Add Synty asset packs (enemies + environment/FX/UI) via Git LFS

14 newly-imported Synty Polygon packs (~2.46 GB; FBX/PNG/textures stored in
Git LFS per .gitattributes). Enemy-grade characters: Werewolf, Kaiju,
FantasyHeroCharacters, Vikings, Western, HorrorCarnival, Dog. Environment:
Nature, NatureBiomes, PNB_Core, FantasyKingdom. UI/icons: Icons,
InterfaceCore, InterfaceSciFiSoldierHUD.

Werewolf + Kaiju back the DR-023 animated enemies; the rest are cataloged
for future work in Docs/Vault/06_Roadmap/Synty_Asset_Inventory.md.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
2026-06-06 23:28:47 -07:00
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// Copyright (c) 2024 Synty Studios Limited. All rights reserved.
//
// Use of this software is subject to the terms and conditions of the Synty Studios End User Licence Agreement (EULA)
// available at: https://syntystore.com/pages/end-user-licence-agreement
//
// Sample scripts are included only as examples and are not intended as production-ready.
using System;
using UnityEngine;
namespace Synty.Interface.SciFiSoldierHUD.Samples
{
/// <summary>
/// A container class for Animator actions.
/// </summary>
[Serializable]
public class SampleAnimatorActionData
{
public enum AnimatorActionType
{
Trigger,
Bool,
Float,
Int
}
[Header("References")]
public Animator animator;
public AnimatorActionType type;
[Header("Parameters")]
public string parameterName;
public bool boolToggle;
public bool boolValue;
public float floatValue;
public int intValue;
public void Execute()
{
if (!animator)
{
return;
}
animator.gameObject.SetActive(true);
switch (type)
{
case AnimatorActionType.Trigger:
animator.SetTrigger(parameterName);
break;
case AnimatorActionType.Bool:
if (boolToggle)
{
bool currentValue = animator.GetBool(parameterName);
animator.SetBool(parameterName, !currentValue);
}
else
{
animator.SetBool(parameterName, boolValue);
}
break;
case AnimatorActionType.Float:
animator.SetFloat(parameterName, floatValue);
break;
case AnimatorActionType.Int:
animator.SetInteger(parameterName, intValue);
break;
}
}
}
}