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+102
@@ -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.
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# Unity YAML — text, LF, and merged with UnityYAMLMerge
|
||||
# ---------------------------------------------------------------------------
|
||||
# The merge driver needs a one-time setup per machine; see §"Merge driver" in
|
||||
# CLAUDE.md. Without it git falls back to a normal text merge, which for scenes
|
||||
# and prefabs means conflicts that are painful but not silently wrong.
|
||||
*.unity text eol=lf merge=unityyamlmerge
|
||||
*.prefab text eol=lf merge=unityyamlmerge
|
||||
*.asset text eol=lf merge=unityyamlmerge
|
||||
*.mat text eol=lf merge=unityyamlmerge
|
||||
*.anim text eol=lf merge=unityyamlmerge
|
||||
*.controller text eol=lf merge=unityyamlmerge
|
||||
*.overrideController text eol=lf merge=unityyamlmerge
|
||||
*.physicMaterial text eol=lf merge=unityyamlmerge
|
||||
*.physicsMaterial2D text eol=lf merge=unityyamlmerge
|
||||
*.playable text eol=lf merge=unityyamlmerge
|
||||
*.mask text eol=lf merge=unityyamlmerge
|
||||
*.brush text eol=lf merge=unityyamlmerge
|
||||
*.flare text eol=lf merge=unityyamlmerge
|
||||
*.lighting text eol=lf merge=unityyamlmerge
|
||||
*.terrainlayer text eol=lf merge=unityyamlmerge
|
||||
*.signal text eol=lf merge=unityyamlmerge
|
||||
*.guiskin text eol=lf merge=unityyamlmerge
|
||||
*.fontsettings text eol=lf merge=unityyamlmerge
|
||||
*.meta text eol=lf
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# Source, config and prose
|
||||
# ---------------------------------------------------------------------------
|
||||
*.cs text eol=lf diff=csharp
|
||||
*.yarn text eol=lf
|
||||
*.yarnproject text eol=lf
|
||||
*.asmdef text eol=lf
|
||||
*.asmref text eol=lf
|
||||
*.inputactions text eol=lf
|
||||
*.shader text eol=lf
|
||||
*.compute text eol=lf
|
||||
*.cginc text eol=lf
|
||||
*.hlsl text eol=lf
|
||||
*.shadergraph text eol=lf
|
||||
*.json text eol=lf
|
||||
*.md text eol=lf
|
||||
*.txt text eol=lf
|
||||
*.py text eol=lf
|
||||
*.sh text eol=lf
|
||||
*.csproj text eol=lf
|
||||
*.xml text eol=lf
|
||||
*.gitattributes text eol=lf
|
||||
*.gitignore text eol=lf
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# Binary — never diffed, never line-ending converted
|
||||
# ---------------------------------------------------------------------------
|
||||
*.png binary
|
||||
*.jpg binary
|
||||
*.jpeg binary
|
||||
*.gif binary
|
||||
*.tga binary
|
||||
*.tif binary
|
||||
*.tiff binary
|
||||
*.psd binary
|
||||
*.exr binary
|
||||
*.hdr binary
|
||||
*.fbx binary
|
||||
*.obj binary
|
||||
*.blend binary
|
||||
*.wav binary
|
||||
*.mp3 binary
|
||||
*.ogg binary
|
||||
*.aif binary
|
||||
*.ttf binary
|
||||
*.otf binary
|
||||
*.pdf binary
|
||||
*.dll binary
|
||||
*.pdb binary
|
||||
*.so binary
|
||||
*.dylib binary
|
||||
*.bundle binary
|
||||
*.a binary
|
||||
*.unitypackage binary
|
||||
*.cubemap binary
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# Git LFS — deliberately NOT enabled yet
