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94 lines
2.9 KiB
Markdown
94 lines
2.9 KiB
Markdown
# Province Event 3D Effects
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Ideas for replacing 2D shader-based province event effects with 3D particle systems.
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## Current State
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| Event | Effect Type | Notes |
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|-------|-------------|-------|
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| Festival | 3D particles | Complete |
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| Epidemic | 3D particles | Complete (rising skulls + green haze) |
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| Blizzard | 2D shader | Not visible on unowned (white) provinces |
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| Drought | 2D shader | |
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| Flood | 2D shader | |
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| Beasts | None | Tricky - can be any animal or human |
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## Proposed 3D Effects
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### Blizzard
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- Falling snowflakes with slight blue tint (ensures visibility on white backgrounds)
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- Diagonal wind-blown particles to convey harsh weather
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- Swirling vortex effect near ground level
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- Frosty sparkle/glitter particles for magical winter feel
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### Drought
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- Rising dust/sand particles (tan/brown coloring)
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- Small dust devils (spinning particle columns)
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- Shimmering golden particles rising to suggest heat distortion
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- Dried leaves/debris blowing across the province
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### Flood
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- Rain falling (blue-tinted streaks or droplets)
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- Water splashes/ripples rising from ground
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- Mist/spray particles hovering low
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- Floating debris particles (leaves, sticks)
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### Beasts
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This is challenging since "beasts" can represent any dangerous creature. Universal approaches:
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- **Circling vultures/crows overhead** - Predators attract scavengers; works for any beast type and is visually distinctive
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- Dust clouds suggesting movement at province edges
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- Glowing eyes appearing/disappearing in shadows
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- Stylized claw/scratch mark effects
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- Paw prints materializing on the ground
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- Red "danger" aura pulsing from ground level
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The vultures/crows approach is recommended as the most universal solution.
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## Implementation Status
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Controllers have been created for all 4 event types:
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- `ProvinceBlizzardController.cs` - ready, needs prefab
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- `ProvinceDroughtController.cs` - ready, needs prefab
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- `ProvinceFloodController.cs` - ready, needs prefab
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- `ProvinceBeastsController.cs` - ready, needs prefab
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### Prefabs Needed
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Create these prefabs in `Assets/Eagle/Effects/`:
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1. **BlizzardEffect.prefab**
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- Particle System with falling snowflakes
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- Blue-tinted particles for visibility on white
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- Diagonal velocity for wind effect
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- RectTransform for UI positioning
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2. **DroughtEffect.prefab**
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- Particle System with rising dust particles
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- Tan/brown coloring
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- Upward velocity
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- Optional spinning sub-emitters for dust devils
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3. **FloodEffect.prefab**
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- Particle System with falling rain streaks
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- Blue tint
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- Fast downward velocity
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- Optional splash sub-emitter
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4. **BeastsEffect.prefab**
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- Particle System with bird silhouettes
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- Circular orbit motion around center
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- Black/dark particles
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- Could use a crow/vulture sprite texture
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### Scene Setup
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Wire up in `Assets/Scenes/Eagle.unity`:
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1. Add controller components to the Map GameObject
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2. Assign `mapContainer`, `centroidsJson` (shared with other controllers)
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3. Assign the effect prefab for each controller
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