diff --git a/Assets/Scenes/Location.unity b/Assets/Scenes/Location.unity
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index 0000000..9b023a3
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diff --git a/Assets/Scenes/Location.unity.meta b/Assets/Scenes/Location.unity.meta
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new file mode 100644
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diff --git a/Assets/Scripts/Environment.meta b/Assets/Scripts/Environment.meta
new file mode 100644
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+++ b/Assets/Scripts/Environment.meta
@@ -0,0 +1,8 @@
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diff --git a/Assets/Scripts/Ghost.meta b/Assets/Scripts/Ghost.meta
new file mode 100644
index 0000000..39caa2e
--- /dev/null
+++ b/Assets/Scripts/Ghost.meta
@@ -0,0 +1,8 @@
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diff --git a/Assets/Scripts/Interactions.meta b/Assets/Scripts/Interactions.meta
new file mode 100644
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+++ b/Assets/Scripts/Interactions.meta
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diff --git a/Assets/Scripts/Interactions/.DS_Store b/Assets/Scripts/Interactions/.DS_Store
new file mode 100644
index 0000000..bb71c6f
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diff --git a/Assets/Scripts/Interactions/DoorInteractable.cs b/Assets/Scripts/Interactions/DoorInteractable.cs
new file mode 100644
index 0000000..02c74f3
--- /dev/null
+++ b/Assets/Scripts/Interactions/DoorInteractable.cs
@@ -0,0 +1,96 @@
+using UnityEngine;
+
+namespace Game.Interaction
+{
+ ///
+ /// Простая дверь: открывается/закрывается при взаимодействии.
+ ///
+ /// Важно: дверь "анимируется" через поворот pivot вокруг локальной оси Y.
+ /// pivot обычно ставят в месте петель двери, чтобы она открывалась реалистично.
+ /// Если pivot не задан — используем сам объект двери.
+ ///
+ public class DoorInteractable : MonoBehaviour, IInteractable
+ {
+ ///
+ /// Pivot = объект, который мы вращаем.
+ /// Часто это "родитель" двери, стоящий в месте петель.
+ ///
+ [SerializeField] private Transform pivot;
+
+ ///
+ /// На сколько градусов повернуть дверь при открытии.
+ /// 90 = классика.
+ ///
+ [SerializeField] private float openAngle = 90f;
+
+ ///
+ /// Скорость плавного поворота (чем больше — тем быстрее).
+ ///
+ [SerializeField] private float speed = 6f;
+
+ ///
+ /// Текущее состояние двери.
+ /// false = закрыта
+ /// true = открыта
+ ///
+ private bool _open;
+
+ ///
+ /// Запоминаем, как дверь выглядит в закрытом состоянии (поворот).
+ ///
+ private Quaternion _closedRot;
+
+ ///
+ /// Запоминаем поворот, когда дверь открыта.
+ ///
+ private Quaternion _openRot;
+
+ private void Awake()
+ {
+ // Если pivot не задан — вращаем сам объект (не идеально, но работает)
+ if (!pivot) pivot = transform;
+
+ // Запоминаем исходный поворот как "закрыто"
+ _closedRot = pivot.localRotation;
+
+ // Рассчитываем "открыто": это "закрыто" + поворот по Y на openAngle
+ _openRot = _closedRot * Quaternion.Euler(0f, openAngle, 0f);
+ }
+
+ private void Update()
+ {
+ // В Update мы НЕ переключаем состояние.
+ // Мы только плавно двигаем текущий поворот к нужному.
+ // Это дает "анимацию" открывания/закрывания.
+
+ // Куда хотим прийти сейчас:
+ var target = _open ? _openRot : _closedRot;
+
+ // Плавно интерполируем (Slerp) текущий поворот к target
+ pivot.localRotation = Quaternion.Slerp(
+ pivot.localRotation,
+ target,
+ Time.deltaTime * speed
+ );
+ }
+
+ ///
+ /// Текст подсказки.
+ ///
+ public string GetPrompt() => _open ? "Close" : "Open";
+
+ ///
+ /// Дверь без замка — всегда можно.
+ ///
+ public bool CanInteract(GameObject interactor) => true;
+
+ ///
+ /// Нажали E -> меняем состояние.
+ /// Дальше Update сам плавно повернет pivot.
+ ///
+ public void Interact(GameObject interactor)
+ {
+ _open = !_open; // переключаем
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/Scripts/Interactions/DoorInteractable.cs.meta b/Assets/Scripts/Interactions/DoorInteractable.cs.meta
new file mode 100644
index 0000000..84655e7
--- /dev/null
+++ b/Assets/Scripts/Interactions/DoorInteractable.cs.meta
@@ -0,0 +1,2 @@
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\ No newline at end of file
diff --git a/Assets/Scripts/Interactions/HidingSpotInteractable.cs b/Assets/Scripts/Interactions/HidingSpotInteractable.cs
new file mode 100644
index 0000000..cd06f1b
--- /dev/null
+++ b/Assets/Scripts/Interactions/HidingSpotInteractable.cs
@@ -0,0 +1,140 @@
+using System.Collections.Generic;
+using UnityEngine;
+
+namespace Game.Interaction
+{
+ public class HidingSpotInteractable : MonoBehaviour, IInteractable
+ {
+ private static readonly List Spots = new List();
+
+ [Header("Points")]
+ [SerializeField] private Transform hidePoint;
+ [SerializeField] private Transform exitPoint;
+
+ [Header("Rules")]
+ [SerializeField] private float activationDistance = 0.7f;
+ [SerializeField] private bool requiresCrouch;
+ [SerializeField, Range(0f, 1f)] private float inspectionChance = 1f;
+
+ private PlayerHiding occupant;
+
+ public static IReadOnlyList AllSpots => Spots;
+ public bool IsOccupied => occupant != null;
+ public float ActivationDistance => activationDistance;
+
+ private void OnEnable()
+ {
+ if (!Spots.Contains(this))
+ Spots.Add(this);
+ }
+
+ private void OnDisable()
+ {
+ Spots.Remove(this);
+
+ if (occupant != null)
+ {
+ PlayerHiding oldOccupant = occupant;
+ occupant = null;
+ oldOccupant.ForceExitFromHiding();
+ }
+ }
+
+ public string GetPrompt()
+ {
+ if (occupant != null)
+ return "Exit hiding";
+
+ return "Hide";
+ }
+
+ public bool CanInteract(GameObject interactor)
+ {
+ PlayerHiding playerHiding = interactor.GetComponent();
+
+ if (playerHiding == null)
+ playerHiding = interactor.GetComponentInParent();
+
+ if (playerHiding == null)
+ return false;
+
+ if (playerHiding.IsHidden)
+ return playerHiding.CurrentSpot == this;
+
+ return CanPlayerEnter(playerHiding);
+ }
+
+ public void Interact(GameObject interactor)
+ {
+ PlayerHiding playerHiding = interactor.GetComponent();
+
+ if (playerHiding == null)
+ playerHiding = interactor.GetComponentInParent();
+
+ if (playerHiding == null)
+ return;
+
+ playerHiding.ToggleHide(this);
+ }
+
+ public bool CanPlayerEnter(PlayerHiding playerHiding)
+ {
+ if (playerHiding == null)
+ return false;
+
+ if (IsOccupied)
+ return false;
+
+ float distance = Vector3.Distance(playerHiding.transform.position, transform.position);
+ if (distance > activationDistance)
+ return false;
+
+ if (requiresCrouch && !playerHiding.IsCrouching())
+ return false;
+
+ return true;
+ }
+
+ public void SetOccupant(PlayerHiding playerHiding)
+ {
+ occupant = playerHiding;
+ }
+
+ public void ClearOccupant(PlayerHiding playerHiding)
+ {
+ if (occupant == playerHiding)
+ occupant = null;
+ }
+
+ public bool ShouldBeInspected()
+ {
+ return Random.value <= inspectionChance;
+ }
+
+ public Vector3 GetHidePosition()
+ {
+ return hidePoint != null ? hidePoint.position : transform.position;
+ }
+
+ public Quaternion GetHideRotation()
+ {
+ return hidePoint != null ? hidePoint.rotation : transform.rotation;
+ }
+
+ public Vector3 GetExitPosition()
+ {
+ if (exitPoint != null)
+ return exitPoint.position;
+
+ return transform.position + transform.forward;
+ }
+
+ public Quaternion GetExitRotation()
+ {
+ if (exitPoint != null)
+ return exitPoint.rotation;
+
+ return transform.rotation;
+ }
+ }
+}
diff --git a/Assets/Scripts/Interactions/HidingSpotInteractable.cs.meta b/Assets/Scripts/Interactions/HidingSpotInteractable.cs.meta
new file mode 100644
index 0000000..fc682f8
--- /dev/null
+++ b/Assets/Scripts/Interactions/HidingSpotInteractable.cs.meta
@@ -0,0 +1,2 @@
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\ No newline at end of file
diff --git a/Assets/Scripts/Interactions/IInteractable.cs b/Assets/Scripts/Interactions/IInteractable.cs
new file mode 100644
index 0000000..6697c56
--- /dev/null
+++ b/Assets/Scripts/Interactions/IInteractable.cs
@@ -0,0 +1,11 @@
+using UnityEngine;
+
+namespace Game.Interaction
+{
+ public interface IInteractable
+ {
+ string GetPrompt();
+ bool CanInteract(GameObject interactor);
+ void Interact(GameObject interactor);
+ }
+}
\ No newline at end of file
diff --git a/Assets/Scripts/Interactions/IInteractable.cs.meta b/Assets/Scripts/Interactions/IInteractable.cs.meta
new file mode 100644
index 0000000..aa826a5
--- /dev/null
+++ b/Assets/Scripts/Interactions/IInteractable.cs.meta
@@ -0,0 +1,2 @@
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diff --git a/Assets/Scripts/Interactions/InventoryDebugUI.cs b/Assets/Scripts/Interactions/InventoryDebugUI.cs
new file mode 100644
index 0000000..805a4a2
--- /dev/null
+++ b/Assets/Scripts/Interactions/InventoryDebugUI.cs
@@ -0,0 +1,52 @@
+using System.Text;
+using UnityEngine;
+using UnityEngine.UI;
+
+namespace Game.Interaction
+{
+ /// Простой debug UI для отображения содержимого инвентаря на экране.
