U2B World Geometry
G1-Karte in Unity (Assets/Luneraria/Scenes/G1_Map.unity), reproduzierbar gebaut aus dem Godot-Weltgenerator (gebacken), den FBX-Modellen aus U2A und der Karte des C#-Kerns. - tools/godot-golden/world_export.gd: backt Gelände (Raster, Farben, Lauf- und Standhöhen), Lanebeläge, Plattform, Brücke, Randsteine, Basen, Landmarken, Vegetation, Adern, Grottentreppen, Aufstellungsbereiche und Licht. Braucht einen echten Renderer (HEADLESS=0); prüft auf Headless-Einheitstransformationen. - LuneWorldBuilder: Meshes (GUID-stabil), Szene, Licht, Himmel, Post-Processing, 16 Türme, 2 Ancients und die Grotte aus LuneMap mit Teammaterialien. - Materialsystem: Luneraria/Surface (Gelände, Kluft-Oberflächen, Fluss, Adern, Kristall, G2-Werte mit Teamvarianten und Vertex-AO) und Luneraria/Pad; LuneMaterialSet.Dress wie Godots dress. - View-Assembly: LuneSpace (Unity = (-x, h, y)), LuneGround, LuneCameraMath, LuneBuildingView (Zustände intakt bis Ruine). - Vergleichsbilder mit den Kameraeinstellungen der Godot-G2-Aufnahmen. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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Assets/Luneraria/Art/Textures.meta
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"rootNamespace": "Luneraria.EditorTools",
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"rootNamespace": "Luneraria.EditorTools",
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"references": [
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"references": [
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"Luneraria.Core",
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"Luneraria.Core",
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"Luneraria.View",
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"Unity.RenderPipelines.Core.Runtime",
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Assets/Luneraria/Editor/World.meta
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Assets/Luneraria/Editor/World/LuneMaterialFactory.cs
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Assets/Luneraria/Editor/World/LuneMaterialFactory.cs
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using Luneraria.View;
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using Newtonsoft.Json.Linq;
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using UnityEditor;
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using UnityEngine;
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namespace Luneraria.EditorTools
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{
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/// <summary>
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/// Creates the shared materials (U2B) from the Godot material library
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/// (scripts/luneraria/view/lune_materials.gd), the baked world materials and the prop
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/// materials of map_props.fbx, with team variants for team surfaces. Every material uses
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/// Luneraria/Surface (modes see the shader) or Luneraria/Pad. Idempotent: existing assets are
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/// updated in place, so scene references stay valid.
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/// </summary>
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public static class LuneMaterialFactory
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{
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public const string Folder = "Assets/Luneraria/Materials";
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public const string SetPath = Folder + "/LuneMaterials.asset";
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const string StoneMapPath = "Assets/Luneraria/Art/Textures/limestone-albedo.png";
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// Surface modes of Luneraria/Surface.
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public const int Plain = 0, Terrain = 1, Stone = 2, Paving = 3, Soil = 4, Bark = 5, Foliage = 6, Water = 7, Vein = 8, Crystal = 9;
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/// <summary>Team style (Blau, Rot, neutral grotto) of lune_materials.gd TEAM_STYLE.</summary>
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public static readonly Color[] TeamCrystal = { Hex("78c6ff"), Hex("ff7d45"), Hex("b784ff") };
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public static readonly Color[] TeamRune = { Hex("86d2ff"), Hex("ffae5a"), Hex("c29cff") };
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public static readonly Color[] TeamMetal = { new Color(.80f, .85f, .92f), new Color(.92f, .64f, .34f), new Color(.70f, .62f, .50f) };
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public static readonly Color[] TeamCloth = { Hex("2a5aa8"), Hex("9a2c20"), Hex("45305f") };
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public static readonly Color[] TeamLight = { Hex("8cc8ff"), Hex("ffae72"), Hex("b37cff") };
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public static readonly Color[] TeamColor = { Hex("5aa8ff"), Hex("ff6a55"), Hex("b37cff") };
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static readonly string[] TeamNames = { "Blau", "Rot", "Neutral" };
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sealed class Spec
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{
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public int Mode;
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public Color Base = Color.white;
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public float Roughness = .88f;
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public float Metallic;
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public Color Emission = Color.black;
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public float Energy;
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public bool VertexColor;
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public bool DoubleSided;
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public float StoneScale = .23f;
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public float Relief = .016f;
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}
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static Shader _surface;
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static Texture2D _stone;
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public static Color Hex(string hex)
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{
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ColorUtility.TryParseHtmlString("#" + hex, out Color color);
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return color;
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}
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/// <summary>
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/// An HDR emission value for an [HDR] material colour: Godot's emission (sRGB colour, linear
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/// energy multiplier) as the linear value Unity hands to the shader unchanged.
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/// </summary>
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public static Color Hdr(Color srgb, float energy)
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{
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Color linear = srgb.linear * energy;
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return new Color(linear.r, linear.g, linear.b, 1f);
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}
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/// <summary>
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/// A plain (non-HDR) colour that Unity converts from gamma to linear, carrying a linear
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/// value above one (RenderSettings.ambientLight = colour * energy).
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/// </summary>
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public static Color GammaEncoded(Color srgb, float energy)
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{
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Color linear = srgb.linear * energy;
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return new Color(Mathf.LinearToGammaSpace(linear.r), Mathf.LinearToGammaSpace(linear.g), Mathf.LinearToGammaSpace(linear.b), 1f);
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}
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public static LuneMaterialSet Build(LuneWorldBake bake, out Dictionary<int, Material> worldMaterials)
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{
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Directory.CreateDirectory(Folder + "/Buildings");
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Directory.CreateDirectory(Folder + "/World");
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Directory.CreateDirectory(Folder + "/Props");
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AssetDatabase.Refresh();
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_surface = Shader.Find("Luneraria/Surface");
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if (_surface == null)
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throw new InvalidOperationException("shader Luneraria/Surface missing");
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_stone = AssetDatabase.LoadAssetAtPath<Texture2D>(StoneMapPath);
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var set = AssetDatabase.LoadAssetAtPath<LuneMaterialSet>(SetPath);
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if (set == null)
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{
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set = ScriptableObject.CreateInstance<LuneMaterialSet>();
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AssetDatabase.CreateAsset(set, SetPath);
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}
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set.Entries.Clear();
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BuildingMaterials(set);
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PropMaterials(set);
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worldMaterials = WorldMaterials(bake);
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EditorUtility.SetDirty(set);
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AssetDatabase.SaveAssets();
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return set;
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}
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// ------------------------------------------------------------ G2 buildings and boss (LN_*)
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static void BuildingMaterials(LuneMaterialSet set)
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{
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Fixed(set, "LN_Stone_Pale", new Spec { Mode = Stone, Base = new Color(.72f, .68f, .61f), VertexColor = true });
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Fixed(set, "LN_Stone_Dark", new Spec { Mode = Stone, Base = new Color(.30f, .30f, .33f), Roughness = .9f, VertexColor = true });
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Fixed(set, "LN_Stone_Grotto", new Spec { Mode = Stone, Base = new Color(.43f, .43f, .46f), VertexColor = true });
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Fixed(set, "LN_Rock", new Spec { Mode = Stone, Base = new Color(.38f, .38f, .40f), Roughness = .93f, VertexColor = true, StoneScale = .13f });
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Teams(set, "LN_Metal_Team", team => new Spec { Mode = Plain, Base = TeamMetal[team] * .92f, Metallic = .9f, Roughness = .32f, VertexColor = true });
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Fixed(set, "LN_Metal_Iron", new Spec { Mode = Plain, Base = new Color(.24f, .24f, .26f), Metallic = .8f, Roughness = .52f, VertexColor = true });
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Fixed(set, "LN_Metal_Bronze", new Spec { Mode = Plain, Base = new Color(.66f, .47f, .24f), Metallic = .9f, Roughness = .42f, VertexColor = true });
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Teams(set, "LN_Crystal_Team", team => new Spec { Mode = Crystal, Base = TeamCrystal[team], Emission = TeamCrystal[team], Energy = 3.2f });
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Fixed(set, "LN_Crystal_Grotto", new Spec { Mode = Crystal, Base = TeamCrystal[2], Emission = TeamCrystal[2], Energy = 3.2f });
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// Godot lights only the glyph strokes of a rune band; a dim band stands in for them.
