Commit Graph
10 Commits
Author SHA1 Message Date
lennartandClaude Opus 5 5b0827072b suppress world interaction while a menu panel is open
DialogueInteractable, DialogueTransitionController, and DialogueUIVisibility are
reworked against the new UI layer: visibility is driven by UIStateController
rather than each component toggling canvases itself, which removes the
duplicated show/hide logic the two had accumulated.

NPCStandIn now ignores the interact button while UIStateController reports a
menu open, so pressing interact through an open panel no longer starts a
conversation behind it.

The yarnproject change is graph-editor node positions only.

Co-Authored-By: Claude Opus 5 <[email protected]>
2026-08-25 19:04:16 +02:00
lennartandClaude Opus 5 cba87dcb31 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]>
2026-08-25 19:03:42 +02:00
lennartandClaude Opus 5 932cd0582f add camera rig, click-to-move locomotion, and click interaction
Camera: Cinemachine-based rig with an anchor, a state director, point-of-
interest framing, pan input, and dialogue framing volumes.

Player: click-to-move over the NavMesh, a pointer input layer, and a motion
arbiter that reconciles direct stick input with navigation-driven movement.
The pure math is isolated in NightclubArcadia.Locomotion.Math with an EditMode
suite, so the arbitration rules are testable without a scene.

Interaction: IClickInteractable plus a bridge that routes pointer clicks to it.

Supporting project settings: adds the Cinemachine package, the Interactable and
Ground tags the raycasts depend on, and NavMesh agent dimensions matched to the
player capsule (radius 0.3, height 1.8, climb 0.25).

Co-Authored-By: Claude Opus 5 <[email protected]>
2026-08-25 19:03:18 +02:00
lennart bea880a999 added a path to SC102 from SC101 2026-08-16 13:52:48 +02:00
lennart f89781d78b implemented NPC system and working bartender conversation 2026-08-15 19:02:01 +02:00
lennart be63c21e15 The player character movement is disabled during dialogue 2026-08-15 16:14:02 +02:00
lennart 38ba2b0eff Added player character and step in/out of dialogue in scene 101 2026-08-15 15:22:47 +02:00
lennart 57bc10ba79 updated Candidate System with Voice System 2026-08-15 13:25:04 +02:00
lennart 9e5c3277bf refactor the skill system to adhere to the lore handbook 2026-08-15 11:13:15 +02:00
lennart 063e94f6eb implemented skill system according to designdocuments 2026-08-15 08:09:29 +02:00