feat: add SpawnFootstepDust method to VFXManager

Add missing footstep dust particle effect that was being called from
AgentVisual but not implemented, causing CS1061 compilation error.

🤖 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 01:38:50 +08:00
parent ce0be0045d
commit 6ad6665d5f

View File

@@ -39,6 +39,11 @@ namespace TheIsland.Visual
[SerializeField] private int heartParticleCount = 30;
[SerializeField] private float heartDuration = 1.5f;
[Header("Footstep Dust Settings")]
[SerializeField] private Color dustColor = new Color(0.6f, 0.5f, 0.4f, 0.5f);
[SerializeField] private int dustParticleCount = 8;
[SerializeField] private float dustDuration = 0.5f;
[Header("General Settings")]
[SerializeField] private float effectScale = 1f;
#endregion
@@ -80,6 +85,17 @@ namespace TheIsland.Visual
Destroy(ps.gameObject, heartDuration + 0.5f);
}
/// <summary>
/// Spawn footstep dust effect at position.
/// Used when agents are walking.
/// </summary>
public void SpawnFootstepDust(Vector3 position)
{
var ps = CreateFootstepDustSystem(position);
ps.Play();
Destroy(ps.gameObject, dustDuration + 0.2f);
}
/// <summary>
/// Play an effect by type name.
/// </summary>
@@ -255,6 +271,71 @@ namespace TheIsland.Visual
return ps;
}
/// <summary>
/// Create a procedural footstep dust particle system.
/// </summary>
private ParticleSystem CreateFootstepDustSystem(Vector3 position)
{
GameObject go = new GameObject("FootstepDust_VFX");
go.transform.position = position;
ParticleSystem ps = go.AddComponent<ParticleSystem>();
var main = ps.main;
main.loop = false;
main.duration = dustDuration;
main.startLifetime = 0.4f;
main.startSpeed = new ParticleSystem.MinMaxCurve(0.5f, 1.5f);
main.startSize = new ParticleSystem.MinMaxCurve(0.1f * effectScale, 0.25f * effectScale);
main.startColor = dustColor;
main.gravityModifier = -0.1f;
main.maxParticles = dustParticleCount;
main.simulationSpace = ParticleSystemSimulationSpace.World;
var emission = ps.emission;
emission.enabled = true;
emission.rateOverTime = 0;
emission.SetBursts(new ParticleSystem.Burst[]
{
new ParticleSystem.Burst(0f, dustParticleCount)
});
var shape = ps.shape;
shape.enabled = true;
shape.shapeType = ParticleSystemShapeType.Circle;
shape.radius = 0.2f * effectScale;
shape.rotation = new Vector3(-90f, 0f, 0f);
var sizeOverLifetime = ps.sizeOverLifetime;
sizeOverLifetime.enabled = true;
AnimationCurve sizeCurve = new AnimationCurve();
sizeCurve.AddKey(0f, 0.5f);
sizeCurve.AddKey(0.5f, 1f);
sizeCurve.AddKey(1f, 0.3f);
sizeOverLifetime.size = new ParticleSystem.MinMaxCurve(1f, sizeCurve);
var colorOverLifetime = ps.colorOverLifetime;
colorOverLifetime.enabled = true;
Gradient gradient = new Gradient();
gradient.SetKeys(
new GradientColorKey[] {
new GradientColorKey(dustColor, 0f),
new GradientColorKey(dustColor, 1f)
},
new GradientAlphaKey[] {
new GradientAlphaKey(0.5f, 0f),
new GradientAlphaKey(0.3f, 0.5f),
new GradientAlphaKey(0f, 1f)
}
);
colorOverLifetime.color = gradient;
var renderer = go.GetComponent<ParticleSystemRenderer>();
renderer.renderMode = ParticleSystemRenderMode.Billboard;
renderer.material = CreateParticleMaterial(dustColor);
return ps;
}
/// <summary>
/// Create a simple additive particle material.
/// </summary>