Files
AIGame/Config/Art/EnemyCharacters/Dashlet.json
T
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
2.6 KiB
JSON

{
"schemaVersion": 1,
"id": "Dashlet",
"kind": "Enemy",
"usage": "enemy_visual",
"profile": "biped_short",
"boneMappingReady": true,
"height": 0.5,
"maxTriangles": 2000,
"assetRoot": "Assets/Bundles/Characters/Enemy/Dashlet",
"staticPrefab": "Assets/Bundles/Characters/Enemy/Dashlet/Dashlet.prefab",
"approvedMesh": "AIClient/Assets/Bundles/Characters/Enemy/Dashlet/Dashlet.fbx",
"rigSource": "Tools/output/enemy_dgx/Dashlet/high_rig/rigged.glb",
"lowUp": "Y",
"skinOverrides": [],
"outputDir": "Tools/output/enemy_characters/Dashlet",
"enemyPrefab": "Assets/Bundles/Characters/Enemy/Dashlet/Dashlet_Enemy.prefab",
"reviewScene": "Assets/Bundles/Scenes/Review/Enemy_Dashlet_Review.unity",
"reviewOriginX": 160,
"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": 0.06,
"walkLift": 0.018,
"walkSeconds": 0.8,
"walkBindCalibration": true,
"walkSourceWeight": 0.25,
"idleSeconds": 1.4,
"idleBreath": 0.003,
"idleSourceWeight": 0.06,
"attackStyle": "body_slam",
"attackSeconds": 0.9,
"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 Dashlet DGXA TokenRig original: 22 bones. Root0 pelvis with spine1..3 (chest3) -> neck4/head5; x-positive arm6..9 and x-negative arm10..13 hang from chest3; x-positive leg14 hip/15 knee/16 ankle/17 toe and x-negative leg18/19/20/21 hang from root0. Ears, horn and tail have no independent bones. Fast runner: shorter walk cycle than Hornlet.",
"motions": [
{
"name": "Idle",
"sourceDir": "Tools/output/enemy_characters/Dashlet/motions/Idle",
"prompt": "a small bipedal imp stands upright and idles with gentle breathing, slightly bouncing with impatience",
"duration": 2.0
},
{
"name": "Walk",
"sourceDir": "Tools/output/enemy_characters/Dashlet/motions/Walk",
"prompt": "a small bipedal imp walks forward upright with quick alternating short steps and small arm swings",
"duration": 2.0
},
{
"name": "Attack",
"sourceDir": "Tools/output/enemy_characters/Dashlet/motions/Attack",
"prompt": "a small bipedal character performs one forward body slam attack and recovers to standing",
"duration": 2.0
}
]
}