|
||||
# ---------------------------------------------------------------------------
|
||||
# git-lfs is installed locally, but this repo pushes to a self-hosted server
|
||||
# whose LFS support has not been verified, and enabling LFS against a server
|
||||
# that lacks it breaks pushing. There is also almost nothing to store yet: one
|
||||
# placeholder PNG plus the StarterAssets meshes.
|
||||
#
|
||||
# When real art lands, verify the server first, then add:
|
||||
# *.png filter=lfs diff=lfs merge=lfs -text
|
||||
# *.fbx filter=lfs diff=lfs merge=lfs -text
|
||||
# *.wav filter=lfs diff=lfs merge=lfs -text
|
||||
# and migrate existing blobs with `git lfs migrate import --include=...`.
|
||||
# Adding the filter without migrating leaves old blobs outside LFS, which is
|
||||
# confusing rather than broken.
|
||||
+13
@@ -108,6 +108,13 @@ yarn-error.log*
|
||||
__pycache__/
|
||||
*.py[cod]
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# .NET tooling under tools/ (Unity's own Library/ ignores live in the Unity
|
||||
# project's .gitignore and don't reach this far up)
|
||||
# ---------------------------------------------------------------------------
|
||||
tools/**/bin/
|
||||
tools/**/obj/
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# AI / agent tooling
|
||||
# ---------------------------------------------------------------------------
|
||||
@@ -120,3 +127,9 @@ __pycache__/
|
||||
*.tar.gz
|
||||
*.7z
|
||||
*.rar
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# Local build and test output (Makefile targets)
|
||||
# ---------------------------------------------------------------------------
|
||||
/.test-results/
|
||||
/build/
|
||||
|
||||
Vendored
+64
@@ -0,0 +1,64 @@
|
||||
{
|
||||
"cSpell.enableFiletypes": [
|
||||
"yarnspinner"
|
||||
],
|
||||
"cSpell.languageSettings": [
|
||||
{
|
||||
"languageId": "yarnspinner",
|
||||
"patterns": [
|
||||
{
|
||||
"name": "yarn-commands",
|
||||
"pattern": "/<<[^>]*>>/g"
|
||||
},
|
||||
{
|
||||
"name": "yarn-expressions",
|
||||
"pattern": "/\\{[^}]*\\}/g"
|
||||
},
|
||||
{
|
||||
"name": "yarn-variables",
|
||||
"pattern": "/\\$[a-zA-Z_][a-zA-Z0-9_]*/g"
|
||||
},
|
||||
{
|
||||
"name": "yarn-markup",
|
||||
"pattern": "/\\[[^\\]]*\\]/g"
|
||||
},
|
||||
{
|
||||
"name": "yarn-hashtags",
|
||||
"pattern": "/#[a-zA-Z_][a-zA-Z0-9_:-]*/g"
|
||||
},
|
||||
{
|
||||
"name": "yarn-node-markers",
|
||||
"pattern": "/^(---|===)$/gm"
|
||||
},
|
||||
{
|
||||
"name": "yarn-headers",
|
||||
"pattern": "/^(title|tags|position|color|colorID|tracking|custom|style):.*/gm"
|
||||
},
|
||||
{
|
||||
"name": "yarn-character-names",
|
||||
"pattern": "/^\\s*[A-Za-z_][A-Za-z0-9_]*(?=:)/gm"
|
||||
},
|
||||
{
|
||||
"name": "yarn-comments",
|
||||
"pattern": "/\\/\\/.*$/gm"
|
||||
}
|
||||
],
|
||||
"ignoreRegExpList": [
|
||||
"yarn-commands",
|
||||
"yarn-expressions",
|
||||
"yarn-variables",
|
||||
"yarn-markup",
|
||||
"yarn-hashtags",
|
||||
"yarn-node-markers",
|
||||
"yarn-headers",
|
||||
"yarn-character-names",
|
||||
"yarn-comments"
|
||||
]
|
||||
}
|
||||
],
|
||||
"cSpell.words": [
|
||||
"Cassian",
|
||||
"Thal",
|
||||
"Vaselian"
|
||||
]
|
||||
}
|
||||
@@ -0,0 +1,10 @@
|
||||
# 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).
|
||||
@@ -0,0 +1,544 @@
|
||||
# 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.
|
||||
@@ -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)
