dark wood

This commit is contained in:
szczuras4
2025-10-29 20:09:42 +01:00
parent 530c056e47
commit 17ce65fea7
111 changed files with 27354 additions and 1942 deletions

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// --- WERSJA 8 - FINALNA POPRAWIONA: DirectionalLightZone.cs (Wydajny + Pe³ny Podgl¹d w Edytorze) ---
using System.Collections;
using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
#endif
[ExecuteAlways]
[RequireComponent(typeof(Collider))]
public class DirectionalLightZone : MonoBehaviour
{
[Header("Ustawienia Edytora")]
[Tooltip("W³¹cza podgl¹d w edytorze, gdy kamera Scene View wejdzie do strefy.")]
public bool enableEditorPreview = true;
[Header("Ustawienia G³ówne")]
public Light directionalLight;
[Tooltip("Czas w sekundach, w jakim œwiat³o bêdzie p³ynnie wygaszane/rozjaœniane.")]
public float transitionDuration = 2.0f;
[Tooltip("Tag obiektu gracza.")]
public string playerTag = "Player";
private static float s_defaultIntensity;
private static bool s_defaultIntensityStored = false;
private static Coroutine s_activeTransition;
private static MonoBehaviour s_coroutineRunner;
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)]
private static void ResetStatics()
{
s_defaultIntensityStored = false; s_activeTransition = null; s_coroutineRunner = null;
#if UNITY_EDITOR
s_editorActiveZone = null; s_editorSettingsSaved = false;
#endif
}
private void Awake()
{
GetComponent<Collider>().isTrigger = true;
if (directionalLight == null) { this.enabled = false; return; }
if (Application.isPlaying && !s_defaultIntensityStored)
{
s_defaultIntensity = directionalLight.intensity;
s_defaultIntensityStored = true;
}
}
private void OnTriggerEnter(Collider other) { if (Application.isPlaying && other.CompareTag(playerTag)) StartTransition(false); }
private void OnTriggerExit(Collider other) { if (Application.isPlaying && other.CompareTag(playerTag)) StartTransition(true); }
private void StartTransition(bool fadeIn)
{
if (s_activeTransition != null && s_coroutineRunner != null) s_coroutineRunner.StopCoroutine(s_activeTransition);
s_coroutineRunner = this;
s_activeTransition = StartCoroutine(TransitionLight(fadeIn));
}
private IEnumerator TransitionLight(bool fadeIn)
{
float startIntensity = directionalLight.intensity;
float targetIntensity = fadeIn ? s_defaultIntensity : 0f;
if (fadeIn && !directionalLight.enabled) directionalLight.enabled = true;
float elapsed = 0f;
while (elapsed < transitionDuration)
{
float t = (transitionDuration > 0) ? elapsed / transitionDuration : 1f;
directionalLight.intensity = Mathf.Lerp(startIntensity, targetIntensity, t);
elapsed += Time.deltaTime;
yield return null;
}
directionalLight.intensity = targetIntensity;
if (!fadeIn) directionalLight.enabled = false;
s_activeTransition = null;
}
#if UNITY_EDITOR
private static DirectionalLightZone s_editorActiveZone = null;
private static float s_editorOriginalIntensity;
private static bool s_editorOriginalEnabled;
private static bool s_editorSettingsSaved = false;
private void OnEnable()
{
EditorApplication.update += EditorUpdate;
if (!Application.isPlaying) EditorUpdate();
}
private void OnDisable()
{
EditorApplication.update -= EditorUpdate;
if (!Application.isPlaying && s_editorActiveZone == this)
{
RestoreEditorSettings();
}
}
private void EditorUpdate()
{
