wip : Cleaning not uses & integration liminal spaces

This commit is contained in:
2026-05-20 15:50:41 +01:00
parent 1cff87b60b
commit 396ecddf99
807 changed files with 125823 additions and 273654 deletions
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using UnityEngine;
public class BoatMover : MonoBehaviour
{
[SerializeField] private Transform _target;
[SerializeField] private float _speed = 2f;
[SerializeField] private float _tiltAmount = 3f;
[SerializeField] private float _tiltSpeed = 0.8f;
private Vector3 _startPosition;
private Quaternion _startRotation;
void Start()
{
_startPosition = transform.position;
_startRotation = transform.rotation;
}
void Update()
{
if (_target == null) return;
transform.position = Vector3.MoveTowards(transform.position, _target.position, _speed * Time.deltaTime);
float tilt = Mathf.Sin(Time.time * _tiltSpeed) * _tiltAmount;
transform.rotation = _startRotation * Quaternion.Euler(tilt, 0, tilt * 0.5f);
}
}
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using OctoCore.Components;
using UnityEngine;
public class BoatPlayerSync : MonoBehaviour
{
private Vector3 _lastPosition;
void OnEnable()
{
_lastPosition = transform.position;
}
void Update()
{
if (OctoPlayer.Instance == null) return;
Vector3 delta = transform.position - _lastPosition;
OctoPlayer.Instance.GetComponent<CharacterController>().Move(delta);
_lastPosition = transform.position;
}
}
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#region Using statements
using System;
using UnityEngine;
#endregion
namespace Unheimlich.Core
{
public class FlagEnumAttribute : PropertyAttribute
{
}
}
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packageName: URP Stylized Water Shader - Proto Series
packageVersion: 1.0
assetPath: Assets/Bitgem/StylisedWater/URP/Scripts/Bitgem/Core/FlagEnumAttribute.cs
uploadId: 412673
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#region Using statements
using UnityEditor;
using UnityEngine;
#endregion
namespace Unheimlich.Editor
{
[CustomPropertyDrawer(typeof(Core.FlagEnumAttribute))]
public class EnumFlagsAttributeDrawer : PropertyDrawer
{
public override void OnGUI(Rect _position, SerializedProperty _property, GUIContent _label)
{
_property.intValue = EditorGUI.MaskField(_position, _label, _property.intValue, _property.enumNames);
}
}
}
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packageName: URP Stylized Water Shader - Proto Series
packageVersion: 1.0
assetPath: Assets/Bitgem/StylisedWater/URP/Scripts/Bitgem/Editor/FlagEnumAttributeDrawer.cs
uploadId: 412673
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#region Using statements
using Unheimlich.Core;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
#endregion
namespace Unheimlich.VFX.StylisedWater
{
[ExecuteInEditMode]
[RequireComponent(typeof(MeshFilter))]
public class WaterVolumeBase : MonoBehaviour
{
#region Constants
public const int MAX_TILES_X = 100;
public const int MAX_TILES_Y = 50;
public const int MAX_TILES_Z = 100;
#endregion
#region Flag lists
[System.Flags]
public enum TileFace : int
{
NegX = 1,
PosX = 2,
NegZ = 4,
PosZ = 8
}
#endregion
#region Private fields
protected bool isDirty = true;
private UnityEngine.Mesh mesh = null;
private MeshFilter meshFilter = null;
private bool[,,] tiles = null;
#endregion
#region Public fields
[FlagEnum]
public TileFace IncludeFaces = TileFace.NegX | TileFace.NegZ | TileFace.PosX | TileFace.PosZ;
[FlagEnum]
public TileFace IncludeFoam = TileFace.NegX | TileFace.NegZ | TileFace.PosX | TileFace.PosZ;
[Range(0.1f, 100f)]
public float TileSize = 1f;
public bool ShowDebug = true;
public bool RealtimeUpdates = false;
#endregion
#region Private methods
private void ensureReferences()
{
// ensure a mesh filter
if (meshFilter == null)
{
mesh = null;
meshFilter = gameObject.GetComponent<MeshFilter>();
if (meshFilter == null)
{
meshFilter = gameObject.AddComponent<MeshFilter>();
}
}
// ensure a mesh
if (mesh == null)
{
mesh = meshFilter.sharedMesh;
if (mesh == null || mesh.name != "WaterVolume-" + gameObject.GetInstanceID())
{
mesh = new UnityEngine.Mesh();
mesh.name = "WaterVolume-" + gameObject.GetInstanceID();
}
}
// apply the mesh to the filter
meshFilter.sharedMesh = mesh;
}
#endregion
#region Public methods
public float? GetHeight(Vector3 _position)
{
// convert the position to a tile
var x = Mathf.FloorToInt((_position.x - transform.position.x + 0.5f) / TileSize);
var z = Mathf.FloorToInt((_position.z - transform.position.z + 0.5f) / TileSize);
// check if out of bounds
if (x < 0 || x >= MAX_TILES_X || z < 0 || z >= MAX_TILES_Z)
{
return null;
}
// find the highest active water block in the column
// TODO : could be reworked to cater for gaps
for (var y = MAX_TILES_Y - 1; y >= 0; y--)
{
if (tiles[x, y, z])
{
return transform.position.y + y * TileSize;
}
}
// no water in the column
return null;
}
public void Rebuild()
{
// Debug.Log("rebuilding water volume \"" + gameObject.name + "\"");
// ensure references to components before trying to use them
ensureReferences();
// delete any existing mesh
mesh.Clear();
// allow any child class to generate the tiles to build from
tiles = new bool[MAX_TILES_X, MAX_TILES_Y, MAX_TILES_Z];
GenerateTiles(ref tiles);
// prepare buffers for the mesh data
