Remove FusionHub editor assets and update workspace

Delete unused FusionHub editor images and their .meta files, remove several shaders and test prefabs from Assets, and update .idea/.idea.HALLUCINATE/.idea/workspace.xml (cleanup changelist entries and adjust a workItem duration). Also apply modifications to Assets/Scove/UIScaleTest.unity and Assets/Scripts/UI/UIManager.cs. This cleans up editor-only/unused resources and updates the project workspace to reflect those removals.
This commit is contained in:
2026-04-25 19:24:41 +07:00
parent 034b9599f3
commit 32c598da8b
57 changed files with 89 additions and 6732 deletions

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@@ -5,13 +5,8 @@
</component>
<component name="ChangeListManager">
<list default="true" id="f9183c68-daf0-43b8-be4c-fad79983f91b" name="Changes" comment="">
<change beforePath="$PROJECT_DIR$/.idea/.idea.HALLUCINATE/.idea/workspace.xml" beforeDir="false" afterPath="$PROJECT_DIR$/.idea/.idea.HALLUCINATE/.idea/workspace.xml" afterDir="false" />
<change beforePath="$PROJECT_DIR$/Assets/Scove/UIScaleTest.unity" beforeDir="false" afterPath="$PROJECT_DIR$/Assets/Scove/UIScaleTest.unity" afterDir="false" />
<change beforePath="$PROJECT_DIR$/Assets/Scripts/Player Controller/PlayerStateMachine.cs" beforeDir="false" afterPath="$PROJECT_DIR$/Assets/Scripts/Player Controller/PlayerStateMachine.cs" afterDir="false" />
<change beforePath="$PROJECT_DIR$/Assets/Scripts/UI/HUDController.cs" beforeDir="false" afterPath="$PROJECT_DIR$/Assets/Scripts/UI/HUDController.cs" afterDir="false" />
<change beforePath="$PROJECT_DIR$/Assets/Scripts/UI/UIManager.cs" beforeDir="false" afterPath="$PROJECT_DIR$/Assets/Scripts/UI/UIManager.cs" afterDir="false" />
<change beforePath="$PROJECT_DIR$/Assets/UI/Documents/Settings.uxml" beforeDir="false" afterPath="$PROJECT_DIR$/Assets/UI/Documents/Settings.uxml" afterDir="false" />
<change beforePath="$PROJECT_DIR$/Assets/UI/Styles/Global.uss" beforeDir="false" afterPath="$PROJECT_DIR$/Assets/UI/Styles/Global.uss" afterDir="false" />
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<option name="SHOW_DIALOG" value="false" />
<option name="HIGHLIGHT_CONFLICTS" value="true" />
@@ -140,7 +135,7 @@
<workItem from="1776848005294" duration="47000" />
<workItem from="1776910642766" duration="2290000" />
<workItem from="1776940053256" duration="13616000" />
<workItem from="1777113431258" duration="2380000" />
<workItem from="1777113431258" duration="3536000" />
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@@ -413,32 +413,33 @@ MonoBehaviour:
m_Name:
m_EditorClassIdentifier: Assembly-CSharp::UI.UIManager
screens:
- screenName: Doc_MainMenu
- screenName: MainMenu
document: {fileID: 2003742651}
isActive: 0
isActive: 1
isOverlay: 0
customCursor: {fileID: 0}
- screenName: Doc_Lobby
- screenName: Lobby
document: {fileID: 1471116802}
isActive: 0
isOverlay: 0
customCursor: {fileID: 0}
- screenName: Doc_HUD
- screenName: HUD
document: {fileID: 1136953559}
isActive: 0
isOverlay: 0
customCursor: {fileID: 0}
- screenName: Doc_Settings
- screenName: Settings
document: {fileID: 1582124357}
isActive: 0
isOverlay: 1
customCursor: {fileID: 0}
- screenName: Profile
document: {fileID: 666657092}
isActive: 0
isOverlay: 0
customCursor: {fileID: 0}
- screenName: Doc_Profile
document: {fileID: 666657092}
isActive: 1
isOverlay: 0
customCursor: {fileID: 0}
defaultCursor: {fileID: 0}
initialScreen: MainMenu
--- !u!4 &1183887570
Transform:
m_ObjectHideFlags: 0
@@ -538,6 +539,7 @@ GameObject:
- component: {fileID: 1582124358}
- component: {fileID: 1582124357}
- component: {fileID: 1582124359}
- component: {fileID: 1582124360}
m_Layer: 0
m_Name: Doc_Settings
m_TagString: Untagged
@@ -595,6 +597,18 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: 5534bcf4869df944883c6fd2a17a6a5a, type: 3}
m_Name:
m_EditorClassIdentifier: Assembly-CSharp::UI.SettingsController
--- !u!114 &1582124360
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m_Script: {fileID: 11500000, guid: 5c17a3f09ee49ff48a0e3e2b45080257, type: 3}
m_Name:
m_EditorClassIdentifier: Assembly-CSharp::UI.LocalizationManager
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View File

