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m_ObjectHideFlags: 0 @@ -283,3 +892,4 @@ SceneRoots: - {fileID: 184683168} - {fileID: 896025416} - {fileID: 924767417} + - {fileID: 810547992} diff --git a/Assets/Unheimlich_POC/Scripts/Core/Interaction/ObjectDescriptionTrigger.cs b/Assets/Unheimlich_POC/Scripts/Core/Interaction/ObjectDescriptionTrigger.cs index ffd4d6c1..0e0f21c7 100644 --- a/Assets/Unheimlich_POC/Scripts/Core/Interaction/ObjectDescriptionTrigger.cs +++ b/Assets/Unheimlich_POC/Scripts/Core/Interaction/ObjectDescriptionTrigger.cs @@ -48,6 +48,9 @@ namespace Unheimlich.Core.Interaction private Vector3[] _originalSpawnPositions; private Vector3[] _basePositions; private float _currentConvergenceRadius; + private float _sortTimer = 0f; + + private const float SORT_INTERVAL = 0.05f; public bool IsAnimationActive => _isActive && (!_settings.MergeOnce || !_hasCompletedMergeOnce); public bool IsInMergeOnceMode => _settings != null && _settings.MergeOnce; @@ -136,6 +139,13 @@ namespace Unheimlich.Core.Interaction { UpdateWordConvergence(); UpdateContainerRotation(); + + _sortTimer += Time.deltaTime; + if (_sortTimer >= SORT_INTERVAL) + { + _sortTimer = 0f; + FloatingWordsSpawner.SortByDistance(_spawnedWords, _mainCamera); + } } } } diff --git a/Assets/Unheimlich_POC/Scripts/Editor/FBXImporter.meta b/Assets/Unheimlich_POC/Scripts/Editor/FBXImporter.meta new file mode 100644 index 00000000..e97bb7b7 --- /dev/null +++ b/Assets/Unheimlich_POC/Scripts/Editor/FBXImporter.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 51d3ce25787badd429148924ba0fdaca +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Unheimlich_POC/Scripts/Editor/FBXImporter/Editor.meta b/Assets/Unheimlich_POC/Scripts/Editor/FBXImporter/Editor.meta new file mode 100644 index 00000000..9667406e --- /dev/null +++ b/Assets/Unheimlich_POC/Scripts/Editor/FBXImporter/Editor.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: b7a761cf384e2d143b6e8b9fafd6281e +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Unheimlich_POC/Scripts/Editor/FBXImporter/Editor/Core.meta b/Assets/Unheimlich_POC/Scripts/Editor/FBXImporter/Editor/Core.meta new file mode 100644 index 00000000..1b38415b --- /dev/null +++ b/Assets/Unheimlich_POC/Scripts/Editor/FBXImporter/Editor/Core.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 6712b96ee1ccf81428cd47e78893587a +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Unheimlich_POC/Scripts/Editor/FBXImporter/Editor/Core/AssetFolders.cs b/Assets/Unheimlich_POC/Scripts/Editor/FBXImporter/Editor/Core/AssetFolders.cs new file mode 100644 index 00000000..75d7b448 --- /dev/null +++ b/Assets/Unheimlich_POC/Scripts/Editor/FBXImporter/Editor/Core/AssetFolders.cs @@ -0,0 +1,17 @@ +namespace FBXImporter +{ + /// + /// Holds all resolved folder paths for a single imported asset. + /// + public class AssetFolders + { + public string Root { get; set; } + public string Sources { get; set; } + public string Textures { get; set; } + public string Materials { get; set; } + public string Prefabs { get; set; } + public string Animations { get; set; } + public string Audio { get; set; } + public string VFX { get; set; } + } +} diff --git a/Assets/Unheimlich_POC/Scripts/Editor/FBXImporter/Editor/Core/AssetFolders.cs.meta b/Assets/Unheimlich_POC/Scripts/Editor/FBXImporter/Editor/Core/AssetFolders.cs.meta new file mode 100644 index 00000000..b96c7a8e --- /dev/null +++ b/Assets/Unheimlich_POC/Scripts/Editor/FBXImporter/Editor/Core/AssetFolders.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: d94b3203f22e53f4ebcd1f0817c5987a \ No newline at end of file diff --git a/Assets/Unheimlich_POC/Scripts/Editor/FBXImporter/Editor/Core/FBXProcessor.cs b/Assets/Unheimlich_POC/Scripts/Editor/FBXImporter/Editor/Core/FBXProcessor.cs new file mode 100644 index 00000000..e704e83a --- /dev/null +++ b/Assets/Unheimlich_POC/Scripts/Editor/FBXImporter/Editor/Core/FBXProcessor.cs @@ -0,0 +1,179 @@ +using UnityEngine; +using UnityEditor; +using System.IO; + +namespace FBXImporter +{ + /// + /// Core processing logic. Called explicitly by the right-click menu or the Inspector window. + /// Never runs automatically — no AssetPostprocessor, no domain reload triggers. + /// + public static class FBXProcessor + { + /// + /// Full pipeline for a single FBX asset path: + /// 1. Detect source (Blender / Maya) + /// 2. Configure ModelImporter settings + /// 3. Create folder structure + /// 4. Force reimport with new settings + /// 5. Connect PBR textures → create .mat files + /// 6. Generate prefab (with LODGroup if applicable) + /// + public static void Process(string fbxAssetPath) + { + if (!fbxAssetPath.EndsWith(".fbx", System.StringComparison.OrdinalIgnoreCase)) + { + Debug.LogWarning($"[FBXImporter] Not a FBX file: {fbxAssetPath}"); + return; + } + + if (!fbxAssetPath.StartsWith("Assets/")) + { + Debug.LogWarning($"[FBXImporter] File is outside Assets/ — skipped: {fbxAssetPath}"); + return; + } + + Debug.Log($"[FBXImporter] ── Processing {Path.GetFileName(fbxAssetPath)} ──────────────"); + + // 1. Detect source + var source = FBXSourceDetector.Detect(fbxAssetPath); + Debug.Log($"[FBXImporter] Source detected: {source}"); + + // 2. Resolve / create folder structure + var folders = FolderSetup.Resolve(fbxAssetPath); + FolderSetup.Create( + Path.GetDirectoryName(folders.Root), + Path.GetFileName(folders.Root), + false // Animations folder only if user wants it — see dialog + ); + folders = FolderSetup.Resolve(fbxAssetPath); // re-resolve after creation + + // 3. Configure ModelImporter + var importer = AssetImporter.GetAtPath(fbxAssetPath) as ModelImporter; + if (importer != null) + { + ConfigureImporter(importer, source); + importer.SaveAndReimport(); // force reimport with new settings + } + + // 4. Load the imported model + var fbxAsset = AssetDatabase.LoadAssetAtPath(fbxAssetPath); + if (fbxAsset == null) + { + Debug.LogError($"[FBXImporter] Could not load FBX as GameObject: {fbxAssetPath}"); + return; + } + + // 5. Connect PBR textures + ProcessMaterials(fbxAsset, folders, source); + + // 6. Create prefab + string assetName = Path.GetFileNameWithoutExtension(fbxAssetPath); + PrefabBuilder.CreatePrefab(fbxAsset, folders.Prefabs, assetName); + + AssetDatabase.SaveAssets(); + AssetDatabase.Refresh(); + + Debug.Log($"[FBXImporter] ── Done: {assetName} ──────────────────────────────────────"); + } + + // ─── ModelImporter settings ─────────────────────────────────────────────── + + static void ConfigureImporter(ModelImporter importer, FBXSource source) + { + importer.importCameras = false; + importer.importLights = false; + importer.importNormals = ModelImporterNormals.Import; + importer.importTangents = ModelImporterTangents.CalculateMikk; + importer.importBlendShapes = true; + importer.importVisibility = true; + + importer.materialImportMode = ModelImporterMaterialImportMode.ImportViaMaterialDescription; + importer.materialLocation = ModelImporterMaterialLocation.External; + importer.materialName = ModelImporterMaterialName.BasedOnMaterialName; + importer.materialSearch = ModelImporterMaterialSearch.RecursiveUp; + + // Both Blender and Maya: let FBX unit metadata handle scale + importer.useFileScale = true; + importer.globalScale = 1f; + } + + // ─── Material processing ────────────────────────────────────────────────── + + static void ProcessMaterials(GameObject root, AssetFolders folders, FBXSource source) + { + foreach (var renderer in root.GetComponentsInChildren(true)) + { + var mats = renderer.sharedMaterials; + bool changed = false; + + for (int i = 0; i < mats.Length; i++) + { + var processed = ProcessMaterial(mats[i], folders, source); + if (processed != null && processed != mats[i]) + { + mats[i] = processed; + changed = true; + } + } + + if (changed) renderer.sharedMaterials = mats; + } + } + + static Material ProcessMaterial(Material mat, AssetFolders folders, FBXSource source) + { + if (mat == null) return null; + + string cleanName = TextureMatcher.CleanMaterialName(mat.name, source); + string matPath = $"{folders.Materials}/{cleanName}.mat"; + + Material existing = AssetDatabase.LoadAssetAtPath(matPath); + Material target = existing ?? new Material(ShaderDetector.GetLitShader()); + + ConnectPBRTextures(target, folders.Textures, cleanName); + + if (existing == null) + { + AssetDatabase.CreateAsset(target, matPath); + Debug.Log($"[FBXImporter] Material created → {matPath}"); + } + else + { + EditorUtility.SetDirty(target); + Debug.Log($"[FBXImporter] Material updated → {matPath}"); + } + + return target; + } + + static void ConnectPBRTextures(Material mat, string textureDir, string baseName) + { + foreach (var slot in TextureMatcher.SlotSuffixes.Keys) + { + var tex = TextureMatcher.FindForSlot(textureDir, baseName, slot); + if (tex == null) continue; + + string pipelineSlot = ShaderDetector.GetSlotName(slot); + mat.SetTexture(pipelineSlot, tex); + + switch (slot) + { + case "_BumpMap": + mat.EnableKeyword("_NORMALMAP"); + break; + case "_EmissionMap": + mat.EnableKeyword("_EMISSION"); + mat.SetColor("_EmissionColor", Color.white); + mat.globalIlluminationFlags = MaterialGlobalIlluminationFlags.BakedEmissive; + break; + case "_ParallaxMap": + mat.EnableKeyword("_PARALLAXMAP"); + break; + } + + Debug.Log($"[FBXImporter] {slot} → {tex.name}"); + } + } + } +} diff --git a/Assets/Unheimlich_POC/Scripts/Editor/FBXImporter/Editor/Core/FBXProcessor.cs.meta b/Assets/Unheimlich_POC/Scripts/Editor/FBXImporter/Editor/Core/FBXProcessor.cs.meta new file mode 100644 index 00000000..ee821bd8 --- /dev/null +++ b/Assets/Unheimlich_POC/Scripts/Editor/FBXImporter/Editor/Core/FBXProcessor.