using UnityEngine;
using TheIsland.Core;
using TheIsland.Network;
using TheIsland.Models;
namespace TheIsland.Visual
{
///
/// Manages the island environment visuals including sky, ground, water, and lighting.
/// Creates a beautiful dynamic background that responds to time of day and weather.
///
public class EnvironmentManager : MonoBehaviour
{
#region Singleton
private static EnvironmentManager _instance;
public static EnvironmentManager Instance => _instance;
#endregion
#region Sky Colors by Time of Day
[Header("Dawn Colors")]
[SerializeField] private Color dawnSkyTop = new Color(0.98f, 0.65f, 0.45f);
[SerializeField] private Color dawnSkyBottom = new Color(1f, 0.85f, 0.6f);
[SerializeField] private Color dawnAmbient = new Color(1f, 0.8f, 0.6f);
[Header("Day Colors")]
[SerializeField] private Color daySkyTop = new Color(0.4f, 0.7f, 1f);
[SerializeField] private Color daySkyBottom = new Color(0.7f, 0.9f, 1f);
[SerializeField] private Color dayAmbient = new Color(1f, 1f, 0.95f);
[Header("Dusk Colors")]
[SerializeField] private Color duskSkyTop = new Color(0.3f, 0.2f, 0.5f);
[SerializeField] private Color duskSkyBottom = new Color(1f, 0.5f, 0.3f);
[SerializeField] private Color duskAmbient = new Color(1f, 0.6f, 0.4f);
[Header("Night Colors")]
[SerializeField] private Color nightSkyTop = new Color(0.05f, 0.05f, 0.15f);
[SerializeField] private Color nightSkyBottom = new Color(0.1f, 0.15f, 0.3f);
[SerializeField] private Color nightAmbient = new Color(0.3f, 0.35f, 0.5f);
#endregion
#region Weather Modifiers
[Header("Weather Color Modifiers")]
[SerializeField] private Color cloudyTint = new Color(0.7f, 0.7f, 0.75f);
[SerializeField] private Color rainyTint = new Color(0.5f, 0.55f, 0.6f);
[SerializeField] private Color stormyTint = new Color(0.35f, 0.35f, 0.4f);
[SerializeField] private Color foggyTint = new Color(0.8f, 0.8f, 0.85f);
[SerializeField] private Color hotTint = new Color(1.1f, 0.95f, 0.85f);
#endregion
#region Ground & Water
[Header("Ground Settings")]
[SerializeField] private Color sandColor = new Color(0.95f, 0.87f, 0.7f);
[SerializeField] private Color sandDarkColor = new Color(0.8f, 0.7f, 0.5f);
[Header("Water Settings")]
[SerializeField] private Color waterShallowColor = new Color(0.3f, 0.8f, 0.9f, 0.8f);
[SerializeField] private Color waterDeepColor = new Color(0.1f, 0.4f, 0.6f, 0.9f);
[SerializeField] private float waveSpeed = 0.5f;
[SerializeField] private float waveAmplitude = 0.1f;
#endregion
#region References
private Camera _mainCamera;
private Material _skyMaterial;
private GameObject _groundPlane;
private GameObject _waterPlane;
private Material _groundMaterial;
private Material _waterMaterial;
private Light _mainLight;
// Current state
private string _currentTimeOfDay = "day";
private string _currentWeather = "Sunny";
private float _transitionProgress = 1f;
private Color _targetSkyTop, _targetSkyBottom;
private Color _currentSkyTop, _currentSkyBottom;
#endregion
#region Unity Lifecycle
private void Awake()
{
if (_instance != null && _instance != this)
{
Destroy(gameObject);
return;
}
_instance = this;
_mainCamera = Camera.main;
CreateEnvironment();
}
private void Start()
{
// Subscribe to network events
var network = NetworkManager.Instance;
