chore: remove Unity AI Toolkit packages to fix enum warnings

- Remove com.unity.ai.assistant, com.unity.ai.generators, com.unity.ai.inference
- Update packages-lock.json
- Additional Phase 19 visual polish updates

🤖 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 00:42:08 +08:00
parent f270a8b099
commit 4f3bd5695c
5 changed files with 217 additions and 70 deletions

View File

@@ -83,6 +83,9 @@ namespace TheIsland.Visual
private bool _isMoving;
private float _moveSpeed = 3f;
private Vector3 _lastPosition;
private GameObject _shadowObj;
private SpriteRenderer _shadowRenderer;
private float _footstepTimer;
// UI Smoothing (Phase 19)
private float _currentHpPercent;
@@ -110,9 +113,40 @@ namespace TheIsland.Visual
if (_animator == null) _animator = gameObject.AddComponent<AgentAnimator>();
CreateVisuals();
CreateShadow();
_lastPosition = transform.position;
}
private void CreateShadow()
{
_shadowObj = new GameObject("Shadow");
_shadowObj.transform.SetParent(transform);
_shadowObj.transform.localPosition = new Vector3(0, 0.05f, 0); // Slightly above ground
_shadowObj.transform.localRotation = Quaternion.Euler(90, 0, 0); // Flat on ground
_shadowRenderer = _shadowObj.AddComponent<SpriteRenderer>();
_shadowRenderer.sprite = CreateBlobShadowSprite();
_shadowRenderer.color = new Color(0, 0, 0, 0.3f);
_shadowRenderer.sortingOrder = 1; // Just above ground
}
private Sprite CreateBlobShadowSprite()
{
int size = 32;
Texture2D tex = new Texture2D(size, size);
for (int y = 0; y < size; y++)
{
for (int x = 0; x < size; x++)
{
float dist = Vector2.Distance(new Vector2(x, y), new Vector2(size / 2f, size / 2f)) / (size / 2f);
float alpha = Mathf.Exp(-dist * 4f);
tex.SetPixel(x, y, new Color(1, 1, 1, alpha));
}
}
tex.Apply();
return Sprite.Create(tex, new Rect(0, 0, size, size), new Vector2(0.5f, 0.5f));
}
private void Update()
{
if (!IsAlive) return;
@@ -169,10 +203,42 @@ namespace TheIsland.Visual
FaceInteractionTarget();
}
// Phase 19-F: AAA Grounding (Shadow & Footsteps)
UpdateGrounding();
// Phase 19-F: Random emotion trigger test (Optional, for demo)
if (Random.value < 0.001f) ShowEmotion("!");
// Phase 19: Smooth UI Bar Transitions
UpdateSmoothBars();
}
private void UpdateGrounding()
{
if (_shadowObj != null)
{
// Shadow follows but stays on ground (assuming Y=0 is ground level or character is at Y=0)
// For simplicity, we just keep it at local zero.
// If the character bops up, the shadow should shrink slightly
float bopY = (_spriteRenderer != null) ? _spriteRenderer.transform.localPosition.y : 0;