if (Application.isPlaying) return;
if (!enableEditorPreview)
{
if (s_editorActiveZone == this) RestoreEditorSettings();
return;
}
if (directionalLight == null) return;
var sceneView = SceneView.lastActiveSceneView;
if (sceneView == null || sceneView.camera == null) return;
bool isCameraInside = GetComponent<Collider>().bounds.Contains(sceneView.camera.transform.position);
if (isCameraInside)
{
if (s_editorActiveZone != this)
{
if (!s_editorSettingsSaved) SaveEditorSettings();
s_editorActiveZone = this;
}
directionalLight.enabled = false;
SceneView.RepaintAll();
}
else
{
if (s_editorActiveZone == this) RestoreEditorSettings();
}
}
private void SaveEditorSettings()
{
s_editorOriginalIntensity = directionalLight.intensity;
s_editorOriginalEnabled = directionalLight.enabled;
s_editorSettingsSaved = true;
}
private void RestoreEditorSettings()
{
if (!s_editorSettingsSaved) return;
directionalLight.intensity = s_editorOriginalIntensity;
directionalLight.enabled = s_editorOriginalEnabled;
s_editorSettingsSaved = false;
s_editorActiveZone = null;
SceneView.RepaintAll();
}
#endif
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 8ff318523282e4d4ebdc6b1bcd2a94e6

View File

@@ -0,0 +1,30 @@
#if UNITY_EDITOR
using UnityEngine;
using UnityEditor;
// --- TEN KOD ZNAJDUJE SIĘ W PLIKU O NAZWIE FogZoneEditor.cs ---
// --- MUSI ON ZNAJDOWAĆ SIĘ W FOLDERZE O NAZWIE "Editor" ---
[CustomEditor(typeof(FogZone))]
public class FogZoneEditor : Editor
{
public override void OnInspectorGUI()
{
DrawDefaultInspector();
EditorGUILayout.Space();
FogZone zone = (FogZone)target;
if (GUILayout.Button("Przywróć Ustawienia Domyślne", GUILayout.Height(30)))
{
if (EditorUtility.DisplayDialog("Przywróć Domyślne",
"Czy na pewno chcesz przywrócić globalne ustawienia mgły (RenderSettings) do wartości zdefiniowanych w tym skrypcie?",
"Tak, przywróć", "Anuluj"))
{
zone.RestoreDefinedDefaults();
Debug.Log("Globalne ustawienia mgły zostały przywrócone do domyślnych.", zone.gameObject);
}
}
}
}
#endif

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 0bee297921336aa48928de9f6e207a63

View File

@@ -0,0 +1,248 @@
// --- WERSJA 8 - FINALNA POPRAWIONA: HeightFogZone.cs (Wydajny + Pe³ny Podgl¹d w Edytorze) ---
using System.Collections;
using UnityEngine;
using AtmosphericHeightFog;
#if UNITY_EDITOR
using UnityEditor;
#endif
[ExecuteAlways]
[RequireComponent(typeof(Collider))]
public class HeightFogZone : MonoBehaviour
{
[Header("Ustawienia Edytora")]
[Tooltip("W³¹cza podgl¹d mg³y w edytorze, gdy kamera Scene View wejdzie do strefy.")]
public bool enableEditorPreview = true;
[Header("Docelowe Ustawienia Mg³y")]
[Range(0f, 1f)] public float targetFogIntensity = 0.5f;
[ColorUsage(true, true)] public Color targetFogColorStart = new Color(0.5f, 0.75f, 1f, 1f);
[ColorUsage(true, true)] public Color targetFogColorEnd = new Color(0.75f, 1.25f, 1f, 1f);
[Range(0f, 1f)] public float targetFogColorDuo = 0f;
public float targetFogDistanceStart = -50f;
public float targetFogDistanceEnd = 150f;
[Range(1f, 8f)] public float targetFogDistanceFalloff = 2f;
[Range(0f, 1f)] public float targetDirectionalIntensity = 0.5f;
[Header("Ustawienia Zachowania")]
[Tooltip("Czas w sekundach, w jakim mg³a bêdzie p³ynnie przechodziæ do nowych ustawieñ.")]
public float transitionDuration = 2.0f;
[Tooltip("Tag obiektu gracza.")]
