Add practice range: shooting, AK47, intro cinematic, dressed warehouse scene

- PortalTestDestination practice range: Valorant-style hitscan rifle (recoil,
  spray/bloom, reload, controller support), debug HUD, practice-dummy targets
  with head/body hitboxes, hit/death/respawn animations, procedural SFX/FX
- AK47 model (Quaternius, CC0) held via Animator IK, with fire/reload/equip anims
- Intro cinematic (camera shots, title card, target beam-in, GO hand-off)
- Scene dressing editor pass: CC0 textures, props, warehouse roof, lighting and
  post-processing; custom stylized skybox shader
- CharacterMovement: camera recoil, shoulder offset, cinematic control lock
- Unity CLI pipeline package; plus in-progress chat/Rive/player changes

Asset credits: Assets/Models/Props/PROPS_CREDITS.txt (3 CC-BY 3.0 props),
Assets/Textures/Range/TEXTURES_LICENSE.txt, Assets/Resources/*/..._LICENSE.txt

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
pelpanagiotis
2026-09-25 08:56:35 +03:00
co-authored by Claude Opus 5.5
parent c674d76549
commit 5fc9ebf1e6
211 changed files with 34492 additions and 177 deletions
+13 -5
View File
@@ -37,22 +37,24 @@ public class ChatAuthenticator : NetworkAuthenticator
public override void OnStartServer()
{
Debug.Log("[ChatAuthenticator] Server authentication started.");
NetworkServer.RegisterHandler<AuthRequestMessage>(OnAuthRequestMessage, false);
}
public override void OnStopServer()
{
Debug.Log("[ChatAuthenticator] Server authentication stopped.");
NetworkServer.UnregisterHandler<AuthRequestMessage>();
}
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<AuthResponseMessage>(OnAuthResponseMessage, false);
}
public override void OnStopClient()
{
Debug.Log("[ChatAuthenticator] Client authentication stopped.");
NetworkClient.UnregisterHandler<AuthResponseMessage>();
}
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($"[ChatAuthenticator] Client authentication rejected. Code: {msg.code}, Message: '{msg.message}'");
NetworkManager.singleton.StopHost();
+7 -1
View File
@@ -1,6 +1,7 @@
using UnityEngine;
using Mirror;
using System.Collections.Generic;
using UnityEngine.SceneManagement;
[AddComponentMenu("")]
public class ChatNetworkManager : NetworkManager
@@ -21,6 +22,8 @@ public class ChatNetworkManager : NetworkManager
public override void OnServerDisconnect(NetworkConnectionToClient conn)
{
Debug.Log($"[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($"[ChatNetworkManager] Client connection setup completed. Active scene: '{SceneManager.GetActiveScene().name}'");
}
[Server]
+12
View File
@@ -1,6 +1,7 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
using TMPro;
@@ -35,6 +36,17 @@ public class ChatUI : MonoBehaviour
// Expose whether the chat input is focused so other systems can disable input/movement
public static bool IsInputFieldFocused => Instance != null && Instance.chatMessage != null && Instance.chatMessage.isFocused;
// Called by PlayerScript when Escape is pressed while chat is focused, so mouse-look/
// cursor lock can resume immediately instead of waiting for a manual click-away.
public void ExitChatFocus()
{
if (chatMessage != null)
chatMessage.DeactivateInputField();
if (EventSystem.current != null)
EventSystem.current.SetSelectedGameObject(null);
}
// Called by Player.OnStartLocalPlayer to connect the UI to the player's network methods.
public void Initialize(Player player)
{
+7
View File
@@ -42,8 +42,11 @@ public class LoginUI : MonoBehaviour
{
var username = usernameInput.text.Trim();
Debug.Log($"[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<ChatAuthenticator>();
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();
}
}