add UI layer: dialogue stream, HUD, player menu, and skills panel
Runtime UI under Scripts/UI: a UIStateController owning menu/dialogue state, a PlayerControlLock so opening a panel suppresses world input, panel visibility helpers, and the menu input binding. Views: the dialogue stream presenter and its options presenter and message row, the portrait HUD, and the player menu with character, journal, and tab-bar views. Skills gains SkillsPanelView and SkillRowView, which is why the Skills asmdef now references UnityEngine.UI. Prefabs/UI holds the authored canvases (dialogue stream, HUD, player menu) and their rows. UILayerBootstrap remains a hand-added runtime fallback for scenes where those prefabs are not instantiated; it deliberately does not auto-spawn. Editor/UILayerSetup.cs is the one-shot menu that builds and wires those prefabs into a scene, with UILayerSetupAutoRun reminding after a script reload. Art/UI/Placeholder carries the placeholder portrait the HUD falls back to. Co-Authored-By: Claude Opus 5 <[email protected]>
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using NightclubArcadia.Dialogue;
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using TMPro;
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using UnityEngine;
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using Yarn.Unity;
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namespace NightclubArcadia.UI.Menu
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{
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/// <summary>
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/// Character tab stub: shows player name / alias from Yarn variable storage
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/// and an empty inventory placeholder.
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/// </summary>
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public sealed class CharacterPanelView : MonoBehaviour
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{
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[SerializeField] TMP_Text nameLabel;
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[SerializeField] TMP_Text aliasLabel;
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[SerializeField] TMP_Text inventoryPlaceholder;
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[SerializeField] DialogueRunner dialogueRunner;
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// No OnEnable refresh: panels are toggled via CanvasGroup, so OnEnable
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// fires exactly once during scene load — before the DialogueRunner has
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// initialised its variables. MenuTabBar calls Refresh on tab show,
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// which is both correctly timed and repeatable.
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public void Refresh()
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{
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if (dialogueRunner == null)
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{
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dialogueRunner = FindFirstObjectByType<DialogueRunner>();
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}
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var storage = dialogueRunner != null ? dialogueRunner.VariableStorage : null;
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if (nameLabel != null)
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{
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nameLabel.text = ReadString(storage, "$player_name_full", "Unknown");
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}
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if (aliasLabel != null)
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{
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// $player_alias is a *smart* variable
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// <<declare $player_alias = alias_name($player_name) as string>>
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// and Yarn's Unity runtime never assigns
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// VariableStorageBehaviour.SmartVariableEvaluator, so reading it
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// through TryGetValue always throws InvalidOperationException.
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// Derive it from $player_name with the same generator the Yarn
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// function wraps — deterministic, so the result is identical.
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var realName = ReadString(storage, "$player_name", string.Empty);
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aliasLabel.text = string.IsNullOrEmpty(realName)
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? "—"
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: AliasNameGenerator.AliasName(realName);
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}
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if (inventoryPlaceholder != null)
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{
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inventoryPlaceholder.text = "Inventory — empty";
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}
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}
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static string ReadString(VariableStorageBehaviour storage, string key, string fallback)
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{
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if (storage == null)
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{
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return fallback;
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}
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try
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{
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if (storage.TryGetValue<string>(key, out var value) && !string.IsNullOrEmpty(value))
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{
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return value;
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}
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}
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catch (System.InvalidOperationException)
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{
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// Smart variables, and variables read before the runner has a
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// compiled Program, throw rather than returning false. A HUD
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// panel showing a fallback string is the right failure mode.
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}
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return fallback;
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}
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}
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}
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