diff --git a/Assets/1.TeamWorkspace/Module3.meta b/Assets/1.TeamWorkspace/Module3.meta new file mode 100644 index 00000000..7c4eb68e --- /dev/null +++ b/Assets/1.TeamWorkspace/Module3.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 6bd536eb5d5f4293ae3cff215920e224 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/1.TeamWorkspace/Module3/Data.meta b/Assets/1.TeamWorkspace/Module3/Data.meta new file mode 100644 index 00000000..4b463c2b --- /dev/null +++ b/Assets/1.TeamWorkspace/Module3/Data.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 69e4283a1a2047f5ba9d35c7d4c73d80 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/1.TeamWorkspace/Module3/Editor.meta b/Assets/1.TeamWorkspace/Module3/Editor.meta new file mode 100644 index 00000000..809aea57 --- /dev/null +++ b/Assets/1.TeamWorkspace/Module3/Editor.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 892df348c2f54e588a42b06d60d1fc56 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/1.TeamWorkspace/Module3/Editor/M3DesktopCameraMenu.cs b/Assets/1.TeamWorkspace/Module3/Editor/M3DesktopCameraMenu.cs new file mode 100644 index 00000000..b793b161 --- /dev/null +++ b/Assets/1.TeamWorkspace/Module3/Editor/M3DesktopCameraMenu.cs @@ -0,0 +1,22 @@ +using UnityEditor; + +/// +/// AEDES > Module 3 > Use Desktop Camera: play the scene with the plain camera and the keyboard +/// driver instead of the XR rig - for working on the scene without a headset. Off by default, so +/// the scene plays the way it ships. +/// +public static class M3DesktopCameraMenu +{ + private const string Path = "AEDES/Module 3/Use Desktop Camera"; + + [MenuItem(Path)] + private static void Toggle() => + EditorPrefs.SetBool(M3XRPlayer.DesktopCameraPref, !EditorPrefs.GetBool(M3XRPlayer.DesktopCameraPref, false)); + + [MenuItem(Path, true)] + private static bool Validate() + { + Menu.SetChecked(Path, EditorPrefs.GetBool(M3XRPlayer.DesktopCameraPref, false)); + return true; + } +} diff --git a/Assets/1.TeamWorkspace/Module3/Editor/M3DesktopCameraMenu.cs.meta b/Assets/1.TeamWorkspace/Module3/Editor/M3DesktopCameraMenu.cs.meta new file mode 100644 index 00000000..c65c4cc5 --- /dev/null +++ b/Assets/1.TeamWorkspace/Module3/Editor/M3DesktopCameraMenu.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 6cb8de62c92124962b7b4c3a7627d9d9 \ No newline at end of file diff --git a/Assets/1.TeamWorkspace/Module3/Editor/Module3HouseSurfaceAssets.cs b/Assets/1.TeamWorkspace/Module3/Editor/Module3HouseSurfaceAssets.cs new file mode 100644 index 00000000..c25f7cd1 --- /dev/null +++ b/Assets/1.TeamWorkspace/Module3/Editor/Module3HouseSurfaceAssets.cs @@ -0,0 +1,119 @@ +using System.IO; +using Unity.Mathematics; +using UnityEditor; +using UnityEngine; +using static Unity.Mathematics.math; + +/// +/// Generates the assets behind the Module 3 house surface: a small seamless detail texture, and two +/// materials that are the Lao house's own palette materials switched to the "AEDES/Module 3/House Lit" +/// shader with that texture. +/// +/// Why not just edit the house's materials: PF_Lao_House_One_FloorV2 and M_Gradient(_Light) are shared +/// by Modules 1 and 2, and the house's UVs only pick a colour out of a palette (each face samples one +/// flat swatch), so an ordinary detail map has nothing to grip. The shader projects the texture from +/// world space instead, and M3HouseSurface swaps these materials onto the houses Module 3 builds. +/// +/// The results are committed (under Assets/Resources so a build always includes them and their shader +/// variants); this menu item exists so they can be regenerated rather than hand-edited: +/// Unity -batchmode -quit -projectPath . -executeMethod Module3HouseSurfaceAssets.Generate +/// +public static class Module3HouseSurfaceAssets +{ + private const string Folder = "Assets/Resources/Module3"; + private const string TexturePath = Folder + "/T_M3_HouseDetail.png"; + private const string ShaderName = "AEDES/Module 3/House Lit"; + private const int Size = 256; + + /// The house material each replacement is a copy of, and the asset it becomes. + private static readonly (string source, string asset)[] Materials = + { + ("M_Gradient_Light", Folder + "/M_M3_House_Light.mat"), // walls and roof + ("M_Gradient", Folder + "/M_M3_House_Door.mat"), // door leaves + }; + + [MenuItem("AEDES/Module 3/Generate House Surface Assets")] + public static void Generate() + { + WriteTexture(); + var texture = AssetDatabase.LoadAssetAtPath(TexturePath); + var shader = Shader.Find(ShaderName); + if (shader == null) { Debug.LogError($"Shader '{ShaderName}' not found - has it imported?"); return; } + + foreach (var (source, asset) in Materials) + { + var original = FindMaterial(source); + if (original == null) { Debug.LogError($"House material '{source}' not found."); continue; } + + var material = AssetDatabase.LoadAssetAtPath(asset); + bool isNew = material == null; + if (isNew) material = new Material(shader); + material.CopyPropertiesFromMaterial(original); + material.shaderKeywords = original.shaderKeywords; + // The copy replaces the property sheet with the original's, which lacks the detail map; + // assigning the shader again is what adds it, and SetTexture ignores unknown properties. + material.shader = shader; + if (!material.HasProperty("_M3DetailMap")) { Debug.LogError($"{asset} has no _M3DetailMap property."); continue; } + material.SetTexture("_M3DetailMap", texture); + if (isNew) AssetDatabase.CreateAsset(material, asset); + else EditorUtility.SetDirty(material); + } + AssetDatabase.SaveAssets(); + Debug.Log("Module 3: house surface assets generated in " + Folder); + } + + private static Material FindMaterial(string name) + { + foreach (var guid in AssetDatabase.FindAssets(name + " t:Material")) + { + var m = AssetDatabase.LoadAssetAtPath(AssetDatabase.GUIDToAssetPath(guid)); + if (m != null && m.name == name && m.shader.name == "Universal Render Pipeline/Lit") return m; + } + return null; + } + + /// + /// R: grain and blotches. G: streaks that run down the v axis, which the shader turns into rain + /// streaks on walls and runs down the slope on a roof. Both are centred on 0.5, so on average + /// they leave the palette colour alone. Every octave is periodic, so the texture tiles. + /// + private static void WriteTexture() + { + var pixels = new Color32[Size * Size]; + for (int y = 0; y < Size; y++) + { + for (int x = 0; x < Size; x++) + { + float2 uv = float2(x + 0.5f, y + 0.5f) / Size; + float grain = 0.55f * Periodic(uv, 64, 64, 0f) + 0.30f * Periodic(uv, 16, 16, 31f) + 0.15f * Periodic(uv, 4, 4, 77f); + float streak = 0.60f * Periodic(uv, 40, 3, 13f) + 0.40f * Periodic(uv, 17, 2, 53f); + pixels[y * Size + x] = new Color32(ToByte(grain), ToByte(streak), 128, 255); + } + } + + var texture = new Texture2D(Size, Size, TextureFormat.RGBA32, false, true); + texture.SetPixels32(pixels); + Directory.CreateDirectory(Folder); + File.WriteAllBytes(TexturePath, texture.EncodeToPNG()); + Object.DestroyImmediate(texture); + AssetDatabase.ImportAsset(TexturePath, ImportAssetOptions.ForceSynchronousImport); + + // Data, not colour: linear, tiled, mipmapped so it fades to the average at a distance. + var importer = (TextureImporter)AssetImporter.GetAtPath(TexturePath); + importer.sRGBTexture = false; + importer.mipmapEnabled = true; + importer.wrapMode = TextureWrapMode.Repeat; + importer.filterMode = FilterMode.Trilinear; + importer.anisoLevel = 4; + importer.textureCompression = TextureImporterCompression.CompressedHQ; + importer.SaveAndReimport(); + } + + private static float Periodic(float2 uv, int cyclesX, int cyclesY, float offset) + { + var cycles = float2(cyclesX, cyclesY); + return noise.pnoise(uv * cycles + offset, cycles); + } + + private static byte ToByte(float signed) => (byte)(saturate(0.5f + 0.5f * signed * 1.3f) * 255f + 0.5f); +} diff --git a/Assets/1.TeamWorkspace/Module3/Editor/Module3HouseSurfaceAssets.cs.meta b/Assets/1.TeamWorkspace/Module3/Editor/Module3HouseSurfaceAssets.cs.meta new file mode 100644 index 00000000..f7d22735 --- /dev/null +++ b/Assets/1.TeamWorkspace/Module3/Editor/Module3HouseSurfaceAssets.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: ce7428c435df3475194a2f7ac809fabe \ No newline at end of file diff --git a/Assets/1.TeamWorkspace/Module3/Editor/Module3ParameterTemplate.cs b/Assets/1.TeamWorkspace/Module3/Editor/Module3ParameterTemplate.cs new file mode 100644 index 00000000..aa0a5396 --- /dev/null +++ b/Assets/1.TeamWorkspace/Module3/Editor/Module3ParameterTemplate.cs @@ -0,0 +1,39 @@ +using System.IO; +using Aedes.Module3.Sim; +using UnityEditor; +using UnityEngine; + +/// +/// Regenerates the parameter CSV that ships in Resources and that the GAMA modellers work from. +/// +/// This exists because the file drifted once already: a default changed in Module3Config, the CSV +/// kept the old value, and the file the build loads at startup no longer passed its own +/// validation. Regenerating by hand is exactly the step that gets forgotten, so it is a menu item +/// and a test rather than a note in a document. +/// +public static class Module3ParameterTemplate +{ + public const string Path = "Assets/Resources/Module3/Module3Parameters.csv"; + + [MenuItem("Module 3/Regenerate parameter template")] + public static void Regenerate() + { + string csv = ParameterCsv.WriteTemplate(new ParameterSet()); + + var check = ParameterCsv.Parse(csv, "regenerated"); + if (!check.IsValid) + { + // The defaults in Module3Config no longer satisfy the rules in ParameterCsv. Writing + // the file anyway would just move the failure to startup. + Debug.LogError("Module 3: the built-in defaults do not pass validation, so the template was " + + "NOT written:\n " + string.Join("\n ", check.Errors)); + return; + } + + Directory.CreateDirectory(System.IO.Path.GetDirectoryName(Path)); + File.WriteAllText(Path, csv); + AssetDatabase.ImportAsset(Path); + Debug.Log($"Module 3: parameter template regenerated at {Path} " + + $"({ParameterCsv.Descriptors.Count} keys). Hand this to the GAMA modellers."); + } +} diff --git a/Assets/1.TeamWorkspace/Module3/Editor/Module3ParameterTemplate.cs.meta b/Assets/1.TeamWorkspace/Module3/Editor/Module3ParameterTemplate.cs.meta new file mode 100644 index 00000000..6643d4f9 --- /dev/null +++ b/Assets/1.TeamWorkspace/Module3/Editor/Module3ParameterTemplate.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 09d4a0fb657544439a6ace54a16d45c3 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/1.TeamWorkspace/Module3/Editor/Module3SceneBuilder.cs b/Assets/1.TeamWorkspace/Module3/Editor/Module3SceneBuilder.cs new file mode 100644 index 00000000..a7262467 --- /dev/null +++ b/Assets/1.TeamWorkspace/Module3/Editor/Module3SceneBuilder.cs @@ -0,0 +1,232 @@ +using System.Collections.Generic; +using Aedes.Module3.Sim; +using UnityEditor; +using UnityEditor.SceneManagement; +using UnityEngine; +using UnityEngine.SceneManagement; + +/// +/// Generates the Module 3 scene from scratch. +/// +/// The scene is a build artefact, not something anybody hand-dresses. CLAUDE.md §9 and the roadmap +/// both name Unity YAML merges as the likeliest thing to hurt this project - Module 1's main scene +/// is about 38,000 lines and two people editing one conflict irreconcilably. So the scene contains +/// four root objects and nothing else; the neighbourhood is laid out at runtime by +/// M3NeighbourhoodBuilder from the simulation's own parameters. +/// +/// Regenerating is how you change the scene. If you find yourself dragging things into it by hand, +/// the change probably belongs in this file instead. +/// +public static class Module3SceneBuilder +{ + public const string ScenePath = "Assets/1.TeamWorkspace/Module3/Scenes/Module_3_MainScene.unity"; + + private const string House = "Assets/1.TeamWorkspace/Team Assets/Prefabs/Buildings/PF_Lao_House_One_FloorV2.prefab"; + private const string Bed = "Assets/1.TeamWorkspace/Team Assets/Prefabs/PF_Bed.prefab"; + private const string Villager = "Assets/1.TeamWorkspace/Team Assets/Prefabs/Character/PF_CharacterV1.prefab"; + // Purpose-built child and elder bodies (Tools/Module3/make_villagers.py, Module3VillagerPrefabs.cs). + private const string Characters = "Assets/1.TeamWorkspace/Team Assets/Prefabs/Character/"; + private const string ChildA = Characters + "PF_Villager_Child_A.prefab"; + private const string ChildB = Characters + "PF_Villager_Child_B.prefab"; + private const string Elder = Characters + "PF_Villager_Elder.prefab"; + private const string Container = "Assets/1.TeamWorkspace/Team Assets/Prefabs/Props/PF_Jar.prefab"; + private const string DebugOverlay = "Assets/Resources/Prefabs/Utils/Debug Overlay.prefab"; + private const string LaoFont = + "Assets/1.TeamWorkspace/Team Assets/TextMesh Pro/Fonts/Lao/Lao_SomVang SDF_Custom.asset"; + + [MenuItem("AEDES/Module 3/Generate Main Scene")] + public static void Generate() + { + var scene = EditorSceneManager.NewScene(NewSceneSetup.EmptyScene, NewSceneMode.Single); + + BuildLighting(); + BuildGround(); + BuildManagers(); + BuildNeighbourhood(); + BuildPlayer(); + BuildSquadScreens(); + + System.IO.Directory.CreateDirectory(System.IO.Path.GetDirectoryName(ScenePath)); + EditorSceneManager.SaveScene(scene, ScenePath); + AssetDatabase.Refresh(); + + RegisterInBuildSettings(); + + Debug.Log($"Module 3: generated {ScenePath}. The neighbourhood itself is built at runtime, " + + "so this scene stays small and two people can work on the module at once."); + } + + // ------------------------------------------------------------------------------------- + + private static void BuildLighting() + { + var sun = new GameObject("Directional Light"); + var light = sun.AddComponent(); + light.type = LightType.Directional; + light.intensity = 1.1f; + light.shadows = LightShadows.Soft; + sun.transform.rotation = Quaternion.Euler(48f, 150f, 0f); + } + + private static void BuildGround() + { + // A plain plane under the lanes. Real ground art is a later job; nothing binds to this. + var ground = GameObject.CreatePrimitive(PrimitiveType.Plane); + ground.name = "Ground"; + ground.transform.localScale = new Vector3(12f, 1f, 12f); + ground.transform.position = new Vector3(18f, 0f, 8f); + ground.isStatic = true; + } + + private static void BuildManagers() + { + var managers = new GameObject("Managers"); + + // Localization first: everything else reads keys through it, and it is DontDestroyOnLoad. + managers.AddComponent(); + + // Parameters before the session, so the session starts from whatever GAMA last sent. + managers.AddComponent(); + managers.AddComponent(); + + // Only ONE SimulationManager subclass may sit on a GameObject - Unity calls Awake on + // disabled components too and SimulationManager.Awake assigns the static Instance, so two + // of them race (CLAUDE.md §10.4). Module3GamaLink is therefore NOT added here: the module + // runs standalone, and turning the GAMA link on means adding that one component plus a + // ConnectionManager, deliberately, to this object. + + var overlay = AssetDatabase.LoadAssetAtPath(DebugOverlay); + if (overlay != null) + { + var instance = (GameObject)PrefabUtility.InstantiatePrefab(overlay); + instance.name = "Debug Overlay"; + instance.transform.SetParent(managers.transform, false); + } + } + + private static void BuildNeighbourhood() + { + var root = new GameObject("Neighbourhood"); + var builder = root.AddComponent(); + + var so = new SerializedObject(builder); + Assign(so, "housePrefab", House); + Assign(so, "bedPrefab", Bed); + Assign(so, "villagerPrefab", Villager); + AssignArray(so, "childPrefabs", ChildA, ChildB); + AssignArray(so, "elderPrefabs", Elder); + Assign(so, "containerPrefab", Container); + so.ApplyModifiedPropertiesWithoutUndo(); + + // Sky, paddies, tree line and hills, built at runtime around the neighbourhood. + var surroundings = new SerializedObject(root.AddComponent()); + surroundings.FindProperty("skybox").objectReferenceValue = + AssetDatabase.LoadAssetAtPath(SkyboxMaterial); + AssignArray(surroundings, "nearTrees", CoconutTree, BananaTree, CoconutTree); + AssignArray(surroundings, "farTrees", BroadTree, CoconutTree, Bush1, Bush2, BroadTree); + surroundings.ApplyModifiedPropertiesWithoutUndo(); + } + + private const string Nature = "Assets/1.TeamWorkspace/Team Assets/Prefabs/Neture/"; + private const string CoconutTree = Nature + "PF_CoconutTree.prefab"; + private const string BananaTree = Nature + "PF_BananaTree.prefab"; + private const string BroadTree = Nature + "PF_Tree.prefab"; + private const string Bush1 = Nature + "PF_Bush_1.prefab"; + private const string Bush2 = Nature + "PF_Bush_2.prefab"; + private const string SkyboxMaterial = "Assets/Packages/Fantasy Skybox FREE/Panoramics/FS002/FS002_Day.mat"; + + private static void AssignArray(SerializedObject so, string field, params string[] assetPaths) + { + var prop = so.FindProperty(field); + if (prop == null) return; + prop.arraySize = assetPaths.Length; + for (int i = 0; i < assetPaths.Length; i++) + { + var asset = AssetDatabase.LoadAssetAtPath(assetPaths[i]); + if (asset == null) Debug.LogWarning($"Module 3: no prefab at {assetPaths[i]}; '{field}' entry