@@ -12,9 +12,9 @@ namespace UI
[System.Serializable]
public class ScreenData
{
public string screenName;
public string screenName; // Phải khớp với chuỗi gọi trong ShowScreen
public UIDocument document;
public bool isActive; // Thêm lại để tương thích với Editor gốc
public bool isActive;
public bool isOverlay;
public Texture2D customCursor;
}
@@ -23,96 +23,80 @@ namespace UI
[Header("Default Settings")]
public Texture2D defaultCursor;
public string initialScreen = "MainMenu";
private VisualElement _currentScreenRoot;
private string _currentScreenName;
private void Awake()
{
Instance = this;
SyncScreens(); // Đồng bộ trạng thái ban đầu
if (Instance == null) Instance = this;
else Destroy(gameObject);
// Khởi tạo trạng thái ban đầu: Ẩn tất cả trừ màn hình mặc định
foreach (var screen in screens)
{
if (screen.document != null && screen.screenName == "Settings")
screen.document.sortingOrder = 999;
if (screen.document == null) continue;
if (screen.screenName == "Settings") screen.document.sortingOrder = 999;
screen.isActive = (screen.screenName == initialScreen);
screen.document.rootVisualElement.style.display = screen.isActive ? DisplayStyle.Flex : DisplayStyle.None;
}
}
private void Start()
{
if (!Application.isPlaying) return;
ShowScreen("MainMenu");
}
private void OnValidate()
{
// Chạy trong Editor để cập nhật UI ngay lập tức khi check vào ô isActive
if (!Application.isPlaying) SyncScreens();
_currentScreenName = initialScreen;
}
private void Update()
{
if (Input.GetKeyDown(KeyCode.Escape))
{
ToggleSettings();
}
if (Input.GetKeyDown(KeyCode.Escape)) ToggleSettings();
}
public void SyncScreens()
{
foreach (var screen in screens)
{
if (screen != null && screen.document != null && screen.document.rootVisualElement != null)
{
screen.document.rootVisualElement.style.display = screen.isActive ? DisplayStyle.Flex : DisplayStyle.None;
}
}
}
public void ShowOnly(string name)
{
ShowScreen(name);
}
public void ShowOnly(string name) => ShowScreen(name);
public void ShowScreen(string name)
{
if (_currentScreenName == name) return;
StartCoroutine(TransitionRoutine(name));
// Kiểm tra xem màn hình mục tiêu có tồn tại không trước khi tắt cái cũ
var nextData = screens.Find(s => s.screenName == name);
if (nextData == null)
{
Debug.LogError($"[UIManager] Screen '{name}' not found in the list! Check your Inspector names.");
return;
}
StartCoroutine(TransitionRoutine(nextData));
}
private IEnumerator TransitionRoutine(string nextScreenName)
private IEnumerator TransitionRoutine(ScreenData nextData)
{
// Tắt các màn hình khác
// 1. Fade Out các màn hình chính hiện tại (trừ Overlay)
foreach (var s in screens)
{
if (s.screenName != nextScreenName && !s.isOverlay && s.isActive)
if (s.isActive && !s.isOverlay)
{
var root = s.document.rootVisualElement.Q<VisualElement>();
root.AddToClassList("hidden");
if (root != null) root.AddToClassList("hidden");
s.isActive = false;
}
}
yield return new WaitForSeconds(0.3f);
SyncScreens();
SyncScreens(); // Ẩn hẳn display
// Bật màn hình mới
var nextData = screens.Find(s => s.screenName == nextScreenName);
if (nextData != null && nextData.document != null)
// 2. Hiện màn hình mới
nextData.isActive = true;
_currentScreenName = nextData.screenName;
var nextRoot = nextData.document.rootVisualElement.Q<VisualElement>();
if (nextRoot != null)
{
nextData.isActive = true;
_currentScreenRoot = nextData.document.rootVisualElement.Q<VisualElement>();
_currentScreenName = nextScreenName;
_currentScreenRoot.style.display = DisplayStyle.Flex;
_currentScreenRoot.AddToClassList("hidden");
yield return null;
_currentScreenRoot.RemoveFromClassList("hidden");
ApplyCursor(nextData.customCursor != null ? nextData.customCursor : defaultCursor);
nextData.document.rootVisualElement.style.display = DisplayStyle.Flex;
nextRoot.AddToClassList("hidden");
yield return null; // Chờ 1 frame để UI Toolkit cập nhật
nextRoot.RemoveFromClassList("hidden");
}
ApplyCursor(nextData.customCursor != null ? nextData.customCursor : defaultCursor);
}
public void ToggleSettings()
@@ -131,8 +115,27 @@ namespace UI
}
else
{
UnityEngine.Cursor.visible = false;
UnityEngine.Cursor.lockState = CursorLockMode.Locked;
// Nếu tắt Settings, quay về trạng thái của màn hình hiện tại
var current = screens.Find(s => s.screenName == _currentScreenName);
if (current != null) ApplyCursor(current.customCursor != null ? current.customCursor : defaultCursor);
// Tùy vào game là FPS hay Menu mà ẩn chuột
if (_currentScreenName == "HUD")
{
UnityEngine.Cursor.visible = false;
UnityEngine.Cursor.lockState = CursorLockMode.Locked;
}
}
}
public void SyncScreens()
{
foreach (var screen in screens)
{
if (screen.document != null && screen.document.rootVisualElement != null)
{
screen.document.rootVisualElement.style.display = screen.isActive ? DisplayStyle.Flex : DisplayStyle.None;
}
}
}

