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
+99 -2
View File
@@ -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);
}
}
}