var vertices = new List<Vector3>();
var normals = new List<Vector3>();
var uvs = new List<Vector2>();
var colors = new List<Color>();
var indices = new List<int>();
// iterate the tiles
for (var x = 0; x < MAX_TILES_X; x++)
{
for (var y = 0; y < MAX_TILES_Y; y++)
{
for (var z = 0; z < MAX_TILES_Z; z++)
{
// check there is water here
if (!tiles[x, y, z])
{
continue;
}
// calculate tile position
var x0 = x * TileSize - 0.5f;
var x1 = x0 + TileSize;
var y0 = y * TileSize - 0.5f;
var y1 = y0 + TileSize;
var z0 = z * TileSize - 0.5f;
var z1 = z0 + TileSize;
var ux0 = x0 + transform.position.x;
var ux1 = x1 + transform.position.x;
var uy0 = y0 + transform.position.y;
var uy1 = y1 + transform.position.y;
var uz0 = z0 + transform.position.z;
var uz1 = z1 + transform.position.z;
// check for edges
var negX = x == 0 || !tiles[x - 1, y, z];
var posX = x == MAX_TILES_X - 1 || !tiles[x + 1, y, z];
var negY = y == 0 || !tiles[x, y - 1, z];
var posY = y == MAX_TILES_Y - 1 || !tiles[x, y + 1, z];
var negZ = z == 0 || !tiles[x, y, z - 1];
var posZ = z == MAX_TILES_Z - 1 || !tiles[x, y, z + 1];
var negXnegZ = !negX && !negZ && x > 0 && z > 0 && !tiles[x - 1, y, z - 1];
var negXposZ = !negX && !posZ && x > 0 && z < MAX_TILES_Z && !tiles[x - 1, y, z + 1];
var posXposZ = !posX && !posZ && x < MAX_TILES_X && z < MAX_TILES_Z && !tiles[x + 1, y, z + 1];
var posXnegZ = !posX && !negZ && x < MAX_TILES_X && z > 0 && !tiles[x + 1, y, z - 1];
var faceNegX = negX && (IncludeFaces & TileFace.NegX) == TileFace.NegX;
var facePosX = posX && (IncludeFaces & TileFace.PosX) == TileFace.PosX;
var faceNegZ = negZ && (IncludeFaces & TileFace.NegZ) == TileFace.NegZ;
var facePosZ = posZ && (IncludeFaces & TileFace.PosZ) == TileFace.PosZ;
var foamNegX = negX && (IncludeFoam & TileFace.NegX) == TileFace.NegX;
var foamPosX = posX && (IncludeFoam & TileFace.PosX) == TileFace.PosX;
var foamNegZ = negZ && (IncludeFoam & TileFace.NegZ) == TileFace.NegZ;
var foamPosZ = posZ && (IncludeFoam & TileFace.PosZ) == TileFace.PosZ;
var foamNegXnegZ = negXnegZ && ((IncludeFoam & TileFace.NegX) == TileFace.NegX || (IncludeFoam & TileFace.NegZ) == TileFace.NegZ);
var foamNegXposZ = negXposZ && ((IncludeFoam & TileFace.PosX) == TileFace.PosX || (IncludeFoam & TileFace.PosZ) == TileFace.PosZ);
var foamPosXposZ = posXposZ && ((IncludeFoam & TileFace.NegZ) == TileFace.NegZ || (IncludeFoam & TileFace.PosZ) == TileFace.PosZ);
var foamPosXnegZ = posXnegZ && ((IncludeFoam & TileFace.PosZ) == TileFace.PosZ || (IncludeFoam & TileFace.NegZ) == TileFace.NegZ);
// create the top face
if (y == MAX_TILES_Y - 1 || !tiles[x, y + 1, z])
{
vertices.Add(new Vector3(x0, y1, z0));
vertices.Add(new Vector3(x0, y1, z1));
vertices.Add(new Vector3(x1, y1, z1));
vertices.Add(new Vector3(x1, y1, z0));
normals.Add(new Vector3(0, 1, 0));
normals.Add(new Vector3(0, 1, 0));
normals.Add(new Vector3(0, 1, 0));
normals.Add(new Vector3(0, 1, 0));
uvs.Add(new Vector2(ux0, uz0));
uvs.Add(new Vector2(ux0, uz1));
uvs.Add(new Vector2(ux1, uz1));
uvs.Add(new Vector2(ux1, uz0));
colors.Add(foamNegX || foamNegZ || foamNegXnegZ ? Color.red : Color.black);
colors.Add(foamNegX || foamPosZ || foamNegXposZ ? Color.red : Color.black);
colors.Add(foamPosX || foamPosZ || foamPosXposZ ? Color.red : Color.black);
colors.Add(foamPosX || foamNegZ || foamPosXnegZ ? Color.red : Color.black);
var v = vertices.Count - 4;
if (foamNegX && foamPosZ || foamPosX && foamNegZ)
{
indices.Add(v + 1);
indices.Add(v + 2);
indices.Add(v + 3);
indices.Add(v + 3);
indices.Add(v);
indices.Add(v + 1);
}
else
{
indices.Add(v);
indices.Add(v + 1);
indices.Add(v + 2);
indices.Add(v + 2);
indices.Add(v + 3);
indices.Add(v);
}
}
// create the side faces
if (faceNegX)
{
vertices.Add(new Vector3(x0, y0, z1));
vertices.Add(new Vector3(x0, y1, z1));
vertices.Add(new Vector3(x0, y1, z0));
vertices.Add(new Vector3(x0, y0, z0));
normals.Add(new Vector3(-1, 0, 0));
normals.Add(new Vector3(-1, 0, 0));
normals.Add(new Vector3(-1, 0, 0));
normals.Add(new Vector3(-1, 0, 0));
uvs.Add(new Vector2(uz1, uy0));
uvs.Add(new Vector2(uz1, uy1));
uvs.Add(new Vector2(uz0, uy1));
uvs.Add(new Vector2(uz0, uy0));
colors.Add(Color.black);
colors.Add(posY ? Color.red : Color.black);
colors.Add(posY ? Color.red : Color.black);
colors.Add(Color.black);
var v = vertices.Count - 4;
indices.Add(v);
indices.Add(v + 1);
indices.Add(v + 2);
indices.Add(v + 2);
indices.Add(v + 3);
indices.Add(v);
}
if (facePosX)
{
vertices.Add(new Vector3(x1, y0, z0));
vertices.Add(new Vector3(x1, y1, z0));
vertices.Add(new Vector3(x1, y1, z1));
vertices.Add(new Vector3(x1, y0, z1));
normals.Add(new Vector3(1, 0, 0));
normals.Add(new Vector3(1, 0, 0));
normals.Add(new Vector3(1, 0, 0));
normals.Add(new Vector3(1, 0, 0));
uvs.Add(new Vector2(uz0, uy0));
uvs.Add(new Vector2(uz0, uy1));
uvs.Add(new Vector2(uz1, uy1));
uvs.Add(new Vector2(uz1, uy0));
colors.Add(Color.black);
colors.Add(posY ? Color.red : Color.black);
colors.Add(posY ? Color.red : Color.black);
colors.Add(Color.black);
var v = vertices.Count - 4;
indices.Add(v);
indices.Add(v + 1);
indices.Add(v + 2);
indices.Add(v + 2);
indices.Add(v + 3);
indices.Add(v);
}
if (faceNegZ)
{
vertices.Add(new Vector3(x0, y0, z0));
vertices.Add(new Vector3(x0, y1, z0));