+ public class InventoryDebugUI : MonoBehaviour
+ {
+ [SerializeField] private SimpleInventory inventory;
+ [SerializeField] private Text inventoryText;
+
+ private readonly StringBuilder _builder = new();
+
+ private void Reset()
+ {
+ if (!inventory)
+ inventory = FindFirstObjectByType();
+ }
+
+ private void Update()
+ {
+ if (inventoryText == null) return;
+
+ if (inventory == null)
+ {
+ inventoryText.text = "Inventory:\n";
+ return;
+ }
+
+ var items = inventory.GetItems();
+
+ _builder.Clear();
+ _builder.AppendLine("Inventory:");
+
+ if (items.Count == 0)
+ {
+ _builder.AppendLine("- empty");
+ }
+ else
+ {
+ foreach (var item in items)
+ {
+ _builder.Append("- ");
+ _builder.AppendLine(item);
+ }
+ }
+
+ inventoryText.text = _builder.ToString();
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/Scripts/Interactions/InventoryDebugUI.cs.meta b/Assets/Scripts/Interactions/InventoryDebugUI.cs.meta
new file mode 100644
index 0000000..e86c7bb
--- /dev/null
+++ b/Assets/Scripts/Interactions/InventoryDebugUI.cs.meta
@@ -0,0 +1,2 @@
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\ No newline at end of file
diff --git a/Assets/Scripts/Interactions/LockedDoorInteractable.cs b/Assets/Scripts/Interactions/LockedDoorInteractable.cs
new file mode 100644
index 0000000..4d1dcd3
--- /dev/null
+++ b/Assets/Scripts/Interactions/LockedDoorInteractable.cs
@@ -0,0 +1,92 @@
+using UnityEngine;
+
+namespace Game.Interaction
+{
+ public class LockedDoorInteractable : MonoBehaviour, IInteractable
+ {
+ [Header("Door")]
+ [SerializeField] private Transform pivot;
+ [SerializeField] private float openAngle = 90f;
+ [SerializeField] private float speed = 6f;
+
+ [Header("Lock")]
+ [SerializeField] private string requiredKeyId = "KeyA";
+ [SerializeField] private bool consumeKeyOnUnlock = true;
+
+ private bool _open;
+ private bool _unlocked;
+ private Quaternion _closedRot;
+ private Quaternion _openRot;
+
+ private void Awake()
+ {
+ if (!pivot) pivot = transform;
+
+ _closedRot = pivot.localRotation;
+ _openRot = _closedRot * Quaternion.Euler(0f, openAngle, 0f);
+ }
+
+ private void Update()
+ {
+ var target = _open ? _openRot : _closedRot;
+ pivot.localRotation = Quaternion.Slerp(
+ pivot.localRotation,
+ target,
+ Time.deltaTime * speed
+ );
+ }
+
+ public string GetPrompt()
+ {
+ return _open ? "Close" : "Open";
+ }
+
+ public bool CanInteract(GameObject interactor)
+ {
+ if (_open) return true;
+ if (_unlocked) return true;
+
+ var inv = interactor.GetComponent();
+ if (inv == null) return false;
+
+ return inv.Has(requiredKeyId);
+ }
+
+ public void Interact(GameObject interactor)
+ {
+ // Если дверь уже открыта — просто закрываем
+ if (_open)
+ {
+ _open = false;
+ return;
+ }
+
+ // Если дверь уже была разблокирована раньше — просто открываем
+ if (_unlocked)
+ {
+ _open = true;
+ return;
+ }
+
+ var inv = interactor.GetComponent();
+ if (inv == null) return;
+
+ if (!inv.Has(requiredKeyId))
+ {
+ Debug.Log($"Door is locked. Need key: {requiredKeyId}");
+ return;
+ }
+
+ // Разблокируем дверь
+ _unlocked = true;
+ _open = true;
+
+ // Удаляем ключ из инвентаря после использования
+ if (consumeKeyOnUnlock)
+ {
+ inv.Remove(requiredKeyId);
+ Debug.Log($"Used key: {requiredKeyId}");
+ }
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/Scripts/Interactions/LockedDoorInteractable.cs.meta b/Assets/Scripts/Interactions/LockedDoorInteractable.cs.meta
new file mode 100644
index 0000000..eb0d26f
--- /dev/null
+++ b/Assets/Scripts/Interactions/LockedDoorInteractable.cs.meta
@@ -0,0 +1,2 @@
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diff --git a/Assets/Scripts/Interactions/PickupItemInteractable.cs b/Assets/Scripts/Interactions/PickupItemInteractable.cs
new file mode 100644
index 0000000..7311df1
--- /dev/null
+++ b/Assets/Scripts/Interactions/PickupItemInteractable.cs
@@ -0,0 +1,55 @@
+using UnityEngine;
+
+namespace Game.Interaction
+{
+ /// Универсальный предмет, который можно поднять в инвентарь.
+ /// Подходит для ключей, квестовых деталей, заметок и т.п.
+ public class PickupItemInteractable : MonoBehaviour, IInteractable
+ {
+ [Header("Item")]
+ [SerializeField] private string itemId = "ItemA";
+ [SerializeField] private string itemDisplayName = "Item";
+ [SerializeField] private string pickupPrompt = "Pick up";
+
+ [Header("Optional")]
+ [SerializeField] private AudioSource pickupAudioSource;
+ [SerializeField] private bool destroyAfterPickup = true;
+
+ public string GetPrompt()
+ {
+ return $"{pickupPrompt} {itemDisplayName}";
+ }
+
+ public bool CanInteract(GameObject interactor)
+ {
+ var inv = interactor.GetComponent();
+ if (inv == null) return false;
+
+ // Запрещаем подбирать дубликат того же предмета
+ return !inv.Has(itemId);
+ }
+
+ public void Interact(GameObject interactor)
+ {
+ var inv = interactor.GetComponent();
+ if (inv == null) return;
+
+ if (!inv.Add(itemId))
+ return;
+
+ Debug.Log($"Picked up item: {itemId}");
+
+ if (pickupAudioSource != null)
+ pickupAudioSource.Play();
+
+ if (destroyAfterPickup)
+ {
+ Destroy(gameObject);
+ }
+ else
+ {
+ gameObject.SetActive(false);
+ }
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/Scripts/Interactions/PickupItemInteractable.cs.meta b/Assets/Scripts/Interactions/PickupItemInteractable.cs.meta
new file mode 100644
index 0000000..c5dadee
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@@ -0,0 +1,2 @@
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diff --git a/Assets/Scripts/Interactions/PlayerInteractor.cs b/Assets/Scripts/Interactions/PlayerInteractor.cs
new file mode 100644
index 0000000..b58e2e3
--- /dev/null
+++ b/Assets/Scripts/Interactions/PlayerInteractor.cs
@@ -0,0 +1,70 @@
+using UnityEngine;
+using UnityEngine.UI;
+
+namespace Game.Interaction
+{
+ public class PlayerInteractor : MonoBehaviour
+ {
+ [Header("Raycast")]
+ [SerializeField] private Camera playerCamera;
+ [SerializeField] private float distance = 2.5f;
+
+ [Header("UI (optional)")]
+ [SerializeField] private Text promptText;
+
+ [Header("Input")]
+ [SerializeField] private KeyCode interactKey = KeyCode.F;
+
+ private IInteractable current;
+
+ private void Reset()
+ {
+ if (!playerCamera) playerCamera = Camera.main;
+ }
+
+ private void Update()
+ {
+ UpdateTarget();
+
+ if (current != null && Input.GetKeyDown(interactKey))
+ {
+ if (current.CanInteract(gameObject))
+ current.Interact(gameObject);
+ }
+ }
+
+ private void UpdateTarget()
+ {
+ current = null;
+
+ if (!playerCamera)
+ {
+ SetPrompt("");
+ return;
+ }
+
+ var ray = new Ray(playerCamera.transform.position, playerCamera.transform.forward);
+
+ if (Physics.Raycast(ray, out var hit, distance))
+ {
+ var interactable = hit.collider.GetComponentInParent();
+
+ if (interactable != null)
+ {
+ current = interactable;
+ var prompt = interactable.GetPrompt();
+ SetPrompt(string.IsNullOrWhiteSpace(prompt) ? "" : $"{interactKey}: {prompt}");
+ return;
+ }
+ }
+
+ SetPrompt("");
+ }
+
+ private void SetPrompt(string value)
+ {
+ if (promptText != null)
+ promptText.text = value;
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/Scripts/Interactions/PlayerInteractor.cs.meta b/Assets/Scripts/Interactions/PlayerInteractor.cs.meta
new file mode 100644
index 0000000..88f810b
--- /dev/null
+++ b/Assets/Scripts/Interactions/PlayerInteractor.cs.meta
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: 9ad1adc0e4e224df8b14187e0f5d32a8
\ No newline at end of file
diff --git a/Assets/Scripts/Interactions/SimpleInventory.cs b/Assets/Scripts/Interactions/SimpleInventory.cs
new file mode 100644
index 0000000..8e9dca3
--- /dev/null
+++ b/Assets/Scripts/Interactions/SimpleInventory.cs
@@ -0,0 +1,41 @@
+using System.Collections.Generic;
+using UnityEngine;
+
+namespace Game.Interaction
+{
+ /// Очень простой инвентарь.
+ /// Хранит набор строковых ID предметов.
