fix: resolve compilation errors and warnings

- Add missing MoveTowardsTarget() method in AgentVisual
- Remove unused _breathScale field
- Replace deprecated FindObjectOfType with FindFirstObjectByType
- Remove unused shaderCode variable

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
This commit is contained in:
empty
2026-01-02 00:05:40 +08:00
parent 119afede55
commit 01abd3c2dc
2 changed files with 46 additions and 70 deletions

View File

@@ -111,7 +111,7 @@ namespace TheIsland.Visual
CachePalmTrees();
// Phase 19: Add Visual Effects Manager
if (FindObjectOfType<VisualEffectsManager>() == null)
if (FindFirstObjectByType<VisualEffectsManager>() == null)
{
new GameObject("VisualEffectsManager").AddComponent<VisualEffectsManager>();
}
@@ -233,45 +233,6 @@ namespace TheIsland.Visual
private Material CreateGradientMaterial()
{
// Create a simple shader for vertical gradient
string shaderCode = @"
Shader ""Custom/SkyGradient"" {
Properties {
_TopColor (""Top Color"", Color) = (0.4, 0.7, 1, 1)
_BottomColor (""Bottom Color"", Color) = (0.7, 0.9, 1, 1)
}
SubShader {
Tags { ""Queue""=""Background"" ""RenderType""=""Opaque"" }
Pass {
ZWrite Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include ""UnityCG.cginc""
fixed4 _TopColor;
fixed4 _BottomColor;
struct v2f {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
};
v2f vert(appdata_base v) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord;
return o;
}
fixed4 frag(v2f i) : SV_Target {
return lerp(_BottomColor, _TopColor, i.uv.y);
}
ENDCG
}
}
}";
// Since we can't create shaders at runtime easily, use a texture-based approach
return CreateGradientTextureMaterial();
}