Art/Fix: A0 gate pass — death-pose lock, off-palette drift, lighting debris
Found by running the A0 style-proof against the SHIPPING scene instead of ArtStaging (which judges static glTF bakes on an import shader, with zero SkinnedMeshRenderers and no Animator — it cannot answer "does the game look like this"). Player-facing bugs fixed: - AC_PlayerTopDown/AC_EnemyTopDown "Death" had ZERO outgoing transitions. Any State enters on IsDead and nothing ever leaves. The player ghost is a persistent entity, so its Rukhanka animator never resets: once you died you rendered sprawled on the seabed permanently — sim fully respawned, moving and fighting, visually a corpse. Added Death -> Idle on (IsDead == false). - AmbientMotionSystem drift was still the deleted biome system: key 0 = "meadow", MeadowMoteColor (0.62, 0.85, 0.60) = GREEN motes, 600 of them in a 36x7x24 box following the camera — the most off-palette thing in the frame. Its x>500 region probe pointed at space now holding zero renderers. Collapsed to one cold marine particulate; dropped the 4 dead mote colours + AridWind. - FeedbackFx.MakeParticleMaterial built Sprites/Default with NO texture, so every procedural particle rendered as a hard SQUARE. Added a procedural soft dot (no Resources.Load — build-stripped; asset-free presentation is the rule). - Game.unity carried a stock Unity "Directional Light" (warm-WHITE, 1.05, Soft) outranking KeyWarm as a second competing shadow caster, plus 6 orphaned LandmarkLights — four at x=1030/1530 lighting a kilometre of empty water, two with no renderer within 12u, two of them purple. All 7 deleted. Added RimCold for silhouette separation; key:fill set to the tuned 3.9:1; WarmPool -> Soft. ArtStaging (kept as a lighting lab): KeyWarm 0.15 -> 0.85 — it was the only shadow-caster yet sat BELOW GloamFill 0.22, which destroys form by definition and is what read as "flat". StagingAmbiance was attached to nothing and its flora wiring searched for a Game.unity parent, which is what read as "static"; it also force-played the combat one-shot pool, now restricted to looping emitters. Flicker raised to a measured x2.11 cold swing vs x1.03 warm. 304/304 EditMode green; death-recovery, palette and particulate all verified live in Game.unity Play. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
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m_TexEnvs: []
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m_Ints: []
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m_Floats:
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@@ -16,15 +16,12 @@ namespace ProjectM.Client
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[Header("Master")]
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public bool Enabled = true;
|
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[Header("Biome drift particles (emitter follows the camera; sim space stays world)")]
|
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[Header("Ambient drift particles (emitter follows the camera; sim space stays world)")]
|
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// 2026-08-07: the four per-biome mote colours + AridWind went with the expedition — LANTERN is one look,
|
||||
// so the colour is fixed cold in AmbientMotionSystem. Only rate and size stay tunable.
|
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public bool DriftEnabled = true;
|
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[Min(0f)] public float DriftRate = 28f;
|
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[Min(0.01f)] public float DriftSize = 0.09f;
|
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public Color MeadowMoteColor = new Color(0.62f, 0.85f, 0.60f, 0.35f);
|
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public Color AridDustColor = new Color(0.85f, 0.68f, 0.45f, 0.28f);
|
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public Color CavernMoteColor = new Color(0.55f, 0.65f, 0.95f, 0.33f);
|
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public Color BlightSporeColor = new Color(0.72f, 0.50f, 0.85f, 0.33f);
|
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public Vector3 AridWind = new Vector3(2.2f, -0.15f, 0.5f);
|
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[Min(0f)] public float DriftRate = 18f;
|
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[Min(0.01f)] public float DriftSize = 0.07f;
|
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[Header("Idle foliage sway (root tilt) — OFF by default since 1.5b: ALL Synty flora uses the Synty/Foliage")]
|
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[Header("VERTEX-wind shader, so root tilt double-animates. Keep for A/B; rustle below stays the reactive layer.")]
