Files
Project-M/Assets/_Project/Scripts/Client/Presentation/FeedbackFx.cs
T
kronic b407f7cd6f Art/Fix: A0 gate pass — death-pose lock, off-palette drift, lighting debris
Found by running the A0 style-proof against the SHIPPING scene instead of
ArtStaging (which judges static glTF bakes on an import shader, with zero
SkinnedMeshRenderers and no Animator — it cannot answer "does the game look
like this").

Player-facing bugs fixed:

- AC_PlayerTopDown/AC_EnemyTopDown "Death" had ZERO outgoing transitions.
  Any State enters on IsDead and nothing ever leaves. The player ghost is a
  persistent entity, so its Rukhanka animator never resets: once you died you
  rendered sprawled on the seabed permanently — sim fully respawned, moving and
  fighting, visually a corpse. Added Death -> Idle on (IsDead == false).

- AmbientMotionSystem drift was still the deleted biome system: key 0 =
  "meadow", MeadowMoteColor (0.62, 0.85, 0.60) = GREEN motes, 600 of them in a
  36x7x24 box following the camera — the most off-palette thing in the frame.
  Its x>500 region probe pointed at space now holding zero renderers. Collapsed
  to one cold marine particulate; dropped the 4 dead mote colours + AridWind.

- FeedbackFx.MakeParticleMaterial built Sprites/Default with NO texture, so
  every procedural particle rendered as a hard SQUARE. Added a procedural soft
  dot (no Resources.Load — build-stripped; asset-free presentation is the rule).

- Game.unity carried a stock Unity "Directional Light" (warm-WHITE, 1.05, Soft)
  outranking KeyWarm as a second competing shadow caster, plus 6 orphaned
  LandmarkLights — four at x=1030/1530 lighting a kilometre of empty water, two
  with no renderer within 12u, two of them purple. All 7 deleted. Added RimCold
  for silhouette separation; key:fill set to the tuned 3.9:1; WarmPool -> Soft.

ArtStaging (kept as a lighting lab): KeyWarm 0.15 -> 0.85 — it was the only
shadow-caster yet sat BELOW GloamFill 0.22, which destroys form by definition
and is what read as "flat". StagingAmbiance was attached to nothing and its
flora wiring searched for a Game.unity parent, which is what read as "static";
it also force-played the combat one-shot pool, now restricted to looping
emitters. Flicker raised to a measured x2.11 cold swing vs x1.03 warm.

304/304 EditMode green; death-recovery, palette and particulate all verified
live in Game.unity Play.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-07 14:45:18 -07:00

