feat: Phase 19 - visual polish and cinematic lighting
Backend: - Add weather transition processing logic Unity Client: - Add smooth UI bar transitions with lerp animations - Implement cinematic lighting system (dawn/day/dusk/night cycle) - Add VisualEffectsManager for advanced effects - Support premium sprite loading for agents - Add character and environment sprite sheets 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
This commit is contained in:
@@ -215,6 +215,35 @@ class GameEngine:
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# =========================================================================
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# Day/Night cycle (Phase 2)
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# =========================================================================
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async def _process_weather(self) -> None:
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"""Process weather transitions."""
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with get_db_session() as db:
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world = db.query(WorldState).first()
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if not world:
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return
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world.weather_duration += 1
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# Should we transition?
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if world.weather_duration >= random.randint(WEATHER_MIN_DURATION, WEATHER_MAX_DURATION):
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old_weather = world.weather
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transitions = WEATHER_TRANSITIONS.get(old_weather, {"Sunny": 1.0})
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# Biased random choice
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choices = list(transitions.keys())
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weights = list(transitions.values())
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new_weather = random.choices(choices, weights=weights, k=1)[0]
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if new_weather != old_weather:
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world.weather = new_weather
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world.weather_duration = 0
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await self._broadcast_event(EventType.WEATHER_CHANGE, {
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"old_weather": old_weather,
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"new_weather": new_weather,
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"message": f"The weather is changing to {new_weather}."
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})
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async def _advance_time(self) -> Optional[dict]:
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"""Advance time and return phase change info if applicable."""
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with get_db_session() as db:
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@@ -151,13 +151,47 @@ namespace TheIsland.UI
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rect.sizeDelta = size;
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rect.anchoredPosition = Vector2.zero;
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// Semi-transparent background
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// Semi-transparent glass background
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var bg = panel.AddComponent<Image>();
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bg.color = new Color(0, 0, 0, 0.5f);
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bg.color = new Color(0.1f, 0.12f, 0.18f, 0.6f);
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// Add border highlight
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var border = new GameObject("Border");
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border.transform.SetParent(panel.transform);
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var bRect = border.AddComponent<RectTransform>();
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bRect.anchorMin = Vector2.zero;
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bRect.anchorMax = Vector2.one;
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bRect.offsetMin = new Vector2(-1, -1);
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bRect.offsetMax = new Vector2(1, 1);
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var bImg = border.AddComponent<Image>();
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bImg.color = new Color(1f, 1f, 1f, 0.1f);
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border.transform.SetAsFirstSibling();
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return panel;
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}
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private float _currentHp;
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private float _currentEnergy;
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private void Update()
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{
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if (_hpBarFill != null && _currentData != null)
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{
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_currentHp = Mathf.Lerp(_currentHp, _currentData.hp, Time.deltaTime * 5f);
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float hpPercent = _currentHp / 100f;
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_hpBarFill.rectTransform.anchorMax = new Vector2(hpPercent, 1);
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_hpBarFill.color = Color.Lerp(hpLowColor, hpHighColor, hpPercent);
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}
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if (_energyBarFill != null && _currentData != null)
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{
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_currentEnergy = Mathf.Lerp(_currentEnergy, _currentData.energy, Time.deltaTime * 5f);
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float energyPercent = _currentEnergy / 100f;
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_energyBarFill.rectTransform.anchorMax = new Vector2(energyPercent, 1);
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_energyBarFill.color = Color.Lerp(energyLowColor, energyHighColor, energyPercent);
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}
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}
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private TextMeshProUGUI CreateText(GameObject parent, string name, string text,
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float fontSize, Color color, FontStyles style = FontStyles.Normal)
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{
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@@ -296,25 +330,11 @@ namespace TheIsland.UI
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{
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_currentData = data;
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// Update HP
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float hpPercent = data.hp / 100f;
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if (_hpBarFill != null)
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{
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_hpBarFill.rectTransform.anchorMax = new Vector2(hpPercent, 1);
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_hpBarFill.color = Color.Lerp(hpLowColor, hpHighColor, hpPercent);
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}
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if (_hpText != null)
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{
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_hpText.text = $"HP: {data.hp}";
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}
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// Update Energy
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float energyPercent = data.energy / 100f;
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if (_energyBarFill != null)
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{
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_energyBarFill.rectTransform.anchorMax = new Vector2(energyPercent, 1);
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_energyBarFill.color = Color.Lerp(energyLowColor, energyHighColor, energyPercent);
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}
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if (_energyText != null)
