Files
pelpanagiotis d04ff998cb 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
2026-09-17 17:18:45 +03:00

70 lines
2.7 KiB
C#

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;
}
}
}