fix: add missing System.Collections.Generic using directive

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
This commit is contained in:
empty
2026-01-02 00:02:23 +08:00
parent b0e6a3488c
commit 119afede55

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@@ -1,3 +1,4 @@
using System.Collections.Generic;
using UnityEngine;
using TheIsland.Core;
using TheIsland.Network;
@@ -74,6 +75,7 @@ namespace TheIsland.Visual
private float _transitionProgress = 1f;
private Color _targetSkyTop, _targetSkyBottom;
private Color _currentSkyTop, _currentSkyBottom;
private List<Transform> _palmTrees = new List<Transform>();
#endregion
#region Unity Lifecycle
@@ -105,6 +107,9 @@ namespace TheIsland.Visual
// Set initial sky
UpdateSkyColors();
// Phase 19-B: Cache palm trees for animation
CachePalmTrees();
// Phase 19: Add Visual Effects Manager
if (FindObjectOfType<VisualEffectsManager>() == null)
{
@@ -471,7 +476,8 @@ namespace TheIsland.Visual
var trunkRenderer = trunkSprite.AddComponent<SpriteRenderer>();
trunkRenderer.sprite = CreateTreeSprite();
trunkRenderer.sortingOrder = -20;
trunkSprite.transform.localScale = new Vector3(scale * 0.5f, scale, 1);
// Phase 19-B: Uniform scale to avoid distortion
trunkSprite.transform.localScale = new Vector3(scale, scale, 1);
}
private Texture2D _envTexture;
@@ -484,6 +490,30 @@ namespace TheIsland.Visual
byte[] data = System.IO.File.ReadAllBytes(path);
_envTexture = new Texture2D(2, 2);
_envTexture.LoadImage(data);
// Phase 19-B: Fix white background transparency
ProcessTransparency(_envTexture);
}
}
private void ProcessTransparency(Texture2D tex)
{
if (tex == null) return;
Color[] pixels = tex.GetPixels();
bool changed = false;
for (int i = 0; i < pixels.Length; i++)
{
// If the pixel is very close to white, make it transparent
if (pixels[i].r > 0.92f && pixels[i].g > 0.92f && pixels[i].b > 0.92f)
{
pixels[i] = Color.clear;
changed = true;
}
}
if (changed)
{
tex.SetPixels(pixels);
tex.Apply();
}
}
@@ -530,6 +560,18 @@ namespace TheIsland.Visual
return Sprite.Create(tex, new Rect(0, 0, width, height), new Vector2(0.5f, 0));
}
private void CachePalmTrees()
{
_palmTrees.Clear();
foreach (Transform child in transform)
{
if (child.name == "PalmTree")
{
_palmTrees.Add(child);
}
}
}
private void AnimateEnvironment()
{
// Water animation
@@ -540,16 +582,15 @@ namespace TheIsland.Visual
}
// Tree swaying animation
// Find all palm tree objects (simple lookup by name since we created them)
// Ideally we'd cache these, but for this scale it's fine
foreach (Transform child in transform)
float weatherIntensity = (_currentWeather == "Stormy" || _currentWeather == "Rainy") ? 2.5f : 1.0f;
float time = Time.time;
foreach (var tree in _palmTrees)
{
if (child.name == "PalmTree")
{
// Sway rotation
float sway = Mathf.Sin(Time.time * 1.5f + child.position.x) * 2.0f;
child.rotation = Quaternion.Euler(0, 0, sway);
}
if (tree == null) continue;
// Sway rotation with slight variation per tree position
float sway = Mathf.Sin(time * 1.5f + tree.position.x * 0.5f) * 2.0f * weatherIntensity;
tree.rotation = Quaternion.Euler(0, 0, sway);
}
}