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 System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.EventSystems;
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using UnityEngine.UI;
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using TMPro;
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@@ -35,6 +36,17 @@ public class ChatUI : MonoBehaviour
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// Expose whether the chat input is focused so other systems can disable input/movement
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public static bool IsInputFieldFocused => Instance != null && Instance.chatMessage != null && Instance.chatMessage.isFocused;
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// Called by PlayerScript when Escape is pressed while chat is focused, so mouse-look/
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// cursor lock can resume immediately instead of waiting for a manual click-away.
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public void ExitChatFocus()
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{
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if (chatMessage != null)
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chatMessage.DeactivateInputField();
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if (EventSystem.current != null)
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EventSystem.current.SetSelectedGameObject(null);
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}
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// Called by Player.OnStartLocalPlayer to connect the UI to the player's network methods.
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public void Initialize(Player player)
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{
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