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{
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_energyText.text = $"Energy: {data.energy}";
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@@ -82,6 +82,14 @@ namespace TheIsland.Visual
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private Vector3 _targetPosition;
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private bool _isMoving;
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private float _moveSpeed = 3f;
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// UI Smoothing (Phase 19)
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private float _currentHpPercent;
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private float _currentEnergyPercent;
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private float _currentMoodPercent;
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private float _targetHpPercent;
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private float _targetEnergyPercent;
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private float _targetMoodPercent;
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#endregion
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#region Properties
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@@ -157,6 +165,35 @@ namespace TheIsland.Visual
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pos.y = 1f + _bobOffset;
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_spriteRenderer.transform.localPosition = pos;
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}
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// Phase 19: Smooth UI Bar Transitions
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UpdateSmoothBars();
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}
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private void UpdateSmoothBars()
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{
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float lerpSpeed = 5f * Time.deltaTime;
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if (_hpBarFill != null)
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{
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_currentHpPercent = Mathf.Lerp(_currentHpPercent, _targetHpPercent, lerpSpeed);
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_hpBarFill.rectTransform.anchorMax = new Vector2(_currentHpPercent, 1);
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_hpBarFill.color = Color.Lerp(hpLowColor, hpHighColor, _currentHpPercent);
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}
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if (_energyBarFill != null)
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{
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_currentEnergyPercent = Mathf.Lerp(_currentEnergyPercent, _targetEnergyPercent, lerpSpeed);
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_energyBarFill.rectTransform.anchorMax = new Vector2(_currentEnergyPercent, 1);
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_energyBarFill.color = Color.Lerp(energyLowColor, energyHighColor, _currentEnergyPercent);
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}
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if (_moodBarFill != null)
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{
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_currentMoodPercent = Mathf.Lerp(_currentMoodPercent, _targetMoodPercent, lerpSpeed);
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_moodBarFill.rectTransform.anchorMax = new Vector2(_currentMoodPercent, 1);
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_moodBarFill.color = GetMoodColor(_currentData?.mood_state ?? "neutral");
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}
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}
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// Trigger a jump animation (to be called by events)
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@@ -218,7 +255,10 @@ namespace TheIsland.Visual
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_currentData = data;
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gameObject.name = $"Agent_{data.id}_{data.name}";
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// Apply unique color based on agent ID
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// Loading premium assets (Phase 19)
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TryLoadPremiumSprite(data.id);
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// Apply unique color based on agent ID (as fallback/tint)
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ApplyAgentColor(data.id);
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// Set UI text
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@@ -229,6 +269,45 @@ namespace TheIsland.Visual
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Debug.Log($"[AgentVisual] Initialized: {data.name}");
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}
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private void TryLoadPremiumSprite(int id)
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{
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// Load the collection texture from Assets
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// Note: In a real build, we'd use Resources.Load or Addressables.
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// For this environment, we'll try to find it in the path or use a static reference.
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// Since we can't easily use Resources.Load at runtime for arbitrary paths,
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// we'll implement a simple runtime texture loader if needed, or assume it's assigned to a manager.
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// For now, let's assume the texture is assigned or loaded.
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// I'll add a static reference to the collection texture in NetworkManager or AgentVisual.
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if (characterSprite != null) return; // Already has a sprite
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StartCoroutine(LoadSpriteCoroutine(id));
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}
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private IEnumerator LoadSpriteCoroutine(int id)
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{
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// This is a simplified runtime loader for the demonstration
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string path = Application.dataPath + "/Sprites/Characters.png";
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if (!System.IO.File.Exists(path)) yield break;
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byte[] fileData = System.IO.File.ReadAllBytes(path);
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Texture2D tex = new Texture2D(2, 2);
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tex.LoadImage(fileData);
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// Slice the 1x3 collection (3 characters in a row)
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int charIndex = id % 3;
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float charWidth = tex.width / 3f;
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Rect rect = new Rect(charIndex * charWidth, 0, charWidth, tex.height);
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characterSprite = Sprite.Create(tex, rect, new Vector2(0.5f, 0.5f), 100f);
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if (_spriteRenderer != null)
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{
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_spriteRenderer.sprite = characterSprite;
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_spriteRenderer.color = Color.white;
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}
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}
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private void ApplyAgentColor(int agentId)
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{
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// Generate unique color per agent
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@@ -702,28 +781,23 @@ namespace TheIsland.Visual
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rect.anchoredPosition = Vector2.zero;
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var bg = panel.AddComponent<Image>();
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bg.sprite = CreateRoundedRectSprite(32, 32, 8);
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bg.sprite = CreateRoundedRectSprite(32, 32, 12);
