feat: Phase 19-D/E - social behavior and velocity-based animation

- Add soft-repulsion to prevent agent crowding
- Implement dynamic Z-sorting based on world position
- Add social orientation (agents face nearby agents)
- Use velocity-based animation instead of isMoving flag
- Track lastPosition for smooth velocity calculation

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
This commit is contained in:
empty
2026-01-02 00:30:46 +08:00
parent 0187c5ecbe
commit f270a8b099
2 changed files with 103 additions and 25 deletions

View File

@@ -82,6 +82,7 @@ namespace TheIsland.Visual
private Vector3 _targetPosition;
private bool _isMoving;
private float _moveSpeed = 3f;
private Vector3 _lastPosition;
// UI Smoothing (Phase 19)
private float _currentHpPercent;
@@ -109,6 +110,7 @@ namespace TheIsland.Visual
if (_animator == null) _animator = gameObject.AddComponent<AgentAnimator>();
CreateVisuals();
_lastPosition = transform.position;
}
private void Update()
@@ -152,17 +154,54 @@ namespace TheIsland.Visual
_spriteRenderer.sortingOrder = Mathf.RoundToInt(-transform.position.z * 100);
}
// Phase 19-B/D: Use AgentAnimator
// Phase 19-B/D/E: Use AgentAnimator
if (_animator != null)
{
float currentSpeed = _isMoving ? _moveSpeed : 0;
_animator.SetMovement(currentSpeed, _moveSpeed);
// Calculate world velocity based on position change
Vector3 currentVelocity = (transform.position - _lastPosition) / (Time.deltaTime > 0 ? Time.deltaTime : 0.001f);
_animator.SetMovement(currentVelocity, _moveSpeed);
_lastPosition = transform.position;
}
// Phase 19-E: Social Orientation (Interaction Facing)
if (!_isMoving)
{
FaceInteractionTarget();
}
// Phase 19: Smooth UI Bar Transitions
UpdateSmoothBars();
}
private void FaceInteractionTarget()
{
// If the agent is talking or near others, turn to face them
float socialRange = 2.5f;
AgentVisual nearestAgent = null;
float minDist = socialRange;
var allAgents = FindObjectsByType<AgentVisual>(FindObjectsSortMode.None);
foreach (var other in allAgents)
{
if (other == this || !other.IsAlive) continue;
float d = Vector3.Distance(transform.position, other.transform.position);
if (d < minDist)
{
minDist = d;
nearestAgent = other;
}
}
if (nearestAgent != null && _spriteRenderer != null)
{
float dx = nearestAgent.transform.position.x - transform.position.x;
if (Mathf.Abs(dx) > 0.1f)
{
_spriteRenderer.flipX = dx < 0;
}
}
}
private Vector3 CalculateRepulsion()
{
Vector3 force = Vector3.zero;

