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>
This commit is contained in:
udx
2026-10-21 12:23:55 +08:00
co-authored by Claude Opus 5.5
parent 6c64210331
commit 89e0fa246f
780 changed files with 7117051 additions and 15906 deletions
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{
"schemaVersion": 1,
"id": "FlameLion",
"kind": "Animal",
"usage": "companion_visual",
"profile": "biped_short",
"boneMappingReady": false,
"height": 0.6,
"maxTriangles": 2000,
"assetRoot": "Assets/Bundles/Characters/Animal/FlameLion",
"staticPrefab": "Assets/Bundles/Characters/Animal/FlameLion/FlameLion.prefab",
"approvedMesh": "AIClient/Assets/Bundles/Characters/Animal/FlameLion/FlameLion.fbx",
"rigSource": "Tools/output/flamelion_dgx/high_rig/rigged.glb",
"lowUp": "Y",
"skinOverrides": [],
"outputDir": "Tools/output/companions/FlameLion",
"visualPrefab": "Assets/Bundles/Characters/Animal/FlameLion/FlameLion_Companion.prefab",
"reviewScene": "Assets/Bundles/Scenes/Review/Companion_FlameLion_Review.unity",
"reviewOriginX": 140,
"rootBone": "",
"chestBone": "",
"faceRight": "",
"faceLeft": "",
"rightFoot": "",
"leftFoot": "",
"rightFootTip": "",
"leftFootTip": "",
"rightArm": "",
"leftArm": "",
"walkStride": 0.065,
"walkLift": 0.018,
"walkSeconds": 1.2,
"walkBindCalibration": true,
"walkSourceWeight": 0.25,
"idleSeconds": 1.8,
"idleBreath": 0.003,
"idleSourceWeight": 0.08,
"attackStyle": "flame_roar",
"attackEvent": "OnCompanionAttackImpact",
"attackSeconds": 1.2,
"attackSourceWeight": 0.08,
"attackWindup": 0.3,
"attackImpact": 0.5,
"attackRecover": 0.9,
"attackLeanDegrees": 6,
"attackArmDegrees": 35,
"attackLunge": 0.005,
"attackReach": 0.02,
"maxRootTilt": 25,
"groundTolerance": 0.003,
"motions": [
{
"name": "Idle",
"sourceDir": "Tools/output/companions/FlameLion/motions/Idle",
"prompt": "a small bipedal lion stands upright on two feet with relaxed forepaws and gentle breathing, keeping its large mane stable",
"duration": 2.0
},
{
"name": "Walk",
"sourceDir": "Tools/output/companions/FlameLion/motions/Walk",
"prompt": "a small bipedal lion walks upright on two feet with alternating short steps and gentle forepaw swings, keeping its head facing forward and its large mane stable",
"duration": 2.0
},
{
"name": "Attack",
"sourceDir": "Tools/output/companions/FlameLion/motions/Attack",
"prompt": "a small bipedal lion braces on two feet, draws back slightly to gather energy, spreads both forepaws and thrusts its head forward once to release a flame spell, then recovers to its upright resting stance",
"duration": 2.0
}
],
"headBone": "",
"neckBone": "",
"attackHeadPitchDegrees": 8,
"attackHeadReach": 0.015,
"anatomyNotes": "Disabled proposal. Inspect this lion own TokenRig before mapping all bones or selecting mane/tail skin regions. Keep the prototype upright biped anatomy. The proposed flame_roar behavior needs head/neck and braced forepaw authoring and QA; it is not yet implemented. Do not copy FireCat bone names, skin overrides or arm amplitudes. Jaw motion is conditional on a real independent jaw bone."
}