6 Commits

Author SHA1 Message Date
Mathew faa061cced (Feat) add crafting discovery + notification + inventory tool tips 2026-07-09 17:44:52 +02:00
Mathew c6830fa7a4 Merge remote-tracking branch 'origin/feat/inport-props' into develop 2026-07-09 16:13:28 +02:00
Mathew e8b1569dd7 (Feat) Add Chest 2026-07-09 16:12:40 +02:00
Mathew 24b15d23a3 (Feat) Add build 2026-07-08 18:43:19 +02:00
Mathew ebb7ff5713 (Feat) Bed Systeme 2026-07-08 18:08:34 +02:00
Mathew 78fd2d534a (Update) Dev Scene 2026-07-08 16:20:49 +02:00
514 changed files with 6746 additions and 18486 deletions
-2
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[Ll]ibrary/ [Ll]ibrary/
[Tt]emp/ [Tt]emp/
[Oo]bj/ [Oo]bj/
[Bb]uild/
[Bb]uilds/
[Ll]ogs/ [Ll]ogs/
[Uu]ser[Ss]ettings/ [Uu]ser[Ss]ettings/
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File diff suppressed because it is too large Load Diff
+51
View File
@@ -0,0 +1,51 @@
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
View File
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 5b64acb9b3e11a6408744a646644c073
@@ -0,0 +1,119 @@
using System.Collections.Generic;
using UnityEngine;
using FishNet.Object;
using Ashwild.Inventory;
using Ashwild.Player;
namespace Ashwild.Crafting
{
/// <summary>
/// The local player's craft-discovery knowledge: the set of items it has ever acquired.
/// A recipe is only revealed (and only craftable) once its ingredients have been discovered,
/// so the player uncovers crafts by gathering resources rather than seeing the whole catalog
/// at once. Discovery is triggered the first time an item enters the inventory — pickups,
/// harvest drops AND craft results all count, which lets crafting chains reveal step by step.
///
/// This is owner-only local state: each player keeps its own knowledge, and it is never
/// replicated over the wire (no one else needs to read it). It mirrors PlayerInventory's
/// singleton pattern purely for reliable owner gating — set the Instance for the owning
/// client in OnStartNetwork, and gate the component off on remotes via ownerOnlyBehaviours.
/// </summary>
[DisallowMultipleComponent]
public class CraftDiscovery : NetworkBehaviour
{
#region Singleton
/// <summary>
/// The local player's discovery knowledge (set only on the owning client).
/// </summary>
public static CraftDiscovery Instance { get; private set; }
#endregion
#region State
private readonly HashSet<ItemData> discovered = new HashSet<ItemData>();
#endregion
#region Network Lifecycle
/// <summary>
/// Registers the singleton on the owning client only (before LocalPlayerSpawned fires).
/// </summary>
public override void OnStartNetwork()
{
base.OnStartNetwork();
if (base.Owner.IsLocalClient) Instance = this;
}
/// <summary>
/// Clears the singleton when this player leaves the network.
/// </summary>
public override void OnStopNetwork()
{
base.OnStopNetwork();
if (Instance == this) Instance = null;
}
#endregion
#region Unity Lifecycle
/// <summary>
/// Starts tracking every item the local player acquires.
/// </summary>
private void OnEnable()
{
PlayerEvents.ItemAdded += HandleItemAdded;
}
/// <summary>
/// Stops tracking — mirrors OnEnable exactly.
/// </summary>
private void OnDisable()
{
PlayerEvents.ItemAdded -= HandleItemAdded;
}
#endregion
#region Event Handlers
/// <summary>
/// Marks an acquired item as discovered. Guarded to the owning instance so a remote puppet
/// that briefly subscribed before being gated off can never drive discovery on the wrong copy.
/// </summary>
private void HandleItemAdded(ItemData item, int quantity)
{
if (Instance != this) return;
Discover(item);
}
#endregion
#region Public API
/// <summary>
/// Whether the local player has ever acquired this item (and therefore knows it).
/// </summary>
public bool IsDiscovered(ItemData item) => item != null && discovered.Contains(item);
#endregion
#region Internal Helpers
/// <summary>
/// Adds an item to the discovered set the first time it is seen and announces it on the bus
/// so the crafting view can reveal any recipe the item unlocks.
/// </summary>
private void Discover(ItemData item)
{
if (item == null) return;
if (discovered.Add(item))
PlayerEvents.RaiseItemDiscovered(item);
}
#endregion
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: fabb912832c44b945a26c8ef03db222a
+89 -4
View File
@@ -1,3 +1,4 @@
using System.Collections.Generic;
using UnityEngine; using UnityEngine;
using UnityEngine.Events; using UnityEngine.Events;
using Ashwild.Inventory; using Ashwild.Inventory;
@@ -31,6 +32,7 @@ namespace Ashwild.Crafting
private PlayerInventory inventory; private PlayerInventory inventory;
private bool bound; private bool bound;
private readonly HashSet<CraftingRecipe> unlockedRecipes = new HashSet<CraftingRecipe>();
#endregion #endregion
@@ -43,19 +45,25 @@ namespace Ashwild.Crafting
/// <summary> /// <summary>
/// Returns whether the local player can currently craft the recipe the given number of times. /// Returns whether the local player can currently craft the recipe the given number of times.
/// A recipe is only craftable once every ingredient has been discovered, on top of the usual
/// inventory check — an ingredient still shown as a mystery ("?") blocks the craft.