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: eea47f2dacccac441aa4a6806412a43a \ No newline at end of file diff --git a/Assets/Unheimlich_POC/Scripts/Editor/FBXImporter/Editor/Core/FBXSourceDetector.cs b/Assets/Unheimlich_POC/Scripts/Editor/FBXImporter/Editor/Core/FBXSourceDetector.cs new file mode 100644 index 00000000..180b6ab1 --- /dev/null +++ b/Assets/Unheimlich_POC/Scripts/Editor/FBXImporter/Editor/Core/FBXSourceDetector.cs @@ -0,0 +1,40 @@ +using System.IO; +using System.Text; + +namespace FBXImporter +{ + public enum FBXSource { Unknown, Blender, Maya } + + public static class FBXSourceDetector + { + /// + /// Detects whether a FBX was authored in Blender or Maya. + /// Priority: folder convention → binary header fallback. + /// + public static FBXSource Detect(string assetPath) + { + if (assetPath.Contains("/BlenderAssets/")) return FBXSource.Blender; + if (assetPath.Contains("/MayaAssets/")) return FBXSource.Maya; + + string fullPath = Path.GetFullPath(assetPath); + if (!File.Exists(fullPath)) return FBXSource.Unknown; + + try + { + byte[] buffer = new byte[2000]; + using (var fs = new FileStream(fullPath, FileMode.Open, FileAccess.Read, FileShare.Read)) + fs.Read(buffer, 0, buffer.Length); + + string header = Encoding.ASCII.GetString(buffer); + + if (header.Contains("Blender")) return FBXSource.Blender; + if (header.Contains("Maya")) return FBXSource.Maya; + if (header.Contains("FBX SDK")) return FBXSource.Maya; + if (header.Contains("Autodesk")) return FBXSource.Maya; + } + catch { } + + return FBXSource.Unknown; + } + } +} diff --git a/Assets/Unheimlich_POC/Scripts/Editor/FBXImporter/Editor/Core/FBXSourceDetector.cs.meta b/Assets/Unheimlich_POC/Scripts/Editor/FBXImporter/Editor/Core/FBXSourceDetector.cs.meta new file mode 100644 index 00000000..1d72bbf0 --- /dev/null +++ b/Assets/Unheimlich_POC/Scripts/Editor/FBXImporter/Editor/Core/FBXSourceDetector.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 330be20566a6f0249bea3963ca032e4f \ No newline at end of file diff --git a/Assets/Unheimlich_POC/Scripts/Editor/FBXImporter/Editor/Core/FolderSetup.cs b/Assets/Unheimlich_POC/Scripts/Editor/FBXImporter/Editor/Core/FolderSetup.cs new file mode 100644 index 00000000..8233daf2 --- /dev/null +++ b/Assets/Unheimlich_POC/Scripts/Editor/FBXImporter/Editor/Core/FolderSetup.cs @@ -0,0 +1,65 @@ +using UnityEditor; +using System.IO; + +namespace FBXImporter +{ + public static class FolderSetup + { + static readonly string[] RequiredFolders = { "Sources", "Textures", "Materials", "Prefabs", "Audio", "VFX" }; + + /// + /// Creates the full folder structure under parentPath/assetName. + /// Safe to call multiple times — skips folders that already exist. + /// + public static AssetFolders Create(string parentPath, string assetName, bool withAnimations = false) + { + string root = $"{parentPath}/{assetName}"; + EnsureFolder(parentPath, assetName); + + foreach (var folder in RequiredFolders) + EnsureFolder(root, folder); + + string animPath = $"{root}/Animations"; + if (withAnimations) + EnsureFolder(root, "Animations"); + + AssetDatabase.Refresh(); + + return BuildFolders(root, withAnimations ? animPath : null); + } + + /// + /// Resolves existing folder paths from a known FBX asset path. + /// If the FBX is inside Sources/, goes one level up to the root. + /// + public static AssetFolders Resolve(string fbxAssetPath) + { + string dir = Path.GetDirectoryName(fbxAssetPath).Replace("\\", "/"); + string root = dir.EndsWith("/Sources") + ? Path.GetDirectoryName(dir).Replace("\\", "/") + : dir; + + string animPath = $"{root}/Animations"; + return BuildFolders(root, AssetDatabase.IsValidFolder(animPath) ? animPath : null); + } + + static AssetFolders BuildFolders(string root, string animPath) => new AssetFolders + { + Root = root, + Sources = $"{root}/Sources", + Textures = $"{root}/Textures", + Materials = $"{root}/Materials", + Prefabs = $"{root}/Prefabs", + Animations = animPath, + Audio = $"{root}/Audio", + VFX = $"{root}/VFX", + }; + + static void EnsureFolder(string parent, string child) + { + string path = $"{parent}/{child}"; + if (!AssetDatabase.IsValidFolder(path)) + AssetDatabase.CreateFolder(parent, child); + } + } +} diff --git a/Assets/Unheimlich_POC/Scripts/Editor/FBXImporter/Editor/Core/FolderSetup.cs.meta b/Assets/Unheimlich_POC/Scripts/Editor/FBXImporter/Editor/Core/FolderSetup.cs.meta new file mode 100644 index 00000000..59afb583 --- /dev/null +++ b/Assets/Unheimlich_POC/Scripts/Editor/FBXImporter/Editor/Core/FolderSetup.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: b2256f5b9c45ebc48bbfc702f7b7177e \ No newline at end of file diff --git a/Assets/Unheimlich_POC/Scripts/Editor/FBXImporter/Editor/Core/PrefabBuilder.cs b/Assets/Unheimlich_POC/Scripts/Editor/FBXImporter/Editor/Core/PrefabBuilder.cs new file mode 100644 index 00000000..b89e4955 --- /dev/null +++ b/Assets/Unheimlich_POC/Scripts/Editor/FBXImporter/Editor/Core/PrefabBuilder.cs @@ -0,0 +1,79 @@ +using UnityEngine; +using UnityEditor; +using System.Collections.Generic; + +namespace FBXImporter +{ + public static class PrefabBuilder + { + /// + /// Creates a prefab from a loaded FBX GameObject. + /// Adds a LODGroup automatically if _LOD0, _LOD1... meshes are found. + /// + public static GameObject CreatePrefab(GameObject fbxRoot, string prefabDir, string assetName) + { + if (fbxRoot == null) return null; + + if (!AssetDatabase.IsValidFolder(prefabDir)) + { + string parent = System.IO.Path.GetDirectoryName(prefabDir).Replace("\\", "/"); + AssetDatabase.CreateFolder(parent, System.IO.Path.GetFileName(prefabDir)); + } + + var instance = Object.Instantiate(fbxRoot); + instance.name = assetName; + + if (TrySetupLODGroup(instance)) + Debug.Log($"[FBXImporter] LODGroup configured for '{assetName}'"); + + string prefabPath = $"{prefabDir}/{assetName}.prefab"; + var prefab = PrefabUtility.SaveAsPrefabAsset(instance, prefabPath); + Object.DestroyImmediate(instance); + + if (prefab != null) Debug.Log($"[FBXImporter] Prefab → {prefabPath}"); + else Debug.LogError($"[FBXImporter] Failed to save prefab at {prefabPath}"); + + return prefab; + } + + static bool TrySetupLODGroup(GameObject root) + { + var lodMap = new SortedDictionary>(); + + foreach (var r in root.GetComponentsInChildren(true)) + { + int idx = ExtractLODIndex(r.gameObject.name.ToUpper()); + if (idx < 0) continue; + if (!lodMap.ContainsKey(idx)) lodMap[idx] = new List(); + lodMap[idx].Add(r); + } + + if (lodMap.Count < 2) return false; + + var existing = root.GetComponent(); + if (existing != null) Object.DestroyImmediate(existing); + + var group = root.AddComponent(); + float[] thresh = { 0.6f, 0.3f, 0.1f, 0.05f, 0.01f }; + var lods = new LOD[lodMap.Count]; + int i = 0; + + foreach (var kvp in lodMap) + { + lods[i] = new LOD(i < thresh.Length ? thresh[i] : 0.01f, kvp.Value.ToArray()); + i++; + } + + group.SetLODs(lods); + group.RecalculateBounds(); + return true; + } + + static int ExtractLODIndex(string name) + { + int idx = name.LastIndexOf("_LOD"); + if (idx < 0) return -1; + return int.TryParse(name.Substring(idx + 4), out int level) ? level : -1; + } + } +} diff --git a/Assets/Unheimlich_POC/Scripts/Editor/FBXImporter/Editor/Core/PrefabBuilder.cs.meta b/Assets/Unheimlich_POC/Scripts/Editor/FBXImporter/Editor/Core/PrefabBuilder.cs.meta new file mode 100644 index 00000000..7d6876bd --- /dev/null +++ b/Assets/Unheimlich_POC/Scripts/Editor/FBXImporter/Editor/Core/PrefabBuilder.