feat: Implement NavMesh pathfinding and Deep Social visuals
- Phase 20-F: NavMesh Integration - Added 'com.unity.ai.navigation' package - Implemented Runtime NavMesh Baking in EnvironmentManager - Added NavMeshObstacle to environmental assets - Updated AgentVisual to use NavMeshAgent for movement - Implemented 'Instinctive Avoidance' via target offsetting - Phase 21: Social Interaction & Expressions - Added procedural Dance and Wave animations in AgentAnimator - Implemented 'Dance Party' triggering logic in engine.py and AgentVisual - Added social relationship syncing (Backend -> Frontend) - Implemented proximity-based social greetings (Heart emote + Wave) - Updated Models.cs to support relationship data parsing
This commit is contained in:
@@ -202,9 +202,31 @@ class GameEngine:
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"""Broadcast all agents' current status."""
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with get_db_session() as db:
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agents = db.query(Agent).all()
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agents_data = [agent.to_dict() for agent in agents]
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agents_data = []
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for agent in agents:
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data = agent.to_dict()
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# Phase 21-B: Inject relationships
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data["relationships"] = self._get_agent_relationships(db, agent.id)
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agents_data.append(data)
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await self._broadcast_event(EventType.AGENTS_UPDATE, {"agents": agents_data})
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def _get_agent_relationships(self, db, agent_id: int) -> list:
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"""Fetch significant relationships for an agent."""
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# Phase 21-B: Only send non-stranger relationships to save bandwidth
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rels = db.query(AgentRelationship).filter(
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AgentRelationship.agent_from_id == agent_id,
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AgentRelationship.relationship_type != "stranger"
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).all()
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results = []
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for r in rels:
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results.append({
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"target_id": r.agent_to_id,
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"type": r.relationship_type,
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"affection": r.affection
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})
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return results
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async def _broadcast_world_status(self) -> None:
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"""Broadcast world state."""
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with get_db_session() as db:
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@@ -719,11 +741,31 @@ class GameEngine:
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target_name = friend.name
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should_update = True
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# 3. Boredom / Wandering
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elif agent.current_action == "Idle" or agent.current_action is None:
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# Phase 21: Social Interaction (Group Dance)
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# If Happy (>80) and near others, chance to start dancing
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elif agent.mood > 80 and agent.current_action != "Dance":
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# Check for nearby agents (same location)
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nearby_count = 0
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for other in agents:
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if other.id != agent.id and other.status == "Alive" and other.location == agent.location:
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nearby_count += 1
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# Dance Party Trigger! (Need at least 1 friend, 10% chance)
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if nearby_count >= 1 and random.random() < 0.10:
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new_action = "Dance"
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# Keep location same
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new_location = agent.location
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should_update = True
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# 2. Idle Behavior (Default)
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elif agent.current_action not in ["Sleep", "Chat", "Dance"]:
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# Random chance to move nearby or chat
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if random.random() < 0.3:
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new_action = "Wander"
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new_location = "nearby"
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new_location = "nearby" # Will be randomized in Unity/GameManager mapping
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should_update = True
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elif random.random() < 0.1:
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new_action = "Idle"
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should_update = True
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# 4. Finish Tasks (Simulation)
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@@ -212,7 +212,7 @@ class LLMService:
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f"Personality: {agent.personality}. "
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f"Current Status: HP={agent.hp}, Energy={agent.energy}. "
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f"Shelter Status: {'Under shelter (safe from weather)' if agent.is_sheltered else 'Exposed (vulnerable to weather)'}. "
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f"You live on a survival island. "
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f"You are a land creature on a survival island. You have a natural instinct to stay on the dry sand and avoid the deep ocean. "
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f"Relevant Memories:\n{memory_context}\n"
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f"React to the following event briefly (under 20 words). "
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f"Respond in first person, as if speaking out loud."
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@@ -278,7 +278,7 @@ class LLMService:
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f"Personality: {agent.personality}. "
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f"Current Status: HP={agent.hp}, Energy={agent.energy}. "
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f"Shelter Status: {'Under shelter (protected)' if agent.is_sheltered else 'Exposed to elements'}. "
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f"You are stranded on a survival island. "
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f"You are a land creature stranded on a survival island beach. You feel safer on dry land than near the waves. "
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f"It is currently {time_of_day} and the weather is {weather}. "
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f"Say something brief (under 15 words) about your situation or thoughts. "
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f"Speak naturally, as if talking to yourself or nearby survivors."
