- Add cloud system with procedural sprites and parallax movement - Add tree swaying animation for palm trees - Improve agent breathing with squash & stretch animation - Add jump animation routine for agent reactions - Add custom CartoonWater shader support - Add SetupVisuals editor tool and GlobalProfile asset - Lower speech bubble alpha for glass effect 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
736 lines
27 KiB
C#
736 lines
27 KiB
C#
using UnityEngine;
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using TheIsland.Core;
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using TheIsland.Network;
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using TheIsland.Models;
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namespace TheIsland.Visual
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{
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/// <summary>
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/// Manages the island environment visuals including sky, ground, water, and lighting.
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/// Creates a beautiful dynamic background that responds to time of day and weather.
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/// </summary>
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public class EnvironmentManager : MonoBehaviour
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{
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#region Singleton
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private static EnvironmentManager _instance;
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public static EnvironmentManager Instance => _instance;
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#endregion
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#region Sky Colors by Time of Day
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[Header("Dawn Colors")]
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[SerializeField] private Color dawnSkyTop = new Color(0.98f, 0.65f, 0.45f);
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[SerializeField] private Color dawnSkyBottom = new Color(1f, 0.85f, 0.6f);
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[SerializeField] private Color dawnAmbient = new Color(1f, 0.8f, 0.6f);
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[Header("Day Colors")]
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[SerializeField] private Color daySkyTop = new Color(0.4f, 0.7f, 1f);
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[SerializeField] private Color daySkyBottom = new Color(0.7f, 0.9f, 1f);
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[SerializeField] private Color dayAmbient = new Color(1f, 1f, 0.95f);
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[Header("Dusk Colors")]
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[SerializeField] private Color duskSkyTop = new Color(0.3f, 0.2f, 0.5f);
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[SerializeField] private Color duskSkyBottom = new Color(1f, 0.5f, 0.3f);
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[SerializeField] private Color duskAmbient = new Color(1f, 0.6f, 0.4f);
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[Header("Night Colors")]
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[SerializeField] private Color nightSkyTop = new Color(0.05f, 0.05f, 0.15f);
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[SerializeField] private Color nightSkyBottom = new Color(0.1f, 0.15f, 0.3f);
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[SerializeField] private Color nightAmbient = new Color(0.3f, 0.35f, 0.5f);
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#endregion
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#region Weather Modifiers
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[Header("Weather Color Modifiers")]
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[SerializeField] private Color cloudyTint = new Color(0.7f, 0.7f, 0.75f);
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[SerializeField] private Color rainyTint = new Color(0.5f, 0.55f, 0.6f);
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[SerializeField] private Color stormyTint = new Color(0.35f, 0.35f, 0.4f);
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[SerializeField] private Color foggyTint = new Color(0.8f, 0.8f, 0.85f);
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[SerializeField] private Color hotTint = new Color(1.1f, 0.95f, 0.85f);
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#endregion
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#region Ground & Water
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[Header("Ground Settings")]
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[SerializeField] private Color sandColor = new Color(0.95f, 0.87f, 0.7f);
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[SerializeField] private Color sandDarkColor = new Color(0.8f, 0.7f, 0.5f);
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[Header("Water Settings")]
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[SerializeField] private Color waterShallowColor = new Color(0.3f, 0.8f, 0.9f, 0.8f);
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[SerializeField] private Color waterDeepColor = new Color(0.1f, 0.4f, 0.6f, 0.9f);
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[SerializeField] private float waveSpeed = 0.5f;
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[SerializeField] private float waveAmplitude = 0.1f;
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[SerializeField] private Material customWaterMaterial; // Custom shader support
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#endregion
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#region References
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private Camera _mainCamera;
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private Material _skyMaterial;
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private GameObject _groundPlane;
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private GameObject _waterPlane;
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private Material _groundMaterial;
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private Material _waterMaterial;
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private Light _mainLight;
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// Current state
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private string _currentTimeOfDay = "day";
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private string _currentWeather = "Sunny";
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private float _transitionProgress = 1f;
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private Color _targetSkyTop, _targetSkyBottom;
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private Color _currentSkyTop, _currentSkyBottom;
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#endregion
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#region Unity Lifecycle
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private void Awake()
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{
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if (_instance != null && _instance != this)
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{
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Destroy(gameObject);
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return;
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}
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_instance = this;
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_mainCamera = Camera.main;
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CreateEnvironment();
