141 lines
18 KiB
Markdown
141 lines
18 KiB
Markdown
# 资源说明 · Model
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3D 模型及相关烘焙贴图。每条包含:路径、简要说明。
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约定:
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- 人物角色:`AIClient/Assets/Bundles/Characters/Human/{英文名称}/`
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- 早期平铺:`AIClient/Assets/Bundles/Characters/{ActorName}/`(仅 MaleExplorer)
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- 场景分件:`AIClient/Assets/Bundles/Scenes/{类型}/{场景号}/{英文短名}/`
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| 资源路径 | 简要说明 |
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| --- | --- |
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| `AIClient/Assets/Bundles/Scenes/Town/TownSquare/TownSquare.prefab` | 小镇广场拼装体;Pipeline `BuildTownSquare.Run`;运行时地址 `TownSquare`;物件 Y 取地表碰撞高度 |
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| `AIClient/Assets/Bundles/Scenes/Town/TownSquare/TownSquare.unity` | 可进游戏的广场场景(相机约 28° 俯斜 + 方向光) |
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| `AIClient/Assets/Bundles/Scenes/Town/TownSquare/ground/` | 广场地表;减面 800;XPbr;Prefab 带非凸 MeshCollider |
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| `AIClient/Assets/Bundles/Scenes/Town/TownSquare/shop/` | 红顶店铺;减面 1797;XPbr |
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| `AIClient/Assets/Bundles/Scenes/Town/TownSquare/tree/` | 树;减面 1498;XPbr |
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| `AIClient/Assets/Bundles/Scenes/Town/TownSquare/lamp/` | 路灯;减面 500;XPbr |
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| `AIClient/Assets/Bundles/Scenes/Town/TownSquare/board/` | 告示牌;减面 800;XPbr |
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| `AIClient/Assets/Bundles/Scenes/Town/TownSquare/fountain/` | 两层喷泉;减面 1798;XPbr |
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| `AIClient/Assets/Bundles/Scenes/Town/TownSquare/bench/` | 长椅;减面 699;XPbr |
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| `AIClient/Assets/Bundles/Scenes/Town/TownSquare/bush/` | 灌木花箱;collapse 卡住后体素重网格,减面 436;XPbr |
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| `Tools/output/townsquare_3d/` | TownSquare 混元高模 GLB(不进 Bundle) |
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| `Tools/output/townsquare_game/` | TownSquare 减面/烘焙中间输出(不进 Bundle) |
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| `Tools/output/caocao_3d/caocao.glb` | 曹操混元高模(约 5 万面,不进 Bundle) |
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| `Tools/output/caocao_game/` | 曹操减面/烘焙/XPbr 中间输出(不进 Bundle) |
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| `AIClient/Assets/Bundles/Characters/Human/CaoCao/` | 人物 CaoCao;Pipeline `SetupCharacter.SetupCaoCao`;运行时地址 `CaoCao` |
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| `…/CaoCao.fbx` | 减面低模 **3000** tris;Y-up、底面原点、-Z 正面 |
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| `…/CaoCao_base.png` / `CaoCao_mix.png` | XPbr 1024;写出时 PNG 无损压缩 |
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| `…/CaoCao.prefab` | 身高 1.8m,挂 Test/XPbr |
