From d04ff998cb8becbfa27c1a1243b00e14f788a5b4 Mon Sep 17 00:00:00 2001 From: pelpanagiotis <31746675+pelpanagiotis@users.noreply.github.com> Date: Thu, 17 Sep 2026 17:18:45 +0300 Subject: [PATCH] Add main menu scene with Rive UI, procedural background, and scene transitions - Add Menu scene with Rive-driven login and navigation UI (RiveLoginController, RiveNavigationController) for entering a username and starting/navigating the client via Rive triggers - Add SceneTransitionController to fade out and load the Landscape gameplay scene when Play is selected - Add procedural low-poly triangle field background and animated wave panel (LowPolyTriangleField, TriangleWavePanel) with matching editor menus and materials - Add MenuLightAnimator for animated menu lighting and UI fade helpers (MenuFadeIn, DebugFadeToggle/Bridge) - Rename SampleScene to Landscape and wire ChatNetworkManager to hide the new Rive login canvas once gameplay starts - Bump Input System action codegen version and add Rive package references/project settings updates to support the new UI --- .codex/config.toml | 5 + .github/copilot-instructions.md | 4 +- .../DesignTimeBuild/.dtbcache.v2 | Bin 550123 -> 550123 bytes .vs/Test Multiplayer.slnx/v18/.futdcache.v2 | Bin 1856 -> 1856 bytes .vs/Test Multiplayer.slnx/v18/.suo | Bin 129024 -> 126976 bytes .../v18/DocumentLayout.backup.json | 121 +- .../v18/DocumentLayout.json | 118 +- .vs/Test Multiplayer.slnx/v18/fileList.bin | Bin 88379 -> 89776 bytes Assembly-CSharp-Editor.csproj | 830 +- Assembly-CSharp.csproj | 784 +- Assembly-CSharp.csproj.user | 9 + Assets/Actions/PlayerInput.cs | 2 +- .../HDRenderPipelineGlobalSettings.asset | 45 +- Assets/Materials.meta | 8 + Assets/Materials/LowPolyTriangleBacker.mat | 71 + .../Materials/LowPolyTriangleBacker.mat.meta | 8 + Assets/Materials/LowPolyTriangleEdge.mat | 71 + Assets/Materials/LowPolyTriangleEdge.mat.meta | 8 + Assets/Materials/LowPolyTriangleFace.mat | 137 + Assets/Materials/LowPolyTriangleFace.mat.meta | 8 + .../Images/discord-brands-solid.svg.meta | 39 +- Assets/New Terrain.asset | Bin 1958956 -> 1959004 bytes Assets/Scenes/Landscape.unity | 28339 ++ ...eScene.unity.meta => Landscape.unity.meta} | 0 Assets/Scenes/Menu.unity | 252903 +++++++++++++++ Assets/Scenes/Menu.unity.meta | 7 + Assets/Scenes/SampleScene.unity | 2606 - Assets/Scripts/Chat/ChatNetworkManager.cs | 9 + Assets/Scripts/Editor.meta | 8 + .../Editor/LowPolyTriangleFieldMenu.cs | 69 + .../Editor/LowPolyTriangleFieldMenu.cs.meta | 2 + Assets/Scripts/Editor/SetupMainMenuScene.cs | 340 + .../Scripts/Editor/SetupMainMenuScene.cs.meta | 2 + .../Scripts/Editor/TriangleWavePanelMenu.cs | 68 + .../Editor/TriangleWavePanelMenu.cs.meta | 2 + Assets/Scripts/Lighting.meta | 8 + Assets/Scripts/Lighting/MenuLightAnimator.cs | 74 + .../Lighting/MenuLightAnimator.cs.meta | 2 + Assets/Scripts/Procedural.meta | 8 + .../Procedural/LowPolyTriangleField.cs | 304 + .../Procedural/LowPolyTriangleField.cs.meta | 2 + .../Scripts/Procedural/TriangleWavePanel.cs | 394 + .../Procedural/TriangleWavePanel.cs.meta | 2 + Assets/Scripts/RiveLoginController.cs | 102 + Assets/Scripts/RiveLoginController.cs.meta | 2 + Assets/Scripts/RiveNavigationController.cs | 132 + .../Scripts/RiveNavigationController.cs.meta | 2 + Assets/Scripts/SceneTransitionController.cs | 65 + .../Scripts/SceneTransitionController.cs.meta | 2 + Assets/Scripts/UI.meta | 8 + Assets/Scripts/UI/DebugFadeToggle.cs | 50 + Assets/Scripts/UI/DebugFadeToggle.cs.meta | 2 + Assets/Scripts/UI/DebugFadeToggleBridge.cs | 54 + .../Scripts/UI/DebugFadeToggleBridge.cs.meta | 2 + Assets/Scripts/UI/MenuFadeIn.cs | 63 + Assets/Scripts/UI/MenuFadeIn.cs.meta | 2 + Assets/Settings/DefaultVolumeProfile.asset | 8 +- Assets/Settings/MenuPostProcessProfile.asset | 16 + .../MenuPostProcessProfile.asset.meta | 8 + Assets/Settings/Mobile_RPAsset.asset | 16 +- Assets/Settings/PC_RPAsset.asset | 10 +- ...niversalRenderPipelineGlobalSettings.asset | 86 +- Assets/UI.meta | 8 + Assets/UI/Main Menu UI.riv | Bin 0 -> 40997 bytes Assets/UI/Main Menu UI.riv.meta | 10 + Edgegap.csproj | 725 +- EncryptionTransportEditor.csproj | 725 +- Logs/Packages-Update.log | 43 + ...adercompiler-UnityShaderCompiler.exe-0.log | 5 +- Mirror.Authenticators.csproj | 711 +- Mirror.CompilerSymbols.csproj | 725 +- Mirror.Components.csproj | 711 +- Mirror.Editor.csproj | 725 +- Mirror.Examples.csproj | 721 +- Mirror.Transports.csproj | 711 +- Mirror.csproj | 711 +- Packages/manifest.json | 40 +- Packages/packages-lock.json | 241 +- ProjectSettings/EditorBuildSettings.asset | 6 +- ProjectSettings/EditorSettings.asset | 7 +- ProjectSettings/GraphicsSettings.asset | 2 + ProjectSettings/PackageManagerSettings.asset | 14 +- .../PhysicsCoreProjectSettings2D.asset | 6 + ProjectSettings/ProjectSettings.asset | 30 +- ProjectSettings/ProjectVersion.txt | 4 +- ProjectSettings/QualitySettings.asset | 15 +- ProjectSettings/URPProjectSettings.asset | 1 + ProjectSettings/VFXManager.asset | 2 +- Rive.Editor.Components.csproj | 1336 + Rive.Editor.csproj | 1328 + Rive.Runtime.Components.csproj | 1312 + Rive.Runtime.csproj | 1349 + SimpleWebTransport.csproj | 711 +- Telepathy.csproj | 711 +- Test Multiplayer.sln | 104 - Unity.Mirror.CodeGen.csproj | 675 +- UserSettings/EditorUserSettings.asset | 16 +- .../Layouts/CurrentMaximizeLayout.dwlt | 821 +- UserSettings/Layouts/default-6000.dwlt | 1294 +- UserSettings/Search.settings | 7 +- kcp2k.csproj | 711 +- 101 files changed, 297098 insertions(+), 8223 deletions(-) create mode 100644 .codex/config.toml create mode 100644 Assembly-CSharp.csproj.user create mode 100644 Assets/Materials.meta create mode 100644 Assets/Materials/LowPolyTriangleBacker.mat create mode 100644 Assets/Materials/LowPolyTriangleBacker.mat.meta create mode 100644 Assets/Materials/LowPolyTriangleEdge.mat create mode 100644 Assets/Materials/LowPolyTriangleEdge.mat.meta create mode 100644 Assets/Materials/LowPolyTriangleFace.mat create mode 100644 Assets/Materials/LowPolyTriangleFace.mat.meta create mode 100644 Assets/Scenes/Landscape.unity rename Assets/Scenes/{SampleScene.unity.meta => Landscape.unity.meta} (100%) create mode 100644 Assets/Scenes/Menu.unity create mode 100644 Assets/Scenes/Menu.unity.meta delete mode 100644 Assets/Scenes/SampleScene.unity create mode 100644 Assets/Scripts/Editor.meta create mode 100644 Assets/Scripts/Editor/LowPolyTriangleFieldMenu.cs create mode 100644 Assets/Scripts/Editor/LowPolyTriangleFieldMenu.cs.meta create mode 100644 Assets/Scripts/Editor/SetupMainMenuScene.cs create mode 100644 Assets/Scripts/Editor/SetupMainMenuScene.cs.meta create mode 100644 Assets/Scripts/Editor/TriangleWavePanelMenu.cs create mode 100644 Assets/Scripts/Editor/TriangleWavePanelMenu.cs.meta create mode 100644 Assets/Scripts/Lighting.meta create mode 100644 Assets/Scripts/Lighting/MenuLightAnimator.cs create mode 100644 Assets/Scripts/Lighting/MenuLightAnimator.cs.meta create mode 100644 Assets/Scripts/Procedural.meta create mode 100644 Assets/Scripts/Procedural/LowPolyTriangleField.cs create mode 100644 Assets/Scripts/Procedural/LowPolyTriangleField.cs.meta create mode 100644 Assets/Scripts/Procedural/TriangleWavePanel.cs create mode 100644 Assets/Scripts/Procedural/TriangleWavePanel.cs.meta create mode 100644 Assets/Scripts/RiveLoginController.cs create mode 100644 Assets/Scripts/RiveLoginController.cs.meta create mode 100644 Assets/Scripts/RiveNavigationController.cs create mode 100644 Assets/Scripts/RiveNavigationController.cs.meta create mode 100644 Assets/Scripts/SceneTransitionController.cs create mode 100644 Assets/Scripts/SceneTransitionController.cs.meta create mode 100644 Assets/Scripts/UI.meta create mode 100644 Assets/Scripts/UI/DebugFadeToggle.cs create mode 100644 Assets/Scripts/UI/DebugFadeToggle.cs.meta create mode 100644 Assets/Scripts/UI/DebugFadeToggleBridge.cs create mode 100644 Assets/Scripts/UI/DebugFadeToggleBridge.cs.meta create mode 100644 Assets/Scripts/UI/MenuFadeIn.cs create mode 100644 Assets/Scripts/UI/MenuFadeIn.cs.meta create mode 100644 Assets/Settings/MenuPostProcessProfile.asset create mode 100644 Assets/Settings/MenuPostProcessProfile.asset.meta create mode 100644 Assets/UI.meta create mode 100644 Assets/UI/Main Menu UI.riv create mode 100644 Assets/UI/Main Menu UI.riv.meta create mode 100644 ProjectSettings/PhysicsCoreProjectSettings2D.asset create mode 100644 Rive.Editor.Components.csproj create mode 100644 Rive.Editor.csproj create mode 100644 Rive.Runtime.Components.csproj create mode 100644 Rive.Runtime.csproj delete mode 100644 Test Multiplayer.sln diff --git a/.codex/config.toml b/.codex/config.toml new file mode 100644 index 00000000..bede2a81 --- /dev/null +++ b/.codex/config.toml @@ -0,0 +1,5 @@ +[mcp_servers.obsidian] +url = "http://127.0.0.1:27123/mcp/" + +[mcp_servers.obsidian.http_headers] +Authorization = "Bearer 293bfb5d6ea1f4c36dbccc3f7754b71b3a90d3856953fd9dd32d6ebabe3a55a5" diff --git a/.github/copilot-instructions.md b/.github/copilot-instructions.md index e1f5e0c2..0c3038a4 100644 --- a/.github/copilot-instructions.md +++ b/.github/copilot-instructions.md @@ -9,4 +9,6 @@ - Follow naming conventions ## Project-Specific Rules -- The project uses the Unity Input System (Active Input Handling set to Input System). Avoid using `UnityEngine.Input.GetKeyDown`; prefer `TMP_InputField.onSubmit` or `UnityEngine.InputSystem` APIs. \ No newline at end of file +- The project uses the Unity Input System (Active Input Handling set to Input System). Avoid using `UnityEngine.Input.GetKeyDown`; prefer `TMP_InputField.onSubmit` or `UnityEngine.InputSystem` APIs. +- When discussing project folders and scene visibility, refer to Visual Studio's Unity Project Explorer, not Unity Editor's Project window. +- Ensure the Inspector's transition duration is set appropriately to avoid fade transition issues; a duration that is too low can cause problems, rather than the coroutine or scene-loading logic. \ No newline at end of file diff --git a/.vs/Test Multiplayer.slnx/DesignTimeBuild/.dtbcache.v2 b/.vs/Test Multiplayer.slnx/DesignTimeBuild/.dtbcache.v2 index b1d5b533e65412278059c2a8cdd0f3a7d9a0c669..ccf646b9bdda323646ae462efbabdd8fa9ec74f7 100644 GIT binary patch literal 550123 zcmd44X_w>LaUckJda*5AvSeG5Wyvn5EL-w>kHsa|s#d$0Br_B5aeD-rS@lGT0s$}+ zuSkFb$f`;$w!H8A((P{d^i0n=edf$LvwWB@GiN@`r#@%?)x_O^doRExK?10wbDpvQ zFd}Z;xDj#V#*O&fPb!M?sk${@-u|HK+&`*y2R~50e7>}&W=%KlteWdAbldT}y0@_P zXld3JPYo*tf>$3@+&6i?62%<_q8nB_C; z=qw-02jErk|Pc-Q1q) 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+ + + C:\Program Files\Unity\Hub\Editor\6000.5.0f1\Editor\Data\BCLExtensions\TargetingPacks\netstandard2.1\ref\Microsoft.Extensions.Logging.Abstractions.dll + False + + + C:\Program Files\Unity\Hub\Editor\6000.5.0f1\Editor\Data\BCLExtensions\TargetingPacks\netstandard2.1\ref\System.Collections.Immutable.dll + False + + + C:\Program Files\Unity\Hub\Editor\6000.5.0f1\Editor\Data\BCLExtensions\TargetingPacks\netstandard2.1\ref\System.Diagnostics.DiagnosticSource.dll + False + + + C:\Program Files\Unity\Hub\Editor\6000.5.0f1\Editor\Data\BCLExtensions\TargetingPacks\netstandard2.1\ref\System.IO.Hashing.dll + False + + + C:\Program Files\Unity\Hub\Editor\6000.5.0f1\Editor\Data\BCLExtensions\TargetingPacks\netstandard2.1\ref\System.Reflection.Metadata.dll + False + + + C:\Program Files\Unity\Hub\Editor\6000.5.0f1\Editor\Data\BCLExtensions\TargetingPacks\netstandard2.1\ref\System.Runtime.CompilerServices.Unsafe.dll + False + + + C:\Program Files\Unity\Hub\Editor\6000.5.0f1\Editor\Data\BCLExtensions\TargetingPacks\netstandard2.1\ref\System.Text.Encodings.Web.dll + False + + + C:\Program Files\Unity\Hub\Editor\6000.5.0f1\Editor\Data\BCLExtensions\TargetingPacks\netstandard2.1\ref\System.Text.Json.dll False @@ -1148,10 +1300,18 @@ Library\ScriptAssemblies\Unity.VisualEffectGraph.Editor.dll False + + Library\ScriptAssemblies\Rive.Runtime.dll + False + Library\ScriptAssemblies\Unity.RenderPipelines.Core.Editor.dll False + + Library\ScriptAssemblies\UnityEditor.UI.Analytics.dll + False + Library\ScriptAssemblies\Unity.TextMeshPro.dll False @@ -1160,6 +1320,10 @@ Library\ScriptAssemblies\Unity.DedicatedServer.MultiplayerRoles.dll False + + Library\ScriptAssemblies\Unity.Rendering.LightTransport.Editor.dll + False + Library\ScriptAssemblies\Unity.AI.Navigation.dll False @@ -1168,6 +1332,10 @@ Library\ScriptAssemblies\Unity.RenderPipelines.Core.ShaderLibrary.dll False + + Library\ScriptAssemblies\Rive.Editor.dll + False + Library\ScriptAssemblies\Unity.DedicatedServer.MultiplayerRoles.Editor.dll False @@ -1176,8 +1344,12 @@ Library\ScriptAssemblies\Unity.VisualScripting.SettingsProvider.Editor.dll False - - Library\ScriptAssemblies\Unity.VSCode.Editor.dll + + Library\ScriptAssemblies\Unity.Recorder.Editor.dll + False + + + Library\ScriptAssemblies\Unity.RenderPipelines.Universal.2D.Editor.Overrides.dll False @@ -1196,12 +1368,12 @@ Library\ScriptAssemblies\Unity.AI.Navigation.Editor.dll False - - Library\ScriptAssemblies\PPv2URPConverters.dll + + Library\ScriptAssemblies\Unity.PathTracing.Runtime.dll False - - Library\ScriptAssemblies\Unity.Toolchain.Win-x86_64-Linux-x86_64.dll + + Library\ScriptAssemblies\Unity.VSCode.Editor.dll False @@ -1212,36 +1384,44 @@ Library\ScriptAssemblies\Unity.RenderPipelines.Universal.2D.Runtime.dll False - - Library\ScriptAssemblies\Unity.VisualScripting.Shared.Editor.dll + + Library\ScriptAssemblies\Unity.InternalAPIEngineBridge.RenderPipelines.Core.Editor.dll False - - Library\ScriptAssemblies\Unity.Searcher.Editor.dll + + Library\ScriptAssemblies\Unity.VisualScripting.Shared.Editor.dll False Library\ScriptAssemblies\Unity.PlasticSCM.Editor.dll False + + Library\ScriptAssemblies\Unity.Searcher.Editor.dll + False + Library\ScriptAssemblies\Unity.Burst.Editor.dll False + + Library\ScriptAssemblies\Unity.Bindings.OpenImageIO.Editor.dll + False + Library\ScriptAssemblies\Unity.VisualScripting.Core.dll False - - Library\ScriptAssemblies\Unity.Mathematics.Editor.dll + + Library\ScriptAssemblies\Unity.Recorder.Base.dll False - - Library\ScriptAssemblies\Unity.Rendering.LightTransport.Editor.dll + + Library\ScriptAssemblies\Unity.UnifiedRayTracing.Runtime.dll False - - Library\ScriptAssemblies\Unity.SysrootPackage.Editor.dll + + Library\ScriptAssemblies\Unity.Pipeline.Editor.dll False @@ -1252,6 +1432,14 @@ Library\ScriptAssemblies\Unity.AI.Navigation.Editor.ConversionSystem.dll False + + Library\ScriptAssemblies\Unity.InternalAPIEditorBridge.ShaderGraph.Editor.dll + False + + + Library\ScriptAssemblies\Unity.Recorder.dll + False + Library\ScriptAssemblies\Unity.TerrainTools.dll False @@ -1260,12 +1448,12 @@ Library\ScriptAssemblies\Unity.RenderPipelines.Core.Runtime.dll False - - Library\ScriptAssemblies\Unity.VisualScripting.Flow.dll + + Library\ScriptAssemblies\Unity.Pipeline.dll False - - Library\ScriptAssemblies\Unity.Sysroot.Linux_x86_64.dll + + Library\ScriptAssemblies\Unity.VisualScripting.Flow.dll False @@ -1284,6 +1472,10 @@ Library\ScriptAssemblies\Unity.VisualStudio.Editor.dll False + + Library\ScriptAssemblies\Unity.SurfaceCache.Runtime.dll + False + Library\ScriptAssemblies\Unity.Collections.dll False @@ -1328,6 +1520,10 @@ Library\ScriptAssemblies\Unity.Multiplayer.Center.Common.dll False + + Library\ScriptAssemblies\Rive.Editor.Components.dll + False + Library\ScriptAssemblies\Unity.RenderPipelines.HighDefinition.Editor.dll False @@ -1340,6 +1536,14 @@ Library\ScriptAssemblies\Unity.VisualScripting.Core.Editor.dll False + + Library\ScriptAssemblies\Unity.InternalAPIEngineBridge.004.dll + False + + + Library\ScriptAssemblies\Unity.PathTracing.Editor.dll + False + Library\ScriptAssemblies\Unity.Multiplayer.Center.Editor.dll False @@ -1352,8 +1556,8 @@ Library\ScriptAssemblies\Unity.RenderPipelines.Universal.Runtime.dll False - - Library\ScriptAssemblies\Unity.Rendering.LightTransport.Runtime.dll + + Library\ScriptAssemblies\Rive.Runtime.Components.dll False @@ -1364,6 +1568,10 @@ Library\ScriptAssemblies\Unity.RenderPipelines.Universal.Config.Runtime.dll False + + Library\ScriptAssemblies\Unity.InternalAPIEngineBridge.RenderPipelines.Core.Runtime.Shared.dll + False + Library\ScriptAssemblies\Unity.RenderPipeline.Universal.ShaderLibrary.dll False @@ -1397,8 +1605,8 @@ - + diff --git a/Assembly-CSharp.csproj b/Assembly-CSharp.csproj index 25dafc70..4a80fb55 100644 --- a/Assembly-CSharp.csproj +++ b/Assembly-CSharp.csproj @@ -10,6 +10,7 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FindFirstObjectByType(); if (existingChatUI == null) @@ -80,6 +86,9 @@ public class ChatNetworkManager : NetworkManager { LoginUI.instance.gameObject.SetActive(false); } + + if (riveLoginCanvas != null) + riveLoginCanvas.SetActive(false); } [Server] diff --git a/Assets/Scripts/Editor.meta b/Assets/Scripts/Editor.meta new file mode 100644 index 00000000..2e0d0d93 --- /dev/null +++ b/Assets/Scripts/Editor.