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@@ -1,9 +1,12 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.AI;
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using UnityEngine.UI;
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using TMPro;
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using TheIsland.Models;
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using TheIsland.Network;
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using TheIsland.Core; // Added for VFXManager
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namespace TheIsland.Visual
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{
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@@ -65,6 +68,7 @@ namespace TheIsland.Visual
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private Billboard _uiBillboard;
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private Camera _mainCamera;
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private AgentAnimator _animator;
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private NavMeshAgent _navAgent; // Added NavMeshAgent
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#endregion
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#region State
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@@ -86,6 +90,9 @@ namespace TheIsland.Visual
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private GameObject _shadowObj;
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private SpriteRenderer _shadowRenderer;
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private float _footstepTimer;
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private float _lastEmoteTime;
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private float _lastMoveTime; // Added for NavMesh movement
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private float _lastFootstepTime; // Added for NavMesh movement
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// UI Smoothing (Phase 19)
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private float _currentHpPercent;
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@@ -94,6 +101,11 @@ namespace TheIsland.Visual
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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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// Phase 21-B: Social Visuals
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private float _socialCheckTimer;
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private Dictionary<int, RelationshipData> _relationships = new Dictionary<int, RelationshipData>();
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private Dictionary<int, float> _lastGreetingTimes = new Dictionary<int, float>(); // Cooldown per agent
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#endregion
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#region Properties
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@@ -112,6 +124,19 @@ namespace TheIsland.Visual
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_animator = GetComponent<AgentAnimator>();
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if (_animator == null) _animator = gameObject.AddComponent<AgentAnimator>();
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// Phase 20-F: NavMeshAgent
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_navAgent = GetComponent<NavMeshAgent>();
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if (_navAgent == null) _navAgent = gameObject.AddComponent<NavMeshAgent>();
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_navAgent.speed = _moveSpeed;
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_navAgent.acceleration = 12f;
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_navAgent.angularSpeed = 0f; // 2D Sprite, no rotation
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_navAgent.radius = 0.3f; // Small footprint
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_navAgent.height = 1.5f;
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_navAgent.updateRotation = false;
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_navAgent.updateUpAxis = true; // Use 3D physics (X-Z plane)
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_navAgent.obstacleAvoidanceType = ObstacleAvoidanceType.HighQualityObstacleAvoidance;
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CreateVisuals();
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CreateShadow();
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_lastPosition = transform.position;
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@@ -149,35 +174,70 @@ namespace TheIsland.Visual
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private void Update()
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{
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if (!IsAlive) return;
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if (!IsAlive)
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{
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if (_navAgent.enabled) _navAgent.isStopped = true;
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return;
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}
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// Phase 19-D: Apply soft-repulsion to prevent crowding
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Vector3 repulsion = CalculateRepulsion();
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// Phase 21: Handle Dance/Action Disable
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bool isDancing = (_currentData != null && _currentData.current_action == "Dance");
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if (_animator != null) _animator.SetDancing(isDancing);
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if (isDancing)
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{
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if (_navAgent.enabled) _navAgent.isStopped = true;
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if (Time.time - _lastEmoteTime > 2f)
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{
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ShowEmotion("music");
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_lastEmoteTime = Time.time;
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}
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return;
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}
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// Handle Movement
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if (_navAgent.enabled) _navAgent.isStopped = false;
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// Handle Movement via NavMesh
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if (_isMoving)
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{
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// Simple steering toward target
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Vector3 moveDir = (_targetPosition - transform.position).normalized;
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Vector3 finalVelocity = (moveDir * _moveSpeed) + repulsion;
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transform.position += finalVelocity * Time.deltaTime;