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| `Tools/output/lmgirl_3d/lmgirl.glb` | LmGirl 混元高模(49978 面,不进 Bundle) |
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| `Tools/output/lmgirl_game/` | LmGirl 减面/烘焙/XPbr 中间输出(不进 Bundle) |
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| `AIClient/Assets/Bundles/Characters/Human/LmGirl/` | 人物 LmGirl;Pipeline `SetupCharacter.SetupLmGirl`;身高 1.65m |
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| `…/LmGirl.fbx` | 减面低模 **3000** tris;Y-up、底面原点、-Z 正面 |
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| `…/LmGirl_base.png` / `LmGirl_mix.png` | XPbr 1024 |
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| `…/LmGirl.prefab` | 身高 1.65m,挂 Test/XPbr |
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| `Tools/output/lmcat_3d/lmcat.glb` | LmCat 混元高模(49847 面,不进 Bundle) |
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| `Tools/output/lmcat_game/` | LmCat 减面/烘焙/XPbr 中间输出(不进 Bundle) |
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| `AIClient/Assets/Bundles/Characters/Animal/LmCat/` | 动物 LmCat;Pipeline `SetupCharacter.SetupLmCat`;身高 0.42m |
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| `…/LmCat.fbx` | 减面低模 **1999** tris;Y-up、底面原点、-Z 正面 |
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| `…/LmCat_base.png` / `LmCat_mix.png` | XPbr 1024 |
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| `…/LmCat.prefab` | 身高 0.42m,挂 Test/XPbr |
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| `Doc/Design/Character/RockBall/rockball.png` | 岩团团设计图(纯白底);Cursor GenerateImage v2;混元输入 |
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| `Tools/output/rockball_3d/rockball.glb` | RockBall 混元高模(50k,job `d9390f797ba94f1b9099ae4c36213f00`,不进 Bundle) |
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| `Tools/output/rockball_game/` | RockBall 减面/烘焙/XPbr 中间输出(不进 Bundle) |
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| `AIClient/Assets/Bundles/Characters/Animal/RockBall/` | 动物 RockBall(岩团团);Pipeline `SetupCharacter.SetupRockBall`;身高 0.55m |
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| `…/RockBall.fbx` | 减面低模 **1500** tris;Y-up、底面原点、-Z 正面 |
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| `…/RockBall_base.png` / `RockBall_mix.png` | XPbr 1024 |
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| `…/RockBall.prefab` | 身高 0.55m,挂 Test/XPbr;CharacterUnitReview 已通过(2026-10-20);开战/营地替换另开任务 |
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| `…/RockBall/Rigged/RockBall_Rigged.fbx` | 已验收低模外观 + 19 骨蒙皮(`bl_transfer_skin`);tris≈1512 |
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| `…/RockBall_Rigged.prefab` | 可驱动 + XPbr + Animator;Idle/Walk/Attack;`SetupAnimalAnimator.SetupRockBall` |
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| `Tools/model_tools/bl_transfer_skin.py` | 把 TokenRig 骨架权重转到已验收低模(低模直绑骨过少时用) |
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| `AIClient/Assets/Bundles/Scenes/Test/ModelView/ModelView.unity` | 模型观看测试场景;Pipeline `BuildModelView.Run`;4×3 摆放 LmHouses,前景为 LmGirl 与 LmCat,相机在 -Z 侧略俯视 |
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| `AIClient/Assets/Bundles/Characters/MaleExplorer/` | 早期样例(平铺目录、约 5k tris,不作为新角色模板) |
