Pilot für eine generierte Figur: der Kohlenbeißer g01 kommt als Meshy-Ergebnis in den Port und ersetzt dort das Phase-4-Modell. Eine Figur genügt, um Pipeline, Bild und Leistung zu bewerten; Anatomie, Gesichter und Haare bleiben Künstler-Sculpts oder lizenzierte Packs (Vorgabe vom 1. Oktober). - Meshy-Pipeline unter tools/meshy/: API-Client (meshy.py, Ledger, Schlüssel nie geloggt) und Blender-Generator (build_figure.py) aus den unveränderten Downloads in assets-source/meshy/g01/. Export über den Manifest-Eintrag kohlenbeisser mit "replaces": "g01"; LuneUnitLibraryBuilder hängt die Figur zusätzlich unter der Godot-ID ein. - UV-Material AI_Kohlenbeisser (Familie authored): die Karten der Figur selbst, Lava-Glut aus der Albedo-Alpha (Meshy 7.1 ohne Emission-Map) mit _Glow 1,25. - Schatten ohne Normalen-Versatz (LuneShadowBias, _ShadowNormalScale 0): die UV-Naht-Kopien tragen geknickte Normalen; URP ApplyShadowBias zog helle Nähte durch den Schatten. Die Figur wirft nur mit Tiefen-Bias. - GPU-Batched-Skinning (PlayerSettings.meshDeformation, LuneProjectSetup): 35 Meshy-Kohlenbeißer kosteten mit CPU-Skinning rund 1 ms Haupt- und 1,7 ms Render-Thread je Bild. - LuneBenchmark: -luneBenchmarkRound und -luneBenchmarkArmy (Figuren-Stress). LuneAssetPreview: LUNE_ONLY für Vorher/Nachher, Trefferframe aus der Kontaktzeit des Manifests. FigureViewsTests (Explicit) für die vier Spielmomente der Figur. - Tests: EditMode 29/29, PlayMode 14/14 (6 Explicit), Verify 718/0, Player-Selbsttest 30/30, Kerntests 457/457, Fingerabdrücke unverändert (DCE95C96556F3A1A, 7B8E43AEFC0D60C5). - Leistung (A/B im selben Fenster, 35x g01): Meshy -21 % Mid (109,7 zu 138,8) und -13 % Karte (91,7 zu 105,6) gegenüber Phase-4. GPU-Skinning hebt Mid um 7-27 % und entlastet Haupt- und Render-Thread. Standard-Partie ab Runde 21 ohne g01 im Bild: drei Varianten bis 6 %. - Doku: U5-VISUAL (U5.5), PORT-QA, PORT-STATUS, KNOWN-BEHAVIOR-DIFFERENCES; Bilder screenshots/u5.5/ und u5.5-gpu/, Rohdaten logs/u5.5/. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
289 lines
15 KiB
C#
289 lines
15 KiB
C#
using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using UnityEditor;
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using UnityEditor.SceneManagement;
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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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/// Renders every pipeline asset in a neutral preview scene (URP, one sun, 3/4 front view) to
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/// docs/port/screenshots/u2a/. Buildings show their intact state; the tower also its ruin;
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/// rigged figures their bind pose and the hit frame of attack_a.
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/// Unity -batchmode -projectPath . -executeMethod Luneraria.EditorTools.LuneAssetPreview.RenderAll
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/// U5.5: like the sheets, RenderAll takes LUNE_EVIDENCE (folder) and LUNE_DRESS=1 (the game's
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/// materials); LUNE_ONLY=g01,kohlenbeisser renders just those ids (before/after of a figure).
