feat: add Unity project (Assets, ProjectSettings)
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154
game/Assets/Scripts/GameSetup.cs
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154
game/Assets/Scripts/GameSetup.cs
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using UnityEngine;
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/// <summary>
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/// Global game setup applied at startup:
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/// - Application.runInBackground (physics continues on ALT-TAB)
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/// - Tall invisible arena barriers (prevent ball escape)
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/// - Visual enhancements: obstacle colors, floor tint, lighting contrast
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/// Attach to a persistent GameObject (e.g. NetworkManager).
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/// </summary>
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public class GameSetup : MonoBehaviour
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{
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[Header("Arena Boundaries")]
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public float arenaHalfSize = 45f;
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public float barrierHeight = 50f;
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public float barrierThickness = 1f;
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[Header("Visuals")]
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public bool enhanceVisuals = true;
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void Awake()
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{
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// --- Keep physics and network running on focus loss ---
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Application.runInBackground = true;
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Application.targetFrameRate = 60;
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// Barriers removed — respawn system handles falls (Y < -10)
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}
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void Start()
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{
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if (enhanceVisuals)
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EnhanceVisuals();
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}
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// --- Barrier creation ---
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private void CreateBarrier(string name, Vector3 position, Vector3 size)
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{
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var go = new GameObject(name);
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go.transform.position = position;
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var col = go.AddComponent<BoxCollider>();
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col.size = size;
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// No Renderer = invisible. Static collider = immovable wall.
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}
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// --- Visual enhancements ---
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private void EnhanceVisuals()
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{
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TintFloor();
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ColorObstacles();
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ColorWallsAndGrids();
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EnhanceLighting();
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}
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private void TintFloor()
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{
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var plane = GameObject.Find("Plane");
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if (plane == null) return;
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var rend = plane.GetComponent<Renderer>();
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if (rend == null) return;
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var mat = new Material(rend.sharedMaterial);
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// Soft blue-gray instead of flat white
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Color floorColor = new Color(0.70f, 0.74f, 0.82f, 1f);
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SetMatColor(mat, floorColor);
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rend.material = mat;
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}
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private void ColorObstacles()
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{
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Color[] palette =
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{
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new Color(0.42f, 0.55f, 0.75f), // Steel blue
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new Color(0.60f, 0.45f, 0.68f), // Muted purple
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new Color(0.48f, 0.68f, 0.55f), // Sage green
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new Color(0.74f, 0.52f, 0.42f), // Warm terracotta
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new Color(0.68f, 0.65f, 0.44f), // Sandy gold
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new Color(0.44f, 0.62f, 0.72f), // Slate teal
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};
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for (int i = 1; i <= 18; i++)
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{
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var obs = GameObject.Find($"Obs_{i}");
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if (obs == null) continue;
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var rend = obs.GetComponent<Renderer>();
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if (rend == null) continue;
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var mat = new Material(rend.sharedMaterial);
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SetMatColor(mat, palette[i % palette.Length]);
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rend.material = mat;
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}
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}
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private void ColorWallsAndGrids()
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{
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Color wallColor = new Color(0.50f, 0.54f, 0.62f);
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foreach (string name in new[] { "Wall_North", "Wall_South", "Wall_East", "Wall_West" })
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{
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var wall = GameObject.Find(name);
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if (wall == null) continue;
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var rend = wall.GetComponent<Renderer>();
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if (rend == null) continue;
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var mat = new Material(rend.sharedMaterial);
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SetMatColor(mat, wallColor);
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rend.material = mat;
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}
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Color gridColor = new Color(0.58f, 0.61f, 0.68f);
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for (int i = 1; i <= 4; i++)
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{
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foreach (string dir in new[] { "NS", "EW" })
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{
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var grid = GameObject.Find($"Grid_{dir}_{i}");
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if (grid == null) continue;
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var rend = grid.GetComponent<Renderer>();
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if (rend == null) continue;
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var mat = new Material(rend.sharedMaterial);
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SetMatColor(mat, gridColor);
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rend.material = mat;
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}
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}
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}
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private void EnhanceLighting()
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{
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// Directional light: warm white, stronger, soft shadows
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var lights = FindObjectsByType<Light>(FindObjectsSortMode.None);
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foreach (var light in lights)
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{
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if (light.type == LightType.Directional)
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{
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light.color = new Color(1f, 0.96f, 0.90f); // Warm white
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light.intensity = 1.6f;
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light.shadows = LightShadows.Soft;
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light.shadowStrength = 0.75f;
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}
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}
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// Ambient: cool tint for contrast with warm direct light
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RenderSettings.ambientMode = UnityEngine.Rendering.AmbientMode.Flat;
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RenderSettings.ambientLight = new Color(0.32f, 0.36f, 0.48f);
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}
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// --- Utility ---
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private static void SetMatColor(Material mat, Color color)
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{
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if (mat.HasProperty("_BaseColor"))
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mat.SetColor("_BaseColor", color);
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if (mat.HasProperty("_Color"))
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mat.color = color;
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}
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}
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