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