Add rank, friends, fishing, and camp treasure with T2 studio models and skill presentation.

Co-authored-by: Cursor <cursoragent@cursor.com>
This commit is contained in:
udx
2026-10-21 23:01:31 +08:00
co-authored by Cursor
parent 89e0fa246f
commit 079313fb06
677 changed files with 395371 additions and 9692 deletions
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| `Tools/output/companions/{VineSprite,ThunderLeopard,TideWhale}/motions/{Idle,Walk,Attack}/` | DGXA UniMate 同源 rig 生成的源动作(提示词、任务号、哈希见 motion_request.json)。 |
| `AIClient/Assets/Bundles/Characters/Animal/{Name}/Anims/{Name}_{Idle,Walk,Attack}.fbx`、`Clips/{Idle,Walk,Attack}.anim` | 离线收尾后 121 帧实际蒙皮验收通过。藤蔓灵 Walk 1.1/Idle 1.6/Attack 1.1s(双手治疗施法);雷鸣豹 1.1/1.8/1.0s(四拍步态、头肩短扑,护甲与额冠刚性);潮汐鲸 1.3/2.0/1.1s(短体撞)。报告 `Tools/output/companions/{Name}/verification.txt`、`play_verification.txt`。 |
## 大角首领Studio试验版动作复用(2026-10-21)
`Assets/Bundles/Characters/Enemy/GreatHornStudio/GreatHornStudio_Enemy.prefab` 直接复用原 `GreatHorn/GreatHorn_Animator.controller`、原Avatar(原Rigged FBX子资产)与 `GreatHorn/Clips/{Idle,Walk,Attack}.anim`。本批无新动作生成或成品动作改写;原动作文件哈希一致。新2000面网格经Blender转原22骨与两个脚底顶点1毫米局部适配后,三段各121帧采样、真实Play及外层根固定检查通过。详情 `Doc/Design/Character/GreatHorn/StudioTrial.md`。
## 伙伴 Studio 版动作复用(2026-10-21)
9 个 `{X}Studio_Companion.prefab` 直接复用各自原 `{X}_Animator.controller`、原 Avatar 与 `Clips/{Idle,Walk,Attack}.anim`,无新动作生成或改写;原动作哈希一致。详情 `Doc/Design/Character/CompanionStudioBatch.md`。
## 四敌人Studio版原动作复用(2026-10-21)
四个 `{Actor}Studio_Enemy.prefab` 直接引用各自原 `{Actor}_Animator.controller`、原Avatar及 `{Actor}/Clips/{Idle,Walk,Attack}.anim`;原成品动作文件哈希一致,本批无新增动画。小角怪/疾跑怪/角怪队长原22骨、硬壳怪原28骨;1452帧实际蒙皮采样、统一Play三状态/方向/外层根固定通过。报告 `Doc/Design/Character/StudioEnemies/Production.md`。
## 五敌人战场替换与技能闭环样例(2026-10-21)
五敌人正式战场继续复用原 Avatar、AnimatorController 与 Idle/Walk/Attack,未改动画文件。独立 `SkillSlicePlayer` 根据逻辑释放 tick 和角色原配方 attackImpact 分段采样 Attack,将前摇/命中点/后摇对齐;动作不决定伤害。样例与正式主线规则分开,详见 `Doc/Design/Combat/SkillSlice/Production.md`。
## 权威技能协议与正式战场接入(2026-10-21)
正式战斗复用原10伙伴/5敌人的Idle/Walk/Attack,没有改写成品动画。BattleSkillPresentation读取各角色原配方attackImpact,经Pipeline持久化15项映射,将原Attack前摇/释放/后摇分段对齐权威tick;零前摇护盾不强制跳到攻击中间姿势。AnimationEvent不决定伤害,旧规则继续原Animator播放。