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]>
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]>