give the runtime code assemblies, a build entry point, and fix two names

No project code is in Assembly-CSharp any more. Five assemblies: Core (no
dependencies), Locomotion.Math, Skills, Game (everything else under Scripts),
and StarterAssets.

Game is one assembly rather than one per area, which is what the plan assumed.
Measuring the dependency graph first found three cycles, all through UI —
CharacterPanelView reaches into Dialogue, PlayerControlLock into Player, and
UILayerBootstrap into Cinematics — plus two edges a using-scan cannot see,
because NPCStandIn is in the global namespace. Assemblies cannot be circular, so
splitting further means relocating those three files. That is a code-movement
task, not an asmdef task, and nothing needs it yet.

StarterAssets had to get an assembly of its own. It had none, so it lived in
Assembly-CSharp, and an asmdef assembly cannot reference the predefined
assemblies — four runtime files use it, and all four would have stopped
compiling.

The payoff is immediate: BootstrapTests no longer needs reflection to reach
NPCStandIn and CinemachineFollowsPlayer, which is exactly why Phase 3 wanted
this.

Assets/Editor/PlayerBuild.cs is the headless build entry point. It reads the
enabled scenes, asserts Bootstrap is scene 0 because the player opens scene 0 on
launch, honours the -buildOutput the CLI forwards from -o, and calls
EditorApplication.Exit(1) on anything short of Succeeded — without which Unity
exits 0 on a build that produced nothing and CI goes green on it. Verified end to
end: a 172MB .app in about two minutes.

Two renames, both different from what the plan described. DialougueSkillComparison.cs
contains a class called SkillFunctions — the filename never matched the type, so
it is now SkillFunctions.cs. The two .yarn files with spaces in their names lost
the spaces rather than becoming kebab-case, which would have made them
inconsistent with Bartender.yarn and SC101.yarn; spaces were the actual problem.
Both renames preserved their .meta GUIDs, and the yarnproject graph keys and the
two character sheets were updated.

EditMode 42/42, PlayMode 5/5, YarnCheck 9 files / 35 nodes, make build green.

Co-Authored-By: Claude Opus 5 <[email protected]>
This commit is contained in:
2026-08-25 21:01:27 +02:00
co-authored by Claude Opus 5
parent 40b4547c71
commit bb0f2b760c
27 changed files with 351 additions and 74 deletions
+33 -16
View File
@@ -166,11 +166,21 @@ the legacy desktop player flags — and builds whatever scenes `EditorBuildSetti
`--profile <name>` selects a profile from `Assets/Settings/Build Profiles` (the profile defines
the target). `-l/--log-file` overrides the log path; the log streams to console unless `--no-tail`.
**No build script exists yet.** When one is added, put it at `Assets/Editor/BuildPipeline.cs` and
call `--execute-method NightclubArcadia.Editor.BuildPipeline.BuildMacOS`. The CLI forwards the
output path as `-buildOutput` and **your method is responsible for honouring it**. A build method
must call `EditorApplication.Exit(1)` on failure, or Unity exits 0 and CI reports a green build
that produced nothing.
`make build` uses the entry point below, which is the form to prefer:
```bash
"$UNITY_CLI" build "$UNITY_PROJECT" --no-banner --target StandaloneOSX \
--execute-method NightclubArcadia.EditorTools.PlayerBuild.BuildMacOS \
-o "$PWD/build/NightclubArcadia.app"
```
`Assets/Editor/PlayerBuild.cs` reads the enabled scenes from the build settings, asserts
`Bootstrap.unity` is scene 0 (the player opens scene 0 on launch), honours the `-buildOutput`
the CLI forwards from `-o`, inspects the `BuildReport`, and calls `EditorApplication.Exit(1)` on
anything short of `Succeeded`. Without that last part Unity exits 0 on a build that produced
nothing and CI reports green. `BuildWindows` and `BuildLinux` are there too.
Verified: a full macOS build takes about two minutes and produces a ~172MB `.app`.
### 3.4 Run an arbitrary Editor method
@@ -377,11 +387,6 @@ It is a tripwire, not a proof.