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bg.type = Image.Type.Sliced;
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bg.color = new Color(0.1f, 0.12f, 0.18f, 0.6f); // Lower alpha for glass effect
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bg.color = new Color(0.05f, 0.08f, 0.15f, 0.45f); // Darker, more transparent glass
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// Add subtle border
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// Add inner glow border (Phase 19)
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var borderObj = new GameObject("Border");
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borderObj.transform.SetParent(panel.transform);
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borderObj.transform.localPosition = Vector3.zero;
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borderObj.transform.localRotation = Quaternion.identity;
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borderObj.transform.localScale = Vector3.one;
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var borderRect = borderObj.AddComponent<RectTransform>();
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borderRect.anchorMin = Vector2.zero;
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borderRect.anchorMax = Vector2.one;
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borderRect.offsetMin = new Vector2(-2, -2);
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borderRect.offsetMax = new Vector2(2, 2);
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borderRect.SetAsFirstSibling();
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borderRect.offsetMin = new Vector2(1, 1);
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borderRect.offsetMax = new Vector2(-1, -1);
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var borderImg = borderObj.AddComponent<Image>();
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borderImg.sprite = CreateRoundedRectSprite(32, 32, 8);
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borderImg.sprite = CreateRoundedRectSprite(32, 32, 12);
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borderImg.type = Image.Type.Sliced;
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borderImg.color = new Color(0.3f, 0.35f, 0.45f, 0.5f);
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borderImg.color = new Color(1f, 1f, 1f, 0.15f); // Subtle highlight
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return panel;
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}
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@@ -918,38 +992,21 @@ namespace TheIsland.Visual
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{
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_currentData = data;
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// Update HP bar
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float hpPercent = data.hp / 100f;
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if (_hpBarFill != null)
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{
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_hpBarFill.rectTransform.anchorMax = new Vector2(hpPercent, 1);
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_hpBarFill.color = Color.Lerp(hpLowColor, hpHighColor, hpPercent);
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}
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// Set targets for smooth lerping (Phase 19)
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_targetHpPercent = data.hp / 100f;
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_targetEnergyPercent = data.energy / 100f;
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_targetMoodPercent = data.mood / 100f;
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if (_hpText != null)
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{
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_hpText.text = $"HP: {data.hp}";
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}
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// Update Energy bar
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float energyPercent = data.energy / 100f;
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if (_energyBarFill != null)
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{
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_energyBarFill.rectTransform.anchorMax = new Vector2(energyPercent, 1);
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_energyBarFill.color = Color.Lerp(energyLowColor, energyHighColor, energyPercent);
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}
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if (_energyText != null)
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{
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_energyText.text = $"Energy: {data.energy}";
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}
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// Update Mood bar
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float moodPercent = data.mood / 100f;
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if (_moodBarFill != null)
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{
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_moodBarFill.rectTransform.anchorMax = new Vector2(moodPercent, 1);
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_moodBarFill.color = GetMoodColor(data.mood_state);
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}
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// Check for mood change (Visual Expression)
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if (_moodState != data.mood_state)
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{
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@@ -86,6 +86,7 @@ namespace TheIsland.Visual
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}
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_instance = this;
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LoadEnvironmentTexture();
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_mainCamera = Camera.main;
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CreateEnvironment();
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}
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@@ -103,6 +104,12 @@ namespace TheIsland.Visual
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// Set initial sky
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UpdateSkyColors();
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// Phase 19: Add Visual Effects Manager
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if (FindObjectOfType<VisualEffectsManager>() == null)
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{
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new GameObject("VisualEffectsManager").AddComponent<VisualEffectsManager>();
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}
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}
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private void Update()
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@@ -116,11 +123,58 @@ namespace TheIsland.Visual
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UpdateSkyMaterial();
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}
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// Phase 19: Cinematic Lighting
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AnimateLighting();
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// Animate environment (Water & Trees)
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AnimateEnvironment();
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AnimateClouds();
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}
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private void AnimateLighting()
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{
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if (_mainLight == null) return;
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// Simple 120s cycle for demonstration (30s per phase)
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float cycleDuration = 120f;
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float t = (Time.time % cycleDuration) / cycleDuration;
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// t: 0=Dawn, 0.25=Noon, 0.5=Dusk, 0.75=Midnight
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float intensity = 1f;
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Color lightColor = Color.white;
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if (t < 0.2f) // Dawn
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{
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float p = t / 0.2f;
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intensity = Mathf.Lerp(0.5f, 1.2f, p);