if (network != null)
{
network.OnPhaseChange += HandlePhaseChange;
network.OnWeatherChange += HandleWeatherChange;
network.OnTick += HandleTick;
}
// Set initial sky
UpdateSkyColors();
}
private void Update()
{
// Smooth sky transition
if (_transitionProgress < 1f)
{
_transitionProgress += Time.deltaTime * 0.5f;
_currentSkyTop = Color.Lerp(_currentSkyTop, _targetSkyTop, _transitionProgress);
_currentSkyBottom = Color.Lerp(_currentSkyBottom, _targetSkyBottom, _transitionProgress);
UpdateSkyMaterial();
}
// Animate water
AnimateWater();
}
private void OnDestroy()
{
var network = NetworkManager.Instance;
if (network != null)
{
network.OnPhaseChange -= HandlePhaseChange;
network.OnWeatherChange -= HandleWeatherChange;
network.OnTick -= HandleTick;
}
}
#endregion
#region Environment Creation
private void CreateEnvironment()
{
CreateSky();
CreateGround();
CreateWater();
CreateLighting();
CreateDecorations();
}
private void CreateSky()
{
// Create a gradient sky using a camera background shader
_skyMaterial = new Material(Shader.Find("Unlit/Color"));
// Create sky quad that fills the background
var skyObj = GameObject.CreatePrimitive(PrimitiveType.Quad);
skyObj.name = "SkyBackground";
skyObj.transform.SetParent(transform);
skyObj.transform.position = new Vector3(0, 5, 20);
skyObj.transform.localScale = new Vector3(60, 30, 1);
// Remove collider
Destroy(skyObj.GetComponent());
// Create gradient material
_skyMaterial = CreateGradientMaterial();
skyObj.GetComponent().material = _skyMaterial;
skyObj.GetComponent().sortingOrder = -100;
// Set initial colors
_currentSkyTop = daySkyTop;
_currentSkyBottom = daySkyBottom;
_targetSkyTop = daySkyTop;
_targetSkyBottom = daySkyBottom;
UpdateSkyMaterial();
}
private Material CreateGradientMaterial()
{
// Create a simple shader for vertical gradient
string shaderCode = @"
Shader ""Custom/SkyGradient"" {
Properties {
_TopColor (""Top Color"", Color) = (0.4, 0.7, 1, 1)
_BottomColor (""Bottom Color"", Color) = (0.7, 0.9, 1, 1)
}
SubShader {
Tags { ""Queue""=""Background"" ""RenderType""=""Opaque"" }
Pass {
ZWrite Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include ""UnityCG.cginc""
fixed4 _TopColor;
fixed4 _BottomColor;
struct v2f {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
};
v2f vert(appdata_base v) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord;
return o;
}
fixed4 frag(v2f i) : SV_Target {
return lerp(_BottomColor, _TopColor, i.uv.y);
}
ENDCG
}
}
}";
// Since we can't create shaders at runtime easily, use a texture-based approach
return CreateGradientTextureMaterial();
}
private Material CreateGradientTextureMaterial()
{
// Create gradient texture
Texture2D gradientTex = new Texture2D(1, 256);
gradientTex.wrapMode = TextureWrapMode.Clamp;
for (int y = 0; y < 256; y++)
{
float t = y / 255f;
Color color = Color.Lerp(_currentSkyBottom, _currentSkyTop, t);
gradientTex.SetPixel(0, y, color);
}
gradientTex.Apply();
Material mat = new Material(Shader.Find("Unlit/Texture"));
mat.mainTexture = gradientTex;
return mat;
}
private void UpdateSkyMaterial()
{
if (_skyMaterial == null || _skyMaterial.mainTexture == null) return;
Texture2D tex = (Texture2D)_skyMaterial.mainTexture;