/// </summary> /// </summary>
public bool CanCraft(CraftingRecipe recipe, int count = 1) public bool CanCraft(CraftingRecipe recipe, int count = 1)
{ {
return PlayerInventory.Instance != null && recipe.CanCraft(PlayerInventory.Instance, count); return PlayerInventory.Instance != null
&& IsFullyDiscovered(recipe)
&& recipe.CanCraft(PlayerInventory.Instance, count);
} }
/// <summary> /// <summary>
/// Consumes the ingredients and produces the result if the local player can afford it. /// Consumes the ingredients and produces the result if the local player can afford it and has
/// discovered every ingredient. The result item is added through the inventory, which in turn
/// discovers it — so crafting an intermediate result reveals the recipes further down the chain.
/// </summary> /// </summary>
public bool TryCraft(CraftingRecipe recipe, int count = 1) public bool TryCraft(CraftingRecipe recipe, int count = 1)
{ {
PlayerInventory inv = PlayerInventory.Instance; PlayerInventory inv = PlayerInventory.Instance;
if (inv == null || !recipe.CanCraft(inv, count)) if (inv == null || !IsFullyDiscovered(recipe) || !recipe.CanCraft(inv, count))
return false; return false;
// Consume ingredients // Consume ingredients
@@ -82,6 +90,7 @@ namespace Ashwild.Crafting
private void OnEnable() private void OnEnable()
{ {
PlayerEvents.LocalPlayerSpawned += HandleLocalPlayerSpawned; PlayerEvents.LocalPlayerSpawned += HandleLocalPlayerSpawned;
PlayerEvents.ItemDiscovered += HandleItemDiscovered;
} }
/// <summary> /// <summary>
@@ -90,6 +99,7 @@ namespace Ashwild.Crafting
private void OnDisable() private void OnDisable()
{ {
PlayerEvents.LocalPlayerSpawned -= HandleLocalPlayerSpawned; PlayerEvents.LocalPlayerSpawned -= HandleLocalPlayerSpawned;
PlayerEvents.ItemDiscovered -= HandleItemDiscovered;
} }
/// <summary> /// <summary>
@@ -98,7 +108,7 @@ namespace Ashwild.Crafting
private void Start() private void Start()
{ {
if (craftingUI != null) if (craftingUI != null)
craftingUI.Build(recipes, CanCraft, CountItem, TryCraft); craftingUI.Build(recipes, CanCraft, CountItem, TryCraft, IsDiscovered, IsRecipeVisible);
else else
Debug.LogError("[CraftingManager] No CraftingUI assigned — the crafting panel will not populate.", this); Debug.LogError("[CraftingManager] No CraftingUI assigned — the crafting panel will not populate.", this);
@@ -134,6 +144,19 @@ namespace Ashwild.Crafting
craftingUI.Refresh(); craftingUI.Refresh();
} }
/// <summary>
/// Reacts to a newly discovered item: announces any recipe it just unlocked (for the "NEW"
/// craft notification), then refreshes the view so those recipes appear and their once-mystery
/// ingredients are shown.
/// </summary>
private void HandleItemDiscovered(ItemData item)
{
NotifyNewlyUnlockedRecipes();
if (craftingUI != null)
craftingUI.Refresh();
}
#endregion #endregion
#region Internal Helpers #region Internal Helpers
@@ -150,10 +173,41 @@ namespace Ashwild.Crafting
inventory.onSlotChanged.AddListener(HandleInventoryChanged); inventory.onSlotChanged.AddListener(HandleInventoryChanged);
SeedUnlockedRecipes();
if (craftingUI != null) if (craftingUI != null)
craftingUI.Refresh(); craftingUI.Refresh();
} }
/// <summary>
/// Records the recipes already revealed at bind time (e.g. from restored discoveries) so they
/// are treated as known and never fire a spurious "NEW" notification. With a fresh player this
/// is empty since discovery starts at zero.
/// </summary>
private void SeedUnlockedRecipes()
{
for (int i = 0; i < recipes.Length; i++)
if (IsRecipeVisible(recipes[i]))
unlockedRecipes.Add(recipes[i]);
}
/// <summary>
/// Raises a "NEW" notification for every recipe that has just become visible (its first
/// discovered ingredient), each announced once. Called after an item is discovered.
/// </summary>
private void NotifyNewlyUnlockedRecipes()
{
for (int i = 0; i < recipes.Length; i++)
{
CraftingRecipe recipe = recipes[i];
if (unlockedRecipes.Contains(recipe)) continue;
if (!IsRecipeVisible(recipe)) continue;
unlockedRecipes.Add(recipe);
PlayerEvents.RaiseRecipeDiscovered(recipe.Icon, recipe.RecipeName);
}
}
/// <summary> /// <summary>
/// How many of an item the local player currently holds (0 when offline). /// How many of an item the local player currently holds (0 when offline).
/// </summary> /// </summary>
@@ -162,6 +216,37 @@ namespace Ashwild.Crafting
return PlayerInventory.Instance != null ? PlayerInventory.Instance.CountItem(item) : 0; return PlayerInventory.Instance != null ? PlayerInventory.Instance.CountItem(item) : 0;
} }
/// <summary>
/// Whether the local player has discovered the item (false when the discovery tracker isn't ready).
/// </summary>
private bool IsDiscovered(ItemData item)
{
return CraftDiscovery.Instance != null && CraftDiscovery.Instance.IsDiscovered(item);
}
/// <summary>
/// Whether the recipe should appear at all: revealed as soon as at least one of its ingredients
/// has been discovered. Undiscovered ingredients then show as a mystery until found.
/// </summary>
private bool IsRecipeVisible(CraftingRecipe recipe)
{
CraftingIngredient[] ingredients = recipe.Ingredients;
for (int i = 0; i < ingredients.Length; i++)
if (IsDiscovered(ingredients[i].item)) return true;
return false;
}
/// <summary>
/// Whether every ingredient of the recipe has been discovered — the gate for actually crafting it.
