champions-of-luneraria/Assets/Luneraria/View/LuneMaterialSet.cs
Martin Stickelbroeck 805f5754c9 H1 Sylvara: Figur, Skin-System, Oberfläche, Nachweise
Meshy-Figur Sylvara (20.709 Dreiecke, Lane-Fassung 4.999) mit zwei Sicheln
als eigene Modelle, Clips leap/ultimate, 116 Credits. Skin-System: hero_skin
als kosmetische Planungswahl, Blutmond als Varianten-Skin (skin_variant.py,
AI_*_Blutmond, Dress mit Skin). Heldenfenster mit Reiter Ultimate & Skin,
Befehlsplatz der Heldenkarte, Mondring. Ultimate zündet nicht im Sprungschritt.
Kern 500/500, EditMode 30/30, PlayMode 15/15, Verify 718/0, Selbsttest 30/30,
Fingerabdrücke unverändert; Balance 50 % wie Ringborke/Funkenlanze; Leistung
gleich der Funkenlanze-Heldin.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-10 18:06:58 +02:00

82 lines
3.1 KiB
C#

using System;
using System.Collections.Generic;
using UnityEngine;
namespace Luneraria.View
{
/// <summary>
/// The shared material library (port of scripts/luneraria/view/lune_materials.gd). Models name
/// their surfaces (LN_*, ENV_*); Dress swaps them for one shared material per name and team,
/// so all buildings share a few materials (SRP batcher friendly). Team 0 Blau, 1 Rot, 2 neutral.
/// </summary>
public sealed class LuneMaterialSet : ScriptableObject
{
[Serializable]
public sealed class Entry
{
public string Key;
public Material Neutral;
public Material Blau;
public Material Rot;
}
public List<Entry> Entries = new List<Entry>();
Dictionary<string, Entry> _index;
public Material Get(string key, int team)
{
if (_index == null)
{
_index = new Dictionary<string, Entry>();
foreach (Entry entry in Entries)
_index[entry.Key] = entry;
}
if (!_index.TryGetValue(key, out Entry found))
return null;
Material team_material = team == 0 ? found.Blau : team == 1 ? found.Rot : null;
return team_material != null ? team_material : found.Neutral;
}
/// <summary>Material key of an imported slot material ("LN_Stone_Pale", "ENV_bark (Instance)" -> key).</summary>
public static string KeyOf(Material material)
{
if (material == null)
return "";
string name = material.name;
int cut = name.IndexOf(" (", StringComparison.Ordinal);
return cut < 0 ? name : name.Substring(0, cut);
}
/// <summary>H1: material key of a skin ("AI_Sylvara" + "blutmond" -> "AI_Sylvara_Blutmond").</summary>
public static string SkinKey(string key, string skin)
{
return key + "_" + char.ToUpperInvariant(skin[0]) + skin.Substring(1);
}
/// <summary>
/// Swaps every known surface below root for the shared material of the team; with a skin
/// (H1, heroes) its variant of a material is taken where one exists.
/// </summary>
public void Dress(GameObject root, int team, string skin = "")
{
foreach (Renderer renderer in root.GetComponentsInChildren<Renderer>(true))
{
Material[] materials = renderer.sharedMaterials;
bool changed = false;
for (int i = 0; i < materials.Length; i++)
{
Material shared = !string.IsNullOrEmpty(skin) ? Get(SkinKey(KeyOf(materials[i]), skin), team) : null;
if (shared == null)
shared = Get(KeyOf(materials[i]), team);
if (shared != null && shared != materials[i])
{
materials[i] = shared;
changed = true;
}
}
if (changed)
renderer.sharedMaterials = materials;
}
}
}
}