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22 Commits
Author SHA1 Message Date
lennartandClaude Opus 5 9a0618fd31 replace the NPC scaffold with data-driven prefabs, and retire the builders
NPCStandIn was written to be dropped on a sphere and carried its identity in
per-instance public fields. The cost of that showed up in the scene itself: of
the two spheres, one was the Bartender and the other was named "Bartender (1)"
in the hierarchy while being configured as the Chair — data changed, name never
was. Nothing outside the scene could see what existed, and two copies could
disagree.

Identity now lives in an InteractableDefinition asset and the scene only places
a prefab. The migration matched the old objects by yarn node rather than by
name, which is the only reason the chair ended up as the chair.

InteractableDefinition rather than the planned "character definition": it covers
a character and a talkable object equally, so Bartender.prefab sits under
Prefabs/Characters and Chair.prefab under Prefabs/Interactables.

Three components collapse into one. DialogueInteractable was in no scene at all
— a dead trigger-zone variant of the same idea. ClickInteractableBridge existed
only to adapt NPCStandIn without modifying it, a constraint that died with
NPCStandIn; DialogueInteractor implements IClickInteractable itself. The parts
worth keeping were lifted out rather than discarded: WorldSpaceLabel and
InteractionPrompt are now normal components on prefab children, so a label can
be seen and positioned in the Editor instead of existing only at runtime.
InputDeviceTracker moved into NightclubArcadia.Core and gained a namespace,
leaving no global-namespace runtime types.

Characters get the same pipeline as Skills and Candidates:
Assets/Characters/characters.json is the source of truth, CharacterSetup
regenerates the definition assets on script reload and removes orphans. Adding
an NPC is a JSON entry plus a prefab — no code, and no Unity for the data half.

Phase 5.4 deletes the one-shot builders rather than disabling them. UILayerSetup,
PlayerControlSetup, UILayerSetupAutoRun and YarnDemoSetup assumed the
single-scene layout, had already destroyed a level scene and turned Systems
binary once each, and after NPCStandIn went they no longer compiled. The prefabs
they used to generate are authored and committed; the wiring knowledge is in
those prefabs and in git history. The asset generators — Skill, Candidate,
Character — are untouched and still work.

EditMode 42/42, PlayMode 7/7, YarnCheck 9 files / 35 nodes. All three scenes
still text.

Co-Authored-By: Claude Opus 5 <[email protected]>
2026-08-25 21:53:06 +02:00
lennartandClaude Opus 5 ec4619d9dc resolve cross-scene dependencies at the point of use, not in Awake
Fixes "[SceneServices] Bartender: could not resolve dialogueRunner".

Resolving a cross-scene dependency in Awake is a race by construction. The
dialogue runner lives in Systems; an NPC lives in the level. Open the level on
its own, or let the scenes load in the other order, and the NPC wakes with no
Systems scene in sight. Worse, the failed lookup was cached into the serialized
field, so it stayed broken for the rest of the session rather than recovering
once Systems appeared.

NPCStandIn and DialogueInteractable now resolve lazily through a property and
cache only a successful result, so any load order works. Awake still does a
silent best-effort pass, which keeps the common case free.

SceneServices splits in two accordingly. TryResolve is silent and is what
speculative callers use; Resolve logs an error and belongs only where the
dependency is genuinely required. Both now include inactive objects — a system
parked inactive is still the object we mean, and excluding it reported "not
found" for something sitting in the hierarchy. The error text now says where the
runner lives and how to open the scenes, instead of asking a question.

BootstrapTests only ever covered the happy order, which is why it stayed green
while this was broken. SceneOrderTests loads the level BEFORE Systems and holds
that NPCs still reach the runner. It also asserts it is reproducing the race —
it counts the NPCs whose Awake-time resolution failed and fails if that is zero,
so the test cannot quietly start passing for the wrong reason. It currently
reports 2 of 2, which is the bug this commit fixes.

EditMode 42/42, PlayMode 7/7, YarnCheck 9 files / 35 nodes.

Co-Authored-By: Claude Opus 5 <[email protected]>
2026-08-25 21:42:54 +02:00
lennartandClaude Opus 5 2a20bd68fe add an Open Game Scenes menu, and fix the Editor-lock check
The scenes were never destroyed. Pressing Play with only Bootstrap open means
GameBootstrap loads Systems and the level at runtime, and Unity discards
runtime-loaded scenes when Play ends, restoring whatever the Editor had open —
Bootstrap alone. The Hierarchy comes back nearly empty. Every scene file was
byte-identical to HEAD throughout, still text.

Tools > Nightclub Arcadia > Open Game Scenes opens all three with the level
active, which is the authoring setup. With them already open, GameBootstrap's
LoadIfNeeded skips them and they survive Play. GameSceneWorkflow also captures
the scene setup before Play and restores it afterwards as a safety net, skipping
the restore when Unity already got it right and ignoring scenes deleted meanwhile
— an exception in that callback would leave the Editor in a worse state than the
problem it fixes. Toggleable under the same menu.

Also fixes `make lock`, which had a self-matching bug since Phase 1: `pgrep -f`
on the full binary path matched the very shell running the check, because the
pattern appears in its own command line. It reported the Editor as running when
nothing was, and would have blocked every make test/build once anything else
matched. Now `pgrep -x Unity`, which matches the process name and cannot match
the shell.

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

Co-Authored-By: Claude Opus 5 <[email protected]>
2026-08-25 21:35:36 +02:00
lennartandClaude Opus 5 4f48d258b5 disable the pre-split scene builders instead of retargeting them
Fixes the "no Yarn Project has been configured" error coming back after running
the setup menus.

Last commit fixed the wrong layer. Retargeting YarnDemoSetup at a sandbox
stopped it destroying the level, but left the deeper problem: all of these
builders assume the single-scene layout, and after the split there is no target
path that makes them correct.

Two failures, both observed rather than reasoned about. Running the Yarn setup
left a generated scene open whose DialogueRunner had no project and auto-started
— that is the error the user kept seeing, coming from Dev/YarnSandbox.unity, not
from Systems. And retargeting the other three at Systems made PlayerControlSetup
pull navigation in with it; the baked NavMeshData is embedded rather than an
asset, so Systems.unity silently turned binary, 61KB text to 109KB binary. That
is trap 1 recurring on a scene that had just been fixed.

So the three scene builders now return early through LegacySceneSetup.Blocked,
with a message saying what they would have done and what to do instead. They are
not deleted: UILayerSetup alone is 818 lines that still record how the UI layer
is wired, and that record matters until prefabs replace it in Phase 5.

Set Up Skill System keeps its useful half. It regenerates the SkillDefinition
assets from JSON, which touches no scene; only the WireWorkingLevelScene call is
dropped, because those objects already exist in Systems.unity. Set Up Candidate
System was always asset-only and is untouched.

While diagnosing, YarnDemoSetup's own bug was found and fixed even though the
menu is now blocked: it set yarnProject through a SerializedObject on a prefab
instance without recording the override, so the assignment was dropped on save.
It now records the modification and refuses to save a scene whose runner has no
project.

Verified by running all five menus headlessly: the two asset generators run and
produce no diff, the three builders refuse, and no scene or asset changes.
Systems.unity restored to text, the level scene intact at 5 roots.

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

Co-Authored-By: Claude Opus 5 <[email protected]>
2026-08-25 21:24:24 +02:00
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 ad598143f8 turn Unity Services back off
The macOS build in the previous commit flipped UnityConnectSettings.m_Enabled
from 0 to 1 as a side effect of running through the authenticated CLI. Nothing
asked for that, and it was off before. The sub-settings — Insights, crash
reporting — were already 0 and stayed 0, so nothing was actually being sent.

It may well flip again on the next build. If it does, that is why.

Co-Authored-By: Claude Opus 5 <[email protected]>
2026-08-25 21:02:07 +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 40b4547c71 split the scene into Bootstrap, Systems and Level
The game now starts from Bootstrap.unity, which additively loads Systems (the
dialogue runner, skills, UI layer, camera rig and the player) and then a level
(geometry, light, navmesh, reveal cameras). The level becomes the active scene so
new objects and lighting land there.

The player moved into Systems. It had been parented under Room_101 — under level
geometry — and it is persistent content, not level content. Moving it also
removes most of the cross-scene breakage on its own.

Unity nulls any serialized reference that crosses a scene boundary. Measured
rather than guessed: the pre-split scene was pulled from git and its null
references diffed against the split result. Exactly seven were lost — both NPCs'
dialogueRunner, dialogueUI and player, plus the reveal camera's tracking target.
A first naive audit reported 210, which turned out to be pre-existing Unity
defaults like Image.m_Material; the baseline diff is what separated the two.

Each of the seven now resolves at runtime. SceneServices.Resolve fills in a null
Inspector reference by searching the loaded scenes, keeping an assigned value if
there is one; CinemachineFollowsPlayer binds the reveal camera once the player
exists. Both follow the pattern already used by CameraFramingVolume and by
NPCStandIn's player lookup, rather than introducing a new one.

Assets/Tests/PlayMode is new, and it immediately paid for itself. BootstrapTests
loads Bootstrap and asserts the whole game comes up; on its first run it caught a
real bug the split had introduced. The player's NavMeshAgent lives in Systems
while the NavMesh is baked into the level, so during load the agent exists
off-mesh and ResetPath logs an error. ClickToMoveController now guards on
agent.isOnNavMesh rather than a bare null check. No EditMode test could have seen
that, because none of it has run yet.

Two of those checks reach their types by name through reflection: NPCStandIn and
the Cinematics namespace live in Assembly-CSharp, and an asmdef test assembly
cannot reference the predefined assemblies. Per-area asmdefs remove the need.

Build settings list all three scenes with Bootstrap at index 0, which
LoadSceneAsync by name requires.

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

Co-Authored-By: Claude Opus 5 <[email protected]>
2026-08-25 20:50:25 +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 f5b302b3e3 add a Makefile for the common commands, and a test reporter
The invocations in CLAUDE.md were correct but long, and retyping them is how
flags get dropped. `make check` is the gate a change should pass: Yarn compiles,
voice sheets are in sync, EditMode is green.

`make test` and `make build` depend on a `lock` target that fails if the Editor
has the project open, which removes the most common confusing failure. It
filters out AssetImportWorker children, which are not a second Editor.

tools/ci/report_tests.py parses the NUnit results and exits non-zero on failure,
because Unity documents no common exit-code definition across the components
under test — the XML is the authority, not $?.

`make merge-driver` configures UnityYAMLMerge for the .gitattributes rules added
earlier. Note the binary lives in the Editor bundle under Contents/Helpers, not
Contents/Tools as most guides say; there is no Tools directory in Unity 6 on
macOS.

Also ignores the local .test-results/ and build/ output.

Co-Authored-By: Claude Opus 5 <[email protected]>
2026-08-25 20:29:39 +02:00
lennartandClaude Opus 5 2b35d3f754 renormalize line endings to LF
Mechanical consequence of the .gitattributes in the previous commit, done in one
deliberate pass rather than left to trickle out as surprise diffs whenever
someone next touches a vendored file.

74 files, all CRLF -> LF, 71 of them in StarterAssets. `git diff -w` over this
commit is empty: nothing but line endings changed. DialogueTest.unity is
correctly untouched, being marked binary.

Co-Authored-By: Claude Opus 5 <[email protected]>
2026-08-25 20:28:07 +02:00
lennartandClaude Opus 5 382f6c7f63 add .gitattributes: Unity YAML merge driver and line-ending policy
Scenes, prefabs and assets are now marked for UnityYAMLMerge, which is what
makes them mergeable at all — without it a scene conflict is resolved by a
line-oriented text merge that produces a file Unity may still load and that is
quietly wrong. The driver needs a one-time git config per machine; CLAUDE.md
carries the command.

Line endings are pinned to LF for every text type rather than left to
`text=auto`, so the 71 CRLF files vendored in StarterAssets stop being a source
of phantom diffs.

One exception, and it matters: DialogueTest.unity is marked `binary`. It is a
Unity binary SerializedFile rather than YAML, and it contains 128 lone CR bytes
— under `*.unity text eol=lf` git would rewrite those as line endings and
corrupt the scene. The rule carries the verification command and comes out as
soon as the file is genuinely text.