/// </summary>
private bool IsFullyDiscovered(CraftingRecipe recipe)
{
CraftingIngredient[] ingredients = recipe.Ingredients;
for (int i = 0; i < ingredients.Length; i++)
if (!IsDiscovered(ingredients[i].item)) return false;
return true;
}
#endregion #endregion
} }
} }
+26 -8
View File
@@ -42,6 +42,8 @@ namespace Ashwild.Crafting
private Func<CraftingRecipe, int, bool> canCraftQuery; private Func<CraftingRecipe, int, bool> canCraftQuery;
private Func<ItemData, int> countItemQuery; private Func<ItemData, int> countItemQuery;
private Func<CraftingRecipe, int, bool> craftRequest; private Func<CraftingRecipe, int, bool> craftRequest;
private Func<ItemData, bool> isDiscoveredQuery;
private Func<CraftingRecipe, bool> isRecipeVisibleQuery;
private readonly List<RecipeButtonUI> recipeButtons = new List<RecipeButtonUI>(); private readonly List<RecipeButtonUI> recipeButtons = new List<RecipeButtonUI>();
private readonly List<GameObject> ingredientInstances = new List<GameObject>(); private readonly List<GameObject> ingredientInstances = new List<GameObject>();
private RecipeButtonUI selectedButton; private RecipeButtonUI selectedButton;
@@ -55,12 +57,15 @@ namespace Ashwild.Crafting
/// <summary> /// <summary>
/// Builds the recipe buttons (once) and wires the manager-owned queries/action. Safe to /// Builds the recipe buttons (once) and wires the manager-owned queries/action. Safe to
/// call again later to re-point the delegates; it then simply refreshes the display. /// call again later to re-point the delegates; it then simply refreshes the display.
/// The discovery queries decide which recipes are shown and which ingredients are still a mystery.
/// </summary> /// </summary>
public void Build(CraftingRecipe[] recipes, Func<CraftingRecipe, int, bool> canCraft, Func<ItemData, int> countItem, Func<CraftingRecipe, int, bool> craft) public void Build(CraftingRecipe[] recipes, Func<CraftingRecipe, int, bool> canCraft, Func<ItemData, int> countItem, Func<CraftingRecipe, int, bool> craft, Func<ItemData, bool> isDiscovered, Func<CraftingRecipe, bool> isRecipeVisible)
{ {
canCraftQuery = canCraft; canCraftQuery = canCraft;
countItemQuery = countItem; countItemQuery = countItem;
craftRequest = craft; craftRequest = craft;
isDiscoveredQuery = isDiscovered;
isRecipeVisibleQuery = isRecipeVisible;
if (!built) if (!built)
{ {
@@ -81,8 +86,9 @@ namespace Ashwild.Crafting
} }
/// <summary> /// <summary>
/// Recomputes craftability for every recipe button and refreshes the open detail. /// Recomputes each recipe button's visibility (revealed once an ingredient is discovered) and
/// Called by the manager whenever the local player's inventory changes. /// its craftability, then refreshes the open detail. Called by the manager whenever the local
/// player's inventory changes or a new item is discovered.
/// </summary> /// </summary>
public void Refresh() public void Refresh()
{ {
@@ -91,6 +97,9 @@ namespace Ashwild.Crafting
for (int i = 0; i < recipeButtons.Count; i++) for (int i = 0; i < recipeButtons.Count; i++)
{ {
RecipeButtonUI btn = recipeButtons[i]; RecipeButtonUI btn = recipeButtons[i];
bool visible = isRecipeVisibleQuery == null || isRecipeVisibleQuery(btn.Recipe);
btn.gameObject.SetActive(visible);
bool canCraft = canCraftQuery != null && canCraftQuery(btn.Recipe, btn.CraftCount); bool canCraft = canCraftQuery != null && canCraftQuery(btn.Recipe, btn.CraftCount);
btn.UpdateCraftability(canCraft); btn.UpdateCraftability(canCraft);
} }
@@ -193,12 +202,21 @@ namespace Ashwild.Crafting
GameObject slotGO = Instantiate(ingredientSlotPrefab, ingredientContainer); GameObject slotGO = Instantiate(ingredientSlotPrefab, ingredientContainer);
IngredientSlotUI slotUI = slotGO.GetComponent<IngredientSlotUI>(); IngredientSlotUI slotUI = slotGO.GetComponent<IngredientSlotUI>();
int required = ingredients[i].quantity * count; bool discovered = isDiscoveredQuery == null || isDiscoveredQuery(ingredients[i].item);
int playerHas = countItemQuery != null ? countItemQuery(ingredients[i].item) : 0; if (!discovered)
slotUI.Setup(ingredients[i].item, required, playerHas); {
slotUI.SetupMystery();
if (playerHas < required)
canCraft = false; canCraft = false;
}
else
{
int required = ingredients[i].quantity * count;
int playerHas = countItemQuery != null ? countItemQuery(ingredients[i].item) : 0;
slotUI.Setup(ingredients[i].item, required, playerHas);
if (playerHas < required)
canCraft = false;
}
ingredientInstances.Add(slotGO); ingredientInstances.Add(slotGO);
} }
@@ -5,21 +5,45 @@ using Ashwild.Inventory;
namespace Ashwild.Crafting namespace Ashwild.Crafting
{ {
/// <summary>
/// A single ingredient cell in the crafting detail panel. Renders either a known ingredient
/// (icon + required quantity, tinted by whether the player has enough) or a mystery placeholder
/// ("?") for an ingredient the player has not discovered yet.
/// </summary>
public class IngredientSlotUI : MonoBehaviour public class IngredientSlotUI : MonoBehaviour
{ {
[SerializeField] private Image iconImage; [SerializeField] private Image iconImage;
[SerializeField] private TextMeshProUGUI quantityText; [SerializeField] private TextMeshProUGUI quantityText;
[Header("Mystery (undiscovered ingredient)")]
[Tooltip("Icon shown for an ingredient the player hasn't discovered yet (a question mark).")]