vertices.Add(new Vector3(x1, y1, z0));
vertices.Add(new Vector3(x1, y0, z0));
normals.Add(new Vector3(0, 0, -1));
normals.Add(new Vector3(0, 0, -1));
normals.Add(new Vector3(0, 0, -1));
normals.Add(new Vector3(0, 0, -1));
uvs.Add(new Vector2(ux0, uy0));
uvs.Add(new Vector2(ux0, uy1));
uvs.Add(new Vector2(ux1, uy1));
uvs.Add(new Vector2(ux1, uy0));
colors.Add(Color.black);
colors.Add(posY ? Color.red : Color.black);
colors.Add(posY ? Color.red : Color.black);
colors.Add(Color.black);
var v = vertices.Count - 4;
indices.Add(v);
indices.Add(v + 1);
indices.Add(v + 2);
indices.Add(v + 2);
indices.Add(v + 3);
indices.Add(v);
}
if (facePosZ)
{
vertices.Add(new Vector3(x1, y0, z1));
vertices.Add(new Vector3(x1, y1, z1));
vertices.Add(new Vector3(x0, y1, z1));
vertices.Add(new Vector3(x0, y0, z1));
normals.Add(new Vector3(0, 0, 1));
normals.Add(new Vector3(0, 0, 1));
normals.Add(new Vector3(0, 0, 1));
normals.Add(new Vector3(0, 0, 1));
uvs.Add(new Vector2(ux1, uy0));
uvs.Add(new Vector2(ux1, uy1));
uvs.Add(new Vector2(ux0, uy1));
uvs.Add(new Vector2(ux0, uy0));
colors.Add(Color.black);
colors.Add(posY ? Color.red : Color.black);
colors.Add(posY ? Color.red : Color.black);
colors.Add(Color.black);
var v = vertices.Count - 4;
indices.Add(v);
indices.Add(v + 1);
indices.Add(v + 2);
indices.Add(v + 2);
indices.Add(v + 3);
indices.Add(v);
}
}
}
}
// apply the buffers
mesh.SetVertices(vertices);
mesh.SetNormals(normals);
mesh.SetUVs(0, uvs);
mesh.SetColors(colors);
mesh.SetTriangles(indices, 0);
// update
mesh.RecalculateBounds();
//mesh.RecalculateNormals();
mesh.RecalculateTangents();
meshFilter.sharedMesh = mesh;
// flag as clean
isDirty = false;
}
#endregion
#region Virtual methods
protected virtual void GenerateTiles(ref bool[,,] _tiles) { }
public virtual void Validate() { }
#endregion
#region MonoBehaviour events
void OnValidate()
{
// keep tile size in a sensible range
TileSize = Mathf.Clamp(TileSize, 0.1f, 100f);
// allow any child class to perform validation
Validate();
// flag as needing rebuilding
isDirty = true;
}
void Update()
{
// rebuild if needed
if (isDirty || (!Application.isPlaying && RealtimeUpdates))
{
Rebuild();
}
}
#endregion
}
}
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@@ -0,0 +1,52 @@
#region Using statements
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
#endregion
namespace Unheimlich.VFX.StylisedWater
{
[AddComponentMenu("Bitgem/Water Volume (Box)")]
public class WaterVolumeBox : WaterVolumeBase
{
#region Public fields
public Vector3 Dimensions = Vector3.zero;
#endregion
#region Public methods
protected override void GenerateTiles(ref bool[,,] _tiles)
{
// calculate volume in tiles
var maxX = Mathf.Clamp(Mathf.RoundToInt(Dimensions.x / TileSize), 1, MAX_TILES_X);
var maxY = Mathf.Clamp(Mathf.RoundToInt(Dimensions.y / TileSize), 1, MAX_TILES_Y);
var maxZ = Mathf.Clamp(Mathf.RoundToInt(Dimensions.z / TileSize), 1, MAX_TILES_Z);
// populate the tiles with a box volume
for (var x = 0; x < maxX; x++)
{
for (var y = 0; y < maxY; y++)
{
for (var z = 0; z < maxZ; z++)
{
_tiles[x, y, z] = true;
}
}
}
}
public override void Validate()
{
// keep values sensible
Dimensions.x = Mathf.Clamp(Dimensions.x, 1, MAX_TILES_X);
Dimensions.y = Mathf.Clamp(Dimensions.y, 1, MAX_TILES_Y);
Dimensions.z = Mathf.Clamp(Dimensions.z, 1, MAX_TILES_Z);
}
#endregion
}
}
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#region Using statements
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
#endregion
namespace Unheimlich.VFX.StylisedWater
{
public class WaterVolumeHelper : MonoBehaviour
{
#region Private static fields
private static WaterVolumeHelper instance = null;
#endregion
#region Public fields
public WaterVolumeBase WaterVolume = null;
#endregion
#region Public static properties
public static WaterVolumeHelper Instance { get { return instance; } }
#endregion
#region Public methods
public float? GetHeight(Vector3 _position)
{
// ensure a water volume
if (!WaterVolume)
{
return 0f;
}
// ensure a material
var renderer = WaterVolume.gameObject.GetComponent<MeshRenderer>();
if (!renderer || !renderer.sharedMaterial)
{
return 0f;
}
// replicate the shader logic, using parameters pulled from the specific material, to return the height at the specified position
var waterHeight = WaterVolume.GetHeight(_position);
if (!waterHeight.HasValue)
{
return null;
}
var _WaveFrequency = renderer.sharedMaterial.GetFloat("_WaveFrequency");
var _WaveScale = renderer.sharedMaterial.GetFloat("_WaveScale");
var _WaveSpeed = renderer.sharedMaterial.GetFloat("_WaveSpeed");
var time = Time.time * _WaveSpeed;
var shaderOffset = (Mathf.Sin(_position.x * _WaveFrequency + time) + Mathf.Cos(_position.z * _WaveFrequency + time)) * _WaveScale;
return waterHeight.Value + shaderOffset;
}
#endregion
#region MonoBehaviour events
private void Awake()
{
instance = this;
}
#endregion
}
}
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#region Using statements
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
#endregion
namespace Unheimlich.VFX.StylisedWater
{
[AddComponentMenu("Bitgem/Water Volume (Transforms)")]
public class WaterVolumeTransforms : WaterVolumeBase
{
#region MonoBehaviour events
private void OnDrawGizmos()
{
if (!ShowDebug)
{
