champions-of-luneraria/Assets/Luneraria/Editor/World/LuneUnitLibraryBuilder.cs
Martin Stickelbroeck 2c1686b837 U5 Vertical Slice: PBR-Sätze, Surface-Shader, Mid-Lane, Kampf-VFX
Die Mid-Lane steht auf Zielqualität (stilisierter Realismus). Die übrige
Karte bleibt auf dem U2-Stand, bis über den Weg entschieden ist.

- U5A: tools/blender/bake_pbr.py backt sechs nahtlose PBR-Sätze
  (limestone, soil, bark, leaf, rock, water) mit Albedo, Normal aus dem
  Höhenfeld (Sobel) und ORM (R AO, G Rauigkeit, B Metall), je 2k.
  Torus-Mapping für Kantenfluss wie phase10/bake_bark.py.
- U5B: Luneraria/Surface trägt _AlbedoMap, _NormalMap, _OrmMap triplanar
  über den Godot-Weltfarben; ORM steuert Rauigkeit, Metall und AO.
  LuneMaterialFactory bindet je Oberfläche den passenden Satz, LN_Rock
  den Felsensatz.
- U5C: Mid-Lane-Licht — Nebel (ExponentialSquared, Dichte 0,0085),
  scharfe Schatten (Bias 0,02), Weißabgleich und Vignette, ACES und
  Bloom leicht angehoben.
- U5D: Hit- und Angriffs-Flash über MaterialPropertyBlock (warm beim
  Angriff, weißglühend beim Treffer), Turmblitze als dreipunktiger Funke
  mit Breitenkurve und Farbverlauf. CaptureMidLane schreibt fünf
  Nachweisbilder nach docs/port/screenshots/u5/.
- Leistung (macOS-Player, 116 Einheiten): 132 fps Übersicht, 182 fps Mid
  nah — 20–25 % unter U3 durch PBR, Normals und Nebel. Mid-Lane bleibt
  über 120 fps.
- Tests: EditMode 29/29, PlayMode 13/13, Kerntests 457/457. Keine
  Regeländerung; Golden 51.221 Werte unverändert.
- Grenze eingehalten: keine prozeduralen Gesichter, Haare oder Anatomie.
  Sculpts bleiben vorbehalten (Freigabe und Lizenzprüfung).
- Dokumentation: U5-VISUAL (Umsetzung, Nachweis, Entscheidungsvorlage
  für die ganze Karte), PORT-QA (U5), PORT-STATUS, KNOWN-BEHAVIOR-
  DIFFERENCES.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-02 17:10:10 +02:00

196 lines
9.8 KiB
C#

using System.Collections.Generic;
using System.IO;
using System.Linq;
using Luneraria.View;
using UnityEditor;
using UnityEditor.Animations;
using UnityEngine;
using UnityEngine.Rendering;
namespace Luneraria.EditorTools
{
/// <summary>
/// Builds what the unit views need (U2C): a one-mesh version of the rigid Kohlenbeißer (131
/// named parts combined per material, like Godot's rig groups), animator controllers with the
/// Blender clips of the rigged figures, team ring and bar meshes and their materials.