LFS is deliberately not enabled: the remote is self-hosted and its LFS support
is unverified, and enabling the filter against a server without it breaks
pushing. The rules to add later, and the migration step that has to accompany
them, are recorded in the file.

Co-Authored-By: Claude Opus 5 <[email protected]>
2026-08-25 20:28:06 +02:00
lennartandClaude Opus 5 ed28763017 document the writing pipeline and record Phase 2
CLAUDE.md gains the writing/ layout, the voice-sheet pipeline and its direction
of truth, the sync commands, and a pointer that Ground Truth must never be
copied into this repo. The writer-owned/code-owned table now covers writing/.

The restructure plan records Phase 2 as executed, and closes its first open
question: the writing handbook does exist, in the Obsidian vault, so STYLE.md
became a digest with pointers rather than the reconstruction the plan assumed.

Also noted there: the vault's opening-scene spec records SC-101's tone check as
BLOCKED on a one-page Voice Sheet that was never written. STYLE.md now holds
that sheet with four fields explicitly unset.

Co-Authored-By: Claude Opus 5 <[email protected]>
2026-08-25 20:23:42 +02:00
lennartandClaude Opus 5 f1fadf7909 add a writer-facing content pipeline under writing/
Dialogue was already plain text, so the gap was never the .yarn files. It was
that the character material a writing session needs was either missing or stored
somewhere a writer could not comfortably work.

Three things were wrong. The writing handbook was not in the repo and was cited
by SC101.yarn as though it were. The best voice material — register, verbal tics,
success/failure/passive samples — was a \n-escaped string inside a JSON field.
The named NPCs had no sheets at all, existing only as their Yarn lines.

writing/ now holds the dialogue-facing layer, at the repo root so it gets no
.meta files and is not a Unity asset:

  STYLE.md          register, the five tone moves, the ban list, branching
                    shapes, the Wrong Truth rule, flag families, candidate rules
  YARN-PRIMER.md    the one page of syntax needed to write a scene
  GLOSSARY.md       in-world and project vocabulary
  voices/           the eleven skill voices, one readable sheet each
  characters/       Bartender, Chevalier Cassian Thal, Bradford Kane
  scenes/           SC-101's brief: intent, beats, checks, constraints
  lore/             the three identity readings and the rules that bind them

STYLE.md is a digest of the Mystery Writing Handbook in the Obsidian vault, with
pointers rather than copies. The vault stays the authoring home for design work,
and Ground Truth — the solution document — deliberately stays out of this repo.

The voice sheets are generated from skill_bible.json but are the source of truth
for the prose. tools/writing/sync_voices.py folds edits back; voicelib.py
guarantees notes -> dict -> notes is identity for all eleven, so --to-json on
unchanged sheets is byte-identical. VoiceSheetSyncTests fails the build on drift
in either direction, and was verified to fail on real drift rather than merely
to pass.

SC101.yarn's header is trimmed from prose rationale to the six rules that bind
while editing that file, with the reasoning moved to the scene brief.

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

Co-Authored-By: Claude Opus 5 <[email protected]>
2026-08-25 20:23:42 +02:00
lennartandClaude Opus 5 b915ad78c7 record Phase 0 completion in the restructure plan
Co-Authored-By: Claude Opus 5 <[email protected]>
2026-08-25 19:50:39 +02:00
lennartandClaude Opus 5 6bf22f2d6e fix two wrong expectations in the locomotion math tests
Both were test bugs; MotionInputMath itself is correct.

WorldToCameraRelativeInput_Yaw90 expected +1 for the camera-relative x. A camera
yawed +90 degrees faces +X, so world +Z is to its left and the value is -1. The
conversion applies Quaternion.Euler(0, -cameraYaw, 0) and Unity's Y rotation is
clockwise viewed from above, so forward maps to -right. The round-trip test
already pinned this convention and passes precisely because of it.

ScreenDeltaToWorldPan compared Vector3 with Assert.AreEqual, which is exact.
-10f * 0.02f lands one ulp from the -0.2f literal, so a correct result failed a
comparison that printed as identical at two decimals. Now compared per component
with a tolerance.

EditMode suite is 39/39.

Co-Authored-By: Claude Opus 5 <[email protected]>
2026-08-25 19:50:25 +02:00
lennartandClaude Opus 5 5da782d21b add agent reference and restructure plan
CLAUDE.md documents repository layout, the Unity command line, the dialogue
content pipeline, validation, conventions, and known traps. AGENTS.md points at
it for non-Claude agents.

docs/restructure-plan.md covers both halves of the restructure: moving character
and voice prose out of JSON string fields into a writer-facing writing/ tree, and
migrating off the single-scene DialogueTest scaffold into Bootstrap/Systems/Level
scenes. Phase 0 is recorded as executed; everything from Phase 1 on is proposal.

Two findings in it were corrected after first being got wrong: the Unity CLI is
installed (just not on PATH for non-interactive shells) and does have build and
test commands, and the binary scene is not a stale save but a standing Unity
behaviour where Force Text converts only when the setting changes.

Co-Authored-By: Claude Opus 5 <[email protected]>
2026-08-25 19:12:49 +02:00
lennartandClaude Opus 5 4f97fc704c check in the DialogueTest scene and add it to the build settings
This is the scene the camera rig, UI layer, player control, and dialogue work in
the preceding commits were built against: 14 roots covering Room_101, the
Dialogue and Skill systems, the three UI canvases, the Cinemachine brain and
camera, the reveal volume, navigation, and the camera anchor.

Committed as-is, in binary, deliberately. The file is a valid Unity scene and
opens intact, but it is serialized as binary while the project is set to Force
Text, so it is not diffable or mergeable. Converting it needs the Asset
Serialization setting to be re-applied from the Editor UI, which cannot be done
from a batch-mode run — the setter does not trigger a reserialize pass. Checking
it in binary is strictly better than leaving days of scene wiring untracked;
the conversion is a follow-up, tracked in docs/restructure-plan.md.