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lightColor = Color.Lerp(new Color(1f, 0.6f, 0.4f), Color.white, p);
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}
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else if (t < 0.5f) // Day
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{
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intensity = 1.2f;
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lightColor = Color.white;
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}
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else if (t < 0.7f) // Dusk
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{
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float p = (t - 0.5f) / 0.2f;
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intensity = Mathf.Lerp(1.2f, 0.4f, p);
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lightColor = Color.Lerp(Color.white, new Color(1f, 0.4f, 0.2f), p);
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}
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else // Night
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{
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float p = (t - 0.7f) / 0.3f;
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intensity = Mathf.Lerp(0.4f, 0.2f, p);
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lightColor = new Color(0.4f, 0.5f, 1f); // Moonlight
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}
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_mainLight.intensity = intensity;
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_mainLight.color = lightColor;
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// Rotate sun
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float sunAngle = t * 360f - 90f;
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_mainLight.transform.rotation = Quaternion.Euler(sunAngle, -30f, 0);
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}
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private void OnDestroy()
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{
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var network = NetworkManager.Instance;
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@@ -338,11 +392,14 @@ namespace TheIsland.Visual
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for (int x = 0; x < size; x++)
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{
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float t = (float)y / size;
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Color baseColor = Color.Lerp(waterShallowColor, waterDeepColor, t);
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// Add some noise to the base color
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float n = Mathf.PerlinNoise(x * 0.05f, y * 0.05f) * 0.1f;
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Color baseColor = Color.Lerp(waterShallowColor, waterDeepColor, t + n);
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// Add wave highlights
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float wave = Mathf.Sin(x * 0.2f + y * 0.1f) * 0.5f + 0.5f;
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baseColor = Color.Lerp(baseColor, Color.white, wave * 0.1f);
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// Add caustic-like highlights
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float wave1 = Mathf.Sin(x * 0.15f + y * 0.05f + Time.time * 0.2f) * 0.5f + 0.5f;
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float wave2 = Mathf.Cos(x * 0.08f - y * 0.12f + Time.time * 0.15f) * 0.5f + 0.5f;
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baseColor = Color.Lerp(baseColor, Color.white, (wave1 * wave2) * 0.15f);
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tex.SetPixel(x, y, baseColor);
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}
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@@ -356,8 +413,11 @@ namespace TheIsland.Visual
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if (_waterMaterial == null) return;
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// Simple UV scrolling for wave effect
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float offset = Time.time * waveSpeed * 0.1f;
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_waterMaterial.mainTextureOffset = new Vector2(offset, offset * 0.5f);
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float offset = Time.time * waveSpeed * 0.05f;
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_waterMaterial.mainTextureOffset = new Vector2(offset, offset * 0.3f);
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// Periodically update texture for dynamic caustic effect (expensive but looks premium)
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// Or just use the original UV scrolling if performance is an issue.
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}
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private void CreateLighting()
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@@ -414,8 +474,27 @@ namespace TheIsland.Visual
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trunkSprite.transform.localScale = new Vector3(scale * 0.5f, scale, 1);
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}
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private Texture2D _envTexture;
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private void LoadEnvironmentTexture()
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{
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string path = Application.dataPath + "/Sprites/Environment.png";
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if (System.IO.File.Exists(path))
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{
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byte[] data = System.IO.File.ReadAllBytes(path);
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_envTexture = new Texture2D(2, 2);
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_envTexture.LoadImage(data);
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}
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}
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private Sprite CreateTreeSprite()
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{
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if (_envTexture != null)
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{
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// Slice palm tree (Assuming it's in the top-left quadrant of the collection)
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return Sprite.Create(_envTexture, new Rect(0, _envTexture.height / 2f, _envTexture.width / 2f, _envTexture.height / 2f), new Vector2(0.5f, 0f), 100f);
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}
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int width = 64;
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int height = 128;
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Texture2D tex = new Texture2D(width, height);
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@@ -530,6 +609,12 @@ namespace TheIsland.Visual
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private Sprite CreateRockSprite()
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{
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if (_envTexture != null)
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{
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// Slice rock from Environment.png (Assuming bottom-right quadrant)
|
||||
return Sprite.Create(_envTexture, new Rect(_envTexture.width / 2f, 0, _envTexture.width / 2f, _envTexture.height / 2f), new Vector2(0.5f, 0.5f), 100f);
|
||||
}
|
||||
|
||||
int size = 32;
|
||||
Texture2D tex = new Texture2D(size, size);
|
||||
|
||||
@@ -575,7 +660,16 @@ namespace TheIsland.Visual
|
||||
private void HandleWeatherChange(WeatherChangeData data)
|
||||
{
|
||||
_currentWeather = data.new_weather;
|
||||
UpdateSkyColors();
|
||||
Debug.Log($"[EnvironmentManager] Weather changed to: {_currentWeather}");
|
||||
|
||||
// Notify VFX manager
|
||||
if (VisualEffectsManager.Instance != null)
|
||||
{
|
||||
VisualEffectsManager.Instance.SetWeather(_currentWeather);
|
||||
}
|
||||
|
||||
// Adjust lighting based on weather
|
||||
UpdateSkyColors(); // This will use the new weather in its logic
|
||||
}
|
||||
|
||||
private void HandleTick(TickData data)
|
||||
|
||||
243
unity-client/Assets/Scripts/Visual/VisualEffectsManager.cs
Normal file
243
unity-client/Assets/Scripts/Visual/VisualEffectsManager.cs
Normal file
@@ -0,0 +1,243 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace TheIsland.Visual
|
||||
{
|
||||
/// <summary>
|
||||
/// Manages environmental visual effects like fireflies, stars, and weather (Phase 19 & 20).
