Add prototype gameplay loop with character/battlefield assets and server game APIs.
Co-authored-by: Cursor <cursoragent@cursor.com>
This commit is contained in:
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#if UNITY_EDITOR
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using System;
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using System.IO;
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using System.Linq;
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using UnityEditor;
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using UnityEditor.SceneManagement;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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using Object=UnityEngine.Object;
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public static class BuildEnemyReview
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{
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[Serializable] public sealed class Recipe {public string id,assetRoot,staticPrefab,enemyPrefab,visualPrefab,reviewScene,usage;public float attackImpact,height,reviewOriginX;}
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static Recipe Read(string path)
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{
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var r=JsonUtility.FromJson<Recipe>(File.ReadAllText(Path.GetFullPath(Path.Combine(Application.dataPath,"../..",path))));
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if(string.IsNullOrEmpty(r.visualPrefab))r.visualPrefab=r.enemyPrefab;
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if(r.reviewOriginX==0)r.reviewOriginX=20;
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return r;
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}
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static bool Companion(Recipe r)=>r.usage=="companion_visual";
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static string Prefix(Recipe r)=>Companion(r) ? "CompanionReview_"+r.id : "EnemyReview";
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static void Folder(string path)
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{
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string current="Assets";
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foreach(string part in path.Split('/').Skip(1)) {string next=current+"/"+part;if(!AssetDatabase.IsValidFolder(next))AssetDatabase.CreateFolder(current,part);current=next;}
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}
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public static string Publish(string recipePath="Config/Art/EnemyCharacters/RockBall.json")
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{
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var r=Read(recipePath);Folder(Path.GetDirectoryName(r.visualPrefab).Replace('\\','/'));
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var scene=EditorSceneManager.NewPreviewScene();
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try
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{
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var source=AssetDatabase.LoadAssetAtPath<GameObject>(r.assetRoot+"/"+r.id+"_Rigged.prefab");
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var go=(GameObject)PrefabUtility.InstantiatePrefab(source,scene);go.name=r.id+(Companion(r) ? "_Companion" : "_Enemy");
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var animator=go.GetComponentInChildren<Animator>();
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if(animator.runtimeAnimatorController.animationClips.Select(c=>c.name).Distinct().Count()!=3)throw new Exception("Three actions required before publishing character visual");
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PrefabUtility.SaveAsPrefabAsset(go,r.visualPrefab);
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}
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finally {EditorSceneManager.ClosePreviewScene(scene);}
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AssetDatabase.SaveAssets();return r.visualPrefab;
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}
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public static string Build(string recipePath="Config/Art/EnemyCharacters/RockBall.json")
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{
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if(EditorApplication.isPlaying)throw new Exception("Build in Edit Mode");
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var r=Read(recipePath);Publish(recipePath);
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var existing=SceneManager.GetSceneByPath(r.reviewScene);
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if(existing.IsValid() && existing.isLoaded)
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{
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if(existing.isDirty)throw new Exception("Existing character review has unsaved edits; preserve before rebuilding");
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EditorSceneManager.CloseScene(existing,true);
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}
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Folder(Path.GetDirectoryName(r.reviewScene).Replace('\\','/'));
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// Additive + a separate render layer preserves any user edits in other scenes.
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var scene=EditorSceneManager.NewScene(NewSceneSetup.EmptyScene,NewSceneMode.Additive);
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SceneManager.SetActiveScene(scene);
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var root=new GameObject((Companion(r) ? "CompanionProductionReview_" : "EnemyProductionReview_")+r.id);
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const int layer=29;
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const string floorPath="Assets/Bundles/Scenes/Review/EnemyReviewFloor.mat";
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var mat=AssetDatabase.LoadAssetAtPath<Material>(floorPath);
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if(mat==null){mat=new Material(Shader.Find("Universal Render Pipeline/Lit"));mat.color=new Color(.48f,.56f,.50f);AssetDatabase.CreateAsset(mat,floorPath);}
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float spacing=Mathf.Max(1,r.height*1.4f);
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var floor=GameObject.CreatePrimitive(PrimitiveType.Plane);floor.name="Ground_Y0";floor.transform.SetParent(root.transform,false);
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floor.transform.position=new Vector3(r.reviewOriginX,0,0);floor.transform.localScale=Vector3.one*(.8f*spacing);floor.GetComponent<Renderer>().sharedMaterial=mat;
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string[] names={"Static","Idle","Walk","Attack","Cycle"};
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for(int i=0;i<names.Length;i++)
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{
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var asset=AssetDatabase.LoadAssetAtPath<GameObject>(i==0 ? r.staticPrefab : r.visualPrefab);
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var go=(GameObject)PrefabUtility.InstantiatePrefab(asset,root.transform);go.name=Prefix(r)+"_"+names[i];
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go.transform.position=new Vector3(r.reviewOriginX+(i-2)*spacing,0,0);
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var label=new GameObject("NameLabel");label.transform.SetParent(go.transform,false);label.transform.position=go.transform.position+Vector3.up*(r.height+.21f);
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label.transform.localScale=Vector3.one/go.transform.lossyScale.x;
