add camera rig, click-to-move locomotion, and click interaction
Camera: Cinemachine-based rig with an anchor, a state director, point-of- interest framing, pan input, and dialogue framing volumes. Player: click-to-move over the NavMesh, a pointer input layer, and a motion arbiter that reconciles direct stick input with navigation-driven movement. The pure math is isolated in NightclubArcadia.Locomotion.Math with an EditMode suite, so the arbitration rules are testable without a scene. Interaction: IClickInteractable plus a bridge that routes pointer clicks to it. Supporting project settings: adds the Cinemachine package, the Interactable and Ground tags the raycasts depend on, and NavMesh agent dimensions matched to the player capsule (radius 0.3, height 1.8, climb 0.25). Co-Authored-By: Claude Opus 5 <[email protected]>
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using NightclubArcadia.UI;
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using UnityEngine;
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namespace NightclubArcadia.Cinematics
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{
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public enum CameraState
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{
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Follow,
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ManualPan,
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PointOfInterest,
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Reveal,
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Dialogue,
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Menu
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}
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/// <summary>
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/// Resolves which camera subsystem may write each frame.
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/// </summary>
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public sealed class CameraStateDirector : MonoBehaviour
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{
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[SerializeField] CameraRigAnchor anchor;
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[SerializeField] float dialogueRecenterTime = 0.5f;
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int activeRevealCount;
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float dialogueRecenterTimer;
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bool wasDialogueActive;
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bool wasMenuOpen;
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public CameraState Current { get; private set; } = CameraState.Follow;
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public bool AllowsManualPan =>
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Current != CameraState.Dialogue
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&& Current != CameraState.Menu
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&& Current != CameraState.Reveal;
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public bool AllowsPointOfInterest =>
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Current == CameraState.Follow || Current == CameraState.PointOfInterest;
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void Awake()
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{
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if (anchor == null)
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{
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anchor = GetComponent<CameraRigAnchor>();
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}
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}
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void Start()
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{
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if (UIStateController.Instance != null)
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{
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UIStateController.Instance.StateChanged += OnUiStateChanged;
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}
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ResolveState(false);
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}
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void OnDestroy()
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{
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if (UIStateController.Instance != null)
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{
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UIStateController.Instance.StateChanged -= OnUiStateChanged;
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}
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}
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void Update()
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{
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ResolveState(true);
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if (Current == CameraState.Dialogue && anchor != null)
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{
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dialogueRecenterTimer += Time.deltaTime;
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var t = Mathf.Clamp01(dialogueRecenterTimer / dialogueRecenterTime);
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anchor.ManualPanOffset = Vector3.Lerp(anchor.ManualPanOffset, Vector3.zero, t);
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}
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}
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void OnUiStateChanged() => ResolveState(true);
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public void RegisterReveal() => activeRevealCount++;
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public void UnregisterReveal() => activeRevealCount = Mathf.Max(0, activeRevealCount - 1);
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void ResolveState(bool allowManualPanPromotion)
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{
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var ui = UIStateController.Instance;
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var menuOpen = ui != null && ui.IsMenuOpen;
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var dialogueActive = ui != null && ui.IsDialogueActive;
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if (menuOpen)
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{
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Current = CameraState.Menu;
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}
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else if (dialogueActive)
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{
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if (!wasDialogueActive)
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{
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dialogueRecenterTimer = 0f;
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}
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Current = CameraState.Dialogue;
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}
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else if (activeRevealCount > 0)
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{
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Current = CameraState.Reveal;
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}
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else if (allowManualPanPromotion && IsManualPanActive())
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{
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Current = CameraState.ManualPan;
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}
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else if (HasActivePointOfInterest())
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{
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Current = CameraState.PointOfInterest;
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}
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else
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{
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Current = CameraState.Follow;
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}
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wasDialogueActive = dialogueActive;
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wasMenuOpen = menuOpen;
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}
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bool IsManualPanActive()
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{
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var pan = GetComponent<CameraPanInput>();
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return pan != null && pan.IsManualPanActive;
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}
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bool HasActivePointOfInterest()
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{
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var director = GetComponent<CameraPointOfInterestDirector>();
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return director != null && director.HasActivePoi;
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}
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}
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}
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