Hygiene B4a: extract shared FeedbackFx (dedup 4 procedural-FX copies)

New FeedbackFx static (MakeClip/MakeParticleMaterial/MakeBurst/PlayClip/EmitTinted/EmitAt); the 3 *FeedbackSystem copies + AmbientAudio.MakeSting now route through it via 'using static'. MakeBurst takes the FX-root + the per-use gravity/radius/sizeTail that were the only diffs between copies; MakeClip folds in noise + decay. Behaviour-identical by construction (every particle/clip param preserved exactly).

459/459 EditMode tests pass; compiles clean. VFX are presentation-only (no EditMode coverage) -> wants a Play-mode smoke to eyeball hit/death/harvest/structure bursts.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-07-08 12:59:05 -07:00
parent d0dcdf36c4
commit 52eda31360
6 changed files with 128 additions and 258 deletions
@@ -0,0 +1,113 @@
using UnityEngine;
namespace ProjectM.Client
{
/// <summary>
/// Shared asset-free procedural-FX toolkit for the client presentation FEEDBACK systems (Combat / Structure /
/// World / Ambient), which previously each carried a near-identical private copy. Pure UnityEngine (no ECS), so
/// it stays a plain static helper. MakeBurst takes the owning FX-root transform + the per-use gravity / shape
/// radius / size-tail that were the ONLY real differences between the old copies (Combat 0/0.06/0.2,
/// Structure 0.3/0.18/0.15, World 0.25/0.10/0.2). MakeClip folds in the noise + envelope-decay knobs that were
/// the only differences between the CombatFeedback MakeClip and the AmbientAudio MakeSting.
/// </summary>
public static class FeedbackFx
{
public static AudioClip MakeClip(string name, float f0, float f1, float dur, float vol, bool noise = false, float decay = 5f)
{
const int rate = 44100;
int len = Mathf.Max(16, (int)(dur * rate));
var clip = AudioClip.Create(name, len, 1, rate, false);
var data = new float[len];
var rng = new System.Random(name.Length * 9973 + 7);
float phase = 0f;
for (int i = 0; i < len; i++)
{
float t = i / (float)len;
float env = Mathf.Exp(-decay * t);
float freq = Mathf.Lerp(f0, f1, t);
phase += 2f * Mathf.PI * freq / rate;
float s = noise ? (float)(rng.NextDouble() * 2.0 - 1.0) : Mathf.Sin(phase);
data[i] = s * env * vol;
}
clip.SetData(data, 0);
return clip;
}
public static Material MakeParticleMaterial(string name = "FeedbackParticle")
{
// Sprites/Default is an always-included transparent vertex-coloured shader (reliable billboarded sparks;
// HDR start colours still push past the bloom threshold); fall back through URP unlit / Unlit/Color.
Shader sh = Shader.Find("Sprites/Default");
if (sh == null) sh = Shader.Find("Universal Render Pipeline/Particles/Unlit");
if (sh == null) sh = Shader.Find("Unlit/Color");
return new Material(sh) { name = name };
}
public static ParticleSystem MakeBurst(Transform parent, string name, Material mat, Color color,
float size, float speed, float life, int max,
float gravity = 0f, float shapeRadius = 0.06f, float sizeTail = 0.2f)
{
var go = new GameObject(name);
go.transform.SetParent(parent, false);
var ps = go.AddComponent<ParticleSystem>();
var main = ps.main;
main.loop = false;
main.playOnAwake = false;
main.startLifetime = life;
main.startSpeed = speed;
main.startSize = size;
main.startColor = color;
main.maxParticles = max;
main.gravityModifier = gravity;
main.simulationSpace = ParticleSystemSimulationSpace.World;
var emission = ps.emission;
emission.enabled = false; // manual Emit(count)
var shape = ps.shape;
shape.enabled = true;
shape.shapeType = ParticleSystemShapeType.Sphere;
shape.radius = shapeRadius;
var colOverLife = ps.colorOverLifetime;
colOverLife.enabled = true;
var grad = new Gradient();
grad.SetKeys(
new[] { new GradientColorKey(Color.white, 0f), new GradientColorKey(Color.white, 1f) },
new[] { new GradientAlphaKey(1f, 0f), new GradientAlphaKey(0f, 1f) });
colOverLife.color = new ParticleSystem.MinMaxGradient(grad);
var sizeOverLife = ps.sizeOverLifetime;
sizeOverLife.enabled = true;
sizeOverLife.size = new ParticleSystem.MinMaxCurve(1f, AnimationCurve.Linear(0f, 1f, 1f, sizeTail));
var renderer = ps.GetComponent<ParticleSystemRenderer>();
renderer.material = mat;
renderer.renderMode = ParticleSystemRenderMode.Billboard;
return ps;
}
public static void EmitTinted(ParticleSystem ps, Vector3 pos, int count, Color tint)
{
if (ps == null) return;
var main = ps.main;
main.startColor = tint;
ps.transform.position = pos;
ps.Emit(count);
}
public static void EmitAt(ParticleSystem ps, Vector3 pos, int count)
{
if (ps == null) return;
ps.transform.position = pos;
ps.Emit(count);
}
public static void PlayClip(AudioClip clip, Vector3 pos, float vol)
{
if (clip == null) return;
AudioSource.PlayClipAtPoint(clip, pos, vol * GameVolume.Sfx);
}
}
}