left empty."); + prop.GetArrayElementAtIndex(i).objectReferenceValue = asset; + } + } + + private static void BuildPlayer() + { + var player = new GameObject("Player"); + player.transform.position = new Vector3(0f, 1.6f, -4f); + + var camera = player.AddComponent(); + camera.nearClipPlane = 0.05f; + camera.farClipPlane = 200f; + player.AddComponent(); + player.tag = "MainCamera"; + + // Keyboard driver so a whole session can be played without a headset. It compiles out of + // a release build, so leaving it in the scene costs nothing. + player.AddComponent(); + + // The Pilot in the headset. At runtime this swaps the plain camera above for the XR rig + // and turns each turn's clock over to the person wearing it; the camera stays as the + // desktop fallback if the rig prefab is ever missing. + var xr = new SerializedObject(player.AddComponent()); + var rig = AssetDatabase.LoadAssetAtPath(XRRigPrefab); + if (rig == null) Debug.LogWarning($"Module 3: no XR rig at {XRRigPrefab}; the scene will run on the desktop camera."); + xr.FindProperty("rigPrefab").objectReferenceValue = rig; + xr.ApplyModifiedPropertiesWithoutUndo(); + + // The conversation panel and the "walking in counts as a visit" tracker. + var pilot = new GameObject("Pilot Interaction"); + pilot.AddComponent(); + pilot.AddComponent(); + } + + private const string XRRigPrefab = + "Assets/Samples/XR Interaction Toolkit/3.3.2/Starter Assets/Prefabs/XR Origin (XR Rig).prefab"; + + private static void BuildSquadScreens() + { + // The Coach and the Analyst watch the cast, not the headset (section 9), so this is a + // screen-space overlay rather than anything in world space. + var squad = new GameObject("Squad Screens"); + var hud = squad.AddComponent(); + squad.AddComponent(); + + // One font for English and Lao: the Lao face is a dynamic atlas and carries all 95 + // printable ASCII as well as the Lao block, so nothing needs a fallback. + var so = new SerializedObject(hud); + var font = so.FindProperty("font"); + var asset = AssetDatabase.LoadAssetAtPath(LaoFont); + if (asset == null) Debug.LogWarning($"Module 3: no font at {LaoFont}; the HUD will use the TMP default."); + if (font != null) font.objectReferenceValue = asset; + so.ApplyModifiedPropertiesWithoutUndo(); + } + + private static void Assign(SerializedObject so, string field, string assetPath) + { + var prop = so.FindProperty(field); + if (prop == null) return; + + var asset = AssetDatabase.LoadAssetAtPath(assetPath); + if (asset == null) Debug.LogWarning($"Module 3: no prefab at {assetPath}; '{field}' left empty."); + prop.objectReferenceValue = asset; + } + + private static void RegisterInBuildSettings() + { + var scenes = new List(EditorBuildSettings.scenes); + foreach (var s in scenes) + { + if (s.path == ScenePath) { s.enabled = true; EditorBuildSettings.scenes = scenes.ToArray(); return; } + } + + scenes.Add(new EditorBuildSettingsScene(ScenePath, true)); + EditorBuildSettings.scenes = scenes.ToArray(); + + // SaveManager wipes the save file when the active scene's build index is 0 or 1 + // (CLAUDE.md §10). Worth knowing where Module 3 landed before relying on persistence. + int index = scenes.Count - 1; + if (index <= 1) + { + Debug.LogWarning($"Module 3 is at build index {index}. SaveManager deletes the save file at " + + "index 0 or 1, so anything carried over from Module 2 will be wiped."); + } + } +} diff --git a/Assets/1.TeamWorkspace/Module3/Editor/Module3SceneBuilder.cs.meta b/Assets/1.TeamWorkspace/Module3/Editor/Module3SceneBuilder.cs.meta new file mode 100644 index 00000000..5a3c4ecf --- /dev/null +++ b/Assets/1.TeamWorkspace/Module3/Editor/Module3SceneBuilder.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 93ec8e99810943f1aefc480c8dced953 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/1.TeamWorkspace/Module3/Editor/Module3SceneSmokeTest.cs b/Assets/1.TeamWorkspace/Module3/Editor/Module3SceneSmokeTest.cs new file mode 100644 index 00000000..5b409da9 --- /dev/null +++ b/Assets/1.TeamWorkspace/Module3/Editor/Module3SceneSmokeTest.cs @@ -0,0 +1,122 @@ +using System.Collections.Generic; +using Aedes.Module3.Sim; +using UnityEditor; +using UnityEditor.SceneManagement; +using UnityEngine; + +/// +/// Opens the generated scene and actually builds a neighbourhood in it. +/// +/// This is not a unit test and cannot be: the builder and the views are MonoBehaviours in +/// Assembly-CSharp, and a Unity assembly definition cannot reference the predefined assemblies, +/// so the Sim test suite cannot see them. What it can do is run the real thing and report, which +/// catches the failures that matter here - an unassigned prefab reference, a missing component, +/// a builder that silently produces nothing. +/// +/// Run headlessly: +/// Unity -batchmode -quit -executeMethod Module3SceneSmokeTest.Run +/// +public static class Module3SceneSmokeTest +{ + [MenuItem("AEDES/Module 3/Smoke Test Main Scene")] + public static void Run() + { + var failures = new List(); + EditorSceneManager.OpenScene(Module3SceneBuilder.ScenePath, OpenSceneMode.Single); + + var session = Object.FindFirstObjectByType(); + var parameters = Object.FindFirstObjectByType(); + var builder = Object.FindFirstObjectByType(); + + if (session == null) failures.Add("no M3Session in the scene"); + if (parameters == null) failures.Add("no Module3Parameters in the scene"); + if (builder == null) failures.Add("no M3NeighbourhoodBuilder in the scene"); + if (Object.FindFirstObjectByType() == null) + failures.Add("no LocalizationManager - every string would render as a raw key"); + if (Object.FindFirstObjectByType() == null) + failures.Add("no M3Hud - the Coach and the Analyst would have nothing to work from"); + if (Object.FindFirstObjectByType() == null) + failures.Add("no M3JournalWriter - the facilitator gets no record of the session"); + + // Only one SimulationManager subclass may exist, or they race over the static Instance. + var simManagers = Object.FindObjectsByType(FindObjectsInactive.Include, + FindObjectsSortMode.None); + if (simManagers.Length > 1) + failures.Add($"{simManagers.Length} SimulationManager subclasses in the scene; Awake order decides " + + "which wins (CLAUDE.md 10.4)"); + + if (builder != null) + { + var so = new SerializedObject(builder); + foreach (string field in new[] { "housePrefab", "bedPrefab", "villagerPrefab", "containerPrefab" }) + { + var prop = so.FindProperty(field); + if (prop == null || prop.objectReferenceValue == null) + failures.Add($"builder field '{field}' is unassigned; that part of the plot will be missing"); + } + } + + // Build a real neighbourhood, not a mocked one. + if (session != null && builder != null && failures.Count == 0) + { + parameters.SendMessage("Awake", SendMessageOptions.DontRequireReceiver); + session.StartSession(); + builder.Build(); + + var sim = session.Neighbourhood; + if (sim == null) failures.Add("the session produced no neighbourhood"); + else + { + if (builder.Households.Count != sim.Households.Count) + failures.Add($"built {builder.Households.Count} plots for {sim.Households.Count} households"); + if (builder.Villagers.Count != sim.People.Count) + failures.Add($"built {builder.Villagers.Count} villagers for {sim.People.Count} residents"); + + // Two plots must not stand in the same place, or the neighbourhood is a single pile. + var seen = new HashSet(); + foreach (var h in builder.Households) + { + if (!seen.Add(h.transform.position)) + failures.Add($"plot {h.householdId} overlaps another at {h.transform.position}"); + } + + // The ground is painted at build time (M3GroundPainter); flat colour means the paint step failed. + if (builder.GetComponent() != null) + { + var painted = GameObject.Find("Ground (painted)"); + var groundTexture = painted != null ? painted.GetComponent().sharedMaterial.mainTexture : null; + if (groundTexture == null) failures.Add("the village ground has no painted texture"); + } + + // The houses get their surface texture by material swap (M3HouseSurface); missing assets leave them smooth. + foreach (string asset in new[] { "Module3/M_M3_House_Light", "Module3/M_M3_House_Door" }) + { + var houseMaterial = Resources.Load(asset); + if (houseMaterial == null || !houseMaterial.HasProperty("_M3DetailMap") || houseMaterial.GetTexture("_M3DetailMap") == null) + failures.Add($"Resources/{asset} is missing or has no detail texture (AEDES > Module 3 > Generate House Surface Assets)"); + } + // ...and that the swap reached the houses that were actually built (M3Surroundings applies it). + if (builder.GetComponent() != null) + { + foreach (var plot in builder.Households) + { + foreach (var part in plot.GetComponentsInChildren()) + { + if (part.name != "Roof") continue; + if (!part.GetComponent().sharedMaterial.HasProperty("_M3DetailMap")) + failures.Add($"the house on plot {plot.householdId} kept its smooth palette material"); + } + } + } + + Debug.Log($"Module 3 smoke test: seed {session.Seed}, {sim.Households.Count} households, " + + $"{sim.People.Count} residents, {sim.AliveMosquitoCount} mosquitoes, " + + $"{sim.VisiblyIll().Count} visibly ill on day one, " + + $"{sim.NetsRemaining} nets for {sim.Households.Count} households."); + } + } + + if (failures.Count == 0) Debug.Log("===SMOKE OK=== the scene builds a playable neighbourhood"); + else Debug.LogError("===SMOKE FAILED===\n " + string.Join("\n ", failures)); + } +} diff --git a/Assets/1.TeamWorkspace/Module3/Editor/Module3SceneSmokeTest.cs.meta 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+1,8 @@ +fileFormatVersion: 2 +guid: 3de7504a150c49f3811b639c1025adf5 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/1.TeamWorkspace/Module3/Scripts/DebugOverlayGate.cs b/Assets/1.TeamWorkspace/Module3/Scripts/DebugOverlayGate.cs new file mode 100644 index 00000000..55a28b0b --- /dev/null +++ b/Assets/1.TeamWorkspace/Module3/Scripts/DebugOverlayGate.cs @@ -0,0 +1,142 @@ +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.InputSystem; +using UnityEngine.SceneManagement; + +/// +/// Keeps SIMPLE's in-headset "Debug Overlay" (DebugManager) hidden until someone asks for it. +/// +/// The overlay was always on: a grey panel of console text in the middle of the view, which is +/// in the way of the class and of the Coach watching the cast. It is still wanted for on-headset +/// debugging, so it is gated rather than removed. +/// +/// Headset: hold BOTH grips, then press A, B, A, B on the right controller within 3 seconds. +/// Editor: the backquote key ( ` ). +/// +/// Only the canvases are hidden, never the GameObject: DebugManager keeps collecting log lines +/// while hidden, so revealing it shows what just happened. +/// +/// Attached automatically to every DebugManager in each loaded scene, so no scene edit is +/// needed. The controllers are read through UnityEngine.XR.InputDevices, the API Modules 1 and 2 +/// already rely on for the Quest. +/// +public class DebugOverlayGate : MonoBehaviour +{ + public enum Press { A, B } + + /// The sequence pressed on the right controller while both grips are held. + public static readonly Press[] Sequence = { Press.A, Press.B, Press.A, Press.B }; + + [Tooltip("Seconds allowed from the first press of the sequence to the last.")] + [SerializeField] private float window = 3f; + [SerializeField] private bool visibleOnStart = false; + + public bool Visible { get; private set; } + + private Canvas[] canvases; + private int progress; + private float startedAt; + private bool lastA, lastB; + private static readonly List devices = new List(); + + private void Awake() + { + // DebugManager sits on the text object; the canvas (and its background) is a parent. + var parent = GetComponentInParent(true); + canvases = parent != null ? new[] { parent.rootCanvas } : GetComponentsInChildren(true); + SetVisible(visibleOnStart); + } + + private void Update() + { + var keyboard = Keyboard.current; + if (keyboard != null && keyboard.backquoteKey.wasPressedThisFrame) SetVisible(!Visible); + + ReadControllers(out bool gripsHeld, out bool a, out bool b); + bool aDown = a && !lastA, bDown = b && !lastB; + lastA = a; + lastB = b; + if (Feed(gripsHeld, aDown, bDown, Time.unscaledTime)) SetVisible(!Visible); + } + + /// + /// Advances the sequence by one frame of input. Returns true when it completes. Kept separate + /// from the device reads so the logic can be driven without a headset. + /// + public bool Feed(bool gripsHeld, bool aDown, bool bDown, float now) + { + if (progress > 0 && now - startedAt > window) progress = 0; + if (!gripsHeld) { progress = 0; return false; } + if (!aDown && !bDown) return false; + + Press? pressed = aDown && !bDown ? Press.A : bDown && !aDown ? Press.B : (Press?)null; + if (pressed != Sequence[progress]) + { + // A wrong press starts over - counting it as a new first step if it is one. + progress = pressed == Sequence[0] ? 1 : 0; + startedAt = now; + return false; + } + + if (progress == 0) startedAt = now; + progress++; + if (progress < Sequence.Length) return false; + + progress = 0; + return true; + } + + public void SetVisible(bool visible) + { + Visible = visible; + if (canvases == null) return; + for (int i = 0; i < canvases.Length; i++) + if (canvases[i] != null) canvases[i].enabled = visible; + } + + private static void ReadControllers(out bool gripsHeld, out bool a, out bool b) + { + bool leftGrip = false, rightGrip = false; + a = b = false; + + UnityEngine.XR.InputDevices.GetDevicesWithCharacteristics( + UnityEngine.XR.InputDeviceCharacteristics.Controller, devices); + for (int i = 0; i < devices.Count; i++) + { + var d = devices[i]; + if (!d.isValid) continue; + d.TryGetFeatureValue(UnityEngine.XR.CommonUsages.gripButton, out bool grip); + if ((d.characteristics & UnityEngine.XR.InputDeviceCharacteristics.Left) != 0) + { + leftGrip |= grip; + continue; + } + rightGrip |= grip; + if (d.TryGetFeatureValue(UnityEngine.XR.CommonUsages.primaryButton, out bool p)) a |= p; + if (d.TryGetFeatureValue(UnityEngine.XR.CommonUsages.secondaryButton, out bool s)) b |= s; + } + gripsHeld = leftGrip && rightGrip; + } + + // ---- automatic attachment ---- + + private static bool installed; + + [RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.AfterSceneLoad)] + private static void Install() + { + AttachToAll(); + if (installed) return; + installed = true; + SceneManager.sceneLoaded += (scene, mode) => AttachToAll(); + } + + private static void AttachToAll() + { + foreach (var manager in FindObjectsByType(FindObjectsInactive.Include, FindObjectsSortMode.None)) + { + if (manager.GetComponent() == null) + manager.gameObject.AddComponent(); + } + } +} diff --git a/Assets/1.TeamWorkspace/Module3/Scripts/DebugOverlayGate.cs.meta b/Assets/1.TeamWorkspace/Module3/Scripts/DebugOverlayGate.cs.meta new file mode 100644 index 00000000..645f84d7 --- /dev/null +++ b/Assets/1.TeamWorkspace/Module3/Scripts/DebugOverlayGate.