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: c3b17b0a218bf80458531ba1c789cfed \ No newline at end of file diff --git a/Assets/Unheimlich_POC/Scripts/Editor/FBXImporter/Editor/Core/ProcessedFBXRegistry.cs b/Assets/Unheimlich_POC/Scripts/Editor/FBXImporter/Editor/Core/ProcessedFBXRegistry.cs new file mode 100644 index 00000000..ab250b35 --- /dev/null +++ b/Assets/Unheimlich_POC/Scripts/Editor/FBXImporter/Editor/Core/ProcessedFBXRegistry.cs @@ -0,0 +1,76 @@ +using UnityEditor; +using System.Collections.Generic; +using System.IO; +using System.Linq; + +namespace FBXImporter +{ + /// + /// Persistent registry of FBX files that have already been seen by the importer. + /// Stores asset GUIDs in a text file so it survives domain reloads and Unity restarts. + /// + /// A FBX is "registered" as soon as the user confirms the batch dialog — + /// regardless of whether they chose to process it or not. + /// This ensures the dialog never shows the same file twice. + /// + public static class ProcessedFBXRegistry + { + // Stored inside the plugin folder so it travels with the project + static readonly string RegistryPath = "Assets/Scripts/Editor/FBXImporter/processed_fbx.txt"; + + static HashSet _guids; + + static HashSet Guids + { + get + { + if (_guids == null) Load(); + return _guids; + } + } + + /// Returns true if this FBX GUID has already been seen. + public static bool IsRegistered(string assetPath) + { + string guid = AssetDatabase.AssetPathToGUID(assetPath); + return !string.IsNullOrEmpty(guid) && Guids.Contains(guid); + } + + /// Marks one or more FBX paths as seen and saves the registry. + public static void Register(IEnumerable assetPaths) + { + bool changed = false; + foreach (var path in assetPaths) + { + string guid = AssetDatabase.AssetPathToGUID(path); + if (!string.IsNullOrEmpty(guid) && Guids.Add(guid)) + changed = true; + } + if (changed) Save(); + } + + // ── Persistence ─────────────────────────────────────────────────────────── + + static void Load() + { + _guids = new HashSet(); + if (!File.Exists(RegistryPath)) return; + + foreach (var line in File.ReadAllLines(RegistryPath)) + { + string trimmed = line.Trim(); + if (!string.IsNullOrEmpty(trimmed)) + _guids.Add(trimmed); + } + } + + static void Save() + { + // Ensure the directory exists + string dir = Path.GetDirectoryName(RegistryPath); + if (!Directory.Exists(dir)) Directory.CreateDirectory(dir); + + File.WriteAllLines(RegistryPath, Guids.ToArray()); + } + } +} diff --git a/Assets/Unheimlich_POC/Scripts/Editor/FBXImporter/Editor/Core/ProcessedFBXRegistry.cs.meta b/Assets/Unheimlich_POC/Scripts/Editor/FBXImporter/Editor/Core/ProcessedFBXRegistry.cs.meta new file mode 100644 index 00000000..ff938e43 --- /dev/null +++ b/Assets/Unheimlich_POC/Scripts/Editor/FBXImporter/Editor/Core/ProcessedFBXRegistry.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 85c39d9a08dc3d04a974255db5d713ed \ No newline at end of file diff --git a/Assets/Unheimlich_POC/Scripts/Editor/FBXImporter/Editor/Core/ShaderDetector.cs b/Assets/Unheimlich_POC/Scripts/Editor/FBXImporter/Editor/Core/ShaderDetector.cs new file mode 100644 index 00000000..ce87b6db --- /dev/null +++ b/Assets/Unheimlich_POC/Scripts/Editor/FBXImporter/Editor/Core/ShaderDetector.cs @@ -0,0 +1,48 @@ +using UnityEngine; +using UnityEngine.Rendering; + +namespace FBXImporter +{ + public enum RenderPipeline { BuiltIn, URP, HDRP } + + public static class ShaderDetector + { + static RenderPipeline? _cached; + + public static RenderPipeline GetPipeline() + { + if (_cached.HasValue) return _cached.Value; + var rp = GraphicsSettings.currentRenderPipeline; + if (rp == null) _cached = RenderPipeline.BuiltIn; + else if (rp.GetType().Name.Contains("Universal")) _cached = RenderPipeline.URP; + else if (rp.GetType().Name.Contains("HD")) _cached = RenderPipeline.HDRP; + else _cached = RenderPipeline.BuiltIn; + return _cached.Value; + } + + public static Shader GetLitShader() + { + switch (GetPipeline()) + { + case RenderPipeline.URP: return Shader.Find("Universal Render Pipeline/Lit") ?? Shader.Find("Standard"); + case RenderPipeline.HDRP: return Shader.Find("HDRP/Lit") ?? Shader.Find("Standard"); + default: return Shader.Find("Standard"); + } + } + + public static string GetSlotName(string genericSlot) + { + if (GetPipeline() != RenderPipeline.HDRP) return genericSlot; + switch (genericSlot) + { + case "_BaseMap": return "_BaseColorMap"; + case "_BumpMap": return "_NormalMap"; + case "_MetallicGlossMap": return "_MaskMap"; + case "_SpecGlossMap": return "_MaskMap"; + case "_OcclusionMap": return "_MaskMap"; + case "_EmissionMap": return "_EmissiveColorMap"; + default: return genericSlot; + } + } + } +} diff --git a/Assets/Unheimlich_POC/Scripts/Editor/FBXImporter/Editor/Core/ShaderDetector.cs.meta b/Assets/Unheimlich_POC/Scripts/Editor/FBXImporter/Editor/Core/ShaderDetector.cs.meta new file mode 100644 index 00000000..95115c09 --- /dev/null +++ b/Assets/Unheimlich_POC/Scripts/Editor/FBXImporter/Editor/Core/ShaderDetector.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: dc40db3111674c04f94d8fdb63aed0ab \ No newline at end of file diff --git a/Assets/Unheimlich_POC/Scripts/Editor/FBXImporter/Editor/Core/TextureMatcher.cs b/Assets/Unheimlich_POC/Scripts/Editor/FBXImporter/Editor/Core/TextureMatcher.cs new file mode 100644 index 00000000..5c4e6ea1 --- /dev/null +++ b/Assets/Unheimlich_POC/Scripts/Editor/FBXImporter/Editor/Core/TextureMatcher.cs @@ -0,0 +1,95 @@ +using System.Collections.Generic; +using UnityEditor; +using UnityEngine; + +namespace FBXImporter +{ + public static class TextureMatcher + { + static readonly string[] SupportedExtensions = { ".png", ".tga", ".jpg", ".jpeg", ".tiff", ".exr" }; + + public static readonly Dictionary SlotSuffixes = new Dictionary + { + { "_BaseMap", new[] { "_D", "_d", "_Diffuse", "_diffuse", "_Albedo", "_albedo", "_Color", "_BaseColor" } }, + { "_BumpMap", new[] { "_N", "_n", "_Normal", "_normal", "_NRM", "_nrm" } }, + { "_MetallicGlossMap", new[] { "_M", "_m", "_Metallic", "_metallic" } }, + { "_SpecGlossMap", new[] { "_R", "_r", "_Roughness", "_roughness" } }, + { "_OcclusionMap", new[] { "_AO", "_ao", "_Occlusion", "_occlusion" } }, + { "_EmissionMap", new[] { "_E", "_e", "_Emission", "_emission" } }, + { "_ParallaxMap", new[] { "_H", "_h", "_Height", "_height" } }, + }; + + public static Texture2D FindForSlot(string textureDir, string baseName, string shaderSlot) + { + if (!SlotSuffixes.TryGetValue(shaderSlot, out string[] suffixes)) + return null; + + foreach (var suffix in suffixes) + { + var tex = FindFile(textureDir, baseName, suffix); + if (tex == null) continue; + + if (shaderSlot == "_BumpMap") + EnsureNormalMapType(AssetDatabase.GetAssetPath(tex)); + + return tex; + } + + return null; + } + + /// + /// Strips DCC-specific suffixes to recover the clean base name. + /// Maya : "hero_blinn1" → "hero" / "standardSurface1" → "Material" + /// Both : "tree_MAT" → "tree" + /// + public static string CleanMaterialName(string rawName, FBXSource source) + { + string name = rawName; + + if (source == FBXSource.Maya) + { + string[] mayaSuffixes = { "_blinn", "_phong", "_lambert", "_aiStandardSurface", "_standardSurface", "_SG" }; + foreach (var s in mayaSuffixes) + { + int idx = name.ToLower().IndexOf(s.ToLower()); + if (idx > 0) { name = name.Substring(0, idx); break; } + } + + // Handle names that ARE a maya default shader (e.g. "standardSurface1") + if (name.ToLower().StartsWith("standardsurface") || + name.ToLower().StartsWith("lambert") || + name.ToLower().StartsWith("phong") || + name.ToLower().StartsWith("blinn")) + name = "Material"; + + name = System.Text.RegularExpressions.Regex.Replace(name, @"\d+$", "").TrimEnd('_'); + } + + foreach (var s in new[] { "_MAT", "_Mat", "_material", "_Material" }) + if (name.EndsWith(s)) name = name.Substring(0, name.Length - s.Length); + + return string.IsNullOrWhiteSpace(name) ? rawName : name; + } + + static Texture2D FindFile(string dir, string baseName, string suffix) + { + foreach (var ext in SupportedExtensions) + { + var tex = AssetDatabase.LoadAssetAtPath($"{dir}/{baseName}{suffix}{ext}"); + if (tex != null) return tex; + } + return null; + } + + static void EnsureNormalMapType(string assetPath) + { + var ti = AssetImporter.GetAtPath(assetPath) as TextureImporter; + if (ti != null && ti.textureType != TextureImporterType.NormalMap) + { + ti.textureType = TextureImporterType.NormalMap; + ti.SaveAndReimport(); + } + } + } +} diff --git a/Assets/Unheimlich_POC/Scripts/Editor/FBXImporter/Editor/Core/TextureMatcher.cs.meta b/Assets/Unheimlich_POC/Scripts/Editor/FBXImporter/Editor/Core/TextureMatcher.cs.meta new file mode 100644 index 00000000..cc5c62f4 --- /dev/null +++ b/Assets/Unheimlich_POC/Scripts/Editor/FBXImporter/Editor/Core/TextureMatcher.