[SerializeField] private Sprite mysteryIcon;
[Header("Colors")] [Header("Colors")]
[SerializeField] private Color enoughColor = Color.white; [SerializeField] private Color enoughColor = Color.white;
[SerializeField] private Color missingColor = new Color(1f, 0.3f, 0.3f, 1f); [SerializeField] private Color missingColor = new Color(1f, 0.3f, 0.3f, 1f);
/// <summary>
/// Renders a known ingredient: its icon and required amount, dimmed/red when the player lacks it.
/// </summary>
public void Setup(ItemData item, int required, int playerHas) public void Setup(ItemData item, int required, int playerHas)
{ {
quantityText.gameObject.SetActive(true);
iconImage.sprite = item.Icon; iconImage.sprite = item.Icon;
quantityText.text = "x" + required; quantityText.text = "x" + required;
quantityText.color = playerHas >= required ? enoughColor : missingColor; quantityText.color = playerHas >= required ? enoughColor : missingColor;
iconImage.color = playerHas >= required ? Color.white : new Color(1f, 1f, 1f, 0.5f); iconImage.color = playerHas >= required ? Color.white : new Color(1f, 1f, 1f, 0.5f);
} }
/// <summary>
/// Renders an undiscovered ingredient as a mystery: the "?" icon with no quantity text, so the
/// player knows a craft exists but must still find what it needs and how much.
/// </summary>
public void SetupMystery()
{
iconImage.sprite = mysteryIcon;
iconImage.color = new Color(1f, 1f, 1f, 0.5f);
quantityText.gameObject.SetActive(false);
}
} }
} }
+39 -1
View File
@@ -24,6 +24,10 @@ namespace Ashwild.Inventory
[Header("Context Menu")] [Header("Context Menu")]
[SerializeField] private SlotContextMenu contextMenu; [SerializeField] private SlotContextMenu contextMenu;
[Header("Hover Description")]
[Tooltip("Same panel used by the inventory — assign the shared HoverDescriptionUI here too.")]
[SerializeField] private HoverDescriptionUI hoverDescription;
private PlayerInventory inventory; private PlayerInventory inventory;
private Tweener scaleTween; private Tweener scaleTween;
private Tweener alphaTween; private Tweener alphaTween;
@@ -51,7 +55,7 @@ namespace Ashwild.Inventory
{ {
// Visual setup that does not need the player. // Visual setup that does not need the player.
for (int i = 0; i < hotbarSlot.Length; i++) for (int i = 0; i < hotbarSlot.Length; i++)
hotbarSlot[i].Initialize(i, InventoryUI.OnSwapRequested, OnSlotClicked); hotbarSlot[i].Initialize(i, InventoryUI.OnSwapRequested, OnSlotClicked, OnSlotHoverEnter, OnSlotHoverExit);
transform.localScale = Vector3.one * idleScale; transform.localScale = Vector3.one * idleScale;
if (canvasGroup != null) if (canvasGroup != null)
@@ -167,6 +171,40 @@ namespace Ashwild.Inventory
hotbarSlot[index].UpdateVisual(inventory.GetSlot(index)); hotbarSlot[index].UpdateVisual(inventory.GetSlot(index));
} }
/// <summary>
/// Shows the shared description panel for a hovered hotbar slot, but only while the inventory
/// is open — during normal play the hotbar must not pop a description. The duration bar
/// reflects the item's remaining uses/durability.
/// </summary>
private void OnSlotHoverEnter(int index)
{
if (hoverDescription == null || inventory == null || !PlayerEvents.IsInventoryOpen) return;
InventorySlot slot = inventory.GetSlot(index);
if (slot == null || slot.IsEmpty)
{
hoverDescription.Hide();
return;
}
ItemData item = slot.ItemData;
bool hasDuration = item.HasUses;
float fill = hasDuration ? (float)slot.CurrentUses / item.MaxUses : 0f;
string durationText = hasDuration ? $"{slot.CurrentUses} / {item.MaxUses}" : string.Empty;
hoverDescription.Show(new ItemDescriptionView(
item.Icon, item.ItemName, item.Description, hasDuration, fill, durationText));
}
/// <summary>
/// Hides the description panel when the pointer leaves a hotbar slot.
/// </summary>
private void OnSlotHoverExit()
{
if (hoverDescription != null)
hoverDescription.Hide();
}
private void UpdateSelection(int selectedIndex) private void UpdateSelection(int selectedIndex)
{ {
for (int i = 0; i < hotbarSlot.Length; i++) for (int i = 0; i < hotbarSlot.Length; i++)
@@ -0,0 +1,110 @@
using UnityEngine;
using UnityEngine.UI;
using TMPro;
using DG.Tweening;
namespace Ashwild.Inventory
{
/// <summary>
/// The fixed description panel shown beside the inventory — a pure view. When the pointer
/// enters a filled slot the inventory manager hands it an <see cref="ItemDescriptionView"/> and
/// it fades its CanvasGroup in, drawing the icon, name, description and (for uses-tracked items)
/// the duration bar. It never reads ItemData or the inventory itself; it renders what it is given.
/// </summary>
[DisallowMultipleComponent]
public class HoverDescriptionUI : MonoBehaviour
{
#region Serialized Fields
[Header("References")]
[SerializeField] private CanvasGroup canvasGroup;
[SerializeField] private Image iconImage;
[SerializeField] private TextMeshProUGUI nameText;
[SerializeField] private TextMeshProUGUI descriptionText;
[Header("Duration Bar")]
[Tooltip("Root object of the duration/uses bar — shown only for items that track uses.")]
[SerializeField] private GameObject durationBarRoot;
[Tooltip("Filled image whose fillAmount maps to the remaining uses (Image Type = Filled).")]
[SerializeField] private Image durationBarFill;
[Tooltip("Label drawn over the bar, e.g. \"3 / 5\".")]