|
||||
@@ -180,3 +180,40 @@ InitTestScene*.unity*
|
||||
# Source-generator output for attributed commands/functions (regenerated).
|
||||
YarnActionRegistration.cs
|
||||
YarnActionRegistration.cs.meta
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# ProBuilder (com.unity.probuilder, embedded as source under /Packages instead
|
||||
# of resolving through the registry into Library/PackageCache)
|
||||
# ---------------------------------------------------------------------------
|
||||
# Folders ending in "~" are already invisible to the Unity Editor/AssetDatabase
|
||||
# (no .meta files are ever generated for them), so committing them only bloats
|
||||
# the repo for content nobody can reference from the project:
|
||||
# Documentation~/ ~16 MB of package docs
|
||||
# Samples~/ ~1 MB of optional sample scenes/scripts
|
||||
/[Pp]ackages/com.unity.probuilder/Documentation~/
|
||||
/[Pp]ackages/com.unity.probuilder/Samples~/
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# StarterAssets (Unity's ThirdPerson Starter Assets package, imported under
|
||||
# /Assets/StarterAssets)
|
||||
# ---------------------------------------------------------------------------
|
||||
# Vendor onboarding readme + its screenshot, shown once in the Editor's
|
||||
# "Readme" inspector window. Not referenced by any scene or script.
|
||||
/[Aa]ssets/StarterAssets/Readme.asset
|
||||
/[Aa]ssets/StarterAssets/Readme.asset.meta
|
||||
/[Aa]ssets/StarterAssets/TutorialInfo/
|
||||
|
||||
# Vendor PDF manual, not used at runtime.
|
||||
/[Aa]ssets/StarterAssets/StarterAssets_Documentation_v1.1.pdf
|
||||
/[Aa]ssets/StarterAssets/StarterAssets_Documentation_v1.1.pdf.meta
|
||||
|
||||
# "Playground" demo scene the package ships to showcase the controller.
|
||||
# Not in EditorBuildSettings and not referenced by any of the project's own
|
||||
# scenes — includes baked LightingData + reflection probe .exr captures that
|
||||
# only apply to that demo scene's lighting setup.
|
||||
/[Aa]ssets/StarterAssets/ThirdPersonController/Scenes/Playground.unity
|
||||
/[Aa]ssets/StarterAssets/ThirdPersonController/Scenes/Playground.unity.meta
|
||||
/[Aa]ssets/StarterAssets/ThirdPersonController/Scenes/Playground/
|
||||
/[Aa]ssets/StarterAssets/ThirdPersonController/Scenes/Playground.meta
|
||||
/[Aa]ssets/StarterAssets/ThirdPersonController/Scenes/PlaygroundSettings.lighting
|
||||
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|
||||
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|
||||
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||||
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|
||||
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sceneId:
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notes: "Document clue \u2014 Planned. Not yet authored."
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||||
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|
||||
sceneId: SC101
|
||||
unlockFlag: $visited_desk
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||||
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|
||||
skillId: standing_order
|
||||
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|
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|
||||
reading: The PC came for a specific person, not a story; 'journalist' is a cover
|
||||
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|
||||
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|
||||
clues:
|
||||
- id: journalist_object
|
||||
type: 0
|
||||
sceneId:
|
||||
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|
||||
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|
||||
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|
||||
notes: "Object clue \u2014 Planned. Not yet authored."
|
||||
- id: journalist_testimony
|
||||
type: 1
|
||||
sceneId:
|
||||
unlockFlag: $errand_find_contact
|
||||
status: 0
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||||
skillId:
|
||||
notes: "Testimony clue \u2014 Planned. Not yet authored."
|
||||
- id: journalist_document
|
||||
type: 2
|
||||
sceneId:
|
||||
unlockFlag: $visited_press_room
|
||||
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|
||||
skillId:
|
||||
notes: "Document clue \u2014 Planned. Not yet authored."
|
||||
- id: journalist_intuition
|
||||
type: 3
|
||||
sceneId: SC101
|
||||
unlockFlag: $visited_desk
|
||||
status: 1
|
||||
skillId: facework
|
||||
notes: 'SC-101 Social intuition: a reaction that lands wrong and can''t yet be
|
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||||
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||||
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||||
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||||
notes: "Document clue \u2014 Planned. Not yet authored."