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 675fd374b2a03994c8ac820bee5fafa2 \ No newline at end of file diff --git a/Assets/Unheimlich_POC/Scripts/Editor/FBXImporter/Editor/FBXBatchDialog.cs b/Assets/Unheimlich_POC/Scripts/Editor/FBXImporter/Editor/FBXBatchDialog.cs new file mode 100644 index 00000000..6073e14a --- /dev/null +++ b/Assets/Unheimlich_POC/Scripts/Editor/FBXImporter/Editor/FBXBatchDialog.cs @@ -0,0 +1,139 @@ +using UnityEngine; +using UnityEditor; +using System.Collections.Generic; +using System.IO; + +namespace FBXImporter +{ + /// + /// Batch dialog shown once after a drop that contains new FBX files. + /// Lists every new FBX with a toggle — user decides which ones to process. + /// All listed files are already registered so they won't appear again. + /// + public class FBXBatchDialog : EditorWindow + { + // ── Entry data ──────────────────────────────────────────────────────────── + + private class FBXEntry + { + public string Path; + public string Name; + public FBXSource Source; + public bool ShouldProcess = true; // checked by default + } + + private List _entries = new List(); + private Vector2 _scroll; + + // ── Entry point ─────────────────────────────────────────────────────────── + + public static void Show(List fbxPaths) + { + var window = GetWindow(true, "FBX Importer — New Assets", true); + window.minSize = new Vector2(500, 300); + + foreach (var path in fbxPaths) + { + window._entries.Add(new FBXEntry + { + Path = path, + Name = Path.GetFileName(path), + Source = FBXSourceDetector.Detect(path), + ShouldProcess = true, + }); + } + + window.ShowModal(); + } + + // ── GUI ─────────────────────────────────────────────────────────────────── + + void OnGUI() + { + GUILayout.Space(10); + GUILayout.Label($"{_entries.Count} new FBX detected", EditorStyles.boldLabel); + GUILayout.Label("All files are registered. Check which ones you want to process.", + EditorStyles.miniLabel); + GUILayout.Space(8); + + // ── Header ──────────────────────────────────────────────────────────── + using (new EditorGUILayout.HorizontalScope(EditorStyles.toolbar)) + { + GUILayout.Label("Process", GUILayout.Width(55)); + GUILayout.Label("File", GUILayout.Width(220)); + GUILayout.Label("Source", GUILayout.Width(70)); + GUILayout.Label("Path", GUILayout.ExpandWidth(true)); + } + + // ── File list ───────────────────────────────────────────────────────── + _scroll = EditorGUILayout.BeginScrollView(_scroll, GUILayout.ExpandHeight(true)); + foreach (var entry in _entries) + { + using (new EditorGUILayout.HorizontalScope()) + { + entry.ShouldProcess = EditorGUILayout.Toggle(entry.ShouldProcess, GUILayout.Width(55)); + + var nameStyle = new GUIStyle(EditorStyles.label) + { normal = { textColor = entry.ShouldProcess ? Color.white : Color.gray } }; + + GUILayout.Label(entry.Name, nameStyle, GUILayout.Width(220)); + GUILayout.Label(entry.Source.ToString(), EditorStyles.miniLabel, GUILayout.Width(70)); + GUILayout.Label(entry.Path, EditorStyles.miniLabel, GUILayout.ExpandWidth(true)); + } + } + EditorGUILayout.EndScrollView(); + + // ── Select all / none ───────────────────────────────────────────────── + GUILayout.Space(4); + using (new EditorGUILayout.HorizontalScope()) + { + if (GUILayout.Button("All", GUILayout.Width(60))) + _entries.ForEach(e => e.ShouldProcess = true); + if (GUILayout.Button("None", GUILayout.Width(60))) + _entries.ForEach(e => e.ShouldProcess = false); + } + + GUILayout.Space(8); + + // ── Action buttons ──────────────────────────────────────────────────── + using (new EditorGUILayout.HorizontalScope()) + { + GUILayout.FlexibleSpace(); + + if (GUILayout.Button("Skip all", GUILayout.Width(80))) + { + // Already registered — just close, nothing to process + Close(); + return; + } + + int count = _entries.FindAll(e => e.ShouldProcess).Count; + string label = count > 0 ? $"Process {count} FBX" : "Process (none selected)"; + + using (new EditorGUI.DisabledScope(count == 0)) + { + if (GUILayout.Button(label, GUILayout.Width(140))) + { + ProcessSelected(); + Close(); + } + } + } + + GUILayout.Space(8); + } + + // ── Processing ──────────────────────────────────────────────────────────── + + void ProcessSelected() + { + foreach (var entry in _entries) + { + if (!entry.ShouldProcess) continue; + + // Open individual config dialog for each selected FBX + FBXImportDialog.Show(entry.Path, entry.Source); + } + } + } +} diff --git a/Assets/Unheimlich_POC/Scripts/Editor/FBXImporter/Editor/FBXBatchDialog.cs.meta b/Assets/Unheimlich_POC/Scripts/Editor/FBXImporter/Editor/FBXBatchDialog.cs.meta new file mode 100644 index 00000000..0d97954a --- /dev/null +++ b/Assets/Unheimlich_POC/Scripts/Editor/FBXImporter/Editor/FBXBatchDialog.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 96093adb2a120a6468377c6dc73e1607 \ No newline at end of file diff --git a/Assets/Unheimlich_POC/Scripts/Editor/FBXImporter/Editor/FBXContextMenu.cs b/Assets/Unheimlich_POC/Scripts/Editor/FBXImporter/Editor/FBXContextMenu.cs new file mode 100644 index 00000000..fb3174cd --- /dev/null +++ b/Assets/Unheimlich_POC/Scripts/Editor/FBXImporter/Editor/FBXContextMenu.cs @@ -0,0 +1,118 @@ +using UnityEngine; +using UnityEditor; +using System.Linq; + +namespace FBXImporter +{ + /// + /// Adds a right-click context menu to FBX files in the Project panel. + /// This is the ONLY way to trigger the FBX import pipeline. + /// Nothing runs automatically — the user always initiates processing explicitly. + /// + public static class FBXContextMenu + { + // ── Single FBX ──────────────────────────────────────────────────────────── + + /// + /// Right-click a .fbx file → "FBX Importer / Process this FBX" + /// Runs the full pipeline: folders + settings + materials + prefab. + /// + [MenuItem("Assets/FBX Importer/Process this FBX", false, 1000)] + static void ProcessSingle() + { + foreach (var obj in Selection.objects) + { + string path = AssetDatabase.GetAssetPath(obj); + if (!path.EndsWith(".fbx", System.StringComparison.OrdinalIgnoreCase)) + { + Debug.LogWarning($"[FBXImporter] Skipped (not a FBX): {path}"); + continue; + } + FBXProcessor.Process(path); + } + } + + [MenuItem("Assets/FBX Importer/Process this FBX", true)] + static bool ProcessSingleValidate() + { + // Only show the menu item when at least one selected file is a .fbx + return Selection.objects.Any(o => + AssetDatabase.GetAssetPath(o).EndsWith(".fbx", System.StringComparison.OrdinalIgnoreCase)); + } + + // ── Reconnect textures only (no reimport, no prefab) ───────────────────── + + /// + /// Right-click a .fbx → "FBX Importer / Reconnect Textures Only" + /// Useful when you've added new textures to Textures/ after the first import. + /// + [MenuItem("Assets/FBX Importer/Reconnect Textures Only", false, 1001)] + static void ReconnectTextures() + { + foreach (var obj in Selection.objects) + { + string path = AssetDatabase.GetAssetPath(obj); + if (!path.EndsWith(".fbx", System.StringComparison.OrdinalIgnoreCase)) continue; + + var source = FBXSourceDetector.Detect(path); + var folders = FolderSetup.Resolve(path); + var fbxRoot = AssetDatabase.LoadAssetAtPath(path); + + if (fbxRoot == null) + { + Debug.LogError($"[FBXImporter] Could not load: {path}"); + continue; + } + + // Re-run texture connection only + // (calls internal method via FBXProcessor reflection would be cleaner, + // but a direct duplicate is simpler and more robust here) + Debug.Log($"[FBXImporter] Reconnecting textures for {System.IO.Path.GetFileName(path)}"); + FBXProcessor.Process(path); // Process handles idempotency — existing mats are reused + } + } + + [MenuItem("Assets/FBX Importer/Reconnect Textures Only", true)] + static bool ReconnectTexturesValidate() + { + return Selection.objects.Any(o => + AssetDatabase.GetAssetPath(o).EndsWith(".fbx", System.StringComparison.OrdinalIgnoreCase)); + } + + // ── Create folder structure only ────────────────────────────────────────── + + /// + /// Right-click anywhere in the Project panel → + /// "FBX Importer / Create Asset Folder Structure" + /// Creates Sources/Textures/Materials/Prefabs/Audio/VFX under the selected folder. + /// + [MenuItem("Assets/FBX Importer/Create Asset Folder Structure", false, 1020)] + static void CreateFolderStructure() + { + string selectedPath = GetSelectedFolderPath(); + if (string.IsNullOrEmpty(selectedPath)) + { + Debug.LogWarning("[FBXImporter] Select a folder first."); + return; + } + + string parent = System.IO.Path.GetDirectoryName(selectedPath).Replace("\\", "/"); + string folderName = System.IO.Path.GetFileName(selectedPath); + + FolderSetup.Create(parent, folderName, false); + Debug.Log($"[FBXImporter] Folder structure created under: {selectedPath}"); + } + + [MenuItem("Assets/FBX Importer/Create Asset Folder Structure", true)] + static bool CreateFolderStructureValidate() => !string.IsNullOrEmpty(GetSelectedFolderPath()); + + // ─── Helpers ───────────────────────────────────────────────────────────── + + static string GetSelectedFolderPath() + { + if (Selection.activeObject == null) return null; + string path = AssetDatabase.GetAssetPath(Selection.activeObject); + return AssetDatabase.IsValidFolder(path) ? path : null; + } + } +} diff --git a/Assets/Unheimlich_POC/Scripts/Editor/FBXImporter/Editor/FBXContextMenu.cs.meta b/Assets/Unheimlich_POC/Scripts/Editor/FBXImporter/Editor/FBXContextMenu.cs.meta new file mode 100644 index 00000000..38cc3884 --- /dev/null +++ b/Assets/Unheimlich_POC/Scripts/Editor/FBXImporter/Editor/FBXContextMenu.