[SerializeField] private TextMeshProUGUI durationText;
[Header("Animation")]
[SerializeField] private float fadeDuration = 0.15f;
#endregion
#region State
private Tweener fadeTween;
#endregion
#region Unity Lifecycle
/// <summary>
/// Starts hidden so the panel only appears once a slot is actually hovered.
/// </summary>
private void Awake() => SetHidden();
/// <summary>
/// Kills the fade tween so it never targets the CanvasGroup after teardown.
/// </summary>
private void OnDestroy() => fadeTween?.Kill();
#endregion
#region Public API
/// <summary>
/// Draws the payload and fades the panel in. Called by the inventory manager on hover enter.
/// </summary>
public void Show(ItemDescriptionView view)
{
if (iconImage != null)
{
iconImage.sprite = view.Icon;
iconImage.enabled = view.Icon != null;
}
if (nameText != null)
nameText.text = view.Name;
if (descriptionText != null)
descriptionText.text = view.Description;
if (durationBarRoot != null)
durationBarRoot.SetActive(view.HasDuration);
if (view.HasDuration)
{
if (durationBarFill != null)
durationBarFill.fillAmount = view.DurationFill;
if (durationText != null)
durationText.text = view.DurationText;
}
fadeTween?.Kill();
fadeTween = canvasGroup.DOFade(1f, fadeDuration).SetUpdate(true);
}
/// <summary>
/// Fades the panel out via its CanvasGroup only — the GameObject stays active so it can be
/// shown again instantly. Called on hover exit / inventory close.
/// </summary>
public void Hide()
{
fadeTween?.Kill();
fadeTween = canvasGroup.DOFade(0f, fadeDuration).SetUpdate(true);
}
#endregion
#region Internal Helpers
/// <summary>
/// Instantly parks the panel invisible via the CanvasGroup, without deactivating it.
/// </summary>
private void SetHidden() => canvasGroup.alpha = 0f;
#endregion
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 40050a905c9108244901dadab24daa28
+40 -1
View File
@@ -33,6 +33,9 @@ namespace Ashwild.Inventory
[Header("Context Menu")] [Header("Context Menu")]
[SerializeField] private SlotContextMenu contextMenu; [SerializeField] private SlotContextMenu contextMenu;
[Header("Hover Description")]
[SerializeField] private HoverDescriptionUI hoverDescription;
[Header("Categories")] [Header("Categories")]
[SerializeField] private InventoryCategoryManager categoryManager; [SerializeField] private InventoryCategoryManager categoryManager;
@@ -93,7 +96,7 @@ namespace Ashwild.Inventory
int slotIndex = inventory.HotbarSize + i; int slotIndex = inventory.HotbarSize + i;
GameObject slotGO = Instantiate(slotPrefab, slotContainer); GameObject slotGO = Instantiate(slotPrefab, slotContainer);
SlotUI slotUI = slotGO.GetComponent<SlotUI>(); SlotUI slotUI = slotGO.GetComponent<SlotUI>();
slotUI.Initialize(slotIndex, OnSwapRequested, OnSlotClicked); slotUI.Initialize(slotIndex, OnSwapRequested, OnSlotClicked, OnSlotHoverEnter, OnSlotHoverExit);
slotUIs[i] = slotUI; slotUIs[i] = slotUI;
} }
@@ -133,6 +136,9 @@ namespace Ashwild.Inventory
if (contextMenu != null) if (contextMenu != null)
contextMenu.Hide(); contextMenu.Hide();
if (hoverDescription != null)
hoverDescription.Hide();
if (categoryManager != null) if (categoryManager != null)
categoryManager.Close(); categoryManager.Close();
@@ -192,6 +198,39 @@ namespace Ashwild.Inventory
} }
} }
/// <summary>
/// Builds the description payload for the hovered slot and shows the side panel. Empty slots
/// keep the panel hidden. The duration bar reflects the item's remaining uses/durability.
/// </summary>
private void OnSlotHoverEnter(int index)
{
if (hoverDescription == null || inventory == null) return;
InventorySlot slot = inventory.GetSlot(index);
if (slot == null || slot.IsEmpty)
{
hoverDescription.Hide();
return;
}
ItemData item = slot.ItemData;
bool hasDuration = item.HasUses;
float fill = hasDuration ? (float)slot.CurrentUses / item.MaxUses : 0f;
string durationText = hasDuration ? $"{slot.CurrentUses} / {item.MaxUses}" : string.Empty;
hoverDescription.Show(new ItemDescriptionView(
item.Icon, item.ItemName, item.Description, hasDuration, fill, durationText));
}
/// <summary>
/// Hides the description panel when the pointer leaves a slot.
/// </summary>
private void OnSlotHoverExit()
{
if (hoverDescription != null)
hoverDescription.Hide();
}
private void RefreshSlot(int index) private void RefreshSlot(int index)
{ {
if (slotUIs == null) return; if (slotUIs == null) return;
@@ -0,0 +1,43 @@
using UnityEngine;
namespace Ashwild.Inventory
{
/// <summary>
/// The view payload for the hover description panel: exactly what the panel renders (icon,
/// name, description, and an optional duration/uses bar), nothing more. The inventory manager
/// builds one of these from a hovered slot and pushes it into the view, so the panel never
/// touches ItemData or the inventory model — it just draws what it is handed.
/// </summary>
public readonly struct ItemDescriptionView
{
public readonly Sprite Icon;
public readonly string Name;
public readonly string Description;
/// <summary>
/// Whether the hovered item tracks uses/durability and should show its duration bar.
/// </summary>
public readonly bool HasDuration;
/// <summary>
/// Remaining uses as a 0..1 fill for the bar's Filled image.
/// </summary>
public readonly float DurationFill;
/// <summary>
/// The remaining/max label drawn over the bar, e.g. "3 / 5".