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Teams(set, "LN_Rune_Team", team => new Spec { Mode = Plain, Base = new Color(.16f, .16f, .18f), Emission = TeamRune[team], Energy = .45f, Roughness = .5f, VertexColor = true });
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Fixed(set, "LN_Rune_Grotto", new Spec { Mode = Plain, Base = new Color(.16f, .16f, .18f), Emission = TeamRune[2], Energy = .45f, Roughness = .5f, VertexColor = true });
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Teams(set, "LN_Cloth_Team", team => new Spec { Mode = Plain, Base = TeamCloth[team], Roughness = .85f, DoubleSided = true, VertexColor = true });
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Fixed(set, "LN_Water_Glow", new Spec { Mode = Plain, Base = new Color(.45f, .35f, .80f) * .3f, Emission = new Color(.45f, .35f, .80f), Energy = 1.2f, Roughness = .1f });
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Fixed(set, "LN_Boss_Hide", new Spec { Mode = Plain, Base = new Color(.24f, .25f, .29f), Roughness = .84f, VertexColor = true });
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Fixed(set, "LN_Boss_Bone", new Spec { Mode = Plain, Base = new Color(.74f, .71f, .64f), Roughness = .62f, VertexColor = true });
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Fixed(set, "LN_Boss_Bronze", new Spec { Mode = Plain, Base = new Color(.42f, .31f, .18f), Metallic = .85f, Roughness = .42f, VertexColor = true });
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// The grotto boss glows in the neutral colour; a deployed boss in its team's.
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Teams(set, "LN_Crystal_Boss", team => new Spec { Mode = Crystal, Base = TeamCrystal[team], Emission = TeamCrystal[team], Energy = 2.4f }, neutral: true);
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Fixed(set, "LN_Wood", new Spec { Mode = Plain, Base = new Color(.33f, .23f, .15f), Roughness = .82f, VertexColor = true });
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Fixed(set, "LN_Cave", new Spec { Mode = Plain, Base = new Color(.02f, .015f, .03f), Roughness = 1f });
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}
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// ------------------------------------------------------------ props of map_props.fbx (ENV_*)
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static void PropMaterials(LuneMaterialSet set)
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{
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const string props = "Assets/Luneraria/Art/Environment/map_props.fbx";
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foreach (Material source in AssetDatabase.LoadAllAssetsAtPath(props).OfType<Material>())
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{
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string key = source.name;
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Color color = source.HasProperty("_BaseColor") ? source.GetColor("_BaseColor") : source.color;
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Spec spec;
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if (key.Contains("brass"))
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// Godot keeps the glTF material for brass (no Kluft surface).
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spec = new Spec { Mode = Plain, Base = color, Metallic = source.HasProperty("_Metallic") ? source.GetFloat("_Metallic") : .8f, Roughness = .4f };
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else if (key.StartsWith("ENV_"))
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spec = new Spec { Mode = SurfaceMode(key), Base = color };
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else
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spec = new Spec { Mode = Plain, Base = color, Roughness = .8f, DoubleSided = true };
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Add(set, key, Create(Folder + "/Props/" + key + ".mat", spec), null, null);
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}
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}
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public static int SurfaceMode(string key)
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{
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if (key.Contains("leaf"))
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return Foliage;
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if (key.Contains("bark"))
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return Bark;
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if (key.Contains("soil"))
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return Soil;
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if (key.Contains("paving"))
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return Paving;
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return Stone;
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}
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// ------------------------------------------------------------ baked world materials
|
||||||
|
static Dictionary<int, Material> WorldMaterials(LuneWorldBake bake)
|
||||||
|
{
|
||||||
|
var result = new Dictionary<int, Material>();
|
||||||
|
var materials = (JArray)bake.Data["materials"];
|
||||||
|
var veins = 0;
|
||||||
|
for (int index = 0; index < materials.Count; index++)
|
||||||
|
{
|
||||||
|
var entry = (JObject)materials[index];
|
||||||
|
string type = (string)entry["type"];
|
||||||
|
string shader = (string)entry["shader"] ?? "";
|
||||||
|
string key = (string)entry["surface_key"];
|
||||||
|
JObject parameters = (JObject)entry["params"] ?? new JObject();
|
||||||
|
string name;
|
||||||
|
Spec spec;
|
||||||
|
if (key != null)
|
||||||
|
{
|
||||||
|
name = key;
|
||||||
|
spec = new Spec { Mode = SurfaceMode(key), Base = ColorOf(parameters["base_color"]) };
|
||||||
|
}
|
||||||
|
else if (shader.EndsWith("lune_terrain.gdshader"))
|
||||||
|
{
|
||||||
|
name = "Terrain";
|
||||||
|
spec = new Spec { Mode = Terrain, StoneScale = .21f };
|
||||||
|
}
|
||||||
|
else if (shader.EndsWith("river.gdshader"))
|
||||||
|
{
|
||||||
|
name = "River";
|
||||||
|
spec = new Spec { Mode = Water };
|
||||||
|
}
|
||||||
|
else if (shader.EndsWith("lune_vein.gdshader"))
|
||||||
|
{
|
||||||
|
// Vein tint and seed are per-instance parameters in Godot; the builder assigns
|
||||||
|
// one material per vein (see VeinMaterial).
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
else if (shader.EndsWith("lune_pad.gdshader"))
|
||||||
|
{
|
||||||
|
Color tint = ColorOf(parameters["tint"]);
|
||||||
|
int team = tint.r > tint.b ? 1 : 0;
|
||||||
|
name = "Pad_" + TeamNames[team];
|
||||||
|
result[index] = PadMaterial(Folder + "/World/" + name + ".mat", tint, (float)parameters["pad_length"], (float)parameters["row_start"]);
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
else if (type == "standard")
|
||||||
|
{
|
||||||
|
Color albedo = ColorOf(entry["albedo"]);
|
||||||
|
bool glow = entry["emission"] != null;
|
||||||
|
name = "Glow_" + ColorUtility.ToHtmlStringRGB(albedo) + (glow ? "_" + ((float)entry["emission_energy"]).ToString("0.0#", System.Globalization.CultureInfo.InvariantCulture) : "");
|
||||||
|
spec = new Spec { Mode = Plain, Base = albedo, Roughness = (float)entry["roughness"], Metallic = (float)entry["metallic"] };
|
||||||
|
if (glow)
|
||||||
|
{
|
||||||
|
spec.Emission = ColorOf(entry["emission"]);
|
||||||
|
spec.Energy = (float)entry["emission_energy"];
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
throw new InvalidOperationException("unknown world material " + entry);
|
||||||
|
}
|
||||||
|
result[index] = Create(Folder + "/World/" + name + ".mat", spec);
|
||||||
|
}
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>One material per energy vein (tint from its team, seed from the bake).</summary>
|
||||||
|
public static Material VeinMaterial(string name, Color tint, float seed)
|
||||||
|
{
|
||||||
|
Material material = Create(Folder + "/World/" + name + ".mat", new Spec { Mode = Vein, Base = tint });
|
||||||
|
material.SetFloat("_Seed", seed);
|
||||||
|
material.SetFloat("_Energy", 1f);
|
||||||
|
EditorUtility.SetDirty(material);
|
||||||
|
return material;
|
||||||
|
}
|
||||||
|
|
||||||
|
static Material PadMaterial(string path, Color tint, float length, float rowStart)
|
||||||
|
{
|
||||||
|
Shader shader = Shader.Find("Luneraria/Pad");
|
||||||
|
var material = AssetDatabase.LoadAssetAtPath<Material>(path);
|
||||||
|
if (material == null)
|
||||||
|
{
|
||||||
|
material = new Material(shader);
|
||||||
|
AssetDatabase.CreateAsset(material, path);
|
||||||
|
}
|
||||||
|
material.shader = shader;
|
||||||
|
material.SetColor("_Tint", tint);
|
||||||
|
material.SetFloat("_PadLength", length);
|
||||||
|
material.SetFloat("_RowStart", rowStart);
|
||||||
|
EditorUtility.SetDirty(material);
|
||||||
|
return material;
|
||||||
|
}
|
||||||
|
|
||||||
|
public static Color ColorOf(JToken values)
|
||||||
|
{
|
||||||
|
return new Color((float)values[0], (float)values[1], (float)values[2], values.Count() > 3 ? (float)values[3] : 1f);
|
||||||
|
}
|
||||||
|
|
||||||
|
static void Fixed(LuneMaterialSet set, string key, Spec spec)
|
||||||
|
{
|
||||||
|
Add(set, key, Create(Folder + "/Buildings/" + key + ".mat", spec), null, null);
|
||||||
|
}
|
||||||
|
|
||||||
|
static void Teams(LuneMaterialSet set, string key, Func<int, Spec> spec, bool neutral = true)
|
||||||
|
{
|
||||||
|
Material blau = Create(Folder + "/Buildings/" + key + "_Blau.mat", spec(0));
|
||||||
|
Material rot = Create(Folder + "/Buildings/" + key + "_Rot.mat", spec(1));
|
||||||
|
Material none = neutral ? Create(Folder + "/Buildings/" + key + "_Neutral.mat", spec(2)) : blau;
|
||||||
|
Add(set, key, none, blau, rot);
|
||||||
|
}
|
||||||
|
|
||||||
|
static void Add(LuneMaterialSet set, string key, Material neutral, Material blau, Material rot)
|
||||||
|
{
|
||||||
|
set.Entries.Add(new LuneMaterialSet.Entry { Key = key, Neutral = neutral, Blau = blau, Rot = rot });
|
||||||
|
}
|
||||||
|
|
||||||
|
static Material Create(string path, Spec spec)
|
||||||
|
{
|
||||||
|
var material = AssetDatabase.LoadAssetAtPath<Material>(path);
|
||||||
|
if (material == null)
|
||||||
|
{
|
||||||
|
material = new Material(_surface);
|
||||||
|
AssetDatabase.CreateAsset(material, path);
|
||||||
|
}
|
||||||
|
material.shader = _surface;
|
||||||
|
material.enableInstancing = true;
|
||||||
|
material.SetColor("_BaseColor", spec.Base);
|
||||||
|
material.SetFloat("_Mode", spec.Mode);
|
||||||
|
material.SetFloat("_VertexColor", spec.VertexColor ? 1f : 0f);
|
||||||
|
material.SetFloat("_Metallic", spec.Metallic);
|
||||||
|
material.SetFloat("_Roughness", spec.Roughness);
|
||||||
|
material.SetColor("_EmissionColor", spec.Energy > 0f ? Hdr(spec.Emission, spec.Energy) : Color.black);
|
||||||
|
material.SetFloat("_StoneScale", spec.StoneScale);
|
||||||
|
material.SetFloat("_Relief", spec.Relief);
|
||||||
|
material.SetFloat("_Cull", spec.DoubleSided ? 0f : 2f);
|
||||||
|
material.SetTexture("_StoneMap", _stone);
|
||||||
|
material.globalIlluminationFlags = MaterialGlobalIlluminationFlags.None;
|
||||||
|
EditorUtility.SetDirty(material);
|
||||||
|
return material;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
@ -0,0 +1,2 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 0dc2fe0d16e144206a2506ec163ac263
|
||||||
54
Assets/Luneraria/Editor/World/LuneWorldBake.cs
Normal file
54
Assets/Luneraria/Editor/World/LuneWorldBake.cs
Normal file
|
|
@ -0,0 +1,54 @@
|
||||||
|
using System;
|
||||||
|
using System.IO;
|
||||||
|
using Newtonsoft.Json.Linq;
|
||||||
|
|
||||||
|
namespace Luneraria.EditorTools
|
||||||
|
{
|
||||||
|
/// <summary>
|
||||||
|
/// The world bake of tools/godot-golden/world_export.gd: g1_world.json (structure, transforms,
|
||||||
|
/// materials) and g1_world.bytes (little-endian arrays referenced as [offset, count]).
