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:
empty
2026-01-01 23:58:02 +08:00
parent 91694ba802
commit b0e6a3488c
10 changed files with 790 additions and 59 deletions

View File

@@ -215,6 +215,35 @@ class GameEngine:
# =========================================================================
# Day/Night cycle (Phase 2)
# =========================================================================
async def _process_weather(self) -> None:
"""Process weather transitions."""
with get_db_session() as db:
world = db.query(WorldState).first()
if not world:
return
world.weather_duration += 1
# Should we transition?
if world.weather_duration >= random.randint(WEATHER_MIN_DURATION, WEATHER_MAX_DURATION):
old_weather = world.weather
transitions = WEATHER_TRANSITIONS.get(old_weather, {"Sunny": 1.0})
# Biased random choice
choices = list(transitions.keys())
weights = list(transitions.values())
new_weather = random.choices(choices, weights=weights, k=1)[0]
if new_weather != old_weather:
world.weather = new_weather
world.weather_duration = 0
await self._broadcast_event(EventType.WEATHER_CHANGE, {
"old_weather": old_weather,
"new_weather": new_weather,
"message": f"The weather is changing to {new_weather}."
})
async def _advance_time(self) -> Optional[dict]:
"""Advance time and return phase change info if applicable."""
with get_db_session() as db:

View File

@@ -151,13 +151,47 @@ namespace TheIsland.UI
rect.sizeDelta = size;
rect.anchoredPosition = Vector2.zero;
// Semi-transparent background
// Semi-transparent glass background
var bg = panel.AddComponent<Image>();
bg.color = new Color(0, 0, 0, 0.5f);
bg.color = new Color(0.1f, 0.12f, 0.18f, 0.6f);
// Add border highlight
var border = new GameObject("Border");
border.transform.SetParent(panel.transform);
var bRect = border.AddComponent<RectTransform>();
bRect.anchorMin = Vector2.zero;
bRect.anchorMax = Vector2.one;
bRect.offsetMin = new Vector2(-1, -1);
bRect.offsetMax = new Vector2(1, 1);
var bImg = border.AddComponent<Image>();
bImg.color = new Color(1f, 1f, 1f, 0.1f);
border.transform.SetAsFirstSibling();
return panel;
}
private float _currentHp;
private float _currentEnergy;
private void Update()
{
if (_hpBarFill != null && _currentData != null)
{
_currentHp = Mathf.Lerp(_currentHp, _currentData.hp, Time.deltaTime * 5f);
float hpPercent = _currentHp / 100f;
_hpBarFill.rectTransform.anchorMax = new Vector2(hpPercent, 1);
_hpBarFill.color = Color.Lerp(hpLowColor, hpHighColor, hpPercent);
}
if (_energyBarFill != null && _currentData != null)
{
_currentEnergy = Mathf.Lerp(_currentEnergy, _currentData.energy, Time.deltaTime * 5f);
float energyPercent = _currentEnergy / 100f;
_energyBarFill.rectTransform.anchorMax = new Vector2(energyPercent, 1);
_energyBarFill.color = Color.Lerp(energyLowColor, energyHighColor, energyPercent);
}
}
private TextMeshProUGUI CreateText(GameObject parent, string name, string text,
float fontSize, Color color, FontStyles style = FontStyles.Normal)
{
@@ -296,25 +330,11 @@ namespace TheIsland.UI
{
_currentData = data;
// Update HP
float hpPercent = data.hp / 100f;
if (_hpBarFill != null)
{
_hpBarFill.rectTransform.anchorMax = new Vector2(hpPercent, 1);
_hpBarFill.color = Color.Lerp(hpLowColor, hpHighColor, hpPercent);
}
if (_hpText != null)
{
_hpText.text = $"HP: {data.hp}";
}
// Update Energy
float energyPercent = data.energy / 100f;
if (_energyBarFill != null)
{
_energyBarFill.rectTransform.anchorMax = new Vector2(energyPercent, 1);
_energyBarFill.color = Color.Lerp(energyLowColor, energyHighColor, energyPercent);
}
if (_energyText != null)
{
_energyText.text = $"Energy: {data.energy}";

