Commit Graph
9 Commits
Author SHA1 Message Date
lennartandClaude Opus 5 46160d86dc stop the Yarn setup menu from overwriting a real scene
Fixes "Can't start dialogue: no Yarn Project has been configured."

Cause, and it was mine. Phase 3.7 said "retarget YarnDemoSetup.cs or retire it";
I retargeted it. But that menu does not modify a scene — it builds one from
scratch and calls SaveScene over its target. Pointing it at
SC101_ConferenceHall.unity armed it at the real level, and running it replaced
the scene with a bare Yarn demo: ten of fourteen roots gone, including the
player, the lighting and the navmesh. The leftover Dialogue System prefab
instance it left behind had no yarnProject override, auto-started, and produced
the error.

The scene was committed, so nothing was lost; it is restored from HEAD at 14
roots with its sun reference intact.

The menu now targets Assets/Scenes/Dev/YarnSandbox.unity and refuses to run if
its target is not under Scenes/Dev, via ScenePaths.IsDisposable. It is renamed
to "Set Up Yarn Sandbox Scene" so the menu says what it does. The other three
setup menus open and modify their target rather than regenerating it, so they
were never affected and are unchanged.

The test suite could not have caught this, because it asserted only that a
DialogueRunner existed. TheDialogueRunner_HasItsYarnProject now asserts there is
exactly one runner across the loaded scenes and that its project is set and
compiled — which reproduces the failure exactly when the scene is broken.

Also here: four UI prefabs pick up m_EditorClassIdentifier changes from
Assembly-CSharp to NightclubArcadia.Game, written by Unity after the assembly
split in the previous commit. Expected and correct.

EditMode 42/42, PlayMode 6/6, YarnCheck 9 files / 35 nodes.

Co-Authored-By: Claude Opus 5 <[email protected]>
2026-08-25 21:14:13 +02:00
lennartandClaude Opus 5 bb0f2b760c 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]>
2026-08-25 21:01:27 +02:00
lennartandClaude Opus 5 1c1e50809a convert the working scene to text and move it to Scenes/Levels
The scene is now Assets/Scenes/Levels/SC101_ConferenceHall.unity, serialized as
TEXT: 101KB of YAML, diffable and mergeable for the first time.

Root cause of the binary problem, which four earlier approaches had failed to
fix: the NavMeshSurface on the Navigation root held its baked NavMeshData
*embedded in the scene* rather than as an asset. NavMeshData prefers binary
serialization, and one such object forces the whole scene file to binary
regardless of the project's Force Text setting — which is why toggling that
setting, re-saving, and saving to a new path all did nothing.

Bisecting the roots one at a time found it: thirteen roots each saved as text on
their own, Navigation did not. Extracting the data to
Scenes/Levels/SC101_ConferenceHall/NavMesh-Navigation.asset — which is what
baking from the NavMeshSurface inspector produces anyway — lets the scene
serialize as text. The embedded copy was the anomaly.

The scene was rebuilt rather than copied, because saving the binary scene to a
new path reproduces binary. All 14 roots were moved into a fresh scene and
verified: roots 14 -> 14, cross-root references 25 -> 25, zero missing scripts.
Render settings were carried across by hand, since they do not travel with
GameObjects.

Nothing is split yet — every object is still in one scene, so no reference
crosses a scene boundary. That split is the next step.

Also here: the four Editor setup menus no longer each hardcode the scene path;
they share NightclubArcadia.EditorTools.ScenePaths, which is what made renaming
the scene a four-file edit. Build settings point at the new scene, the URP
template leftovers (SampleScene, Readme.asset, TutorialInfo) are deleted, and
.gitattributes drops the binary exception that existed only for the old file.

EditMode 42/42, YarnCheck 9 files / 35 nodes.

Co-Authored-By: Claude Opus 5 <[email protected]>
2026-08-25 20:39:24 +02:00
lennartandClaude Opus 5 ccabd3e7ac wire player control setup and tune the third-person controller
Editor/PlayerControlSetup.cs is the one-shot menu that assembles the playable
player: the armature, the Cinemachine rig, the NavMesh agent, and the pointer
input wiring, so a scene can be brought up to a controllable state repeatably
rather than by hand.

StarterAssets input actions gain the pointer and interaction bindings the new
locomotion and interaction layers read, and PlayerArmature is updated to match.

ThirdPersonController blends the animator toward target speed scaled by input
magnitude. Previously a partial stick deflection or a click-to-move arrival
played a slowed run clip via MotionSpeed alone; scaling the blend makes those
use the walk cycle instead.

Co-Authored-By: Claude Opus 5 <[email protected]>
2026-08-25 19:04:01 +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
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
lennart 98fe1794c6 scaffolding dialogue test system 2026-08-14 13:49:40 +02:00