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| `Doc/Design/Scene/LmHouses/` | 十二栋房屋分件设计图,由用户合图按 4×3 拆出,纯白底 |
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| `Tools/output/lmhouses_3d/` | LmHouses 混元高模 GLB(约 5 万面,不进 Bundle) |
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| `Tools/output/lmhouses_game/` | LmHouses 减面/烘焙/XPbr 中间输出(不进 Bundle) |
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| `AIClient/Assets/Bundles/Scenes/Test/LmHouses/` | 十二栋场景房屋;Pipeline `SetupLmHouses.Run`;Y-up、底面原点、-Z 正面、XPbr 1024 |
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| `…/cream_tile/` | 浅墙灰瓦双层;2000 tris;高 7.0m |
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| `…/cream_red/` | 浅墙红瓦双层;1998 tris;高 7.2m |
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| `…/white_balcony/` | 白墙阳台双层;2000 tris;高 7.0m |
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| `…/brown_wood/` | 木墙灰瓦和风;2000 tris;高 6.8m |
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| `…/cream_porch/` | 浅墙红瓦带阳台;2000 tris;高 7.2m |
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| `…/stone_balcony/` | 石基阳台双层;减面停在 3676 tris;高 7.0m |
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| `…/thatched/` | 茅草平房;减面停在 3740 tris;高 4.4m |
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| `…/white_blue/` | 白墙蓝瓦双层;2000 tris;高 7.0m |
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| `…/wood_fence/` | 灰瓦木房带围栏;1999 tris;高 6.6m |
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| `…/shop_awning/` | 蓝篷店铺;减面停在 2515 tris;高 7.0m |
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| `…/picket/` | 红瓦房带白栅栏;混元 Flash 先输出 **20406** 面,再减面到 **1570**;高 6.8m |
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| `…/gate/` | 灰墙双层带院门;1996 tris;高 7.0m |
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| `Tools/output/male_explorer_3d/male_explorer.glb` | 混元高模中间件(不进 Bundle) |
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| `Tools/output/male_explorer_game/` | 减面/烘焙中间输出(不进 Bundle) |
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## G0 教学战场与原型角色(2026-10-15)
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| 资源路径 | 用途与生成方式 |
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| `AIClient/Assets/Bundles/Scenes/Prototype/PrototypeArena.prefab` | 开战加载的战场。伙伴、敌人、弹体、部署标记、技能表现和战斗相机仍在此预制体上。`AttachGreenfield` 把 `Battlefield_Greenfield` 嵌为 `Greenfield`,关闭方块地面/路线板/边饰/`BattleLight`,并把 Greenfield 整棵子树设为第 30 层(开战相机只画该层)。场景不摆桥。伙伴原点在脚底中心、局部 -Z 为正面。 |
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| `AIClient/Assets/Bundles/Scenes/Prototype/Materials/Proto*.mat` | 十种原型材质,分别用于奶油色、岩色、橙色、叶色、深色、白色、青色、草地、路面和敌人;同一 Pipeline 构建脚本创建,URP Lit、低光滑度;Arena 依赖进入 Art/GameplayPrototype |
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运行时只实例化已制作的 Arena 并驱动角色/敌人/弹体节点,不用运行时代码替代场景资产制作。正式替换角色时保留 Heroes/Hero0~2 与 Enemies/Enemy0~8 的绑定契约,或同步更新表现层。实现边界见 `Doc/Design/G0_Implementation.md`。
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## 首章五伙伴扩展(2026-10-16)
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| 资源路径 | 用途与生成方式 |