Co-Authored-By: Claude Opus 5 <[email protected]>
2026-08-25 19:09:52 +02:00
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 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
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
304 changed files with 31723 additions and 17090 deletions
+102
View File
@@ -0,0 +1,102 @@
# Nightclub Arcadia — git attributes
#
# Two jobs: make Unity's YAML files mergeable, and keep line endings from
# becoming a source of phantom diffs.
# ---------------------------------------------------------------------------
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# placeholder PNG plus the StarterAssets meshes.
#
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# *.png filter=lfs diff=lfs merge=lfs -text
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# AGENTS.md
This repository's agent instructions live in [`CLAUDE.md`](./CLAUDE.md). It is
tool-agnostic — repository layout, the Unity command line, the dialogue content
pipeline, validation, conventions, and known traps.
Read `CLAUDE.md` before making changes, regardless of which agent you are.
Design and migration plans are in [`docs/`](./docs/), most relevantly
[`docs/restructure-plan.md`](./docs/restructure-plan.md).
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# Nightclub Arcadia — agent reference
Reference for coding agents (Claude Code and others) working in this repository.
Human-facing design docs live in `docs/`. This file is the operational one: where
things are, what is generated, and how to build/test/validate from the terminal.
Companion: `AGENTS.md` (pointer file, same content applies).
---
## 1. Repository layout
Repo root is `nightlcub-arcadia` (the typo is in the directory name, not a mistake
to fix — it is the checkout path). The Unity project is a **subdirectory**:
```
/Users/lennart/Dev/nightlcub-arcadia/ # git root
├── CLAUDE.md, AGENTS.md # this reference
├── docs/ # design + plan docs (markdown)
├── writing/ # writer-facing context — see §4
├── tools/YarnCheck/ # .NET 9 Yarn compiler/player, no Unity needed
├── tools/writing/ # voice-sheet sync (md <-> skill_bible.json)
├── .gitignore # macOS / IDE / toolchain rules
└── NightclubArcadia/ # ← the Unity project (-projectPath)
├── .gitignore # Unity rules (anchored, must stay here)
├── Assets/
├── Packages/ # incl. embedded dev.yarnspinner.unity
└── ProjectSettings/
```
**Two `.gitignore` files, deliberately.** The Unity one anchors every rule with a
leading `/`, so it only works at the root of the Unity project folder. Do not merge them.
Unity **6000.5.8f1**, URP 17.5.0, Cinemachine 3.1.7, Input System 1.20.0,
AI Navigation 2.0.14, ProBuilder 6.1.2, Test Framework 1.7.0. Yarn Spinner is an
**embedded package** at `NightclubArcadia/Packages/dev.yarnspinner.unity` (plus the
`textanimator` addon) — it is committed, not resolved from a registry.
---
## 2. Ground rules
1. **Never hand-edit generated `.asset` files.** `Assets/Skills/Definitions/*.asset`,
`Assets/Skills/SkillDatabase.asset`, `Assets/Candidates/Definitions/*.asset` and
`Assets/Candidates/CandidateDatabase.asset` are *build output*. Their sources are
`Assets/Skills/skill_bible.json` and `Assets/Candidates/candidates.json`. Edits are
overwritten by the Editor setup scripts. Edit the JSON.
2. **Never hand-edit scene or prefab YAML unless you have read the surrounding block.**
GUID/fileID surgery in `.unity` / `.prefab` files silently detaches components.
5. **One Unity instance per project path.** Unity refuses to open a project in batch
mode while the Editor has it open — a single instance at a time. Always check before
any `-batchmode` invocation (§3.1).
6. **Prefer YarnCheck over Unity for dialogue validation.** It is seconds, not minutes,
and needs no Editor lock (§5.5).
7. **Do not commit on the user's behalf** unless asked. Unity writes to tracked files
(`ProjectSettings/*`, `.meta`, scenes) as a side effect of simply being open, so
`git status` noise is expected and is not always yours.
---
## 2b. Everyday commands
A `Makefile` at the repo root wraps everything in this document. Prefer it — the exact
invocations live there instead of being retyped.
```bash
make # list targets
make check # yarn + voice sheets + EditMode — run this before committing
make test # EditMode suite, with a readable summary
make yarn # compile every Yarn script (seconds, no Unity)
make build # macOS player into build/
make lock # fail if the Editor has the project open
```
`make test` and `make build` refuse to run while the Editor is open, which removes the most
common way these commands fail confusingly.
### Merge driver — one-time per machine
`.gitattributes` marks Unity YAML for `unityyamlmerge`. Git needs to be told what that is, or
it falls back to a line-oriented text merge that can produce a scene Unity still loads and that
is quietly wrong:
```bash
make merge-driver
```
That points git at `UnityYAMLMerge` inside the Editor bundle (`Contents/Helpers/`, not
`Contents/Tools/` — the path in most online guides is wrong for Unity 6 on macOS).
## 3. Unity from the command line
### 3.0 Two different tools, both present
| | What it is | Status |
|---|---|---|
| `/Users/lennart/.unity/bin/unity` | The **Unity CLI** (v1.0.0-beta.6). Wraps the Editor for CI-shaped work: `build`, `test`, `run`, `open`, plus editor/license/cloud management. | Installed. **Prefer this.** |
| `/Applications/Unity/Hub/Editor/6000.5.8f1/Unity.app/Contents/MacOS/Unity` | The **Editor executable**. Raw `-batchmode` flags. | Installed. Fallback, for flags the CLI does not expose. |
The CLI is **not on `PATH` for non-interactive shells** — `which unity` fails even though the
binary exists, and `unity doctor` reports `check.binary-on-path warn`. Always invoke it by
absolute path, or export it:
```bash
export UNITY_CLI="/Users/lennart/.unity/bin/unity"
export UNITY="/Applications/Unity/Hub/Editor/6000.5.8f1/Unity.app/Contents/MacOS/Unity"
export UNITY_PROJECT="/Users/lennart/Dev/nightlcub-arcadia/NightclubArcadia"
```
`unity doctor --no-banner` confirms the environment: signed in via OAuth keyring, editor
`6000.5.8f1` arm64 resolved from `ProjectVersion.txt`. Add `--json` to any command for
machine-readable output and `--no-banner` to keep logs clean.
### 3.1 Always check the lock first
Only one Unity instance per project path. Check before any headless run:
```bash
pgrep -fl "Unity.app/Contents/MacOS/Unity" | grep -v AssetImportWorker
```
`AssetImportWorker*` processes are children of the main Editor — filter them out or you will
misread the check. `Temp/UnityLockfile` and `unity status` are the other two signals.
### 3.2 Run tests
```bash
"$UNITY_CLI" test "$UNITY_PROJECT" --no-banner --mode EditMode \
--output /tmp/editmode-results.xml \
--report-format both --junit-output /tmp/editmode-junit.xml
```
Useful flags: `--filter <pattern>`, `--retries <0-10>` (reports tests that pass on retry as
flaky), `--rerun-failed`, `--shard N/M` for parallel CI, `--coverage`, `--timeout <seconds>`.
`--mode PlayMode` runs `Assets/Tests/PlayMode` — currently `BootstrapTests`, which loads
`Bootstrap.unity` and asserts the whole game comes up: both scenes loaded, the player present
and tagged, the dialogue runner found, both NPCs having resolved their runner across the scene
boundary, and the reveal camera bound to the player. **If that suite fails, the game does not
start.**
Raw-Editor equivalent, if you need a flag the CLI does not expose:
```bash
"$UNITY" -batchmode -nographics -projectPath "$UNITY_PROJECT" \
-runTests -testPlatform EditMode \
-testResults /tmp/editmode-results.xml -logFile /tmp/unity-editmode.log
```
**Do not add `-quit` to a `-runTests` run** — the runner terminates the Editor itself, and
`-quit` on top of async work can hang it.
**Parse the results XML; do not trust the exit code.** Unity's own docs state there is no common
exit-code definition across the components under test. Read `total`/`passed`/`failed` off the
root element and list any `test-case` whose `result` is not `Passed`.
### 3.3 Build a player
```bash
"$UNITY_CLI" build "$UNITY_PROJECT" --no-banner \
--target StandaloneOSX -o /tmp/NightclubArcadia.app
```
Without `--execute-method` the CLI uses Unity's built-in build — a Build Profile on Unity 6+, or
the legacy desktop player flags — and builds whatever scenes `EditorBuildSettings` enables.
`--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`.
`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 "$PWD/build/NightclubArcadia.app"
```
`Assets/Editor/PlayerBuild.cs` reads the enabled scenes from the build settings, asserts
`Bootstrap.unity` is scene 0 (the player opens scene 0 on launch), honours the `-buildOutput`
the CLI forwards from `-o`, inspects the `BuildReport`, and calls `EditorApplication.Exit(1)` on
anything short of `Succeeded`. Without that last part Unity exits 0 on a build that produced
nothing and CI reports green. `BuildWindows` and `BuildLinux` are there too.
Verified: a full macOS build takes about two minutes and produces a ~172MB `.app`.
### 3.4 Run an arbitrary Editor method
```bash
"$UNITY_CLI" run "$UNITY_PROJECT" --no-banner --timeout 900 -- \
-executeMethod SomeClass.SomeStaticMethod
```
**`unity run` owns `-batchmode`, `-nographics`, `-quit` and `-logFile`.** Passing any of them
after `--` fails with a reserved-flag error. Pass only your own arguments.
Output does **not** stream to stdout. The log lands at `$UNITY_PROJECT/Logs/Editor.log` (the
previous run rotates to `Editor-prev.log`), so tag your `Debug.Log` calls and grep for them:
```bash
grep -n "\[YourTag\]" "$UNITY_PROJECT/Logs/Editor.log" | tail -20
```
This is the mechanism for the JSON → ScriptableObject regeneration in
`Assets/Editor/SkillSystemSetup.cs` and `CandidateSystemSetup.cs`. Read the actual class and
method names out of those files before invoking — do not guess them.
## 4. The dialogue content pipeline
### 4.1 Where content lives
```
NightclubArcadia/Assets/Dialogue/
├── NightclubArcadia.yarnproject # globs **/*.yarn — new files need no registration
├── Common.yarn # every <<declare>>, project-wide. Never played.
├── Commentary.yarn # passive skill barks, one node per (context, skill)
├── Scenes/ SC101, SC102, Debug
├── Characters/ Bartender, Bradford Kane, Chevalier Cassian Thal
└── Objects/ Chair
```
The writer-facing context sits at the repo root, outside `Assets/` so it gets no `.meta` files:
The scenes are split three ways, loaded additively from `Bootstrap`:
```
Assets/Scenes/
├── Bootstrap.unity entry point; GameBootstrap loads the rest
├── Systems/Systems.unity dialogue, skills, UI, camera rig, and the PLAYER
└── Levels/
├── SC101_ConferenceHall.unity geometry, light, navmesh, reveal cameras
└── SC101_ConferenceHall/ baked data for that scene (NavMesh asset)
```
`Bootstrap` must stay index 0 in the build settings. The level is made the active scene after
load, so new objects and lighting land there rather than in Bootstrap.
**Working in the Editor.** `Tools ▸ Nightclub Arcadia ▸ Open Game Scenes` opens all three at
once, with the level active. Do that before pressing Play.
If you press Play with only `Bootstrap` open, `GameBootstrap` loads the other two *at runtime*,
and Unity discards runtime-loaded scenes when Play ends — the Hierarchy comes back with Bootstrap
alone and it looks as though the scenes were destroyed. **Nothing is written to disk**; it is the
Hierarchy, not the files. With all three already open, `GameBootstrap` skips loading them
(`LoadIfNeeded`) and they are still there afterwards. `GameSceneWorkflow` also captures and
restores the scene setup around Play as a safety net; toggle it under the same menu.
```
writing/
├── README.md session entry point
├── STYLE.md register, tone moves, ban list, branching rules ← read first
├── YARN-PRIMER.md the one page of syntax a writer needs
├── GLOSSARY.md in-world and project vocabulary
├── voices/ the eleven skill voices, one sheet each (generated — see §4.7)
├── characters/ named NPCs, dialogue-facing
├── scenes/ per-scene briefs: intent, beats, checks, constraints
└── lore/ candidates.md — the three identity readings and their hard rules
```
Design material deeper than this lives in Obsidian, not the repo:
`~/Obsidian-Vaults/obsidian-vault/Projects/Active/NightclubArcadia/`. **`Ground Truth.md` there
is the solution document — never copy, quote, or summarise it into this repo**, including into
commit messages. The game's premise is that the protagonist's identity never resolves.