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/// </summary>
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public static class LuneAssetPreview
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{
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const int Width = 1600;
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const int Height = 1000;
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public static void RenderAll()
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{
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int code = 0;
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try
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{
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string evidence = Environment.GetEnvironmentVariable("LUNE_EVIDENCE");
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string only = Environment.GetEnvironmentVariable("LUNE_ONLY");
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var wanted = string.IsNullOrEmpty(only) ? null : new HashSet<string>(only.Split(','));
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string folder = Path.Combine(Path.GetDirectoryName(Application.dataPath), "docs/port/screenshots", string.IsNullOrEmpty(evidence) ? "u2a" : evidence);
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Directory.CreateDirectory(folder);
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EditorSceneManager.NewScene(NewSceneSetup.EmptyScene, NewSceneMode.Single);
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var sun = new GameObject("Sun").AddComponent<Light>();
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sun.type = LightType.Directional;
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sun.intensity = 1.6f;
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sun.color = new Color(1f, .89f, .74f);
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sun.shadows = LightShadows.Soft;
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sun.transform.rotation = Quaternion.Euler(48f, 150f, 0f);
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RenderSettings.ambientMode = AmbientMode.Trilight;
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RenderSettings.ambientSkyColor = new Color(.55f, .6f, .68f);
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RenderSettings.ambientEquatorColor = new Color(.42f, .42f, .44f);
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RenderSettings.ambientGroundColor = new Color(.2f, .19f, .18f);
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var ground = GameObject.CreatePrimitive(PrimitiveType.Plane);
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ground.transform.localScale = new Vector3(20f, 1f, 20f);
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var camera = new GameObject("PreviewCamera").AddComponent<Camera>();
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camera.clearFlags = CameraClearFlags.SolidColor;
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camera.backgroundColor = new Color(.16f, .18f, .21f);
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camera.fieldOfView = 30f;
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// Loaded after the new preview scene: opening a scene unloads assets nothing references.
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var materials = Environment.GetEnvironmentVariable("LUNE_DRESS") == "1"
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? AssetDatabase.LoadAssetAtPath<Luneraria.View.LuneMaterialSet>("Assets/Luneraria/Materials/LuneMaterials.asset") : null;
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foreach (string model in ExportReport.AllModels("Assets/Luneraria/Art").OrderBy(p => p, StringComparer.Ordinal))
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{
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ExportReport report = ExportReport.ForModel(model);
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if (wanted != null && !wanted.Contains(report.Id))
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continue;
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var prefab = AssetDatabase.LoadAssetAtPath<GameObject>(model);
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foreach (var shot in Shots(report))
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{
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var instance = (GameObject)PrefabUtility.InstantiatePrefab(prefab);
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shot.Value(instance);
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if (materials != null)
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materials.Dress(instance, 2);
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Render(camera, instance, Path.Combine(folder, report.Id + shot.Key + ".png"));
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UnityEngine.Object.DestroyImmediate(instance);
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}
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}
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}
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catch (Exception error)
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{
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Debug.LogError("LUNE_PREVIEW failed: " + error);
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code = 1;
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}
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EditorApplication.Exit(code);
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}
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/// <summary>
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/// One contact sheet per asset group (docs/port/screenshots/u2a-batch/<group>.png), six
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/// columns, assets sorted by id; the order is written to docs/port/logs/u2a/sheets.json.
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/// U5.4: LUNE_EVIDENCE names another folder; LUNE_DRESS=1 dresses every model with the
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/// game's material set (as LuneUnitView and the portraits do), so the sheets show the
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/// figures as they appear in the match.
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/// </summary>
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public static void RenderSheets()
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{
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int code = 0;
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try
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{
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const int tileWidth = 400, tileHeight = 300, columns = 6;
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string evidence = Environment.GetEnvironmentVariable("LUNE_EVIDENCE");
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bool dress = Environment.GetEnvironmentVariable("LUNE_DRESS") == "1";
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string folder = Path.Combine(Path.GetDirectoryName(Application.dataPath), "docs/port/screenshots", string.IsNullOrEmpty(evidence) ? "u2a-batch" : evidence);
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Directory.CreateDirectory(folder);
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Camera camera = Stage();
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// Loaded after the new preview scene: opening a scene unloads assets nothing references.
