Files
the-island/unity-client/Assets/Scripts/Visual/VisualEffectsManager.cs
empty b0e6a3488c feat: Phase 19 - visual polish and cinematic lighting
Backend:
- Add weather transition processing logic

Unity Client:
- Add smooth UI bar transitions with lerp animations
- Implement cinematic lighting system (dawn/day/dusk/night cycle)
- Add VisualEffectsManager for advanced effects
- Support premium sprite loading for agents
- Add character and environment sprite sheets

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

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-01 23:58:02 +08:00

244 lines
9.3 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace TheIsland.Visual
{
/// <summary>
/// Manages environmental visual effects like fireflies, stars, and weather (Phase 19 & 20).
/// </summary>
public class VisualEffectsManager : MonoBehaviour
{
public static VisualEffectsManager Instance { get; private set; }
[Header("Fireflies")]
[SerializeField] private int fireflyCount = 20;
[SerializeField] private Color fireflyColor = new Color(1f, 1f, 0.5f, 0.8f);
[SerializeField] private Vector2 islandBounds = new Vector2(10, 10);
[Header("Stars & Meteors")]
[SerializeField] private int starCount = 50;
[SerializeField] private Color starColor = Color.white;
[SerializeField] private float meteorInterval = 15f;
[Header("Weather VFX")]
[SerializeField] private int rainDensity = 120;
private List<GameObject> _rainDrops = new List<GameObject>();
private string _activeWeather = "Sunny";
private Sprite _rainSprite;
private List<GameObject> _fireflies = new List<GameObject>();
private List<GameObject> _stars = new List<GameObject>();
private float _meteorTimer;
private void Awake()
{
Instance = this;
_rainSprite = CreateRainSprite();
CreateFireflies();
CreateStars();
CreateRain();
}
public void SetWeather(string weather)
{
_activeWeather = weather;
Debug.Log($"[VFXManager] Setting weather visuals for: {weather}");
// Toggle systems
bool isRainy = weather == "Rainy" || weather == "Stormy";
foreach (var drop in _rainDrops) drop.SetActive(isRainy);
if (weather == "Stormy") StartCoroutine(LightningLoop());
}
private void Update()
{
UpdateAtmosphere();
UpdateRain();
}
private void UpdateAtmosphere()
{
float t = (Time.time % 120f) / 120f;
bool isNight = t > 0.65f || t < 0.15f;
float starAlpha = isNight ? (t > 0.75f || t < 0.05f ? 1f : 0.5f) : 0f;
foreach (var star in _stars)
{
var sprite = star.GetComponent<SpriteRenderer>();
sprite.color = new Color(starColor.r, starColor.g, starColor.b, starAlpha * 0.8f);
}
if (isNight)
{
_meteorTimer += Time.deltaTime;
if (_meteorTimer >= meteorInterval)
{
_meteorTimer = 0;
if (Random.value < 0.3f) StartCoroutine(ShootMeteor());
}
}
}
private void CreateFireflies()
{
for (int i = 0; i < fireflyCount; i++)
{
var firefly = new GameObject($"Firefly_{i}");
firefly.transform.SetParent(transform);
float x = Random.Range(-islandBounds.x, islandBounds.x);
float z = Random.Range(-islandBounds.y, islandBounds.y);
firefly.transform.position = new Vector3(x, Random.Range(1f, 3f), z);
var sprite = firefly.AddComponent<SpriteRenderer>();
sprite.sprite = CreateGlowSprite();
sprite.color = fireflyColor;
sprite.sortingOrder = 50;
firefly.AddComponent<Billboard>();
_fireflies.Add(firefly);
StartCoroutine(AnimateFirefly(firefly));
}
}
private void CreateStars()
{
for (int i = 0; i < starCount; i++)
{
var star = new GameObject($"Star_{i}");
star.transform.SetParent(transform);
float x = Random.Range(-25f, 25f);
float y = Random.Range(10f, 15f);
float z = Random.Range(-25f, 25f);
star.transform.position = new Vector3(x, y, z);
var sprite = star.AddComponent<SpriteRenderer>();
sprite.sprite = CreateGlowSprite();
sprite.color = new Color(1, 1, 1, 0);
