feat: Phase 8 - VFX 和 AI 打赏反应系统
- Unity: 添加 VFXManager 实现金币雨和爱心爆炸特效 - Unity: NetworkManager 支持 GiftEffect 事件 - Unity: AgentVisual 支持自定义时长的 SpeechBubble - Backend: LLMService 支持生成个性化感谢语 - Backend: Engine 统一处理礼物逻辑 (handle_gift) - Backend: TwitchBot 接入新的礼物处理流程
This commit is contained in:
@@ -948,11 +948,17 @@ class GameEngine:
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# Use the existing process_comment method to handle commands
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await self.process_comment(user, text)
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async def process_bits(self, user: str, amount: int) -> None:
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"""Process Twitch bits and convert to game gold."""
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# 1 Bit = 1 Gold conversion rate
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gold_added = amount
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async def handle_gift(self, user: str, amount: int, gift_type: str = "bits") -> None:
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"""
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Handle a gift/donation (bits, subscription, or test).
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Args:
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user: Name of the donor
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amount: Value of the gift
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gift_type: Type of gift (bits, test, etc.)
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"""
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# 1. Add gold to user
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gold_added = amount
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with get_db_session() as db:
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user_obj = self._get_or_create_user(db, user)
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user_obj.gold += gold_added
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@@ -960,14 +966,38 @@ class GameEngine:
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await self._broadcast_event(EventType.USER_UPDATE, {
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"user": user,
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"gold": user_obj.gold,
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"message": f"{user} received {gold_added} gold from {amount} bits!"
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"message": f"{user} received {gold_added} gold!"
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})
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# Also broadcast a special bits event for UI effects
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await self._broadcast_event("bits_received", {
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"user": user,
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"bits": amount,
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"gold": gold_added
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})
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logger.info(f"Processed bits: {user} -> {amount} bits -> {gold_added} gold")
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# Check for alive agents for reaction
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alive_agents = db.query(Agent).filter(Agent.status == "Alive").all()
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agent = random.choice(alive_agents) if alive_agents else None
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# Extract data immediately to avoid DetachedInstanceError after session closes
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agent_name = agent.name if agent else "Survivor"
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agent_personality = agent.personality if agent else "friendly"
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# 2. Generate AI gratitude
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gratitude = await llm_service.generate_gratitude(
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user=user,
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amount=amount,
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agent_name=agent_name,
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agent_personality=agent_personality,
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gift_name=gift_type
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)
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# 3. Broadcast gift effect to Unity
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await self._broadcast_event("gift_effect", {
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"user": user,
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"gift_type": gift_type,
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"value": amount,
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"message": f"{user} sent {amount} {gift_type}!",
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"agent_name": agent_name if agent else None,
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"gratitude": gratitude,
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"duration": 8.0
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})
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logger.info(f"Processed gift: {user} -> {amount} {gift_type} (Gratitude: {gratitude})")
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async def process_bits(self, user: str, amount: int) -> None:
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"""Deprecated: Use handle_gift instead."""
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await self.handle_gift(user, amount, "bits")
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@@ -56,6 +56,24 @@ MOCK_REACTIONS = {
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"My stomach is eating itself...",
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"Is this how it ends? Starving on a beach?",
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],
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"gratitude_arrogant": [
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"Finally! A worthy tribute! {user}, you understand greatness!",
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"About time someone recognized my value! Thanks, {user}!",
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"Hmph, {user} knows quality when they see it. Much appreciated!",
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"A gift for ME? Well, obviously. Thank you, {user}!",
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],
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"gratitude_humble": [
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"Oh my gosh, {user}! You're too kind! Thank you so much!",
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"Wow, {user}, I don't deserve this! You're amazing!",
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"*tears up* {user}... this means the world to me!",
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"Thank you, thank you {user}! You're the best!",
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],
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"gratitude_neutral": [
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"Hey, thanks {user}! That's really generous of you!",
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"Wow, {user}! Thank you so much for the support!",
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"Appreciate it, {user}! You're awesome!",
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"{user}, you're a legend! Thank you!",
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],
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}
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# Default model configuration
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@@ -461,6 +479,92 @@ class LLMService:
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logger.error(f"LLM API error for social interaction: {e}")
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return f"{initiator_name}: ...\n{target_name}: ..."
