feat: add gameplay enhancements and visual improvements

Backend:
- Add weather system with 6 weather types and transition probabilities
- Add day/night cycle (dawn, day, dusk, night) with phase modifiers
- Add mood system for agents (happy, neutral, sad, anxious)
- Add new commands: heal, talk, encourage, revive
- Add agent social interaction system with relationships
- Add casual mode with auto-revive and reduced decay rates

Frontend (Web):
- Add world state display (weather, time of day)
- Add mood bar to agent cards
- Add new action buttons for heal, encourage, talk, revive
- Handle new event types from server

Unity Client:
- Add EnvironmentManager with dynamic sky gradient and island scene
- Add WeatherEffects with rain, sun rays, fog, and heat particles
- Add SceneBootstrap for automatic visual system initialization
- Improve AgentVisual with better character sprites and animations
- Add breathing and bobbing idle animations
- Add character shadows
- Improve UI panels with rounded corners and borders
- Improve SpeechBubble with rounded corners and proper tail
- Add support for all new server events and commands

🤖 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
2026-01-01 15:25:15 +08:00
parent 8264fe2be3
commit 6c66764cce
18 changed files with 3418 additions and 313 deletions

View File

@@ -39,6 +39,12 @@ namespace TheIsland.Visual
[SerializeField] private Color hpLowColor = new Color(0.9f, 0.3f, 0.3f);
[SerializeField] private Color energyHighColor = new Color(1f, 0.8f, 0.2f);
[SerializeField] private Color energyLowColor = new Color(1f, 0.5f, 0.1f);
[Header("Mood Colors")]
[SerializeField] private Color moodHappyColor = new Color(0.3f, 0.9f, 0.5f);
[SerializeField] private Color moodNeutralColor = new Color(0.98f, 0.75f, 0.15f);
[SerializeField] private Color moodSadColor = new Color(0.4f, 0.65f, 0.98f);
[SerializeField] private Color moodAnxiousColor = new Color(0.97f, 0.53f, 0.53f);
#endregion
#region References
@@ -48,8 +54,11 @@ namespace TheIsland.Visual
private TextMeshProUGUI _personalityLabel;
private Image _hpBarFill;
private Image _energyBarFill;
private Image _moodBarFill;
private TextMeshProUGUI _hpText;
private TextMeshProUGUI _energyText;
private TextMeshProUGUI _moodText;
private TextMeshProUGUI _moodEmoji;
private GameObject _deathOverlay;
private SpeechBubble _speechBubble;
private Billboard _spriteBillboard;
@@ -61,6 +70,12 @@ namespace TheIsland.Visual
private int _agentId;
private AgentData _currentData;
private Coroutine _speechCoroutine;
// Animation state
private float _idleAnimTimer;
private float _breathScale = 1f;
private Vector3 _originalSpriteScale;
private float _bobOffset;
#endregion
#region Properties
@@ -76,6 +91,33 @@ namespace TheIsland.Visual
CreateVisuals();
}
private void Update()
{
if (!IsAlive) return;
// Idle breathing animation
_idleAnimTimer += Time.deltaTime;
_breathScale = 1f + Mathf.Sin(_idleAnimTimer * 2f) * 0.02f;
// Gentle bobbing
_bobOffset = Mathf.Sin(_idleAnimTimer * 1.5f) * 0.05f;
if (_spriteRenderer != null && _originalSpriteScale != Vector3.zero)
{
// Apply breathing scale
_spriteRenderer.transform.localScale = new Vector3(
_originalSpriteScale.x * _breathScale,
_originalSpriteScale.y * _breathScale,
_originalSpriteScale.z
);
// Apply bobbing
var pos = _spriteRenderer.transform.localPosition;
pos.y = 1f + _bobOffset;
_spriteRenderer.transform.localPosition = pos;
}
}
private void OnMouseDown()
{
if (!IsAlive)
@@ -162,8 +204,63 @@ namespace TheIsland.Visual