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| `AIClient/Assets/Bundles/Scenes/Prototype/PrototypeArena.prefab` 的 `Heroes/Hero3`、`Heroes/Hero4` | 新增电系闪闪雀(黄身、青翼/冠、橙喙)与水系泡泡龟(青色龟壳、圆头、四足)原型简模;Unity Pipeline 执行 `AgentScripts/BuildPrototype.cs` 持久化基础几何体制作,原点在脚底中心、Y-up、局部-Z正面。现行绑定为Hero0~4,不是正式角色美术或FBX。 |
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| `AIClient/Assets/Bundles/Scenes/Prototype/Materials/ProtoYellow.mat`、`ProtoWater.mat` | 两只新伙伴的黄色与水蓝色 URP Lit 材质;同一Pipeline脚本创建并保存,复用既有深色/白色/青色/橙色材质,随Arena进入Art/GameplayPrototype。 |
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五只角色、五个弹体节点与五张肖像的资产存在/绑定检查通过,新增水/电伙伴已在独立账号实战验证。
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## 营地固定槽位装饰(2026-10-16)
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| 资源路径 | 用途与生成方式 |
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| `AIClient/Assets/Bundles/Scenes/Prototype/CampDecoration0.prefab` | 迎风小旗原型模型,旗杆/底座/橙色旗面/浅色横条;Unity Pipeline执行`AgentScripts/BuildCampAssets.Build`以基础几何体制作并持久化,复用ProtoDark/Cream/Orange/Yellow材质。用于营地装饰看板肖像,也可作为后续场景摆放资产。 |
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| `AIClient/Assets/Bundles/Scenes/Prototype/CampDecoration1.prefab` | 花叶盆栽原型模型,橙色花盆、浅色盆沿、青色五瓣花与绿叶;相同Pipeline构建方式,复用既有材质。 |
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| `AIClient/Assets/Bundles/Scenes/Prototype/CampDecoration2.prefab` | 暖光路灯原型模型,立柱/灯箱/黄色灯面/顶盖/底座;相同Pipeline构建方式,无额外动态灯光或真实照明收益。 |
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三件均为Y-up、底面中心原点、局部-Z正面,进入现有Art/GameplayPrototype目录收集规则;当前以渲染肖像呈现在营地固定槽位看板,未放入首页背景插画或制作自由摆放场景。
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| 2026-10-18 | `AIClient/Assets/Bundles/Scenes/Prototype/Battlefield/` | 新战场资产目录骨架,按 Ground、Components、Markers、Materials 分层;模型仍需在设计方案确认后经微信网页图生3D和减面流程导入,当前未登记为已完成模型资源。 |
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## A·绿野三岔口战场资产(2026-10-18)
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| 资源路径 | 用途与生成方式 |
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| `Tools/output/battlefield/A/{tree,rock,bridge,sign,shrub}/*.glb` | A 方案 5 类组件的混元图生 3D 原始 GLB,均 50k 面数档;输入为已审核的 GPT Image 2.5 分件图,任务回执写入对应 `*_hunyuan_status.json`。 |
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| `Tools/output/battlefield/A/{tree_game,rock_game,bridge_game,sign_game,shrub_game}/*_xpbr/` | 5 类组件低模与 XPbr 资源;`model_lowpoly_bake.py` 使用 Blender 5.0 减面、UV、烘焙,目标面数树700/岩石450/桥1200/路牌450/灌木450,路牌实际448、灌木实际422;每类含 FBX、`*_base.png`、`*_mix.png` 与材质信息。 |
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| `AIClient/Assets/Bundles/Scenes/Prototype/Battlefield/A/Components/{tree,rock,bridge,sign,shrub}/` | 5 类低模 FBX、XPbr base/mix 贴图、`Test/XPbr` 材质,以及 Pipeline `BuildBattlefieldAssets.BuildComponents` 生成的同目录 Prefab。 |
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| `Doc/Design/Scene/Battlefield/A/ground.png` | A 方案路线布局审核图。混元图生 3D 使用同一目录的 `ground_model_ref.png`。 |
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| 2026-10-18 | AIClient/AgentScripts/BuildBattlefieldAssets.cs | Unity Pipeline 入口:BuildComponents 导入 5 类组件;BuildGround 导入 Ground/ground.fbx,创建 GreenfieldGround.prefab,并为可读网格配置非凸 MeshCollider。模型预制体实例会先完全解开,再挂碰撞体。 |
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| 2026-10-18 | Tools/output/battlefield/A/ground_hunyuan_status_latest.json | A 方案地表第 3 次混元网页图生 3D 回执;已登录并提交 50k 任务,服务端仍返回配额/任务限制,未产生 GLB。 |