return;
}
// iterate the chldren
for (var i = 0; i < transform.childCount; i++)
{
// grab the local position/scale
var pos = transform.GetChild(i).localPosition;
var sca = transform.GetChild(i).localScale / TileSize;
// fix to the grid
var x = Mathf.RoundToInt(pos.x / TileSize);
var y = Mathf.RoundToInt(pos.y / TileSize);
var z = Mathf.RoundToInt(pos.z / TileSize);
var drawPos = new Vector3(x, y, z) * TileSize;
var drawSca = new Vector3(Mathf.RoundToInt(sca.x), Mathf.RoundToInt(sca.y), Mathf.RoundToInt(sca.z)) * TileSize;
drawPos += drawSca / 2f;
drawPos += transform.position;
drawPos -= new Vector3(TileSize, TileSize, TileSize);
// render as wired volumes
Gizmos.DrawWireCube(drawPos, drawSca);
}
}
private void OnTransformChildrenChanged()
{
Rebuild();
}
#endregion
#region Public methods
protected override void GenerateTiles(ref bool[,,] _tiles)
{
// iterate the chldren
for (var i = 0; i < transform.childCount; i++)
{
// grab the local position/scale
var pos = transform.GetChild(i).localPosition;
var sca = transform.GetChild(i).localScale / TileSize;
// fix to the grid
var x = Mathf.RoundToInt(pos.x / TileSize);
var y = Mathf.RoundToInt(pos.y / TileSize);
var z = Mathf.RoundToInt(pos.z / TileSize);
// iterate the size of the transform
for (var ix = x; ix < x + Mathf.RoundToInt(sca.x); ix++)
{
for (var iy = y; iy < y + Mathf.RoundToInt(sca.y); iy++)
{
for (var iz = z; iz < z + Mathf.RoundToInt(sca.z); iz++)
{
// validate
if (ix < 0 || ix >= MAX_TILES_X || iy < 0 | iy >= MAX_TILES_Y || iz < 0 || iz >= MAX_TILES_Z)
{
continue;
}
// add the tile
_tiles[ix, iy, iz] = true;
}
}
}
}
}
#endregion
}
}
@@ -0,0 +1,18 @@
fileFormatVersion: 2
guid: 6d1bc949ada500e40a47e0e6f07b2d86
MonoImporter:
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serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
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productId: 187485
packageName: URP Stylized Water Shader - Proto Series
packageVersion: 1.0
assetPath: Assets/Bitgem/StylisedWater/URP/Scripts/Bitgem/VFX/StylisedWater/WaterVolumeTransforms.cs
uploadId: 412673
@@ -0,0 +1,35 @@
#region Using statements
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
#endregion
namespace Unheimlich.VFX.StylisedWater
{
public class WateverVolumeFloater : MonoBehaviour
{
#region Public fields
public WaterVolumeHelper WaterVolumeHelper = null;
#endregion
#region MonoBehaviour events
void Update()
{
var instance = WaterVolumeHelper ? WaterVolumeHelper : WaterVolumeHelper.Instance;
if (!instance)
{
Debug.Log("No Instance !");
return;
}
transform.position = new Vector3(transform.position.x, instance.GetHeight(transform.position) ?? transform.position.y, transform.position.z);
}
#endregion
}
}
@@ -0,0 +1,18 @@
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packageName: URP Stylized Water Shader - Proto Series
packageVersion: 1.0
assetPath: Assets/Bitgem/StylisedWater/URP/Scripts/Bitgem/VFX/StylisedWater/WateverVolumeFloater.cs
uploadId: 412673
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folderAsset: yes
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@@ -0,0 +1,61 @@
using UnityEngine;
using Unheimlich.Features.Player;
namespace Unheimlich.World.HouseOfLeaves
{
/// <summary>
/// Triggers an extreme FOV zoom when the player reaches the end of the corridor.
/// Attach to a trigger collider placed at the corridor exit.
/// </summary>
public class CorridorEndTrigger : MonoBehaviour
{
// ─────────────────────────────────────────────────────────────────────────
// Serialized Fields
// ─────────────────────────────────────────────────────────────────────────
[Header("Zoom")]
[Tooltip("Target FOV when the player hits the trigger. Low value = extreme zoom.")]
[SerializeField] private float _targetFov = 5f;
[Tooltip("Speed of the zoom lerp.")]
[SerializeField] private float _zoomSpeed = 3f;
// ─────────────────────────────────────────────────────────────────────────
// Private Fields
// ─────────────────────────────────────────────────────────────────────────
private bool _triggered;
// ─────────────────────────────────────────────────────────────────────────
// Unity Messages
// ─────────────────────────────────────────────────────────────────────────
private void OnTriggerEnter(Collider other)
{
if (_triggered) return;
if (other.GetComponent<OctoCore.Components.OctoPlayer>() == null) return;
_triggered = true;
PlayerController.Instance.CameraEffects.enabled = false;
var dolly = FindFirstObjectByType<DollyZoomEffect>();
if (dolly) dolly.SetEnabled(false);
var hol = FindFirstObjectByType<HouseOfLeavesController>();
if (hol) hol.enabled = false;
}
private void Update()
{
if (!_triggered) return;
if (PlayerController.Instance?.PlayerCamera == null) return;
PlayerController.Instance.PlayerCamera.fieldOfView = Mathf.Lerp(
PlayerController.Instance.PlayerCamera.fieldOfView,
_targetFov,
Time.deltaTime * _zoomSpeed
);
}
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: e2138d5849f491f4e8ed3ccee1061493
@@ -0,0 +1,131 @@
using UnityEngine;
namespace Unheimlich.World.HouseOfLeaves
{
/// <summary>
/// Physically moves the corridor walls inward based on the player's progression,
/// creating a genuine sense of spatial compression without relying on FOV tricks.