View File

@@ -1,70 +0,0 @@
Shader "Sukuna/DistortionTrail"
{
Properties
{
_DistortionStrength("Distortion Strength", Range(0, 1)) = 0.5
_DistortionMap("Distortion Map", 2D) = "bump" {}
_WidthMask("Width Mask", Range(0, 1)) = 0.5
}
SubShader
{
Tags { "RenderType"="Transparent" "Queue"="Transparent" "RenderPipeline" = "UniversalPipeline" }
LOD 100
Pass
{
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareOpaqueTexture.hlsl"
struct Attributes
{
float4 positionOS : POSITION;
float2 uv : TEXCOORD0;
float4 color : COLOR; // Sử dụng để lấy Alpha từ Trail Renderer
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float2 uv : TEXCOORD0;
float4 screenPos : TEXCOORD1;
float4 color : COLOR;
};
float _DistortionStrength;
sampler2D _DistortionMap;
float _WidthMask;
Varyings vert(Attributes input)
{
Varyings output;
output.positionCS = TransformObjectToHClip(input.positionOS.xyz);
output.uv = input.uv;
output.screenPos = ComputeScreenPos(output.positionCS);
output.color = input.color;
return output;
}
half4 frag(Varyings input) : SV_Target
{
// Mask cho trail: mờ ở 2 cạnh và mờ dần theo chiều dài
float mask = (1.0 - abs(input.uv.y - 0.5) * 2.0) * input.uv.x * input.color.a;
float2 noise = tex2D(_DistortionMap, input.uv * 2.0 + _Time.y).rg * 2.0 - 1.0;
float2 screenUV = input.screenPos.xy / input.screenPos.w;
float2 distortedUV = screenUV + noise * _DistortionStrength * 0.1 * mask;
float3 background = SampleSceneColor(distortedUV);
return float4(background, mask);
}
ENDHLSL
}
}
}

View File

@@ -1,9 +0,0 @@
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@@ -1,79 +0,0 @@
Shader "Sukuna/ProjectileSlash"
{
Properties
{
[Header(Colors)]
[HDR] _MainColor("Core Color", Color) = (0, 0, 0, 1)
[HDR] _EdgeColor("Edge Glow", Color) = (10, 0, 0, 1)
_EdgeWidth("Edge Width", Range(0, 1)) = 0.3
[Header(Movement)]
_FlowSpeed("Flow Speed", Float) = 2.0
_NoiseMap("Noise Map", 2D) = "white" {}
}
SubShader
{
Tags { "RenderType"="Transparent" "Queue"="Transparent" }
LOD 100
Pass
{
ZWrite Off
Cull Off
Blend SrcAlpha One
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
struct Attributes
{
float4 positionOS : POSITION;
float2 uv : TEXCOORD0;
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float2 uv : TEXCOORD0;
};
float4 _MainColor;
float4 _EdgeColor;
float _EdgeWidth;
float _FlowSpeed;
sampler2D _NoiseMap;
float4 _NoiseMap_ST;
Varyings vert(Attributes input)
{
Varyings output;
output.positionCS = TransformObjectToHClip(input.positionOS.xyz);
output.uv = input.uv;
return output;
}
half4 frag(Varyings input) : SV_Target
{
float x = input.uv.x;
float y = input.uv.y;
// Shape: Nhọn ở đầu (x=1), phình ở giữa
float shape = (1.0 - abs(y * 2.0 - 1.0)) * pow(x, 2.0);
// Hiệu ứng "cuộn" bên trong lưỡi đao
float2 noiseUV = input.uv * _NoiseMap_ST.xy + _NoiseMap_ST.zw;
noiseUV.x -= _Time.y * _FlowSpeed;
float noise = tex2D(_NoiseMap, noiseUV).r;
float4 finalColor = lerp(_MainColor, _EdgeColor, smoothstep(1.0 - _EdgeWidth, 1.0, shape * noise));
finalColor.a = shape;
return finalColor;
}
ENDHLSL
}
}
}