/// </summary>
public readonly string DurationText;
public ItemDescriptionView(Sprite icon, string name, string description,
bool hasDuration, float durationFill, string durationText)
{
Icon = icon;
Name = name;
Description = description;
HasDuration = hasDuration;
DurationFill = durationFill;
DurationText = durationText;
}
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: b901ece22e48ee344837ad720d6f2e18
+25 -2
View File
@@ -6,7 +6,7 @@ using System;
namespace Ashwild.Inventory namespace Ashwild.Inventory
{ {
public class SlotUI : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDragHandler, IDropHandler, IPointerClickHandler public class SlotUI : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDragHandler, IDropHandler, IPointerClickHandler, IPointerEnterHandler, IPointerExitHandler
{ {
[Header("References")] [Header("References")]
[SerializeField] private Image iconImage; [SerializeField] private Image iconImage;
@@ -26,6 +26,8 @@ namespace Ashwild.Inventory
private int slotIndex; private int slotIndex;
private Action<int, int> onSwapRequested; private Action<int, int> onSwapRequested;
private Action<int, bool> onClicked; private Action<int, bool> onClicked;
private Action<int> onHoverEnter;
private Action onHoverExit;
public int SlotIndex => slotIndex; public int SlotIndex => slotIndex;
@@ -43,11 +45,14 @@ namespace Ashwild.Inventory
ghostObject.SetActive(false); ghostObject.SetActive(false);
} }
public void Initialize(int index, Action<int, int> swapCallback, Action<int, bool> clickCallback) public void Initialize(int index, Action<int, int> swapCallback, Action<int, bool> clickCallback,
Action<int> hoverEnterCallback = null, Action hoverExitCallback = null)
{ {
slotIndex = index; slotIndex = index;
onSwapRequested = swapCallback; onSwapRequested = swapCallback;
onClicked = clickCallback; onClicked = clickCallback;
onHoverEnter = hoverEnterCallback;
onHoverExit = hoverExitCallback;
} }
/// <summary> /// <summary>
@@ -170,5 +175,23 @@ namespace Ashwild.Inventory
if (eventData.button == PointerEventData.InputButton.Right) if (eventData.button == PointerEventData.InputButton.Right)
onClicked?.Invoke(slotIndex, true); onClicked?.Invoke(slotIndex, true);
} }
/// <summary>
/// Reports the hovered slot index so the manager can show its description panel. Suppressed
/// while a drag is in progress, where the panel would only get in the way.
/// </summary>
public void OnPointerEnter(PointerEventData eventData)
{
if (draggedSlot != null) return;
onHoverEnter?.Invoke(slotIndex);
}
/// <summary>
/// Reports that the pointer left the slot so the manager can hide the description panel.
/// </summary>
public void OnPointerExit(PointerEventData eventData)
{
onHoverExit?.Invoke();
}
} }
} }
@@ -101,6 +101,8 @@ namespace Ashwild.Player
public static event Action<ItemData, int> ItemDropped; public static event Action<ItemData, int> ItemDropped;
public static event Action<ItemData> ItemConsumed; public static event Action<ItemData> ItemConsumed;
public static event Action<ItemData, int> ItemPickedUp; public static event Action<ItemData, int> ItemPickedUp;
public static event Action<ItemData> ItemDiscovered; // an item entered the inventory for the first time (unlocks recipes)
public static event Action<Sprite, string> RecipeDiscovered; // a recipe was just revealed (icon, name) — for the "NEW" craft notification
public static event Action<ItemData> HeldItemChanged; public static event Action<ItemData> HeldItemChanged;
public static event Action<bool> InventoryOpenChanged; public static event Action<bool> InventoryOpenChanged;
public static event Action<bool> ChestOpenChanged; public static event Action<bool> ChestOpenChanged;
@@ -151,6 +153,7 @@ namespace Ashwild.Player
public static event Action Died; public static event Action Died;
public static event Action Respawned; public static event Action Respawned;
public static event Action<bool> DeathChanged; 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 // Network / session events
@@ -247,6 +250,8 @@ namespace Ashwild.Player
public static void RaiseItemDropped(ItemData d, int q) { Log(nameof(ItemDropped)); ItemDropped?.Invoke(d, q); } public static void RaiseItemDropped(ItemData d, int q) { Log(nameof(ItemDropped)); ItemDropped?.Invoke(d, q); }
public static void RaiseItemConsumed(ItemData d) { Log(nameof(ItemConsumed)); ItemConsumed?.Invoke(d); } public static void RaiseItemConsumed(ItemData d) { Log(nameof(ItemConsumed)); ItemConsumed?.Invoke(d); }
public static void RaiseItemPickedUp(ItemData d, int q) { Log(nameof(ItemPickedUp)); ItemPickedUp?.Invoke(d, q); } public static void RaiseItemPickedUp(ItemData d, int q) { Log(nameof(ItemPickedUp)); ItemPickedUp?.Invoke(d, q); }
public static void RaiseItemDiscovered(ItemData d) { Log(nameof(ItemDiscovered)); ItemDiscovered?.Invoke(d); }
public static void RaiseRecipeDiscovered(Sprite icon, string recipeName) { Log(nameof(RecipeDiscovered)); RecipeDiscovered?.Invoke(icon, recipeName); }
public static void RaiseHeldItemChanged(ItemData d) { Log(nameof(HeldItemChanged)); HeldItemChanged?.Invoke(d); } public static void RaiseHeldItemChanged(ItemData d) { Log(nameof(HeldItemChanged)); HeldItemChanged?.Invoke(d); }
public static void RaiseInventoryOpenChanged(bool b) public static void RaiseInventoryOpenChanged(bool b)
{ {
@@ -318,6 +323,16 @@ namespace Ashwild.Player
DeathChanged?.Invoke(false); 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 RaiseSessionStarting() { Log(nameof(SessionStarting)); SessionStarting?.Invoke(); }
public static void RaiseSessionStarted(string code) public static void RaiseSessionStarted(string code)
{ {
+68 -11
View File
@@ -2,12 +2,25 @@ using UnityEngine;
namespace Ashwild.Player 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] [DisallowMultipleComponent]
public class PlayerLifecycle : MonoBehaviour public class PlayerLifecycle : MonoBehaviour
{ {
#region Serialized Fields
[Header("Spawn point (auto-captured at scene start if left empty)")] [Header("Spawn point (auto-captured at scene start if left empty)")]
[SerializeField] private Transform spawnPoint; [SerializeField] private Transform spawnPoint;
#endregion
#region State
private PlayerLocomotion locomotion; private PlayerLocomotion locomotion;
private Rigidbody rb; private Rigidbody rb;
@@ -15,12 +28,23 @@ namespace Ashwild.Player
private Quaternion spawnRotation; private Quaternion spawnRotation;
private bool isDead; private bool isDead;
#endregion
#region Unity Lifecycle
/// <summary>
/// Caches the sibling components the respawn drives.
