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- using UnityEngine;
- /// <summary>
- /// Individual quest marker component that displays quest information and handles interactions
- /// </summary>
- public class QuestMarker : MonoBehaviour
- {
- [Header("Marker Components")]
- [SerializeField] private ActiveQuest activeQuest;
- [SerializeField] private GameObject completionArea;
- [Header("Visual Settings")]
- [SerializeField] private bool showFloatingText = true;
- [SerializeField] private float bobSpeed = 1f;
- [SerializeField] private float bobHeight = 0.5f;
- private Vector3 originalPosition;
- private Renderer markerRenderer;
- private TextMesh floatingText;
- private float time = 0f;
- public ActiveQuest ActiveQuest => activeQuest;
- private void Start()
- {
- originalPosition = transform.position;
- markerRenderer = GetComponent<Renderer>();
- if (showFloatingText)
- {
- CreateFloatingText();
- }
- }
- private void Update()
- {
- // Gentle bobbing animation
- if (bobHeight > 0f)
- {
- time += Time.deltaTime * bobSpeed;
- float newY = originalPosition.y + Mathf.Sin(time) * bobHeight;
- transform.position = new Vector3(originalPosition.x, newY, originalPosition.z);
- }
- // Update floating text if quest exists
- if (activeQuest != null && floatingText != null)
- {
- UpdateFloatingText();
- }
- }
- /// <summary>
- /// Initialize the quest marker with quest data
- /// </summary>
- public void Initialize(ActiveQuest quest, GameObject area = null)
- {
- activeQuest = quest;
- completionArea = area;
- if (completionArea != null)
- {
- completionArea.transform.SetParent(transform);
- }
- // Update visual representation
- UpdateMarkerVisuals();
- }
- /// <summary>
- /// Set the marker color
- /// </summary>
- public void SetColor(Color color)
- {
- if (markerRenderer != null)
- {
- markerRenderer.material.color = color;
- }
- // Also color the completion area if it exists
- if (completionArea != null)
- {
- var areaRenderer = completionArea.GetComponent<Renderer>();
- if (areaRenderer != null)
- {
- var areaColor = color;
- areaColor.a = 0.3f; // Make area semi-transparent
- areaRenderer.material.color = areaColor;
- }
- }
- }
- private void CreateFloatingText()
- {
- // Create floating text object
- GameObject textObject = new GameObject("QuestText");
- textObject.transform.SetParent(transform);
- textObject.transform.localPosition = Vector3.up * 1.5f;
- // Add TextMesh component
- floatingText = textObject.AddComponent<TextMesh>();
- floatingText.anchor = TextAnchor.MiddleCenter;
- floatingText.alignment = TextAlignment.Center;
- floatingText.fontSize = 16;
- floatingText.color = Color.white;
- // Make text face camera (simple billboard)
- textObject.transform.LookAt(Camera.main?.transform ?? Camera.current?.transform);
- textObject.transform.Rotate(0, 180, 0); // Flip to face camera correctly
- }
- private void UpdateFloatingText()
- {
- if (floatingText == null || activeQuest?.questData == null) return;
- // Show quest title and time remaining
- string questText = activeQuest.questData.questTitle;
- // Add time remaining with color coding
- var urgency = activeQuest.GetUrgency();
- string timeRemaining = activeQuest.GetTimeRemainingString();
- // Color code based on urgency
- string timeColor = urgency switch
- {
- QuestUrgency.Low => "white",
- QuestUrgency.Medium => "yellow",
- QuestUrgency.High => "orange",
- QuestUrgency.Critical => "red",
- _ => "white"
- };
- floatingText.text = $"{questText}\n<color={timeColor}>{timeRemaining}</color>";
- // Make text face camera
- if (Camera.main != null)
- {
- Vector3 directionToCamera = Camera.main.transform.position - floatingText.transform.position;
- floatingText.transform.rotation = Quaternion.LookRotation(-directionToCamera);
