Keep initial scenery trees behind and beside the playable board

This commit is contained in:
NINI
2026-10-10 09:29:41 +09:00
parent 24f0347404
commit e7ae849f3d
23 changed files with 205 additions and 128 deletions
@@ -115,7 +115,8 @@ namespace MagnetismHeroes.Editor
int trees = group == 1 ? 9 : group == 3 ? 11 : group == 0 ? 2 : group == 2 ? 3 : 1;
for (int i = 0; i < trees; i++)
{
float angle = (35 + i * 360f / trees + variant * 8) * Mathf.Deg2Rad;
// Frame the board from behind and the sides; a full ring puts large crowns beside the default camera.
float angle = (trees == 1 ? 35 + variant * 8 : -75 + i * 150f / (trees - 1) + (variant - 2) * 4) * Mathf.Deg2Rad;
float radius = group == 1 || group == 3 ? 8.6f + i % 3 * .7f : 10.5f;
string tree = group == 1 ? new[] { "RoundCanopyTree", "SageCanopyTree", "RoundCanopyTree" }[(i + variant) % 3] : group == 3 ? (i % 2 == 0 ? "TallWindTree" : "SageCanopyTree") : "RoundCanopyTree";
Place(tree, Mathf.Sin(angle) * radius, Mathf.Cos(angle) * radius * .72f, .85f + (i + variant) % 3 * .13f, i * 47 + variant * 21);
@@ -106,8 +106,12 @@ namespace MagnetismHeroes.Tests
Reload();_app.StartStage(6);yield return null;
var cache=(PlaygroundRestoreGeometry)new SerializedObject(_app).FindProperty("_restoreGeometry").objectReferenceValue;
var meshType=typeof(PlaygroundResume).GetNestedType("RestoreMesh",System.Reflection.BindingFlags.NonPublic);
var nativePoint=new Vector3(-8.3752327f,1.6241438f,-4.0848165f);
var native=_app.Environment.GetComponentsInChildren<MeshCollider>().Where(mesh=>mesh.enabled&&mesh.sharedMesh.name=="RoundCanopyTree").OrderBy(mesh=>Vector3.Distance(mesh.bounds.center,nativePoint)).First();
// The same authored stage 6 tree (loop index 5) now frames the board from behind.
var nativePoint=new Vector3(1.6815286f,1.6242015f,7.1185765f);
var native=_app.Environment.GetComponentsInChildren<MeshCollider>().Single(mesh=>mesh.enabled&&mesh.sharedMesh.name=="RoundCanopyTree"
&&Mathf.Abs(Mathf.DeltaAngle(mesh.transform.parent.localEulerAngles.y,235))<.001f
&&Vector3.Distance(mesh.transform.parent.localScale,Vector3.one*1.11f)<.00001f);
Assert.That(Vector3.Distance(native.transform.parent.localPosition,new Vector3(1.8652403f,-.56261694f,7.073643f)),Is.LessThan(.001f));
Assert.That(Vector3.Distance(native.bounds.center,nativePoint),Is.LessThan(.001f));
foreach(string fixture in new[]{"native-stage6","synthetic-tree"})
{
@@ -8,6 +8,7 @@ using MagnetismHeroes.Core;
using MagnetismHeroes.UnityRuntime.Bootstrap;
using MagnetismHeroes.UnityRuntime.Presentation;
using NUnit.Framework;
using TMPro;
using UnityEditor;
using UnityEngine;
using UnityEngine.Profiling;
@@ -165,6 +166,77 @@ namespace MagnetismHeroes.Tests
Assert.That(distant, Is.GreaterThan(0)); Assert.That(reachable, Is.GreaterThan(0));
Assert.That(errors, Is.Empty, string.Join("\n", errors));
}
[UnityTest] public IEnumerator InitialTreesLeaveOriginalSpheresNumbersAndTopHudClearOnPhoneAndTablet()
{
var errors = new List<string>(); int spheres = 0, numbers = 0, hudSamples = 0;
var camera = _app.Presenter.Camera; float previousAspect = camera.aspect;
bool previousBackfaces = Physics.queriesHitBackfaces;
try
{
for (int id = 1; id <= 30; id++)
{
_app.StartStage(id); _app.Voice.Clear(); yield return null; yield return null;
foreach (float aspect in new[] { 2400f / 1080, 1600f / 1000 })
{
camera.aspect = aspect; _app.Orbit.Apply(GameSession.DefaultCamera()); yield return null; yield return null;
var trees = _app.Environment.GetComponentsInChildren<MeshCollider>()
.Where(item => item.name == "RoundCanopyTree" || item.name == "SageCanopyTree" || item.name == "TallWindTree").ToArray();
Assert.That(trees, Is.Not.Empty, $"Stage {id} must query its actual authored tree meshes.");
var enabled = trees.Select(item => item.enabled).ToArray();
try
{
// Distant tree colliders can be disabled for movement while their meshes still render.
// Enable only these actual meshes for this synchronous visual query, then restore them.
foreach (var tree in trees) tree.enabled = true;
Physics.queriesHitBackfaces = true; Physics.SyncTransforms();
void Clear(Ray ray, float distance, string target)
{
foreach (var tree in trees)
if (tree.Raycast(ray, out var hit, distance))
errors.Add($"Stage {id}, aspect {aspect:R}, {target} blocked by {tree.name} at {hit.distance:R}m.");
}
foreach (var ball in _app.Presenter.Balls.Values)
{
foreach (var offset in new[] { Vector3.zero, camera.transform.right * .3f, camera.transform.right * -.3f,
camera.transform.up * .3f, camera.transform.up * -.3f })
{
var point = ball.transform.position + offset;
var direction = point - camera.transform.position;
Clear(new Ray(camera.transform.position, direction), direction.magnitude - .4f, $"sphere {ball.BallId}, offset {offset}");
}
spheres++;
}
foreach (var badge in _app.GetComponentsInChildren<GroupBadge>())
{
var number = badge.GetComponentInChildren<TMP_Text>();
foreach (var offset in new[] { Vector3.zero, camera.transform.right * .15f, camera.transform.right * -.15f })
{
var direction = number.transform.position + offset - camera.transform.position;
Clear(new Ray(camera.transform.position, direction), direction.magnitude, $"number {number.text}, offset {offset}");
}
numbers++;
}
// Sample the visible title and counter bands behind the overlay, not opaque buttons.
// This covers their central/side columns at two heights; Native captures verify full text.
foreach (float x in new[] { .42f, .5f, .58f, .84f, .9f, .96f })
foreach (float y in new[] { .90f, .94f })
{
Clear(camera.ViewportPointToRay(new Vector3(x, y, 0)), 100, $"top HUD ({x},{y})"); hudSamples++;
}
}
finally
{
for (int index = 0; index < trees.Length; index++) trees[index].enabled = enabled[index];
Physics.queriesHitBackfaces = previousBackfaces; Physics.SyncTransforms();
}
}
}
}
finally { camera.aspect = previousAspect; Physics.queriesHitBackfaces = previousBackfaces; }
Debug.Log($"Initial tree clearance: 30 stages x 2 aspects, {spheres} original spheres, {numbers} numbers, {hudSamples} top HUD samples; {errors.Count} blocked rays.");
Assert.That(spheres, Is.EqualTo(346)); Assert.That(numbers, Is.GreaterThan(0)); Assert.That(hudSamples, Is.EqualTo(720));
Assert.That(errors, Is.Empty, string.Join("\n", errors));
}
}
}
#endif
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