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20 Commits

Author SHA1 Message Date
NINI a54ae6fb23 Merge approved hero and meadow visual upgrade into dev
Apply the user-approved magnetic knight and meadow, flower hill, and rock hill assets to all 30 stages and free play.
Preserve gameplay and progress behavior, with final terrain correction and verified asset provenance.
2026-10-09 23:27:19 +09:00
NINI 0d992d9dcc Record verified terrain correction and final approved asset provenance 2026-10-09 02:34:57 +09:00
NINI 620c73cbd2 원경 보정 후 최종 검증과 모델 채택 기록 갱신 2026-10-09 02:33:02 +09:00
NINI 3346eb559b Integrate terrain continuity correction with approved models preserved 2026-10-09 01:56:29 +09:00
NINI ef03611628 Overlap distant horizon terrain with meadow apron to close floating foot gaps 2026-10-09 01:48:02 +09:00
NINI da169df7c7 Record approved model adoption and final Android verification 2026-10-09 01:26:44 +09:00
NINI a906be69a0 docs: 승인 모델 채택과 최종 검증 기록 2026-10-09 01:25:00 +09:00
NINI 83182e7f3e Clarify the scope of captured mesh resource measurements 2026-10-09 00:23:55 +09:00
NINI b880cc196c Validate natural scenery and add soft daylight shadows 2026-10-09 00:23:11 +09:00
NINI b4d88546a2 Capture home readiness without updating the inactive board presenter 2026-10-09 00:08:34 +09:00
NINI 7e4bf1f5ea Capture ten individual and grouped friends in every natural world 2026-10-09 00:03:05 +09:00
NINI 471a2b20c8 Verify natural worlds and group presentation with mobile soft shadows 2026-10-09 00:01:36 +09:00
NINI 2d4b4a88e3 Apply approved knight and natural landscape models in Unity 2026-10-08 23:49:59 +09:00
NINI 43b22d6788 Apply approved knight models and natural scenery to all thirty stages 2026-10-08 23:36:55 +09:00
NINI 7c786c5435 Record user approval of hero and three landscape model candidates 2026-10-08 23:05:56 +09:00
NINI 5185d94631 Add Blender meadow model candidates for review 2026-10-08 02:07:12 +09:00
NINI 37010382fd Add Blender knight model candidates for review 2026-10-08 02:01:09 +09:00
NINI 80be80566a Add native meadow scenery candidates and reproducible Blender review exports 2026-10-08 01:58:53 +09:00
NINI 7d7efbe6b6 Document knight model review and regeneration in Korean 2026-10-08 01:45:39 +09:00
NINI 5ad1a237c8 Create review-only magnetic knight body and equipment models 2026-10-08 01:44:06 +09:00
219 changed files with 19367 additions and 409 deletions
@@ -0,0 +1,293 @@
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Security.Cryptography;
using MagnetismHeroes.UnityRuntime.Presentation;
using MagnetismHeroes.UnityRuntime.StageAssets;
using UnityEditor;
using UnityEngine;
using Object = UnityEngine.Object;
namespace MagnetismHeroes.Editor
{
// Deliberately scoped: never invokes the initial project/content builders.
public static class VisualUpgradeAssets
{
private const string Root = "Assets/MagnetismHeroes/UnityRuntime/Presentation/";
private const float FarHorizonRadius = 27;
[Serializable] private sealed class ApprovedFile { public string repositoryRelativePath, sha256; }
[Serializable] private sealed class Approval { public string status; public ApprovedFile[] approvedFiles; }
[Serializable] private sealed class PortableMaterial
{
public string name;
public float[] baseColorSrgb, authoredSRGB;
public float roughness, metallic;
}
[Serializable] private sealed class Provenance { public PortableMaterial[] portableMaterials, materials; }
[Serializable] private sealed class ImportRecord
{
public string asset, sha256;
public Vector3 rootEuler;
public int meshes, triangles;
}
[Serializable] private sealed class ApplyRecord
{
public string utc, status;
public int approvedFiles, stages;
public ImportRecord[] imports;
public string[] unchangedNonvisualStageSignatures;
}
public static void ApplyDaylightShadows()
{
var app = PrefabUtility.LoadPrefabContents(FirstSliceAssets.AppPrefabPath);
try
{
var sun = app.transform.Find("Sun").GetComponent<Light>();
sun.shadows = LightShadows.Soft; sun.shadowStrength = .55f;
sun.color = new Color(1, .97f, .91f); sun.intensity = 1.3f;
PrefabUtility.SaveAsPrefabAsset(app, FirstSliceAssets.AppPrefabPath);
}
finally { PrefabUtility.UnloadPrefabContents(app); }
var pipeline = new SerializedObject(AssetDatabase.LoadMainAssetAtPath("Assets/Settings/Mobile_RPAsset.asset"));
pipeline.FindProperty("m_SoftShadowsSupported").boolValue = true;
pipeline.FindProperty("m_SoftShadowQuality").intValue = 1;
pipeline.FindProperty("m_ShadowDistance").floatValue = 30;
pipeline.ApplyModifiedPropertiesWithoutUndo(); AssetDatabase.SaveAssets();
Debug.Log("[VisualUpgrade] Existing daylight light and mobile URP: soft .55-strength shadows, low soft-shadow quality, one 1024 cascade, 30m distance; model/material/stage bytes untouched.");
}
public static void ApplyHorizonContinuity()
{
foreach (int id in Enumerable.Range(1, 30))
{
var stage = AssetDatabase.LoadAssetAtPath<StageAsset>($"Assets/MagnetismHeroes/UnityRuntime/StageAssets/Stage{id:D2}.asset");
string before = StageSignature(stage);
if (stage.Decorations.Count(item => item.prefab.name == "FarHorizon") != 4)
throw new InvalidOperationException("Expected four existing horizon placements in stage " + id);
Undo.RecordObject(stage, "Connect distant horizon to meadow apron");
var data = new SerializedObject(stage); var placements = data.FindProperty("_decorations");
for (int index = 0; index < placements.arraySize; index++)
{
var placement = placements.GetArrayElementAtIndex(index);
if (placement.FindPropertyRelative("prefab").objectReferenceValue.name != "FarHorizon") continue;
var position = placement.FindPropertyRelative("position"); var point = position.vector3Value;
var direction = new Vector3(point.x, 0, point.z).normalized;
position.vector3Value = new Vector3(direction.x * FarHorizonRadius, point.y, direction.z * FarHorizonRadius);
}
data.ApplyModifiedPropertiesWithoutUndo();
if (StageSignature(stage) != before) throw new InvalidOperationException("Nonvisual stage state changed: " + id);
}
AssetDatabase.SaveAssets();
Debug.Log("[VisualUpgrade] Only 120 FarHorizon positions moved inward to overlap the existing apron/ridge; stage nonvisual fields unchanged.");
}
public static void Apply()
{
string approvalPath = Environment.GetEnvironmentVariable("MAGNETISM_VISUAL_APPROVAL");
if (string.IsNullOrEmpty(approvalPath)) throw new InvalidOperationException("Exact reviewed approval record is required.");
var approval = JsonUtility.FromJson<Approval>(File.ReadAllText(approvalPath));
if (approval.status != "APPROVED" || approval.approvedFiles.Length != 25)
throw new InvalidOperationException("All 25 reviewed files must be approved before adoption.");
foreach (var file in approval.approvedFiles)
if (Hash(file.repositoryRelativePath) != file.sha256)
throw new InvalidOperationException("Approved bytes changed: " + file.repositoryRelativePath);
var stages = Enumerable.Range(1, 30).Select(id => AssetDatabase.LoadAssetAtPath<StageAsset>(
$"Assets/MagnetismHeroes/UnityRuntime/StageAssets/Stage{id:D2}.asset")).ToArray();
var signatures = stages.Select(StageSignature).ToArray();
Directory.CreateDirectory(Root + "Materials/VisualUpgrade");
Directory.CreateDirectory(Root + "Prefabs/Meadow");
AssetDatabase.Refresh();
var materials = new Dictionary<string, Material>();
foreach (string path in new[] { "SourceAssets/Models/Heroes/provenance.json", "SourceAssets/Models/Meadow/provenance.json" })
{
var provenance = JsonUtility.FromJson<Provenance>(File.ReadAllText(path));
foreach (var spec in provenance.portableMaterials ?? provenance.materials)
{
string materialPath = Root + "Materials/VisualUpgrade/" + spec.name + ".mat";
var material = AssetDatabase.LoadAssetAtPath<Material>(materialPath);
if (material == null)
{
material = new Material(Shader.Find("Universal Render Pipeline/Lit"));
AssetDatabase.CreateAsset(material, materialPath);
}
// Unity's material Color is sRGB; Lit converts it for the linear render pipeline.
