wip : Liminal spaces + Tidy up

This commit is contained in:
2026-05-22 11:59:09 +01:00
parent a47cebc99b
commit cb0bcb5df3
76 changed files with 7438 additions and 15195 deletions
@@ -3,11 +3,11 @@ 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.
/// Animates the sand terrain shader progression based on the player's
/// advancement through the corridor.
///
/// The terrain starts buried underground and slowly emerges as the
/// player advances, simulating sand flooding the corridor from below.
/// Drives the _Progression float on the sand material from 0 to 1,
/// simulating sand flooding the corridor as the player advances.
/// </summary>
public class SandTerrainController : MonoBehaviour
{
@@ -19,23 +19,22 @@ namespace Unheimlich.World.HouseOfLeaves
[Tooltip("The HouseOfLeavesController driving the progression value.")]
[SerializeField] private HouseOfLeavesController _controller;
[Tooltip("The sand terrain Transform to animate.")]
[Tooltip("The sand terrain Transform holding the sand material.")]
[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.")]
[Header("Progression Settings")]
[Tooltip("Animation curve mapping progression [0,1] to shader value [0,1]. " +
"Use this to delay or ease the sand appearance.")]
[SerializeField] private AnimationCurve _riseCurve = AnimationCurve.EaseInOut(0f, 0f, 1f, 1f);
// ─────────────────────────────────────────────────────────────────────────
// Private Fields
// ─────────────────────────────────────────────────────────────────────────
private Renderer _renderer;
private static readonly int ProgressionID = Shader.PropertyToID("_Progression");
// ─────────────────────────────────────────────────────────────────────────
// Unity Messages
// ─────────────────────────────────────────────────────────────────────────
@@ -54,22 +53,24 @@ namespace Unheimlich.World.HouseOfLeaves
return;
}
// Initialize position immediately without lerp.
Vector3 startPos = _sandTerrain.position;
startPos.y = _startY;
_sandTerrain.position = startPos;
_renderer = _sandTerrain.GetComponent<Renderer>();
if (_renderer == null)
{
Debug.LogError("[SandTerrainController] No Renderer found on sand terrain.");
return;
}
// Initialize shader progression to zero.
_renderer.material.SetFloat(ProgressionID, 0f);
}
private void Update()
{
if (_controller == null || _sandTerrain == null) return;
if (_controller == null || _renderer == 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;
float t = _riseCurve.Evaluate(_controller.Progression);
_renderer.material.SetFloat(ProgressionID, t);
}
}
}
}
@@ -175,7 +175,7 @@ public class ScarecrowFire : MonoBehaviour
el.VFX.SetActive(true);
Vector3 startScale = el.VFX.transform.localScale;
Vector3 startScale = Vector3.zero;
Vector3 targetScale = el.OriginalScale;
float elapsed = 0f;