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// Phase 20-E: Apply soft constraints to target before setting destination
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// We offset the target based on shoreline repulsion, rather than applying force to velocity
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Vector3 instinctOffset = CalculateInstinctOffset(_targetPosition);
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Vector3 safeTarget = _targetPosition + instinctOffset;
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_navAgent.SetDestination(safeTarget);
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// Sync Animator with NavAgent velocity
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Vector3 vel = _navAgent.velocity;
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// Manual flipping based on velocity X
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if (Mathf.Abs(vel.x) > 0.1f)
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{
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bool flip = vel.x < 0;
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if (_spriteRenderer.flipX != flip) _spriteRenderer.flipX = flip;
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}
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if (_animator != null) _animator.SetMovement(vel);
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// Flip sprite based on direction
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if (_spriteRenderer != null && Mathf.Abs(moveDir.x) > 0.01f)
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{
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_spriteRenderer.flipX = moveDir.x < 0;
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}
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if (Vector3.Distance(transform.position, _targetPosition) < 0.1f)
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{
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_isMoving = false;
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}
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if (vel.sqrMagnitude > 0.1f)
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{
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_lastMoveTime = Time.time;
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if (Time.time - _lastFootstepTime > 0.3f)
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{
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VFXManager.Instance.SpawnFootstepDust(transform.position);
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_lastFootstepTime = Time.time;
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}
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}
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else
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{
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// Agent might be moving but stuck or thinking
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}
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}
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else if (repulsion.sqrMagnitude > 0.001f)
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else
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{
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// Push away even when idle
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transform.position += repulsion * Time.deltaTime;
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if (_navAgent.enabled && _navAgent.isOnNavMesh) _navAgent.ResetPath();
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if (_animator != null) _animator.SetMovement(Vector3.zero);
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}
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// Phase 19-D: Dynamic Z-Sorting
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@@ -197,12 +257,16 @@ namespace TheIsland.Visual
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_lastPosition = transform.position;
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}
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// Phase 19-E: Social Orientation (Interaction Facing)
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// Phase 19-E: Social Orientation (Interaction Facing)
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if (!_isMoving)
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{
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FaceInteractionTarget();
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}
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// Phase 21-B: Social Visuals (Heart/Wave)
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CheckSocialInteractions();
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// Phase 19-F: AAA Grounding (Shadow & Footsteps)
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UpdateGrounding();
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@@ -330,6 +394,21 @@ namespace TheIsland.Visual
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for (int y = 10; y < 24; y++) tex.SetPixel(16, y, iconColor);
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tex.SetPixel(16, 8, iconColor);
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}
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// Phase 21-B: Heart emote
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else if (type == "heart") {
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Color heartColor = new Color(1f, 0.4f, 0.5f);
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for (int x=0; x<size; x++) {
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for (int y=0; y<size; y++) {
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// Simple implicit heart shape equation: (x^2+y^2-1)^3 - x^2*y^3 <= 0
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// scaled to fit 32x32
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float u = (x - 16) / 10f;
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float v = (y - 14) / 10f;
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if ((u*u + v*v - 1)*(u*u + v*v - 1)*(u*u + v*v - 1) - u*u*v*v*v <= 0) {
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tex.SetPixel(x, y, heartColor);
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}
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}
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}
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}
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tex.Apply();
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return Sprite.Create(tex, new Rect(0, 0, size, size), new Vector2(0.5f, 0.5f));
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@@ -382,6 +461,22 @@ namespace TheIsland.Visual
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return force;
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}
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/// <summary>
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/// Determine instinctual offset for a target position.
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/// If target is too close to water, aim slightly inland.