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: c71d54b8abd9a114ca51f94932b0e47f +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Editor/LowPolyTriangleFieldMenu.cs b/Assets/Scripts/Editor/LowPolyTriangleFieldMenu.cs new file mode 100644 index 00000000..dd7a7b4c --- /dev/null +++ b/Assets/Scripts/Editor/LowPolyTriangleFieldMenu.cs @@ -0,0 +1,69 @@ +using System.IO; +using Procedural; +using UnityEditor; +using UnityEditor.SceneManagement; +using UnityEngine; + +namespace ProceduralEditor +{ + public static class LowPolyTriangleFieldMenu + { + const string MaterialsFolder = "Assets/Materials"; + const string FaceMaterialPath = MaterialsFolder + "/LowPolyTriangleFace.mat"; + const string EdgeMaterialPath = MaterialsFolder + "/LowPolyTriangleEdge.mat"; + + [MenuItem("Tools/Scene/Add Low Poly Triangle Field")] + public static void CreateInScene() + { + var faceMaterial = GetOrCreateMaterial(FaceMaterialPath, "Universal Render Pipeline/Lit", mat => + { + mat.SetColor("_BaseColor", new Color(0.09f, 0.11f, 0.14f)); + if (mat.HasProperty("_Smoothness")) mat.SetFloat("_Smoothness", 0.45f); + if (mat.HasProperty("_Metallic")) mat.SetFloat("_Metallic", 0.05f); + if (mat.HasProperty("_Cull")) mat.SetFloat("_Cull", 0f); + }); + + var edgeMaterial = GetOrCreateMaterial(EdgeMaterialPath, "Universal Render Pipeline/Unlit", mat => + { + mat.SetColor("_BaseColor", Color.white); + if (mat.HasProperty("_Cull")) mat.SetFloat("_Cull", 0f); + }); + + var go = new GameObject("Low Poly Triangle Field"); + Undo.RegisterCreatedObjectUndo(go, "Add Low Poly Triangle Field"); + go.transform.position = new Vector3(0f, -1.5f, 15f); + go.transform.rotation = Quaternion.identity; + + var field = go.AddComponent(); + field.faceMaterial = faceMaterial; + field.edgeMaterial = edgeMaterial; + + EditorSceneManager.MarkSceneDirty(EditorSceneManager.GetActiveScene()); + Selection.activeGameObject = go; + if (SceneView.lastActiveSceneView != null) + SceneView.lastActiveSceneView.FrameSelected(); + } + + static Material GetOrCreateMaterial(string path, string shaderName, System.Action configure) + { + var existing = AssetDatabase.LoadAssetAtPath(path); + if (existing != null) return existing; + + if (!AssetDatabase.IsValidFolder(MaterialsFolder)) + AssetDatabase.CreateFolder("Assets", "Materials"); + + var shader = Shader.Find(shaderName); + if (shader == null) + { + Debug.LogError($"LowPolyTriangleFieldMenu: could not find shader '{shaderName}'."); + return null; + } + + var mat = new Material(shader); + configure(mat); + AssetDatabase.CreateAsset(mat, path); + AssetDatabase.SaveAssets(); + return mat; + } + } +} diff --git a/Assets/Scripts/Editor/LowPolyTriangleFieldMenu.cs.meta b/Assets/Scripts/Editor/LowPolyTriangleFieldMenu.cs.meta new file mode 100644 index 00000000..44339c2b --- /dev/null +++ b/Assets/Scripts/Editor/LowPolyTriangleFieldMenu.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: bc73da416d6f5454b90b1954130688d9 \ No newline at end of file diff --git a/Assets/Scripts/Editor/SetupMainMenuScene.cs b/Assets/Scripts/Editor/SetupMainMenuScene.cs new file mode 100644 index 00000000..db9e22db --- /dev/null +++ b/Assets/Scripts/Editor/SetupMainMenuScene.cs @@ -0,0 +1,340 @@ +using Procedural; +using UnityEditor; +using UnityEditor.SceneManagement; +using UnityEngine; +using UnityEngine.Rendering; +using UnityEngine.Rendering.Universal; +using UnityEngine.UI; + +namespace ProceduralEditor +{ + public static class SetupMainMenuScene + { + const string ScenePath = "Assets/Scenes/Menu.unity"; + const string MaterialsFolder = "Assets/Materials"; + const string FaceMaterialPath = MaterialsFolder + "/LowPolyTriangleFace.mat"; + const string SettingsFolder = "Assets/Settings"; + const string PostProcessProfilePath = SettingsFolder + "/MenuPostProcessProfile.asset"; + + // Slightly deeper background and a wider field of view for a more open framing + static readonly Color BackgroundColor = new Color(0.92f, 0.93f, 0.95f); + static readonly Vector3 PanelCenter = new Vector3(0f, 0f, 10f); + + [MenuItem("Tools/Scene/Setup Main Menu Scene")] + public static void Setup() + { + if (EditorApplication.isPlaying) + { + Debug.LogError("Setup Main Menu Scene: exit Play Mode first — EditorSceneManager.OpenScene() can't run during Play Mode."); + return; + } + + var scene = EditorSceneManager.OpenScene(ScenePath, OpenSceneMode.Single); + + var faceMaterial = GetOrCreateMaterial(FaceMaterialPath, "Universal Render Pipeline/Lit", mat => + { + mat.SetColor("_BaseColor", new Color(0.08f, 0.09f, 0.12f)); + if (mat.HasProperty("_Smoothness")) mat.SetFloat("_Smoothness", 0.3f); + if (mat.HasProperty("_Metallic")) mat.SetFloat("_Metallic", 0.05f); + if (mat.HasProperty("_Cull")) mat.SetFloat("_Cull", 0f); + }); + + SetupQuality(); + SetupCamera(); + SetupLight(); + SetupPanel(faceMaterial); + SetupFog(); + SetupPostProcessVolume(); + SetupFadeCanvas(); + + EditorSceneManager.MarkSceneDirty(scene); + Debug.Log("Main Menu scene set up. Review the Game view framing, then save the scene."); + } + + static void SetupCamera() + { + var cam = Camera.main; + if (cam == null) + { + var go = new GameObject("Main Camera", typeof(Camera), typeof(AudioListener)); + go.tag = "MainCamera"; + cam = go.GetComponent(); + } + + // Position/rotation/FOV captured from the live scene after manual framing in the + // Editor (approved there first, then copied back here) rather than computed — the + // rotation includes a deliberate manual roll (Z) that a LookAt-based rotation + // wouldn't produce, and the narrow FOV is a much tighter, more telephoto framing + // than the original 60. + cam.transform.position = new Vector3(-0.86f, 0.07f, 5.88f); + cam.transform.rotation = Quaternion.Euler(-29.064f, -21.054f, -11.311f); + // Increased FOV to give a more open, less telephoto composition + cam.fieldOfView = 35f; + cam.clearFlags = CameraClearFlags.SolidColor; + cam.backgroundColor = BackgroundColor; + cam.nearClipPlane = 0.3f; + cam.farClipPlane = 60f; + // URP silently disables TAA when MSAA is active (they're mutually exclusive) — the + // pipeline asset has MSAA on for other scenes (see SetupQuality), so it's turned off + // per-camera here rather than touching that shared, project-wide asset. + cam.allowMSAA = false; + + // URP has no "Post Process Layer" component (that's Built-in RP's Post-Processing + // Stack v2) — post-processing is a per-camera flag on UniversalAdditionalCameraData + // plus the antialiasing mode below; that combination is the URP equivalent. + // + // Switched from SMAA to TAA (Temporal Anti-Aliasing) for higher quality — SMAA was + // already maxed at "High" quality with no further headroom, while TAA accumulates + // sub-pixel samples across frames and handles the specular sparkle far better. + // Tradeoff: TAA can ghost/smear on continuously moving edges, and this panel never + // stops moving (wave + tilt + sway), so varianceClampScale is pulled down from URP's + // default (0.9 -> 0.65) to bias toward less ghosting, with contrast-adaptive + // sharpening turned on to counter the softening TAA otherwise introduces. Watch for + // trailing/streaking behind fast-moving edges — if it shows up, SMAA is the fallback. + var camData = cam.GetComponent(); + if (camData == null) camData = cam.gameObject.AddComponent(); + camData.renderPostProcessing = true; + camData.antialiasing = AntialiasingMode.TemporalAntiAliasing; + ref var taa = ref camData.taaSettings; + taa.quality = TemporalAAQuality.High; + taa.varianceClampScale = 0.65f; + taa.contrastAdaptiveSharpening = 0.6f; + } + + static void SetupLight() + { + Light light = Object.FindFirstObjectByType(); + GameObject go; + if (light == null) + { + go = new GameObject("Directional Light", typeof(Light)); + light = go.GetComponent(); + } + else + { + go = light.gameObject; + } + + light.type = LightType.Directional; + go.transform.position = new Vector3(0f, 3f, 0f); + // The panel's visible faces have world normal +Z, so the light needs a strong + // -Z travel direction (yaw ~180) to actually illuminate them head-on instead of + // grazing the wall edge-on the way the old floor-tuned angle did. + go.transform.rotation = Quaternion.Euler(35f, 180f, 0f); + light.color = new Color(1f, 0.96f, 0.86f); + light.intensity = 1.9f; + + RenderSettings.ambientMode = AmbientMode.Flat; + RenderSettings.ambientLight = new Color(0.22f, 0.24f, 0.28f); + + if (go.GetComponent() == null) + go.AddComponent(); + } + + static void SetupPanel(Material faceMaterial) + { + var existing = GameObject.Find("Triangle Wave Panel"); + if (existing != null) Object.DestroyImmediate(existing); + + var go = new GameObject("Triangle Wave Panel"); + go.transform.position = PanelCenter; + // Rotate the panel from its default horizontal (floor, XZ) orientation to vertical + // (XY, facing the camera along Z). Local Y (the wave/thickness axis) becomes world Z, + // so tiles ripple toward/away from the camera instead of bobbing up/down. + go.transform.rotation = Quaternion.Euler(90f, 0f, 0f); + + var panel = go.AddComponent(); + // Slightly larger than the minimum frame-filling size, since the camera now views the + // panel off-axis (see SetupCamera) rather than dead-on, which eats into the margin. + panel.columns = 46; + panel.rows = 30; + panel.triangleSize = 1f; + // Values below captured from the live scene after manual tweaking