View File

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@@ -1,108 +0,0 @@
Shader "Sukuna/DismantleSlash_Advanced"
{
Properties
{
[Header(Colors)]
[HDR] _MainColor("Core Color (Black/Dark)", Color) = (0, 0, 0, 1)
[HDR] _EdgeColor("Edge Glow Color", Color) = (10, 0, 0, 1) // Tăng cường độ mặc định
_EdgeWidth("Edge Width", Range(0, 1)) = 0.3
[Header(Distortion Settings)]
_DistortionStrength("Distortion Strength", Range(0, 2)) = 0.5
_DistortionWidth("Distortion Area Width", Range(0, 2)) = 1.0
_DistortionMap("Distortion Noise Map", 2D) = "bump" {}
[Header(Animation)]
_Dissolve("Dissolve", Range(0, 1)) = 0
}
SubShader
{
Tags { "RenderType"="Transparent" "Queue"="Transparent" "RenderPipeline" = "UniversalPipeline" }
LOD 100
Pass
{
Name "SlashPass"
ZWrite Off
Cull Off
Blend SrcAlpha OneMinusSrcAlpha
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareOpaqueTexture.hlsl"
struct Attributes
{
float4 positionOS : POSITION;
float2 uv : TEXCOORD0;
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float2 uv : TEXCOORD0;
float4 screenPos : TEXCOORD1;
};
float4 _MainColor;
float4 _EdgeColor;
float _EdgeWidth;
float _DistortionStrength;
float _DistortionWidth;
float _Dissolve;
sampler2D _DistortionMap;
Varyings vert(Attributes input)
{
Varyings output;
output.positionCS = TransformObjectToHClip(input.positionOS.xyz);
output.uv = input.uv;
output.screenPos = ComputeScreenPos(output.positionCS);
return output;
}
half4 frag(Varyings input) : SV_Target
{
float x = input.uv.x;
float y = input.uv.y;
// Shape Mask (Hình nhát chém từ UV)
float lengthMask = 1.0 - pow(abs(x * 2.0 - 1.0), 4.0);
float widthMask = 1.0 - abs(y * 2.0 - 1.0);
float shape = saturate(widthMask * lengthMask);
// Dissolve Mask
float alphaMask = saturate(shape - _Dissolve);
if (alphaMask <= 0) discard;
// --- DISTORTION CALCULATION ---
// Tạo một mask riêng cho Distortion, rộng hơn vệt chém chính
float distortionMask = saturate(widthMask * lengthMask * _DistortionWidth);
float2 noise = tex2D(_DistortionMap, input.uv * 2.0).rg * 2.0 - 1.0;
float2 screenUV = input.screenPos.xy / input.screenPos.w;
// Chỉ làm cong vùng xung quanh, giảm dần về 0 ở trung tâm vệt chém (để lõi không bị méo)
// Chúng ta dùng (1 - edgeMask) để Distortion mạnh ở rìa và yếu ở giữa
float centerProtection = 1.0 - smoothstep(0.8, 1.0, shape);
float2 distortedScreenUV = screenUV + noise * _DistortionStrength * 0.05 * distortionMask * centerProtection;
float3 background = SampleSceneColor(distortedScreenUV);
// --- COLOR CALCULATION ---
// Đen ở giữa, Đỏ ở viền
float edgeLerp = smoothstep(1.0 - _EdgeWidth, 1.0, shape);
float4 finalColor = lerp(_MainColor, _EdgeColor, edgeLerp);
// Trộn với background
finalColor.rgb = lerp(background, finalColor.rgb, alphaMask);
finalColor.a = alphaMask;
return finalColor;
}
ENDHLSL
}
}
}

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