///
/// Reads progression from <see cref="HouseOfLeavesController"/> via its public
/// <see cref="HouseOfLeavesController.Progression"/> property.
/// </summary>
public class CorridorWallsController : MonoBehaviour
{
// ─────────────────────────────────────────────────────────────────────────
// Serialized Fields
// ─────────────────────────────────────────────────────────────────────────
[Header("References")]
[Tooltip("The HouseOfLeavesController driving the progression value.")]
[SerializeField] private HouseOfLeavesController _controller;
[Tooltip("Left wall plane.")]
[SerializeField] private Transform _wallLeft;
[Tooltip("Right wall plane.")]
[SerializeField] private Transform _wallRight;
[Tooltip("Ceiling plane.")]
[SerializeField] private Transform _wallCeiling;
[Tooltip("Floor plane.")]
[SerializeField] private Transform _wallFloor;
[Header("Compression")]
[Tooltip("How far (meters) each side wall moves inward at full progression.")]
[SerializeField] private float _maxSideInset = 2f;
[Tooltip("How far (meters) the ceiling moves down at full progression.")]
[SerializeField] private float _maxCeilingInset = 1f;
[Tooltip("How far (meters) the floor moves up at full progression.")]
[SerializeField] private float _maxFloorInset = 0f;
[Tooltip("Lerp speed applied to wall movement each frame.")]
[SerializeField] private float _lerpSpeed = 2f;
[Tooltip("Animation curve mapping progression [0,1] to compression [0,1]. " +
"Lets you tune when walls start closing in.")]
[SerializeField] private AnimationCurve _compressionCurve = AnimationCurve.EaseInOut(0f, 0f, 1f, 1f);
// ─────────────────────────────────────────────────────────────────────────
// Private Fields
// ─────────────────────────────────────────────────────────────────────────
private Vector3 _initialLeftPos;
private Vector3 _initialRightPos;
private Vector3 _initialCeilingPos;
private Vector3 _initialFloorPos;
private bool _isInitialized;
// ─────────────────────────────────────────────────────────────────────────
// Unity Messages
// ─────────────────────────────────────────────────────────────────────────
private void Start()
{
if (_controller == null)
{
Debug.LogError("[CorridorWallsController] HouseOfLeavesController reference is missing.");
return;
}
if (_wallLeft) _initialLeftPos = _wallLeft.position;
if (_wallRight) _initialRightPos = _wallRight.position;
if (_wallCeiling) _initialCeilingPos = _wallCeiling.position;
if (_wallFloor) _initialFloorPos = _wallFloor.position;
_isInitialized = true;
}
private void Update()
{
if (!_isInitialized) return;
float t = _compressionCurve.Evaluate(_controller.Progression);
float lerpDelta = Time.deltaTime * _lerpSpeed;
if (_wallLeft)
{
Vector3 target = _initialLeftPos + Vector3.right * _maxSideInset * t;
_wallLeft.position = Vector3.Lerp(_wallLeft.position, target, lerpDelta);
}
if (_wallRight)
{
Vector3 target = _initialRightPos + Vector3.left * _maxSideInset * t;
_wallRight.position = Vector3.Lerp(_wallRight.position, target, lerpDelta);
}
if (_wallCeiling)
{
Vector3 target = _initialCeilingPos + Vector3.down * _maxCeilingInset * t;
_wallCeiling.position = Vector3.Lerp(_wallCeiling.position, target, lerpDelta);
}
if (_wallFloor)
{
Vector3 target = _initialFloorPos + Vector3.up * _maxFloorInset * t;
_wallFloor.position = Vector3.Lerp(_wallFloor.position, target, lerpDelta);
}
}
// ─────────────────────────────────────────────────────────────────────────
// Editor
// ─────────────────────────────────────────────────────────────────────────
#if UNITY_EDITOR
private void OnDrawGizmosSelected()
{
if (!_isInitialized) return;
Gizmos.color = Color.red;
if (_wallLeft) Gizmos.DrawWireCube(_initialLeftPos + Vector3.right * _maxSideInset, Vector3.one * 0.3f);
if (_wallRight) Gizmos.DrawWireCube(_initialRightPos + Vector3.left * _maxSideInset, Vector3.one * 0.3f);
if (_wallCeiling) Gizmos.DrawWireCube(_initialCeilingPos + Vector3.down * _maxCeilingInset, Vector3.one * 0.3f);
if (_wallFloor) Gizmos.DrawWireCube(_initialFloorPos + Vector3.up * _maxFloorInset, Vector3.one * 0.3f);
}
#endif
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 502932957cfd6bc44856b113b9f4fa87
@@ -0,0 +1,287 @@
using System.Reflection;
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
using Unheimlich.Features.Player;
namespace Unheimlich.World.HouseOfLeaves
{
/// <summary>
/// Orchestrates the core House of Leaves experience.
/// Script Execution Order: set to -10 so SetBaseFovOverride is written
/// before CameraEffects.Update consumes it in the same frame.
/// </summary>
public class HouseOfLeavesController : MonoBehaviour
{
// ─────────────────────────────────────────────────────────────────────────
// Serialized Fields
// ─────────────────────────────────────────────────────────────────────────
[Header("Corridor")]
[Tooltip("Total length of the corridor (meters).")]