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async def generate_gratitude(
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self,
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user: str,
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amount: int,
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agent_name: str = "Survivor",
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agent_personality: str = "friendly",
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gift_name: str = "bits"
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) -> str:
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"""
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Generate a special gratitude response for donations/gifts.
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Args:
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user: Name of the user who gave the gift
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amount: Amount of the gift
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agent_name: Name of the agent (optional)
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agent_personality: Personality of the agent (optional)
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gift_name: Type of gift (bits, subscription, etc.)
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Returns:
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An excited, grateful response from the agent
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"""
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personality = agent_personality.lower() if agent_personality else "friendly"
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if self._mock_mode:
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if "arrogant" in personality or "proud" in personality:
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responses = MOCK_REACTIONS.get("gratitude_arrogant", [])
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elif "humble" in personality or "shy" in personality or "kind" in personality:
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responses = MOCK_REACTIONS.get("gratitude_humble", [])
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else:
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responses = MOCK_REACTIONS.get("gratitude_neutral", [])
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if responses:
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return random.choice(responses).format(user=user, amount=amount)
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return f"Thank you so much, {user}! You're amazing!"
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try:
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# Customize tone based on personality
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if "arrogant" in personality or "proud" in personality:
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tone_instruction = (
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"You are somewhat arrogant but still grateful. "
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"React with confident excitement, like 'Finally, a worthy tribute!' "
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"but still thank them."
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)
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elif "humble" in personality or "shy" in personality:
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tone_instruction = (
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"You are humble and easily moved. "
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"React with overwhelming gratitude, maybe even get teary-eyed."
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)
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else:
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tone_instruction = (
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"React with genuine excitement and gratitude."
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)
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system_prompt = (
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f"You are {agent_name}, a survivor on a deserted island. "
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f"Personality: {personality if personality else 'friendly'}. "
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f"A wealthy patron named {user} just gave you {amount} {gift_name}! "
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f"{tone_instruction} "
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f"Respond with extreme excitement and gratitude (max 15 words). "
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f"Keep it fun and energetic!"
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)
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kwargs = {
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"model": self._model,
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"messages": [
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{"role": "system", "content": system_prompt},
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{"role": "user", "content": f"{user} just gave you {amount} {gift_name}! React!"}
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],
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"max_tokens": 40,
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"temperature": 0.95,
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}
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if self._api_base:
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kwargs["api_base"] = self._api_base
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if self._api_key and not self._api_key_header:
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kwargs["api_key"] = self._api_key
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if self._extra_headers:
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kwargs["extra_headers"] = self._extra_headers
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response = await self._acompletion(**kwargs)
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return response.choices[0].message.content.strip()
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except Exception as e:
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logger.error(f"LLM API error for gratitude: {e}")
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return f"Wow, thank you so much {user}! You're amazing!"
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# Global instance for easy import
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llm_service = LLMService()
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@@ -140,6 +140,13 @@ async def websocket_endpoint(websocket: WebSocket):
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text = message.payload.get("message", "")
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await engine.process_comment(user, text)
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# Handle test gift action
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elif message.action == "test_gift":
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user = message.payload.get("user", "TestUser")
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bits = int(message.payload.get("bits", 100))
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# Trigger handle_gift in engine
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await engine.handle_gift(user, bits, "bits")
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except WebSocketDisconnect:
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manager.disconnect(websocket)
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except Exception as e:
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@@ -7,6 +7,7 @@ Compatible with twitchio 2.x (IRC-based)
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import os
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import logging
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import random
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from typing import TYPE_CHECKING
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from twitchio.ext import commands
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@@ -83,20 +84,19 @@ class TwitchBot(commands.Bot):
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if hasattr(message, 'tags') and message.tags:
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bits = message.tags.get('bits')
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if bits:
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try:
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bits_amount = int(bits)
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logger.info(f"Received {bits_amount} bits from {username}")
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await self._game_engine.process_bits(username, bits_amount)
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await self._handle_bits(username, int(bits))
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# Send special gift effect to Unity
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await self._game_engine._broadcast_event("gift_effect", {
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"type": "gift_effect",
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"user": username,
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"value": bits_amount,
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"message": f"{username} cheered {bits_amount} bits!"
