using System.Collections;
using UnityEngine;
using UnityEngine.UI;
using TMPro;
using TheIsland.Models;
using TheIsland.Network;
namespace TheIsland.Visual
{
///
/// Complete 2.5D Agent visual system.
/// Creates sprite, floating UI, and speech bubble programmatically.
/// Attach to an empty GameObject to create a full agent visual.
///
public class AgentVisual : MonoBehaviour
{
#region Configuration
[Header("Sprite Settings")]
[Tooltip("Assign a sprite, or leave empty for auto-generated placeholder")]
[SerializeField] private Sprite characterSprite;
[SerializeField] private Color spriteColor = Color.white;
[SerializeField] private float spriteScale = 2f;
[SerializeField] private int sortingOrder = 10;
[Header("Placeholder Colors (if no sprite assigned)")]
[SerializeField] private Color placeholderBodyColor = new Color(0.3f, 0.6f, 0.9f);
[SerializeField] private Color placeholderOutlineColor = new Color(0.2f, 0.4f, 0.7f);
[Header("UI Settings")]
[SerializeField] private Vector3 uiOffset = new Vector3(0, 2.2f, 0);
[SerializeField] private float uiScale = 0.008f;
[Header("Speech Bubble")]
[SerializeField] private float speechDuration = 5f;
[SerializeField] private Vector3 speechOffset = new Vector3(0, 3.5f, 0);
[Header("Colors")]
[SerializeField] private Color hpHighColor = new Color(0.3f, 0.9f, 0.3f);
[SerializeField] private Color hpLowColor = new Color(0.9f, 0.3f, 0.3f);
[SerializeField] private Color energyHighColor = new Color(1f, 0.8f, 0.2f);
[SerializeField] private Color energyLowColor = new Color(1f, 0.5f, 0.1f);
#endregion
#region References
private SpriteRenderer _spriteRenderer;
private Canvas _uiCanvas;
private TextMeshProUGUI _nameLabel;
private TextMeshProUGUI _personalityLabel;
private Image _hpBarFill;
private Image _energyBarFill;
private TextMeshProUGUI _hpText;
private TextMeshProUGUI _energyText;
private GameObject _deathOverlay;
private SpeechBubble _speechBubble;
private Billboard _spriteBillboard;
private Billboard _uiBillboard;
private Camera _mainCamera;
#endregion
#region State
private int _agentId;
private AgentData _currentData;
private Coroutine _speechCoroutine;
#endregion
#region Properties
public int AgentId => _agentId;
public AgentData CurrentData => _currentData;
public bool IsAlive => _currentData?.IsAlive ?? false;
#endregion
#region Unity Lifecycle
private void Awake()
{
_mainCamera = Camera.main;
CreateVisuals();
}
private void OnMouseDown()
{
if (!IsAlive)
{
Debug.Log($"[AgentVisual] Cannot interact with dead agent: {_currentData?.name}");
return;
}
NetworkManager.Instance?.FeedAgent(_currentData.name);
Debug.Log($"[AgentVisual] Clicked to feed: {_currentData?.name}");
}
#endregion
#region Initialization
public void Initialize(AgentData data)
{
_agentId = data.id;
_currentData = data;
gameObject.name = $"Agent_{data.id}_{data.name}";
// Apply unique color based on agent ID
ApplyAgentColor(data.id);
// Set UI text
if (_nameLabel != null) _nameLabel.text = data.name;
if (_personalityLabel != null) _personalityLabel.text = $"({data.personality})";
UpdateStats(data);
Debug.Log($"[AgentVisual] Initialized: {data.name}");
}
private void ApplyAgentColor(int agentId)
{
// Generate unique color per agent
Color[] agentColors = new Color[]
{
new Color(0.3f, 0.6f, 0.9f), // Blue (Jack)
new Color(0.9f, 0.5f, 0.7f), // Pink (Luna)
new Color(0.5f, 0.8f, 0.5f), // Green (Bob)
new Color(0.9f, 0.7f, 0.3f), // Orange
new Color(0.7f, 0.5f, 0.9f), // Purple
};
int colorIndex = agentId % agentColors.Length;
placeholderBodyColor = agentColors[colorIndex];
placeholderOutlineColor = agentColors[colorIndex] * 0.7f;
// Update sprite color if using placeholder
if (_spriteRenderer != null && characterSprite == null)
{
RegeneratePlaceholderSprite();
}
}
#endregion
#region Visual Creation
private void CreateVisuals()
{
CreateSprite();
CreateUICanvas();
CreateSpeechBubble();
CreateCollider();
}
private void CreateSprite()
