diff --git a/.github/copilot-instructions.md b/.github/copilot-instructions.md index 0c3038a4..a9ebd478 100644 --- a/.github/copilot-instructions.md +++ b/.github/copilot-instructions.md @@ -11,4 +11,8 @@ ## Project-Specific Rules - The project uses the Unity Input System (Active Input Handling set to Input System). Avoid using `UnityEngine.Input.GetKeyDown`; prefer `TMP_InputField.onSubmit` or `UnityEngine.InputSystem` APIs. - When discussing project folders and scene visibility, refer to Visual Studio's Unity Project Explorer, not Unity Editor's Project window. -- Ensure the Inspector's transition duration is set appropriately to avoid fade transition issues; a duration that is too low can cause problems, rather than the coroutine or scene-loading logic. \ No newline at end of file +- Ensure the Inspector's transition duration is set appropriately to avoid fade transition issues; a duration that is too low can cause problems, rather than the coroutine or scene-loading logic. +- In recent Unity versions, Mono may be bundled into the Unity Editor rather than exposed as a separate Windows Build Support module; do not assume Mono is unavailable merely because Unity Hub lists only Windows Build Support (IL2CPP). + +## Feature Development Workflow +- When starting a feature, implement and validate the mechanic or functional prototype first; defer styling, visual polish, and artistic implementation until the mechanic is proven to work. \ No newline at end of file diff --git a/Assets/Actions/PlayerInput.cs b/Assets/Actions/PlayerInput.cs index 8f4282b0..004c4df2 100644 --- a/Assets/Actions/PlayerInput.cs +++ b/Assets/Actions/PlayerInput.cs @@ -109,6 +109,15 @@ public partial class @PlayerInput: IInputActionCollection2, IDisposable ""processors"": """", ""interactions"": """", ""initialStateCheck"": false + }, + { + ""name"": ""Look"", + ""type"": ""Value"", + ""id"": ""b16172bb-59f4-4ac9-9ea9-3c4b9c7f21fd"", + ""expectedControlType"": ""Vector2"", + ""processors"": """", + ""interactions"": """", + ""initialStateCheck"": true } ], ""bindings"": [ @@ -133,6 +142,17 @@ public partial class @PlayerInput: IInputActionCollection2, IDisposable ""action"": ""Run"", ""isComposite"": false, ""isPartOfComposite"": false + }, + { + ""name"": """", + ""id"": ""a2e6dc3d-8a2b-4a19-9d0a-0b7cf7a1a9e2"", + ""path"": ""/rightStick"", + ""interactions"": """", + ""processors"": ""StickDeadzone"", + ""groups"": """", + ""action"": ""Look"", + ""isComposite"": false, + ""isPartOfComposite"": false } ] } @@ -143,6 +163,7 @@ public partial class @PlayerInput: IInputActionCollection2, IDisposable m_CharacterControls = asset.FindActionMap("CharacterControls", throwIfNotFound: true); m_CharacterControls_Movement = m_CharacterControls.FindAction("Movement", throwIfNotFound: true); m_CharacterControls_Run = m_CharacterControls.FindAction("Run", throwIfNotFound: true); + m_CharacterControls_Look = m_CharacterControls.FindAction("Look", throwIfNotFound: true); } ~@PlayerInput() @@ -225,6 +246,7 @@ public partial class @PlayerInput: IInputActionCollection2, IDisposable private List m_CharacterControlsActionsCallbackInterfaces = new List(); private readonly InputAction m_CharacterControls_Movement; private readonly InputAction m_CharacterControls_Run; + private readonly InputAction m_CharacterControls_Look; /// /// Provides access to input actions defined in input action map "CharacterControls". /// @@ -245,6 +267,10 @@ public partial class @PlayerInput: IInputActionCollection2, IDisposable /// public InputAction @Run => m_Wrapper.m_CharacterControls_Run; /// + /// Provides access to the underlying input action "CharacterControls/Look". + /// + public InputAction @Look => m_Wrapper.m_CharacterControls_Look; + /// /// Provides access to the underlying input action map instance. /// public InputActionMap Get() { return m_Wrapper.m_CharacterControls; } @@ -276,6 +302,9 @@ public partial class @PlayerInput: IInputActionCollection2, IDisposable @Run.started += instance.OnRun; @Run.performed += instance.OnRun; @Run.canceled += instance.OnRun; + @Look.started += instance.OnLook; + @Look.performed += instance.OnLook; + @Look.canceled += instance.OnLook; } /// @@ -293,6 +322,9 @@ public partial class @PlayerInput: IInputActionCollection2, 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Light" by Quaternius — CC0 1.0 — https://poly.pizza/m/nFwrlcLvM5 +Pallet.fbx — "Pallet" by Quaternius — CC0 1.0 — https://poly.pizza/m/cUAsYHDqfD +ConcreteBarrier.fbx — "Concrete Barrier" by J-Toastie — CC-BY 3.0 — https://poly.pizza/m/5Cg2oW7EFn +Tires.fbx — "Tires" by Quaternius — CC0 1.0 — https://poly.pizza/m/mmq7GmG1AK + +CC-BY 3.0 models require attribution (e.g. in the game's credits): "Sandbags", "Cone" and "Concrete Barrier" by J-Toastie (https://poly.pizza), licensed under CC BY 3.0 (https://creativecommons.org/licenses/by/3.0/). +CC0 models (Quaternius) are public domain; no attribution required. diff --git a/Assets/Models/Props/PROPS_CREDITS.txt.meta b/Assets/Models/Props/PROPS_CREDITS.txt.meta new file mode 100644 index 00000000..c7ab8f8d --- /dev/null +++ b/Assets/Models/Props/PROPS_CREDITS.txt.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 69121ca14131e0c4a9c020a7e2afc74d +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: 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b/Assets/Scripts/CharacterMovement.cs index 7695657a..735d34c4 100644 --- a/Assets/Scripts/CharacterMovement.cs +++ b/Assets/Scripts/CharacterMovement.cs @@ -1,6 +1,7 @@ using UnityEngine; using Mirror; using UnityEngine.InputSystem; +using UnityEngine.InputSystem.LowLevel; public class CharacterMovement : NetworkBehaviour { @@ -20,15 +21,55 @@ public class CharacterMovement : NetworkBehaviour bool lastSentWalking; bool lastSentRunning; - // assign this in the player prefab to an empty child transform positioned where the camera should sit (e.g. head) - public Transform cameraMount; - - // camera follow settings Camera mainCamera; - Vector3 cameraLocalOffsetStable = new Vector3(0f, 2f, -4f); // fallback offset (local) - public float followSpeed = 5f; - public float idleFollowSpeed = 0.5f; // slower smoothing while idle (keeps camera stable) - public Vector3 cameraLookOffset = new Vector3(0f, 1.5f, 0f); // where camera looks relative to player root + + // Mouse-look orbit camera: yaw/pitch driven purely by the mouse, never by the player's + // own transform.rotation, so turning/facing movement direction doesn't snap the camera. + [Header("Camera Look")] + public float cameraDistance = 4.5f; + public float cameraPivotHeight = 1.6f; + public float cameraPitchDefault = 15f; + public float cameraPitchMin = -10f; + public float cameraPitchMax = 65f; + public float mouseSensitivity = 6f; + // Degrees/sec at full stick deflection — a different scale than mouseSensitivity since + // the right stick reports a steady -1..1 tilt rather than a per-frame pixel delta. + public float gamepadLookSensitivity = 150f; + + // Sideways offset of the orbit pivot (over-the-shoulder), so the character doesn't + // block the center of the screen. Weapons set this; 0 keeps the classic centered orbit. + [HideInInspector] public float cameraShoulderOffset = 0f; + + // While true the character turns to face the camera's yaw (strafe-style, like a shooter) + // instead of facing its movement direction. + [HideInInspector] public bool faceCameraYaw; + + [Header("Camera Recoil")] + public float recoilKickSharpness = 35f; + public float recoilRecoverDelay = 0.12f; + public float recoilRecoverSharpness = 7f; + + float cameraYaw; + float cameraPitch; + bool wantsCursorLocked = true; + Vector2 currentLook; + + // Recoil lives in its own offset on top of the mouse-driven yaw/pitch, so it can kick + // and then recover back to where the player was aiming without fighting mouse input. + Vector2 recoilTarget; // x = degrees up, y = degrees right + Vector2 recoilCurrent; + float lastRecoilTime = -10f; + + public float CameraYaw => cameraYaw; + + // Set by cutscenes (e.g. RangeIntroCinematic): freezes movement/look and hands the camera over. + public static bool CinematicControl; + + public void AddRecoil(float up, float right) + { + recoilTarget += new Vector2(up, right); + lastRecoilTime = Time.time; + } void Awake() { @@ -47,6 +88,10 @@ public class CharacterMovement : NetworkBehaviour input.CharacterControls.Run.performed += ctx => runPressed = ctx.ReadValueAsButton(); input.CharacterControls.Run.canceled += ctx => runPressed = false; + + // Right stick — camera look, same yaw/pitch the mouse drives (see LateUpdate). + input.CharacterControls.Look.performed += ctx => currentLook = ctx.ReadValue(); + input.CharacterControls.Look.canceled += ctx => currentLook = Vector2.zero; } void Start() @@ -61,45 +106,159 @@ public class CharacterMovement : NetworkBehaviour void Update() { if (!isLocalPlayer) return; + if (CinematicControl) + { + ForceIdle(); + return; + } HandleMovement(); HandleRotation(); } - // Camera follow should be in LateUpdate so it follows the final character pose for the frame + // Camera follow/look should be in LateUpdate so it reacts to the final character pose + // for the frame instead of lagging a frame behind Update's movement. void LateUpdate() { if (!isLocalPlayer) return; if (mainCamera == null) return; - // Desired world position based on the stable local offset (relative to player root) - Vector3 desiredWorld = transform.TransformPoint(cameraLocalOffsetStable); - - if (movementPressed) + // A cinematic owns the camera: no look input, no camera writes, cursor stays hidden. + if (CinematicControl) { - // while moving: follow the player (smooth) - mainCamera.transform.position = Vector3.Lerp(mainCamera.transform.position, desiredWorld, Time.deltaTime * followSpeed); - } - else - { - // while idle: keep camera stable behind the player (don't follow micro animation bobbing) - // Update only XZ to remain behind, preserve camera's current Y (height) to avoid vertical bob - Vector3 idleTarget = new Vector3(desiredWorld.x, mainCamera.transform.position.y, desiredWorld.z); - mainCamera.transform.position = Vector3.Lerp(mainCamera.transform.position, idleTarget, Time.deltaTime * idleFollowSpeed); + ApplyCursorLockState(true); + return; } - // Always look at the player (with an offset so we look near the torso/head) - mainCamera.transform.LookAt(transform.position + cameraLookOffset); + var kb = Keyboard.current; + if (kb != null && kb.escapeKey.wasPressedThisFrame) + { + if (ChatUI.IsInputFieldFocused) + { + ChatUI.Instance?.ExitChatFocus(); + wantsCursorLocked = true; + } + else + { + wantsCursorLocked = !wantsCursorLocked; + } + } + + // Re-assert the lock state every frame rather than trusting Cursor.lockState to have + // stuck: the Editor Game view (and some platforms) silently drop the lock on focus + // loss, so gating mouse-look on reading it back can permanently stall the camera. + bool shouldLockNow = wantsCursorLocked && !ChatUI.IsInputFieldFocused; + ApplyCursorLockState(shouldLockNow); + + bool canLook = !ChatUI.IsInputFieldFocused && Application.isFocused; + + if (canLook && shouldLockNow) + { + var mouse = Mouse.current; + if (mouse != null) + { + Vector2 delta = mouse.delta.ReadValue(); + cameraYaw += delta.x * mouseSensitivity * Time.deltaTime; + cameraPitch = Mathf.Clamp(cameraPitch - delta.y * mouseSensitivity * Time.deltaTime, cameraPitchMin, cameraPitchMax); + + // CursorLockMode.Locked hides the cursor but doesn't reliably keep the OS + // pointer confined/re-centered (especially inside the Editor Game view), so + // without this the real cursor eventually reaches a screen edge and rotation + // caps out in that direction instead of spinning freely. Warping back to + // center every frame removes that ceiling — but WarpCursorPosition alone only + // moves the OS cursor; the Input System's own tracked position doesn't know + // about the jump and keeps computing future deltas as if the cursor were still + // out near the edge, which is what was still capping rotation. InputState.Change + // tells the Input System directly where the cursor now is, so the next delta + // read is correct instead of walled off. + Vector2 center = new Vector2(Screen.width * 0.5f, Screen.height * 0.5f); + mouse.WarpCursorPosition(center); + InputState.Change(mouse.position, center); + } + } + + // Right stick look — independent of cursor lock (a gamepad doesn't have a cursor to + // fight over), but still suppressed while typing in chat or the window is unfocused. + if (canLook && currentLook.sqrMagnitude > 0.0001f) + { + cameraYaw += currentLook.x * gamepadLookSensitivity * Time.deltaTime; + cameraPitch = Mathf.Clamp(cameraPitch - currentLook.y * gamepadLookSensitivity * Time.deltaTime, cameraPitchMin, cameraPitchMax); + } + + UpdateRecoil(); + UpdateCameraTransform(); + } + + void UpdateRecoil() + { + if (Time.time - lastRecoilTime > recoilRecoverDelay) + recoilTarget = Vector2.Lerp(recoilTarget, Vector2.zero, 1f - Mathf.Exp(-recoilRecoverSharpness * Time.deltaTime)); + + recoilCurrent = Vector2.Lerp(recoilCurrent, recoilTarget, 1f - Mathf.Exp(-recoilKickSharpness * Time.deltaTime)); + } + + void ApplyCursorLockState(bool locked) + { + Cursor.lockState = locked ? CursorLockMode.Locked : CursorLockMode.None; + Cursor.visible = !locked; + } + + // Orbits the camera around a pivot above the player at a fixed distance, using + // cameraYaw/cameraPitch — never the player's own transform.rotation. + void UpdateCameraTransform() + { + GetGameplayCameraPose(out Vector3 position, out Quaternion rotation); + mainCamera.transform.SetPositionAndRotation(position, rotation); + } + + // Where the gameplay camera sits this frame — cinematics blend into this pose so the + // hand-off back to the player is seamless. + public void GetGameplayCameraPose(out Vector3 position, out Quaternion rotation) + { + rotation = Quaternion.Euler(cameraPitch - recoilCurrent.x, cameraYaw + recoilCurrent.y, 0f); + Vector3 pivot = transform.position + Vector3.up * cameraPivotHeight; + position = pivot + rotation * new Vector3(cameraShoulderOffset, 0f, -cameraDistance); + } + + // WASD input is camera-relative (like most third-person games): "forward" is whichever + // way the camera currently faces, projected onto the ground, not a fixed world axis or + // the player's own facing. Turning the camera therefore turns which way W walks you. + Vector3 GetCameraRelativeMoveDirection() + { + Quaternion cameraYawRotation = Quaternion.Euler(0f, cameraYaw, 0f); + return cameraYawRotation * new Vector3(combinedMovement.x, 0f, combinedMovement.y); + } + + // While a cinematic holds control, HandleMovement doesn't run to clear the walk/run flags — + // and with root motion on, a stuck walk state would stroll the character across the map. + void ForceIdle() + { + if (animator == null) return; + animator.SetBool(isWalkingHash, false); + animator.SetBool(isRunningHash, false); + if (lastSentWalking || lastSentRunning) + { + lastSentWalking = false; + lastSentRunning = false; + CmdSendAnimationState(false, false); + } } void HandleRotation() { - Vector3 currentPosition = transform.position; - Vector3 newPosition = new Vector3(combinedMovement.x, 0, combinedMovement.y); - // only rotate when there is movement to look at - if (newPosition.sqrMagnitude > 0f) + if (faceCameraYaw) { - Vector3 positionToLookAt = currentPosition + newPosition; + Quaternion aimYaw = Quaternion.Euler(0f, cameraYaw, 0f); + transform.rotation = Quaternion.Slerp(transform.rotation, aimYaw, 1f - Mathf.Exp(-20f * Time.deltaTime)); + return; + } + + Vector3 currentPosition = transform.position; + Vector3 moveDirection = GetCameraRelativeMoveDirection(); + // only rotate when there is movement to look at + if (moveDirection.sqrMagnitude > 0f) + { + Vector3 positionToLookAt = currentPosition + moveDirection; transform.LookAt(positionToLookAt); } } @@ -168,9 +327,9 @@ public class CharacterMovement : NetworkBehaviour CmdSendAnimationState(isWalking, isRunning); } - // movement translation (local) + // movement translation, camera-relative (see GetCameraRelativeMoveDirection) float speed = isRunning ? 