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: ea3ce0668c7d341ecabeabde9aac40bc \ No newline at end of file diff --git a/Assets/1.TeamWorkspace/Module3/Scripts/HouseholdView.cs b/Assets/1.TeamWorkspace/Module3/Scripts/HouseholdView.cs new file mode 100644 index 00000000..09b3a0f1 --- /dev/null +++ b/Assets/1.TeamWorkspace/Module3/Scripts/HouseholdView.cs @@ -0,0 +1,225 @@ +using Aedes.Module3.Sim; +using UnityEngine; + +/// +/// Shows one household as the simulation currently has it, and re-reads on every turn start. +/// +/// Section 8: "Every handover should show consequence. The point of passing the headset is that +/// the world is different when you get it back." So this holds no state of its own - a house is +/// whatever the model says it is at the moment you walk in, which is what makes a return visit +/// worth making. +/// +public class HouseholdView : MonoBehaviour +{ + [Tooltip("Which plot in the neighbourhood this is.")] + public int householdId; + + [Header("Where things go")] + [Tooltip("Window opening the screen mounts into. Uses the prefab's Socket_Mount.")] + [SerializeField] private Transform screenMount; + [SerializeField] private Transform fanStand; + [SerializeField] private Transform bedNetAnchor; + + [Tooltip("PF_ElectricFan is a 0.3 m table fan; stood on the floor it looks like a toy beside a " + + "full-size door. Scaled uniformly (a non-uniform scale would skew the spinning blade) " + + "up to a floor-standing fan.")] + [SerializeField] private float fanScale = 2.5f; + + [Header("Prefabs (leave empty to load from Module3Props)")] + [SerializeField] private GameObject screenIntactPrefab; + [SerializeField] private GameObject screenTornPrefab; + [SerializeField] private GameObject fanPrefab; + [SerializeField] private GameObject netDeployedPrefab; + [SerializeField] private GameObject netRolledUpPrefab; + + private GameObject screenInstance, fanInstance, netInstance; + private ScreenState shownScreens = (ScreenState)(-1); + private bool shownFan, shownNet; + private bool netShownAtAll; + + /// Wired by M3NeighbourhoodBuilder, which creates the anchors as it lays out a plot. + public void Bind(Transform screen, Transform fan, Transform net) + { + screenMount = screen; + fanStand = fan; + bedNetAnchor = net; + bound = true; + Refresh(); + } + + // AddComponent runs OnEnable before the builder has set householdId or called Bind, so an + // unconditional Refresh there drew house 0's state with no anchors - and cached it, which then + // stopped the real house's screen from ever being placed when its state matched. + private bool bound; + + private void OnEnable() + { + if (M3Session.Instance != null) + { + M3Session.Instance.OnTurnStarted += OnTurnStarted; + M3Session.Instance.OnActionResolved += OnActionResolved; + } + if (bound) Refresh(); + } + + private void OnDisable() + { + if (M3Session.Instance != null) + { + M3Session.Instance.OnTurnStarted -= OnTurnStarted; + M3Session.Instance.OnActionResolved -= OnActionResolved; + } + } + + private void OnTurnStarted(int turnIndex) => Refresh(); + + // Nothing called Refresh after an action, so a net, screen or fan appeared three days later + // at the next turn instead of when the Pilot put it up. + private void OnActionResolved(ActionResult result) => Refresh(); + + /// Called after any action so the room changes under the player's hands. + public void Refresh() + { + var sim = M3Session.Instance != null ? M3Session.Instance.Neighbourhood : null; + if (sim == null) return; + + var h = sim.HouseholdById(householdId); + if (h == null) return; + + ShowScreens(h.Screens); + ShowFan(h.HasFan); + ShowNet(AnyoneHereHasANet(sim, h)); + } + + private static bool AnyoneHereHasANet(Neighbourhood sim, Household h) + { + for (int i = 0; i < h.ResidentIds.Count; i++) + { + var p = sim.PersonById(h.ResidentIds[i]); + if (p != null && p.HasNet) return true; + } + return false; + } + + private void ShowScreens(ScreenState state) + { + if (state == shownScreens) return; + shownScreens = state; + + if (screenInstance != null) Destroy(screenInstance); + if (screenMount == null || state == ScreenState.Missing) return; + + GameObject prefab = state == ScreenState.Intact + ? Resolve(ref screenIntactPrefab, Module3Props.WindowScreenIntact) + : Resolve(ref screenTornPrefab, Module3Props.WindowScreenTorn); + + screenInstance = Place(prefab, screenMount); + } + + private void ShowFan(bool on) + { + if (on == shownFan && fanInstance != null) return; + shownFan = on; + + if (!on) + { + if (fanInstance != null) Destroy(fanInstance); + return; + } + + if (fanStand == null || fanInstance != null) return; + fanInstance = Place(Resolve(ref fanPrefab, Module3Props.ElectricFan), fanStand); + if (fanInstance != null) + { + fanInstance.transform.localScale = Vector3.one * fanScale; + fanInstance.AddComponent(); + } + } + + private void ShowNet(bool deployed) + { + if (netShownAtAll && deployed == shownNet) return; + shownNet = deployed; + netShownAtAll = true; + + if (netInstance != null) Destroy(netInstance); + if (bedNetAnchor == null) return; + + // Both prefabs are placed at the bed's centre, but only the deployed net belongs there. The + // rolled bundle is modelled a metre above its origin, so left at the centre it stood on + // the chest of whoever was resting - who is exactly who the net is for. + GameObject prefab = deployed + ? Resolve(ref netDeployedPrefab, Module3Props.MosquitoNetDeployed) + : Resolve(ref netRolledUpPrefab, Module3Props.MosquitoNetRolledUp); + + netInstance = Place(prefab, bedNetAnchor); + if (!deployed) HangFromBedPost(netInstance); + } + + /// + /// Slides a rolled-up net so its own Socket_Hook meets the bed's Socket_NetHook. It goes by the + /// net's hook rather than its origin, so replacement art can shape the bundle however it likes + /// as long as the hook stays where the bundle hangs from. This component sits on the plot and + /// the bed is one of its children, so the socket is found from here; a bed without one leaves + /// the net where it was placed. + /// + private void HangFromBedPost(GameObject net) + { + if (net == null) return; + + var bedHook = M3Sockets.Find(transform, Module3Props.Socket.BedNetHook); + var netHook = M3Sockets.Find(net.transform, Module3Props.Socket.Hook); + if (bedHook == null || netHook == null) return; + + net.transform.position += bedHook.position - netHook.position; + } + + private static GameObject Place(GameObject prefab, Transform at) + { + if (prefab == null || at == null) return null; + GameObject go = Instantiate(prefab, at.position, at.rotation, at); + go.transform.localPosition = Vector3.zero; + go.transform.localRotation = Quaternion.identity; + return go; + } + + private static GameObject Resolve(ref GameObject cached, string path) + { + if (cached != null) return cached; +#if UNITY_EDITOR + cached = UnityEditor.AssetDatabase.LoadAssetAtPath(path); + if (cached == null) Debug.LogWarning($"Module 3: no prefab at {path}"); +#else + // In a player build the prefab must be wired in the inspector or live under Resources. + Debug.LogWarning($"Module 3: prefab reference not assigned for {path}"); +#endif + return cached; + } +} + +/// +/// Turns the fan's blade. The blade is a separate mesh with its origin on the rotation axis for +/// exactly this reason - a welded blade would make the prop unusable. +/// +public class FanBladeSpin : MonoBehaviour +{ + [SerializeField] private float degreesPerSecond = 720f; + private Transform blade; + + private void Awake() + { + blade = transform.Find(Module3Props.FanBlade); + if (blade == null) + { + foreach (var t in GetComponentsInChildren()) + { + if (t.name == Module3Props.FanBlade) { blade = t; break; } + } + } + } + + private void Update() + { + if (blade != null) blade.Rotate(0f, 0f, degreesPerSecond * Time.deltaTime, Space.Self); + } +} diff --git a/Assets/1.TeamWorkspace/Module3/Scripts/HouseholdView.cs.meta b/Assets/1.TeamWorkspace/Module3/Scripts/HouseholdView.cs.meta new file mode 100644 index 00000000..79032227 --- /dev/null +++ b/Assets/1.TeamWorkspace/Module3/Scripts/HouseholdView.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 2a5025411d784bb4b7745921f42035ae +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/1.TeamWorkspace/Module3/Scripts/M3CappedBodyManipulator.cs b/Assets/1.TeamWorkspace/Module3/Scripts/M3CappedBodyManipulator.cs new file mode 100644 index 00000000..9bfcd284 --- /dev/null +++ b/Assets/1.TeamWorkspace/Module3/Scripts/M3CappedBodyManipulator.cs @@ -0,0 +1,35 @@ +using UnityEngine; +using UnityEngine.XR.Interaction.Toolkit.Locomotion; + +/// +/// The XR rig's body capsule, with a ceiling on its height. +/// +/// The stock manipulator makes the capsule exactly as tall as the wearer's head is high. That +/// leaves no room to move under a beam or an eave for anyone tall, so the capsule is capped a +/// little below head height; anyone shorter than the cap is unaffected. (The village doorways +/// are 2.1 m clear, so this is not what lets people through the door - a first version capped +/// it at 1.3 m to squeeze under a 1.5 m doorway and the head simply pushed through the wall +/// above it, which is why the houses were scaled up instead.) +/// +public class M3CappedBodyManipulator : CharacterControllerBodyManipulator +{ + /// Tallest the capsule may be, in metres. + public float maxCapsuleHeight = 1.6f; + + public override CollisionFlags MoveBody(Vector3 motion) + { + if (linkedBody == null || characterController == null) + return CollisionFlags.None; + + var ground = linkedBody.GetBodyGroundLocalPosition(); + float height = Mathf.Min(linkedBody.xrOrigin.CameraInOriginSpaceHeight - ground.y, maxCapsuleHeight); + characterController.height = height; + characterController.center = new Vector3(ground.x, ground.y + height * 0.5f + characterController.skinWidth, ground.z); + + if (characterController.enabled) + return characterController.Move(motion); + + linkedBody.originTransform.position += motion; + return CollisionFlags.None; + } +} diff --git a/Assets/1.TeamWorkspace/Module3/Scripts/M3CappedBodyManipulator.cs.meta b/Assets/1.TeamWorkspace/Module3/Scripts/M3CappedBodyManipulator.cs.meta new file mode 100644 index 00000000..a9e0cab7 --- /dev/null +++ b/Assets/1.TeamWorkspace/Module3/Scripts/M3CappedBodyManipulator.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 1d65434bfe8e843128d2f3b6d194523f \ No newline at end of file diff --git a/Assets/1.TeamWorkspace/Module3/Scripts/M3DebugDriver.cs b/Assets/1.TeamWorkspace/Module3/Scripts/M3DebugDriver.cs new file mode 100644 index 00000000..170d0072 --- /dev/null +++ b/Assets/1.TeamWorkspace/Module3/Scripts/M3DebugDriver.cs @@ -0,0 +1,143 @@ +#if UNITY_EDITOR || DEVELOPMENT_BUILD +using System.Text; +using Aedes.Module3.Sim; +using UnityEngine; +using UnityEngine.InputSystem; + +/// +/// Plays a whole Module 3 session from the keyboard, with no headset, no art and no scene. +/// +/// The point is to be able to check that the session, the handovers and the consequences work +/// long before there is anything to look at - and, later, to reproduce a bug a class hit by +/// typing the same actions against the same seed. +/// +/// Editor and development builds only; it compiles out of a release APK. +/// +public class M3DebugDriver : MonoBehaviour +{ + [SerializeField] private bool showOverlay = true; + + private int selectedHousehold; + private int selectedResident; + private string lastMessage = ""; + + private M3Session S => M3Session.Instance; + + [Tooltip("Move this camera to the lane in front of the selected house. Without it the desktop " + + "view never moved from the spawn point, which faces house 0's wall.")] + [SerializeField] private bool frameSelectedHouse = true; + private int framedHousehold = -1; + + private void Update() + { + var k = Keyboard.current; + if (S == null || S.Session == null) return; + if (frameSelectedHouse && framedHousehold != selectedHousehold) FrameHousehold(selectedHousehold); + if (k == null) return; + + if (k.tabKey.wasPressedThisFrame) CycleHousehold(k.leftShiftKey.isPressed ? -1 : 1); + if (k.qKey.wasPressedThisFrame) CycleResident(-1); + if (k.eKey.wasPressedThisFrame) CycleResident(1); + + if (k.vKey.wasPressedThisFrame) DoHousehold(ActionKind.Visit); + if (k.nKey.wasPressedThisFrame) DoPerson(ActionKind.PutUpNet); + if (k.bKey.wasPressedThisFrame) DoPerson(ActionKind.ReclaimNet); + if (k.rKey.wasPressedThisFrame) DoPerson(ActionKind.ReferToHealthCentre); + if (k.wKey.wasPressedThisFrame) DoPerson(ActionKind.BringWater); + if (k.tKey.wasPressedThisFrame) DoPerson(ActionKind.HelpRest); + if (k.gKey.wasPressedThisFrame) DoPerson(ActionKind.GiveRepellent); + if (k.fKey.wasPressedThisFrame) DoHousehold(ActionKind.SetFan); + if (k.cKey.wasPressedThisFrame) DoHousehold(ActionKind.RepairScreen); + if (k.xKey.wasPressedThisFrame) DoHousehold(ActionKind.AdviseClosingHours); + + if (k.enterKey.wasPressedThisFrame) S.PilotReady(); + if (k.spaceKey.wasPressedThisFrame) S.EndTurn(); + } + + private void CycleHousehold(int delta) + { + int count = S.Neighbourhood.Households.Count; + selectedHousehold = (selectedHousehold + delta + count) % count; + selectedResident = 0; + } + + /// Stand in the lane in front of the house, looking at it. + private void FrameHousehold(int householdId) + { + foreach (var view in FindObjectsByType(FindObjectsSortMode.None)) + { + if (view.householdId != householdId) continue; + var plot = view.transform; + transform.position = plot.position + plot.forward * 7f + Vector3.up * 1.6f; + transform.rotation = Quaternion.LookRotation(plot.position + Vector3.up * 1.2f - transform.position); + framedHousehold = householdId; + return; + } + } + + private void CycleResident(int delta) + { + var h = S.Neighbourhood.HouseholdById(selectedHousehold); + if (h == null || h.ResidentIds.Count == 0) return; + selectedResident = (selectedResident + delta + h.ResidentIds.Count) % h.ResidentIds.Count; + } + + private void DoHousehold(ActionKind kind) + { + var r = S.Do(PlayerAction.OnHousehold(kind, selectedHousehold)); + lastMessage = $"{kind} on house {selectedHousehold}: {r.Outcome}"; + } + + private void DoPerson(ActionKind kind) + { + var h = S.Neighbourhood.HouseholdById(selectedHousehold); + if (h == null || selectedResident >= h.ResidentIds.Count) return; + int personId = h.ResidentIds[selectedResident]; + var r = S.Do(PlayerAction.OnPerson(kind, personId)); + lastMessage = $"{kind} on person {personId}: {r.Outcome}"; + } + + private void OnGUI() + { + if (!showOverlay || S == null || S.Session == null) return; + + var sim = S.Neighbourhood; + var h = sim.HouseholdById(selectedHousehold); + + var sb = new StringBuilder(); + sb.AppendLine($"MODULE 3 seed {S.Seed} day {sim.Day} " + + $"turn {S.Session.TurnIndex + 1}/{S.Session.TotalTurns} " + + $"(round {S.Session.RoundIndex + 1}, pilot {S.Session.PilotIndex + 1})"); + sb.AppendLine($"turn time {Mathf.Max(0f, S.TurnSecondsRemaining):0}s " + + $"nets left {sim.NetsRemaining} cases {sim.TotalCases} " + + $"mosquitoes {sim.AliveMosquitoCount}"); + sb.AppendLine(); + + if (h != null) + { + sb.AppendLine($"HOUSE {h.Id} screens {h.Screens} fan {(h.HasFan ? "on" : "no")} " + + $"containers {h.ProductiveContainerCount} " + + $"{(h.VisitCount == 0 ? "NEVER VISITED" : $"last visit day {h.LastVisitedDay}")}"); + + for (int i = 0; i < h.ResidentIds.Count; i++) + { + var p = sim.PersonById(h.ResidentIds[i]); + string state = p.HasVisibleWarningSign(sim.Day) ? $"** {p.Warning} - DOCTOR NOW **" + : p.IsFebrile(sim.Day) ? "unwell, fever" + : p.IsDefervescing(sim.Day) ? "looking better (keep watching)" + : p.State == HealthState.Hospitalised ? "in hospital" + : "well"; + sb.AppendLine($" {(i == selectedResident ? ">" : " ")} p{p.Id} {p.Age} {state}" + + $"{(p.HasNet ? " [net]" : "")}"); + } + } + + sb.AppendLine(); + sb.AppendLine("TAB house Q/E person V visit N net B take net back R refer"); + sb.AppendLine("W water T rest G repellent F fan C fix screen X closing hours ENTER ready SPACE end turn"); + if (lastMessage.Length > 0) sb.AppendLine($"> {lastMessage}"); + + GUI.Label(new Rect(12, 12, 900, 460), sb.ToString()); + } +} +#endif diff --git a/Assets/1.TeamWorkspace/Module3/Scripts/M3DebugDriver.cs.meta b/Assets/1.TeamWorkspace/Module3/Scripts/M3DebugDriver.cs.meta new file mode 100644 index 00000000..b61aaaa9 --- /dev/null +++ b/Assets/1.TeamWorkspace/Module3/Scripts/M3DebugDriver.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 24ed968bbf5646bfaecd042b6fbcd97e +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/1.TeamWorkspace/Module3/Scripts/M3GroundPainter.cs b/Assets/1.TeamWorkspace/Module3/Scripts/M3GroundPainter.cs new file mode 100644 index 00000000..07f95958 --- /dev/null +++ b/Assets/1.TeamWorkspace/Module3/Scripts/M3GroundPainter.cs @@ -0,0 +1,382 @@ +using Unity.Burst; +using Unity.Collections; +using Unity.Jobs; +using Unity.Mathematics; +using UnityEngine; +using static Unity.Mathematics.math; + +/// +/// Paints the Module 3 ground: grass in patches and tufts, a dirt track with wheel ruts, pebbles +/// and a strip of grass down the middle, and the worn dirt round each house - a swept yard on the +/// lane side, and the path down the gap between houses to the side door. +/// +/// The ground used to be flat colour quads, which from a headset reads as a grey-green void with +/// a brown stripe. Two images fix that without a texture asset and without touching the scene file: +/// +/// - : one image that never repeats, laid over the village and its +/// lane. The track is painted into it, so its edge can be ragged and grass can creep across it - +/// two quads of different colours cannot do that. +/// - : a small seamless tile for the fields out to the horizon, where the +/// repetition disappears into the haze. +/// +/// Everything comes from noise seeded by the scene seed, so a given seed always paints the same +/// ground. The work runs as a Burst job: a 2200 x 1250 image is about 2.7 million pixels. +/// +/// Colours are written the way the flat quads had them - as sRGB values in an sRGB texture - so +/// the average ground colour is still the `grass` and `track` colours the artist picked. +/// +public static class M3GroundPainter +{ + /// How far in from the edge of the village image the pattern fades to a calm grass, so it meets the tile. + private const float EdgeFade = 14f; + /// How far in from the ends of the village image the track peters out into grass. + private const float TrackFade = 18f; + /// How deep the swept yard reaches out from a house's front wall, in metres. + private const float YardDepth = 1.8f; + + /// + /// Where one plot stands, in world x/z: its origin and its local +x and +z axes. Local +z points + /// across the front yard to the lane, so one serves the row on either + /// side of the lane, mirrored by the plot's rotation. + /// + public struct PlotFrame + { + public float2 origin, right, forward; + /// Local z of the lane's centre line. + public float laneDist; + } + + /// Where the parts of a house sit in plot space, in metres. + public struct YardLayout + { + /// The house's side walls. The side door is in the +x wall, facing the gap to the next house. + public float minX, maxX; + /// The front wall, on the lane side. + public float frontZ; + /// Where the side door opens along that wall. + public float doorZ; + /// Where the path from the lane runs