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Commit b1b26393 authored by Jenny's avatar Jenny
Browse files

configured model to avatar & imported yarnspinner

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title: Curator.Start
tags:
colorID: 0
position: 315,325
---
Curator: What do you want to know about?
[[ Talismans |Curator.Talismans]]
[[ Guardians and Beasts|Curator.Guardians]]
[[ Village |Curator.Village]]
[[ Houyu |Curator.Houyu]]
===
title: Curator.Candle
tags:
colorID: 0
position: -41,805
---
Curator: Zhulong’s talisman. It once belonged to the great guardian of light. Its flame is a special, magical flame, which is famous for its powerful light. The dim light it emits now is nothing compared to how it once shone. What a waste.
Curator: Is there anything else you want to know about?
[[ Talismans |Curator.Talismans]]
[[ Guardians and Beasts|Curator.Guardians]]
[[ Village |Curator.Village]]
[[ Houyu |Curator.Houyu]]
===
title: Curator.Scale
tags:
colorID: 0
position: 198,811
---
Curator: Kunpeng’s talisman. Its surface used to possess the most glorious sheen. Now, its colour is tarnished, and its surface has lost much of its shine. No one pays it any mind - they only see its utility.
Curator: Is there anything else you want to know about?
[[ Talismans |Curator.Talismans]]
[[ Guardians and Beasts|Curator.Guardians]]
[[ Village |Curator.Village]]
[[ Houyu |Curator.Houyu]]
===
title: Curator.Crystal
tags:
colorID: 0
position: 431,808
---
Curator: Yayu’s talisman. It was once a brilliant blue, but over time, a red hue began tainting the crystal. Houyu pretends to not notice such changes. Like the coward they are.
Curator: Is there anything else you want to know about?
[[ Talismans |Curator.Talismans]]
[[ Guardians and Beasts|Curator.Guardians]]
[[ Village |Curator.Village]]
[[ Houyu |Curator.Houyu]]
===
title: Curator.Flame
tags:
colorID: 0
position: 664,807
---
Curator: Kaiming Shou’s talisman. It was renowned for its extreme heat. Mortals wouldn't dare go near it. Now, even children can carelessly touch it without worry.
Curator: Is there anything else you want to know about?
[[ Talismans |Curator.Talismans]]
[[ Guardians and Beasts|Curator.Guardians]]
[[ Village |Curator.Village]]
[[ Houyu |Curator.Houyu]]
===
title: Curator.Zhulong
tags:
colorID: 0
position: 52,-2
---
Curator: He was a highly-regarded deity. He usually kept to himself and simply did his duty, so many said he had a neutral disposition. Legend says he rests in Mt Zijin, a beautiful crystal mountain in the east.
Curator: Is there anything else you want to know about?
[[ Talismans |Curator.Talismans]]
[[ Guardians and Beasts|Curator.Guardians]]
[[ Village |Curator.Village]]
[[ Houyu |Curator.Houyu]]
===
title: Curator.Kunpeng
tags:
colorID: 0
position: 861,41
---
Curator: Kunpeng was a mischievous guardian, who possessed great agility and durability. They were part-fish and part-bird, so they flourished in both the water and the air. They were also known for burying their eggs at the bottom of lakes, before waiting for them to hatch.
Curator: Is there anything else you want to know about?
[[ Talismans |Curator.Talismans]]
[[ Guardians and Beasts|Curator.Guardians]]
[[ Village |Curator.Village]]
[[ Houyu |Curator.Houyu]]
===
title: Curator.KaimingShou
tags:
colorID: 0
position: -206,49
---
Curator: Kaiming Shou was the sentry of Mount Kunlun, who guarded the gates to heaven. It used its flames as light source to guide gods visiting or returning from the mortal realm.
Curator: Is there anything else you want to know about?