RegeneratePlaceholderSprite();
}
// Store original scale for animation
_originalSpriteScale = spriteObj.transform.localScale;
// Add billboard
_spriteBillboard = spriteObj.AddComponent<Billboard>();
// Add shadow
CreateShadow(spriteObj.transform);
}
private void CreateShadow(Transform spriteTransform)
{
var shadowObj = new GameObject("Shadow");
shadowObj.transform.SetParent(transform);
shadowObj.transform.localPosition = new Vector3(0, 0.01f, 0);
shadowObj.transform.localRotation = Quaternion.Euler(90, 0, 0);
shadowObj.transform.localScale = new Vector3(1.2f, 0.6f, 1f);
var shadowRenderer = shadowObj.AddComponent<SpriteRenderer>();
shadowRenderer.sprite = CreateShadowSprite();
shadowRenderer.sortingOrder = sortingOrder - 1;
shadowRenderer.color = new Color(0, 0, 0, 0.3f);
}
private Sprite CreateShadowSprite()
{
int size = 32;
Texture2D tex = new Texture2D(size, size);
tex.filterMode = FilterMode.Bilinear;
Vector2 center = new Vector2(size / 2f, size / 2f);
Color[] pixels = new Color[size * size];
for (int y = 0; y < size; y++)
{
for (int x = 0; x < size; x++)
{
float dx = (x - center.x) / (size * 0.4f);
float dy = (y - center.y) / (size * 0.4f);
float dist = dx * dx + dy * dy;
if (dist < 1)
{
float alpha = Mathf.Clamp01(1 - dist) * 0.5f;
pixels[y * size + x] = new Color(0, 0, 0, alpha);
}
else
{
pixels[y * size + x] = Color.clear;
}
}
}
tex.SetPixels(pixels);
tex.Apply();
return Sprite.Create(tex, new Rect(0, 0, size, size), new Vector2(0.5f, 0.5f), 100f);
}
private void RegeneratePlaceholderSprite()
@@ -183,7 +280,7 @@ namespace TheIsland.Visual
private Texture2D CreatePlaceholderTexture(int width, int height)
{
Texture2D texture = new Texture2D(width, height, TextureFormat.RGBA32, false);
texture.filterMode = FilterMode.Point;
texture.filterMode = FilterMode.Bilinear;
// Clear to transparent
Color[] pixels = new Color[width * height];
@@ -192,30 +289,193 @@ namespace TheIsland.Visual
pixels[i] = Color.clear;
}
// Draw simple character shape
Vector2 center = new Vector2(width / 2f, height / 2f);
// Body (ellipse)
DrawEllipse(pixels, width, height, center + Vector2.down * 8, 14, 20, placeholderBodyColor);
// Create highlight and shadow colors
Color highlight = Color.Lerp(placeholderBodyColor, Color.white, 0.3f);
Color shadow = Color.Lerp(placeholderBodyColor, Color.black, 0.3f);
Color skinTone = new Color(0.95f, 0.8f, 0.7f);
Color skinShadow = new Color(0.85f, 0.65f, 0.55f);
// Head (circle)
DrawCircle(pixels, width, height, center + Vector2.up * 12, 12, placeholderBodyColor);
// Body (ellipse with shading)
Vector2 bodyCenter = center + Vector2.down * 6;
DrawShadedEllipse(pixels, width, height, bodyCenter, 16, 22, placeholderBodyColor, highlight, shadow);
// Outline
DrawCircleOutline(pixels, width, height, center + Vector2.up * 12, 12, placeholderOutlineColor, 2);
DrawEllipseOutline(pixels, width, height, center + Vector2.down * 8, 14, 20, placeholderOutlineColor, 2);
// Head (circle with skin tone)
Vector2 headCenter = center + Vector2.up * 14;
DrawShadedCircle(pixels, width, height, headCenter, 13, skinTone, Color.Lerp(skinTone, Color.white, 0.2f), skinShadow);
// Hair (top of head)
Color hairColor = placeholderOutlineColor;
DrawHair(pixels, width, height, headCenter, 13, hairColor);
// Eyes
DrawCircle(pixels, width, height, center + new Vector2(-4, 14), 2, Color.white);
DrawCircle(pixels, width, height, center + new Vector2(4, 14), 2, Color.white);
DrawCircle(pixels, width, height, center + new Vector2(-4, 14), 1, Color.black);