`Assets/Tests/PlayMode/BootstrapTests.cs`. Verifies the scene split at runtime — the thing no
EditMode test can see, because none of the runtime resolution has happened yet.
Two of its checks reach their types by name through reflection. `NPCStandIn` and
`NightclubArcadia.Cinematics` live in `Assembly-CSharp`, and an asmdef test assembly cannot
reference the predefined assemblies — only the reverse. Giving the runtime code its own asmdefs
removes the need; until then the reflection is confined to those two tests.
### 5.3 Voice-sheet sync
```bash
@@ -432,9 +437,20 @@ should not be — see `docs/restructure-plan.md`.
`UI.HUD`, `UI.Menu`, `Cinematics`, `Interaction`, `Player`, `Player.Math`.
**Exception:** `NPCStandIn.cs` sits in the global namespace. That is a scaffold tell, not a
convention to copy — new runtime types always get a namespace.
- Assembly definitions exist for `NightclubArcadia.Skills` and `NightclubArcadia.Locomotion.Math`
only. Camera, Player, UI, Dialogue, NPCs and Interaction all currently compile into the
default `Assembly-CSharp`. Widening asmdef coverage is planned, not done.
- **Assemblies.** No project code is in `Assembly-CSharp` any more:
| Assembly | Covers | Depends on |
|---|---|---|
| `NightclubArcadia.Core` | `Scripts/Core` | nothing |
| `NightclubArcadia.Locomotion.Math` | `Scripts/Player/Math` | nothing |
| `NightclubArcadia.Skills` | `Scripts/Skills` | Yarn, TMP, uGUI |
| `NightclubArcadia.Game` | the rest of `Scripts` | Core, Skills, Math, StarterAssets, packages |
| `StarterAssets` | vendored template code | Input System |
`Game` is one assembly rather than one per area because the areas are genuinely cyclic:
UI ↔ Dialogue, UI ↔ Player and UI ↔ Camera, via `UILayerBootstrap`, `PlayerControlLock` and
`CharacterPanelView`. Splitting further means moving those three, not just adding asmdefs.
The `.asmdef` at `Scripts/` covers everything beneath it except folders with their own.
- Comments in this codebase carry *decision history* — why a flag is written at the bottom of a
node rather than the top, why four voices in SC-101 breaks the three-voice cap on purpose.
Match that density. Do not strip such comments as "noise"; they are the design record.
@@ -465,9 +481,10 @@ should not be — see `docs/restructure-plan.md`.
mesh. `ResetPath`, `isStopped` and `SetDestination` all log errors in that state. Guard on
`agent.isOnNavMesh`, not just a null check.
4. **An asmdef assembly cannot reference `Assembly-CSharp`.** Only the reverse. Most runtime code
here has no asmdef, so a test assembly cannot see `NPCStandIn` or `NightclubArcadia.Cinematics`
directly — hence the reflection in `BootstrapTests`. Adding per-area asmdefs removes this.
4. **An asmdef assembly cannot reference `Assembly-CSharp`.** Only the reverse. This is why
giving the runtime code assemblies had to include `StarterAssets`, which had none and which
four runtime files use — without that, everything referencing it would have stopped compiling.
Keep it in mind before adding loose scripts outside an asmdef folder.
5. **`unity run` reserves `-batchmode`, `-nographics`, `-quit`, `-logFile`.** Passing any of them
after `--` is a hard error, and its output does not reach stdout — read `Logs/Editor.log` (§3.4).
+3 -1
View File
@@ -47,7 +47,9 @@ test-play: lock ## Run the PlayMode suite (bootstrap + scene split)
@python3 tools/ci/report_tests.py $(RESULTS)/playmode.xml
build: lock ## Build a macOS player into build/
@$(UNITY_CLI) build $(PROJECT) --no-banner --target StandaloneOSX -o $(CURDIR)/build/NightclubArcadia.app
@$(UNITY_CLI) build $(PROJECT) --no-banner --target StandaloneOSX \
--execute-method NightclubArcadia.EditorTools.PlayerBuild.BuildMacOS \
-o $(CURDIR)/build/NightclubArcadia.app
lock: ## Fail if the Unity Editor has the project open
@if pgrep -fl "Unity.app/Contents/MacOS/Unity" | grep -v AssetImportWorker | grep -q .; then \
@@ -23,11 +23,11 @@
"x": 282,
"y": 12
},
"Bradford Kane.yarn": {
"BradfordKane.yarn": {
"x": 1320,
"y": 2287
},
"Chevalier Cassian Thal.yarn": {
"ChevalierCassianThal.yarn": {
"x": 1621,
"y": 2260
},
@@ -0,0 +1,123 @@
using System;
using System.Linq;
using UnityEditor;
using UnityEditor.Build.Reporting;
using UnityEngine;
namespace NightclubArcadia.EditorTools
{
/// <summary>
/// Headless player builds.