6f : 3f; - Vector3 move = new Vector3(combinedMovement.x, 0, combinedMovement.y) * speed * Time.deltaTime; + Vector3 move = GetCameraRelativeMoveDirection() * speed * Time.deltaTime; transform.position += move; } @@ -179,7 +338,8 @@ public class CharacterMovement : NetworkBehaviour Debug.Log("Local player started: " + netId); input.CharacterControls.Enable(); - // Setup camera for local player (do not parent to animated mount to avoid animation bobbing) + // Setup camera for local player (unparented — position/rotation are driven every + // frame from LateUpdate/UpdateCameraTransform, not by being a child of the player). mainCamera = Camera.main; if (mainCamera == null) { @@ -187,20 +347,14 @@ public class CharacterMovement : NetworkBehaviour return; } - // compute a stable local offset based on cameraMount, but use player root as the reference so animated child motion is ignored - if (cameraMount != null) - { - cameraLocalOffsetStable = transform.InverseTransformPoint(cameraMount.position); - } - else - { - // fallback to a sensible offset if no mount assigned - cameraLocalOffsetStable = new Vector3(0f, 2f, -4f); - Debug.LogWarning("cameraMount not assigned on player prefab. Using fallback offset."); - } - - // unparent camera so we control world position directly + // Start aligned behind the player's current facing; mouse look takes over from here. + cameraYaw = transform.eulerAngles.y; + cameraPitch = cameraPitchDefault; mainCamera.transform.SetParent(null, true); + UpdateCameraTransform(); + + wantsCursorLocked = true; + ApplyCursorLockState(wantsCursorLocked); // ensure only the local player's camera has an active AudioListener var audio = mainCamera.GetComponent(); @@ -218,6 +372,9 @@ public class CharacterMovement : NetworkBehaviour if (audio != null) audio.enabled = false; } mainCamera = null; + + wantsCursorLocked = false; + ApplyCursorLockState(false); } // Called on the server when client issues the command diff --git a/Assets/Scripts/Chat/ChatAuthenticator.cs b/Assets/Scripts/Chat/ChatAuthenticator.cs index 8ee2d3a0..c2d76f09 100644 --- a/Assets/Scripts/Chat/ChatAuthenticator.cs +++ b/Assets/Scripts/Chat/ChatAuthenticator.cs @@ -37,22 +37,24 @@ public class ChatAuthenticator : NetworkAuthenticator public override void OnStartServer() { + Debug.Log("[ChatAuthenticator] Server authentication started."); NetworkServer.RegisterHandler(OnAuthRequestMessage, false); } public override void OnStopServer() { + Debug.Log("[ChatAuthenticator] Server authentication stopped."); NetworkServer.UnregisterHandler(); } public override void OnServerAuthenticate(NetworkConnectionToClient conn) { - + Debug.LogWarning($"[ChatAuthenticator] OnServerAuthenticate called for connection {conn.connectionId}; waiting for AuthRequestMessage."); } public void OnAuthRequestMessage(NetworkConnectionToClient conn, AuthRequestMessage msg) { - Debug.Log($"Authentication Request Username: {msg.authUsername}"); + Debug.Log($"[ChatAuthenticator] Authentication request received from connection {conn.connectionId}. Username length: {msg.authUsername?.Length ?? 0}"); if (connectionsPendingDisconnect.Contains(conn)) return; @@ -70,6 +72,7 @@ public class ChatAuthenticator : NetworkAuthenticator conn.Send(authResponseMessage); + Debug.Log($"[ChatAuthenticator] Authentication accepted for connection {conn.connectionId}."); ServerAccept(conn); } else @@ -86,6 +89,7 @@ public class ChatAuthenticator : NetworkAuthenticator conn.isAuthenticated = false; + Debug.LogWarning($"[ChatAuthenticator] Authentication rejected for connection {conn.connectionId}: username already in use."); StartCoroutine(DelayedDisconnect(conn, 1f)); } } @@ -108,6 +112,7 @@ public class ChatAuthenticator : NetworkAuthenticator public void SetPlayerName(string username) { playerName = username; + Debug.Log($"[ChatAuthenticator] Client username set. Length: {playerName?.Length ?? 0}"); if (LoginUI.instance != null && LoginUI.instance.errorText != null) { LoginUI.instance.errorText.text = string.Empty; @@ -117,30 +122,33 @@ public class ChatAuthenticator : NetworkAuthenticator public override void OnStartClient() { + Debug.Log("[ChatAuthenticator] Client authentication started."); NetworkClient.RegisterHandler(OnAuthResponseMessage, false); } public override void OnStopClient() { + Debug.Log("[ChatAuthenticator] Client authentication stopped."); NetworkClient.UnregisterHandler(); } public override void OnClientAuthenticate() { + Debug.Log($"[ChatAuthenticator] Sending authentication request. Username length: {playerName?.Length ?? 0}"); NetworkClient.Send(new AuthRequestMessage { authUsername = playerName }); } public void OnAuthResponseMessage(AuthResponseMessage msg) { + Debug.Log($"[ChatAuthenticator] Authentication response received. Code: {msg.code}, Message: '{msg.message}'"); if (msg.code == 100) { - Debug.Log($"Authentication Response: {msg.code} {msg.message}"); - ClientAccept(); + Debug.Log("[ChatAuthenticator] Client accepted by server."); } else { - Debug.LogError($"Authentication Response: {msg.code} {msg.message}"); + Debug.LogError($"[ChatAuthenticator] Client authentication rejected. Code: {msg.code}, Message: '{msg.message}'"); NetworkManager.singleton.StopHost(); diff --git a/Assets/Scripts/Chat/ChatNetworkManager.cs b/Assets/Scripts/Chat/ChatNetworkManager.cs index c7d2c59d..7a99a85d 100644 --- a/Assets/Scripts/Chat/ChatNetworkManager.cs +++ b/Assets/Scripts/Chat/ChatNetworkManager.cs @@ -1,6 +1,7 @@ using UnityEngine; using Mirror; using System.Collections.Generic; +using UnityEngine.SceneManagement; [AddComponentMenu("")] public class ChatNetworkManager : NetworkManager @@ -21,6 +22,8 @@ public class ChatNetworkManager : NetworkManager public override void OnServerDisconnect(NetworkConnectionToClient conn) { + Debug.Log($"[ChatNetworkManager] Server disconnecting connection {conn.connectionId}. Active scene: '{SceneManager.GetActiveScene().name}'"); + if (conn.authenticationData != null) ChatAuthenticator.playerNames.Remove((string)conn.authenticationData); @@ -31,6 +34,7 @@ public class ChatNetworkManager : NetworkManager public override void OnClientDisconnect() { + Debug.Log($"[ChatNetworkManager] Client disconnected. Active scene: '{SceneManager.GetActiveScene().name}'"); base.OnClientDisconnect(); // Destroy ChatUI instance when disconnecting @@ -53,7 +57,7 @@ public class ChatNetworkManager : NetworkManager { base.OnClientConnect(); - Debug.Log("ChatNetworkManager: OnClientConnect called"); + Debug.Log($"[ChatNetworkManager] OnClientConnect called. Active scene: '{SceneManager.GetActiveScene().name}'"); // Spawn ChatUI prefab locally when client successfully connects if (chatUIPrefab == null) @@ -89,6 +93,8 @@ public class ChatNetworkManager : NetworkManager if (riveLoginCanvas != null) riveLoginCanvas.SetActive(false); + + Debug.Log($"[ChatNetworkManager] Client connection setup completed. Active scene: '{SceneManager.GetActiveScene().name}'"); } [Server] diff --git a/Assets/Scripts/Chat/ChatUI.cs b/Assets/Scripts/Chat/ChatUI.cs index 0d5b0dbb..05bfc176 100644 --- a/Assets/Scripts/Chat/ChatUI.cs +++ b/Assets/Scripts/Chat/ChatUI.cs @@ -1,6 +1,7 @@ using System.Collections; using System.Collections.Generic; using UnityEngine; +using UnityEngine.EventSystems; using UnityEngine.UI; using TMPro; @@ -35,6 +36,17 @@ public class ChatUI : MonoBehaviour // Expose whether the chat input is focused so other systems can disable input/movement public static bool IsInputFieldFocused => Instance != null && Instance.chatMessage != null && Instance.chatMessage.isFocused; + // Called by PlayerScript when Escape is pressed while chat is focused, so mouse-look/ + // cursor lock can resume immediately instead of waiting for a manual click-away. + public void ExitChatFocus() + { + if (chatMessage != null) + chatMessage.DeactivateInputField(); + + if (EventSystem.current != null) + EventSystem.current.SetSelectedGameObject(null); + } + // Called by Player.OnStartLocalPlayer to connect the UI to the player's network methods. public void Initialize(Player player) { diff --git a/Assets/Scripts/Chat/LoginUI.cs b/Assets/Scripts/Chat/LoginUI.cs index 58e016a2..61df7641 100644 --- a/Assets/Scripts/Chat/LoginUI.cs +++ b/Assets/Scripts/Chat/LoginUI.cs @@ -42,8 +42,11 @@ public class LoginUI : MonoBehaviour { var username = usernameInput.text.Trim(); + Debug.Log($"[LoginUI] Client button pressed. Username length: {username.Length}"); + if (string.IsNullOrWhiteSpace(username)) { + Debug.LogWarning("[LoginUI] Client start blocked because the username is empty."); if (errorText != null) { errorText.text = "Enter a username"; errorText.gameObject.SetActive(true); } return; } @@ -51,11 +54,15 @@ public class LoginUI : MonoBehaviour // set the name on the ChatAuthenticator (if present) var auth = NetworkManager.singleton.GetComponent(); if (auth != null) + { + Debug.Log("[LoginUI] Assigning username to ChatAuthenticator."); auth.SetPlayerName(username); + } else Debug.LogWarning("LoginUI: ChatAuthenticator not found on NetworkManager."); // start client + Debug.Log($"[LoginUI] Starting client. Network address: '{NetworkManager.singleton.networkAddress}'"); NetworkManager.singleton.StartClient(); } } diff --git a/Assets/Scripts/Editor/DressPortalTestDestinationScene.cs b/Assets/Scripts/Editor/DressPortalTestDestinationScene.cs new file mode 100644 index 00000000..dbeb2a02 --- /dev/null +++ b/Assets/Scripts/Editor/DressPortalTestDestinationScene.cs @@ -0,0 +1,553 @@ +using System.Collections.Generic; +using System.IO; +using UnityEditor; +using UnityEditor.SceneManagement; +using UnityEngine; +using UnityEngine.Rendering; +using UnityEngine.Rendering.Universal; + +namespace ProceduralEditor +{ + // "Set dressing" pass for the PortalTestDestination practice range, run after + // SetupPortalTestDestinationScene (which builds the greybox): + // - textures the greybox (pale concrete floor, cream plaster walls, concrete cover) with CC0 Poly Haven maps, + // swapping every block's cube mesh for one whose UVs are in meters so textures never stretch; + // - places CC0/CC-BY props (see Assets/Models/Props/PROPS_CREDITS.txt) with box colliders; + // - raises the perimeter walls and builds a pitched warehouse roof (trusses, purlins, skylights); + // - lights it like Valorant's range: warm afternoon sun, bright bounce ambient, pendant lamps; + // - adds a global post-processing volume with a soft, warm, low-contrast grade. + // Safe to re-run: it removes its own previous output first. + public static class DressPortalTestDestinationScene + { + const string ScenePath = "Assets/Scenes/PortalTestDestination.unity"; + const string PropsFolder = "Assets/Models/Props"; + const string TexFolder = "Assets/Textures/Range"; + const string MeshFolder = "Assets/Models/Generated/RangeBlocks"; + const string MaterialsFolder = "Assets/Materials"; + const string ProfilePath = "Assets/Settings/RangePostProfile.asset"; + const string PropsRootName = "Props"; + const string LightingRootName = "RangeLighting"; + const string RoofRootName = "Roof"; + + [MenuItem("Tools/Scene/Dress Portal Test Destination (props, textures, lighting)")] + public static void Dress() + { + if (EditorApplication.isPlaying) + { + Debug.LogError("Dress Portal Test Destination: exit Play Mode first."); + return; + } + + var scene = EditorSceneManager.OpenScene(ScenePath, OpenSceneMode.Single); + var map = GameObject.Find("ShooterMapPrototype"); + if (map == null) + { + Debug.LogError("Dress Portal Test Destination: 'ShooterMapPrototype' not found — run the setup menu first."); + return; + } + + foreach (var root in scene.GetRootGameObjects()) + if (root.name == PropsRootName || root.name == LightingRootName || root.name == RoofRootName) + Object.DestroyImmediate(root); + + TextureGreybox(map.transform); + BuildRoof(); + PlaceProps(); + SetupLighting(); + + EditorSceneManager.MarkSceneDirty(scene); + EditorSceneManager.SaveScene(scene); + AssetDatabase.SaveAssets(); + Debug.Log("Portal Test Destination dressed and saved."); + } + + // ---- Greybox textures ----------------------------------------------------------- + + static Material floorMat, wallMat, boxMat, woodMat, deckMat, steelMat; + + static void TextureGreybox(Transform map) + { + // Warehouse palette (matches Valorant's range): pale concrete, cream plaster, concrete cover. + // Last args: metres per texture tile, tint, smoothness, normal strength. + floorMat = SetupSurface("ShooterProto_Floor", "hangar_concrete_floor", 4f, new Color(1f, 0.97f, 0.92f), 0.3f, 0.8f); + wallMat = SetupSurface("ShooterProto_Wall", "clay_plaster", 3f, new Color(1f, 0.93f, 0.82f), 0.1f, 0.9f); + boxMat = SetupSurface("ShooterProto_Box", "brushed_concrete", 2f, new Color(0.9f, 0.88f, 0.86f), 0.3f, 0.8f); + woodMat = SetupSurface("RangeWood", "rough_wood", 2f, new Color(0.95f, 0.8f, 0.62f), 0.15f, 1f); + deckMat = SetupSurface("RangeRoofDeck", "wood_planks", 3f, new Color(0.85f, 0.72f, 0.58f), 0.1f, 1f); + steelMat = SetupSurface("RangeSteel", "metal_plate", 2f, new Color(0.45f, 0.48f, 0.52f), 0.5f, 0.6f, metallic: 0.6f); + + // Perimeter walls go up to the eaves now that there's a roof. + foreach (var name in new[] { "Wall_North", "Wall_South", "Wall_East", "Wall_West" }) + { + var w = map.Find(name); + if (w == null) continue; + w.localScale = new Vector3(w.localScale.x, EaveHeight, w.localScale.z); + w.localPosition = new Vector3(w.localPosition.x, EaveHeight / 2f, w.localPosition.z); + } + + EnsureFolder(MeshFolder); + foreach (var mf in map.GetComponentsInChildren()) + { + var renderer = mf.GetComponent(); + if (renderer.sharedMaterial == floorMat || renderer.sharedMaterial == wallMat || renderer.sharedMaterial == boxMat) + mf.sharedMesh = GetMeterCube(mf.transform.lossyScale); + } + } + + static Material SetupSurface(string materialName, string texName, float metersPerTile, Color tint, float smoothness, float normalStrength, float metallic = 0f) + { + string path = $"{MaterialsFolder}/{materialName}.mat"; + var mat = AssetDatabase.LoadAssetAtPath(path); + if (mat == null) + { + mat = new Material(Shader.Find("Universal Render Pipeline/Lit")); + AssetDatabase.CreateAsset(mat, path); + } + + var albedo = AssetDatabase.LoadAssetAtPath($"{TexFolder}/{texName}_diff_1k.jpg"); + var normalPath = $"{TexFolder}/{texName}_nor_gl_1k.jpg"; + var importer = (TextureImporter)AssetImporter.GetAtPath(normalPath); + if (importer != null && importer.textureType != TextureImporterType.NormalMap) + { + importer.textureType = TextureImporterType.NormalMap; + importer.SaveAndReimport(); + } + var normal = AssetDatabase.LoadAssetAtPath(normalPath); + + // Mesh UVs are in meters (see GetMeterCube), so tiling = tiles per meter. + var tiling = Vector2.one / metersPerTile; + mat.SetTexture("_BaseMap", albedo); + mat.SetTextureScale("_BaseMap", tiling); + mat.SetColor("_BaseColor", tint); + mat.SetTexture("_BumpMap", normal); + mat.SetFloat("_BumpScale", normalStrength); + mat.EnableKeyword("_NORMALMAP"); + mat.SetFloat("_Smoothness", smoothness); + mat.SetFloat("_Metallic", metallic); + EditorUtility.SetDirty(mat); + return mat; + } + + static readonly Dictionary meshCache = new Dictionary(); + + // A unit cube whose UVs are scaled by the block's size, so 1 UV unit = 1 meter on every face. + static Mesh GetMeterCube(Vector3 size) + { + size = new Vector3(Mathf.Abs(size.x), Mathf.Abs(size.y), Mathf.Abs(size.z)); + string key = $"Block_{size.x:0.##}x{size.y:0.##}x{size.z:0.