[SerializeField] private float _corridorLength = 100f;
[Header("Speed Ramp")]
[SerializeField] private float _initialWalkSpeed = 10f;
[SerializeField] private float _maxWalkSpeed = 22f;
[Header("FOV Ramp")]
[SerializeField] private float _initialFov = 70f;
[SerializeField] private float _minFov = 45f;
[SerializeField] private float _fovLerpSpeed = 2f;
[Header("Darkness")]
[SerializeField] private Volume _postProcessVolume;
[SerializeField] private float _turningBackAngle = 100f;
[SerializeField] [Range(0f, 1f)] private float _maxVignetteIntensity = 0.6f;
[SerializeField] private float _maxExposureReduction = -3f;
[SerializeField] private float _darknessLerpSpeed = 2f;
[Header("Light Source")]
[SerializeField] private Transform _lightSourceReference;
[Header("Fracture")]
[SerializeField] private Material _fractureMaterial;
[SerializeField] private AnimationCurve _fractureCurve = AnimationCurve.EaseInOut(0f, 0f, 1f, 1f);
// ─────────────────────────────────────────────────────────────────────────
// Private Fields
// ─────────────────────────────────────────────────────────────────────────
private OctoCore.Components.OctoPlayer _octoPlayer;
private Camera _playerCamera;
private CameraEffects _cameraEffects;
private FieldInfo _settingsFieldInfo;
private FieldInfo _walkSpeedFieldInfo;
private object _settingsInstance;
private Vignette _vignette;
private ColorAdjustments _colorAdjustments;
private Vector3 _lastPlayerPosition;
private float _distanceTravelled;
private float _currentFov;
private Vector3 _lightForwardDirection;
private bool _isInitialized;
// ─────────────────────────────────────────────────────────────────────────
// Unity Messages
// ─────────────────────────────────────────────────────────────────────────
private void Start()
{
if (!TryResolvePlayerReferences()) return;
InitializeSpeedReflection();
InitializeFov();
InitializeLightDirection();
InitializePostProcess();
_lastPlayerPosition = PlayerController.Instance.transform.position;
_isInitialized = true;
}
private void Update()
{
if (!_isInitialized) return;
TrackDistance();
float t = Mathf.Clamp01(_distanceTravelled / _corridorLength);
TickSpeed(t);
TickFov(t);
TickDarkness();
TickFracture(t);
}
// ─────────────────────────────────────────────────────────────────────────
// Initialization
// ─────────────────────────────────────────────────────────────────────────
private bool TryResolvePlayerReferences()
{
if (PlayerController.Instance == null)
{
Debug.LogError("[HouseOfLeavesController] PlayerController.Instance not found.");
return false;
}
_octoPlayer = PlayerController.Instance.Movement;
_playerCamera = PlayerController.Instance.PlayerCamera;
_cameraEffects = PlayerController.Instance.CameraEffects;
if (_octoPlayer == null || _playerCamera == null)
{
Debug.LogError("[HouseOfLeavesController] OctoPlayer or PlayerCamera could not be resolved.");
return false;
}
if (_cameraEffects == null)
Debug.LogWarning("[HouseOfLeavesController] CameraEffects not found — FOV kick sync disabled.");
return true;
}
private void InitializeSpeedReflection()
{
System.Type playerType = typeof(OctoCore.Components.OctoPlayer);
_settingsFieldInfo = playerType.GetField(
"_settings", BindingFlags.NonPublic | BindingFlags.Instance);
if (_settingsFieldInfo == null)
{
Debug.LogError("[HouseOfLeavesController] Could not find '_settings' on OctoPlayer via reflection.");
return;
}
_settingsInstance = _settingsFieldInfo.GetValue(_octoPlayer);
_walkSpeedFieldInfo = _settingsInstance.GetType().GetField(
"WalkSpeed", BindingFlags.Public | BindingFlags.Instance);
if (_walkSpeedFieldInfo == null)
Debug.LogError("[HouseOfLeavesController] Could not find 'WalkSpeed' on OctoPlayer.Settings via reflection.");
}
private void InitializeFov()
{
_currentFov = _initialFov;
_playerCamera.fieldOfView = _initialFov;
}
private void InitializeLightDirection()
{
_lightForwardDirection = _lightSourceReference != null
? _lightSourceReference.forward
: PlayerController.Instance.transform.forward;
_lightForwardDirection.y = 0f;
_lightForwardDirection.Normalize();
}
private void InitializePostProcess()
{
if (_postProcessVolume == null)
{
Debug.LogWarning("[HouseOfLeavesController] No URP Volume assigned — darkness effect disabled.");
return;
}
_postProcessVolume.profile.TryGet(out _vignette);
_postProcessVolume.profile.TryGet(out _colorAdjustments);
}
// ─────────────────────────────────────────────────────────────────────────
// Distance Tracking
// ─────────────────────────────────────────────────────────────────────────
private void TrackDistance()
{
Vector3 currentPosition = PlayerController.Instance.transform.position;
Vector3 delta = currentPosition - _lastPlayerPosition;
delta.y = 0f;
_distanceTravelled += Vector3.Dot(delta, _lightForwardDirection);
_distanceTravelled = Mathf.Clamp(_distanceTravelled, 0f, _corridorLength);
_lastPlayerPosition = currentPosition;
}
// ─────────────────────────────────────────────────────────────────────────
// Tick Methods
// ─────────────────────────────────────────────────────────────────────────
private void TickSpeed(float t)
{
if (_walkSpeedFieldInfo == null || _settingsInstance == null) return;
float newSpeed = Mathf.Lerp(_initialWalkSpeed, _maxWalkSpeed, t);
_walkSpeedFieldInfo.SetValue(_settingsInstance, newSpeed);
}
/// <summary>
/// Lerps the FOV and submits it to CameraEffects as the base for this frame's
/// sprint kick. CameraEffects.Update then does the authoritative fieldOfView write.
/// This component must run before CameraEffects (Execution Order -10).
/// </summary>
private void TickFov(float t)
{
float targetFov = Mathf.Lerp(_initialFov, _minFov, t);
_currentFov = Mathf.Lerp(_currentFov, targetFov, Time.deltaTime * _fovLerpSpeed);
// Submit to CameraEffects — it will write fieldOfView = _currentFov + kickOffset.
// If CameraEffects is absent, write directly as fallback.