DrawCircle(pixels, width, height, center + new Vector2(4, 14), 1, Color.black);
DrawCircle(pixels, width, height, headCenter + new Vector2(-4, -1), 3, Color.white);
DrawCircle(pixels, width, height, headCenter + new Vector2(4, -1), 3, Color.white);
DrawCircle(pixels, width, height, headCenter + new Vector2(-4, -1), 1.5f, new Color(0.2f, 0.15f, 0.1f));
DrawCircle(pixels, width, height, headCenter + new Vector2(4, -1), 1.5f, new Color(0.2f, 0.15f, 0.1f));
// Eye highlights
DrawCircle(pixels, width, height, headCenter + new Vector2(-3, 0), 0.8f, Color.white);
DrawCircle(pixels, width, height, headCenter + new Vector2(5, 0), 0.8f, Color.white);
// Mouth (smile)
DrawSmile(pixels, width, height, headCenter + Vector2.down * 5, 4);
// Blush
DrawCircle(pixels, width, height, headCenter + new Vector2(-7, -3), 2, new Color(1f, 0.6f, 0.6f, 0.4f));
DrawCircle(pixels, width, height, headCenter + new Vector2(7, -3), 2, new Color(1f, 0.6f, 0.6f, 0.4f));
// Arms
DrawArm(pixels, width, height, bodyCenter + new Vector2(-14, 5), -30, skinTone);
DrawArm(pixels, width, height, bodyCenter + new Vector2(14, 5), 30, skinTone);
// Legs
DrawLeg(pixels, width, height, bodyCenter + new Vector2(-6, -20), placeholderBodyColor);
DrawLeg(pixels, width, height, bodyCenter + new Vector2(6, -20), placeholderBodyColor);
// Outline
AddOutline(pixels, width, height, placeholderOutlineColor);
texture.SetPixels(pixels);
texture.Apply();
return texture;
}
private void DrawShadedCircle(Color[] pixels, int width, int height, Vector2 center, float radius, Color baseColor, Color highlight, Color shadow)
{
for (int y = 0; y < height; y++)
{
for (int x = 0; x < width; x++)
{
float dist = Vector2.Distance(new Vector2(x, y), center);
if (dist <= radius)
{
// Shading based on position relative to light source (top-left)
float dx = (x - center.x) / radius;
float dy = (y - center.y) / radius;
float shade = (-dx * 0.3f + dy * 0.7f) * 0.5f + 0.5f;
Color color = Color.Lerp(highlight, shadow, shade);
color = Color.Lerp(color, baseColor, 0.5f);
pixels[y * width + x] = color;
}
}
}
}
private void DrawShadedEllipse(Color[] pixels, int width, int height, Vector2 center, float rx, float ry, Color baseColor, Color highlight, Color shadow)
{
for (int y = 0; y < height; y++)
{
for (int x = 0; x < width; x++)
{
float dx = (x - center.x) / rx;
float dy = (y - center.y) / ry;
if (dx * dx + dy * dy <= 1)
{
float shade = (-dx * 0.3f + dy * 0.5f) * 0.5f + 0.5f;
Color color = Color.Lerp(highlight, shadow, shade);
color = Color.Lerp(color, baseColor, 0.5f);
pixels[y * width + x] = color;
}
}
}
}
private void DrawHair(Color[] pixels, int width, int height, Vector2 headCenter, float headRadius, Color hairColor)
{
// Draw hair on top half of head
for (int y = (int)(headCenter.y); y < height; y++)
{
for (int x = 0; x < width; x++)
{
float dist = Vector2.Distance(new Vector2(x, y), headCenter);
if (dist <= headRadius + 2 && dist >= headRadius - 4 && y > headCenter.y - 2)
{
float noise = Mathf.PerlinNoise(x * 0.3f, y * 0.3f);
if (noise > 0.3f)
{
pixels[y * width + x] = Color.Lerp(hairColor, hairColor * 0.7f, noise);
}
}
}
}
}
private void DrawSmile(Color[] pixels, int width, int height, Vector2 center, float smileWidth)
{
Color mouthColor = new Color(0.8f, 0.4f, 0.4f);
for (int x = (int)(center.x - smileWidth); x <= (int)(center.x + smileWidth); x++)
{
float t = (x - center.x + smileWidth) / (smileWidth * 2);
int y = (int)(center.y - Mathf.Sin(t * Mathf.PI) * 2);
if (x >= 0 && x < width && y >= 0 && y < height)
{