///
/// Not called "BuildPipeline" on purpose — that name collides with
/// UnityEditor.BuildPipeline, which this has to call.
///
/// The reason to have this at all rather than let the CLI drive Unity's built-in
/// build: a flag-only build reports success even when it produced nothing useful,
/// because Unity exits 0 unless the process itself failed. CI then goes green on a
/// build that does not exist. Every entry point here inspects the BuildReport and
/// calls EditorApplication.Exit(1) on anything short of success.
///
/// unity build NightclubArcadia --target StandaloneOSX \
/// --execute-method NightclubArcadia.EditorTools.PlayerBuild.BuildMacOS \
/// -o build/NightclubArcadia.app
///
/// The CLI forwards -o as -buildOutput, and honouring it is this method's job.
/// </summary>
public static class PlayerBuild
{
public static void BuildMacOS() => Build(BuildTarget.StandaloneOSX, "build/NightclubArcadia.app");
public static void BuildWindows() => Build(BuildTarget.StandaloneWindows64, "build/NightclubArcadia.exe");
public static void BuildLinux() => Build(BuildTarget.StandaloneLinux64, "build/NightclubArcadia");
static void Build(BuildTarget target, string defaultOutput)
{
var output = ArgValue("-buildOutput") ?? defaultOutput;
var scenes = EditorBuildSettings.scenes
.Where(s => s.enabled)
.Select(s => s.path)
.ToArray();
if (scenes.Length == 0)
{
Fail("No enabled scenes in the build settings — the player would have nothing to load.");
return;
}
// Bootstrap loads the others by name at runtime, so it has to be index 0.
if (!scenes[0].EndsWith("/Bootstrap.unity", StringComparison.Ordinal))
{
Fail($"Scene 0 is '{scenes[0]}', expected Assets/Scenes/Bootstrap.unity. " +
"The player opens scene 0 on launch.");
return;
}
Debug.Log($"[PlayerBuild] {target} -> {output}");
foreach (var scene in scenes)
{
Debug.Log($"[PlayerBuild] scene: {scene}");
}
var options = new BuildPlayerOptions
{
scenes = scenes,
locationPathName = output,
target = target,
options = BuildOptions.None,
};
BuildReport report;
try
{
report = UnityEditor.BuildPipeline.BuildPlayer(options);
}
catch (Exception e)
{
Fail($"BuildPlayer threw: {e}");
return;
}
var summary = report.summary;
Debug.Log($"[PlayerBuild] {summary.result} — {summary.totalSize} bytes in {summary.totalTime}, " +
$"{summary.totalErrors} error(s), {summary.totalWarnings} warning(s)");
if (summary.result != BuildResult.Succeeded)
{
foreach (var step in report.steps)
{
foreach (var msg in step.messages.Where(m => m.type == LogType.Error || m.type == LogType.Exception))
{
Debug.LogError($"[PlayerBuild] {step.name}: {msg.content}");
}
}
Fail($"Build did not succeed: {summary.result}");
return;
}
Debug.Log("[PlayerBuild] ok");
}
static void Fail(string message)
{
Debug.LogError($"[PlayerBuild] {message}");
EditorApplication.Exit(1);
}
/// <summary>Reads "-name value" out of the command line Unity was launched with.</summary>
static string ArgValue(string name)
{