+ public class SimpleInventory : MonoBehaviour
+ {
+ private readonly HashSet _items = new();
+
+ public bool Add(string itemId)
+ {
+ if (string.IsNullOrWhiteSpace(itemId)) return false;
+
+ bool added = _items.Add(itemId);
+
+ if (added)
+ Debug.Log($"Picked up item: {itemId}");
+
+ return added;
+ }
+
+ public bool Has(string itemId)
+ {
+ if (string.IsNullOrWhiteSpace(itemId)) return false;
+ return _items.Contains(itemId);
+ }
+
+ public bool Remove(string itemId)
+ {
+ if (string.IsNullOrWhiteSpace(itemId)) return false;
+ return _items.Remove(itemId);
+ }
+
+ public IReadOnlyCollection GetItems()
+ {
+ return _items;
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/Scripts/Interactions/SimpleInventory.cs.meta b/Assets/Scripts/Interactions/SimpleInventory.cs.meta
new file mode 100644
index 0000000..3f39e6a
--- /dev/null
+++ b/Assets/Scripts/Interactions/SimpleInventory.cs.meta
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: 36d3cb090f20349fba6a40cbd7278a29
\ No newline at end of file
diff --git a/Assets/Scripts/Invisible.meta b/Assets/Scripts/Invisible.meta
new file mode 100644
index 0000000..48d986d
--- /dev/null
+++ b/Assets/Scripts/Invisible.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: c1317e295efa3684687713c8b2656fe2
+folderAsset: yes
+DefaultImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Scripts/Invisible/InvisibleBehaviour.cs b/Assets/Scripts/Invisible/InvisibleBehaviour.cs
new file mode 100644
index 0000000..c051c65
--- /dev/null
+++ b/Assets/Scripts/Invisible/InvisibleBehaviour.cs
@@ -0,0 +1,433 @@
+using UnityEngine;
+using UnityEngine.Rendering;
+using UnityEngine.Rendering.Universal;
+using System.Collections.Generic;
+
+#if UNITY_EDITOR
+using UnityEditor;
+#endif
+
+[RequireComponent(typeof(AudioSource))]
+public class InvisibleBehaviour : MonoBehaviour
+{
+ [SerializeField] private Transform target;
+ [SerializeField] private LayerMask obstacleMask;
+ [SerializeField] private AudioClip nearMonsterAmbientClip;
+ [SerializeField] private AudioClip footstepsClip;
+
+ private InvisibleParameters parameters;
+ private AudioSource footstepsAudioSource;
+ private AudioSource nearMonsterAmbientAudioSource;
+ private Volume nearMonsterScreenFxVolume;
+ private VolumeProfile nearMonsterScreenFxProfile;
+ private Vignette nearMonsterVignette;
+ private ColorAdjustments nearMonsterColorAdjustments;
+ private readonly HashSet ignoredAudioColliders = new HashSet();
+
+ private void Awake()
+ {
+ parameters = InvisibleParameters.Instance;
+
+ if (parameters == null)
+ {
+ Debug.LogError("InvisibleParameters is missing. Disabling InvisibleBehaviour.");
+ enabled = false;
+ return;
+ }
+
+ footstepsAudioSource = GetComponent();
+ ConfigureFootstepAudio();
+ EnsureAmbientAudioSource();
+ ConfigureAmbientAudio();
+ EnsureScreenFxVolume();
+ ConfigureScreenFx();
+ EnablePlayerCameraPostProcessing();
+ CacheIgnoredAudioColliders();
+ }
+
+ private void Update()
+ {
+ UpdateNearMonsterAmbient();
+ UpdateFootstepAudio();
+ UpdateNearMonsterScreenFx();
+ }
+
+ public bool CanSeeTarget()
+ {
+ if (parameters == null || target == null)
+ return false;
+
+ PlayerHiding playerHiding = target.GetComponent();
+ if (playerHiding == null)
+ playerHiding = target.GetComponentInParent();
+
+ if (playerHiding != null && playerHiding.IsHidden)
+ return false;
+
+ float viewDistance = parameters.ViewDistance;
+ float viewAngle = parameters.BaseViewAngle;
+
+ Vector3 direction = (target.position - transform.position).normalized;
+ float distance = Vector3.Distance(transform.position, target.position);
+
+ if (distance > viewDistance)
+ return false;
+
+ float angle = Vector3.Angle(transform.forward, direction);
+ if (angle > viewAngle * 0.5f)
+ return false;
+
+ if (Physics.Raycast(transform.position, direction, out RaycastHit hit, viewDistance))
+ return hit.transform == target;
+
+ return false;
+ }
+
+ private void ConfigureFootstepAudio()
+ {
+ if (footstepsAudioSource == null)
+ return;
+
+ footstepsAudioSource.playOnAwake = false;
+ footstepsAudioSource.loop = true;
+ footstepsAudioSource.spatialBlend = 1f;
+ footstepsAudioSource.volume = 0f;
+ footstepsAudioSource.pitch = parameters.FootstepPitchAtUsualSpeed;
+ footstepsAudioSource.clip = footstepsClip;
+ }
+
+ private void EnsureAmbientAudioSource()
+ {
+ if (target == null)
+ return;
+
+ Transform ambientRoot = target.Find("MonsterNearAmbientAudio");
+ if (ambientRoot == null)
+ {
+ GameObject ambientObject = new GameObject("MonsterNearAmbientAudio");
+ ambientObject.transform.SetParent(target, false);
+ ambientRoot = ambientObject.transform;
+ }
+
+ nearMonsterAmbientAudioSource = ambientRoot.GetComponent();
+ if (nearMonsterAmbientAudioSource == null)
+ nearMonsterAmbientAudioSource = ambientRoot.gameObject.AddComponent();
+ }
+
+ private void ConfigureAmbientAudio()
+ {
+ if (nearMonsterAmbientAudioSource == null)
+ return;
+
+ nearMonsterAmbientAudioSource.playOnAwake = false;
+ nearMonsterAmbientAudioSource.loop = true;
+ nearMonsterAmbientAudioSource.spatialBlend = 0f;
+ nearMonsterAmbientAudioSource.volume = 0f;
+ nearMonsterAmbientAudioSource.clip = nearMonsterAmbientClip;
+ }
+
+ private void EnsureScreenFxVolume()
+ {
+ if (target == null)
+ return;
+
+ Transform screenFxRoot = target.Find("MonsterNearScreenFx");
+ if (screenFxRoot == null)
+ {
+ GameObject screenFxObject = new GameObject("MonsterNearScreenFx");
+ screenFxObject.transform.SetParent(target, false);
+ screenFxRoot = screenFxObject.transform;
+ }
+
+ nearMonsterScreenFxVolume = screenFxRoot.GetComponent();
+ if (nearMonsterScreenFxVolume == null)
+ nearMonsterScreenFxVolume = screenFxRoot.gameObject.AddComponent();
+
+ if (nearMonsterScreenFxProfile == null)
+ nearMonsterScreenFxProfile = ScriptableObject.CreateInstance();
+
+ nearMonsterScreenFxVolume.isGlobal = true;
+ nearMonsterScreenFxVolume.priority = 100f;
+ nearMonsterScreenFxVolume.weight = 1f;
+ nearMonsterScreenFxVolume.sharedProfile = nearMonsterScreenFxProfile;
+ }
+
+ private void ConfigureScreenFx()
+ {
+ if (nearMonsterScreenFxProfile == null)
+ return;
+
+ if (!nearMonsterScreenFxProfile.TryGet(out nearMonsterVignette))
+ nearMonsterVignette = nearMonsterScreenFxProfile.Add(true);
+
+ if (!nearMonsterScreenFxProfile.TryGet(out nearMonsterColorAdjustments))
+ nearMonsterColorAdjustments = nearMonsterScreenFxProfile.Add(true);
+
+ nearMonsterVignette.active = true;
+ nearMonsterVignette.intensity.overrideState = true;
+ nearMonsterVignette.smoothness.overrideState = true;
+ nearMonsterVignette.color.overrideState = true;
+ nearMonsterVignette.intensity.value = 0f;
+ nearMonsterVignette.smoothness.value = 0.85f;
+ nearMonsterVignette.color.value = Color.black;
+
+ nearMonsterColorAdjustments.active = true;
+ nearMonsterColorAdjustments.postExposure.overrideState = true;
+ nearMonsterColorAdjustments.postExposure.value = 0f;
+ }
+
+ private void EnablePlayerCameraPostProcessing()
+ {
+ if (target == null)
+ return;
+
+ Camera playerCamera = target.GetComponentInChildren(true);
+ if (playerCamera == null)
+ return;
+
+ UniversalAdditionalCameraData cameraData = playerCamera.GetComponent();
+ if (cameraData != null)
+ cameraData.renderPostProcessing = true;
+ }
+
+ private void UpdateNearMonsterAmbient()
+ {
+ if (nearMonsterAmbientAudioSource == null || nearMonsterAmbientClip == null || target == null)
+ return;
+
+ float distanceToTarget = Vector3.Distance(transform.position, target.position);
+ float targetVolume = 0f;
+ int obstacleCount = CountAudioObstaclesToTarget();
+ bool hasDirectAudioPath = obstacleCount == 0;
+
+ if (distanceToTarget <= parameters.NearMonsterDistance)
+ {
+ float normalizedDistance = Mathf.Clamp01(distanceToTarget / parameters.NearMonsterDistance);
+ targetVolume = (1f - normalizedDistance) * parameters.MaxNearMonsterAmbientVolume;
+
+ if (parameters.BlockAmbientThroughWalls && !hasDirectAudioPath)
+ targetVolume = 0f;
+ }
+
+ nearMonsterAmbientAudioSource.volume = Mathf.MoveTowards(
+ nearMonsterAmbientAudioSource.volume,
+ targetVolume,
+ parameters.AmbientVolumeLerpSpeed * Time.deltaTime);
+
+ if (nearMonsterAmbientAudioSource.volume > 0.001f)
+ {
+ if (!nearMonsterAmbientAudioSource.isPlaying)
+ nearMonsterAmbientAudioSource.Play();
+ }
+ else if (nearMonsterAmbientAudioSource.isPlaying)
+ {
+ nearMonsterAmbientAudioSource.Stop();
+ }
+ }
+
+ private void UpdateFootstepAudio()
+ {
+ if (footstepsAudioSource == null || footstepsClip == null)
+ return;
+
+ float movementSpeed = 0f;
+
+ StateController stateController = GetComponent();
+ if (stateController != null && stateController.Agent != null)
+ movementSpeed = stateController.Agent.velocity.magnitude;
+
+ bool shouldPlay = movementSpeed > parameters.FootstepStartSpeed;
+ float occlusionFactor = 1f;
+
+ if (shouldPlay)
+ {
+ int obstacleCount = CountAudioObstaclesToTarget();
+ occlusionFactor = Mathf.Pow(parameters.FootstepTransmissionPerObstacle, obstacleCount);
+ }
+
+ footstepsAudioSource.volume = shouldPlay ? parameters.FootstepMaxVolume * occlusionFactor : 0f;
+
+ float usualSpeed = parameters.UsualSpeed;
+ if (usualSpeed > 0.01f)
+ {
+ float speedRatio = movementSpeed / usualSpeed;
+ footstepsAudioSource.pitch = Mathf.Max(0.01f, parameters.FootstepPitchAtUsualSpeed * speedRatio);
+ }
+ else
+ {
+ footstepsAudioSource.pitch = parameters.FootstepPitchAtUsualSpeed;
+ }
+
+ if (shouldPlay)
+ {
+ if (!footstepsAudioSource.isPlaying)
+ footstepsAudioSource.Play();
+ }
+ else if (footstepsAudioSource.isPlaying)
+ {
+ footstepsAudioSource.Stop();
+ }
+ }
+
+ private void UpdateNearMonsterScreenFx()
+ {
+ if (nearMonsterVignette == null || nearMonsterColorAdjustments == null || target == null)
+ return;
+
+ float distanceToTarget = Vector3.Distance(transform.position, target.position);