// The Blender linearBaseColor is deliberately not assigned as another sRGB color.
var color = spec.baseColorSrgb ?? spec.authoredSRGB;
material.SetColor("_BaseColor", new Color(color[0], color[1], color[2], 1));
material.SetFloat("_Smoothness", 1 - spec.roughness);
material.SetFloat("_Metallic", spec.metallic);
material.enableInstancing = true;
EditorUtility.SetDirty(material); materials.Add(spec.name, material);
}
}
var imports = new List<ImportRecord>();
foreach (var file in approval.approvedFiles.Where(item => item.repositoryRelativePath.EndsWith(".fbx", StringComparison.Ordinal)))
{
var importer = (ModelImporter)AssetImporter.GetAtPath(file.repositoryRelativePath);
importer.globalScale = 1; importer.useFileScale = true; importer.bakeAxisConversion = true;
importer.importAnimation = false; importer.importCameras = false; importer.importLights = false;
importer.SaveAndReimport();
foreach (var source in AssetDatabase.LoadAllAssetsAtPath(file.repositoryRelativePath).OfType<Material>())
{
if (!materials.TryGetValue(source.name, out var material))
throw new InvalidOperationException("Material has no portable provenance: " + source.name);
importer.AddRemap(new AssetImporter.SourceAssetIdentifier(typeof(Material), source.name), material);
}
importer.SaveAndReimport();
var model = AssetDatabase.LoadAssetAtPath<GameObject>(file.repositoryRelativePath);
var meshes = model.GetComponentsInChildren<MeshFilter>(true);
imports.Add(new ImportRecord { asset = file.repositoryRelativePath, sha256 = file.sha256,
rootEuler = model.transform.localEulerAngles, meshes = meshes.Length,
triangles = meshes.Sum(filter => filter.sharedMesh.triangles.Length / 3) });
}
ApplyBody(); ApplyEquipment();
var props = approval.approvedFiles.Where(item => item.repositoryRelativePath.Contains("/Models/Meadow/") && item.repositoryRelativePath.EndsWith(".fbx", StringComparison.Ordinal))
.ToDictionary(item => Path.GetFileNameWithoutExtension(item.repositoryRelativePath), item => Scenery(item.repositoryRelativePath));
foreach (var stage in stages) ApplyStage(stage, props);
for (int index = 0; index < stages.Length; index++)
if (StageSignature(stages[index]) != signatures[index]) throw new InvalidOperationException("Nonvisual stage state changed: " + (index + 1));
var app = PrefabUtility.LoadPrefabContents(FirstSliceAssets.AppPrefabPath);
try
{
// Preserve the old floor's exact input/drag collision boundary.
app.transform.Find("Playground/PlaygroundIsland").GetComponent<MeshRenderer>().enabled = false;
app.transform.Find("GameCamera").GetComponent<Camera>().backgroundColor = new Color(.58f, .83f, .88f);
PrefabUtility.SaveAsPrefabAsset(app, FirstSliceAssets.AppPrefabPath);
}
finally { PrefabUtility.UnloadPrefabContents(app); }
AssetDatabase.SaveAssets();
string evidence = Environment.GetEnvironmentVariable("MAGNETISM_VISUAL_EVIDENCE");
Directory.CreateDirectory(evidence);
File.WriteAllText(Path.Combine(evidence, "source-import.json"), JsonUtility.ToJson(new ApplyRecord {
utc = DateTime.UtcNow.ToString("o"), status = "APPLIED_EXACT_APPROVED_BYTES_NONVISUAL_STAGE_FIELDS_UNCHANGED",
approvedFiles = approval.approvedFiles.Length, stages = stages.Length, imports = imports.ToArray(),
unchangedNonvisualStageSignatures = signatures }, true));
Debug.Log("[VisualUpgrade] Exact approved models imported, original gameplay stage fields preserved, one equipment assembly per badge connected.");
}
private static void ApplyBody()
{
string path = Root + "Prefabs/MagnetFriend.prefab";
var ball = PrefabUtility.LoadPrefabContents(path);
try
{
var old = ball.transform.Find("ApprovedHeroBody");
if (old != null) Object.DestroyImmediate(old.gameObject);
var body = (GameObject)PrefabUtility.InstantiatePrefab(AssetDatabase.LoadAssetAtPath<GameObject>(Root + "Models/Heroes/HeroBody.fbx"));
body.name = "ApprovedHeroBody"; body.transform.SetParent(ball.transform, false);
var renderer = body.GetComponentInChildren<MeshRenderer>();
var data = new SerializedObject(ball.GetComponent<BallView>());
data.FindProperty("_body").objectReferenceValue = renderer; data.ApplyModifiedPropertiesWithoutUndo();
Object.DestroyImmediate(ball.GetComponent<MeshRenderer>());
Object.DestroyImmediate(ball.GetComponent<MeshFilter>());
PrefabUtility.SaveAsPrefabAsset(ball, path);
}
finally { PrefabUtility.UnloadPrefabContents(ball); }
}
private static void ApplyEquipment()
{
string path = Root + "Prefabs/GroupBadge.prefab";
var badge = PrefabUtility.LoadPrefabContents(path);
try
{
var old = badge.transform.Find("KnightEquipment");
if (old != null) Object.DestroyImmediate(old.gameObject);
var equipment = new GameObject("KnightEquipment"); equipment.transform.SetParent(badge.transform, false);
var alignment = new GameObject("ViewAlignment"); alignment.transform.SetParent(equipment.transform, false);
var model = (GameObject)PrefabUtility.InstantiatePrefab(AssetDatabase.LoadAssetAtPath<GameObject>(Root + "Models/Heroes/KnightEquipment.fbx"));
model.transform.SetParent(alignment.transform, false);
// Keep the imported FBX root untouched. Orient its front to the sprite's -Z front.
