7 Commits

Author SHA1 Message Date
Kevin 792c92c121 (feat) Import Wood Sword 2026-07-27 16:26:26 +02:00
Kevin f47baf957e (fix) Change Wood pickaxe base color texture 2026-07-13 14:33:09 +02:00
Kevin 5c64210a3f (feat)Add Wood Pickaxe 2026-07-10 17:20:38 +02:00
Mathew 1bc3ce6ff1 Merge branch 'develop' into feat/inport-props
# Conflicts:
#	Assets/vHierarchy/vHierarchy Data.asset
2026-07-07 16:46:14 +02:00
Kevin 23e80b658f (feat)Add steel axe as prefab 2026-07-07 14:36:22 +02:00
Kevin fd96134564 (fix) Fix 000 pbl and create prefab for first asset 2026-07-02 19:03:48 +02:00
Kevin 9997015969 (feat)Add first inputs prop
Prefab not created because 000 pbl
2026-06-26 18:28:11 +02:00
170 changed files with 24198 additions and 4230 deletions
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@@ -1,51 +0,0 @@
using UnityEngine;
using Ashwild.Interaction;
using Ashwild.Player;
namespace Ashwild.Building
{
/// <summary>
/// A placed bed the local player interacts with to make it their respawn point (Valheim-style
/// claim). Interacting pushes the bed's pose onto the bus, where the local PlayerLifecycle adopts
/// it — so the respawn point is per-player and never networked: one bed at the base can serve as
/// everyone's spawn, yet each teammate only rebinds their own by interacting, and a bed placed
/// far away changes nobody else's. The bed itself is an ordinary built structure (instantiated
/// locally on every client from the BuildRegistry), never a NetworkObject — so there is nothing
/// to add on the build side: dropping this component on a buildable's BuiltPrefab is enough.
/// </summary>
[DisallowMultipleComponent]
[RequireComponent(typeof(Collider))]
public class Bed : MonoBehaviour, IInteractable
{
#region Serialized Fields
[Header("Respawn")]
[Tooltip("Where the player reappears when respawning here — a child placed beside the bed, facing away from it. Falls back to the bed's own transform when left empty.")]
[SerializeField] private Transform respawnAnchor;
[Tooltip("Label shown under the crosshair while aiming at the bed.")]
[SerializeField] private string interactionPrompt = "Définir le point de réveil";
#endregion
#region IInteractable
/// <summary>
/// Label shown under the crosshair while aiming at the bed.
/// </summary>
public string InteractionPrompt => interactionPrompt;
/// <summary>
/// Claims this bed as the local player's respawn point by broadcasting its pose over the bus.
/// Called by PlayerInteractor on the interacting client only (it is owner-gated), so only that
/// player rebinds — teammates are untouched.
/// </summary>
public void Interact()
{
Transform anchor = respawnAnchor != null ? respawnAnchor : transform;
PlayerEvents.RaiseRespawnPointChanged(anchor.position, anchor.rotation);
}
#endregion
}
}
-2
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@@ -1,2 +0,0 @@
fileFormatVersion: 2
guid: 5b64acb9b3e11a6408744a646644c073
@@ -151,7 +151,6 @@ namespace Ashwild.Player
public static event Action Died;
public static event Action Respawned;
public static event Action<bool> DeathChanged;
public static event Action<Vector3, Quaternion> RespawnPointChanged; // the local player's respawn pose was reassigned (e.g. claimed a bed)
// ============================================================
// Network / session events
@@ -319,16 +318,6 @@ namespace Ashwild.Player
DeathChanged?.Invoke(false);
}
/// <summary>
/// Reassigns the local player's respawn pose (e.g. after claiming a bed). Owner-side only;
/// the pose is pure local state and is never networked — each client keeps its own.