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})
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except (ValueError, TypeError) as e:
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logger.error(f"Error parsing bits amount: {e}")
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async def _handle_bits(self, username: str, bits_amount: int):
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"""
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Handle bits donation.
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Delegates to game engine's unified gift handling.
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"""
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try:
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logger.info(f"Received {bits_amount} bits from {username}")
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await self._game_engine.handle_gift(username, bits_amount, "bits")
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except Exception as e:
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logger.error(f"Error handling bits: {e}")
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async def event_command_error(self, context, error):
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"""Called when a command error occurs."""
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@@ -110,3 +110,4 @@ class TwitchBot(commands.Bot):
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logger.error(f"Twitch bot error: {error}")
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if data:
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logger.debug(f"Error data: {data}")
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File diff suppressed because one or more lines are too long
@@ -922,9 +922,15 @@ namespace TheIsland.Visual
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#region Speech
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public void ShowSpeech(string text)
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{
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ShowSpeech(text, speechDuration);
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}
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public void ShowSpeech(string text, float duration)
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{
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if (_speechBubble == null || !IsAlive) return;
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_speechBubble.DisplayDuration = duration;
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_speechBubble.Setup(text);
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Debug.Log($"[AgentVisual] {_currentData?.name} says: \"{text}\"");
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}
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@@ -152,6 +152,7 @@ namespace TheIsland.Core
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network.OnTalk += HandleTalk;
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network.OnRevive += HandleRevive;
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network.OnSocialInteraction += HandleSocialInteraction;
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network.OnGiftEffect += HandleGiftEffect; // Phase 8
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}
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private void UnsubscribeFromNetworkEvents()
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@@ -178,6 +179,7 @@ namespace TheIsland.Core
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network.OnTalk -= HandleTalk;
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network.OnRevive -= HandleRevive;
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network.OnSocialInteraction -= HandleSocialInteraction;
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network.OnGiftEffect -= HandleGiftEffect; // Phase 8
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}
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#endregion
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@@ -485,6 +487,54 @@ namespace TheIsland.Core
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initiatorUI.ShowSpeech(data.dialogue);
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}
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}
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/// <summary>
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/// Handle gift effect event (Twitch bits, subscriptions).
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/// Plays VFX and shows gratitude speech.
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/// </summary>
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private void HandleGiftEffect(GiftEffectData data)
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{
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Debug.Log($"[GameManager] Gift: {data.user} sent {data.value} {data.gift_type}");
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// Find target agent position for VFX
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Vector3 effectPosition = Vector3.zero;
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int agentId = GetAgentIdByName(data.agent_name);
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if (agentId >= 0 && _agentVisuals.TryGetValue(agentId, out AgentVisual agentVisual))
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{
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effectPosition = agentVisual.transform.position;
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// Show gratitude speech with extended duration
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if (!string.IsNullOrEmpty(data.gratitude))
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{
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float duration = data.duration > 0 ? data.duration : 8f;
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agentVisual.ShowSpeech(data.gratitude, duration);
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}
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}
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else if (agentId >= 0 && _agentUIs.TryGetValue(agentId, out AgentUI agentUI))
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{
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effectPosition = agentUI.transform.position;
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if (!string.IsNullOrEmpty(data.gratitude))
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{
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agentUI.ShowSpeech(data.gratitude);
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}
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}
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else
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{
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// Default to center if no agent found
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effectPosition = new Vector3(0, 1, 0);
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}
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// Play VFX
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if (VFXManager.Instance != null)
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{
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VFXManager.Instance.PlayEffect(data.gift_type, effectPosition);
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}
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// Show notification
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ShowNotification(data.message);
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}
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#endregion
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#region Agent Management
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@@ -240,6 +240,21 @@ namespace TheIsland.Models
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public string dialogue;
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}
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/// <summary>
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/// Gift effect event data (Twitch bits, subscriptions, etc.).
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/// </summary>
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[Serializable]
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public class GiftEffectData
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{
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public string user;
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public string gift_type; // "bits", "heart", "sub"
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public int value;
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public string message;
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public string agent_name; // Target agent for the effect
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public string gratitude; // AI-generated thank you message
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public float duration; // How long to show the speech bubble (default 8s)
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}
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/// <summary>
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/// Client message structure for sending to server.