var shield = model.GetComponentsInChildren<MeshRenderer>().Single(item => item.name == "Shield_TealFace");
float front = equipment.transform.InverseTransformPoint(shield.bounds.center).z;
if (Mathf.Abs(front) < .01f) throw new InvalidOperationException("Cannot identify imported equipment front.");
if (front > 0) alignment.transform.localRotation = Quaternion.Euler(0, 180, 0);
var data = new SerializedObject(badge.GetComponent<GroupBadge>());
data.FindProperty("_equipment").objectReferenceValue = equipment.transform; data.ApplyModifiedPropertiesWithoutUndo();
Debug.Log($"[VisualUpgrade] equipment imported front={front}, view alignment={alignment.transform.localEulerAngles}, imported root={model.transform.localEulerAngles}");
PrefabUtility.SaveAsPrefabAsset(badge, path);
}
finally { PrefabUtility.UnloadPrefabContents(badge); }
}
private static GameObject Scenery(string source)
{
string name = Path.GetFileNameWithoutExtension(source);
var prop = new GameObject(name);
try
{
var model = (GameObject)PrefabUtility.InstantiatePrefab(AssetDatabase.LoadAssetAtPath<GameObject>(source));
model.transform.SetParent(prop.transform, false);
if (name == "OpenStoneArch" || name == "MossStoneSteps")
foreach (var filter in model.GetComponentsInChildren<MeshFilter>())
filter.gameObject.AddComponent<MeshCollider>().sharedMesh = filter.sharedMesh;
return PrefabUtility.SaveAsPrefabAsset(prop, Root + "Prefabs/Meadow/" + name + ".prefab");
}
finally { Object.DestroyImmediate(prop); }
}
private static void ApplyStage(StageAsset stage, Dictionary<string, GameObject> props)
{
var placements = new List<StageDecoration>();
void Place(string name, float x, float y, float z, float scale = 1, float yaw = 0) => placements.Add(new StageDecoration {
prefab = props[name], position = new Vector3(x, y, z), scale = Vector3.one * scale, eulerAngles = new Vector3(0, yaw, 0) });
// A broad, nearly level visual meadow meets the original floor at y=-.45.
// Keep its approved mesh/material bytes and the existing playable collider.
placements.Add(new StageDecoration { prefab = props["MeadowClearing"],
position = new Vector3(0, -.485f, 0), scale = new Vector3(5, .2f, 5) });
Place("OpenStoneArch", -4, 0, 1.6f); Place("MossStoneSteps", 4, 0, 1.7f);
Place("PebbleScatter", 3.8f, 0, -2.6f);
for (int side = 0; side < 4; side++)
{
float yaw = side * 90; var direction = Quaternion.Euler(0, yaw, 0) * Vector3.forward;
Place("FarHorizon", direction.x * FarHorizonRadius, -.485f, direction.z * FarHorizonRadius, 1, yaw);
Place("DistantRidge", direction.x * 22, -.485f, direction.z * 22, 1, yaw);
var corner = Quaternion.Euler(0, yaw + 45, 0) * Vector3.forward * 19;
Place("GentleHill", corner.x, -.485f, corner.z, 1.8f, yaw);
}
string tree = stage.StageId <= 10 ? "RoundCanopyTree" : stage.StageId <= 20 ? "SageCanopyTree" : "TallWindTree";
Place(tree, -6.6f, -.45f, 4.8f); Place(tree, 6.6f, -.45f, 5.8f);
Place(tree, -7.5f, -.45f, -6); Place(tree, 7.5f, -.45f, -6);
Place(stage.StageId <= 10 ? "MintShrub" : "SageShrub", -6, -.45f, -2.4f, .75f);
if (stage.StageId <= 10)
{
Place("DaisyColony", -4.1f, 0, -1.8f, .7f); Place("FernCluster", 4.7f, 0, 3.3f);
Place("GrassTuftMint", -3.4f, 0, 1.4f); Place("GrassTuftGold", 3.7f, 0, 3);
}
else if (stage.StageId <= 20)
{
Place("PinkCosmosColony", -4.1f, 0, -1.8f, .7f); Place("LavenderLupineColony", 4.7f, 0, 3.3f, .8f);
Place("DaisyColony", -5.6f, 0, 3.8f); Place("GrassTuftGold", 3.7f, 0, 3);
}
else
{
Place("SlateBoulder", -6.2f, -.45f, 5.4f); Place("RoundLimestone", 5.6f, -.45f, 4.2f);
Place("LowLimestone", -4.8f, 0, -2.7f); Place("FernCluster", 3.7f, 0, 3);
}
var data = new SerializedObject(stage); var decorations = data.FindProperty("_decorations");
decorations.arraySize = placements.Count;
for (int index = 0; index < placements.Count; index++)
{
var target = decorations.GetArrayElementAtIndex(index); var placement = placements[index];
target.FindPropertyRelative("prefab").objectReferenceValue = placement.prefab;
target.FindPropertyRelative("position").vector3Value = placement.position;
target.FindPropertyRelative("eulerAngles").vector3Value = placement.eulerAngles;
target.FindPropertyRelative("scale").vector3Value = placement.scale;
}
data.ApplyModifiedPropertiesWithoutUndo();
}
private static string StageSignature(StageAsset stage)
{
var data = new SerializedObject(stage);
string Array(string field) { var value = data.FindProperty(field); return string.Join("|", Enumerable.Range(0, value.arraySize).Select(index => {
var item = value.GetArrayElementAtIndex(index);
return item.propertyType == SerializedPropertyType.Vector3 ? JsonUtility.ToJson(item.vector3Value) : item.intValue.ToString(); })); }
return stage.StageId + ";" + stage.Theme + ";" + data.FindProperty("_kind").intValue + ";" + Array("_initialGroups") + ";" + Array("_targetGroups") + ";" + Array("_ballPositions");
}
private static string Hash(string path)
{
using (var algorithm = SHA256.Create()) using (var file = File.OpenRead(path))
return BitConverter.ToString(algorithm.ComputeHash(file)).Replace("-", "").ToLowerInvariant();
}
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 40789cbe0397f8745bff78d14a544113
@@ -30,8 +30,19 @@ namespace MagnetismHeroes.Tests
Assert.That(definition.Total, Is.EqualTo(definition.TargetGroups.Sum())); Assert.That(definition.Total, Is.InRange(1,10));
Assert.That(definition.BallPositions.Count, Is.EqualTo(definition.Total));
Assert.That(asset.Theme, Is.EqualTo(id<=10 ? "Garden" : id<=20 ? "Cloud" : "Workshop"));
Assert.That(asset.Decorations.Count, Is.EqualTo(7));
foreach (var placement in asset.Decorations) Assert.That(placement.prefab, Is.Not.Null);
var expectedDecorations = new[] { "MeadowClearing", "OpenStoneArch", "MossStoneSteps", "PebbleScatter" }
.Concat(Enumerable.Repeat("FarHorizon", 4)).Concat(Enumerable.Repeat("DistantRidge", 4))
.Concat(Enumerable.Repeat("GentleHill", 4))
.Concat(Enumerable.Repeat(id <= 10 ? "RoundCanopyTree" : id <= 20 ? "SageCanopyTree" : "TallWindTree", 4))
.Concat(new[] { id <= 10 ? "MintShrub" : "SageShrub" })
.Concat(id <= 10 ? new[] { "DaisyColony", "FernCluster", "GrassTuftMint", "GrassTuftGold" }
: id <= 20 ? new[] { "PinkCosmosColony", "LavenderLupineColony", "DaisyColony", "GrassTuftGold" }
: new[] { "SlateBoulder", "RoundLimestone", "LowLimestone", "FernCluster" });
Assert.That(asset.Decorations.Select(placement => placement.prefab.name), Is.EquivalentTo(expectedDecorations), $"Stage {id} natural theme composition");
foreach (string name in new[] { "FarHorizon", "DistantRidge", "GentleHill" })
Assert.That(asset.Decorations.Where(placement => placement.prefab.name == name).Select(placement => placement.eulerAngles.y),
Is.EquivalentTo(new[] { 0f, 90f, 180f, 270f }), $"Stage {id} {name} surrounds all four directions");
string before=EditorJsonUtility.ToJson(asset); var board=new BoardRules(definition);
board.TryMoveGroup(board.Groups[0].id,new Position3(1,0,0));
Assert.That(EditorJsonUtility.ToJson(asset), Is.EqualTo(before), "Runtime rules never mutate their source asset.");