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@@ -147,35 +147,22 @@ namespace ProjectM.Client
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emission.enabled = true;
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}
|
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|
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// palette key: base hub vs the replicated per-room biome (WorldAtmosphereSystem's switch shape)
|
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int key = 0; // 0 = meadow/base
|
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if (_cam.transform.position.x > 500f)
|
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// 2026-08-07 (A0 gate): the per-biome drift — meadow / arid / cavern / blight — went with the
|
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// expedition. LANTERN is ONE look, so this collapses to a single cold marine particulate. The old
|
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// "meadow" default was painting GREEN motes across the whole seabed (the most off-palette thing in
|
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// the shipping frame), and the x>500 region probe pointed at space that now holds zero renderers.
|
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if (_biomeKey != 0)
|
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{
|
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key = 1; // arid default
|
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// 2026-08-07 audit purge: per-room biome selection keyed off RunInfo.CurrentBiome, which went
|
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// with the run FSM. The expedition region keeps its single motion set.
|
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}
|
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if (key != _biomeKey)
|
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{
|
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_biomeKey = key;
|
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_biomeKey = 0;
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var main = _drift.main;
|
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main.startSize = cfg != null ? cfg.DriftSize : 0.09f;
|
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Color c;
|
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Vector3 wind;
|
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switch (key)
|
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{
|
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case 1: c = cfg != null ? cfg.AridDustColor : new Color(0.85f, 0.68f, 0.45f, 0.28f); wind = cfg != null ? cfg.AridWind : new Vector3(2.2f, -0.15f, 0.5f); break;
|
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case 2: c = cfg != null ? cfg.CavernMoteColor : new Color(0.55f, 0.65f, 0.95f, 0.33f); wind = new Vector3(0f, 0.18f, 0f); break;
|
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case 3: c = cfg != null ? cfg.BlightSporeColor : new Color(0.72f, 0.50f, 0.85f, 0.33f); wind = new Vector3(0f, 0.28f, 0f); break;
|
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default: c = cfg != null ? cfg.MeadowMoteColor : new Color(0.62f, 0.85f, 0.60f, 0.35f); wind = new Vector3(0f, 0.22f, 0f); break;
|
||||
}
|
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main.startColor = c;
|
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main.startSize = cfg != null ? cfg.DriftSize : 0.07f;
|
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main.startColor = new Color(0.55f, 0.80f, 0.95f, 0.26f); // cold: warm is reserved for OURS
|
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var vel = _drift.velocityOverLifetime;
|
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vel.enabled = true;
|
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vel.space = ParticleSystemSimulationSpace.World;
|
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vel.x = wind.x; vel.y = wind.y; vel.z = wind.z;
|
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vel.x = 0f; vel.y = 0.16f; vel.z = 0f; // detritus rising up the water column
|
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var emission = _drift.emission;
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emission.rateOverTime = cfg != null ? cfg.DriftRate : 28f;
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emission.rateOverTime = cfg != null ? cfg.DriftRate : 18f;
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}
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if (!_drift.isPlaying) _drift.Play();
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// follow the camera's ground focus so the volume always blankets the view
|
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@@ -33,6 +33,38 @@ namespace ProjectM.Client
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return clip;
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}
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static Texture2D s_softDot;
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|
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/// <summary>
|
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/// Sprites/Default with NO texture renders hard SQUARES — which is what the ambient drift was painting
|
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/// across the seabed (found at the 2026-08-07 A0 gate). Build the dot procedurally instead of referencing
|
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/// an asset: runtime Resources.Load is stripped from player builds, and asset-free presentation is the
|
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/// house rule. Self-healing across fast-enter-playmode — a destroyed texture compares == null and rebuilds.
|
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/// </summary>
|
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public static Texture2D SoftDot()
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{
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if (s_softDot != null) return s_softDot;
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const int N = 32;
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var t = new Texture2D(N, N, TextureFormat.RGBA32, false)
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{
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name = "T_SoftDotProc",
|
||||
wrapMode = TextureWrapMode.Clamp
|
||||
};
|
||||
for (int y = 0; y < N; y++)
|
||||
{
|
||||
for (int x = 0; x < N; x++)
|
||||
{
|
||||
float dx = (x + 0.5f) / N * 2f - 1f;
|
||||
float dy = (y + 0.5f) / N * 2f - 1f;
|
||||
float a = Mathf.Clamp01(1f - Mathf.Sqrt(dx * dx + dy * dy));
|
||||
t.SetPixel(x, y, new Color(1f, 1f, 1f, a * a)); // squared = softer falloff
|
||||
}
|
||||
}
|
||||
t.Apply();
|
||||
s_softDot = t;
|
||||
return t;
|
||||
}
|
||||
|
||||
public static Material MakeParticleMaterial(string name = "FeedbackParticle")
|
||||
{
|
||||
// Sprites/Default is an always-included transparent vertex-coloured shader (reliable billboarded sparks;
|
||||
@@ -40,7 +72,7 @@ namespace ProjectM.Client
|
||||
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 };
|
||||
return new Material(sh) { name = name, mainTexture = SoftDot() };
|
||||
}
|
||||
|
||||
public static ParticleSystem MakeBurst(Transform parent, string name, Material mat, Color color,
|
||||
|
||||
@@ -3,8 +3,15 @@ using UnityEngine;
|
||||
namespace ProjectM.Client
|
||||
{
|
||||
/// <summary>
|
||||
/// Dev-only ambiance animator for the ArtStaging scene. Play-mode; modulates LIGHTS only
|
||||
/// (no material/asset writes) so nothing persists on Play exit. Self-wires by object name.