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/// </summary>
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@@ -293,5 +308,8 @@ namespace TheIsland.Models
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public const string SOCIAL_INTERACTION = "social_interaction";
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public const string RELATIONSHIP_CHANGE = "relationship_change";
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public const string AUTO_REVIVE = "auto_revive";
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// Gift/Donation system (Phase 8)
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public const string GIFT_EFFECT = "gift_effect";
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}
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}
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@@ -67,6 +67,7 @@ namespace TheIsland.Network
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public event Action<ReviveEventData> OnRevive;
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public event Action<SocialInteractionData> OnSocialInteraction;
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public event Action<WorldStateData> OnWorldUpdate;
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public event Action<GiftEffectData> OnGiftEffect; // Phase 8: Gift/Donation effects
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#endregion
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#region Private Fields
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@@ -343,6 +344,11 @@ namespace TheIsland.Network
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OnSocialInteraction?.Invoke(socialData);
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break;
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case EventTypes.GIFT_EFFECT:
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var giftData = JsonUtility.FromJson<GiftEffectData>(dataJson);
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OnGiftEffect?.Invoke(giftData);
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break;
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case EventTypes.COMMENT:
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// Comments can be logged but typically not displayed in 3D
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Debug.Log($"[Chat] {json}");
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317
unity-client/Assets/Scripts/Visual/VFXManager.cs
Normal file
317
unity-client/Assets/Scripts/Visual/VFXManager.cs
Normal file
@@ -0,0 +1,317 @@
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using UnityEngine;
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namespace TheIsland.Visual
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{
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/// <summary>
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/// Singleton VFX Manager for handling particle effects.
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/// Creates procedural particle systems for gift effects.
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/// </summary>
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public class VFXManager : MonoBehaviour
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{
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#region Singleton
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private static VFXManager _instance;
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public static VFXManager Instance
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{
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get
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{
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if (_instance == null)
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{
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_instance = FindFirstObjectByType<VFXManager>();
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if (_instance == null)
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{
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var go = new GameObject("VFXManager");
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_instance = go.AddComponent<VFXManager>();
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}
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}
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return _instance;
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}
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}
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#endregion
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#region Settings
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[Header("Gold Rain Settings")]
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[SerializeField] private Color goldColor = new Color(1f, 0.84f, 0f); // Gold
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[SerializeField] private int goldParticleCount = 50;
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[SerializeField] private float goldDuration = 2f;
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[Header("Heart Explosion Settings")]
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[SerializeField] private Color heartColor = new Color(1f, 0.2f, 0.3f); // Red/Pink
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[SerializeField] private int heartParticleCount = 30;
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[SerializeField] private float heartDuration = 1.5f;
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[Header("General Settings")]
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[SerializeField] private float effectScale = 1f;
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#endregion
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#region Unity Lifecycle
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private void Awake()
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{
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if (_instance != null && _instance != this)
|
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{
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Destroy(gameObject);
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return;
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}
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_instance = this;
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}
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#endregion
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#region Public Methods
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/// <summary>
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/// Play gold coin rain effect at position.
|
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/// Used for Bits donations.
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/// </summary>
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public void PlayGoldRain(Vector3 position)
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{
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Debug.Log($"[VFXManager] Playing Gold Rain at {position}");
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var ps = CreateGoldRainSystem(position);
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ps.Play();
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Destroy(ps.gameObject, goldDuration + 0.5f);
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}
|
||||
|
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/// <summary>
|
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/// Play heart explosion effect at position.
|
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/// Used for subscription/heart gifts.
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/// </summary>
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public void PlayHeartExplosion(Vector3 position)
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{
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Debug.Log($"[VFXManager] Playing Heart Explosion at {position}");
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var ps = CreateHeartExplosionSystem(position);
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ps.Play();
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Destroy(ps.gameObject, heartDuration + 0.5f);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Play an effect by type name.