View File

@@ -82,6 +82,14 @@ namespace TheIsland.Visual
private Vector3 _targetPosition;
private bool _isMoving;
private float _moveSpeed = 3f;
// UI Smoothing (Phase 19)
private float _currentHpPercent;
private float _currentEnergyPercent;
private float _currentMoodPercent;
private float _targetHpPercent;
private float _targetEnergyPercent;
private float _targetMoodPercent;
#endregion
#region Properties
@@ -157,6 +165,35 @@ namespace TheIsland.Visual
pos.y = 1f + _bobOffset;
_spriteRenderer.transform.localPosition = pos;
}
// Phase 19: Smooth UI Bar Transitions
UpdateSmoothBars();
}
private void UpdateSmoothBars()
{
float lerpSpeed = 5f * Time.deltaTime;
if (_hpBarFill != null)
{
_currentHpPercent = Mathf.Lerp(_currentHpPercent, _targetHpPercent, lerpSpeed);
_hpBarFill.rectTransform.anchorMax = new Vector2(_currentHpPercent, 1);
_hpBarFill.color = Color.Lerp(hpLowColor, hpHighColor, _currentHpPercent);
}
if (_energyBarFill != null)
{
_currentEnergyPercent = Mathf.Lerp(_currentEnergyPercent, _targetEnergyPercent, lerpSpeed);
_energyBarFill.rectTransform.anchorMax = new Vector2(_currentEnergyPercent, 1);
_energyBarFill.color = Color.Lerp(energyLowColor, energyHighColor, _currentEnergyPercent);
}
if (_moodBarFill != null)
{
_currentMoodPercent = Mathf.Lerp(_currentMoodPercent, _targetMoodPercent, lerpSpeed);
_moodBarFill.rectTransform.anchorMax = new Vector2(_currentMoodPercent, 1);
_moodBarFill.color = GetMoodColor(_currentData?.mood_state ?? "neutral");
}
}
// Trigger a jump animation (to be called by events)
@@ -218,7 +255,10 @@ namespace TheIsland.Visual
_currentData = data;
gameObject.name = $"Agent_{data.id}_{data.name}";
// Apply unique color based on agent ID
// Loading premium assets (Phase 19)
TryLoadPremiumSprite(data.id);
// Apply unique color based on agent ID (as fallback/tint)
ApplyAgentColor(data.id);
// Set UI text
@@ -229,6 +269,45 @@ namespace TheIsland.Visual
Debug.Log($"[AgentVisual] Initialized: {data.name}");
}
private void TryLoadPremiumSprite(int id)
{
// Load the collection texture from Assets
// Note: In a real build, we'd use Resources.Load or Addressables.
// For this environment, we'll try to find it in the path or use a static reference.
// Since we can't easily use Resources.Load at runtime for arbitrary paths,
// we'll implement a simple runtime texture loader if needed, or assume it's assigned to a manager.
// For now, let's assume the texture is assigned or loaded.
// I'll add a static reference to the collection texture in NetworkManager or AgentVisual.
if (characterSprite != null) return; // Already has a sprite
StartCoroutine(LoadSpriteCoroutine(id));
}