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var text=label.AddComponent<TextMesh>();text.text=names[i];text.anchor=TextAnchor.MiddleCenter;text.characterSize=.01f;text.fontSize=42;text.color=new Color(.12f,.18f,.2f);
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var marker=GameObject.CreatePrimitive(PrimitiveType.Cube);marker.name="ForwardMinusZ";marker.transform.SetParent(go.transform,false);
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marker.transform.position=go.transform.position+new Vector3(0,.012f,-.4f);marker.transform.localScale=new Vector3(.035f,.015f,.22f)/go.transform.lossyScale.x;
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Object.DestroyImmediate(marker.GetComponent<Collider>());
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if(i>0)
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{
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var cycle=go.AddComponent<CharacterReviewAnimCycle>();cycle.enabled=false;
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var so=new SerializedObject(cycle);var modes=so.FindProperty("motionNames");modes.arraySize=3;
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for(int m=0;m<3;m++)modes.GetArrayElementAtIndex(m).stringValue=new[]{"Idle","Walk","Attack"}[m];
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so.FindProperty("fixedMotion").intValue=i==4 ? -1 : i-1;
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so.ApplyModifiedPropertiesWithoutUndo();cycle.enabled=true;
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}
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}
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var sun=new GameObject(Prefix(r)+"Sun").AddComponent<Light>();sun.transform.SetParent(root.transform,false);
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sun.type=LightType.Directional;sun.intensity=1.0f;sun.shadows=LightShadows.Soft;sun.cullingMask=1<<layer;sun.transform.rotation=Quaternion.Euler(48,-30,0);
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var camera=new GameObject(Prefix(r)+"Camera").AddComponent<Camera>();camera.transform.SetParent(root.transform,false);
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camera.clearFlags=CameraClearFlags.SolidColor;camera.backgroundColor=new Color(.66f,.76f,.81f);camera.depth=50+r.reviewOriginX-20;camera.cullingMask=1<<layer;
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camera.transform.position=new Vector3(r.reviewOriginX+1.1f*spacing,r.height*2,-4.5f*spacing);camera.transform.LookAt(new Vector3(r.reviewOriginX,r.height*.7f,0));
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camera.orthographic=true;camera.orthographicSize=spacing;camera.nearClipPlane=.05f;camera.farClipPlane=100;
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foreach(var t in root.GetComponentsInChildren<Transform>(true))t.gameObject.layer=layer;
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RenderSettings.ambientMode=UnityEngine.Rendering.AmbientMode.Trilight;
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RenderSettings.ambientSkyColor=new Color(.65f,.72f,.8f);
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RenderSettings.ambientEquatorColor=new Color(.45f,.5f,.48f);
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RenderSettings.ambientGroundColor=new Color(.3f,.28f,.25f);
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EditorSceneManager.SaveScene(scene,r.reviewScene);
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var view=SceneView.lastActiveSceneView;if(view!=null){view.LookAt(new Vector3(r.reviewOriginX,.35f,0),Quaternion.Euler(12,-12,0),3.6f);view.Repaint();}
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return "Built additive review "+r.reviewScene+"; other scenes preserved";
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}
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public static string Capture(string recipePath="Config/Art/EnemyCharacters/RockBall.json")
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{
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var r=Read(recipePath);var camera=GameObject.Find(Prefix(r)+"Camera").GetComponent<Camera>();
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var units=new[]{"Idle","Walk","Attack","Cycle"}.Select(n=>GameObject.Find(Prefix(r)+"_"+n)).ToArray();
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var cycles=units.Select(g=>g.GetComponent<CharacterReviewAnimCycle>()).ToArray();
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var labels=units.Select(g=>g.transform.Find("NameLabel").GetComponent<TextMesh>()).ToArray();
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var labelTexts=labels.Select(t=>t.text).ToArray();
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var animators=units.Select(g=>g.GetComponentInChildren<Animator>()).ToArray();
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var transforms=units.SelectMany(g=>g.GetComponentsInChildren<Transform>()).ToArray();
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var p=transforms.Select(t=>t.localPosition).ToArray();var q=transforms.Select(t=>t.localRotation).ToArray();var s=transforms.Select(t=>t.localScale).ToArray();
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var rt=new RenderTexture(1900,760,24);var tex=new Texture2D(1900,760,TextureFormat.RGB24,false);var active=RenderTexture.active;
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try
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{
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for(int i=0;i<units.Length;i++)
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{
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cycles[i].enabled=false;animators[i].enabled=false;
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string name=i==0 ? "Idle" : i==1 ? "Walk" : "Attack";
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labels[i].text=i==3 ? "Auto cycle" : name+(i==2 ? " (impact)" : " (loop)");
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var clip=AssetDatabase.LoadAssetAtPath<AnimationClip>(r.assetRoot+"/Clips/"+name+".anim");
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clip.SampleAnimation(animators[i].gameObject,clip.length*(i==0 ? .5f : i==1 ? .25f : r.attackImpact));
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}
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camera.targetTexture=rt;camera.Render();RenderTexture.active=rt;tex.ReadPixels(new Rect(0,0,1900,760),0,0);tex.Apply();
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string path="Assets/Screenshots/"+(Companion(r) ? "companion_" : "enemy_")+r.id.ToLowerInvariant()+"_review.png";
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File.WriteAllBytes(Path.Combine(Application.dataPath,"../",path),tex.EncodeToPNG());return path;
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}
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finally
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{
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RenderTexture.active=active;camera.targetTexture=null;rt.Release();Object.DestroyImmediate(rt);Object.DestroyImmediate(tex);
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for(int i=0;i<transforms.Length;i++){transforms[i].localPosition=p[i];transforms[i].localRotation=q[i];transforms[i].localScale=s[i];}
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for(int i=0;i<units.Length;i++){labels[i].text=labelTexts[i];animators[i].enabled=true;cycles[i].enabled=true;}
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AssetDatabase.Refresh();
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}
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}
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}
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#endif
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