|
||||||
|
/// </summary>
|
||||||
|
public sealed class LuneWorldBake
|
||||||
|
{
|
||||||
|
public const string Folder = "Assets/Luneraria/World/Bake";
|
||||||
|
public readonly JObject Data;
|
||||||
|
readonly byte[] _blob;
|
||||||
|
|
||||||
|
LuneWorldBake(JObject data, byte[] blob)
|
||||||
|
{
|
||||||
|
Data = data;
|
||||||
|
_blob = blob;
|
||||||
|
}
|
||||||
|
|
||||||
|
public static LuneWorldBake Load(string folder = Folder)
|
||||||
|
{
|
||||||
|
return new LuneWorldBake(JObject.Parse(File.ReadAllText(Path.Combine(folder, "g1_world.json"))), File.ReadAllBytes(Path.Combine(folder, "g1_world.bytes")));
|
||||||
|
}
|
||||||
|
|
||||||
|
public float[] Floats(JToken reference, int components = 1)
|
||||||
|
{
|
||||||
|
int offset = (int)reference[0];
|
||||||
|
int count = (int)reference[1] * components;
|
||||||
|
var values = new float[count];
|
||||||
|
Buffer.BlockCopy(_blob, offset, values, 0, count * 4);
|
||||||
|
return values;
|
||||||
|
}
|
||||||
|
|
||||||
|
public int[] Ints(JToken reference)
|
||||||
|
{
|
||||||
|
int offset = (int)reference[0];
|
||||||
|
int count = (int)reference[1];
|
||||||
|
var values = new int[count];
|
||||||
|
Buffer.BlockCopy(_blob, offset, values, 0, count * 4);
|
||||||
|
return values;
|
||||||
|
}
|
||||||
|
|
||||||
|
public static float[] Transform(JToken values)
|
||||||
|
{
|
||||||
|
var result = new float[12];
|
||||||
|
for (int i = 0; i < 12; i++)
|
||||||
|
result[i] = (float)values[i];
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
2
Assets/Luneraria/Editor/World/LuneWorldBake.cs.meta
Normal file
2
Assets/Luneraria/Editor/World/LuneWorldBake.cs.meta
Normal file
|
|
@ -0,0 +1,2 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: ca11fba79a7c844fe9e4cb62a894549d
|
||||||
500
Assets/Luneraria/Editor/World/LuneWorldBuilder.cs
Normal file
500
Assets/Luneraria/Editor/World/LuneWorldBuilder.cs
Normal file
|
|
@ -0,0 +1,500 @@
|
||||||
|
using System;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using System.IO;
|
||||||
|
using System.Linq;
|
||||||
|
using Luneraria.Core;
|
||||||
|
using Luneraria.View;
|
||||||
|
using Newtonsoft.Json.Linq;
|
||||||
|
using UnityEditor;
|
||||||
|
using UnityEditor.SceneManagement;
|
||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.Rendering;
|
||||||
|
using UnityEngine.Rendering.Universal;
|
||||||
|
|
||||||
|
namespace Luneraria.EditorTools
|
||||||
|
{
|
||||||
|
/// <summary>
|
||||||
|
/// Builds the G1 map scene (U2B) reproducibly from three sources:
|
||||||
|
/// the world bake of the Godot generator (terrain, lanes, platform, bridge, bases, landmarks,
|
||||||
|
/// vegetation, veins, grotto stairs, deployment areas, lights),
|
||||||
|
/// the FBX models of the Blender pipeline (towers, Ancients, grotto, props),
|
||||||
|
/// the C# core's map (building ids, positions and facing).
|
||||||
|
/// Unity -batchmode -projectPath . -executeMethod Luneraria.EditorTools.LuneWorldBuilder.BuildScene
|
||||||
|
/// The scene owns no rules; buildings carry views that the match binding (U2C) drives.
|
||||||
|
/// </summary>
|
||||||
|
public static class LuneWorldBuilder
|
||||||
|
{
|
||||||
|
public const string ScenePath = "Assets/Luneraria/Scenes/G1_Map.unity";
|
||||||
|
public const string GeneratedFolder = "Assets/Luneraria/World/Generated";
|
||||||
|
public const string GroundPath = "Assets/Luneraria/World/LuneGround.asset";
|
||||||
|
public const string VolumePath = "Assets/Luneraria/Settings/Rendering/LuneVolume.asset";
|
||||||
|
const string Art = "Assets/Luneraria/Art/";
|
||||||
|
|
||||||
|
public static void BuildScene()
|
||||||
|
{
|
||||||
|
int code = 0;
|
||||||
|
try
|
||||||
|
{
|
||||||
|
Build();
|
||||||
|
}
|
||||||
|
catch (Exception error)
|
||||||
|
{
|
||||||
|
Debug.LogError("LUNE_WORLD failed: " + error);
|
||||||
|
code = 1;
|
||||||
|
}
|
||||||
|
EditorApplication.Exit(code);
|
||||||
|
}
|
||||||
|
|
||||||
|
public static void Build()
|
||||||
|
{
|
||||||
|
LuneProjectSetup.Configure();
|
||||||
|
LuneWorldBake bake = LuneWorldBake.Load();
|
||||||
|
LuneMaterialSet materials = LuneMaterialFactory.Build(bake, out Dictionary<int, Material> worldMaterials);
|
||||||
|
LuneGround ground = BuildGround(bake);
|
||||||
|
Directory.CreateDirectory(GeneratedFolder);
|
||||||
|
_written.Clear();
|
||||||
|
Directory.CreateDirectory(Path.GetDirectoryName(ScenePath));
|
||||||
|
AssetDatabase.Refresh();
|
||||||
|
|
||||||
|
var scene = EditorSceneManager.NewScene(NewSceneSetup.EmptyScene, NewSceneMode.Single);
|
||||||
|
Environment(bake);
|
||||||
|
var world = new GameObject("World").transform;
|
||||||
|
Terrain(bake, world, worldMaterials);
|
||||||
|
int meshes = Nodes(bake, world, worldMaterials, materials);
|
||||||
|
var buildings = Buildings(materials, ground);
|
||||||
|
var camera = new GameObject("Main Camera");
|
||||||
|
camera.tag = "MainCamera";
|
||||||
|
var unityCamera = camera.AddComponent<Camera>();
|
||||||
|
unityCamera.fieldOfView = LuneCameraMath.FieldOfView;
|
||||||
|
unityCamera.nearClipPlane = .5f;
|
||||||
|
unityCamera.farClipPlane = 700f;
|
||||||
|
camera.AddComponent<UniversalAdditionalCameraData>().renderPostProcessing = true;
|
||||||
|
LuneCameraMath.Pose(new Vector3(0f, ground.StandHeight(new Vec2(0f, 0f)), 0f), LuneCameraMath.OverviewZoom, 0f, out Vector3 position, out Quaternion rotation);
|
||||||
|
camera.transform.SetPositionAndRotation(position, rotation);
|
||||||
|
// Meshes of an earlier build that this build no longer produces.
