour +// Presents the ship's grab: while the simulation holds an item, the beam looks along the ground-plane vector to the +// point the item was held from and emits at Power. Zone pulls the held item along the segment from the ship to that +// point (docs/aetheria-release-map.md L11), which is why GrabEvent.TargetPosition on Started is the exact aim and no +// pose lookup is needed. Idle, the beam turns with Direction and emits nothing. The simulation decides every grab fact. +public class TractorBeam : MonoBehaviour, IGrabPresenter { public ParticleSystem ParticleSystem; - public float Radius; - public float Traction; - public float Distance; - + public float Power { get; set; } public Vector3 Direction { get; set; } + private bool _grabbing; + private Vector3 _heldPoint; + private Vector3 _heldDirection; + + // Cancelled can carry no position (a vanished item), so only Started is read for one. + public void Grab(GrabEvent e) + { + switch (e.Phase) + { + case GrabPhase.Started: + _grabbing = true; + _heldPoint = e.TargetPosition.ToUnity(); + _heldDirection = Direction; + break; + case GrabPhase.Completed: + case GrabPhase.Cancelled: + _grabbing = false; + break; + } + } + public void Update() { - transform.rotation = Quaternion.LookRotation(Direction); - // The beam draws nothing until it presents a sim grab (loot-3): no particles, and no pull; the simulation - // decides every floating item's motion. + var look = Direction; + if (_grabbing) + { + var toHeld = _heldPoint - transform.position; + toHeld.y = 0; + if (toHeld.sqrMagnitude > 1e-6f) _heldDirection = toHeld; + look = _heldDirection; + } + transform.rotation = Quaternion.LookRotation(look); var emission = ParticleSystem.emission; - emission.rateOverTimeMultiplier = 0; + emission.rateOverTimeMultiplier = _grabbing ? Power : 0; } -} \ No newline at end of file +} diff --git a/Assets/Scripts/UI/FieldTester.cs b/Assets/Scripts/UI/FieldTester.cs index a86e970c4..d8b8b96bb 100644 --- a/Assets/Scripts/UI/FieldTester.cs +++ b/Assets/Scripts/UI/FieldTester.cs @@ -26,6 +26,10 @@ public class FieldTester : MonoBehaviour public Camera Camera; public FieldDriver TestField; public PropertiesPanel Properties; + // The scene's slow viewing timings for a grab, published as the events' phase durations. + public float GrabExtendTime; + public float GrabEnvelopTime; + public float GrabPullTime; private AetheriaInput _input; private bool _forceThrust; @@ -49,6 +53,14 @@ public class FieldTester : MonoBehaviour private List<(float lerp, float time, Transform transform)> _pickups = new List<(float lerp, float time, Transform transform)>(); + // This scene stands in for the simulation, so it owns its pickup's grab timeline and pose: one grab at a time. + private bool _grabbing; + private int _grabIndex; + private float _grabElapsed; + private float3 _grabStart; + private bool _envelopPublished; + private bool _pullPublished; + private void Start() { _input = new AetheriaInput(); @@ -59,10 +71,7 @@ public class FieldTester : MonoBehaviour if (binder == null) Debug.LogError("FieldTester expects a CapabilityPresentationBinder on TestField's GameObject; no capability events will reach the field."); else - binder.Bind(_capabilityEvents, - grabTargetResolver: id => (int) id.Value >= 0 && (int) id.Value < _pickups.Count ? _pickups[(int) id.Value].transform : null, - grabInitialVelocityResolver: id => Vector3.forward * - (PickupTravelDistance / lerp(PickupTravelTimeMin, PickupTravelTimeMax, _pickups[(int) id.Value].lerp))); + binder.Bind(_capabilityEvents); // Impact absorption (fork L): what used to be FieldDriver's own click handler is now this // scene's stand-in for whatever will eventually detect a hit and publish AbsorbEvent. @@ -99,12 +108,16 @@ public class FieldTester : MonoBehaviour var click = pickup.GetComponent(); click.OnClick += (collider, data, ray, hit) => { - if (!TestField.CanGrab) return; + if (_grabbing) return; click.Clear(); - var p = _pickups[i1]; - _capabilityEvents.PublishGrab(new GrabEvent(new FloatingBodyId((uint) i1), GrabPhase.Started, p.transform.position.ToCultMath(), 0)); - p.transform = null; - _pickups[i1] = p; + _grabbing = true; + _grabIndex = i1; + _grabElapsed = 0; + _envelopPublished = _pullPublished = false; + _grabStart = _pickups[i1].transform.position.ToCultMath(); + var id = new FloatingBodyId((uint) i1); + _capabilityEvents.PublishGrab(new GrabEvent(id, GrabPhase.Started, _grabStart, 0)); + _capabilityEvents.PublishGrab(new GrabEvent(id, GrabPhase.Extend, _grabStart, GrabExtendTime)); }; pickup.ScanLabelContainer.gameObject.SetActive(false); @@ -117,6 +130,40 @@ public class FieldTester : MonoBehaviour } } + // Publishes Envelop and Pull once each at their cumulative boundaries, holds the pickup still until the pull and + // then moves it along the same smoothstep as Zone's held pose, and ends with Completed and the pickup's removal. + private void AdvanceGrab() + { + _grabElapsed += Time.deltaTime; + var id = new FloatingBodyId((uint) _grabIndex); + var pullStart = GrabExtendTime + GrabEnvelopTime; + if (!_envelopPublished && _grabElapsed >= GrabExtendTime) + { + _envelopPublished = true; + _capabilityEvents.PublishGrab(new GrabEvent(id, GrabPhase.Envelop, _grabStart, GrabEnvelopTime)); + } + if (!_pullPublished && _grabElapsed >= pullStart) + { + _pullPublished = true; + _capabilityEvents.PublishGrab(new GrabEvent(id, GrabPhase.Pull, _grabStart, GrabPullTime)); + } + var pickup = _pickups[_grabIndex].transform; + if (_pullPublished) + { + var progress = saturate((_grabElapsed - pullStart) / max(GrabPullTime, 1e-4f)); + pickup.position = lerp(_grabStart, TestField.transform.position.ToCultMath(), smoothstep(0, 1, progress)).ToUnity(); + if (progress >= 1) + { + _capabilityEvents.PublishGrab(new GrabEvent(id, GrabPhase.Completed, pickup.position.ToCultMath(), 0)); + Destroy(pickup.gameObject); + var p = _pickups[_grabIndex]; + p.transform = null; + _pickups[_grabIndex] = p; + _grabbing = false; + } + } + } + private void Update() { var move = _forceThrust ? float2(0,1) : _input.Player.Move.ReadValue().ToCultMath(); @@ -144,10 +191,12 @@ public class FieldTester : MonoBehaviour _capabilityEvents.PublishThrust(new ThrustEvent(_push, min(length(_push), 1), float2(_frontTwist, _rearTwist))); + if (_grabbing) AdvanceGrab(); + for (var i = 0; i < _pickups.Count; i++) { var (l, time, t) = _pickups[i]; - if (t == null) continue; + if (t == null || (_grabbing && i == _grabIndex)) continue; time = frac(time + Time.deltaTime / lerp(PickupTravelTimeMin, PickupTravelTimeMax, l)); t.localScale = Vector3.one * lerp(PickupSizeMin, PickupSizeMax, l) * Zone.PowerPulse(time - .5f, ScaleExponent); t.position = new Vector3(t.position.x, t.position.y, (time - .5f) * PickupTravelDistance);