+ float proximity = 0f;
+
+ if (distanceToTarget <= parameters.NearMonsterScreenFxDistance)
+ {
+ float normalizedDistance = Mathf.Clamp01(distanceToTarget / parameters.NearMonsterScreenFxDistance);
+ proximity = 1f - normalizedDistance;
+ }
+
+ if (proximity > 0f && parameters.PulseScreenFx)
+ {
+ float pulse = (Mathf.Sin(Time.time * parameters.PulseSpeed) + 1f) * 0.5f;
+ proximity *= Mathf.Lerp(1f - parameters.PulseAmount, 1f, pulse);
+ }
+
+ float targetVignetteIntensity = proximity * parameters.MaxVignetteIntensity;
+ float targetExposure = proximity * parameters.MaxDarkeningExposure;
+
+ nearMonsterVignette.intensity.value = Mathf.MoveTowards(
+ nearMonsterVignette.intensity.value,
+ targetVignetteIntensity,
+ parameters.ScreenFxLerpSpeed * Time.deltaTime);
+
+ nearMonsterColorAdjustments.postExposure.value = Mathf.MoveTowards(
+ nearMonsterColorAdjustments.postExposure.value,
+ targetExposure,
+ parameters.ScreenFxLerpSpeed * Time.deltaTime);
+ }
+
+ private void CacheIgnoredAudioColliders()
+ {
+ ignoredAudioColliders.Clear();
+
+ AddIgnoredCollidersFromTransform(transform);
+ AddIgnoredCollidersFromTransform(target);
+ }
+
+ private void AddIgnoredCollidersFromTransform(Transform root)
+ {
+ if (root == null)
+ return;
+
+ Collider[] colliders = root.GetComponentsInChildren(true);
+ for (int i = 0; i < colliders.Length; i++)
+ {
+ if (colliders[i] != null)
+ ignoredAudioColliders.Add(colliders[i]);
+ }
+ }
+
+ private int CountAudioObstaclesToTarget()
+ {
+ if (target == null)
+ return 0;
+
+ Vector3 origin = transform.position + Vector3.up * parameters.AudioRaycastHeight;
+ Vector3 targetPosition = target.position + Vector3.up * parameters.AudioRaycastHeight;
+ Vector3 direction = targetPosition - origin;
+ float distance = direction.magnitude;
+
+ if (distance <= 0.01f)
+ return 0;
+
+ RaycastHit[] hits = Physics.RaycastAll(
+ origin,
+ direction.normalized,
+ distance,
+ obstacleMask,
+ QueryTriggerInteraction.Ignore);
+
+ if (hits == null || hits.Length == 0)
+ return 0;
+
+ System.Array.Sort(hits, (left, right) => left.distance.CompareTo(right.distance));
+
+ int obstacleCount = 0;
+
+ for (int i = 0; i < hits.Length; i++)
+ {
+ Collider hitCollider = hits[i].collider;
+ if (hitCollider == null || ignoredAudioColliders.Contains(hitCollider))
+ continue;
+
+ obstacleCount++;
+ }
+
+ return obstacleCount;
+ }
+
+ private void OnDrawGizmos()
+ {
+ if (parameters == null)
+ parameters = InvisibleParameters.Instance;
+
+ if (parameters == null)
+ return;
+
+ float viewDistance = parameters.ViewDistance;
+ float viewAngle = parameters.BaseViewAngle;
+
+ Vector3 origin = transform.position;
+ Vector3 forward = transform.forward;
+
+ Gizmos.color = Color.yellow;
+
+ Vector3 leftBoundary = Quaternion.Euler(0f, -viewAngle * 0.5f, 0f) * forward;
+ Gizmos.DrawRay(origin, leftBoundary * viewDistance);
+
+ Vector3 rightBoundary = Quaternion.Euler(0f, viewAngle * 0.5f, 0f) * forward;
+ Gizmos.DrawRay(origin, rightBoundary * viewDistance);
+
+ Gizmos.color = Color.red;
+ Gizmos.DrawRay(origin, forward * viewDistance);
+
+ int segments = 30;
+ float halfAngle = viewAngle * 0.5f;
+
+ Vector3 previousPoint = origin + (Quaternion.Euler(0f, -halfAngle, 0f) * forward) * viewDistance;
+
+ for (int i = 1; i <= segments; i++)
+ {
+ float angle = -halfAngle + (viewAngle / segments) * i;
+ Vector3 nextPoint = origin + (Quaternion.Euler(0f, angle, 0f) * forward) * viewDistance;
+
+ Gizmos.DrawLine(previousPoint, nextPoint);
+ previousPoint = nextPoint;
+ }
+
+ Gizmos.color = new Color(0.3f, 0.8f, 1f, 0.35f);
+ Gizmos.DrawWireSphere(origin, parameters.NearMonsterDistance);
+ }
+
+#if UNITY_EDITOR
+ private void OnValidate()
+ {
+ if (nearMonsterAmbientClip == null)
+ nearMonsterAmbientClip = AssetDatabase.LoadAssetAtPath("Assets/SFXs/monster_near_ambient.mp3");
+
+ if (footstepsClip == null)
+ footstepsClip = AssetDatabase.LoadAssetAtPath("Assets/SFXs/heavy-walking-footsteps.mp3");
+
+ if (footstepsAudioSource == null)
+ footstepsAudioSource = GetComponent();
+
+ parameters = InvisibleParameters.Instance;
+ EnsureAmbientAudioSource();
+ EnsureScreenFxVolume();
+
+ if (parameters != null)
+ {
+ ConfigureFootstepAudio();
+ ConfigureAmbientAudio();
+ ConfigureScreenFx();
+ }
+ }
+#endif
+}
diff --git a/Assets/Scripts/Invisible/InvisibleBehaviour.cs.meta b/Assets/Scripts/Invisible/InvisibleBehaviour.cs.meta
new file mode 100644
index 0000000..5ca6e34
--- /dev/null
+++ b/Assets/Scripts/Invisible/InvisibleBehaviour.cs.meta
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: 527f6e13e0a96d24b8dc13fd21e5e4e4
\ No newline at end of file
diff --git a/Assets/Scripts/Invisible/InvisibleParameters.cs b/Assets/Scripts/Invisible/InvisibleParameters.cs
new file mode 100644
index 0000000..26eca8d
--- /dev/null
+++ b/Assets/Scripts/Invisible/InvisibleParameters.cs
@@ -0,0 +1,101 @@
+using UnityEngine;
+
+[CreateAssetMenu(fileName = "InvisibleParameters", menuName = "Scriptable Objects/InvisibleParameters")]
+public class InvisibleParameters : ScriptableObject
+{
+ private static InvisibleParameters instance;
+
+ public static InvisibleParameters Instance
+ {
+ get
+ {
+ if (instance == null)
+ {
+ instance = Resources.Load("InvisibleParameters");
+ if (instance == null)
+ Debug.LogError("InvisibleParameters asset not found in Resources!");
+ }
+
+ return instance;
+ }
+ }
+
+ [Header("Vision")]
+ [SerializeField] private float viewDistance = 15f;
+ [SerializeField] private float baseViewAngle = 180f;
+ [SerializeField] private float focusedViewAngle = 60f;
+
+ [Header("Movement Speeds")]
+ [SerializeField] private float slowSpeed = 3f;
+ [SerializeField] private float usualSpeed = 7f;
+ [SerializeField] private float investigationSpeed = 10f;
+ [SerializeField] private float chaseSpeed = 30f;
+
+ [Header("Chase Tuning")]
+ [SerializeField] private float catchDistance = 1f;
+ [SerializeField] private bool catchEnabled = true;
+ [SerializeField] private float chaseStoppingDistance = 0.2f;
+ [SerializeField] private float chaseAcceleration = 80f;
+ [SerializeField] private float chaseAngularSpeed = 1080f;
+ [SerializeField] private bool chaseAutoBraking = true;
+
+ [Header("Audio - Ambient")]
+ [SerializeField] private float nearMonsterDistance = 12f;
+ [SerializeField] private float maxNearMonsterAmbientVolume = 1f;
+ [SerializeField] private float ambientVolumeLerpSpeed = 5f;
+
+ [Header("Audio - Footsteps")]
+ [SerializeField] private float footstepStartSpeed = 0.15f;
+ [SerializeField] private float footstepMaxVolume = 1f;
+ [SerializeField] private float footstepPitchAtUsualSpeed = 1f;
+
+ [Header("Audio - Occlusion")]
+ [SerializeField] private bool blockAmbientThroughWalls = true;
+ [SerializeField] private float audioRaycastHeight = 1.4f;
+ [SerializeField] [Range(0f, 1f)] private float footstepTransmissionPerObstacle = 0.55f;
+
+ [Header("Screen FX")]
+ [SerializeField] private float nearMonsterScreenFxDistance = 10f;
+ [SerializeField] private float maxVignetteIntensity = 0.45f;
+ [SerializeField] private float maxDarkeningExposure = -1.2f;
+ [SerializeField] private float screenFxLerpSpeed = 5f;
+ [SerializeField] private bool pulseScreenFx = true;
+ [SerializeField] private float pulseSpeed = 3f;
+ [SerializeField] private float pulseAmount = 0.15f;
+
+ [Header("Noise Hearing")]
+ [SerializeField] private float noiseListenerCaptureRadius = 1.5f;
+ [SerializeField] private float minHeardNoiseStrength = 0.1f;
+
+ public float ViewDistance => viewDistance;
+ public float BaseViewAngle => baseViewAngle;
+ public float FocusedViewAngle => focusedViewAngle;
+ public float SlowSpeed => slowSpeed;
+ public float UsualSpeed => usualSpeed;
+ public float InvestigationSpeed => investigationSpeed;
+ public float ChaseSpeed => chaseSpeed;
+ public float CatchDistance => catchDistance;
+ public bool CatchEnabled => catchEnabled;
+ public float ChaseStoppingDistance => chaseStoppingDistance;
+ public float ChaseAcceleration => chaseAcceleration;
+ public float ChaseAngularSpeed => chaseAngularSpeed;
+ public bool ChaseAutoBraking => chaseAutoBraking;
+ public float NearMonsterDistance => nearMonsterDistance;
+ public float MaxNearMonsterAmbientVolume => maxNearMonsterAmbientVolume;
+ public float AmbientVolumeLerpSpeed => ambientVolumeLerpSpeed;
+ public float FootstepStartSpeed => footstepStartSpeed;
+ public float FootstepMaxVolume => footstepMaxVolume;
+ public float FootstepPitchAtUsualSpeed => footstepPitchAtUsualSpeed;
+ public bool BlockAmbientThroughWalls => blockAmbientThroughWalls;
+ public float AudioRaycastHeight => audioRaycastHeight;
+ public float FootstepTransmissionPerObstacle => footstepTransmissionPerObstacle;
+ public float NearMonsterScreenFxDistance => nearMonsterScreenFxDistance;
+ public float MaxVignetteIntensity => maxVignetteIntensity;
+ public float MaxDarkeningExposure => maxDarkeningExposure;
+ public float ScreenFxLerpSpeed => screenFxLerpSpeed;
+ public bool PulseScreenFx => pulseScreenFx;
+ public float PulseSpeed => pulseSpeed;
+ public float PulseAmount => pulseAmount;
+ public float NoiseListenerCaptureRadius => noiseListenerCaptureRadius;
+ public float MinHeardNoiseStrength => minHeardNoiseStrength;
+}
diff --git a/Assets/Scripts/Invisible/InvisibleParameters.cs.meta b/Assets/Scripts/Invisible/InvisibleParameters.cs.meta
new file mode 100644
index 0000000..5429c45
--- /dev/null
+++ b/Assets/Scripts/Invisible/InvisibleParameters.cs.meta
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: 708fa1a3fdd9fb143b2db87e64d20a28
\ No newline at end of file
diff --git a/Assets/Scripts/Invisible/StateMachine.meta b/Assets/Scripts/Invisible/StateMachine.meta
new file mode 100644
index 0000000..a2f1723
--- /dev/null
+++ b/Assets/Scripts/Invisible/StateMachine.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: 3784254bbd1cdc945b6ca8f45e974da2