|
||||
/// </summary>
|
||||
public class VisualEffectsManager : MonoBehaviour
|
||||
{
|
||||
public static VisualEffectsManager Instance { get; private set; }
|
||||
|
||||
[Header("Fireflies")]
|
||||
[SerializeField] private int fireflyCount = 20;
|
||||
[SerializeField] private Color fireflyColor = new Color(1f, 1f, 0.5f, 0.8f);
|
||||
[SerializeField] private Vector2 islandBounds = new Vector2(10, 10);
|
||||
|
||||
[Header("Stars & Meteors")]
|
||||
[SerializeField] private int starCount = 50;
|
||||
[SerializeField] private Color starColor = Color.white;
|
||||
[SerializeField] private float meteorInterval = 15f;
|
||||
|
||||
[Header("Weather VFX")]
|
||||
[SerializeField] private int rainDensity = 120;
|
||||
private List<GameObject> _rainDrops = new List<GameObject>();
|
||||
private string _activeWeather = "Sunny";
|
||||
private Sprite _rainSprite;
|
||||
|
||||
private List<GameObject> _fireflies = new List<GameObject>();
|
||||
private List<GameObject> _stars = new List<GameObject>();
|
||||
private float _meteorTimer;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
Instance = this;
|
||||
_rainSprite = CreateRainSprite();
|
||||
CreateFireflies();
|
||||
CreateStars();
|
||||
CreateRain();
|
||||
}
|
||||
|
||||
public void SetWeather(string weather)
|
||||
{
|
||||
_activeWeather = weather;
|
||||
Debug.Log($"[VFXManager] Setting weather visuals for: {weather}");
|
||||
|
||||
// Toggle systems
|
||||
bool isRainy = weather == "Rainy" || weather == "Stormy";
|
||||
foreach (var drop in _rainDrops) drop.SetActive(isRainy);
|
||||
|
||||
if (weather == "Stormy") StartCoroutine(LightningLoop());
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
UpdateAtmosphere();
|
||||
UpdateRain();
|
||||
}
|
||||
|
||||
private void UpdateAtmosphere()
|
||||
{
|
||||
float t = (Time.time % 120f) / 120f;
|
||||
bool isNight = t > 0.65f || t < 0.15f;
|
||||
float starAlpha = isNight ? (t > 0.75f || t < 0.05f ? 1f : 0.5f) : 0f;
|
||||
|
||||
foreach (var star in _stars)
|
||||
{
|
||||
var sprite = star.GetComponent<SpriteRenderer>();
|
||||
sprite.color = new Color(starColor.r, starColor.g, starColor.b, starAlpha * 0.8f);
|
||||
}
|
||||
|
||||
if (isNight)
|
||||
{
|
||||
_meteorTimer += Time.deltaTime;
|
||||
if (_meteorTimer >= meteorInterval)
|
||||
{
|
||||
_meteorTimer = 0;
|
||||
if (Random.value < 0.3f) StartCoroutine(ShootMeteor());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void CreateFireflies()
|
||||
{
|
||||
for (int i = 0; i < fireflyCount; i++)
|
||||
{
|
||||
var firefly = new GameObject($"Firefly_{i}");
|
||||
firefly.transform.SetParent(transform);
|
||||
float x = Random.Range(-islandBounds.x, islandBounds.x);
|
||||
float z = Random.Range(-islandBounds.y, islandBounds.y);
|
||||
firefly.transform.position = new Vector3(x, Random.Range(1f, 3f), z);
|
||||
|
||||
var sprite = firefly.AddComponent<SpriteRenderer>();
|
||||
sprite.sprite = CreateGlowSprite();
|
||||
sprite.color = fireflyColor;
|
||||
sprite.sortingOrder = 50;
|
||||
firefly.AddComponent<Billboard>();
|
||||
_fireflies.Add(firefly);
|
||||
StartCoroutine(AnimateFirefly(firefly));
|
||||
}
|
||||
}
|
||||
|
||||
private void CreateStars()
|
||||
{
|
||||
for (int i = 0; i < starCount; i++)
|
||||
{
|
||||
var star = new GameObject($"Star_{i}");
|
||||
star.transform.SetParent(transform);
|
||||
float x = Random.Range(-25f, 25f);
|
||||
float y = Random.Range(10f, 15f);
|
||||
float z = Random.Range(-25f, 25f);
|
||||
star.transform.position = new Vector3(x, y, z);
|
||||
|
||||
var sprite = star.AddComponent<SpriteRenderer>();
|
||||
sprite.sprite = CreateGlowSprite();
|
||||
sprite.color = new Color(1, 1, 1, 0);
|
||||
sprite.sortingOrder = -50;
|
||||
star.AddComponent<Billboard>().ConfigureForUI();
|
||||
_stars.Add(star);
|
||||
}
|
||||
}
|
||||
|
||||
private void CreateRain()
|
||||
{
|
||||
for (int i = 0; i < rainDensity; i++)
|
||||
{
|
||||
var drop = new GameObject($"Rain_{i}");
|
||||
drop.transform.SetParent(transform);
|
||||
var sprite = drop.AddComponent<SpriteRenderer>();
|
||||
sprite.sprite = _rainSprite;
|
||||
sprite.color = new Color(0.8f, 0.9f, 1f, 0.6f);
|
||||
sprite.sortingOrder = 100;
|
||||
ResetRainDrop(drop);
|
||||
drop.SetActive(false);
|
||||
_rainDrops.Add(drop);
|
||||
}
|
||||
}
|
||||
|
||||
private void ResetRainDrop(GameObject drop)
|
||||
{
|
||||
float x = Random.Range(-20f, 20f);
|
||||
float y = Random.Range(10f, 15f);
|
||||
float z = Random.Range(-20f, 20f);
|
||||
drop.transform.position = new Vector3(x, y, z);
|
||||
}
|
||||
|
||||
private void UpdateRain()
|
||||
{
|
||||
if (_activeWeather != "Rainy" && _activeWeather != "Stormy") return;
|
||||
float speed = _activeWeather == "Stormy" ? 40f : 20f;
|
||||
foreach (var drop in _rainDrops)
|
||||
{
|
||||
drop.transform.position += Vector3.down * speed * Time.deltaTime;
|
||||
drop.transform.position += Vector3.left * speed * 0.2f * Time.deltaTime;
|
||||
if (drop.transform.position.y < -2f) ResetRainDrop(drop);
|
||||
}
|
||||
}
|
||||
|
||||
private IEnumerator LightningLoop()
|
||||
{
|
||||
while (_activeWeather == "Stormy")
|
||||
{
|
||||
yield return new WaitForSeconds(Random.Range(3f, 10f));
|
||||
var flash = new GameObject("LightningFlash");
|
||||
var img = flash.AddComponent<SpriteRenderer>();
|
||||
img.sprite = CreateGlowSprite();
|
||||
img.color = new Color(1, 1, 1, 0.8f);
|
||||
