9670465e25
Operator: base flora too dense + "the waving/shader doesn't look great". Diagnosis: EVERY Synty flora prop (both biomes) uses the Synty/Foliage VERTEX-wind shader — the transform root-tilt sway has been double-animating all flora since 1.5, and ground-flush carpet props (Flowers_Flat, Grass_*_Plane) visibly lift their edges when tilted. - AmbientMotionConfig.SwayEnabled -> false (code default + the serialized scene value): idle motion = the authored per-vertex shader wind (tips bend, bases planted). Knob kept for A/B; walk-through RUSTLE stays as the reactive layer the shader can't provide. - AmbientMotionSystem: flat carpet props excluded from the flora cache entirely — no tilt even from rustle. - Flower density thinned deterministically: Flowers_Flat keep 40%, Wildflowers/Sunflowers keep 50%, center (r<13) thinned harder (x0.6) — 17/38 drifts off; play/build area reads clear, flowers become ring accents. Console clean; sway/rustle knobs remain live-tunable in the scene. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
259 lines
11 KiB
C#
259 lines
11 KiB
C#
using System.Collections.Generic;
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using ProjectM.Simulation;
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using Unity.Entities;
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using Unity.NetCode;
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using Unity.Transforms;
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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 AMBIENT MOTION layer (Phase 1.5 "world alive" — the anti-static beat, zero netcode):
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/// - per-biome DRIFT particles (meadow motes / arid wind-blown dust / cavern motes / blight spores) from
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/// one world-space emitter that follows the camera; palette keys on camera-X region + the replicated
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/// per-room biome, mirroring <see cref="WorldAtmosphereSystem"/>'s switch
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/// - idle SWAY on the cosmetic flora prop roots near the camera (Game.unity classic layer; probed
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/// 2026-07-09: 212 flora roots, none static-batched, LOD children follow the root)
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/// - walk-through RUSTLE: flora brushed by the LOCAL player (the GhostOwnerIsLocal idiom) gets an
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/// energy pulse that shakes and decays
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/// Observe-only <see cref="SystemBase"/> in <see cref="PresentationSystemGroup"/>; wall-clock time is fine
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/// (presentation). Rotations write around a cached base so the layer is lossless when toggled off.
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/// Knobs live in <see cref="AmbientMotionConfig"/> (defaults when absent).
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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 AmbientMotionSystem : SystemBase
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{
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static readonly System.Text.RegularExpressions.Regex FloraName = new System.Text.RegularExpressions.Regex(
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"bush|grass|flower|fern|groundcover|ground_cover|wildflower|clover|reed|succulent|cactus",
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System.Text.RegularExpressions.RegexOptions.IgnoreCase);
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struct Flora
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{
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public Transform T;
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public Vector3 Pos;
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public Quaternion BaseRot;
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public float Phase;
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public float RustleEnergy;
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}
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readonly List<Flora> _flora = new List<Flora>(256);
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bool _floraCached;
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string _sceneKey;
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Camera _cam;
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GameObject _root;
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ParticleSystem _drift;
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int _biomeKey = -1;
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protected override void OnDestroy()
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{
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RestoreFlora();
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if (_root != null) Object.Destroy(_root);
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}
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protected override void OnUpdate()
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{
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var scene = UnityEngine.SceneManagement.SceneManager.GetActiveScene();
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if (scene.name != "Game") { RestoreFlora(); _floraCached = false; 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 = AmbientMotionConfig.Instance;
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bool enabled = cfg == null || cfg.Enabled;
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if (!enabled)
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{
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RestoreFlora();
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if (_drift != null && _drift.isPlaying) _drift.Stop();
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return;
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}
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if (!_floraCached || _sceneKey != scene.path) CacheFlora(scene);
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UpdateDrift(cfg);
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UpdateSwayAndRustle(cfg);
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}
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// ---------- flora cache ----------
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void CacheFlora(UnityEngine.SceneManagement.Scene scene)
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{
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RestoreFlora();
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_flora.Clear();
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foreach (var root in scene.GetRootGameObjects())
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{
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if (root.name != "BaseBiome" && !root.name.StartsWith("ExpeditionBiome")) continue;
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foreach (var t in root.GetComponentsInChildren<Transform>(false))
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{
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if (!FloraName.IsMatch(t.gameObject.name)) continue;
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if (t.gameObject.name.Contains("LOD")) continue; // prop roots only; LOD children follow
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if (t.GetComponent<LODGroup>() == null && t.GetComponent<MeshRenderer>() == null) continue;
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// 1.5b: ground-flush carpet props (Flowers_Flat, Grass_*_Plane) must NEVER root-tilt —
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// any rotation lifts their edges off the ground; they stay fully static (shader wind only).