for (int y = 0; y < 256; y++)
{
float t = y / 255f;
Color color = Color.Lerp(_currentSkyBottom, _currentSkyTop, t);
tex.SetPixel(0, y, color);
}
tex.Apply();
}
private void CreateGround()
{
// Create sandy beach ground
_groundPlane = GameObject.CreatePrimitive(PrimitiveType.Quad);
_groundPlane.name = "GroundPlane";
_groundPlane.transform.SetParent(transform);
_groundPlane.transform.position = new Vector3(0, -0.5f, 5);
_groundPlane.transform.rotation = Quaternion.Euler(90, 0, 0);
_groundPlane.transform.localScale = new Vector3(40, 20, 1);
// Create sand texture
_groundMaterial = new Material(Shader.Find("Unlit/Texture"));
_groundMaterial.mainTexture = CreateSandTexture();
_groundPlane.GetComponent().material = _groundMaterial;
_groundPlane.GetComponent().sortingOrder = -50;
// Remove collider (we don't need physics)
Destroy(_groundPlane.GetComponent());
}
private Texture2D CreateSandTexture()
{
int size = 128;
Texture2D tex = new Texture2D(size, size);
tex.filterMode = FilterMode.Bilinear;
for (int y = 0; y < size; y++)
{
for (int x = 0; x < size; x++)
{
// Create sandy noise pattern
float noise = Mathf.PerlinNoise(x * 0.1f, y * 0.1f) * 0.3f;
float detail = Mathf.PerlinNoise(x * 0.3f, y * 0.3f) * 0.1f;
Color baseColor = Color.Lerp(sandDarkColor, sandColor, 0.5f + noise + detail);
// Add some sparkle/grain
if (Random.value > 0.95f)
{
baseColor = Color.Lerp(baseColor, Color.white, 0.3f);
}
tex.SetPixel(x, y, baseColor);
}
}
tex.Apply();
return tex;
}
private void CreateWater()
{
// Create water plane at the horizon
_waterPlane = GameObject.CreatePrimitive(PrimitiveType.Quad);
_waterPlane.name = "WaterPlane";
_waterPlane.transform.SetParent(transform);
_waterPlane.transform.position = new Vector3(0, -0.3f, 12);
_waterPlane.transform.rotation = Quaternion.Euler(90, 0, 0);
_waterPlane.transform.localScale = new Vector3(60, 15, 1);
// Create water material
_waterMaterial = new Material(Shader.Find("Unlit/Transparent"));
_waterMaterial.mainTexture = CreateWaterTexture();
_waterPlane.GetComponent().material = _waterMaterial;
_waterPlane.GetComponent().sortingOrder = -40;
Destroy(_waterPlane.GetComponent());
}
private Texture2D CreateWaterTexture()
{
int size = 128;
Texture2D tex = new Texture2D(size, size);
tex.filterMode = FilterMode.Bilinear;
tex.wrapMode = TextureWrapMode.Repeat;
for (int y = 0; y < size; y++)
{
for (int x = 0; x < size; x++)
{
float t = (float)y / size;
Color baseColor = Color.Lerp(waterShallowColor, waterDeepColor, t);
// Add wave highlights
float wave = Mathf.Sin(x * 0.2f + y * 0.1f) * 0.5f + 0.5f;
baseColor = Color.Lerp(baseColor, Color.white, wave * 0.1f);
tex.SetPixel(x, y, baseColor);
}
}
tex.Apply();
return tex;
}
private void AnimateWater()
{
if (_waterMaterial == null) return;
// Simple UV scrolling for wave effect
float offset = Time.time * waveSpeed * 0.1f;
_waterMaterial.mainTextureOffset = new Vector2(offset, offset * 0.5f);
}
private void CreateLighting()
{
// Find or create main directional light
_mainLight = FindFirstObjectByType();
if (_mainLight == null)
{
var lightObj = new GameObject("MainLight");
lightObj.transform.SetParent(transform);
_mainLight = lightObj.AddComponent();
_mainLight.type = LightType.Directional;
}
