Add TownSquare scene assets, resource production docs, and model pipeline updates.

Bring in plaza props/prefabs, ZhaoYun source GLB, design originals, and Hunyuan/Blender tooling used to produce them.

Co-authored-by: Cursor <cursoragent@cursor.com>
This commit is contained in:
udx
2026-09-28 14:28:46 +08:00
co-authored by Cursor
parent 5f8cb890c8
commit 9793d8581d
273 changed files with 10388 additions and 34 deletions
@@ -67,11 +67,11 @@ namespace HotUpdate
_instance = Instantiate(prefab);
_instance.name = "MaleExplorer_Runtime";
var y = _instance.transform.position.y;
_instance.transform.position = new Vector3(0f, y, 2.5f);
var plaza = GameObject.Find("TownSquare_Runtime");
var y = GroundSit.Height(Vector3.zero, plaza != null ? plaza.transform : null);
_instance.transform.position = new Vector3(0f, y, 0f);
DontDestroyOnLoad(_instance);
// 仅对概念图 Billboard 子节点做朝向;真 3D 网格不要转,否则会拧成纸片
var billboardTf = _instance.transform.Find("Billboard");
if (billboardTf != null && Camera.main != null)
{
@@ -82,8 +82,7 @@ namespace HotUpdate
billboardTf.rotation = Quaternion.LookRotation(-dir.normalized);
}
// 调整主相机看向角色(竖屏)
if (Camera.main != null)
if (GameObject.Find("TownSquare_Runtime") == null && Camera.main != null)
{
var cam = Camera.main;
cam.transform.position = new Vector3(0f, 1.2f, -2.2f);
@@ -28,6 +28,14 @@ namespace HotUpdate.Gameplay
WireNet();
MaybeShowBootNotice();
var plaza = gameObject.AddComponent<TownSquareSpawner>();
plaza.Bind(_ctx);
StartCoroutine(SpawnWorld(plaza));
}
System.Collections.IEnumerator SpawnWorld(TownSquareSpawner plaza)
{
yield return plaza.SpawnCo();
var spawner = gameObject.AddComponent<CharacterSpawner>();
spawner.Bind(_ctx);
spawner.Spawn();
@@ -0,0 +1,64 @@
using UnityEngine;
namespace HotUpdate
{
/// <summary>
/// 用地表 MeshCollider 的碰撞高度作为放置 Y。原点在底面中点的物件直接用该值。
/// </summary>
public static class GroundSit
{
const float RayStartY = 80f;
const float RayLength = 160f;
public static float Height(Vector3 xz, Transform searchRoot = null, float fallback = 0f)
{
Physics.SyncTransforms();
var ray = new Ray(new Vector3(xz.x, RayStartY, xz.z), Vector3.down);
var bestDist = float.MaxValue;
var y = fallback;
var hitAny = false;
foreach (var col in Collect(searchRoot))
{
if (col == null || !col.enabled) continue;
if (!IsGroundCollider(col)) continue;
if (!col.Raycast(ray, out var hit, RayLength)) continue;
if (hit.distance >= bestDist) continue;
bestDist = hit.distance;
y = hit.point.y;
hitAny = true;
}
if (hitAny) return y;
foreach (var col in Collect(searchRoot))
{
if (col == null || !col.enabled) continue;
if (!col.Raycast(ray, out var hit, RayLength)) continue;
if (hit.distance >= bestDist) continue;
bestDist = hit.distance;
y = hit.point.y;
hitAny = true;
}
return hitAny ? y : fallback;
}
static MeshCollider[] Collect(Transform searchRoot)
{
if (searchRoot != null)
return searchRoot.GetComponentsInChildren<MeshCollider>();
return Object.FindObjectsByType<MeshCollider>(FindObjectsSortMode.None);
}
static bool IsGroundCollider(MeshCollider col)
{
for (var t = col.transform; t != null; t = t.parent)
{
if (t.name.IndexOf("ground", System.StringComparison.OrdinalIgnoreCase) >= 0)
return true;
}
return false;
}
}
}
@@ -0,0 +1,11 @@
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externalObjects: {}
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@@ -0,0 +1,67 @@
using System.Collections;
using AOT.Boot;
using UnityEngine;
using YooAsset;
namespace HotUpdate
{
/// <summary>
/// 加载小镇广场环境,供角色站在广场中央。
/// </summary>
public sealed class TownSquareSpawner : MonoBehaviour
{
public const string PrefabAddress = "TownSquare";
public const string EditorPrefabPath = "Assets/Bundles/Scenes/Town/TownSquare/TownSquare.prefab";
public const string ArtPackageName = "Art";
BootContext _ctx;
GameObject _instance;
public void Bind(BootContext ctx) => _ctx = ctx;
public IEnumerator SpawnCo()
{
GameObject prefab = null;
if (YooAssets.IsInitialized && YooAssets.TryGetPackage(ArtPackageName, out var art) &&
art.InitializeStatus == EOperationStatus.Succeeded)
{
var handle = art.LoadAssetAsync<GameObject>(PrefabAddress);
yield return handle;
if (handle.Status == EOperationStatus.Succeeded)
prefab = handle.GetAssetObject<GameObject>();
else
handle.Release();
}
#if UNITY_EDITOR
if (prefab == null)
prefab = UnityEditor.AssetDatabase.LoadAssetAtPath<GameObject>(EditorPrefabPath);
#endif
if (prefab == null)
{
Debug.LogError("[TownSquareSpawner] TownSquare prefab not found");
yield break;
}
if (_instance != null)
Destroy(_instance);
_instance = Instantiate(prefab);
_instance.name = "TownSquare_Runtime";
DontDestroyOnLoad(_instance);
if (Camera.main != null)
{
var cam = Camera.main;
cam.transform.position = new Vector3(0f, 12f, -22f);
cam.transform.rotation = Quaternion.Euler(28f, 0f, 0f);
cam.fieldOfView = 40f;
cam.backgroundColor = new Color(0.78f, 0.88f, 0.94f);
}
Debug.Log($"[TownSquareSpawner] spawned ok res={_ctx?.ResVersion}");
}
}
}
@@ -0,0 +1,11 @@
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