in the Inspector + // (approved there first, then copied back here). + panel.gapScale = 0.973f; + panel.cornerRadius = 0f; + panel.cornerSegments = 3; + panel.thickness = 0.15f; + panel.waveAmplitude = 0.45f; + panel.waveFrequency = 0.18f; + panel.waveSpeed = 0.8f; + panel.tiltAmount = 1.4f; + panel.swayAmplitude = 10f; + panel.swaySpeed = 0.2f; + panel.showBacker = false; + panel.faceMaterial = faceMaterial; + panel.backerMaterial = faceMaterial; + + // AddComponent already triggered one Rebuild() using class defaults before the fields + // above were set (see TriangleWavePanel.RebuildNow's doc comment) — force a real one + // now that the panel is fully configured. + panel.RebuildNow(); + } + + static void SetupFog() + { + // A vertical, camera-facing wall has no receding horizon to hide, so fog stays off; + // the grid is sized so its edges fall outside the frustum instead. + RenderSettings.fog = false; + } + + static void SetupFadeCanvas() + { + var existing = GameObject.Find("Fade Canvas"); + if (existing != null) Object.DestroyImmediate(existing); + + var canvasGo = new GameObject("Fade Canvas", typeof(Canvas), typeof(CanvasScaler), typeof(GraphicRaycaster)); + var canvas = canvasGo.GetComponent(); + canvas.renderMode = RenderMode.ScreenSpaceOverlay; + // Ensure fade canvas draws on top of other UI canvases + canvas.overrideSorting = true; + canvas.sortingOrder = 1000; + var scaler = canvasGo.GetComponent(); + scaler.uiScaleMode = CanvasScaler.ScaleMode.ScaleWithScreenSize; + scaler.referenceResolution = new Vector2(1920, 1080); + + var imageGo = new GameObject("Fade Image", typeof(Image), typeof(CanvasGroup)); + imageGo.transform.SetParent(canvasGo.transform, false); + var image = imageGo.GetComponent(); + image.color = new Color(0.03f, 0.03f, 0.04f, 1f); + var rect = image.rectTransform; + rect.anchorMin = Vector2.zero; + rect.anchorMax = Vector2.one; + rect.offsetMin = Vector2.zero; + rect.offsetMax = Vector2.zero; + + var fadeIn = imageGo.AddComponent(); + fadeIn.delay = 0.3f; + fadeIn.duration = 3.5f; + // Disable automatic fade-on-start so the debug toggle controls opacity predictably. + // If you prefer the automatic fade, remove this line. + fadeIn.enabled = false; + + // Make sure the image initially is fully opaque so the menu starts covered by the backdrop + var initColor = image.color; + initColor.a = 1f; + image.color = initColor; + + // DEBUG: add a small top-right button to toggle fade (full opacity <-> transparent) + var buttonGo = new GameObject("Debug Toggle Fade Button", typeof(RectTransform), typeof(UnityEngine.UI.Button), typeof(Image)); + buttonGo.transform.SetParent(canvasGo.transform, false); + var btnRect = buttonGo.GetComponent(); + // anchor to top-right + btnRect.anchorMin = new Vector2(1f, 1f); + btnRect.anchorMax = new Vector2(1f, 1f); + btnRect.pivot = new Vector2(1f, 1f); + btnRect.sizeDelta = new Vector2(140f, 32f); + btnRect.anchoredPosition = new Vector2(-10f, -10f); + + var btnImage = buttonGo.GetComponent(); + btnImage.color = new Color(0.08f, 0.08f, 0.08f, 0.85f); + + var button = buttonGo.GetComponent(); + var colors = button.colors; + colors.normalColor = new Color(0.12f, 0.12f, 0.12f, 0.9f); + colors.highlightedColor = new Color(0.18f, 0.18f, 0.18f, 0.95f); + colors.pressedColor = new Color(0.06f, 0.06f, 0.06f, 0.9f); + button.colors = colors; + + // simple text label (legacy UI Text so no TMP dependency required) + var textGo = new GameObject("Text", typeof(RectTransform), typeof(UnityEngine.UI.Text)); + textGo.transform.SetParent(buttonGo.transform, false); + var txt = textGo.GetComponent(); + txt.text = "Toggle Fade"; + txt.alignment = TextAnchor.MiddleCenter; + txt.color = Color.white; + txt.fontSize = 14; + var txtRect = textGo.GetComponent(); + txtRect.anchorMin = Vector2.zero; + txtRect.anchorMax = Vector2.one; + txtRect.offsetMin = Vector2.zero; + txtRect.offsetMax = Vector2.zero; + + // add runtime helper (component created in new file DebugFadeToggle.cs) + var debugToggle = buttonGo.AddComponent(); + debugToggle.targetImage = image; + debugToggle.duration = fadeIn.duration; + } + + static void SetupPostProcessVolume() + { + var existing = GameObject.Find("Post Process Volume"); + if (existing != null) Object.DestroyImmediate(existing); + + var profile = AssetDatabase.LoadAssetAtPath(PostProcessProfilePath); + if (profile == null) + { + if (!AssetDatabase.IsValidFolder(SettingsFolder)) + AssetDatabase.CreateFolder("Assets", "Settings"); + profile = ScriptableObject.CreateInstance(); + AssetDatabase.CreateAsset(profile, PostProcessProfilePath); + } + + if (!profile.TryGet(out DepthOfField dof)) + dof = profile.Add(); + + // "Blur" here is depth-of-field rather than a flat uniform blur: at this close a + // camera distance (see SetupCamera, Z=7.5 vs panel at Z=10) the panel's own width + // creates a big apparent depth range across the frame purely from perspective, so + // gaussianStart/End are tuned to keep roughly the center sharp and let the + // corners/edges soften — a graduated blur rather than blurring everything equally. + dof.active = true; + dof.mode.overrideState = true; + dof.mode.value = DepthOfFieldMode.Gaussian; + dof.gaussianStart.overrideState = true; + dof.gaussianStart.value = 2f; + dof.gaussianEnd.overrideState = true; + dof.gaussianEnd.value = 9f; + dof.gaussianMaxRadius.overrideState = true; + dof.gaussianMaxRadius.value = 1f; + dof.highQualitySampling.overrideState = true; + dof.highQualitySampling.value = true; + + EditorUtility.SetDirty(profile); + AssetDatabase.SaveAssets(); + + var go = new GameObject("Post Process Volume", typeof(Volume)); + var volume = go.GetComponent(); + volume.isGlobal = true; + volume.priority = 0f; + volume.weight = 1f; + volume.sharedProfile = profile; + } + + static void SetupQuality() + { + // Sets MSAA on the shared pipeline asset for scenes/cameras that still use SMAA/FXAA + // (which do benefit from stacking with MSAA). This menu's own camera now uses TAA + // instead, which requires MSAA off, so it opts itself out via cam.allowMSAA in + // SetupCamera() rather than leaving this project-wide asset at 1x for everyone. + if (GraphicsSettings.currentRenderPipeline is UniversalRenderPipelineAsset urpAsset) + { + urpAsset.msaaSampleCount = 8; + EditorUtility.SetDirty(urpAsset); + AssetDatabase.SaveAssets(); + } + } + + static Material GetOrCreateMaterial(string path, string shaderName, System.Action configure) + { + var existing = AssetDatabase.LoadAssetAtPath(path); + if (existing != null) return existing; + + if (!AssetDatabase.IsValidFolder(MaterialsFolder)) + AssetDatabase.CreateFolder("Assets", "Materials"); + + var shader = Shader.Find(shaderName); + if (shader == null) + { + Debug.LogError($"SetupMainMenuScene: could not find shader '{shaderName}'."); + return null; + } + + var mat = new Material(shader); + configure(mat); + AssetDatabase.CreateAsset(mat, path); + AssetDatabase.SaveAssets(); + return mat; + } + } +} diff --git a/Assets/Scripts/Editor/SetupMainMenuScene.cs.meta b/Assets/Scripts/Editor/SetupMainMenuScene.cs.meta new file mode 100644 index 00000000..9e65c7ee --- /dev/null +++ b/Assets/Scripts/Editor/SetupMainMenuScene.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 8a0dd75945e74554192383a532278657 \ No newline at end of file diff --git a/Assets/Scripts/Editor/TriangleWavePanelMenu.cs b/Assets/Scripts/Editor/TriangleWavePanelMenu.cs new file mode 100644 index 00000000..b295790c --- /dev/null +++ b/Assets/Scripts/Editor/TriangleWavePanelMenu.cs @@ -0,0 +1,68 @@ +using Procedural; +using UnityEditor; +using UnityEditor.SceneManagement; +using UnityEngine; + +namespace ProceduralEditor +{ + public static class TriangleWavePanelMenu + { + const string MaterialsFolder = "Assets/Materials"; + const string FaceMaterialPath = MaterialsFolder + "/LowPolyTriangleFace.mat"; + const string BackerMaterialPath = MaterialsFolder + "/LowPolyTriangleBacker.mat"; + + [MenuItem("Tools/Scene/Add Triangle Wave Panel (Tiles)")] + public static void CreateInScene() + { + var faceMaterial = GetOrCreateMaterial(FaceMaterialPath, "Universal Render Pipeline/Lit", mat => + { + mat.SetColor("_BaseColor", new Color(0.09f, 0.11f, 0.14f)); + if (mat.HasProperty("_Smoothness")) mat.SetFloat("_Smoothness", 0.45f); + if (mat.HasProperty("_Metallic")) mat.SetFloat("_Metallic", 0.05f); + if (mat.HasProperty("_Cull")) mat.SetFloat("_Cull", 0f); + }); + + var backerMaterial = GetOrCreateMaterial(BackerMaterialPath, "Universal Render Pipeline/Unlit", mat => + { + mat.SetColor("_BaseColor", new Color(0.95f, 0.96f, 0.98f)); + if (mat.HasProperty("_Cull")) mat.SetFloat("_Cull", 0f); + }); + + var go = new GameObject("Triangle Wave Panel"); + Undo.RegisterCreatedObjectUndo(go, "Add Triangle Wave Panel"); + go.transform.position = new Vector3(0f, -1.5f, 15f); + go.transform.rotation = Quaternion.identity; + + var panel = go.AddComponent(); + panel.faceMaterial = faceMaterial; + panel.backerMaterial = backerMaterial; + + EditorSceneManager.MarkSceneDirty(EditorSceneManager.GetActiveScene()); + Selection.activeGameObject = go; + if (SceneView.lastActiveSceneView != null) + SceneView.lastActiveSceneView.FrameSelected(); + } + + static Material GetOrCreateMaterial(string path, string shaderName, System.Action configure) + { + var existing = AssetDatabase.LoadAssetAtPath(path); + if (existing != null) return existing; + + if (!AssetDatabase.IsValidFolder(MaterialsFolder)) + AssetDatabase.CreateFolder("Assets", "Materials"); + + var shader = Shader.Find(shaderName); + if (shader == null) + { + Debug.LogError($"TriangleWavePanelMenu: could not find shader '{shaderName}'."); + return null; + } + + var mat = new Material(shader); + configure(mat); + AssetDatabase.CreateAsset(mat, path); + AssetDatabase.SaveAssets(); + return mat; + } + } +} diff --git a/Assets/Scripts/Editor/TriangleWavePanelMenu.cs.meta b/Assets/Scripts/Editor/TriangleWavePanelMenu.cs.meta new file mode 100644 index 00000000..241b7f13 --- /dev/null +++ b/Assets/Scripts/Editor/TriangleWavePanelMenu.