down the gap. + public float pathX; + } + + /// The frame of a plot object whose local +z faces the lane, whose centre line runs along world x at . + public static PlotFrame FrameOf(Transform plot, float laneZ) + { + Vector3 o = plot.position, r = plot.right, f = plot.forward; + float2 forward = normalizesafe(float2(f.x, f.z)); + return new PlotFrame + { + origin = float2(o.x, o.z), + right = normalizesafe(float2(r.x, r.z)), + forward = forward, + laneDist = (laneZ - o.z) * forward.y, + }; + } + + /// + /// A non-repeating ground image for (x, z in world metres), with the track + /// running along x at and worn yards round each of . + /// Texels are about metres across, coarser if that would pass + /// pixels on a side. + /// + public static Texture2D PaintVillage(Rect area, float texel, int maxSize, float trackZ, float trackHalfWidth, + PlotFrame[] plots, YardLayout yard, + Color grass, Color track, float contrast, int seed) + { + int w = Mathf.Clamp(Mathf.CeilToInt(area.width / texel), 16, maxSize); + int h = Mathf.Clamp(Mathf.CeilToInt(area.height / texel), 16, maxSize); + var pixels = new NativeArray(w * h, Allocator.TempJob, NativeArrayOptions.UninitializedMemory); + var plotFrames = new NativeArray(plots ?? new PlotFrame[0], Allocator.TempJob); + try + { + new VillageJob + { + pixels = pixels, + plots = plotFrames, + yard = yard, + width = w, + origin = new float2(area.xMin, area.yMin), + step = new float2(area.width / w, area.height / h), + rectMin = new float2(area.xMin, area.yMin), + rectMax = new float2(area.xMax, area.yMax), + seedOffset = SeedOffset(seed), + seedF = seed * 1.7f, + trackZ = trackZ, + trackHalf = trackHalfWidth, + grass = float3(grass.r, grass.g, grass.b), + track = float3(track.r, track.g, track.b), + contrast = contrast, + }.Schedule(h, 4).Complete(); + return Finish(pixels, w, h, TextureWrapMode.Clamp, "Ground (painted)"); + } + finally + { + pixels.Dispose(); + plotFrames.Dispose(); + } + } + + /// A seamless grass tile of pixels a side, calmer than the village image. + public static Texture2D PaintTile(int size, Color grass, float contrast, int seed) + { + var pixels = new NativeArray(size * size, Allocator.TempJob, NativeArrayOptions.UninitializedMemory); + try + { + new TileJob + { + pixels = pixels, + size = size, + seedOffset = SeedOffset(seed + 101), + grass = float3(grass.r, grass.g, grass.b), + contrast = contrast, + }.Schedule(size, 4).Complete(); + return Finish(pixels, size, size, TextureWrapMode.Repeat, "Fields (tile)"); + } + finally { pixels.Dispose(); } + } + + private static float2 SeedOffset(int seed) => float2(seed * 37.31f % 900f, seed * 19.77f % 900f); + + private static Texture2D Finish(NativeArray pixels, int w, int h, TextureWrapMode wrap, string name) + { + var tex = new Texture2D(w, h, TextureFormat.RGBA32, true, false) + { + name = name, + wrapMode = wrap, + filterMode = FilterMode.Trilinear, + anisoLevel = 4, + }; + tex.SetPixelData(pixels, 0); + tex.Apply(true, true); // mipmaps, and drop the CPU copy: nothing reads it back + return tex; + } + + // ---------- shading ---------- + + /// The noise the grass is made from, each roughly -1..1. The two jobs sample it differently (plain vs seamless). + private struct GrassNoise + { + public float macro; // ~10 m: whole patches of lush or dry grass + public float mid; // ~2 m: mottling inside a patch + public float fine; // ~30 cm: grain + public float speck; // ~12 cm: dark tufts + public float blade; // ~15 cm: pale dry blades + } + + private static float3 DryTint => float3(1.26f, 1.06f, 0.86f); + private static float3 LushTint => float3(0.74f, 0.86f, 0.86f); + + private static float3 ShadeGrass(float3 grass, in GrassNoise n, float amount) + { + // Big lazy patches: sun-bleached and yellow, or damp and deep green. + float dry = smoothstep(0.10f, 0.65f, n.macro); + float lush = smoothstep(-0.10f, -0.65f, n.macro); + float3 c = lerp(grass, grass * DryTint, dry * 0.85f * amount); + c = lerp(c, grass * LushTint, lush * 0.75f * amount); + // Mottling and grain, then tufts (dark) and dry blades (pale) as sparse specks. + c *= 1f + amount * (0.11f * n.mid + 0.07f * n.fine); + c *= 1f - amount * 0.24f * smoothstep(0.45f, 0.85f, n.speck); + c = lerp(c, c * float3(1.30f, 1.25f, 0.90f), amount * 0.5f * smoothstep(0.55f, 0.90f, n.blade)); + return c; + } + + private static Color32 ToColor32(float3 c) + { + c = saturate(c); + return new Color32((byte)(c.x * 255f + 0.5f), (byte)(c.y * 255f + 0.5f), (byte)(c.z * 255f + 0.5f), 255); + } + + /// Normalised fbm sits well inside -1..1; this stretches it so the patches actually reach the thresholds. + private const float FbmGain = 1.6f; + + private static float Fbm(float2 p, int octaves) + { + float sum = 0f, amp = 1f, norm = 0f; + for (int i = 0; i < octaves; i++) + { + sum += amp * noise.snoise(p); + norm += amp; + p = p * 2.03f + 17.3f; + amp *= 0.5f; + } + return clamp(sum / norm * FbmGain, -1f, 1f); + } + + /// Seamless fbm: whole periods across the unit square, doubling each octave. + private static float FbmTile(float2 uv, float2 offset, int cycles, int octaves) + { + float sum = 0f, amp = 1f, norm = 0f; + for (int i = 0; i < octaves; i++) + { + float c = cycles << i; + sum += amp * noise.pnoise(uv * c + offset * (i + 1), float2(c, c)); + norm += amp; + amp *= 0.5f; + } + return clamp(sum / norm * FbmGain, -1f, 1f); + } + + // ---------- jobs ---------- + + [BurstCompile] + private struct VillageJob : IJobParallelFor + { + [NativeDisableParallelForRestriction, WriteOnly] public NativeArray pixels; + [ReadOnly] public NativeArray plots; + public YardLayout yard; + public int width; + public float2 origin, step, rectMin, rectMax, seedOffset; + public float seedF, trackZ, trackHalf, contrast; + public float3 grass, track; + + public void Execute(int row) + { + for (int col = 0; col < width; col++) + { + float2 w = origin + float2(col + 0.5f, row + 0.5f) * step; + pixels[row * width + col] = ToColor32(Shade(w)); + } + } + + private static float SegmentDistance(float2 p, float2 a, float2 b) + { + float2 ab = b - a; + float t = saturate(dot(p - a, ab) / dot(ab, ab)); + return length(p - (a + ab * t)); + } + + /// + /// The ground worn bare round the houses. is where it is dirt (0..1); + /// is the grass round it, trodden thin and dry. Each plot is worked out in + /// its own space (see ), so both rows of houses get the same yard. + /// + private void Wear(float2 w, float2 s, out float core, out float halo) + { + core = 0f; + halo = 0f; + bool sampled = false; + float2 wobble = float2(0f, 0f); + float patch = 0f; + for (int i = 0; i < plots.Length; i++) + { + PlotFrame p = plots[i]; + float2 dw = w - p.origin; + float2 l = float2(dot(dw, p.right), dot(dw, p.forward)); + // Only the yard, the gap beside the house and the door apron are of interest. + if (l.x < yard.minX - 3f || l.x > yard.maxX + 4f || l.y < yard.doorZ - 4f || l.y > p.laneDist) continue; + if (!sampled) + { + wobble = 0.2f * float2(noise.snoise(s * 2.1f + 5f), noise.snoise(s * 2.1f + 19f)); + patch = Fbm(s * 0.6f + 61f, 2); + sampled = true; + } + float2 q = l + wobble; + + // The path a visitor takes: from the lane down the gap between houses, then in to the side door. + float2 a = float2(yard.pathX, p.laneDist - 1f); + float2 b = float2(yard.pathX, yard.doorZ - 0.2f); + float2 c = float2(yard.maxX + 0.35f, b.y); + float dPath = min(SegmentDistance(q, a, b), SegmentDistance(q, b, c)); + // And the bare apron in front of the door itself. + float dApron = length(q - float2(yard.maxX + 0.7f, yard.doorZ - 0.2f)); + + // The lane-side yard: a strip swept bare against the front wall, breaking up into patches + // further out. It stops short of the track, so a band of grass keeps the road distinct. + float2 centre = float2((yard.minX + yard.maxX) * 0.5f, yard.frontZ + YardDepth * 0.5f); + float2 extent = float2((yard.maxX - yard.minX) * 0.5f + 0.5f, YardDepth * 0.5f); + float2 outside = abs(q - centre) - extent; + float sd = length(max(outside, 0f)) + min(max(outside.x, outside.y), 0f); + float cover = 1f - smoothstep(-0.3f, 0.5f, sd); + float nearWall = smoothstep(1.4f, 0f, q.y - yard.frontZ); + float bare = smoothstep(0f, 0.45f, patch + 0.10f + 0.60f * nearWall); + + core = max(core, max(1f - smoothstep(0.42f, 0.72f, dPath), + max(1f - smoothstep(1.0f, 1.6f, dApron), cover * bare))); + halo = max(halo, max(1f - smoothstep(0.42f, 1.6f, dPath), + max(1f - smoothstep(1.0f, 2.6f, dApron), cover * 0.6f))); + } + } + + private float3 Shade(float2 w) + { + float2 s = w + seedOffset; + + // Near the edge of the image the pattern calms down so the seam against the tile is soft. + float edge = min(min(w.x - rectMin.x, rectMax.x - w.x), min(w.y - rectMin.y, rectMax.y - w.y)); + float amount = contrast * lerp(0.35f, 1f, smoothstep(0f, EdgeFade, edge)); + + var n = new GrassNoise + { + macro = Fbm(s * 0.09f, 3), + mid = Fbm(s * 0.50f + 31f, 2), + fine = noise.snoise(s * 3.1f + 7f), + speck = noise.snoise(s * 8.5f + 91f), + blade = noise.snoise(s * 6.3f + 53f), + }; + float3 g = ShadeGrass(grass, n, amount); + + // The track wanders a little along its length and varies in width. + float zc = trackZ + 0.45f * noise.snoise(float2(w.x * 0.03f, seedF)) + + 0.12f * noise.snoise(float2(w.x * 0.11f, seedF + 5f)); + float halfWidth = trackHalf * (1f + 0.15f * noise.snoise(float2(w.x * 0.07f, seedF + 9f))); + float u = w.y - zc; + // Distance outside the edge (negative inside), with the edge itself ragged. + float d = abs(u) + 0.26f * noise.snoise(s * 1.4f + 3f) + 0.08f * noise.snoise(s * 5f) - halfWidth; + float t = 1f - smoothstep(-0.10f, 0.22f, d); + // Peter out into grass at the ends, in patches rather than a clean fade. + float end = smoothstep(0f, TrackFade, min(w.x - rectMin.x, rectMax.x - w.x)); + t *= smoothstep(0.2f, 0.8f, end + 0.3f * n.mid); + + // The yards and paths round the houses are dirt too, so they share the track's dirt below. + Wear(w, s, out float yardCore, out float yardHalo); + float dirtness = max(t, yardCore); + + // Grass beside the track, and round the yards, is trodden thin and dry. + g = lerp(g, g * DryTint, max(smoothstep(0.9f, 0f, d) * 0.5f, yardHalo * 0.5f) * (1f - dirtness) * amount); + if (dirtness <= 0f) return g; + + // Dirt: dry and damp patches, pebbles, and two wheel ruts that come and go. + float3 dirt = track * (1f + amount * (0.13f * Fbm(s * 0.30f + 5f, 2) + 0.05f * noise.snoise(s * 3.5f + 21f))); + float peb = noise.snoise(s * 10f + 3f); + dirt *= 1f + amount * (0.17f * smoothstep(0.5f, 0.85f, peb) - 0.15f * smoothstep(0.5f, 0.85f, -peb)); + float rutDist = abs(u) - 0.72f; + float rut = exp(-rutDist * rutDist / (2f * 0.15f * 0.15f)); + float rutOn = smoothstep(-0.4f, 0.2f, noise.snoise(float2(w.x * 0.20f, seedF + (u > 0f ? 40f : 80f)))); + dirt *= 1f - 0.28f * rut * rutOn * amount; + // Between the ruts, grass grows in tussocks. + float hump = smoothstep(0.55f, 0.15f, abs(u)) * smoothstep(0.05f, 0.50f, Fbm(s * 0.9f + 77f, 2)); + dirt = lerp(dirt, g * 0.95f, hump * 0.85f); + + return lerp(g, dirt, dirtness); + } + } + + [BurstCompile] + private struct TileJob : IJobParallelFor + { + [NativeDisableParallelForRestriction, WriteOnly] public NativeArray pixels; + public int size; + public float2 seedOffset; + public float3 grass; + public float contrast; + + public void Execute(int row) + { + for (int col = 0; col < size; col++) + { + float2 uv = float2(col + 0.5f, row + 0.5f) / size; + // Cycle counts per tile of 32 m: ~10 m, ~2.7 m, ~0.65 m and ~0.33 m features. + var n = new GrassNoise + { + macro = FbmTile(uv, seedOffset, 3, 2), + mid = FbmTile(uv, seedOffset + 11f, 12, 2), + fine = noise.pnoise(uv * 48f + seedOffset, float2(48f, 48f)), + speck = noise.pnoise(uv * 96f + seedOffset + 5f, float2(96f, 96f)), + blade = noise.pnoise(uv * 72f + seedOffset + 9f, float2(72f, 72f)), + }; + // Calmer than the village image: at that distance it only has to look like the same field. + pixels[row * size + col] = ToColor32(ShadeGrass(grass, n, contrast * 0.5f)); + } + } + } +} diff --git a/Assets/1.TeamWorkspace/Module3/Scripts/M3GroundPainter.cs.meta b/Assets/1.TeamWorkspace/Module3/Scripts/M3GroundPainter.cs.meta new file mode 100644 index 00000000..23a5a681 --- /dev/null +++ b/Assets/1.TeamWorkspace/Module3/Scripts/M3GroundPainter.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 503f674ba449b46528cfa807389e7306 \ No newline at end of file diff --git a/Assets/1.TeamWorkspace/Module3/Scripts/M3HouseSurface.cs b/Assets/1.TeamWorkspace/Module3/Scripts/M3HouseSurface.cs new file mode 100644 index 00000000..e1204778 --- /dev/null +++ b/Assets/1.TeamWorkspace/Module3/Scripts/M3HouseSurface.cs @@ -0,0 +1,70 @@ +using System.Collections.Generic; +using UnityEngine; + +/// +/// Gives the Lao house a little surface texture in Module 3 only. +/// +/// The house model is flat colour: every face samples one swatch of a palette texture, so it read as +/// smooth plastic. Its prefab and materials are shared with Modules 1 and 2, so rather than change +/// them, the houses this module builds get the same materials switched to a shader that multiplies a +/// world-space grain into the palette colour (Shaders/M3HouseLit.shader). The replacements are +/// generated by Module3HouseSurfaceAssets and live in Resources so a build always carries them. +/// +public static class M3HouseSurface +{ + /// House material name -> the Resources asset that replaces it. + private static readonly Dictionary Replacements = new Dictionary + { + { "M_Gradient_Light", "Module3/M_M3_House_Light" }, // walls and roof + { "M_Gradient", "Module3/M_M3_House_Door" }, // door leaves + }; + + private static Dictionary loaded; + + /// + /// Textures the house in each of . A plot also holds the bed, the villagers and + /// the yard container, which must keep their own materials, so this picks out the child that is the + /// house: the one with a "Roof" part. + /// + public static void ApplyToPlots(IReadOnlyList plots) + { + foreach (var plot in plots) + { + foreach (Transform child in plot.transform) + { + if (child.Find("Roof") != null) Apply(child.gameObject); + } + } + } + + /// Swaps the palette materials on for their textured versions. + public static void Apply(GameObject house) + { + if (loaded == null) + { + loaded = new Dictionary(); + foreach (var pair in Replacements) + { + var material = Resources.Load(pair.Value); + if (material == null) Debug.LogWarning($"Module 3: '{pair.Value}' is missing, so {pair.Key} stays smooth. " + + "Run AEDES > Module 3 > Generate House Surface Assets."); + else loaded[pair.Key] = material; + } + } + + foreach (var renderer in house.GetComponentsInChildren(true)) + { + var materials = renderer.sharedMaterials; + bool changed = false; + for (int i = 0; i < materials.Length; i++) + { + if (materials[i] != null && loaded.TryGetValue(materials[i].name, out var textured)) + { + materials[i] = textured; + changed = true; + } + } + if (changed) renderer.sharedMaterials = materials; + } + } +} diff --git a/Assets/1.TeamWorkspace/Module3/Scripts/M3HouseSurface.cs.meta b/Assets/1.TeamWorkspace/Module3/Scripts/M3HouseSurface.cs.meta new file mode 100644 index 00000000..96633617 --- /dev/null +++ b/Assets/1.TeamWorkspace/Module3/Scripts/M3HouseSurface.