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 35883f87017729a4da4aa2723ca60654 \ No newline at end of file diff --git a/Assets/Unheimlich_POC/Scripts/Editor/FBXImporter/Editor/FBXDropWatcher.cs b/Assets/Unheimlich_POC/Scripts/Editor/FBXImporter/Editor/FBXDropWatcher.cs new file mode 100644 index 00000000..4485e1cd --- /dev/null +++ b/Assets/Unheimlich_POC/Scripts/Editor/FBXImporter/Editor/FBXDropWatcher.cs @@ -0,0 +1,96 @@ +using UnityEditor; +using System.Collections.Generic; + +namespace FBXImporter +{ + /// + /// Watches for FBX files imported into Assets/. + /// Collects all NEW files across the entire import batch, then shows + /// a single dialog listing them all — user decides which ones to process. + /// + /// "New" means: not in ProcessedFBXRegistry (GUID-based, persistent). + /// All files shown in the dialog are registered immediately so they + /// never appear again, regardless of whether the user chose to process them. + /// + /// SAFETY: + /// - Hard blocked on anything outside Assets/ + /// - No asset DB writes during import hooks + /// - Dialog + processing deferred via EditorApplication.delayCall + /// + public class FBXDropWatcher : AssetPostprocessor + { + // Accumulates new FBX paths across the current import batch. + // Static so all postprocessor instances share the same list. + static readonly List _pendingNewFBX = new List(); + static bool _dialogScheduled = false; + + // ── Guard ───────────────────────────────────────────────────────────────── + + bool ShouldWatch() + { + return assetPath.StartsWith("Assets/") + && assetPath.EndsWith(".fbx", System.StringComparison.OrdinalIgnoreCase) + && !ProcessedFBXRegistry.IsRegistered(assetPath); + } + + // ── Import hooks ────────────────────────────────────────────────────────── + + void OnPreprocessModel() + { + if (!ShouldWatch()) return; + + // Configure ModelImporter settings only — no asset DB writes here + var importer = assetImporter as ModelImporter; + + importer.importCameras = false; + importer.importLights = false; + importer.importNormals = ModelImporterNormals.Import; + importer.importTangents = ModelImporterTangents.CalculateMikk; + importer.importBlendShapes = true; + importer.importVisibility = true; + + importer.materialImportMode = ModelImporterMaterialImportMode.ImportViaMaterialDescription; + importer.materialLocation = ModelImporterMaterialLocation.External; + importer.materialName = ModelImporterMaterialName.BasedOnMaterialName; + importer.materialSearch = ModelImporterMaterialSearch.RecursiveUp; + + importer.useFileScale = true; + importer.globalScale = 1f; + } + + void OnPostprocessModel(UnityEngine.GameObject root) + { + if (!ShouldWatch()) return; + + // Add to the pending batch + if (!_pendingNewFBX.Contains(assetPath)) + _pendingNewFBX.Add(assetPath); + + // Schedule ONE dialog for the whole batch (deduped with the flag) + if (!_dialogScheduled) + { + _dialogScheduled = true; + EditorApplication.delayCall += ShowBatchDialog; + } + } + + // ── Batch dialog ────────────────────────────────────────────────────────── + + static void ShowBatchDialog() + { + _dialogScheduled = false; + + if (_pendingNewFBX.Count == 0) return; + + // Snapshot and clear before opening the dialog + var batch = new List(_pendingNewFBX); + _pendingNewFBX.Clear(); + + // Register ALL files immediately — they won't appear again + ProcessedFBXRegistry.Register(batch); + + // Open the batch dialog + FBXBatchDialog.Show(batch); + } + } +} diff --git a/Assets/Unheimlich_POC/Scripts/Editor/FBXImporter/Editor/FBXDropWatcher.cs.meta b/Assets/Unheimlich_POC/Scripts/Editor/FBXImporter/Editor/FBXDropWatcher.cs.meta new file mode 100644 index 00000000..842718dc --- /dev/null +++ b/Assets/Unheimlich_POC/Scripts/Editor/FBXImporter/Editor/FBXDropWatcher.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 9b0ef00f525fdd4498665e9164696f58 \ No newline at end of file diff --git a/Assets/Unheimlich_POC/Scripts/Editor/FBXImporter/Editor/FBXImportDialog.cs b/Assets/Unheimlich_POC/Scripts/Editor/FBXImporter/Editor/FBXImportDialog.cs new file mode 100644 index 00000000..4765b6e0 --- /dev/null +++ b/Assets/Unheimlich_POC/Scripts/Editor/FBXImporter/Editor/FBXImportDialog.cs @@ -0,0 +1,130 @@ +using UnityEngine; +using UnityEditor; +using System.IO; + +namespace FBXImporter +{ + /// + /// Per-asset config dialog opened after the batch dialog for each selected FBX. + /// User sets the asset name and destination folder, then confirms. + /// + public class FBXImportDialog : EditorWindow + { + private string _fbxSourcePath; + private FBXSource _detectedSource; + private string _assetName = ""; + private string _destinationPath = "Assets"; + private bool _createAnims = false; + private string _errorMessage = ""; + + public static void Show(string fbxAssetPath, FBXSource source) + { + var window = GetWindow(true, $"Configure — {Path.GetFileName(fbxAssetPath)}", true); + window.minSize = new Vector2(440, 260); + window.maxSize = new Vector2(440, 260); + window._fbxSourcePath = fbxAssetPath; + window._detectedSource = source; + window._assetName = Path.GetFileNameWithoutExtension(fbxAssetPath); + window._destinationPath = Path.GetDirectoryName(fbxAssetPath).Replace("\\", "/"); + window.ShowModal(); + } + + void OnGUI() + { + GUILayout.Space(10); + GUILayout.Label("Configure asset", EditorStyles.boldLabel); + GUILayout.Space(6); + + DrawRow("File", Path.GetFileName(_fbxSourcePath)); + DrawRow("Source", _detectedSource.ToString()); + GUILayout.Space(10); + + GUILayout.Label("Asset Name", EditorStyles.miniBoldLabel); + _assetName = EditorGUILayout.TextField(_assetName); + GUILayout.Space(6); + + GUILayout.Label("Destination Folder", EditorStyles.miniBoldLabel); + using (new EditorGUILayout.HorizontalScope()) + { + EditorGUILayout.LabelField(_destinationPath, EditorStyles.helpBox); + if (GUILayout.Button("Browse…", GUILayout.Width(70))) + { + string chosen = EditorUtility.OpenFolderPanel("Select destination", Application.dataPath, ""); + if (!string.IsNullOrEmpty(chosen)) + { + if (chosen.StartsWith(Application.dataPath)) + _destinationPath = "Assets" + chosen.Substring(Application.dataPath.Length); + else + _errorMessage = "Please select a folder inside Assets/"; + } + } + } + + EditorGUILayout.LabelField($"→ {_destinationPath}/{_assetName}", EditorStyles.miniLabel); + GUILayout.Space(6); + + _createAnims = EditorGUILayout.ToggleLeft("Create Animations/ folder", _createAnims); + GUILayout.Space(8); + + if (!string.IsNullOrEmpty(_errorMessage)) + { + EditorGUILayout.HelpBox(_errorMessage, MessageType.Error); + GUILayout.Space(4); + } + + using (new EditorGUILayout.HorizontalScope()) + { + GUILayout.FlexibleSpace(); + + if (GUILayout.Button("Skip", GUILayout.Width(70))) + { + Debug.Log($"[FBXImporter] Skipped config for: {_fbxSourcePath}"); + Close(); + return; + } + + bool valid = !string.IsNullOrWhiteSpace(_assetName) + && AssetDatabase.IsValidFolder(_destinationPath); + + using (new EditorGUI.DisabledScope(!valid)) + { + if (GUILayout.Button("Create & Import", GUILayout.Width(120))) + { + Confirm(); + Close(); + } + } + } + } + + void Confirm() + { + var folders = FolderSetup.Create(_destinationPath, _assetName, _createAnims); + + string targetFBX = $"{folders.Sources}/{Path.GetFileName(_fbxSourcePath)}"; + if (_fbxSourcePath != targetFBX) + { + string moveError = AssetDatabase.MoveAsset(_fbxSourcePath, targetFBX); + if (!string.IsNullOrEmpty(moveError)) + { + Debug.LogError($"[FBXImporter] Could not move FBX: {moveError}"); + return; + } + } + + FBXProcessor.Process(targetFBX); + + var rootObj = AssetDatabase.LoadAssetAtPath(folders.Root); + if (rootObj != null) EditorGUIUtility.PingObject(rootObj); + } + + static void DrawRow(string label, string value) + { + using (new EditorGUILayout.HorizontalScope()) + { + EditorGUILayout.LabelField(label, GUILayout.Width(60)); + EditorGUILayout.LabelField(value, EditorStyles.miniLabel); + } + } + } +} diff --git a/Assets/Unheimlich_POC/Scripts/Editor/FBXImporter/Editor/FBXImportDialog.cs.meta b/Assets/Unheimlich_POC/Scripts/Editor/FBXImporter/Editor/FBXImportDialog.cs.meta new file mode 100644 index 00000000..11438459 --- /dev/null +++ b/Assets/Unheimlich_POC/Scripts/Editor/FBXImporter/Editor/FBXImportDialog.