+folderAsset: yes
+DefaultImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Scripts/Invisible/StateMachine/ChasingState.cs b/Assets/Scripts/Invisible/StateMachine/ChasingState.cs
new file mode 100644
index 0000000..ac4a5d2
--- /dev/null
+++ b/Assets/Scripts/Invisible/StateMachine/ChasingState.cs
@@ -0,0 +1,154 @@
+using Game.Interaction;
+using UnityEngine;
+
+public class ChasingState : IState
+{
+ private readonly StateController controller;
+
+ private Vector3 lastSeenPosition;
+ private float lostTimer;
+ private bool waitingAfterLost;
+ private bool hadVisualContact;
+ private bool hasLoggedCaughtPlayer;
+ private float originalAcceleration;
+ private float originalAngularSpeed;
+ private float originalStoppingDistance;
+ private bool originalAutoBraking;
+
+ private const float LoseDelay = 1f;
+
+ public ChasingState(StateController controller)
+ {
+ this.controller = controller;
+ }
+
+ public void Enter()
+ {
+ originalAcceleration = controller.Agent.acceleration;
+ originalAngularSpeed = controller.Agent.angularSpeed;
+ originalStoppingDistance = controller.Agent.stoppingDistance;
+ originalAutoBraking = controller.Agent.autoBraking;
+
+ controller.Agent.speed = InvisibleParameters.Instance.ChaseSpeed;
+ controller.Agent.acceleration = controller.ChaseAcceleration;
+ controller.Agent.angularSpeed = controller.ChaseAngularSpeed;
+ controller.Agent.stoppingDistance = controller.ChaseStoppingDistance;
+ controller.Agent.autoBraking = controller.ChaseAutoBraking;
+ controller.Agent.isStopped = false;
+ controller.Agent.updateRotation = false;
+ waitingAfterLost = false;
+ lostTimer = 0f;
+ hadVisualContact = false;
+ hasLoggedCaughtPlayer = false;
+
+ if (controller.Target != null)
+ lastSeenPosition = controller.Target.position;
+
+ Debug.Log("Chase");
+ }
+
+ public void Update()
+ {
+ if (TryCatchPlayer())
+ return;
+
+ if (controller.Behaviour.CanSeeTarget())
+ {
+ lastSeenPosition = controller.Target.position;
+ controller.Agent.SetDestination(lastSeenPosition);
+ hadVisualContact = true;
+
+ RotateTowardsMovement();
+
+ waitingAfterLost = false;
+ lostTimer = 0f;
+ return;
+ }
+
+ HidingSpotInteractable guaranteedSpot = hadVisualContact ? GetGuaranteedHidingSpot() : null;
+ if (guaranteedSpot != null)
+ {
+ controller.StartInvestigation(true, guaranteedSpot);
+ return;
+ }
+
+ controller.Agent.SetDestination(lastSeenPosition);
+ RotateTowardsMovement();
+
+ if (!waitingAfterLost && !controller.Agent.pathPending &&
+ controller.Agent.remainingDistance <= controller.Agent.stoppingDistance)
+ {
+ waitingAfterLost = true;
+ }
+
+ if (waitingAfterLost)
+ {
+ lostTimer += Time.deltaTime;
+
+ if (lostTimer >= LoseDelay)
+ controller.StartInvestigation(true);
+ }
+ }
+
+ public void Exit()
+ {
+ controller.Agent.acceleration = originalAcceleration;
+ controller.Agent.angularSpeed = originalAngularSpeed;
+ controller.Agent.stoppingDistance = originalStoppingDistance;
+ controller.Agent.autoBraking = originalAutoBraking;
+ controller.Agent.updateRotation = true;
+ controller.Agent.ResetPath();
+ }
+
+ private bool TryCatchPlayer()
+ {
+ if (!controller.CatchEnabled || hasLoggedCaughtPlayer || controller.Target == null)
+ return false;
+
+ float distanceToPlayer = Vector3.Distance(controller.transform.position, controller.Target.position);
+ if (distanceToPlayer > controller.CatchDistance)
+ return false;
+
+ hasLoggedCaughtPlayer = true;
+ controller.Agent.isStopped = true;
+ Debug.Log("Player caught");
+ return true;
+ }
+
+ private void RotateTowardsMovement()
+ {
+ Vector3 direction = Vector3.zero;
+
+ if (controller.Target != null && controller.Behaviour.CanSeeTarget())
+ direction = controller.Target.position - controller.transform.position;
+ else if (controller.Agent.hasPath)
+ direction = controller.Agent.steeringTarget - controller.transform.position;
+ else
+ direction = controller.Agent.desiredVelocity;
+
+ direction.y = 0f;
+ if (direction.sqrMagnitude > 0.01f)
+ {
+ Quaternion targetRotation = Quaternion.LookRotation(direction.normalized);
+ controller.transform.rotation = Quaternion.RotateTowards(
+ controller.transform.rotation,
+ targetRotation,
+ controller.ChaseAngularSpeed * Time.deltaTime);
+ }
+ }
+
+ private HidingSpotInteractable GetGuaranteedHidingSpot()
+ {
+ if (controller.Target == null)
+ return null;
+
+ PlayerHiding playerHiding = controller.Target.GetComponent();
+ if (playerHiding == null)
+ playerHiding = controller.Target.GetComponentInParent();
+
+ if (playerHiding == null || !playerHiding.IsHidden)
+ return null;
+
+ return playerHiding.CurrentSpot;
+ }
+}
diff --git a/Assets/Scripts/Invisible/StateMachine/ChasingState.cs.meta b/Assets/Scripts/Invisible/StateMachine/ChasingState.cs.meta
new file mode 100644
index 0000000..3292854
--- /dev/null
+++ b/Assets/Scripts/Invisible/StateMachine/ChasingState.cs.meta
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: 8be0494a927f4174cba1f5099cdc3e91
\ No newline at end of file
diff --git a/Assets/Scripts/Invisible/StateMachine/HuntingState.cs b/Assets/Scripts/Invisible/StateMachine/HuntingState.cs
new file mode 100644
index 0000000..903a9f2
--- /dev/null
+++ b/Assets/Scripts/Invisible/StateMachine/HuntingState.cs
@@ -0,0 +1,21 @@
+using UnityEngine;
+
+public class HuntingState : IState
+{
+ void Start()
+ {
+
+ }
+ public void Enter()
+ {
+
+ }
+ public void Update()
+ {
+
+ }
+ public void Exit()
+ {
+
+ }
+}
diff --git a/Assets/Scripts/Invisible/StateMachine/HuntingState.cs.meta b/Assets/Scripts/Invisible/StateMachine/HuntingState.cs.meta
new file mode 100644
index 0000000..a10d71c
--- /dev/null
+++ b/Assets/Scripts/Invisible/StateMachine/HuntingState.cs.meta
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: ed12a041160b6e047b9e1f8fc5fa30fd
diff --git a/Assets/Scripts/Invisible/StateMachine/InvestigationState.cs b/Assets/Scripts/Invisible/StateMachine/InvestigationState.cs
new file mode 100644
index 0000000..90c188e
--- /dev/null
+++ b/Assets/Scripts/Invisible/StateMachine/InvestigationState.cs
@@ -0,0 +1,253 @@
+using System.Collections.Generic;
+using Game.Interaction;
+using UnityEngine;
+
+public class InvestigationState : IState
+{
+ private class InvestigationPoint
+ {
+ public Vector3 PointPosition;
+ public HidingSpotInteractable HidingSpot;
+ }
+
+ private readonly StateController controller;
+ private readonly bool shouldInspectHidingSpots;
+ private readonly HidingSpotInteractable guaranteedSpot;
+
+ private readonly List checkPoints = new List();
+ private int currentPointIndex;
+ private float waitTimer;
+ private float investigationTimer;
+ private float maxInvestigationTime;
+ private int fixedPointCount;
+
+ private const float PointCheckPause = 0.75f;
+ private const float HiddenPlayerCheckDistance = 1.25f;
+
+ public InvestigationState(
+ StateController controller,
+ bool shouldInspectHidingSpots,
+ HidingSpotInteractable guaranteedSpot = null)
+ {
+ this.controller = controller;
+ this.shouldInspectHidingSpots = shouldInspectHidingSpots;
+ this.guaranteedSpot = guaranteedSpot;
+ }
+
+ public void Enter()
+ {
+ controller.Agent.speed = InvisibleParameters.Instance.InvestigationSpeed;
+ controller.Agent.isStopped = false;
+
+ currentPointIndex = 0;
+ waitTimer = 0f;
+ investigationTimer = 0f;
+ maxInvestigationTime = Random.Range(8f, 15f);
+
+ BuildCheckRoute();
+
+ if (checkPoints.Count == 0)
+ {
+ controller.ChangeState(new PatrollingState(controller));
+ return;
+ }
+
+ controller.Agent.SetDestination(checkPoints[currentPointIndex].PointPosition);
+ Debug.Log("Investigation");
+ }
+
+ public void Update()
+ {
+ if (controller.Behaviour.CanSeeTarget())
+ {
+ controller.ChangeState(new ChasingState(controller));
+ return;
+ }
+
+ investigationTimer += Time.deltaTime;
+ if (investigationTimer >= maxInvestigationTime)
+ {
+ controller.ChangeState(new PatrollingState(controller));
+ return;
+ }
+
+ if (controller.Agent.pathPending)
+ return;
+
+ if (controller.Agent.remainingDistance > controller.Agent.stoppingDistance)
+ return;
+
+ waitTimer += Time.deltaTime;
+ if (waitTimer < PointCheckPause)
+ return;
+
+ waitTimer = 0f;
+
+ if (TryFindHiddenPlayerAtCurrentPoint())
+ return;
+
+ currentPointIndex++;
+ if (currentPointIndex >= checkPoints.Count)
+ {
+ controller.ChangeState(new PatrollingState(controller));
+ return;
+ }
+
+ controller.Agent.SetDestination(checkPoints[currentPointIndex].PointPosition);
+ }
+
+ public void Exit()
+ {
+ controller.Agent.ResetPath();
+ }
+
+ private void BuildCheckRoute()
+ {
+ checkPoints.Clear();
+ fixedPointCount = 0;
+
+ AddGuaranteedSpot();
+ AddNoisePoint();
+
+ if (shouldInspectHidingSpots)
+ BuildHidingRoute();
+
+ if (checkPoints.Count == 0)
+ BuildInspectionRoute();
+
+ ShuffleFromIndex(checkPoints, fixedPointCount);
+ }
+
+ private void AddGuaranteedSpot()
+ {
+ if (guaranteedSpot == null)
+ return;
+
+ checkPoints.Add(new InvestigationPoint
+ {
+ PointPosition = guaranteedSpot.transform.position,
+ HidingSpot = guaranteedSpot
+ });
+ fixedPointCount++;
+ }
+
+ private void AddNoisePoint()
+ {
+ if (!controller.TryConsumePendingNoise(out Vector3 noisePosition))
+ return;
+
+ checkPoints.Add(new InvestigationPoint
+ {
+ PointPosition = noisePosition
+ });
+
+ fixedPointCount++;
+ }
+
+ private bool TryFindHiddenPlayerAtCurrentPoint()
+ {
+ if (controller.Target == null || currentPointIndex < 0 || currentPointIndex >= checkPoints.Count)
+ return false;
+
+ PlayerHiding playerHiding = controller.Target.GetComponent();
+ if (playerHiding == null)
+ playerHiding = controller.Target.GetComponentInParent();
+
+ if (playerHiding == null || !playerHiding.IsHidden)
+ return false;
+
+ InvestigationPoint point = checkPoints[currentPointIndex];
+ if (point.HidingSpot != null)
+ {