@@ -0,0 +1,76 @@
using System.Linq;
using MagnetismHeroes.UnityRuntime.Presentation;
using MagnetismHeroes.UnityRuntime.StageAssets;
using NUnit.Framework;
using UnityEditor;
using UnityEngine;
namespace MagnetismHeroes.Tests
{
public sealed class VisualUpgradeAssetTests
{
private const string Root = "Assets/MagnetismHeroes/UnityRuntime/Presentation/";
[Test] public void MobileDaylightSupportsSoftGroundShadowsWithoutReplacingThePlayableFloor()
{
var app = AssetDatabase.LoadAssetAtPath<GameObject>(Root + "Prefabs/GameApp.prefab");
var sun = app.transform.Find("Sun").GetComponent<Light>();
Assert.That(sun.shadows, Is.EqualTo(LightShadows.Soft));
Assert.That(sun.shadowStrength, Is.InRange(.3f, .7f));
Assert.That(sun.intensity, Is.InRange(1.1f, 1.5f));
var pipeline = new SerializedObject(AssetDatabase.LoadMainAssetAtPath("Assets/Settings/Mobile_RPAsset.asset"));
Assert.That(pipeline.FindProperty("m_MainLightShadowsSupported").boolValue, Is.True);
Assert.That(pipeline.FindProperty("m_SoftShadowsSupported").boolValue, Is.True);
Assert.That(pipeline.FindProperty("m_MainLightShadowmapResolution").intValue, Is.EqualTo(1024));
Assert.That(pipeline.FindProperty("m_ShadowCascadeCount").intValue, Is.EqualTo(1));
Assert.That(pipeline.FindProperty("m_ShadowDistance").floatValue, Is.InRange(20f, 35f));
var floor = app.transform.Find("Playground/PlaygroundIsland");
Assert.That(floor.GetComponent<Collider>(), Is.Not.Null);
Assert.That(floor.GetComponent<MeshRenderer>().enabled, Is.False);
}
[Test] public void ApprovedBodyAndOneEquipmentAssemblyAreConnectedWithoutChangingSelectionSphere()
{
var ball = AssetDatabase.LoadAssetAtPath<GameObject>(Root + "Prefabs/MagnetFriend.prefab");
var body = ball.transform.Find("ApprovedHeroBody");
Assert.That(body, Is.Not.Null, "Approved FBX body must replace the primitive rendering.");
Assert.That(ball.transform.localScale, Is.EqualTo(Vector3.one));
Assert.That(ball.GetComponentsInChildren<Collider>(true).Length, Is.EqualTo(1));
Assert.That(ball.GetComponent<SphereCollider>().radius, Is.EqualTo(.5f));
var renderer = body.GetComponentInChildren<MeshRenderer>();
Assert.That(renderer.sharedMaterial.name, Is.EqualTo("Hero_CyanSatin"));
Assert.That(renderer.sharedMaterial.color.r, Is.EqualTo(.17f).Within(.0001f));
Assert.That(renderer.sharedMaterial.color.g, Is.EqualTo(.72f).Within(.0001f));
Assert.That(renderer.sharedMaterial.color.b, Is.EqualTo(.83f).Within(.0001f));
var mesh = body.GetComponentInChildren<MeshFilter>().sharedMesh;
Assert.That(mesh.bounds.size.x, Is.EqualTo(1).Within(.002f));
var badge = AssetDatabase.LoadAssetAtPath<GameObject>(Root + "Prefabs/GroupBadge.prefab");
Assert.That(badge.transform.Cast<Transform>().Count(child => child.name == "KnightEquipment"), Is.EqualTo(1));
Assert.That(badge.GetComponentsInChildren<Collider>(true), Is.Empty);
Assert.That(badge.GetComponentsInChildren<Animator>(true), Is.Empty);
Assert.That(badge.GetComponentsInChildren<SkinnedMeshRenderer>(true), Is.Empty);
Assert.That(badge.GetComponentsInChildren<SpriteRenderer>(true).Length, Is.EqualTo(1));
foreach (var material in badge.transform.Find("KnightEquipment").GetComponentsInChildren<MeshRenderer>(true).SelectMany(item => item.sharedMaterials))
Assert.That(AssetDatabase.GetAssetPath(material), Does.StartWith(Root + "Materials/VisualUpgrade/"));
foreach (string name in new[] { "HeroBody", "KnightEquipment" })
{
var importer = (ModelImporter)AssetImporter.GetAtPath(Root + "Models/Heroes/" + name + ".fbx");
Assert.That(importer.globalScale, Is.EqualTo(1));
Assert.That(importer.bakeAxisConversion, Is.True); Assert.That(importer.importAnimation, Is.False);
}
}
[Test] public void AllThirtyStagesConnectNaturalThemesWithOpenNearMeshCollidersAndColliderFreeDistantDecor()
{
foreach (int id in Enumerable.Range(1, 30))
{
var stage = AssetDatabase.LoadAssetAtPath<StageAsset>($"Assets/MagnetismHeroes/UnityRuntime/StageAssets/Stage{id:D2}.asset");
Assert.That(stage.Theme, Is.EqualTo(id <= 10 ? "Garden" : id <= 20 ? "Cloud" : "Workshop"));
Assert.That(stage.Decorations.Any(item => item.prefab.name == "MeadowClearing"), Is.True);
var arch = stage.Decorations.Single(item => item.prefab.name == "OpenStoneArch").prefab;
Assert.That(arch.GetComponentsInChildren<BoxCollider>(true), Is.Empty);
Assert.That(arch.GetComponentsInChildren<MeshCollider>(true).All(item => !item.convex && item.sharedMesh != null), Is.True);
Assert.That(arch.GetComponentsInChildren<MeshCollider>(true), Is.Not.Empty);
foreach (var decoration in stage.Decorations.Where(item => item.prefab.name != "OpenStoneArch" && item.prefab.name != "MossStoneSteps"))
Assert.That(decoration.prefab.GetComponentsInChildren<Collider>(true), Is.Empty, decoration.prefab.name);
}
}
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 61d4021e6d4aace41964197d9377009b
@@ -272,9 +272,13 @@ namespace MagnetismHeroes.Tests
[UnityTest] public IEnumerator MeshArchReallyHasAnOpenGapAndHelpHighlightsOnlyCurrentIdsWithoutExecuting()
{
_app.StartStage(14); yield return null; Physics.SyncTransforms();
var arch=_app.Environment.GetComponentsInChildren<MeshCollider>().First(collider=>collider.sharedMesh.name.Contains("BlockArch"));
var local=new Ray(new Vector3(0,1,-3),Vector3.forward);
Assert.That(arch.Raycast(new Ray(arch.transform.parent.TransformPoint(local.origin),Vector3.forward),out _,6), Is.False,"No box collider can close the Blender arch gap.");
var arch=_app.Environment.GetComponentsInChildren<Transform>().Single(item=>item.name=="OpenStoneArch(Clone)");
var colliders=arch.GetComponentsInChildren<MeshCollider>();
Assert.That(colliders, Is.Not.Empty);
Assert.That(arch.GetComponentsInChildren<BoxCollider>(), Is.Empty);
Ray ArchRay(float x) => new Ray(arch.TransformPoint(new Vector3(x,1,-3)),arch.TransformDirection(Vector3.forward));
Assert.That(colliders.Any(collider=>collider.Raycast(ArchRay(0),out _,6)), Is.False,"Actual approved arch gap remains open.");
Assert.That(colliders.Any(collider=>collider.Raycast(ArchRay(1.1f),out _,6)), Is.True,"Actual approved arch side blocks input rays.");
var before=JsonUtility.ToJson(_store.Saved); var hint=_app.Session.Hint; _app.ShowHelp();
Assert.That(JsonUtility.ToJson(_store.Saved), Is.EqualTo(before));
Assert.That(_app.Presenter.Balls.Values.Where(ball=>ball.Hinted).Select(ball=>ball.BallId), Is.EquivalentTo(hint.BallIds));
@@ -0,0 +1,401 @@
#if UNITY_EDITOR
using System;
using System.Collections;
using System.IO;
using System.Linq;
using MagnetismHeroes.Core;
using MagnetismHeroes.UnityRuntime.Bootstrap;
using MagnetismHeroes.UnityRuntime.Presentation;
using NUnit.Framework;
using UnityEditor;
using UnityEditor.SceneManagement;
using UnityEngine;
using UnityEngine.Profiling;
using UnityEngine.SceneManagement;
using UnityEngine.TestTools;
using Object = UnityEngine.Object;
namespace MagnetismHeroes.Tests
{
public sealed class VisualUpgradePlayTests
{
private sealed class Store : IProgressStore
{
public ProgressSave Saved = new ProgressSave { completedStageIds = Enumerable.Range(1, 30).ToArray(), seenTutorialIds = new[] { "merge", "split" } };
