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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{
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"schemaVersion": 1,
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"id": "GreatHorn",
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"kind": "Enemy",
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"usage": "enemy_visual",
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"profile": "biped_short",
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"boneMappingReady": true,
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"height": 0.8,
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"maxTriangles": 2000,
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"assetRoot": "Assets/Bundles/Characters/Enemy/GreatHorn",
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"staticPrefab": "Assets/Bundles/Characters/Enemy/GreatHorn/GreatHorn.prefab",
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"approvedMesh": "AIClient/Assets/Bundles/Characters/Enemy/GreatHorn/GreatHorn.fbx",
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"rigSource": "Tools/output/enemy_dgx/GreatHorn/high_rig/rigged.glb",
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"lowUp": "Y",
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"skinOverrides": [],
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"outputDir": "Tools/output/enemy_characters/GreatHorn",
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"enemyPrefab": "Assets/Bundles/Characters/Enemy/GreatHorn/GreatHorn_Enemy.prefab",
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"reviewScene": "Assets/Bundles/Scenes/Review/Enemy_GreatHorn_Review.unity",
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"reviewOriginX": 220,
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"rootBone": "bone_0",
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"chestBone": "bone_3",
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"faceRight": "bone_16",
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"faceLeft": "bone_20",
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"rightFoot": "bone_16",
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"leftFoot": "bone_20",
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"rightFootTip": "bone_17",
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"leftFootTip": "bone_21",
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"rightArm": "bone_6",
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"leftArm": "bone_10",
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"walkStride": 0.08,
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"walkLift": 0.02,
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"walkSeconds": 1.3,
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"walkBindCalibration": true,
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"walkSourceWeight": 0.25,
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"idleSeconds": 2.0,
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"idleBreath": 0.004,
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"idleSourceWeight": 0.06,
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"attackStyle": "body_slam",
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"attackSeconds": 1.2,
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"attackSourceWeight": 0.1,
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"attackWindup": 0.25,
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"attackImpact": 0.45,
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"attackRecover": 0.88,
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"attackLeanDegrees": 12,
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"attackArmDegrees": 25,
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"attackLunge": 0.025,
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"maxRootTilt": 25,
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"groundTolerance": 0.003,
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"anatomyNotes": "Inspected this GreatHorn DGXA TokenRig original: 22 bones. Root0, spine1..3 (chest3), short neck4/head5; x-positive arm6..9, x-negative arm10..13 from chest3; x-positive leg14/15/16 ankle/17 toe and x-negative 18/19/20/21 from root0. Ram horns and cape have no independent bones; check cape weighting at the attack peak.",
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"motions": [
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{
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"name": "Idle",
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"sourceDir": "Tools/output/enemy_characters/GreatHorn/motions/Idle",
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"prompt": "a big heavy bipedal imp boss stands upright and idles with slow proud breathing",
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"duration": 2.0
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},
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{
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"name": "Walk",
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"sourceDir": "Tools/output/enemy_characters/GreatHorn/motions/Walk",
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"prompt": "a big heavy bipedal imp boss walks forward upright with slow heavy alternating steps",
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"duration": 2.0
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},
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{
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"name": "Attack",
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"sourceDir": "Tools/output/enemy_characters/GreatHorn/motions/Attack",
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"prompt": "a big heavy bipedal character performs one forward body slam attack and recovers to standing",
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"duration": 2.0
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}
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]
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}
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