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/// </summary>
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private Vector3 CalculateInstinctOffset(Vector3 intendedTarget)
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{
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float fearThreshold = 5.0f; // Start getting anxious
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if (intendedTarget.z > fearThreshold)
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{
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// Push target back to safety
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float overshoot = intendedTarget.z - fearThreshold;
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return new Vector3(0, 0, -overshoot * 1.5f);
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}
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return Vector3.zero;
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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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@@ -491,6 +586,75 @@ namespace TheIsland.Visual
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UpdateStats(data);
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Debug.Log($"[AgentVisual] Initialized: {data.name}");
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_relationships.Clear();
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if (data.relationships != null)
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{
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foreach (var r in data.relationships)
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{
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_relationships[r.target_id] = r;
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}
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}
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}
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private void CheckSocialInteractions()
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{
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_socialCheckTimer += Time.deltaTime;
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if (_socialCheckTimer < 1.0f) return; // Check every 1s
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_socialCheckTimer = 0;
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if (GameManager.Instance == null) return;
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foreach (var kvp in GameManager.Instance.AllAgentVisuals)
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{
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int otherId = kvp.Key;
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AgentVisual other = kvp.Value;
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if (otherId == _agentId || !other.IsAlive) continue;
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float dist = Vector3.Distance(transform.position, other.transform.position);
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// If close enough (< 2.5m)
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if (dist < 2.5f)
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{
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// Check if we have a special relationship
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if (_relationships.TryGetValue(otherId, out RelationshipData rel))
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{
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// Logic for Close Friend / Friend
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if (rel.type == "close_friend" || rel.type == "friend")
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{
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// Check greeting cooldown (e.g., once every 60s per friend)
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if (!_lastGreetingTimes.ContainsKey(otherId) || Time.time - _lastGreetingTimes[otherId] > 60f)
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{
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// Trigger Greet
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TriggerSocialGreet(otherId, rel.type);
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}
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}
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}
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}
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}
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}
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private void TriggerSocialGreet(int targetId, string type)
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{
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_lastGreetingTimes[targetId] = Time.time;
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// Visuals
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string emote = (type == "close_friend") ? "heart" : "music"; // Heart for close friends, music note/smile for friends
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ShowEmotion(emote);
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// Animation
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if (_animator != null)
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{
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_animator.SetWaving(true);
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// Stop waving after 2s
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StartCoroutine(StopWavingAfterDelay(2.0f));
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}
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}
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private IEnumerator StopWavingAfterDelay(float delay)
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{
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yield return new WaitForSeconds(delay);
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if (_animator != null) _animator.SetWaving(false);
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}
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private void TryLoadPremiumSprite(int id)
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@@ -1280,7 +1444,24 @@ namespace TheIsland.Visual
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{
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RegeneratePlaceholderSprite();
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}
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// Only regenerate if using placeholder sprite
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if (characterSprite == null && _spriteRenderer != null)
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{
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RegeneratePlaceholderSprite();
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}
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}
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// Phase 21-B: Update Relationship Data
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if (data.relationships != null)
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{
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// Clear and rebuild to ensure freshness
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_relationships.Clear();
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foreach (var r in data.relationships)
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{
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_relationships[r.target_id] = r;
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}
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}
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if (_moodText != null)
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{
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string moodIndicator = GetMoodEmoji(data.mood_state);
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@@ -90,8 +90,11 @@ namespace TheIsland.Core
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if (agent.IsAlive) count++;
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}
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return count;
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return count;
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}
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}
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public Dictionary<int, AgentVisual> AllAgentVisuals => _agentVisuals;
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#endregion
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#region Unity Lifecycle
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@@ -61,10 +61,24 @@ namespace TheIsland.Models
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// Shelter System (Phase 20-B)
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public bool is_sheltered;
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// Phase 21-B: Relationships Sync
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public List<RelationshipData> relationships;
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public bool IsAlive => status == "Alive";
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}
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/// <summary>
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/// Relationship entry for Phase 21-B.
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/// </summary>
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[Serializable]
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public class RelationshipData
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{
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public int target_id;
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public string type; // "friend", "close_friend", "rival"
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public int affection;
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}
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/// <summary>
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/// Agents update event data.