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 73fbf798304f4427f86b5efce1b6b966 \ No newline at end of file diff --git a/Assets/1.TeamWorkspace/Module3/Scripts/M3Hud.cs b/Assets/1.TeamWorkspace/Module3/Scripts/M3Hud.cs new file mode 100644 index 00000000..f9ccae33 --- /dev/null +++ b/Assets/1.TeamWorkspace/Module3/Scripts/M3Hud.cs @@ -0,0 +1,420 @@ +using System.Collections.Generic; +using System.Text; +using Aedes.Module3.Sim; +using TMPro; +using UnityEngine; +using UnityEngine.UI; + +/// +/// Everything the squad reads: the running HUD, the handover screen, and the debrief. +/// +/// Built for the CAST, not for the headset. Section 9 puts two of the three students outside the +/// headset with jobs to do - the Coach holds the map of what has been visited and warns the Pilot +/// what is being missed, the Analyst writes the record - and both of them are looking at a phone +/// or a laptop screen mirroring the play. Section 8 adds that the countdown "should be visible to +/// the Coach, not only to the Pilot". +/// +/// So this is large type. On a desktop it is a screen-space overlay. In the headset an overlay is +/// not drawn at all, so there it becomes a world-space canvas that follows the Pilot's head at +/// arm's length - and because casting mirrors the headset view, the Coach and the Analyst still +/// read the same countdown on their screens. A HUD that only works inside the headset would leave +/// two thirds of the squad watching, which is the failure mode the squad structure exists to +/// prevent. +/// +/// The canvas is built in code so the scene file stays small enough to merge - see +/// Module3SceneBuilder. +/// +public class M3Hud : MonoBehaviour +{ + [SerializeField] private TMP_FontAsset font; + [SerializeField] private int baseFontSize = 28; + + [Tooltip("Seconds the handover screen stays up when the session does not wait for the Pilot.")] + [SerializeField] private float handoverSeconds = 12f; + + [Header("In the headset")] + [Tooltip("How far in front of the Pilot the HUD floats.")] + [SerializeField] private float vrDistance = 1.7f; + [Tooltip("Width of the HUD in metres at that distance (the canvas is 1280 x 720 units).")] + [SerializeField] private float vrWidth = 2.3f; + [Tooltip("How quickly the HUD catches up when the Pilot turns their head.")] + [SerializeField] private float vrFollowSpeed = 4f; + + private TMP_Text statusLine; + private TMP_Text coachPanel; + private GameObject handoverPanel; + private TMP_Text handoverText; + private GameObject debriefPanel; + private TMP_Text debriefText; + private TMP_Text banner; + private Canvas canvas; + private bool worldSpace; + private Vector3 smoothForward = Vector3.forward; + + private float handoverShownAt = -1f; + private readonly StringBuilder sb = new StringBuilder(); + + private void Awake() + { + M3Ui.Font = font; // shared with the conversation panel and the other in-world UI + BuildCanvas(); + } + + // M3Session sets Instance in its Awake, and Awake/OnEnable order across GameObjects is not + // defined. When this OnEnable ran first it silently subscribed to nothing, so the handover + // screen, the debrief and action feedback never appeared. Start runs after every Awake in the + // scene, so try again there. + private M3Session subscribedTo; + + private void OnEnable() => Subscribe(); + + private void Start() + { + Subscribe(); + // The XR player builds its rig in its own Awake, so by Start there is a headset camera. + if (M3XRPlayer.Instance != null && M3XRPlayer.Instance.Rig != null) MakeWorldSpace(); + } + + private void Subscribe() + { + var s = M3Session.Instance; + if (s == null || subscribedTo == s) return; + s.OnHandover += ShowHandover; + s.OnSessionFinished += ShowDebrief; + s.OnActionResolved += ShowActionFeedback; + subscribedTo = s; + } + + private void OnDisable() + { + if (subscribedTo == null) return; + subscribedTo.OnHandover -= ShowHandover; + subscribedTo.OnSessionFinished -= ShowDebrief; + subscribedTo.OnActionResolved -= ShowActionFeedback; + subscribedTo = null; + } + + private void Update() + { + UpdateStatusLine(); + UpdateBanner(); + + var s = M3Session.Instance; + if (s == null || s.Session == null || handoverPanel == null) return; + + if (s.Running && s.WaitingForPilot) + { + // The turn is held until the Pilot presses A. The first turn has no handover to show, + // so it gets a plain "you are player N" card instead. + if (!handoverPanel.activeSelf) ShowStartCard(); + } + else if (handoverPanel.activeSelf && handoverShownAt >= 0f + && (!waitedForPilot || Time.time - handoverShownAt > 0.25f) + && (waitedForPilot || Time.time - handoverShownAt > handoverSeconds)) + { + handoverShownAt = -1f; + handoverPanel.SetActive(false); + } + } + + private bool waitedForPilot; + + private void LateUpdate() + { + if (!worldSpace || Camera.main == null) return; + + // Float at arm's length, catching up with the head a little behind it - glued to the eyes a + // HUD is uncomfortable, and it makes the whole view feel like a screen stuck to the face. + var head = Camera.main.transform; + Vector3 flat = head.forward; + flat.y = 0f; + if (flat.sqrMagnitude < 0.01f) flat = smoothForward; + smoothForward = Vector3.Slerp(smoothForward, flat.normalized, 1f - Mathf.Exp(-vrFollowSpeed * Time.deltaTime)); + Vector3 at = head.position + smoothForward * vrDistance; + at.y = head.position.y - 0.05f; + canvas.transform.position = at; + canvas.transform.rotation = Quaternion.LookRotation(smoothForward, Vector3.up); + } + + private void MakeWorldSpace() + { + if (worldSpace || canvas == null) return; + worldSpace = true; + canvas.renderMode = RenderMode.WorldSpace; + canvas.worldCamera = Camera.main; + canvas.sortingOrder = 20; + var rt = (RectTransform)canvas.transform; + rt.sizeDelta = new Vector2(1280f, 720f); + rt.localScale = Vector3.one * (vrWidth / 1280f); + var scaler = canvas.GetComponent(); + if (scaler != null) scaler.enabled = false; // a world canvas is sized by its transform + canvas.transform.SetParent(null, true); + smoothForward = Camera.main.transform.forward; + smoothForward.y = 0f; + if (smoothForward.sqrMagnitude < 0.01f) smoothForward = Vector3.forward; + smoothForward.Normalize(); + } + + private void UpdateBanner() + { + if (banner == null) return; + var xr = M3XRPlayer.Instance; + bool asking = xr != null && xr.ConfirmingEndTurn; + banner.text = asking ? $"{Localized("m3.ui.endTurnAsk")}" : ""; + banner.transform.parent.gameObject.SetActive(asking); + } + + private void ShowStartCard() + { + var s = M3Session.Instance; + sb.Clear(); + sb.AppendLine($"{Localized("m3.ui.playerN", s.Session.PilotIndex + 1)}"); + sb.AppendLine(); + sb.AppendLine(Localized("m3.ui.startCard")); + sb.AppendLine(); + sb.AppendLine($"{Localized("m3.ui.pressAReady")}"); + handoverText.text = sb.ToString(); + handoverPanel.SetActive(true); + handoverShownAt = Time.time; + waitedForPilot = true; + } + + // ------------------------------------------------------------------------------------- + + private void UpdateStatusLine() + { + var s = M3Session.Instance; + if (s == null || s.Session == null || statusLine == null) return; + + var sim = s.Neighbourhood; + + // After the last handover the session's turn index sits one past the end: the bar read + // "Turn 19/18 Round 7" under the debrief, with the clock frozen. + if (!s.Running) + { + statusLine.text = Localized("m3.hud.sessionOver", sim.Day, sim.NetsRemaining); + return; + } + + float left = Mathf.Max(0f, s.TurnSecondsRemaining); + + // The countdown is the Coach's instrument as much as the Pilot's, so it goes first and + // turns red where a class can see it from across a table. + string clock = $"{Mathf.FloorToInt(left / 60f)}:{Mathf.FloorToInt(left % 60f):00}"; + string colour = left <= 30f ? "#E4572E" : "#F2F2F2"; + + statusLine.text = Localized("m3.hud.status", + $"{clock}", + s.Session.TurnIndex + 1, s.Session.TotalTurns, s.Session.RoundIndex + 1, + s.Session.PilotIndex + 1, sim.Day, sim.NetsRemaining); + } + + private void ShowActionFeedback(ActionResult result) + { + if (coachPanel == null || string.IsNullOrEmpty(result.MessageKey)) return; + + // Section 10: an unnecessary referral is "gently corrected, not punished", so this reads + // as advice rather than as an error, and nothing about it is red. + coachPanel.text = Localized(result.MessageKey); + } + + private void ShowHandover(HandoverBrief brief) + { + if (handoverPanel == null) return; + + sb.Clear(); + sb.AppendLine($"{Localized(CoachBrief.TimeJumpKey(brief.DaysElapsed), brief.DaysElapsed)}"); + sb.AppendLine(); + + var lines = CoachBrief.Compose(brief); + if (lines.Count == 0) + { + sb.AppendLine(Localized("m3.coach.nothingUrgent")); + } + else + { + for (int i = 0; i < lines.Count; i++) + { + var l = lines[i]; + string mark = l.Urgency == BriefUrgency.Now ? "!" + : l.Urgency == BriefUrgency.Soon ? "-" + : "."; + sb.AppendLine($"{mark} {Localized(l.MessageKey, l.Args)}"); + } + } + + sb.AppendLine(); + sb.AppendLine($"{Localized("m3.coach.handItOver")}"); + + var session = M3Session.Instance; + waitedForPilot = session != null && session.WaitingForPilot; + if (waitedForPilot) + { + // The next Pilot presses A once the headset is on; the clock starts then, not before. + sb.AppendLine(); + sb.AppendLine($"{Localized("m3.ui.pressAReady")}"); + } + + handoverText.text = sb.ToString(); + handoverPanel.SetActive(true); + handoverShownAt = Time.time; + // Without a ready press, hold the clock for the length of the screen instead. + if (!waitedForPilot && session != null) session.HoldTurnClock(handoverSeconds); + } + + private void ShowDebrief(HandoverBrief finalBrief) + { + if (debriefPanel == null) return; + + var s = M3Session.Instance; + var sim = s.Neighbourhood; + var map = OutbreakMap.Build(sim); + + // Section 5 fixes this order: the map, then the replay, and only then the score. + // "At the end, before any score is shown, the game replays what would have happened." + sb.Clear(); + sb.AppendLine($"{Localized("m3.debrief.title")}"); + sb.AppendLine(); + sb.AppendLine(Localized("m3.debrief.caseCount", map.TotalCases, map.SecondaryCases)); + sb.AppendLine(Localized("m3.debrief.preventable", map.PreventableCases)); + + if (map.HouseholdsWhereTheChainStopped.Count > 0) + { + sb.AppendLine(Localized("m3.debrief.chainsStopped", map.HouseholdsWhereTheChainStopped.Count)); + } + + sb.AppendLine(); + var counterfactual = new CounterfactualComparison + { + AsPlayed = map, + HadPatientZeroBeenCovered = OutbreakMap.Build(s.BuildCounterfactual().Neighbourhood), + }; + sb.AppendLine($"{Localized(counterfactual.HeadlineKey)}"); + if (!counterfactual.SquadMatchedIt) + { + sb.AppendLine(Localized("m3.debrief.casesAvoided", counterfactual.CasesAvoided)); + } + + sb.AppendLine(); + sb.AppendLine(Localized(InvisibleCaseDebrief.PromptKeyFor(map), map.InvisibleCases)); + + sb.AppendLine(); + var card = Scoring.Evaluate(sim, s.Session); + for (int i = 0; i < card.Lines.Count; i++) + { + var line = card.Lines[i]; + string text = Localized(line.MessageKey); + sb.AppendLine(line.IsNote + ? $"{text} (x{line.Count})" + : $"{text} (x{line.Count})"); + } + + sb.AppendLine(); + sb.AppendLine($"{FieldJournalExport.ClosingPrompt}"); + + debriefText.text = sb.ToString(); + debriefPanel.SetActive(true); + if (handoverPanel != null) handoverPanel.SetActive(false); + } + + private static string Localized(string key, params object[] args) + { + if (string.IsNullOrEmpty(key)) return ""; + if (LocalizationManager.Instance == null) return key; + return args == null || args.Length == 0 + ? LocalizationManager.Instance.GetLocalizedValue(key) + : LocalizationManager.Instance.GetLocalizedValue(key, args); + } + + // ------------------------------------------------------------------------------------- + + private void BuildCanvas() + { + var canvasGo = new GameObject("M3 HUD Canvas"); + canvasGo.transform.SetParent(transform, false); + + canvas = canvasGo.AddComponent(); + canvas.renderMode = RenderMode.ScreenSpaceOverlay; + + var scaler = canvasGo.AddComponent(); + scaler.uiScaleMode = CanvasScaler.ScaleMode.ScaleWithScreenSize; + scaler.referenceResolution = new Vector2(1280f, 720f); + + statusLine = Text(canvasGo.transform, "Status", new Vector2(0f, 1f), new Vector2(1f, 1f), + new Vector2(24f, -48f), new Vector2(-24f, -8f), TextAlignmentOptions.TopLeft, baseFontSize); + + coachPanel = Text(canvasGo.transform, "Feedback", new Vector2(0f, 0f), new Vector2(1f, 0f), + new Vector2(24f, 16f), new Vector2(-24f, 72f), TextAlignmentOptions.BottomLeft, baseFontSize - 4); + + var bannerPanel = Panel(canvasGo.transform, "Banner", new Color(0.05f, 0.06f, 0.08f, 0.95f)); + var bannerRt = (RectTransform)bannerPanel.transform; + bannerRt.anchorMin = new Vector2(0.5f, 0.5f); + bannerRt.anchorMax = new Vector2(0.5f, 0.5f); + bannerRt.sizeDelta = new Vector2(760f, 120f); + banner = Text(bannerPanel.transform, "BannerText", Vector2.zero, Vector2.one, + new Vector2(20f, 10f), new Vector2(-20f, -10f), TextAlignmentOptions.Center, baseFontSize + 4); + bannerPanel.SetActive(false); + + handoverPanel = Panel(canvasGo.transform, "Handover", new Color(0.04f, 0.05f, 0.07f, 0.94f)); + handoverText = Text(handoverPanel.transform, "HandoverText", Vector2.zero, Vector2.one, + new Vector2(96f, 72f), new Vector2(-96f, -72f), TextAlignmentOptions.TopLeft, baseFontSize + 4); + FitToPanel(handoverText); + handoverPanel.SetActive(false); + + debriefPanel = Panel(canvasGo.transform, "Debrief", new Color(0.04f, 0.05f, 0.07f, 0.97f)); + debriefText = Text(debriefPanel.transform, "DebriefText", Vector2.zero, Vector2.one, + new Vector2(96f, 56f), new Vector2(-96f, -56f), TextAlignmentOptions.TopLeft, baseFontSize); + FitToPanel(debriefText); + debriefPanel.SetActive(false); + } + + /// + /// The handover and debrief run to different lengths (and Lao runs longer than English), and + /// text that outgrows the panel spilled onto the scene below it - the debrief's closing + /// question ended up outside the box. Shrink to fit instead. + /// + private void FitToPanel(TMP_Text text) + { + text.enableAutoSizing = true; + text.fontSizeMax = text.fontSize; + text.fontSizeMin = Mathf.Max(14f, text.fontSize * 0.55f); + text.overflowMode = TextOverflowModes.Truncate; + } + + private static GameObject Panel(Transform parent, string name, Color colour) + { + var go = new GameObject(name, typeof(RectTransform)); + go.transform.SetParent(parent, false); + + var rt = (RectTransform)go.transform; + rt.anchorMin = Vector2.zero; + rt.anchorMax = Vector2.one; + rt.offsetMin = Vector2.zero; + rt.offsetMax = Vector2.zero; + + go.AddComponent().color = colour; + return go; + } + + private TMP_Text Text(Transform parent, string name, Vector2 anchorMin, Vector2 anchorMax, + Vector2 offsetMin, Vector2 offsetMax, TextAlignmentOptions align, int size) + { + var go = new GameObject(name, typeof(RectTransform)); + go.transform.SetParent(parent, false); + + var rt = (RectTransform)go.transform; + rt.anchorMin = anchorMin; + rt.anchorMax = anchorMax; + rt.offsetMin = offsetMin; + rt.offsetMax = offsetMax; + + var text = go.AddComponent(); + if (font != null) text.font = font; + text.fontSize = size; + text.alignment = align; + text.color = new Color(0.95f, 0.95f, 0.95f); + text.richText = true; + text.text = ""; + return text; + } +} diff --git a/Assets/1.TeamWorkspace/Module3/Scripts/M3Hud.cs.meta b/Assets/1.TeamWorkspace/Module3/Scripts/M3Hud.cs.meta new file mode 100644 index 00000000..823861dd --- /dev/null +++ b/Assets/1.TeamWorkspace/Module3/Scripts/M3Hud.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: b9612f98ce22409390fd09f0cdf17959 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/1.TeamWorkspace/Module3/Scripts/M3JournalWriter.cs b/Assets/1.TeamWorkspace/Module3/Scripts/M3JournalWriter.cs new file mode 100644 index 00000000..a49ccdac --- /dev/null +++ b/Assets/1.TeamWorkspace/Module3/Scripts/M3JournalWriter.cs @@ -0,0 +1,78 @@ +using System; +using System.IO; +using Aedes.Module3.Sim; +using UnityEngine; + +/// +/// Writes the squad's Field Journal to disk when the session ends. +/// +/// Section 9 makes the Analyst's record how the squad plays rather than paperwork bolted on +/// afterwards, and section 5 has the facilitator read the closing answers aloud. On a Quest the +/// file lands in the app's own storage and comes off with `adb pull`; in the editor it goes in +/// the project's persistent data path. +/// +public class M3JournalWriter : MonoBehaviour +{ + [SerializeField] private bool writeOnSessionEnd = true; + + public string LastWrittenPath { get; private set; } + + // Same race as M3Hud: when this OnEnable ran before M3Session's Awake it subscribed to nothing + // and the journal was never written. Start runs after every Awake, so try again there. + private M3Session subscribedTo; + + private void OnEnable() => Subscribe(); + private void Start() => Subscribe(); + + private void Subscribe() + { + var s = M3Session.Instance; + if (s == null || subscribedTo == s) return; + s.OnSessionFinished += Write; + subscribedTo = s; + } + + private void OnDisable() + { + if (subscribedTo == null) return; + subscribedTo.OnSessionFinished -= Write; + subscribedTo = null; + } + + private void Write(HandoverBrief finalBrief) + { + if (!writeOnSessionEnd) return; + + var s = M3Session.Instance; + if (s == null || s.Session == null) return; + + var map = OutbreakMap.Build(s.Neighbourhood); + var comparison = new CounterfactualComparison + { + AsPlayed = map, + HadPatientZeroBeenCovered = OutbreakMap.Build(s.BuildCounterfactual().Neighbourhood), + }; + + var export = FieldJournal.Build(s.Neighbourhood, s.Session, comparison); + + try + { + string dir = Path.Combine(Application.persistentDataPath, "Module3Journals"); + Directory.CreateDirectory(dir); + + string path = Path.Combine(dir, + $"journal_{DateTime.Now:yyyyMMdd_HHmmss}_seed{s.Seed}.txt"); + File.WriteAllText(path, export.ToPlainText(key => + LocalizationManager.Instance != null ? LocalizationManager.Instance.GetLocalizedValue(key) : null)); + + LastWrittenPath = path; + Debug.Log($"Module 3: Field Journal written to {path}"); + } + catch (Exception e) + { + // Never let a failed write take the debrief down with it - the class is still in + // the room and the screen still has to show them their outbreak. + Debug.LogError($"Module 3: could not write the Field Journal: {e.Message}"); + } + } +} diff --git a/Assets/1.TeamWorkspace/Module3/Scripts/M3JournalWriter.cs.meta b/Assets/1.TeamWorkspace/Module3/Scripts/M3JournalWriter.cs.meta new file mode 100644 index 00000000..219ba2d0 --- /dev/null +++ b/Assets/1.TeamWorkspace/Module3/Scripts/M3JournalWriter.