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
This commit is contained in:
pelpanagiotis
2026-09-17 17:18:45 +03:00
parent aa248cda7e
commit d04ff998cb
101 changed files with 297098 additions and 8223 deletions
@@ -6,6 +6,7 @@ using System.Collections.Generic;
public class ChatNetworkManager : NetworkManager
{
[SerializeField] private GameObject chatUIPrefab;
[SerializeField] private GameObject riveLoginCanvas;
// Server-side authoritative store of chat messages
private readonly List<string> chatMessages = new();
@@ -61,6 +62,11 @@ public class ChatNetworkManager : NetworkManager
return;
}
if (riveLoginCanvas == null)
{
Debug.LogError("ChatNetworkManager: Rive Login Canvas is not assigned in the inspector!");
}
// Check if ChatUI already exists to avoid duplicates
ChatUI existingChatUI = FindFirstObjectByType<ChatUI>();
if (existingChatUI == null)
@@ -80,6 +86,9 @@ public class ChatNetworkManager : NetworkManager
{
LoginUI.instance.gameObject.SetActive(false);
}
if (riveLoginCanvas != null)
riveLoginCanvas.SetActive(false);
}
[Server]
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@@ -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<LowPolyTriangleField>();
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<Material> configure)
{
var existing = AssetDatabase.LoadAssetAtPath<Material>(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;
}
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: bc73da416d6f5454b90b1954130688d9
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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<Camera>();
}
// 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<UniversalAdditionalCameraData>();
if (camData == null) camData = cam.gameObject.AddComponent<UniversalAdditionalCameraData>();
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<Light>();
GameObject go;
if (light == null)
{
go = new GameObject("Directional Light", typeof(Light));
light = go.GetComponent<Light>();
}
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<MenuLightAnimator>() == null)
go.AddComponent<MenuLightAnimator>();
}
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<TriangleWavePanel>();
// 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>();
canvas.renderMode = RenderMode.ScreenSpaceOverlay;
// Ensure fade canvas draws on top of other UI canvases
canvas.overrideSorting = true;
canvas.sortingOrder = 1000;
var scaler = canvasGo.GetComponent<CanvasScaler>();
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>();
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<MenuFadeIn>();
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<RectTransform>();
// 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<Image>();
btnImage.color = new Color(0.08f, 0.08f, 0.08f, 0.85f);
var button = buttonGo.GetComponent<UnityEngine.UI.Button>();
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<UnityEngine.UI.Text>();
txt.text = "Toggle Fade";
txt.alignment = TextAnchor.MiddleCenter;
txt.color = Color.white;
txt.fontSize = 14;
var txtRect = textGo.GetComponent<RectTransform>();
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<ProceduralEditor.DebugFadeToggleBridge>();
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<VolumeProfile>(PostProcessProfilePath);
if (profile == null)
{
if (!AssetDatabase.IsValidFolder(SettingsFolder))
AssetDatabase.CreateFolder("Assets", "Settings");
profile = ScriptableObject.CreateInstance<VolumeProfile>();
AssetDatabase.CreateAsset(profile, PostProcessProfilePath);
}
if (!profile.TryGet(out DepthOfField dof))
dof = profile.Add<DepthOfField>();
// "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>();
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<Material> configure)
{
var existing = AssetDatabase.LoadAssetAtPath<Material>(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;
}
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 8a0dd75945e74554192383a532278657
@@ -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<TriangleWavePanel>();
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<Material> configure)
{
var existing = AssetDatabase.LoadAssetAtPath<Material>(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;
}
}
}
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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<Light>();
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>();
_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);
}
}
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@@ -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<int[]> _triangles;
List<(int a, int b)> _uniqueEdges;
Vector3[] _facePositions;
Vector3[] _faceNormals;
int[] _faceIndices;
Vector3[] _edgePositions;
int[] _edgeIndices;
bool _topologyDirty = true;
void OnEnable()
{
_meshFilter = GetComponent<MeshFilter>();
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<int[]>(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<MeshRenderer>();
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;
}
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: d98243f3b31761c45a022724b517c3df
@@ -0,0 +1,394 @@
using System.Collections.Generic;
using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
#endif
namespace Procedural
{
/// <summary>
/// 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.
/// </summary>
[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;
}
/// <summary>
/// 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.
/// </summary>
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<Transform>(columns * rows * 2);
var basePositions = new List<Vector3>(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<Transform> transforms, List<Vector3> basePositions)
{
var go = new GameObject(tileName);
go.transform.SetParent(transform, false);
go.transform.localPosition = localPos;
go.AddComponent<MeshFilter>().sharedMesh = mesh;
var mr = go.AddComponent<MeshRenderer>();
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<MeshFilter>().sharedMesh = mesh;
var mr = go.AddComponent<MeshRenderer>();
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<Vector2> outline = RoundedTriangleOutline(pts, radius, cornerSegments);
int n = outline.Count;
float halfT = thickness * 0.5f;
var vertices = new List<Vector3>(n * 4 + 2);
var normals = new List<Vector3>(n * 4 + 2);
var triangles = new List<int>(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<Vector2> RoundedTriangleOutline(Vector2[] pts, float radius, int segments)
{
var outline = new List<Vector2>();
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);
}
}
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 5476e1f1daded4d4f82d503bb03be2d3
+102
View File
@@ -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<RiveWidget>();
}
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<ChatAuthenticator>();
if (auth != null)
auth.SetPlayerName(username);
else
Debug.LogWarning("RiveLoginController: ChatAuthenticator not found on NetworkManager");
NetworkManager.singleton.StartClient();
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 3fe02973c43b80c438b8634ba5fc2153
+132
View File
@@ -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($"Rive menu selection index: {selectedIndex}");
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 7da53f31be2464b45ada2a0875845057
@@ -0,0 +1,65 @@
using System.Collections;
using UnityEngine;
using UnityEngine.SceneManagement;
namespace ProceduralEditor
{
public class SceneTransitionController : MonoBehaviour
{
const string GameplaySceneName = "Landscape";
[Header("Fade")]
[Tooltip("CanvasGroup on the Fade Image object.")]