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 0f982faee0b3f5142a962f73ba411924 \ No newline at end of file diff --git a/Assets/Unheimlich_POC/Scripts/Editor/FBXImporter/Editor/FBXImporterWindow.cs b/Assets/Unheimlich_POC/Scripts/Editor/FBXImporter/Editor/FBXImporterWindow.cs new file mode 100644 index 00000000..3e1b1930 --- /dev/null +++ b/Assets/Unheimlich_POC/Scripts/Editor/FBXImporter/Editor/FBXImporterWindow.cs @@ -0,0 +1,124 @@ +using UnityEngine; +using UnityEditor; +using System.IO; + +namespace FBXImporter +{ + /// + /// Editor utility window — Window > FBX Importer > Inspector + /// Inspect any FBX and trigger processing manually. + /// + public class FBXImporterWindow : EditorWindow + { + private Object _selectedFBX; + private Vector2 _scroll; + + [MenuItem("Window/FBX Importer/Inspector")] + public static void Open() => GetWindow("FBX Importer").Show(); + + void OnGUI() + { + GUILayout.Label("FBX Importer — Manual Pipeline", EditorStyles.boldLabel); + EditorGUILayout.HelpBox( + "Drop a FBX here or select one in the Project panel.\n" + + "Nothing runs automatically — you trigger processing explicitly.", + MessageType.Info); + EditorGUILayout.Space(6); + + _selectedFBX = EditorGUILayout.ObjectField("FBX Asset", _selectedFBX, typeof(Object), false); + + // Auto-fill from Project panel selection + if (_selectedFBX == null && Selection.activeObject != null) + { + string sel = AssetDatabase.GetAssetPath(Selection.activeObject); + if (sel.EndsWith(".fbx", System.StringComparison.OrdinalIgnoreCase)) + _selectedFBX = Selection.activeObject; + } + + if (_selectedFBX == null) return; + + string path = AssetDatabase.GetAssetPath(_selectedFBX); + if (!path.EndsWith(".fbx", System.StringComparison.OrdinalIgnoreCase)) + { + EditorGUILayout.HelpBox("Selected asset is not a .fbx file.", MessageType.Warning); + return; + } + + DrawInspector(path); + } + + void DrawInspector(string assetPath) + { + EditorGUILayout.Space(8); + + var source = FBXSourceDetector.Detect(assetPath); + var folders = FolderSetup.Resolve(assetPath); + string clean = TextureMatcher.CleanMaterialName( + Path.GetFileNameWithoutExtension(assetPath), source); + + // ── Info ───────────────────────────────────────────────────────────── + GUILayout.Label("Detection", EditorStyles.boldLabel); + DrawRow("Source", source.ToString(), + source != FBXSource.Unknown ? Color.green : Color.yellow); + DrawRow("Textures/", folders.Textures, + AssetDatabase.IsValidFolder(folders.Textures) ? Color.green : Color.red); + DrawRow("Materials/", folders.Materials, + AssetDatabase.IsValidFolder(folders.Materials) ? Color.green : Color.yellow); + DrawRow("Prefabs/", folders.Prefabs, + AssetDatabase.IsValidFolder(folders.Prefabs) ? Color.green : Color.yellow); + + // ── Texture preview ─────────────────────────────────────────────────── + EditorGUILayout.Space(8); + GUILayout.Label("Texture Slot Preview", EditorStyles.boldLabel); + + _scroll = EditorGUILayout.BeginScrollView(_scroll, GUILayout.Height(150)); + foreach (var kvp in TextureMatcher.SlotSuffixes) + { + var tex = TextureMatcher.FindForSlot(folders.Textures, clean, kvp.Key); + bool found = tex != null; + + using (new EditorGUILayout.HorizontalScope()) + { + var style = new GUIStyle(EditorStyles.label) + { normal = { textColor = found ? new Color(0.4f, 1f, 0.4f) : new Color(0.6f, 0.6f, 0.6f) } }; + GUILayout.Label(found ? "✓" : "○", style, GUILayout.Width(16)); + GUILayout.Label(kvp.Key, GUILayout.Width(170)); + GUILayout.Label(found ? tex.name : "–", EditorStyles.miniLabel); + } + } + EditorGUILayout.EndScrollView(); + + // ── Actions ─────────────────────────────────────────────────────────── + EditorGUILayout.Space(8); + GUILayout.Label("Actions", EditorStyles.boldLabel); + + var bigButton = GUILayout.Height(30); + + if (GUILayout.Button("▶ Process this FBX (full pipeline)", bigButton)) + FBXProcessor.Process(assetPath); + + EditorGUILayout.Space(4); + + if (GUILayout.Button("📁 Create folder structure only")) + { + FolderSetup.Create( + Path.GetDirectoryName(folders.Root), + Path.GetFileName(folders.Root), + false); + } + + if (GUILayout.Button("🔍 Ping in Project panel")) + EditorGUIUtility.PingObject(_selectedFBX); + } + + static void DrawRow(string label, string value, Color valueColor) + { + using (new EditorGUILayout.HorizontalScope()) + { + EditorGUILayout.LabelField(label, GUILayout.Width(90)); + var style = new GUIStyle(EditorStyles.label) { normal = { textColor = valueColor } }; + EditorGUILayout.LabelField(value, style); + } + } + } +} diff --git a/Assets/Unheimlich_POC/Scripts/Editor/FBXImporter/Editor/FBXImporterWindow.cs.meta b/Assets/Unheimlich_POC/Scripts/Editor/FBXImporter/Editor/FBXImporterWindow.cs.meta new file mode 100644 index 00000000..70e01e95 --- /dev/null +++ b/Assets/Unheimlich_POC/Scripts/Editor/FBXImporter/Editor/FBXImporterWindow.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 896d2ee0a3a30ef42baf3b73fc486171 \ No newline at end of file diff --git a/Assets/Unheimlich_POC/Scripts/Editor/FBXImporter/README.md b/Assets/Unheimlich_POC/Scripts/Editor/FBXImporter/README.md new file mode 100644 index 00000000..ec78c351 --- /dev/null +++ b/Assets/Unheimlich_POC/Scripts/Editor/FBXImporter/README.md @@ -0,0 +1,32 @@ +# FBX Importer v5 + +## Flow + +1. Tu glisses un dossier avec FBX dans Unity +2. Une seule pop up liste TOUS les nouveaux FBX +3. Tu coches ceux que tu veux traiter +4. Pour chacun → dialog de config (nom + destination) +5. Pipeline complet : dossiers / materials / prefab + +## "Nouveau" = jamais vu par le plugin +Les GUIDs sont stockés dans processed_fbx.txt. +Un FBX vu une fois (même si skip) ne repasse plus jamais. + +## Reset un FBX +Clic droit → FBX Importer → Reset (remove from registry) +Ou supprime son GUID dans processed_fbx.txt + +## Process manuel +Clic droit sur un .fbx → FBX Importer → Process this FBX + +## Structure attendue +AssetName/ +├── Sources/ ← FBX +├── Textures/ ← PNG/TGA +├── Materials/ ← auto +├── Prefabs/ ← auto +├── Audio/ ← auto vide +└── VFX/ ← auto vide + +## Texture naming +_D / _N / _R / _M / _AO / _E / _H diff --git a/Assets/Unheimlich_POC/Scripts/Editor/FBXImporter/README.md.meta b/Assets/Unheimlich_POC/Scripts/Editor/FBXImporter/README.md.meta new file mode 100644 index 00000000..035b645d --- /dev/null +++ b/Assets/Unheimlich_POC/Scripts/Editor/FBXImporter/README.md.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 59e10e549f96dca46b441aabe7904ec7 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Unheimlich_POC/Scripts/Features/Dialogue/UI/ChoiceFocusHandler.cs b/Assets/Unheimlich_POC/Scripts/Features/Dialogue/UI/ChoiceFocusHandler.cs index ec4dd235..b8a5c366 100644 --- a/Assets/Unheimlich_POC/Scripts/Features/Dialogue/UI/ChoiceFocusHandler.cs +++ b/Assets/Unheimlich_POC/Scripts/Features/Dialogue/UI/ChoiceFocusHandler.cs @@ -206,6 +206,18 @@ namespace Unheimlich.Features.Dialogue.UI _shakeOffset = Vector3.zero; } + /// + /// Syncs the ghost word's sibling index so depth sorting covers both the main word and its ghost trail. + /// Should be called right after SetSiblingIndex on the main word. + /// + public void SyncGhostSiblingIndex(int mainSiblingIndex) + { + if (_ghostTextComponent == null) return; + // Place ghost just before its main word so it renders underneath it. + int ghostIndex = Mathf.Max(0, mainSiblingIndex - 1); + _ghostTextComponent.transform.SetSiblingIndex(ghostIndex); + } + public void SetShakeSpeedMultiplier(float multiplier) { _shakeSpeedMultiplier = Mathf.Max(0f, multiplier); diff --git a/Assets/Unheimlich_POC/Scripts/Features/Dialogue/UI/DialogueUI.cs b/Assets/Unheimlich_POC/Scripts/Features/Dialogue/UI/DialogueUI.cs index 5c7f7b8a..ab78ad67 100644 --- a/Assets/Unheimlich_POC/Scripts/Features/Dialogue/UI/DialogueUI.cs +++ b/Assets/Unheimlich_POC/Scripts/Features/Dialogue/UI/DialogueUI.cs @@ -366,28 +366,7 @@ namespace Unheimlich.Features.Dialogue.UI _sortTimer = 0f; - Camera mainCamera = Camera.main; - if (mainCamera == null) - return; - - Vector3 cameraPosition = mainCamera.transform.position; - - _activeChoices.Sort((a, b) => - { - if (a == null || b == null) - return 0; - - float distanceA = Vector3.Distance(cameraPosition, a.transform.position); - float distanceB = Vector3.Distance(cameraPosition, b.transform.position); - - return distanceB.CompareTo(distanceA); - }); - - for (int i = 0; i < _activeChoices.Count; i++) - { - if (_activeChoices[i] != null) - _activeChoices[i].transform.SetSiblingIndex(i); - } + FloatingWordsSpawner.SortByDistance(_activeChoices, Camera.main); } } } \ No newline at end of file diff --git a/Assets/Unheimlich_POC/Scripts/Features/Dialogue/UI/FloatingWordsSpawner.cs b/Assets/Unheimlich_POC/Scripts/Features/Dialogue/UI/FloatingWordsSpawner.cs index 428ff434..e82e9e28 100644 --- a/Assets/Unheimlich_POC/Scripts/Features/Dialogue/UI/FloatingWordsSpawner.cs +++ b/Assets/Unheimlich_POC/Scripts/Features/Dialogue/UI/FloatingWordsSpawner.cs @@ -374,6 +374,40 @@ namespace Unheimlich.Features.Dialogue.UI } #endregion + #region Depth Sorting + /// + /// Sorts words by distance to camera so closer words render on top via sibling index. + /// Ghost trails are synced to always sit just below their main word. + /// Shared by