##}".Replace(',', '.'); + if (meshCache.TryGetValue(key, out var cached) && cached != null) return cached; + + string path = $"{MeshFolder}/{key}.asset"; + var mesh = AssetDatabase.LoadAssetAtPath(path); + if (mesh == null) + { + mesh = BuildMeterCube(size); + mesh.name = key; + AssetDatabase.CreateAsset(mesh, path); + } + meshCache[key] = mesh; + return mesh; + } + + static Mesh BuildMeterCube(Vector3 s) + { + var verts = new List(); + var normals = new List(); + var uvs = new List(); + var tris = new List(); + + // (normal, u axis, v axis, u size, v size) + void Face(Vector3 n, Vector3 u, Vector3 v, float uSize, float vSize) + { + int start = verts.Count; + Vector3 c = n * 0.5f; + verts.Add(c - u * 0.5f - v * 0.5f); uvs.Add(new Vector2(0, 0)); + verts.Add(c + u * 0.5f - v * 0.5f); uvs.Add(new Vector2(uSize, 0)); + verts.Add(c + u * 0.5f + v * 0.5f); uvs.Add(new Vector2(uSize, vSize)); + verts.Add(c - u * 0.5f + v * 0.5f); uvs.Add(new Vector2(0, vSize)); + for (int i = 0; i < 4; i++) normals.Add(n); + // Clockwise when viewed from outside (Unity's front face). + tris.AddRange(new[] { start, start + 2, start + 1, start, start + 3, start + 2 }); + } + + Face(Vector3.forward, Vector3.left, Vector3.up, s.x, s.y); + Face(Vector3.back, Vector3.right, Vector3.up, s.x, s.y); + Face(Vector3.right, Vector3.forward, Vector3.up, s.z, s.y); + Face(Vector3.left, Vector3.back, Vector3.up, s.z, s.y); + Face(Vector3.up, Vector3.right, Vector3.forward, s.x, s.z); + Face(Vector3.down, Vector3.right, Vector3.back, s.x, s.z); + + var mesh = new Mesh(); + mesh.SetVertices(verts); + mesh.SetNormals(normals); + mesh.SetUVs(0, uvs); + mesh.SetTriangles(tris, 0); + mesh.RecalculateTangents(); + mesh.RecalculateBounds(); + return mesh; + } + + // ---- Props ---------------------------------------------------------------------- + + struct Placement + { + public string prop; public Vector3 pos; public float yaw; + public Placement(string prop, float x, float y, float z, float yaw = 0f) { this.prop = prop; pos = new Vector3(x, y, z); this.yaw = yaw; } + } + + // Layout keeps the central street sightlines, the building doors, the targets and the intro + // cinematic's dolly path (x -1.2..2.2, z 10..16) clear; props hug walls, corners and alleys. + static readonly Placement[] Layout = + { + // Spawn cover + new Placement("ConcreteBarrier", -3.8f, 0, -11.2f, 0), + new Placement("ConcreteBarrier", 3.8f, 0, 11.2f, 180), + new Placement("Sandbags", 3.6f, 0, -11.4f, 90), + new Placement("Sandbags", -3.6f, 0, 11.4f, 90), + + // Alley cover + new Placement("ConcreteBarrier", 7.6f, 0, 3.2f, 90), + new Placement("ConcreteBarrier", -7.6f, 0, -3.2f, 90), + new Placement("Sandbags", -8.4f, 0, 4.8f, 0), + new Placement("Sandbags", 8.4f, 0, -4.8f, 0), + + // Street clutter + new Placement("TrafficCone", 3.8f, 0, -4.4f, 0), + new Placement("TrafficCone", 4.3f, 0, -3.6f, 25), + new Placement("TrafficCone", -3.9f, 0, 5.2f, -10), + new Placement("Pallet", 4.2f, 0, 5.8f, 12), + + // South-west corner storage + new Placement("Barrel", -20.6f, 0, -15.6f, 0), + new Placement("Barrel", -19.7f, 0, -15.9f, 40), + new Placement("Barrel", -20.4f, 0, -14.7f, 75), + new Placement("Crate", -18.4f, 0, -15.8f, 5), + new Placement("CubeCrate", -18.4f, 0.9f, -15.8f, 20), + new Placement("Pallet", -16.6f, 0, -15.9f, 0), + new Placement("Pallet", -16.6f, 0.14f, -15.9f, 6), + + // North-east corner storage + new Placement("Crate", 20.5f, 0, 15.6f, 0), + new Placement("Crate", 19.5f, 0, 15.7f, 8), + new Placement("Crate", 20.1f, 0.9f, 15.6f, -12), + new Placement("Barrel", 17.9f, 0, 15.9f, 0), + new Placement("Tires", 16.3f, 0, 15.7f, 0), + + // Back alleys + new Placement("Tires", -20.8f, 0, 4.5f, 90), + new Placement("Barrel", -21.1f, 0, -5.4f, 0), + new Placement("CubeCrate", -21.0f, 0, -6.4f, 15), + new Placement("Tires", 20.8f, 0, -4.5f, 90), + new Placement("Barrel", 21.1f, 0, 5.4f, 0), + new Placement("Crate", 20.9f, 0, 6.5f, -8), + new Placement("Pallet", 20.2f, 0, -12.6f, 90), + new Placement("Pallet", -20.2f, 0, 12.6f, 90), + }; + + static void PlaceProps() + { + var root = new GameObject(PropsRootName).transform; + var counts = new Dictionary(); + foreach (var p in Layout) + { + var prefab = AssetDatabase.LoadAssetAtPath($"{PropsFolder}/{p.prop}.fbx"); + if (prefab == null) + { + Debug.LogWarning($"Dress: missing prop {p.prop}.fbx"); + continue; + } + counts.TryGetValue(p.prop, out int n); + counts[p.prop] = n + 1; + + var go = (GameObject)PrefabUtility.InstantiatePrefab(prefab, root); + go.name = $"{p.prop}_{n + 1}"; + go.transform.SetPositionAndRotation(p.pos, Quaternion.Euler(0, p.yaw, 0)); + GameObjectUtility.SetStaticEditorFlags(go, StaticEditorFlags.BatchingStatic | StaticEditorFlags.OccluderStatic | StaticEditorFlags.OccludeeStatic); + AddBoxCollider(go); + } + } + + // A BoxCollider added next to a MeshFilter auto-fits the mesh bounds (in that object's space), + // so bullets and the camera ray hit props properly. + static void AddBoxCollider(GameObject go) + { + var mf = go.GetComponentInChildren(); + if (mf != null && mf.GetComponent() == null) + mf.gameObject.AddComponent(); + } + + // ---- Roof ----------------------------------------------------------------------- + + const float EaveHeight = 8f; + const float RidgeHeight = 10.5f; + const float HalfSpanX = 23f; // perimeter walls sit at x = ±22.5 + const float HalfSpanZ = 18f; // and z = ±17.5 + static readonly float[] TrussZ = { -15f, -10f, -5f, 0f, 5f, 10f, 15f }; + + // Pitched warehouse roof in the style of Valorant's range: wooden trusses across the short + // span, steel purlins along it, a plank deck with a skylight strip on each slope. + // The deck doesn't cast shadows (daylight still reaches the floor, standing in for light + // pouring through the skylights); trusses and purlins do, striping the floor with shadows. + static void BuildRoof() + { + var root = new GameObject(RoofRootName).transform; + float rise = RidgeHeight - EaveHeight; + float rafterLen = Mathf.Sqrt(HalfSpanX * HalfSpanX + rise * rise); + float pitch = Mathf.Atan2(rise, HalfSpanX) * Mathf.Rad2Deg; + + foreach (float z in TrussZ) + { + var truss = new GameObject($"Truss_{z:+0;-0;0}").transform; + truss.SetParent(root, false); + truss.localPosition = new Vector3(0, 0, z); + + Beam(truss, "TieBeam", new Vector3(0, EaveHeight - 0.25f, 0), new Vector3(HalfSpanX * 2f, 0.35f, 0.3f), Quaternion.identity, woodMat); + Beam(truss, "KingPost", new Vector3(0, (EaveHeight + RidgeHeight) / 2f - 0.1f, 0), new Vector3(0.3f, rise + 0.3f, 0.3f), Quaternion.identity, woodMat); + foreach (int side in new[] { -1, 1 }) + { + Vector3 mid = new Vector3(side * HalfSpanX / 2f, (EaveHeight + RidgeHeight) / 2f, 0); + Beam(truss, side < 0 ? "Rafter_W" : "Rafter_E", mid, new Vector3(rafterLen, 0.35f, 0.3f), Quaternion.Euler(0, 0, -side * pitch), woodMat); + // Queen posts + a diagonal strut per side. + foreach (float x in new[] { 7.5f, 15f }) + { + float h = RidgeHeight - rise * (x / HalfSpanX) - (EaveHeight - 0.1f); + Beam(truss, "Post", new Vector3(side * x, EaveHeight - 0.1f + h / 2f, 0), new Vector3(0.22f, h, 0.22f), Quaternion.identity, woodMat); + } + Vector3 a = new Vector3(side * 7.5f, EaveHeight - 0.1f, 0); + Vector3 b = new Vector3(side * 1f, RidgeHeight - rise / HalfSpanX - 0.25f, 0); + Beam(truss, "Strut", (a + b) / 2f, new Vector3(Vector3.Distance(a, b), 0.2f, 0.2f), Quaternion.FromToRotation(Vector3.right, b - a), woodMat); + } + } + + // Steel purlins running the length of the hall, sitting on the rafters. + foreach (float x in new[] { -18f, -12f, -6f, 0f, 6f, 12f, 18f }) + { + float y = RidgeHeight - rise * (Mathf.Abs(x) / HalfSpanX) + 0.2f; + Beam(root, $"Purlin_{x:+0;-0;0}", new Vector3(x, y, 0), new Vector3(0.22f, 0.3f, HalfSpanZ * 2f), Quaternion.identity, steelMat); + } + + // Deck panels on each slope, leaving a skylight strip between 3 m and 6 m from the ridge. + foreach (int side in new[] { -1, 1 }) + { + DeckPanel(root, side, 0f, 3f, rise, pitch); + DeckPanel(root, side, 6f, HalfSpanX, rise, pitch); + foreach (float x in new[] { 3f, 6f }) + { + float y = RidgeHeight - rise * (x / HalfSpanX) + 0.3f; + Beam(root, "SkylightRail", new Vector3(side * x, y, 0), new Vector3(0.18f, 0.18f, HalfSpanZ * 2f), Quaternion.identity, steelMat); + } + } + + // Gable walls close the triangles above the north/south walls. + foreach (float z in new[] { -17.5f, 17.5f }) + Beam(root, "Gable", new Vector3(0, (EaveHeight + RidgeHeight) / 2f + 0.3f, z), new Vector3(HalfSpanX * 2f, rise + 0.6f, 1f), Quaternion.identity, wallMat); + } + + static void DeckPanel(Transform root, int side, float fromX, float toX, float rise, float pitch) + { + float midX = (fromX + toX) / 2f; + float width = (toX - fromX) / Mathf.Cos(pitch * Mathf.Deg2Rad); + float y = RidgeHeight - rise * (midX / HalfSpanX) + 0.45f; + var deck = Beam(root, "Deck", new Vector3(side * midX, y, 0), new Vector3(width, 0.12f, HalfSpanZ * 2f), + Quaternion.Euler(0, 0, -side * pitch), deckMat); + deck.GetComponent().shadowCastingMode = ShadowCastingMode.Off; + } + + static GameObject Beam(Transform parent, string name, Vector3 localPos, Vector3 size, Quaternion rot, Material mat, bool meterUV = true) + { + var go = GameObject.CreatePrimitive(PrimitiveType.Cube); + go.name = name; + Object.DestroyImmediate(go.GetComponent()); + go.transform.SetParent(parent, false); + go.transform.localPosition = localPos; + go.transform.localRotation = rot; + go.transform.localScale = size; + if (meterUV) go.GetComponent().sharedMesh = GetMeterCube(size); + go.GetComponent().sharedMaterial = mat; + GameObjectUtility.SetStaticEditorFlags(go, StaticEditorFlags.BatchingStatic); + return go; + } + + // ---- Lighting ------------------------------------------------------------------- + + static void SetupLighting() + { + var root = new GameObject(LightingRootName).transform; + + // Warm, high afternoon sun slanting in through the skylights. + var sun = RenderSettings.sun; + if (sun != null) + { + sun.transform.rotation = Quaternion.Euler(52f, 118f, 0f); + sun.intensity = 2.1f; + sun.color = new Color(1f, 0.92f, 0.8f); + sun.shadowStrength = 0.75f; + } + + // Bright warm ambient stands in for bounce light off the cream walls and floor. + RenderSettings.ambientMode = AmbientMode.Trilight; + RenderSettings.ambientSkyColor = new Color(0.92f, 0.85f, 0.76f); + RenderSettings.ambientEquatorColor = new Color(0.82f, 0.72f, 0.6f); + RenderSettings.ambientGroundColor = new Color(0.5f, 0.44f, 0.38f); + RenderSettings.fog = true; + RenderSettings.fogMode = FogMode.Linear; + RenderSettings.fogColor = new Color(0.92f, 0.84f, 0.72f); + RenderSettings.fogStartDistance = 25f; + RenderSettings.fogEndDistance = 140f; + DynamicGI.UpdateEnvironment(); + + // Daytime palette for the sky seen through the skylights. + var sky = RenderSettings.skybox; + if (sky != null && sky.shader.name == "Skybox/RangeStylizedSky") + { + sky.SetColor("_ZenithColor", new Color(0.32f, 0.52f, 0.85f)); + sky.SetColor("_SkyColor", new Color(0.55f, 0.72f, 0.93f)); + sky.SetColor("_HorizonColor", new Color(1f, 0.86f, 0.7f)); + sky.SetColor("_GroundColor", new Color(0.82f, 0.74f, 0.64f)); + sky.SetColor("_CloudColor", new Color(1f, 0.98f, 0.95f)); + sky.SetColor("_CloudShadowColor", new Color(0.72f, 0.74f, 0.82f)); + sky.SetFloat("_StarBrightness", 0f); + EditorUtility.SetDirty(sky); + } + + // Industrial pendant lamps hanging from the roof over the street and alleys. + var glow = GetGlowMaterial(); + foreach (float z in new[] { -10f, 0f, 10f }) + foreach (float x in new[] { -6f, 0f, 6f }) + Pendant(root, new Vector3(x, 0, z), glow, steelMat); + + // Global post-processing. + var volumeGo = new GameObject("PostProcessVolume"); + volumeGo.transform.SetParent(root); + var volume = volumeGo.AddComponent(); + volume.isGlobal = true; + volume.priority = 1; + volume.sharedProfile = GetPostProfile(); + + var cam = Camera.main; + if (cam != null) + { + var data = cam.GetUniversalAdditionalCameraData(); + data.renderPostProcessing = true; + data.antialiasing = AntialiasingMode.SubpixelMorphologicalAntiAliasing; + } + } + + static void Pendant(Transform root, Vector3 floorPos, Material glow, Material shade) + { + const float lampY = 5.6f; + var lamp = new GameObject($"Pendant_{floorPos.x:+0;-0;0}_{floorPos.z:+0;-0;0}").transform; + lamp.SetParent(root, false); + lamp.localPosition = new Vector3(floorPos.x, lampY, floorPos.z); + + float cordLen = EaveHeight - 0.4f - lampY; + Beam(lamp, "Cord", new Vector3(0, cordLen / 2f + 0.15f, 0), new Vector3(0.03f, cordLen, 0.03f), Quaternion.identity, shade, meterUV: false); + + var shadeGo = GameObject.CreatePrimitive(PrimitiveType.Cylinder); + shadeGo.name = "Shade"; + Object.DestroyImmediate(shadeGo.GetComponent()); + shadeGo.transform.SetParent(lamp, false); + shadeGo.transform.localPosition = new Vector3(0, 0.1f, 0); + shadeGo.transform.localScale = new Vector3(0.7f, 0.1f, 0.7f); + shadeGo.GetComponent().sharedMaterial = shade; + + var bulb = GameObject.CreatePrimitive(PrimitiveType.Sphere); + bulb.name = "Bulb"; + Object.DestroyImmediate(bulb.GetComponent()); + bulb.transform.SetParent(lamp, false); + bulb.transform.localPosition = new Vector3(0, -0.02f, 0); + bulb.transform.localScale = new Vector3(0.3f, 0.16f, 0.3f); + var br = bulb.GetComponent(); + br.sharedMaterial = glow; + br.shadowCastingMode = ShadowCastingMode.Off; + + var lightGo = new GameObject("LampLight"); + lightGo.transform.SetParent(lamp, false); + lightGo.transform.localPosition = new Vector3(0, -0.3f, 0); + var light = lightGo.AddComponent(); + light.type = LightType.Point; + light.color = new Color(1f, 0.8f, 0.55f); + light.range = 10f; + light.intensity = 5f; + light.shadows = LightShadows.None; + } + + static Material GetGlowMaterial() + { + string path = $"{MaterialsFolder}/RangeLampGlow.mat"; + var mat = AssetDatabase.LoadAssetAtPath(path); + if (mat != null) return mat; + mat = new Material(Shader.Find("Universal Render Pipeline/Lit")); + mat.SetColor("_BaseColor", new Color(1f, 0.85f, 0.6f)); + mat.EnableKeyword("_EMISSION"); + mat.SetColor("_EmissionColor", new Color(1f, 0.72f, 0.42f) * 6f); + mat.globalIlluminationFlags = MaterialGlobalIlluminationFlags.RealtimeEmissive; + AssetDatabase.CreateAsset(mat, path); + return mat; + } + + // Grading after Valorant's range: bright warm-cream whites, soft (low) contrast, lifted warm + // shadows, slightly muted saturation, gentle bloom and almost no vignette. + static VolumeProfile GetPostProfile() + { + var profile = AssetDatabase.LoadAssetAtPath(ProfilePath); + if (profile == null) + { + profile = ScriptableObject.CreateInstance(); + AssetDatabase.CreateAsset(profile, ProfilePath); + } + + T Get() where T : VolumeComponent + { + if (!profile.TryGet(out T c)) + { + c = profile.Add(true); + c.name = typeof(T).Name; + AssetDatabase.AddObjectToAsset(c, profile); + } + return c; + } + + Get().mode.Override(TonemappingMode.Neutral); + + var bloom = Get(); + bloom.threshold.Override(1.1f); + bloom.intensity.Override(0.35f); + bloom.scatter.Override(0.6f); + bloom.tint.Override(new Color(1f, 0.9f, 0.78f)); + + var color = Get(); + color.postExposure.Override(0.25f); + color.contrast.Override(-10f); + color.saturation.Override(-12f); + color.colorFilter.Override(new Color(1f, 0.97f, 0.92f)); + + var wb = Get(); + wb.temperature.Override(9f); + wb.tint.Override(2f); + + var smh = Get(); + smh.shadows.Override(new Vector4(1.02f, 0.98f, 0.94f, 0.04f)); // warm, lifted shadows + smh.midtones.Override(new Vector4(1f, 0.99f, 0.96f, 0.02f)); + smh.highlights.Override(new Vector4(1f, 0.98f, 0.93f, 0f)); // cream highlights + + var lgg = Get(); + lgg.lift.Override(new Vector4(1f, 0.98f, 0.95f, 0.05f)); // milky lift, as in the reference + + var vignette = Get(); + vignette.intensity.Override(0.12f); + vignette.smoothness.Override(0.5f); + + EditorUtility.SetDirty(profile); + return profile; + } + + static void EnsureFolder(string path) + { + if (AssetDatabase.IsValidFolder(path)) return; + string parent = Path.GetDirectoryName(path).Replace('\\', '/'); + EnsureFolder(parent); + AssetDatabase.CreateFolder(parent, Path.GetFileName(path)); + } + } +} diff --git a/Assets/Scripts/Editor/DressPortalTestDestinationScene.cs.meta b/Assets/Scripts/Editor/DressPortalTestDestinationScene.cs.meta new file mode 100644 index 00000000..27e417ba --- /dev/null +++ b/Assets/Scripts/Editor/DressPortalTestDestinationScene.