Add formal enemies, remaining formal partners and synthesized UI SFX
- UI SFX v3: procedurally synthesized one-shots (Tools/synth_ui_sfx.py) wired to buttons, rewards, errors and red dots via UiSfx, gated by the SFX setting. - Five formal enemies (Hornlet, Dashlet, Shellhorn, HornCaptain, GreatHorn): Hunyuan 50k -> 2000-tri XPbr, DGXA TokenRig, Idle/Walk/Attack, nested per type in PrototypeArena; PrototypeBattle.Enemy gains presentation-only Moving/Strikes. - Formal partners for all ten pets in the arena and portraits, including new VineSprite, ThunderLeopard and TideWhale. - Pipeline fixes: reject local TokenRig fallback, drop loose mesh islands, configurable Unity run_script timeout, companion static stage. - Also includes concurrent work from another tool in this working tree (FlameLion, enemy combat FX, challenge mode, home explorer, server updates). - Resources registered in Doc/ResDesc_*.md; verified on isolated :18081. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -43,6 +43,17 @@ public static class AuditCharacterVisual
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var camera=new GameObject("AuditCamera").AddComponent<Camera>();SceneManager.MoveGameObjectToScene(camera.gameObject,scene);camera.scene=scene;
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camera.clearFlags=CameraClearFlags.SolidColor;camera.backgroundColor=new Color(.56f,.64f,.7f);
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camera.orthographic=true;camera.orthographicSize=height*.68f;camera.nearClipPlane=.01f;camera.farClipPlane=10;
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var visualPoints=unit.GetComponentsInChildren<MeshFilter>().SelectMany(m=>m.sharedMesh.vertices.Select(v=>m.transform.TransformPoint(v))).ToList();
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foreach(var skin in unit.GetComponentsInChildren<SkinnedMeshRenderer>())
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{
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var mesh=skin.sharedMesh;var weights=mesh.boneWeights;
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var matrices=skin.bones.Select((b,i)=>b.localToWorldMatrix*mesh.bindposes[i]).ToArray();
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visualPoints.AddRange(mesh.vertices.Select((v,i)=> {
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var w=weights[i];return matrices[w.boneIndex0].MultiplyPoint3x4(v)*w.weight0+matrices[w.boneIndex1].MultiplyPoint3x4(v)*w.weight1+
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matrices[w.boneIndex2].MultiplyPoint3x4(v)*w.weight2+matrices[w.boneIndex3].MultiplyPoint3x4(v)*w.weight3;
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}));
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}
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var bounds=new Bounds(visualPoints[0],Vector3.zero);foreach(var p in visualPoints)bounds.Encapsulate(p);
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var rt=new RenderTexture(640,640,24);var tex=new Texture2D(640,640,TextureFormat.RGB24,false);var previous=RenderTexture.active;
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try
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{
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@@ -50,8 +61,11 @@ public static class AuditCharacterVisual
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string[] names={"front","side","back","perspective"};
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for(int i=0;i<directions.Length;i++)
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{
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var center=Vector3.up*height*.5f;camera.transform.position=center+directions[i]*height*3;
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camera.transform.LookAt(center);camera.targetTexture=rt;camera.Render();RenderTexture.active=rt;
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var center=bounds.center;camera.transform.position=center+directions[i]*Mathf.Max(height,bounds.size.magnitude)*3;
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camera.transform.LookAt(center);camera.targetTexture=rt;
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// Broad quadrupeds must fit horizontally as well as vertically.
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camera.orthographicSize=1.15f*Mathf.Max(visualPoints.Max(p=>Mathf.Abs(Vector3.Dot(p-center,camera.transform.right))),visualPoints.Max(p=>Mathf.Abs(Vector3.Dot(p-center,camera.transform.up))));
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camera.Render();RenderTexture.active=rt;
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tex.ReadPixels(new Rect(0,0,640,640),0,0);tex.Apply();File.WriteAllBytes(Path.Combine(dir,names[i]+".png"),tex.EncodeToPNG());
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}
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}
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