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:
@@ -0,0 +1,304 @@
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using System.Collections.Generic;
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using UnityEngine;
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#if UNITY_EDITOR
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using UnityEditor;
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#endif
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namespace Procedural
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{
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[ExecuteAlways]
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[RequireComponent(typeof(MeshFilter), typeof(MeshRenderer))]
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public class LowPolyTriangleField : MonoBehaviour
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{
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[Header("Grid")]
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[Min(1)] public int columns = 24;
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[Min(1)] public int rows = 14;
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public float cellSize = 1.5f;
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[Range(0f, 0.5f)] public float jitterAmount = 0.35f;
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[Header("Static Shape")]
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public float noiseScale = 0.12f;
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public float heightAmplitude = 1.2f;
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[Header("Wave Animation")]
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public bool animate = true;
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public float waveAmplitude = 0.25f;
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public float waveFrequency = 0.25f;
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public float waveSpeed = 0.6f;
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[Header("Edges")]
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public float edgeWidth = 0.06f;
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public float edgeHeightOffset = 0.02f;
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[Header("Materials")]
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public Material faceMaterial;
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public Material edgeMaterial;
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[Header("Random")]
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public int seed = 12345;
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Mesh _mesh;
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MeshFilter _meshFilter;
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Vector2[] _gridXZ;
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float[] _staticHeight;
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Vector3[] _gridNormalAccum;
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int[] _gridNormalCount;
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List<int[]> _triangles;
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List<(int a, int b)> _uniqueEdges;
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Vector3[] _facePositions;
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Vector3[] _faceNormals;
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int[] _faceIndices;
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Vector3[] _edgePositions;
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int[] _edgeIndices;
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bool _topologyDirty = true;
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void OnEnable()
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{
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_meshFilter = GetComponent<MeshFilter>();
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RebuildTopology();
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UpdateGeometry(0f);
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#if UNITY_EDITOR
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EditorApplication.update -= EditorTick;
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if (!Application.isPlaying)
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EditorApplication.update += EditorTick;
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#endif
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}
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void OnDisable()
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{
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#if UNITY_EDITOR
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EditorApplication.update -= EditorTick;
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#endif
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}
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void OnValidate()
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{
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_topologyDirty = true;
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}
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#if UNITY_EDITOR
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void EditorTick()
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{
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if (Application.isPlaying) return;
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if (_topologyDirty) RebuildTopology();
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if (animate) UpdateGeometry((float)EditorApplication.timeSinceStartup);
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if (this != null) EditorUtility.SetDirty(this);
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}
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#endif
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void Update()
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{
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if (!Application.isPlaying) return;
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if (_topologyDirty) RebuildTopology();
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if (animate) UpdateGeometry(Time.time);
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}
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void RebuildTopology()
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{
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_topologyDirty = false;
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int vertsX = columns + 1;
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int vertsZ = rows + 1;
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int gridCount = vertsX * vertsZ;
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_gridXZ = new Vector2[gridCount];
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_staticHeight = new float[gridCount];
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var rng = new System.Random(seed);
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float originX = -columns * cellSize * 0.5f;
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float originZ = -rows * cellSize * 0.5f;
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for (int j = 0; j < vertsZ; j++)
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{