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 86217ae09af2f2941a17242aad0dcacd \ No newline at end of file diff --git a/Assets/Scripts/Editor/SetupPortalTestDestinationScene.cs b/Assets/Scripts/Editor/SetupPortalTestDestinationScene.cs new file mode 100644 index 00000000..b93f8f78 --- /dev/null +++ b/Assets/Scripts/Editor/SetupPortalTestDestinationScene.cs @@ -0,0 +1,224 @@ +using Mirror; +using UnityEditor; +using UnityEditor.SceneManagement; +using UnityEngine; +using UnityEngine.Rendering; + +namespace ProceduralEditor +{ + // Rebuilds PortalTestDestination.unity as a small greybox shooter-map prototype: + // a walled arena with a central street flanked by two rows of walkable buildings, + // in the style of a tactical-shooter blockout pass. + public static class SetupPortalTestDestinationScene + { + const string ScenePath = "Assets/Scenes/PortalTestDestination.unity"; + const string MaterialsFolder = "Assets/Materials"; + const string SkyMaterialPath = "Assets/Materials/RangeSky.mat"; + + static readonly Color FloorColor = new Color(0.55f, 0.55f, 0.55f); + static readonly Color WallColor = new Color(0.28f, 0.28f, 0.3f); + static readonly Color BoxColor = new Color(0.76f, 0.58f, 0.34f); + + [MenuItem("Tools/Scene/Setup Portal Test Destination Shooter Map")] + public static void Setup() + { + if (EditorApplication.isPlaying) + { + Debug.LogError("Setup Portal Test Destination: exit Play Mode first — EditorSceneManager.OpenScene() can't run during Play Mode."); + return; + } + + var scene = EditorSceneManager.OpenScene(ScenePath, OpenSceneMode.Single); + + // Clear out the old studio/pedestal content (Geometry, Lighting rig, post-process + // volume, probe volume data, static lighting sky) but keep Main Camera and reconfigure it. + foreach (var existingRoot in scene.GetRootGameObjects()) + { + if (existingRoot.name == "Main Camera") continue; + Object.DestroyImmediate(existingRoot); + } + + var floorMat = GetOrCreateMaterial("ShooterProto_Floor", FloorColor); + var wallMat = GetOrCreateMaterial("ShooterProto_Wall", WallColor); + var boxMat = GetOrCreateMaterial("ShooterProto_Box", BoxColor); + + SetupCamera(); + SetupLighting(); + + var root = new GameObject("ShooterMapPrototype"); + + CreateBlock(root.transform, "Floor", new Vector3(0, -0.25f, 0), new Vector3(44, 0.5f, 34), floorMat); + + // Perimeter walls (floor spans x:[-22,22], z:[-17,17]) + CreateBlock(root.transform, "Wall_North", new Vector3(0, 2, 17.5f), new Vector3(46, 4, 1), wallMat); + CreateBlock(root.transform, "Wall_South", new Vector3(0, 2, -17.5f), new Vector3(46, 4, 1), wallMat); + CreateBlock(root.transform, "Wall_East", new Vector3(22.5f, 2, 0), new Vector3(1, 4, 34), wallMat); + CreateBlock(root.transform, "Wall_West", new Vector3(-22.5f, 2, 0), new Vector3(1, 4, 34), wallMat); + + var buildingsRoot = new GameObject("Buildings").transform; + buildingsRoot.SetParent(root.transform); + + // A central street (x: -4..4) runs the full length of the map between two spawns. + // Three buildings line each side of it, each walkable with a door facing the street + // and a door facing the back alley, so players can cut through or around them. + const float buildingWidth = 6f; + const float buildingDepth = 6f; + const float wallHeight = 3f; + const float wallThickness = 0.5f; + const float doorWidth = 2.2f; + + float[] rowZ = { -9f, 0f, 9f }; + for (int i = 0; i < rowZ.Length; i++) + { + // Left row: door faces east (street), back door faces west (outer alley) + CreateBuilding(buildingsRoot, $"Building_L{i + 1}", new Vector3(-13, 0, rowZ[i]), + buildingWidth, buildingDepth, wallHeight, wallThickness, + doorEast: true, doorWest: true, doorWidth, wallMat); + + // Right row: mirrored + CreateBuilding(buildingsRoot, $"Building_R{i + 1}", new Vector3(13, 0, rowZ[i]), + buildingWidth, buildingDepth, wallHeight, wallThickness, + doorEast: true, doorWest: true, doorWidth, wallMat); + } + + // A couple of symmetric crates in the open street for players crossing between + // the two building rows to duck behind. + var streetCoverRoot = new GameObject("StreetCover").transform; + streetCoverRoot.SetParent(root.transform); + CreateBlock(streetCoverRoot, "StreetCover_1", new Vector3(-2, 1, -4), new Vector3(2, 2, 2), boxMat); + CreateBlock(streetCoverRoot, "StreetCover_2", new Vector3(2, 1, 4), new Vector3(2, 2, 2), boxMat); + + SetupSpawnPoint("SpawnPoint_A", new Vector3(0, 0, -14)); + SetupSpawnPoint("SpawnPoint_B", new Vector3(0, 0, 14)); + + EditorSceneManager.MarkSceneDirty(scene); + Debug.Log("Portal Test Destination rebuilt as a shooter-map prototype. Review it in the Scene view, then save (Ctrl+S)."); + } + + static void SetupCamera() + { + var cam = Camera.main; + if (cam == null) + { + var go = new GameObject("Main Camera", typeof(Camera), typeof(AudioListener)); + go.tag = "MainCamera"; + cam = go.GetComponent(); + } + + // Overview framing for the editor / before a local player's camera gets reparented + // onto them at runtime (see PlayerScript.OnStartLocalPlayer). + cam.transform.position = new Vector3(0, 14, -26); + cam.transform.rotation = Quaternion.Euler(24f, 0f, 0f); + cam.fieldOfView = 60f; + cam.clearFlags = CameraClearFlags.Skybox; + cam.nearClipPlane = 0.1f; + cam.farClipPlane = 200f; + + if (cam.GetComponent() == null) + cam.gameObject.AddComponent(); + } + + static void SetupLighting() + { + // Low dusk sun in the north-west; the RangeSky skybox draws its disc from this light. + var go = new GameObject("Directional Light", typeof(Light)); + var light = go.GetComponent(); + light.type = LightType.Directional; + go.transform.rotation = Quaternion.Euler(20f, 120f, 0f); + light.color = new Color(1f, 0.82f, 0.62f); + light.intensity = 1.3f; + light.shadows = LightShadows.Soft; + RenderSettings.sun = light; + + var sky = AssetDatabase.LoadAssetAtPath(SkyMaterialPath); + if (sky != null) RenderSettings.skybox = sky; + else Debug.LogWarning($"Setup Portal Test Destination: {SkyMaterialPath} not found; keeping the current skybox."); + + // Ambient and fog pick up the sky's palette (indigo above, warm horizon). + RenderSettings.ambientMode = AmbientMode.Trilight; + RenderSettings.ambientSkyColor = new Color(0.42f, 0.40f, 0.62f); + RenderSettings.ambientEquatorColor = new Color(0.62f, 0.45f, 0.42f); + RenderSettings.ambientGroundColor = new Color(0.16f, 0.14f, 0.18f); + RenderSettings.fog = true; + RenderSettings.fogMode = FogMode.Linear; + RenderSettings.fogColor = new Color(0.55f, 0.42f, 0.48f); + RenderSettings.fogStartDistance = 30f; + RenderSettings.fogEndDistance = 110f; + DynamicGI.UpdateEnvironment(); + } + + static void SetupSpawnPoint(string name, Vector3 position) + { + var go = new GameObject(name, typeof(NetworkStartPosition)); + go.transform.position = position; + } + + // Builds a walkable, roofless room: solid North/South walls and East/West walls that + // can each optionally have a centered door gap. + static void CreateBuilding(Transform parent, string name, Vector3 center, float width, float depth, + float wallHeight, float wallThickness, bool doorEast, bool doorWest, float doorWidth, Material material) + { + var buildingRoot = new GameObject(name).transform; + buildingRoot.SetParent(parent, false); + buildingRoot.localPosition = center; + + float halfWidth = width / 2f; + float halfDepth = depth / 2f; + float wallY = wallHeight / 2f; + + // North/South walls run along X; extend by wallThickness so they close the corners + // against the East/West walls instead of leaving a gap. + CreateBlock(buildingRoot, "Wall_N", new Vector3(0, wallY, halfDepth), new Vector3(width + wallThickness, wallHeight, wallThickness), material); + CreateBlock(buildingRoot, "Wall_S", new Vector3(0, wallY, -halfDepth), new Vector3(width + wallThickness, wallHeight, wallThickness), material); + + CreateSideWall(buildingRoot, "Wall_E", new Vector3(halfWidth, wallY, 0), depth, wallThickness, wallHeight, doorEast, doorWidth, material); + CreateSideWall(buildingRoot, "Wall_W", new Vector3(-halfWidth, wallY, 0), depth, wallThickness, wallHeight, doorWest, doorWidth, material); + } + + // An East/West wall runs along Z; a door splits it into two segments with a gap at the center. + static void CreateSideWall(Transform parent, string name, Vector3 center, float depth, float thickness, + float height, bool hasDoor, float doorWidth, Material material) + { + if (!hasDoor) + { + CreateBlock(parent, name, center, new Vector3(thickness, height, depth), material); + return; + } + + float segmentLength = (depth - doorWidth) / 2f; + float segmentOffset = doorWidth / 2f + segmentLength / 2f; + CreateBlock(parent, name + "_A", center + new Vector3(0, 0, -segmentOffset), new Vector3(thickness, height, segmentLength), material); + CreateBlock(parent, name + "_B", center + new Vector3(0, 0, segmentOffset), new Vector3(thickness, height, segmentLength), material); + } + + static void CreateBlock(Transform parent, string name, Vector3 position, Vector3 size, Material material) + { + var go = GameObject.CreatePrimitive(PrimitiveType.Cube); + go.name = name; + go.transform.SetParent(parent, false); + go.transform.localPosition = position; + go.transform.localScale = size; + go.GetComponent().sharedMaterial = material; + } + + static Material GetOrCreateMaterial(string name, Color color) + { + string path = $"{MaterialsFolder}/{name}.mat"; + var existing = AssetDatabase.LoadAssetAtPath(path); + if (existing != null) + { + existing.color = color; + return existing; + } + + if (!AssetDatabase.IsValidFolder(MaterialsFolder)) + AssetDatabase.CreateFolder("Assets", "Materials"); + + var shader = Shader.Find("Universal Render Pipeline/Lit"); + var mat = new Material(shader) { color = color }; + AssetDatabase.CreateAsset(mat, path); + AssetDatabase.SaveAssets(); + return mat; + } + } +} diff --git a/Assets/Scripts/Editor/SetupPortalTestDestinationScene.cs.meta b/Assets/Scripts/Editor/SetupPortalTestDestinationScene.cs.meta new file mode 100644 index 00000000..8d0ab326 --- /dev/null +++ b/Assets/Scripts/Editor/SetupPortalTestDestinationScene.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 4557b29f669ca924e8fb41557e34de70 \ No newline at end of file diff --git a/Assets/Scripts/PlayerScript.cs b/Assets/Scripts/PlayerScript.cs index 1fed976a..d4f41fb8 100644 --- a/Assets/Scripts/PlayerScript.cs +++ b/Assets/Scripts/PlayerScript.cs @@ -8,6 +8,18 @@ namespace QuickStart public TextMesh playerNameText; public GameObject floatingInfo; + [Header("Camera")] + public float cameraDistance = 4.5f; + public float cameraPivotHeight = 1.6f; + public float cameraPitchDefault = 15f; + public float cameraPitchMin = -10f; + public float cameraPitchMax = 65f; + public float mouseSensitivity = 2.5f; + + private float cameraYaw; + private float cameraPitch; + private bool wantsCursorLocked = true; + private Material playerMaterialClone; [SyncVar(hook = nameof(OnNameChanged))] @@ -31,8 +43,17 @@ namespace QuickStart public override void OnStartLocalPlayer() { - Camera.main.transform.SetParent(transform); - Camera.main.transform.localPosition = new Vector3(0, 0, 0); + // Camera is NOT parented to the player anymore: it follows the player's position + // every frame (see LateUpdate/UpdateCameraTransform) but its rotation is driven + // independently by the mouse, so turning the player body no longer snaps the + // camera around with it. + Camera.main.transform.SetParent(null, true); + cameraYaw = transform.eulerAngles.y; + cameraPitch = cameraPitchDefault; + UpdateCameraTransform(); + + wantsCursorLocked = true; + ApplyCursorLockState(); // Move the floatingInfo (player name) above the player instead of below. // Adjust Y to fit your model height (2.0f is a good starting point for standard humanoid scale). @@ -128,5 +149,81 @@ namespace QuickStart transform.Rotate(0f, rotationDelta, 0f, Space.Self); transform.Translate(0f, 0f, forwardDelta, Space.Self); } + + // Camera follow/look runs in LateUpdate so it reacts to the final position for the + // frame and isn't a frame behind the player's own Update movement. + void LateUpdate() + { + if (!isLocalPlayer) return; + + var kb = UnityEngine.InputSystem.Keyboard.current; + if (kb != null && kb.escapeKey.wasPressedThisFrame) + { + if (ChatUI.IsInputFieldFocused) + { + ChatUI.Instance?.ExitChatFocus(); + wantsCursorLocked = true; + } + else + { + wantsCursorLocked = !wantsCursorLocked; + } + } + + // Re-assert the lock state every frame rather than trusting Cursor.lockState to + // have stuck: the Editor Game view (and some platforms) silently drop the lock on + // focus loss, and gating mouse-look on reading it back meant one dropped lock + // permanently stopped the camera from responding to the mouse. + bool shouldLockNow = wantsCursorLocked && !ChatUI.IsInputFieldFocused; + ApplyCursorLockState(shouldLockNow); + + if (shouldLockNow && Application.isFocused) + { + float mouseX; + float mouseY; + + var mouse = UnityEngine.InputSystem.Mouse.current; + if (mouse != null) + { + Vector2 delta = mouse.delta.ReadValue(); + mouseX = delta.x * mouseSensitivity * Time.deltaTime; + mouseY = delta.y * mouseSensitivity * Time.deltaTime; + } + else + { + // Fallback to legacy input if the new Input System isn't available + mouseX = Input.GetAxis("Mouse X") * mouseSensitivity; + mouseY = Input.GetAxis("Mouse Y") * mouseSensitivity; + } + + cameraYaw += mouseX; + cameraPitch = Mathf.Clamp(cameraPitch - mouseY, cameraPitchMin, cameraPitchMax); + } + + UpdateCameraTransform(); + } + + void ApplyCursorLockState() => ApplyCursorLockState(wantsCursorLocked); + + void ApplyCursorLockState(bool locked) + { + Cursor.lockState = locked ? CursorLockMode.Locked : CursorLockMode.None; + Cursor.visible = !locked; + } + + // Orbits the camera around a pivot above the player at a fixed distance, using + // cameraYaw/cameraPitch — never the player's own transform.rotation. + void UpdateCameraTransform() + { + var cam = Camera.main; + if (cam == null) return; + + Quaternion orbitRotation = Quaternion.Euler(cameraPitch, cameraYaw, 0f); + Vector3 pivot = transform.position + Vector3.up * cameraPivotHeight; + + cam.transform.SetPositionAndRotation( + pivot + orbitRotation * new Vector3(0f, 0f, -cameraDistance), + orbitRotation); + } } } \ No newline at end of file diff --git a/Assets/Scripts/Portal.meta b/Assets/Scripts/Portal.meta new file mode 100644 index 00000000..23479fc1 --- /dev/null +++ b/Assets/Scripts/Portal.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: d1a1a1192ea0fb948bad7cd1a5bfe100 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Portal/LocalPortal.cs b/Assets/Scripts/Portal/LocalPortal.cs new file mode 100644 index 00000000..5ad60833 --- /dev/null +++ b/Assets/Scripts/Portal/LocalPortal.cs @@ -0,0 +1,55 @@ +using Mirror; +using UnityEngine; +using UnityEngine.SceneManagement; + +[RequireComponent(typeof(Collider))] +[RequireComponent(typeof(NetworkIdentity))] +public class LocalPortal : NetworkBehaviour +{ + [SerializeField] private string destinationSceneName = "PortalTestDestination"; + [SerializeField] private string playerTag = "Player"; + + private bool transitionStarted; + + private void Awake() + { + Collider portalCollider = GetComponent(); + portalCollider.isTrigger = true; + + Debug.Log($"[LocalPortal] Initialized '{name}' in scene '{SceneManager.GetActiveScene().name}'. " + + $"Position: {transform.position}, Trigger: {portalCollider.isTrigger}, Destination: '{destinationSceneName}'", this); + } + + [ServerCallback] + private void OnTriggerEnter(Collider other) + { + Transform root = other.transform.root; + + Debug.Log($"[LocalPortal] Trigger entered by '{other.name}' (root: '{root.name}', tag: '{root.tag}') " + + $"at position {root.position}. Portal position: {transform.position}. " + + $"Current scene: '{SceneManager.GetActiveScene().name}'", this); + + if (transitionStarted) return; + + if (!root.CompareTag(playerTag)) + { + Debug.Log($"[LocalPortal] Ignoring '{root.name}' because its tag is '{root.tag}', expected '{playerTag}'.", this); + return; + } + + if (string.IsNullOrWhiteSpace(destinationSceneName)) + { + Debug.LogError("[LocalPortal] Destination scene is empty; scene transition cancelled.", this); + return; + } + + transitionStarted = true; + + Debug.Log( + $"[LocalPortal] Server changing scene from '{SceneManager.GetActiveScene().name}' " + + $"to '{destinationSceneName}' because '{root.name}' entered the portal.", + this); + + NetworkManager.singleton.ServerChangeScene(destinationSceneName); + } +} diff --git a/Assets/Scripts/Portal/LocalPortal.cs.meta b/Assets/Scripts/Portal/LocalPortal.cs.meta new file mode 100644 index 00000000..90fa1ee8 --- /dev/null +++ b/Assets/Scripts/Portal/LocalPortal.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 4c6db0d3908c87f489b0a73d378b8a48 \ No newline at end of file diff --git a/Assets/Scripts/RiveLoginController.cs b/Assets/Scripts/RiveLoginController.cs index 962aec7c..189836b0 100644 --- a/Assets/Scripts/RiveLoginController.cs +++ b/Assets/Scripts/RiveLoginController.cs @@ -77,8 +77,11 @@ public class RiveLoginController : MonoBehaviour ? usernameInput.text.Trim() : string.Empty; + Debug.Log($"[RiveLoginController] StartMultiplayerSession called. Username length: {username.Length}"); + if (string.IsNullOrWhiteSpace(username)) { + Debug.LogWarning("[RiveLoginController] Client start blocked because the username is empty."); if (loginUI != null && loginUI.errorText != null) { loginUI.errorText.text = "Enter a username"; @@ -93,10 +96,14 @@ public class RiveLoginController : MonoBehaviour ChatAuthenticator auth = NetworkManager.singleton.GetComponent(); if (auth != null) + { + Debug.Log("[RiveLoginController] Assigning username to ChatAuthenticator."); auth.SetPlayerName(username); + } else Debug.LogWarning("RiveLoginController: ChatAuthenticator not found on NetworkManager"); + Debug.Log($"[RiveLoginController] Starting client. Network address: '{NetworkManager.singleton.networkAddress}'"); NetworkManager.singleton.StartClient(); } } diff --git a/Assets/Scripts/RiveNavigationController.cs b/Assets/Scripts/RiveNavigationController.cs index b0a25fc1..629cf141 100644 --- a/Assets/Scripts/RiveNavigationController.cs +++ b/Assets/Scripts/RiveNavigationController.cs @@ -5,8 +5,8 @@ using System.Reflection.Metadata; using UnityEngine; using UnityEngine.InputSystem; -/// Sends keyboard navigation commands to the Rive menu and -/// activates the Play option when Enter is pressed +/// Sends keyboard and gamepad navigation commands to the Rive menu and +/// activates the Play option when Enter/gamepad confirm is pressed public class RiveNavigationController : MonoBehaviour { [Header("Rive")] @@ -83,25 +83,42 @@ public class RiveNavigationController : MonoBehaviour private void Update() { Keyboard keyboard = Keyboard.current; + Gamepad gamepad = Gamepad.current; - if (keyboard == null) - return; + bool movedRight = false; + bool movedLeft = false; + bool confirmPressed = false; - if (keyboard.rightArrowKey.wasPressedThisFrame) + if (keyboard != null) + { + movedRight |= keyboard.rightArrowKey.wasPressedThisFrame; + movedLeft |= keyboard.leftArrowKey.wasPressedThisFrame; + confirmPressed |= keyboard.enterKey.wasPressedThisFrame || keyboard.numpadEnterKey.wasPressedThisFrame; + } + + if (gamepad != null) + { + // D-pad and left stick both move the selection — leftStick.left/right are the + // Input System's built-in synthetic buttons derived from the stick's deflection, + // so this fires once per push just like a button, not continuously while held. + movedRight |= gamepad.dpad.right.wasPressedThisFrame || gamepad.leftStick.right.wasPressedThisFrame; + movedLeft |= gamepad.dpad.left.wasPressedThisFrame || gamepad.leftStick.left.wasPressedThisFrame; + confirmPressed |= gamepad.buttonSouth.wasPressedThisFrame; + } + + if (movedRight) { MoveSelection(+1); nextTrigger?.Trigger(); } - if (keyboard.leftArrowKey.wasPressedThisFrame) + if (movedLeft) { MoveSelection(-1); previousTrigger?.Trigger(); } - bool enterPressed = keyboard.enterKey.wasPressedThisFrame || keyboard.numpadEnterKey.wasPressedThisFrame; - - if (enterPressed && selectedIndex == PlayIndex) + if (confirmPressed && selectedIndex == PlayIndex) { if (sceneTransitionController == null) { diff --git a/Assets/Scripts/Shooting.meta b/Assets/Scripts/Shooting.meta new file mode 100644 index 00000000..54ee267d --- /dev/null +++ b/Assets/Scripts/Shooting.