/// </summary>
public static class LuneUnitLibraryBuilder
{
public const string LibraryPath = "Assets/Luneraria/Settings/LuneUnits.asset";
const string Generated = "Assets/Luneraria/Art/Generated";
const string Art = "Assets/Luneraria/Art/";
public static LuneUnitLibrary Build(LuneMaterialSet materials, LuneGround ground)
{
Directory.CreateDirectory(Generated);
AssetDatabase.Refresh();
var library = AssetDatabase.LoadAssetAtPath<LuneUnitLibrary>(LibraryPath);
if (library == null)
{
library = ScriptableObject.CreateInstance<LuneUnitLibrary>();
AssetDatabase.CreateAsset(library, LibraryPath);
}
library.Materials = materials;
library.Ground = ground;
library.Models = Models();
library.RingRound = Keep(Ring("RingRound", 40, 0f));
library.RingDiamond = Keep(Ring("RingDiamond", 4, 45f));
library.RingHexagon = Keep(Ring("RingHexagon", 6, 0f));
library.OwnerRingRound = Keep(Ring("OwnerRingRound", 40, 0f, 1f, 1.12f));
library.OwnerRingDiamond = Keep(Ring("OwnerRingDiamond", 4, 45f, 1f, 1.12f));
library.Quad = Keep(Quad());
for (int team = 0; team < 3; team++)
{
library.TeamRing[team] = Marker("Ring_" + team, LuneMaterialFactory.TeamColor[team], team == 2 ? .6f : 1.4f, false);
library.BarFill[team] = Marker("BarFill_" + team, Color.Lerp(LuneMaterialFactory.TeamColor[team], Color.white, .15f), 1f, true);
library.Bolt[team] = Marker("Bolt_" + team, LuneMaterialFactory.TeamLight[team], 3f, false);
library.BoltLight[team] = LuneMaterialFactory.TeamLight[team];
}
library.HeroRing = Marker("Ring_Hero", LuneMaterialFactory.Hex("f2c96b"), 2.2f, false);
for (int team = 0; team < 2; team++)
{
library.OwnerRing[team] = Marker("Ring_Owner_" + team, LuneMaterialFactory.TeamColor[team], 3f, false);
library.AncientBarFill[team] = Marker("AncientBarFill_" + team, Color.Lerp(LuneMaterialFactory.TeamLight[team], Color.white, .15f), 1f, true);
}
library.BarBack = Marker("BarBack", new Color(0f, 0f, 0f, .7f), 1f, true);
EditorUtility.SetDirty(library);
AssetDatabase.SaveAssets();
return library;
}
/// <summary>Groups whose models stand for units; buildings and environment have their own views.</summary>
static readonly string[] UnitGroups = { "Units", "Enemies", "Characters", "Peoples" };
/// <summary>
/// One entry per exported unit model (tools/blender/export_manifest.json): rigid models by
/// their id, skinned figures with an animator controller. A skinned figure also stands in
/// for the Godot id it replaced (w04 is Ringborke, worker is the Arbeiter, ...).
/// </summary>
static List<LuneUnitLibrary.UnitModel> Models()
{
var manifest = Newtonsoft.Json.Linq.JObject.Parse(File.ReadAllText(Path.Combine(Path.GetDirectoryName(Application.dataPath), "tools/blender/export_manifest.json")));
var models = new List<LuneUnitLibrary.UnitModel>();
var aliases = new List<LuneUnitLibrary.UnitModel>();
foreach (var asset in manifest["assets"])
{
string id = (string)asset["id"];
string group = (string)asset["group"];
if (!UnitGroups.Contains(group))
continue;
var prefab = AssetDatabase.LoadAssetAtPath<GameObject>(Art + group + "/" + id + ".fbx");
if (prefab == null)
continue;
bool skinned = (string)asset["kind"] == "skinned";
var model = new LuneUnitLibrary.UnitModel { Id = id, Prefab = prefab, Controller = skinned ? Controller(id, Art + group + "/" + id + ".fbx") : null };
models.Add(model);
string godotId = (string)asset["godot_manifest"]?["id"];
if (skinned && godotId != null && godotId != id)
aliases.Add(new LuneUnitLibrary.UnitModel { Id = godotId, Prefab = prefab, Controller = model.Controller });
}
// Skinned figures replace the rigid model of the same Godot id.
foreach (LuneUnitLibrary.UnitModel alias in aliases)
{
models.RemoveAll(m => m.Id == alias.Id);
models.Add(alias);
}
return models.OrderBy(m => m.Id, System.StringComparer.Ordinal).ToList();
}
/// <summary>One state per clip of the model (named like the Blender action), idle first.</summary>
static RuntimeAnimatorController Controller(string id, string fbx)
{
// Updated in place (stable GUID, no duplicates): existing states are replaced.
string path = Generated + "/" + id + ".controller";
var controller = AssetDatabase.LoadAssetAtPath<AnimatorController>(path) ?? AnimatorController.CreateAnimatorControllerAtPath(path);
AnimatorStateMachine machine = controller.layers[0].stateMachine;
AnimationClip[] clips = AssetDatabase.LoadAllAssetsAtPath(fbx).OfType<AnimationClip>().Where(c => !c.name.StartsWith("__preview__"))
.OrderBy(c => c.name == "idle" ? 0 : 1).ThenBy(c => c.name).ToArray();
// Unchanged clips: keep the states (rebuilding them gave new file ids on every build).
