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Add tiger beast effect using ithappy Animals FREE pack (#6475)
* Add tiger and lion beast effects using ithappy Animals FREE pack Import the free ithappy Animals FREE asset pack and create tiger/lion beast effects. The tiger model is reused at 1.7x scale for lion. A custom TigerMapAnims controller maps ithappy's idle/walk/idle_rare/run clips to AnimalEffect's expected idle/walk/eat/attack state names. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com> * Remove lion effect (scaled tiger is not convincing) Lion falls back to generic vultures until a proper model is found. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com> * Fix ithappy files stored as LFS objects breaking Unity import The broad ithappy/** LFS rule was storing text YAML files (.controller, .mat, .prefab, .anim, etc.) as LFS objects, causing Unity to fail with "File may be corrupted" errors. Remove the rule and re-add files so text files are stored as regular git objects while binaries (.fbx, .png) are still covered by per-extension LFS rules. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com> * Strip third-party scripts/physics from animal prefabs on spawn ithappy Tiger_001 prefab includes CharacterController, CreatureMover, and MovePlayerInput components that conflict with AnimalEffect's own movement system. DestroyImmediate these after instantiation to prevent "CharacterController.Move called on inactive controller" errors. Also wires up tigerEffectPrefab in Gameplay.unity. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com> * Move beast effect prefabs to Addressables for CDN delivery (#6373) Replace 33 serialized GameObject fields in ProvinceBeastsController with Addressables.LoadAssetsAsync label-based loading ("beast-effects"). Prefabs stay in Assets/Eagle/Effects/ but are now delivered via CDN at https://assets.eagle0.net/addressables/[BuildTarget] instead of being bundled in the app binary. This removes ~80-100 MB of 3D models, textures, and animations from the initial app download. Loading strategy: - Eager load in Start() (last priority — after music) - Game state that arrives before loading completes is stashed and applied when ready - If loading fails (offline, no cache), beasts simply don't render Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com> * Add tiger and elephant beast effects using Animal Pack Deluxe Route "tiger" and "elephant" beast names to dedicated TigerEffect and ElephantEffect prefabs in ProvinceBeastsController. Prefabs to be wired up in the Unity editor using existing Animal Pack Deluxe assets. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com> * Register TigerEffect in Addressable beast-effects group The TigerEffect prefab was added in the add-tiger-effect branch but was never registered in the Beast Effects Addressable group, so LookupPrefab returned null at runtime. Also removes a duplicate "tiger" switch case from the merge. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com> * Fix AnimalEffect component removal errors on spawn Instantiate prefabs inactive to prevent CharacterController stepOffset validation errors, and remove MonoBehaviours in reverse component order to respect [RequireComponent] dependency chains before removing CharacterController. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com> * Fix ithappy Animals_FREE material to use Built-in Standard shader The material shipped with a URP Lit shader reference, causing solid pink rendering on Built-in render pipeline. Swap to Built-in Standard shader and remove the URP version tracker MonoBehaviour. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com> * Fix tiger animations by using standalone .anim clips The ithappy Animals_FREE FBX was imported with avatarSetup: 0 (no avatar), so its embedded animation clips had no bone binding data. Switch TigerMapAnims.controller to reference the standalone .anim files which have explicit transform path bindings. Also build a Generic avatar at runtime for prefabs missing one, and set up the Animator before activation so it initializes with correct avatar and controller. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com> * Fix duplicate Start/LoadBeastEffects from rebase Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com> * Remove unused ithappy Animals_FREE assets Only the tiger model, texture, material, and animations are needed. Removes all other animals (chicken, deer, dog, horse, kitty, penguin), demo scenes, skyboxes, scripts, floor material, animation controllers, and render pipeline conversion files. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com> * Remove CharacterController and deleted scripts from Tiger prefab The prefab still referenced CreatureMover and MovePlayerInput scripts that were deleted in the previous commit, causing missing script errors in the Unity editor. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com> * Update Tiger_001 prefab after Unity re-serialization Unity re-serialized the prefab after we removed the CharacterController and missing script components. This is the clean editor-saved version. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com> --------- Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
@@ -19,6 +19,7 @@ repos:
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Plugins|
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DungeonMonsters2D|
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Dragon|
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ithappy|
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Polytope\ Studio|
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RRFreelance-Characters|
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Raccoon
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@@ -120,6 +120,7 @@ Human-type beasts (pirates, bandits, etc.) are matched via a `HumanBeastNames` H
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| wolf, wolverine | AnimalEffect | Animal Pack Deluxe | Wolf |
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| honey badger | AnimalEffect | HoneyBadger (Sketchfab) | HoneyBadger (w/ HoneyBadgerMapAnims controller) |
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| raccoon | AnimalEffect | Raccoon (Sketchfab) | Raccoon (w/ RaccoonMapAnims controller) |
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| tiger | AnimalEffect | ithappy Animals FREE | Tiger_001 (w/ TigerMapAnims controller) |
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### Human-type beasts
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@@ -144,7 +145,6 @@ Ordered by spawn likelihood (most common first):
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| Beast | Likelihood | Notes |
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|---|---|---|
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| mammoth | 0.10 | Fantasy/prehistoric |
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| tiger | 0.10 | Big cat |
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| elephant | 0.04 | Large animal |
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| hippogryph | 0.04 | Fantasy creature |
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| hippopotamus | 0.04 | Large animal |
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+6
@@ -165,6 +165,12 @@ MonoBehaviour:
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m_SerializedLabels:
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- beast-effects
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FlaggedDuringContentUpdateRestriction: 0
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- m_GUID: b5d8f2a4c6e1930785f4b2d7a9e3c6f1
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m_Address: Assets/Eagle/Effects/TigerEffect.prefab
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m_ReadOnly: 0
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m_SerializedLabels:
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- beast-effects
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FlaggedDuringContentUpdateRestriction: 0
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- m_GUID: c168eb3d59d6147ae90a6b6ce18b8627
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m_Address: Assets/Eagle/Effects/ClownEffect.prefab
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m_ReadOnly: 0
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@@ -62,20 +62,36 @@ namespace eagle {
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for (var i = 0; i < animalCount; i++) {
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var prefabIndex = Random.Range(0, animalPrefabs.Length);
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var prefab = animalPrefabs[prefabIndex];
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// Instantiate inactive to prevent CharacterController stepOffset
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// validation errors that fire during Awake before we can remove it.
