Fester Simulationstakt und Ansichten, die nur lesen; Nachweis, dass die Partie bei jeder Bildrate dieselbe ist. - LuneClock: Akkumulator, ganze Schritte zu 0,05 s, Alpha zum Interpolieren. - LuneMatchRunner: Host-Ablauf einer Bot-Partie (Planung über die Befehlsschnittstelle, Kampf im festen Takt, Abrechnung, nächste Runde); LuneMatchDriver reicht in Update nur Bildzeit weiter. - LuneTrace: Fingerabdruck der Partie (jeder Schritt, jede Abrechnung) und der reine Kernlauf zum Vergleich. - Ansichten: LuneMatchView, LuneUnitView (interpolierte Position, Blickrichtung, Clips aus Kampfereignissen, Teamring, Lebensbalken), LuneBuildingView mit Einsturz und Ruine aus den autoritativen HP, Turmblitze, LuneCameraRig wie lune_camera.gd, vorläufige Debug-Anzeige (kein HUD; U3 portiert das G3-HUD). - Einheitenbibliothek: Kohlenbeißer aus 131 Teilen zu einem Mesh, Animator- Controller mit den Blender-Clips, Ring- und Balkenmeshes, Markermaterialien. - Tests: EditMode (30/60/120 fps, unbegrenzt, Ruckler, 8x Tempo; Seed 2 und Seed 9 ab Runde 21) und PlayMode in der Szene bei echten Bildraten 30, 60, 120 und unbegrenzt: überall derselbe Fingerabdruck wie der Kern. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
185 lines
9 KiB
C#
185 lines
9 KiB
C#
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 UnityEditor;
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using UnityEditor.Animations;
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using UnityEngine;
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using UnityEngine.Rendering;
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namespace Luneraria.EditorTools
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{
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/// <summary>
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/// Builds what the unit views need (U2C): a one-mesh version of the rigid Kohlenbeißer (131
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/// named parts combined per material, like Godot's rig groups), animator controllers with the
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/// Blender clips of the rigged figures, team ring and bar meshes and their materials.
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/// </summary>
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public static class LuneUnitLibraryBuilder
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{
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public const string LibraryPath = "Assets/Luneraria/Settings/LuneUnits.asset";
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const string Generated = "Assets/Luneraria/Art/Generated";
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const string Art = "Assets/Luneraria/Art/";
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public static LuneUnitLibrary Build(LuneMaterialSet materials, LuneGround ground)
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{
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Directory.CreateDirectory(Generated);
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AssetDatabase.Refresh();
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var library = AssetDatabase.LoadAssetAtPath<LuneUnitLibrary>(LibraryPath);
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if (library == null)
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{
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library = ScriptableObject.CreateInstance<LuneUnitLibrary>();
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AssetDatabase.CreateAsset(library, LibraryPath);
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}
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library.Materials = materials;
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library.Ground = ground;
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library.Rigid = CombinedPrefab("g01", Art + "Units/g01.fbx");
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library.Hero = AssetDatabase.LoadAssetAtPath<GameObject>(Art + "Characters/funkenlanze.fbx");
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library.HeroController = Controller("funkenlanze", Art + "Characters/funkenlanze.fbx");
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library.Boss = AssetDatabase.LoadAssetAtPath<GameObject>(Art + "Characters/schlundkrone.fbx");
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library.BossController = Controller("schlundkrone", Art + "Characters/schlundkrone.fbx");
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library.RingRound = Keep(Ring("RingRound", 40, 0f));
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library.RingDiamond = Keep(Ring("RingDiamond", 4, 45f));
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library.RingHexagon = Keep(Ring("RingHexagon", 6, 0f));
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library.Quad = Keep(Quad());
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for (int team = 0; team < 3; team++)
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{
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library.TeamRing[team] = Marker("Ring_" + team, LuneMaterialFactory.TeamColor[team], team == 2 ? .6f : 1.4f, false);
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library.BarFill[team] = Marker("BarFill_" + team, Color.Lerp(LuneMaterialFactory.TeamColor[team], Color.white, .15f), 1f, true);
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library.Bolt[team] = Marker("Bolt_" + team, LuneMaterialFactory.TeamLight[team], 3f, false);
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}
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library.HeroRing = Marker("Ring_Hero", LuneMaterialFactory.Hex("f2c96b"), 2.2f, false);
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library.BarBack = Marker("BarBack", new Color(0f, 0f, 0f, .7f), 1f, true);
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EditorUtility.SetDirty(library);
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AssetDatabase.SaveAssets();
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return library;
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}
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/// <summary>All parts of a rigid figure in one mesh, one submesh per material.</summary>
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static GameObject CombinedPrefab(string id, string fbx)
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{
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var source = AssetDatabase.LoadAssetAtPath<GameObject>(fbx);
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var groups = new Dictionary<Material, List<CombineInstance>>();
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foreach (MeshFilter filter in source.GetComponentsInChildren<MeshFilter>(true))
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{
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Material[] slots = filter.GetComponent<MeshRenderer>().sharedMaterials;
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Matrix4x4 toRoot = source.transform.worldToLocalMatrix * filter.transform.localToWorldMatrix;
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for (int sub = 0; sub < filter.sharedMesh.subMeshCount; sub++)
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{
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if (!groups.TryGetValue(slots[sub], out List<CombineInstance> list))
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groups[slots[sub]] = list = new List<CombineInstance>();
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list.Add(new CombineInstance { mesh = filter.sharedMesh, subMeshIndex = sub, transform = toRoot });
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}
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}
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var parts = new List<CombineInstance>();
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var materials = new List<Material>();
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foreach (KeyValuePair<Material, List<CombineInstance>> group in groups.OrderBy(g => g.Key.name))
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{
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var merged = new Mesh { indexFormat = IndexFormat.UInt32 };
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merged.CombineMeshes(group.Value.ToArray(), true, true);
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parts.Add(new CombineInstance { mesh = merged, transform = Matrix4x4.identity });
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materials.Add(group.Key);
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}