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 6d320e0bd134acf429e2529e7aabcd65 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Shooting/FxShrink.cs b/Assets/Scripts/Shooting/FxShrink.cs new file mode 100644 index 00000000..4e108a92 --- /dev/null +++ b/Assets/Scripts/Shooting/FxShrink.cs @@ -0,0 +1,26 @@ +using UnityEngine; + +// Tiny self-animating effect: squeezes the object's X/Z to nothing (and stretches Y) over +// `duration`, then destroys it. Used for the target spawn beam. +public class FxShrink : MonoBehaviour +{ + public float duration = 0.45f; + public float stretch = 1.6f; + + Vector3 startScale; + float startTime; + + void Start() + { + startScale = transform.localScale; + startTime = Time.time; + } + + void Update() + { + float t = Mathf.Clamp01((Time.time - startTime) / duration); + float squeeze = 1f - t * t; + transform.localScale = new Vector3(startScale.x * squeeze, startScale.y * Mathf.Lerp(1f, stretch, t), startScale.z * squeeze); + if (t >= 1f) Destroy(gameObject); + } +} diff --git a/Assets/Scripts/Shooting/FxShrink.cs.meta b/Assets/Scripts/Shooting/FxShrink.cs.meta new file mode 100644 index 00000000..3f83105d --- /dev/null +++ b/Assets/Scripts/Shooting/FxShrink.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 7f748ccac31f7bf4f8fccf40e16d32ad \ No newline at end of file diff --git a/Assets/Scripts/Shooting/HitscanShooter.cs b/Assets/Scripts/Shooting/HitscanShooter.cs new file mode 100644 index 00000000..53967849 --- /dev/null +++ b/Assets/Scripts/Shooting/HitscanShooter.cs @@ -0,0 +1,431 @@ +using System.Collections.Generic; +using Mirror; +using UnityEngine; +using UnityEngine.InputSystem; + +// Valorant-style hitscan rifle (Vandal-like numbers), local-only prototype: +// - Full auto while holding LMB / Right Trigger; R / X (Square) to reload; auto-reload on empty. +// - First-shot accuracy: standing still and not spraying = perfectly accurate. +// - Spraying kicks the camera (climbs up, then wanders sideways) and adds bloom (random cone); +// the camera recovers back to your aim once you stop firing. +// - Moving adds a large inaccuracy penalty (counter-strafe to stop and shoot). +// Shots are raycast from the center of the screen (crosshair), skipping the local player's own colliders. +// On the local player it also sets up the WeaponRig (held rifle + animations) and an over-the-shoulder camera. +public class HitscanShooter : MonoBehaviour +{ + [Header("Weapon")] + public string weaponName = "Vandal (debug)"; + public float roundsPerSecond = 9.75f; + public int magazineSize = 25; + public float reloadTime = 2.5f; + public float range = 150f; + public float bodyDamage = 40f; + public float headDamage = 160f; + + [Header("Accuracy (degrees)")] + public float bloomPerShot = 0.25f; + public float maxBloom = 2f; + public float movingInaccuracy = 4f; + public float movingSpeedThreshold = 0.5f; + // Time without firing before spray resets back to first-shot accuracy. + public float sprayResetTime = 0.35f; + + [Header("Camera recoil (degrees per shot)")] + public float recoilUpEarly = 0.9f; // first shots climb hard + public float recoilUpLate = 0.2f; // then the climb flattens out... + public int recoilClimbShots = 9; + public float recoilSideways = 0.55f; // ...and starts swaying left/right + + [Header("Third-person aim camera")] + public float shoulderOffset = 0.6f; + public float aimCameraDistance = 3f; + + [Header("Controller")] + public float triggerThreshold = 0.5f; + public float rumbleLow = 0.15f; + public float rumbleHigh = 0.35f; + public float rumbleDuration = 0.06f; + + int ammo; + bool reloading; + float reloadDoneAt; + float nextShotAt; + float lastShotTime = -10f; + int sprayIndex; + + int shotsFired; + int hits; + int headshots; + int kills; + bool isMoving; + float lastSpread; + Vector3 lastPlayerPosition; + bool hasLastPlayerPosition; + bool usingGamepad; + float rumbleStopAt = -1f; + + float hitmarkerUntil; + bool hitmarkerHead; + bool hitmarkerKill; + readonly List log = new List(); + + NetworkIdentity equippedPlayer; + CharacterMovement movement; + WeaponRig rig; + float originalCameraDistance; + AudioSource audioSource; + + GUIStyle hudStyle; + GUIStyle hitmarkerStyle; + + void Start() + { + ammo = magazineSize; + audioSource = gameObject.AddComponent(); + audioSource.playOnAwake = false; + audioSource.spatialBlend = 0f; + } + + void OnDestroy() + { + Unequip(); + StopRumble(); + } + + void Update() + { + EnsureEquipped(); + UpdateMovementState(); + UpdateAimPoint(); + + // The intro cinematic owns the camera and input; no shooting until it hands control back. + if (RangeIntroCinematic.IsPlaying) return; + + if (rumbleStopAt > 0f && Time.time >= rumbleStopAt) StopRumble(); + + if (reloading && Time.time >= reloadDoneAt) + { + reloading = false; + ammo = magazineSize; + AddLog("Reload complete"); + } + + if (Time.time - lastShotTime > sprayResetTime) + sprayIndex = 0; + + var mouse = Mouse.current; + var kb = Keyboard.current; + var pad = Gamepad.current; + + bool mouseAllowed = CanUseMouse(); + bool padAllowed = CanUseGamepad(); + + bool mouseHeld = mouseAllowed && mouse != null && mouse.leftButton.isPressed; + bool mousePressed = mouseAllowed && mouse != null && mouse.leftButton.wasPressedThisFrame; + bool padHeld = padAllowed && pad != null && pad.rightTrigger.ReadValue() > triggerThreshold; + bool padPressed = padAllowed && pad != null && pad.rightTrigger.wasPressedThisFrame; + + if (padHeld || (padAllowed && pad != null && pad.buttonWest.wasPressedThisFrame)) usingGamepad = true; + if (mouseHeld || (mouseAllowed && kb != null && kb.rKey.wasPressedThisFrame)) usingGamepad = false; + + bool reloadPressed = (mouseAllowed && kb != null && kb.rKey.wasPressedThisFrame) + || (padAllowed && pad != null && pad.buttonWest.wasPressedThisFrame); + if (reloadPressed) StartReload(); + + if (!(mouseHeld || padHeld)) return; + if (reloading || Time.time < nextShotAt) return; + + if (ammo <= 0) + { + if (mousePressed || padPressed) + { + audioSource.PlayOneShot(ShootingFx.EmptyClick); + StartReload(); + } + return; + } + + Fire(); + } + + // Mouse only counts while the game "has" the cursor (locked; Esc toggles it in + // CharacterMovement). A controller has no cursor to fight over, so it only needs + // the chat box to be unfocused. + bool CanUseMouse() => CanUseGamepad() && Cursor.lockState == CursorLockMode.Locked; + + bool CanUseGamepad() => Camera.main != null && !ChatUI.IsInputFieldFocused && Application.isFocused; + + // Arms the local player once it exists (it may spawn after this scene object). + void EnsureEquipped() + { + var player = NetworkClient.localPlayer; + if (player == equippedPlayer) return; + + Unequip(); + if (player == null) return; + + equippedPlayer = player; + movement = player.GetComponent(); + if (movement != null) + { + originalCameraDistance = movement.cameraDistance; + movement.cameraDistance = aimCameraDistance; + movement.cameraShoulderOffset = shoulderOffset; + movement.faceCameraYaw = true; + } + + var animator = player.GetComponentInChildren(); + if (animator != null && animator.isHuman) + rig = animator.gameObject.AddComponent(); + } + + void Unequip() + { + if (movement != null) + { + movement.cameraDistance = originalCameraDistance; + movement.cameraShoulderOffset = 0f; + movement.faceCameraYaw = false; + } + if (rig != null) Destroy(rig); + + movement = null; + rig = null; + equippedPlayer = null; + } + + void UpdateMovementState() + { + var player = NetworkClient.localPlayer; + if (player == null || Time.deltaTime <= 0f) + { + isMoving = false; + hasLastPlayerPosition = false; + return; + } + + Vector3 pos = player.transform.position; + if (hasLastPlayerPosition) + { + Vector3 delta = pos - lastPlayerPosition; + delta.y = 0f; + isMoving = delta.magnitude / Time.deltaTime > movingSpeedThreshold; + } + lastPlayerPosition = pos; + hasLastPlayerPosition = true; + } + + void UpdateAimPoint() + { + if (rig == null || Camera.main == null) return; + + // During the cinematic the camera is off doing its own thing; aim where the body faces. + if (RangeIntroCinematic.IsPlaying && equippedPlayer != null) + { + var body = equippedPlayer.transform; + rig.SetAimPoint(body.position + Vector3.up * 1.4f + body.forward * 20f); + return; + } + + var cam = Camera.main.transform; + var ray = new Ray(cam.position, cam.forward); + rig.SetAimPoint(TryRaycast(ray, out RaycastHit hit) ? hit.point : ray.GetPoint(range)); + } + + void StartReload() + { + if (reloading || ammo == magazineSize) return; + reloading = true; + reloadDoneAt = Time.time + reloadTime; + if (rig != null) rig.PlayReload(reloadTime); + audioSource.PlayOneShot(ShootingFx.MagOut); + Invoke(nameof(PlayMagInSound), reloadTime * 0.75f); + AddLog("Reloading..."); + } + + void PlayMagInSound() => audioSource.PlayOneShot(ShootingFx.MagIn); + + void Fire() + { + ammo--; + shotsFired++; + nextShotAt = Time.time + 1f / roundsPerSecond; + lastShotTime = Time.time; + + var cam = Camera.main.transform; + + // Bloom: random cone that grows while spraying; zero on the first shot. + float bloom = Mathf.Min(sprayIndex * bloomPerShot, maxBloom); + float spread = bloom + (isMoving ? movingInaccuracy : 0f); + lastSpread = spread; + + Vector2 randomOffset = Random.insideUnitCircle * spread; + Quaternion offset = Quaternion.AngleAxis(-randomOffset.y, cam.right) + * Quaternion.AngleAxis(randomOffset.x, cam.up); + Vector3 direction = offset * cam.forward; + + ApplyRecoil(); + sprayIndex++; + + audioSource.PlayOneShot(ShootingFx.Gunshot, 0.8f); + if (rig != null) rig.PlayFire(); + if (usingGamepad) StartRumble(); + + Vector3 tracerStart = rig != null ? rig.Muzzle.position : cam.position; + + if (!TryRaycast(new Ray(cam.position, direction), out RaycastHit hit)) + { + ShootingFx.SpawnTracer(tracerStart, cam.position + direction * range); + AddLog($"#{shotsFired} MISS (spread {spread:0.0}°)"); + return; + } + + ShootingFx.SpawnTracer(tracerStart, hit.point); + + var hitbox = hit.collider.GetComponent(); + ShootingFx.SpawnImpact(hit.point, hit.normal, fleshHit: hitbox != null); + + if (hitbox == null || hitbox.Owner == null) + { + AddLog($"#{shotsFired} hit wall '{hit.collider.name}' ({hit.distance:0.0}m)"); + return; + } + + float damage = hitbox.IsHead ? headDamage : bodyDamage; + bool killed = hitbox.Owner.TakeDamage(damage, direction, hitbox.IsHead); + + hits++; + if (hitbox.IsHead) headshots++; + if (killed) kills++; + + hitmarkerUntil = Time.time + 0.15f; + hitmarkerHead = hitbox.IsHead; + hitmarkerKill = killed; + audioSource.PlayOneShot(killed ? ShootingFx.KillConfirm : hitbox.IsHead ? ShootingFx.HitHead : ShootingFx.HitBody); + + string zone = hitbox.IsHead ? "HEAD" : "BODY"; + string result = killed ? " -> KILL" : $" ({Mathf.CeilToInt(hitbox.Owner.Health)} HP left)"; + AddLog($"#{shotsFired} {zone} {damage:0} dmg on {hitbox.Owner.name} ({hit.distance:0.0}m){result}"); + } + + // Vandal-like pattern: strong vertical climb for the first shots, then a flatter climb + // with a left/right sway. Applied to the camera, so the crosshair itself moves. + void ApplyRecoil() + { + if (movement == null) return; + + float up = sprayIndex < recoilClimbShots ? recoilUpEarly : recoilUpLate; + float right = sprayIndex >= recoilClimbShots + ? Mathf.Sin((sprayIndex - recoilClimbShots) * 0.7f) * recoilSideways + : Random.Range(-0.1f, 0.1f); + movement.AddRecoil(up, right); + } + + void StartRumble() + { + var pad = Gamepad.current; + if (pad == null) return; + pad.SetMotorSpeeds(rumbleLow, rumbleHigh); + rumbleStopAt = Time.time + rumbleDuration; + } + + void StopRumble() + { + rumbleStopAt = -1f; + Gamepad.current?.SetMotorSpeeds(0f, 0f); + } + + // RaycastAll so the ray passes through the local player's own body (third-person camera + // sits behind the character) and takes the first real hit after it. + bool TryRaycast(Ray ray, out RaycastHit result) + { + Transform self = NetworkClient.localPlayer != null ? NetworkClient.localPlayer.transform : null; + var allHits = Physics.RaycastAll(ray, range, ~0, QueryTriggerInteraction.Ignore); + System.Array.Sort(allHits, (a, b) => a.distance.CompareTo(b.distance)); + + foreach (var h in allHits) + { + if (self != null && h.collider.transform.IsChildOf(self)) continue; + if (h.collider.name == "DroppedMagazine") continue; + result = h; + return true; + } + + result = default; + return false; + } + + void AddLog(string line) + { + log.Add(line); + if (log.Count > 8) log.RemoveAt(0); + Debug.Log("[Shooter] " + line); + } + + void OnGUI() + { + if (RangeIntroCinematic.IsPlaying) return; + + if (hudStyle == null) + { + hudStyle = new GUIStyle(GUI.skin.label) { fontSize = 15, richText = true }; + hudStyle.normal.textColor = Color.white; + hitmarkerStyle = new GUIStyle(GUI.skin.label) { alignment = TextAnchor.MiddleCenter, fontStyle = FontStyle.Bold }; + } + + DrawCrosshair(); + + float accuracy = shotsFired > 0 ? 100f * hits / shotsFired : 0f; + float hsRate = hits > 0 ? 100f * headshots / hits : 0f; + string ammoText = reloading + ? $"RELOADING {reloadDoneAt - Time.time:0.0}s" + : $"{ammo} / {magazineSize}"; + string state = CanUseMouse() ? "READY" + : CanUseGamepad() && Gamepad.current != null ? "READY (controller)" + : "INPUT BLOCKED (Esc/chat)"; + string device = usingGamepad ? "Controller" : "Mouse & Keyboard"; + string controls = usingGamepad + ? "RT fire (hold = spray) · X/□ reload · Right stick aim" + : "LMB fire (hold = spray) · R reload · Esc cursor"; + + var text = new System.Text.StringBuilder(); + text.AppendLine($"{weaponName} {state} Input: {device}"); + text.AppendLine($"Ammo: {ammoText}"); + text.AppendLine($"Shots: {shotsFired} Hits: {hits} Accuracy: {accuracy:0}%"); + text.AppendLine($"Headshots: {headshots} ({hsRate:0}%) Kills: {kills}"); + text.AppendLine($"Moving: {(isMoving ? "YES (inaccurate)" : "no")} Spray #{sprayIndex} Last spread: {lastSpread:0.0}°"); + text.AppendLine(controls); + text.AppendLine(); + foreach (var line in log) text.AppendLine(line); + + var rect = new Rect(10, 10, 580, 320); + GUI.color = new Color(0, 0, 0, 0.55f); + GUI.DrawTexture(rect, Texture2D.whiteTexture); + GUI.color = Color.white; + GUI.Label(new Rect(rect.x + 8, rect.y + 6, rect.width - 16, rect.height - 12), text.ToString(), hudStyle); + } + + void DrawCrosshair() + { + float cx = Screen.width * 0.5f; + float cy = Screen.height * 0.5f; + + // Valorant-like: small center dot plus four short lines that push out with spread. + float gap = 4f + (Mathf.Min(sprayIndex * bloomPerShot, maxBloom) + (isMoving ? movingInaccuracy : 0f)) * 3f; + GUI.color = Color.cyan; + GUI.DrawTexture(new Rect(cx - 1, cy - 1, 2, 2), Texture2D.whiteTexture); + GUI.DrawTexture(new Rect(cx - 1, cy - gap - 6, 2, 6), Texture2D.whiteTexture); + GUI.DrawTexture(new Rect(cx - 1, cy + gap, 2, 6), Texture2D.whiteTexture); + GUI.DrawTexture(new Rect(cx - gap - 6, cy - 1, 6, 2), Texture2D.whiteTexture); + GUI.DrawTexture(new Rect(cx + gap, cy - 1, 6, 2), Texture2D.whiteTexture); + + if (Time.time < hitmarkerUntil) + { + GUI.color = hitmarkerKill ? Color.red : hitmarkerHead ? Color.yellow : Color.white; + hitmarkerStyle.fontSize = hitmarkerHead ? 