View File

@@ -6,15 +6,17 @@ namespace TheIsland
/// <summary>
/// Procedural 2D animator for agents.
/// Handles idle breathing, movement bopping, and action-based squash/stretch.
/// Phase 19-E: Added banking turns and anticipation/overshoot.
/// </summary>
public class AgentAnimator : MonoBehaviour
{
[Header("Animation Settings")]
public float idleSpeed = 2f;
public float idleAmount = 0.05f;
public float idleAmount = 0.04f;
public float moveBopSpeed = 12f;
public float moveBopAmount = 0.12f;
public float moveTiltAmount = 8f;
public float moveBopAmount = 0.1f;
public float moveTiltAmount = 10f;
public float bankingAmount = 15f;
private SpriteRenderer _spriteRenderer;
private Vector3 _originalScale;
@@ -22,12 +24,13 @@ namespace TheIsland
private Quaternion _targetLocalRot;
private Vector3 _targetScale;
private Vector3 _currentVelocity;
private float _velocityPercentage; // 0 to 1
private bool _isMoving;
private float _transitionTimer;
private void Awake()
{
// Find in children if not on this object
_spriteRenderer = GetComponentInChildren<SpriteRenderer>();
}
@@ -41,18 +44,49 @@ namespace TheIsland
{
_originalScale = Vector3.one;
}
_targetScale = _originalScale;
}
public void SetMovement(Vector3 velocity, float maxVelocity = 3f)
{
_currentVelocity = velocity;
_velocityPercentage = Mathf.Clamp01(velocity.magnitude / Mathf.Max(0.1f, maxVelocity));
bool nowMoving = _velocityPercentage > 0.05f;
if (nowMoving && !_isMoving)
{
// Anticipation: Squash when starting to move
TriggerAnticipation();
}
else if (!nowMoving && _isMoving)
{
// Overshoot: Rebound when stopping
TriggerOvershoot();
}
_isMoving = nowMoving;
}
// Compatibility for older code
public void SetMovement(float currentVelocity, float maxVelocity)
{
_velocityPercentage = Mathf.Clamp01(currentVelocity / Mathf.Max(0.1f, maxVelocity));
_isMoving = _velocityPercentage > 0.05f;
SetMovement(new Vector3(currentVelocity, 0, 0), maxVelocity);
}
public void TriggerActionEffect()
{
StopAllCoroutines();
StartCoroutine(ActionPulseRoutine());
StartCoroutine(ActionPulseRoutine(0.4f, 1.3f));
}
private void TriggerAnticipation()
{
StartCoroutine(ActionPulseRoutine(0.15f, 0.8f)); // Squash
}
private void TriggerOvershoot()
{
StartCoroutine(ActionPulseRoutine(0.2f, 1.15f)); // Slight stretch
}
private void Update()
@@ -69,9 +103,11 @@ namespace TheIsland
}
// Smoothly apply transforms
_spriteRenderer.transform.localPosition = Vector3.Lerp(_spriteRenderer.transform.localPosition, _targetLocalPos, Time.deltaTime * 10f);
_spriteRenderer.transform.localRotation = Quaternion.Slerp(_spriteRenderer.transform.localRotation, _targetLocalRot, Time.deltaTime * 10f);
_spriteRenderer.transform.localScale = Vector3.Lerp(_spriteRenderer.transform.localScale, _targetScale, Time.deltaTime * 10f);
float lerpSpeed = 12f;
var t = _spriteRenderer.transform;
t.localPosition = Vector3.Lerp(t.localPosition, _targetLocalPos, Time.deltaTime * lerpSpeed);
t.localRotation = Quaternion.Slerp(t.localRotation, _targetLocalRot, Time.deltaTime * lerpSpeed);
t.localScale = Vector3.Lerp(t.localScale, _targetScale, Time.deltaTime * lerpSpeed);
}
private void AnimateIdle()
@@ -90,34 +126,37 @@ namespace TheIsland
float cycle = Time.time * moveBopSpeed;
float bop = Mathf.Abs(Mathf.Sin(cycle)) * moveBopAmount * _velocityPercentage;
// Tilt based on the cycle to give a "walking" feel
float tilt = Mathf.Sin(cycle) * moveTiltAmount * _velocityPercentage;
// Traditional Bop Tilt
float bopTilt = Mathf.Sin(cycle) * moveTiltAmount * _velocityPercentage;
// Phase 19-E: Banking Turn Tilt
// Lean into the direction of X velocity
float bankingTilt = -(_currentVelocity.x / 3f) * bankingAmount;
_targetLocalPos = new Vector3(0, bop, 0);
_targetLocalRot = Quaternion.Euler(0, 0, tilt);
_targetLocalRot = Quaternion.Euler(0, 0, bopTilt + bankingTilt);
// Squash and stretch during the bop
float stretch = 1f + bop;
float squash = 1f / stretch;
_targetScale = new Vector3(_originalScale.x * stretch, _originalScale.y * squash, _originalScale.z);
_targetScale = new Vector3(_originalScale.x * squash, _originalScale.y * stretch, _originalScale.z);
}
private IEnumerator ActionPulseRoutine()
private IEnumerator ActionPulseRoutine(float duration, float targetScaleY)
{
float elapsed = 0;
float duration = 0.25f;
Vector3 peakScale = new Vector3(_originalScale.x * (2f - targetScaleY), _originalScale.y * targetScaleY, _originalScale.z);
while (elapsed < duration)
{
elapsed += Time.deltaTime;
float t = elapsed / duration;
// Double pulse or overshoot
float scale = 1.0f + Mathf.Sin(t * Mathf.PI) * 0.4f;
float progress = elapsed / duration;
float sin = Mathf.Sin(progress * Mathf.PI);
// Override target scale briefly
_spriteRenderer.transform.localScale = new Vector3(_originalScale.x * scale, _originalScale.y * (2f - scale), _originalScale.z);
// Temp override of targetScale for the pulse
_spriteRenderer.transform.localScale = Vector3.Lerp(_originalScale, peakScale, sin);
yield return null;
}
_targetScale = _originalScale;
}
}
}