pixels[y * width + x] = mouthColor;
if (y > 0) pixels[(y - 1) * width + x] = mouthColor;
}
}
}
private void DrawArm(Color[] pixels, int width, int height, Vector2 start, float angle, Color skinColor)
{
float rad = angle * Mathf.Deg2Rad;
int length = 10;
for (int i = 0; i < length; i++)
{
int x = (int)(start.x + Mathf.Sin(rad) * i);
int y = (int)(start.y - Mathf.Cos(rad) * i);
DrawCircle(pixels, width, height, new Vector2(x, y), 2, skinColor);
}
}
private void DrawLeg(Color[] pixels, int width, int height, Vector2 start, Color clothColor)
{
for (int i = 0; i < 8; i++)
{
int x = (int)start.x;
int y = (int)(start.y - i);
if (y >= 0 && y < height)
{
DrawCircle(pixels, width, height, new Vector2(x, y), 3, clothColor);
}
}
// Shoe
DrawCircle(pixels, width, height, start + Vector2.down * 8, 4, new Color(0.3f, 0.2f, 0.15f));
}
private void AddOutline(Color[] pixels, int width, int height, Color outlineColor)
{
Color[] newPixels = (Color[])pixels.Clone();
for (int y = 1; y < height - 1; y++)
{
for (int x = 1; x < width - 1; x++)
{
if (pixels[y * width + x].a < 0.1f)
{
// Check neighbors
bool hasNeighbor = false;
for (int dy = -1; dy <= 1; dy++)
{
for (int dx = -1; dx <= 1; dx++)
{
if (pixels[(y + dy) * width + (x + dx)].a > 0.5f)
{
hasNeighbor = true;
break;
}
}
if (hasNeighbor) break;
}
if (hasNeighbor)
{
newPixels[y * width + x] = outlineColor;
}
}
}
}
System.Array.Copy(newPixels, pixels, pixels.Length);
}
private void DrawCircle(Color[] pixels, int width, int height, Vector2 center, float radius, Color color)
{
for (int y = 0; y < height; y++)
@@ -294,31 +554,35 @@ namespace TheIsland.Visual
_uiCanvas.sortingOrder = sortingOrder + 1;
var canvasRect = canvasObj.GetComponent<RectTransform>();
canvasRect.sizeDelta = new Vector2(400, 150);
canvasRect.sizeDelta = new Vector2(400, 180);
// Add billboard to canvas (configured for UI - full facing)
_uiBillboard = canvasObj.AddComponent<Billboard>();
_uiBillboard.ConfigureForUI();
// Create UI panel
var panel = CreateUIPanel(canvasObj.transform, new Vector2(350, 120));
// Create UI panel (increased height for mood bar)
var panel = CreateUIPanel(canvasObj.transform, new Vector2(350, 150));
// Name label
_nameLabel = CreateUIText(panel.transform, "NameLabel", "Agent", 36, Color.white, FontStyles.Bold);
SetRectPosition(_nameLabel.rectTransform, 0, 45, 320, 45);
SetRectPosition(_nameLabel.rectTransform, 0, 60, 320, 45);
// Personality label
_personalityLabel = CreateUIText(panel.transform, "PersonalityLabel", "(Personality)", 20,
new Color(0.8f, 0.8f, 0.8f), FontStyles.Italic);
SetRectPosition(_personalityLabel.rectTransform, 0, 15, 320, 25);
SetRectPosition(_personalityLabel.rectTransform, 0, 30, 320, 25);
// HP Bar
var hpBar = CreateProgressBar(panel.transform, "HPBar", "HP", hpHighColor, out _hpBarFill, out _hpText);
SetRectPosition(hpBar, 0, -15, 280, 24);
SetRectPosition(hpBar, 0, 0, 280, 24);
// Energy Bar
var energyBar = CreateProgressBar(panel.transform, "EnergyBar", "Energy", energyHighColor, out _energyBarFill, out _energyText);
SetRectPosition(energyBar, 0, -45, 280, 24);
SetRectPosition(energyBar, 0, -30, 280, 24);
// Mood Bar
var moodBar = CreateProgressBar(panel.transform, "MoodBar", "Mood", moodNeutralColor, out _moodBarFill, out _moodText);
SetRectPosition(moodBar, 0, -60, 280, 24);
// Death overlay
_deathOverlay = CreateDeathOverlay(panel.transform);
@@ -338,11 +602,79 @@ namespace TheIsland.Visual
rect.anchoredPosition = Vector2.zero;
var bg = panel.AddComponent<Image>();
bg.color = new Color(0, 0, 0, 0.6f);
