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