using Unity.Entities;
using UnityEngine;
namespace ProjectM.Client
{
///
/// Client-only water-column ATMOSPHERE for the LANTERN seabed (deep-sea murk). A managed presentation
/// system (SystemBase, main thread, NO Burst) in that OBSERVES the
/// follow-camera's world-space X and lerps fog + flat ambient between the
/// base-shelf murk (origin) and the deeper out-shelf murk (+1000 X) — mirroring HudSystem's region split
/// at camera X > 500. The skybox stays empty and the post-FX volume GLOBAL; only fog colour/density +
/// ambient shift per region. Pure presentation: never mutates the simulation. Knobs live in
/// (falls back to baked LANTERN-murk defaults when absent). Gated by
/// so it never restyles the menu or ArtStaging. Per-room-biome
/// murk variants key on the replicated RunInfo.CurrentBiome (re-meant to depth/water flavors — the old
/// meadow/arid/blight palettes died in the LANTERN realignment).
///
[WorldSystemFilter(WorldSystemFilterFlags.ClientSimulation)]
[UpdateInGroup(typeof(PresentationSystemGroup))]
public partial class WorldAtmosphereSystem : SystemBase
{
Camera _cam;
protected override void OnUpdate()
{
if (!ScenePolicy.IsGameplayScene()) 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;
// LANTERN murk defaults (match the ArtStaging source-of-truth hues; density is the play-readability knob).
Color baseFog = cfg != null ? cfg.BaseFogColor : new Color(0.02f, 0.10f, 0.12f, 1f);
float baseDen = cfg != null ? cfg.BaseFogDensity : 0.035f;
Color baseAmb = cfg != null ? cfg.BaseAmbientSky : new Color(0.03f, 0.055f, 0.08f, 1f);
Color expFog = cfg != null ? cfg.ExpeditionFogColor : new Color(0.015f, 0.075f, 0.10f, 1f);
float expDen = cfg != null ? cfg.ExpeditionFogDensity : 0.04f;
Color expAmb = cfg != null ? cfg.ExpeditionAmbientSky : new Color(0.02f, 0.045f, 0.07f, 1f);
// Per-room murk flavors (cosmetic code consts; all stay inside the deep-sea band — hue shifts are
// subtle, value stays dark so dynamic lights keep carrying readability).
bool haveRun = SystemAPI.TryGetSingleton(out var runInfo);
if (haveRun && runInfo.Lifecycle != ProjectM.Simulation.RunLifecycle.Staging)
{
switch (runInfo.CurrentBiome)
{
case ProjectM.Simulation.RoomBiomeId.Meadow: // kelp shallows: a touch greener
expFog = new Color(0.02f, 0.10f, 0.09f, 1f); expDen = 0.035f;
expAmb = new Color(0.025f, 0.06f, 0.06f, 1f);
break;
case ProjectM.Simulation.RoomBiomeId.Cavern: // crush-dark trench: colder + denser
expFog = new Color(0.01f, 0.05f, 0.08f, 1f); expDen = 0.05f;
expAmb = new Color(0.015f, 0.035f, 0.06f, 1f);
break;
case ProjectM.Simulation.RoomBiomeId.Blight: // gloam bloom: a sick green-violet cast
expFog = new Color(0.045f, 0.075f, 0.09f, 1f); expDen = 0.045f;
expAmb = new Color(0.045f, 0.05f, 0.075f, 1f);
break;
// default keeps the config/fallback out-shelf murk 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);
}
}
}