public string playerTag = "Player";
private static HeightFogGlobal s_fogGlobalInstance;
private static DefaultFogValues s_defaultValues;
private static bool s_defaultsStored = false;
private static Coroutine s_activeTransition;
private static MonoBehaviour s_coroutineRunner;
private struct DefaultFogValues
{
public float fogIntensity; public Color fogColorStart; public Color fogColorEnd; public float fogColorDuo;
public float fogDistanceStart; public float fogDistanceEnd; public float fogDistanceFalloff; public float directionalIntensity;
}
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)]
private static void ResetStatics()
{
s_fogGlobalInstance = null; s_defaultsStored = false; s_activeTransition = null; s_coroutineRunner = null;
#if UNITY_EDITOR
s_editorActiveZone = null; s_editorSettingsSaved = false;
#endif
}
private void Awake()
{
GetComponent<Collider>().isTrigger = true;
if (s_fogGlobalInstance == null) s_fogGlobalInstance = FindFirstObjectByType<HeightFogGlobal>();
if (Application.isPlaying && !s_defaultsStored && s_fogGlobalInstance != null)
{
StoreDefaultValues();
}
}
private void OnTriggerEnter(Collider other)
{
if (Application.isPlaying && other.CompareTag(playerTag)) StartTransition(true);
}
private void OnTriggerExit(Collider other)
{
if (Application.isPlaying && other.CompareTag(playerTag)) StartTransition(false);
}
private void StartTransition(bool toZoneSettings)
{
if (s_fogGlobalInstance == null || !s_defaultsStored) return;
if (s_activeTransition != null && s_coroutineRunner != null) s_coroutineRunner.StopCoroutine(s_activeTransition);
s_coroutineRunner = this;
s_activeTransition = StartCoroutine(TransitionFog(toZoneSettings));
}
private IEnumerator TransitionFog(bool toZoneSettings)
{
DefaultFogValues startValues = new DefaultFogValues
{
fogIntensity = s_fogGlobalInstance.fogIntensity,
fogColorStart = s_fogGlobalInstance.fogColorStart,
fogColorEnd = s_fogGlobalInstance.fogColorEnd,
fogColorDuo = s_fogGlobalInstance.fogColorDuo,
fogDistanceStart = s_fogGlobalInstance.fogDistanceStart,
fogDistanceEnd = s_fogGlobalInstance.fogDistanceEnd,
fogDistanceFalloff = s_fogGlobalInstance.fogDistanceFalloff,
directionalIntensity = s_fogGlobalInstance.directionalIntensity
};
DefaultFogValues targetValues = toZoneSettings ?
new DefaultFogValues
{
fogIntensity = targetFogIntensity,
fogColorStart = targetFogColorStart,
fogColorEnd = targetFogColorEnd,
fogColorDuo = targetFogColorDuo,
fogDistanceStart = targetFogDistanceStart,
fogDistanceEnd = targetFogDistanceEnd,
fogDistanceFalloff = targetFogDistanceFalloff,
directionalIntensity = targetDirectionalIntensity
} : s_defaultValues;
float elapsed = 0f;
while (elapsed < transitionDuration)
{
float t = (transitionDuration > 0) ? elapsed / transitionDuration : 1f;
ApplyLerpedSettings(startValues, targetValues, t);
elapsed += Time.deltaTime;
yield return null;
}
ApplyLerpedSettings(startValues, targetValues, 1f);
s_activeTransition = null;
}
private void StoreDefaultValues()
{ /* Implementacja bez zmian */
s_defaultValues = new DefaultFogValues
{
fogIntensity = s_fogGlobalInstance.fogIntensity,
fogColorStart = s_fogGlobalInstance.fogColorStart,
fogColorEnd = s_fogGlobalInstance.fogColorEnd,
