- 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
69 lines
2.7 KiB
C#
69 lines
2.7 KiB
C#
using Procedural;
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using UnityEditor;
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using UnityEditor.SceneManagement;
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using UnityEngine;
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namespace ProceduralEditor
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{
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public static class TriangleWavePanelMenu
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{
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const string MaterialsFolder = "Assets/Materials";
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const string FaceMaterialPath = MaterialsFolder + "/LowPolyTriangleFace.mat";
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const string BackerMaterialPath = MaterialsFolder + "/LowPolyTriangleBacker.mat";
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[MenuItem("Tools/Scene/Add Triangle Wave Panel (Tiles)")]
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public static void CreateInScene()
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{
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var faceMaterial = GetOrCreateMaterial(FaceMaterialPath, "Universal Render Pipeline/Lit", mat =>
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{
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mat.SetColor("_BaseColor", new Color(0.09f, 0.11f, 0.14f));
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if (mat.HasProperty("_Smoothness")) mat.SetFloat("_Smoothness", 0.45f);
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if (mat.HasProperty("_Metallic")) mat.SetFloat("_Metallic", 0.05f);
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if (mat.HasProperty("_Cull")) mat.SetFloat("_Cull", 0f);
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});
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var backerMaterial = GetOrCreateMaterial(BackerMaterialPath, "Universal Render Pipeline/Unlit", mat =>
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{
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mat.SetColor("_BaseColor", new Color(0.95f, 0.96f, 0.98f));
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if (mat.HasProperty("_Cull")) mat.SetFloat("_Cull", 0f);
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});
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var go = new GameObject("Triangle Wave Panel");
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Undo.RegisterCreatedObjectUndo(go, "Add Triangle Wave Panel");
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go.transform.position = new Vector3(0f, -1.5f, 15f);
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go.transform.rotation = Quaternion.identity;
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var panel = go.AddComponent<TriangleWavePanel>();
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panel.faceMaterial = faceMaterial;
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panel.backerMaterial = backerMaterial;
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EditorSceneManager.MarkSceneDirty(EditorSceneManager.GetActiveScene());
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Selection.activeGameObject = go;
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if (SceneView.lastActiveSceneView != null)
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SceneView.lastActiveSceneView.FrameSelected();
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}
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static Material GetOrCreateMaterial(string path, string shaderName, System.Action<Material> configure)
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{
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var existing = AssetDatabase.LoadAssetAtPath<Material>(path);
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if (existing != null) return existing;
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if (!AssetDatabase.IsValidFolder(MaterialsFolder))
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AssetDatabase.CreateFolder("Assets", "Materials");
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var shader = Shader.Find(shaderName);
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if (shader == null)
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{
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Debug.LogError($"TriangleWavePanelMenu: could not find shader '{shaderName}'.");
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return null;
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}
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var mat = new Material(shader);
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configure(mat);
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AssetDatabase.CreateAsset(mat, path);
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AssetDatabase.SaveAssets();
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return mat;
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}
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}
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}
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