float shadowScale = Mathf.Clamp(1.0f - (bopY * 0.5f), 0.5f, 1.2f);
_shadowObj.transform.localScale = new Vector3(1.2f * shadowScale, 0.6f * shadowScale, 1f);
}
if (_isMoving)
{
_footstepTimer += Time.deltaTime;
if (_footstepTimer > 0.35f) // Approximate footstep interval
{
_footstepTimer = 0;
if (TheIsland.Visual.VisualEffectsManager.Instance != null)
{
TheIsland.Visual.VisualEffectsManager.Instance.SpawnFootstepDust(transform.position);
}
}
}
}
private void FaceInteractionTarget()
{
// If the agent is talking or near others, turn to face them
@@ -202,6 +268,74 @@ namespace TheIsland.Visual
}
}
public void ShowEmotion(string type)
{
var bubble = new GameObject("EmotionBubble");
bubble.transform.SetParent(transform);
bubble.transform.localPosition = new Vector3(0, 2.5f, 0); // Above head
var sprite = bubble.AddComponent<SpriteRenderer>();
sprite.sprite = CreateEmotionSprite(type);
sprite.sortingOrder = 110; // Top layer
bubble.AddComponent<Billboard>();
StartCoroutine(AnimateEmotion(bubble));
}
private Sprite CreateEmotionSprite(string type)
{
int size = 32;
Texture2D tex = new Texture2D(size, size);
Color bgColor = Color.white;
Color iconColor = type == "!" ? Color.red : (type == "?" ? Color.blue : Color.black);
for (int y = 0; y < size; y++)
{
for (int x = 0; x < size; x++)
{
float d = Vector2.Distance(new Vector2(x, y), new Vector2(size / 2f, size / 2f)) / (size / 2.2f);
bool isBorder = d > 0.85f && d < 1.0f;
bool isBg = d <= 0.85f;
if (isBorder) tex.SetPixel(x, y, Color.black);
else if (isBg) tex.SetPixel(x, y, bgColor);
else tex.SetPixel(x, y, new Color(0, 0, 0, 0));
}
}
// Simple "!" or "?" pixel art logic could go here, but for now just a red dot for "!"
if (type == "!") {
for (int y = 10; y < 24; y++) tex.SetPixel(16, y, iconColor);
tex.SetPixel(16, 8, iconColor);
}
tex.Apply();
return Sprite.Create(tex, new Rect(0, 0, size, size), new Vector2(0.5f, 0.5f));
}
private IEnumerator AnimateEmotion(GameObject bubble)
{
float elapsed = 0;
float duration = 1.5f;
Vector3 startScale = Vector3.zero;
Vector3 peakScale = Vector3.one * 0.8f;
while (elapsed < duration)
{
elapsed += Time.deltaTime;
float t = elapsed / duration;
float scale = (t < 0.2f) ? (t / 0.2f) : (1f - (t - 0.2f) / 0.8f);
bubble.transform.localScale = peakScale * (Mathf.Sin(t * Mathf.PI * 1.5f) * 0.2f + 0.8f);
bubble.transform.localPosition += Vector3.up * Time.deltaTime * 0.2f;
if (t > 0.8f) {
var s = bubble.GetComponent<SpriteRenderer>();
s.color = new Color(1, 1, 1, (1f - t) / 0.2f);
}
yield return null;
}
Destroy(bubble);
}
private Vector3 CalculateRepulsion()
{
Vector3 force = Vector3.zero;