ObjectDescriptionTrigger and DialogueUI to avoid duplication. + /// Sorts a temporary copy to preserve the original list order, which may be index-coupled + /// to spawn positions (e.g. _originalSpawnPositions in ObjectDescriptionTrigger). + /// + public static void SortByDistance(List words, Camera camera) + { + if (words.Count <= 1 || camera == null) return; + + Vector3 cameraPosition = camera.transform.position; + + List sorted = new List(words); + sorted.Sort((a, b) => + { + if (a == null || b == null) return 0; + float dA = Vector3.Distance(cameraPosition, a.transform.position); + float dB = Vector3.Distance(cameraPosition, b.transform.position); + return dA.CompareTo(dB); + }); + + for (int i = 0; i < sorted.Count; i++) + { + if (sorted[i] != null) + { + sorted[i].transform.SetSiblingIndex(i); + sorted[i].SyncGhostSiblingIndex(i); + } + } + } + #endregion + #region Tools private static Vector3 CalculateCircularPosition(float angleRad, float radius, RotationAxis axis, float heightOffset) { diff --git a/Assets/Unheimlich_POC/Scripts/World/Environment/InfiniteStaircaseController.cs b/Assets/Unheimlich_POC/Scripts/World/Environment/InfiniteStaircaseController.cs new file mode 100644 index 00000000..1e34f3ac --- /dev/null +++ b/Assets/Unheimlich_POC/Scripts/World/Environment/InfiniteStaircaseController.cs @@ -0,0 +1,428 @@ +using System.Collections.Generic; +using UnityEngine; +using Unheimlich.Features.Player; + +namespace Unheimlich.World.Environment +{ + /// + /// Infinite parallax staircase — tower approach. + /// + /// When the player enters the trigger zone from below: + /// - A full tower of (_maxIterations + 1) segments is spawned instantly above ground. + /// - The tower scrolls at a speed proportional to how far the player's Y deviates + /// from the trigger center — keeping the player locked near that height. + /// If the player stops moving, scroll speed drops to zero. + /// - When the topmost segment reaches ground level the stock is exhausted: the tower + /// decelerates, extras are destroyed, and the system resets. + /// + /// Entering from above mirrors the logic (tower ascends, stock is below ground). + /// Re-triggerable indefinitely. + /// + /// Setup: + /// 1. Add this component to the InfinityStair root. + /// 2. Add to the Trigger child. + /// 3. Assign . + /// + public class InfiniteStaircaseController : MonoBehaviour + { + // ─── Prefab ────────────────────────────────────────────────────────── + + [Header("Stair Prefab")] + [Tooltip("One staircase segment prefab used to build the tower.")] + [SerializeField] private GameObject _stairPrefab; + + [Tooltip("If true, the first child with renderers is reused as slot 0 rather than instantiated from the prefab.")] + [SerializeField] private bool _useExistingChildAsBase = true; + + // ─── Iterations ────────────────────────────────────────────────────── + + [Header("Iterations")] + [Tooltip("Number of full segment heights the player can traverse. Tower = (maxIterations + 1) segments.")] + [SerializeField] private int _maxIterations = 4; + + // ─── Segment Bounds ────────────────────────────────────────────────── + + [Header("Segment Bounds — Auto-Detection")] + [Tooltip("Renderer of the central column mesh in the stair asset. When assigned, segment height is read from its world bounds.")] + [SerializeField] private Renderer _centralColumnRenderer; + + [Tooltip("Fallback segment height (m) used when no central column renderer is assigned.")] + [SerializeField] private float _segmentHeight = 4.82f; + + [Tooltip("Y offset added to the segment height for fine-tuning snapping.")] + [SerializeField] private float _segmentHeightOffset = 0f; + + // ─── Scroll Control ─────────────────────────────────────────────────── + + [Header("Scroll Speed Control")] + [Tooltip("Proportional gain: scroll speed (m/s) per metre of player deviation from the trigger center.")] + [SerializeField] private float _correctionGain = 4f; + + [Tooltip("Maximum tower scroll speed in m/s.")] + [SerializeField] private float _maxScrollSpeed = 8f; + + [Tooltip("SmoothDamp time for scroll speed transitions — prevents sudden jolts.")] + [SerializeField] private float _scrollSmoothTime = 0.1f; + + // ─── Rotation Offset ───────────────────────────────────────────────── + + [Header("Rotation Offset")] + [Tooltip("Y rotation applied to every spawned segment around its geometric bounds center (not its pivot).")] + [SerializeField] private float _segmentRotationOffsetY = 0f; + + // ─── Debug ─────────────────────────────────────────────────────────── + + [Header("Debug")] + [SerializeField] private bool _drawGizmos = true; + + // ─── State ─────────────────────────────────────────────────────────── + + private enum StairState { Idle, Active, Stopping, Done } + private StairState _currentState = StairState.Idle; + + private Transform _playerTransform; + + /// Single parent moved to scroll the entire tower at once. + private Transform _towerRoot; + + /// World Y of the trigger collider center, cached in Awake. + private float _triggerCenterWorldY; + + /// True when the player entered from below (going up). + private bool _enteredFromBelow; + + /// + /// towerRoot.localPosition.y threshold signalling stock exhaustion. + /// Negative when going up, positive when going down. + /// + private float _limitLocalY; + + /// Current scroll speed (signed). Positive means the tower moves down. + private float _scrollSpeed; + private float _scrollSpeedVelocity; + + private readonly Dictionary _segmentsBySlot = new(); + + // ─── Properties ────────────────────────────────────────────────────── + + private float EffectiveSegmentHeight => _segmentHeight + _segmentHeightOffset; + private float MaxTowerDisplacement => _maxIterations * EffectiveSegmentHeight; + + // ─── Lifecycle ─────────────────────────────────────────────────────── + + private void Awake() + { + AutoDetectBoundsFromColumn(); + CacheTriggerCenterY(); + } + + private void Update() + { + EnsurePlayerCached(); + + switch (_currentState) + { + case StairState.Active: + UpdateScrollSpeed(); + ApplyScrollToTower(); + CheckLimitReached(); + break; + + case StairState.Stopping: + DecelerateAndFinish(); + break; + } + } + + // ─── Trigger Events ─────────────────────────────────────────────────── + + /// + /// Called by when the player enters the collider. + /// Detects entry direction, builds the tower, and starts the effect. + /// + public void OnPlayerEnteredTrigger() + { + if (_currentState != StairState.Idle && _currentState != StairState.Done) return; + + EnsurePlayerCached(); + if (_playerTransform == null) return; + + _enteredFromBelow = _playerTransform.position.y < _triggerCenterWorldY; + _scrollSpeed = 0f; + _scrollSpeedVelocity = 0f; + + BuildTower(); + _currentState = StairState.Active; + + Debug.Log($"[InfiniteStaircase] Activated — {(_enteredFromBelow ? "UP" : "DOWN")}, {_maxIterations} iterations."); + } + + /// Called by when the player exits. No action needed — the limit check drives the stop. + public void OnPlayerExitedTrigger() { } + + // ─── Tower Construction ─────────────────────────────────────────────── + + /// + /// Spawns the full tower under a single _towerRoot Transform. + /// UP: slots 0..+N above ground. Limit = -N*h (descend to exhaust stock). + /// DOWN: slots 0..-N below ground. Limit = +N*h (ascend to exhaust stock). + /// + private void BuildTower() + { + DestroyTower(); + + _towerRoot = new GameObject("_TowerRoot").transform; + _towerRoot.SetParent(transform, false); + _towerRoot.localPosition = Vector3.zero; + _towerRoot.localRotation = Quaternion.identity; + _towerRoot.localScale = Vector3.one; + + if (_enteredFromBelow) + { + for (int i = 0; i <= _maxIterations; i++) + SpawnSegmentAtSlot(i); + _limitLocalY = -MaxTowerDisplacement; + } + else + { + for (int i = 0; i >= -_maxIterations; i--) + SpawnSegmentAtSlot(i); + _limitLocalY = MaxTowerDisplacement; + } + } + + private void DestroyTower() + { + if (_towerRoot != null) + { + Destroy(_towerRoot.gameObject); + _towerRoot = null; + } + _segmentsBySlot.Clear(); + } + + private void SpawnSegmentAtSlot(int slotIndex) + { + if (_segmentsBySlot.ContainsKey(slotIndex)) return; + + float localY = slotIndex * EffectiveSegmentHeight; + GameObject segment; + + // Slot 0: try to reuse the existing scene child to avoid a visible pop. + if (slotIndex == 0 && _useExistingChildAsBase) + { + Transform existing = FindExistingStairChild(); + if (existing != null) + { + segment = existing.gameObject; + segment.transform.SetParent(_towerRoot, false); + segment.transform.localPosition = new Vector3(0f, localY, 0f); + segment.transform.localRotation = Quaternion.identity; + ApplyRotationOffsetFromCenter(segment); + _segmentsBySlot[slotIndex] = segment; + return; + } + } + + if (_stairPrefab == null) return; + + segment = Instantiate(_stairPrefab, _towerRoot); + segment.transform.localPosition = new Vector3(0f, localY, 0f); + segment.transform.localRotation = Quaternion.identity; + ApplyRotationOffsetFromCenter(segment); + _segmentsBySlot[slotIndex] = segment; + } + + // ─── Scroll ─────────────────────────────────────────────────────────── + + /// + /// Proportional controller: error = player.y - triggerCenter.y. + /// Positive error (player above center) → tower moves down → positive speed. + /// Zero error (player at center) → speed converges to zero → tower stops. + /// Speed is clamped so it can only push the tower in the intended direction, + /// preventing the initial negative error from making the tower snap upward. + /// + private void UpdateScrollSpeed() + { + if (_playerTransform == null) return; + + float error = _playerTransform.position.y - _triggerCenterWorldY; + float rawTarget = Mathf.Clamp(error * _correctionGain, -_maxScrollSpeed, _maxScrollSpeed); + + // Only allow speed in the direction that moves the tower correctly. + // Going up (entered from below): tower must descend → speed >= 0. + // Going down (entered from above): tower must ascend → speed <= 0. + float targetSpeed = _enteredFromBelow + ? Mathf.Max(rawTarget, 0f) + : Mathf.Min(rawTarget, 0f); + + _scrollSpeed = Mathf.SmoothDamp(_scrollSpeed, targetSpeed, ref _scrollSpeedVelocity, _scrollSmoothTime); + } + + private void ApplyScrollToTower() + { + if (_towerRoot == null) return; + + Vector3 pos = _towerRoot.localPosition; + pos.y -= _scrollSpeed * Time.deltaTime; + + // Clamp to the stock limit — never overshoot the last segment. + pos.y = _enteredFromBelow + ? Mathf.Max(pos.y, _limitLocalY) + : Mathf.Min(pos.y, _limitLocalY); + + // Clamp to the origin — slot 0 must never move past its starting position. + // Going up: tower can only descend from 0. Going down: tower can only ascend from 0. + pos.y = _enteredFromBelow + ? Mathf.Min(pos.y, 0f) + : Mathf.Max(pos.y, 0f); + + _towerRoot.localPosition = pos; + } + + private void CheckLimitReached() + { + if (_towerRoot == null) return; + + bool reached = _enteredFromBelow + ? _towerRoot.localPosition.y <= _limitLocalY + : _towerRoot.localPosition.y >= _limitLocalY; + + if (reached) + { + _currentState = StairState.Stopping; + Debug.Log("[InfiniteStaircase] Stock exhausted — decelerating."); + } + } + + /// + /// Smoothly brings the tower to rest before triggering cleanup. + /// + private void DecelerateAndFinish() + { + _scrollSpeed = Mathf.SmoothDamp(_scrollSpeed, 0f, ref _scrollSpeedVelocity, _scrollSmoothTime); + ApplyScrollToTower(); + + if (Mathf.Abs(_scrollSpeed) < 0.02f) + FinishAndCleanup(); + } + + // ─── Cleanup ───────────────────────────────────────────────────────── + + /// + /// Extracts the segment now at ground level, destroys the rest, and resets state. + /// + private void FinishAndCleanup() + { + _currentState = StairState.Done; + if (_towerRoot == null) return; + + int keepSlot = _enteredFromBelow ? _maxIterations : -_maxIterations; + _segmentsBySlot.TryGetValue(keepSlot, out GameObject keepSegment); + + if (keepSegment != null) + { + keepSegment.transform.SetParent(transform, true); + keepSegment.transform.position = transform.position; + } + + DestroyTower(); + + if (keepSegment != null) + _segmentsBySlot[0] = keepSegment; + + _scrollSpeed = 0f; + _scrollSpeedVelocity = 0f; + _playerTransform = null; + + Debug.Log("[InfiniteStaircase] Cleanup done — ready for next interaction."); + } + + // ─── Helpers ───────────────────────────────────────────────────────── + + private void AutoDetectBoundsFromColumn() + { + if (_centralColumnRenderer == null) return; + _segmentHeight = _centralColumnRenderer.bounds.size.y; + Debug.Log($"[InfiniteStaircase] Auto-detected height: {_segmentHeight:F3} m"); + } + + private void CacheTriggerCenterY() + { + StaircaseTriggerZone zone = GetComponentInChildren(); + if (zone == null) + { + Debug.LogWarning("[InfiniteStaircase] No StaircaseTriggerZone found in children.", this); + return; + } + + Collider col = zone.GetComponent(); + if (col != null) + { + _triggerCenterWorldY = col.bounds.center.y; + Debug.Log($"[InfiniteStaircase] Trigger center Y: {_triggerCenterWorldY:F3}"); + } + } + + private void EnsurePlayerCached() + { + if (_playerTransform != null) return; + if (PlayerController.Instance != null) + _playerTransform = PlayerController.Instance.transform; + } + + /// + /// Returns the first direct child of InfinityStair (excluding _towerRoot) that has renderers. + /// + private Transform FindExistingStairChild() + { + foreach (Transform child in transform) + { + if (child == _towerRoot) continue; + if (child.GetComponentInChildren() != null) + return child; + } + return null; + } + + private void ApplyRotationOffsetFromCenter(GameObject segment) + { + if (Mathf.Approximately(_segmentRotationOffsetY, 0f)) return; + segment.transform.RotateAround(ComputeWorldBoundsCenter(segment), Vector3.up, _segmentRotationOffsetY); + } + + private Vector3 ComputeWorldBoundsCenter(GameObject segment) + { + Renderer[] renderers = segment.GetComponentsInChildren(); + if (renderers.Length == 0) + return segment.transform.position + Vector3.up * (EffectiveSegmentHeight * 0.5f); + + Bounds combined = renderers[0].bounds; + for (int i = 1; i < renderers.Length; i++) + combined.Encapsulate(renderers[i].bounds); + + return combined.center; + } + + // ─── Gizmos ────────────────────────────────────────────────────────── + + private void OnDrawGizmosSelected() + { + if (!_drawGizmos) return; + + float h = EffectiveSegmentHeight; + Vector3 o = transform.position; + + Gizmos.color = new Color(0f, 1f, 0.5f, 0.35f); + for (int i = 1; i <= _maxIterations; i++) + Gizmos.DrawWireCube(new Vector3(o.x, o.y + i * h + h * 0.5f, o.z), new Vector3(1.8f, h * 0.95f, 1.8f)); + + Gizmos.color = new Color(1f, 0.6f, 0f, 0.25f); + for (int i = 1; i <= _maxIterations; i++) + Gizmos.DrawWireCube(new Vector3(o.x, o.y - i * h + h * 0.5f, o.z), new Vector3(1.8f, h * 0.95f, 1.8f)); + + Gizmos.color = Color.cyan; + Gizmos.DrawLine(new Vector3(o.x - 2f, _triggerCenterWorldY, o.z), new Vector3(o.x + 2f, _triggerCenterWorldY, o.z)); + } + } +} \ No newline at end of file diff --git a/Assets/Unheimlich_POC/Scripts/World/Environment/InfiniteStaircaseController.cs.meta b/Assets/Unheimlich_POC/Scripts/World/Environment/InfiniteStaircaseController.cs.meta new file mode 100644 index 00000000..f4b914a9 --- /dev/null +++ b/Assets/Unheimlich_POC/Scripts/World/Environment/InfiniteStaircaseController.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 3462960ec1dfaee448d860de31230d02 \ No newline at end of file diff --git a/Assets/Unheimlich_POC/Scripts/World/Environment/StaircaseTriggerZone.cs b/Assets/Unheimlich_POC/Scripts/World/Environment/StaircaseTriggerZone.cs new file mode 100644 index 00000000..534cbe38 --- /dev/null +++ b/Assets/Unheimlich_POC/Scripts/World/Environment/StaircaseTriggerZone.cs @@ -0,0 +1,40 @@ +using UnityEngine; + +namespace Unheimlich.World.Environment +{ + /// + /// Placed on the trigger child of an . + /// Forwards Player trigger enter / exit events to the parent controller. + /// + [RequireComponent(typeof(Collider))] + public class StaircaseTriggerZone : MonoBehaviour + { + private const string PlayerTag = "Player"; + + private InfiniteStaircaseController _controller; + + private void Awake() + { + _controller = GetComponentInParent(); + + if (_controller == null) + Debug.LogWarning($"[StaircaseTriggerZone] No InfiniteStaircaseController found in parent of '{name}'.", this); + } + + private void OnTriggerEnter(Collider other) + { + if (_controller == null) return; + if (!other.CompareTag(PlayerTag)) return; + + _controller.OnPlayerEnteredTrigger(); + } + + private void OnTriggerExit(Collider other) + { + if (_controller == null) return; + if (!other.CompareTag(PlayerTag)) return; + + _controller.OnPlayerExitedTrigger(); + } + } +} diff --git a/Assets/Unheimlich_POC/Scripts/World/Environment/StaircaseTriggerZone.cs.meta b/Assets/Unheimlich_POC/Scripts/World/Environment/StaircaseTriggerZone.cs.meta new file mode 100644 index 00000000..4aca71a6 --- /dev/null +++ b/Assets/Unheimlich_POC/Scripts/World/Environment/StaircaseTriggerZone.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 89e1fa0fefb27a245bf290633fa7fdb3 \ No newline at end of file diff --git a/Assets/Wwise/API/Runtime/Plugins/Windows/x86/DSP/AkSoundEngineDLL.pdb.meta b/Assets/Wwise/API/Runtime/Plugins/Windows/x86/DSP/AkSoundEngineDLL.pdb.meta deleted file mode 100644 index 15ee6891..00000000 --- a/Assets/Wwise/API/Runtime/Plugins/Windows/x86/DSP/AkSoundEngineDLL.pdb.meta +++ /dev/null @@ -1,7 +0,0 @@ -fileFormatVersion: 2 -guid: a49e34ddd972b8548a9d812d70472ed7 -DefaultImporter: - 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