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 472e785512124d0b833406f0236dbefd +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/1.TeamWorkspace/Module3/Scripts/M3NeighbourhoodBuilder.cs b/Assets/1.TeamWorkspace/Module3/Scripts/M3NeighbourhoodBuilder.cs new file mode 100644 index 00000000..63ce046b --- /dev/null +++ b/Assets/1.TeamWorkspace/Module3/Scripts/M3NeighbourhoodBuilder.cs @@ -0,0 +1,387 @@ +using System.Collections.Generic; +using Aedes.Module3.Sim; +using UnityEngine; + +/// +/// Builds the neighbourhood from prefabs at runtime, from the simulation's own layout. +/// +/// Deliberately not a hand-dressed scene. CLAUDE.md §9 and the roadmap both flag Unity YAML +/// merges as the thing most likely to hurt this project - Module 1's main scene is about 38,000 +/// lines and two people cannot edit one at once. A neighbourhood placed by a builder keeps the +/// scene file to a handful of root objects, makes the layout reviewable as numbers rather than as +/// serialised transforms, and means two people can work on Module 3 at the same time. +/// +/// The geometry comes from the same parameters GAMA sets. `lanes` and `households_per_lane` decide +/// both how the model's adjacency works and where the houses physically stand, so the two can +/// never drift apart - the plot you can see from the next plot is the plot a mosquito can reach. +/// +public class M3NeighbourhoodBuilder : MonoBehaviour +{ + [Header("Layout (metres)")] + [Tooltip("Centre-to-centre spacing along a lane. Section 11 wants plots packed close enough " + + "that the player can see one house from the next. The Lao house is 8.55 m wide with a " + + "9.6 m roof, so below ~10 m neighbours touch and their roofs intersect. Visual only: " + + "adjacency comes from lanes / households_per_lane.")] + [SerializeField] private float plotWidth = 14.5f; + + [Tooltip("Distance across the lane, between the two facing rows.")] + [SerializeField] private float laneSpacing = 18f; + + [Header("Prefabs")] + [SerializeField] private GameObject housePrefab; + [SerializeField] private GameObject bedPrefab; + [SerializeField] private GameObject villagerPrefab; + + [Tooltip("Purpose-built child bodies (Animation Brief section 7, option 2): their own skeleton and " + + "proportions, not a scaled adult. One is picked per person. Empty falls back to " + + "villagerPrefab scaled down.")] + [SerializeField] private GameObject[] childPrefabs; + + [Tooltip("Purpose-built elder bodies. Empty falls back to villagerPrefab, scaled.")] + [SerializeField] private GameObject[] elderPrefabs; + [SerializeField] private GameObject containerPrefab; + + [Tooltip("Where the yard containers stand, in front of the house on the lane side. The house " + + "footprint ends at z = 3.4.")] + [SerializeField] private float yardDepth = 6.2f; + + [Header("House size")] + [Tooltip("How much the Lao house model is scaled up. As modelled its doorway is 1.53 m clear - lower " + + "than the 1.7 m villagers who live in it, and lower than a standing adult's head - so the " + + "Pilot's headset pushed through the wall above the door. 1.4 makes it 2.1 m, with the " + + "house 12 x 9 m inside. Everything placed in house space (bed, screen, fan, villagers, " + + "yard) is multiplied by this too; plotWidth and laneSpacing are metres and already allow for it.")] + [SerializeField] private float houseScale = 1.4f; + + [Tooltip("Height of the house floor above the ground in the model (0.178 m); scaled with the house. " + + "Things standing inside - beds, villagers - sit on it, not on the ground under it.")] + [SerializeField] private float modelFloorHeight = 0.178f; + private float FloorY => modelFloorHeight * houseScale; + + [Tooltip("Share of houses that show a water jar in the yard - never more than one each.")] + [Range(0, 100)] + [SerializeField] private int yardJarPercent = 50; + + [Header("Anchors inside a plot (local to the house)")] + [SerializeField] private Vector3 bedOffset = new Vector3(0f, 0f, 2.2f); + + // In the window on the back wall (SM_WindowLeft (1), centred at 1.10, 1.04, -2.87 in house + // space); the screen's pivot is its bottom edge. It was at (1.6, 1.4, 0.1) - the middle of the + // room - where it hung at head height as a black panel with no window behind it. + [SerializeField] private Vector3 screenOffset = new Vector3(1.1f, 0.54f, -2.78f); + [SerializeField] private Vector3 fanOffset = new Vector3(-1.4f, 0f, 2.0f); + [SerializeField] private float villagerSpacing = 0.9f; + + public readonly List Households = new List(); + public readonly List Villagers = new List(); + + private static M3NeighbourhoodBuilder current; + /// How much larger than its model the house stands (1 before the neighbourhood exists). + public static float HouseScale => current != null ? current.houseScale : 1f; + private static readonly List none = new List(); + /// The plots of the neighbourhood that is standing now (empty before it is built). + public static IReadOnlyList HouseholdViews => current != null ? current.Households : none; + + private void Awake() => current = this; + + private bool built; + + private void Start() + { + if (M3Session.Instance == null) + { + Debug.LogError("Module 3: no M3Session in the scene, so there is no neighbourhood to build."); + return; + } + + if (M3Session.Instance.Neighbourhood != null) Build(); + else M3Session.Instance.OnTurnStarted += BuildOnFirstTurn; + } + + private void BuildOnFirstTurn(int turnIndex) + { + M3Session.Instance.OnTurnStarted -= BuildOnFirstTurn; + Build(); + } + + public void Build() + { + if (built) return; + built = true; + + var sim = M3Session.Instance.Neighbourhood; + + for (int i = 0; i < sim.Households.Count; i++) + { + BuildPlot(sim, sim.Households[i]); + } + + var surroundings = GetComponent(); + if (surroundings != null && Households.Count > 0) + { + var village = new Bounds(Households[0].transform.position, Vector3.zero); + foreach (var h in Households) village.Encapsulate(h.transform.position); + village.Expand(new Vector3(16f, 0f, 14f)); // the houses themselves, plus their yards + surroundings.Build(village); + } + + Debug.Log($"Module 3: built {Households.Count} plots and {Villagers.Count} villagers " + + $"from seed {M3Session.Instance.Seed}."); + } + + private void BuildPlot(Neighbourhood sim, Household h) + { + // Two rows facing each other across a lane, which is what makes the transmission chain + // plausible - section 5: houses close together are not set dressing. + bool farSide = h.LaneY % 2 == 1; + var plotPosition = new Vector3(h.LaneX * plotWidth, 0f, farSide ? laneSpacing : 0f); + var facing = Quaternion.Euler(0f, farSide ? 180f : 0f, 0f); + + var plot = new GameObject($"Plot_{h.Id}"); + plot.transform.SetParent(transform, false); + plot.transform.SetPositionAndRotation(plotPosition, facing); + + if (housePrefab != null) + { + var house = Instantiate(housePrefab, plot.transform); + house.transform.localScale = Vector3.one * houseScale; + OpenTheDoors(house); + AddTeleportFloor(plot.transform); + } + + var bed = bedPrefab != null + ? Instantiate(bedPrefab, plot.transform).transform + : Anchor(plot.transform, "BedAnchor", bedOffset); + bed.localPosition = bedOffset * houseScale + Vector3.up * FloorY; + + var screenMount = Anchor(plot.transform, "ScreenMount", screenOffset * houseScale); + screenMount.localScale = Vector3.one * houseScale; // the window is scaled with the house + var fanStand = Anchor(plot.transform, "FanStand", fanOffset * houseScale + Vector3.up * FloorY); + var netAnchor = Anchor(plot.transform, "NetAnchor", bedOffset * houseScale + Vector3.up * FloorY); + + var view = plot.AddComponent(); + view.householdId = h.Id; + view.Bind(screenMount, fanStand, netAnchor); + Households.Add(view); + + // The containers are scenery and the visible reason there are mosquitoes here. Section 5: + // they are "not a button, not a task, not a score" - nothing here is interactive. + // + // The model gives every household two to five productive containers (and always at least + // two, so a cleared yard is never a promise - section 5), but drawing one jar per container + // lined every yard with identical pots. Scenery only needs to say "water stands here": one + // jar at most, and a stable per-house roll leaves some yards bare. This is presentation + // only - the simulation's container counts are untouched. + if (containerPrefab != null && h.ProductiveContainerCount > 0 + && (int)(((uint)h.Id * 2654435761u >> 16) % 100u) < yardJarPercent) + { + // In the lane-side yard, in front of the house. At z = -1.8 they were inside the + // 6.4 m-deep house, where nobody walking the lane could see them. + var yard = Anchor(plot.transform, $"Container_{h.Id}", new Vector3(-2.5f * houseScale, 0f, yardDepth)); + Instantiate(containerPrefab, yard); + } + + for (int r = 0; r < h.ResidentIds.Count; r++) + { + BuildVillager(sim, plot.transform, h.ResidentIds[r], r, bed); + } + } + + /// + /// A thin floor-only surface inside the house that the teleport ray can land on. The house's own + /// floor mesh includes the walls, so making that teleportable would let the ray put a Pilot on a + /// wall or in the doorway. + /// + private void AddTeleportFloor(Transform plot) + { + var go = new GameObject("Teleport Floor"); + go.transform.SetParent(plot, false); + var box = go.AddComponent(); + box.size = new Vector3(8.0f * houseScale, 0.04f, 5.8f * houseScale); + box.center = new Vector3(0.1f * houseScale, FloorY - 0.02f, 0.2f * houseScale); + M3XRPlayer.MakeTeleportArea(go); + } + + /// + /// The Lao house model has its doors closed: each is a solid slab, with a collider, filling a + /// real opening in the wall - so a Pilot walking up to a house was stopped dead at the door + /// (found by walking in with the thumbstick; a fly-through camera never touched them). The + /// pivot of each leaf is its hinge edge, so swinging it 90 degrees about the vertical opens the + /// doorway and leaves the leaf standing flat against the wall. + /// + private static void OpenTheDoors(GameObject house) + { + foreach (var t in house.GetComponentsInChildren(true)) + { + if (t.name.StartsWith("Door")) + t.localRotation = Quaternion.Euler(0f, -90f, 0f) * t.localRotation; + } + } + + private void BuildVillager(Neighbourhood sim, Transform plot, int personId, int index, Transform bed) + { + // A loose group in the far corner of the room, turned to face the door the volunteer comes + // in by. The first layout fanned them across the middle of the room - straight in the path + // between the door and the bed, so a Pilot walked into one of them - and before that they + // stood in a row facing a wall. Model-space numbers, scaled with the house. + int count = sim.HouseholdById(sim.PersonById(personId).HouseholdId).ResidentIds.Count; + Vector3 door = new Vector3(3.0f, 0f, -1.27f) * houseScale; + float rowStep = Mathf.Min(0.7f, 2.9f / Mathf.Max(count, 1)); + Vector3 local = new Vector3(-1.6f + (index % 2) * 0.7f, 0f, -2.4f + index * rowStep) * houseScale; + local.y = FloorY; // on the floor, not the ground beneath it + var spot = Anchor(plot, $"Villager_{personId}", local); + var faceDoor = door - local; + faceDoor.y = 0f; + spot.localRotation = Quaternion.LookRotation(faceDoor, Vector3.up); + + var person = sim.PersonById(personId); + var body = BodyPrefabFor(person.Age, personId); + var villager = body != null ? Instantiate(body, spot) : new GameObject("Villager"); + if (body == null) villager.transform.SetParent(spot, false); + ShowOneBody(villager, personId); + + // The prefab is Module 1's street NPC: its Human component walks waypoints and sets + // isWalk on Start, so every villager ran on the spot indoors. They stand at home here. + var walker = villager.GetComponent(); + if (walker != null) walker.enabled = false; + var animator = villager.GetComponentInChildren(); + if (animator != null) animator.SetBool("isWalk", false); + + // A purpose-built child or elder body already has the right proportions; only the fallback + // adult body needs scaling by age. Everyone gets a little natural variation. + bool ownBody = body != villagerPrefab; + float size = ownBody ? 1f : person.Age == AgeBand.Child ? 0.65f : person.Age == AgeBand.Elder ? 0.94f : 1f; + size *= 1f + ((personId * 37) % 7 - 3) * 0.012f; + villager.transform.localScale = Vector3.one * size; + + var view = villager.GetComponent(); + if (view == null) view = villager.AddComponent(); + view.personId = personId; + view.RestingPlace = bed; + view.WireFrom(villager); + // Instantiate/AddComponent already ran OnEnable -> Refresh with personId still 0, so on + // the first turn every villager showed person 0's condition: a patient with a fever stood + // there looking well until the next turn. Refresh now that it knows who it is. + view.Refresh(); + Villagers.Add(view); + + // Someone to talk to: point at them and pull the trigger, or reach out. Same on every + // villager, sick or well (section 5 - nothing marks a sick person). + if (villager.GetComponentInChildren() == null) + { + var capsule = villager.AddComponent(); + capsule.center = new Vector3(0f, 0.85f, 0f); + capsule.height = 1.7f; + capsule.radius = 0.32f; + } + SlimTalkCollider(villager); + var target = villager.GetComponent() ?? villager.AddComponent(); + target.personId = personId; + } + + /// + /// Keeps a villager's collider about body-sized. The street-NPC prefab ships a 0.5 m-radius + /// capsule (a metre wide), the villagers stand 0.7 m apart, so their colliders overlapped and + /// pointing at one person opened whoever was nearer along the ray - found when the second + /// conversation of a visit kept opening the first person's panel. Only the person you point + /// at should respond. + /// + private static void SlimTalkCollider(GameObject villager) + { + foreach (var capsule in villager.GetComponentsInChildren(true)) + { + if (capsule.isTrigger) continue; + capsule.radius = Mathf.Min(capsule.radius, 0.28f); + capsule.height = Mathf.Max(capsule.height, capsule.radius * 2f); + } + } + + /// The body for this person: a purpose-built one for their age band if the scene has any. + private GameObject BodyPrefabFor(AgeBand age, int personId) + { + var pool = age == AgeBand.Child ? childPrefabs : age == AgeBand.Elder ? elderPrefabs : null; + if (pool != null && pool.Length > 0) + { + var pick = pool[(int)((uint)personId % (uint)pool.Length)]; + if (pick != null) return pick; + } + return villagerPrefab; + } + + /// + /// PF_CharacterV1 carries three complete bodies (fodo, nasa, Roger - each 1.6-1.7 m tall, each a + /// different head) as siblings, all active, and nothing chooses between them, so every adult + /// rendered all three stacked in one spot. Keep one per person, chosen from their id so it is + /// stable across rebuilds, and switch the others off. A prefab with a single body is untouched. + /// + private static void ShowOneBody(GameObject villager, int personId) + { + var bodies = villager.GetComponentsInChildren(true); + RepairBones(bodies); + if (bodies.Length < 2) return; + int keep = (int)((uint)personId % (uint)bodies.Length); + for (int i = 0; i < bodies.Length; i++) bodies[i].gameObject.SetActive(i == keep); + } + + /// + /// In PF_CharacterV1 only Roger is rigged: fodo and nasa have every entry of their bone list + /// empty, and a skinned mesh with no bones draws nothing at all - upright or lying, whatever its + /// bounds say. Two thirds of the adults were invisible (a sick one on a bed showed an empty + /// mattress). All three meshes are skinned to the same 31-bone skeleton - their bind poses are + /// identical - so the unrigged bodies take the rigged one's bones. Done here rather than in the + /// prefab because Module 1's street NPCs stack all three bodies from the same prefab, and rigging + /// them there would show three overlapping people. + /// + private static void RepairBones(SkinnedMeshRenderer[] bodies) + { + SkinnedMeshRenderer donor = null; + foreach (var body in bodies) + if (HasAllBones(body)) { donor = body; break; } + if (donor == null) return; + + foreach (var body in bodies) + { + if (HasAllBones(body) || body.sharedMesh == null) continue; + if (!SameSkeleton(body.sharedMesh, donor.sharedMesh)) continue; + body.bones = donor.bones; + if (body.rootBone == null) body.rootBone = donor.rootBone; + } + } + + private static bool HasAllBones(SkinnedMeshRenderer body) + { + var bones = body.bones; + if (bones == null || bones.Length == 0) return false; + foreach (var b in bones) if (b == null) return false; + return true; + } + + private static bool SameSkeleton(Mesh a, Mesh b) + { + var pa = a.bindposes; + var pb = b.bindposes; + if (pa.Length != pb.Length) return false; + for (int i = 0; i < pa.Length; i++) + for (int k = 0; k < 16; k++) + if (Mathf.Abs(pa[i][k] - pb[i][k]) > 1e-5f) return false; + return true; + } + + private static Transform Anchor(Transform parent, string name, Vector3 localPosition) + { + var t = new GameObject(name).transform; + t.SetParent(parent, false); + t.localPosition = localPosition; + return t; + } + + /// Where plot stands, for the map and the Coach view. + public Vector3 PlotPosition(int householdId) + { + for (int i = 0; i < Households.Count; i++) + { + if (Households[i].householdId == householdId) return Households[i].transform.position; + } + return Vector3.zero; + } +} diff --git a/Assets/1.TeamWorkspace/Module3/Scripts/M3NeighbourhoodBuilder.cs.meta b/Assets/1.TeamWorkspace/Module3/Scripts/M3NeighbourhoodBuilder.cs.meta new file mode 100644 index 00000000..1c1263f4 --- /dev/null +++ b/Assets/1.TeamWorkspace/Module3/Scripts/M3NeighbourhoodBuilder.