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
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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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