public bool TryLoad(out ProgressSave save, out string error) { save = Saved; error = null; return true; }
public bool TrySave(ProgressSave save, out string error) { Saved = save; error = null; return true; }
}
[Serializable] private sealed class CaptureRecord
{
public string name, sourceCommit, sourceDirty, boardOrigin, theme, utc, method;
public int width, height, stage, balls, groups, equipmentAssemblies, meshInstances, triangles, sharedMaterials;
public long textureMemory, allocatedMemory;
public float editorCameraRenderMilliseconds, fieldOfView;
public Vector3 cameraPosition;
public Quaternion cameraRotation;
}
private GameApp _app;
private Store _store;
private string _evidence;
[UnitySetUp] public IEnumerator SetUp()
{
EditorSceneManager.LoadSceneInPlayMode("Assets/MagnetismHeroes/Scenes/Main.unity", new LoadSceneParameters(LoadSceneMode.Single));
yield return null;
_app = Object.FindFirstObjectByType<GameApp>();
Assert.That(_app, Is.Not.Null, "Actual Main scene must initialize its app.");
_store = new Store(); _app.Initialize(_store);
_evidence = Environment.GetEnvironmentVariable("MAGNETISM_VISUAL_EVIDENCE") ?? Path.GetFullPath("artifacts/verification/VisualUpgrade/editor-play");
Directory.CreateDirectory(_evidence);
yield return null;
}
[UnityTearDown] public IEnumerator TearDown() { Object.Destroy(_app.gameObject); yield return null; }
private void AssertEquipmentFollowsRepresentatives(BoardRules board)
{
_app.Presenter.SendMessage("LateUpdate");
var badges = _app.Presenter.GetComponentsInChildren<GroupBadge>();
Assert.That(badges.Length, Is.EqualTo(board.Groups.Length));
Assert.That(_app.Presenter.Balls.Keys, Is.EquivalentTo(board.Balls.Select(ball => ball.id)));
Assert.That(board.Groups.SelectMany(group => group.ballIds), Is.EquivalentTo(board.Balls.Select(ball => ball.id)));
Assert.That(_app.Presenter.GetComponentsInChildren<SpriteRenderer>().Length, Is.EqualTo(board.Groups.Length));
Assert.That(_app.Presenter.GetComponentsInChildren<TMPro.TextMeshPro>().Select(label => label.text),
Is.EqualTo(board.Groups.Select(group => group.ballIds.Length.ToString())));
for (int index = 0; index < badges.Length; index++)
{
var gear = badges[index].transform.Find("KnightEquipment");
Assert.That(gear, Is.Not.Null);
var representative = board.Groups[index].ballIds.Select(id => _app.Presenter.Balls[id].transform.position)
.OrderBy(point => Vector3.Dot(point - _app.Presenter.Camera.transform.position, _app.Presenter.Camera.transform.forward)).First();
Assert.That(Vector3.Distance(gear.position, representative), Is.LessThan(.0001f));
Assert.That(Quaternion.Angle(gear.rotation, _app.Presenter.Camera.transform.rotation), Is.LessThan(.001f));
Assert.That(gear.GetComponentsInChildren<Collider>(), Is.Empty);
Assert.That(badges[index].transform.Find("RibbonCape"), Is.Not.Null);
foreach (string id in board.Groups[index].ballIds)
Assert.That(_app.Presenter.Balls[id].GroupId, Is.EqualTo(board.Groups[index].id));
}
}
private void CaptureViews(string name, string origin)
{
var saved = _app.Orbit.Snapshot();
Capture(name + "-phone-default", origin, 2400, 1080);
Capture(name + "-tablet-default", origin, 1600, 1000);
var rotation = Quaternion.Euler(25, 95, 0);
_app.Orbit.Apply(new CameraState { target = saved.target, distance = 9,
rotation = new Rotation4(rotation.x, rotation.y, rotation.z, rotation.w) });
Capture(name + "-phone-orbitzoom", origin, 2400, 1080);
Capture(name + "-tablet-orbitzoom", origin, 1600, 1000);
_app.Orbit.Apply(saved);
}
[UnityTest] public IEnumerator DistantTerrainHasContinuousApronAcrossItsVisibleFootInsteadOfSkyGaps()
{
var report = new System.Collections.Generic.List<string>();
foreach (int stage in new[] { 1, 11, 21 })
{
_app.StartStage(stage); _app.Voice.Clear(); yield return null;
CaptureViews("horizon-world" + stage, "Actual Main board, unchanged default/orbitzoom cameras; terrain continuity regression");
var horizon = _app.Environment.GetComponentsInChildren<Transform>().Where(item => item.name == "FarHorizon(Clone)").ToArray();
var originalPositions = horizon.Select(item => item.position).ToArray();
var savedCamera = _app.Orbit.Snapshot(); var closeRotation = Quaternion.Euler(25, 95, 0);
_app.Orbit.Apply(new CameraState { target = savedCamera.target, distance = 9,
rotation = new Rotation4(closeRotation.x, closeRotation.y, closeRotation.z, closeRotation.w) });
var camera = _app.Presenter.Camera; float fieldOfView = camera.fieldOfView;
try
{
// Real camera renders of the reproduced (+X, z12) foot gap; no screenshot cropping/editing.
camera.fieldOfView = 14; camera.transform.LookAt(new Vector3(28, -.45f, 12));
Capture("horizon-world" + stage + "-foot-current", "Actual Main terrain foot; temporary narrow camera FOV only", 2400, 1080);
foreach (var far in horizon)
{
var direction = new Vector3(far.position.x, 0, far.position.z).normalized;
far.position = new Vector3(direction.x * 35, far.position.y, direction.z * 35);
}
Capture("horizon-world" + stage + "-foot-legacy-radius35", "Same actual Main board, materials and close camera; temporary previous radius35 placement control", 2400, 1080);
}
finally
{
for (int index = 0; index < horizon.Length; index++) horizon[index].position = originalPositions[index];
camera.fieldOfView = fieldOfView; _app.Orbit.Apply(savedCamera);
}
string board = JsonUtility.ToJson(_app.Session.Board.ToPuzzleState(_app.Orbit.Snapshot()));
var collisionBefore = _app.GetComponentsInChildren<Collider>();
var probeScene = SceneManager.CreateScene("TerrainGeometryProbe", new CreateSceneParameters(LocalPhysicsMode.Physics3D));
var probes = new System.Collections.Generic.List<MeshCollider>();
try
{
var terrain = _app.Environment.GetComponentsInChildren<Transform>().Where(item =>
item.name == "MeadowClearing(Clone)" || item.name == "GentleHill(Clone)" ||
item.name == "DistantRidge(Clone)" || item.name == "FarHorizon(Clone)").ToArray();
foreach (var surface in terrain.SelectMany(item => item.GetComponentsInChildren<MeshFilter>()))
{
var probe = new GameObject("GeometryOnly-" + surface.name);
SceneManager.MoveGameObjectToScene(probe, probeScene);
probe.transform.SetPositionAndRotation(surface.transform.position, surface.transform.rotation);
probe.transform.localScale = surface.transform.lossyScale;
probes.Add(probe.AddComponent<MeshCollider>()); probes.Last().sharedMesh = surface.sharedMesh;
report.Add($"stage={stage}; terrain={surface.name}; actualRendererBounds={surface.GetComponent<Renderer>().bounds}; meshBounds={surface.sharedMesh.bounds}; rootPosition={surface.transform.position}");
}
probeScene.GetPhysicsScene().Simulate(.001f);
int missing = 0;
foreach (var far in terrain.Where(item => item.name == "FarHorizon(Clone)"))
{
var direction = new Vector3(far.position.x, 0, far.position.z).normalized;
var right = Vector3.Cross(Vector3.up, direction);
float distance = new Vector2(far.position.x, far.position.z).magnitude;
// Traverse the apron to the far mound crown across its central 24m foot.
