Ship the WeChat hot-update catalogs and the camp, TideWhale T2, UI atlas, and animation-lab work.

Co-authored-by: Cursor <cursoragent@cursor.com>
This commit is contained in:
udx
2026-10-24 18:04:41 +08:00
co-authored by Cursor
parent 6ebc9401ce
commit 45e62132c8
1432 changed files with 2971856 additions and 2798 deletions
@@ -6,11 +6,10 @@ using UnityEngine.UI;
namespace HotUpdate.UI
{
/// <summary>Walks a placeholder explorer over the camp painting and speaks only after a tap.</summary>
/// <summary>Walks the camp guide over the camp painting and speaks only after a tap.</summary>
public sealed class HomeExplorerPresenter : MonoBehaviour
{
const int Layer = 31;
static readonly Color Key = new Color(0.07f, 0.02f, 0.09f, 1f);
static readonly string[] Lines =
{
"喷泉今天的水声很好听。",
@@ -26,6 +25,9 @@ namespace HotUpdate.UI
UiPrefabLoader _loader;
GameObject _stage;
Camera _camera;
RenderTexture _texture;
RawImage _image;
bool _booting;
Transform _actor;
RectTransform _button;
RectTransform _bubble;
@@ -41,30 +43,50 @@ namespace HotUpdate.UI
void OnEnable()
{
_image = GetComponent<RawImage>();
if (_image != null) _image.enabled = _camera != null;
if (_camera != null) _camera.enabled = true;
else StartCoroutine(Boot());
else if (!_booting) StartCoroutine(Boot());
}
void OnDisable()
{
if (_camera != null) _camera.enabled = false;
if (_image != null) _image.enabled = false;
if (_bubble != null) _bubble.gameObject.SetActive(false);
}
void OnDestroy()
{
if (_button != null) _button.GetComponent<Button>().onClick.RemoveListener(Speak);
if (_stage != null) Destroy(_stage);
if (_camera != null && _camera.targetTexture != null)
if (_image != null) _image.texture = null;
if (_camera != null) _camera.targetTexture = null;
if (_texture != null)
{
_camera.targetTexture.Release();
Destroy(_camera.targetTexture);
_texture.Release();
Destroy(_texture);
}
if (_stage != null) Destroy(_stage);
_loader?.Dispose();
}
IEnumerator Boot()
{
_booting = true;
try { yield return BootCore(); }
finally { _booting = false; }
}
IEnumerator BootCore()
{
// The serialized material makes the shader a real AssetBundle dependency.
// Never display the opaque camera clear color when that dependency is unavailable.
if (_image == null || _image.material == null || _image.material.shader == null ||
_image.material.shader.name != "AIGame/HomeExplorerCutout" || !_image.material.shader.isSupported)
{
Debug.LogWarning("[HomeExplorer] Preview material unavailable; keeping the camp background visible.");
yield break;
}
var root = transform.parent;
_button = root.Find("Btn_Explorer") as RectTransform;
_bubble = root.Find("Panel_ExplorerTalk") as RectTransform;
@@ -73,9 +95,9 @@ namespace HotUpdate.UI
yield return null;
GameObject prefab = null;
_loader = new UiPrefabLoader(null, "Assets/Bundles/Characters/Explorer");
yield return _loader.LoadAsync("ExplorerSimple", loaded => prefab = loaded);
if (prefab == null || _stage != null) yield break;
_loader = new UiPrefabLoader(null, "Assets/Bundles/Characters/Human/CampGuideStudio");
yield return _loader.LoadAsync("CampGuideStudio_Rigged", loaded => prefab = loaded);
if (prefab == null || _stage != null || !isActiveAndEnabled) yield break;
_stage = new GameObject("HomeExplorerStage");
_stage.transform.position = new Vector3(40f, 0f, 0f);
@@ -97,7 +119,8 @@ namespace HotUpdate.UI
camGo.transform.SetParent(_stage.transform, false);
_camera = camGo.AddComponent<Camera>();
_camera.clearFlags = CameraClearFlags.SolidColor;
_camera.backgroundColor = Key;
// Read the shipped material: a hot-update DLL may run with an older Art bundle.
_camera.backgroundColor = _image.material.GetColor("_Key");
_camera.cullingMask = 1 << Layer;
_camera.orthographic = true;
_camera.orthographicSize = 1.45f;
@@ -107,21 +130,11 @@ namespace HotUpdate.UI
_camera.depth = -50;
_camera.transform.localPosition = new Vector3(0.15f, 1.7f, -3.6f);
_camera.transform.LookAt(_stage.transform.TransformPoint(0f, 0.7f, 0f));
var rt = new RenderTexture(512, 512, 16, RenderTextureFormat.ARGB32);
rt.Create();
_camera.targetTexture = rt;
var raw = gameObject.GetComponent<RawImage>() ?? gameObject.AddComponent<RawImage>();
raw.texture = rt;
raw.raycastTarget = false;
raw.color = Color.white;
var shader = Shader.Find("AIGame/HomeExplorerCutout");
if (shader != null)
{
var material = new Material(shader);
material.SetColor("_Key", Key);
raw.material = material;
}
_texture = new RenderTexture(512, 512, 16, RenderTextureFormat.ARGB32);
_texture.Create();
_camera.targetTexture = _texture;
_image.texture = _texture;
_image.enabled = true;
_bubble.gameObject.SetActive(false);
if (!_hooked && _button != null)
{