Art/anim: EnemyRigTools + Grindylow + Bathynaut suit-frame builders
BuildGrindylow (SciFiSpace Alien, gloam-blue) = 2nd creature (A1 'twice' repeatability); BuildBathynautFrame (armored+helmeted soldier, warm-neutral) = suit-frame preview proving the suit body skins via Rukhanka. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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@@ -98,6 +98,37 @@ namespace ProjectM.EditorTools
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Debug.Log("[EnemyRigTools] Drowner built -> EnemyDrowner.prefab; add to WaveDirector.EnemyPrefabs[] to spawn it.");
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Debug.Log("[EnemyRigTools] Drowner built -> EnemyDrowner.prefab; add to WaveDirector.EnemyPrefabs[] to spawn it.");
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}
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}
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/// <summary>LANTERN Grindylow (2nd creature = A1 repeatability): SciFiSpace Alien body, cold gloam-blue, same path.</summary>
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[MenuItem("ProjectM/Animation/Enemy Rigs - Build Grindylow (LANTERN)")]
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public static void BuildGrindylow()
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{
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const string atlas = "Assets/Synty/PolygonSciFiSpace/Textures/PolygonSciFiSpace_Texture_01_A.png";
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const string mat = "Assets/_Project/Materials/M_Enemy_Grindylow_Animated.mat";
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const string synty = "Assets/Synty/PolygonSciFiSpace/Prefabs/Characters/SM_Chr_Alien_01.prefab";
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MakeMat(mat, atlas, new Color(0.30f, 0.62f, 0.72f, 1f)); // cold gloam-blue deep-thing
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AssetDatabase.SaveAssets();
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BuildOne(new Variant { Name = "Grindylow (SciFiSpace Alien)", Template = "Assets/_Project/Prefabs/Enemy.prefab", Synty = synty, Output = "Assets/_Project/Prefabs/EnemyGrindylow.prefab", Material = mat, RootY = -1.13f, Scale = 0f });
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AssetDatabase.SaveAssets(); AssetDatabase.Refresh();
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Debug.Log("[EnemyRigTools] Grindylow built -> EnemyGrindylow.prefab.");
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}
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/// <summary>Bathynaut suit-frame PREVIEW: armored+helmeted soldier body, warm-neutral (ours, not gloam). Built on the
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/// enemy chassis to PROVE the suit body skins+animates via Rukhanka; player-frame integration (swap into Player.prefab)
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/// is a separate step, and the custom brass diving kit is an A3 silhouette upgrade.</summary>
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[MenuItem("ProjectM/Animation/Enemy Rigs - Build Bathynaut Suit-Frame (LANTERN)")]
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public static void BuildBathynautFrame()
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{
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const string atlas = "Assets/Synty/PolygonSciFiSpace/Textures/PolygonSciFiSpace_Texture_01_A.png";
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const string mat = "Assets/_Project/Materials/M_SuitFrame_Bathynaut_Animated.mat";
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const string synty = "Assets/Synty/PolygonSciFiSpace/Prefabs/Characters/SM_Chr_SpaceSoldier_HelmetArmor_Male_01.prefab";
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MakeMat(mat, atlas, new Color(0.95f, 0.90f, 0.82f, 1f)); // warm-neutral: our light, not gloam-tinted
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AssetDatabase.SaveAssets();
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BuildOne(new Variant { Name = "Bathynaut Suit-Frame", Template = "Assets/_Project/Prefabs/Enemy.prefab", Synty = synty, Output = "Assets/_Project/Prefabs/SuitFrame_Bathynaut.prefab", Material = mat, RootY = -1.13f, Scale = 0f });
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AssetDatabase.SaveAssets(); AssetDatabase.Refresh();
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Debug.Log("[EnemyRigTools] Bathynaut suit-frame preview built -> SuitFrame_Bathynaut.prefab (not wired to the player).");
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}
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// ---- 1. Materials ------------------------------------------------------------------------------------
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// ---- 1. Materials ------------------------------------------------------------------------------------
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