private IEnumerator LoadSpriteCoroutine(int id)
{
// This is a simplified runtime loader for the demonstration
string path = Application.dataPath + "/Sprites/Characters.png";
if (!System.IO.File.Exists(path)) yield break;
byte[] fileData = System.IO.File.ReadAllBytes(path);
Texture2D tex = new Texture2D(2, 2);
tex.LoadImage(fileData);
// Slice the 1x3 collection (3 characters in a row)
int charIndex = id % 3;
float charWidth = tex.width / 3f;
Rect rect = new Rect(charIndex * charWidth, 0, charWidth, tex.height);
characterSprite = Sprite.Create(tex, rect, new Vector2(0.5f, 0.5f), 100f);
if (_spriteRenderer != null)
{
_spriteRenderer.sprite = characterSprite;
_spriteRenderer.color = Color.white;
}
}
private void ApplyAgentColor(int agentId)
{
// Generate unique color per agent
@@ -702,28 +781,23 @@ namespace TheIsland.Visual
rect.anchoredPosition = Vector2.zero;
var bg = panel.AddComponent<Image>();
bg.sprite = CreateRoundedRectSprite(32, 32, 8);
bg.sprite = CreateRoundedRectSprite(32, 32, 12);
bg.type = Image.Type.Sliced;
bg.color = new Color(0.1f, 0.12f, 0.18f, 0.6f); // Lower alpha for glass effect
bg.color = new Color(0.05f, 0.08f, 0.15f, 0.45f); // Darker, more transparent glass
// Add subtle border
// Add inner glow border (Phase 19)
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();
borderRect.offsetMin = new Vector2(1, 1);
borderRect.offsetMax = new Vector2(-1, -1);
var borderImg = borderObj.AddComponent<Image>();
borderImg.sprite = CreateRoundedRectSprite(32, 32, 8);
borderImg.sprite = CreateRoundedRectSprite(32, 32, 12);
borderImg.type = Image.Type.Sliced;
borderImg.color = new Color(0.3f, 0.35f, 0.45f, 0.5f);
borderImg.color = new Color(1f, 1f, 1f, 0.15f); // Subtle highlight
return panel;
}
@@ -918,38 +992,21 @@ namespace TheIsland.Visual
{
_currentData = data;
// Update HP bar
float hpPercent = data.hp / 100f;
if (_hpBarFill != null)
{
_hpBarFill.rectTransform.anchorMax = new Vector2(hpPercent, 1);
_hpBarFill.color = Color.Lerp(hpLowColor, hpHighColor, hpPercent);
}
// Set targets for smooth lerping (Phase 19)
_targetHpPercent = data.hp / 100f;
_targetEnergyPercent = data.energy / 100f;
_targetMoodPercent = data.mood / 100f;
if (_hpText != null)
{
_hpText.text = $"HP: {data.hp}";
}
// Update Energy bar
float energyPercent = data.energy / 100f;
if (_energyBarFill != null)
{
_energyBarFill.rectTransform.anchorMax = new Vector2(energyPercent, 1);
_energyBarFill.color = Color.Lerp(energyLowColor, energyHighColor, energyPercent);
}
if (_energyText != null)
{
_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);
}
// Check for mood change (Visual Expression)
if (_moodState != data.mood_state)
{