|
||||
/// Dev-only ambiance animator for the ArtStaging scene. Play-mode; touches LIGHTS, TRANSFORMS of dev-only
|
||||
/// objects, and particle play-state — never materials or assets — so nothing persists on Play exit.
|
||||
/// Self-wires by object name.
|
||||
///
|
||||
/// 2026-08-07 (A0 gate, operator: "it looks flat and static"): this component existed but was attached to
|
||||
/// NOTHING, so the staging scene had never actually animated. Its flora wiring also looked for a "FloraLights"
|
||||
/// parent that does not exist in the scene — it now matches lights by name prefix instead. Added the motion a
|
||||
/// static-bake scene cannot get from animation: camera drift, buoyancy bob on the posed heroes, and a current
|
||||
/// on the particulate. The readability law is unchanged: STEADY warm = true light, GUTTERING cold = false.
|
||||
/// </summary>
|
||||
[DisallowMultipleComponent]
|
||||
public sealed class StagingAmbiance : MonoBehaviour
|
||||
@@ -12,52 +19,106 @@ namespace ProjectM.Client
|
||||
[Header("Caustics")]
|
||||
public float causticsSpinDegPerSec = 4f;
|
||||
|
||||
[Header("Warm beacon flicker")]
|
||||
public float beaconFlickerAmount = 0.06f;
|
||||
[Header("Bioluminescent pulse (cold = false light)")]
|
||||
public float floraPulseAmount = 0.35f;
|
||||
public float floraPulseSpeed = 1.1f;
|
||||
|
||||
[Header("Bioluminescent pulse")]
|
||||
public float floraPulseAmount = 0.22f;
|
||||
public float floraPulseSpeed = 1.4f;
|
||||
[Header("Camera drift — a locked-off camera reads as a screenshot, not a place")]
|
||||
public float camDriftAmplitude = 0.13f;
|
||||
public float camDriftSpeed = 0.17f;
|
||||
|
||||
[Header("Buoyancy — the heroes are static bakes; sell the water instead")]
|
||||
public float bobAmplitude = 0.045f;
|
||||
public float bobSpeed = 0.55f;
|
||||
public float swayDegrees = 0.9f;
|
||||
|
||||
Transform _caustics;
|
||||
Light _beacon; float _beaconBase;
|
||||
Light[] _flora; float[] _floraBase;
|
||||
Transform _cam; Vector3 _camBase;
|
||||
Transform[] _heroes; Vector3[] _heroBase; float[] _heroPhase;
|
||||
|
||||
void Awake()
|
||||
{
|
||||
var c = GameObject.Find("CausticsSpot");
|
||||
if (c != null) _caustics = c.transform;
|
||||
|
||||
var b = GameObject.Find("WarmPool");
|
||||
if (b != null) { _beacon = b.GetComponent<Light>(); if (_beacon != null) _beaconBase = _beacon.intensity; }
|
||||
// Match by NAME, not by parent — the scene has no "FloraLights" container (that wiring silently
|
||||
// matched nothing, which is half of why the scene looked static).
|
||||
var flora = new System.Collections.Generic.List<Light>();
|
||||
foreach (var l in Object.FindObjectsByType<Light>(FindObjectsSortMode.None))
|
||||
if (l.gameObject.name.StartsWith("FloraGlow")) flora.Add(l);
|
||||
_flora = flora.ToArray();
|
||||
_floraBase = new float[_flora.Length];
|
||||
for (int i = 0; i < _flora.Length; i++) _floraBase[i] = _flora[i].intensity;
|
||||
|
||||
var fl = GameObject.Find("FloraLights");
|
||||
if (fl != null)
|
||||
{
|
||||
_flora = fl.GetComponentsInChildren<Light>();
|
||||
_floraBase = new float[_flora.Length];
|
||||
for (int i = 0; i < _flora.Length; i++) _floraBase[i] = _flora[i].intensity;
|
||||
}
|
||||
var hero = new System.Collections.Generic.List<Transform>();
|
||||
foreach (var go in Object.FindObjectsByType<Transform>(FindObjectsSortMode.None))
|
||||
if (go.parent == null && go.name.StartsWith("Hero_")) hero.Add(go);
|
||||
_heroes = hero.ToArray();
|
||||
_heroBase = new Vector3[_heroes.Length];
|
||||
_heroPhase = new float[_heroes.Length];
|
||||
for (int i = 0; i < _heroes.Length; i++) { _heroBase[i] = _heroes[i].position; _heroPhase[i] = i * 2.1f; }
|
||||
|
||||
// Particulate: only start LOOPING ambient emitters. "Bubbles" under ~CombatFeedbackFX is the combat
|
||||
// one-shot pool (loop=false, duration 5) — force-playing it just fired the burst once and left it
|
||||
// stopped, which read as "the scene is static". Never drive the feedback pool from here.