[SerializeField] private CanvasGroup fadeGroup;
[Min(0f)]
[SerializeField] private float fadeDuration = 0.75f;
private bool transitionInProgress;
public void LoadGameplayScene()
{
if (transitionInProgress)
return;
if (fadeGroup == null)
{
Debug.LogError($"{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);
}
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: afa95fbb3af75b547944ef84e8caddd5
+8
View File
@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: b13717421ac809d44aaac667dce78981
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
+50
View File
@@ -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<Button>();
if (btn != null)
btn.onClick.AddListener(ToggleFade);
}
public void ToggleFade()
{
if (targetImage == null) return;
float targetAlpha = isVisible ? 0f : 1f;
if (running != null) StopCoroutine(running);
running = StartCoroutine(FadeTo(targetAlpha));
isVisible = !isVisible;
}
IEnumerator FadeTo(float targetAlpha)
{
float start = targetImage.color.a;
float t = 0f;
while (t < duration)
{
t += Time.deltaTime;
float a = Mathf.Lerp(start, targetAlpha, Mathf.Clamp01(t / duration));
var c = targetImage.color;
c.a = a;
targetImage.color = c;
yield return null;
}
var final = targetImage.color;
final.a = targetAlpha;
targetImage.color = final;
running = null;
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: e99816cb33c22f840bae5c4d5be9523f
@@ -0,0 +1,54 @@
using System.Collections;
using UnityEngine;
using UnityEngine.UI;
namespace ProceduralEditor
{
// Runtime helper that toggles the alpha of a target Image when the Button it's attached to is clicked.
public class DebugFadeToggleBridge : MonoBehaviour
{
public Image targetImage;
public float duration = 0.1f;
bool isVisible = true;
Coroutine running;
void Start()
{
var btn = GetComponent<Button>();
if (btn != null)
btn.onClick.AddListener(ToggleFade);
}
public void ToggleFade()
{
if (targetImage == null) return;
float targetAlpha = isVisible ? 0f : 1f;
if (running != null) StopCoroutine(running);
running = StartCoroutine(FadeTo(targetAlpha));
isVisible = !isVisible;
}
IEnumerator FadeTo(float targetAlpha)
{
float start = targetImage.color.a;
float t = 0f;
while (t < duration)
{
t += Time.deltaTime;
float a = Mathf.Lerp(start, targetAlpha, Mathf.Clamp01(t / duration));
var c = targetImage.color;
c.a = a;
targetImage.color = c;
yield return null;
}
var final = targetImage.color;
final.a = targetAlpha;
targetImage.color = final;
running = null;
}
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 94f21b7480673b540bd619ed7bb266f9
+63
View File
@@ -0,0 +1,63 @@
using System.Collections;
using UnityEngine;
[RequireComponent(typeof(CanvasGroup))]
public class MenuFadeIn : MonoBehaviour
{
public float delay = 0.3f;
public float duration = 3.5f;
CanvasGroup _group;
Coroutine _fadeRoutine;
void Awake()
{
// Ensure a CanvasGroup exists (SetupMainMenuScene adds one, but be defensive)
_group = GetComponent<CanvasGroup>();
if (_group == null) _group = gameObject.AddComponent<CanvasGroup>();
_group.alpha = 1f;
_group.blocksRaycasts = true;
Debug.Log("[MenuFadeIn] Awake - CanvasGroup ensured, alpha=1");
}
void OnEnable()
{
// Reset state whenever enabled and start the fade
if (_group == null) _group = GetComponent<CanvasGroup>() ?? gameObject.AddComponent<CanvasGroup>();
_group.alpha = 1f;
_group.blocksRaycasts = true;
if (_fadeRoutine != null) StopCoroutine(_fadeRoutine);
_fadeRoutine = StartCoroutine(Fade());
Debug.Log("[MenuFadeIn] OnEnable - starting fade (delay=" + delay + ", duration=" + duration + ")");
}
void OnDisable()
{
if (_fadeRoutine != null)
{
StopCoroutine(_fadeRoutine);
_fadeRoutine = null;
Debug.Log("[MenuFadeIn] OnDisable - stopped fade coroutine");
}
}
IEnumerator Fade()
{
if (delay > 0f) yield return new WaitForSecondsRealtime(delay);
float t = 0f;
while (t < duration)
{
t += Time.unscaledDeltaTime;
_group.alpha = 1f - Mathf.Clamp01(t / duration);
yield return null;
}
_group.alpha = 0f;
_group.blocksRaycasts = false;
Debug.Log("[MenuFadeIn] Fade finished - disabling GameObject");
gameObject.SetActive(false);
}
}
+2
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@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: dcac9b4ec2e8fe143ac611df7f4b548f