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:
empty
2026-01-02 01:48:32 +08:00
parent 6ad6665d5f
commit dee374286e
9 changed files with 373 additions and 32 deletions

View File

@@ -28,6 +28,8 @@ namespace TheIsland
private Vector3 _currentVelocity;
private float _velocityPercentage; // 0 to 1
private bool _isMoving;
private bool _isDancing; // Phase 21
private bool _isWaving; // Phase 21
private float _jiggleOffset;
private float _jiggleVelocity;
@@ -112,6 +114,12 @@ namespace TheIsland
{
AnimateIdle();
}
// Phase 21: Override for Dance/Wave
if (_isDancing) AnimateDance();
if (_isWaving) AnimateWave();
// Smoothly apply transforms
// Smoothly apply transforms
float lerpSpeed = 12f;
@@ -156,6 +164,47 @@ namespace TheIsland
_targetScale = new Vector3(_originalScale.x * squash, _originalScale.y * stretch, _originalScale.z);
}
// Phase 21: Social Actions
public void SetDancing(bool dancing)
{
_isDancing = dancing;
}
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;

View File

@@ -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()