|
||||
foreach (var ps in Object.FindObjectsByType<ParticleSystem>(FindObjectsSortMode.None))
|
||||
if (ps.main.loop && !ps.isPlaying) ps.Play();
|
||||
}
|
||||
|
||||
void Update()
|
||||
void OnEnable() => CacheCamera();
|
||||
|
||||
void CacheCamera()
|
||||
{
|
||||
var cam = Camera.main != null ? Camera.main : Object.FindFirstObjectByType<Camera>();
|
||||
if (cam == null) return;
|
||||
if (_cam != cam.transform) { _cam = cam.transform; _camBase = _cam.position; }
|
||||
}
|
||||
|
||||
void LateUpdate()
|
||||
{
|
||||
float t = Time.time;
|
||||
|
||||
// caustics slowly drift across the seabed
|
||||
if (_caustics != null)
|
||||
_caustics.Rotate(0f, causticsSpinDegPerSec * Time.deltaTime, 0f, Space.World);
|
||||
|
||||
// readability law: STEADY = true light. The warm beacon is left unmodulated (steady) on purpose.
|
||||
// FLICKER = false/counterfeit light -> the cold gloam pools gutter with organic Perlin flicker,
|
||||
// so "ours vs the deep's" reads through cadence even with hue/value removed.
|
||||
// Readability law: STEADY = true light, so the warm beacon is deliberately NOT modulated here.
|
||||
// The cold gloam pools gutter on organic Perlin noise — "ours vs the deep's" reads through cadence
|
||||
// even with hue and value removed.
|
||||
if (_flora != null)
|
||||
for (int i = 0; i < _flora.Length; i++)
|
||||
{
|
||||
float phase = i * 3.1f;
|
||||
float flick = 0.55f + 0.45f * Mathf.PerlinNoise(t * floraPulseSpeed * 1.8f + phase, phase * 0.7f);
|
||||
float n = Mathf.PerlinNoise(t * floraPulseSpeed * 1.8f + phase, phase * 0.7f);
|
||||
float flick = (1f - floraPulseAmount) + floraPulseAmount * 2f * n;
|
||||
_flora[i].intensity = _floraBase[i] * flick;
|
||||
}
|
||||
|
||||
// A locked-off camera in a still scene reads as a screenshot. A slow lissajous drift (centimetres,
|
||||
// not metres) is enough to make the murk feel like water you are suspended in.
|
||||
CacheCamera();
|
||||
if (_cam != null)
|
||||
{
|
||||
float a = camDriftAmplitude;
|
||||
_cam.position = _camBase + new Vector3(
|
||||
Mathf.Sin(t * camDriftSpeed) * a,
|
||||
Mathf.Sin(t * camDriftSpeed * 1.37f + 1.1f) * a * 0.6f,
|
||||
Mathf.Cos(t * camDriftSpeed * 0.83f) * a);
|
||||
}
|
||||
|
||||
// The heroes are posed static bakes with no rig bound, so they cannot idle. A buoyancy bob + micro-sway
|
||||
// costs nothing and sells "suspended in water" — which is what the frame is actually claiming.
|
||||
if (_heroes != null)
|
||||
for (int i = 0; i < _heroes.Length; i++)
|
||||
{
|
||||
if (_heroes[i] == null) continue;
|
||||
float p = t * bobSpeed + _heroPhase[i];
|
||||
_heroes[i].position = _heroBase[i] + new Vector3(0f, Mathf.Sin(p) * bobAmplitude, 0f);
|
||||
_heroes[i].rotation = Quaternion.Euler(
|
||||
Mathf.Sin(p * 0.7f) * swayDegrees * 0.5f,
|
||||
_heroes[i].rotation.eulerAngles.y,
|
||||
Mathf.Cos(p * 0.9f) * swayDegrees);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user