|
||||
/// </summary>
|
||||
public void PlayEffect(string effectType, Vector3 position)
|
||||
{
|
||||
switch (effectType.ToLower())
|
||||
{
|
||||
case "bits":
|
||||
case "gold":
|
||||
case "goldrain":
|
||||
PlayGoldRain(position);
|
||||
break;
|
||||
case "heart":
|
||||
case "hearts":
|
||||
case "sub":
|
||||
case "subscription":
|
||||
PlayHeartExplosion(position);
|
||||
break;
|
||||
default:
|
||||
// Default to gold rain
|
||||
PlayGoldRain(position);
|
||||
break;
|
||||
}
|
||||
}
|
||||
#endregion
|
||||
|
||||
#region Particle System Creation
|
||||
/// <summary>
|
||||
/// Create a procedural gold coin rain particle system.
|
||||
/// </summary>
|
||||
private ParticleSystem CreateGoldRainSystem(Vector3 position)
|
||||
{
|
||||
GameObject go = new GameObject("GoldRain_VFX");
|
||||
go.transform.position = position + Vector3.up * 3f; // Start above
|
||||
|
||||
ParticleSystem ps = go.AddComponent<ParticleSystem>();
|
||||
var main = ps.main;
|
||||
main.loop = false;
|
||||
main.duration = goldDuration;
|
||||
main.startLifetime = 1.5f;
|
||||
main.startSpeed = 2f;
|
||||
main.startSize = 0.15f * effectScale;
|
||||
main.startColor = goldColor;
|
||||
main.gravityModifier = 1f;
|
||||
main.maxParticles = goldParticleCount;
|
||||
main.simulationSpace = ParticleSystemSimulationSpace.World;
|
||||
|
||||
// Emission - burst at start
|
||||
var emission = ps.emission;
|
||||
emission.enabled = true;
|
||||
emission.rateOverTime = 0;
|
||||
emission.SetBursts(new ParticleSystem.Burst[]
|
||||
{
|
||||
new ParticleSystem.Burst(0f, goldParticleCount)
|
||||
});
|
||||
|
||||
// Shape - spread from point
|
||||
var shape = ps.shape;
|
||||
shape.enabled = true;
|
||||
shape.shapeType = ParticleSystemShapeType.Circle;
|
||||
shape.radius = 1f * effectScale;
|
||||
|
||||
// Size over lifetime - shrink slightly
|
||||
var sizeOverLifetime = ps.sizeOverLifetime;
|
||||
sizeOverLifetime.enabled = true;
|
||||
AnimationCurve sizeCurve = new AnimationCurve();
|
||||
sizeCurve.AddKey(0f, 1f);
|
||||
sizeCurve.AddKey(1f, 0.5f);
|
||||
sizeOverLifetime.size = new ParticleSystem.MinMaxCurve(1f, sizeCurve);
|
||||
|
||||
// Color over lifetime - fade out
|
||||
var colorOverLifetime = ps.colorOverLifetime;
|
||||
colorOverLifetime.enabled = true;
|
||||
Gradient gradient = new Gradient();
|
||||
gradient.SetKeys(
|
||||
new GradientColorKey[] {
|
||||
new GradientColorKey(goldColor, 0f),
|
||||
new GradientColorKey(goldColor, 0.7f)
|
||||
},
|
||||
new GradientAlphaKey[] {
|
||||
new GradientAlphaKey(1f, 0f),
|
||||
new GradientAlphaKey(1f, 0.5f),
|
||||
new GradientAlphaKey(0f, 1f)
|
||||
}
|
||||
);
|
||||
colorOverLifetime.color = gradient;
|
||||
|
||||
// Rotation - spin
|
||||
var rotationOverLifetime = ps.rotationOverLifetime;
|
||||
rotationOverLifetime.enabled = true;
|
||||
rotationOverLifetime.z = new ParticleSystem.MinMaxCurve(-180f, 180f);
|
||||
|
||||
// Renderer - use default sprite
|
||||
var renderer = go.GetComponent<ParticleSystemRenderer>();
|
||||
renderer.renderMode = ParticleSystemRenderMode.Billboard;
|
||||
renderer.material = CreateParticleMaterial(goldColor);
|
||||
|
||||
return ps;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Create a procedural heart explosion particle system.
