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
+55
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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<Collider>();
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);
}
}