[[ Talismans |Curator.Talismans]]
[[ Guardians and Beasts|Curator.Guardians]]
[[ Village |Curator.Village]]
[[ Houyu |Curator.Houyu]]
===
title: Curator.Yayu
tags:
colorID: 0
position: 575,3
---
Curator: He was once a kind deity, before he died one day. For unknown reasons, he resurrected into a beast, and went to Ruoshui – a cave by Mount Kunlun. Some say he was protecting the gates to heaven.
Curator: Is there anything else you want to know about?
[[ Talismans |Curator.Talismans]]
[[ Guardians and Beasts|Curator.Guardians]]
[[ Village |Curator.Village]]
[[ Houyu |Curator.Houyu]]
===
title: Curator.Village
tags:
colorID: 0
position: 27,312
---
Curator: People here used to worship the gods at the temple. Until the leader arrived one day, preaching nonsense about abandoning the gods. That was 20 years ago, now, and people have long since turned from heaven.
Curator: Is there anything else you want to know about?
[[ Talismans |Curator.Talismans]]
[[ Guardians and Beasts|Curator.Guardians]]
[[ Houyu |Curator.Houyu]]
===
title: Curator.Houyu
tags:
colorID: 0
position: 605,313
---
Curator: He's forever acting so haughty and proud about it – what he did all those years ago. Tsk. Gets on my nerves.
Curator: Is there anything else you want to know about?
[[ Talismans |Curator.Talismans]]
[[ Guardians and Beasts|Curator.Guardians]]
[[ Village |Curator.Village]]
===
title: Curator.Talismans
tags:
colorID: 0
position: 314,560
---
[[ Candle |Curator.Candle]]
[[ Scale |Curator.Scale]]
[[ Flame |Curator.Flame]]
[[ Crystal |Curator.Crystal]]
===
title: Curator.Guardians
tags:
colorID: 0
position: 320,64
---
[[ Zhulong |Curator.Zhulong]]
[[ Yayu |Curator.Yayu]]
[[ Kunpeng |Curator.Kunpeng]]
[[ Kaiming Shou |Curator.KaimingShou]]
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using System.Collections.Generic;
using System.IO;
using UnityEditor.Experimental.SceneManagement;
using UnityEditor.SceneManagement;
using UnityEngine.AI;
using UnityEngine;
namespace UnityEditor.AI
{
public class NavMeshAssetManager : ScriptableSingleton<NavMeshAssetManager>
{
internal struct AsyncBakeOperation
{
public NavMeshSurface surface;
public NavMeshData bakeData;
public AsyncOperation bakeOperation;
}
List<AsyncBakeOperation> m_BakeOperations = new List<AsyncBakeOperation>();
internal List<AsyncBakeOperation> GetBakeOperations() { return m_BakeOperations; }
struct SavedPrefabNavMeshData
{
public NavMeshSurface surface;
public NavMeshData navMeshData;
}
List<SavedPrefabNavMeshData> m_PrefabNavMeshDataAssets = new List<SavedPrefabNavMeshData>();
static string GetAndEnsureTargetPath(NavMeshSurface surface)
{
// Create directory for the asset if it does not exist yet.