/// </summary>
public static void RaiseRespawnPointChanged(Vector3 position, Quaternion rotation)
{
Log(nameof(RespawnPointChanged));
RespawnPointChanged?.Invoke(position, rotation);
}
public static void RaiseSessionStarting() { Log(nameof(SessionStarting)); SessionStarting?.Invoke(); }
public static void RaiseSessionStarted(string code)
{
+11 -68
View File
@@ -2,25 +2,12 @@ using UnityEngine;
namespace Ashwild.Player
{
/// <summary>
/// Owns the local player's death-and-return. It flips locomotion into its dead state when the
/// player dies, and on <see cref="Respawn"/> teleports the body back to the current respawn pose,
/// revives the stats and clears the dead state. The respawn pose starts at the assigned spawn
/// point (or wherever the player begins) and is reassigned live when the player claims a bed —
/// pushed in over the bus, so it stays pure local state that never crosses the wire (§3).
/// </summary>
[DisallowMultipleComponent]
public class PlayerLifecycle : MonoBehaviour
{
#region Serialized Fields
[Header("Spawn point (auto-captured at scene start if left empty)")]
[SerializeField] private Transform spawnPoint;
#endregion
#region State
private PlayerLocomotion locomotion;
private Rigidbody rb;
@@ -28,23 +15,12 @@ namespace Ashwild.Player
private Quaternion spawnRotation;
private bool isDead;
#endregion
#region Unity Lifecycle
/// <summary>
/// Caches the sibling components the respawn drives.
/// </summary>
private void Awake()
{
locomotion = GetComponent<PlayerLocomotion>();
rb = GetComponent<Rigidbody>();
}
/// <summary>
/// Seeds the respawn pose from the assigned spawn point, or the player's starting pose when
/// none is set, so a death before any bed is claimed still returns somewhere valid.
/// </summary>
private void Start()
{
if (spawnPoint != null)
@@ -59,31 +35,9 @@ namespace Ashwild.Player
}
}
/// <summary>
/// Subscribes to death and to respawn-point reassignments (claiming a bed).
/// </summary>
private void OnEnable()
{
PlayerEvents.Died += OnDied;
PlayerEvents.RespawnPointChanged += HandleRespawnPointChanged;
}
private void OnEnable() { PlayerEvents.Died += OnDied; }
private void OnDisable() { PlayerEvents.Died -= OnDied; }
/// <summary>
/// Unsubscribes — mirrors OnEnable exactly.
/// </summary>
private void OnDisable()
{
PlayerEvents.Died -= OnDied;
PlayerEvents.RespawnPointChanged -= HandleRespawnPointChanged;
}
#endregion
#region Event Handlers
/// <summary>
/// Freezes the player into its dead state once, ignoring repeat death events.
/// </summary>
private void OnDied()
{
if (isDead) return;
@@ -91,21 +45,6 @@ namespace Ashwild.Player
if (locomotion != null) locomotion.SetDead(true);
}
/// <summary>
/// Adopts a new respawn pose pushed over the bus (the player claimed a bed). Local state
/// only — the respawn location is never networked, so each client keeps its own.
/// </summary>
private void HandleRespawnPointChanged(Vector3 position, Quaternion rotation)
=> SetSpawnPoint(position, rotation);
#endregion
#region Public API
/// <summary>
/// Returns the player to the current respawn pose: zeroes momentum, teleports the body,
/// revives the stats and clears the dead state.
/// </summary>
public void Respawn()
{
if (rb != null)
@@ -113,7 +52,8 @@ namespace Ashwild.Player
rb.linearVelocity = Vector3.zero;
rb.angularVelocity = Vector3.zero;
}
transform.SetPositionAndRotation(spawnPosition, spawnRotation);
transform.position = spawnPosition;
transform.rotation = spawnRotation;
if (PlayerStats.Instance != null) PlayerStats.Instance.Revive();
if (locomotion != null) locomotion.SetDead(false);
@@ -121,15 +61,18 @@ namespace Ashwild.Player
isDead = false;
}
/// <summary>
/// Overrides the respawn pose directly with a world position and rotation.