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 0f9fa9004d5bfdd419dff0264ed8b171 \ No newline at end of file diff --git a/Assets/Scripts/Lighting.meta b/Assets/Scripts/Lighting.meta new file mode 100644 index 00000000..7d8d9ee0 --- /dev/null +++ b/Assets/Scripts/Lighting.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 8271356abbd97f64c843e4ce0fe4d3bb +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Lighting/MenuLightAnimator.cs b/Assets/Scripts/Lighting/MenuLightAnimator.cs new file mode 100644 index 00000000..5801f775 --- /dev/null +++ b/Assets/Scripts/Lighting/MenuLightAnimator.cs @@ -0,0 +1,74 @@ +using UnityEngine; +#if UNITY_EDITOR +using UnityEditor; +#endif + +[ExecuteAlways] +[RequireComponent(typeof(Light))] +public class MenuLightAnimator : MonoBehaviour +{ + [Header("Rotation")] + // Yaw oscillates around the base direction rather than spinning all the way around, so the + // light never swings past the wall's edge into a back-lighting angle that goes dark. + public float yawAmplitude = 35f; + public float yawSpeed = 0.2f; + public float pitchAmplitude = 10f; + public float pitchSpeed = 0.35f; + + [Header("Intensity & Color")] + public float baseIntensity = 1.1f; + public float intensityPulseAmount = 0.25f; + public float pulseSpeed = 0.6f; + public Color colorA = new Color(1f, 0.96f, 0.86f); + public Color colorB = new Color(0.8f, 0.88f, 1f); + + Light _light; + float _baseYaw; + float _basePitch; + + void OnEnable() + { + _light = GetComponent(); + Vector3 e = transform.eulerAngles; + _baseYaw = e.y; + _basePitch = e.x; +#if UNITY_EDITOR + EditorApplication.update -= EditorTick; + if (!Application.isPlaying) + EditorApplication.update += EditorTick; +#endif + } + + void OnDisable() + { +#if UNITY_EDITOR + EditorApplication.update -= EditorTick; +#endif + } + +#if UNITY_EDITOR + void EditorTick() + { + if (Application.isPlaying) return; + Animate((float)EditorApplication.timeSinceStartup); + } +#endif + + void Update() + { + if (!Application.isPlaying) return; + Animate(Time.time); + } + + void Animate(float time) + { + float yaw = _baseYaw + Mathf.Sin(time * yawSpeed) * yawAmplitude; + float pitch = _basePitch + Mathf.Sin(time * pitchSpeed + 1.3f) * pitchAmplitude; + transform.rotation = Quaternion.Euler(pitch, yaw, 0f); + + if (_light == null) _light = GetComponent(); + _light.intensity = baseIntensity + Mathf.Sin(time * pulseSpeed) * intensityPulseAmount; + float colorT = (Mathf.Sin(time * pulseSpeed * 0.5f) + 1f) * 0.5f; + _light.color = Color.Lerp(colorA, colorB, colorT); + } +} diff --git a/Assets/Scripts/Lighting/MenuLightAnimator.cs.meta b/Assets/Scripts/Lighting/MenuLightAnimator.cs.meta new file mode 100644 index 00000000..1b4719bf --- /dev/null +++ b/Assets/Scripts/Lighting/MenuLightAnimator.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 9ff347d60077f4b47982b9f52057b495 \ No newline at end of file diff --git a/Assets/Scripts/Procedural.meta b/Assets/Scripts/Procedural.meta new file mode 100644 index 00000000..eb768652 --- /dev/null +++ b/Assets/Scripts/Procedural.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: a02483efa368f554c85512e155492f99 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Procedural/LowPolyTriangleField.cs b/Assets/Scripts/Procedural/LowPolyTriangleField.cs new file mode 100644 index 00000000..c9b05804 --- /dev/null +++ b/Assets/Scripts/Procedural/LowPolyTriangleField.cs @@ -0,0 +1,304 @@ +using System.Collections.Generic; +using UnityEngine; +#if UNITY_EDITOR +using UnityEditor; +#endif + +namespace Procedural +{ + [ExecuteAlways] + [RequireComponent(typeof(MeshFilter), typeof(MeshRenderer))] + public class LowPolyTriangleField : MonoBehaviour + { + [Header("Grid")] + [Min(1)] public int columns = 24; + [Min(1)] public int rows = 14; + public float cellSize = 1.5f; + [Range(0f, 0.5f)] public float jitterAmount = 0.35f; + + [Header("Static Shape")] + public float noiseScale = 0.12f; + public float heightAmplitude = 1.2f; + + [Header("Wave Animation")] + public bool animate = true; + public float waveAmplitude = 0.25f; + public float waveFrequency = 0.25f; + public float waveSpeed = 0.6f; + + [Header("Edges")] + public float edgeWidth = 0.06f; + public float edgeHeightOffset = 0.02f; + + [Header("Materials")] + public Material faceMaterial; + public Material edgeMaterial; + + [Header("Random")] + public int seed = 12345; + + Mesh _mesh; + MeshFilter _meshFilter; + + Vector2[] _gridXZ; + float[] _staticHeight; + Vector3[] _gridNormalAccum; + int[] _gridNormalCount; + List _triangles; + List<(int a, int b)> _uniqueEdges; + + Vector3[] _facePositions; + Vector3[] _faceNormals; + int[] _faceIndices; + + Vector3[] _edgePositions; + int[] _edgeIndices; + + bool _topologyDirty = true; + + void OnEnable() + { + _meshFilter = GetComponent(); + RebuildTopology(); + UpdateGeometry(0f); +#if UNITY_EDITOR + EditorApplication.update -= EditorTick; + if (!Application.isPlaying) + EditorApplication.update += EditorTick; +#endif + } + + void OnDisable() + { +#if UNITY_EDITOR + EditorApplication.update -= EditorTick; +#endif + } + + void OnValidate() + { + _topologyDirty = true; + } + +#if UNITY_EDITOR + void EditorTick() + { + if (Application.isPlaying) return; + if (_topologyDirty) RebuildTopology(); + if (animate) UpdateGeometry((float)EditorApplication.timeSinceStartup); + if (this != null) EditorUtility.SetDirty(this); + } +#endif + + void Update() + { + if (!Application.isPlaying) return; + if (_topologyDirty) RebuildTopology(); + if (animate) UpdateGeometry(Time.time); + } + + void RebuildTopology() + { + _topologyDirty = false; + + int vertsX = columns + 1; + int vertsZ = rows + 1; + int gridCount = vertsX * vertsZ; + + _gridXZ = new Vector2[gridCount]; + _staticHeight = new float[gridCount]; + + var rng = new System.Random(seed); + float originX = -columns * cellSize * 0.5f; + float originZ = -rows * cellSize * 0.5f; + + for (int j = 0; j < vertsZ; j++) + { + for (int i = 0; i < vertsX; i++) + { + int idx = j * vertsX + i; + bool border = i == 0 || i == columns || j == 0 || j == rows; + float jitterX = border ? 0f : ((float)rng.NextDouble() * 2f - 1f) * jitterAmount * cellSize; + float jitterZ = border ? 