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
@@ -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;
}
}
}