414f9ff62a
Dark-ambient, dynamic-light-first look (RoR2/Death Scourges reference),
built filter-agnostic so the pixel style composes on top:
- New DynamicLightSystem (client-only, PresentationSystemGroup): pooled
point lights follow projectile ghosts; pulsing portal light during
RoomExplore (same ExpeditionPortalPos authority as the beacon); soft
resource-node glow that fades with harvest-shrink; short impact
FLASHES fed by CombatFeedbackSystem's burst funnel (EmitColored +
SpawnVfx -> RequestFlash). Knobs in DynamicLightConfig (scene object,
code defaults when absent).
- Atmosphere darkened: WorldAtmosphereConfig/System palettes moved to
the dark set (base cool dusk, arid burnt dusk, per-room biome consts
darkened); scene fog switched Linear -> ExponentialSquared (the
system's per-region DENSITY writes were dead in Linear mode);
trilight ambient lowered; directional 1.9 -> 1.05 slightly warm.
- 6 landmark mood lights (warpgate cyan, artefact violet x2, survey
camp warm x2, cabin warm); URP additional-lights-per-object 4 -> 8
(was starving the existing Aether lights).
- Art-look gate material: Assets/Screenshots/artlook_{base,room}_
pixel{ON,OFF}.png over the lit scene.
Verified: lights live in Play (20 static at base incl. new landmarks;
pooled dynamics active in-room: node glows + impact flashes), fog/
ambient values confirmed live, 466/466 EditMode, console clean.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
77 lines
4.2 KiB
C#
77 lines
4.2 KiB
C#
using Unity.Entities;
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using UnityEngine;
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namespace ProjectM.Client
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{
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/// <summary>
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/// Client-only ATMOSPHERE cross-fade for the two-region world. A managed presentation system
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/// (SystemBase, main thread, NO Burst) in <see cref="PresentationSystemGroup"/> that OBSERVES the
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/// follow-camera's world-space X and lerps <see cref="RenderSettings"/> fog + Trilight sky-ambient between
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/// the lush cyan meadow base (origin) and the hostile orange arid expedition (+1000 X) — mirroring
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/// HudSystem's region split at camera X > 500. The directional light + skybox + post-FX volume stay
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/// GLOBAL; only fog colour/density + ambient sky colour shift per region. Pure presentation: never mutates
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/// the simulation, no ECS query (camera + RenderSettings only). Knobs live in
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/// <see cref="WorldAtmosphereConfig"/> (falls back to baked defaults when absent). Guarded to the gameplay
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/// "Game" scene so it never restyles the menu. Fog enable/mode + equator/ground ambient are baked into the
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/// scene; this only drives the per-region deltas.
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/// </summary>
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[WorldSystemFilter(WorldSystemFilterFlags.ClientSimulation)]
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[UpdateInGroup(typeof(PresentationSystemGroup))]
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public partial class WorldAtmosphereSystem : SystemBase
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{
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Camera _cam;
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protected override void OnUpdate()
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{
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if (UnityEngine.SceneManagement.SceneManager.GetActiveScene().name != "Game") return;
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if (_cam == null) _cam = Camera.main;
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if (_cam == null) return;
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var cfg = WorldAtmosphereConfig.Instance;
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float boundary = cfg != null ? cfg.BoundaryX : 500f;
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float half = cfg != null ? Mathf.Max(1f, cfg.BlendHalfWidth) : 80f;
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Color baseFog = cfg != null ? cfg.BaseFogColor : new Color(0.09f, 0.13f, 0.14f, 1f);
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float baseDen = cfg != null ? cfg.BaseFogDensity : 0.010f;
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Color baseAmb = cfg != null ? cfg.BaseAmbientSky : new Color(0.32f, 0.38f, 0.48f, 1f);
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Color expFog = cfg != null ? cfg.ExpeditionFogColor : new Color(0.24f, 0.13f, 0.06f, 1f);
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float expDen = cfg != null ? cfg.ExpeditionFogDensity : 0.016f;
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Color expAmb = cfg != null ? cfg.ExpeditionAmbientSky : new Color(0.45f, 0.31f, 0.20f, 1f);
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// Step 14 (expedition redesign): the EXPEDITION-side palette keys on the replicated per-room biome
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// (RunInfo.CurrentBiome) so every room re-themes — the camera-X blend still owns the base↔run fade.
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// Palettes are code consts (cosmetic; per-biome config knobs can layer on later without churn).
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// Phase 1.5: all palettes moved to the dark-ambient set (dynamic lights carry readability).
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if (SystemAPI.TryGetSingleton<ProjectM.Simulation.RunInfo>(out var runInfo)
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&& runInfo.Lifecycle != ProjectM.Simulation.RunLifecycle.Staging)
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{
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switch (runInfo.CurrentBiome)
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{
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case ProjectM.Simulation.RoomBiomeId.Meadow:
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expFog = new Color(0.10f, 0.16f, 0.10f, 1f); expDen = 0.012f;
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expAmb = new Color(0.30f, 0.42f, 0.32f, 1f);
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break;
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case ProjectM.Simulation.RoomBiomeId.Cavern:
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expFog = new Color(0.06f, 0.08f, 0.12f, 1f); expDen = 0.020f;
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expAmb = new Color(0.24f, 0.28f, 0.38f, 1f);
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break;
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case ProjectM.Simulation.RoomBiomeId.Blight:
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expFog = new Color(0.13f, 0.07f, 0.15f, 1f); expDen = 0.022f;
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expAmb = new Color(0.32f, 0.24f, 0.38f, 1f);
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break;
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// Arid keeps the config/default burnt-dusk orange above.
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}
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}
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float x = _cam.transform.position.x;
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float t = Mathf.Clamp01((x - (boundary - half)) / (2f * half));
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t = t * t * (3f - 2f * t); // smoothstep
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RenderSettings.fogColor = Color.Lerp(baseFog, expFog, t);
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RenderSettings.fogDensity = Mathf.Lerp(baseDen, expDen, t);
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RenderSettings.ambientSkyColor = Color.Lerp(baseAmb, expAmb, t);
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}
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}
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}
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