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for (int i = 0; i < vertsX; i++)
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{
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int idx = j * vertsX + i;
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bool border = i == 0 || i == columns || j == 0 || j == rows;
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float jitterX = border ? 0f : ((float)rng.NextDouble() * 2f - 1f) * jitterAmount * cellSize;
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float jitterZ = border ? 0f : ((float)rng.NextDouble() * 2f - 1f) * jitterAmount * cellSize;
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float x = originX + i * cellSize + jitterX;
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float z = originZ + j * cellSize + jitterZ;
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_gridXZ[idx] = new Vector2(x, z);
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float n = Mathf.PerlinNoise(x * noiseScale + seed * 0.017f, z * noiseScale + seed * 0.017f);
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_staticHeight[idx] = (n * 2f - 1f) * heightAmplitude;
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}
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}
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_triangles = new List<int[]>(columns * rows * 2);
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var edgeSet = new HashSet<(int, int)>();
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_uniqueEdges = new List<(int, int)>();
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for (int j = 0; j < rows; j++)
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{
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for (int i = 0; i < columns; i++)
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{
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int i00 = j * vertsX + i;
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int i10 = j * vertsX + (i + 1);
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int i01 = (j + 1) * vertsX + i;
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int i11 = (j + 1) * vertsX + (i + 1);
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bool flip = rng.Next(2) == 0;
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if (flip)
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{
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AddTriangle(i00, i11, i01, edgeSet);
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AddTriangle(i00, i10, i11, edgeSet);
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}
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else
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{
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AddTriangle(i00, i10, i01, edgeSet);
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AddTriangle(i10, i11, i01, edgeSet);
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}
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}
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}
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int faceVertCount = _triangles.Count * 3;
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_facePositions = new Vector3[faceVertCount];
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_faceNormals = new Vector3[faceVertCount];
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_faceIndices = new int[faceVertCount];
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for (int k = 0; k < faceVertCount; k++) _faceIndices[k] = k;
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int edgeVertCount = _uniqueEdges.Count * 4;
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_edgePositions = new Vector3[edgeVertCount];
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_edgeIndices = new int[_uniqueEdges.Count * 6];
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for (int e = 0; e < _uniqueEdges.Count; e++)
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{
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int b = e * 4;
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int t = e * 6;
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_edgeIndices[t + 0] = b + 0;
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_edgeIndices[t + 1] = b + 2;
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_edgeIndices[t + 2] = b + 1;
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_edgeIndices[t + 3] = b + 1;
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_edgeIndices[t + 4] = b + 2;
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_edgeIndices[t + 5] = b + 3;
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}
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_gridNormalAccum = new Vector3[gridCount];
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_gridNormalCount = new int[gridCount];
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if (_mesh == null)
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{
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_mesh = new Mesh { name = "LowPolyTriangleField" };
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_mesh.MarkDynamic();
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}
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_mesh.indexFormat = (faceVertCount + edgeVertCount) > 60000
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? UnityEngine.Rendering.IndexFormat.UInt32
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: UnityEngine.Rendering.IndexFormat.UInt16;
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_mesh.Clear();
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_meshFilter.sharedMesh = _mesh;
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var renderer = GetComponent<MeshRenderer>();
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renderer.sharedMaterials = new[] { faceMaterial, edgeMaterial };
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void AddTriangle(int a, int b2, int c, HashSet<(int, int)> edges)
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{
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_triangles.Add(new[] { a, b2, c });
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AddEdge(a, b2, edges);
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AddEdge(b2, c, edges);
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AddEdge(c, a, edges);
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}
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void AddEdge(int a, int b2, HashSet<(int, int)> edges)
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{
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var key = a < b2 ? (a, b2) : (b2, a);
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if (edges.Add(key)) _uniqueEdges.Add(key);
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}
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}
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void UpdateGeometry(float time)
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{
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if (_gridXZ == null) return;
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int gridCount = _gridXZ.Length;
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var pos = new Vector3[gridCount];
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for (int idx = 0; idx < gridCount; idx++)
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{