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}
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private void Start()
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{
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// Subscribe to network events
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var network = NetworkManager.Instance;
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if (network != null)
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{
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network.OnPhaseChange += HandlePhaseChange;
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network.OnWeatherChange += HandleWeatherChange;
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network.OnTick += HandleTick;
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}
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// Set initial sky
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UpdateSkyColors();
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}
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private void Update()
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{
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// Smooth sky transition
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if (_transitionProgress < 1f)
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{
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_transitionProgress += Time.deltaTime * 0.5f;
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_currentSkyTop = Color.Lerp(_currentSkyTop, _targetSkyTop, _transitionProgress);
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_currentSkyBottom = Color.Lerp(_currentSkyBottom, _targetSkyBottom, _transitionProgress);
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UpdateSkyMaterial();
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}
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// Animate environment (Water & Trees)
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AnimateEnvironment();
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AnimateClouds();
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}
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private void OnDestroy()
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{
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var network = NetworkManager.Instance;
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if (network != null)
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{
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network.OnPhaseChange -= HandlePhaseChange;
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network.OnWeatherChange -= HandleWeatherChange;
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network.OnTick -= HandleTick;
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}
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}
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#endregion
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#region Environment Creation
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private void CreateEnvironment()
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{
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CreateSky();
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CreateGround();
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CreateWater();
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CreateLighting();
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CreateDecorations();
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CreateClouds();
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}
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private void CreateSky()
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{
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// Create a gradient sky using a camera background shader
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_skyMaterial = new Material(Shader.Find("Unlit/Color"));
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// Create sky quad that fills the background
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var skyObj = GameObject.CreatePrimitive(PrimitiveType.Quad);
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skyObj.name = "SkyBackground";
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skyObj.transform.SetParent(transform);
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skyObj.transform.position = new Vector3(0, 5, 20);
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skyObj.transform.localScale = new Vector3(60, 30, 1);
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// Remove collider
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Destroy(skyObj.GetComponent<Collider>());
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// Create gradient material
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_skyMaterial = CreateGradientMaterial();
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skyObj.GetComponent<Renderer>().material = _skyMaterial;
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skyObj.GetComponent<Renderer>().sortingOrder = -100;
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// Set initial colors
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_currentSkyTop = daySkyTop;
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_currentSkyBottom = daySkyBottom;
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_targetSkyTop = daySkyTop;
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_targetSkyBottom = daySkyBottom;
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UpdateSkyMaterial();
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}
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private Material CreateGradientMaterial()
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{
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// Create a simple shader for vertical gradient
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string shaderCode = @"
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Shader ""Custom/SkyGradient"" {
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Properties {
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_TopColor (""Top Color"", Color) = (0.4, 0.7, 1, 1)
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_BottomColor (""Bottom Color"", Color) = (0.7, 0.9, 1, 1)
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}
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SubShader {
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Tags { ""Queue""=""Background"" ""RenderType""=""Opaque"" }
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Pass {
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ZWrite Off
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include ""UnityCG.cginc""
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fixed4 _TopColor;
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fixed4 _BottomColor;
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struct v2f {
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float4 pos : SV_POSITION;
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float2 uv : TEXCOORD0;
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};
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v2f vert(appdata_base v) {
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v2f o;
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o.pos = UnityObjectToClipPos(v.vertex);
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o.uv = v.texcoord;
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return o;
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}
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fixed4 frag(v2f i) : SV_Target {
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return lerp(_BottomColor, _TopColor, i.uv.y);