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if (t.gameObject.name.IndexOf("Flat", System.StringComparison.OrdinalIgnoreCase) >= 0
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|| t.gameObject.name.IndexOf("Plane", System.StringComparison.OrdinalIgnoreCase) >= 0) continue;
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var p = t.position;
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_flora.Add(new Flora
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{
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T = t,
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Pos = p,
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BaseRot = t.localRotation,
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Phase = (p.x * 12.9898f + p.z * 78.233f) % 6.2831f,
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RustleEnergy = 0f,
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});
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}
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}
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_floraCached = true;
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_sceneKey = scene.path;
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}
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void RestoreFlora()
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{
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for (int i = 0; i < _flora.Count; i++)
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if (_flora[i].T != null) _flora[i].T.localRotation = _flora[i].BaseRot;
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}
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// ---------- biome drift particles ----------
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void UpdateDrift(AmbientMotionConfig cfg)
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{
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bool driftOn = cfg == null || cfg.DriftEnabled;
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if (!driftOn)
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{
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if (_drift != null && _drift.isPlaying) _drift.Stop();
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return;
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}
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if (_root == null)
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{
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_root = new GameObject("~AmbientMotion");
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Object.DontDestroyOnLoad(_root);
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}
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if (_drift == null)
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{
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var mat = FeedbackFx.MakeParticleMaterial("AmbientDrift");
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_drift = FeedbackFx.MakeBurst(_root.transform, "Drift", mat, Color.white,
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0.09f, 0.15f, 9f, 600, gravity: 0f, shapeRadius: 1f, sizeTail: 0.9f);
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var main = _drift.main;
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main.simulationSpace = ParticleSystemSimulationSpace.World;
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main.startLifetime = 9f;
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var shape = _drift.shape;
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shape.enabled = true;
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shape.shapeType = ParticleSystemShapeType.Box;
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shape.scale = new Vector3(36f, 7f, 24f);
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var noise = _drift.noise;
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noise.enabled = true;
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noise.strength = 0.45f;
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noise.frequency = 0.25f;
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var emission = _drift.emission;
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emission.enabled = true;
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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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{
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key = 1; // arid default
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if (SystemAPI.TryGetSingleton<RunInfo>(out var ri) && ri.Lifecycle != RunLifecycle.Staging)
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{
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switch (ri.CurrentBiome)
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{
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case RoomBiomeId.Meadow: key = 0; break;
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case RoomBiomeId.Cavern: key = 2; break;
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case RoomBiomeId.Blight: key = 3; break;
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}
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}
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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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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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}
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main.startColor = c;
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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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var emission = _drift.emission;
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emission.rateOverTime = cfg != null ? cfg.DriftRate : 28f;
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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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var camPos = _cam.transform.position;
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_drift.transform.position = new Vector3(camPos.x, 3.5f, camPos.z);
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}
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// ---------- sway + rustle ----------
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void UpdateSwayAndRustle(AmbientMotionConfig cfg)
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{
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bool swayOn = cfg == null || cfg.SwayEnabled;
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bool rustleOn = cfg == null || cfg.RustleEnabled;
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if (!swayOn && !rustleOn) { RestoreFlora(); return; }
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float swayRadius = cfg != null ? cfg.SwayRadius : 30f;
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float swayAmp = cfg != null ? cfg.SwayAmpDeg : 1.4f;
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float swayHz = cfg != null ? cfg.SwayHz : 0.8f;
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float rustleRadius = cfg != null ? cfg.RustleRadius : 1.7f;
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float rustleAmp = cfg != null ? cfg.RustleAmpDeg : 7f;
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float rustleHz = cfg != null ? cfg.RustleHz : 9f;
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float rustleDecay = cfg != null ? cfg.RustleDecay : 2.5f;
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// local player position (rustle source); missing (menu/no ghost yet) -> far away
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Vector3 playerPos = new Vector3(1e9f, 0f, 1e9f);
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foreach (var lt in SystemAPI.Query<RefRO<LocalTransform>>().WithAll<GhostOwnerIsLocal, PlayerTag>())
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playerPos = new Vector3(lt.ValueRO.Position.x, 0f, lt.ValueRO.Position.z);
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float t = UnityEngine.Time.time;
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float dt = UnityEngine.Time.deltaTime;
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var camPos = _cam.transform.position;
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float swayR2 = swayRadius * swayRadius;
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float rustleR2 = rustleRadius * rustleRadius;
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for (int i = 0; i < _flora.Count; i++)
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{
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var f = _flora[i];
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if (f.T == null) continue;
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float dxc = f.Pos.x - camPos.x, dzc = f.Pos.z - camPos.z;
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bool nearCam = dxc * dxc + dzc * dzc < swayR2;
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if (rustleOn)
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{
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float dxp = f.Pos.x - playerPos.x, dzp = f.Pos.z - playerPos.z;
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if (dxp * dxp + dzp * dzp < rustleR2) f.RustleEnergy = 1f;
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else if (f.RustleEnergy > 0f) f.RustleEnergy = Mathf.Max(0f, f.RustleEnergy - rustleDecay * dt);
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}
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if (!nearCam && f.RustleEnergy <= 0f)
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{
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_flora[i] = f;
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continue;
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}
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float ax = 0f, az = 0f;
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if (swayOn && nearCam)
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{
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ax += swayAmp * Mathf.Sin(t * swayHz * 6.2831f + f.Phase);
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az += swayAmp * 0.8f * Mathf.Sin(t * swayHz * 5.5f + f.Phase * 1.7f);
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}
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if (f.RustleEnergy > 0f)
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{
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float e = f.RustleEnergy;
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ax += rustleAmp * e * Mathf.Sin(t * rustleHz * 6.2831f + f.Phase);
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az += rustleAmp * 0.7f * e * Mathf.Sin(t * rustleHz * 5.1f + f.Phase * 2.3f);
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}
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f.T.localRotation = f.BaseRot * Quaternion.Euler(ax, 0f, az);
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_flora[i] = f;
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}
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}
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}
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}
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