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var xz = _gridXZ[idx];
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float wave = 0f;
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if (animate)
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{
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wave = waveAmplitude * 0.5f * (
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Mathf.Sin((xz.x + xz.y) * waveFrequency + time * waveSpeed) +
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Mathf.Sin((xz.x - xz.y) * waveFrequency * 0.7f + time * waveSpeed * 1.3f));
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}
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pos[idx] = new Vector3(xz.x, _staticHeight[idx] + wave, xz.y);
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_gridNormalAccum[idx] = Vector3.zero;
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_gridNormalCount[idx] = 0;
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}
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for (int t = 0; t < _triangles.Count; t++)
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{
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var tri = _triangles[t];
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Vector3 v0 = pos[tri[0]];
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Vector3 v1 = pos[tri[1]];
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Vector3 v2 = pos[tri[2]];
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Vector3 normal = Vector3.Cross(v1 - v0, v2 - v0).normalized;
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int b = t * 3;
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_facePositions[b + 0] = v0;
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_facePositions[b + 1] = v1;
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_facePositions[b + 2] = v2;
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_faceNormals[b + 0] = normal;
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_faceNormals[b + 1] = normal;
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_faceNormals[b + 2] = normal;
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_gridNormalAccum[tri[0]] += normal; _gridNormalCount[tri[0]]++;
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_gridNormalAccum[tri[1]] += normal; _gridNormalCount[tri[1]]++;
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_gridNormalAccum[tri[2]] += normal; _gridNormalCount[tri[2]]++;
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}
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for (int e = 0; e < _uniqueEdges.Count; e++)
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{
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var (a, bIdx) = _uniqueEdges[e];
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Vector3 p0 = pos[a];
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Vector3 p1 = pos[bIdx];
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Vector3 n0 = _gridNormalCount[a] > 0 ? (_gridNormalAccum[a] / _gridNormalCount[a]).normalized : Vector3.up;
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Vector3 n1 = _gridNormalCount[bIdx] > 0 ? (_gridNormalAccum[bIdx] / _gridNormalCount[bIdx]).normalized : Vector3.up;
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Vector3 dir = (p1 - p0).normalized;
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Vector3 avgNormal = (n0 + n1).normalized;
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Vector3 side = Vector3.Cross(dir, avgNormal).normalized * (edgeWidth * 0.5f);
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Vector3 p0Off = p0 + n0 * edgeHeightOffset;
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Vector3 p1Off = p1 + n1 * edgeHeightOffset;
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int b = e * 4;
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_edgePositions[b + 0] = p0Off - side;
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_edgePositions[b + 1] = p0Off + side;
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_edgePositions[b + 2] = p1Off - side;
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_edgePositions[b + 3] = p1Off + side;
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}
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_mesh.subMeshCount = 2;
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_mesh.SetVertices(_facePositions.Length > 0 ? Concat(_facePositions, _edgePositions) : _edgePositions);
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int faceVertCount = _facePositions.Length;
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var normals = new Vector3[faceVertCount + _edgePositions.Length];
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for (int i = 0; i < faceVertCount; i++) normals[i] = _faceNormals[i];
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for (int i = 0; i < _edgePositions.Length; i++) normals[faceVertCount + i] = Vector3.up;
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_mesh.SetNormals(normals);
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_mesh.SetIndices(_faceIndices, MeshTopology.Triangles, 0, false);
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var offsetEdgeIndices = new int[_edgeIndices.Length];
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for (int i = 0; i < _edgeIndices.Length; i++) offsetEdgeIndices[i] = _edgeIndices[i] + faceVertCount;
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_mesh.SetIndices(offsetEdgeIndices, MeshTopology.Triangles, 1, false);
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_mesh.RecalculateBounds();
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}
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static Vector3[] Concat(Vector3[] a, Vector3[] b)
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{
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var result = new Vector3[a.Length + b.Length];
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a.CopyTo(result, 0);
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b.CopyTo(result, a.Length);
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return result;
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}
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}
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}
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: d98243f3b31761c45a022724b517c3df
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@@ -0,0 +1,394 @@
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using System.Collections.Generic;
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using UnityEngine;
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#if UNITY_EDITOR
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using UnityEditor;
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#endif
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namespace Procedural
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{
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/// <summary>
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/// Builds a panel out of individual equilateral-triangle GameObjects tiled edge-to-edge.
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/// Each tile is its own mesh/transform; a shared driver moves every tile's transform
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/// independently each frame so the panel reads as a wave, rather than deforming one mesh.