|
||||||
|
foreach (string stale in AssetDatabase.FindAssets("t:Mesh", new[] { GeneratedFolder }).Select(AssetDatabase.GUIDToAssetPath).Where(p => !_written.Contains(p)).ToList())
|
||||||
|
AssetDatabase.DeleteAsset(stale);
|
||||||
|
EditorSceneManager.SaveScene(scene, ScenePath);
|
||||||
|
var scenes = EditorBuildSettings.scenes.Where(s => s.path != ScenePath).ToList();
|
||||||
|
scenes.Insert(0, new EditorBuildSettingsScene(ScenePath, true));
|
||||||
|
EditorBuildSettings.scenes = scenes.ToArray();
|
||||||
|
AssetDatabase.SaveAssets();
|
||||||
|
Debug.Log(string.Format("LUNE_WORLD built {0}: {1} generated meshes, {2} buildings", ScenePath, meshes, buildings));
|
||||||
|
}
|
||||||
|
|
||||||
|
// ------------------------------------------------------------ ground heights
|
||||||
|
static LuneGround BuildGround(LuneWorldBake bake)
|
||||||
|
{
|
||||||
|
var ground = AssetDatabase.LoadAssetAtPath<LuneGround>(GroundPath);
|
||||||
|
if (ground == null)
|
||||||
|
{
|
||||||
|
ground = ScriptableObject.CreateInstance<LuneGround>();
|
||||||
|
AssetDatabase.CreateAsset(ground, GroundPath);
|
||||||
|
}
|
||||||
|
JToken inner = bake.Data["terrain"]["inner"];
|
||||||
|
ground.WalkExtent = (float)inner["extent"];
|
||||||
|
ground.WalkStep = (float)inner["step"];
|
||||||
|
ground.WalkSize = (int)inner["size"];
|
||||||
|
ground.Walk = bake.Floats(inner["walk"]);
|
||||||
|
JToken stand = bake.Data["stand"];
|
||||||
|
ground.StandExtent = (float)stand["extent"];
|
||||||
|
ground.StandStep = (float)stand["step"];
|
||||||
|
ground.StandSize = (int)stand["size"];
|
||||||
|
ground.Stand = bake.Floats(stand["heights"]);
|
||||||
|
EditorUtility.SetDirty(ground);
|
||||||
|
return ground;
|
||||||
|
}
|
||||||
|
|
||||||
|
// ------------------------------------------------------------ environment
|
||||||
|
static void Environment(LuneWorldBake bake)
|
||||||
|
{
|
||||||
|
JToken lights = bake.Data["lights"];
|
||||||
|
JProperty sunEntry = ((JObject)lights).Properties().First(p => p.Name != "fill" && p.Name != "environment");
|
||||||
|
Light sun = DirectionalLight("Sun", sunEntry.Value, true);
|
||||||
|
sun.shadowStrength = 1f;
|
||||||
|
DirectionalLight("Fill", lights["fill"], false);
|
||||||
|
JToken environment = lights["environment"];
|
||||||
|
RenderSettings.ambientMode = AmbientMode.Flat;
|
||||||
|
RenderSettings.ambientLight = LuneMaterialFactory.GammaEncoded(LuneMaterialFactory.ColorOf(environment["ambient_color"]), (float)environment["ambient_energy"] * 1.6f);
|
||||||
|
RenderSettings.fog = false;
|
||||||
|
RenderSettings.sun = sun;
|
||||||
|
const string skyPath = "Assets/Luneraria/Settings/Rendering/LuneSky.mat";
|
||||||
|
var sky = AssetDatabase.LoadAssetAtPath<Material>(skyPath);
|
||||||
|
if (sky == null)
|
||||||
|
{
|
||||||
|
sky = new Material(Shader.Find("Skybox/Procedural"));
|
||||||
|
AssetDatabase.CreateAsset(sky, skyPath);
|
||||||
|
}
|
||||||
|
sky.SetColor("_SkyTint", LuneMaterialFactory.Hex("2a3d58"));
|
||||||
|
sky.SetColor("_GroundColor", LuneMaterialFactory.Hex("1a1c24"));
|
||||||
|
sky.SetFloat("_Exposure", 1.05f);
|
||||||
|
sky.SetFloat("_AtmosphereThickness", .8f);
|
||||||
|
EditorUtility.SetDirty(sky);
|
||||||
|
RenderSettings.skybox = sky;
|
||||||
|
RenderSettings.defaultReflectionMode = DefaultReflectionMode.Skybox;
|
||||||
|
var volume = new GameObject("PostProcess").AddComponent<Volume>();
|
||||||
|
volume.isGlobal = true;
|
||||||
|
volume.sharedProfile = VolumeProfile();
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>Godot light: rotation_degrees (Euler YXZ), shining along its local -Z.</summary>
|
||||||
|
static Light DirectionalLight(string name, JToken entry, bool shadows)
|
||||||
|
{
|
||||||
|
var degrees = entry["rotation_degrees"];
|
||||||
|
float x = (float)degrees[0] * Mathf.Deg2Rad;
|
||||||
|
float y = (float)degrees[1] * Mathf.Deg2Rad;
|
||||||
|
// Ry(y) * Rx(x) * (0, 0, -1)
|
||||||
|
var afterX = new Vector3(0f, Mathf.Sin(x), -Mathf.Cos(x));
|
||||||
|
var godotDirection = new Vector3(afterX.x * Mathf.Cos(y) + afterX.z * Mathf.Sin(y), afterX.y, -afterX.x * Mathf.Sin(y) + afterX.z * Mathf.Cos(y));
|
||||||
|
var light = new GameObject(name).AddComponent<Light>();
|
||||||
|
light.type = LightType.Directional;
|
||||||
|
light.transform.rotation = Quaternion.LookRotation(LuneSpace.FromGodot(godotDirection), Vector3.up);
|
||||||
|
light.color = LuneMaterialFactory.ColorOf(entry["color"]);
|
||||||
|
light.intensity = (float)entry["energy"];
|
||||||
|
light.shadows = shadows ? LightShadows.Soft : LightShadows.None;
|
||||||
|
return light;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>ACES tone mapping, glow and colour adjustment of scripts/presentation/lighting.gd.</summary>
|
||||||
|
static VolumeProfile VolumeProfile()
|
||||||
|
{
|
||||||
|
var profile = AssetDatabase.LoadAssetAtPath<VolumeProfile>(VolumePath);
|
||||||
|
if (profile == null)
|
||||||
|
{
|
||||||
|
profile = ScriptableObject.CreateInstance<VolumeProfile>();
|
||||||
|
AssetDatabase.CreateAsset(profile, VolumePath);
|
||||||
|
}
|
||||||
|
foreach (VolumeComponent old in profile.components.ToList())
|
||||||
|
{
|
||||||
|
profile.Remove(old.GetType());
|
||||||
|
UnityEngine.Object.DestroyImmediate(old, true);
|
||||||
|
}
|
||||||
|
var tonemapping = profile.Add<Tonemapping>(true);
|
||||||
|
tonemapping.mode.Override(TonemappingMode.ACES);
|
||||||
|
var bloom = profile.Add<Bloom>(true);
|
||||||
|
bloom.threshold.Override(1.2f);
|
||||||
|
bloom.intensity.Override(.55f);
|
||||||
|
bloom.scatter.Override(.6f);
|
||||||
|
var colors = profile.Add<ColorAdjustments>(true);
|
||||||
|
colors.contrast.Override(12f);
|
||||||
|
colors.saturation.Override(18f);
|
||||||
|
foreach (VolumeComponent component in profile.components)
|
||||||
|
AssetDatabase.AddObjectToAsset(component, profile);
|
||||||
|
EditorUtility.SetDirty(profile);
|
||||||
|
return profile;
|
||||||
|
}
|
||||||
|
|
||||||
|
// ------------------------------------------------------------ terrain
|
||||||
|
static void Terrain(LuneWorldBake bake, Transform world, Dictionary<int, Material> materials)
|
||||||
|
{
|
||||||
|
Material terrain = AssetDatabase.LoadAssetAtPath<Material>(LuneMaterialFactory.Folder + "/World/Terrain.mat");
|
||||||
|
var group = new GameObject("Terrain").transform;
|
||||||
|
group.SetParent(world, false);
|
||||||
|
foreach (string key in new[] { "inner", "outer" })
|
||||||
|
{
|
||||||
|
JToken grid = bake.Data["terrain"][key];
|
||||||
|
Mesh mesh = GridMesh(key == "inner" ? "Ground" : "Mountains", bake.Floats(grid["ground"]), bake.Floats(grid["colors"], 4),
|
||||||
|
(int)grid["size"], (float)grid["extent"], (float)grid["step"], (float)grid["hole"]);
|
||||||
|
string label = mesh.name;
|
||||||
|
mesh = Save(mesh);
|
||||||
|
var go = Place(label, group, mesh, new[] { terrain }, key == "inner");
|
||||||
|