fogColorDuo = s_fogGlobalInstance.fogColorDuo,
fogDistanceStart = s_fogGlobalInstance.fogDistanceStart,
fogDistanceEnd = s_fogGlobalInstance.fogDistanceEnd,
fogDistanceFalloff = s_fogGlobalInstance.fogDistanceFalloff,
directionalIntensity = s_fogGlobalInstance.directionalIntensity
};
s_defaultsStored = true;
}
private void ApplyLerpedSettings(DefaultFogValues start, DefaultFogValues end, float t)
{ /* Implementacja bez zmian */
s_fogGlobalInstance.fogIntensity = Mathf.Lerp(start.fogIntensity, end.fogIntensity, t);
s_fogGlobalInstance.fogColorStart = Color.Lerp(start.fogColorStart, end.fogColorStart, t);
s_fogGlobalInstance.fogColorEnd = Color.Lerp(start.fogColorEnd, end.fogColorEnd, t);
s_fogGlobalInstance.fogColorDuo = Mathf.Lerp(start.fogColorDuo, end.fogColorDuo, t);
s_fogGlobalInstance.fogDistanceStart = Mathf.Lerp(start.fogDistanceStart, end.fogDistanceStart, t);
s_fogGlobalInstance.fogDistanceEnd = Mathf.Lerp(start.fogDistanceEnd, end.fogDistanceEnd, t);
s_fogGlobalInstance.fogDistanceFalloff = Mathf.Lerp(start.fogDistanceFalloff, end.fogDistanceFalloff, t);
s_fogGlobalInstance.directionalIntensity = Mathf.Lerp(start.directionalIntensity, end.directionalIntensity, t);
}
#if UNITY_EDITOR
private static HeightFogZone s_editorActiveZone = null;
private static DefaultFogValues s_editorOriginalValues;
private static bool s_editorSettingsSaved = false;
private void OnEnable()
{
EditorApplication.update += EditorUpdate;
// Natychmiastowa reakcja na w³¹czenie komponentu
if (!Application.isPlaying) EditorUpdate();
}
private void OnDisable()
{
EditorApplication.update -= EditorUpdate;
// Natychmiastowe przywrócenie ustawieñ po wy³¹czeniu komponentu
if (!Application.isPlaying && s_editorActiveZone == this)
{
RestoreEditorSettings();
}
}
private void EditorUpdate()
{
if (Application.isPlaying) return;
if (!enableEditorPreview)
{
if (s_editorActiveZone == this) RestoreEditorSettings();
return;
}
if (s_fogGlobalInstance == null) s_fogGlobalInstance = FindFirstObjectByType<HeightFogGlobal>();
if (s_fogGlobalInstance == null) return;
var sceneView = SceneView.lastActiveSceneView;
if (sceneView == null || sceneView.camera == null) return;
bool isCameraInside = GetComponent<Collider>().bounds.Contains(sceneView.camera.transform.position);
if (isCameraInside)
{
if (s_editorActiveZone != this)
{
if (!s_editorSettingsSaved) SaveEditorSettings();
s_editorActiveZone = this;
}
ApplyZoneSettingsDirectly();
}
else
{
if (s_editorActiveZone == this) RestoreEditorSettings();
}
}
private void OnValidate()
{
if (!Application.isPlaying) EditorApplication.QueuePlayerLoopUpdate();
}
private void SaveEditorSettings()
{
s_editorOriginalValues = new DefaultFogValues
{ /* ... (kopiowanie wartoœci) ... */
fogIntensity = s_fogGlobalInstance.fogIntensity,
fogColorStart = s_fogGlobalInstance.fogColorStart,
fogColorEnd = s_fogGlobalInstance.fogColorEnd,
fogColorDuo = s_fogGlobalInstance.fogColorDuo,
fogDistanceStart = s_fogGlobalInstance.fogDistanceStart,
fogDistanceEnd = s_fogGlobalInstance.fogDistanceEnd,
fogDistanceFalloff = s_fogGlobalInstance.fogDistanceFalloff,
directionalIntensity = s_fogGlobalInstance.directionalIntensity
};
s_editorSettingsSaved = true;
}
private void RestoreEditorSettings()