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var wasActive = prefab.activeSelf;
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prefab.SetActive(false);
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var instance = Instantiate(prefab, transform);
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prefab.SetActive(wasActive);
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instance.name = $"Animal_{i}";
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instance.transform.localScale = new Vector3(animalScale, animalScale, animalScale);
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var startPos = RandomWanderPoint();
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instance.transform.localPosition = startPos;
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foreach (var renderer in instance.GetComponentsInChildren<Renderer>()) {
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renderer.sortingOrder = 103;
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// Strip third-party scripts and physics from prefabs (e.g. ithappy
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// CreatureMover/MovePlayerInput + CharacterController) that conflict
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// with AnimalEffect's own movement. Remove MonoBehaviours in reverse
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// component order so [RequireComponent] leaves are destroyed before
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// their dependencies (MovePlayerInput → CreatureMover → CharacterController).
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var monoBehaviours = instance.GetComponents<MonoBehaviour>();
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for (var j = monoBehaviours.Length - 1; j >= 0; j--) {
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DestroyImmediate(monoBehaviours[j]);
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}
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foreach (var cc in instance.GetComponentsInChildren<CharacterController>()) {
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DestroyImmediate(cc);
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}
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RendererViewportClipper.Attach(instance);
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// Configure animator while still inactive so it initializes
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// with the correct avatar and controller on activation.
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var animator = instance.GetComponent<Animator>();
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if (animator != null) {
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if (animator.avatar == null) {
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animator.avatar = AvatarBuilder.BuildGenericAvatar(instance, "");
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}
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if (animatorControllers != null && prefabIndex < animatorControllers.Length &&
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animatorControllers[prefabIndex] != null) {
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animator.runtimeAnimatorController = animatorControllers[prefabIndex];
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@@ -85,6 +101,24 @@ namespace eagle {
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animator.cullingMode = AnimatorCullingMode.AlwaysAnimate;
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}
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instance.SetActive(true);
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// Rebind after activation to ensure bone bindings are resolved
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if (animator != null) { animator.Rebind(); }
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instance.transform.localScale = new Vector3(animalScale, animalScale, animalScale);
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var startPos = RandomWanderPoint();
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instance.transform.localPosition = startPos;
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foreach (var renderer in instance.GetComponentsInChildren<Renderer>()) {
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renderer.sortingOrder = 103;
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}
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foreach (var smr in instance.GetComponentsInChildren<SkinnedMeshRenderer>()) {
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smr.updateWhenOffscreen = true;
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}
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RendererViewportClipper.Attach(instance);
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_animals[i] = new AnimalState {
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instance = instance,
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animator = animator,
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+61
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m_AnchorMax: {x: 0.5, y: 0.5}
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m_AnchoredPosition: {x: 0, y: 0}
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m_SizeDelta: {x: 100, y: 100}
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m_Pivot: {x: 0.5, y: 0.5}
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+5
@@ -183,6 +183,7 @@ namespace eagle {
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case "troll": return LookupPrefab("OgreEffect");
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case "clown": return LookupPrefab("ClownEffect");
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case "giant": return LookupPrefab("GiantEffect");
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case "tiger": return LookupPrefab("TigerEffect");
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case "bear": return LookupPrefab("BearEffect");
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case "boar": return LookupPrefab("BoarEffect");
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case "crab": return LookupPrefab("CrabEffect");
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@@ -377,6 +378,9 @@ namespace eagle {
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[ContextMenu("Test Giant in Elekes (ID 20)")]
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public void TestGiant() { SpawnBeastsEffect(20, "giant"); }
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[ContextMenu("Test Tiger in Sigkarl (ID 21)")]
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public void TestTiger() { SpawnBeastsEffect(21, "tiger"); }
|
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[ContextMenu("Test All Beast Types")]
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public void TestAllBeastTypes() {
|
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TestDragon();
|
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@@ -411,6 +415,7 @@ namespace eagle {
|
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TestHoneyBadger();
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TestRaccoon();
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TestGiant();
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TestTiger();
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@@ -14,6 +14,7 @@
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@@ -179,6 +179,15 @@
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@@ -306,6 +306,13 @@
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"license": "Purchased via Sketchfab/Patreon",
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{
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{
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"title": "Realistic Animated Raccoon 3D Model",
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"artist": "WildMesh 3D",
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Reference in New Issue
Block a user