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 5c49cece3445418896358bc6162cd43c +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/1.TeamWorkspace/Module3/Scripts/M3PersonPanel.cs b/Assets/1.TeamWorkspace/Module3/Scripts/M3PersonPanel.cs new file mode 100644 index 00000000..8e7d8c9c --- /dev/null +++ b/Assets/1.TeamWorkspace/Module3/Scripts/M3PersonPanel.cs @@ -0,0 +1,210 @@ +using System.Collections.Generic; +using Aedes.Module3.Sim; +using TMPro; +using UnityEngine; +using UnityEngine.UI; + +/// +/// The conversation with one villager, as a panel standing beside them in the room. +/// +/// It is the whole household visit of section 7 in one place: who this is, what you can see +/// (step 3), what the family tells you in plain words (step 2), and what you can do about it - +/// the closed verb list of section 4, never "diagnose" or "treat". Everything on it comes from +/// Observe, so the panel can show nothing the model says the volunteer could not have seen. +/// +/// Framing rule (section 5): every villager opens the same panel the same way. Nothing about a +/// sick person's panel looks like a warning; it is a conversation, not an alert. +/// +/// Pressable with the ray (point and pull the trigger) or by poking it with a finger. +/// +public class M3PersonPanel : MonoBehaviour +{ + public static M3PersonPanel Instance { get; private set; } + + [SerializeField] private float closeDistance = 5.5f; + + [Header("Where the panel floats")] + [Tooltip("How far from the Pilot's head. A menu is read and pressed at arm's reach: beside the " + + "villager, 3 m away, its text was a few pixels tall.")] + [SerializeField] private float panelDistance = 1.3f; + [Tooltip("Degrees to the side of the villager, so the panel does not hide the person you are talking to.")] + [SerializeField] private float sideAngle = 28f; + [Tooltip("Canvas units per metre. Lower = bigger panel and text.")] + [SerializeField] private float unitsPerMetre = 850f; + + public int PersonId { get; private set; } = -1; + public bool IsOpen => root != null && root.gameObject.activeSelf; + + private RectTransform root; + private RectTransform stack; + private TextMeshProUGUI feedback; + private Transform villager; + private Vector3 conversationAt; // where the villager stood when it began + private string lastFeedbackKey; + + private M3Session S => M3Session.Instance; + + private void Awake() + { + Instance = this; + root = M3Ui.WorldCanvas("Person Panel", transform, new Vector2(620f, 900f), unitsPerMetre); + M3Ui.Panel(root, "Background", M3Ui.PanelColour); + stack = M3Ui.Stack(root, "Content", 7f, new RectOffset(26, 26, 22, 22)); + root.gameObject.SetActive(false); + } + + private void OnEnable() + { + if (S != null) { S.OnActionResolved += OnAction; S.OnTurnStarted += OnTurn; } + } + + private void OnDisable() + { + if (S != null) { S.OnActionResolved -= OnAction; S.OnTurnStarted -= OnTurn; } + } + + private void Start() + { + // Subscribe again once M3Session has certainly woken (see M3Hud for the race). + OnDisable(); + OnEnable(); + } + + private void OnTurn(int _) => Close(); + + private void OnAction(ActionResult r) + { + if (!IsOpen) return; + lastFeedbackKey = r.MessageKey; + Rebuild(); + } + + /// Opens the conversation with , standing beside . + public void Open(int personId, Transform body) + { + if (S == null || S.Session == null || !S.Running) return; + PersonId = personId; + villager = body; + conversationAt = body.position; + lastFeedbackKey = null; + + // Talking to someone is looking in on their household. + var p = S.Neighbourhood.PersonById(personId); + if (p != null) M3VisitTracker.Visit(p.HouseholdId); + + Place(); + root.gameObject.SetActive(true); + Rebuild(); + } + + public void Close() + { + if (root != null) root.gameObject.SetActive(false); + PersonId = -1; + villager = null; + } + + private void Update() + { + if (!IsOpen) return; + var head = Camera.main != null ? Camera.main.transform : null; + if (head == null || villager == null) return; + // Measured from where the conversation began, not from the body: helping someone rest or + // sending them to the health centre moves their body (to the bed, back to their spot in the + // room), and a panel that closed itself the moment the referral went through never showed + // the reply to it. + Vector3 d = conversationAt - head.position; + d.y = 0f; + if (d.magnitude > closeDistance) Close(); + } + + /// + /// At arm's reach in the direction of the villager, turned a little to the right of them so + /// both can be seen, and facing the Pilot. + /// + private void Place() + { + var head = Camera.main.transform; + Vector3 toVillager = villager.position - head.position; + toVillager.y = 0f; + if (toVillager.sqrMagnitude < 0.01f) toVillager = head.forward; + toVillager.Normalize(); + + // Never further than the villager, so the panel is between the two of you. + float dist = Mathf.Min(panelDistance, Mathf.Max(0.8f, Vector3.Distance(head.position, villager.position) - 0.5f)); + Vector3 dir = Quaternion.Euler(0f, sideAngle, 0f) * toVillager; + Vector3 at = head.position + dir * dist; + at.y = head.position.y - 0.1f; + root.position = at; + Vector3 look = at - head.position; + look.y = 0f; + root.rotation = Quaternion.LookRotation(look, Vector3.up); + } + + private void Rebuild() + { + M3Ui.Clear(stack); + var sim = S.Neighbourhood; + var obs = Observe.Person(sim, PersonId); + if (obs == null) { Close(); return; } + + // Who. + M3Ui.Line(stack, $"{M3Ui.L(WhoKey(obs.Age))}", 38f, M3Ui.Text); + + // What you can see. + M3Ui.Line(stack, M3Ui.L("m3.ui.youSee"), 22f, M3Ui.Muted); + var seen = new List(); + foreach (var sign in obs.Signs) seen.Add(M3Ui.L(sign.Key)); + if (seen.Count == 0) seen.Add(M3Ui.L("m3.see.nothingOutOfTheOrdinary")); + M3Ui.Line(stack, string.Join("\n", seen), 28f, M3Ui.Text); + + // What the household says. + if (!string.IsNullOrEmpty(obs.DialogueKey)) + { + M3Ui.Line(stack, M3Ui.L("m3.ui.theySay"), 22f, M3Ui.Muted); + M3Ui.Line(stack, $"“{M3Ui.L(obs.DialogueKey, obs.DialogueDays)}”", 28f, M3Ui.Accent); + } + + if (obs.Condition == VisibleCondition.AtTheHealthCentre) + { + AddFooter(); + return; + } + + // What you can do for them. + M3Ui.Line(stack, M3Ui.L("m3.ui.forThem"), 22f, M3Ui.Muted); + foreach (var a in Observe.ActionsFor(sim, PersonId)) AddAction(a); + + // And for the house. + M3Ui.Line(stack, M3Ui.L("m3.ui.forTheHouse"), 22f, M3Ui.Muted); + foreach (var a in Observe.ActionsFor(sim, obs.HouseholdId, household: true)) AddAction(a); + + AddFooter(); + } + + private void AddAction(AvailableAction a) + { + var action = a.ToAction(); + M3Ui.Button(stack, M3Ui.L(a.LabelKey), 50f, () => S.Do(action), a.Enabled, 26f); + if (!a.Enabled && !string.IsNullOrEmpty(a.DisabledReasonKey)) + M3Ui.Line(stack, M3Ui.L(a.DisabledReasonKey), 20f, M3Ui.Muted); + } + + private void AddFooter() + { + if (!string.IsNullOrEmpty(lastFeedbackKey)) + feedback = M3Ui.Line(stack, M3Ui.L(lastFeedbackKey), 24f, M3Ui.Accent); + M3Ui.Button(stack, M3Ui.L("m3.ui.close"), 46f, Close, true, 24f); + LayoutRebuilder.ForceRebuildLayoutImmediate(stack); + // Grow the card to fit its content, so a short conversation is not a tall empty panel. + float h = LayoutUtility.GetPreferredHeight(stack); + root.sizeDelta = new Vector2(root.sizeDelta.x, Mathf.Max(300f, h)); + } + + private static string WhoKey(AgeBand age) => age switch + { + AgeBand.Child => "m3.who.child", + AgeBand.Elder => "m3.who.elder", + _ => "m3.who.adult", + }; +} diff --git a/Assets/1.TeamWorkspace/Module3/Scripts/M3PersonPanel.cs.meta b/Assets/1.TeamWorkspace/Module3/Scripts/M3PersonPanel.cs.meta new file mode 100644 index 00000000..a50ac607 --- /dev/null +++ b/Assets/1.TeamWorkspace/Module3/Scripts/M3PersonPanel.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 408f8ef993d364a8cb76c189c5258708 \ No newline at end of file diff --git a/Assets/1.TeamWorkspace/Module3/Scripts/M3Session.cs b/Assets/1.TeamWorkspace/Module3/Scripts/M3Session.cs new file mode 100644 index 00000000..0b82ed0a --- /dev/null +++ b/Assets/1.TeamWorkspace/Module3/Scripts/M3Session.cs @@ -0,0 +1,191 @@ +using System; +using Aedes.Module3.Sim; +using UnityEngine; + +/// +/// Drives one Module 3 session: builds the neighbourhood, runs the turn clock, and moves the +/// calendar on at each handover. +/// +/// The session logic itself lives in Aedes.Module3.Sim.Session, which knows nothing about Unity +/// and is covered by tests. This class supplies the clock and the events, and nothing else - +/// keeping it thin is what lets the whole session shape be verified without entering play mode. +/// +/// Section 8 on the clock: a turn is "fixed and enforced by the game rather than left to the +/// class - an untimed turn becomes one confident student playing while the other two watch, +/// which is the failure mode the squad structure exists to prevent." +/// +public class M3Session : MonoBehaviour +{ + public static M3Session Instance { get; private set; } + + [Header("Session")] + [Tooltip("0 picks a fresh seed each session. Set a value to replay an exact neighbourhood.")] + [SerializeField] private int seed; + + [Tooltip("Start as soon as the scene loads. Off if a menu or tutorial starts it instead.")] + [SerializeField] private bool autoStart = true; + + [Header("Debug")] + [SerializeField] private bool logHandovers = true; + + public Session Session { get; private set; } + public Neighbourhood Neighbourhood => Session?.Neighbourhood; + public int Seed { get; private set; } + + /// Seconds left in this turn. The Coach watches this on the cast, not only the Pilot. + public float TurnSecondsRemaining { get; private set; } + public float TurnSecondsTotal { get; private set; } + public bool Running { get; private set; } + + /// The turn clock does not run before this time - the handover screen is still up. + private float clockHeldUntil; + + [Tooltip("Hold each turn's clock until the Pilot says they are ready (A). In a headset the next " + + "Pilot still has to put it on; a fixed delay either wastes their turn or starts it " + + "while they are fumbling with the strap.")] + [SerializeField] private bool waitForPilot = true; + + /// True while a turn is waiting for its Pilot to press ready. + public bool WaitingForPilot { get; private set; } + public event Action OnPilotReady; + + /// The Pilot is in the headset and ready: start the clock. + public void PilotReady() + { + if (!WaitingForPilot) return; + WaitingForPilot = false; + OnPilotReady?.Invoke(); + } + + public event Action OnTurnStarted; // turn index + public event Action OnHandover; + public event Action OnSessionFinished; + public event Action OnActionResolved; + + private ParameterSet parameters; + + private void Awake() + { + if (Instance != null && Instance != this) { Destroy(gameObject); return; } + Instance = this; + DontDestroyOnLoad(gameObject); + } + + private void Start() + { + if (autoStart) StartSession(); + } + + public void StartSession() + { + // Anything GAMA sent that had to wait for a rebuild takes effect here. + parameters = Module3Parameters.Instance != null + ? Module3Parameters.Instance.TakeForNewSession() + : new ParameterSet(); + + Seed = seed != 0 ? seed : Environment.TickCount & 0x7FFFFFFF; + + var neighbourhood = ScenarioBuilder.Build(Seed, parameters.Config, parameters.Scenario); + Session = new Session(neighbourhood); + + // So a mid-session parameter delivery knows what to stage onto. + if (Module3Parameters.Instance != null) Module3Parameters.Instance.LiveNeighbourhood = neighbourhood; + + TurnSecondsTotal = parameters.Config.TurnSeconds; + TurnSecondsRemaining = TurnSecondsTotal; + Running = true; + + Debug.Log($"Module 3: session started, seed {Seed}, " + + $"{parameters.Config.Rounds} rounds x {parameters.Config.TurnsPerRound} turns of " + + $"{TurnSecondsTotal:0}s, parameters from {parameters.Origin}."); + + WaitingForPilot = waitForPilot; + OnTurnStarted?.Invoke(0); + } + + private void Update() + { + if (!Running) return; + if (WaitingForPilot || Time.time < clockHeldUntil) return; + + TurnSecondsRemaining -= Time.deltaTime; + if (TurnSecondsRemaining > 0f) return; + + EndTurn(); + } + + /// + /// Ends the turn early. The timer is the rule, but a Pilot who has finished a household + /// should not have to stand around waiting for it. + /// + public void EndTurn() + { + if (!Running) return; + + HandoverBrief brief = Session.EndTurn(); + if (brief == null) return; + + if (logHandovers) LogBrief(brief); + + if (brief.IsFinalHandover) + { + Running = false; + if (Module3Parameters.Instance != null) Module3Parameters.Instance.LiveNeighbourhood = null; + OnSessionFinished?.Invoke(brief); + return; + } + + TurnSecondsRemaining = TurnSecondsTotal; + WaitingForPilot = waitForPilot; + OnHandover?.Invoke(brief); + OnTurnStarted?.Invoke(Session.TurnIndex); + } + + /// + /// Holds the turn clock while the handover screen is up. The clock used to start the instant + /// the turn ended, so every incoming Pilot lost the whole handover (12 s of a 180 s turn, + /// measured) before touching anything. + /// + public void HoldTurnClock(float seconds) + { + clockHeldUntil = Mathf.Max(clockHeldUntil, Time.time + seconds); + } + + /// Everything the interaction layer routes through. + public ActionResult Do(PlayerAction action) + { + if (Session == null) return new ActionResult { Action = action, Outcome = ActionOutcome.Invalid }; + + ActionResult result = Session.Do(action); + OnActionResolved?.Invoke(result); + return result; + } + + /// + /// Section 5: before any score is shown, replay what would have happened had the first patient + /// been covered on day one. Same seed, same squad actions, one extra net. + /// + public RunResult BuildCounterfactual() + { + if (Session == null) return default; + return SimRunner.Counterfactual(Seed, parameters.Config, parameters.Scenario, + Session.RecordedActions(), Session.PatientZeroId()); + } + + private static void LogBrief(HandoverBrief b) + { + var sb = new System.Text.StringBuilder(); + sb.AppendLine($"--- Handover: {b.DaysElapsed} days later (day {b.DayNow}), nets left {b.NetsRemaining}"); + if (b.NewCases.Count > 0) sb.AppendLine($" {b.NewCases.Count} new case(s) since the last turn"); + if (b.NeedReferralNow.Count > 0) sb.AppendLine($" {b.NeedReferralNow.Count} need a doctor NOW"); + if (b.UncoveredPatients.Count > 0) sb.AppendLine($" {b.UncoveredPatients.Count} unwell and uncovered"); + if (b.LookingBetterButWatch.Count > 0) sb.AppendLine($" {b.LookingBetterButWatch.Count} looking better - keep watching"); + if (b.HouseholdsNeverVisited.Count > 0) sb.AppendLine($" {b.HouseholdsNeverVisited.Count} household(s) nobody has visited"); + Debug.Log(sb.ToString()); + } + + private void OnDestroy() + { + if (Instance == this) Instance = null; + } +} diff --git a/Assets/1.TeamWorkspace/Module3/Scripts/M3Session.cs.meta b/Assets/1.TeamWorkspace/Module3/Scripts/M3Session.cs.meta new file mode 100644 index 00000000..93c21924 --- /dev/null +++ b/Assets/1.TeamWorkspace/Module3/Scripts/M3Session.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: ae6967dcfcba4d74aed5c0275422655b +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/1.TeamWorkspace/Module3/Scripts/M3Sockets.cs b/Assets/1.TeamWorkspace/Module3/Scripts/M3Sockets.cs new file mode 100644 index 00000000..a3e27f0d --- /dev/null +++ b/Assets/1.TeamWorkspace/Module3/Scripts/M3Sockets.cs @@ -0,0 +1,21 @@ +using UnityEngine; + +/// +/// Finds the named Socket_* transforms that Module 3's prop and furniture prefabs carry +/// (Module3Props.Socket). Sockets are how art says where things attach, so code looks them up by +/// name and never by a position it measured itself. +/// +public static class M3Sockets +{ + /// The first transform called at or below , or null. + public static Transform Find(Transform root, string name) + { + if (root == null) return null; + + foreach (var t in root.GetComponentsInChildren(true)) + { + if (t.name == name) return t; + } + return null; + } +} diff --git a/Assets/1.TeamWorkspace/Module3/Scripts/M3Sockets.cs.meta b/Assets/1.TeamWorkspace/Module3/Scripts/M3Sockets.cs.meta new file mode 100644 index 00000000..0d635d3e --- /dev/null +++ b/Assets/1.TeamWorkspace/Module3/Scripts/M3Sockets.