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

@@ -54,10 +54,17 @@ namespace TheIsland.Core
private int _currentTick;
private int _currentDay;
private int _nextSpawnIndex;
// World state
private string _currentTimeOfDay = "day";
private string _currentWeather = "Sunny";
#endregion
#region Properties
public int PlayerGold => _playerGold;
public string CurrentTimeOfDay => _currentTimeOfDay;
public string CurrentWeather => _currentWeather;
public int CurrentDay => _currentDay;
public int AliveAgentCount
{
get
@@ -135,6 +142,16 @@ namespace TheIsland.Core
network.OnTick += HandleTick;
network.OnSystemMessage += HandleSystemMessage;
network.OnUserUpdate += HandleUserUpdate;
// New phase events
network.OnWeatherChange += HandleWeatherChange;
network.OnPhaseChange += HandlePhaseChange;
network.OnDayChange += HandleDayChange;
network.OnHeal += HandleHeal;
network.OnEncourage += HandleEncourage;
network.OnTalk += HandleTalk;
network.OnRevive += HandleRevive;
network.OnSocialInteraction += HandleSocialInteraction;
}
private void UnsubscribeFromNetworkEvents()
@@ -151,6 +168,16 @@ namespace TheIsland.Core
network.OnTick -= HandleTick;
network.OnSystemMessage -= HandleSystemMessage;
network.OnUserUpdate -= HandleUserUpdate;
// New phase events
network.OnWeatherChange -= HandleWeatherChange;
network.OnPhaseChange -= HandlePhaseChange;
network.OnDayChange -= HandleDayChange;
network.OnHeal -= HandleHeal;
network.OnEncourage -= HandleEncourage;
network.OnTalk -= HandleTalk;
network.OnRevive -= HandleRevive;
network.OnSocialInteraction -= HandleSocialInteraction;
}
#endregion
@@ -215,7 +242,17 @@ namespace TheIsland.Core
{
if (tickInfo == null) return;
tickInfo.text = $"Day {_currentDay} | Tick {_currentTick} | Alive: {AliveAgentCount}";
// Format time of day nicely
string timeDisplay = _currentTimeOfDay switch
{
"dawn" => "Dawn",
"day" => "Day",
"dusk" => "Dusk",
"night" => "Night",
_ => "Day"
};
tickInfo.text = $"Day {_currentDay} | {timeDisplay} | {_currentWeather} | Tick {_currentTick} | Alive: {AliveAgentCount}";
}
private void UpdateGoldDisplay()
@@ -324,6 +361,17 @@ namespace TheIsland.Core
{
_currentTick = data.tick;
_currentDay = data.day;
// Update weather and time of day from tick data
if (!string.IsNullOrEmpty(data.time_of_day))
{
_currentTimeOfDay = data.time_of_day;
}
if (!string.IsNullOrEmpty(data.weather))
{
_currentWeather = data.weather;
}
UpdateTickInfo();
}
@@ -341,6 +389,102 @@ namespace TheIsland.Core
UpdateGoldDisplay();
}
}
private void HandleWeatherChange(WeatherChangeData data)
{
Debug.Log($"[GameManager] Weather changed: {data.old_weather} -> {data.new_weather}");
_currentWeather = data.new_weather;
ShowNotification($"Weather: {data.new_weather}");
UpdateTickInfo();
}
private void HandlePhaseChange(PhaseChangeData data)
{
Debug.Log($"[GameManager] Phase changed: {data.old_phase} -> {data.new_phase}");
_currentTimeOfDay = data.new_phase;
ShowNotification($"The {data.new_phase} begins...");
UpdateTickInfo();
}
private void HandleDayChange(DayChangeData data)
{
Debug.Log($"[GameManager] New day: {data.day}");
_currentDay = data.day;
ShowNotification($"Day {data.day} begins!");
UpdateTickInfo();
}
private void HandleHeal(HealEventData data)
{
Debug.Log($"[GameManager] Heal event: {data.message}");
// Update gold if this was our action
if (data.user == NetworkManager.Instance.Username)
{
_playerGold = data.user_gold;
UpdateGoldDisplay();
}
ShowNotification(data.message);
}
private void HandleEncourage(EncourageEventData data)
{
Debug.Log($"[GameManager] Encourage event: {data.message}");
// Update gold if this was our action
if (data.user == NetworkManager.Instance.Username)
{
_playerGold = data.user_gold;
UpdateGoldDisplay();
}
ShowNotification(data.message);
}
private void HandleTalk(TalkEventData data)
{
Debug.Log($"[GameManager] Talk event: {data.agent_name} responds about '{data.topic}'");
// Show the agent's speech response
if (_agentVisuals.TryGetValue(GetAgentIdByName(data.agent_name), out AgentVisual agentVisual))
{
agentVisual.ShowSpeech(data.response);
}
else if (_agentUIs.TryGetValue(GetAgentIdByName(data.agent_name), out AgentUI agentUI))
{
agentUI.ShowSpeech(data.response);
}
}
private void HandleRevive(ReviveEventData data)
{
Debug.Log($"[GameManager] Revive event: {data.message}");
// Update gold if this was our action
if (data.user == NetworkManager.Instance.Username)
{
_playerGold = data.user_gold;
UpdateGoldDisplay();
}
ShowNotification(data.message);
}
private void HandleSocialInteraction(SocialInteractionData data)
{
Debug.Log($"[GameManager] Social: {data.initiator_name} -> {data.target_name} ({data.interaction_type})");
// Show dialogue from initiator
if (_agentVisuals.TryGetValue(data.initiator_id, out AgentVisual initiatorVisual))
{
initiatorVisual.ShowSpeech(data.dialogue);
}
else if (_agentUIs.TryGetValue(data.initiator_id, out AgentUI initiatorUI))
{
initiatorUI.ShowSpeech(data.dialogue);
}
}
#endregion
#region Agent Management
@@ -429,6 +573,41 @@ namespace TheIsland.Core
}
return null;
}
/// <summary>
/// Get agent ID by name (searches all agent systems).
/// </summary>
private int GetAgentIdByName(string name)
{
// Check AgentVisual first (newest system)
foreach (var kvp in _agentVisuals)
{
if (kvp.Value.CurrentData?.name == name)
{
return kvp.Key;
}
}
// Check AgentUI
foreach (var kvp in _agentUIs)
{
if (kvp.Value.CurrentData?.name == name)
{
return kvp.Key;
}
}
// Check AgentController (legacy)
foreach (var kvp in _agents)
{
if (kvp.Value.CurrentData?.name == name)
{
return kvp.Key;
}
}
return -1;
}
#endregion
#region UI Actions