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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@@ -262,7 +262,9 @@ python Tools/install_character_bundles.py -a CaoCao --kind Human -b Tools/output
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## 三、声音资源
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状态:待细化。仓库尚无入库的音频生成脚本,本节不预设工具。
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技能音效使用TangoFluxService,遵循 `D:/UD/AI/XModel/TangoFlux_AI调用指南.md`:英文提示词、固定seed、1~30秒请求、异步轮询,保留44.1kHz立体声WAV原稿;后期裁切/淡入淡出、试听后经Unity Pipeline导入。现有 `Tools/generate_ui_sfx.py` 可接受通用manifest复用服务调用,技能样例清单为 `Doc/Design/Sound/BattleSkills/manifest.json`,目前仅规划,未生成音频。
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技能动作/特效/声音由统一战斗事件调度,详见 [关卡战斗技能系统设计](Doc/Design/Combat/SkillSystem.md)。制作清单不代表已完成资源;正式音效须保留请求/后期/试听记录并登记 `Doc/ResDesc_Sound.md`。背景音乐已有独立制作记录,见该资源登记表。
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### 1. 音乐
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@@ -314,7 +316,7 @@ python Tools/install_character_bundles.py -a CaoCao --kind Human -b Tools/output
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- 高模与烘焙中间件留在 `Tools/output/`。
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- 角色安装:`Tools/install_character_bundles.py --kind Human` → `Bundles/Characters/Human/{英文名称}/`。场景分件:拷到 `Bundles/Scenes/{类型}/{场景号}/{英文短名}/`(`Tools/output/run_townsquare_pipeline.py`)。设计原稿不进 Bundles。
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- 碎叶等非流形:`bl_decimate.py` 在 collapse 卡住后会体素重网格再减面。
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- 轴向:混元 GLB = glTF Y-up。烘焙在 Blender 里用 Z-up;**导出 FBX 时** `prepare_game_export` 转回 Y-up,原点放在**底面中点**。**局部 -Z 是正面**(设计图朝相机的那面,与 glTF 相机看向 -Z 一致)。Unity 摆放用「-Z 指向目标」,不要用 `LookRotation` 默认的 +Z forward,也不要再绕 X 扶正或抬高度。
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- 轴向:混元 GLB = glTF Y-up。烘焙在 Blender 里用 Z-up;**导出 FBX 时** `prepare_game_export` 转回 Y-up,原点放在**底面中点**。**局部 -Z 是正面**,须在Unity正/侧/背面确认角色解剖前方;三分之四设计图可被重建成斜向,不能仅据glTF相机约定推断,须计入FBX到Unity的左右手系转换。需要校准时在静态源离线完成,并用同源模型绑骨。Unity摆放用「-Z指向目标」,不要用 `LookRotation` 默认的+Z forward,也不要再绕X扶正或抬高度。
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- 最终 `_base.png` / `_mix.png`(以及烘焙五通道 PNG)写出时做 **PNG 无损压缩**(zlib 最高档;有 Pillow 则 `optimize=True`)。像素不变,只缩小文件。
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- 角色 Prefab:Pipeline `AgentScripts/SetupCharacter.cs`(人物样例入口 `SetupCharacter.SetupCaoCao`)。游戏 FBX 已是 Y-up / 底面原点 / -Z 正面,Prefab **不要**再绕 X 扶正。旧菜单 `AIGame/M3/Setup Character Prefab` 只服务 MaleExplorer 历史资源。
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@@ -335,3 +337,11 @@ python Tools/install_character_bundles.py -a CaoCao --kind Human -b Tools/output
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| 7 | 二.4 独立物件 | 武器与道具的面数和 Bundle 目录 |
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| 8 | 二.5 特效 | 缩小步骤、序列帧切格、Particle Prefab 做法 |
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| 9 | 三 声音 | 音乐与音效的生成方式和目录 |
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### 重型四足伙伴样例补充(2026-10-21)
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岩甲犀RockRhino已按同角色高模→静态-Z验收→自身29骨→单四足Walk→同rig Idle/冲撞Attack→离线收尾→Edit/Play完成。配方Config/Art/Companions/RockRhino.json,0.55m/2000tris/1024 XPbr,解剖分支quadruped_heavy与braced_bash必须配对;胸背/头颈/四蹄映射和岩甲/独角刚性区域均按自身检查填写,不能套用泡泡龟探头动画。冲撞需肩部前送、可见低头与四脚支撑,事件不直接结算减速。完整来源、失败修正和验收见Doc/Design/Character/RockRhino/ProductionBrief.md及EnemyCharacterProduction.md。
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### 双足火焰伙伴样例补充(2026-10-21)
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烈焰狮FlameLion已按同角色50k高模→2000tris/1024 XPbr静态-Z验收→自身远程28骨→单双足Walk→同rig Idle/火焰施法Attack→Edit/Play完成。配方Config/Art/Companions/FlameLion.json,0.60m;biped_short复用双足步态,flame_roar检查自身头颈/双爪/双脚/鬃毛及相对胸背的施法行为。无独立下颌与尾骨,不宣称张嘴口型或尾部次级运动。详情见Doc/Design/Character/FlameLion/ProductionBrief.md及EnemyCharacterProduction.md。
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