268 lines
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using UnityEngine;
namespace ProjectM.Client
{
/// <summary>
/// Shared asset-free procedural-FX toolkit for the client presentation FEEDBACK systems (Combat / Structure /
/// World / Ambient), which previously each carried a near-identical private copy. Pure UnityEngine (no ECS), so
/// it stays a plain static helper. MakeBurst takes the owning FX-root transform + the per-use gravity / shape
/// radius / size-tail that were the ONLY real differences between the old copies (Combat 0/0.06/0.2,
/// Structure 0.3/0.18/0.15, World 0.25/0.10/0.2). MakeClip folds in the noise + envelope-decay knobs that were
/// the only differences between the CombatFeedback MakeClip and the AmbientAudio MakeSting.
/// </summary>
public static class FeedbackFx
{
public static AudioClip MakeClip(string name, float f0, float f1, float dur, float vol, bool noise = false, float decay = 5f)
{
const int rate = 44100;
int len = Mathf.Max(16, (int)(dur * rate));
var clip = AudioClip.Create(name, len, 1, rate, false);
var data = new float[len];
var rng = new System.Random(name.Length * 9973 + 7);
float phase = 0f;
for (int i = 0; i < len; i++)
{
float t = i / (float)len;
float env = Mathf.Exp(-decay * t);
float freq = Mathf.Lerp(f0, f1, t);
phase += 2f * Mathf.PI * freq / rate;
float s = noise ? (float)(rng.NextDouble() * 2.0 - 1.0) : Mathf.Sin(phase);
data[i] = s * env * vol;
}
clip.SetData(data, 0);
return clip;
}
static Texture2D s_softDot;
/// <summary>
/// Sprites/Default with NO texture renders hard SQUARES — which is what the ambient drift was painting
/// across the seabed (found at the 2026-08-07 A0 gate). Build the dot procedurally instead of referencing
/// an asset: runtime Resources.Load is stripped from player builds, and asset-free presentation is the
/// house rule. Self-healing across fast-enter-playmode — a destroyed texture compares == null and rebuilds.
/// </summary>
public static Texture2D SoftDot()
{
if (s_softDot != null) return s_softDot;
const int N = 32;
var t = new Texture2D(N, N, TextureFormat.RGBA32, false)
{
name = "T_SoftDotProc",
wrapMode = TextureWrapMode.Clamp
};
for (int y = 0; y < N; y++)
{
for (int x = 0; x < N; x++)
{
float dx = (x + 0.5f) / N * 2f - 1f;
float dy = (y + 0.5f) / N * 2f - 1f;
float a = Mathf.Clamp01(1f - Mathf.Sqrt(dx * dx + dy * dy));
t.SetPixel(x, y, new Color(1f, 1f, 1f, a * a)); // squared = softer falloff
}
}
t.Apply();
s_softDot = t;
return t;
}
public static Material MakeParticleMaterial(string name = "FeedbackParticle")
{
// Sprites/Default is an always-included transparent vertex-coloured shader (reliable billboarded sparks;
// HDR start colours still push past the bloom threshold); fall back through URP unlit / Unlit/Color.
Shader sh = Shader.Find("Sprites/Default");
if (sh == null) sh = Shader.Find("Universal Render Pipeline/Particles/Unlit");
if (sh == null) sh = Shader.Find("Unlit/Color");
return new Material(sh) { name = name, mainTexture = SoftDot() };
}
public static ParticleSystem MakeBurst(Transform parent, string name, Material mat, Color color,
float size, float speed, float life, int max,
float gravity = 0f, float shapeRadius = 0.06f, float sizeTail = 0.2f)
{
var go = new GameObject(name);
go.transform.SetParent(parent, false);
var ps = go.AddComponent<ParticleSystem>();
var main = ps.main;
main.loop = false;
main.playOnAwake = false;
main.startLifetime = life;
main.startSpeed = speed;
main.startSize = size;
main.startColor = color;
main.maxParticles = max;
main.gravityModifier = gravity;
main.simulationSpace = ParticleSystemSimulationSpace.World;
var emission = ps.emission;
emission.enabled = false; // manual Emit(count)
var shape = ps.shape;
shape.enabled = true;
shape.shapeType = ParticleSystemShapeType.Sphere;
shape.radius = shapeRadius;
var colOverLife = ps.colorOverLifetime;
colOverLife.enabled = true;
var grad = new Gradient();
grad.SetKeys(
new[] { new GradientColorKey(Color.white, 0f), new GradientColorKey(Color.white, 1f) },
new[] { new GradientAlphaKey(1f, 0f), new GradientAlphaKey(0f, 1f) });
colOverLife.color = new ParticleSystem.MinMaxGradient(grad);
var sizeOverLife = ps.sizeOverLifetime;
sizeOverLife.enabled = true;
sizeOverLife.size = new ParticleSystem.MinMaxCurve(1f, AnimationCurve.Linear(0f, 1f, 1f, sizeTail));
var renderer = ps.GetComponent<ParticleSystemRenderer>();
renderer.material = mat;
renderer.renderMode = ParticleSystemRenderMode.Billboard;
return ps;
}
public static void EmitTinted(ParticleSystem ps, Vector3 pos, int count, Color tint)
{
if (ps == null) return;
var main = ps.main;
main.startColor = tint;
ps.transform.position = pos;
ps.Emit(count);
}
public static void EmitAt(ParticleSystem ps, Vector3 pos, int count)
{
if (ps == null) return;
ps.transform.position = pos;
ps.Emit(count);
}
public static void PlayClip(AudioClip clip, Vector3 pos, float vol)
{
if (clip == null) return;
AudioSource.PlayClipAtPoint(clip, pos, vol * GameVolume.Sfx);
}
// ---- ground DECAL primitives (Bundle 2 — explosion scorch, cover cracks, room scars) ----