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}
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ENDCG
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}
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}
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}";
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// Since we can't create shaders at runtime easily, use a texture-based approach
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return CreateGradientTextureMaterial();
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}
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private Material CreateGradientTextureMaterial()
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{
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// Create gradient texture
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Texture2D gradientTex = new Texture2D(1, 256);
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gradientTex.wrapMode = TextureWrapMode.Clamp;
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for (int y = 0; y < 256; y++)
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{
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float t = y / 255f;
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Color color = Color.Lerp(_currentSkyBottom, _currentSkyTop, t);
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gradientTex.SetPixel(0, y, color);
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}
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gradientTex.Apply();
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Material mat = new Material(Shader.Find("Unlit/Texture"));
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mat.mainTexture = gradientTex;
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return mat;
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}
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private void UpdateSkyMaterial()
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{
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if (_skyMaterial == null || _skyMaterial.mainTexture == null) return;
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Texture2D tex = (Texture2D)_skyMaterial.mainTexture;
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for (int y = 0; y < 256; y++)
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{
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float t = y / 255f;
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Color color = Color.Lerp(_currentSkyBottom, _currentSkyTop, t);
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tex.SetPixel(0, y, color);
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}
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tex.Apply();
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}
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private void CreateGround()
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{
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// Create sandy beach ground
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_groundPlane = GameObject.CreatePrimitive(PrimitiveType.Quad);
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_groundPlane.name = "GroundPlane";
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_groundPlane.transform.SetParent(transform);
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_groundPlane.transform.position = new Vector3(0, -0.5f, 5);
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_groundPlane.transform.rotation = Quaternion.Euler(90, 0, 0);
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_groundPlane.transform.localScale = new Vector3(40, 20, 1);
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// Create sand texture
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_groundMaterial = new Material(Shader.Find("Unlit/Texture"));
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_groundMaterial.mainTexture = CreateSandTexture();
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_groundPlane.GetComponent<Renderer>().material = _groundMaterial;
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_groundPlane.GetComponent<Renderer>().sortingOrder = -50;
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// Remove collider (we don't need physics)
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Destroy(_groundPlane.GetComponent<Collider>());
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}
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private Texture2D CreateSandTexture()
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{
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int size = 128;
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Texture2D tex = new Texture2D(size, size);
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tex.filterMode = FilterMode.Bilinear;
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for (int y = 0; y < size; y++)
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{
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for (int x = 0; x < size; x++)
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{
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// Create sandy noise pattern
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float noise = Mathf.PerlinNoise(x * 0.1f, y * 0.1f) * 0.3f;
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float detail = Mathf.PerlinNoise(x * 0.3f, y * 0.3f) * 0.1f;
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Color baseColor = Color.Lerp(sandDarkColor, sandColor, 0.5f + noise + detail);
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// Add some sparkle/grain
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if (Random.value > 0.95f)
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{
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baseColor = Color.Lerp(baseColor, Color.white, 0.3f);
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}
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tex.SetPixel(x, y, baseColor);
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}
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}
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tex.Apply();
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return tex;
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}
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private void CreateWater()
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{
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// Create water plane at the horizon
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_waterPlane = GameObject.CreatePrimitive(PrimitiveType.Quad);
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_waterPlane.name = "WaterPlane";
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_waterPlane.transform.SetParent(transform);
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_waterPlane.transform.position = new Vector3(0, -0.3f, 12);
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_waterPlane.transform.rotation = Quaternion.Euler(90, 0, 0);
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_waterPlane.transform.localScale = new Vector3(60, 15, 1);
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// Create water material
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if (customWaterMaterial != null)
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{
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_waterMaterial = customWaterMaterial;
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_waterPlane.GetComponent<Renderer>().material = _waterMaterial;
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}
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else
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{