|
||||
/// </summary>
|
||||
private ParticleSystem CreateHeartExplosionSystem(Vector3 position)
|
||||
{
|
||||
GameObject go = new GameObject("HeartExplosion_VFX");
|
||||
go.transform.position = position + Vector3.up * 1.5f;
|
||||
|
||||
ParticleSystem ps = go.AddComponent<ParticleSystem>();
|
||||
var main = ps.main;
|
||||
main.loop = false;
|
||||
main.duration = heartDuration;
|
||||
main.startLifetime = 1.2f;
|
||||
main.startSpeed = new ParticleSystem.MinMaxCurve(3f, 5f);
|
||||
main.startSize = 0.2f * effectScale;
|
||||
main.startColor = heartColor;
|
||||
main.gravityModifier = -0.3f; // Float up slightly
|
||||
main.maxParticles = heartParticleCount;
|
||||
main.simulationSpace = ParticleSystemSimulationSpace.World;
|
||||
|
||||
// Emission - burst at start
|
||||
var emission = ps.emission;
|
||||
emission.enabled = true;
|
||||
emission.rateOverTime = 0;
|
||||
emission.SetBursts(new ParticleSystem.Burst[]
|
||||
{
|
||||
new ParticleSystem.Burst(0f, heartParticleCount)
|
||||
});
|
||||
|
||||
// Shape - explode outwards from sphere
|
||||
var shape = ps.shape;
|
||||
shape.enabled = true;
|
||||
shape.shapeType = ParticleSystemShapeType.Sphere;
|
||||
shape.radius = 0.3f * effectScale;
|
||||
|
||||
// Size over lifetime - grow then shrink
|
||||
var sizeOverLifetime = ps.sizeOverLifetime;
|
||||
sizeOverLifetime.enabled = true;
|
||||
AnimationCurve sizeCurve = new AnimationCurve();
|
||||
sizeCurve.AddKey(0f, 0.5f);
|
||||
sizeCurve.AddKey(0.3f, 1.2f);
|
||||
sizeCurve.AddKey(1f, 0.2f);
|
||||
sizeOverLifetime.size = new ParticleSystem.MinMaxCurve(1f, sizeCurve);
|
||||
|
||||
// Color over lifetime - vibrant to fade
|
||||
var colorOverLifetime = ps.colorOverLifetime;
|
||||
colorOverLifetime.enabled = true;
|
||||
Gradient gradient = new Gradient();
|
||||
gradient.SetKeys(
|
||||
new GradientColorKey[] {
|
||||
new GradientColorKey(heartColor, 0f),
|
||||
new GradientColorKey(new Color(1f, 0.5f, 0.6f), 0.5f),
|
||||
new GradientColorKey(heartColor, 1f)
|
||||
},
|
||||
new GradientAlphaKey[] {
|
||||
new GradientAlphaKey(1f, 0f),
|
||||
new GradientAlphaKey(1f, 0.4f),
|
||||
new GradientAlphaKey(0f, 1f)
|
||||
}
|
||||
);
|
||||
colorOverLifetime.color = gradient;
|
||||
|
||||
// Rotation - gentle spin
|
||||
var rotationOverLifetime = ps.rotationOverLifetime;
|
||||
rotationOverLifetime.enabled = true;
|
||||
rotationOverLifetime.z = new ParticleSystem.MinMaxCurve(-90f, 90f);
|
||||
|
||||
// Renderer
|
||||
var renderer = go.GetComponent<ParticleSystemRenderer>();
|
||||
renderer.renderMode = ParticleSystemRenderMode.Billboard;
|
||||
renderer.material = CreateParticleMaterial(heartColor);
|
||||
|
||||
return ps;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Create a simple additive particle material.
|
||||
/// </summary>
|
||||
private Material CreateParticleMaterial(Color color)
|
||||
{
|
||||
// Use a built-in shader that works well for particles
|
||||
Shader shader = Shader.Find("Particles/Standard Unlit");
|
||||
if (shader == null)
|
||||
{
|
||||
shader = Shader.Find("Unlit/Color");
|
||||
}
|
||||
|
||||
Material mat = new Material(shader);
|
||||
mat.color = color;
|
||||
|
||||
// Enable additive blending for glow effect
|
||||
if (shader.name.Contains("Particles"))
|
||||
{
|
||||
mat.SetFloat("_Mode", 2); // Additive
|
||||
mat.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.SrcAlpha);
|
||||
mat.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.One);
|
||||
}
|
||||
|
||||
// Use default particle texture
|
||||
Texture2D particleTex = CreateDefaultParticleTexture();
|
||||
mat.mainTexture = particleTex;
|
||||
|
||||
return mat;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Create a simple circular particle texture procedurally.