+ if (playerHiding.CurrentSpot != point.HidingSpot)
+ return false;
+ }
+ else
+ {
+ float distanceToCheckPoint = Vector3.Distance(point.PointPosition, controller.Target.position);
+ if (distanceToCheckPoint > HiddenPlayerCheckDistance)
+ return false;
+ }
+
+ playerHiding.ForceExitFromHiding();
+ controller.ChangeState(new ChasingState(controller));
+ return true;
+ }
+
+ private void BuildHidingRoute()
+ {
+ List rooms = controller.Rooms;
+ if (rooms == null)
+ return;
+
+ for (int i = 0; i < rooms.Count; i++)
+ {
+ Room room = rooms[i];
+ if (room == null || room.hidingPoints == null)
+ continue;
+
+ for (int j = 0; j < room.hidingPoints.Count; j++)
+ {
+ Transform hidingPoint = room.hidingPoints[j];
+ if (hidingPoint == null)
+ continue;
+
+ HidingSpotInteractable hidingSpot = ResolveHidingSpot(hidingPoint);
+ if (hidingSpot == null || hidingSpot == guaranteedSpot || !hidingSpot.ShouldBeInspected())
+ continue;
+
+ checkPoints.Add(new InvestigationPoint
+ {
+ PointPosition = hidingPoint.position,
+ HidingSpot = hidingSpot
+ });
+ }
+ }
+ }
+
+ private void BuildInspectionRoute()
+ {
+ List rooms = controller.Rooms;
+ if (rooms == null)
+ return;
+
+ for (int i = 0; i < rooms.Count; i++)
+ {
+ Room room = rooms[i];
+ if (room == null || room.inspectionPoints == null)
+ continue;
+
+ for (int j = 0; j < room.inspectionPoints.Count; j++)
+ {
+ Transform inspectionPoint = room.inspectionPoints[j];
+ if (inspectionPoint == null)
+ continue;
+
+ checkPoints.Add(new InvestigationPoint
+ {
+ PointPosition = inspectionPoint.position
+ });
+ }
+ }
+ }
+
+ private HidingSpotInteractable ResolveHidingSpot(Transform hidingPoint)
+ {
+ HidingSpotInteractable hidingSpot = hidingPoint.GetComponent();
+ if (hidingSpot != null)
+ return hidingSpot;
+
+ return hidingPoint.GetComponentInParent();
+ }
+
+ private void ShuffleFromIndex(List list, int startIndex)
+ {
+ for (int i = startIndex; i < list.Count; i++)
+ {
+ int randomIndex = Random.Range(i, list.Count);
+ T temp = list[i];
+ list[i] = list[randomIndex];
+ list[randomIndex] = temp;
+ }
+ }
+}
diff --git a/Assets/Scripts/Invisible/StateMachine/InvestigationState.cs.meta b/Assets/Scripts/Invisible/StateMachine/InvestigationState.cs.meta
new file mode 100644
index 0000000..64b0f10
--- /dev/null
+++ b/Assets/Scripts/Invisible/StateMachine/InvestigationState.cs.meta
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: 964a6df0fb8bffe4685b9e9b87848201
\ No newline at end of file
diff --git a/Assets/Scripts/Invisible/StateMachine/PatrollingState.cs b/Assets/Scripts/Invisible/StateMachine/PatrollingState.cs
new file mode 100644
index 0000000..c2343c0
--- /dev/null
+++ b/Assets/Scripts/Invisible/StateMachine/PatrollingState.cs
@@ -0,0 +1,144 @@
+using UnityEngine;
+using System.Collections.Generic;
+
+public class PatrollingState : IState
+{
+ private StateController controller;
+
+ List rooms;
+ int recount = 0;
+ private int currentRoomIndex = -1;
+
+ private Dictionary visitCount = new Dictionary();
+ private int lastVisitedRoom = -1;
+
+ private List currentInspectionPoints;
+ private int currentPointIndex;
+ private int pointsToCheck;
+
+ private bool inspectingRoom;
+
+ private int minPoints = 2;
+ private int maxPoints = 5;
+
+ public PatrollingState(StateController controller)
+ {
+ this.controller = controller;
+ }
+ public void Enter()
+ {
+ rooms = controller.Rooms;
+ recount = rooms.Count;
+ for (int i = 0; i < recount; i++)
+ {
+ if (!visitCount.ContainsKey(i))
+ visitCount[i] = 0;
+ }
+
+ ChooseNextRoom();
+ }
+ public void Exit()
+ {
+ controller.Agent.ResetPath();
+ }
+ public void Update()
+ {
+ if (controller.Behaviour.CanSeeTarget())
+ {
+ controller.ChangeState(new ChasingState(controller));
+ return;
+ }
+
+ if (controller.Agent.pathPending)
+ return;
+
+ if (controller.Agent.remainingDistance > controller.Agent.stoppingDistance)
+ return;
+
+ if (!inspectingRoom)
+ {
+ StartInspection();
+ }
+ else
+ {
+ GoToNextInspectionPoint();
+ }
+ }
+
+ private void ChooseNextRoom()
+ {
+ if (recount == 0)
+ return;
+
+ float totalWeight = 0f;
+ List weights = new List();
+
+ for (int i = 0; i < recount; i++)
+ {
+ float weight = 1f / (1f + visitCount[i]);
+ weights.Add(weight);
+ totalWeight += weight;
+ }
+
+ float randomPoint = Random.Range(0f, totalWeight);
+ float cumulative = 0f;
+
+ for (int i = 0; i < weights.Count; i++)
+ {
+ cumulative += weights[i];
+
+ if (randomPoint <= cumulative)
+ {
+ visitCount[i]++;
+ currentRoomIndex = i;
+ controller.Agent.SetDestination(rooms[currentRoomIndex].entrance.position);
+ if (visitCount[i] > recount + Random.Range(-3, 3))
+ visitCount[i] = Mathf.Max(0, visitCount[i] - 1);
+ return;
+ }
+ }
+ }
+ private void StartInspection()
+ {
+ //Debug.Log(currentRoomIndex);
+ currentInspectionPoints = new List(rooms[currentRoomIndex].inspectionPoints);
+
+ if (currentInspectionPoints.Count == 0)
+ {
+ ChooseNextRoom();
+ return;
+ }
+
+ pointsToCheck = Random.Range(minPoints, maxPoints + 1);
+ currentPointIndex = 0;
+ inspectingRoom = true;
+
+ Shuffle(currentInspectionPoints);
+
+ controller.Agent.SetDestination(currentInspectionPoints[currentPointIndex].position);
+ }
+
+ private void GoToNextInspectionPoint()
+ {
+ currentPointIndex++;
+
+ if (currentPointIndex >= pointsToCheck || currentPointIndex >= currentInspectionPoints.Count)
+ {
+ ChooseNextRoom();
+ return;
+ }
+
+ controller.Agent.SetDestination(currentInspectionPoints[currentPointIndex].position);
+ }
+
+ private void Shuffle(List list)
+ {
+ for (int i = 0; i < list.Count; i++)
+ {
+ int randomIndex = Random.Range(i, list.Count);
+ T temp = list[i];
+ list[i] = list[randomIndex];
+ list[randomIndex] = temp;
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/Scripts/Invisible/StateMachine/PatrollingState.cs.meta b/Assets/Scripts/Invisible/StateMachine/PatrollingState.cs.meta
new file mode 100644
index 0000000..2f93625
--- /dev/null
+++ b/Assets/Scripts/Invisible/StateMachine/PatrollingState.cs.meta
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: 37cf4ef70132ada47ab039cff198f948
\ No newline at end of file
diff --git a/Assets/Scripts/Invisible/StateMachine/StateController.cs b/Assets/Scripts/Invisible/StateMachine/StateController.cs
new file mode 100644
index 0000000..dda6c1d
--- /dev/null
+++ b/Assets/Scripts/Invisible/StateMachine/StateController.cs
@@ -0,0 +1,164 @@
+using System.Collections.Generic;
+using Game.Interaction;
+using UnityEngine;
+using UnityEngine.AI;
+
+public class StateController : MonoBehaviour, INoiseListener
+{
+ [SerializeField] private NavMeshAgent agent;
+ [SerializeField] private Transform target;
+ [SerializeField] private InvisibleBehaviour behaviour;
+ [SerializeField] private List rooms;
+
+ private IState currentState;
+ private bool hasPendingNoise;
+ private Vector3 pendingNoisePosition;
+ private float pendingNoiseStrength;
+
+ public NavMeshAgent Agent => agent;
+ public Transform Target => target;
+ public InvisibleBehaviour Behaviour => behaviour;
+ public List Rooms => rooms;
+ public IState CurrentState => currentState;
+ public float CatchDistance => InvisibleParameters.Instance.CatchDistance;
+ public bool CatchEnabled => InvisibleParameters.Instance.CatchEnabled;
+ public float ChaseStoppingDistance => InvisibleParameters.Instance.ChaseStoppingDistance;
+ public float ChaseAcceleration => InvisibleParameters.Instance.ChaseAcceleration;
+ public float ChaseAngularSpeed => InvisibleParameters.Instance.ChaseAngularSpeed;
+ public bool ChaseAutoBraking => InvisibleParameters.Instance.ChaseAutoBraking;
+ public Component NoiseListenerComponent => this;
+ public Vector3 HearingPosition => transform.position;
+ public float HearingCaptureRadius => InvisibleParameters.Instance.NoiseListenerCaptureRadius;
+ public float MinimumHeardNoiseStrength => InvisibleParameters.Instance.MinHeardNoiseStrength;
+ public bool CanReceiveNoise => isActiveAndEnabled && agent != null;
+
+ private void Awake()
+ {
+ IgnoreTargetCollisions();
+ }
+
+ private void OnEnable()
+ {
+ NoiseSystem.RegisterListener(this);
+ }
+
+ private void OnDisable()
+ {
+ NoiseSystem.UnregisterListener(this);
+ }
+
+ private void Start()
+ {
+ ChangeState(new PatrollingState(this));
+ }
+
+ private void Update()
+ {
+ currentState?.Update();
+ }
+
+ public void ChangeState(IState newState)
+ {
+ currentState?.Exit();
+ currentState = newState;
+ currentState?.Enter();
+ }
+
+ public void StartInvestigation(bool shouldInspectHidingSpots, HidingSpotInteractable guaranteedSpot = null)
+ {
+ ChangeState(new InvestigationState(this, shouldInspectHidingSpots, guaranteedSpot));
+ }
+
+ public void StartInvestigationFromNoise()
+ {
+ StartInvestigation(true);
+ }
+
+ public void StartInvestigationFromNoise(Vector3 noisePosition, bool shouldInspectHidingSpots = true)
+ {
+ SetPendingNoise(noisePosition, 1f);
+ StartInvestigation(shouldInspectHidingSpots);
+ }
+
+ public bool TryConsumePendingNoise(out Vector3 noisePosition)
+ {
+ if (!hasPendingNoise)
+ {
+ noisePosition = Vector3.zero;
+ return false;
+ }
+
+ hasPendingNoise = false;
+ pendingNoiseStrength = 0f;
+ noisePosition = pendingNoisePosition;
+ return true;
+ }
+
+ public void OnNoiseHeard(NoiseHeardInfo heardNoise)
+ {
+ if (!CanReceiveNoise)
+ return;
+
+ if (behaviour != null && behaviour.CanSeeTarget())
+ return;
+
+ if (currentState is ChasingState)
+ return;
+
+ SetPendingNoise(heardNoise.SourcePosition, heardNoise.Strength);
+ StartInvestigation(shouldInspectHidingSpots: true);
+ }
+
+ private void SetPendingNoise(Vector3 noisePosition, float noiseStrength)
+ {
+ if (hasPendingNoise && noiseStrength < pendingNoiseStrength)
+ return;
+
+ hasPendingNoise = true;
+ pendingNoisePosition = noisePosition;
+ pendingNoiseStrength = noiseStrength;
+ }
+
+ private void IgnoreTargetCollisions()
