Files
udxandClaude Opus 5.5 89e0fa246f 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>
2026-10-21 12:23:55 +08:00

71 lines
2.8 KiB
JSON

{
"schemaVersion": 1,
"id": "HornCaptain",
"kind": "Enemy",
"usage": "enemy_visual",
"profile": "biped_short",
"boneMappingReady": true,
"height": 0.6,
"maxTriangles": 2000,
"assetRoot": "Assets/Bundles/Characters/Enemy/HornCaptain",
"staticPrefab": "Assets/Bundles/Characters/Enemy/HornCaptain/HornCaptain.prefab",
"approvedMesh": "AIClient/Assets/Bundles/Characters/Enemy/HornCaptain/HornCaptain.fbx",
"rigSource": "Tools/output/enemy_dgx/HornCaptain/high_rig/rigged.glb",
"lowUp": "Y",
"skinOverrides": [],
"outputDir": "Tools/output/enemy_characters/HornCaptain",
"enemyPrefab": "Assets/Bundles/Characters/Enemy/HornCaptain/HornCaptain_Enemy.prefab",
"reviewScene": "Assets/Bundles/Scenes/Review/Enemy_HornCaptain_Review.unity",
"reviewOriginX": 200,
"rootBone": "bone_0",
"chestBone": "bone_3",
"faceRight": "bone_16",
"faceLeft": "bone_20",
"rightFoot": "bone_16",
"leftFoot": "bone_20",
"rightFootTip": "bone_17",
"leftFootTip": "bone_21",
"rightArm": "bone_6",
"leftArm": "bone_10",
"walkStride": 0.07,
"walkLift": 0.02,
"walkSeconds": 1.1,
"walkBindCalibration": true,
"walkSourceWeight": 0.25,
"idleSeconds": 1.8,
"idleBreath": 0.003,
"idleSourceWeight": 0.06,
"attackStyle": "body_slam",
"attackSeconds": 1.0,
"attackSourceWeight": 0.1,
"attackWindup": 0.25,
"attackImpact": 0.45,
"attackRecover": 0.88,
"attackLeanDegrees": 14,
"attackArmDegrees": 25,
"attackLunge": 0.025,
"maxRootTilt": 25,
"groundTolerance": 0.003,
"anatomyNotes": "Inspected this HornCaptain DGXA TokenRig original (cleaned source horncaptain_main.glb): 22 bones. Root0, spine1..3 (chest3), neck4/head5; x-positive arm6..9 and x-negative arm10..13 from chest3; x-positive leg14/15/16 ankle/17 toe and x-negative 18/19/20/21 from root0. Scarf, horns and tail have no independent bones. Bl_keep_main_island.py dropped the floating tail tip and a speck that TokenRig discards (they had broken bind alignment: max 0.36m); game mesh and rig share that cleaned source. The first 28-bone rig and its motions are kept in diagnostics/island_rig.",
"motions": [
{
"name": "Idle",
"sourceDir": "Tools/output/enemy_characters/HornCaptain/motions/Idle",
"prompt": "a sturdy small bipedal imp leader stands upright and idles with confident gentle breathing",
"duration": 2.0
},
{
"name": "Walk",
"sourceDir": "Tools/output/enemy_characters/HornCaptain/motions/Walk",
"prompt": "a sturdy small bipedal imp leader walks forward upright with steady alternating short steps and arm swings",
"duration": 2.0
},
{
"name": "Attack",
"sourceDir": "Tools/output/enemy_characters/HornCaptain/motions/Attack",
"prompt": "a small bipedal character performs one forward body slam attack and recovers to standing",
"duration": 2.0
}
]
}