// A positive gap is real missing geometry, independent of lighting/material colors.
for (float lateral = -12; lateral <= 12; lateral += 2)
for (float radial = 0; radial <= distance; radial += .25f)
{
var point = direction * radial + right * lateral;
var ray = new Ray(point + Vector3.up * 20, Vector3.down);
if (probes.Any(probe => probe.Raycast(ray, out _, 40))) continue;
missing++;
if (missing <= 24) report.Add($"stage={stage}; unsupportedApron={point}; farCrown={far.position}");
}
}
report.Add($"stage={stage}; missingApronSamples={missing}; probe=separate local PhysicsScene using actual shared mesh geometry, no product collider edits");
File.WriteAllLines(Path.Combine(_evidence, "horizon-geometry.txt"), report);
Assert.That(missing, Is.Zero, "Far terrain foot must join the actual clearing/hills/ridge without open geometry gaps.");
}
finally { SceneManager.UnloadSceneAsync(probeScene); }
yield return null;
Assert.That(_app.GetComponentsInChildren<Collider>(), Is.EqualTo(collisionBefore));
Assert.That(JsonUtility.ToJson(_app.Session.Board.ToPuzzleState(_app.Orbit.Snapshot())), Is.EqualTo(board));
}
}
[UnityTest] public IEnumerator FiveBallMergeDisconnectedSplitAndZeroResupplyKeepActualIdsAcrossAllWorlds()
{
foreach (int stage in new[] { 9, 11, 21 })
{
// Boundary fixture: a completed-stage store with a validated five-ball free board,
// not evidence of normal puzzle progression. All operations below use the real app/session.
var balls = Enumerable.Range(0, 5).Select(index => new BallState { id = "five-" + index,
position = new Position3(index - 2, .8f, 0) }).ToArray();
_store.Saved.latestFreePlay = new FreePlayState { sourceStageId = stage,
camera = _app.Orbit.Snapshot(), balls = balls,
groups = new[] { new GroupState { id = "two", ballIds = balls.Take(2).Select(ball => ball.id).ToArray() },
new GroupState { id = "three", ballIds = balls.Skip(2).Select(ball => ball.id).ToArray() } } };
_app.Initialize(_store); _app.ContinueFreePlay(); _app.Voice.Clear(); yield return null;
var ids = _app.Session.Board.Balls.Select(ball => ball.id).ToArray();
AssertEquipmentFollowsRepresentatives(_app.Session.Board);
CaptureViews("world" + stage + "-two-plus-three", "Validated five-ball 2+3 free-play store fixture; actual Main app/session");
var before = JsonUtility.ToJson(_app.Session.Board.ToFreePlayState(_app.Orbit.Snapshot()));
_app.Presenter.PreviewGroup("two", new Vector3(.3f, .2f, 0));
AssertEquipmentFollowsRepresentatives(_app.Session.Board); _app.Presenter.CancelPreview();
Assert.That(JsonUtility.ToJson(_app.Session.Board.ToFreePlayState(_app.Orbit.Snapshot())), Is.EqualTo(before));
_app.CommitMove("two", new Position3(.1f, 0, 0), "three"); yield return null;
Assert.That(_app.Session.Board.Groups.Single().ballIds.Length, Is.EqualTo(5));
Assert.That(_app.Session.Board.Balls.Select(ball => ball.id), Is.EquivalentTo(ids));
AssertEquipmentFollowsRepresentatives(_app.Session.Board);
CaptureViews("world" + stage + "-merged-five", "Actual app/session 2+3 merge from labeled boundary fixture");
var selected = new[] { ids[0], ids[4] };
var points = selected.Select(id => BoardPresenter.ToVector(_app.Session.Board.Balls.Single(ball => ball.id == id).position)).ToArray();
Assert.That(Vector3.Distance(points[0], points[1]), Is.GreaterThan(2f), "Selected endpoints are disconnected.");
var merged = _app.Session.Board.Groups.Single();
before = JsonUtility.ToJson(_app.Session.Board.ToFreePlayState(_app.Orbit.Snapshot()));
Assert.That(_app.Presenter.PreviewSplit(merged.id, selected, new Vector3(0, 1.5f, 0)), Is.True);
AssertEquipmentFollowsRepresentatives(_app.Session.Board); _app.Presenter.CancelPreview();
Assert.That(JsonUtility.ToJson(_app.Session.Board.ToFreePlayState(_app.Orbit.Snapshot())), Is.EqualTo(before));
Assert.That(_app.CommitSplit(merged.id, selected, new Position3(0, 1.5f, 0)), Is.True); yield return null;
Assert.That(_app.Session.Board.Groups.Select(group => group.ballIds.Length), Is.EquivalentTo(new[] { 2, 3 }));
Assert.That(_app.Session.Board.Groups.Single(group => group.ballIds.Length == 2).ballIds, Is.EquivalentTo(selected));
Assert.That(_app.Session.Board.Balls.Select(ball => ball.id), Is.EquivalentTo(ids));
AssertEquipmentFollowsRepresentatives(_app.Session.Board);
CaptureViews("world" + stage + "-disconnected-split-two-three", "Actual app/session split of disconnected five-group endpoints");
before = JsonUtility.ToJson(_app.Session.Board.ToFreePlayState(_app.Orbit.Snapshot()));
_app.ShowHome(); yield return null;
Assert.That(_app.Presenter.GetComponentsInChildren<GroupBadge>(), Is.Empty);
_app.ContinueFreePlay(); yield return null;
Assert.That(JsonUtility.ToJson(_app.Session.Board.ToFreePlayState(_app.Orbit.Snapshot())), Is.EqualTo(before));
AssertEquipmentFollowsRepresentatives(_app.Session.Board);
foreach (var group in _app.Session.Board.Groups) Assert.That(_app.Session.ReturnGroup(group.id).Accepted, Is.True);
_app.ContinueFreePlay(); yield return null;
Assert.That(_app.Session.Board.BallCount, Is.Zero); AssertEquipmentFollowsRepresentatives(_app.Session.Board);
CaptureViews("world" + stage + "-zero", "Actual app/session return of both groups; empty free play");
_app.SpawnFriend(); yield return null;
Assert.That(_app.Session.Board.BallCount, Is.EqualTo(1)); AssertEquipmentFollowsRepresentatives(_app.Session.Board);
CaptureViews("world" + stage + "-single-resupplied", "Actual app/session resupply after empty board");
}
}
[UnityTest] public IEnumerator BelowGroundComparisonKeepsOriginalPhysicalOcclusionAndActualBoardUnchanged()
{
_app.StartStage(21); _app.Voice.Clear(); yield return null;
var rotation = Quaternion.Euler(-45, 210, 0);
_app.Orbit.Apply(new CameraState { target = _app.Orbit.Snapshot().target, distance = 15,
rotation = new Rotation4(rotation.x, rotation.y, rotation.z, rotation.w) });
Physics.SyncTransforms();
var camera = _app.Presenter.Camera;
var floor = _app.transform.Find("Playground/PlaygroundIsland");
var originalRenderer = floor.GetComponent<MeshRenderer>(); var originalCollider = floor.GetComponent<Collider>();
var clearing = _app.Environment.GetComponentsInChildren<Transform>().Single(item => item.name == "MeadowClearing(Clone)");
var groundRenderers = clearing.GetComponentsInChildren<MeshRenderer>();
var board = JsonUtility.ToJson(_app.Session.Board.ToPuzzleState(_app.Orbit.Snapshot()));