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var materials = dress ? AssetDatabase.LoadAssetAtPath<Luneraria.View.LuneMaterialSet>("Assets/Luneraria/Materials/LuneMaterials.asset") : null;
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Debug.Log("LUNE_PREVIEW sheets to " + folder + (materials != null ? ", dressed with " + materials.Entries.Count + " materials" : ", imported materials"));
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var index = new Newtonsoft.Json.Linq.JObject();
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var reports = ExportReport.AllModels("Assets/Luneraria/Art").Select(ExportReport.ForModel).Where(r => r != null);
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foreach (var group in reports.GroupBy(r => (string)r.Data["group"]).OrderBy(g => g.Key, StringComparer.Ordinal))
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{
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var list = group.OrderBy(r => r.Id, StringComparer.Ordinal).ToList();
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int rows = (list.Count + columns - 1) / columns;
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var sheet = new Texture2D(columns * tileWidth, rows * tileHeight, TextureFormat.RGB24, false);
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var fill = new Color32[sheet.width * sheet.height];
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for (int i = 0; i < fill.Length; i++)
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fill[i] = new Color32(28, 31, 36, 255);
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sheet.SetPixels32(fill);
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for (int i = 0; i < list.Count; i++)
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{
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var prefab = AssetDatabase.LoadAssetAtPath<GameObject>(list[i].Path.Replace(".export.json", ".fbx"));
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var instance = (GameObject)PrefabUtility.InstantiatePrefab(prefab);
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Shots(list[i]).First().Value(instance);
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if (materials != null)
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materials.Dress(instance, 2);
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Color[] tile = RenderTile(camera, instance, tileWidth, tileHeight);
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int column = i % columns;
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int row = rows - 1 - i / columns;
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sheet.SetPixels(column * tileWidth, row * tileHeight, tileWidth, tileHeight, tile);
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UnityEngine.Object.DestroyImmediate(instance);
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}
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sheet.Apply();
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File.WriteAllBytes(Path.Combine(folder, group.Key + ".png"), sheet.EncodeToPNG());
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UnityEngine.Object.DestroyImmediate(sheet);
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index[group.Key] = new Newtonsoft.Json.Linq.JArray(list.Select(r => r.Id));
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Debug.Log("LUNE_PREVIEW sheet " + group.Key + ": " + list.Count + " assets");
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}
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if (string.IsNullOrEmpty(evidence))
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{
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string logs = Path.Combine(Path.GetDirectoryName(Application.dataPath), "docs/port/logs/u2a");
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Directory.CreateDirectory(logs);
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File.WriteAllText(Path.Combine(logs, "sheets.json"), index.ToString() + "\n");
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}
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}
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catch (Exception error)
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{
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Debug.LogError("LUNE_PREVIEW failed: " + error);
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code = 1;
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}
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EditorApplication.Exit(code);
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}
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static Camera Stage()
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{
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EditorSceneManager.NewScene(NewSceneSetup.EmptyScene, NewSceneMode.Single);
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var sun = new GameObject("Sun").AddComponent<Light>();
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sun.type = LightType.Directional;
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sun.intensity = 1.6f;
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sun.color = new Color(1f, .89f, .74f);
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sun.shadows = LightShadows.Soft;
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sun.transform.rotation = Quaternion.Euler(48f, 150f, 0f);
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RenderSettings.ambientMode = AmbientMode.Trilight;
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RenderSettings.ambientSkyColor = new Color(.55f, .6f, .68f);
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RenderSettings.ambientEquatorColor = new Color(.42f, .42f, .44f);
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RenderSettings.ambientGroundColor = new Color(.2f, .19f, .18f);
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var camera = new GameObject("PreviewCamera").AddComponent<Camera>();
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camera.clearFlags = CameraClearFlags.SolidColor;
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camera.backgroundColor = new Color(.16f, .18f, .21f);
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camera.fieldOfView = 30f;
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return camera;
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}
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static Color[] RenderTile(Camera camera, GameObject root, int width, int height)
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{
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var renderers = root.GetComponentsInChildren<Renderer>().Where(r => r.enabled).ToList();
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Bounds bounds = renderers[0].bounds;
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foreach (Renderer renderer in renderers)
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bounds.Encapsulate(renderer.bounds);
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Vector3 direction = new Vector3(.62f, .42f, 1f).normalized;
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float radius = bounds.extents.magnitude;
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float distance = radius / Mathf.Sin(camera.fieldOfView * .5f * Mathf.Deg2Rad) * .92f;
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camera.aspect = (float)width / height;
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camera.transform.position = bounds.center + direction * distance;
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camera.transform.LookAt(bounds.center);
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camera.nearClipPlane = Mathf.Max(.01f, distance - radius * 2f);
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camera.farClipPlane = distance + radius * 4f;
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var target = new RenderTexture(width, height, 24, RenderTextureFormat.ARGB32) { antiAliasing = 8 };
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camera.targetTexture = target;
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camera.Render();
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RenderTexture.active = target;
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var image = new Texture2D(width, height, TextureFormat.RGB24, false);
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image.ReadPixels(new Rect(0, 0, width, height), 0, 0);
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image.Apply();
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Color[] pixels = image.GetPixels();
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RenderTexture.active = null;
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camera.targetTexture = null;
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UnityEngine.Object.DestroyImmediate(target);
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UnityEngine.Object.DestroyImmediate(image);
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return pixels;
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}
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static IEnumerable<KeyValuePair<string, Action<GameObject>>> Shots(ExportReport report)
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{
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string group = (string)report.Data["group"];
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if (group == "Buildings")
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{
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yield return Shot("", go => Show(go, n => !n.StartsWith("Upper_Damaged") && !n.StartsWith("Debris") && !n.StartsWith("Ruin")));
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if (report.Id == "grenzwacht")
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yield return Shot("-ruin", go => Show(go, n => n.StartsWith("Ruin")));
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}
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else if (group == "Environment")
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{
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yield return Shot("", Row);
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}
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else if (report.Skinned)
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{
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// The hit frame: the clip's contact time, 0.9 s where the Blender action names none.
