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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@@ -44,7 +44,9 @@ public static class BuildLanes
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{
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Shape("Skill" + i, effects, PrimitiveType.Cylinder, Vector3.zero, new Vector3(1.5f, .04f, 1.5f), colors[i]).gameObject.SetActive(false);
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Shape("Shield" + i, effects, PrimitiveType.Cylinder, Vector3.zero, new Vector3(1.9f, .06f, 1.9f), "ProtoCyan").gameObject.SetActive(false);
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var crest = Shape("T2Crest", root.transform.Find("Heroes/Hero" + i), PrimitiveType.Cube, new Vector3(0, 2.0f, 0), Vector3.one * .24f, "ProtoYellow");
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var hero = root.transform.Find("Heroes/Hero" + i);
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// Formal partners (nested "Visual") are 1.5 units tall; primitive stand-ins reach ~1.8.
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var crest = Shape("T2Crest", hero, PrimitiveType.Cube, new Vector3(0, hero.Find("Visual") != null ? 1.8f : 2.0f, 0), Vector3.one * .24f, "ProtoYellow");
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crest.localRotation = Quaternion.Euler(0, 45, 45); crest.gameObject.SetActive(false);
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}
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for (int i = 0; i < 9; i++)
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