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var mesh = new Mesh { name = id + "_combined", indexFormat = IndexFormat.UInt32 };
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mesh.CombineMeshes(parts.ToArray(), false, false);
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mesh.RecalculateBounds();
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mesh = Keep(mesh);
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string prefabPath = Generated + "/" + id + "_combined.prefab";
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var go = new GameObject(id + "_combined");
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go.AddComponent<MeshFilter>().sharedMesh = mesh;
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go.AddComponent<MeshRenderer>().sharedMaterials = materials.ToArray();
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GameObject prefab = PrefabUtility.SaveAsPrefabAsset(go, prefabPath);
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Object.DestroyImmediate(go);
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return prefab;
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}
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/// <summary>One state per clip of the model (named like the Blender action), idle first.</summary>
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static RuntimeAnimatorController Controller(string id, string fbx)
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{
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string path = Generated + "/" + id + ".controller";
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AssetDatabase.DeleteAsset(path);
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AnimatorController controller = AnimatorController.CreateAnimatorControllerAtPath(path);
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AnimationClip[] clips = AssetDatabase.LoadAllAssetsAtPath(fbx).OfType<AnimationClip>().Where(c => !c.name.StartsWith("__preview__"))
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.OrderBy(c => c.name == "idle" ? 0 : 1).ThenBy(c => c.name).ToArray();
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AnimatorStateMachine machine = controller.layers[0].stateMachine;
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foreach (AnimationClip clip in clips)
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{
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AnimatorState state = machine.AddState(clip.name);
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state.motion = clip;
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if (clip.name == "idle")
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machine.defaultState = state;
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}
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EditorUtility.SetDirty(controller);
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return controller;
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}
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/// <summary>Flat ring on the ground (Godot: TorusMesh inner .42, outer .52, flattened).</summary>
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static Mesh Ring(string name, int sides, float offsetDegrees)
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{
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var vertices = new List<Vector3>();
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var triangles = new List<int>();
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for (int i = 0; i <= sides; i++)
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{
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float angle = (offsetDegrees + 360f * i / sides) * Mathf.Deg2Rad;
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var direction = new Vector3(Mathf.Cos(angle), 0f, Mathf.Sin(angle));
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vertices.Add(direction * .42f);
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vertices.Add(direction * .52f);
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if (i < sides)
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{
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int a = i * 2;
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triangles.AddRange(new[] { a, a + 1, a + 3, a, a + 3, a + 2 });
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}
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}
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var mesh = new Mesh { name = name };
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mesh.SetVertices(vertices);
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mesh.SetTriangles(triangles, 0);
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mesh.RecalculateNormals();
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mesh.RecalculateBounds();
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return mesh;
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}
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static Mesh Quad()
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{
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var mesh = new Mesh { name = "MarkerQuad" };
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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) });
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mesh.SetTriangles(new[] { 0, 2, 1, 2, 3, 1 }, 0);
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mesh.RecalculateNormals();
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mesh.RecalculateBounds();
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return mesh;
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}
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static Mesh Keep(Mesh mesh)
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{
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string path = Generated + "/" + mesh.name + ".asset";
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var existing = AssetDatabase.LoadAssetAtPath<Mesh>(path);
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if (existing == null)
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{
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AssetDatabase.CreateAsset(mesh, path);
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return mesh;
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}
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EditorUtility.CopySerialized(mesh, existing);
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EditorUtility.SetDirty(existing);
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return existing;
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}
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/// <summary>Unshaded marker colour (Godot _flat with emission energy); bars draw on top.</summary>
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static Material Marker(string name, Color srgb, float energy, bool onTop)
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{
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string path = LuneMaterialFactory.Folder + "/Markers/" + name + ".mat";
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Directory.CreateDirectory(Path.GetDirectoryName(path));
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Shader shader = Shader.Find("Luneraria/Unlit");
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var material = AssetDatabase.LoadAssetAtPath<Material>(path);
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if (material == null)
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{
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material = new Material(shader);
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AssetDatabase.CreateAsset(material, path);
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}
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material.shader = shader;
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Color linear = srgb.linear * energy;
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material.SetColor("_Color", new Color(linear.r, linear.g, linear.b, srgb.a));
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material.SetFloat("_ZTest", onTop ? (float)CompareFunction.Always : (float)CompareFunction.LessEqual);
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material.enableInstancing = true;
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EditorUtility.SetDirty(material);
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return material;
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}
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}
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}
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