var args = Environment.GetCommandLineArgs();
for (var i = 0; i < args.Length - 1; i++)
{
if (string.Equals(args[i], name, StringComparison.Ordinal))
{
return args[i + 1];
}
}
return null;
}
}
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 7ec643a873224cc89e1f94dfb735037d
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,14 @@
{
"name": "NightclubArcadia.Core",
"rootNamespace": "NightclubArcadia.Core",
"references": [],
"includePlatforms": [],
"excludePlatforms": [],
"allowUnsafeCode": false,
"overrideReferences": false,
"precompiledReferences": [],
"autoReferenced": true,
"defineConstraints": [],
"versionDefines": [],
"noEngineReferences": false
}
@@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: 6a610a410f5944dca5c7961fee29bdff
AssemblyDefinitionImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,25 @@
{
"name": "NightclubArcadia.Game",
"rootNamespace": "NightclubArcadia",
"references": [
"NightclubArcadia.Core",
"NightclubArcadia.Skills",
"NightclubArcadia.Locomotion.Math",
"StarterAssets",
"YarnSpinner.Unity",
"Unity.Cinemachine",
"Unity.InputSystem",
"Unity.AI.Navigation",
"Unity.TextMeshPro",
"UnityEngine.UI"
],
"includePlatforms": [],
"excludePlatforms": [],
"allowUnsafeCode": false,
"overrideReferences": false,
"precompiledReferences": [],
"autoReferenced": true,
"defineConstraints": [],
"versionDefines": [],
"noEngineReferences": false
}
@@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: 5d49f74ccc8b4e41aeb2d51faf439392
AssemblyDefinitionImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
@@ -342,6 +342,9 @@ MonoBehaviour:
skyOcclusionIntensityMultiplier:
m_OverrideState: 1
m_Value: 1
worldOffset:
m_OverrideState: 1
m_Value: {x: 0, y: 0, z: 0}
--- !u!114 &-1216621516061285780
MonoBehaviour:
m_ObjectHideFlags: 3
@@ -376,6 +379,9 @@ MonoBehaviour:
highQualityFiltering:
m_OverrideState: 1
m_Value: 0
filter:
m_OverrideState: 1
m_Value: 0
downscale:
m_OverrideState: 1
m_Value: 0
@@ -462,8 +468,6 @@ MonoBehaviour:
- {fileID: -6288072647309666549}
- {fileID: 7518938298396184218}
- {fileID: -1410297666881709256}
- {fileID: -7750755424749557576}
- {fileID: -5139089513906902183}
--- !u!114 &853819529557874667
MonoBehaviour:
m_ObjectHideFlags: 3
@@ -100,16 +100,16 @@ MonoBehaviour:
m_Keys: []
m_Values:
m_PrefilteringModeMainLightShadows: 3
m_PrefilteringModeAdditionalLight: 4
m_PrefilteringModeAdditionalLightShadows: 0
m_PrefilteringModeAdditionalLight: 0
m_PrefilteringModeAdditionalLightShadows: 2
m_PrefilterXRKeywords: 1
m_PrefilteringModeForwardPlus: 1
m_PrefilteringModeForwardPlus: 2
m_PrefilteringModeDeferredRendering: 0
m_PrefilteringModeScreenSpaceOcclusion: 1
m_PrefilteringModeScreenSpaceOcclusion: 2
m_PrefilterDebugKeywords: 1
m_PrefilterWriteRenderingLayers: 0
m_PrefilterWriteRenderingLayers: 1
m_PrefilterHDROutput: 1
m_PrefilterAlphaOutput: 0
m_PrefilterAlphaOutput: 1
m_PrefilterSSAODepthNormals: 0
m_PrefilterSSAOSourceDepthLow: 1
m_PrefilterSSAOSourceDepthMedium: 1
@@ -121,21 +121,21 @@ MonoBehaviour:
m_PrefilterSSAOSampleCountHigh: 1
m_PrefilterDBufferMRT1: 1
m_PrefilterDBufferMRT2: 1
m_PrefilterDBufferMRT3: 0
m_PrefilterSoftShadowsQualityLow: 0
m_PrefilterSoftShadowsQualityMedium: 0
m_PrefilterSoftShadowsQualityHigh: 0
m_PrefilterDBufferMRT3: 1
m_PrefilterSoftShadowsQualityLow: 1
m_PrefilterSoftShadowsQualityMedium: 1
m_PrefilterSoftShadowsQualityHigh: 1
m_PrefilterSoftShadows: 0
m_PrefilterScreenCoord: 1
m_PrefilterScreenSpaceIrradiance: 0
m_PrefilterScreenSpaceIrradiance: 1
m_PrefilterNativeRenderPass: 1
m_PrefilterUseLegacyLightmaps: 0
m_PrefilterBicubicLightmapSampling: 0
m_PrefilterReflectionProbeRotation: 0
m_PrefilterBicubicLightmapSampling: 1
m_PrefilterReflectionProbeRotation: 1
m_PrefilterReflectionProbeBlending: 0
m_PrefilterReflectionProbeBoxProjection: 0
m_PrefilterReflectionProbeAtlas: 0
m_PrefilterPointSamplingUpsampling: 0
m_PrefilterPointSamplingUpsampling: 1
m_ShaderVariantLogLevel: 0
m_ShadowCascades: 0
m_Textures:
@@ -68,7 +68,22 @@ MonoBehaviour:
- rid: 6097656519685046288
- rid: 6097656519685046289
m_RuntimeSettings:
m_List: []
m_List:
- rid: 6852985685364965378
- rid: 6852985685364965379
- rid: 6852985685364965380
- rid: 6852985685364965381
- rid: 6852985685364965384
- rid: 6852985685364965392
- rid: 6852985685364965394
- rid: 8712630790384254976
- rid: 6097656519685046277
- rid: 6097656519685046279
- rid: 6097656519685046281
- rid: 6097656519685046282
- rid: 6097656519685046283
- rid: 6097656519685046286
- rid: 6097656519685046288
m_AssetVersion: 10
m_ObsoleteDefaultVolumeProfile: {fileID: 0}
m_RenderingLayerNames:
@@ -0,0 +1,16 @@
{
"name": "StarterAssets",
"rootNamespace": "StarterAssets",
"references": [
"Unity.InputSystem"
],
"includePlatforms": [],
"excludePlatforms": [],
"allowUnsafeCode": false,
"overrideReferences": false,
"precompiledReferences": [],
"autoReferenced": true,
"defineConstraints": [],
"versionDefines": [],
"noEngineReferences": false
}
@@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: cf9c9abf848e4aceb606fcd539acb801
AssemblyDefinitionImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
@@ -1,7 +1,6 @@
using System.Collections;
using System.Linq;
using System.Reflection;
using NUnit.Framework;
using NightclubArcadia.Cinematics;
using Unity.Cinemachine;
using UnityEngine;
using UnityEngine.SceneManagement;
@@ -20,13 +19,6 @@ namespace NightclubArcadia.PlayMode.Tests
/// none of it has run. This can.
///
/// If this suite fails, the game does not start. Treat it that way.
///
/// Two checks reach their types by name through reflection rather than referencing
/// them. NPCStandIn and NightclubArcadia.Cinematics live in Assembly-CSharp, and an
/// assembly-definition test assembly cannot reference the predefined assemblies —
/// only the other way round. Giving the runtime code its own asmdefs
/// (docs/restructure-plan.md Phase 4.1) removes the need for this; until then the
/// reflection is the accommodation, and it is confined to these two tests.