0f : ((float)rng.NextDouble() * 2f - 1f) * jitterAmount * cellSize; + + float x = originX + i * cellSize + jitterX; + float z = originZ + j * cellSize + jitterZ; + _gridXZ[idx] = new Vector2(x, z); + + float n = Mathf.PerlinNoise(x * noiseScale + seed * 0.017f, z * noiseScale + seed * 0.017f); + _staticHeight[idx] = (n * 2f - 1f) * heightAmplitude; + } + } + + _triangles = new List(columns * rows * 2); + var edgeSet = new HashSet<(int, int)>(); + _uniqueEdges = new List<(int, int)>(); + + for (int j = 0; j < rows; j++) + { + for (int i = 0; i < columns; i++) + { + int i00 = j * vertsX + i; + int i10 = j * vertsX + (i + 1); + int i01 = (j + 1) * vertsX + i; + int i11 = (j + 1) * vertsX + (i + 1); + + bool flip = rng.Next(2) == 0; + + if (flip) + { + AddTriangle(i00, i11, i01, edgeSet); + AddTriangle(i00, i10, i11, edgeSet); + } + else + { + AddTriangle(i00, i10, i01, edgeSet); + AddTriangle(i10, i11, i01, edgeSet); + } + } + } + + int faceVertCount = _triangles.Count * 3; + _facePositions = new Vector3[faceVertCount]; + _faceNormals = new Vector3[faceVertCount]; + _faceIndices = new int[faceVertCount]; + for (int k = 0; k < faceVertCount; k++) _faceIndices[k] = k; + + int edgeVertCount = _uniqueEdges.Count * 4; + _edgePositions = new Vector3[edgeVertCount]; + _edgeIndices = new int[_uniqueEdges.Count * 6]; + for (int e = 0; e < _uniqueEdges.Count; e++) + { + int b = e * 4; + int t = e * 6; + _edgeIndices[t + 0] = b + 0; + _edgeIndices[t + 1] = b + 2; + _edgeIndices[t + 2] = b + 1; + _edgeIndices[t + 3] = b + 1; + _edgeIndices[t + 4] = b + 2; + _edgeIndices[t + 5] = b + 3; + } + + _gridNormalAccum = new Vector3[gridCount]; + _gridNormalCount = new int[gridCount]; + + if (_mesh == null) + { + _mesh = new Mesh { name = "LowPolyTriangleField" }; + _mesh.MarkDynamic(); + } + _mesh.indexFormat = (faceVertCount + edgeVertCount) > 60000 + ? UnityEngine.Rendering.IndexFormat.UInt32 + : UnityEngine.Rendering.IndexFormat.UInt16; + _mesh.Clear(); + _meshFilter.sharedMesh = _mesh; + + var renderer = GetComponent(); + renderer.sharedMaterials = new[] { faceMaterial, edgeMaterial }; + + void AddTriangle(int a, int b2, int c, HashSet<(int, int)> edges) + { + _triangles.Add(new[] { a, b2, c }); + AddEdge(a, b2, edges); + AddEdge(b2, c, edges); + AddEdge(c, a, edges); + } + + void AddEdge(int a, int b2, HashSet<(int, int)> edges) + { + var key = a < b2 ? (a, b2) : (b2, a); + if (edges.Add(key)) _uniqueEdges.Add(key); + } + } + + void UpdateGeometry(float time) + { + if (_gridXZ == null) return; + + int gridCount = _gridXZ.Length; + var pos = new Vector3[gridCount]; + for (int idx = 0; idx < gridCount; idx++) + { + var xz = _gridXZ[idx]; + float wave = 0f; + if (animate) + { + wave = waveAmplitude * 0.5f * ( + Mathf.Sin((xz.x + xz.y) * waveFrequency + time * waveSpeed) + + Mathf.Sin((xz.x - xz.y) * waveFrequency * 0.7f + time * waveSpeed * 1.3f)); + } + pos[idx] = new Vector3(xz.x, _staticHeight[idx] + wave, xz.y); + _gridNormalAccum[idx] = Vector3.zero; + _gridNormalCount[idx] = 0; + } + + for (int t = 0; t < _triangles.Count; t++) + { + var tri = _triangles[t]; + Vector3 v0 = pos[tri[0]]; + Vector3 v1 = pos[tri[1]]; + Vector3 v2 = pos[tri[2]]; + Vector3 normal = Vector3.Cross(v1 - v0, v2 - v0).normalized; + + int b = t * 3; + _facePositions[b + 0] = v0; + _facePositions[b + 1] = v1; + _facePositions[b + 2] = v2; + _faceNormals[b + 0] = normal; + _faceNormals[b + 1] = normal; + _faceNormals[b + 2] = normal; + + _gridNormalAccum[tri[0]] += normal; _gridNormalCount[tri[0]]++; + _gridNormalAccum[tri[1]] += normal; _gridNormalCount[tri[1]]++; + _gridNormalAccum[tri[2]] += normal; _gridNormalCount[tri[2]]++; + } + + for (int e = 0; e < _uniqueEdges.Count; e++) + { + var (a, bIdx) = _uniqueEdges[e]; + Vector3 p0 = pos[a]; + Vector3 p1 = pos[bIdx]; + Vector3 n0 = _gridNormalCount[a] > 0 ? (_gridNormalAccum[a] / _gridNormalCount[a]).normalized : Vector3.up; + Vector3 n1 = _gridNormalCount[bIdx] > 0 ? (_gridNormalAccum[bIdx] / _gridNormalCount[bIdx]).normalized : Vector3.up; + + Vector3 dir = (p1 - p0).normalized; + Vector3 avgNormal = (n0 + n1).normalized; + Vector3 side = Vector3.Cross(dir, avgNormal).normalized * (edgeWidth * 0.5f); + + Vector3 p0Off = p0 + n0 * edgeHeightOffset; + Vector3 p1Off = p1 + n1 * edgeHeightOffset; + + int b = e * 4; + _edgePositions[b + 0] = p0Off - side; + _edgePositions[b + 1] = p0Off + side; + _edgePositions[b + 2] = p1Off - side; + _edgePositions[b + 3] = p1Off + side; + } + + _mesh.subMeshCount = 2; + _mesh.SetVertices(_facePositions.Length > 0 ? Concat(_facePositions, _edgePositions) : _edgePositions); + + int faceVertCount = _facePositions.Length; + var normals = new Vector3[faceVertCount + _edgePositions.Length]; + for (int i = 0; i < faceVertCount; i++) normals[i] = _faceNormals[i]; + for (int i = 0; i < _edgePositions.Length; i++) normals[faceVertCount + i] = Vector3.up; + _mesh.SetNormals(normals); + + _mesh.SetIndices(_faceIndices, MeshTopology.Triangles, 0, false); + + var offsetEdgeIndices = new int[_edgeIndices.Length]; + for (int i = 0; i < _edgeIndices.Length; i++) offsetEdgeIndices[i] = _edgeIndices[i] + faceVertCount; + _mesh.SetIndices(offsetEdgeIndices, MeshTopology.Triangles, 1, false); + + _mesh.RecalculateBounds(); + } + + static Vector3[] Concat(Vector3[] a, Vector3[] b) + { + var result = new Vector3[a.Length + b.Length]; + a.CopyTo(result, 0); + b.CopyTo(result, a.Length); + return result; + } + } +} diff --git a/Assets/Scripts/Procedural/LowPolyTriangleField.cs.meta b/Assets/Scripts/Procedural/LowPolyTriangleField.cs.meta new file mode 100644 index 00000000..4fed8c5f --- /dev/null +++ b/Assets/Scripts/Procedural/LowPolyTriangleField.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: d98243f3b31761c45a022724b517c3df \ No newline at end of file diff --git a/Assets/Scripts/Procedural/TriangleWavePanel.cs b/Assets/Scripts/Procedural/TriangleWavePanel.cs new file mode 100644 index 00000000..1541b62a --- /dev/null +++ b/Assets/Scripts/Procedural/TriangleWavePanel.cs @@ -0,0 +1,394 @@ +using System.Collections.Generic; +using UnityEngine; +#if UNITY_EDITOR +using UnityEditor; +#endif + +namespace Procedural +{ + /// + /// Builds a panel out of individual equilateral-triangle GameObjects tiled edge-to-edge. + /// Each tile is its own mesh/transform; a shared driver moves every tile's transform + /// independently each frame so the panel reads as a wave, rather than deforming one mesh. + /// + [ExecuteAlways] + public class TriangleWavePanel : MonoBehaviour + { + [Header("Grid")] + [Min(1)] public int columns = 14; + [Min(1)] public int rows = 10; + public float triangleSize = 1.2f; + [Range(0.5f, 1f)] public float gapScale = 1f; + + [Header("Volume & Corner Chamfer")] + public float thickness = 0.18f; + [Range(0f, 0.4f)] public float cornerRadius = 0f; + [Range(1, 8)] public int cornerSegments = 1; + + [Header("Wave")] + public bool animate = true; + public float waveAmplitude = 0.22f; + public float waveFrequency = 0.35f; + public float waveSpeed = 1.1f; + [Range(0f, 20f)] public float tiltAmount = 5f; + + [Header("Panel Sway (whole-panel rotation)")] + [Range(0f, 45f)] public float swayAmplitude = 0f; + public float swaySpeed = 0.2f; + + [Header("Backer (fills the gaps)")] + public bool showBacker = true; + public float backerOffset = -0.4f; + public float backerPadding = 1.5f; + + [Header("Materials")] + public Material faceMaterial; + public Material backerMaterial; + + Transform[] _tileTransforms; + Vector3[] _tileBasePos; + Quaternion _baseRotation; + bool _dirty = true; + + void OnEnable() + { + _baseRotation = transform.localRotation; + Rebuild(); +#if UNITY_EDITOR + EditorApplication.update -= EditorTick; + if (!Application.isPlaying) + EditorApplication.update += EditorTick; +#endif + } + + void OnDisable() + { +#if UNITY_EDITOR + EditorApplication.update -= EditorTick; +#endif + } + + void OnValidate() + { + _dirty = true; + } + + /// + /// Forces an immediate rebuild. Needed after configuring fields via code (e.g. from an + /// editor script right after AddComponent), since plain field writes don't route through + /// OnValidate the way Inspector edits do, so _dirty never flips back on by itself. + /// + public void RebuildNow() + { + _baseRotation = transform.localRotation; + Rebuild(); + } + +#if UNITY_EDITOR + void EditorTick() + { + if (Application.isPlaying) return; + if (_dirty) Rebuild(); + if (animate) AnimateTiles((float)EditorApplication.timeSinceStartup); + } +#endif + + void Update() + { + if (!Application.isPlaying) return; + if (_dirty) Rebuild(); + if (animate) AnimateTiles(Time.time); + } + + void Rebuild() + { + _dirty = false; + ClearChildren(); + + float s = triangleSize; + float h = s * Mathf.Sqrt(3f) * 0.5f; + + Mesh upMesh = BuildRoundedTrianglePrism( + new Vector2(-s * 0.5f, -h / 3f), + new Vector2(s * 0.5f, -h / 3f), + new Vector2(0f, 2f * h / 3f), + gapScale, cornerRadius, cornerSegments, thickness, "TrianglePanel_Up"); + + Mesh downMesh = BuildRoundedTrianglePrism( + new Vector2(-s * 0.5f, h / 3f), + new Vector2(s * 0.5f, h / 3f), + new Vector2(0f, -2f * h / 3f), + gapScale, cornerRadius, cornerSegments, thickness, "TrianglePanel_Down"); + + float originX = -(columns * s) * 0.5f; + float originZ = -(rows * h) * 0.5f; + + var transforms = new List(columns * rows * 2); + var basePositions = new List(columns * rows * 2); + + for (int r = 0; r < rows; r++) + { + for (int c = 0; c < columns; c++) + { + float rowZ = originZ + r * h; + + Vector3 upPos = new Vector3(originX + c * s + s * 0.5f, 0f, rowZ + h / 3f); + CreateTile($"Tile_{r}_{c}_Up", upMesh, upPos, transforms, basePositions); + + Vector3 downPos = new Vector3(originX + c * s + s, 0f, rowZ + 2f * h / 3f); + CreateTile($"Tile_{r}_{c}_Down", downMesh, downPos, transforms, basePositions); + } + } + + _tileTransforms = transforms.ToArray(); + _tileBasePos = basePositions.ToArray(); + + if (showBacker) + BuildBacker(originX, originZ, s, h); + + AnimateTiles(0f); + } + + void CreateTile(string tileName, Mesh mesh, Vector3 localPos, List transforms, List basePositions) + { + var go = new GameObject(tileName); + go.transform.SetParent(transform, false); + go.transform.localPosition = localPos; + go.AddComponent().sharedMesh = mesh; + var mr = go.AddComponent(); + mr.sharedMaterial = faceMaterial; + mr.