_mainLight.transform.rotation = Quaternion.Euler(50, -30, 0);
_mainLight.intensity = 1f;
_mainLight.color = dayAmbient;
// Set ambient light
RenderSettings.ambientMode = UnityEngine.Rendering.AmbientMode.Flat;
RenderSettings.ambientLight = dayAmbient;
}
private void CreateDecorations()
{
// Create palm tree silhouettes
CreatePalmTree(new Vector3(-8, 0, 8), 2.5f);
CreatePalmTree(new Vector3(-10, 0, 10), 3f);
CreatePalmTree(new Vector3(9, 0, 7), 2.2f);
CreatePalmTree(new Vector3(11, 0, 9), 2.8f);
// Create rocks
CreateRock(new Vector3(-5, 0, 4), 0.5f);
CreateRock(new Vector3(6, 0, 5), 0.7f);
CreateRock(new Vector3(-7, 0, 6), 0.4f);
}
private void CreatePalmTree(Vector3 position, float scale)
{
var treeObj = new GameObject("PalmTree");
treeObj.transform.SetParent(transform);
treeObj.transform.position = position;
// Create trunk (stretched capsule-ish shape using sprite)
var trunkSprite = new GameObject("Trunk");
trunkSprite.transform.SetParent(treeObj.transform);
trunkSprite.transform.localPosition = new Vector3(0, scale * 0.5f, 0);
var trunkRenderer = trunkSprite.AddComponent();
trunkRenderer.sprite = CreateTreeSprite();
trunkRenderer.sortingOrder = -20;
trunkSprite.transform.localScale = new Vector3(scale * 0.5f, scale, 1);
}
private Sprite CreateTreeSprite()
{
int width = 64;
int height = 128;
Texture2D tex = new Texture2D(width, height);
Color trunk = new Color(0.4f, 0.25f, 0.15f);
Color trunkDark = new Color(0.3f, 0.18f, 0.1f);
Color leaf = new Color(0.2f, 0.5f, 0.2f);
Color leafBright = new Color(0.3f, 0.65f, 0.25f);
// Clear
Color[] pixels = new Color[width * height];
for (int i = 0; i < pixels.Length; i++) pixels[i] = Color.clear;
// Draw trunk
int trunkWidth = 8;
int trunkStart = width / 2 - trunkWidth / 2;
for (int y = 0; y < height * 0.6f; y++)
{
for (int x = trunkStart; x < trunkStart + trunkWidth; x++)
{
float noise = Mathf.PerlinNoise(x * 0.2f, y * 0.1f);
pixels[y * width + x] = Color.Lerp(trunkDark, trunk, noise);
}
}
// Draw palm fronds
DrawPalmFronds(pixels, width, height, leaf, leafBright);
tex.SetPixels(pixels);
tex.Apply();
tex.filterMode = FilterMode.Point;
return Sprite.Create(tex, new Rect(0, 0, width, height), new Vector2(0.5f, 0));
}
private void DrawPalmFronds(Color[] pixels, int width, int height, Color leaf, Color leafBright)
{
Vector2 center = new Vector2(width / 2, height * 0.65f);
// Draw several fronds
float[] angles = { -60, -30, 0, 30, 60, -80, 80 };
foreach (float angle in angles)
{
DrawFrond(pixels, width, height, center, angle, leaf, leafBright);
}
}
private void DrawFrond(Color[] pixels, int width, int height, Vector2 start, float angle, Color leaf, Color leafBright)
{
float rad = angle * Mathf.Deg2Rad;
int length = 35;
for (int i = 0; i < length; i++)
{
float t = i / (float)length;
float droop = t * t * 15; // Fronds droop more at the end
int x = (int)(start.x + Mathf.Sin(rad) * i);
int y = (int)(start.y + Mathf.Cos(rad) * i - droop);
// Draw thick frond
for (int dx = -2; dx <= 2; dx++)
{
for (int dy = -1; dy <= 1; dy++)
{
int px = x + dx;
int py = y + dy;
if (px >= 0 && px < width && py >= 0 && py < height)
{
float brightness = Mathf.PerlinNoise(px * 0.1f, py * 0.1f);
pixels[py * width + px] = Color.Lerp(leaf, leafBright, brightness);
