144 lines
4.2 KiB
C#
144 lines
4.2 KiB
C#
using NeoModLoader.services;
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using UnityEngine;
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namespace IdleSpectator;
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public static class CameraDirector
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{
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public static string LastWatchLabel { get; private set; } = "";
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public static string LastWatchAssetId { get; private set; } = "";
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public static string LastFormattedWatchTip { get; private set; } = "";
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public static void FocusUnit(Actor actor, bool updateCaption = true)
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{
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if (actor != null && actor.isAlive())
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{
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RetargetFollow(actor);
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if (updateCaption && SpectatorMode.Active)
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{
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WatchCaption.SetFromActor(actor);
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}
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}
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}
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public static void Watch(InterestEvent interest)
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{
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if (interest == null || !interest.HasValidPosition)
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{
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return;
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}
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if (!Config.game_loaded || World.world == null)
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{
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return;
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}
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string tip = FormatWatchTip(interest);
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LastFormattedWatchTip = tip;
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// LastWatchLabel is tip/harness telemetry only - never dossier reason truth.
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LastWatchLabel = interest.Label ?? "";
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LastWatchAssetId = interest.AssetId ?? "";
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LogService.LogInfo($"[IdleSpectator] {tip}");
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WatchCaption.SetFromInterest(interest);
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Actor follow = interest.HasFollowUnit
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? interest.FollowUnit
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: null;
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// Species discovery: only attach a species-matched unit, never a random stranger.
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if (follow == null && !string.IsNullOrEmpty(interest.AssetId) && interest.AssetId != "live_battle"
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&& interest.AssetId != "scored_unit" && interest.Label != null && interest.Label.StartsWith("New species:"))
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{
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follow = WorldActivityScanner.FindNearestAliveUnit(interest.Position, 24f, interest.AssetId);
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}
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// Location-only civic: pan only. Do not invent a stranger FollowUnit.
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if (follow != null && follow.isAlive())
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{
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// If this is a species event, refuse mismatched units.
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if (interest.Label != null && interest.Label.StartsWith("New species:")
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&& !string.IsNullOrEmpty(interest.AssetId)
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&& follow.asset != null && follow.asset.id != interest.AssetId)
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{
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Actor matched = WorldActivityScanner.FindNearestAliveUnit(interest.Position, 24f, interest.AssetId);
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if (matched == null)
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{
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return;
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}
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follow = matched;
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}
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RetargetFollow(follow);
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return;
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}
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// No owned unit: pan only if we are not already following someone.
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// Never clear an existing focus unit here - that flashes the power bar.
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if (!MoveCamera.hasFocusUnit())
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{
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PanCamera(interest.Position);
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}
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}
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public static string FormatWatchTip(InterestEvent interest)
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{
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if (interest == null || string.IsNullOrEmpty(interest.Label))
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{
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return "Watching";
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}
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return "Watching: " + interest.Label;
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}
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public static void ClearFollow()
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{
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MoveCamera.clearFocusUnitOnly();
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}
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public static void PanTo(Vector3 pos)
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{
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PanCamera(pos);
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}
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private static void RetargetFollow(Actor actor)
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{
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if (MoveCamera.isCameraFollowingUnit(actor))
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{
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return;
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}
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bool firstFocus = !MoveCamera.hasFocusUnit();
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MoveCamera.setFocusUnit(actor);
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Chronicle.NoteFocus(actor);
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MoveCamera cam = MoveCamera.instance;
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if (cam == null)
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{
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return;
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}
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// Same as vanilla killer handoff: reset ease so the camera lerps to the new unit.
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cam._focus_timer = 0f;
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if (firstFocus)
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{
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cam._target_zoom = 15f;
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cam._focus_zoom = 15f;
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}
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}
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private static void PanCamera(Vector3 pos)
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{
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MoveCamera cam = MoveCamera.instance;
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if (cam == null)
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{
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World.world.locatePosition(pos);
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return;
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}
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pos.z = cam.transform.position.z;
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cam.transform.position = pos;
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cam._target_zoom = 15f;
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cam._focus_zoom = 15f;
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}
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}
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