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double contact = report.Clips.Where(c => (string)c["name"] == "attack_a").Select(c => (double)c["contact_seconds"]).DefaultIfEmpty(-1.0).First();
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float hit = contact > 0.0 ? (float)contact : .9f;
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yield return Shot("", go => Sample(go, "idle", 0f));
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yield return Shot("-attack_a", go => Sample(go, "attack_a", hit));
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}
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else
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{
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yield return Shot("", go => { });
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}
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}
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static KeyValuePair<string, Action<GameObject>> Shot(string suffix, Action<GameObject> prepare)
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{
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return new KeyValuePair<string, Action<GameObject>>(suffix, prepare);
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}
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static void Show(GameObject root, Func<string, bool> visible)
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{
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foreach (Renderer renderer in root.GetComponentsInChildren<Renderer>(true))
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renderer.enabled = visible(renderer.gameObject.name);
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}
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/// <summary>The prop library keeps every prop at the origin; the preview sets them out in a grid.</summary>
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static void Row(GameObject root)
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{
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const int columns = 5;
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const float cell = 7.5f;
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int index = 0;
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foreach (Transform child in root.transform.Cast<Transform>().OrderBy(t => t.name, StringComparer.Ordinal).ToList())
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{
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var renderer = child.GetComponent<Renderer>();
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if (renderer == null)
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continue;
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Vector3 center = renderer.bounds.center;
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var slot = new Vector3((index % columns) * cell, 0f, -(index / columns) * cell);
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child.position += slot - new Vector3(center.x, 0f, center.z);
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index++;
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}
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}
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static void Sample(GameObject root, string clipName, float seconds)
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{
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string path = AssetDatabase.GetAssetPath(PrefabUtility.GetCorrespondingObjectFromSource(root));
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AnimationClip clip = AssetDatabase.LoadAllAssetsAtPath(path).OfType<AnimationClip>().FirstOrDefault(c => c.name == clipName);
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if (clip != null)
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clip.SampleAnimation(root, seconds);
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}
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static void Render(Camera camera, GameObject root, string file)
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{
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var renderers = root.GetComponentsInChildren<Renderer>().Where(r => r.enabled).ToList();
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Bounds bounds = renderers[0].bounds;
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foreach (Renderer renderer in renderers)
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bounds.Encapsulate(renderer.bounds);
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// 3/4 front view: the models face +Z, the camera stands in front, to the right, above.
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Vector3 direction = new Vector3(.62f, .42f, 1f).normalized;
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float radius = bounds.extents.magnitude;
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float distance = radius / Mathf.Sin(camera.fieldOfView * .5f * Mathf.Deg2Rad) * .92f;
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camera.aspect = (float)Width / Height;
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camera.transform.position = bounds.center + direction * distance;
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camera.transform.LookAt(bounds.center);
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camera.nearClipPlane = Mathf.Max(.01f, distance - radius * 2f);
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camera.farClipPlane = distance + radius * 4f;
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var target = new RenderTexture(Width, Height, 24, RenderTextureFormat.ARGB32) { antiAliasing = 8 };
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camera.targetTexture = target;
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camera.Render();
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RenderTexture.active = target;
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var image = new Texture2D(Width, Height, TextureFormat.RGB24, false);
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image.ReadPixels(new Rect(0, 0, Width, Height), 0, 0);
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image.Apply();
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File.WriteAllBytes(file, image.EncodeToPNG());
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RenderTexture.active = null;
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camera.targetTexture = null;
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UnityEngine.Object.DestroyImmediate(target);
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UnityEngine.Object.DestroyImmediate(image);
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Debug.Log("LUNE_PREVIEW wrote " + file);
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}
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}
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}
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