var activeScenePath = surface.gameObject.scene.path;
var targetPath = "Assets";
if (!string.IsNullOrEmpty(activeScenePath))
{
targetPath = Path.Combine(Path.GetDirectoryName(activeScenePath), Path.GetFileNameWithoutExtension(activeScenePath));
}
else
{
var prefabStage = PrefabStageUtility.GetPrefabStage(surface.gameObject);
var isPartOfPrefab = prefabStage != null && prefabStage.IsPartOfPrefabContents(surface.gameObject);
if (isPartOfPrefab)
{
#if UNITY_2020_1_OR_NEWER
var assetPath = prefabStage.assetPath;
#else
var assetPath = prefabStage.prefabAssetPath;
#endif
if (!string.IsNullOrEmpty(assetPath))
{
var prefabDirectoryName = Path.GetDirectoryName(assetPath);
if (!string.IsNullOrEmpty(prefabDirectoryName))
targetPath = prefabDirectoryName;
}
}
}
if (!Directory.Exists(targetPath))
Directory.CreateDirectory(targetPath);
return targetPath;
}
static void CreateNavMeshAsset(NavMeshSurface surface)
{
var targetPath = GetAndEnsureTargetPath(surface);
var combinedAssetPath = Path.Combine(targetPath, "NavMesh-" + surface.name + ".asset");
combinedAssetPath = AssetDatabase.GenerateUniqueAssetPath(combinedAssetPath);
AssetDatabase.CreateAsset(surface.navMeshData, combinedAssetPath);
}
NavMeshData GetNavMeshAssetToDelete(NavMeshSurface navSurface)
{
if (PrefabUtility.IsPartOfPrefabInstance(navSurface) && !PrefabUtility.IsPartOfModelPrefab(navSurface))
{
// Don't allow deleting the asset belonging to the prefab parent
var parentSurface = PrefabUtility.GetCorrespondingObjectFromSource(navSurface) as NavMeshSurface;
if (parentSurface && navSurface.navMeshData == parentSurface.navMeshData)
return null;
}
// Do not delete the NavMeshData asset referenced from a prefab until the prefab is saved
var prefabStage = PrefabStageUtility.GetPrefabStage(navSurface.gameObject);
var isPartOfPrefab = prefabStage != null && prefabStage.IsPartOfPrefabContents(navSurface.gameObject);
if (isPartOfPrefab && IsCurrentPrefabNavMeshDataStored(navSurface))
return null;
return navSurface.navMeshData;
}
void ClearSurface(NavMeshSurface navSurface)
{
var hasNavMeshData = navSurface.navMeshData != null;
StoreNavMeshDataIfInPrefab(navSurface);
var assetToDelete = GetNavMeshAssetToDelete(navSurface);
navSurface.RemoveData();
if (hasNavMeshData)
{
SetNavMeshData(navSurface, null);
EditorSceneManager.MarkSceneDirty(navSurface.gameObject.scene);
}
if (assetToDelete)
AssetDatabase.DeleteAsset(AssetDatabase.GetAssetPath(assetToDelete));
}
public void StartBakingSurfaces(UnityEngine.Object[] surfaces)
{
// Remove first to avoid double registration of the callback
EditorApplication.update -= UpdateAsyncBuildOperations;
EditorApplication.update += UpdateAsyncBuildOperations;
foreach (NavMeshSurface surf in surfaces)
{
StoreNavMeshDataIfInPrefab(surf);
var oper = new AsyncBakeOperation();
oper.bakeData = InitializeBakeData(surf);
oper.bakeOperation = surf.UpdateNavMesh(oper.bakeData);
oper.surface = surf;
m_BakeOperations.Add(oper);
}
}
static NavMeshData InitializeBakeData(NavMeshSurface surface)
{
var emptySources = new List<NavMeshBuildSource>();
var emptyBounds = new Bounds();
return UnityEngine.AI.NavMeshBuilder.BuildNavMeshData(surface.GetBuildSettings(), emptySources, emptyBounds
, surface.transform.position, surface.transform.rotation);
}
void UpdateAsyncBuildOperations()
{
foreach (var oper in m_BakeOperations)
{
if (oper.surface == null || oper.bakeOperation == null)
continue;
if (oper.bakeOperation.isDone)
{
var surface = oper.surface;
var delete = GetNavMeshAssetToDelete(surface);
if (delete != null)
AssetDatabase.DeleteAsset(AssetDatabase.GetAssetPath(delete));
surface.RemoveData();
SetNavMeshData(surface, oper.bakeData);
if (surface.isActiveAndEnabled)
surface.AddData();
CreateNavMeshAsset(surface);
EditorSceneManager.MarkSceneDirty(surface.gameObject.scene);
}
}
m_BakeOperations.RemoveAll(o => o.bakeOperation == null || o.bakeOperation.isDone);
if (m_BakeOperations.Count == 0)
EditorApplication.update -= UpdateAsyncBuildOperations;
}
public bool IsSurfaceBaking(NavMeshSurface surface)
{
if (surface == null)
return false;