/// </summary>
private void Awake() private void Awake()
{ {
locomotion = GetComponent<PlayerLocomotion>(); locomotion = GetComponent<PlayerLocomotion>();
rb = GetComponent<Rigidbody>(); 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() private void Start()
{ {
if (spawnPoint != null) if (spawnPoint != null)
@@ -35,9 +59,31 @@ namespace Ashwild.Player
} }
} }
private void OnEnable() { PlayerEvents.Died += OnDied; } /// <summary>
private void OnDisable() { PlayerEvents.Died -= OnDied; } /// Subscribes to death and to respawn-point reassignments (claiming a bed).
/// </summary>
private void OnEnable()
{
PlayerEvents.Died += OnDied;
PlayerEvents.RespawnPointChanged += HandleRespawnPointChanged;
}
/// <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() private void OnDied()
{ {
if (isDead) return; if (isDead) return;
@@ -45,6 +91,21 @@ namespace Ashwild.Player
if (locomotion != null) locomotion.SetDead(true); 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() public void Respawn()
{ {
if (rb != null) if (rb != null)
@@ -52,8 +113,7 @@ namespace Ashwild.Player
rb.linearVelocity = Vector3.zero; rb.linearVelocity = Vector3.zero;
rb.angularVelocity = Vector3.zero; rb.angularVelocity = Vector3.zero;
} }
transform.position = spawnPosition; transform.SetPositionAndRotation(spawnPosition, spawnRotation);
transform.rotation = spawnRotation;
if (PlayerStats.Instance != null) PlayerStats.Instance.Revive(); if (PlayerStats.Instance != null) PlayerStats.Instance.Revive();
if (locomotion != null) locomotion.SetDead(false); if (locomotion != null) locomotion.SetDead(false);
@@ -61,18 +121,15 @@ namespace Ashwild.Player
isDead = false; isDead = false;
} }
/// <summary>
/// Overrides the respawn pose directly with a world position and rotation.
/// </summary>
public void SetSpawnPoint(Vector3 position, Quaternion rotation) public void SetSpawnPoint(Vector3 position, Quaternion rotation)
{ {
spawnPosition = position; spawnPosition = position;
spawnRotation = rotation; spawnRotation = rotation;
} }
public void SetSpawnPoint(Transform t) #endregion
{
if (t == null) return;
spawnPoint = t;
spawnPosition = t.position;
spawnRotation = t.rotation;
}
} }
} }
@@ -19,6 +19,7 @@ namespace Ashwild.UI
private int totalQuantity; private int totalQuantity;
private float hideTimer; private float hideTimer;
private bool isHiding; private bool isHiding;
private bool isDiscovery;
private Tweener fadeTween; private Tweener fadeTween;
private Tweener slideTween; private Tweener slideTween;
@@ -30,6 +31,9 @@ namespace Ashwild.UI
// A notification is either a gain (+) or a loss (-); merging only happens within the same direction. // A notification is either a gain (+) or a loss (-); merging only happens within the same direction.
public bool IsGain => totalQuantity >= 0; public bool IsGain => totalQuantity >= 0;
// A discovery notification (icon + name + "NEW" badge) never merges with a gain/loss one.
public bool IsDiscovery => isDiscovery;
public void Initialize(ItemData item, int signedQuantity, Color numberColor, float displayDuration, float slideInDuration, Ease slideInEase) public void Initialize(ItemData item, int signedQuantity, Color numberColor, float displayDuration, float slideInDuration, Ease slideInEase)
{ {
itemData = item; itemData = item;
@@ -49,6 +53,34 @@ namespace Ashwild.UI
fadeTween = canvasGroup.DOFade(1f, slideInDuration).SetEase(Ease.OutQuad); fadeTween = canvasGroup.DOFade(1f, slideInDuration).SetEase(Ease.OutQuad);
} }
/// <summary>
/// Sets up a discovery notification: an icon and name (of the unlocked recipe) with a fixed
/// badge (e.g. "NEW") in the number slot, tinted with the caller-chosen colour. It carries no
/// quantity and never merges, so it reads as a one-time "recipe unlocked" cue.