{
// Create sprite child object
var spriteObj = new GameObject("CharacterSprite");
spriteObj.transform.SetParent(transform);
spriteObj.transform.localPosition = new Vector3(0, 1f, 0);
spriteObj.transform.localScale = Vector3.one * spriteScale;
_spriteRenderer = spriteObj.AddComponent();
_spriteRenderer.sortingOrder = sortingOrder;
if (characterSprite != null)
{
_spriteRenderer.sprite = characterSprite;
_spriteRenderer.color = spriteColor;
}
else
{
// Generate placeholder sprite
RegeneratePlaceholderSprite();
}
// Add billboard
_spriteBillboard = spriteObj.AddComponent();
}
private void RegeneratePlaceholderSprite()
{
if (_spriteRenderer == null) return;
// Create a simple character placeholder (circle with body shape)
Texture2D texture = CreatePlaceholderTexture(64, 64);
_spriteRenderer.sprite = Sprite.Create(
texture,
new Rect(0, 0, texture.width, texture.height),
new Vector2(0.5f, 0.5f),
100f
);
}
private Texture2D CreatePlaceholderTexture(int width, int height)
{
Texture2D texture = new Texture2D(width, height, TextureFormat.RGBA32, false);
texture.filterMode = FilterMode.Point;
// Clear to transparent
Color[] pixels = new Color[width * height];
for (int i = 0; i < pixels.Length; i++)
{
pixels[i] = Color.clear;
}
// Draw simple character shape
Vector2 center = new Vector2(width / 2f, height / 2f);
// Body (ellipse)
DrawEllipse(pixels, width, height, center + Vector2.down * 8, 14, 20, placeholderBodyColor);
// Head (circle)
DrawCircle(pixels, width, height, center + Vector2.up * 12, 12, placeholderBodyColor);
// Outline
DrawCircleOutline(pixels, width, height, center + Vector2.up * 12, 12, placeholderOutlineColor, 2);
DrawEllipseOutline(pixels, width, height, center + Vector2.down * 8, 14, 20, placeholderOutlineColor, 2);
// Eyes
DrawCircle(pixels, width, height, center + new Vector2(-4, 14), 2, Color.white);
DrawCircle(pixels, width, height, center + new Vector2(4, 14), 2, Color.white);
DrawCircle(pixels, width, height, center + new Vector2(-4, 14), 1, Color.black);
DrawCircle(pixels, width, height, center + new Vector2(4, 14), 1, Color.black);
texture.SetPixels(pixels);
texture.Apply();
return texture;
}
private void DrawCircle(Color[] pixels, int width, int height, Vector2 center, float radius, Color color)
{
for (int y = 0; y < height; y++)
{
for (int x = 0; x < width; x++)
{
float dist = Vector2.Distance(new Vector2(x, y), center);
if (dist <= radius)
{
pixels[y * width + x] = color;
}
}
}
}
private void DrawCircleOutline(Color[] pixels, int width, int height, Vector2 center, float radius, Color color, int thickness)
{
for (int y = 0; y < height; y++)
{
for (int x = 0; x < width; x++)
{
float dist = Vector2.Distance(new Vector2(x, y), center);
if (dist >= radius - thickness && dist <= radius + thickness)
{
pixels[y * width + x] = color;
}
}
}
}
private void DrawEllipse(Color[] pixels, int width, int height, Vector2 center, float rx, float ry, Color color)
{
for (int y = 0; y < height; y++)
{
for (int x = 0; x < width; x++)
{
float dx = (x - center.x) / rx;
float dy = (y - center.y) / ry;
if (dx * dx + dy * dy <= 1)
{
pixels[y * width + x] = color;
}
}
}
}
private void DrawEllipseOutline(Color[] pixels, int width, int height, Vector2 center, float rx, float ry, Color color, int thickness)
{
for (int y = 0; y < height; y++)
{
for (int x = 0; x < width; x++)
{
float dx = (x - center.x) / rx;
float dy = (y - center.y) / ry;
float dist = dx * dx + dy * dy;
float outer = 1 + (thickness / Mathf.Min(rx, ry));
float inner = 1 - (thickness / Mathf.Min(rx, ry));
if (dist >= inner && dist <= outer)
{
pixels[y * width + x] = color;
}
}
}
}
private void CreateUICanvas()
{
// World Space Canvas
var canvasObj = new GameObject("UICanvas");
canvasObj.transform.SetParent(transform);
canvasObj.transform.localPosition = uiOffset;
canvasObj.transform.localScale = Vector3.one * uiScale;
_uiCanvas = canvasObj.AddComponent