View File

@@ -86,6 +86,7 @@ namespace TheIsland.Visual
}
_instance = this;
LoadEnvironmentTexture();
_mainCamera = Camera.main;
CreateEnvironment();
}
@@ -103,6 +104,12 @@ namespace TheIsland.Visual
// Set initial sky
UpdateSkyColors();
// Phase 19: Add Visual Effects Manager
if (FindObjectOfType<VisualEffectsManager>() == null)
{
new GameObject("VisualEffectsManager").AddComponent<VisualEffectsManager>();
}
}
private void Update()
@@ -116,11 +123,58 @@ namespace TheIsland.Visual
UpdateSkyMaterial();
}
// Phase 19: Cinematic Lighting
AnimateLighting();
// Animate environment (Water & Trees)
AnimateEnvironment();
AnimateClouds();
}
private void AnimateLighting()
{
if (_mainLight == null) return;
// Simple 120s cycle for demonstration (30s per phase)
float cycleDuration = 120f;
float t = (Time.time % cycleDuration) / cycleDuration;
// t: 0=Dawn, 0.25=Noon, 0.5=Dusk, 0.75=Midnight
float intensity = 1f;
Color lightColor = Color.white;
if (t < 0.2f) // Dawn
{
float p = t / 0.2f;
intensity = Mathf.Lerp(0.5f, 1.2f, p);
lightColor = Color.Lerp(new Color(1f, 0.6f, 0.4f), Color.white, p);
}
else if (t < 0.5f) // Day
{
intensity = 1.2f;
lightColor = Color.white;
}
else if (t < 0.7f) // Dusk
{
float p = (t - 0.5f) / 0.2f;
intensity = Mathf.Lerp(1.2f, 0.4f, p);
lightColor = Color.Lerp(Color.white, new Color(1f, 0.4f, 0.2f), p);
}
else // Night
{
float p = (t - 0.7f) / 0.3f;
intensity = Mathf.Lerp(0.4f, 0.2f, p);
lightColor = new Color(0.4f, 0.5f, 1f); // Moonlight
}
_mainLight.intensity = intensity;
_mainLight.color = lightColor;
// Rotate sun
float sunAngle = t * 360f - 90f;
_mainLight.transform.rotation = Quaternion.Euler(sunAngle, -30f, 0);
}
private void OnDestroy()
{
var network = NetworkManager.Instance;
@@ -338,11 +392,14 @@ namespace TheIsland.Visual
for (int x = 0; x < size; x++)
{
float t = (float)y / size;
Color baseColor = Color.Lerp(waterShallowColor, waterDeepColor, t);
// Add some noise to the base color
float n = Mathf.PerlinNoise(x * 0.05f, y * 0.05f) * 0.1f;
Color baseColor = Color.Lerp(waterShallowColor, waterDeepColor, t + n);
// Add wave highlights
float wave = Mathf.Sin(x * 0.2f + y * 0.1f) * 0.5f + 0.5f;
baseColor = Color.Lerp(baseColor, Color.white, wave * 0.1f);
// Add caustic-like highlights
float wave1 = Mathf.Sin(x * 0.15f + y * 0.05f + Time.time * 0.2f) * 0.5f + 0.5f;
float wave2 = Mathf.Cos(x * 0.08f - y * 0.12f + Time.time * 0.15f) * 0.5f + 0.5f;
baseColor = Color.Lerp(baseColor, Color.white, (wave1 * wave2) * 0.15f);
tex.SetPixel(x, y, baseColor);
}
@@ -356,8 +413,11 @@ namespace TheIsland.Visual
if (_waterMaterial == null) return;
// Simple UV scrolling for wave effect
float offset = Time.time * waveSpeed * 0.1f;
_waterMaterial.mainTextureOffset = new Vector2(offset, offset * 0.5f);
float offset = Time.time * waveSpeed * 0.05f;
_waterMaterial.mainTextureOffset = new Vector2(offset, offset * 0.3f);
// Periodically update texture for dynamic caustic effect (expensive but looks premium)
// Or just use the original UV scrolling if performance is an issue.
}
private void CreateLighting()
@@ -414,8 +474,27 @@ namespace TheIsland.Visual
trunkSprite.transform.localScale = new Vector3(scale * 0.5f, scale, 1);
}
private Texture2D _envTexture;
private void LoadEnvironmentTexture()
{
string path = Application.dataPath + "/Sprites/Environment.png";
if (System.IO.File.Exists(path))
{
byte[] data = System.IO.File.ReadAllBytes(path);
_envTexture = new Texture2D(2, 2);
_envTexture.LoadImage(data);
}
}
private Sprite CreateTreeSprite()
{
if (_envTexture != null)
{
// Slice palm tree (Assuming it's in the top-left quadrant of the collection)
return Sprite.Create(_envTexture, new Rect(0, _envTexture.height / 2f, _envTexture.width / 2f, _envTexture.height / 2f), new Vector2(0.5f, 0f), 100f);
}
int width = 64;
int height = 128;
Texture2D tex = new Texture2D(width, height);
@@ -530,6 +609,12 @@ namespace TheIsland.Visual
private Sprite CreateRockSprite()
{
if (_envTexture != null)
{
// 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)

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@@ -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;
}
}
}
}

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