champions-of-luneraria/Assets/Luneraria/View/LuneUnitLibrary.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

126 lines
5.7 KiB
C#

using System;
using System.Collections.Generic;
using Luneraria.Core;
using UnityEngine;
using UnityEngine.Rendering;
namespace Luneraria.View
{
/// <summary>
/// What a unit looks like (port of AssetLibrary.instantiate_fighter): the model id is the
/// unit definition's id (troops, monsters, heroes and champions carry their model there), the
/// boss is the Schlundkrone. Skinned figures (Ringborke for w04, Basaltbastion for g04, ...)
/// replace the rigid Phase-4 model of the same id, as in Godot. Rigid models keep their named
/// parts in the FBX; at first use they are combined into one mesh per material and cached
/// (Godot's rig groups did the same at load time).
/// </summary>
public sealed class LuneUnitLibrary : ScriptableObject
{
[Serializable]
public sealed class UnitModel
{
public string Id;
public GameObject Prefab;
/// <summary>Set for skinned figures; rigid models have none.</summary>
public RuntimeAnimatorController Controller;
}
public List<UnitModel> Models = new List<UnitModel>();
public string BossModel = "schlundkrone";
public string FallbackModel = "g01";
public LuneMaterialSet Materials;
public LuneGround Ground;
public Mesh RingRound;
public Mesh RingDiamond;
public Mesh RingHexagon;
public Mesh Quad;
public Material[] TeamRing = new Material[3];
public Material HeroRing;
public Material BarBack;
public Material[] BarFill = new Material[3];
public Material[] Bolt = new Material[3];
/// <summary>U5 spark colour of a tower shot (team light colour of lune_materials.gd).</summary>
public Color[] BoltLight = new Color[3];
/// <summary>Wide owner ring of a deployed boss (lune_unit_view.gd, G3): round for Blau, diamond for Rot.</summary>
public Mesh OwnerRingRound;
public Mesh OwnerRingDiamond;
public Material[] OwnerRing = new Material[2];
/// <summary>Fill of the Ancients' health bars (team light colour, lune_ancient_view.gd).</summary>
public Material[] AncientBarFill = new Material[2];
Dictionary<string, UnitModel> _index;
readonly Dictionary<GameObject, GameObject> _combined = new Dictionary<GameObject, GameObject>();
public UnitModel Find(string id)
{
if (_index == null)
{
_index = new Dictionary<string, UnitModel>();
foreach (UnitModel model in Models)
_index[model.Id] = model;
}
_index.TryGetValue(id, out UnitModel found);
return found;
}
/// <summary>Model id of a unit: the boss model for bosses, otherwise the definition id.</summary>
public string ModelId(LuneUnit unit)
{
return unit.Kind == "boss" ? BossModel : unit.Def.Id;
}
public GameObject PrefabFor(LuneUnit unit, out RuntimeAnimatorController controller)
{
UnitModel model = Find(ModelId(unit)) ?? Find(FallbackModel);
controller = model.Controller;
return controller != null ? model.Prefab : Combined(model.Prefab);
}
/// <summary>One-mesh template of a rigid figure (parts merged per material), built once.</summary>
GameObject Combined(GameObject source)
{
if (_combined.TryGetValue(source, out GameObject template) && template != null)
return template;
var groups = new Dictionary<Material, List<CombineInstance>>();
var order = new List<Material>();
foreach (MeshFilter filter in source.GetComponentsInChildren<MeshFilter>(true))
{
Material[] slots = filter.GetComponent<MeshRenderer>().sharedMaterials;
Matrix4x4 toRoot = source.transform.worldToLocalMatrix * filter.transform.localToWorldMatrix;
for (int sub = 0; sub < filter.sharedMesh.subMeshCount; sub++)
{
Material material = slots[Mathf.Min(sub, slots.Length - 1)];
if (!groups.TryGetValue(material, out List<CombineInstance> list))
{
groups[material] = list = new List<CombineInstance>();
order.Add(material);
}
list.Add(new CombineInstance { mesh = filter.sharedMesh, subMeshIndex = sub, transform = toRoot });
}
}
var parts = new CombineInstance[order.Count];
for (int i = 0; i < order.Count; i++)
{
var merged = new Mesh { indexFormat = IndexFormat.UInt32 };
merged.CombineMeshes(groups[order[i]].ToArray(), true, true);
parts[i] = new CombineInstance { mesh = merged, transform = Matrix4x4.identity };
}
var mesh = new Mesh { name = source.name + "_combined", indexFormat = IndexFormat.UInt32 };
mesh.CombineMeshes(parts, false, false);
mesh.RecalculateBounds();
foreach (CombineInstance part in parts)
{
if (Application.isPlaying)
Destroy(part.mesh);
else
DestroyImmediate(part.mesh);
}
template = new GameObject(source.name + "_combined") { hideFlags = HideFlags.HideAndDontSave };
template.SetActive(false);
template.AddComponent<MeshFilter>().sharedMesh = mesh;
template.AddComponent<MeshRenderer>().sharedMaterials = order.ToArray();
_combined[source] = template;
return template;
}
}
}