Files
the-island/unity-client/Assets/Scripts/Models.cs
empty 6c66764cce feat: add gameplay enhancements and visual improvements
Backend:
- Add weather system with 6 weather types and transition probabilities
- Add day/night cycle (dawn, day, dusk, night) with phase modifiers
- Add mood system for agents (happy, neutral, sad, anxious)
- Add new commands: heal, talk, encourage, revive
- Add agent social interaction system with relationships
- Add casual mode with auto-revive and reduced decay rates

Frontend (Web):
- Add world state display (weather, time of day)
- Add mood bar to agent cards
- Add new action buttons for heal, encourage, talk, revive
- Handle new event types from server

Unity Client:
- Add EnvironmentManager with dynamic sky gradient and island scene
- Add WeatherEffects with rain, sun rays, fog, and heat particles
- Add SceneBootstrap for automatic visual system initialization
- Improve AgentVisual with better character sprites and animations
- Add breathing and bobbing idle animations
- Add character shadows
- Improve UI panels with rounded corners and borders
- Improve SpeechBubble with rounded corners and proper tail
- Add support for all new server events and commands

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

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-01 15:25:15 +08:00

298 lines
7.4 KiB
C#

using System;
using System.Collections.Generic;
using UnityEngine;
namespace TheIsland.Models
{
/// <summary>
/// Root server message structure.
/// Matches Python's GameEvent schema.
/// </summary>
[Serializable]
public class ServerMessage
{
public string event_type;
public double timestamp;
// data is parsed separately based on event_type
// We use a raw JSON approach for flexibility
}
/// <summary>
/// Wrapper for deserializing the full message including raw data.
/// </summary>
[Serializable]
public class RawServerMessage
{
public string event_type;
public double timestamp;
public string rawData; // Will be populated manually after initial parse
}
/// <summary>
/// Agent data from the server.
/// Matches Python's Agent.to_dict() output.
/// </summary>
[Serializable]
public class AgentData
{
public int id;
public string name;
public string personality;
public string status; // "Alive", "Dead", "Exiled"
public int hp;
public int energy;
public string inventory;
// Mood system (Phase 3)
public int mood;
public string mood_state; // "happy", "neutral", "sad", "anxious"
public string social_tendency; // "introvert", "extrovert", "neutral"
public bool IsAlive => status == "Alive";
}
/// <summary>
/// Agents update event data.
/// </summary>
[Serializable]
public class AgentsUpdateData
{
public List<AgentData> agents;
}
/// <summary>
/// Agent speak event data (LLM response).
/// </summary>
[Serializable]
public class AgentSpeakData
{
public int agent_id;
public string agent_name;
public string text;
}
/// <summary>
/// Feed event data.
/// </summary>
[Serializable]
public class FeedEventData
{
public string user;
public string agent_name;
public int energy_restored;
public int agent_energy;
public int user_gold;
public string message;
}
/// <summary>
/// Agent death event data.
/// </summary>
[Serializable]
public class AgentDiedData
{
public string agent_name;
public string message;
}
/// <summary>
/// Tick event data.
/// </summary>
[Serializable]
public class TickData
{
public int tick;
public int day;
public int alive_agents;
public string time_of_day; // "dawn", "day", "dusk", "night"
public string weather; // "Sunny", "Cloudy", "Rainy", etc.
}
/// <summary>
/// System/Error event data.
/// </summary>
[Serializable]
public class SystemEventData
{
public string message;
}
/// <summary>
/// User update event data.
/// </summary>
[Serializable]
public class UserUpdateData
{
public string user;
public int gold;
}
/// <summary>
/// World state data.
/// </summary>
[Serializable]
public class WorldStateData
{
public int day_count;
public string weather;
public int resource_level;
public int current_tick_in_day;
public string time_of_day; // "dawn", "day", "dusk", "night"
}
/// <summary>
/// Weather change event data.
/// </summary>
[Serializable]
public class WeatherChangeData
{
public string old_weather;
public string new_weather;
public string message;
}
/// <summary>
/// Phase change event data (day/night cycle).
/// </summary>
[Serializable]
public class PhaseChangeData
{
public string old_phase;
public string new_phase;
public int day;
public string message;
}
/// <summary>
/// Day change event data.
/// </summary>
[Serializable]
public class DayChangeData
{
public int day;
public string message;
}
/// <summary>
/// Heal event data.
/// </summary>
[Serializable]
public class HealEventData
{
public string user;
public string agent_name;
public int hp_restored;
public int agent_hp;
public int user_gold;
public string message;
}
/// <summary>
/// Encourage event data.
/// </summary>
[Serializable]
public class EncourageEventData
{
public string user;
public string agent_name;
public int mood_boost;
public int agent_mood;
public int user_gold;
public string message;
}
/// <summary>
/// Talk event data.
/// </summary>
[Serializable]
public class TalkEventData
{
public string user;
public string agent_name;
public string topic;
public string response;
}
/// <summary>
/// Revive event data.
/// </summary>
[Serializable]
public class ReviveEventData
{
public string user;
public string agent_name;
public int user_gold;
public string message;
}
/// <summary>
/// Social interaction event data.
/// </summary>
[Serializable]
public class SocialInteractionData
{
public int initiator_id;
public string initiator_name;
public int target_id;
public string target_name;
public string interaction_type; // "chat", "share_food", "help", "argue", "comfort"
public string relationship_type; // "stranger", "friend", "rival", etc.
public string dialogue;
}
/// <summary>
/// Client message structure for sending to server.
/// </summary>
[Serializable]
public class ClientMessage
{
public string action;
public ClientPayload payload;
}
[Serializable]
public class ClientPayload
{
public string user;
public string message;
}
/// <summary>
/// Event type constants matching Python's EventType enum.
/// </summary>
public static class EventTypes
{
public const string COMMENT = "comment";
public const string TICK = "tick";
public const string SYSTEM = "system";
public const string ERROR = "error";
public const string AGENTS_UPDATE = "agents_update";
public const string AGENT_DIED = "agent_died";
public const string AGENT_SPEAK = "agent_speak";
public const string FEED = "feed";
public const string USER_UPDATE = "user_update";
public const string WORLD_UPDATE = "world_update";
public const string CHECK = "check";
// Day/Night cycle (Phase 2)
public const string TIME_UPDATE = "time_update";
public const string PHASE_CHANGE = "phase_change";
public const string DAY_CHANGE = "day_change";
// Weather system (Phase 3)
public const string WEATHER_CHANGE = "weather_change";
public const string MOOD_UPDATE = "mood_update";
// New commands (Phase 4)
public const string HEAL = "heal";
public const string TALK = "talk";
public const string ENCOURAGE = "encourage";
public const string REVIVE = "revive";
// Social system (Phase 5)
public const string SOCIAL_INTERACTION = "social_interaction";
public const string RELATIONSHIP_CHANGE = "relationship_change";
public const string AUTO_REVIVE = "auto_revive";
}
}