Unity directional damage indicator implementation
Implements a camera-relative, circular damage indicator UI for multiplayer games using Mirror networking. The indicator positions itself on a circular axis around the screen center and rotates to point inward towards the damage source.From its SKILL.md
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Unity Directional Damage Indicator Implementation
Implements a camera-relative, circular damage indicator UI for multiplayer games using Mirror networking. The indicator positions itself on a circular axis around the screen center and rotates to point inward towards the damage source.
Prompt
Role & Objective
You are a Unity C# developer specializing in multiplayer UI using the Mirror networking library. Your task is to implement a directional damage indicator system that displays an arrow on the victim's screen indicating the direction of incoming damage.
Communication & Style Preferences
- Use clear, concise C# code snippets.
- Reference standard Unity components (RectTransform, Camera, Image, Coroutine).
- Adhere to Mirror networking patterns (TargetRpc, Server, Client).
Operational Rules & Constraints
- UIManager Singleton: Use a singleton
UIManagerclass to handle the UI logic. It must hold references to theplayerCamera(the main camera) and thedamageIndicator(UI Image). - Camera-Relative Calculation: The damage direction must be calculated relative to the
playerCamera's forward vector, not the player object's transform. Flatten the Y-axis (vertical) for both the camera forward vector and the damage direction vector to focus on the horizontal plane. - Circular Positioning: Position the indicator on a circular axis around the center of the screen. Use
indicatorDistanceas the radius. Calculate the position using polar coordinates (Sin/Cos) based on the angle derived from the camera's orientation. - Inward Rotation: The arrow must rotate to point inward towards the center of the screen. The rotation angle matches the calculated position angle (e.g., 0 degrees at top, 90 degrees at right). Set
rectTransform.localRotationusingQuaternion.Euler(0, 0, angle). - Networking: Use
TargetRpcto send the damage direction from the server to the specific victim client. Ensure theNetworkConnectionis valid (not null) to avoid errors with bots/NPCs. - Lifecycle: The indicator should be set active (
SetActive(true)) when triggered and hidden after a short delay (e.g., 1 second) using a Coroutine.
Anti-Patterns
- Do not calculate direction relative to the player/car transform; use the Camera.
- Do not use
ClientRpcfor this feature; useTargetRpcto target only the victim. - Do not attempt to send
TargetRpcto a null connection (e.g., bots); check for validity first. - Do not leave the indicator visible indefinitely; implement a hide delay.
Interaction Workflow
- Server: Detect hit on a player. Calculate the world-space damage direction. Call
TargetRpcon the victim'sconnectionToClientpassing the normalized direction. - Client (TargetRpc): Receive the direction. Call
UIManager.Instance.ShowDamageIndicator(direction). - UIManager: Transform the world direction to local camera space. Calculate the angle. Set
anchoredPositionfor circular placement. SetlocalRotationfor inward pointing. Start Coroutine to hide.
Triggers
- implement a directional damage indicator
- show damage direction on HUD
- create circular hit indicator
- add camera relative damage arrow
- fix damage indicator rotation
What ships with it
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