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 15ac6cc99cc2a419bb203e02586cea5f \ No newline at end of file diff --git a/Assets/1.TeamWorkspace/Module3/Scripts/M3Surroundings.cs b/Assets/1.TeamWorkspace/Module3/Scripts/M3Surroundings.cs new file mode 100644 index 00000000..c227718f --- /dev/null +++ b/Assets/1.TeamWorkspace/Module3/Scripts/M3Surroundings.cs @@ -0,0 +1,307 @@ +using System.Collections.Generic; +using UnityEngine; + +/// +/// The countryside around the Module 3 neighbourhood: sky, grass, rice paddies, a tree line and +/// hills on the horizon. +/// +/// Before this the village stood on a grey plane under Unity's default gradient sky, so from +/// inside the lanes the horizon was an empty white-blue band. Like the neighbourhood itself it is +/// built at runtime from a seed rather than dressed by hand, so the scene file stays small and +/// the surroundings always fit whatever layout the builder produced. +/// +/// Scenery only: no colliders, nothing the model or the player interacts with. +/// +public class M3Surroundings : MonoBehaviour +{ + [Header("Art")] + [SerializeField] private Material skybox; + [Tooltip("Palms and banana plants, placed close to the houses.")] + [SerializeField] private GameObject[] nearTrees; + [Tooltip("Broad trees and bushes for the tree line further out.")] + [SerializeField] private GameObject[] farTrees; + + [Header("Layout")] + [SerializeField] private int seed = 11; + [SerializeField] private float hillRadius = 330f; + [SerializeField] private float farClip = 520f; + + [Header("Colours")] + [SerializeField] private Color grass = new Color(0.36f, 0.55f, 0.24f); + [SerializeField] private Color track = new Color(0.55f, 0.45f, 0.32f); + [SerializeField] private Color dyke = new Color(0.47f, 0.40f, 0.27f); + [SerializeField] private Color paddyGreen = new Color(0.42f, 0.70f, 0.26f); + [SerializeField] private Color paddyWater = new Color(0.40f, 0.52f, 0.46f); + [SerializeField] private Color hills = new Color(0.30f, 0.44f, 0.36f); + [SerializeField] private Color haze = new Color(0.74f, 0.82f, 0.88f); + + [Header("Ground pattern")] + [Tooltip("Metres per texel of the painted ground over the village. Smaller is crisper and costs texture " + + "memory: 0.06 gives about 2200 texels across a 130 m village (10 MB).")] + [SerializeField] private float groundTexel = 0.06f; + [Tooltip("How strongly the grass mottles and the track is marked. 0 is the old flat colour.")] + [Range(0f, 1.5f)] + [SerializeField] private float groundContrast = 1f; + + /// Metres one repeat of the far-fields grass tile covers. + private const float FieldTile = 32f; + /// How far the painted ground reaches past the houses along the lane, and across it (up to the paddies). + private const float PaintMarginAlong = 36f, PaintMarginAcross = 14f; + /// Width of the dirt track down the lane, before it wanders. + private const float TrackWidth = 3.2f; + /// + /// The Lao house as modelled, measured along its plot's axes (z toward the lane) at scale 1 and + /// multiplied by the builder's house scale: its side walls, its front wall, and where the side + /// door opens in the +x wall - the one a visitor comes in by, from the gap between houses. + /// + private const float ModelMinX = -4.16f, ModelMaxX = 4.39f, ModelFrontZ = 3.4f, ModelDoorZ = -0.89f; + /// Metres out from the side wall that the worn path down the gap runs. + private const float PathOffset = 1f; + + private System.Random rng; + private Transform root; + private readonly Dictionary materials = new Dictionary(); + private readonly List paintedTextures = new List(); + + /// + /// Called by M3NeighbourhoodBuilder once the plots stand; covers the + /// houses. The plots themselves (whose yards get worn) are read from the builder on this object. + /// + public void Build(Bounds village) + { + // Not the builder's static HouseholdViews: that is only set in Awake, so it is empty when the + // neighbourhood is built in edit mode (the scene smoke test). + var builder = GetComponent(); + IReadOnlyList plots = builder != null ? builder.Households : M3NeighbourhoodBuilder.HouseholdViews; + if (root != null) Destroy(root.gameObject); + ReleaseTextures(); + root = new GameObject("Surroundings (runtime)").transform; + root.SetParent(transform, false); + rng = new System.Random(seed); + + BuildSky(); + BuildGround(village, plots); + BuildPaddies(village); + BuildTrees(village); + BuildHills(village.center); + + // The houses are part of the look too: give them their surface texture now that they stand. + M3HouseSurface.ApplyToPlots(plots); + } + + private void BuildSky() + { + if (skybox != null) + { + RenderSettings.skybox = skybox; + DynamicGI.UpdateEnvironment(); + } + // A little haze so the hills and the far tree line recede instead of ending in a hard edge. + RenderSettings.fog = true; + RenderSettings.fogMode = FogMode.Linear; + RenderSettings.fogColor = haze; + RenderSettings.fogStartDistance = 70f; + RenderSettings.fogEndDistance = hillRadius * 1.9f; + + var cam = Camera.main; + if (cam != null) cam.farClipPlane = Mathf.Max(cam.farClipPlane, farClip); + } + + private void BuildGround(Bounds village, IReadOnlyList plots) + { + // Grass to the horizon: a small seamless tile repeated, since out there the repeats vanish into the haze. + float fieldSize = hillRadius * 2.2f; + var fields = Quad("Fields", village.center + Vector3.down * 0.03f, new Vector2(fieldSize, fieldSize), grass); + fields.GetComponent().sharedMaterial = PaintedMat( + M3GroundPainter.PaintTile(256, grass, groundContrast, seed), Vector2.one * (fieldSize / FieldTile)); + + // Over the village and its lane, one image that never repeats, with the dirt track between the + // two rows of houses painted into the grass, and the worn yard and side-door path of every house. + // The scene's own grey ground plane sits at the same height, so its renderer is switched off + // (its collider is still what the player stands on and teleports to) rather than left to fight + // the painted quad for the pixels. + var area = new Rect(village.min.x - PaintMarginAlong, village.min.z - PaintMarginAcross, + village.size.x + PaintMarginAlong * 2f, village.size.z + PaintMarginAcross * 2f); + var frames = new M3GroundPainter.PlotFrame[plots != null ? plots.Count : 0]; + for (int i = 0; i < frames.Length; i++) + frames[i] = M3GroundPainter.FrameOf(plots[i].transform, village.center.z); + float houseScale = M3NeighbourhoodBuilder.HouseScale; + var yard = new M3GroundPainter.YardLayout + { + minX = ModelMinX * houseScale, + maxX = ModelMaxX * houseScale, + frontZ = ModelFrontZ * houseScale, + doorZ = ModelDoorZ * houseScale, + pathX = ModelMaxX * houseScale + PathOffset, + }; + var painted = Quad("Ground (painted)", new Vector3(area.center.x, 0f, area.center.y), area.size, grass); + painted.GetComponent().sharedMaterial = PaintedMat( + M3GroundPainter.PaintVillage(area, groundTexel, 4096, village.center.z, TrackWidth * 0.5f, + frames, yard, grass, track, groundContrast, seed), Vector2.one); + var sceneGround = GameObject.Find("Ground"); + if (sceneGround != null && sceneGround.TryGetComponent(out var groundRenderer)) + groundRenderer.enabled = false; + } + + private void BuildPaddies(Bounds village) + { + // Paddies either side of the village, beyond its back yards: the landscape a Lao + // neighbourhood actually sits in, and flat, so it costs almost nothing to draw. + const float cell = 13f, bank = 0.7f; + float x0 = village.min.x - 70f, x1 = village.max.x + 70f; + foreach (float side in new[] { -1f, 1f }) + { + float zStart = side > 0 ? village.max.z + 14f : village.min.z - 14f; + for (int row = 0; row < 5; row++) + { + float z = zStart + side * (row * cell + cell * 0.5f); + for (float x = x0; x < x1; x += cell) + { + if (Next() < 0.12f) continue; // a few gaps read as fallow ground + var centre = new Vector3(x + cell * 0.5f, 0f, z); + Quad("Dyke", centre + Vector3.up * 0.01f, new Vector2(cell, cell), dyke); + bool flooded = Next() < 0.35f; + var colour = flooded ? paddyWater : Vary(paddyGreen, 0.06f); + var paddy = Quad("Paddy", centre + Vector3.up * 0.02f, new Vector2(cell - bank, cell - bank), colour); + if (flooded) paddy.GetComponent().sharedMaterial = Mat(colour, 0.85f); + } + } + } + } + + private void BuildTrees(Bounds village) + { + var keepOut = village; + keepOut.Expand(new Vector3(6f, 0f, 6f)); + + // Palms and bananas close around the houses, as in the Module 1 village. + if (nearTrees != null && nearTrees.Length > 0) + { + for (int i = 0; i < 46; i++) + { + var p = RingPoint(village, 3f, 14f); + if (keepOut.Contains(new Vector3(p.x, keepOut.center.y, p.z))) continue; + Place(nearTrees, p, 0.9f, 1.3f); + } + } + + // A thicker, broken tree line further out - the edge of the next village, or the forest. + if (farTrees != null && farTrees.Length > 0) + { + for (int i = 0; i < 160; i++) + { + float a = (float)(Next() * Mathf.PI * 2f); + float r = Mathf.Lerp(95f, 160f, (float)Next()); + var p = village.center + new Vector3(Mathf.Cos(a) * r * 1.2f, 0f, Mathf.Sin(a) * r); + Place(farTrees, p, 1.4f, 2.4f); + } + } + } + + /// A point in a band around the village's footprint. + private Vector3 RingPoint(Bounds b, float inner, float outer) + { + float d = Mathf.Lerp(inner, outer, (float)Next()); + switch (rng.Next(4)) + { + case 0: return new Vector3(Mathf.Lerp(b.min.x - d, b.max.x + d, (float)Next()), 0f, b.max.z + d); + case 1: return new Vector3(Mathf.Lerp(b.min.x - d, b.max.x + d, (float)Next()), 0f, b.min.z - d); + case 2: return new Vector3(b.min.x - d, 0f, Mathf.Lerp(b.min.z, b.max.z, (float)Next())); + default: return new Vector3(b.max.x + d, 0f, Mathf.Lerp(b.min.z, b.max.z, (float)Next())); + } + } + + private void Place(GameObject[] prefabs, Vector3 at, float minScale, float maxScale) + { + var prefab = prefabs[rng.Next(prefabs.Length)]; + if (prefab == null) return; + var tree = Instantiate(prefab, at, Quaternion.Euler(0f, (float)Next() * 360f, 0f), root); + tree.transform.localScale *= Mathf.Lerp(minScale, maxScale, (float)Next()); + foreach (var c in tree.GetComponentsInChildren()) Destroy(c); + } + + /// A low ring of hills on the horizon: one mesh, a few hundred triangles. + private void BuildHills(Vector3 centre) + { + const int segments = 72; + var verts = new List(); + var tris = new List(); + float phase1 = (float)Next() * 10f, phase2 = (float)Next() * 10f; + for (int i = 0; i <= segments; i++) + { + float a = i / (float)segments * Mathf.PI * 2f; + var dir = new Vector3(Mathf.Cos(a), 0f, Mathf.Sin(a)); + // Noise sampled round a circle, so the ring closes without a cliff where it meets. + float cx = Mathf.Cos(a), cz = Mathf.Sin(a); + float h = 24f + 18f * Mathf.PerlinNoise(phase1 + cx * 1.6f, phase1 + cz * 1.6f) + + 22f * Mathf.Pow(Mathf.PerlinNoise(phase2 + cx * 4f, phase2 + cz * 4f), 2f); + verts.Add(centre + dir * (hillRadius - 60f)); // foot, near side + verts.Add(centre + dir * hillRadius + Vector3.up * h); // ridge + verts.Add(centre + dir * (hillRadius + 70f) + Vector3.up * h * 0.4f); // far shoulder + if (i == segments) break; + int k = i * 3; + // Wound to face the village: the player only ever sees the inner slopes. + tris.AddRange(new[] { k, k + 3, k + 1, k + 1, k + 3, k + 4, k + 1, k + 4, k + 2, k + 2, k + 4, k + 5 }); + } + var mesh = new Mesh { name = "Hills" }; + mesh.SetVertices(verts); + mesh.SetTriangles(tris, 0); + mesh.RecalculateNormals(); + + var go = new GameObject("Hills"); + go.transform.SetParent(root, false); + go.AddComponent().sharedMesh = mesh; + go.AddComponent().sharedMaterial = Mat(hills, 0f); + } + + // ---------- helpers ---------- + + private GameObject Quad(string name, Vector3 centre, Vector2 size, Color colour) + { + var q = GameObject.CreatePrimitive(PrimitiveType.Quad); + q.name = name; + Destroy(q.GetComponent()); + q.transform.SetParent(root, false); + q.transform.position = centre; + q.transform.rotation = Quaternion.Euler(90f, 0f, 0f); + q.transform.localScale = new Vector3(size.x, size.y, 1f); + q.GetComponent().sharedMaterial = Mat(colour, 0.05f); + return q; + } + + private Material Mat(Color colour, float smoothness) + { + var key = new Color(colour.r, colour.g, colour.b, smoothness); + if (materials.TryGetValue(key, out var m)) return m; + var shader = Shader.Find("Universal Render Pipeline/Lit") ?? Shader.Find("Standard"); + m = new Material(shader) { color = colour }; + if (m.HasProperty("_BaseColor")) m.SetColor("_BaseColor", colour); + if (m.HasProperty("_Smoothness")) m.SetFloat("_Smoothness", smoothness); + materials[key] = m; + return m; + } + + /// A matte material showing . The texture is remembered so a rebuild or destroy can free it. + private Material PaintedMat(Texture2D tex, Vector2 tiling) + { + paintedTextures.Add(tex); + return new Material(Mat(Color.white, 0.05f)) { mainTexture = tex, mainTextureScale = tiling }; + } + + private void ReleaseTextures() + { + foreach (var t in paintedTextures) + if (t != null) Destroy(t); + paintedTextures.Clear(); + } + + private void OnDestroy() => ReleaseTextures(); + + private Color Vary(Color c, float amount) + { + float v = 1f + ((float)Next() * 2f - 1f) * amount; + return new Color(c.r * v, c.g * v, c.b * v); + } + + private double Next() => rng.NextDouble(); +} diff --git a/Assets/1.TeamWorkspace/Module3/Scripts/M3Surroundings.cs.meta b/Assets/1.TeamWorkspace/Module3/Scripts/M3Surroundings.cs.meta new file mode 100644 index 00000000..6bc50708 --- /dev/null +++ b/Assets/1.TeamWorkspace/Module3/Scripts/M3Surroundings.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 36c690e00f104255ab262692b0e9d8bc +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/1.TeamWorkspace/Module3/Scripts/M3Ui.cs b/Assets/1.TeamWorkspace/Module3/Scripts/M3Ui.cs new file mode 100644 index 00000000..f1aef4b6 --- /dev/null +++ b/Assets/1.TeamWorkspace/Module3/Scripts/M3Ui.cs @@ -0,0 +1,160 @@ +using System; +using TMPro; +using UnityEngine; +using UnityEngine.Events; +using UnityEngine.UI; +using UnityEngine.XR.Interaction.Toolkit.UI; + +/// +/// Building blocks for Module 3's in-headset UI: world-space canvases that the XR ray and poke +/// interactors can press, text, panels and buttons, and the localization lookup they all use. +/// +/// Built in code like the rest of the module's UI (M3Hud, Module2HUD), so there is no prefab or +/// scene YAML to merge. +/// +public static class M3Ui +{ + public static readonly Color PanelColour = new Color(0.05f, 0.06f, 0.08f, 0.92f); + public static readonly Color ButtonColour = new Color(0.20f, 0.42f, 0.33f, 1f); + public static readonly Color ButtonDisabled = new Color(0.25f, 0.27f, 0.30f, 1f); + public static readonly Color Muted = new Color(0.68f, 0.72f, 0.77f, 1f); + public static readonly Color Text = new Color(0.95f, 0.95f, 0.95f, 1f); + public static readonly Color Accent = new Color(0.90f, 0.70f, 0.36f, 1f); + + /// The Lao-capable font the HUD uses; null falls back to the TMP default. + public static TMP_FontAsset Font; + + public static string L(string key, params object[] args) + { + if (string.IsNullOrEmpty(key)) return ""; + if (LocalizationManager.Instance == null) return key; + return args == null || args.Length == 0 + ? LocalizationManager.Instance.GetLocalizedValue(key) + : LocalizationManager.Instance.GetLocalizedValue(key, args); + } + + /// + /// A world-space canvas wide, laid out in UI units at + /// , pressable by XR rays and pokes. + /// + public static RectTransform WorldCanvas(string name, Transform parent, Vector2 sizeUnits, float unitsPerMetre = 1000f) + { + var go = new GameObject(name, typeof(RectTransform)); + if (parent != null) go.transform.SetParent(parent, false); + var canvas = go.AddComponent(); + canvas.renderMode = RenderMode.WorldSpace; + canvas.sortingOrder = 30; // above the head-following HUD (20): the nearer thing draws on top + go.AddComponent().dynamicPixelsPerUnit = 3f; + go.AddComponent(); + var rt = (RectTransform)go.transform; + rt.sizeDelta = sizeUnits; + rt.localScale = Vector3.one / unitsPerMetre; + if (Camera.main != null) canvas.worldCamera = Camera.main; + return rt; + } + + public static RectTransform Rect(string name, Transform parent, Vector2 anchorMin, Vector2 anchorMax, + Vector2 offsetMin, Vector2 offsetMax) + { + var go = new GameObject(name, typeof(RectTransform)); + go.transform.SetParent(parent, false); + var rt = (RectTransform)go.transform; + rt.anchorMin = anchorMin; + rt.anchorMax = anchorMax; + rt.offsetMin = offsetMin; + rt.offsetMax = offsetMax; + return rt; + } + + public static Image Panel(Transform parent, string name, Color colour) + { + var rt = Rect(name, parent, Vector2.zero, Vector2.one, Vector2.zero, Vector2.zero); + var img = rt.gameObject.AddComponent(); + img.color = colour; + return img; + } + + public static TextMeshProUGUI Label(Transform parent, string name, float size, Color colour, + TextAlignmentOptions align = TextAlignmentOptions.TopLeft) + { + var rt = Rect(name, parent, Vector2.zero, Vector2.one, Vector2.zero, Vector2.zero); + var t = rt.gameObject.AddComponent(); + if (Font != null) t.font = Font; + t.fontSize = size; + t.color = colour; + t.alignment = align; + t.richText = true; + t.textWrappingMode = TextWrappingModes.Normal; + t.raycastTarget = false; + return t; + } + + /// Adds a LayoutElement asking for a fixed or preferred height. + public static T Height(T c, float height) where T : Component + { + var le = c.gameObject.GetComponent() ?? c.gameObject.AddComponent(); + le.preferredHeight = height; + le.minHeight = height; + return c; + } + + public static Button Button(Transform parent, string label, float height, UnityAction onClick, + bool enabled = true, float fontSize = 30f) + { + var rt = Rect("Button: " + label, parent, Vector2.zero, Vector2.one, Vector2.zero, Vector2.zero); + var img = rt.gameObject.AddComponent(); + img.color = enabled ? ButtonColour : ButtonDisabled; + var button = rt.gameObject.AddComponent