/// </summary>
public void SetSpawnPoint(Vector3 position, Quaternion rotation)
{
spawnPosition = position;
spawnRotation = rotation;
}
#endregion
public void SetSpawnPoint(Transform t)
{
if (t == null) return;
spawnPoint = t;
spawnPosition = t.position;
spawnRotation = t.rotation;
}
}
}
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Shader "GAME/BuildGhost"
{
Properties
{
[Header(Ghost Tint set to green when placeable red when blocked)][Space]
[HDR] _BaseColor("Ghost Color", Color) = (0.2, 1.0, 0.35, 1)
_FillOpacity("Fill Opacity (body see through amount)", Range(0,1)) = 0.15
[Header(Fresnel Rim glowing silhouette edge)][Space]
_RimPower("Rim Power (higher = thinner edge)", Range(0.5,12)) = 2.5
_RimIntensity("Rim Intensity", Range(0,8)) = 2.5
[Header(Scan Pulse gentle breathing glow)][Space]
_PulseSpeed("Pulse Speed", Float) = 2.5
_PulseMin("Pulse Min", Range(0,2)) = 0.7
_PulseMax("Pulse Max", Range(0,2)) = 1.15
[Header(Rendering)][Space]
[Enum(UnityEngine.Rendering.CullMode)] _Cull("Cull", Float) = 2
}
SubShader
{
Tags
{
"RenderType" = "Transparent"
"RenderPipeline" = "UniversalPipeline"
"Queue" = "Transparent"
"IgnoreProjector" = "True"
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// Shared declarations for every pass.
HLSLINCLUDE
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
CBUFFER_START(UnityPerMaterial)
half4 _BaseColor;
half _FillOpacity;
half _RimPower;
half _RimIntensity;
float _PulseSpeed;
half _PulseMin;
half _PulseMax;
CBUFFER_END
ENDHLSL
// =====================================================================
// Ghost — unlit, additive-ish transparent body with a bright fresnel
// rim so the silhouette reads clearly. The whole look is driven by the
// single _BaseColor tint, so placement code just swaps green <-> red.
// =====================================================================
Pass
{
Name "Ghost"
Tags { "LightMode" = "UniversalForward" }
Blend SrcAlpha OneMinusSrcAlpha
ZWrite Off
ZTest LEqual
Cull [_Cull]
HLSLPROGRAM
#pragma target 3.0
#pragma vertex GhostVertex
#pragma fragment GhostFragment
#pragma multi_compile_instancing
#pragma multi_compile_fog
struct Attributes
{
float4 positionOS : POSITION;
float3 normalOS : NORMAL;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float3 positionWS : TEXCOORD0;
half3 normalWS : TEXCOORD1;
float fogFactor : TEXCOORD2;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
Varyings GhostVertex(Attributes IN)
{
Varyings OUT = (Varyings)0;
UNITY_SETUP_INSTANCE_ID(IN);
UNITY_TRANSFER_INSTANCE_ID(IN, OUT);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
VertexPositionInputs posInput = GetVertexPositionInputs(IN.positionOS.xyz);
VertexNormalInputs normalInput = GetVertexNormalInputs(IN.normalOS);
OUT.positionCS = posInput.positionCS;
OUT.positionWS = posInput.positionWS;
OUT.normalWS = normalInput.normalWS;
OUT.fogFactor = ComputeFogFactor(posInput.positionCS.z);
return OUT;
}
half4 GhostFragment(Varyings IN) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(IN);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN);
half3 normalWS = normalize(IN.normalWS);
half3 viewDirWS = normalize(GetWorldSpaceViewDir(IN.positionWS));
// Fresnel rim: bright on grazing angles so the edge glows.
half fresnel = pow(1.0 - saturate(dot(normalWS, viewDirWS)), _RimPower);
half rim = fresnel * _RimIntensity;
// Breathing pulse so the ghost feels alive without moving.
half pulse = lerp(_PulseMin, _PulseMax, sin(_Time.y * _PulseSpeed) * 0.5 + 0.5);
half3 color = _BaseColor.rgb * pulse;
half alpha = saturate(_FillOpacity + rim) * pulse * _BaseColor.a;
color = MixFog(color, IN.fogFactor);
return half4(color, saturate(alpha));
}
ENDHLSL
}
}
FallBack Off
}
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