**Dialogue is already plain text in the repo.** It is authored in `.yarn` files, not inside
the Unity Editor, and any new `.yarn` file dropped anywhere under `Assets/Dialogue/` is picked
up automatically by the `**/*.yarn` glob in the `.yarnproject`. Adding a scene or a character
requires **no C#, no Unity, and no `.yarnproject` edit**.
The one caveat: the `.yarnproject` also stores `editorOptions.yarnScriptEditor.projectGraphPositions`
— per-file x/y coordinates for the Yarn graph editor. These churn whenever anyone opens the
graph view. Treat that block as editor state; do not fight over it in review.
### 4.2 The variable contract
Every variable used anywhere must be `<<declare>>`d in `Common.yarn`. This is the whole point
of that file: the compiler then catches `$reputaton` instead of silently creating a second
variable at runtime. Adding a scene flag means adding a `<<declare>>` line — that is a writer
action, not a code action.
Naming families that are load-bearing (enforced or lint-checked):
| Family | Meaning | Checked by |
|---|---|---|
| `$self_lean_<candidate_id>` | identity-lean counter | `CandidateYarnLintTests` — id must exist in `candidates.json` |
| `$found_<clue_id>` | clue coverage | `CandidateYarnLintTests` — id must exist in `candidates.json` |
| `$visited_<location_id>` | first arrival | convention; `unlockFlag` in `candidates.json` may only name these |
| `$errand_<errand_id>` | errand state | same |
| `$seen_<scene_id>` | scene witnessed | convention |
| `$check_*` | written by `<<check>>` | **never `<<set>>` by hand** |
### 4.3 Writer-facing Yarn vocabulary
Commands and functions registered by game code, i.e. the full set a writer may use:
| Syntax | Defined in | Notes |
|---|---|---|
| `<<check <skill> <Band>>>` | `Skills/Yarn/YarnSkillCommands.cs` | writes `$check_result`, `$check_roll`, `$check_total`, `$check_dc`, `$check_modifier`, `$check_degree`, `$check_skill` |
| `<<skill_mod <source> <skill> <n>>>` | same | `source` = bucket key, e.g. `scene`, `drunk` |
| `<<clear_skill_mods <source>>>` | same | |
| `skill_rank(<skill>)` | same | function |
| `top_skill(a, b, …)` | `Dialogue/DialougueSkillComparison.cs` | **returns its FIRST argument on a tie** — argument order is a design decision, not incidental |
| `alias_name(<name>)` | `Dialogue/AliasNameGenerator.cs` | deterministic; `$player_alias` is a smart variable derived from it |
| `<<enter_environment>>` | `Dialogue/DialogueTransitionController.cs` | hands control back to the world |
(The filename `DialougueSkillComparison.cs` is misspelled in the repo. Left alone deliberately —
renaming it changes a `.meta` GUID. Fold it into a rename batch, not a drive-by fix.)
### 4.4 Flow control discipline
`<<detour>>` returns to the caller; `<<jump>>` does not and clears the return stack.
The rule the existing files follow, and which new content must follow:
- A node started directly by `DialogueInteractable` has nothing waiting on it → its branches
`<<jump>>`, and each destination calls `<<enter_environment>>` itself.
- A sub-conversation that must resume its caller → `<<detour>>`, and **never** `<<jump>>` inside it.
Nodes sharing a `title:` form a **node group**; Yarn runs the most specific variation whose
`when:` conditions pass. Prefer adding a variation over growing an `<<if>>` chain.
### 4.5 How content reaches Unity
There is **no manual sync step** for dialogue. The chain is:
```
.yarn file saved → Unity's YarnProjectImporter recompiles the .yarnproject on focus
→ DialogueRunner plays the new nodes on next Play
```
The only things that need a human/Editor step are the *data* files, not the dialogue:
```
skill_bible.json → Tools ▸ Nightclub Arcadia ▸ Set Up Skill System → Skills/Definitions/*.asset + SkillDatabase.asset
candidates.json → Tools ▸ Nightclub Arcadia ▸ Set Up Candidate System → Candidates/Definitions/*.asset + CandidateDatabase.asset
characters.json → Tools ▸ Nightclub Arcadia ▸ Set Up Characters → Characters/Definitions/*.asset
```
`characters.json` is where an NPC or a talkable object gets its display name, its Yarn node and
its interaction range. Adding one is a JSON entry plus a prefab; it needs no code.
Those setup scripts also register a `[DidReloadScripts]` callback, so in practice the assets
regenerate on script reload too. The JSON is the source of truth either way.
### 4.6 The voice-sheet pipeline
The Skill Bible prose used to live as a `\n`-escaped string inside `skill_bible.json`, which no
writer could comfortably read or revise. It now lives in `writing/voices/*.md`, and truth flows
in opposite directions for the two halves of each sheet:
```
PROSE writing/voices/<id>.md -> skill_bible.json -> Skills/Definitions/*.asset
MACHINE skill_bible.json -> the "Machine fields" table in the .md
```
```bash
python3 tools/writing/sync_voices.py --check # verify; exit 1 on drift
python3 tools/writing/sync_voices.py --to-json # fold edited prose into the bible
python3 tools/writing/sync_voices.py --to-md # refresh the machine table from the bible
```
`tools/writing/voicelib.py` does the parsing and guarantees `notes -> dict -> notes` is identity
for all eleven skills. `--to-json` on unchanged sheets is byte-identical, so it is safe to run
at any time.
`VoiceSheetSyncTests` (EditMode) enforces the same invariant, so drift fails the build instead
of silently shipping a voice that no longer matches the sheet the next scene is written against.
It deliberately does not reimplement the markdown parser in C# — it asserts the shipped prose
appears verbatim in the sheet, which catches drift in either direction with no second parser to
keep in step.
### 4.7 Code-owned vs writer-owned
| Writer-owned (edit freely, no Unity) | Code-owned (needs an engineer) |
|---|---|
| `writing/**` | `Assets/Scripts/**/*.cs` |
| `Assets/Dialogue/**/*.yarn` | `Assets/Editor/**/*.cs` |
| `<<declare>>` lines in `Common.yarn` | Yarn command/function *implementations* |
| `writing/voices/*.md` (prose → the bible, §4.6) | `Assets/Skills/skill_bible.json` (machine fields) |
| `Assets/Candidates/candidates.json` (`status`, `sceneId`, `notes`, `unlockFlag`) | `.asset`, `.prefab`, `.unity`, `.meta` |
| `docs/` writing docs | `ProjectSettings/**` |
**A writer must never need to open Unity or touch C# to write or revise a scene, a character,
or a branch.** If a writing task requires either, that is a pipeline bug — file it.
---
## 5. Validation
### 5.1 EditMode test suite
`NightclubArcadia/Assets/Tests/EditMode/` — 7 files, ~870 LOC, two assemblies:
- `NightclubArcadia.Skills.Tests` — `SkillRosterTests`, `SkillCheckSystemTests`, `DcBandTests`,
`CommentaryPickerTests`, `CandidateRegistryTests`, `CandidateYarnLintTests`
- `NightclubArcadia.Locomotion.Math.Tests` — `MotionInputMathTests`
`CandidateYarnLintTests` is a **regex lint over Yarn source**: it asserts every
`$self_lean_*` / `$found_*` in any `.yarn` file resolves to a real id in `CandidateDatabase`.
It is a tripwire, not a proof.
### 5.2 PlayMode suite
`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.
### 5.3 Voice-sheet sync
```bash
python3 tools/writing/sync_voices.py --check
```
Seconds, no Unity. Run it after touching `writing/voices/*.md` or `skill_bible.json` (§4.6).
### 5.4 One-click in-Editor run
`Tools ▸ Nightclub Arcadia ▸ Run Skill EditMode Tests` (`Assets/Editor/SkillSystemTestRunner.cs`).
### 5.5 YarnCheck — validate dialogue without Unity ⭐
`tools/YarnCheck` is a .NET 9 console app that compiles **and plays** the Yarn scripts using
the exact Yarn Spinner DLLs shipped in `Packages/dev.yarnspinner.unity/Runtime/DLLs`, so it
can never drift from the compiler the game uses. This is the fastest correctness signal in the
repo and it needs no Editor lock. Use it on every dialogue change.
```bash
cd /Users/lennart/Dev/nightlcub-arcadia/tools/YarnCheck
# compile everything — exit 1 + diagnostics on failure
dotnet run -- ../../NightclubArcadia/Assets/Dialogue
# compile, then play a node, choosing option 2, 2, 0, 0
dotnet run -- ../../NightclubArcadia/Assets/Dialogue Bartender_Talk 2 2 0 0
```
Leftover picks restart the node — that deliberately models the player walking away and coming
back, which is how these scenes are actually played.
**What it does not model** (read traces with this in mind): Unity commands are printed, not
executed, so `<<check>>` / `<<enter_environment>>` / `<<skill_mod>>` are stepped over and
`$check_result` stays `false` — every check-gated branch shows its *failure* side. Yarn
functions are stubbed: `top_skill` mirrors the real first-argument-wins tie behaviour,
`alias_name` returns a placeholder, `skill_rank` returns 0. Variables reset to their
`<<declare>>` defaults each run; there is no save state.
Requires the .NET 9 SDK. `tools/YarnCheck/bin/` and `obj/` are currently **committed** and
should not be — see `docs/restructure-plan.md`.
---
## 6. Code conventions
- Namespaces: `NightclubArcadia.<Area>` — `Skills`, `Dialogue`, `UI`, `UI.Dialogue`,
`UI.HUD`, `UI.Menu`, `Cinematics`, `Interaction`, `Player`, `Player.Math`.
There are no global-namespace runtime types left; the last one, `NPCStandIn`, went with the
scaffold, and `InputDeviceTracker` moved into `NightclubArcadia.Core`.
- **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 |
`Scripts/Interaction` holds the interaction layer: `InteractableDefinition` (the asset that
says what a thing is called and which node it starts), `DialogueInteractor` (the component
that places one in the world), plus `WorldSpaceLabel` and `InteractionPrompt`.
`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.
- Editor-only code lives under `Assets/Editor/`. Anything there is stripped from builds and may
reference `UnityEditor`.
---
## 7. Traps
1. **A scene silently turns binary if it holds an object that prefers binary serialization.**
This one cost real time. `DialogueTest.unity` was binary for weeks despite the project being
set to Force Text, because the `NavMeshSurface` held its baked `NavMeshData` *embedded in the
scene* rather than as an asset. One such object forces the whole file to binary, and no amount
of re-saving or toggling the setting fixes it — Force Text only converts at the moment the
setting changes. The fix is to extract the data to its own asset, which is what baking from
the NavMeshSurface inspector produces anyway. If a scene goes binary again, bisect: move the
roots one at a time into a fresh scene and see which one yields a binary file.
2. **Serialized references cannot cross a scene boundary.** Unity nulls them. The split cost
exactly seven: both NPCs' `dialogueRunner`, `dialogueUI` and `player`, plus the reveal
camera's tracking target. All are resolved at runtime now — `SceneServices` for the first,
`CinemachineFollowsPlayer` for the last.
**Resolve at the point of use, never in `Awake`.** A level object can wake up before the
scene holding its dependency exists — open the level on its own, or in the wrong order, and
`Awake` runs with no Systems scene in sight. That produced
`[SceneServices] Bartender: could not resolve dialogueRunner`, and because the result was
cached once, it stayed broken for the whole session. `SceneServices.TryResolve` is the silent
lookup for speculative calls; `SceneServices.Resolve` logs and belongs only where the
dependency is genuinely needed. `NPCStandIn.ResolvedDialogueRunner` is the pattern to copy.
`SceneOrderTests` holds the property, and asserts it is actually reproducing the race rather
than passing for free.
3. **The player's NavMeshAgent outlives the NavMesh.** The player is in Systems, the NavMesh is
baked into the level, so there is a window during load where the agent exists and is not on a
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. 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. **The one-shot scene builders are gone.** `UILayerSetup`, `PlayerControlSetup`,
`UILayerSetupAutoRun` and `YarnDemoSetup` built scenes from scratch and assumed the
single-scene layout; after the split they produced duplicates, and one of them destroyed a
level. The prefabs they used to generate are authored and committed now, so they were deleted
rather than fixed. They are in git history if the wiring ever needs consulting.
`Set Up Skill System`, `Set Up Candidate System` and `Set Up Characters` remain — they
regenerate assets from JSON and touch no scene. **To run the game, open `Bootstrap.unity`.**
6. **`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).
7. **`-quit` with `-runTests`** hangs or truncates. Omit it (§3.2).
8. **Exit code alone is not a test verdict.** Parse the results XML (§3.2), which is what