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/// </summary>
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@@ -28,6 +28,8 @@ namespace TheIsland
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private Vector3 _currentVelocity;
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private float _velocityPercentage; // 0 to 1
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private bool _isMoving;
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private bool _isDancing; // Phase 21
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private bool _isWaving; // Phase 21
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private float _jiggleOffset;
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private float _jiggleVelocity;
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@@ -112,6 +114,12 @@ namespace TheIsland
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{
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AnimateIdle();
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}
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// Phase 21: Override for Dance/Wave
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if (_isDancing) AnimateDance();
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if (_isWaving) AnimateWave();
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// Smoothly apply transforms
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// Smoothly apply transforms
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float lerpSpeed = 12f;
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@@ -156,6 +164,47 @@ namespace TheIsland
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_targetScale = new Vector3(_originalScale.x * squash, _originalScale.y * stretch, _originalScale.z);
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}
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// Phase 21: Social Actions
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public void SetDancing(bool dancing)
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{
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_isDancing = dancing;
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}
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public void SetWaving(bool waving)
|
||||
{
|
||||
_isWaving = waving;
|
||||
}
|
||||
|
||||
private void AnimateDance()
|
||||
{
|
||||
// Fast rhythmic bounce (130 BPM style)
|
||||
float cycle = Time.time * 15f;
|
||||
float danceBounce = Mathf.Abs(Mathf.Sin(cycle)) * 0.15f;
|
||||
float danceTilt = Mathf.Sin(cycle * 0.5f) * 10f;
|
||||
|
||||
// Apply dance transforms
|
||||
_targetLocalPos = new Vector3(0, danceBounce, 0);
|
||||
_targetLocalRot = Quaternion.Euler(0, 0, danceTilt);
|
||||
|
||||
// Strong squash/stretch on the beat
|
||||
float stretch = 1f + danceBounce * 1.5f;
|
||||
float squash = 1f / stretch;
|
||||
_targetScale = new Vector3(_originalScale.x * squash, _originalScale.y * stretch, _originalScale.z);
|
||||
}
|
||||
|
||||
private void AnimateWave()
|
||||
{
|
||||
// Fast waving rotation
|
||||
float waveCycle = Time.time * 20f;
|
||||
float waveTilt = Mathf.Sin(waveCycle) * 20f; // Exaggerated tilt
|
||||
|
||||
_targetLocalRot = Quaternion.Euler(0, 0, waveTilt);
|
||||
|
||||
// Slight jump for excitement
|
||||
float jumpCurve = Mathf.Abs(Mathf.Sin(Time.time * 5f)) * 0.1f;
|
||||
_targetLocalPos = new Vector3(0, jumpCurve, 0);
|
||||
}
|
||||
|
||||
private IEnumerator ActionPulseRoutine(float duration, float targetScaleY)
|
||||
{
|
||||
float elapsed = 0;
|
||||
|
||||
@@ -1,5 +1,7 @@
|
||||
using System.Collections.Generic;
|
||||
using Unity.AI.Navigation;
|
||||
using UnityEngine;
|
||||
using UnityEngine.AI;
|
||||
using TheIsland.Core;
|
||||
using TheIsland.Network;
|
||||
using TheIsland.Models;
|
||||
@@ -76,6 +78,9 @@ namespace TheIsland.Visual
|
||||
private Color _targetSkyTop, _targetSkyBottom;
|
||||
private Color _currentSkyTop, _currentSkyBottom;
|
||||
private List<Transform> _palmTrees = new List<Transform>();
|
||||
|
||||
// Phase 20-F: NavMesh Surface
|
||||
private NavMeshSurface _navMeshSurface;
|
||||
#endregion
|
||||
|
||||
#region Unity Lifecycle
|
||||
@@ -115,6 +120,12 @@ namespace TheIsland.Visual
|
||||
{
|
||||
new GameObject("VisualEffectsManager").AddComponent<VisualEffectsManager>();