}
}
}
}
}
private void CreateRock(Vector3 position, float scale)
{
var rockObj = new GameObject("Rock");
rockObj.transform.SetParent(transform);
rockObj.transform.position = position;
var rockRenderer = rockObj.AddComponent();
rockRenderer.sprite = CreateRockSprite();
rockRenderer.sortingOrder = -15;
rockObj.transform.localScale = Vector3.one * scale;
}
private Sprite CreateRockSprite()
{
int size = 32;
Texture2D tex = new Texture2D(size, size);
Color rockDark = new Color(0.3f, 0.3f, 0.35f);
Color rockLight = new Color(0.5f, 0.5f, 0.55f);
Color[] pixels = new Color[size * size];
for (int i = 0; i < pixels.Length; i++) pixels[i] = Color.clear;
// Draw rock shape
Vector2 center = new Vector2(size / 2, size / 3);
for (int y = 0; y < size; y++)
{
for (int x = 0; x < size; x++)
{
float dx = (x - center.x) / (size * 0.4f);
float dy = (y - center.y) / (size * 0.3f);
float dist = dx * dx + dy * dy;
if (dist < 1 && y < size * 0.7f)
{
float noise = Mathf.PerlinNoise(x * 0.2f, y * 0.2f);
pixels[y * size + x] = Color.Lerp(rockDark, rockLight, noise);
}
}
}
tex.SetPixels(pixels);
tex.Apply();
tex.filterMode = FilterMode.Point;
return Sprite.Create(tex, new Rect(0, 0, size, size), new Vector2(0.5f, 0));
}
#endregion
#region Event Handlers
private void HandlePhaseChange(PhaseChangeData data)
{
_currentTimeOfDay = data.new_phase;
UpdateSkyColors();
}
private void HandleWeatherChange(WeatherChangeData data)
{
_currentWeather = data.new_weather;
UpdateSkyColors();
}
private void HandleTick(TickData data)
{
if (!string.IsNullOrEmpty(data.time_of_day) && data.time_of_day != _currentTimeOfDay)
{
_currentTimeOfDay = data.time_of_day;
UpdateSkyColors();
}
if (!string.IsNullOrEmpty(data.weather) && data.weather != _currentWeather)
{
_currentWeather = data.weather;
UpdateSkyColors();
}
}
private void UpdateSkyColors()
{
// Get base colors for time of day
Color baseTop, baseBottom, ambient;
switch (_currentTimeOfDay)
{
case "dawn":
baseTop = dawnSkyTop;
baseBottom = dawnSkyBottom;
ambient = dawnAmbient;
break;
case "dusk":
baseTop = duskSkyTop;
baseBottom = duskSkyBottom;
ambient = duskAmbient;
break;
case "night":
baseTop = nightSkyTop;
baseBottom = nightSkyBottom;
ambient = nightAmbient;
break;
default: // day
baseTop = daySkyTop;
baseBottom = daySkyBottom;
ambient = dayAmbient;
break;
}
// Apply weather tint
Color weatherTint = Color.white;
switch (_currentWeather)
{
case "Cloudy": weatherTint = cloudyTint; break;
case "Rainy": weatherTint = rainyTint; break;
case "Stormy": weatherTint = stormyTint; break;
case "Foggy": weatherTint = foggyTint; break;
case "Hot": weatherTint = hotTint; break;
}
_targetSkyTop = baseTop * weatherTint;
_targetSkyBottom = baseBottom * weatherTint;
_transitionProgress = 0f;
// Update lighting
if (_mainLight != null)
{
_mainLight.color = ambient * weatherTint;
_mainLight.intensity = _currentTimeOfDay == "night" ? 0.3f : 1f;
}
RenderSettings.ambientLight = ambient * weatherTint * 0.8f;
}
#endregion
#region Public API
///
/// Force update the environment to specific conditions.
///
public void SetEnvironment(string timeOfDay, string weather)
{
_currentTimeOfDay = timeOfDay;
_currentWeather = weather;
UpdateSkyColors();
}
#endregion
}
}