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off; + transforms.Add(go.transform); + basePositions.Add(localPos); + } + + void BuildBacker(float originX, float originZ, float s, float h) + { + var go = new GameObject("Backer"); + go.transform.SetParent(transform, false); + float width = columns * s + backerPadding * 2f; + float depth = rows * h + backerPadding * 2f; + float cx = originX + (columns * s) * 0.5f; + float cz = originZ + (rows * h) * 0.5f; + go.transform.localPosition = new Vector3(cx, backerOffset, cz); + + var mesh = new Mesh { name = "TrianglePanel_Backer" }; + float hw = width * 0.5f; + float hd = depth * 0.5f; + mesh.vertices = new[] + { + new Vector3(-hw, 0f, -hd), + new Vector3(hw, 0f, -hd), + new Vector3(-hw, 0f, hd), + new Vector3(hw, 0f, hd), + }; + mesh.triangles = new[] { 0, 2, 1, 1, 2, 3 }; + mesh.normals = new[] { Vector3.up, Vector3.up, Vector3.up, Vector3.up }; + mesh.RecalculateBounds(); + + go.AddComponent().sharedMesh = mesh; + var mr = go.AddComponent(); + mr.sharedMaterial = backerMaterial; + mr.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off; + } + + static Mesh BuildRoundedTrianglePrism(Vector2 a, Vector2 b, Vector2 c, float gapScale, float requestedRadius, + int cornerSegments, float thickness, string meshName) + { + Vector2[] pts = { a * gapScale, b * gapScale, c * gapScale }; + + float minEdge = Mathf.Min( + Vector2.Distance(pts[0], pts[1]), + Mathf.Min(Vector2.Distance(pts[1], pts[2]), Vector2.Distance(pts[2], pts[0]))); + float radius = Mathf.Clamp(requestedRadius, 0f, minEdge * 0.28f); + + List outline = RoundedTriangleOutline(pts, radius, cornerSegments); + int n = outline.Count; + float halfT = thickness * 0.5f; + + var vertices = new List(n * 4 + 2); + var normals = new List(n * 4 + 2); + var triangles = new List(n * 12); + + int topCenter = vertices.Count; + vertices.Add(new Vector3(0f, halfT, 0f)); + normals.Add(Vector3.up); + int topStart = vertices.Count; + for (int i = 0; i < n; i++) + { + vertices.Add(new Vector3(outline[i].x, halfT, outline[i].y)); + normals.Add(Vector3.up); + } + for (int i = 0; i < n; i++) + { + triangles.Add(topCenter); + triangles.Add(topStart + i); + triangles.Add(topStart + (i + 1) % n); + } + + int bottomCenter = vertices.Count; + vertices.Add(new Vector3(0f, -halfT, 0f)); + normals.Add(Vector3.down); + int bottomStart = vertices.Count; + for (int i = 0; i < n; i++) + { + vertices.Add(new Vector3(outline[i].x, -halfT, outline[i].y)); + normals.Add(Vector3.down); + } + for (int i = 0; i < n; i++) + { + triangles.Add(bottomCenter); + triangles.Add(bottomStart + (i + 1) % n); + triangles.Add(bottomStart + i); + } + + int sideTopStart = vertices.Count; + for (int i = 0; i < n; i++) + { + Vector2 p = outline[i]; + Vector3 outward = new Vector3(p.x, 0f, p.y); + outward = outward.sqrMagnitude > 0.0001f ? outward.normalized : Vector3.forward; + vertices.Add(new Vector3(p.x, halfT, p.y)); + normals.Add(outward); + } + int sideBottomStart = vertices.Count; + for (int i = 0; i < n; i++) + { + Vector2 p = outline[i]; + Vector3 outward = new Vector3(p.x, 0f, p.y); + outward = outward.sqrMagnitude > 0.0001f ? outward.normalized : Vector3.forward; + vertices.Add(new Vector3(p.x, -halfT, p.y)); + normals.Add(outward); + } + for (int i = 0; i < n; i++) + { + int next = (i + 1) % n; + int t0 = sideTopStart + i; + int t1 = sideTopStart + next; + int b0 = sideBottomStart + i; + int b1 = sideBottomStart + next; + triangles.Add(t0); triangles.Add(b0); triangles.Add(t1); + triangles.Add(t1); triangles.Add(b0); triangles.Add(b1); + } + + var mesh = new Mesh { name = meshName }; + mesh.SetVertices(vertices); + mesh.SetNormals(normals); + mesh.SetTriangles(triangles, 0); + mesh.RecalculateBounds(); + return mesh; + } + + static List RoundedTriangleOutline(Vector2[] pts, float radius, int segments) + { + var outline = new List(); + + for (int k = 0; k < 3; k++) + { + Vector2 v = pts[k]; + + if (radius < 0.0001f) + { + outline.Add(v); + continue; + } + + Vector2 prev = pts[(k + 2) % 3]; + Vector2 next = pts[(k + 1) % 3]; + + Vector2 dirToPrev = (prev - v).normalized; + Vector2 dirToNext = (next - v).normalized; + + float dot = Mathf.Clamp(Vector2.Dot(dirToPrev, dirToNext), -1f, 1f); + float angle = Mathf.Acos(dot); + float halfAngle = angle * 0.5f; + float tangentDist = radius / Mathf.Tan(halfAngle); + float centerDist = radius / Mathf.Sin(halfAngle); + + Vector2 bisector = dirToPrev + dirToNext; + bisector = bisector.sqrMagnitude > 0.0001f ? bisector.normalized : dirToPrev; + + Vector2 tangentOnPrevEdge = v + dirToPrev * tangentDist; + Vector2 tangentOnNextEdge = v + dirToNext * tangentDist; + Vector2 center = v + bisector * centerDist; + + Vector2 startDir = (tangentOnPrevEdge - center).normalized; + Vector2 endDir = (tangentOnNextEdge - center).normalized; + + float cross = startDir.x * endDir.y - startDir.y * endDir.x; + float sweepSign = cross >= 0f ? 1f : -1f; + float sweepAngle = Mathf.Acos(Mathf.Clamp(Vector2.Dot(startDir, endDir), -1f, 1f)); + + int segs = Mathf.Max(1, segments); + for (int seg = 0; seg <= segs; seg++) + { + float t = (float)seg / segs; + float a = sweepSign * sweepAngle * t; + float ca = Mathf.Cos(a), sa = Mathf.Sin(a); + Vector2 rotated = new Vector2( + startDir.x * ca - startDir.y * sa, + startDir.x * sa + startDir.y * ca); + outline.Add(center + rotated * radius); + } + } + + return outline; + } + + void AnimateTiles(float time) + { + if (swayAmplitude > 0.001f && animate) + { + float sway = Mathf.Sin(time * swaySpeed) * swayAmplitude; + // Rotate around the world Y axis on top of whatever base orientation the panel + // was authored with (e.g. tipped vertical), rather than a local axis, so the sway + // always reads as a gentle turn regardless of how the panel itself is oriented. + transform.localRotation = Quaternion.AngleAxis(sway, Vector3.up) * _baseRotation; + } + else + { + transform.localRotation = _baseRotation; + } + + if (_tileTransforms == null) return; + float t = time * waveSpeed; + + for (int i = 0; i < _tileTransforms.Length; i++) + { + var tf = _tileTransforms[i]; + if (tf == null) continue; + var b = _tileBasePos[i]; + + float sum = (b.x + b.z) * waveFrequency; + float diff = (b.x - b.z) * waveFrequency * 0.7f; + + float wave = animate + ? waveAmplitude * 0.5f * (Mathf.Sin(sum + t) + Mathf.Sin(diff + t * 1.3f)) + : 0f; + + tf.localPosition = new Vector3(b.x, b.y + wave, b.z); + + if (tiltAmount > 0f && animate) + { + float tiltX = tiltAmount * Mathf.Cos(diff + t * 1.3f); + float tiltZ = tiltAmount * Mathf.Cos(sum + t); + tf.localRotation = Quaternion.Euler(tiltX, 0f, -tiltZ); + } + else + { + tf.localRotation = Quaternion.identity; + } + } + } + + void ClearChildren() + { + for (int i = transform.childCount - 1; i >= 0; i--) + { + var child = transform.GetChild(i).gameObject; + if (Application.isPlaying) Destroy(child); + else DestroyImmediate(child); + } + } + } +} diff --git a/Assets/Scripts/Procedural/TriangleWavePanel.cs.meta b/Assets/Scripts/Procedural/TriangleWavePanel.cs.meta new file mode 100644 index 00000000..e3f75100 --- /dev/null +++ b/Assets/Scripts/Procedural/TriangleWavePanel.