feat: add event log panel, Chinese font support, and documentation

- Add EventLog.cs: scrollable event log panel showing game events
  - Color-coded entries for different event types
  - Toggle visibility, clear button, timestamps
  - Auto-scroll to newest entries

- Add Chinese font support (Source Han Sans SC)
  - SourceHanSansSC-Regular.otf font file
  - ChineseFontSetup.cs editor tool for TMP font asset generation
  - Configure as fallback font for TextMeshPro

- Fix particle system velocity curve warnings in WeatherEffects.cs
  - Ensure all velocity axes use consistent curve mode

- Add comprehensive README.md with project documentation
  - Architecture overview, features, tech stack
  - Quick start guide, Unity client structure
  - Communication protocol, development notes

🤖 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 16:46:56 +08:00
parent 6c66764cce
commit a261eaa8ab
16 changed files with 21057 additions and 72 deletions

View File

@@ -191,8 +191,10 @@ namespace TheIsland.Visual
var velocityOverLifetime = _fogSystem.velocityOverLifetime;
velocityOverLifetime.enabled = true;
velocityOverLifetime.x = new ParticleSystem.MinMaxCurve(-0.2f, 0.2f);
velocityOverLifetime.y = new ParticleSystem.MinMaxCurve(0.05f, 0.1f);
// 所有轴使用相同的曲线模式 (Constant)
velocityOverLifetime.x = 0f;
velocityOverLifetime.y = 0.08f;
velocityOverLifetime.z = 0f;
var colorOverLifetime = _fogSystem.colorOverLifetime;
colorOverLifetime.enabled = true;
@@ -234,8 +236,10 @@ namespace TheIsland.Visual
var velocityOverLifetime = _heatSystem.velocityOverLifetime;
velocityOverLifetime.enabled = true;
// 所有轴使用相同的曲线模式 (Constant)
velocityOverLifetime.x = 0f;
velocityOverLifetime.y = 1f;
velocityOverLifetime.x = new ParticleSystem.MinMaxCurve(-0.3f, 0.3f);
velocityOverLifetime.z = 0f;
var colorOverLifetime = _heatSystem.colorOverLifetime;
colorOverLifetime.enabled = true;
@@ -277,7 +281,10 @@ namespace TheIsland.Visual
var velocityOverLifetime = _cloudSystem.velocityOverLifetime;
velocityOverLifetime.enabled = true;
// 所有轴使用相同的曲线模式 (Constant)
velocityOverLifetime.x = 0.3f;
velocityOverLifetime.y = 0f;
velocityOverLifetime.z = 0f;
var renderer = cloudObj.GetComponent<ParticleSystemRenderer>();
renderer.material = CreateCloudMaterial();