var proof = new System.Collections.Generic.List<string>();
var rays = _app.Session.Board.Balls.Select(ball => new Ray(camera.transform.position,
(BoardPresenter.ToVector(ball.position) - camera.transform.position).normalized)).ToArray();
var priorHits = rays.Select(ray => { Assert.That(Physics.Raycast(ray, out var hit, 100), Is.True); return hit; }).ToArray();
Capture("belowground-approved-clearing", "Actual stage21 board/camera; approved ground rendered, unchanged original collider");
try
{
foreach (var renderer in groundRenderers) renderer.enabled = false;
originalRenderer.enabled = true;
Capture("belowground-original-island", "Same actual board/camera/colliders; temporary original floor renderer instead of clearing");
for (int index = 0; index < rays.Length; index++)
{
Assert.That(Physics.Raycast(rays[index], out var hit, 100), Is.True);
Assert.That(hit.collider, Is.SameAs(priorHits[index].collider));
Assert.That(hit.distance, Is.EqualTo(priorHits[index].distance).Within(.0001f));
Assert.That(originalCollider.Raycast(rays[index], out var floorHit, 100), Is.True,
"Original floor physically occludes this below-ground board ray.");
var sphere = _app.Presenter.Balls[_app.Session.Board.Balls[index].id].GetComponent<SphereCollider>();
Assert.That(sphere.Raycast(rays[index], out var sphereHit, 100), Is.True);
Assert.That(floorHit.distance, Is.LessThan(sphereHit.distance));
proof.Add($"id={_app.Session.Board.Balls[index].id}; firstHit={hit.collider.name}; floorDepth={floorHit.distance}; sphereDepth={sphereHit.distance}; originalBounds={originalCollider.bounds}; clearingBounds={groundRenderers[0].bounds}");
}
Assert.That(JsonUtility.ToJson(_app.Session.Board.ToPuzzleState(_app.Orbit.Snapshot())), Is.EqualTo(board));
File.WriteAllLines(Path.Combine(_evidence, "belowground-raycast-comparison.txt"), proof);
}
finally { foreach (var renderer in groundRenderers) renderer.enabled = true; originalRenderer.enabled = false; }
}
[UnityTest] public IEnumerator AllWorldsProduceActualSoftShadowPixelsWithUnchangedBoardAndMaterials()
{
var sun = _app.transform.Find("Sun").GetComponent<Light>();
_app.ShowHome(); yield return null;
Capture("home-cyan-readiness", "Actual Main home UI for Android sky readiness predicate", 2400, 1080);
foreach (int stage in new[] { 1, 11, 21 })
{
_app.StartStage(stage); _app.Voice.Clear(); yield return null;
string before = JsonUtility.ToJson(_app.Session.Board.ToPuzzleState(_app.Orbit.Snapshot()));
Capture("world" + stage + "-soft-shadow", "Actual Main daylight with soft shadows");
try { sun.shadows = LightShadows.None; Capture("world" + stage + "-shadow-off", "Same board/camera/materials; light shadow toggle comparison only"); }
finally { sun.shadows = LightShadows.Soft; }
var on = new Texture2D(2, 2); var off = new Texture2D(2, 2);
try
{
on.LoadImage(File.ReadAllBytes(Path.Combine(_evidence, "world" + stage + "-soft-shadow.png")));
off.LoadImage(File.ReadAllBytes(Path.Combine(_evidence, "world" + stage + "-shadow-off.png")));
var a = on.GetPixels32(); var b = off.GetPixels32(); int darker = 0;
// The central lower ground excludes the board, badge labels, scenery crowns and HUD.
for (int y = 140; y < 300; y++) for (int x = 350; x < 1000; x++)
{
int index = y * on.width + x;
if (a[index].r + a[index].g + a[index].b + 12 < b[index].r + b[index].g + b[index].b) darker++;
}
File.WriteAllText(Path.Combine(_evidence, "world" + stage + "-shadow-pixels.txt"), $"same-board/camera/materials; shadow-on darker ground ROI pixels={darker}; groundROI=350,140,650,160; viewport=1280x720; Editor RT only");
Assert.That(darker, Is.GreaterThan(100), "Actual rendered soft shadows must darken a meaningful ground area.");
}
finally { Object.Destroy(on); Object.Destroy(off); }
Assert.That(JsonUtility.ToJson(_app.Session.Board.ToPuzzleState(_app.Orbit.Snapshot())), Is.EqualTo(before));
}
}
[UnityTest] public IEnumerator ActualMainShowsThreeThemesAndEquipmentFollowsPreviewCancelMergeSplitAndReentry()
{
foreach (int stage in new[] { 1, 11, 21 })
{
_app.StartStage(stage); _app.Voice.Clear(); yield return null;
AssertEquipmentFollowsRepresentatives(_app.Session.Board);
Capture("stage" + stage.ToString("D2"), "Actual Main GameApp.Session.Board; unlocked-stage fixture store");
}
var normalView = _app.Orbit.Snapshot();
foreach (var view in new[] { (name: "orbit95-pitch45-distance6", yaw: 95f, pitch: 45f, distance: 6f),
(name: "orbit210-pitch-45-distance15", yaw: 210f, pitch: -45f, distance: 15f) })
{
var rotation = Quaternion.Euler(view.pitch, view.yaw, 0);
_app.Orbit.Apply(new CameraState { target = normalView.target, distance = view.distance,
rotation = new Rotation4(rotation.x, rotation.y, rotation.z, rotation.w) });
yield return null; AssertEquipmentFollowsRepresentatives(_app.Session.Board);
Capture(view.name, "Actual Main session; camera-only orbit/pitch/distance exploration fixture");
}
_app.Orbit.Apply(normalView);
_app.StartStage(6); _app.Voice.Clear(); yield return null;
var original = _app.Session.Board.Balls.Select(ball => ball.position).ToArray();
var groups = _app.Session.Board.Groups;
_app.Presenter.PreviewGroup(groups[0].id, new Vector3(.3f, .2f, 0));
AssertEquipmentFollowsRepresentatives(_app.Session.Board);
_app.Presenter.CancelPreview();
AssertEquipmentFollowsRepresentatives(_app.Session.Board);
for (int index = 0; index < original.Length; index++)
Assert.That(_app.Presenter.Balls[_app.Session.Board.Balls[index].id].transform.position, Is.EqualTo(BoardPresenter.ToVector(original[index])));
_app.Presenter.ShowSelection(new[] { groups[0].ballIds[0] }); yield return null;
Capture("selected-two-groups", "Actual Main session, visual selection only");
_app.CommitMove(groups[0].id, new Position3(.1f, 0, 0), groups[1].id); yield return null;
Assert.That(_app.Session.Board.Groups.Length, Is.EqualTo(1));
AssertEquipmentFollowsRepresentatives(_app.Session.Board); Capture("merged-single-group", "Actual Main session merge -> free play");
var merged = _app.Session.Board.Groups[0];
Assert.That(_app.CommitSplit(merged.id, new[] { merged.ballIds[0] }, new Position3(1.5f, 0, 0)), Is.True); yield return null;
Assert.That(_app.Session.Board.Groups.Length, Is.EqualTo(2)); AssertEquipmentFollowsRepresentatives(_app.Session.Board);
_app.ShowHome(); _app.ContinueFreePlay(); yield return null;