{
if (!s_editorSettingsSaved) return;
ApplyLerpedSettings(s_editorOriginalValues, s_editorOriginalValues, 1f);
s_editorSettingsSaved = false;
s_editorActiveZone = null;
SceneView.RepaintAll();
}
private void ApplyZoneSettingsDirectly()
{
// Ta metoda jest taka sama jak w poprzedniej wersji
s_fogGlobalInstance.fogIntensity = targetFogIntensity;
s_fogGlobalInstance.fogColorStart = targetFogColorStart;
s_fogGlobalInstance.fogColorEnd = targetFogColorEnd;
s_fogGlobalInstance.fogColorDuo = targetFogColorDuo;
s_fogGlobalInstance.fogDistanceStart = targetFogDistanceStart;
s_fogGlobalInstance.fogDistanceEnd = targetFogDistanceEnd;
s_fogGlobalInstance.fogDistanceFalloff = targetFogDistanceFalloff;
s_fogGlobalInstance.directionalIntensity = targetDirectionalIntensity;
SceneView.RepaintAll();
}
#endif
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: a21123ca67b60d844957bc2a7153817d

View File

@@ -1,5 +1,3 @@
// --- PE£NY I POPRAWIONY SKRYPT FOGZONE.CS ---
using System.Collections;
using UnityEngine;
@@ -7,14 +5,23 @@ using UnityEngine;
using UnityEditor;
#endif
/// <summary>
/// Zarz¹dza lokaln¹ stref¹ mg³y URP. Zmienia globalne ustawienia RenderSettings
/// z p³ynnym przejœciem. Dzia³a w trybie gry (triggery, eventy) oraz w edytorze (podgl¹d).
/// </summary>
// --- NOWA WERSJA FOGZONE.CS (z rêcznym przywracaniem domyœlnych) ---
[ExecuteAlways]
[RequireComponent(typeof(Collider))]
public class FogZone : MonoBehaviour
{
// --- NOWA SEKCJA Z USTAWIENIAMI DOMYŒLNYMI ---
[Header("Domyœlne Ustawienia Mg³y (Wartoœci Globalne)")]
[Tooltip("Tutaj zdefiniuj, jak wygl¹da standardowa mg³a na Twoim poziomie. Przycisk 'Przywróæ Domyœlne' bêdzie u¿ywa³ tych wartoœci.")]
public bool defaultFogEnabled = true;
public Color defaultFogColor = new Color(0.5f, 0.5f, 0.5f);
public FogMode defaultFogMode = FogMode.Exponential;
[Range(0f, 1f)]
public float defaultFogDensity = 0.01f;
public float defaultFogStartDistance = 0f;
public float defaultFogEndDistance = 300f;
[Header("Ustawienia Docelowe Mg³y (Wewn¹trz Strefy)")]
public Color targetFogColor = new Color(0.5f, 0.5f, 0.5f);
public FogMode targetFogMode = FogMode.Exponential;
@@ -24,117 +31,74 @@ public class FogZone : MonoBehaviour
public float targetFogEndDistance = 300f;
[Header("Ustawienia Zachowania")]
[Tooltip("Czas w sekundach, w jakim mg³a bêdzie p³ynnie przechodziæ do nowych ustawieñ.")]
public float transitionDuration = 2.0f;
[Tooltip("Tag obiektu (zazwyczaj gracza), który ma aktywowaæ strefê.")]
public string playerTag = "Player";
[Header("Ustawienia Edytora")]
[Tooltip("W³¹cza podgl¹d mg³y w edytorze, gdy kamera Scene View wejdzie do strefy.")]
public bool enableEditorPreview = true;
// Statyczne, by zapewniæ, ¿e tylko jedna zmiana mg³y dzieje siê naraz w ca³ej grze
// --- CA£A RESZTA KODU POZOSTAJE BEZ ZMIAN ---
private static Coroutine s_transitionCoroutine;
private static MonoBehaviour s_coroutineRunner;
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)]
private static void InitializeOnLoad()
{
{ /* ... bez zmian ... */
s_transitionCoroutine = null;
s_coroutineRunner = null;
}
// --- NOWA LOGIKA - SPRAWDZENIE NA STARCIE GRY ---
/// <summary>
/// Sprawdza na starcie gry, czy gracz ju¿ znajduje siê w strefie.