go.isStatic = true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>Port of LuneTerrain._mesh: grid with alternating diagonals, normals from neighbours.</summary>
|
||||||
|
static Mesh GridMesh(string name, float[] heights, float[] colors, int n, float extent, float step, float hole)
|
||||||
|
{
|
||||||
|
var vertices = new Vector3[n * n];
|
||||||
|
var normals = new Vector3[n * n];
|
||||||
|
var tints = new Color[n * n];
|
||||||
|
for (int j = 0; j < n; j++)
|
||||||
|
{
|
||||||
|
for (int i = 0; i < n; i++)
|
||||||
|
{
|
||||||
|
int index = j * n + i;
|
||||||
|
vertices[index] = LuneSpace.FromGodot(new Vector3(-extent + i * step, heights[index], -extent + j * step));
|
||||||
|
float left = heights[j * n + Math.Max(0, i - 1)];
|
||||||
|
float right = heights[j * n + Math.Min(n - 1, i + 1)];
|
||||||
|
float up = heights[Math.Max(0, j - 1) * n + i];
|
||||||
|
float down = heights[Math.Min(n - 1, j + 1) * n + i];
|
||||||
|
normals[index] = LuneSpace.FromGodot(new Vector3(left - right, 2f * step, up - down).normalized);
|
||||||
|
tints[index] = new Color(colors[index * 4], colors[index * 4 + 1], colors[index * 4 + 2], colors[index * 4 + 3]);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
var indices = new List<int>((n - 1) * (n - 1) * 6);
|
||||||
|
for (int j = 0; j < n - 1; j++)
|
||||||
|
{
|
||||||
|
for (int i = 0; i < n - 1; i++)
|
||||||
|
{
|
||||||
|
if (hole > 0f)
|
||||||
|
{
|
||||||
|
float cx = Mathf.Abs(-extent + (i + .5f) * step);
|
||||||
|
float cz = Mathf.Abs(-extent + (j + .5f) * step);
|
||||||
|
if (Mathf.Max(cx, cz) < hole)
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
int a = j * n + i;
|
||||||
|
int b = a + 1;
|
||||||
|
int c = a + n;
|
||||||
|
int d = c + 1;
|
||||||
|
if ((i + j) % 2 == 0)
|
||||||
|
indices.AddRange(new[] { a, b, d, a, d, c });
|
||||||
|
else
|
||||||
|
indices.AddRange(new[] { a, b, c, b, d, c });
|
||||||
|
}
|
||||||
|
}
|
||||||
|
var mesh = new Mesh { name = name, indexFormat = IndexFormat.UInt32 };
|
||||||
|
mesh.SetVertices(vertices);
|
||||||
|
mesh.SetNormals(normals);
|
||||||
|
mesh.SetColors(tints);
|
||||||
|
mesh.SetTriangles(indices, 0);
|
||||||
|
mesh.RecalculateBounds();
|
||||||
|
return mesh;
|
||||||
|
}
|
||||||
|
|
||||||
|
// ------------------------------------------------------------ baked nodes
|
||||||
|
static int Nodes(LuneWorldBake bake, Transform world, Dictionary<int, Material> worldMaterials, LuneMaterialSet set)
|
||||||
|
{
|
||||||
|
var meshes = new Dictionary<int, Mesh>();
|
||||||
|
var bakedMeshes = (JArray)bake.Data["meshes"];
|
||||||
|
var props = PropLibrary(set);
|
||||||
|
foreach (JObject node in bake.Data["nodes"])
|
||||||
|
{
|
||||||
|
string name = (string)node["name"];
|
||||||
|
if (name.StartsWith("@"))
|
||||||
|
name = "Part";
|
||||||
|
Mesh mesh;
|
||||||
|
Material[] materials;
|
||||||
|
if (node["prop"] != null)
|
||||||
|
{
|
||||||
|
var prop = props[(string)node["prop"]];
|
||||||
|
mesh = prop.Key;
|
||||||
|
materials = prop.Value;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
int index = (int)node["mesh"];
|
||||||
|
var baked = (JObject)bakedMeshes[index];
|
||||||
|
if (!meshes.TryGetValue(index, out mesh))
|
||||||
|
{
|
||||||
|
mesh = Save(BakedMesh(bake, baked, name + "_" + index));
|
||||||
|
meshes[index] = mesh;
|
||||||
|
}
|
||||||
|
var surfaces = (JArray)baked["surfaces"];
|
||||||
|
materials = new Material[surfaces.Count];
|
||||||
|
for (int s = 0; s < surfaces.Count; s++)
|
||||||
|
{
|
||||||
|
JToken reference = node["material"] ?? surfaces[s]["material"];
|
||||||
|
materials[s] = reference != null && worldMaterials.TryGetValue((int)reference, out Material found) ? found : null;
|
||||||
|
}
|
||||||
|
if (name.StartsWith("Vein_"))
|
||||||
|
{
|
||||||
|
JToken parameters = node["instance_params"];
|
||||||
|
materials = new[] { LuneMaterialFactory.VeinMaterial(name, LuneMaterialFactory.ColorOf(parameters["tint"]), (float)parameters["seed"]) };
|
||||||
|
}
|
||||||
|
}
|
||||||
|
var transforms = (JArray)node["transforms"];
|
||||||
|
bool shadows = (bool)node["cast_shadow"];
|
||||||
|
bool visible = (bool)node["visible"];
|
||||||
|
var group = new GameObject(name).transform;
|
||||||
|
group.SetParent(world, false);
|
||||||
|
for (int k = 0; k < transforms.Count; k++)
|
||||||
|
{
|
||||||
|
float[] t = LuneWorldBake.Transform(transforms[k]);
|
||||||
|
LuneSpace.FromGodot(t, 0, out Vector3 position, out Quaternion rotation, out Vector3 scale);
|
||||||
|
GameObject go = transforms.Count == 1 ? group.gameObject : new GameObject(name + "_" + k);
|
||||||
|
if (transforms.Count > 1)
|
||||||
|
go.transform.SetParent(group, false);
|
||||||
|
go.transform.localPosition = position;
|
||||||
|
go.transform.localRotation = rotation;
|
||||||
|
go.transform.localScale = scale;
|
||||||
|
AddRenderer(go, mesh, materials, shadows);
|
||||||
|
go.isStatic = visible;
|
||||||
|
}
|
||||||
|
group.gameObject.SetActive(visible);
|
||||||
|
}
|
||||||
|
return meshes.Count + 2;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>Prop meshes of map_props.fbx by name, with their surfaces dressed (ENV_* materials).</summary>
|
||||||
|
static Dictionary<string, KeyValuePair<Mesh, Material[]>> PropLibrary(LuneMaterialSet set)
|
||||||
|
{
|
||||||
|
var result = new Dictionary<string, KeyValuePair<Mesh, Material[]>>();
|
||||||
|
var root = AssetDatabase.LoadAssetAtPath<GameObject>(Art + "Environment/map_props.fbx");
|
||||||
|
foreach (MeshFilter filter in root.GetComponentsInChildren<MeshFilter>(true))
|
||||||
|
{
|
||||||
|
var renderer = filter.GetComponent<MeshRenderer>();
|
||||||
|
Material[] materials = renderer.sharedMaterials.Select(m => set.Get(LuneMaterialSet.KeyOf(m), 2) ?? m).ToArray();
|
||||||
|
result[filter.gameObject.name] = new KeyValuePair<Mesh, Material[]>(filter.sharedMesh, materials);
|
||||||
|
}
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>A baked Godot mesh in Unity: x mirrored (with the handedness change the picture and
|
||||||
|
/// the clockwise front faces are kept, so the index order stays).</summary>
|
||||||
|
static Mesh BakedMesh(LuneWorldBake bake, JObject baked, string name)
|
||||||
|
{
|
||||||
|
var vertices = new List<Vector3>();
|
||||||
|
var normals = new List<Vector3>();
|
||||||
|
var uvs = new List<Vector2>();
|
||||||
|
var colors = new List<Color>();
|
||||||
|
var submeshes = new List<int[]>();
|
||||||
|
bool hasNormals = true;
|
||||||
|
bool hasUvs = true;
|
||||||
|
bool hasColors = true;
|
||||||
|
foreach (JObject surface in baked["surfaces"])
|
||||||
|
{
|
||||||
|
int start = vertices.Count;
|
||||||
|
float[] v = bake.Floats(surface["vertices"], 3);
|
||||||
|
int count = v.Length / 3;
|
||||||
|
for (int i = 0; i < count; i++)
|
||||||
|
vertices.Add(LuneSpace.FromGodot(new Vector3(v[i * 3], v[i * 3 + 1], v[i * 3 + 2])));
|
||||||
|
if (surface["normals"] != null)
|
||||||
|
{
|
||||||
|
float[] n = bake.Floats(surface["normals"], 3);
|
||||||
|
for (int i = 0; i < count; i++)
|
||||||
|