if (_cameraEffects != null)
_cameraEffects.SetBaseFovOverride(_currentFov);
else
_playerCamera.fieldOfView = _currentFov;
}
private void TickDarkness()
{
if (_vignette == null && _colorAdjustments == null) return;
Vector3 playerForward = PlayerController.Instance.transform.forward;
playerForward.y = 0f;
playerForward.Normalize();
float dot = Vector3.Dot(playerForward, _lightForwardDirection);
float angleDegrees = Mathf.Acos(Mathf.Clamp(dot, -1f, 1f)) * Mathf.Rad2Deg;
float darknessT = Mathf.Clamp01(
(angleDegrees - _turningBackAngle) / (180f - _turningBackAngle)
);
float lerpDelta = Time.deltaTime * _darknessLerpSpeed;
if (_vignette != null)
_vignette.intensity.value = Mathf.Lerp(_vignette.intensity.value, _maxVignetteIntensity * darknessT, lerpDelta);
if (_colorAdjustments != null)
_colorAdjustments.postExposure.value = Mathf.Lerp(_colorAdjustments.postExposure.value, _maxExposureReduction * darknessT, lerpDelta);
}
private void TickFracture(float t)
{
float fractureT = _fractureCurve.Evaluate(t);
_fractureMaterial?.SetFloat("_FractureAmount", fractureT);
}
// ─────────────────────────────────────────────────────────────────────────
// Public API
/// <summary>Current corridor progression in [0, 1].</summary>
public float Progression => _corridorLength > 0f
? Mathf.Clamp01(_distanceTravelled / _corridorLength)
: 0f;
// ─────────────────────────────────────────────────────────────────────────
public void ResetProgression()
{
_distanceTravelled = 0f;
_lastPlayerPosition = PlayerController.Instance.transform.position;
}
public void SetLightDirection(Vector3 worldDirection)
{
_lightForwardDirection = worldDirection;
_lightForwardDirection.y = 0f;
_lightForwardDirection.Normalize();
}
// ─────────────────────────────────────────────────────────────────────────
// Editor
// ─────────────────────────────────────────────────────────────────────────
#if UNITY_EDITOR
private void OnDrawGizmosSelected()
{
Gizmos.color = Color.yellow;
Gizmos.DrawRay(transform.position + Vector3.up, _lightForwardDirection * 4f);
}
#endif
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: af6f7d258d38edf44a956a642c1f414d
@@ -0,0 +1,75 @@
using UnityEngine;
namespace Unheimlich.World.HouseOfLeaves
{
/// <summary>
/// Animates the sand terrain rising from below the corridor floor
/// based on the player's progression through the corridor.
///
/// The terrain starts buried underground and slowly emerges as the
/// player advances, simulating sand flooding the corridor from below.
/// </summary>
public class SandTerrainController : MonoBehaviour
{
// ─────────────────────────────────────────────────────────────────────────
// Serialized Fields
// ─────────────────────────────────────────────────────────────────────────
[Header("References")]
[Tooltip("The HouseOfLeavesController driving the progression value.")]
[SerializeField] private HouseOfLeavesController _controller;
[Tooltip("The sand terrain Transform to animate.")]
[SerializeField] private Transform _sandTerrain;
[Header("Rise Settings")]
[Tooltip("Y position of the terrain at the start (buried underground).")]
[SerializeField] private float _startY = -4f;
[Tooltip("Y position of the terrain at full progression (emerged).")]
[SerializeField] private float _endY = 0.5f;
[Tooltip("Lerp speed applied to the vertical movement each frame.")]
[SerializeField] private float _lerpSpeed = 2f;
[Tooltip("Animation curve mapping progression [0,1] to rise amount [0,1]. " +
"Use this to delay the rise until mid-corridor for example.")]
[SerializeField] private AnimationCurve _riseCurve = AnimationCurve.EaseInOut(0f, 0f, 1f, 1f);
// ─────────────────────────────────────────────────────────────────────────
// Unity Messages
// ─────────────────────────────────────────────────────────────────────────
private void Start()
{
if (_controller == null)
{
Debug.LogError("[SandTerrainController] HouseOfLeavesController reference is missing.");
return;
}
if (_sandTerrain == null)
{
Debug.LogError("[SandTerrainController] Sand terrain Transform is missing.");
return;
}
// Initialize position immediately without lerp.
Vector3 startPos = _sandTerrain.position;
startPos.y = _startY;
_sandTerrain.position = startPos;
}
private void Update()
{
if (_controller == null || _sandTerrain == null) return;
float t = _riseCurve.Evaluate(_controller.Progression);
float targetY = Mathf.Lerp(_startY, _endY, t);
Vector3 pos = _sandTerrain.position;
pos.y = Mathf.Lerp(pos.y, targetY, Time.deltaTime * _lerpSpeed);
_sandTerrain.position = pos;
}
}
}
@@ -0,0 +1,2 @@
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@@ -0,0 +1,254 @@
using System.Collections;
using UnityEngine;
using UnityEngine.Rendering;
public class ScarecrowFire : MonoBehaviour
{
[System.Serializable]
public class FireElement
{
public GameObject VFX;
/// <summary>Original scale captured at initialization, used as lerp target.</summary>
[HideInInspector] public Vector3 OriginalScale;
}
[Header("Fire VFX Elements")]
[SerializeField] private FireElement _fireBase;
[SerializeField] private FireElement _fireTorso;
[SerializeField] private FireElement _fireArmLeft;
[SerializeField] private FireElement _fireArmLeftEnd;
[SerializeField] private FireElement _fireArmRight;
[SerializeField] private FireElement _fireArmRightEnd;
[SerializeField] private FireElement _fireHead;
[SerializeField] private FireElement _fireBig;
[Header("Propagation Timings")]
[Tooltip("Duration of the scale lerp for each fire element (seconds).")]
[SerializeField] private float _growDuration = 3f;
[Tooltip("How early the next stage starts before the current one finishes (0 = no overlap, 1 = instant).")]
[Range(0f, 1f)]
[SerializeField] private float _overlapFactor = 0.4f;
[Tooltip("Curve driving the scale growth — tweak directly in the Inspector.")]
[SerializeField] private AnimationCurve _growCurve = new AnimationCurve(
new Keyframe(0f, 0f, 0f, 0f),
new Keyframe(0.3f, 0.1f, 0f, 2f),
new Keyframe(0.7f, 0.8f, 2f, 0.5f),
new Keyframe(1f, 1f, 0.2f, 0f)
);
[Header("Post Process")]
[Tooltip("Volume driving the heat haze effect — weight is driven up as fire spreads.")]
[SerializeField] private Volume _heatVolume;
[Tooltip("Curve driving all heat effects over the full sequence duration.")]
[SerializeField] private AnimationCurve _heatCurve = new AnimationCurve(
new Keyframe(0f, 0f, 0f, 0.5f),
new Keyframe(0.5f, 0.4f, 1f, 1f),
new Keyframe(1f, 1f, 0.5f, 0f)
);
[Header("Heat Shader")]
[Tooltip("Material using the HeatHaze shader — _Weight property is driven from 0 to 1.")]
[SerializeField] private Material _heatMaterial;
[Header("Light")]
[Tooltip("LightFlicker component to drive — baseIntensity is ramped up with the fire.")]