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 5476e1f1daded4d4f82d503bb03be2d3 \ No newline at end of file diff --git a/Assets/Scripts/RiveLoginController.cs b/Assets/Scripts/RiveLoginController.cs new file mode 100644 index 00000000..962aec7c --- /dev/null +++ b/Assets/Scripts/RiveLoginController.cs @@ -0,0 +1,102 @@ +using Mirror; +using Rive; +using Rive.Components; +using TMPro; +using UnityEngine; + +public class RiveLoginController : MonoBehaviour +{ + [Header("Rive")] + [SerializeField] private RiveWidget riveWidget; + [SerializeField] private string startTriggerName = "startClicked"; + + [Header("Login")] + [Tooltip("Still needed username until Rive has a bound string property.")] + [SerializeField] private TMP_InputField usernameInput; + + [SerializeField] private LoginUI loginUI; + + private ViewModelInstanceTriggerProperty startTrigger; + + private void Awake() + { + if (riveWidget == null) + riveWidget = GetComponent(); + } + + private void OnEnable() + { + if (riveWidget == null) return; + + riveWidget.OnWidgetStatusChanged += HandleWidgetStatusChanged; + HandleWidgetStatusChanged(); + } + + private void OnDisable() + { + if (riveWidget != null) + riveWidget.OnWidgetStatusChanged -= HandleWidgetStatusChanged; + + if (startTrigger != null) + startTrigger.OnTriggered -= OnStartClicked; + } + + private void HandleWidgetStatusChanged() + { + if (riveWidget.Status != WidgetStatus.Loaded) + return; + + ViewModelInstance vm = riveWidget.StateMachine?.ViewModelInstance; + if (vm == null) + { + Debug.LogError("RiveLoginController: ViewModelInstance is null. Set Data Binding Mode to Auto Bind Default."); + return; + } + + if (startTrigger != null) + startTrigger.OnTriggered -= OnStartClicked; + + startTrigger = vm.GetTriggerProperty(startTriggerName); + if (startTrigger == null) + { + Debug.LogError($"RiveLoginController: Trigger '{startTriggerName}' not found."); + return; + } + + startTrigger.OnTriggered += OnStartClicked; + } + + private void OnStartClicked() + { + StartMultiplayerSession(); + } + + public void StartMultiplayerSession() + { + string username = usernameInput != null + ? usernameInput.text.Trim() + : string.Empty; + + if (string.IsNullOrWhiteSpace(username)) + { + if (loginUI != null && loginUI.errorText != null) + { + loginUI.errorText.text = "Enter a username"; + loginUI.errorText.gameObject.SetActive(true); + } + else + { + Debug.LogWarning("RiveLoginController: Username is empty"); + } + return; + } + + ChatAuthenticator auth = NetworkManager.singleton.GetComponent(); + if (auth != null) + auth.SetPlayerName(username); + else + Debug.LogWarning("RiveLoginController: ChatAuthenticator not found on NetworkManager"); + + NetworkManager.singleton.StartClient(); + } +} diff --git a/Assets/Scripts/RiveLoginController.cs.meta b/Assets/Scripts/RiveLoginController.cs.meta new file mode 100644 index 00000000..277928c6 --- /dev/null +++ b/Assets/Scripts/RiveLoginController.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 3fe02973c43b80c438b8634ba5fc2153 \ No newline at end of file diff --git a/Assets/Scripts/RiveNavigationController.cs b/Assets/Scripts/RiveNavigationController.cs new file mode 100644 index 00000000..b0a25fc1 --- /dev/null +++ b/Assets/Scripts/RiveNavigationController.cs @@ -0,0 +1,132 @@ +using ProceduralEditor; +using Rive; +using Rive.Components; +using System.Reflection.Metadata; +using UnityEngine; +using UnityEngine.InputSystem; + +/// Sends keyboard navigation commands to the Rive menu and +/// activates the Play option when Enter is pressed +public class RiveNavigationController : MonoBehaviour +{ + [Header("Rive")] + [Tooltip("RiveWidget that hosts the menu artboard.")] + [SerializeField] private RiveWidget riveWidget; + + [Header("Scene Transition")] + [Tooltip("Object containing the SceneTransitionController component.")] + [SerializeField] private SceneTransitionController sceneTransitionController; + + [Header("Menu Selection")] + [Tooltip("Total number of selectable Rive menu buttons.")] + [Min(1)] + [SerializeField] private int menuItemCount = 1; + + + private const string NextTriggerName = "nextButtonClicked"; + private const string PreviousTriggerName = "previousButtonClicked"; + private const int PlayIndex = 0; + + private ViewModelInstanceTriggerProperty nextTrigger; + private ViewModelInstanceTriggerProperty previousTrigger; + + private int selectedIndex; + + private void OnEnable() + { + if (riveWidget == null) + { + Debug.LogError($"{nameof(RiveNavigationController)}: riveWidget is not assigned."); + return; + } + + if (sceneTransitionController == null) + { + Debug.LogError($"{nameof(RiveNavigationController)}: SceneTransitionController is not assigned."); + } + + riveWidget.OnWidgetStatusChanged += HandleWidgetStatusChanged; + // In case the widget already finished loading before we subscribed. + HandleWidgetStatusChanged(); + } + + private void OnDisable() + { + if (riveWidget != null) + riveWidget.OnWidgetStatusChanged -= HandleWidgetStatusChanged; + } + + private void HandleWidgetStatusChanged() + { + if (riveWidget.Status != WidgetStatus.Loaded) + return; + + ViewModelInstance viewModelInstance = riveWidget.StateMachine?.ViewModelInstance; + if (viewModelInstance == null) + { + Debug.LogError($"{nameof(RiveNavigationController)}: ViewModelInstance is null. " + + "Set Data Binding Mode to Auto Bind Default on the Rive Widget."); + return; + } + + // Cache both triggers once the artboard is ready so Update() doesn't do + // string lookups every frame. + nextTrigger = viewModelInstance.GetTriggerProperty(NextTriggerName); + previousTrigger = viewModelInstance.GetTriggerProperty(PreviousTriggerName); + + if (nextTrigger == null) + Debug.LogError($"{nameof(RiveNavigationController)}: Trigger '{NextTriggerName}' not found on view model."); + if (previousTrigger == null) + Debug.LogError($"{nameof(RiveNavigationController)}: Trigger '{PreviousTriggerName}' not found on view model."); + } + + private void Update() + { + Keyboard keyboard = Keyboard.current; + + if (keyboard == null) + return; + + if (keyboard.rightArrowKey.wasPressedThisFrame) + { + MoveSelection(+1); + nextTrigger?.Trigger(); + } + + if (keyboard.leftArrowKey.wasPressedThisFrame) + { + MoveSelection(-1); + previousTrigger?.Trigger(); + } + + bool enterPressed = keyboard.enterKey.wasPressedThisFrame || keyboard.numpadEnterKey.wasPressedThisFrame; + + if (enterPressed && selectedIndex == PlayIndex) + { + if (sceneTransitionController == null) + { + Debug.LogError($"{nameof(RiveNavigationController)}: SceneTransitionController is not assigned."); + + return; + } + + sceneTransitionController.LoadGameplayScene(); + } + } + + private void MoveSelection(int direction) + { + if (menuItemCount <= 0) + return; + + selectedIndex += direction; + + if (selectedIndex >= menuItemCount) + selectedIndex = 0; + + if (selectedIndex < 0) + selectedIndex = menuItemCount - 1; + + Debug.Log($"Rive menu selection index: {selectedIndex}"); + } +} diff --git a/Assets/Scripts/RiveNavigationController.cs.meta b/Assets/Scripts/RiveNavigationController.cs.meta new file mode 100644 index 00000000..eb6f0471 --- /dev/null +++ b/Assets/Scripts/RiveNavigationController.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 7da53f31be2464b45ada2a0875845057 \ No newline at end of file diff --git a/Assets/Scripts/SceneTransitionController.cs b/Assets/Scripts/SceneTransitionController.cs new file mode 100644 index 00000000..c19263fd --- /dev/null +++ b/Assets/Scripts/SceneTransitionController.cs @@ -0,0 +1,65 @@ +using System.Collections; +using UnityEngine; +using UnityEngine.SceneManagement; + +namespace ProceduralEditor +{ + public class SceneTransitionController : MonoBehaviour + { + const string GameplaySceneName = "Landscape"; + + [Header("Fade")] + [Tooltip("CanvasGroup on the Fade Image object.")] + [SerializeField] private CanvasGroup fadeGroup; + + [Min(0f)] + [SerializeField] private float fadeDuration = 0.75f; + + private bool transitionInProgress; + + public void LoadGameplayScene() + { + if (transitionInProgress) + return; + + if (fadeGroup == null) + { + Debug.LogError($"{nameof(SceneTransitionController)}: Fade Group is not assigned."); + + return; + } + + transitionInProgress = true; + StartCoroutine(FadeThenLoadGameplayScene()); + } + + private IEnumerator FadeThenLoadGameplayScene() + { + fadeGroup.gameObject.SetActive(true); + fadeGroup.blocksRaycasts = true; + fadeGroup.interactable = true; + + float startingAlpha = fadeGroup.alpha; + float elapsed = 0f; + + while (elapsed < fadeDuration) + { + elapsed += Time.unscaledDeltaTime; + + float normalizedTime = Mathf.Clamp01(elapsed / fadeDuration); + + fadeGroup.alpha = Mathf.Lerp(startingAlpha, 1f, normalizedTime); + + yield return null; + } + + fadeGroup.alpha = 1f; + + yield return null; + + Debug.Log($"Loading scene: {GameplaySceneName}"); + + SceneManager.LoadScene(GameplaySceneName); + } + } +} \ No newline at end of file diff --git a/Assets/Scripts/SceneTransitionController.cs.meta b/Assets/Scripts/SceneTransitionController.cs.meta new file mode 100644 index 00000000..5131fc25 --- /dev/null +++ b/Assets/Scripts/SceneTransitionController.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: afa95fbb3af75b547944ef84e8caddd5 \ No newline at end of file diff --git a/Assets/Scripts/UI.meta b/Assets/Scripts/UI.meta new file mode 100644 index 00000000..1e363161 --- /dev/null +++ b/Assets/Scripts/UI.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: b13717421ac809d44aaac667dce78981 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/UI/DebugFadeToggle.cs b/Assets/Scripts/UI/DebugFadeToggle.cs new file mode 100644 index 00000000..2c5549f7 --- /dev/null +++ b/Assets/Scripts/UI/DebugFadeToggle.cs @@ -0,0 +1,50 @@ +using System.Collections; +using UnityEngine; +using UnityEngine.UI; + +public class DebugFadeToggle : MonoBehaviour +{ + public Image targetImage; + public float duration = 0.5f; + + bool isVisible = true; + Coroutine running; + + void Start() + { + var btn = GetComponent