normals.Add(LuneSpace.FromGodot(new Vector3(n[i * 3], n[i * 3 + 1], n[i * 3 + 2])));
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
hasNormals = false;
|
||||||
|
}
|
||||||
|
if (surface["uvs"] != null)
|
||||||
|
{
|
||||||
|
float[] uv = bake.Floats(surface["uvs"], 2);
|
||||||
|
for (int i = 0; i < count; i++)
|
||||||
|
uvs.Add(new Vector2(uv[i * 2], uv[i * 2 + 1]));
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
hasUvs = false;
|
||||||
|
for (int i = 0; i < count; i++)
|
||||||
|
uvs.Add(Vector2.zero);
|
||||||
|
}
|
||||||
|
if (surface["colors"] != null)
|
||||||
|
{
|
||||||
|
float[] c = bake.Floats(surface["colors"], 4);
|
||||||
|
for (int i = 0; i < count; i++)
|
||||||
|
colors.Add(new Color(c[i * 4], c[i * 4 + 1], c[i * 4 + 2], c[i * 4 + 3]));
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
hasColors = false;
|
||||||
|
for (int i = 0; i < count; i++)
|
||||||
|
colors.Add(Color.white);
|
||||||
|
}
|
||||||
|
int[] indices = surface["indices"] != null ? bake.Ints(surface["indices"]) : Enumerable.Range(0, count).ToArray();
|
||||||
|
submeshes.Add(indices.Select(i => i + start).ToArray());
|
||||||
|
}
|
||||||
|
var mesh = new Mesh { name = name, indexFormat = vertices.Count > 65000 ? IndexFormat.UInt32 : IndexFormat.UInt16 };
|
||||||
|
mesh.SetVertices(vertices);
|
||||||
|
if (hasUvs)
|
||||||
|
mesh.SetUVs(0, uvs);
|
||||||
|
if (hasColors)
|
||||||
|
mesh.SetColors(colors);
|
||||||
|
mesh.subMeshCount = submeshes.Count;
|
||||||
|
for (int s = 0; s < submeshes.Count; s++)
|
||||||
|
mesh.SetTriangles(submeshes[s], s);
|
||||||
|
if (hasNormals && normals.Count == vertices.Count)
|
||||||
|
mesh.SetNormals(normals);
|
||||||
|
else
|
||||||
|
mesh.RecalculateNormals();
|
||||||
|
mesh.RecalculateBounds();
|
||||||
|
return mesh;
|
||||||
|
}
|
||||||
|
|
||||||
|
static readonly HashSet<string> _written = new HashSet<string>();
|
||||||
|
|
||||||
|
/// <summary>Writes a generated mesh; an existing asset is updated in place so its GUID (and the
|
||||||
|
/// scene's reference) stays the same from build to build.</summary>
|
||||||
|
static Mesh Save(Mesh mesh)
|
||||||
|
{
|
||||||
|
string path = GeneratedFolder + "/" + mesh.name + ".asset";
|
||||||
|
if (!_written.Add(path))
|
||||||
|
throw new InvalidOperationException("duplicate generated mesh " + path);
|
||||||
|
var existing = AssetDatabase.LoadAssetAtPath<Mesh>(path);
|
||||||
|
if (existing == null)
|
||||||
|
{
|
||||||
|
AssetDatabase.CreateAsset(mesh, path);
|
||||||
|
return mesh;
|
||||||
|
}
|
||||||
|
EditorUtility.CopySerialized(mesh, existing);
|
||||||
|
EditorUtility.SetDirty(existing);
|
||||||
|
UnityEngine.Object.DestroyImmediate(mesh);
|
||||||
|
return existing;
|
||||||
|
}
|
||||||
|
|
||||||
|
static GameObject Place(string name, Transform parent, Mesh mesh, Material[] materials, bool shadows)
|
||||||
|
{
|
||||||
|
var go = new GameObject(name);
|
||||||
|
go.transform.SetParent(parent, false);
|
||||||
|
AddRenderer(go, mesh, materials, shadows);
|
||||||
|
return go;
|
||||||
|
}
|
||||||
|
|
||||||
|
static void AddRenderer(GameObject go, Mesh mesh, Material[] materials, bool shadows)
|
||||||
|
{
|
||||||
|
go.AddComponent<MeshFilter>().sharedMesh = mesh;
|
||||||
|
var renderer = go.AddComponent<MeshRenderer>();
|
||||||
|
renderer.sharedMaterials = materials;
|
||||||
|
renderer.shadowCastingMode = shadows ? ShadowCastingMode.On : ShadowCastingMode.Off;
|
||||||
|
}
|
||||||
|
|
||||||
|
// ------------------------------------------------------------ strategic buildings
|
||||||
|
static int Buildings(LuneMaterialSet materials, LuneGround ground)
|
||||||
|
{
|
||||||
|
var root = new GameObject("Buildings").transform;
|
||||||
|
var map = new LuneMap(new LuneBalance());
|
||||||
|
const float PlazaLift = .08f;
|
||||||
|
int count = 0;
|
||||||
|
foreach (BuildingDef definition in map.Buildings)
|
||||||
|
{
|
||||||
|
Vec2 at = definition.Position;
|
||||||
|
string asset;
|
||||||
|
Vec2 facing;
|
||||||
|
float height = ground.WalkHeight(at);
|
||||||
|
if (definition.Tier == "core")
|
||||||
|
{
|
||||||
|
asset = "ancient";
|
||||||
|
facing = (-at).Normalized();
|
||||||
|
height += PlazaLift;
|
||||||
|
}
|
||||||
|
else if (definition.Tier == "base")
|
||||||
|
{
|
||||||
|
asset = "kernwacht";
|
||||||
|
facing = (at - map.CorePosition(definition.Team)).Normalized();
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
asset = definition.Tier == "outer" ? "grenzwacht" : "bastion";
|
||||||
|
facing = (map.LanePoint(definition.Team, definition.Lane, definition.Progress) - at).Normalized();
|
||||||
|
}
|
||||||
|
var view = new GameObject(definition.Id).AddComponent<LuneBuildingView>();
|
||||||
|
view.transform.SetParent(root, false);
|
||||||
|
view.transform.position = LuneSpace.World(at, height);
|
||||||
|
view.BuildingId = definition.Id;
|
||||||
|
view.Team = definition.Team;
|
||||||
|
view.Tier = definition.Tier;
|
||||||
|
GameObject model = Model(asset, view.transform, materials, definition.Team);
|
||||||
|
model.transform.localRotation = LuneSpace.Facing(facing);
|
||||||
|
view.Show(LuneBuildingView.Look.Intact);
|
||||||
|
count++;
|
||||||
|
}
|
||||||
|
var grotto = new GameObject("BossGrotto").transform;
|
||||||
|
grotto.SetParent(root, false);
|
||||||
|
grotto.position = LuneSpace.World(LuneMap.Grotto, 1.7f);
|
||||||
|
Model("bossgrotte", grotto, materials, 2);
|
||||||
|
return count + 1;
|
||||||
|
}
|
||||||
|
|
||||||
|
static GameObject Model(string asset, Transform parent, LuneMaterialSet materials, int team)
|
||||||
|
{
|
||||||
|
var prefab = AssetDatabase.LoadAssetAtPath<GameObject>(Art + "Buildings/" + asset + ".fbx");
|
||||||
|
var model = (GameObject)PrefabUtility.InstantiatePrefab(prefab, parent);
|
||||||
|
model.name = "Model";
|
||||||
|
materials.Dress(model, team);
|
||||||
|
return model;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
2
Assets/Luneraria/Editor/World/LuneWorldBuilder.cs.meta
Normal file
2
Assets/Luneraria/Editor/World/LuneWorldBuilder.cs.meta
Normal file
|
|
@ -0,0 +1,2 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 510dfabcd9a4748c7b55166e7c459816
|
||||||
93
Assets/Luneraria/Editor/World/LuneWorldCapture.cs
Normal file
93
Assets/Luneraria/Editor/World/LuneWorldCapture.cs
Normal file
|
|
@ -0,0 +1,93 @@
|
||||||
|
using System;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using System.IO;
|
||||||
|
using Luneraria.Core;
|
||||||
|
using Luneraria.View;
|
||||||
|
using UnityEditor;
|
||||||
|
using UnityEditor.SceneManagement;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
namespace Luneraria.EditorTools
|
||||||
|
{
|
||||||
|
/// <summary>
|
||||||
|
/// Screenshots of the G1 map scene with the camera settings of the Godot G2 captures
|
||||||
|
/// (../saumwacht-godot/tools/luneraria/g2_views.gd), so both can be compared side by side:
|
||||||
|
/// 15 overview, 01 Blau Ancient, 05 Grenzwacht, 06 Bastion, 07 base towers, 10 grotto.