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_waterMaterial = new Material(Shader.Find("Unlit/Transparent"));
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_waterMaterial.mainTexture = CreateWaterTexture();
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_waterPlane.GetComponent<Renderer>().material = _waterMaterial;
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}
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_waterPlane.GetComponent<Renderer>().sortingOrder = -40;
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Destroy(_waterPlane.GetComponent<Collider>());
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}
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private Texture2D CreateWaterTexture()
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{
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int size = 128;
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Texture2D tex = new Texture2D(size, size);
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tex.filterMode = FilterMode.Bilinear;
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tex.wrapMode = TextureWrapMode.Repeat;
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for (int y = 0; y < size; y++)
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{
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for (int x = 0; x < size; x++)
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{
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float t = (float)y / size;
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Color baseColor = Color.Lerp(waterShallowColor, waterDeepColor, t);
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// Add wave highlights
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float wave = Mathf.Sin(x * 0.2f + y * 0.1f) * 0.5f + 0.5f;
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baseColor = Color.Lerp(baseColor, Color.white, wave * 0.1f);
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tex.SetPixel(x, y, baseColor);
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}
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}
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tex.Apply();
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return tex;
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}
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private void AnimateWater()
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{
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if (_waterMaterial == null) return;
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// Simple UV scrolling for wave effect
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float offset = Time.time * waveSpeed * 0.1f;
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_waterMaterial.mainTextureOffset = new Vector2(offset, offset * 0.5f);
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}
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private void CreateLighting()
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{
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// Find or create main directional light
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_mainLight = FindFirstObjectByType<Light>();
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if (_mainLight == null)
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{
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var lightObj = new GameObject("MainLight");
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lightObj.transform.SetParent(transform);
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_mainLight = lightObj.AddComponent<Light>();
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_mainLight.type = LightType.Directional;
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}
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_mainLight.transform.rotation = Quaternion.Euler(50, -30, 0);
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_mainLight.intensity = 1f;
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_mainLight.color = dayAmbient;
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// Set ambient light
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RenderSettings.ambientMode = UnityEngine.Rendering.AmbientMode.Flat;
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RenderSettings.ambientLight = dayAmbient;
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}
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private void CreateDecorations()
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{
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// Create palm tree silhouettes
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CreatePalmTree(new Vector3(-8, 0, 8), 2.5f);
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CreatePalmTree(new Vector3(-10, 0, 10), 3f);
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CreatePalmTree(new Vector3(9, 0, 7), 2.2f);
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CreatePalmTree(new Vector3(11, 0, 9), 2.8f);
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// Create rocks
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CreateRock(new Vector3(-5, 0, 4), 0.5f);
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CreateRock(new Vector3(6, 0, 5), 0.7f);
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CreateRock(new Vector3(-7, 0, 6), 0.4f);
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}
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private void CreatePalmTree(Vector3 position, float scale)
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{
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var treeObj = new GameObject("PalmTree");
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treeObj.transform.SetParent(transform);
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treeObj.transform.position = position;
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// Create trunk (stretched capsule-ish shape using sprite)
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var trunkSprite = new GameObject("Trunk");
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trunkSprite.transform.SetParent(treeObj.transform);
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trunkSprite.transform.localPosition = new Vector3(0, scale * 0.5f, 0);
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var trunkRenderer = trunkSprite.AddComponent<SpriteRenderer>();
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trunkRenderer.sprite = CreateTreeSprite();
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trunkRenderer.sortingOrder = -20;
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trunkSprite.transform.localScale = new Vector3(scale * 0.5f, scale, 1);
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}
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private Sprite CreateTreeSprite()
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{
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int width = 64;
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int height = 128;
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Texture2D tex = new Texture2D(width, height);
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Color trunk = new Color(0.4f, 0.25f, 0.15f);
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Color trunkDark = new Color(0.3f, 0.18f, 0.1f);
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Color leaf = new Color(0.2f, 0.5f, 0.2f);
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Color leafBright = new Color(0.3f, 0.65f, 0.25f);
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// Clear
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Color[] pixels = new Color[width * height];
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for (int i = 0; i < pixels.Length; i++) pixels[i] = Color.clear;