|
||||
/// </summary>
|
||||
private Texture2D CreateDefaultParticleTexture()
|
||||
{
|
||||
int size = 32;
|
||||
Texture2D tex = new Texture2D(size, size, TextureFormat.RGBA32, false);
|
||||
Color[] pixels = new Color[size * size];
|
||||
|
||||
float center = size / 2f;
|
||||
float radius = size / 2f - 1;
|
||||
|
||||
for (int y = 0; y < size; y++)
|
||||
{
|
||||
for (int x = 0; x < size; x++)
|
||||
{
|
||||
float dist = Vector2.Distance(new Vector2(x, y), new Vector2(center, center));
|
||||
float alpha = Mathf.Clamp01(1f - (dist / radius));
|
||||
alpha = alpha * alpha; // Softer falloff
|
||||
pixels[y * size + x] = new Color(1f, 1f, 1f, alpha);
|
||||
}
|
||||
}
|
||||
|
||||
tex.SetPixels(pixels);
|
||||
tex.Apply();
|
||||
return tex;
|
||||
}
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
2
unity-client/Assets/Scripts/Visual/VFXManager.cs.meta
Normal file
2
unity-client/Assets/Scripts/Visual/VFXManager.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c07bfc9fddc8347ea826abf2adc4d44c
|
||||
@@ -487,6 +487,57 @@ Transform:
|
||||
m_Children: []
|
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m_Father: {fileID: 0}
|
||||
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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--- !u!1 &2108464767
|
||||
GameObject:
|
||||
m_ObjectHideFlags: 0
|
||||
m_CorrespondingSourceObject: {fileID: 0}
|
||||
m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
serializedVersion: 6
|
||||
m_Component:
|
||||
- component: {fileID: 2108464769}
|
||||
- component: {fileID: 2108464768}
|
||||
m_Layer: 0
|
||||
m_Name: VFXManager
|
||||
m_TagString: Untagged
|
||||
m_Icon: {fileID: 0}
|
||||
m_NavMeshLayer: 0
|
||||
m_StaticEditorFlags: 0
|
||||
m_IsActive: 1
|
||||
--- !u!114 &2108464768
|
||||
MonoBehaviour:
|
||||
m_ObjectHideFlags: 0
|
||||
m_CorrespondingSourceObject: {fileID: 0}
|
||||
m_PrefabInstance: {fileID: 0}
|
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 2108464767}
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m_Enabled: 1
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m_EditorHideFlags: 0
|
||||
m_Script: {fileID: 11500000, guid: c07bfc9fddc8347ea826abf2adc4d44c, type: 3}
|
||||
m_Name:
|
||||
m_EditorClassIdentifier: Assembly-CSharp::TheIsland.Visual.VFXManager
|
||||
goldColor: {r: 1, g: 0.84, b: 0, a: 1}
|
||||
goldParticleCount: 50
|
||||
goldDuration: 2
|
||||
heartColor: {r: 1, g: 0.2, b: 0.3, a: 1}
|
||||
heartParticleCount: 30
|
||||
heartDuration: 1.5
|
||||
effectScale: 1
|
||||
--- !u!4 &2108464769
|
||||
Transform:
|
||||
m_ObjectHideFlags: 0
|
||||
m_CorrespondingSourceObject: {fileID: 0}
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||||
m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 2108464767}
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serializedVersion: 2
|
||||
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
|
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m_LocalPosition: {x: 0, y: 0, z: 0}
|
||||
m_LocalScale: {x: 1, y: 1, z: 1}
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m_ConstrainProportionsScale: 0
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m_Children: []
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m_Father: {fileID: 0}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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--- !u!1660057539 &9223372036854775807
|
||||
SceneRoots:
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||||
m_ObjectHideFlags: 0
|
||||
@@ -497,3 +548,4 @@ SceneRoots:
|
||||
- {fileID: 851065944}
|
||||
- {fileID: 1562380643}
|
||||
- {fileID: 318018868}
|
||||
- {fileID: 2108464769}
|
||||
|
||||
Reference in New Issue
Block a user