|
||||||
|
/// Unity -batchmode -projectPath . -executeMethod Luneraria.EditorTools.LuneWorldCapture.CaptureAll
|
||||||
|
/// </summary>
|
||||||
|
public static class LuneWorldCapture
|
||||||
|
{
|
||||||
|
public const int Width = 1920;
|
||||||
|
public const int Height = 1080;
|
||||||
|
|
||||||
|
struct View
|
||||||
|
{
|
||||||
|
public string Label;
|
||||||
|
public Vec2 At;
|
||||||
|
public float Zoom;
|
||||||
|
public int YawSteps;
|
||||||
|
}
|
||||||
|
|
||||||
|
public static void CaptureAll()
|
||||||
|
{
|
||||||
|
int code = 0;
|
||||||
|
try
|
||||||
|
{
|
||||||
|
EditorSceneManager.OpenScene(LuneWorldBuilder.ScenePath, OpenSceneMode.Single);
|
||||||
|
var ground = AssetDatabase.LoadAssetAtPath<LuneGround>(LuneWorldBuilder.GroundPath);
|
||||||
|
var map = new LuneMap(new LuneBalance());
|
||||||
|
Vec2 blue = map.CorePosition(0);
|
||||||
|
Vec2 red = map.CorePosition(1);
|
||||||
|
Vec2 outer = map.BuildingDef("rot_mid_outer").Position;
|
||||||
|
Vec2 inner = map.BuildingDef("rot_mid_inner").Position;
|
||||||
|
Vec2 baseA = map.BuildingDef("rot_base_1").Position;
|
||||||
|
Vec2 baseB = map.BuildingDef("rot_base_2").Position;
|
||||||
|
var views = new List<View>
|
||||||
|
{
|
||||||
|
new View { Label = "15-gesamtkarte", At = new Vec2(0, 0), Zoom = LuneCameraMath.OverviewZoom },
|
||||||
|
new View { Label = "01-ancient-100", At = blue + new Vec2(1.0, -1.0), Zoom = 28f, YawSteps = -1 },
|
||||||
|
new View { Label = "05-tower1-grenzwacht", At = outer + new Vec2(0, -2.4), Zoom = 14f },
|
||||||
|
new View { Label = "06-tower2-bastion", At = inner + new Vec2(0, -2.8), Zoom = 14f },
|
||||||
|
new View { Label = "07-basistuerme", At = (baseA + baseB) * .5 * .5 + red * .5, Zoom = 24f, YawSteps = -1 },
|
||||||
|
new View { Label = "10-grotte", At = map.GrottoCenter(), Zoom = 20f },
|
||||||
|
};
|
||||||
|
string folder = Path.Combine(Path.GetDirectoryName(Application.dataPath), "docs/port/screenshots/u2b");
|
||||||
|
Directory.CreateDirectory(folder);
|
||||||
|
Camera camera = Camera.main;
|
||||||
|
foreach (View view in views)
|
||||||
|
{
|
||||||
|
// Godot: look_at_point clamps the focus and puts it on the ground under it.
|
||||||
|
var focus = new Vec2(Mathf.Clamp((float)view.At.X, -LuneCameraMath.FocusLimit, LuneCameraMath.FocusLimit), Mathf.Clamp((float)view.At.Y, -LuneCameraMath.FocusLimit, LuneCameraMath.FocusLimit));
|
||||||
|
Vector3 point = LuneSpace.World(focus, ground.StandHeight(focus));
|
||||||
|
LuneCameraMath.Pose(point, view.Zoom, view.YawSteps * Mathf.PI * .25f, out Vector3 position, out Quaternion rotation);
|
||||||
|
camera.transform.SetPositionAndRotation(position, rotation);
|
||||||
|
Render(camera, Path.Combine(folder, view.Label + ".png"));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
catch (Exception error)
|
||||||
|
{
|
||||||
|
Debug.LogError("LUNE_CAPTURE failed: " + error);
|
||||||
|
code = 1;
|
||||||
|
}
|
||||||
|
EditorApplication.Exit(code);
|
||||||
|
}
|
||||||
|
|
||||||
|
public static void Render(Camera camera, string file)
|
||||||
|
{
|
||||||
|
var target = new RenderTexture(Width, Height, 24, RenderTextureFormat.ARGB32) { antiAliasing = 4 };
|
||||||
|
camera.aspect = (float)Width / Height;
|
||||||
|
camera.targetTexture = target;
|
||||||
|
camera.Render();
|
||||||
|
RenderTexture.active = target;
|
||||||
|
var image = new Texture2D(Width, Height, TextureFormat.RGB24, false);
|
||||||
|
image.ReadPixels(new Rect(0, 0, Width, Height), 0, 0);
|
||||||
|
image.Apply();
|
||||||
|
File.WriteAllBytes(file, image.EncodeToPNG());
|
||||||
|
RenderTexture.active = null;
|
||||||
|
camera.targetTexture = null;
|
||||||
|
UnityEngine.Object.DestroyImmediate(target);
|
||||||
|
UnityEngine.Object.DestroyImmediate(image);
|
||||||
|
Debug.Log("LUNE_CAPTURE wrote " + file);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
2
Assets/Luneraria/Editor/World/LuneWorldCapture.cs.meta
Normal file
2
Assets/Luneraria/Editor/World/LuneWorldCapture.cs.meta
Normal file
|
|
@ -0,0 +1,2 @@
|
||||||
|
fileFormatVersion: 2
|
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|
guid: 47e220e12591e4a468d709dc09da7b3d
|
||||||
8
Assets/Luneraria/Materials.meta
Normal file
8
Assets/Luneraria/Materials.meta
Normal file
|
|
@ -0,0 +1,8 @@
|
||||||
|
fileFormatVersion: 2
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|
guid: 26a4592b61a25471ab480d862f983a54
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|
folderAsset: yes
|
||||||
|
DefaultImporter:
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|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
8
Assets/Luneraria/Materials/Buildings.meta
Normal file
8
Assets/Luneraria/Materials/Buildings.meta
Normal file
|
|
@ -0,0 +1,8 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: d37339b7684604aa983c892856b3207f
|
||||||
|
folderAsset: yes
|
||||||
|
DefaultImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
46
Assets/Luneraria/Materials/Buildings/LN_Boss_Bone.mat
Normal file
46
Assets/Luneraria/Materials/Buildings/LN_Boss_Bone.mat
Normal file
|
|
@ -0,0 +1,46 @@
|
||||||
|
%YAML 1.1
|
||||||
|
%TAG !u! tag:unity3d.com,2011:
|
||||||
|
--- !u!21 &2100000
|
||||||
|
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|
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|
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|
m_CorrespondingSourceObject: {fileID: 0}
|
||||||
|
m_PrefabInstance: {fileID: 0}
|
||||||
|
m_PrefabAsset: {fileID: 0}
|
||||||
|
m_Name: LN_Boss_Bone
|
||||||
|
m_Shader: {fileID: 4800000, guid: 9809bd5750e264586bd30e14a6f1bd4e, type: 3}
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|
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|
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|
m_SavedProperties:
|
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|
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m_TexEnvs:
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- _StoneMap:
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m_Texture: {fileID: 2800000, guid: 2e11a30a0df8143ab84722ec0a116b6d, type: 3}
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|
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|
m_Offset: {x: 0, y: 0}
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||||||
|
m_Ints: []
|
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|
m_Floats:
|
||||||
|
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|
||||||
|
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|
||||||
|
- _Flicker: 0
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|
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|
||||||
|
- _Mode: 0
|
||||||
|
- _Relief: 0.016
|
||||||
|
- _Roughness: 0.62
|
||||||
|
- _Seed: 0
|
||||||
|
- _StoneScale: 0.23
|
||||||
|
- _VertexColor: 1
|
||||||
|
m_Colors:
|
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|
- _BaseColor: {r: 0.74, g: 0.71, b: 0.64, a: 1}
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|
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
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|
m_BuildTextureStacks: []
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m_AllowLocking: 1
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|
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externalObjects: {}
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|
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|
userData:
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||||||
|
assetBundleName:
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||||||
|
assetBundleVariant:
|
||||||
46
Assets/Luneraria/Materials/Buildings/LN_Boss_Bronze.mat
Normal file
46
Assets/Luneraria/Materials/Buildings/LN_Boss_Bronze.mat
Normal file
|
|
@ -0,0 +1,46 @@
|
||||||
|
%YAML 1.1
|
||||||
|
%TAG !u! tag:unity3d.com,2011:
|
||||||
|
--- !u!21 &2100000
|
||||||
|
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|
serializedVersion: 8
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|
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m_CorrespondingSourceObject: {fileID: 0}
|
||||||
|
m_PrefabInstance: {fileID: 0}
|
||||||
|
m_PrefabAsset: {fileID: 0}
|
||||||
|
m_Name: LN_Boss_Bronze
|
||||||
|
m_Shader: {fileID: 4800000, guid: 9809bd5750e264586bd30e14a6f1bd4e, type: 3}
|
||||||
|
m_Parent: {fileID: 0}
|
||||||
|
m_ModifiedSerializedProperties: 0
|
||||||
|
m_ValidKeywords: []
|
||||||
|
m_InvalidKeywords: []
|
||||||
|
m_LightmapFlags: 0
|
||||||
|
m_EnableInstancingVariants: 1
|
||||||
|
m_DoubleSidedGI: 0
|
||||||
|
m_CustomRenderQueue: -1
|
||||||
|
stringTagMap: {}
|
||||||
|
disabledShaderPasses: []
|
||||||
|
m_LockedProperties:
|
||||||
|
m_SavedProperties:
|
||||||
|
serializedVersion: 3
|
||||||
|
m_TexEnvs:
|
||||||
|
- _StoneMap:
|
||||||
|
m_Texture: {fileID: 2800000, guid: 2e11a30a0df8143ab84722ec0a116b6d, type: 3}