/// </summary>
public void InitializeDiscovery(Sprite icon, string displayName, string badgeText, Color badgeColor, float displayDuration, float slideInDuration)
{
itemData = null;
isDiscovery = true;
hideTimer = displayDuration;
isHiding = false;
if (iconImage != null)
iconImage.sprite = icon;
if (labelText != null)
labelText.text = displayName;
if (numberText != null)
{
numberText.text = badgeText;
numberText.color = badgeColor;
}
canvasGroup.alpha = 0f;
fadeTween = canvasGroup.DOFade(1f, slideInDuration).SetEase(Ease.OutQuad);
}
public void AddQuantity(int signedAmount, float displayDuration) public void AddQuantity(int signedAmount, float displayDuration)
{ {
totalQuantity += signedAmount; totalQuantity += signedAmount;
+33 -1
View File
@@ -30,6 +30,11 @@ namespace Ashwild.UI
[SerializeField] private Color gainColor = new Color(0.45f, 1f, 0.45f); // picked up / added [SerializeField] private Color gainColor = new Color(0.45f, 1f, 0.45f); // picked up / added
[SerializeField] private Color lossColor = new Color(1f, 0.45f, 0.45f); // dropped / consumed [SerializeField] private Color lossColor = new Color(1f, 0.45f, 0.45f); // dropped / consumed
[Header("Discovery")]
[Tooltip("Badge shown in the number slot when a new item/recipe is discovered.")]
[SerializeField] private string discoveryLabel = "NEW";
[SerializeField] private Color discoveryColor = new Color(1f, 0.85f, 0.3f);
private readonly List<NotificationItemUI> activeNotifications = new List<NotificationItemUI>(); private readonly List<NotificationItemUI> activeNotifications = new List<NotificationItemUI>();
private void OnEnable() private void OnEnable()
@@ -37,6 +42,7 @@ namespace Ashwild.UI
PlayerEvents.ItemAdded += OnItemAdded; PlayerEvents.ItemAdded += OnItemAdded;
PlayerEvents.ItemDropped += OnItemDropped; PlayerEvents.ItemDropped += OnItemDropped;
PlayerEvents.ItemConsumed += OnItemConsumed; PlayerEvents.ItemConsumed += OnItemConsumed;
PlayerEvents.RecipeDiscovered += OnRecipeDiscovered;
PlayerEvents.FoodPlacedToCook += OnItemSpent; PlayerEvents.FoodPlacedToCook += OnItemSpent;
PlayerEvents.FuelAdded += OnItemSpent; PlayerEvents.FuelAdded += OnItemSpent;
} }
@@ -46,6 +52,7 @@ namespace Ashwild.UI
PlayerEvents.ItemAdded -= OnItemAdded; PlayerEvents.ItemAdded -= OnItemAdded;
PlayerEvents.ItemDropped -= OnItemDropped; PlayerEvents.ItemDropped -= OnItemDropped;
PlayerEvents.ItemConsumed -= OnItemConsumed; PlayerEvents.ItemConsumed -= OnItemConsumed;
PlayerEvents.RecipeDiscovered -= OnRecipeDiscovered;
PlayerEvents.FoodPlacedToCook -= OnItemSpent; PlayerEvents.FoodPlacedToCook -= OnItemSpent;
PlayerEvents.FuelAdded -= OnItemSpent; PlayerEvents.FuelAdded -= OnItemSpent;
} }
@@ -53,6 +60,7 @@ namespace Ashwild.UI
private void OnItemAdded(ItemData item, int quantity) => Push(item, quantity); private void OnItemAdded(ItemData item, int quantity) => Push(item, quantity);
private void OnItemDropped(ItemData item, int quantity) => Push(item, -quantity); private void OnItemDropped(ItemData item, int quantity) => Push(item, -quantity);
private void OnItemConsumed(ItemData item) => Push(item, -1); private void OnItemConsumed(ItemData item) => Push(item, -1);
private void OnRecipeDiscovered(Sprite icon, string recipeName) => PushDiscovery(icon, recipeName);
// Food placed on a cooking station or fuel fed to it both leave the inventory by one. // Food placed on a cooking station or fuel fed to it both leave the inventory by one.
private void OnItemSpent(ItemData item) => Push(item, -1); private void OnItemSpent(ItemData item) => Push(item, -1);
@@ -69,7 +77,8 @@ namespace Ashwild.UI
// Merge only with a notification for the same item AND same direction // Merge only with a notification for the same item AND same direction
for (int i = 0; i < activeNotifications.Count; i++) for (int i = 0; i < activeNotifications.Count; i++)
{ {
if (activeNotifications[i] != null && activeNotifications[i].ItemData == item if (activeNotifications[i] != null && !activeNotifications[i].IsDiscovery
&& activeNotifications[i].ItemData == item
&& activeNotifications[i].IsGain == gain) && activeNotifications[i].IsGain == gain)
{ {
activeNotifications[i].AddQuantity(signedQuantity, displayDuration); activeNotifications[i].AddQuantity(signedQuantity, displayDuration);
@@ -94,6 +103,29 @@ namespace Ashwild.UI
activeNotifications.Add(notification); activeNotifications.Add(notification);
} }
/// <summary>
/// Pushes a one-time "NEW" notification for a newly unlocked recipe: its result icon and name
/// with the configured badge in the discovery colour. Never merges with anything.
/// </summary>
private void PushDiscovery(Sprite icon, string recipeName)
{
activeNotifications.RemoveAll(n => n == null);
GameObject go = Instantiate(notificationPrefab, container);
NotificationItemUI notification = go.GetComponent<NotificationItemUI>();
float targetY = startOffsetY + activeNotifications.Count * (notificationHeight + spacing);
RectTransform rt = notification.RectTransform;
rt.anchoredPosition = new Vector2(0f, targetY - 30f);
notification.InitializeDiscovery(icon, recipeName, discoveryLabel, discoveryColor, displayDuration, slideInDuration);
rt.DOAnchorPosY(targetY, slideInDuration).SetEase(slideInEase);
activeNotifications.Add(notification);
}
private void LateUpdate() private void LateUpdate()
{ {
// Clean up destroyed notifications and reposition remaining ones // Clean up destroyed notifications and reposition remaining ones
+129
View File
@@ -0,0 +1,129 @@
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"
}
// 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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