/// Jeœli tak, aktywuje mg³ê natychmiast.
/// </summary>
private void Start()
{
// Upewniamy siê, ¿e ten kod dzia³a tylko w trybie gry, a nie w edytorze
if (!Application.isPlaying)
{
return;
}
// ZnajdŸ obiekt gracza na scenie za pomoc¹ tagu
{ /* ... bez zmian ... */
if (!Application.isPlaying) return;
GameObject playerObject = GameObject.FindWithTag(playerTag);
if (playerObject == null)
{
// Jeœli nie ma gracza na scenie (lub ma z³y tag), nic nie robimy
return;
}
// Pobierz collider tej strefy mg³y
if (playerObject == null) return;
Collider zoneCollider = GetComponent<Collider>();
// SprawdŸ, czy pozycja gracza znajduje siê wewn¹trz granic collidera tej strefy
if (zoneCollider.bounds.Contains(playerObject.transform.position))
{
Debug.Log($"Gracz '{playerObject.name}' rozpocz¹³ grê wewn¹trz strefy '{this.name}'. Ustawiam mg³ê natychmiast.", this);
// U¿ywamy ma³ej sztuczki: tymczasowo ustawiamy czas przejœcia na 0,
// aby mg³a pojawi³a siê od razu, a nie p³ynnie.
float originalDuration = transitionDuration;
transitionDuration = 0f;
// Uruchom logikê wejœcia do strefy
StartTransition(true);
// Przywróæ oryginalny czas przejœcia, aby póŸniejsze wejœcia/wyjœcia
// dzia³a³y z normaln¹, p³ynn¹ animacj¹.
transitionDuration = originalDuration;
}
}
// --- LOGIKA TRYBU GRY (BEZ ZMIAN) ---
private void OnTriggerEnter(Collider other)
{
if (Application.isPlaying && other.CompareTag(playerTag))
{
StartTransition(true);
}
{ /* ... bez zmian ... */
if (Application.isPlaying && other.CompareTag(playerTag)) StartTransition(true);
}
private void OnTriggerExit(Collider other)
{
if (Application.isPlaying && other.CompareTag(playerTag))
{
StartTransition(false);
}
{ /* ... bez zmian ... */
if (Application.isPlaying && other.CompareTag(playerTag)) StartTransition(false);
}
// --- PUBLICZNE METODY DLA EVENTÓW (CUTSCENY) ---
public void ActivateZoneFogFromEvent()
{
{ /* ... bez zmian ... */
if (!Application.isPlaying) return;
StartTransition(true);
}
public void RevertToDefaultFogFromEvent()
{
{ /* ... bez zmian ... */
if (!Application.isPlaying) return;
StartTransition(false);
}
// --- G£ÓWNA LOGIKA PRZEJŒCIA (BEZ ZMIAN) ---
private void StartTransition(bool toZoneSettings)
{
{ /* ... bez zmian ... */
if (s_transitionCoroutine != null && s_coroutineRunner != null)
{
s_coroutineRunner.StopCoroutine(s_transitionCoroutine);
}
s_coroutineRunner = this;
s_transitionCoroutine = StartCoroutine(TransitionFog(toZoneSettings));
}
private IEnumerator TransitionFog(bool toZoneSettings)
{
// JEDYNA ZMIANA: Gdy wracamy do domyœlnych, bierzemy je z naszych pól
Color startColor = RenderSettings.fogColor;
float startDensity = RenderSettings.fogDensity;
float startLinearStart = RenderSettings.fogStartDistance;
@@ -153,78 +117,55 @@ public class FogZone : MonoBehaviour
endDensity = targetFogDensity;
endLinearStart = targetFogStartDistance;
endLinearEnd = targetFogEndDistance;
RenderSettings.fogMode = endMode;
}
else
{
var defaults = FogDefaultSettings.Instance;
if (defaults == null)
{
Debug.LogError("Nie znaleziono FogDefaultSettings w scenie!", this);