sprite.sortingOrder = -50;
star.AddComponent<Billboard>().ConfigureForUI();
_stars.Add(star);
}
}
private void CreateRain()
{
for (int i = 0; i < rainDensity; i++)
{
var drop = new GameObject($"Rain_{i}");
drop.transform.SetParent(transform);
var sprite = drop.AddComponent<SpriteRenderer>();
sprite.sprite = _rainSprite;
sprite.color = new Color(0.8f, 0.9f, 1f, 0.6f);
sprite.sortingOrder = 100;
ResetRainDrop(drop);
drop.SetActive(false);
_rainDrops.Add(drop);
}
}
private void ResetRainDrop(GameObject drop)
{
float x = Random.Range(-20f, 20f);
float y = Random.Range(10f, 15f);
float z = Random.Range(-20f, 20f);
drop.transform.position = new Vector3(x, y, z);
}
private void UpdateRain()
{
if (_activeWeather != "Rainy" && _activeWeather != "Stormy") return;
float speed = _activeWeather == "Stormy" ? 40f : 20f;
foreach (var drop in _rainDrops)
{
drop.transform.position += Vector3.down * speed * Time.deltaTime;
drop.transform.position += Vector3.left * speed * 0.2f * Time.deltaTime;
if (drop.transform.position.y < -2f) ResetRainDrop(drop);
}
}
private IEnumerator LightningLoop()
{
while (_activeWeather == "Stormy")
{
yield return new WaitForSeconds(Random.Range(3f, 10f));
var flash = new GameObject("LightningFlash");
var img = flash.AddComponent<SpriteRenderer>();
img.sprite = CreateGlowSprite();
img.color = new Color(1, 1, 1, 0.8f);
flash.transform.position = new Vector3(0, 10, 0);
flash.transform.localScale = new Vector3(100, 100, 1);
yield return new WaitForSeconds(0.05f);
img.color = new Color(1, 1, 1, 0.3f);
yield return new WaitForSeconds(0.05f);
Destroy(flash);
}
}
private IEnumerator ShootMeteor()
{
var meteor = new GameObject("Meteor");
meteor.transform.SetParent(transform);
Vector3 startPos = new Vector3(Random.Range(-20, 20), 15, Random.Range(-20, 20));
Vector3 direction = new Vector3(Random.Range(-10, 10), -5, Random.Range(-10, 10)).normalized;
meteor.transform.position = startPos;
var sprite = meteor.AddComponent<SpriteRenderer>();
sprite.sprite = CreateGlowSprite();
sprite.color = Color.white;
sprite.transform.localScale = new Vector3(0.5f, 0.1f, 1f);
float duration = 1.0f;
float elapsed = 0;
while (elapsed < duration)
{
elapsed += Time.deltaTime;
meteor.transform.position += direction * 30f * Time.deltaTime;
sprite.color = new Color(1, 1, 1, 1f - (elapsed / duration));
yield return null;
}
Destroy(meteor);
}
private Sprite CreateRainSprite()
{
Texture2D tex = new Texture2D(2, 8);
for (int y = 0; y < 8; y++)
for (int x = 0; x < 2; x++) tex.SetPixel(x, y, Color.white);
tex.Apply();
return Sprite.Create(tex, new Rect(0, 0, 2, 8), new Vector2(0.5f, 0.5f));
}
private Sprite CreateGlowSprite()
{
int size = 32;
Texture2D tex = new Texture2D(size, size);
tex.filterMode = FilterMode.Bilinear;
for (int y = 0; y < size; y++)
for (int x = 0; x < size; x++) {
float dist = Vector2.Distance(new Vector2(x, y), new Vector2(size/2f, size/2f)) / (size/2f);
float alpha = Mathf.Exp(-dist * 4f);
tex.SetPixel(x, y, new Color(1, 1, 1, alpha));
}
tex.Apply();
return Sprite.Create(tex, new Rect(0, 0, size, size), new Vector2(0.5f, 0.5f));
}
private IEnumerator AnimateFirefly(GameObject firefly)
{
Vector3 startPos = firefly.transform.position;
float seed = Random.value * 100f;
while (true)
{
float t = Time.time + seed;
float dx = (Mathf.PerlinNoise(t * 0.2f, 0) - 0.5f) * 2f;
float dy = (Mathf.PerlinNoise(0, t * 0.2f) - 0.5f) * 1f;
float dz = (Mathf.PerlinNoise(t * 0.1f, t * 0.1f) - 0.5f) * 2f;
firefly.transform.position = startPos + new Vector3(dx, dy, dz);
var sprite = firefly.GetComponent<SpriteRenderer>();
float pulse = Mathf.PingPong(t, 1f) * 0.5f + 0.5f;
sprite.color = new Color(fireflyColor.r, fireflyColor.g, fireflyColor.b, pulse * fireflyColor.a);
yield return null;
}
}
}
}