28 : 20; + GUI.Label(new Rect(cx - 30, cy - 30, 60, 60), "X", hitmarkerStyle); + } + + GUI.color = Color.white; + } +} diff --git a/Assets/Scripts/Shooting/HitscanShooter.cs.meta b/Assets/Scripts/Shooting/HitscanShooter.cs.meta new file mode 100644 index 00000000..e92757d7 --- /dev/null +++ b/Assets/Scripts/Shooting/HitscanShooter.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: f4a1f90128165624d8edd144bfb81070 \ No newline at end of file diff --git a/Assets/Scripts/Shooting/RangeIntroCinematic.cs b/Assets/Scripts/Shooting/RangeIntroCinematic.cs new file mode 100644 index 00000000..54ade820 --- /dev/null +++ b/Assets/Scripts/Shooting/RangeIntroCinematic.cs @@ -0,0 +1,373 @@ +using System.Collections.Generic; +using Mirror; +using UnityEngine; +using UnityEngine.InputSystem; + +// Code-driven intro cutscene for the practice range (no Timeline assets): +// A 0.0–3.2s Establishing: high crane sweep over the map, title card + boom. +// B 3.2–6.0s Targets online: low tracking shot down the street while bots beam in one by one. +// C 6.0–8.2s Hero: camera starts in front of the player, orbits over the right shoulder and +// blends into the exact gameplay camera while the rifle is raised. +// Outro Letterbox slides away, "GO" stinger, HUD returns, control handed back. +// Space / Enter / gamepad A skips; F1 replays. Runs after CharacterMovement so it owns the camera. +[DefaultExecutionOrder(200)] +public class RangeIntroCinematic : MonoBehaviour +{ + public static bool IsPlaying { get; private set; } + + const float ShotAEnd = 3.2f; + const float ShotBEnd = 6.0f; + const float ShotCEnd = 8.2f; + const float OutroLength = 1.0f; + const float CutDip = 0.16f; + + static readonly Vector3 ShotBStart = new Vector3(2.2f, 0.35f, 16f); + static readonly Vector3 ShotBEndPos = new Vector3(-1.2f, 1.8f, 10f); + + List targets; + float[] popTimes; + int poppedCount; + + Camera cam; + float originalFov = 60f; + float t; + float prevT; + float releasedAt = -10f; + bool equipStarted; + WeaponRig rig; + CharacterMovement movement; + + AudioSource sfx; + AudioSource blipSource; + + GUIStyle titleStyle; + GUIStyle subStyle; + GUIStyle captionStyle; + GUIStyle goStyle; + + public void Begin(List rangeTargets) + { + targets = rangeTargets; + + if (sfx == null) + { + sfx = gameObject.AddComponent(); + sfx.playOnAwake = false; + blipSource = gameObject.AddComponent(); + blipSource.playOnAwake = false; + } + + // Bots beam in nearest-to-camera first, so the wave rolls away down the street. + targets.Sort((a, b) => Vector3.Distance(ShotBStart, a.transform.position) + .CompareTo(Vector3.Distance(ShotBStart, b.transform.position))); + popTimes = new float[targets.Count]; + for (int i = 0; i < targets.Count; i++) + { + popTimes[i] = Mathf.Lerp(ShotAEnd + 0.35f, ShotBEnd - 0.55f, targets.Count > 1 ? i / (float)(targets.Count - 1) : 0f); + targets[i].HideForIntro(); + } + poppedCount = 0; + + cam = Camera.main; + if (cam != null) originalFov = cam.fieldOfView; + + t = 0f; + prevT = 0f; + releasedAt = -10f; + equipStarted = false; + IsPlaying = true; + CharacterMovement.CinematicControl = true; + } + + void OnDestroy() + { + if (IsPlaying) + { + IsPlaying = false; + CharacterMovement.CinematicControl = false; + } + } + + bool Crossed(float time) => prevT < time && t >= time; + + void Update() + { + if (!IsPlaying) + { + var k = Keyboard.current; + if (k != null && k.f1Key.wasPressedThisFrame && Time.time - releasedAt > OutroLength) + Begin(targets); + return; + } + + prevT = t; + t += Time.deltaTime; + + if (movement == null && NetworkClient.localPlayer != null) + movement = NetworkClient.localPlayer.GetComponent(); + if (rig == null) rig = FindAnyObjectByType(); + if (rig != null && !equipStarted) rig.SetLowered(); + + if (Crossed(0.55f)) sfx.PlayOneShot(ShootingFx.Boom, 0.9f); + if (Crossed(ShotAEnd - 0.35f) || Crossed(ShotBEnd - 0.35f)) sfx.PlayOneShot(ShootingFx.Whoosh, 0.8f); + + for (int i = poppedCount; i < targets.Count && t >= popTimes[i]; i++) + { + targets[i].PopIn(); + blipSource.pitch = 1f + i * 0.08f; + blipSource.PlayOneShot(ShootingFx.Blip, 0.7f); + poppedCount = i + 1; + } + + if (!equipStarted && t >= ShotBEnd + 0.5f && rig != null) + { + equipStarted = true; + rig.PlayEquip(1.1f); + sfx.PlayOneShot(ShootingFx.MagIn, 0.8f); + } + + if (WantsSkip()) Skip(); + else if (t >= ShotCEnd) Release(); + } + + static bool WantsSkip() + { + var k = Keyboard.current; + var pad = Gamepad.current; + return (k != null && (k.spaceKey.wasPressedThisFrame || k.enterKey.wasPressedThisFrame)) + || (pad != null && (pad.buttonSouth.wasPressedThisFrame || pad.startButton.wasPressedThisFrame)); + } + + void Skip() + { + for (int i = poppedCount; i < targets.Count; i++) targets[i].PopIn(); + poppedCount = targets.Count; + if (rig != null && !equipStarted) rig.PlayEquip(0.35f); + equipStarted = true; + Release(); + } + + void Release() + { + IsPlaying = false; + CharacterMovement.CinematicControl = false; + releasedAt = Time.time; + if (cam != null) cam.fieldOfView = originalFov; + sfx.PlayOneShot(ShootingFx.GoStinger, 0.8f); + } + + // ---- Camera ------------------------------------------------------------------------ + + void LateUpdate() + { + if (!IsPlaying) return; + if (cam == null) cam = Camera.main; + if (cam == null) return; + + Vector3 pos; + Quaternion rot; + float fov; + float shake; + + if (t < ShotAEnd) ShotA(t / ShotAEnd, out pos, out rot, out fov, out shake); + else if (t < ShotBEnd) ShotB((t - ShotAEnd) / (ShotBEnd - ShotAEnd), out pos, out rot, out fov, out shake); + else ShotC((t - ShotBEnd) / (ShotCEnd - ShotBEnd), out pos, out rot, out fov, out shake); + + // Subtle handheld drift. + float nx = (Mathf.PerlinNoise(Time.time * 0.7f, 0.1f) - 0.5f) * 2f; + float ny = (Mathf.PerlinNoise(0.3f, Time.time * 0.6f) - 0.5f) * 2f; + rot *= Quaternion.Euler(ny * shake, nx * shake, 0f); + + cam.transform.SetPositionAndRotation(pos, rot); + cam.fieldOfView = fov; + } + + // Indoor crane sweep under the roof trusses (below the pendant lamps at 5.6 m), easing from + // wide to a slightly tighter frame. + static void ShotA(float u, out Vector3 pos, out Quaternion rot, out float fov, out float shake) + { + float e = Mathf.SmoothStep(0f, 1f, u); + float yaw = Mathf.Lerp(215f, 150f, e); + float radius = Mathf.Lerp(15f, 11f, e); + float height = Mathf.Lerp(4.8f, 3.2f, e); + pos = Quaternion.Euler(0f, yaw, 0f) * new Vector3(0f, height, -radius); + rot = Quaternion.LookRotation(new Vector3(0f, 0.5f, Mathf.Lerp(4f, 0f, e)) - pos); + fov = Mathf.Lerp(55f, 48f, e); + shake = 0.25f; + } + + // Low dolly down the street with a dutch angle that levels out and a zoom-out. + static void ShotB(float u, out Vector3 pos, out Quaternion rot, out float fov, out float shake) + { + float e = EaseInOutCubic(u); + pos = Vector3.Lerp(ShotBStart, ShotBEndPos, e); + Vector3 look = Vector3.Lerp(new Vector3(0f, 1f, 2f), new Vector3(0f, 1f, -6f), e); + rot = Quaternion.LookRotation(look - pos) * Quaternion.Euler(0f, 0f, Mathf.Lerp(7f, 0f, e)); + fov = Mathf.Lerp(36f, 55f, e); + shake = 0.35f; + } + + // Starts on the player's face, orbits around their right side, then settles exactly into + // the gameplay camera so the hand-off has no pop. + void ShotC(float u, out Vector3 pos, out Quaternion rot, out float fov, out float shake) + { + shake = Mathf.Lerp(0.3f, 0f, u); + fov = Mathf.Lerp(42f, originalFov, Mathf.SmoothStep(0f, 1f, u)); + + if (movement == null) + { + // No local player yet: slow push toward spawn A instead. + pos = Vector3.Lerp(new Vector3(0f, 3f, -4f), new Vector3(0f, 2.2f, -9f), Mathf.SmoothStep(0f, 1f, u)); + rot = Quaternion.LookRotation(new Vector3(0f, 1.2f, -14f) - pos); + return; + } + + Transform p = movement.transform; + Vector3 face = p.position + Vector3.up * 1.55f; + float e = EaseInOutCubic(Mathf.Clamp01(u / 0.85f)); + float angle = Mathf.Lerp(0f, 160f, e); + Vector3 dir = Quaternion.AngleAxis(angle, Vector3.up) * p.forward; + float radius = Mathf.Lerp(1.8f, 3f, e); + Vector3 orbitPos = face + dir * radius + Vector3.up * Mathf.Lerp(-0.15f, 0.6f, e); + Vector3 lookTarget = Vector3.Lerp(face, face + p.forward * 8f, e); + Quaternion orbitRot = Quaternion.LookRotation(lookTarget - orbitPos); + + movement.GetGameplayCameraPose(out Vector3 gamePos, out Quaternion gameRot); + float blend = Mathf.SmoothStep(0f, 1f, Mathf.InverseLerp(0.55f, 1f, u)); + pos = Vector3.Lerp(orbitPos, gamePos, blend); + rot = Quaternion.Slerp(orbitRot, gameRot, blend); + } + + // Classic smoothstep: 0 below edge0, 1 above edge1, eased in between. + // (Mathf.SmoothStep(a, b, x) interpolates *between* a and b instead.) + static float Smooth(float edge0, float edge1, float x) => Mathf.SmoothStep(0f, 1f, Mathf.InverseLerp(edge0, edge1, x)); + + static float EaseInOutCubic(float x) => x < 0.5f ? 4f * x * x * x : 1f - Mathf.Pow(-2f * x + 2f, 3f) / 2f; + + // ---- Overlay ----------------------------------------------------------------------- + + void OnGUI() + { + float sinceRelease = Time.time - releasedAt; + bool inOutro = !IsPlaying && sinceRelease < OutroLength; + if (!IsPlaying && !inOutro) return; + + EnsureStyles(); + float w = Screen.width; + float h = Screen.height; + + // Fade from black at the start, quick dips at the cuts, white flash on release. + float black = IsPlaying + ? Mathf.Max(1f - t / 0.6f, Dip(ShotAEnd), Dip(ShotBEnd)) + : 0f; + if (black > 0f) Fill(new Rect(0, 0, w, h), new Color(0f, 0f, 0f, black)); + + // Letterbox bars: slide in over 0.5s, slide out during the outro. + float bar = h * 0.12f * (IsPlaying ? Mathf.SmoothStep(0f, 1f, t / 0.5f) : 1f - Mathf.SmoothStep(0f, 1f, sinceRelease / 0.45f)); + Fill(new Rect(0, 0, w, bar), Color.black); + Fill(new Rect(0, h - bar, w, bar), Color.black); + + if (IsPlaying) + { + DrawTitle(w, h); + DrawCaptions(w, h, bar); + GUI.color = new Color(1f, 1f, 1f, 0.55f); + GUI.Label(new Rect(w - 260, h - bar + bar * 0.5f - 12, 240, 24), "SPACE / (A) SKIP", captionStyle); + } + else + { + float flash = 1f - Mathf.Clamp01(sinceRelease / 0.18f); + if (flash > 0f) Fill(new Rect(0, 0, w, h), new Color(1f, 1f, 1f, flash * 0.6f)); + + // "GO" punches in big and settles, then fades. + float punch = Mathf.Lerp(1.6f, 1f, Mathf.SmoothStep(0f, 1f, sinceRelease / 0.25f)); + float alpha = 1f - Smooth(0.55f, 1f, sinceRelease / OutroLength); + goStyle.fontSize = Mathf.RoundToInt(h * 0.16f * punch); + GUI.color = new Color(1f, 0.9f, 0.35f, alpha); + GUI.Label(new Rect(0, 0, w, h), "GO", goStyle); + } + + GUI.color = Color.white; + } + + float Dip(float cutTime) => 1f - Mathf.Clamp01(Mathf.Abs(t - cutTime) / CutDip); + + // "PRACTICE RANGE" types on letter by letter, each letter dropping into place. + void DrawTitle(float w, float h) + { + const string title = "PRACTICE RANGE"; + const float revealStart = 0.55f; + const float perLetter = 0.055f; + float fadeOut = 1f - Smooth(ShotAEnd - 0.5f, ShotAEnd - 0.1f, t); + if (t < revealStart || fadeOut <= 0f) return; + + titleStyle.fontSize = Mathf.RoundToInt(h * 0.085f); + float spacing = Mathf.Lerp(h * 0.03f, h * 0.012f, Mathf.SmoothStep(0f, 1f, (t - revealStart) / 1.4f)); + var sizes = new Vector2[title.Length]; + float total = 0f; + for (int i = 0; i < title.Length; i++) + { + sizes[i] = titleStyle.CalcSize(new GUIContent(title[i].ToString())); + total += sizes[i].x + spacing; + } + + float x = (w - total) * 0.5f; + float y = h * 0.38f; + for (int i = 0; i < title.Length; i++) + { + float lt = Mathf.Clamp01((t - revealStart - i * perLetter) / 0.25f); + float drop = (1f - Mathf.SmoothStep(0f, 1f, lt)) * -h * 0.04f; + GUI.color = new Color(1f, 1f, 1f, lt * fadeOut); + GUI.Label(new Rect(x, y + drop, sizes[i].x + 4, sizes[i].y), title[i].ToString(), titleStyle); + x += sizes[i].x + spacing; + } + + float subAlpha = Mathf.Clamp01((t - 1.4f) / 0.4f) * fadeOut; + subStyle.fontSize = Mathf.RoundToInt(h * 0.028f); + GUI.color = new Color(0.55f, 0.9f, 1f, subAlpha); + GUI.Label(new Rect(0, y + h * 0.1f, w, h * 0.05f), "PORTAL TEST DESTINATION · VANDAL CALIBRATION", subStyle); + } + + // Lower-third captions for shots B and C. + void DrawCaptions(float w, float h, float bar) + { + captionStyle.fontSize = Mathf.RoundToInt(h * 0.03f); + float y = h - bar - h * 0.07f; + + if (t >= ShotAEnd + 0.2f && t < ShotBEnd) + { + float a = Mathf.Clamp01((t - ShotAEnd - 0.2f) / 0.3f) * (1f - Mathf.Clamp01((t - ShotBEnd + 0.3f) / 0.3f)); + GUI.color = new Color(0.55f, 0.9f, 1f, a); + GUI.Label(new Rect(w * 0.06f, y, w, h * 0.05f), $"TARGETS ONLINE {poppedCount:00} / {targets.Count:00}", captionStyle); + } + else if (t >= ShotBEnd + 0.3f) + { + float a = Mathf.Clamp01((t - ShotBEnd - 0.3f) / 0.3f) * (1f - Mathf.Clamp01((t - ShotCEnd + 0.4f) / 0.3f)); + var auth = FindAnyObjectByType(); + string playerName = auth != null && !string.IsNullOrEmpty(auth.playerName) ? auth.playerName.ToUpperInvariant() : "AGENT"; + GUI.color = new Color(1f, 1f, 1f, a); + GUI.Label(new Rect(w * 0.06f, y - h * 0.045f, w, h * 0.05f), playerName, captionStyle); + GUI.color = new Color(1f, 0.9f, 0.35f, a); + GUI.Label(new Rect(w * 0.06f, y, w, h * 0.05f), "VANDAL · 25 RDS · HEADSHOT 160", captionStyle); + } + } + + void EnsureStyles() + { + if (titleStyle != null) return; + titleStyle = new GUIStyle(GUI.skin.label) { fontStyle = FontStyle.Bold, alignment = TextAnchor.UpperLeft }; + titleStyle.normal.textColor = Color.white; + subStyle = new GUIStyle(GUI.skin.label) { alignment = TextAnchor.MiddleCenter, fontStyle = FontStyle.Bold }; + subStyle.normal.textColor = Color.white; + captionStyle = new GUIStyle(GUI.skin.label) { fontStyle = FontStyle.Bold, alignment = TextAnchor.MiddleLeft }; + captionStyle.normal.textColor = Color.white; + goStyle = new GUIStyle(GUI.skin.label) { fontStyle = FontStyle.Bold, alignment = TextAnchor.MiddleCenter }; + goStyle.normal.textColor = Color.white; + } + + static void Fill(Rect r, Color c) + { + GUI.color = c; + GUI.DrawTexture(r, Texture2D.whiteTexture); + } +} diff --git a/Assets/Scripts/Shooting/RangeIntroCinematic.cs.meta b/Assets/Scripts/Shooting/RangeIntroCinematic.cs.meta new file mode 100644 index 00000000..15886655 --- /dev/null +++ b/Assets/Scripts/Shooting/RangeIntroCinematic.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: ab19d1d24061ade41b51644c02ff51e0 \ No newline at end of file diff --git a/Assets/Scripts/Shooting/ShootingFx.cs b/Assets/Scripts/Shooting/ShootingFx.cs new file mode 100644 index 00000000..878388b6 --- /dev/null +++ b/Assets/Scripts/Shooting/ShootingFx.cs @@ -0,0 +1,180 @@ +using System.Collections.Generic; +using UnityEngine; + +// Procedural "assets" for the shooting prototype: tinted/emissive materials cloned from the +// render pipeline's default material (so they work in URP without shipping .mat files), and +// synthesized sound effects built with AudioClip.Create (no audio files needed). +public static class ShootingFx +{ + static Material baseMaterial; + static readonly Dictionary<(Color, float), Material> materialCache = new Dictionary<(Color, float), Material>(); + + public static Material GetMaterial(Color color, float emission = 0f) + { + if (materialCache.TryGetValue((color, emission), out var cached) && cached != null) + return cached; + + if (baseMaterial == null) + { + var probe = GameObject.CreatePrimitive(PrimitiveType.Cube); + baseMaterial = probe.GetComponent().sharedMaterial; + Object.Destroy(probe); + } + + var mat = new Material(baseMaterial) { color = color }; + if (emission > 0f) + { + mat.EnableKeyword("_EMISSION"); + mat.SetColor("_EmissionColor", color * emission); + mat.globalIlluminationFlags = MaterialGlobalIlluminationFlags.RealtimeEmissive; + } + + materialCache[(color, emission)] = mat; + return mat; + } + + // Primitive with its collider stripped — for visuals that must never block raycasts. + public static GameObject CreateVisual(PrimitiveType type, string name, Transform parent, + Vector3 localPosition, Vector3 localScale, Material material, Vector3 localEuler = default) + { + var go = GameObject.CreatePrimitive(type); + go.name = name; + Object.Destroy(go.GetComponent()); + go.transform.SetParent(parent, false); + go.transform.localPosition = localPosition; + go.transform.localRotation = Quaternion.Euler(localEuler); + go.transform.localScale = localScale; + var renderer = go.GetComponent(); + renderer.sharedMaterial = material; + renderer.