using Unity.Entities;
using UnityEngine;
namespace ProjectM.Client
{
///
/// Client-only ATMOSPHERE cross-fade for the two-region world. A managed presentation system
/// (SystemBase, main thread, NO Burst) in that OBSERVES the
/// follow-camera's world-space X and lerps fog + Trilight sky-ambient between
/// the lush cyan meadow base (origin) and the hostile orange arid expedition (+1000 X) — mirroring
/// HudSystem's region split at camera X > 500. The directional light + skybox + post-FX volume stay
/// GLOBAL; only fog colour/density + ambient sky colour shift per region. Pure presentation: never mutates
/// the simulation, no ECS query (camera + RenderSettings only). Knobs live in
/// (falls back to baked defaults when absent). Guarded to the gameplay
/// "Game" scene so it never restyles the menu. Fog enable/mode + equator/ground ambient are baked into the
/// scene; this only drives the per-region deltas.
///
[WorldSystemFilter(WorldSystemFilterFlags.ClientSimulation)]
[UpdateInGroup(typeof(PresentationSystemGroup))]
public partial class WorldAtmosphereSystem : SystemBase
{
Camera _cam;
protected override void OnUpdate()
{
if (UnityEngine.SceneManagement.SceneManager.GetActiveScene().name != "Game") return;
if (_cam == null) _cam = Camera.main;
if (_cam == null) return;
var cfg = WorldAtmosphereConfig.Instance;
float boundary = cfg != null ? cfg.BoundaryX : 500f;
float half = cfg != null ? Mathf.Max(1f, cfg.BlendHalfWidth) : 80f;
Color baseFog = cfg != null ? cfg.BaseFogColor : new Color(0.09f, 0.13f, 0.14f, 1f);
float baseDen = cfg != null ? cfg.BaseFogDensity : 0.010f;
Color baseAmb = cfg != null ? cfg.BaseAmbientSky : new Color(0.32f, 0.38f, 0.48f, 1f);
Color expFog = cfg != null ? cfg.ExpeditionFogColor : new Color(0.24f, 0.13f, 0.06f, 1f);
float expDen = cfg != null ? cfg.ExpeditionFogDensity : 0.016f;
Color expAmb = cfg != null ? cfg.ExpeditionAmbientSky : new Color(0.45f, 0.31f, 0.20f, 1f);
// Step 14 (expedition redesign): the EXPEDITION-side palette keys on the replicated per-room biome
// (RunInfo.CurrentBiome) so every room re-themes — the camera-X blend still owns the base↔run fade.
// Palettes are code consts (cosmetic; per-biome config knobs can layer on later without churn).
// Phase 1.5: all palettes moved to the dark-ambient set (dynamic lights carry readability).
if (SystemAPI.TryGetSingleton(out var runInfo)
&& runInfo.Lifecycle != ProjectM.Simulation.RunLifecycle.Staging)
{
switch (runInfo.CurrentBiome)
{
case ProjectM.Simulation.RoomBiomeId.Meadow:
expFog = new Color(0.10f, 0.16f, 0.10f, 1f); expDen = 0.012f;
expAmb = new Color(0.30f, 0.42f, 0.32f, 1f);
break;
case ProjectM.Simulation.RoomBiomeId.Cavern:
expFog = new Color(0.06f, 0.08f, 0.12f, 1f); expDen = 0.020f;
expAmb = new Color(0.24f, 0.28f, 0.38f, 1f);
break;
case ProjectM.Simulation.RoomBiomeId.Blight:
expFog = new Color(0.13f, 0.07f, 0.15f, 1f); expDen = 0.022f;
expAmb = new Color(0.32f, 0.24f, 0.38f, 1f);
break;
// Arid keeps the config/default burnt-dusk orange above.
}
}
float x = _cam.transform.position.x;
float t = Mathf.Clamp01((x - (boundary - half)) / (2f * half));
t = t * t * (3f - 2f * t); // smoothstep
RenderSettings.fogColor = Color.Lerp(baseFog, expFog, t);
RenderSettings.fogDensity = Mathf.Lerp(baseDen, expDen, t);
RenderSettings.ambientSkyColor = Color.Lerp(baseAmb, expAmb, t);
}
}
}