flash.transform.position = new Vector3(0, 10, 0);
|
||||
flash.transform.localScale = new Vector3(100, 100, 1);
|
||||
yield return new WaitForSeconds(0.05f);
|
||||
img.color = new Color(1, 1, 1, 0.3f);
|
||||
yield return new WaitForSeconds(0.05f);
|
||||
Destroy(flash);
|
||||
}
|
||||
}
|
||||
|
||||
private IEnumerator ShootMeteor()
|
||||
{
|
||||
var meteor = new GameObject("Meteor");
|
||||
meteor.transform.SetParent(transform);
|
||||
Vector3 startPos = new Vector3(Random.Range(-20, 20), 15, Random.Range(-20, 20));
|
||||
Vector3 direction = new Vector3(Random.Range(-10, 10), -5, Random.Range(-10, 10)).normalized;
|
||||
meteor.transform.position = startPos;
|
||||
var sprite = meteor.AddComponent<SpriteRenderer>();
|
||||
sprite.sprite = CreateGlowSprite();
|
||||
sprite.color = Color.white;
|
||||
sprite.transform.localScale = new Vector3(0.5f, 0.1f, 1f);
|
||||
float duration = 1.0f;
|
||||
float elapsed = 0;
|
||||
while (elapsed < duration)
|
||||
{
|
||||
elapsed += Time.deltaTime;
|
||||
meteor.transform.position += direction * 30f * Time.deltaTime;
|
||||
sprite.color = new Color(1, 1, 1, 1f - (elapsed / duration));
|
||||
yield return null;
|
||||
}
|
||||
Destroy(meteor);
|
||||
}
|
||||
|
||||
private Sprite CreateRainSprite()
|
||||
{
|
||||
Texture2D tex = new Texture2D(2, 8);
|
||||
for (int y = 0; y < 8; y++)
|
||||
for (int x = 0; x < 2; x++) tex.SetPixel(x, y, Color.white);
|
||||
tex.Apply();
|
||||
return Sprite.Create(tex, new Rect(0, 0, 2, 8), new Vector2(0.5f, 0.5f));
|
||||
}
|
||||
|
||||
private Sprite CreateGlowSprite()
|
||||
{
|
||||
int size = 32;
|
||||
Texture2D tex = new Texture2D(size, size);
|
||||
tex.filterMode = FilterMode.Bilinear;
|
||||
for (int y = 0; y < size; y++)
|
||||
for (int x = 0; x < size; x++) {
|
||||
float dist = Vector2.Distance(new Vector2(x, y), new Vector2(size/2f, size/2f)) / (size/2f);
|
||||
float alpha = Mathf.Exp(-dist * 4f);
|
||||
tex.SetPixel(x, y, new Color(1, 1, 1, alpha));
|
||||
}
|
||||
tex.Apply();
|
||||
return Sprite.Create(tex, new Rect(0, 0, size, size), new Vector2(0.5f, 0.5f));
|
||||
}
|
||||
|
||||
private IEnumerator AnimateFirefly(GameObject firefly)
|
||||
{
|
||||
Vector3 startPos = firefly.transform.position;
|
||||
float seed = Random.value * 100f;
|
||||
while (true)
|
||||
{
|
||||
float t = Time.time + seed;
|
||||
float dx = (Mathf.PerlinNoise(t * 0.2f, 0) - 0.5f) * 2f;
|
||||
float dy = (Mathf.PerlinNoise(0, t * 0.2f) - 0.5f) * 1f;
|
||||
float dz = (Mathf.PerlinNoise(t * 0.1f, t * 0.1f) - 0.5f) * 2f;
|
||||
firefly.transform.position = startPos + new Vector3(dx, dy, dz);
|
||||
var sprite = firefly.GetComponent<SpriteRenderer>();
|
||||
float pulse = Mathf.PingPong(t, 1f) * 0.5f + 0.5f;
|
||||
sprite.color = new Color(fireflyColor.r, fireflyColor.g, fireflyColor.b, pulse * fireflyColor.a);
|
||||
yield return null;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
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guid: 47dcba28f3d78421ca5bdf74a4365bed
|
||||
BIN
unity-client/Assets/Sprites/Characters.png
Normal file
BIN
unity-client/Assets/Sprites/Characters.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 357 KiB |
143
unity-client/Assets/Sprites/Characters.png.meta
Normal file
143
unity-client/Assets/Sprites/Characters.png.meta
Normal file
@@ -0,0 +1,143 @@
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fileFormatVersion: 2
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guid: 2976a69bb8c114901b263e613a7b6006
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mipMapsPreserveCoverage: 0
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alphaTestReferenceValue: 0.5
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generateCubemap: 6
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cubemapConvolution: 0
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seamlessCubemap: 0
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textureFormat: 1
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maxTextureSize: 2048
|
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textureSettings:
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mipBias: 0
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spritePivot: {x: 0.5, y: 0.5}
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spritePixelsToUnits: 100
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spriteBorder: {x: 0, y: 0, z: 0, w: 0}
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spriteGenerateFallbackPhysicsShape: 1
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alphaUsage: 1
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alphaIsTransparency: 0
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spriteTessellationDetail: -1
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textureType: 0
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ignorePngGamma: 0
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swizzle: 50462976
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cookieLightType: 0
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platformSettings:
|
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- serializedVersion: 4
|
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buildTarget: DefaultTexturePlatform
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maxTextureSize: 2048
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overridden: 0
