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>
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co-authored by
Claude Opus 5.5
parent
c674d76549
commit
5fc9ebf1e6
@@ -1,6 +1,7 @@
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using UnityEngine;
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using Mirror;
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using System.Collections.Generic;
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using UnityEngine.SceneManagement;
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[AddComponentMenu("")]
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public class ChatNetworkManager : NetworkManager
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@@ -21,6 +22,8 @@ public class ChatNetworkManager : NetworkManager
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public override void OnServerDisconnect(NetworkConnectionToClient conn)
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{
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Debug.Log($"[ChatNetworkManager] Server disconnecting connection {conn.connectionId}. Active scene: '{SceneManager.GetActiveScene().name}'");
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if (conn.authenticationData != null)
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ChatAuthenticator.playerNames.Remove((string)conn.authenticationData);
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@@ -31,6 +34,7 @@ public class ChatNetworkManager : NetworkManager
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public override void OnClientDisconnect()
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{
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Debug.Log($"[ChatNetworkManager] Client disconnected. Active scene: '{SceneManager.GetActiveScene().name}'");
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base.OnClientDisconnect();
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// Destroy ChatUI instance when disconnecting
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@@ -53,7 +57,7 @@ public class ChatNetworkManager : NetworkManager
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{
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base.OnClientConnect();
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Debug.Log("ChatNetworkManager: OnClientConnect called");
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Debug.Log($"[ChatNetworkManager] OnClientConnect called. Active scene: '{SceneManager.GetActiveScene().name}'");
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// Spawn ChatUI prefab locally when client successfully connects
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if (chatUIPrefab == null)
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@@ -89,6 +93,8 @@ public class ChatNetworkManager : NetworkManager
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if (riveLoginCanvas != null)
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riveLoginCanvas.SetActive(false);
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Debug.Log($"[ChatNetworkManager] Client connection setup completed. Active scene: '{SceneManager.GetActiveScene().name}'");
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}
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[Server]
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