ChildAnimatorState[] current = machine.states;
bool same = current.Length == clips.Length && current.Select((child, index) => child.state.name == clips[index].name && child.state.motion == clips[index]).All(match => match);
if (same)
return controller;
foreach (ChildAnimatorState child in machine.states.ToArray())
machine.RemoveState(child.state);
foreach (AnimationClip clip in clips)
{
AnimatorState state = machine.AddState(clip.name);
state.motion = clip;
if (clip.name == "idle")
machine.defaultState = state;
}
EditorUtility.SetDirty(controller);
return controller;
}
/// <summary>Flat ring on the ground (Godot: TorusMesh inner .42, outer .52, flattened).</summary>
static Mesh Ring(string name, int sides, float offsetDegrees, float inner = .42f, float outer = .52f)
{
var vertices = new List<Vector3>();
var triangles = new List<int>();
for (int i = 0; i <= sides; i++)
{
float angle = (offsetDegrees + 360f * i / sides) * Mathf.Deg2Rad;
var direction = new Vector3(Mathf.Cos(angle), 0f, Mathf.Sin(angle));
vertices.Add(direction * inner);
vertices.Add(direction * outer);
if (i < sides)
{
int a = i * 2;
triangles.AddRange(new[] { a, a + 1, a + 3, a, a + 3, a + 2 });
}
}
var mesh = new Mesh { name = name };
mesh.SetVertices(vertices);
mesh.SetTriangles(triangles, 0);
mesh.RecalculateNormals();
mesh.RecalculateBounds();
return mesh;
}
static Mesh Quad()
{
var mesh = new Mesh { name = "MarkerQuad" };
mesh.SetVertices(new List<Vector3> { new Vector3(-.5f, -.5f, 0f), new Vector3(.5f, -.5f, 0f), new Vector3(-.5f, .5f, 0f), new Vector3(.5f, .5f, 0f) });
mesh.SetTriangles(new[] { 0, 2, 1, 2, 3, 1 }, 0);
mesh.RecalculateNormals();
mesh.RecalculateBounds();
return mesh;
}
static Mesh Keep(Mesh mesh)
{
string path = Generated + "/" + mesh.name + ".asset";
var existing = AssetDatabase.LoadAssetAtPath<Mesh>(path);
if (existing == null)
{
AssetDatabase.CreateAsset(mesh, path);
return mesh;
}
EditorUtility.CopySerialized(mesh, existing);
EditorUtility.SetDirty(existing);
return existing;
}
/// <summary>Unshaded marker colour (Godot _flat with emission energy); bars draw on top.</summary>
static Material Marker(string name, Color srgb, float energy, bool onTop)
{
string path = LuneMaterialFactory.Folder + "/Markers/" + name + ".mat";
Directory.CreateDirectory(Path.GetDirectoryName(path));
Shader shader = Shader.Find("Luneraria/Unlit");
var material = AssetDatabase.LoadAssetAtPath<Material>(path);
if (material == null)
{
material = new Material(shader);
AssetDatabase.CreateAsset(material, path);
}
material.shader = shader;
Color linear = srgb.linear * energy;
material.SetColor("_Color", new Color(linear.r, linear.g, linear.b, srgb.a));
material.SetFloat("_ZTest", onTop ? (float)CompareFunction.Always : (float)CompareFunction.LessEqual);
material.enableInstancing = true;
EditorUtility.SetDirty(material);
return material;
}
}
}