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off; + return go; + } + + // ---- Effects ------------------------------------------------------------------------- + + public static void SpawnTracer(Vector3 from, Vector3 to) + { + Vector3 dir = to - from; + float length = dir.magnitude; + if (length < 0.05f) return; + + var tracer = CreateVisual(PrimitiveType.Cube, "Tracer", null, from + dir * 0.5f, + new Vector3(0.015f, 0.015f, length), GetMaterial(new Color(1f, 0.85f, 0.4f), 4f)); + tracer.transform.rotation = Quaternion.LookRotation(dir); + Object.Destroy(tracer, 0.05f); + } + + public static void SpawnImpact(Vector3 point, Vector3 normal, bool fleshHit) + { + var decal = CreateVisual(PrimitiveType.Cube, "BulletHole", null, point + normal * 0.005f, + new Vector3(0.07f, 0.07f, 0.01f), GetMaterial(new Color(0.05f, 0.05f, 0.05f))); + decal.transform.rotation = Quaternion.LookRotation(normal); + Object.Destroy(decal, fleshHit ? 0.1f : 4f); + + Color sparkColor = fleshHit ? new Color(1f, 0.2f, 0.15f) : new Color(1f, 0.75f, 0.3f); + var sparkMat = GetMaterial(sparkColor, 3f); + for (int i = 0; i < 5; i++) + { + var spark = CreateVisual(PrimitiveType.Cube, "Spark", null, point + normal * 0.03f, + Vector3.one * 0.025f, sparkMat, Random.insideUnitSphere * 180f); + var body = spark.AddComponent(); + body.useGravity = true; + body.linearVelocity = (normal + Random.insideUnitSphere * 0.8f).normalized * Random.Range(2f, 4.5f); + Object.Destroy(spark, Random.Range(0.25f, 0.5f)); + } + } + + // Vertical light column that squeezes away — "target materialized" effect. + public static void SpawnBeam(Vector3 groundPoint) + { + var beam = CreateVisual(PrimitiveType.Cylinder, "SpawnBeam", null, groundPoint + Vector3.up * 1.5f, + new Vector3(0.9f, 1.5f, 0.9f), GetMaterial(new Color(0.35f, 0.9f, 1f), 3f)); + beam.AddComponent(); + } + + // ---- Sounds -------------------------------------------------------------------------- + + const int SampleRate = 44100; + static AudioClip gunshot, emptyClick, magOut, magIn, hitBody, hitHead, killConfirm; + + public static AudioClip Gunshot => gunshot ??= Synth("Gunshot", 0.28f, (t, n) => + n * Mathf.Exp(-t * 28f) * 0.9f + + Mathf.Sin(2f * Mathf.PI * 95f * t) * Mathf.Exp(-t * 18f) * 0.8f + + Mathf.Sin(2f * Mathf.PI * 190f * t) * Mathf.Exp(-t * 40f) * 0.3f); + + public static AudioClip EmptyClick => emptyClick ??= Synth("EmptyClick", 0.05f, (t, n) => + (n * 0.5f + Mathf.Sin(2f * Mathf.PI * 3200f * t)) * Mathf.Exp(-t * 120f) * 0.5f); + + public static AudioClip MagOut => magOut ??= Synth("MagOut", 0.12f, (t, n) => + (n * 0.6f + Mathf.Sin(2f * Mathf.PI * 700f * t) * 0.4f) * Mathf.Exp(-t * 45f) * 0.6f); + + public static AudioClip MagIn => magIn ??= Synth("MagIn", 0.15f, (t, n) => + (n * 0.5f + Mathf.Sin(2f * Mathf.PI * 1100f * t) * 0.5f) * Mathf.Exp(-t * 35f) * 0.7f + + (t > 0.07f ? (n * 0.6f + Mathf.Sin(2f * Mathf.PI * 1500f * t) * 0.4f) * Mathf.Exp(-(t - 0.07f) * 50f) * 0.7f : 0f)); + + public static AudioClip HitBody => hitBody ??= Synth("HitBody", 0.06f, (t, n) => + Mathf.Sin(2f * Mathf.PI * 1700f * t) * Mathf.Exp(-t * 60f) * 0.35f); + + public static AudioClip HitHead => hitHead ??= Synth("HitHead", 0.18f, (t, n) => + (Mathf.Sin(2f * Mathf.PI * 2600f * t) + Mathf.Sin(2f * Mathf.PI * 3900f * t) * 0.5f) * Mathf.Exp(-t * 22f) * 0.35f); + + public static AudioClip KillConfirm => killConfirm ??= Synth("Kill", 0.22f, (t, n) => + Mathf.Sin(2f * Mathf.PI * (t < 0.08f ? 880f : 1320f) * t) * Mathf.Exp(-(t % 0.08f) * 18f) * 0.35f); + + static AudioClip whoosh, boom, blip, goStinger; + + // Filtered noise that swells and fades, with the filter opening up (camera fly-by). + public static AudioClip Whoosh => whoosh ??= SynthWhoosh(); + + static AudioClip SynthWhoosh() + { + float lowpass = 0f; + return Synth("Whoosh", 0.9f, (t, n) => + { + float cutoff = Mathf.Lerp(0.02f, 0.25f, Mathf.Sin(Mathf.PI * Mathf.Clamp01(t / 0.9f))); + lowpass += (n - lowpass) * cutoff; + float env = Mathf.Sin(Mathf.PI * Mathf.Clamp01(t / 0.9f)); + return lowpass * env * env * 1.8f; + }); + } + + // Sub-bass drop with a noisy transient (title hit). + public static AudioClip Boom => boom ??= Synth("Boom", 1.6f, (t, n) => + { + float freq = Mathf.Lerp(90f, 38f, Mathf.Clamp01(t / 1.2f)); + return Mathf.Sin(2f * Mathf.PI * freq * t) * Mathf.Exp(-t * 2.2f) * 0.9f + + n * Mathf.Exp(-t * 30f) * 0.5f; + }); + + // Short digital blip — pitch it up per target for a rising "boot sequence". + public static AudioClip Blip => blip ??= Synth("Blip", 0.12f, (t, n) => + (Mathf.Sin(2f * Mathf.PI * 880f * t) + Mathf.Sin(2f * Mathf.PI * 1760f * t) * 0.3f) * Mathf.Exp(-t * 30f) * 0.35f); + + // Bright major chord stab for "GO". + public static AudioClip GoStinger => goStinger ??= Synth("Go", 0.8f, (t, n) => + { + float env = Mathf.Min(1f, t * 60f) * Mathf.Exp(-t * 4f); + return (Mathf.Sin(2f * Mathf.PI * 523.25f * t) + Mathf.Sin(2f * Mathf.PI * 659.25f * t) + + Mathf.Sin(2f * Mathf.PI * 783.99f * t) + Mathf.Sin(2f * Mathf.PI * 1046.5f * t) * 0.5f) * env * 0.18f + + n * Mathf.Exp(-t * 40f) * 0.2f; + }); + + delegate float SampleFunc(float time, float noise); + + // Samples are generated in order, so a SampleFunc may keep state (e.g. a filter) in a closure. + static AudioClip Synth(string name, float duration, SampleFunc func) + { + int count = Mathf.CeilToInt(duration * SampleRate); + var data = new float[count]; + var rng = new System.Random(name.GetHashCode()); + for (int i = 0; i < count; i++) + { + float noise = (float)(rng.NextDouble() * 2.0 - 1.0); + data[i] = Mathf.Clamp(func(i / (float)SampleRate, noise), -1f, 1f); + } + + var clip = AudioClip.Create(name, count, 1, SampleRate, false); + clip.SetData(data, 0); + return clip; + } +} diff --git a/Assets/Scripts/Shooting/ShootingFx.cs.meta b/Assets/Scripts/Shooting/ShootingFx.cs.meta new file mode 100644 index 00000000..d02d9384 --- /dev/null +++ b/Assets/Scripts/Shooting/ShootingFx.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 3fecd731e2e4aac4a9eb7dff9916965a \ No newline at end of file diff --git a/Assets/Scripts/Shooting/ShootingRange.cs b/Assets/Scripts/Shooting/ShootingRange.cs new file mode 100644 index 00000000..5131b7f9 --- /dev/null +++ b/Assets/Scripts/Shooting/ShootingRange.cs @@ -0,0 +1,63 @@ +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.SceneManagement; + +// Auto-installs the shooting prototype (targets + HitscanShooter) whenever the +// PortalTestDestination scene loads, so no scene/prefab edits are needed. If a +// ShootingRange is already placed in the scene by hand, the bootstrap does nothing. +public class ShootingRange : MonoBehaviour +{ + const string SceneName = "PortalTestDestination"; + + [RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad)] + static void RegisterBootstrap() + { + SceneManager.sceneLoaded -= OnSceneLoaded; + SceneManager.sceneLoaded += OnSceneLoaded; + } + + static void OnSceneLoaded(Scene scene, LoadSceneMode mode) + { + if (scene.name != SceneName) return; + if (FindAnyObjectByType() != null) return; + + var go = new GameObject("ShootingRange"); + SceneManager.MoveGameObjectToScene(go, scene); + go.AddComponent(); + } + + void Awake() + { + if (GetComponent() == null) + gameObject.AddComponent(); + + var targets = SpawnTargets(); + gameObject.AddComponent().Begin(targets); + } + + // Positions match the greybox map from SetupPortalTestDestinationScene: central street + // along Z (spawns at z = ±14), buildings at x = ±13, crates at (-2,-4) and (2,4). + List SpawnTargets() + { + var root = new GameObject("Targets").transform; + root.SetParent(transform, false); + var list = new List(); + + // Static bots along the street, visible from either spawn. + list.Add(ShootingTarget.Create(root, "Target_Street_1", new Vector3(0f, 0f, 1.5f))); + list.Add(ShootingTarget.Create(root, "Target_Street_2", new Vector3(0f, 0f, -1.5f))); + list.Add(ShootingTarget.Create(root, "Target_Alley_L1", new Vector3(-6f, 0f, 8f))); + list.Add(ShootingTarget.Create(root, "Target_Alley_R1", new Vector3(6f, 0f, 8f))); + list.Add(ShootingTarget.Create(root, "Target_Alley_L2", new Vector3(-6f, 0f, -8f))); + list.Add(ShootingTarget.Create(root, "Target_Alley_R2", new Vector3(6f, 0f, -8f))); + + // Inside the middle buildings (visible through the street-facing doors). + list.Add(ShootingTarget.Create(root, "Target_Building_L", new Vector3(-13f, 0f, 0f))); + list.Add(ShootingTarget.Create(root, "Target_Building_R", new Vector3(13f, 0f, 0f))); + + // Strafing bots for tracking practice. + list.Add(ShootingTarget.Create(root, "Target_Strafe_N", new Vector3(0f, 0f, 7f), strafeDistance: 3f)); + list.Add(ShootingTarget.Create(root, "Target_Strafe_S", new Vector3(0f, 0f, -7f), strafeDistance: 3f)); + return list; + } +} diff --git a/Assets/Scripts/Shooting/ShootingRange.cs.meta b/Assets/Scripts/Shooting/ShootingRange.cs.meta new file mode 100644 index 00000000..4b7eacde --- /dev/null +++ b/Assets/Scripts/Shooting/ShootingRange.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 01bca1bcc0ae1214c8fc09d4fd5178d3 \ No newline at end of file diff --git a/Assets/Scripts/Shooting/ShootingTarget.cs b/Assets/Scripts/Shooting/ShootingTarget.cs new file mode 100644 index 00000000..c44b0ecf --- /dev/null +++ b/Assets/Scripts/Shooting/ShootingTarget.cs @@ -0,0 +1,276 @@ +using UnityEngine; + +// Greybox practice bot built from primitives: a capsule body and a sphere head, each with a +// ShootingTargetHitbox so the shooter knows which zone was hit. Dies at 0 HP and respawns +// after a delay, like the Valorant range bots. Purely local (not networked). +// Procedural animations: flinch away from each hit, fall over on death, pop back up on respawn. +public class ShootingTarget : MonoBehaviour +{ + public float maxHealth = 150f; + public float respawnDelay = 2f; + + [Header("Strafing (0 = static)")] + public float strafeDistance = 0f; + public float strafeSpeed = 3f; + + static readonly Color BodyColor = new Color(0.85f, 0.25f, 0.25f); + static readonly Color HeadColor = new Color(0.95f, 0.8f, 0.3f); + static readonly Color FlashColor = Color.white; + const float DeathFallTime = 0.35f; + const float RespawnPopTime = 0.25f; + + public float Health { get; private set; } + public bool IsDead { get; private set; } + + Transform visual; // pivot at the feet; every animation rotates/scales this + Renderer[] renderers; + Material[][] originalMaterials; + Material[][] flashMaterials; + bool flashApplied; + Renderer plateRenderer; + bool hiddenForIntro; + Material flashMaterial; + Collider[] colliders; + TextMesh healthLabel; + Vector3 startPosition; + float flashUntil; + float respawnAt; + float diedAt; + float respawnedAt = -10f; + + // Flinch: a tilt axis/amount that springs back to 0. + Vector3 flinchAxis = Vector3.right; + float flinchAngle; + float flinchVelocity; + Vector3 deathAxis = Vector3.right; + + public static ShootingTarget Create(Transform parent, string name, Vector3 position, float strafeDistance = 0f) + { + var root = new GameObject(name); + root.transform.SetParent(parent, false); + root.transform.localPosition = position; + + var target = root.AddComponent(); + target.strafeDistance = strafeDistance; + target.Build(); + return target; + } + + void Build() + { + flashMaterial = ShootingFx.GetMaterial(FlashColor, 1.5f); + + visual = new GameObject("Visual").transform; + visual.SetParent(transform, false); + + // Real model (Quaternius CC0 practice dummy) with invisible box hitboxes fitted to its + // head/torso; falls back to the capsule + sphere bot if the model is missing. + var model = Resources.Load(ModelPath); + if (model != null) BuildFromModel(model); + else BuildPrimitive(); + + renderers = visual.GetComponentsInChildren(); + originalMaterials = new Material[renderers.Length][]; + flashMaterials = new Material[renderers.Length][]; + for (int i = 0; i < renderers.Length; i++) + { + originalMaterials[i] = renderers[i].sharedMaterials; + flashMaterials[i] = new Material[originalMaterials[i].Length]; + for (int m = 0; m < flashMaterials[i].Length; m++) flashMaterials[i][m] = flashMaterial; + } + + // Base plate so the bot reads as a range dummy. + var plate = ShootingFx.CreateVisual(PrimitiveType.Cylinder, "Base", transform, new Vector3(0f, 0.02f, 0f), + new Vector3(0.9f, 0.02f, 0.9f), ShootingFx.GetMaterial(new Color(0.2f, 0.2f, 0.22f))); + plateRenderer = plate.GetComponent(); + plateRenderer.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.On; + + var label = new GameObject("HealthLabel"); + label.transform.SetParent(transform, false); + label.transform.localPosition = new Vector3(0f, 2.25f, 0f); + healthLabel = label.AddComponent(); + healthLabel.font = Resources.GetBuiltinResource("LegacyRuntime.ttf"); + label.GetComponent().sharedMaterial = healthLabel.font.material; + healthLabel.characterSize = 0.08f; + healthLabel.fontSize = 48; + healthLabel.anchor = TextAnchor.MiddleCenter; + healthLabel.alignment = TextAlignment.Center; + + colliders = visual.GetComponentsInChildren(); + startPosition = transform.localPosition; + Respawn(); + } + + const string ModelPath = "Targets/PracticeDummy"; + + // Hitbox zones measured from the dummy mesh (1.85 m tall): torso 0.46–1.57 m, head 1.57–1.85 m. + void BuildFromModel(GameObject model) + { + var instance = Instantiate(model, visual, false); + instance.name = model.name; + foreach (var c in instance.GetComponentsInChildren()) Destroy(c); + foreach (var r in instance.GetComponentsInChildren()) r.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.On; + + AddBoxHitbox("Body", new Vector3(0f, 1.02f, 0f), new Vector3(0.66f, 1.1f, 0.5f), isHead: false); + AddBoxHitbox("Head", new Vector3(0f, 1.71f, 0f), new Vector3(0.36f, 0.3f, 0.34f), isHead: true); + } + + void AddBoxHitbox(string name, Vector3 center, Vector3 size, bool isHead) + { + var go = new GameObject(name); + go.transform.SetParent(visual, false); + go.transform.localPosition = center; + go.AddComponent().size = size; + go.AddComponent().Init(this, isHead); + } + + void BuildPrimitive() + { + var body = GameObject.CreatePrimitive(PrimitiveType.Capsule); + body.name = "Body"; + body.transform.SetParent(visual, false); + body.transform.localPosition = new Vector3(0f, 0.75f, 0f); + body.transform.localScale = new Vector3(0.7f, 0.75f, 0.7f); + body.AddComponent().Init(this, isHead: false); + body.GetComponent().sharedMaterial = ShootingFx.GetMaterial(BodyColor); + + var head = GameObject.CreatePrimitive(PrimitiveType.Sphere); + head.name = "Head"; + head.transform.SetParent(visual, false); + head.transform.localPosition = new Vector3(0f, 1.73f, 0f); + head.transform.localScale = Vector3.one * 0.36f; + head.AddComponent().Init(this, isHead: true); + head.GetComponent().sharedMaterial = ShootingFx.GetMaterial(HeadColor); + } + + void ApplyFlash(bool flashing) + { + if (flashing == flashApplied) return; + flashApplied = flashing; + for (int i = 0; i < renderers.Length; i++) + renderers[i].sharedMaterials = flashing ? flashMaterials[i] : originalMaterials[i]; + } + + // Returns true if this hit killed the target. hitDirection is the bullet's travel direction. + public bool TakeDamage(float damage, Vector3 hitDirection, bool headshot) + { + if (IsDead) return false; + + Health = Mathf.Max(0f, Health - damage); + flashUntil = Time.time + 0.08f; + + // Tilt away from the shot: rotate around the horizontal axis perpendicular to it. + Vector3 flat = Vector3.ProjectOnPlane(hitDirection, Vector3.up); + if (flat.sqrMagnitude > 0.0001f) + { + flinchAxis = Vector3.Cross(Vector3.up, flat.normalized); + deathAxis = flinchAxis; + } + flinchVelocity += headshot ? 