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>
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using System.Collections;
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using AOT.Boot;
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using UnityEngine;
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using YooAsset;
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namespace HotUpdate
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{
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/// <summary>
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/// 加载小镇广场环境,供角色站在广场中央。
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/// </summary>
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public sealed class TownSquareSpawner : MonoBehaviour
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{
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public const string PrefabAddress = "TownSquare";
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public const string EditorPrefabPath = "Assets/Bundles/Scenes/Town/TownSquare/TownSquare.prefab";
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public const string ArtPackageName = "Art";
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BootContext _ctx;
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GameObject _instance;
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public void Bind(BootContext ctx) => _ctx = ctx;
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public IEnumerator SpawnCo()
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{
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GameObject prefab = null;
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if (YooAssets.IsInitialized && YooAssets.TryGetPackage(ArtPackageName, out var art) &&
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art.InitializeStatus == EOperationStatus.Succeeded)
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{
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var handle = art.LoadAssetAsync<GameObject>(PrefabAddress);
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yield return handle;
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if (handle.Status == EOperationStatus.Succeeded)
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prefab = handle.GetAssetObject<GameObject>();
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else
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handle.Release();
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}
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#if UNITY_EDITOR
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if (prefab == null)
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prefab = UnityEditor.AssetDatabase.LoadAssetAtPath<GameObject>(EditorPrefabPath);
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#endif
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if (prefab == null)
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{
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Debug.LogError("[TownSquareSpawner] TownSquare prefab not found");
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yield break;
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}
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if (_instance != null)
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Destroy(_instance);
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_instance = Instantiate(prefab);
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_instance.name = "TownSquare_Runtime";
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DontDestroyOnLoad(_instance);
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if (Camera.main != null)
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{
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var cam = Camera.main;
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cam.transform.position = new Vector3(0f, 12f, -22f);
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cam.transform.rotation = Quaternion.Euler(28f, 0f, 0f);
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cam.fieldOfView = 40f;
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cam.backgroundColor = new Color(0.78f, 0.88f, 0.94f);
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}
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Debug.Log($"[TownSquareSpawner] spawned ok res={_ctx?.ResVersion}");
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}
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}
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}
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