// Transparent unlit ground-decal material: Sprites/Default honours vertex colour × the per-renderer _Color
// MPB, blends alpha, is double-sided (Cull Off) and writes no depth (ZWrite Off) — so flat, overlapping
// ground decals never z-fight and never cast/receive shadows. Same shader family as the fuse disc.
public static Material MakeDecalMaterial(string name = "GroundDecal")
{
Shader sh = Shader.Find("Sprites/Default");
if (sh == null) sh = Shader.Find("Universal Render Pipeline/Particles/Unlit");
if (sh == null) sh = Shader.Find("Unlit/Transparent");
return new Material(sh) { name = name, renderQueue = 3000 }; // Transparent
}
// Irregular soft radial disc on the XZ plane (already flat — scale x/z, spin about Y): vertex alpha 1 at the
// centre fading to 0 at a JITTERED rim, so it reads as an organic scorch blob with NO hard rectangle edge
// (the feathered rim is what keeps it from ghosting over fog the way an opaque quad did). White vertex colour
// so the caller's material/MPB tint (dark char) shows through.
public static Mesh BuildScorchMesh(int segments = 24, float jitter = 0.3f, int seed = 1)
{
if (segments < 6) segments = 6;
var rng = new System.Random(seed * 6151 + 13);
var m = new Mesh { name = "ScorchDecal" };
var v = new Vector3[segments + 1];
var col = new Color[segments + 1];
var tris = new int[segments * 3];
v[0] = Vector3.zero;
col[0] = new Color(1f, 1f, 1f, 1f);
for (int i = 0; i < segments; i++)
{
float a = i / (float)segments * Mathf.PI * 2f;
float r = 1f - jitter * (float)rng.NextDouble();
v[i + 1] = new Vector3(Mathf.Cos(a) * r, 0f, Mathf.Sin(a) * r);
col[i + 1] = new Color(1f, 1f, 1f, 0f); // transparent feathered rim
int n = (i + 1) % segments;
tris[i * 3] = 0; tris[i * 3 + 1] = n + 1; tris[i * 3 + 2] = i + 1;
}
m.vertices = v; m.colors = col; m.triangles = tris;
m.RecalculateBounds();
return m;
}
// A jagged crack star on the XZ plane: `spokes` thin tapered triangles radiating from the centre at random
// angles/lengths, opaque at the base and feathered to nothing at the tip. Reads as surface cracking, visually
// distinct from the scorch blob. White vertex colour; caller tints dark and scales it to the piece.
public static Mesh BuildCrackMesh(int spokes = 3, int seed = 1)
{
if (spokes < 1) spokes = 1;
var rng = new System.Random(seed * 9277 + 5);
var m = new Mesh { name = "CrackDecal" };
var v = new Vector3[spokes * 3];
var col = new Color[spokes * 3];
var tris = new int[spokes * 3];
for (int s = 0; s < spokes; s++)
{
float a = (s / (float)spokes) * Mathf.PI * 2f + (float)(rng.NextDouble() - 0.5) * 1.2f;
float len = 0.6f + 0.4f * (float)rng.NextDouble();
float w = 0.06f + 0.05f * (float)rng.NextDouble();
var dir = new Vector3(Mathf.Cos(a), 0f, Mathf.Sin(a));
var perp = new Vector3(-dir.z, 0f, dir.x) * w;
int b = s * 3;
v[b] = perp; v[b + 1] = -perp; v[b + 2] = dir * len;
col[b] = new Color(1f, 1f, 1f, 1f);
col[b + 1] = new Color(1f, 1f, 1f, 1f);
col[b + 2] = new Color(1f, 1f, 1f, 0f); // feathered tip
tris[b] = b; tris[b + 1] = b + 2; tris[b + 2] = b + 1;
}
m.vertices = v; m.colors = col; m.triangles = tris;
m.RecalculateBounds();
return m;
}
// Unit-radius upward-facing disc fan on the XZ plane (centre vertex + rim) for ground telegraph / blast-radius
// rings — scale x/z to the radius. No vertex colours (white default) so the material or a per-renderer _Color
// MPB fully tints + fades it. Promoted from WorldFeedbackSystem so the barrel fuse ring + the geyser telegraph
// share ONE primitive (review M6).
public static Mesh BuildDisc(int segments)
{
if (segments < 6) segments = 6;
var m = new Mesh { name = "Disc" };
var v = new Vector3[segments + 1];
var tris = new int[segments * 3];
v[0] = Vector3.zero;
for (int i = 0; i < segments; i++)
{
float a = i / (float)segments * Mathf.PI * 2f;
v[i + 1] = new Vector3(Mathf.Cos(a), 0f, Mathf.Sin(a));
int n = (i + 1) % segments;
tris[i * 3] = 0; tris[i * 3 + 1] = n + 1; tris[i * 3 + 2] = i + 1;
}
m.vertices = v;
m.triangles = tris;
m.RecalculateBounds();
return m;
}
// Unit-radius thin RING (annulus) on the XZ plane — the always-on rim of a zone telegraph (rim = the TRUE
// damage radius, guidelines G2) while a separate fill disc grows inside it. Scale x/z to the radius; inner
// edge fixed at innerFrac of the outer. No vertex colours (white) so an MPB _Color fully tints + fades it.
public static Mesh BuildRing(int segments, float innerFrac = 0.92f)
{
if (segments < 6) segments = 6;
innerFrac = Mathf.Clamp(innerFrac, 0.05f, 0.98f);
var m = new Mesh { name = "Ring" };
var v = new Vector3[segments * 2];
var tris = new int[segments * 6];
for (int i = 0; i < segments; i++)
{
float a = i / (float)segments * Mathf.PI * 2f;
var dir = new Vector3(Mathf.Cos(a), 0f, Mathf.Sin(a));
v[i * 2] = dir * innerFrac;
v[i * 2 + 1] = dir;
int n = (i + 1) % segments;
int b = i * 6;
tris[b] = i * 2; tris[b + 1] = n * 2 + 1; tris[b + 2] = i * 2 + 1;
tris[b + 3] = i * 2; tris[b + 4] = n * 2; tris[b + 5] = n * 2 + 1;
}
m.vertices = v;
m.triangles = tris;
m.RecalculateBounds();
return m;
}
}
}