`make test` does.
9. **`which unity` fails** in non-interactive shells even though the CLI is installed. Use the
absolute path `/Users/lennart/.unity/bin/unity` (§3.0).
10. **Editor lock** — check before every headless run, filtering out `AssetImportWorker` children.
`make test` and `make build` do this for you (§2b).
11. **Regenerated assets** — hand edits to `Skills/Definitions/*`, `Candidates/Definitions/*`
and the two `*Database.asset` files are silently discarded (§2.1).
12. **`top_skill` ties** resolve to the first argument. Reordering arguments changes the game.
13. **`Bootstrap` must stay index 0** in the build settings, and all three scenes must be listed,
or `LoadSceneAsync` by name fails at runtime with nothing but a console error.
+73
View File
@@ -0,0 +1,73 @@
# Nightclub Arcadia — common commands.
#
# Everything here is documented in CLAUDE.md; this file exists so the exact
# invocations live in one place instead of being retyped from memory.
UNITY_CLI ?= /Users/lennart/.unity/bin/unity
UNITY ?= /Applications/Unity/Hub/Editor/6000.5.8f1/Unity.app/Contents/MacOS/Unity
PROJECT ?= $(CURDIR)/NightclubArcadia
RESULTS ?= $(CURDIR)/.test-results
SMARTMERGE ?= /Applications/Unity/Hub/Editor/6000.5.8f1/Unity.app/Contents/Helpers/UnityYAMLMerge
.DEFAULT_GOAL := help
.PHONY: help check yarn yarn-play voices voices-sync test test-play build lock clean-results merge-driver
help: ## Show this help
@grep -hE '^[a-z-]+:.*?## ' $(MAKEFILE_LIST) \
| awk 'BEGIN {FS = ":.*?## "} {printf " \033[36m%-14s\033[0m %s\n", $$1, $$2}'
@echo ""
@echo " Unity must be CLOSED for test/build — run 'make lock' to check."
check: yarn voices test test-play ## Everything a change should pass before commit
yarn: ## Compile every Yarn script (seconds, no Unity)
@cd tools/YarnCheck && DOTNET_CLI_TELEMETRY_OPTOUT=1 dotnet run -- ../../NightclubArcadia/Assets/Dialogue
yarn-play: ## Play a node: make yarn-play NODE=Bartender_Talk PICKS="2 2 0 0"
@cd tools/YarnCheck && DOTNET_CLI_TELEMETRY_OPTOUT=1 \
dotnet run -- ../../NightclubArcadia/Assets/Dialogue $(NODE) $(PICKS)
voices: ## Check writing/voices/*.md against skill_bible.json
@python3 tools/writing/sync_voices.py --check
voices-sync: ## Fold edited voice prose into skill_bible.json
@python3 tools/writing/sync_voices.py --to-json
test: lock ## Run the EditMode suite
@mkdir -p $(RESULTS)
@$(UNITY_CLI) test $(PROJECT) --no-banner --mode EditMode \
--output $(RESULTS)/editmode.xml --timeout 900 || true
@python3 tools/ci/report_tests.py $(RESULTS)/editmode.xml
test-play: lock ## Run the PlayMode suite (bootstrap + scene split)
@mkdir -p $(RESULTS)
@$(UNITY_CLI) test $(PROJECT) --no-banner --mode PlayMode \
--output $(RESULTS)/playmode.xml --timeout 900 || true
@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 \
--execute-method NightclubArcadia.EditorTools.PlayerBuild.BuildMacOS \
-o $(CURDIR)/build/NightclubArcadia.app
lock: ## Fail if the Unity Editor has the project open
# pgrep -x matches the process NAME only. The previous `pgrep -f` on the full
# binary path matched this very shell, because the pattern appears in its own
# command line — the check reported the Editor running when nothing was.
# AssetImportWorkers share the name but only exist alongside an Editor, so
# matching them is correct rather than a false positive.
@if pgrep -x Unity > /dev/null 2>&1; then \
echo "The Unity Editor is running — close it first (only one instance per project)."; \
exit 1; \
fi
merge-driver: ## One-time: teach git to merge Unity YAML with UnityYAMLMerge
@test -x "$(SMARTMERGE)" || { echo "UnityYAMLMerge not found at $(SMARTMERGE)"; exit 1; }
@git config merge.unityyamlmerge.name "Unity SmartMerge"
@git config merge.unityyamlmerge.driver "'$(SMARTMERGE)' merge -p --force --fallback none %O %B %A %A"
@git config merge.unityyamlmerge.recursive binary
@echo "configured: $$(git config merge.unityyamlmerge.name)"
clean-results: ## Remove local test results
@rm -rf $(RESULTS)
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"interactionRange": 3.0,
"showLabel": true
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{
"id": "chair",
"displayName": "Chair",
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"interactionRange": 3.0,
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"Bradford Kane.yarn": { "BradfordKane.yarn": {
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@@ -1,28 +1,24 @@
// SC-101 — The Card at the Desk. Opening candidate hooks. // SC-101 — The Card at the Desk. Opening candidate hooks.
// //
// Scene files stay thin: set the stage, <<detour>> into hook nodes, return. // Brief, beats, checks and the reasoning behind every rule below:
// writing/scenes/sc101-the-card-at-the-desk.md
// //
// Evidence rule: each candidate gets exactly one of each evidence type — // Rules that bind while editing THIS file — all six are deliberate, none is a
// object, testimony, document, intuition. Preserve that balance; do not // leftover. The brief says why; this is the short form so you do not have to
// stack types so trust becomes an artifact of imbalance. // leave the file to avoid breaking it.
// See Assets/Candidates/candidates.json.
// //
// Beat order: hooks fire in sequence from SC101_Desk (STANDING ORDER → // 1. Scene files stay thin: set the stage, <<detour>> into hook nodes, return.
// HOUSE POUR → FACEWORK → CONFLUENCE). Each remains an independently authored // 2. Evidence balance — one object / testimony / document / intuition per
// node. Never <<if>>-guard a hook on another hook having fired, on any // candidate. Never stack types. See Assets/Candidates/candidates.json.
// 3. Beat order is fixed: STANDING ORDER -> HOUSE POUR -> FACEWORK ->
// CONFLUENCE. Never <<if>>-guard a hook on another hook having fired, on any
// $self_lean_*, or on skill_rank(...). // $self_lean_*, or on skill_rank(...).
// // 4. Passive pattern for a clue-bearing hook: one voice, from the candidate's
// Passive pattern (clue-bearing): // attached pair; the line is that voice's argument, never a report; exactly
// one voice per hook, from the candidate's attached pair; // one $self_lean_* write, with $found_<clue_id> set alongside it.
// the line is that character's argument, never a report; // 5. Four voice introductions, against the handbook cap of three. Deliberate,
// exactly one $self_lean_* write; set $found_<clue_id> alongside it. // SC-101 only — one voice per pair. Do not correct it down, do not copy it.
// // 6. The body stays neutral: no lean, no candidate attachment outside the hooks.
// Four-voice exception: this opening uses four voice introductions (one per
// pair) against the writing handbook's "cap introductions at three voices"
// rule. Deliberate and for SC-101 only — do not "correct" it down to three,
// and do not copy it as a new precedent elsewhere.
//
// Body stays neutral on purpose: no lean, no candidate attachment.
title: Start title: Start
position: -17,-276 position: -17,-276
@@ -0,0 +1,144 @@
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using NightclubArcadia.Interaction;
using UnityEditor;
using UnityEditor.Callbacks;
using UnityEngine;
namespace NightclubArcadia.EditorTools
{
/// <summary>
/// Regenerates InteractableDefinition assets from Assets/Characters/characters.json.
///
/// The JSON is the source of truth and the .asset files are build output; hand edits
/// to them are overwritten. Same contract as Skills and Candidates, deliberately —
/// a writer adding a character edits one JSON file and never opens Unity.
///
/// This exists because the identity of an NPC used to live in public fields on a
/// scene object, where nothing outside that scene could see it and two copies could
/// disagree. They did: the scene's second "Bartender" was the chair.
/// </summary>
public static class CharacterSetup
{
const string JsonPath = "Assets/Characters/characters.json";
const string DefinitionsFolder = "Assets/Characters/Definitions";
[Serializable]
class Dto
{
public string id;
public string displayName;
public string yarnNode;
public float interactionRange = 3f;
public bool showLabel = true;
}
[Serializable]
class DtoList
{
public Dto[] interactables;
}
[MenuItem("Tools/Nightclub Arcadia/Set Up Characters")]
public static void SetUpCharacters() => Regenerate(verbose: true);
[DidReloadScripts]
static void OnScriptsReloaded() => Regenerate(verbose: false);
static void Regenerate(bool verbose)
{
if (!File.Exists(JsonPath))
{
if (verbose)
{
Debug.LogError($"[Characters] Missing {JsonPath}");
}
return;
}
DtoList parsed;
try
{
parsed = JsonUtility.FromJson<DtoList>(File.ReadAllText(JsonPath));
}
catch (Exception e)
{
Debug.LogError($"[Characters] {JsonPath} is not valid JSON: {e.Message}");
return;
}
if (parsed?.interactables == null || parsed.interactables.Length == 0)
{
Debug.LogError($"[Characters] {JsonPath} defines no interactables.");
return;
}
var duplicates = parsed.interactables.GroupBy(i => i.id).Where(g => g.Count() > 1).ToList();
if (duplicates.Count > 0)
{
Debug.LogError("[Characters] Duplicate ids: " +
string.Join(", ", duplicates.Select(g => g.Key)));
return;
}
if (!AssetDatabase.IsValidFolder(DefinitionsFolder))
{
AssetDatabase.CreateFolder("Assets/Characters", "Definitions");
}
var live = new HashSet<string>(StringComparer.Ordinal);
var changed = new List<string>();
foreach (var dto in parsed.interactables)
{
if (string.IsNullOrWhiteSpace(dto.id))
{
Debug.LogError("[Characters] An entry has no id; skipped.");
continue;
}
live.Add(dto.id);
var path = $"{DefinitionsFolder}/{dto.id}.asset";
var asset = AssetDatabase.LoadAssetAtPath<InteractableDefinition>(path);
if (asset == null)
{
asset = ScriptableObject.CreateInstance<InteractableDefinition>();
AssetDatabase.CreateAsset(asset, path);
changed.Add(dto.id);
}
else if (asset.DisplayName != dto.displayName || asset.YarnNode != dto.yarnNode ||
!Mathf.Approximately(asset.InteractionRange, dto.interactionRange) ||
asset.ShowLabel != dto.showLabel)
{
changed.Add(dto.id);
}
asset.EditorSet(dto.id, dto.displayName, dto.yarnNode, dto.interactionRange, dto.showLabel);
EditorUtility.SetDirty(asset);
}
// An id removed from the JSON should not leave an orphan asset behind that a
// prefab could still be pointing at.
foreach (var guid in AssetDatabase.FindAssets("t:InteractableDefinition", new[] { DefinitionsFolder }))
{
var path = AssetDatabase.GUIDToAssetPath(guid);
var name = Path.GetFileNameWithoutExtension(path);
if (!live.Contains(name))
{
Debug.LogWarning($"[Characters] Removing orphan definition '{name}' — no longer in the JSON.");
AssetDatabase.DeleteAsset(path);
}
}
AssetDatabase.SaveAssets();
if (verbose || changed.Count > 0)
{
Debug.Log($"[Characters] {parsed.interactables.Length} definition(s) in {DefinitionsFolder}" +
(changed.Count > 0 ? $"; updated: {string.Join(", ", changed)}" : "; no changes"));
}
}
}
}
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using System.IO;
using System.Linq;
using UnityEditor;
using UnityEditor.SceneManagement;
using UnityEngine;
namespace NightclubArcadia.EditorTools
{
/// <summary>
/// Makes the split-scene layout usable in the Editor.
///
/// The game runs from Bootstrap, which loads Systems and a level additively AT
/// RUNTIME. Unity discards runtime-loaded scenes when Play ends and restores
/// whatever the Editor had open, which for someone who pressed Play in Bootstrap is
/// Bootstrap alone. The Hierarchy comes back nearly empty and it looks as though the
/// scenes were destroyed. They are not — nothing is written to disk — but it is an
/// unpleasant way to work.
///
/// Two fixes, both opt-outable:
/// - Open Game Scenes puts all three in the Hierarchy for authoring.
/// - The Editor's scene setup is captured before Play and restored after, so what
/// you had open is what you get back.
///
/// GameBootstrap skips any scene that is already loaded, so having all three open
/// and pressing Play does the right thing rather than loading anything twice.
/// </summary>
[InitializeOnLoad]
public static class GameSceneWorkflow
{
const string RestorePrefKey = "NightclubArcadia.RestoreSceneSetup";
const string RestoreMenu = "Tools/Nightclub Arcadia/Restore Scene Setup After Play";
static SceneSetup[] setupBeforePlay;
static GameSceneWorkflow()
{
EditorApplication.playModeStateChanged += OnPlayModeStateChanged;
}
[MenuItem("Tools/Nightclub Arcadia/Open Game Scenes")]
public static void OpenGameScenes()
{
// The prompt cannot be shown in batch mode, where it returns false and would
// make this menu a silent no-op.