Assert.That(_app.Session.Board.BallCount, Is.EqualTo(2));
Assert.That(_app.Environment.Theme, Is.EqualTo("Garden")); AssertEquipmentFollowsRepresentatives(_app.Session.Board);
Capture("split-reentered-two-groups", "Actual Main session free play split and home/reentry");
}
[UnityTest] public IEnumerator TenSingleGroupsAndOneTenBallGroupRenderActualImportedResourceCounts()
{
var balls = Enumerable.Range(0, 10).Select(index => new BallState { id = "render-" + index,
position = new Position3((index % 5 - 2) * 1.6f, .8f + index / 5 * 1.8f, 0) }).ToArray();
foreach (int stage in new[] { 1, 11, 21 })
{
_app.StartStage(stage); _app.Voice.Clear(); yield return null;
foreach (bool singles in new[] { true, false })
{
var groups = singles ? balls.Select(ball => new GroupState { id = ball.id, ballIds = new[] { ball.id } }).ToArray()
: new[] { new GroupState { id = "ten", ballIds = balls.Select(ball => ball.id).ToArray() } };
var board = BoardRules.CreateFreePlay(new FreePlayState { sourceStageId = stage, balls = balls, groups = groups });
_app.Presenter.Render(board); yield return null;
AssertEquipmentFollowsRepresentatives(board);
CaptureViews("world" + stage + (singles ? "-ten-single-groups" : "-ten-one-group"), "Validated synthetic Core FreePlay render fixture; session UI remains underlying stage " + stage);
}
}
}
private void Capture(string name, string origin, int width = 1280, int height = 720)
{
var camera = _app.Presenter.Camera; var canvas = _app.GetComponentInChildren<Canvas>();
var oldTarget = camera.targetTexture; var oldActive = RenderTexture.active; var oldMode = canvas.renderMode;
var oldCamera = canvas.worldCamera; float oldPlane = canvas.planeDistance, oldAspect = camera.aspect;
var target = new RenderTexture(width, height, 24); var image = new Texture2D(width, height, TextureFormat.RGB24, false);
try
{
camera.targetTexture = target; camera.aspect = (float)width / height;
canvas.renderMode = RenderMode.ScreenSpaceCamera; canvas.worldCamera = camera; canvas.planeDistance = .5f;
foreach (var ball in _app.Presenter.Balls.Values) ball.SendMessage("Update");
if (_app.Presenter.gameObject.activeInHierarchy) _app.Presenter.SendMessage("LateUpdate");
Canvas.ForceUpdateCanvases();
var timer = System.Diagnostics.Stopwatch.StartNew(); camera.Render(); timer.Stop();
RenderTexture.active = target; image.ReadPixels(new Rect(0, 0, width, height), 0, 0); image.Apply();
File.WriteAllBytes(Path.Combine(_evidence, name + ".png"), image.EncodeToPNG());
var meshes = _app.GetComponentsInChildren<MeshFilter>();
var badges = _app.Presenter.GetComponentsInChildren<GroupBadge>();
var record = new CaptureRecord { name = name, sourceCommit = Environment.GetEnvironmentVariable("MAGNETISM_PROOF_COMMIT"),
sourceDirty = Environment.GetEnvironmentVariable("MAGNETISM_PROOF_DIRTY"), utc = DateTime.UtcNow.ToString("o"),
boardOrigin = origin, theme = _app.Environment.Theme, stage = _app.Session.Board?.StageId ?? 0,
width = width, height = height, balls = _app.Presenter.Balls.Count, groups = badges.Length,
equipmentAssemblies = badges.Count(item => item.transform.Find("KnightEquipment") != null), meshInstances = meshes.Length,
triangles = meshes.Sum(item => Enumerable.Range(0, item.sharedMesh.subMeshCount).Sum(submesh => (int)item.sharedMesh.GetIndexCount(submesh) / 3)),
sharedMaterials = _app.GetComponentsInChildren<Renderer>().SelectMany(item => item.sharedMaterials).Where(item => item != null).Distinct().Count(),
editorCameraRenderMilliseconds = (float)timer.Elapsed.TotalMilliseconds,
fieldOfView = camera.fieldOfView,
textureMemory = Resources.FindObjectsOfTypeAll<Texture>().Sum(item => Profiler.GetRuntimeMemorySizeLong(item)),
allocatedMemory = Profiler.GetTotalAllocatedMemoryLong(), cameraPosition = camera.transform.position, cameraRotation = camera.transform.rotation,
method = "Actual Main scene PlayMode Camera.Render to RT, ScreenSpaceCamera canvas; simulated viewport, not Android capture. Triangles are resident index counts for active mesh instances, including the retained floor with its Renderer disabled; they are not submitted GPU triangles. Camera.Render elapsed is Editor CPU wall time, not GPU time or device FPS. Texture memory includes all Editor-loaded textures." };
File.WriteAllText(Path.Combine(_evidence, name + ".json"), JsonUtility.ToJson(record, true));
if (name == "world21-ten-single-groups-phone-default")
File.WriteAllLines(Path.Combine(_evidence, "editor-loaded-textures.txt"), Resources.FindObjectsOfTypeAll<Texture>()
.Select(item => $"{AssetDatabase.GetAssetPath(item)};name={item.name};dimensions={item.width}x{item.height};format={(item is Texture2D texture ? texture.format.ToString() : item.GetType().Name)};runtimeBytes={Profiler.GetRuntimeMemorySizeLong(item)}"));
}
finally
{
camera.targetTexture = oldTarget; camera.aspect = oldAspect; RenderTexture.active = oldActive;
canvas.renderMode = oldMode; canvas.worldCamera = oldCamera; canvas.planeDistance = oldPlane;
Object.DestroyImmediate(image); target.Release(); Object.DestroyImmediate(target);
if (_app.Presenter.gameObject.activeInHierarchy) _app.Presenter.SendMessage("LateUpdate");
Canvas.ForceUpdateCanvases();
}
}
}
}
#endif
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 0ef592ccad6c188458f0ab2ec0f9e291
@@ -8,6 +8,7 @@ namespace MagnetismHeroes.UnityRuntime.Presentation
[SerializeField] private TMP_Text _number;
[SerializeField] private Transform _face;
[SerializeField] private Transform _cape;
[SerializeField] private Transform _equipment;
[SerializeField] private SpriteRenderer _expression;
[SerializeField] private Sprite[] _expressions;
private float _celebrateUntil;
@@ -28,6 +29,8 @@ namespace MagnetismHeroes.UnityRuntime.Presentation
_number.transform.rotation = camera.transform.rotation;
_face.SetPositionAndRotation(_facePosition + camera.transform.up * (Mathf.Sin(remaining / .45f * Mathf.PI) * .025f),
camera.transform.rotation * Quaternion.Euler(0, 0, _look * 6 + Mathf.Sin(remaining * 18) * 3));
if (_equipment != null)
_equipment.SetPositionAndRotation(_facePosition + camera.transform.forward * .49f, camera.transform.rotation);
if (_expression != null && _expressions != null && _expressions.Length == 6)
_expression.sprite = _expressions[remaining > 0 ? 5 : _mood];
if (_cape != null)
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