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": "VineSprite",
"kind": "Animal",
"usage": "companion_visual",
"profile": "biped_short",
"boneMappingReady": true,
"height": 0.5,
"maxTriangles": 2000,
"assetRoot": "Assets/Bundles/Characters/Animal/VineSprite",
"staticPrefab": "Assets/Bundles/Characters/Animal/VineSprite/VineSprite.prefab",
"approvedMesh": "AIClient/Assets/Bundles/Characters/Animal/VineSprite/VineSprite.fbx",
"rigSource": "Tools/output/companion_dgx/VineSprite/high_rig/rigged.glb",
"lowUp": "Y",
"outputDir": "Tools/output/companions/VineSprite",
"visualPrefab": "Assets/Bundles/Characters/Animal/VineSprite/VineSprite_Companion.prefab",
"reviewScene": "Assets/Bundles/Scenes/Review/Companion_VineSprite_Review.unity",
"reviewOriginX": 240,
"rootBone": "bone_0",
"chestBone": "bone_3",
"faceRight": "bone_22",
"faceLeft": "bone_26",
"rightFoot": "bone_22",
"leftFoot": "bone_26",
"rightFootTip": "bone_23",
"leftFootTip": "bone_27",
"rightArm": "bone_6",
"leftArm": "bone_13",
"walkStride": 0.055,
"walkLift": 0.016,
"walkSeconds": 1.1,
"walkBindCalibration": true,
"walkSourceWeight": 0.35,
"idleSeconds": 1.6,
"idleBreath": 0.003,
"idleSourceWeight": 0.08,
"attackStyle": "ranged_cast",
"attackEvent": "OnCompanionAttackImpact",
"attackSeconds": 1.1,
"attackSourceWeight": 0.12,
"attackWindup": 0.28,
"attackImpact": 0.5,
"attackRecover": 0.9,
"attackLeanDegrees": 4,
"attackArmDegrees": 65,
"attackLunge": 0.002,
"attackReach": 0.025,
"maxRootTilt": 25,
"groundTolerance": 0.003,
"motions": [
{
"name": "Idle",
"sourceDir": "Tools/output/companions/VineSprite/motions/Idle",
"prompt": "a small slender bipedal vine spirit stands upright and idles with gentle breathing",
"duration": 2.0
},
{
"name": "Walk",
"sourceDir": "Tools/output/companions/VineSprite/motions/Walk",
"prompt": "a small slender bipedal vine spirit walks upright on two feet with alternating short steps and gentle arm swings",
"duration": 2.0
},
{
"name": "Attack",
"sourceDir": "Tools/output/companions/VineSprite/motions/Attack",
"prompt": "a small slender bipedal vine spirit raises both leaf hands and pushes them forward once to cast a gentle healing spell, then returns to upright standing",
"duration": 2.0
}
],
"skinOverrides": [],
"anatomyNotes": "Inspected this VineSprite DGXA TokenRig original: 28 bones. Root0 pelvis, spine1..3 (chest3), neck4/head5 (head tendrils, leaf hood and flower have no own bones); x-positive arm6..8 with hand chain9..12 and x-negative arm13..15 with chain16..19 from chest3; x-positive leg20/21/22 ankle/23 toe and x-negative 24/25/26/27 from root0. Grass support healer: ranged_cast heal like BudBud, own rig."
}