yield break;
}
endColor = defaults.fogColor;
endMode = defaults.fogMode;
endDensity = defaults.fogDensity;
endLinearStart = defaults.fogStartDistance;
endLinearEnd = defaults.fogEndDistance;
// TUTAJ NAST¥PI£A ZMIANA - ZAMIAST FogDefaultSettings.Instance
endColor = defaultFogColor;
endMode = defaultFogMode;
endDensity = defaultFogDensity;
endLinearStart = defaultFogStartDistance;
endLinearEnd = defaultFogEndDistance;
}
RenderSettings.fog = true;
RenderSettings.fogMode = toZoneSettings ? targetFogMode : defaultFogMode; // Ustaw tryb od razu
float elapsed = 0f;
while (elapsed < transitionDuration)
{
// Jeœli czas przejœcia jest 0 (jak w naszym przypadku na starcie), 't' od razu bêdzie 1
float t = (transitionDuration > 0) ? Mathf.Clamp01(elapsed / transitionDuration) : 1f;
RenderSettings.fogColor = Color.Lerp(startColor, endColor, t);
RenderSettings.fogDensity = Mathf.Lerp(startDensity, endDensity, t);
RenderSettings.fogStartDistance = Mathf.Lerp(startLinearStart, endLinearStart, t);
RenderSettings.fogEndDistance = Mathf.Lerp(startLinearEnd, endLinearEnd, t);
elapsed += Time.deltaTime;
yield return null;
}
// Upewniamy siê, ¿e na koñcu s¹ dok³adnie docelowe wartoœci
RenderSettings.fogColor = endColor;
RenderSettings.fogDensity = endDensity;
RenderSettings.fogStartDistance = endLinearStart;
RenderSettings.fogEndDistance = endLinearEnd;
if (!toZoneSettings && FogDefaultSettings.Instance != null)
if (!toZoneSettings)
{
RenderSettings.fogMode = FogDefaultSettings.Instance.fogMode;
RenderSettings.fog = FogDefaultSettings.Instance.fogEnabled;
RenderSettings.fog = defaultFogEnabled; // Po powrocie ustawiamy, czy domyœlnie mg³a ma byæ w³¹czona
}
s_transitionCoroutine = null;
s_coroutineRunner = null;
}
// --- LOGIKA TYLKO DLA EDYTORA UNITY (BEZ ZMIAN) ---
// --- LOGIKA EDYTORA Z DROBN¥ POPRAWK¥ ---
#if UNITY_EDITOR
private static bool s_editorSettingsSaved = false;
private static FogZone s_editorActiveZone = null;
private static bool s_prevFogEnabled;
private static Color s_prevFogColor;
private static FogMode s_prevFogMode;
private static float s_prevFogDensity;
private static float s_prevFogStartDist;
private static float s_prevFogEndDist;
private void OnEnable()
{
{ /* ... bez zmian ... */
var col = GetComponent<Collider>();
if (col != null) col.isTrigger = true;
if (!Application.isPlaying)
{
EditorApplication.update += EditorUpdate;
}
if (!Application.isPlaying) EditorApplication.update += EditorUpdate;
}
private void OnDisable()
@@ -234,8 +175,8 @@ public class FogZone : MonoBehaviour
EditorApplication.update -= EditorUpdate;
if (s_editorActiveZone == this)
{
RestoreEditorSettings();
s_editorActiveZone = null;
// ZMIANA: Zamiast przywracaæ zapamiêtane, przywracamy zdefiniowane
RestoreDefinedDefaults();
}
}
}
@@ -243,43 +184,30 @@ public class FogZone : MonoBehaviour
private void EditorUpdate()
{
if (Application.isPlaying) return;
if (!enableEditorPreview)
{
if (s_editorActiveZone == this)
{
RestoreEditorSettings();
s_editorActiveZone = null;
}
if (s_editorActiveZone == this) RestoreDefinedDefaults();