/// </summary>
public class BootstrapTests
{
@@ -84,18 +76,12 @@ namespace NightclubArcadia.PlayMode.Tests
[Test]
public void EveryNpc_ResolvedItsDialogueRunner()
{
var npcs = Object.FindObjectsByType<MonoBehaviour>(FindObjectsInactive.Include, FindObjectsSortMode.None)
.Where(m => m != null && m.GetType().Name == "NPCStandIn")
.ToArray();
var npcs = Object.FindObjectsByType<NPCStandIn>(FindObjectsInactive.Include, FindObjectsSortMode.None);
Assert.IsNotEmpty(npcs, "Expected NPCs in the level scene");
foreach (var npc in npcs)
{
var field = npc.GetType().GetField("dialogueRunner",
BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance);
Assert.IsNotNull(field, "NPCStandIn no longer has a dialogueRunner field");
Assert.IsNotNull(field.GetValue(npc) as Object,
Assert.IsNotNull(npc.dialogueRunner,
$"'{npc.name}' did not resolve a DialogueRunner. It lives in the Systems scene, " +
"so the serialized reference is gone and SceneServices.Resolve has to find it.");
}
@@ -104,16 +90,14 @@ namespace NightclubArcadia.PlayMode.Tests
[Test]
public void RevealCameras_BoundToThePlayer()
{
var bound = Object.FindObjectsByType<CinemachineCamera>(FindObjectsInactive.Include, FindObjectsSortMode.None)
.Where(cam => cam.GetComponents<MonoBehaviour>()
.Any(m => m != null && m.GetType().Name == "CinemachineFollowsPlayer"))
.ToArray();
Assert.IsNotEmpty(bound, "Expected at least one runtime-bound camera");
var binders = Object.FindObjectsByType<CinemachineFollowsPlayer>(
FindObjectsInactive.Include, FindObjectsSortMode.None);
Assert.IsNotEmpty(binders, "Expected at least one runtime-bound camera");
foreach (var cam in bound)
foreach (var binder in binders)
{
Assert.IsNotNull(cam.Follow,
$"'{cam.name}' never bound its Follow target to the player");
Assert.IsNotNull(binder.GetComponent<CinemachineCamera>().Follow,
$"'{binder.name}' never bound its Follow target to the player");
}
}
@@ -2,6 +2,8 @@
"name": "NightclubArcadia.PlayMode.Tests",
"rootNamespace": "NightclubArcadia.PlayMode.Tests",
"references": [
"NightclubArcadia.Game",
"NightclubArcadia.Core",
"NightclubArcadia.Skills",
"UnityEngine.TestRunner",
"UnityEditor.TestRunner",
@@ -527,7 +527,10 @@ PlayerSettings:
m_Height: 720
m_Kind: 1
m_SubKind:
m_BuildTargetBatching: []
m_BuildTargetBatching:
- m_BuildTarget: Standalone
m_StaticBatching: 1
m_DynamicBatching: 0
m_BuildTargetShaderSettings: []
m_BuildTargetGraphicsJobs: []
m_BuildTargetGraphicsJobMode: []
@@ -4,7 +4,7 @@
UnityConnectSettings:
m_ObjectHideFlags: 0
serializedVersion: 1
m_Enabled: 0
m_Enabled: 1
m_TestMode: 0
m_EventOldUrl: https://api.uca.cloud.unity3d.com/v1/events
m_EventUrl: https://cdp.cloud.unity3d.com/v1/events
+49 -9
View File
@@ -10,7 +10,7 @@ Companion reading: `docs/skill-system-refactor-plan.md`, `docs/candidate-system-
---
## 0. Status — Phases 0, 1, 2 and 3 are complete
## 0. Status — Phases 0–4 are complete
Executed 2026-08-25. The working tree is clean and tagged `pre-restructure`.
@@ -19,7 +19,7 @@ the UI layer, player control setup, the dialogue-vs-menu interaction fix, and th
A full pre-flight backup was taken first (`.tar.gz` of the tree excluding `Library/`, `Temp/`,
`Logs/`, and build output) plus a separate copy of the scene file.
Phases 1, 2 and 3 are also done — see §4. Only Phase 4 (code structure) and Phase 5 (replacing the NPC scaffold) remain proposal.
Phases 1 through 4 are also done — see §4. Only Phase 5 (replacing the NPC scaffold) remains proposal.
### 0.1 The binary scene — RESOLVED in Phase 3
@@ -486,14 +486,54 @@ written `BootstrapTests` rather than eyeballing the scene.
because an asmdef assembly cannot reference `Assembly-CSharp` where `NPCStandIn` and the
`Cinematics` namespace live — Phase 4.1 (per-area asmdefs) is what removes that.
