Files
AIGame/Doc/ResDesc_Effect.md
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

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# 资源说明 · Effect
特效资源(粒子、VFX、特效预制体等)。每条包含:路径、简要说明。
| 资源路径 | 简要说明 |
| --- | --- |
## G0 战斗反馈(2026-10-15)
- 资源:`AIClient/Assets/Bundles/Scenes/Prototype/PrototypeArena.prefab` 的 `Projectiles/Shot0~2` 节点。
- 用途:原型远程攻击与治疗的简易弹体反馈;伙伴攻击脉冲和敌人死亡缩放由表现层驱动。
- 生成:Unity Pipeline 执行 `AgentScripts/BuildPrototype.cs` 预制球形弹体池,复用原型材质;运行时更新已有节点的位置与可见性,不临时创建业务特效骨架。
- 范围:无新增粒子系统、Animator 或 AnimationClip;正式特效与声音后续替换。
## 五伙伴弹体池扩展(2026-10-16)
- 资源:同一 `PrototypeArena.prefab` 扩展 `Projectiles/Shot3~4`,现有池为Shot0~4。
- 用途与生成:`BuildPrototype.cs` 经Unity Pipeline预制新增伙伴对应球形弹体,复用原型材质;电系闪闪雀使用远程弹体,水系泡泡龟当前近战不显示飞行弹体。运行时只驱动已有节点,未生成新粒子/动画/音效资源。
## 敌人攻击与受击反馈(2026-10-21)
- 路径:`AIClient/Assets/Bundles/Effects/EnemyCombat/`,八个 `Vfx_Enemy_HornletAttack/DashletAttack/ShellhornAttack/HornCaptainAttack/GreatHornAttack/HitSoft/HitArmor/HitShield.prefab`。
- 用途:五类敌人差异化出手弧光、石甲冲击、首领地面冲击,以及普通受击/硬甲受击/护盾格挡;附 `CombatArc.asset`、`CombatRing.asset` 弧带网格和 `CombatGlow.mat`、专用粒子Shader。
- 生成:Unity Pipeline `AgentScripts/BuildEnemyCombatFx.cs` 制作并持久化;`EnemyCombatPresentation.prefab` 预置32特效实例和8音源,嵌入 `PrototypeArena.prefab`,按实际战斗事件复用。暂停、倍速、静音、切场回收、五类实际出手及致命命中已通过Edit/Play验证。
- 标准流程及验证:`Doc/Design/Combat/EnemyCombatFx/Production.md`;独立验收场景 `Assets/Bundles/Scenes/Review/EnemyCombatFx_Review.unity`,并排/实战截图 `Assets/Screenshots/enemy_combat_fx_{review,battle}.png`。