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// Draw trunk
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int trunkWidth = 8;
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int trunkStart = width / 2 - trunkWidth / 2;
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for (int y = 0; y < height * 0.6f; y++)
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{
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for (int x = trunkStart; x < trunkStart + trunkWidth; x++)
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{
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float noise = Mathf.PerlinNoise(x * 0.2f, y * 0.1f);
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pixels[y * width + x] = Color.Lerp(trunkDark, trunk, noise);
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}
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}
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// Draw palm fronds
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DrawPalmFronds(pixels, width, height, leaf, leafBright);
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tex.SetPixels(pixels);
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tex.Apply();
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tex.filterMode = FilterMode.Point;
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return Sprite.Create(tex, new Rect(0, 0, width, height), new Vector2(0.5f, 0));
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}
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private void AnimateEnvironment()
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{
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// Water animation
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if (_waterMaterial != null)
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{
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float offset = Time.time * waveSpeed * 0.1f;
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_waterMaterial.mainTextureOffset = new Vector2(offset, offset * 0.5f);
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}
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// Tree swaying animation
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// Find all palm tree objects (simple lookup by name since we created them)
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// Ideally we'd cache these, but for this scale it's fine
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foreach (Transform child in transform)
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{
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if (child.name == "PalmTree")
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{
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// Sway rotation
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float sway = Mathf.Sin(Time.time * 1.5f + child.position.x) * 2.0f;
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child.rotation = Quaternion.Euler(0, 0, sway);
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}
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}
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}
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private void DrawPalmFronds(Color[] pixels, int width, int height, Color leaf, Color leafBright)
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{
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Vector2 center = new Vector2(width / 2, height * 0.65f);
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// Draw several fronds
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float[] angles = { -60, -30, 0, 30, 60, -80, 80 };
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foreach (float angle in angles)
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{
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DrawFrond(pixels, width, height, center, angle, leaf, leafBright);
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}
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}
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private void DrawFrond(Color[] pixels, int width, int height, Vector2 start, float angle, Color leaf, Color leafBright)
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{
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float rad = angle * Mathf.Deg2Rad;
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int length = 35;
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for (int i = 0; i < length; i++)
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{
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float t = i / (float)length;
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float droop = t * t * 15; // Fronds droop more at the end
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int x = (int)(start.x + Mathf.Sin(rad) * i);
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int y = (int)(start.y + Mathf.Cos(rad) * i - droop);
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// Draw thick frond
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for (int dx = -2; dx <= 2; dx++)
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{
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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<SpriteRenderer>();
|
|
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
|
|
|
|
private void CreateClouds()
|
|
{
|
|
for (int i = 0; i < 5; i++)
|
|
{
|
|
var cloud = new GameObject("Cloud");
|
|
cloud.transform.SetParent(transform);
|
|
|
|
// Random position in sky
|
|
float startX = Random.Range(-25f, 25f);
|
|
float startY = Random.Range(3f, 8f);
|
|
float depth = Random.Range(15f, 25f);
|
|
cloud.transform.position = new Vector3(startX, startY, depth);
|
|
|
|
var renderer = cloud.AddComponent<SpriteRenderer>();
|
|
renderer.sprite = CreateCloudSprite();
|
|
renderer.sortingOrder = -90; // Behind everything but sky
|
|
|
|
// Random size and opacity
|
|
float scale = Random.Range(3f, 6f);
|
|
cloud.transform.localScale = new Vector3(scale * 1.5f, scale, 1f);
|
|
renderer.color = new Color(1f, 1f, 1f, Random.Range(0.4f, 0.8f));
|
|
}
|
|
}
|
|
|
|
private Sprite CreateCloudSprite()
|
|
{
|
|
int size = 64;
|
|
Texture2D tex = new Texture2D(size, size);
|
|
Color[] pixels = new Color[size * size];
|
|
|
|
// Procedural fluffy cloud
|
|
Vector2 center = new Vector2(size/2, size/2);
|
|
for (int y = 0; y < size; y++)
|
|
{
|
|
for (int x = 0; x < size; x++)
|
|
{
|
|
float noise = Mathf.PerlinNoise(x * 0.15f, y * 0.15f); // Noise frequency
|
|
float dist = Vector2.Distance(new Vector2(x, y), center) / (size * 0.4f);
|
|
|
|
// Soft circle with noise
|
|
float density = Mathf.Clamp01(1f - dist);
|
|
density *= (0.5f + noise * 0.5f);
|
|
// Threshold for fluffiness
|
|
density = Mathf.SmoothStep(0.2f, 0.8f, density);
|
|
|
|
pixels[y * size + x] = new Color(1, 1, 1, density * density);
|
|
}
|
|
}
|
|
|
|
tex.SetPixels(pixels);
|
|
tex.Apply();
|
|
return Sprite.Create(tex, new Rect(0, 0, size, size), new Vector2(0.5f, 0.5f));
|
|
}
|
|
|
|
private void AnimateClouds()
|
|
{
|
|
// Move clouds slowly
|
|
foreach (Transform child in transform)
|
|
{
|
|
if (child.name == "Cloud")
|
|
{
|
|
Vector3 pos = child.transform.position;
|
|
// Wind speed depends on cloud distance for parallax
|
|
float speed = 0.5f + (25f - pos.z) * 0.05f;
|
|
pos.x += Time.deltaTime * speed;
|
|
|
|
// Wrap around
|
|
if (pos.x > 30f) pos.x = -30f;
|
|
|
|
child.transform.position = pos;
|
|
}
|
|
}
|
|
}
|
|
|
|
#region Public API
|
|
/// <summary>
|
|
/// Force update the environment to specific conditions.
|
|
/// </summary>
|
|
public void SetEnvironment(string timeOfDay, string weather)
|
|
{
|
|
_currentTimeOfDay = timeOfDay;
|
|
_currentWeather = weather;
|
|
UpdateSkyColors();
|
|
}
|
|
#endregion
|
|
}
|
|
}
|