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. Phase 1.5b: also drives a per-room-biome tint on the /// expedition ground quads (MaterialPropertyBlock — the material asset is never touched). /// [WorldSystemFilter(WorldSystemFilterFlags.ClientSimulation)] [UpdateInGroup(typeof(PresentationSystemGroup))] public partial class WorldAtmosphereSystem : SystemBase { Camera _cam; MeshRenderer[] _ground; MaterialPropertyBlock _mpb; Color _groundCur; static readonly int BaseColorId = Shader.PropertyToID("_BaseColor"); 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). // Ground tints are ABSOLUTE _BaseColor values (the MPB replaces the authored arid sand tint). Color groundTarget = new Color(0.60f, 0.56f, 0.50f, 1f); // authored arid sand (Mat_Ground_Arid_Dark) bool haveRun = SystemAPI.TryGetSingleton(out var runInfo); if (haveRun && 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); groundTarget = new Color(0.47f, 0.55f, 0.43f, 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); groundTarget = new Color(0.42f, 0.46f, 0.55f, 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); groundTarget = new Color(0.52f, 0.42f, 0.58f, 1f); break; // Arid keeps the config/default burnt-dusk orange + sand ground 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); // Per-room-biome ground tint (expedition quads only; the meadow base keeps its authored material). if (_ground == null) { var found = new System.Collections.Generic.List(); foreach (var mr in Object.FindObjectsByType(FindObjectsSortMode.None)) if (mr.gameObject.name == "Ground_Arid") found.Add(mr); if (found.Count > 0) { _ground = found.ToArray(); _mpb = new MaterialPropertyBlock(); _groundCur = groundTarget; // snap on first sight — no lerp from black } } if (_ground != null) { _groundCur = Color.Lerp(_groundCur, groundTarget, 1f - Mathf.Exp(-2.5f * UnityEngine.Time.deltaTime)); _mpb.SetColor(BaseColorId, _groundCur); for (int i = 0; i < _ground.Length; i++) if (_ground[i] != null) _ground[i].SetPropertyBlock(_mpb); } } } }