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| 2026-10-19 | `Tools/output/battlefield/A/ground_model_ref/ground_model_ref.glb` | A 方案独立地表的混元图生 3D 原始 GLB;输入 `ground_model_ref.png`,50k 面数档,纹理内嵌校验通过。 |
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| 2026-10-19 | `Tools/output/battlefield/A/ground_game/ground_model_ref_xpbr/` | A 方案地表低模与 XPbr 资源;Blender 5.0 减面、UV、烘焙至 1200 三角面,含 FBX、base/mix 贴图和材质。 |
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| 2026-10-19 | `AIClient/Assets/Bundles/Scenes/Prototype/Battlefield/A/Ground/` | 地表 FBX、XPbr base/mix 贴图与 `Test/XPbr` 材质。网格可读。 |
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| 2026-10-19 | `AIClient/Assets/Bundles/Scenes/Prototype/Battlefield/GreenfieldGround.prefab` | Pipeline `BuildBattlefieldAssets.BuildGround` 生成。根节点下为解开后的地表网格,带非凸 MeshCollider。 |
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| 2026-10-19 | `AIClient/Assets/Bundles/Scenes/Prototype/Battlefield/Battlefield_Greenfield.prefab` | Pipeline `BuildBattlefieldScene.Build` 按方案 A 拼装。含 Ground、Routes/Lane0..2、Gameplay 出生点与终点、Decorations(路牌在营地侧,树/岩石/灌木在路线外;桥模型不放入场景)和 Lighting/Sun。地表实例放平后约 30.9×26.0,顶面 y=0。已嵌进 `PrototypeArena` 的 `Greenfield` 子节点,开战时随该预制体加载;整棵子树为第 30 层。 |
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| 2026-10-20 | `AIClient/Assets/Screenshots/battlefield_play_battle.png` | 隔离 18081 Play Mode 开战截图(`VerifyBattlefield.Play`,1080×1920)。绿野土路与装饰可见、无桥;岩团团/火喵在中路。仅回归记录。 |
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| 2026-10-20 | Doc/UIPrefabCreater/UI_PrototypeSettings.json / AIClient/Assets/Bundles/UI/Prefab/UI_PrototypeSettings.prefab | 设置页:音乐/音效/画质/振动与账号信息;generate_prototype_ui.py settings + BuildSettings.Build;偏好本机存储,Play 验证截图 settings_page.png。 |
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| 2026-10-20 | `AIClient/AgentScripts/BuildSceneReview.cs` / `AIClient/Assets/Bundles/Scenes/Prototype/Battlefield/Battlefield_Greenfield_Review.unity` | ?????????????Pipeline?`Battlefield_Greenfield.prefab`?????????Unity?????????????????????`Doc/Design/Scene/SceneReviewGeneration.md`? |
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| 2026-10-20 | Assets/Bundles/Scenes/Review/CharacterUnitReview.unity | 角色/单位美术专用验收场景。Pipeline BuildCharacterReview 按 manifest 摆放 Human/Animal Prefab,校验身高、面数、XPbr、底面贴地;流程见 Doc/Design/Character/CharacterUnitArtProc.md。截图 character_unit_review.png。 |
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| 2026-10-20 | `Tools/output/rockball_dgx/walk_verified/RockBall_Rigged.fbx` / `.skin.json` | 同角色high_rig 12骨→项目静态FBX Y-up转Blender Z-up→底面中心/等比尺寸对齐→转移权重。保留验收低模750原始顶点/1500三角面、UV与材质;权重限制4根并归一化。表面距离RMS 0.00223(模型高度约1)。生成工具 `Tools/model_tools/bl_transfer_skin.py --low-up Y --align-bounds`。 |
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| 2026-10-20 | `AIClient/Assets/Bundles/Characters/Animal/RockBall/Rigged/RockBall_Rigged.fbx` / `RockBall_Rigged.prefab` | 上述12骨FBX经Pipeline导入,`SetupAnimalAnimator.SetupRockBallWalk`制作Prefab。0.55m、Y-up、底面中心、局部-Z正面,复用RockBall.mat XPbr。绑定姿态对原静态模顶点误差最大0.000031m。 |