[SerializeField] private MonoLimboStudio.LightFlicker _lightFlicker;
[Tooltip("Final light intensity reached when the fire is fully ablaze.")]
[SerializeField] private float _targetLightIntensity = 3f;
// Flag set when the last GrowFire completes — DriveHeatEffects waits on this
private bool _fireSequenceComplete = false;
private float _totalSequenceDuration = 0f;
// ─────────────────────────────────────────────────────────────────────────
void Awake()
{
InitElement(_fireBase);
InitElement(_fireTorso);
InitElement(_fireArmLeft);
InitElement(_fireArmLeftEnd);
InitElement(_fireArmRight);
InitElement(_fireArmRightEnd);
InitElement(_fireHead);
InitElement(_fireBig);
// Used as a time reference for _heatCurve mapping — doesn't need to be exact
// since DriveHeatEffects now syncs to _fireSequenceComplete rather than this value
float overlapDelay = _growDuration * (1f - _overlapFactor);
_totalSequenceDuration = _growDuration + (7f * overlapDelay);
// Ensure everything starts at zero
SetHeatShaderWeight(0f);
if (_lightFlicker)
_lightFlicker.SetBaseIntensity(0f);
}
void Start()
{
TriggerFire();
}
/// <summary>
/// Captures the original Inspector scale, then sets the starting scale to
/// (x * 0.2, y * 0.1, z * 0.2) so each element grows from near-nothing.
/// </summary>
private void InitElement(FireElement el)
{
if (!el.VFX) return;
el.OriginalScale = el.VFX.transform.localScale;
el.VFX.transform.localScale = new Vector3(
el.OriginalScale.x * 0.2f,
el.OriginalScale.y * 0.1f,
el.OriginalScale.z * 0.2f
);
el.VFX.SetActive(false);
}
// ─────────────────────────────────────────────────────────────────────────
/// <summary>Starts the full fire propagation sequence.</summary>
public void TriggerFire()
{
_fireSequenceComplete = false;
StartCoroutine(FireSequence());
}
/// <summary>
/// Propagates fire bottom-up with overlapping stages for an organic feel.
/// Sets _fireSequenceComplete when the last element finishes growing.
/// </summary>
private IEnumerator FireSequence()
{
float overlapDelay = _growDuration * (1f - _overlapFactor);
// Drive all heat effects independently — syncs via _fireSequenceComplete
StartCoroutine(DriveHeatEffects());
// Feet
StartCoroutine(GrowFire(_fireBase));
yield return new WaitForSeconds(overlapDelay);
// Torso overlaps with feet still growing
StartCoroutine(GrowFire(_fireTorso));
yield return new WaitForSeconds(overlapDelay);
// Both arms ignite simultaneously, each propagating from shoulder to tip
StartCoroutine(PropagateArm(_fireArmLeft, _fireArmLeftEnd, overlapDelay));
StartCoroutine(PropagateArm(_fireArmRight, _fireArmRightEnd, overlapDelay));
yield return new WaitForSeconds(overlapDelay * 2f);
// Head
StartCoroutine(GrowFire(_fireHead));
yield return new WaitForSeconds(overlapDelay);
// Full blaze — wait for it to fully complete before flagging done
yield return StartCoroutine(GrowFire(_fireBig));
_fireSequenceComplete = true;
}
/// <summary>
/// Propagates fire along one arm: shoulder ignites first,
/// then tip starts after overlapDelay rather than waiting for shoulder to finish.
/// </summary>
private IEnumerator PropagateArm(FireElement shoulder, FireElement tip, float overlapDelay)
{
StartCoroutine(GrowFire(shoulder));
yield return new WaitForSeconds(overlapDelay);
yield return StartCoroutine(GrowFire(tip));
}
/// <summary>
/// Activates a fire element and lerps its scale from near-zero to its original
/// Inspector scale, driven by _growCurve for an organic progression.
/// </summary>
private IEnumerator GrowFire(FireElement el)
{
if (!el.VFX) yield break;
el.VFX.SetActive(true);
Vector3 startScale = el.VFX.transform.localScale;
Vector3 targetScale = el.OriginalScale;
float elapsed = 0f;
while (elapsed < _growDuration)
{
elapsed += Time.deltaTime;
float t = Mathf.Clamp01(elapsed / _growDuration);
float curveT = _growCurve.Evaluate(t);
el.VFX.transform.localScale = Vector3.Lerp(startScale, targetScale, curveT);
yield return null;
}
el.VFX.transform.localScale = targetScale;
}
// ─────────────────────────────────────────────────────────────────────────
/// <summary>
/// Drives all heat effects (post-process volume, heat shader, light intensity)
/// using _heatCurve until _fireSequenceComplete is set, then snaps cleanly to 1.
/// Decoupled from individual fire element timing for smoother blending.
/// </summary>
private IEnumerator DriveHeatEffects()
{
float elapsed = 0f;
while (!_fireSequenceComplete)
{
elapsed += Time.deltaTime;
float t = elapsed / _totalSequenceDuration;
float weight = _heatCurve.Evaluate(Mathf.Min(t, 0.99f));
if (_heatVolume)
_heatVolume.weight = weight;
SetHeatShaderWeight(weight);
if (_lightFlicker)
_lightFlicker.SetBaseIntensity(_targetLightIntensity * weight);
yield return null;
}
float lerpElapsed = 0f;
float lerpDuration = 8f;
float startWeight = _heatCurve.Evaluate(0.99f);
while (lerpElapsed < lerpDuration)
{
lerpElapsed += Time.deltaTime;
float weight = Mathf.Lerp(startWeight, 1f, lerpElapsed / lerpDuration);
if (_heatVolume) _heatVolume.weight = weight;
SetHeatShaderWeight(weight);
if (_lightFlicker) _lightFlicker.SetBaseIntensity(_targetLightIntensity * weight);
yield return null;
}
if (_heatVolume) _heatVolume.weight = 1f;
SetHeatShaderWeight(1f);
if (_lightFlicker) _lightFlicker.SetBaseIntensity(_targetLightIntensity);
}
/// <summary>
/// Drives the heat shader via a single normalized weight (0-1).
/// All visual parameters are tweaked directly on the material in the Inspector.
/// </summary>
private void SetHeatShaderWeight(float weight)
{
if (!_heatMaterial) return;
_heatMaterial.SetFloat("_Weight", weight);
}
}
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