return;
}
var sceneView = SceneView.lastActiveSceneView;
if (sceneView == null || sceneView.camera == null) return;
var zoneCollider = GetComponent<Collider>();
if (zoneCollider == null) return;
bool isCameraInside = zoneCollider.bounds.Contains(sceneView.camera.transform.position);
if (isCameraInside)
{
if (s_editorActiveZone != this)
{
if (s_editorActiveZone == null)
{
SaveEditorSettings();
}
s_editorActiveZone = this;
ApplyZoneSettingsDirectly();
}
ApplyZoneSettingsDirectly();
}
else
{
if (s_editorActiveZone == this)
{
RestoreEditorSettings();
s_editorActiveZone = null;
RestoreDefinedDefaults();
}
}
}
@@ -292,18 +220,6 @@ public class FogZone : MonoBehaviour
}
}
private static void SaveEditorSettings()
{
if (s_editorSettingsSaved) return;
s_prevFogEnabled = RenderSettings.fog;
s_prevFogColor = RenderSettings.fogColor;
s_prevFogMode = RenderSettings.fogMode;
s_prevFogDensity = RenderSettings.fogDensity;
s_prevFogStartDist = RenderSettings.fogStartDistance;
s_prevFogEndDist = RenderSettings.fogEndDistance;
s_editorSettingsSaved = true;
}
private void ApplyZoneSettingsDirectly()
{
RenderSettings.fog = true;
@@ -315,16 +231,16 @@ public class FogZone : MonoBehaviour
SceneView.RepaintAll();
}
private static void RestoreEditorSettings()
// NOWA METODA, KTÓRA PRZYWRACA DOMYŒLNE ZDEFINIOWANE W INSPEKTORZE
public void RestoreDefinedDefaults()
{
if (!s_editorSettingsSaved) return;
RenderSettings.fog = s_prevFogEnabled;
RenderSettings.fogColor = s_prevFogColor;
RenderSettings.fogMode = s_prevFogMode;
RenderSettings.fogDensity = s_prevFogDensity;
RenderSettings.fogStartDistance = s_prevFogStartDist;
RenderSettings.fogEndDistance = s_prevFogEndDist;
s_editorSettingsSaved = false;
RenderSettings.fog = defaultFogEnabled;
RenderSettings.fogColor = defaultFogColor;
RenderSettings.fogMode = defaultFogMode;
RenderSettings.fogDensity = defaultFogDensity;
RenderSettings.fogStartDistance = defaultFogStartDistance;
RenderSettings.fogEndDistance = defaultFogEndDistance;
s_editorActiveZone = null;
SceneView.RepaintAll();
}
#endif

View File

@@ -22,7 +22,7 @@ MonoBehaviour:
m_RequireDepthTexture: 1
m_RequireOpaqueTexture: 1
m_OpaqueDownsampling: 0
m_SupportsTerrainHoles: 0
m_SupportsTerrainHoles: 1
m_SupportsHDR: 1
m_HDRColorBufferPrecision: 0
m_MSAA: 1
@@ -81,7 +81,7 @@ MonoBehaviour:
m_AllowPostProcessAlphaOutput: 0
m_UseFastSRGBLinearConversion: 0
m_SupportDataDrivenLensFlare: 1
m_SupportScreenSpaceLensFlare: 0
m_SupportScreenSpaceLensFlare: 1
m_GPUResidentDrawerMode: 0
m_SmallMeshScreenPercentage: 0
m_GPUResidentDrawerEnableOcclusionCullingInCameras: 1

View File

@@ -18,7 +18,7 @@ GameObject:
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_StaticEditorFlags: 2147483647
m_IsActive: 1
--- !u!4 &4549539077133462
Transform:
@@ -27,6 +27,7 @@ Transform:
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 1115969085293536}
serializedVersion: 2
m_LocalRotation: {x: -0.000000021855696, y: -0.00000004371139, z: 0.00000004371139,
w: 1}
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