260f : 140f; + + if (Health <= 0f) + { + IsDead = true; + diedAt = Time.time; + respawnAt = Time.time + respawnDelay; + foreach (var c in colliders) c.enabled = false; + healthLabel.gameObject.SetActive(false); + return true; + } + + return false; + } + + // Intro cinematic: the bot starts fully hidden, then PopIn() beams it in. + public void HideForIntro() + { + hiddenForIntro = true; + visual.localScale = Vector3.one * 0.0001f; + plateRenderer.enabled = false; + healthLabel.gameObject.SetActive(false); + foreach (var c in colliders) c.enabled = false; + } + + public void PopIn() + { + if (!hiddenForIntro) return; + hiddenForIntro = false; + plateRenderer.enabled = true; + Respawn(); + ShootingFx.SpawnBeam(transform.position); + } + + void Update() + { + if (hiddenForIntro) return; + + if (IsDead) + { + AnimateDeath(); + if (Time.time >= respawnAt) Respawn(); + return; + } + + if (strafeDistance > 0f) + { + float offset = Mathf.PingPong(Time.time * strafeSpeed, strafeDistance * 2f) - strafeDistance; + transform.localPosition = startPosition + Vector3.right * offset; + } + + // Damped spring back to upright. + const float stiffness = 180f; + const float damping = 14f; + flinchVelocity += (-stiffness * flinchAngle - damping * flinchVelocity) * Time.deltaTime; + flinchAngle += flinchVelocity * Time.deltaTime; + + float pop = Mathf.Clamp01((Time.time - respawnedAt) / RespawnPopTime); + float scale = EaseOutBack(pop); + visual.localScale = new Vector3(1f, Mathf.Max(0.01f, scale), 1f); + visual.rotation = Quaternion.AngleAxis(flinchAngle, flinchAxis); + + bool flashing = Time.time < flashUntil; + ApplyFlash(flashing); + + healthLabel.text = Mathf.CeilToInt(Health).ToString(); + healthLabel.color = Color.Lerp(Color.red, Color.green, Health / maxHealth); + + var cam = Camera.main; + if (cam != null) + healthLabel.transform.rotation = cam.transform.rotation; + } + + // Topple over backwards (away from the shooter), then sink into the floor. + void AnimateDeath() + { + float t = Time.time - diedAt; + float fall = Mathf.Clamp01(t / DeathFallTime); + float angle = Mathf.Lerp(0f, 90f, fall * fall); // accelerate like it's falling + visual.rotation = Quaternion.AngleAxis(angle, deathAxis); + + float sink = Mathf.Clamp01((t - DeathFallTime - 0.6f) / 0.5f); + visual.localPosition = Vector3.down * sink * 0.8f; + + bool flashing = Time.time < flashUntil; + ApplyFlash(flashing); + } + + void Respawn() + { + Health = maxHealth; + IsDead = false; + respawnedAt = Time.time; + flinchAngle = 0f; + flinchVelocity = 0f; + visual.localPosition = Vector3.zero; + visual.rotation = Quaternion.identity; + foreach (var c in colliders) c.enabled = true; + healthLabel.gameObject.SetActive(true); + } + + static float EaseOutBack(float x) + { + const float c1 = 1.70158f; + const float c3 = c1 + 1f; + return 1f + c3 * Mathf.Pow(x - 1f, 3f) + c1 * Mathf.Pow(x - 1f, 2f); + } +} diff --git a/Assets/Scripts/Shooting/ShootingTarget.cs.meta b/Assets/Scripts/Shooting/ShootingTarget.cs.meta new file mode 100644 index 00000000..d36df36e --- /dev/null +++ b/Assets/Scripts/Shooting/ShootingTarget.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: ad667a6d0d543b04ab5081034353bdb1 \ No newline at end of file diff --git a/Assets/Scripts/Shooting/ShootingTargetHitbox.cs b/Assets/Scripts/Shooting/ShootingTargetHitbox.cs new file mode 100644 index 00000000..3fa5112a --- /dev/null +++ b/Assets/Scripts/Shooting/ShootingTargetHitbox.cs @@ -0,0 +1,14 @@ +using UnityEngine; + +// Marks a target collider as head or body so the shooter can apply the right damage. +public class ShootingTargetHitbox : MonoBehaviour +{ + public ShootingTarget Owner { get; private set; } + public bool IsHead { get; private set; } + + public void Init(ShootingTarget owner, bool isHead) + { + Owner = owner; + IsHead = isHead; + } +} diff --git a/Assets/Scripts/Shooting/ShootingTargetHitbox.cs.meta b/Assets/Scripts/Shooting/ShootingTargetHitbox.cs.meta new file mode 100644 index 00000000..c4fcace6 --- /dev/null +++ b/Assets/Scripts/Shooting/ShootingTargetHitbox.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 354c051470a8bbd4e8f3ac1d45866f8f \ No newline at end of file diff --git a/Assets/Scripts/Shooting/WeaponRig.cs b/Assets/Scripts/Shooting/WeaponRig.cs new file mode 100644 index 00000000..f285730c --- /dev/null +++ b/Assets/Scripts/Shooting/WeaponRig.cs @@ -0,0 +1,264 @@ +using UnityEngine; + +// Rifle held by the local player's humanoid (Y Bot): the AK47 model from Resources (falls back +// to a primitive stand-in if it's missing), posed in +// front of the right shoulder and pointed at whatever the crosshair is over, with both hands +// pinned to it via Animator IK (needs "IK Pass" on the animator layer). Also owns the +// procedural weapon animations: fire kick, muzzle flash, and the reload (mag drop / insert). +// Runs after CharacterMovement so it reads the camera pose for this frame. +[DefaultExecutionOrder(100)] +[RequireComponent(typeof(Animator))] +public class WeaponRig : MonoBehaviour +{ + const string ModelPath = "Weapons/AK47"; + + public Vector3 shoulderOffset = new Vector3(0.18f, 1.45f, 0f); + // Where the pistol grip (the gun's pivot) sits relative to the shoulder, in aim space. + // Kept close so the Y Bot's left arm can reach the handguard. + public Vector3 holdOffset = new Vector3(-0.02f, -0.12f, 0.24f); + + public Transform Muzzle { get; private set; } + + Animator animator; + Transform gun; + Transform rightGrip; + Transform leftGrip; + Transform magazine; + Vector3 magazineRestPos; + Transform flash; + Light flashLight; + + Vector3 aimPoint; + float kickBack; + float kickPitch; + float flashUntil; + + float equipProgress = 1f; + bool equipping; + float equipStart; + float equipDuration; + + bool reloading; + float reloadStart; + float reloadDuration; + bool magDropped; + + void Awake() + { + animator = GetComponent(); + BuildGun(); + } + + void OnDestroy() + { + if (gun != null) Destroy(gun.gameObject); + } + + // Gun root pivot is the pistol grip (right hand); forward +Z, up +Y. + void BuildGun() + { + gun = new GameObject("Rifle").transform; + gun.SetParent(transform, false); + + // Real model (Quaternius CC0 AK47, see Resources/Weapons/AK47_LICENSE.txt), else a primitive stand-in. + var model = Resources.Load(ModelPath); + if (model != null) + { + var instance = Instantiate(model, gun, false).transform; + instance.name = model.name; + foreach (var c in instance.GetComponentsInChildren()) Destroy(c); + Muzzle = instance.Find("Muzzle"); + rightGrip = instance.Find("RightHandGrip"); + leftGrip = instance.Find("LeftHandGrip"); + magazine = instance.Find("Magazine"); + } + + if (Muzzle == null || rightGrip == null || leftGrip == null || magazine == null) + { + if (model != null) Debug.LogWarning($"[WeaponRig] '{ModelPath}' is missing Muzzle/RightHandGrip/LeftHandGrip/Magazine; using the primitive rifle."); + foreach (Transform child in gun) Destroy(child.gameObject); + BuildPrimitiveGun(); + } + + magazineRestPos = magazine.localPosition; + + flash = ShootingFx.CreateVisual(PrimitiveType.Sphere, "MuzzleFlash", Muzzle, new Vector3(0f, 0f, 0.06f), + new Vector3(0.09f, 0.09f, 0.2f), ShootingFx.GetMaterial(new Color(1f, 0.7f, 0.25f), 6f)).transform; + flash.gameObject.SetActive(false); + + flashLight = new GameObject("MuzzleLight").AddComponent(); + flashLight.transform.SetParent(Muzzle, false); + flashLight.type = LightType.Point; + flashLight.color = new Color(1f, 0.75f, 0.4f); + flashLight.range = 4f; + flashLight.intensity = 1.5f; + flashLight.enabled = false; + } + + void BuildPrimitiveGun() + { + var dark = ShootingFx.GetMaterial(new Color(0.12f, 0.12f, 0.14f)); + var metal = ShootingFx.GetMaterial(new Color(0.32f, 0.33f, 0.36f)); + var accent = ShootingFx.GetMaterial(new Color(0.95f, 0.3f, 0.25f)); + + // Parts are laid out around the receiver; offset them so the grip sits at the root pivot. + var body = new GameObject("PrimitiveRifle").transform; + body.SetParent(gun, false); + body.localPosition = new Vector3(-0.01f, 0.09f, 0.05f); + + ShootingFx.CreateVisual(PrimitiveType.Cube, "Receiver", body, new Vector3(0f, 0f, 0.05f), new Vector3(0.07f, 0.1f, 0.42f), dark); + ShootingFx.CreateVisual(PrimitiveType.Cube, "Handguard", body, new Vector3(0f, -0.005f, 0.33f), new Vector3(0.075f, 0.085f, 0.2f), metal); + ShootingFx.CreateVisual(PrimitiveType.Cylinder, "Barrel", body, new Vector3(0f, 0.01f, 0.5f), new Vector3(0.025f, 0.13f, 0.025f), dark, new Vector3(90f, 0f, 0f)); + ShootingFx.CreateVisual(PrimitiveType.Cube, "Stock", body, new Vector3(0f, -0.025f, -0.26f), new Vector3(0.055f, 0.11f, 0.22f), metal); + ShootingFx.CreateVisual(PrimitiveType.Cube, "Grip", body, new Vector3(0f, -0.1f, -0.06f), new Vector3(0.045f, 0.12f, 0.05f), dark, new Vector3(15f, 0f, 0f)); + ShootingFx.CreateVisual(PrimitiveType.Cube, "Sight", body, new Vector3(0f, 0.07f, 0.04f), new Vector3(0.03f, 0.04f, 0.09f), dark); + ShootingFx.CreateVisual(PrimitiveType.Cube, "SightDot", body, new Vector3(0f, 0.08f, 0.09f), Vector3.one * 0.012f, ShootingFx.GetMaterial(Color.red, 3f)); + magazine = ShootingFx.CreateVisual(PrimitiveType.Cube, "Magazine", body, new Vector3(0f, -0.12f, 0.12f), new Vector3(0.045f, 0.16f, 0.08f), accent, new Vector3(-12f, 0f, 0f)).transform; + + Muzzle = new GameObject("Muzzle").transform; + Muzzle.SetParent(body, false); + Muzzle.localPosition = new Vector3(0f, 0.01f, 0.64f); + + rightGrip = new GameObject("RightHandGrip").transform; + rightGrip.SetParent(body, false); + rightGrip.localPosition = new Vector3(0.01f, -0.09f, -0.05f); + + leftGrip = new GameObject("LeftHandGrip").transform; + leftGrip.SetParent(body, false); + leftGrip.localPosition = new Vector3(-0.01f, -0.06f, 0.32f); + } + + public void SetAimPoint(Vector3 point) => aimPoint = point; + + public void PlayFire() + { + kickBack = Mathf.Min(kickBack + 0.05f, 0.09f); + kickPitch = Mathf.Min(kickPitch + 5f, 12f); + flashUntil = Time.time + 0.04f; + flash.localRotation = Quaternion.Euler(0f, 0f, Random.Range(0f, 360f)); + flash.localScale = new Vector3(0.09f, 0.09f, 0.2f) * Random.Range(0.8f, 1.25f); + } + + // Holds the rifle at low-ready until PlayEquip() raises it (used by the intro cinematic). + public void SetLowered() + { + equipping = false; + equipProgress = 0f; + } + + public void PlayEquip(float duration) + { + equipping = true; + equipStart = Time.time; + equipDuration = Mathf.Max(0.01f, duration); + } + + static float EaseOutBack(float x) + { + const float c1 = 1.70158f; + const float c3 = c1 + 1f; + return 1f + c3 * Mathf.Pow(x - 1f, 3f) + c1 * Mathf.Pow(x - 1f, 2f); + } + + public void PlayReload(float duration) + { + reloading = true; + reloadStart = Time.time; + reloadDuration = duration; + magDropped = false; + } + + void LateUpdate() + { + float dt = Time.deltaTime; + kickBack = Mathf.Lerp(kickBack, 0f, 1f - Mathf.Exp(-18f * dt)); + kickPitch = Mathf.Lerp(kickPitch, 0f, 1f - Mathf.Exp(-14f * dt)); + + bool flashing = Time.time < flashUntil; + flash.gameObject.SetActive(flashing); + flashLight.enabled = flashing; + + // Pose: in front of the right shoulder, pointed at the crosshair target. + Vector3 shoulder = transform.TransformPoint(shoulderOffset); + Vector3 toAim = aimPoint - shoulder; + Quaternion aim = toAim.sqrMagnitude > 0.5f ? Quaternion.LookRotation(toAim) : transform.rotation; + + float reloadTilt = 0f; + if (reloading) reloadTilt = UpdateReload(); + + // Equip: 1 = fully lowered (muzzle down at the hip), 0 = raised. Overshoots slightly on the way up. + if (equipping) + { + equipProgress = Mathf.Clamp01((Time.time - equipStart) / equipDuration); + if (equipProgress >= 1f) equipping = false; + } + float lowered = 1f - EaseOutBack(equipProgress); + + Quaternion rotation = aim + * Quaternion.Euler(-kickPitch + reloadTilt * 25f + lowered * 55f, lowered * -15f, reloadTilt * -40f + lowered * -20f); + Vector3 position = shoulder + aim * (holdOffset + Vector3.back * (kickBack + lowered * 0.08f) + + Vector3.down * (reloadTilt * 0.08f + lowered * 0.25f)); + gun.SetPositionAndRotation(position, rotation); + } + + // Returns 0..1 "how far the gun is tilted for the reload" and drives the magazine. + float UpdateReload() + { + float t = (Time.time - reloadStart) / reloadDuration; + if (t >= 1f) + { + reloading = false; + magazine.localPosition = magazineRestPos; + magazine.gameObject.SetActive(true); + return 0f; + } + + // Tilt in over the first 15%, hold, tilt back out over the last 15%. + float tilt = Mathf.SmoothStep(0f, 1f, Mathf.Min(t / 0.15f, (1f - t) / 0.15f, 1f)); + + if (t >= 0.25f && !magDropped) + { + magDropped = true; + DropMagazineCopy(); + magazine.gameObject.SetActive(false); + } + + if (t >= 0.55f) + { + // New mag slides up into the well. + magazine.gameObject.SetActive(true); + float insert = Mathf.SmoothStep(0f, 1f, Mathf.InverseLerp(0.55f, 0.8f, t)); + magazine.localPosition = magazineRestPos + Vector3.down * (0.25f * (1f - insert)); + } + + return tilt; + } + + void DropMagazineCopy() + { + var dropped = Instantiate(magazine.gameObject, magazine.position, magazine.rotation); + dropped.name = "DroppedMagazine"; + dropped.transform.localScale = magazine.lossyScale; + dropped.AddComponent(); + var body = dropped.AddComponent(); + body.linearVelocity = -gun.up * 1.5f; + body.angularVelocity = Random.insideUnitSphere * 5f; + Destroy(dropped, 4f); + } + + void OnAnimatorIK(int layerIndex) + { + if (gun == null) return; + + animator.SetIKPositionWeight(AvatarIKGoal.RightHand, 1f); + animator.SetIKPosition(AvatarIKGoal.RightHand, rightGrip.position); + + // During the reload the left hand goes to the magazine well instead of the handguard. + Vector3 leftTarget = reloading ? magazine.position : leftGrip.position; + animator.SetIKPositionWeight(AvatarIKGoal.LeftHand, 1f); + animator.SetIKPosition(AvatarIKGoal.LeftHand, leftTarget); + + animator.SetLookAtWeight(1f, 0.35f, 0.8f, 0f, 0.6f); + animator.SetLookAtPosition(aimPoint); + } +} diff --git a/Assets/Scripts/Shooting/WeaponRig.cs.meta b/Assets/Scripts/Shooting/WeaponRig.cs.meta new file mode 100644 index 00000000..740c5939 --- /dev/null +++ b/Assets/Scripts/Shooting/WeaponRig.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 4c44dd493661648469b3030de85535d9 \ No newline at end of file diff --git a/Assets/Settings/Build Profiles/Linux Server.asset b/Assets/Settings/Build Profiles/Linux Server.asset new file mode 100644 index 00000000..5b3ca840 --- /dev/null +++ b/Assets/Settings/Build Profiles/Linux Server.asset @@ -0,0 +1,57 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!114 &11400000 +MonoBehaviour: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 0} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 15003, guid: 0000000000000000e000000000000000, type: 0} + m_Name: Linux Server + m_EditorClassIdentifier: UnityEditor.dll::UnityEditor.Build.Profile.BuildProfile + m_AssetVersion: 2 + m_BuildTarget: 24 + m_Subtarget: 1 + m_PlatformId: 91d938b35f6f4798811e41f2acf9377f + m_PlatformBuildProfile: + rid: 4946537253850316800 + m_ActivePlatformGuid: + m_AdditionalPlatformBuildSettings: [] + m_OverrideGlobalSceneList: 0 + m_Scenes: [] + m_HasScriptingDefines: 0 + m_ScriptingDefines: [] + m_PlayerSettingsYaml: + m_Settings: [] + requiredComponents: [] + references: + version: 2 + RefIds: + - 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2.0 * f); + float a = hash21(i); + float b = hash21(i + float2(1, 0)); + float c = hash21(i + float2(0, 1)); + float d = hash21(i + float2(1, 1)); + return lerp(lerp(a, b, u.x), lerp(c, d, u.x), u.y); + } + + float fbm(float2 p) + { + float sum = 0.0; + float amp = 0.5; + for (int i = 0; i < 5; i++) + { + sum += valueNoise(p) * amp; + p = p * 2.03 + float2(17.1, 9.2); + amp *= 0.5; + } + return sum; + } + + half4 frag(Varyings i) : SV_Target + { + float3 dir = normalize(i.dir); + float y = dir.y; + float3 sunDir = normalize(_MainLightPosition.xyz); + float sunDot = dot(dir, sunDir); + + // --- Gradient: ground -> horizon band -> upper sky -> zenith. + float up = saturate(y); + float3 sky = lerp(_SkyColor.rgb, _ZenithColor.rgb, smoothstep(0.25, 1.0, up)); + float horizonBand = pow(1.0 - up, _HorizonSharpness); + sky = lerp(sky, _HorizonColor.rgb, horizonBand); + // The horizon glows brighter on the sun's side. + float sunSide = saturate(dot(normalize(float3(dir.x, 0, dir.z) + 1e-5), normalize(float3(sunDir.x, 0, sunDir.z) + 1e-5)) * 0.5 + 0.5); + sky += _HorizonColor.rgb * horizonBand * _HorizonGlow * sunSide * sunSide; + // Soft haze below the horizon (reads as distant fog from high camera angles, not a void). + float below = smoothstep(0.0, -0.35, y); + float3 col = lerp(sky, _GroundColor.rgb, below); + + // --- Stars: sparse cells on a sphere-ish projection, fading in toward the zenith. + float2 starUV = dir.xz / (abs(y) + 0.35) * _StarDensity * 0.1; + float2 cell = floor(starUV); + float starSeed = hash21(cell); + float2 starPos = frac(starUV) - (0.25 + 0.5 * float2(hash21(cell + 3.1), hash21(cell + 7.7))); + float star = step(0.93, starSeed) * smoothstep(0.08, 0.0, length(starPos)); + float twinkle = 0.6 + 0.4 * sin(_Time.y * (2.0 + starSeed * 5.0) + starSeed * 40.0); + col += star * twinkle * _StarBrightness * smoothstep(0.35, 0.9, y); + + // --- Sun: hard-ish disc plus a wide soft glow. + float disc = smoothstep(1.0 - _SunSize, 1.0 - _SunSize * 0.6, sunDot); + float glow = pow(saturate(sunDot), _SunGlowFalloff) * _SunGlow; + col += _SunColor.rgb * (disc * 6.0 + glow) * (1.0 - below); + + // --- Clouds: fbm on a plane above the camera, thinning out toward the horizon. + if (y > 0.0) + { + float2 cloudUV = dir.xz / (y + 0.12) * _CloudScale; + float2 drift = float2(_Time.y * _CloudSpeed, _Time.y * _CloudSpeed * 0.37); + float n = fbm(cloudUV + drift); + float n2 = fbm(cloudUV * 1.9 - drift * 1.6 + 5.0); + float density = n * 0.75 + n2 * 0.25; + float threshold = 1.0 - _CloudCoverage; + float cloud = smoothstep(threshold - _CloudSoftness, threshold + _CloudSoftness, density); + cloud *= smoothstep(0.0, 0.18, y); // fade near horizon + + // Lighter where the cloud is thin and on the sun side; shadowed where thick. + float thickness = saturate((density - 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