- }
- }
- private void UpdateMarkerVisuals()
- {
- if (activeQuest?.questData == null) return;
- // Scale marker based on quest importance/difficulty
- float scale = activeQuest.questData.difficulty switch
- {
- QuestDifficulty.Easy => 0.8f,
- QuestDifficulty.Normal => 1.0f,
- QuestDifficulty.Hard => 1.2f,
- QuestDifficulty.Legendary => 1.5f,
- _ => 1.0f
- };
- transform.localScale = Vector3.one * scale;
- // Adjust bob speed based on urgency
- var urgency = activeQuest.GetUrgency();
- bobSpeed = urgency switch
- {
- QuestUrgency.Low => 0.5f,
- QuestUrgency.Medium => 1.0f,
- QuestUrgency.High => 1.5f,
- QuestUrgency.Critical => 2.5f,
- _ => 1.0f
- };
- }
- /// <summary>
- /// Called when player clicks on the quest marker
- /// </summary>
- private void OnMouseDown()
- {
- if (activeQuest?.questData == null) return;
- Debug.Log($"🎯 Clicked quest marker: {activeQuest.questData.questTitle}");
- // Show quest info in UI or console
- ShowQuestInfo();
- }
- private void ShowQuestInfo()
- {
- if (activeQuest?.questData == null) return;
- var quest = activeQuest.questData;
- string info = $"Quest: {quest.questTitle}\n" +
- $"Description: {quest.questDescription}\n" +
- $"Time Remaining: {activeQuest.GetTimeRemainingString()}\n" +
- $"Progress: {activeQuest.GetOverallProgress() * 100:F0}%\n" +
- $"Reward: {quest.goldReward}g, {quest.renownReward} renown";
- Debug.Log($"📋 Quest Info:\n{info}");
- // TODO: Show in actual UI popup instead of just debug log
- }
- /// <summary>
- /// Check if position is within quest completion area
- /// </summary>
- public bool IsPositionInCompletionArea(Vector3 position)
- {
- if (activeQuest?.questData == null) return false;
- float distance = Vector3.Distance(transform.position, position);
- return distance <= activeQuest.questData.completionRadius;
- }
- /// <summary>
- /// Get distance to this quest marker from given position
- /// </summary>
- public float GetDistanceFrom(Vector3 position)
- {
- return Vector3.Distance(transform.position, position);
- }
- /// <summary>
- /// Show completion effect when quest is completed
- /// </summary>
- public void ShowCompletionEffect()
- {
- // Simple completion effect - change color and scale
- if (markerRenderer != null)
- {
- markerRenderer.material.color = Color.green;
- }
- // Animate scale up then destroy
- StartCoroutine(CompletionAnimation());
- }
- private System.Collections.IEnumerator CompletionAnimation()
- {
- Vector3 originalScale = transform.localScale;
- float duration = 1f;
- float elapsed = 0f;
- while (elapsed < duration)
- {
- elapsed += Time.deltaTime;
- float progress = elapsed / duration;
- // Scale up then down
- float scaleMultiplier = 1f + Mathf.Sin(progress * Mathf.PI) * 0.5f;
- transform.localScale = originalScale * scaleMultiplier;
- // Fade out
- if (markerRenderer != null)
- {
- Color color = markerRenderer.material.color;
- color.a = 1f - progress;
- markerRenderer.material.color = color;
- }
- yield return null;
- }
- // Destroy the marker
- Destroy(gameObject);
- }
- #region Editor Gizmos
- private void OnDrawGizmos()
- {
- if (activeQuest?.questData == null) return;
- // Draw completion radius
- Gizmos.color = Color.yellow;
- Gizmos.DrawWireSphere(transform.position, activeQuest.questData.completionRadius);
- // Draw quest info
- var urgency = activeQuest.GetUrgency();
- Gizmos.color = urgency switch
- {
- QuestUrgency.Low => Color.green,
- QuestUrgency.Medium => Color.yellow,
- QuestUrgency.High => new Color(1f, 0.5f, 0f), // orange
- QuestUrgency.Critical => Color.red,
- _ => Color.white
- };
- Gizmos.DrawWireCube(transform.position, Vector3.one * 0.5f);
- }
- #endregion
- }
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