if (!Application.isBatchMode && !EditorSceneManager.SaveCurrentModifiedScenesIfUserWantsTo())
{
return;
}
foreach (var path in new[] { ScenePaths.Bootstrap, ScenePaths.Systems, ScenePaths.WorkingLevel })
{
if (!File.Exists(path))
{
Debug.LogError($"[Scenes] Missing: {path}");
return;
}
}
EditorSceneManager.OpenScene(ScenePaths.Bootstrap, OpenSceneMode.Single);
EditorSceneManager.OpenScene(ScenePaths.Systems, OpenSceneMode.Additive);
var level = EditorSceneManager.OpenScene(ScenePaths.WorkingLevel, OpenSceneMode.Additive);
// The level owns the lighting and is where new objects should land.
EditorSceneManager.SetActiveScene(level);
Debug.Log("[Scenes] Bootstrap + Systems + SC101_ConferenceHall open. Level is active.");
}
[MenuItem(RestoreMenu)]
static void ToggleRestore()
{
var on = !EditorPrefs.GetBool(RestorePrefKey, true);
EditorPrefs.SetBool(RestorePrefKey, on);
Debug.Log($"[Scenes] Restore scene setup after Play: {(on ? "on" : "off")}");
}
[MenuItem(RestoreMenu, true)]
static bool ToggleRestoreValidate()
{
Menu.SetChecked(RestoreMenu, EditorPrefs.GetBool(RestorePrefKey, true));
return true;
}
static void OnPlayModeStateChanged(PlayModeStateChange state)
{
if (!EditorPrefs.GetBool(RestorePrefKey, true))
{
return;
}
if (state == PlayModeStateChange.ExitingEditMode)
{
setupBeforePlay = EditorSceneManager.GetSceneManagerSetup();
return;
}
if (state != PlayModeStateChange.EnteredEditMode || setupBeforePlay == null)
{
return;
}
var setup = setupBeforePlay;
setupBeforePlay = null;
// A scene deleted or renamed while Play was running would throw here, and
// an exception in this callback leaves the Editor in a confusing state.
var usable = setup.Where(s => File.Exists(s.path)).ToArray();
if (usable.Length == 0)
{
return;
}
var current = EditorSceneManager.GetSceneManagerSetup();
if (current.Length == usable.Length &&
current.Select(s => s.path).SequenceEqual(usable.Select(s => s.path)))
{
return; // already what we wanted; do not disturb it
}
try
{
EditorSceneManager.RestoreSceneManagerSetup(usable);
}
catch (System.Exception e)
{
Debug.LogWarning($"[Scenes] Could not restore the pre-Play scene setup: {e.Message}");
}
}
}
}
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@@ -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 @@
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namespace NightclubArcadia.EditorTools
{
/// <summary>
/// The scene paths the one-shot setup menus operate on.
///
/// These used to be a literal "Assets/Scenes/DialogueTest.unity" repeated in four
/// Editor scripts, which is why renaming the scene meant finding all four. One
/// place now.
/// </summary>
public static class ScenePaths
{
/// <summary>Entry point. Loads Systems, then a level.</summary>
public const string Bootstrap = "Assets/Scenes/Bootstrap.unity";
/// <summary>Persistent systems: dialogue, skills, UI, camera rig, player.</summary>
public const string Systems = "Assets/Scenes/Systems/Systems.unity";
/// <summary>The level scene. SC-101's conference hall.</summary>
public const string WorkingLevel = "Assets/Scenes/Levels/SC101_ConferenceHall.unity";
}
}
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@@ -23,7 +23,7 @@ public static class SkillSystemSetup
const string SkillsFolder = "Assets/Skills"; const string SkillsFolder = "Assets/Skills";
const string BiblePath = "Assets/Skills/skill_bible.json"; const string BiblePath = "Assets/Skills/skill_bible.json";
const string DatabasePath = "Assets/Skills/SkillDatabase.asset"; const string DatabasePath = "Assets/Skills/SkillDatabase.asset";
const string ScenePath = "Assets/Scenes/DialogueTest.unity"; const string ScenePath = NightclubArcadia.EditorTools.ScenePaths.Systems;
const string AutoSetupSessionKey = "NightclubArcadia.SkillSystem.AutoSetupDone"; const string AutoSetupSessionKey = "NightclubArcadia.SkillSystem.AutoSetupDone";
[DidReloadScripts] [DidReloadScripts]
@@ -55,7 +55,7 @@ public static class SkillSystemSetup
/// <summary> /// <summary>
/// Creates/updates ScriptableObject assets without opening a scene. /// Creates/updates ScriptableObject assets without opening a scene.
/// Safe to run on domain reload. Scene wiring stays on the menu item / /// Safe to run on domain reload. Scene wiring stays on the menu item /
/// the checked-in DialogueTest.unity Skill System objects. /// the checked-in Systems.unity Skill System objects.
/// </summary> /// </summary>
static void EnsureSkillAssetsOnly() static void EnsureSkillAssetsOnly()
{ {
@@ -122,9 +122,12 @@ public static class SkillSystemSetup
EditorUtility.SetDirty(database); EditorUtility.SetDirty(database);
AssetDatabase.SaveAssets(); AssetDatabase.SaveAssets();
WireDialogueTestScene(database); // Scene wiring deliberately skipped: the Skill System objects live in
// Systems.unity and are already wired there. Regenerating the assets is
// still useful and touches no scene. See LegacySceneSetup.
AssetDatabase.SaveAssets(); AssetDatabase.SaveAssets();
Debug.Log($"Skill system setup complete. Database at {DatabasePath}; scene wired at {ScenePath}."); Debug.Log($"Skill assets regenerated. Database at {DatabasePath}. Scene wiring skipped — "
+ "the Skill System already exists in Systems.unity.");
} }
static bool TryLoadRoster(out SkillBibleEntry[] roster) static bool TryLoadRoster(out SkillBibleEntry[] roster)
@@ -230,7 +233,7 @@ public static class SkillSystemSetup
} }
} }
static void WireDialogueTestScene(SkillDatabase database) static void WireWorkingLevelScene(SkillDatabase database)
{ {
if (!File.Exists(ScenePath)) if (!File.Exists(ScenePath))
{ {
@@ -243,7 +246,7 @@ public static class SkillSystemSetup
var runner = UnityEngine.Object.FindAnyObjectByType<DialogueRunner>(); var runner = UnityEngine.Object.FindAnyObjectByType<DialogueRunner>();
if (runner == null) if (runner == null)
{ {
Debug.LogError("No DialogueRunner in DialogueTest.unity."); Debug.LogError("No DialogueRunner in Systems.unity.");
return; return;
} }
@@ -1,80 +0,0 @@
using UnityEditor;
using UnityEditor.SceneManagement;
using UnityEngine;
using UnityEngine.EventSystems;
using Yarn.Compiler;
using Yarn.Unity;
using Yarn.Unity.Editor;
public static class YarnDemoSetup
{
const string YarnProjectPath = "Assets/Dialogue/NightclubArcadia.yarnproject";
const string ScenePath = "Assets/Scenes/DialogueTest.unity";
[MenuItem("Tools/Nightclub Arcadia/Set Up Yarn Dialogue Test")]
public static void SetUpYarnDialogueTest()
{
if (!AssetDatabase.IsValidFolder("Assets/TextMesh Pro"))
{
Debug.LogWarning("TextMesh Pro essential resources are missing. Run Window → TextMeshPro → Import TMP Essential Resources.");
}
if (!AssetDatabase.IsValidFolder("Assets/Dialogue"))
{
AssetDatabase.CreateFolder("Assets", "Dialogue");
}
if (!AssetDatabase.IsValidFolder("Assets/Scenes"))
{
AssetDatabase.CreateFolder("Assets", "Scenes");
}
var yarnProject = AssetDatabase.LoadAssetAtPath<YarnProject>(YarnProjectPath);
if (yarnProject == null)
{
// YarnProjectUtility.CreateDefaultYarnProject is internal, so
// construct the same default project here.
var project = new Project
{
ExcludeFilePatterns = new[] { "**/*~/*", "./Samples/Yarn Spinner*/*" },
};
YarnEditorUtility.CreateYarnProject(YarnProjectPath, project);
AssetDatabase.Refresh();
yarnProject = AssetDatabase.LoadAssetAtPath<YarnProject>(YarnProjectPath);
}
var scene = EditorSceneManager.NewScene(NewSceneSetup.DefaultGameObjects, NewSceneMode.Single);
var runner = CreateDialogueRunnerMenuItem.CreateDialogueRunner();
var so = new SerializedObject(runner);
so.FindProperty("yarnProject").objectReferenceValue = yarnProject;
so.ApplyModifiedPropertiesWithoutUndo();
runner.autoStart = true;
runner.startNode = "Start";
EditorUtility.SetDirty(runner);
#if UNITY_2023_1_OR_NEWER
var eventSystems = Object.FindObjectsByType<EventSystem>(FindObjectsInactive.Include);
#else
var eventSystems = Object.FindObjectsOfType<EventSystem>(true);
#endif
foreach (var eventSystem in eventSystems)
{
if (eventSystem.GetComponent<BaseInputModule>() != null)
{
continue;
}
#if ENABLE_INPUT_SYSTEM
eventSystem.gameObject.AddComponent<UnityEngine.InputSystem.UI.InputSystemUIInputModule>();
#endif
}
EditorSceneManager.SaveScene(scene, ScenePath);
AssetDatabase.SaveAssets();
Debug.Log($"Yarn dialogue test setup complete. Scene saved to {ScenePath}");
}
}
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using Unity.Cinemachine;
using UnityEngine;
namespace NightclubArcadia.Cinematics
{
/// <summary>
/// Raises a reveal camera priority while the player is inside the volume.
/// </summary>
[RequireComponent(typeof(BoxCollider))]
public sealed class CameraFramingVolume : MonoBehaviour
{
[SerializeField] CinemachineCamera revealCamera;
[SerializeField] int activePriority = 20;
[SerializeField] float minDwell = 0.5f;
CameraStateDirector stateDirector;
int defaultPriority;
int occupants;
float exitTimer;
void Awake()
{
var box = GetComponent<BoxCollider>();
box.isTrigger = true;
if (revealCamera != null)
{
defaultPriority = revealCamera.Priority.Value;
}
stateDirector = FindFirstObjectByType<CameraStateDirector>();
}
void OnTriggerEnter(Collider other)
{
if (!other.CompareTag("Player") || revealCamera == null)
{
return;
}
occupants++;
exitTimer = 0f;
revealCamera.Priority.Value = activePriority;
stateDirector?.RegisterReveal();
}
void OnTriggerExit(Collider other)
{
if (!other.CompareTag("Player") || revealCamera == null)
{
return;
}
occupants = Mathf.Max(0, occupants - 1);
if (occupants == 0)
{
exitTimer = minDwell;
}
}
void Update()
{
if (occupants > 0 || revealCamera == null)
{
return;
}
if (exitTimer > 0f)
{
exitTimer -= Time.deltaTime;
return;
}
if (revealCamera.Priority.Value != defaultPriority)
{
revealCamera.Priority.Value = defaultPriority;
stateDirector?.UnregisterReveal();
}
}
}
}
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fileFormatVersion: 2
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using NightclubArcadia.Player;
using NightclubArcadia.Player.Math;
using UnityEngine;
namespace NightclubArcadia.Cinematics
{
/// <summary>
/// Converts mouse drag-pan into CameraRigAnchor manual offset with recenter rules.
/// </summary>
public sealed class CameraPanInput : MonoBehaviour
{
[SerializeField] Camera brainCamera;
[SerializeField] CameraRigAnchor anchor;
[SerializeField] CameraStateDirector stateDirector;
[SerializeField] PlayerPointerInput pointerInput;
[SerializeField] float panMetresPerPixel = 0.02f;
[SerializeField] float maxPanDistance = 12f;
[SerializeField] float recenterDelay = 2.5f;
[SerializeField] float recenterSmoothTime = 0.8f;
[SerializeField] float movementRecenterDelay = 0.4f;
float releaseTimer = float.MaxValue;
Vector3 recenterVelocity;
Vector3 camRight;
Vector3 camForward;
bool basisInitialized;
public bool IsManualPanActive => pointerInput != null && pointerInput.IsPanning || releaseTimer < recenterDelay;
void Awake()
{
if (anchor == null)
{
anchor = GetComponent<CameraRigAnchor>();
}
if (stateDirector == null)
{
stateDirector = GetComponent<CameraStateDirector>();
}
if (brainCamera == null)
{
brainCamera = Camera.main;
}
}
void Start()
{
if (pointerInput == null)
{
var player = GameObject.FindGameObjectWithTag("Player");
if (player != null)
{
pointerInput = player.GetComponent<PlayerPointerInput>();
}
}
if (pointerInput != null)
{
pointerInput.PanDelta += OnPanDelta;
pointerInput.PanEnded += OnPanEnded;
}
}
void OnDestroy()
{
if (pointerInput != null)
{
pointerInput.PanDelta -= OnPanDelta;
pointerInput.PanEnded -= OnPanEnded;
}
}
void Update()
{
if (anchor == null || stateDirector == null)
{
return;
}
if (stateDirector.AllowsManualPan && pointerInput != null && pointerInput.IsPanning)
{
releaseTimer = 0f;
}
else if (releaseTimer < recenterDelay)
{
releaseTimer += Time.deltaTime;
}
if (ShouldShortenRecenter())
{
releaseTimer = Mathf.Max(releaseTimer, recenterDelay - movementRecenterDelay);
}
if (!stateDirector.AllowsManualPan)
{
return;
}
if (releaseTimer >= recenterDelay && (pointerInput == null || !pointerInput.IsPanning))
{
anchor.ManualPanOffset = Vector3.SmoothDamp(
anchor.ManualPanOffset,
Vector3.zero,
ref recenterVelocity,
recenterSmoothTime);
}
anchor.ClampManualPan(maxPanDistance);
}
void OnPanDelta(Vector2 delta)
{
if (stateDirector == null || !stateDirector.AllowsManualPan || anchor == null)
{
return;
}
EnsureCameraBasis();
anchor.Nudge(MotionInputMath.ScreenDeltaToWorldPan(delta, camRight, camForward, panMetresPerPixel));
anchor.ClampManualPan(maxPanDistance);
}
void OnPanEnded()
{
releaseTimer = 0f;
}
bool ShouldShortenRecenter()
{
var player = GameObject.FindGameObjectWithTag("Player");
if (player == null)
{
return false;
}
