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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@@ -65,7 +65,7 @@ namespace HotUpdate.UI
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SetText("Txt_Diamond", "0");
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SetText("Txt_Pinballs", state.balls.ToString());
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SetText("Txt_TaskCaption", "教学目标");
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SetText("Txt_Task", state.goalClaimed ? "教学目标已完成" : state.cleared ? "领取首通目标奖励" : state.shots == 0 ? "发射第一枚弹珠" : state.level < 2 ? "共享训练至 Lv.2" : "完成教学关卡 1-1");
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SetText("Txt_Task", GuideTask(state));
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SetText("Txt_AdventureHint", state.cleared ? "首通已完成 · 可重复挑战" : "首通另获糖果 40 · 不消耗体力");
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if (config != null && state.schema >= 2)
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{
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@@ -100,6 +100,16 @@ namespace HotUpdate.UI
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}
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}
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public static string GuideTask(Gameplay.PrototypeSave state)
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{
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if (state.goalClaimed) return "教学目标已完成";
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if (state.cleared) return "领取首通目标奖励";
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if (state.shots == 0) return "发射第一枚弹珠";
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if (!state.captureTutorialDone && state.tickets > 0) return "用捕捉券获得芽芽";
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if (state.level < 2) return "用糖果做一次共享训练";
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return "布阵并完成教学关 1-1";
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}
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void SetText(string name, string value)
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{
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var label = FindTmp(name);
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