bg.sprite = CreateRoundedRectSprite(32, 32, 8);
bg.type = Image.Type.Sliced;
bg.color = new Color(0.1f, 0.12f, 0.18f, 0.85f);
// Add subtle border
var borderObj = new GameObject("Border");
borderObj.transform.SetParent(panel.transform);
borderObj.transform.localPosition = Vector3.zero;
borderObj.transform.localRotation = Quaternion.identity;
borderObj.transform.localScale = Vector3.one;
var borderRect = borderObj.AddComponent<RectTransform>();
borderRect.anchorMin = Vector2.zero;
borderRect.anchorMax = Vector2.one;
borderRect.offsetMin = new Vector2(-2, -2);
borderRect.offsetMax = new Vector2(2, 2);
borderRect.SetAsFirstSibling();
var borderImg = borderObj.AddComponent<Image>();
borderImg.sprite = CreateRoundedRectSprite(32, 32, 8);
borderImg.type = Image.Type.Sliced;
borderImg.color = new Color(0.3f, 0.35f, 0.45f, 0.5f);
return panel;
}
private Sprite CreateRoundedRectSprite(int width, int height, int radius)
{
Texture2D tex = new Texture2D(width, height);
tex.filterMode = FilterMode.Bilinear;
Color[] pixels = new Color[width * height];
for (int y = 0; y < height; y++)
{
for (int x = 0; x < width; x++)
{
bool inRect = true;
// Check corners for rounding
if (x < radius && y < radius)
{
// Bottom-left corner
inRect = Vector2.Distance(new Vector2(x, y), new Vector2(radius, radius)) <= radius;
}
else if (x >= width - radius && y < radius)
{
// Bottom-right corner
inRect = Vector2.Distance(new Vector2(x, y), new Vector2(width - radius - 1, radius)) <= radius;
}
else if (x < radius && y >= height - radius)
{
// Top-left corner
inRect = Vector2.Distance(new Vector2(x, y), new Vector2(radius, height - radius - 1)) <= radius;
}
else if (x >= width - radius && y >= height - radius)
{
// Top-right corner
inRect = Vector2.Distance(new Vector2(x, y), new Vector2(width - radius - 1, height - radius - 1)) <= radius;
}
pixels[y * width + x] = inRect ? Color.white : Color.clear;
}
}
tex.SetPixels(pixels);
tex.Apply();
// Create 9-sliced sprite
return Sprite.Create(tex, new Rect(0, 0, width, height), new Vector2(0.5f, 0.5f), 100f,
0, SpriteMeshType.FullRect, new Vector4(radius, radius, radius, radius));
}
private TextMeshProUGUI CreateUIText(Transform parent, string name, string text,
float fontSize, Color color, FontStyles style = FontStyles.Normal)
{
@@ -510,6 +842,26 @@ namespace TheIsland.Visual
_energyText.text = $"Energy: {data.energy}";
}
// Update Mood bar
float moodPercent = data.mood / 100f;
if (_moodBarFill != null)
{
_moodBarFill.rectTransform.anchorMax = new Vector2(moodPercent, 1);
_moodBarFill.color = GetMoodColor(data.mood_state);
}
if (_moodText != null)
{
string moodIndicator = GetMoodEmoji(data.mood_state);
string moodLabel = data.mood_state switch
{
"happy" => "Happy",
"sad" => "Sad",
"anxious" => "Anxious",
_ => "Neutral"
};
_moodText.text = $"{moodIndicator} {moodLabel}: {data.mood}";
}
// Update death state
if (!data.IsAlive)
{
@@ -521,6 +873,29 @@ namespace TheIsland.Visual
}
}
private Color GetMoodColor(string moodState)
{
return moodState switch
{
"happy" => moodHappyColor,
"sad" => moodSadColor,
"anxious" => moodAnxiousColor,
_ => moodNeutralColor
};
}
private string GetMoodEmoji(string moodState)
{
// Use text symbols instead of emoji for font compatibility
return moodState switch
{
"happy" => "<color=#5AE65A>+</color>",
"sad" => "<color=#6AA8FF>-</color>",
"anxious" => "<color=#FF7777>!</color>",
_ => "<color=#FFD700>~</color>"
};
}
private void OnDeath()
{
if (_deathOverlay != null) _deathOverlay.SetActive(true);