|
||||||
|
m_Scale: {x: 1, y: 1}
|
||||||
|
m_Offset: {x: 0, y: 0}
|
||||||
|
m_Ints: []
|
||||||
|
m_Floats:
|
||||||
|
- _Cull: 2
|
||||||
|
- _Energy: 1
|
||||||
|
- _Flicker: 0
|
||||||
|
- _Metallic: 0.85
|
||||||
|
- _Mode: 0
|
||||||
|
- _Relief: 0.016
|
||||||
|
- _Roughness: 0.42
|
||||||
|
- _Seed: 0
|
||||||
|
- _StoneScale: 0.23
|
||||||
|
- _VertexColor: 1
|
||||||
|
m_Colors:
|
||||||
|
- _BaseColor: {r: 0.42, g: 0.31, b: 0.18, a: 1}
|
||||||
|
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
|
||||||
|
m_BuildTextureStacks: []
|
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|
m_AllowLocking: 1
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|
|
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|
fileFormatVersion: 2
|
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|
guid: 36e3a09f075a54e48b8fd6e52af92750
|
||||||
|
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|
externalObjects: {}
|
||||||
|
mainObjectFileID: 2100000
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
46
Assets/Luneraria/Materials/Buildings/LN_Boss_Hide.mat
Normal file
46
Assets/Luneraria/Materials/Buildings/LN_Boss_Hide.mat
Normal file
|
|
@ -0,0 +1,46 @@
|
||||||
|
%YAML 1.1
|
||||||
|
%TAG !u! tag:unity3d.com,2011:
|
||||||
|
--- !u!21 &2100000
|
||||||
|
Material:
|
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|
serializedVersion: 8
|
||||||
|
m_ObjectHideFlags: 0
|
||||||
|
m_CorrespondingSourceObject: {fileID: 0}
|
||||||
|
m_PrefabInstance: {fileID: 0}
|
||||||
|
m_PrefabAsset: {fileID: 0}
|
||||||
|
m_Name: LN_Boss_Hide
|
||||||
|
m_Shader: {fileID: 4800000, guid: 9809bd5750e264586bd30e14a6f1bd4e, type: 3}
|
||||||
|
m_Parent: {fileID: 0}
|
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|
m_ModifiedSerializedProperties: 0
|
||||||
|
m_ValidKeywords: []
|
||||||
|
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|
||||||
|
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|
||||||
|
m_EnableInstancingVariants: 1
|
||||||
|
m_DoubleSidedGI: 0
|
||||||
|
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|
||||||
|
stringTagMap: {}
|
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|
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|
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|
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|
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|
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|
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|
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|
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||||||
|
m_Scale: {x: 1, y: 1}
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||||||
|
m_Offset: {x: 0, y: 0}
|
||||||
|
m_Ints: []
|
||||||
|
m_Floats:
|
||||||
|
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|
||||||
|
- _Energy: 1
|
||||||
|
- _Flicker: 0
|
||||||
|
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|
||||||
|
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|
||||||
|
- _Relief: 0.016
|
||||||
|
- _Roughness: 0.84
|
||||||
|
- _Seed: 0
|
||||||
|
- _StoneScale: 0.23
|
||||||
|
- _VertexColor: 1
|
||||||
|
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|
||||||
|
- _BaseColor: {r: 0.24, g: 0.25, b: 0.29, a: 1}
|
||||||
|
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
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||||||
|
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||||||
|
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|
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||||||
|
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|
||||||
|
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||||||
|
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||||||
|
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|
||||||
|
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|
||||||
|
userData:
|
||||||
|
assetBundleName:
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||||||
|
assetBundleVariant:
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||||||
46
Assets/Luneraria/Materials/Buildings/LN_Cave.mat
Normal file
46
Assets/Luneraria/Materials/Buildings/LN_Cave.mat
Normal file
|
|
@ -0,0 +1,46 @@
|
||||||
|
%YAML 1.1
|
||||||
|
%TAG !u! tag:unity3d.com,2011:
|
||||||
|
--- !u!21 &2100000
|
||||||
|
Material:
|
||||||
|
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|
||||||
|
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|
||||||
|
m_CorrespondingSourceObject: {fileID: 0}
|
||||||
|
m_PrefabInstance: {fileID: 0}
|
||||||
|
m_PrefabAsset: {fileID: 0}
|
||||||
|
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|
||||||
|
m_Shader: {fileID: 4800000, guid: 9809bd5750e264586bd30e14a6f1bd4e, type: 3}
|
||||||
|
m_Parent: {fileID: 0}
|
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|
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|
||||||
|
m_ValidKeywords: []
|
||||||
|
m_InvalidKeywords: []
|
||||||
|
m_LightmapFlags: 0
|
||||||
|
m_EnableInstancingVariants: 1
|
||||||
|
m_DoubleSidedGI: 0
|
||||||
|
m_CustomRenderQueue: -1
|
||||||
|
stringTagMap: {}
|
||||||
|
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|
||||||
|
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|
||||||
|
m_SavedProperties:
|
||||||
|
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|
||||||
|
m_TexEnvs:
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|
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||||||
|
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|
||||||
|
m_Scale: {x: 1, y: 1}
|
||||||
|
m_Offset: {x: 0, y: 0}
|
||||||
|
m_Ints: []
|
||||||
|
m_Floats:
|
||||||
|
- _Cull: 2
|
||||||
|
- _Energy: 1
|
||||||
|
- _Flicker: 0
|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
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|
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|
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|
||||||
|
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|
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8
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Assets/Luneraria/Materials/Props/ENV_cliff.mat.meta
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46
Assets/Luneraria/Materials/Props/ENV_leaf_dark.mat
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46
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Assets/Luneraria/Materials/Props/ENV_leaf_dark.mat.meta
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Assets/Luneraria/Materials/Props/ENV_leaf_light.mat
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Assets/Luneraria/Materials/Props/ENV_leaf_light.mat.meta
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46
Assets/Luneraria/Materials/Props/ENV_leaf_mid.mat
Normal file
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Assets/Luneraria/Materials/Props/ENV_leaf_mid.mat
Normal file
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8
Assets/Luneraria/Materials/Props/ENV_leaf_mid.mat.meta
Normal file
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Normal file
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46
Assets/Luneraria/Materials/Props/ENV_limestone.mat
Normal file
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Normal file
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Assets/Luneraria/Materials/Props/ENV_limestone.mat.meta
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46
Assets/Luneraria/Materials/Props/ENV_paving.mat
Normal file
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Normal file
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46
Assets/Luneraria/Materials/Props/PR_Banner.mat
Normal file
46
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Normal file
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8
Assets/Luneraria/Materials/Props/PR_Banner.mat.meta
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8
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8
Assets/Luneraria/Materials/World.meta
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46
Assets/Luneraria/Materials/World/ENV_cliff_runestone.mat
Normal file
46
Assets/Luneraria/Materials/World/ENV_cliff_runestone.mat
Normal file
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46
Assets/Luneraria/Materials/World/ENV_limestone_gate.mat
Normal file
46
Assets/Luneraria/Materials/World/ENV_limestone_gate.mat
Normal file
|
|
@ -0,0 +1,46 @@
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|
%YAML 1.1
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46
Assets/Luneraria/Materials/World/ENV_limestone_parapet.mat
Normal file
46
Assets/Luneraria/Materials/World/ENV_limestone_parapet.mat
Normal file
|
|
@ -0,0 +1,46 @@
|
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|
%YAML 1.1
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