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androidETC2FallbackOverride: 0
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forceMaximumCompressionQuality_BC6H_BC7: 0
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- serializedVersion: 4
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buildTarget: Standalone
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textureFormat: -1
|
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textureCompression: 1
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compressionQuality: 50
|
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crunchedCompression: 0
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allowsAlphaSplitting: 0
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overridden: 0
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androidETC2FallbackOverride: 0
|
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forceMaximumCompressionQuality_BC6H_BC7: 0
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- serializedVersion: 4
|
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buildTarget: WebGL
|
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maxTextureSize: 2048
|
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textureFormat: -1
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textureCompression: 1
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compressionQuality: 50
|
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crunchedCompression: 0
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allowsAlphaSplitting: 0
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overridden: 0
|
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androidETC2FallbackOverride: 0
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forceMaximumCompressionQuality_BC6H_BC7: 0
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buildTarget: iOS
|
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textureFormat: -1
|
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textureCompression: 1
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compressionQuality: 50
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crunchedCompression: 0
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allowsAlphaSplitting: 0
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androidETC2FallbackOverride: 0
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forceMaximumCompressionQuality_BC6H_BC7: 0
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|
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customData:
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|
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bones: []
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spriteID:
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mipmapLimitGroupName:
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pSDRemoveMatte: 0
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userData:
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assetBundleName:
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assetBundleVariant:
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unity-client/Assets/Sprites/Environment.png
Normal file
BIN
unity-client/Assets/Sprites/Environment.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 632 KiB |
143
unity-client/Assets/Sprites/Environment.png.meta
Normal file
143
unity-client/Assets/Sprites/Environment.png.meta
Normal file
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generateCubemap: 6
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seamlessCubemap: 0
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textureFormat: 1
|
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maxTextureSize: 2048
|
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textureSettings:
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|
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spriteMode: 0
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spritePivot: {x: 0.5, y: 0.5}
|
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spriteGenerateFallbackPhysicsShape: 1
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alphaUsage: 1
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alphaIsTransparency: 0
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spriteTessellationDetail: -1
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textureType: 0
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textureShape: 1
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singleChannelComponent: 0
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flipbookRows: 1
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flipbookColumns: 1
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maxTextureSizeSet: 0
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compressionQualitySet: 0
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textureFormatSet: 0
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ignorePngGamma: 0
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applyGammaDecoding: 0
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swizzle: 50462976
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cookieLightType: 0
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platformSettings:
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- serializedVersion: 4
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buildTarget: DefaultTexturePlatform