|
||||
}
|
||||
|
||||
if (Application.isPlaying)
|
||||
{
|
||||
// Phase 20-F: Build NavMesh at Runtime
|
||||
BuildRuntimeNavMesh();
|
||||
}
|
||||
}
|
||||
|
||||
private void Update()
|
||||
@@ -203,6 +214,23 @@ namespace TheIsland.Visual
|
||||
CreateClouds();
|
||||
}
|
||||
|
||||
private void BuildRuntimeNavMesh()
|
||||
{
|
||||
// Ensure we have a NavMeshSurface component
|
||||
if (_navMeshSurface == null)
|
||||
{
|
||||
_navMeshSurface = gameObject.AddComponent<NavMeshSurface>();
|
||||
}
|
||||
|
||||
// Configure for 2D/2.5D agent
|
||||
_navMeshSurface.useGeometry = NavMeshCollectGeometry.PhysicsColliders;
|
||||
_navMeshSurface.collectObjects = CollectObjects.Children; // Collect ground and obstacles
|
||||
|
||||
// Rebuild
|
||||
_navMeshSurface.BuildNavMesh();
|
||||
Debug.Log("[EnvironmentManager] Runtime NavMesh Built.");
|
||||
}
|
||||
|
||||
private void CreateSky()
|
||||
{
|
||||
// Create a gradient sky using a camera background shader
|
||||
@@ -219,7 +247,7 @@ namespace TheIsland.Visual
|
||||
Destroy(skyObj.GetComponent<Collider>());
|
||||
|
||||
// Create gradient material
|
||||
_skyMaterial = CreateGradientMaterial();
|
||||
_skyMaterial = CreateGradientTextureMaterial();
|
||||
skyObj.GetComponent<Renderer>().material = _skyMaterial;
|
||||
skyObj.GetComponent<Renderer>().sortingOrder = -100;
|
||||
|
||||
@@ -449,6 +477,13 @@ namespace TheIsland.Visual
|
||||
float spriteHeightUnits = trunkRenderer.sprite.rect.height / trunkRenderer.sprite.pixelsPerUnit;
|
||||
float normScale = scale / spriteHeightUnits;
|
||||
trunkSprite.transform.localScale = new Vector3(normScale, normScale, 1);
|
||||
|
||||
// Phase 20-F: NavMesh Obstacle
|
||||
var obstacle = treeObj.AddComponent<NavMeshObstacle>();
|
||||
obstacle.shape = NavMeshObstacleShape.Box;
|
||||
obstacle.center = new Vector3(0, 0.5f * scale, 0); // Center at base, scaled height
|
||||
obstacle.size = new Vector3(0.5f * normScale, 1f * scale, 0.5f * normScale); // Trunk size, scaled
|
||||
obstacle.carving = true; // Force agents to walk around
|
||||
}
|
||||
|
||||
private Texture2D _envTexture;
|
||||
@@ -630,6 +665,13 @@ namespace TheIsland.Visual
|
||||
float spriteWidthUnits = rockRenderer.sprite.rect.width / rockRenderer.sprite.pixelsPerUnit;
|
||||
float normScale = scale / spriteWidthUnits;
|
||||
rockObj.transform.localScale = Vector3.one * normScale;
|
||||
|
||||
// Phase 20-F: NavMesh Obstacle
|
||||
var obstacle = rockObj.AddComponent<NavMeshObstacle>();
|
||||
obstacle.shape = NavMeshObstacleShape.Box;
|
||||
obstacle.center = new Vector3(0, 0.25f * scale, 0); // Center at base, scaled height
|
||||
obstacle.size = new Vector3(0.8f * normScale, 0.5f * scale, 0.8f * normScale); // Rock size, scaled
|
||||
obstacle.carving = true; // Force agents to walk around
|
||||
}
|
||||
|
||||
private Sprite CreateRockSprite()
|
||||
|
||||
@@ -3,9 +3,11 @@
|
||||
"com.coplaydev.unity-mcp": "https://github.com/CoplayDev/unity-mcp.git?path=/MCPForUnity",
|
||||
"com.endel.nativewebsocket": "https://github.com/endel/NativeWebSocket.git#upm",
|
||||
"com.unity.2d.enhancers": "1.0.0",
|
||||
"com.unity.ai.navigation": "2.0.9",
|
||||
"com.unity.feature.2d": "2.0.2",
|
||||
"com.unity.inputsystem": "1.17.0",
|
||||
"com.unity.multiplayer.center": "1.0.1",
|
||||
"com.unity.postprocessing": "3.4.0",
|
||||
"com.unity.textmeshpro": "3.0.6",
|
||||
"com.unity.modules.accessibility": "1.0.0",
|
||||
"com.unity.modules.adaptiveperformance": "1.0.0",
|
||||
@@ -40,7 +42,6 @@
|
||||
"com.unity.modules.video": "1.0.0",
|
||||
"com.unity.modules.vr": "1.0.0",
|
||||
"com.unity.modules.wind": "1.0.0",
|
||||
"com.unity.modules.xr": "1.0.0",
|
||||
"com.unity.postprocessing": "3.4.0"
|
||||
"com.unity.modules.xr": "1.0.0"
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -147,6 +147,15 @@
|
||||
},
|
||||
"url": "https://packages.unity.com"
|
||||
},
|
||||
"com.unity.ai.navigation": {
|
||||
"version": "2.0.9",
|
||||
"depth": 0,
|
||||
"source": "registry",
|
||||
"dependencies": {
|
||||
"com.unity.modules.ai": "1.0.0"
|
||||
},
|
||||
"url": "https://packages.unity.com"
|
||||
},
|
||||
"com.unity.ai.toolkit": {
|
||||
"version": "1.0.0-pre.12",
|
||||
"depth": 2,
|
||||
|
||||
Reference in New Issue
Block a user