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| 2026-10-20 | `AIClient/Assets/Bundles/Scenes/Review/RockBallWalkReview.unity` / `RockBallWalkFloor.mat` | Pipeline `ReviewRockBallWalk.Build`制作的静态/Walk并排专用验收场景和地面材质;Edit与Play均可预览。 |
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| 2026-10-20 | `Tools/output/rockball_walk_audit/static_for_tokenrig.glb` | `dgx3d_animal_pipeline.mesh_to_glb` 的FBX→GLB坐标转换回归样本:项目Y-up静态顶点先转Blender Z-up,再按glTF规范导出;重新导入测得高度Z=0..1.00690,未导入游戏资源目录。 |
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| 2026-10-20 | `Tools/output/enemy_characters/RockBall/RockBall_Rigged.fbx` / `.skin.json` | 敌方标准入口按配方重做同角色12骨蒙皮,750源顶点/1500三角面、4权重;对齐与静态形状通过,输出来源/几何距离记录。 |
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| 2026-10-20 | `AIClient/Assets/Bundles/Characters/Enemy/RockBall/RockBall_Enemy.prefab` | Pipeline `BuildEnemyReview.Publish`制作的敌方视觉Variant,复用Animal/RockBall已验收网格/XPbr/三动作Controller;外层根归一化,未包含玩法伤害/寻路组件。 |
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| 2026-10-20 | `AIClient/Assets/Bundles/Scenes/Review/Enemy_RockBall_Review.unity` / `EnemyReviewFloor.mat` | Pipeline按配方制作的静态、Idle、Walk、Attack、自动轮播五组并排场景与地面材质;Additive创建,独立渲染层,保留其它场景未保存编辑。Edit与Play验证通过。 |
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## 火喵 FireCat T1 伙伴(2026-10-20)
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| 资源路径 | 用途与生成方式 |
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| --- | --- |
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| `Tools/output/firecat_3d/firecat.glb` | 用户授权后,firecat.png提交腾讯混元3D网页50k档生成的同角色高模;50186 tris、内嵌贴图解码通过,回执hunyuan_status.json。保留用于同源绑骨及权重转移。 |
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| `Tools/output/firecat_game/firecat_xpbr/` | Blender5减面/UV/烘焙:1998 tris、1024贴图;含离线FBX与base/mix打包产物,制作回执bake_status.json。离线生成的mat/meta不直接写入Unity。 |
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| `AIClient/Assets/Bundles/Characters/Animal/FireCat/FireCat.fbx`、`FireCat_base.png`、`FireCat_mix.png`、`FireCat.mat`、`FireCat.prefab` | Pipeline导入FBX/两张贴图,SetupCharacter.Run创建Test/XPbr材质与0.55m静态伙伴Prefab;Y-up、底面中心、局部-Z正面。实际高度0.549977m、底面-0.000001m、1998 tris,隔离预览正侧背面通过。 |
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| `Tools/output/firecat_dgx/high_rig/rigged.glb`、`rig_request.json` | 同角色混元高模经DGXA TokenRig original模板生成22骨;保留源高模和rig哈希、任务目录与日志,后续三动作仅使用此rig。 |
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| `Tools/output/companions/FireCat/FireCat_Rigged.fbx`、`.skin.json` | Y-up→Blender Z-up对齐后转移权重,保留1998 tris/1006原始顶点与UV;几何距离最大0.005568、RMS0.002045(源高约0.997),每顶点最多4权重并归一化。配方测地区域修正175个尾部顶点到根骨,避免抬爪带扁尾部;受影响范围写入skin报告。 |
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| `AIClient/Assets/Bundles/Characters/Animal/FireCat/Rigged/FireCat_Rigged.fbx`、`FireCat_Rigged.prefab`、`FireCat_Companion.prefab` | Pipeline导入同源蒙皮,SetupAnimalAnimator与BuildEnemyReview.Publish创建伙伴视觉资产;0.55m、XPbr、外层根单位缩放,绑定形状最大误差0.000030m,三动作及Edit/Play验证通过。伙伴用途,无敌方Variant。 |
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| `AIClient/Assets/Bundles/Scenes/Review/Companion_FireCat_Review.unity` | Pipeline按正式配方Additive构建静态、Idle、Walk、施法Attack、自动轮播五组;位置X=40,含角色名的对象/相机前缀,保留其它场景未保存内容。实际Play三状态通过并退出Play。 |
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