replace the NPC scaffold with data-driven prefabs, and retire the builders

NPCStandIn was written to be dropped on a sphere and carried its identity in
per-instance public fields. The cost of that showed up in the scene itself: of
the two spheres, one was the Bartender and the other was named "Bartender (1)"
in the hierarchy while being configured as the Chair — data changed, name never
was. Nothing outside the scene could see what existed, and two copies could
disagree.

Identity now lives in an InteractableDefinition asset and the scene only places
a prefab. The migration matched the old objects by yarn node rather than by
name, which is the only reason the chair ended up as the chair.

InteractableDefinition rather than the planned "character definition": it covers
a character and a talkable object equally, so Bartender.prefab sits under
Prefabs/Characters and Chair.prefab under Prefabs/Interactables.

Three components collapse into one. DialogueInteractable was in no scene at all
— a dead trigger-zone variant of the same idea. ClickInteractableBridge existed
only to adapt NPCStandIn without modifying it, a constraint that died with
NPCStandIn; DialogueInteractor implements IClickInteractable itself. The parts
worth keeping were lifted out rather than discarded: WorldSpaceLabel and
InteractionPrompt are now normal components on prefab children, so a label can
be seen and positioned in the Editor instead of existing only at runtime.
InputDeviceTracker moved into NightclubArcadia.Core and gained a namespace,
leaving no global-namespace runtime types.

Characters get the same pipeline as Skills and Candidates:
Assets/Characters/characters.json is the source of truth, CharacterSetup
regenerates the definition assets on script reload and removes orphans. Adding
an NPC is a JSON entry plus a prefab — no code, and no Unity for the data half.

Phase 5.4 deletes the one-shot builders rather than disabling them. UILayerSetup,
PlayerControlSetup, UILayerSetupAutoRun and YarnDemoSetup assumed the
single-scene layout, had already destroyed a level scene and turned Systems
binary once each, and after NPCStandIn went they no longer compiled. The prefabs
they used to generate are authored and committed; the wiring knowledge is in
those prefabs and in git history. The asset generators — Skill, Candidate,
Character — are untouched and still work.

EditMode 42/42, PlayMode 7/7, YarnCheck 9 files / 35 nodes. All three scenes
still text.

Co-Authored-By: Claude Opus 5 <[email protected]>
This commit is contained in:
2026-08-25 21:53:06 +02:00
co-authored by Claude Opus 5
parent ec4619d9dc
commit 9a0618fd31
54 changed files with 2292 additions and 2195 deletions
@@ -1,93 +0,0 @@
using UnityEngine;
using UnityEngine.InputSystem;
using Yarn.Unity;
using NightclubArcadia.Core;
namespace NightclubArcadia.Dialogue
{
/// <summary>
/// Trigger-zone interactable: player walks in range, presses E, and this
/// starts the given Yarn node. The reverse of DialogueTransitionController's
/// <<enter_environment>> — this is the "step into dialogue" half of the loop.
/// </summary>
public class DialogueInteractable : MonoBehaviour
{
[SerializeField] private DialogueRunner dialogueRunner;
[SerializeField] private GameObject dialogueUI;
[SerializeField] private string yarnNodeName = "Bartender_Chat";
private bool playerInRange;
private InputAction interactAction;
void Awake()
{
// Best-effort and silent; the real lookup happens at the point of use, since
// Systems may not have loaded when this level object awakes. See Runner.
dialogueRunner = SceneServices.TryResolve(dialogueRunner);
interactAction = new InputAction("Interact");
interactAction.AddBinding("<Keyboard>/e");
interactAction.AddBinding("<Gamepad>/buttonNorth");
interactAction.performed += _ =>
{
if (playerInRange)
{
StartConversation();
}
};
}
/// <summary>
/// The dialogue runner, resolved on demand rather than in Awake, so that load
/// order between this level scene and Systems does not matter. Cached once found.
/// </summary>
DialogueRunner Runner =>
dialogueRunner != null
? dialogueRunner
: dialogueRunner = SceneServices.TryResolve<DialogueRunner>(null);
void OnEnable() => interactAction?.Enable();
void OnDisable() => interactAction?.Disable();
void OnTriggerEnter(Collider other)
{
if (other.CompareTag("Player"))
{
playerInRange = true;
}
}
void OnTriggerExit(Collider other)
{
if (other.CompareTag("Player"))
{
playerInRange = false;
}
}
async void StartConversation()
{
var runner = Runner;
if (runner == null)
{
Debug.LogError(
$"[DialogueInteractable] {name}: no DialogueRunner in any loaded scene. " +
"It lives in Systems.unity — open Bootstrap, or Tools → Nightclub Arcadia → " +
"Open Game Scenes.", this);
return;
}
// Player controls are locked by DialogueTransitionController off the
// runner's onDialogueStart event — nothing to do for that here.
if (DialogueUIVisibility.Show(dialogueUI))
{
// Only reached if the UI was found deactivated; give TMP a
// frame to re-cache its Canvas in OnEnable before any text is
// generated.
await Awaitable.NextFrameAsync();
}
await runner.StartDialogue(yarnNodeName);
}
}
}
@@ -1,2 +0,0 @@
fileFormatVersion: 2
guid: 99afbbd28c8054d59a7a0dec94f5ec8f
@@ -11,7 +11,7 @@ namespace NightclubArcadia.Dialogue
///
/// The lock is driven by the DialogueRunner's own lifecycle events rather
/// than by each interactable, so every entry point — auto-started nodes,
/// NPCStandIn, DialogueInteractable — gets the same behaviour without
/// DialogueInteractor — gets the same behaviour without
/// having to remember to do it. Control locking is delegated to
/// <see cref="PlayerControlLock"/> so the player menu can hold a second
/// independent lock without re-enabling movement mid-conversation.
@@ -6,7 +6,7 @@ namespace NightclubArcadia.Dialogue
/// <summary>
/// Shows and hides the dialogue UI *without* deactivating its GameObject.
/// Forwards to <see cref="PanelVisibility"/> — kept as a thin wrapper so
/// existing call sites (NPCStandIn, DialogueInteractable,
/// existing call sites (DialogueInteractor,
/// DialogueTransitionController) continue to compile unchanged.
/// </summary>
public static class DialogueUIVisibility