+ {
+ if (target == null)
+ return;
+
+ Collider[] selfColliders = GetComponentsInChildren(true);
+ Collider[] targetColliders = target.GetComponentsInChildren(true);
+
+ if (selfColliders.Length == 0 || targetColliders.Length == 0)
+ return;
+
+ for (int i = 0; i < selfColliders.Length; i++)
+ {
+ Collider selfCollider = selfColliders[i];
+ if (selfCollider == null)
+ continue;
+
+ for (int j = 0; j < targetColliders.Length; j++)
+ {
+ Collider targetCollider = targetColliders[j];
+ if (targetCollider == null)
+ continue;
+
+ Physics.IgnoreCollision(selfCollider, targetCollider, true);
+ }
+ }
+ }
+}
+
+public interface IState
+{
+ void Enter();
+ void Update();
+ void Exit();
+}
+
+[System.Serializable]
+public class Room
+{
+ public Transform entrance;
+ public List inspectionPoints;
+ public List hidingPoints;
+}
diff --git a/Assets/Scripts/Invisible/StateMachine/StateController.cs.meta b/Assets/Scripts/Invisible/StateMachine/StateController.cs.meta
new file mode 100644
index 0000000..fcd2b26
--- /dev/null
+++ b/Assets/Scripts/Invisible/StateMachine/StateController.cs.meta
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: f5f2f00c83454e249a1d274cdf8366b8
\ No newline at end of file
diff --git a/Assets/Scripts/Mimic.meta b/Assets/Scripts/Mimic.meta
new file mode 100644
index 0000000..934134a
--- /dev/null
+++ b/Assets/Scripts/Mimic.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: 603c64541c6a2c0489c4986a69cdd09a
+folderAsset: yes
+DefaultImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Scripts/Noise.meta b/Assets/Scripts/Noise.meta
new file mode 100644
index 0000000..bc3b6af
--- /dev/null
+++ b/Assets/Scripts/Noise.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: 5276629a79c47f64e9523bf071f1424e
+folderAsset: yes
+DefaultImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Scripts/Noise/NoiseProjectile.cs b/Assets/Scripts/Noise/NoiseProjectile.cs
new file mode 100644
index 0000000..97ad032
--- /dev/null
+++ b/Assets/Scripts/Noise/NoiseProjectile.cs
@@ -0,0 +1,55 @@
+using UnityEngine;
+
+[RequireComponent(typeof(Rigidbody))]
+[RequireComponent(typeof(Collider))]
+public class NoiseProjectile : MonoBehaviour
+{
+ [Header("Impact Noise")]
+ [SerializeField] private float baseImpactRadius = 18f;
+ [SerializeField] private float baseImpactStrength = 1f;
+ [SerializeField] private float referenceImpactSpeed = 10f;
+ [SerializeField] private float minImpactSpeed = 1.5f;
+ [SerializeField] private int maxNoiseBounces = 4;
+ [SerializeField] private float noiseBounceDamping = 0.72f;
+ [SerializeField] private float impactCooldown = 0.08f;
+
+ [Header("Lifetime")]
+ [SerializeField] private float maxLifetime = 12f;
+
+ private float lastImpactTime = -999f;
+ public GameObject Owner { get; private set; }
+
+ public void SetOwner(GameObject owner)
+ {
+ Owner = owner;
+ }
+
+ private void Start()
+ {
+ Destroy(gameObject, maxLifetime);
+ }
+
+ private void OnCollisionEnter(Collision collision)
+ {
+ float impactSpeed = collision.relativeVelocity.magnitude;
+ if (impactSpeed < minImpactSpeed)
+ return;
+
+ if (Time.time - lastImpactTime < impactCooldown)
+ return;
+
+ lastImpactTime = Time.time;
+
+ float speedRatio = referenceImpactSpeed > 0.01f ? impactSpeed / referenceImpactSpeed : 1f;
+ float noiseMultiplier = Mathf.Clamp(speedRatio, 0.35f, 1.5f);
+ Vector3 impactPoint = collision.contactCount > 0 ? collision.GetContact(0).point : transform.position;
+
+ NoiseSystem.Emit(new NoiseEventData(
+ impactPoint,
+ baseImpactRadius * noiseMultiplier,
+ baseImpactStrength * noiseMultiplier,
+ gameObject,
+ maxNoiseBounces,
+ noiseBounceDamping));
+ }
+}
diff --git a/Assets/Scripts/Noise/NoiseProjectile.cs.meta b/Assets/Scripts/Noise/NoiseProjectile.cs.meta
new file mode 100644
index 0000000..ceb9199
--- /dev/null
+++ b/Assets/Scripts/Noise/NoiseProjectile.cs.meta
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: e27cba2410e7df0469c38721c82a317a
\ No newline at end of file
diff --git a/Assets/Scripts/Noise/NoiseSystem.cs b/Assets/Scripts/Noise/NoiseSystem.cs
new file mode 100644
index 0000000..b1028c4
--- /dev/null
+++ b/Assets/Scripts/Noise/NoiseSystem.cs
@@ -0,0 +1,361 @@
+using System.Collections.Generic;
+using UnityEngine;
+
+public struct NoiseEventData
+{
+ public Vector3 Position;
+ public GameObject Source;
+ public float Radius;
+ public float Strength;
+ public int MaxBounces;
+ public float BounceDamping;
+
+ public NoiseEventData(Vector3 position, float radius, float strength, GameObject source = null, int maxBounces = 3, float bounceDamping = 0.72f)
+ {
+ Position = position;
+ Radius = radius;
+ Strength = strength;
+ Source = source;
+ MaxBounces = Mathf.Max(0, maxBounces);
+ BounceDamping = Mathf.Clamp01(bounceDamping);
+ }
+}
+
+public struct NoiseHeardInfo
+{
+ public Vector3 SourcePosition;
+ public Vector3 ArrivalPosition;
+ public GameObject Source;
+ public float Strength;
+ public float TravelDistance;
+ public int BounceCount;
+}
+
+public interface INoiseListener
+{
+ Component NoiseListenerComponent { get; }
+ Vector3 HearingPosition { get; }
+ float HearingCaptureRadius { get; }
+ float MinimumHeardNoiseStrength { get; }
+ bool CanReceiveNoise { get; }
+ void OnNoiseHeard(NoiseHeardInfo heardNoise);
+}
+
+public class NoiseSystem : MonoBehaviour
+{
+ private static NoiseSystem instance;
+ private static readonly List listeners = new List();
+
+ [Header("Propagation")]
+ [SerializeField] private LayerMask obstacleMask = ~0;
+ [SerializeField] private int rayCount = 96;
+ [SerializeField] private float horizontalRayHeight = 0.75f;
+ [SerializeField] private float bounceSurfaceOffset = 0.05f;
+
+ [Header("Debug")]
+ [SerializeField] private bool debugDrawPropagation;
+ [SerializeField] private float debugDrawDuration = 1f;
+
+ public static bool HasInstance => instance != null;
+
+ public static NoiseSystem Instance
+ {
+ get
+ {
+ if (instance == null)
+ {
+ instance = FindFirstObjectByType();
+ if (instance == null)
+ {
+ GameObject noiseSystemObject = new GameObject("NoiseSystem");
+ instance = noiseSystemObject.AddComponent();
+ }
+ }
+
+ return instance;
+ }
+ }
+
+ private void Awake()
+ {
+ if (instance != null && instance != this)
+ {
+ Destroy(gameObject);
+ return;
+ }
+
+ instance = this;
+ }
+
+ public static void RegisterListener(INoiseListener listener)
+ {
+ if (listener == null)
+ return;
+
+ var activeInstance = Instance;
+ if (!listeners.Contains(listener))
+ listeners.Add(listener);
+
+ activeInstance.CleanupListeners();
+ }
+
+ public static void UnregisterListener(INoiseListener listener)
+ {
+ listeners.Remove(listener);
+ }
+
+ public static void Emit(NoiseEventData noiseEvent)
+ {
+ if (noiseEvent.Radius <= 0f || noiseEvent.Strength <= 0f)
+ return;
+
+ Instance.EmitInternal(noiseEvent);
+ }
+
+ private void EmitInternal(NoiseEventData noiseEvent)
+ {
+ CleanupListeners();
+ if (listeners.Count == 0)
+ return;
+
+ Dictionary strongestHeardNoise = new Dictionary();
+ HashSet ignoredColliders = CollectIgnoredColliders(noiseEvent.Source);
+
+ int propagationRayCount = Mathf.Max(8, rayCount);
+ Vector3 origin = noiseEvent.Position + Vector3.up * horizontalRayHeight;
+
+ for (int i = 0; i < propagationRayCount; i++)
+ {
+ float angle = i * (360f / propagationRayCount);
+ Vector3 direction = Quaternion.Euler(0f, angle, 0f) * Vector3.forward;
+ TraceNoiseRay(origin, direction, noiseEvent, ignoredColliders, strongestHeardNoise);
+ }
+
+ foreach (KeyValuePair heardPair in strongestHeardNoise)
+ {
+ INoiseListener listener = heardPair.Key;
+ if (!IsValidListener(listener) || !listener.CanReceiveNoise)
+ continue;
+
+ if (heardPair.Value.Strength < listener.MinimumHeardNoiseStrength)
+ continue;
+
+ listener.OnNoiseHeard(heardPair.Value);
+ }
+ }
+
+ private void TraceNoiseRay(
+ Vector3 origin,
+ Vector3 initialDirection,
+ NoiseEventData noiseEvent,
+ HashSet ignoredColliders,
+ Dictionary strongestHeardNoise)
+ {
+ float remainingDistance = noiseEvent.Radius;
+ float traveledDistance = 0f;
+ float currentStrength = noiseEvent.Strength;
+ int bounceCount = 0;
+ Vector3 currentOrigin = origin;
+ Vector3 direction = initialDirection.normalized;
+
+ while (remainingDistance > 0.01f && currentStrength > 0.01f)
+ {
+ RaycastHit? nearestHit = FindNearestHit(currentOrigin, direction, remainingDistance, ignoredColliders);
+
+ Vector3 segmentEnd = currentOrigin + direction * remainingDistance;
+ float segmentLength = remainingDistance;
+
+ if (nearestHit.HasValue)
+ {
+ RaycastHit hit = nearestHit.Value;
+ segmentEnd = hit.point;
+ segmentEnd.y = currentOrigin.y;
+ segmentLength = hit.distance;
+ }
+
+ RegisterListenersAlongSegment(
+ noiseEvent,
+ currentOrigin,
+ segmentEnd,
+ traveledDistance,
+ currentStrength,
+ bounceCount,
+ strongestHeardNoise);
+
+ DrawDebugSegment(currentOrigin, segmentEnd, nearestHit.HasValue, currentStrength);
+
+ traveledDistance += segmentLength;
+ remainingDistance -= segmentLength;
+
+ if (!nearestHit.HasValue || bounceCount >= noiseEvent.MaxBounces)
+ break;
+
+ RaycastHit reflectedHit = nearestHit.Value;
+ Vector3 wallNormal = Vector3.ProjectOnPlane(reflectedHit.normal, Vector3.up).normalized;
+ if (wallNormal.sqrMagnitude < 0.0001f)
+ break;
+
+ direction = Vector3.Reflect(direction, wallNormal).normalized;
+ currentStrength *= noiseEvent.BounceDamping;
+ bounceCount++;
+
+ currentOrigin = reflectedHit.point + direction * bounceSurfaceOffset;
+ currentOrigin.y = origin.y;
+ }
+ }
+
+ private void RegisterListenersAlongSegment(
+ NoiseEventData noiseEvent,
+ Vector3 segmentStart,
+ Vector3 segmentEnd,
+ float traveledBeforeSegment,
+ float segmentStrength,
+ int bounceCount,
+ Dictionary strongestHeardNoise)
+ {
+ float segmentLength = Vector3.Distance(segmentStart, segmentEnd);