var arbiter = player.GetComponent<PlayerMotionArbiter>();
return arbiter != null && arbiter.ActiveSource != MotionSource.None;
}
void EnsureCameraBasis()
{
if (brainCamera == null)
{
brainCamera = Camera.main;
}
if (brainCamera == null)
{
return;
}
if (!basisInitialized)
{
camRight = brainCamera.transform.right;
camForward = brainCamera.transform.forward;
basisInitialized = true;
}
}
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: f9b06ade88f2643a3b9f52a80e06081d
@@ -0,0 +1,31 @@
using UnityEngine;
namespace NightclubArcadia.Cinematics
{
/// <summary>
/// Marker on NPCs and props that the POI director may bias toward.
/// </summary>
public sealed class CameraPointOfInterest : MonoBehaviour
{
[SerializeField] float weight = 1f;
[SerializeField] float triggerRadius = 8f;
[SerializeField] float maxBias = 2.5f;
[SerializeField] float extraDistance = 1.5f;
public float Weight => weight;
public float TriggerRadius => triggerRadius;
public float MaxBias => maxBias;
public float ExtraDistance => extraDistance;
public Transform Target => transform;
void OnEnable()
{
CameraPointOfInterestDirector.Register(this);
}
void OnDisable()
{
CameraPointOfInterestDirector.Unregister(this);
}
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 7862f80331f384d28b27600075971a77
@@ -0,0 +1,161 @@
using System.Collections.Generic;
using UnityEngine;
namespace NightclubArcadia.Cinematics
{
/// <summary>
/// Scores registered POIs and writes bias onto the camera anchor.
/// </summary>
public sealed class CameraPointOfInterestDirector : MonoBehaviour
{
static readonly List<CameraPointOfInterest> Registered = new List<CameraPointOfInterest>();
[SerializeField] CameraRigAnchor anchor;
[SerializeField] CameraStateDirector stateDirector;
[SerializeField] float poiSmoothTime = 1f;
[SerializeField] float poiReleaseTime = 1.4f;
[SerializeField] float maxHeadingAngle = 100f;
Vector3 poiVelocity;
float distanceVelocity;
CameraPointOfInterest activePoi;
public bool HasActivePoi => activePoi != null;
public static void Register(CameraPointOfInterest poi)
{
if (poi != null && !Registered.Contains(poi))
{
Registered.Add(poi);
}
}
public static void Unregister(CameraPointOfInterest poi)
{
Registered.Remove(poi);
}
void Awake()
{
if (anchor == null)
{
anchor = GetComponent<CameraRigAnchor>();
}
if (stateDirector == null)
{
stateDirector = GetComponent<CameraStateDirector>();
}
}
void LateUpdate()
{
if (anchor == null || stateDirector == null)
{
return;
}
var follow = anchor.FollowTarget;
if (follow == null)
{
return;
}
if (!stateDirector.AllowsPointOfInterest)
{
return;
}
if (stateDirector.Current == CameraState.ManualPan)
{
return;
}
activePoi = FindBestPoi(follow);
if (activePoi == null)
{
ReleasePoi();
return;
}
var toPoi = activePoi.Target.position - follow.position;
toPoi.y = 0f;
var targetBias = Vector3.ClampMagnitude(toPoi, activePoi.MaxBias);
anchor.PoiBias = Vector3.SmoothDamp(
anchor.PoiBias,
targetBias,
ref poiVelocity,
poiSmoothTime);
anchor.DistanceBias = Mathf.SmoothDamp(
anchor.DistanceBias,
activePoi.ExtraDistance,
ref distanceVelocity,
poiSmoothTime);
}
CameraPointOfInterest FindBestPoi(Transform follow)
{
CameraPointOfInterest best = null;
var bestScore = 0f;
var forward = follow.forward;
foreach (var poi in Registered)
{
if (poi == null || !poi.isActiveAndEnabled)
{
continue;
}
var offset = poi.Target.position - follow.position;
offset.y = 0f;
var distance = offset.magnitude;
if (distance > poi.TriggerRadius || distance <= 0.01f)
{
continue;
}
var angle = Vector3.Angle(forward, offset);
if (angle > maxHeadingAngle)
{
continue;
}
var score = poi.Weight * (1f - distance / poi.TriggerRadius);
if (score > bestScore)
{
bestScore = score;
best = poi;
}
}
return best;
}
void ReleasePoi()
{
if (anchor == null)
{
return;
}
anchor.PoiBias = Vector3.SmoothDamp(
anchor.PoiBias,
Vector3.zero,
ref poiVelocity,
poiReleaseTime);
anchor.DistanceBias = Mathf.SmoothDamp(
anchor.DistanceBias,
0f,
ref distanceVelocity,
poiReleaseTime);
if (anchor.PoiBias.sqrMagnitude < 0.0001f && Mathf.Abs(anchor.DistanceBias) < 0.01f)
{
activePoi = null;
}
}
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: e3343417e1de440f095b73e55c6977b6
@@ -0,0 +1,85 @@
using Unity.Cinemachine;
using UnityEngine;
namespace NightclubArcadia.Cinematics
{
/// <summary>
/// Proxy transform the follow camera tracks. Combines player follow,
/// POI bias, manual pan offset, and distance bias.
/// </summary>
public sealed class CameraRigAnchor : MonoBehaviour
{
[SerializeField] Transform followTarget;
[SerializeField] CinemachinePositionComposer composer;
[SerializeField] float followSmoothTime = 0.12f;
[SerializeField] float distanceSmoothTime = 0.8f;
float defaultCameraDistance = 10f;
float distanceVelocity;
Vector3 followVelocity;
public Vector3 PoiBias { get; set; }
public Vector3 ManualPanOffset { get; set; }
public float DistanceBias { get; set; }
public Transform FollowTarget => followTarget;
void Start()
{
if (composer == null)
{
composer = FindFirstObjectByType<CinemachinePositionComposer>();
}
if (composer != null)
{
defaultCameraDistance = composer.CameraDistance;
}
}
void LateUpdate()
{
if (followTarget == null)
{
return;
}
var targetPosition = followTarget.position + PoiBias + ManualPanOffset;
transform.position = Vector3.SmoothDamp(
transform.position,
targetPosition,
ref followVelocity,
followSmoothTime);
if (composer != null)
{
var targetDistance = defaultCameraDistance + DistanceBias;
composer.CameraDistance = Mathf.SmoothDamp(
composer.CameraDistance,
targetDistance,
ref distanceVelocity,
distanceSmoothTime);
}
}
public void Nudge(Vector3 worldDelta)
{
ManualPanOffset += worldDelta;
}
public void ClampManualPan(float maxDistance)
{
if (followTarget == null)
{
return;
}
var offset = ManualPanOffset;
offset.y = 0f;
if (offset.magnitude > maxDistance)
{
ManualPanOffset = offset.normalized * maxDistance;
}
}
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 16d6717a3703a4bb3a8c3bb0bb0392de
@@ -0,0 +1,135 @@
using NightclubArcadia.UI;
using UnityEngine;
namespace NightclubArcadia.Cinematics
{
public enum CameraState
{
Follow,
ManualPan,
PointOfInterest,
Reveal,
Dialogue,
Menu
}
/// <summary>
/// Resolves which camera subsystem may write each frame.
/// </summary>
public sealed class CameraStateDirector : MonoBehaviour
{
[SerializeField] CameraRigAnchor anchor;
[SerializeField] float dialogueRecenterTime = 0.5f;
int activeRevealCount;
float dialogueRecenterTimer;
bool wasDialogueActive;
bool wasMenuOpen;
public CameraState Current { get; private set; } = CameraState.Follow;
public bool AllowsManualPan =>
Current != CameraState.Dialogue
&& Current != CameraState.Menu
&& Current != CameraState.Reveal;
public bool AllowsPointOfInterest =>
Current == CameraState.Follow || Current == CameraState.PointOfInterest;
void Awake()
{
if (anchor == null)
{
anchor = GetComponent<CameraRigAnchor>();
}
}
void Start()
{
if (UIStateController.Instance != null)
{
UIStateController.Instance.StateChanged += OnUiStateChanged;
}
ResolveState(false);
}
void OnDestroy()
{
if (UIStateController.Instance != null)
{
UIStateController.Instance.StateChanged -= OnUiStateChanged;
}
}
void Update()
{
ResolveState(true);
if (Current == CameraState.Dialogue && anchor != null)
{
dialogueRecenterTimer += Time.deltaTime;
var t = Mathf.Clamp01(dialogueRecenterTimer / dialogueRecenterTime);
anchor.ManualPanOffset = Vector3.Lerp(anchor.ManualPanOffset, Vector3.zero, t);
}
}
void OnUiStateChanged() => ResolveState(true);
public void RegisterReveal() => activeRevealCount++;
public void UnregisterReveal() => activeRevealCount = Mathf.Max(0, activeRevealCount - 1);
void ResolveState(bool allowManualPanPromotion)
{
var ui = UIStateController.Instance;
var menuOpen = ui != null && ui.IsMenuOpen;
var dialogueActive = ui != null && ui.IsDialogueActive;
if (menuOpen)
{
Current = CameraState.Menu;
}
else if (dialogueActive)
{
if (!wasDialogueActive)
{
dialogueRecenterTimer = 0f;
}
Current = CameraState.Dialogue;
}
else if (activeRevealCount > 0)
{
Current = CameraState.Reveal;
}
else if (allowManualPanPromotion && IsManualPanActive())
{
Current = CameraState.ManualPan;
}
else if (HasActivePointOfInterest())
{
Current = CameraState.PointOfInterest;
}
else
{
Current = CameraState.Follow;
}
wasDialogueActive = dialogueActive;
wasMenuOpen = menuOpen;
}
bool IsManualPanActive()
{
var pan = GetComponent<CameraPanInput>();
return pan != null && pan.IsManualPanActive;
}
bool HasActivePointOfInterest()
{
var director = GetComponent<CameraPointOfInterestDirector>();
return director != null && director.HasActivePoi;
}
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: ca0160e4d996040238dab18725a2e844
@@ -0,0 +1,49 @@
using System.Collections;
using Unity.Cinemachine;
using UnityEngine;
using NightclubArcadia.Core;
namespace NightclubArcadia.Cinematics
{
/// <summary>
/// Points a CinemachineCamera at the player once the player exists.
///
/// Level cameras — the reveal cameras in particular — used to hold a serialized
/// reference to the PlayerArmature. The player now lives in the Systems scene, so
/// that reference cannot be serialized any more and has to be bound at runtime.
/// </summary>
[RequireComponent(typeof(CinemachineCamera))]
public sealed class CinemachineFollowsPlayer : MonoBehaviour
{
[Tooltip("Also drive LookAt, not just Follow.")]
[SerializeField] bool alsoLookAt;
[Tooltip("Seconds to keep retrying while the Systems scene finishes loading.")]
[SerializeField] float resolveTimeout = 5f;
IEnumerator Start()
{
var cam = GetComponent<CinemachineCamera>();
var deadline = Time.unscaledTime + resolveTimeout;
while (SceneServices.Player == null && Time.unscaledTime < deadline)
{
yield return null;
}
var player = SceneServices.Player;
if (player == null)
{
Debug.LogError($"[CinemachineFollowsPlayer] {name}: no object tagged Player appeared " +
$"within {resolveTimeout}s.", this);
yield break;
}
cam.Follow = player;
if (alsoLookAt)
{
cam.LookAt = player;
}
}
}
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 1cc7a0e83be949f5974b1f675c37c84e
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,72 @@
using NightclubArcadia.UI;
using Unity.Cinemachine;
using UnityEngine;
namespace NightclubArcadia.Cinematics
{
/// <summary>
/// Shifts CinemachinePositionComposer.Composition.ScreenPosition so the
/// player is centred in the screen space left of the dialogue panel.
/// </summary>
public sealed class DialogueCameraFraming : MonoBehaviour
{
[SerializeField] CinemachinePositionComposer composer;
[SerializeField] float dialogueScreenX = -0.17f;
[SerializeField] bool suppressDeadZoneXInDialogue = true;
float defaultDeadZoneX = 0.2f;
void Start()
{
if (composer == null)
{
composer = FindFirstObjectByType<CinemachinePositionComposer>();
}
if (composer != null)
{
defaultDeadZoneX = composer.Composition.DeadZone.Size.x;
}
if (UIStateController.Instance != null)
{
UIStateController.Instance.StateChanged += OnStateChanged;
}
ApplyFraming();
}
void OnDestroy()
{
if (UIStateController.Instance != null)
{
UIStateController.Instance.StateChanged -= OnStateChanged;
}
}
void OnStateChanged() => ApplyFraming();
void ApplyFraming()
{
if (composer == null)
{
return;
}
var active = UIStateController.Instance != null && UIStateController.Instance.IsDialogueActive;
var target = active ? dialogueScreenX : 0f;
var composition = composer.Composition;
composition.ScreenPosition = new Vector2(target, composition.ScreenPosition.y);
if (suppressDeadZoneXInDialogue)
{
var size = composition.DeadZone.Size;
size.x = active ? 0f : defaultDeadZoneX;
composition.DeadZone.Size = size;
}
composer.Composition = composition;
}
}
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 56142a5f8795401498df8e01dc74b258
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
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@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 0a917e0f38654c5d9c73026e20ad3e16
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,65 @@
using System.Collections;
using UnityEngine;
using UnityEngine.SceneManagement;
namespace NightclubArcadia.Core
{
/// <summary>
/// The entry point. Loads the persistent Systems scene, then a level, additively.
///
/// Splitting the game across scenes is what lets a level be edited without touching
/// the systems wiring, and stops a corrupted level from taking the dialogue runner,
/// the UI layer and the player with it. The cost is that serialized references
/// cannot cross a scene boundary — Unity nulls those — so the handful of level
/// objects that need a system resolve it at runtime instead. See SceneServices.