View File

@@ -17,6 +17,7 @@ namespace TheIsland
public float moveBopAmount = 0.1f;
public float moveTiltAmount = 10f;
public float bankingAmount = 15f;
public float jiggleIntensity = 0.15f;
private SpriteRenderer _spriteRenderer;
private Vector3 _originalScale;
@@ -27,7 +28,8 @@ namespace TheIsland
private Vector3 _currentVelocity;
private float _velocityPercentage; // 0 to 1
private bool _isMoving;
private float _transitionTimer;
private float _jiggleOffset;
private float _jiggleVelocity;
private void Awake()
{
@@ -50,20 +52,21 @@ namespace TheIsland
public void SetMovement(Vector3 velocity, float maxVelocity = 3f)
{
_currentVelocity = velocity;
_velocityPercentage = Mathf.Clamp01(velocity.magnitude / Mathf.Max(0.1f, maxVelocity));
float targetVelPct = Mathf.Clamp01(velocity.magnitude / Mathf.Max(0.1f, maxVelocity));
bool nowMoving = _velocityPercentage > 0.05f;
bool nowMoving = targetVelPct > 0.05f;
if (nowMoving && !_isMoving)
{
// Anticipation: Squash when starting to move
TriggerAnticipation();
_jiggleVelocity = -2f; // Initial kickback
}
else if (!nowMoving && _isMoving)
{
// Overshoot: Rebound when stopping
TriggerOvershoot();
_jiggleVelocity = 2f; // Snap forward
}
_velocityPercentage = targetVelPct;
_isMoving = nowMoving;
}
@@ -93,6 +96,14 @@ namespace TheIsland
{
if (_spriteRenderer == null) return;
// Phase 19-F: Secondary Jiggle Physics (Simple Spring)
float jiggleStrength = 150f;
float jiggleDamping = 10f;
float force = -jiggleStrength * _jiggleOffset;
_jiggleVelocity += (force * Time.deltaTime);
_jiggleVelocity -= _jiggleVelocity * jiggleDamping * Time.deltaTime;
_jiggleOffset += _jiggleVelocity * Time.deltaTime;
if (_isMoving)
{
AnimateMove();
@@ -105,9 +116,12 @@ namespace TheIsland
// Smoothly apply transforms
float lerpSpeed = 12f;
var t = _spriteRenderer.transform;
t.localPosition = Vector3.Lerp(t.localPosition, _targetLocalPos, Time.deltaTime * lerpSpeed);
t.localRotation = Quaternion.Slerp(t.localRotation, _targetLocalRot, Time.deltaTime * lerpSpeed);
t.localScale = Vector3.Lerp(t.localScale, _targetScale, Time.deltaTime * lerpSpeed);
t.localPosition = Vector3.Lerp(t.localPosition, _targetLocalPos + new Vector3(0, _jiggleOffset * 0.1f, 0), Time.deltaTime * lerpSpeed);
t.localRotation = Quaternion.Slerp(t.localRotation, _targetLocalRot * Quaternion.Euler(0, 0, _jiggleOffset * 2f), Time.deltaTime * lerpSpeed);
// Apply scale with jiggle squash/stretch
Vector3 jiggleScale = new Vector3(1f + _jiggleOffset, 1f - _jiggleOffset, 1f);
t.localScale = Vector3.Lerp(t.localScale, Vector3.Scale(_targetScale, jiggleScale), Time.deltaTime * lerpSpeed);
}
private void AnimateIdle()

View File

@@ -222,6 +222,55 @@ namespace TheIsland.Visual
return Sprite.Create(tex, new Rect(0, 0, size, size), new Vector2(0.5f, 0.5f));
}
public void SpawnFootstepDust(Vector3 position)
{
var dust = new GameObject("FootstepDust");
dust.transform.position = position;
var sprite = dust.AddComponent<SpriteRenderer>();
sprite.sprite = CreateDustSprite();
sprite.color = new Color(0.9f, 0.8f, 0.6f, 0.4f);
sprite.sortingOrder = 5; // Behind agents usually or just low
dust.AddComponent<Billboard>();
StartCoroutine(AnimateDust(dust));
}
private Sprite CreateDustSprite()
{
int size = 16;
Texture2D tex = new Texture2D(size, size);
for (int y = 0; y < size; y++)
{
for (int x = 0; x < size; x++)
{
float d = Vector2.Distance(new Vector2(x, y), new Vector2(size / 2f, size / 2f)) / (size / 2f);
float alpha = Mathf.Max(0, 1.0f - d);
tex.SetPixel(x, y, new Color(1, 1, 1, alpha * alpha));
}
}
tex.Apply();
return Sprite.Create(tex, new Rect(0, 0, size, size), new Vector2(0.5f, 0.5f));
}
private IEnumerator AnimateDust(GameObject dust)
{
float elapsed = 0;
float duration = 0.8f;
Vector3 startScale = Vector3.one * 0.2f;
Vector3 endScale = Vector3.one * 1.5f;
var sprite = dust.GetComponent<SpriteRenderer>();
while (elapsed < duration)
{
elapsed += Time.deltaTime;
float t = elapsed / duration;
dust.transform.localScale = Vector3.Lerp(startScale, endScale, t);
sprite.color = new Color(0.9f, 0.8f, 0.6f, 0.4f * (1f - t));
dust.transform.position += Vector3.up * Time.deltaTime * 0.5f;
yield return null;
}
Destroy(dust);
}
private IEnumerator AnimateFirefly(GameObject firefly)
{
Vector3 startPos = firefly.transform.position;