### Phase 4 — code structure
### Phase 4 — code structure ✅ DONE (2026-08-25)
| # | Step | Detail | Effort |
|---|---|---|---|
| 4.1 | Add asmdefs per area | Camera, Player, Interaction, Dialogue, UI, NPCs, Core | M |
| 4.2 | Add `Assets/Tests/PlayMode/` + asmdef | first test: bootstrap loads and reaches playable state | M |
| 4.3 | Add `Assets/Editor/BuildPipeline.cs` | `-executeMethod` entry, `EditorApplication.Exit(1)` on failure (`CLAUDE.md` §3.4) | M |
| 4.4 | Rename batch | `DialougueSkillComparison.cs` → `DialogueSkillComparison.cs`; kebab-case `.yarn` filenames. Rename **in the Unity Editor** so `.meta` GUIDs are preserved. | S |
| # | Step | Status |
|---|---|---|
| 4.1 | Assemblies per area | done — **as 3 assemblies, not 7**; see below |
| 4.2 | `Assets/Tests/PlayMode/` + asmdef | done early, in Phase 3 |
| 4.3 | `Assets/Editor/PlayerBuild.cs` | done and verified — a real 172MB `.app` |
| 4.4 | Rename batch | done — both renames differed from the plan; see below |
Validated: EditMode **42/42**, PlayMode **5/5**, YarnCheck 9 files / 35 nodes, `make build` green.
#### Phase 4 — what changed against the plan
**One-asmdef-per-area is not achievable without moving code.** The plan assumed seven assemblies
(Camera, Player, Interaction, Dialogue, UI, NPCs, Core). Measuring the dependency graph first
found three cycles, all through UI:
| Cycle | Caused by |
|---|---|
| UI ↔ Dialogue | `UI/Menu/CharacterPanelView.cs` → `NightclubArcadia.Dialogue` |
| UI ↔ Player | `UI/PlayerControlLock.cs` → `NightclubArcadia.Player` |
| UI ↔ Camera | `UI/UILayerBootstrap.cs` → `NightclubArcadia.Cinematics` |
There are also two edges a `using`-scan cannot see, because the types are in the global
namespace: `Interaction` → `NPCStandIn` and `Dialogue` → `NPCStandIn`.
Assemblies cannot be circular, so the split landed as **Core / Game / Skills / Locomotion.Math**
plus a new **StarterAssets** assembly. `Game` is the cyclic cluster kept whole. Splitting it
further is a code-movement task — relocate those three files — not an asmdef task, and it is
not worth doing until something needs it.
**StarterAssets had to get an assembly too.** It had none, so it was in `Assembly-CSharp`, and an
asmdef assembly cannot reference the predefined assemblies. Four runtime files use it. Without
giving it one, moving our code into assemblies would have broken all four.
**The payoff was immediate:** `BootstrapTests` no longer needs reflection. It references
`NPCStandIn` and `CinemachineFollowsPlayer` directly, which is what Phase 3 flagged as the reason
to do this.
**Both renames in 4.4 were not what the plan described.**
- `DialougueSkillComparison.cs` contains a class called `SkillFunctions`. The filename never
matched the type, so the fix was `SkillFunctions.cs`, not `DialogueSkillComparison.cs`. It is
attached to nothing in any scene and its GUID was preserved through the rename.
- The `.yarn` files were renamed to remove **spaces**, not to kebab-case: `BradfordKane.yarn`,
`ChevalierCassianThal.yarn`. Kebab-case would have made them inconsistent with `Bartender.yarn`,
`Common.yarn` and `SC101.yarn`, and spaces were the actual problem. The `.yarnproject` graph
keys and the two character sheets in `writing/` were updated to match.
### Phase 5 — replace the scaffold
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@@ -2,7 +2,7 @@
id: bradford-kane
name: Bradford Kane
chr: —
yarn_file: Assets/Dialogue/Characters/Bradford Kane.yarn
yarn_file: Assets/Dialogue/Characters/BradfordKane.yarn
status: planned
scenes: [SC101]
---
+1 -1
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@@ -2,7 +2,7 @@
id: chevalier-cassian-thal
name: Chevalier Cassian Thal
chr: —
yarn_file: Assets/Dialogue/Characters/Chevalier Cassian Thal.yarn
yarn_file: Assets/Dialogue/Characters/ChevalierCassianThal.yarn
status: drafted
scenes: [SC101]
---