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/// </summary>
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[ExecuteAlways]
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public class TriangleWavePanel : MonoBehaviour
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{
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[Header("Grid")]
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[Min(1)] public int columns = 14;
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[Min(1)] public int rows = 10;
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public float triangleSize = 1.2f;
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[Range(0.5f, 1f)] public float gapScale = 1f;
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[Header("Volume & Corner Chamfer")]
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public float thickness = 0.18f;
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[Range(0f, 0.4f)] public float cornerRadius = 0f;
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[Range(1, 8)] public int cornerSegments = 1;
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[Header("Wave")]
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public bool animate = true;
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public float waveAmplitude = 0.22f;
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public float waveFrequency = 0.35f;
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public float waveSpeed = 1.1f;
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[Range(0f, 20f)] public float tiltAmount = 5f;
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[Header("Panel Sway (whole-panel rotation)")]
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[Range(0f, 45f)] public float swayAmplitude = 0f;
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public float swaySpeed = 0.2f;
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[Header("Backer (fills the gaps)")]
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public bool showBacker = true;
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public float backerOffset = -0.4f;
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public float backerPadding = 1.5f;
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[Header("Materials")]
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public Material faceMaterial;
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public Material backerMaterial;
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Transform[] _tileTransforms;
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Vector3[] _tileBasePos;
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Quaternion _baseRotation;
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bool _dirty = true;
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void OnEnable()
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{
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_baseRotation = transform.localRotation;
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Rebuild();
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#if UNITY_EDITOR
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EditorApplication.update -= EditorTick;
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if (!Application.isPlaying)
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EditorApplication.update += EditorTick;
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#endif
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}
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void OnDisable()
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{
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#if UNITY_EDITOR
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EditorApplication.update -= EditorTick;
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#endif
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}
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void OnValidate()
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{
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_dirty = true;
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}
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/// <summary>
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/// Forces an immediate rebuild. Needed after configuring fields via code (e.g. from an
|
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/// editor script right after AddComponent), since plain field writes don't route through
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/// OnValidate the way Inspector edits do, so _dirty never flips back on by itself.
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/// </summary>
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public void RebuildNow()
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{
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_baseRotation = transform.localRotation;
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Rebuild();
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}
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|
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#if UNITY_EDITOR
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void EditorTick()
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{
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if (Application.isPlaying) return;
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if (_dirty) Rebuild();
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if (animate) AnimateTiles((float)EditorApplication.timeSinceStartup);
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}
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#endif
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void Update()
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{
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if (!Application.isPlaying) return;
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if (_dirty) Rebuild();
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if (animate) AnimateTiles(Time.time);
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}
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void Rebuild()
|
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{
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_dirty = false;
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ClearChildren();
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float s = triangleSize;
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float h = s * Mathf.Sqrt(3f) * 0.5f;
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Mesh upMesh = BuildRoundedTrianglePrism(
|
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new Vector2(-s * 0.5f, -h / 3f),
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new Vector2(s * 0.5f, -h / 3f),
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new Vector2(0f, 2f * h / 3f),
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gapScale, cornerRadius, cornerSegments, thickness, "TrianglePanel_Up");
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||||
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Mesh downMesh = BuildRoundedTrianglePrism(
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new Vector2(-s * 0.5f, h / 3f),
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new Vector2(s * 0.5f, h / 3f),
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new Vector2(0f, -2f * h / 3f),
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gapScale, cornerRadius, cornerSegments, thickness, "TrianglePanel_Down");
|
||||
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float originX = -(columns * s) * 0.5f;
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float originZ = -(rows * h) * 0.5f;
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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);
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CreateTile($"Tile_{r}_{c}_Up", upMesh, upPos, transforms, basePositions);
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Vector3 downPos = new Vector3(originX + c * s + s, 0f, rowZ + 2f * h / 3f);
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CreateTile($"Tile_{r}_{c}_Down", downMesh, downPos, transforms, basePositions);
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||||
}
|
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}
|
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|
||||
_tileTransforms = transforms.ToArray();
|
||||
_tileBasePos = basePositions.ToArray();
|
||||
|
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if (showBacker)
|
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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
|
||||
Reference in New Issue
Block a user