+ if (segmentLength <= 0.001f)
+ return;
+
+ for (int i = 0; i < listeners.Count; i++)
+ {
+ INoiseListener listener = listeners[i];
+ if (!IsValidListener(listener) || !listener.CanReceiveNoise)
+ continue;
+
+ Vector3 hearingPosition = listener.HearingPosition;
+ hearingPosition.y = segmentStart.y;
+
+ float captureRadius = Mathf.Max(0.01f, listener.HearingCaptureRadius);
+ float segmentParameter = GetClosestPointParameterOnSegment(segmentStart, segmentEnd, hearingPosition);
+ Vector3 closestPoint = Vector3.Lerp(segmentStart, segmentEnd, segmentParameter);
+ float distanceToSegment = Vector3.Distance(hearingPosition, closestPoint);
+
+ if (distanceToSegment > captureRadius)
+ continue;
+
+ float traveledToListener = traveledBeforeSegment + (segmentLength * segmentParameter);
+ float distanceFalloff = 1f - Mathf.Clamp01(traveledToListener / noiseEvent.Radius);
+ float lateralFalloff = 1f - Mathf.Clamp01(distanceToSegment / captureRadius);
+ float heardStrength = segmentStrength * distanceFalloff * Mathf.Lerp(0.65f, 1f, lateralFalloff);
+
+ if (heardStrength < listener.MinimumHeardNoiseStrength)
+ continue;
+
+ NoiseHeardInfo heardInfo = new NoiseHeardInfo
+ {
+ SourcePosition = noiseEvent.Position,
+ ArrivalPosition = closestPoint,
+ Source = noiseEvent.Source,
+ Strength = heardStrength,
+ TravelDistance = traveledToListener,
+ BounceCount = bounceCount
+ };
+
+ if (!strongestHeardNoise.TryGetValue(listener, out NoiseHeardInfo existingInfo) || heardStrength > existingInfo.Strength)
+ strongestHeardNoise[listener] = heardInfo;
+ }
+ }
+
+ private RaycastHit? FindNearestHit(Vector3 origin, Vector3 direction, float distance, HashSet ignoredColliders)
+ {
+ RaycastHit[] hits = Physics.RaycastAll(origin, direction, distance, obstacleMask, QueryTriggerInteraction.Ignore);
+ if (hits == null || hits.Length == 0)
+ return null;
+
+ System.Array.Sort(hits, (left, right) => left.distance.CompareTo(right.distance));
+
+ for (int i = 0; i < hits.Length; i++)
+ {
+ RaycastHit hit = hits[i];
+ if (hit.collider == null)
+ continue;
+
+ if (ignoredColliders != null && ignoredColliders.Contains(hit.collider))
+ continue;
+
+ return hit;
+ }
+
+ return null;
+ }
+
+ private HashSet CollectIgnoredColliders(GameObject source)
+ {
+ HashSet ignoredColliders = new HashSet();
+
+ if (source != null)
+ {
+ AddCollidersFromGameObject(source, ignoredColliders);
+
+ NoiseProjectile projectile = source.GetComponent();
+ if (projectile != null && projectile.Owner != null)
+ AddCollidersFromGameObject(projectile.Owner, ignoredColliders);
+ }
+
+ for (int i = 0; i < listeners.Count; i++)
+ {
+ INoiseListener listener = listeners[i];
+ if (!IsValidListener(listener))
+ continue;
+
+ AddCollidersFromGameObject(listener.NoiseListenerComponent.gameObject, ignoredColliders);
+ }
+
+ return ignoredColliders.Count > 0 ? ignoredColliders : null;
+ }
+
+ private void CleanupListeners()
+ {
+ for (int i = listeners.Count - 1; i >= 0; i--)
+ {
+ if (!IsValidListener(listeners[i]))
+ listeners.RemoveAt(i);
+ }
+ }
+
+ private bool IsValidListener(INoiseListener listener)
+ {
+ if (listener == null)
+ return false;
+
+ return listener.NoiseListenerComponent != null;
+ }
+
+ private void AddCollidersFromGameObject(GameObject gameObject, HashSet targetSet)
+ {
+ if (gameObject == null || targetSet == null)
+ return;
+
+ Collider[] colliders = gameObject.GetComponentsInChildren(true);
+ for (int i = 0; i < colliders.Length; i++)
+ {
+ if (colliders[i] != null)
+ targetSet.Add(colliders[i]);
+ }
+ }
+
+ private float GetClosestPointParameterOnSegment(Vector3 segmentStart, Vector3 segmentEnd, Vector3 point)
+ {
+ Vector3 segment = segmentEnd - segmentStart;
+ float segmentLengthSqr = segment.sqrMagnitude;
+ if (segmentLengthSqr <= 0.0001f)
+ return 0f;
+
+ float projection = Vector3.Dot(point - segmentStart, segment) / segmentLengthSqr;
+ return Mathf.Clamp01(projection);
+ }
+
+ private void DrawDebugSegment(Vector3 segmentStart, Vector3 segmentEnd, bool wasReflected, float currentStrength)
+ {
+ if (!debugDrawPropagation)
+ return;
+
+ float intensity = Mathf.Clamp01(currentStrength);
+ Color lineColor = wasReflected
+ ? new Color(1f, 0.4f, 0.1f, intensity)
+ : new Color(0.25f, 0.8f, 1f, intensity);
+
+ Debug.DrawLine(segmentStart, segmentEnd, lineColor, debugDrawDuration);
+ }
+}
diff --git a/Assets/Scripts/Noise/NoiseSystem.cs.meta b/Assets/Scripts/Noise/NoiseSystem.cs.meta
new file mode 100644
index 0000000..565cd92
--- /dev/null
+++ b/Assets/Scripts/Noise/NoiseSystem.cs.meta
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: 35c2b165c01c3d647b9474dc4a78e7ef
\ No newline at end of file
diff --git a/Assets/Scripts/Player.meta b/Assets/Scripts/Player.meta
new file mode 100644
index 0000000..df589f2
--- /dev/null
+++ b/Assets/Scripts/Player.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: 6995410d9c8b4f74fa28beb94d89c596
+folderAsset: yes
+DefaultImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Scripts/Player/MonsterEcholocationDevice.cs b/Assets/Scripts/Player/MonsterEcholocationDevice.cs
new file mode 100644
index 0000000..8b9f1aa
--- /dev/null
+++ b/Assets/Scripts/Player/MonsterEcholocationDevice.cs
@@ -0,0 +1,249 @@
+using System.Collections;
+using UnityEngine;
+using UnityEngine.UI;
+
+public class MonsterEcholocationDevice : MonoBehaviour
+{
+ [Header("Input")]
+ [SerializeField] private KeyCode activationKey = KeyCode.Alpha2;
+ [SerializeField] private float activationCooldown = 6f;
+
+ [Header("References")]
+ [SerializeField] private StateController monsterController;
+ [SerializeField] private Camera playerCamera;
+ [SerializeField] private Transform playerPositionSource;
+
+ [Header("Reveal")]
+ [SerializeField] private float revealRadius = 30f;
+ [SerializeField] private float revealDuration = 2f;
+ [SerializeField] private Vector3 auraWorldOffset = new Vector3(0f, 1.6f, 0f);
+ [SerializeField] private float auraScreenSize = 180f;
+ [SerializeField] private Color auraColor = new Color(0.3f, 0.9f, 1f, 0.8f);
+ [SerializeField] private float auraPulseSpeed = 4f;
+ [SerializeField] private float auraPulseAmount = 0.12f;
+
+ [Header("Monster Alert")]
+ [SerializeField] private bool useDistanceBasedAlertDelay = true;
+ [SerializeField] private float fixedAlertDelay = 1.5f;
+ [SerializeField] private float minDistanceAlertDelay = 0.5f;
+ [SerializeField] private float maxDistanceAlertDelay = 2.5f;
+ [SerializeField] private float maxDistanceForDelay = 25f;
+ [SerializeField] private float approximatePositionRadius = 2.5f;
+ [SerializeField] private float additionalErrorAtMaxDistance = 2f;
+
+ private Canvas auraCanvas;
+ private RectTransform auraRectTransform;
+ private Image auraImage;
+ private float revealTimer;
+ private float lastActivationTime = -999f;
+ private Coroutine pendingAlertCoroutine;
+
+ private void Awake()
+ {
+ if (monsterController == null)
+ monsterController = FindFirstObjectByType();
+
+ if (playerCamera == null)
+ playerCamera = GetComponentInChildren(true);
+
+ if (playerPositionSource == null)
+ playerPositionSource = transform;
+
+ EnsureAuraOverlay();
+ }
+
+ private void Update()
+ {
+ if (Input.GetKeyDown(activationKey) && Time.time - lastActivationTime >= activationCooldown)
+ ActivateEcholocation();
+
+ UpdateAuraOverlay();
+ }
+
+ private void OnDisable()
+ {
+ if (pendingAlertCoroutine != null)
+ {
+ StopCoroutine(pendingAlertCoroutine);
+ pendingAlertCoroutine = null;
+ }
+
+ if (auraImage != null)
+ auraImage.enabled = false;
+ }
+
+ private void ActivateEcholocation()
+ {
+ if (!TryGetMonsterTransform(out Transform monsterTransform))
+ return;
+
+ float distanceToMonster = Vector3.Distance(playerPositionSource.position, monsterTransform.position);
+ if (distanceToMonster > revealRadius)
+ return;
+
+ lastActivationTime = Time.time;
+ revealTimer = revealDuration;
+
+ if (pendingAlertCoroutine != null)
+ StopCoroutine(pendingAlertCoroutine);
+
+ Vector3 playerSnapshot = playerPositionSource.position;
+ float alertDelay = GetAlertDelay(distanceToMonster);
+ pendingAlertCoroutine = StartCoroutine(DelayMonsterAlert(playerSnapshot, distanceToMonster, alertDelay));
+ }
+
+ private IEnumerator DelayMonsterAlert(Vector3 playerSnapshot, float distanceToMonster, float delay)
+ {
+ if (delay > 0f)
+ yield return new WaitForSeconds(delay);
+
+ pendingAlertCoroutine = null;
+
+ if (monsterController == null)
+ yield break;
+
+ if (monsterController.CurrentState is ChasingState)
+ yield break;
+
+ if (monsterController.Behaviour != null && monsterController.Behaviour.CanSeeTarget())
+ yield break;
+
+ Vector2 randomOffset2D = Random.insideUnitCircle * GetErrorRadius(distanceToMonster);
+ Vector3 approximatePosition = playerSnapshot + new Vector3(randomOffset2D.x, 0f, randomOffset2D.y);
+
+ monsterController.StartInvestigationFromNoise(approximatePosition, shouldInspectHidingSpots: true);
+ }
+
+ private float GetAlertDelay(float distanceToMonster)
+ {
+ if (!useDistanceBasedAlertDelay)
+ return fixedAlertDelay;
+
+ float normalizedDistance = maxDistanceForDelay > 0.01f
+ ? Mathf.Clamp01(distanceToMonster / maxDistanceForDelay)
+ : 0f;
+
+ return Mathf.Lerp(minDistanceAlertDelay, maxDistanceAlertDelay, normalizedDistance);
+ }
+
+ private float GetErrorRadius(float distanceToMonster)
+ {
+ float normalizedDistance = maxDistanceForDelay > 0.01f
+ ? Mathf.Clamp01(distanceToMonster / maxDistanceForDelay)
+ : 0f;
+
+ return approximatePositionRadius + additionalErrorAtMaxDistance * normalizedDistance;
+ }
+
+ private void EnsureAuraOverlay()
+ {
+ if (auraCanvas != null && auraImage != null && auraRectTransform != null)
+ return;
+
+ GameObject canvasObject = new GameObject("MonsterEchoAuraCanvas");
+ canvasObject.transform.SetParent(transform, false);
+
+ auraCanvas = canvasObject.AddComponent