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maxTextureSize: 2048
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resizeAlgorithm: 0
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textureFormat: -1
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textureCompression: 1
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compressionQuality: 50
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crunchedCompression: 0
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allowsAlphaSplitting: 0
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overridden: 0
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ignorePlatformSupport: 0
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androidETC2FallbackOverride: 0
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forceMaximumCompressionQuality_BC6H_BC7: 0
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- serializedVersion: 4
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buildTarget: Standalone
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maxTextureSize: 2048
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resizeAlgorithm: 0
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textureFormat: -1
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textureCompression: 1
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compressionQuality: 50
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crunchedCompression: 0
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allowsAlphaSplitting: 0
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overridden: 0
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ignorePlatformSupport: 0
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androidETC2FallbackOverride: 0
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forceMaximumCompressionQuality_BC6H_BC7: 0
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- serializedVersion: 4
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buildTarget: WebGL
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maxTextureSize: 2048
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resizeAlgorithm: 0
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textureFormat: -1
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textureCompression: 1
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compressionQuality: 50
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crunchedCompression: 0
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allowsAlphaSplitting: 0
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overridden: 0
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ignorePlatformSupport: 0
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androidETC2FallbackOverride: 0
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forceMaximumCompressionQuality_BC6H_BC7: 0
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- serializedVersion: 4
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buildTarget: iOS
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maxTextureSize: 2048
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resizeAlgorithm: 0
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textureFormat: -1
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textureCompression: 1
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compressionQuality: 50
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crunchedCompression: 0
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allowsAlphaSplitting: 0
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overridden: 0
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ignorePlatformSupport: 0
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androidETC2FallbackOverride: 0
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forceMaximumCompressionQuality_BC6H_BC7: 0
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spriteSheet:
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serializedVersion: 2
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sprites: []
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outline: []
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customData:
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physicsShape: []
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bones: []
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spriteID:
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internalID: 0
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vertices: []
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indices:
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edges: []
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weights: []
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secondaryTextures: []
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spriteCustomMetadata:
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entries: []
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nameFileIdTable: {}
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mipmapLimitGroupName:
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pSDRemoveMatte: 0
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userData:
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assetBundleName:
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assetBundleVariant:
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Reference in New Issue
Block a user