/// </summary>
public sealed class GameBootstrap : MonoBehaviour
{
[Tooltip("Persistent scene holding dialogue, skills, UI, the camera rig and the player.")]
[SerializeField] string systemsScene = "Systems";
[Tooltip("Level to open on start. Leave empty to load only the systems layer.")]
[SerializeField] string startLevel = "SC101_ConferenceHall";
IEnumerator Start()
{
yield return LoadIfNeeded(systemsScene);
if (!string.IsNullOrEmpty(startLevel))
{
yield return LoadIfNeeded(startLevel);
var level = SceneManager.GetSceneByName(startLevel);
if (level.IsValid() && level.isLoaded)
{
// The active scene decides where new objects land and which
// lighting settings apply, so it must be the level, not this one.
SceneManager.SetActiveScene(level);
}
}
}
static IEnumerator LoadIfNeeded(string sceneName)
{
if (string.IsNullOrEmpty(sceneName))
{
yield break;
}
var existing = SceneManager.GetSceneByName(sceneName);
if (existing.IsValid() && existing.isLoaded)
{
yield break;
}
var op = SceneManager.LoadSceneAsync(sceneName, LoadSceneMode.Additive);
if (op == null)
{
Debug.LogError($"[GameBootstrap] '{sceneName}' is not in the build settings.");
yield break;
}
yield return op;
}
}
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 612d8b8b7afa48d68f187e4d51bae0cd
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
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@@ -0,0 +1,61 @@
using UnityEngine;
using UnityEngine.InputSystem;
using UnityEngine.InputSystem.LowLevel;
namespace NightclubArcadia.Core
{
/// <summary>
/// Which input device was most recently active, globally.
///
/// InteractionPrompt — and anything else that shows a button glyph — reads Current
/// to decide between "[F]", "(X)" and "(✕)".
///
/// Requires the Input System package, with Active Input Handling set to
/// "Input System Package (New)" or "Both".
/// </summary>
public static class InputDeviceTracker
{
public enum DeviceType { Keyboard, Xbox, PlayStation, Generic }
public static DeviceType Current { get; private set; } = DeviceType.Keyboard;
[RuntimeInitializeOnLoadMethod]
static void Init()
{
InputSystem.onEvent += OnEvent;
}
static void OnEvent(InputEventPtr eventPtr, InputDevice device)
{
// Only actual state changes — button, stick, key — not every event.
if (!eventPtr.IsA<StateEvent>() && !eventPtr.IsA<DeltaStateEvent>())
{
return;
}
switch (device)
{
case Keyboard:
case Mouse:
Current = DeviceType.Keyboard;
break;
case Gamepad pad:
var name = pad.displayName.ToLowerInvariant();
if (name.Contains("dualshock") || name.Contains("dualsense") || name.Contains("playstation"))
{
Current = DeviceType.PlayStation;
}
else if (name.Contains("xbox") || name.Contains("xinput"))
{
Current = DeviceType.Xbox;
}
else
{
Current = DeviceType.Generic;
}
break;
}
}
}
}
@@ -0,0 +1,16 @@
{
"name": "NightclubArcadia.Core",
"rootNamespace": "NightclubArcadia.Core",
"references": [
"Unity.InputSystem"
],
"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 +1,79 @@
using UnityEngine;
namespace NightclubArcadia.Core
{
/// <summary>
/// Finds objects that live in a different loaded scene.
///
/// Unity cannot serialize a reference across a scene boundary — the Inspector
/// refuses it and any existing reference is nulled when the scenes are split. So a
/// level object that needs the dialogue runner, or the player, has to resolve it at
/// runtime. This is a lookup helper, not a service container: there is no
/// registration step and nothing to keep in sync.
///
/// It is deliberately thin. FindFirstObjectByType is not cheap, so callers cache
/// what they get in Awake rather than calling per frame, and an Inspector-assigned
/// reference always wins — this only fills in what the split left null.
/// </summary>
public static class SceneServices
{
/// <summary>
/// Inspector value if set, otherwise the first one in any loaded scene. Silent:
/// returns null when nothing is found.
///
/// Use this when the answer may legitimately not exist yet — during Awake, for
/// instance, when the scene holding it may not have loaded.
/// </summary>
public static T TryResolve<T>(T assigned) where T : Object
{
if (assigned != null)
{
return assigned;
}
// Include inactive: a system parked inactive at startup is still the object
// we mean, and excluding it produces a confusing "not found" for something
// sitting right there in the hierarchy.
return Object.FindFirstObjectByType<T>(FindObjectsInactive.Include);
}
/// <summary>
/// As TryResolve, but logs an error when nothing is found. Only call this at the
/// point the dependency is actually needed — calling it during Awake reports a
/// failure that may simply be a scene that has not finished loading.
/// </summary>
public static T Resolve<T>(T assigned, Object context, string field) where T : Object
{
var found = TryResolve(assigned);
if (found == null)
{
Debug.LogError(
$"[SceneServices] {context?.name}: could not resolve {field} ({typeof(T).Name}). " +
"Is the Systems scene loaded?", context);
}
return found;
}
static Transform player;
/// <summary>
/// The player transform, by tag, cached. Null between scene loads if the
/// systems scene has not come up yet, so callers must handle null.
/// </summary>
public static Transform Player
{
get
{
if (player == null)
{
var go = GameObject.FindGameObjectWithTag("Player");
player = go != null ? go.transform : null;
}
return player;
}
}
/// <summary>Drop the cache. Call when unloading a scene that held the player.</summary>
public static void Forget() => player = null;
}
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: db6a827f17574ac1b7c92185a089300a
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
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@@ -1,54 +0,0 @@
using UnityEngine;
using Yarn.Unity;
namespace NightclubArcadia.Dialogue
{
/// <summary>
/// Trigger-zone interactable: player walks in range, presses E, and this
/// starts the given Yarn node. The reverse of DialogueTransitionController's
/// <<enter_environment>> — this is the "step into dialogue" half of the loop.
/// </summary>
public class DialogueInteractable : MonoBehaviour
{
[SerializeField] private DialogueRunner dialogueRunner;
[SerializeField] private GameObject dialogueUI;
[SerializeField] private string yarnNodeName = "Bartender_Chat";
private bool playerInRange = false;
void OnTriggerEnter(Collider other)
{
if (other.CompareTag("Player"))
playerInRange = true;
}
void OnTriggerExit(Collider other)
{
if (other.CompareTag("Player"))
playerInRange = false;
}
void Update()
{
if (playerInRange && Input.GetKeyDown(KeyCode.E))
{
StartConversation();
}
}
async void StartConversation()
{
// Player controls are locked by DialogueTransitionController off the
// runner's onDialogueStart event — nothing to do for that here.
if (DialogueUIVisibility.Show(dialogueUI))
{
// Only reached if the UI was found deactivated; give TMP a
// frame to re-cache its Canvas in OnEnable before any text is
// generated.
await Awaitable.NextFrameAsync();
}
await dialogueRunner.StartDialogue(yarnNodeName);
}
}
}
@@ -1,2 +0,0 @@
fileFormatVersion: 2
guid: 99afbbd28c8054d59a7a0dec94f5ec8f
@@ -1,4 +1,4 @@
using StarterAssets; using NightclubArcadia.UI;
using UnityEngine; using UnityEngine;
using Yarn.Unity; using Yarn.Unity;
@@ -7,33 +7,27 @@ namespace NightclubArcadia.Dialogue
/// <summary> /// <summary>
/// Owns the hand-off between dialogue and the 3D environment: locks the /// Owns the hand-off between dialogue and the 3D environment: locks the
/// player's controls for as long as a conversation is running, and registers /// player's controls for as long as a conversation is running, and registers
/// the <<enter_environment>> Yarn command that hands control back. /// the &lt;&lt;enter_environment&gt;&gt; Yarn command that hands control back.
/// ///
/// The lock is driven by the DialogueRunner's own lifecycle events rather /// The lock is driven by the DialogueRunner's own lifecycle events rather
/// than by each interactable, so every entry point — auto-started nodes, /// than by each interactable, so every entry point — auto-started nodes,
/// NPCStandIn, DialogueInteractable — gets the same behaviour without /// DialogueInteractor — gets the same behaviour without
/// having to remember to do it. /// having to remember to do it. Control locking is delegated to
/// <see cref="PlayerControlLock"/> so the player menu can hold a second
/// independent lock without re-enabling movement mid-conversation.
/// </summary> /// </summary>
public class DialogueTransitionController : MonoBehaviour public class DialogueTransitionController : MonoBehaviour
{ {
[SerializeField] private DialogueRunner dialogueRunner; [SerializeField] private DialogueRunner dialogueRunner;
[SerializeField] private GameObject dialogueUI; [SerializeField] private GameObject dialogueUI;
[SerializeField] private GameObject playerArmature; [SerializeField] private GameObject playerArmature;
[SerializeField] private PlayerControlLock controlLock;
private ThirdPersonController playerController;
private StarterAssetsInputs playerInputs;
private Animator playerAnimator;
static readonly int AnimIDSpeed = Animator.StringToHash("Speed");
static readonly int AnimIDMotionSpeed = Animator.StringToHash("MotionSpeed");
void Awake() void Awake()
{ {
if (playerArmature != null) if (controlLock == null && playerArmature != null)
{ {
playerController = playerArmature.GetComponent<ThirdPersonController>(); controlLock = playerArmature.GetComponent<PlayerControlLock>();
playerInputs = playerArmature.GetComponent<StarterAssetsInputs>();
playerAnimator = playerArmature.GetComponent<Animator>();
} }
// Subscribed in Awake rather than Start: the runner auto-starts its // Subscribed in Awake rather than Start: the runner auto-starts its
@@ -45,11 +39,16 @@ namespace NightclubArcadia.Dialogue
void Start() void Start()
{ {
if (controlLock == null && playerArmature != null)
{
controlLock = playerArmature.GetComponent<PlayerControlLock>();
}
// Dialogue is in progress as soon as this controller is active // Dialogue is in progress as soon as this controller is active
// (including auto-started nodes), so the player stays locked out // (including auto-started nodes), so the player stays locked out
// until <<enter_environment>>. The armature itself stays // until <<enter_environment>>. The armature itself stays
// active/visible — only its controls are disabled. // active/visible — only its controls are disabled.
SetPlayerControlEnabled(false); controlLock?.Acquire(this);
dialogueRunner.AddCommandHandler("enter_environment", EnterEnvironment); dialogueRunner.AddCommandHandler("enter_environment", EnterEnvironment);
} }
@@ -63,7 +62,8 @@ namespace NightclubArcadia.Dialogue
void OnDialogueStart() void OnDialogueStart()
{ {
DialogueUIVisibility.Show(dialogueUI); DialogueUIVisibility.Show(dialogueUI);
SetPlayerControlEnabled(false); UIStateController.Instance?.SetDialogueActive(true);
controlLock?.Acquire(this);
} }
// Safety net: a node that ends without <<enter_environment>> must still // Safety net: a node that ends without <<enter_environment>> must still
@@ -74,40 +74,12 @@ namespace NightclubArcadia.Dialogue
{ {
// Hide, don't deactivate: deactivating the Canvas breaks TMP's // Hide, don't deactivate: deactivating the Canvas breaks TMP's
// cached Canvas reference and makes the next conversation throw. // cached Canvas reference and makes the next conversation throw.
// See DialogueUIVisibility. // See DialogueUIVisibility / PanelVisibility.
DialogueUIVisibility.Hide(dialogueUI); DialogueUIVisibility.Hide(dialogueUI);
SetPlayerControlEnabled(true); UIStateController.Instance?.SetDialogueActive(false);
} // Release is idempotent on a HashSet — safe when both
// <<enter_environment>> and onDialogueComplete fire.
void SetPlayerControlEnabled(bool value) controlLock?.Release(this);
{
if (playerController == null)
{
return;
}
if (!value)
{
// Clear pending input and the locomotion blend before freezing
// the controller. Disabling it mid-stride otherwise leaves
// Speed at its last value, and the character keeps running on
// the spot for the whole conversation.
if (playerInputs != null)
{
playerInputs.MoveInput(Vector2.zero);
playerInputs.LookInput(Vector2.zero);
playerInputs.SprintInput(false);
playerInputs.JumpInput(false);
}
if (playerAnimator != null)
{
playerAnimator.SetFloat(AnimIDSpeed, 0f);
playerAnimator.SetFloat(AnimIDMotionSpeed, 0f);
}
}
playerController.enabled = value;
} }
} }
} }

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