|
||||
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||||
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|
||||
unlockFlag: $visited_desk
|
||||
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||||
skillId: confluence
|
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||||
"skillId": "",
|
||||
"notes": "Object clue — Planned. Not yet authored."
|
||||
},
|
||||
{
|
||||
"id": "made_asset_testimony",
|
||||
"type": "Testimony",
|
||||
"sceneId": "",
|
||||
"unlockFlag": "$errand_door_list",
|
||||
"status": "Planned",
|
||||
"skillId": "",
|
||||
"notes": "Testimony clue — Planned. Not yet authored."
|
||||
},
|
||||
{
|
||||
"id": "made_asset_document",
|
||||
"type": "Document",
|
||||
"sceneId": "",
|
||||
"unlockFlag": "$visited_archives",
|
||||
"status": "Planned",
|
||||
"skillId": "",
|
||||
"notes": "Document clue — Planned. Not yet authored."
|
||||
},
|
||||
{
|
||||
"id": "made_asset_intuition",
|
||||
"type": "Intuition",
|
||||
"sceneId": "SC101",
|
||||
"unlockFlag": "$visited_desk",
|
||||
"status": "Authored",
|
||||
"skillId": "confluence",
|
||||
"notes": "SC-101 Reason intuition: parsing something too fluently, before consciously trying to."
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"id": "journalist",
|
||||
"displayName": "The Journalist",
|
||||
"reading": "The PC came for a specific person, not a story; 'journalist' is a cover identity.",
|
||||
"intuitionAxis": "Social",
|
||||
"clues": [
|
||||
{
|
||||
"id": "journalist_object",
|
||||
"type": "Object",
|
||||
"sceneId": "",
|
||||
"unlockFlag": "$visited_coat_check",
|
||||
"status": "Planned",
|
||||
"skillId": "",
|
||||
"notes": "Object clue — Planned. Not yet authored."
|
||||
},
|
||||
{
|
||||
"id": "journalist_testimony",
|
||||
"type": "Testimony",
|
||||
"sceneId": "",
|
||||
"unlockFlag": "$errand_find_contact",
|
||||
"status": "Planned",
|
||||
"skillId": "",
|
||||
"notes": "Testimony clue — Planned. Not yet authored."
|
||||
},
|
||||
{
|
||||
"id": "journalist_document",
|
||||
"type": "Document",
|
||||
"sceneId": "",
|
||||
"unlockFlag": "$visited_press_room",
|
||||
"status": "Planned",
|
||||
"skillId": "",
|
||||
"notes": "Document clue — Planned. Not yet authored."
|
||||
},
|
||||
{
|
||||
"id": "journalist_intuition",
|
||||
"type": "Intuition",
|
||||
"sceneId": "SC101",
|
||||
"unlockFlag": "$visited_desk",
|
||||
"status": "Authored",
|
||||
"skillId": "facework",
|
||||
"notes": "SC-101 Social intuition: a reaction that lands wrong and can't yet be explained."
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"id": "inheritor",
|
||||
"displayName": "The Inheritor",
|
||||
"reading": "This was never the PC's own story; a parent or elder relative had standing or a debt with a faction, which passed without full consent.",
|
||||
"intuitionAxis": "Self",
|
||||
"clues": [
|
||||
{
|
||||
"id": "inheritor_object",
|
||||
"type": "Object",
|
||||
"sceneId": "",
|
||||
"unlockFlag": "$visited_private_box",
|
||||
"status": "Planned",
|
||||
"skillId": "",
|
||||
"notes": "Object clue — Planned. Not yet authored."
|
||||
},
|
||||
{
|
||||
"id": "inheritor_testimony",
|
||||
"type": "Testimony",
|
||||
"sceneId": "",
|
||||
"unlockFlag": "$errand_ask_about_name",
|
||||
"status": "Planned",
|
||||
"skillId": "",
|
||||
"notes": "Testimony clue — Planned. Not yet authored."
|
||||
},
|
||||
{
|
||||
"id": "inheritor_document",
|
||||
"type": "Document",
|
||||
"sceneId": "",
|
||||
"unlockFlag": "$visited_membership_ledger",
|
||||
"status": "Planned",
|
||||
"skillId": "",
|
||||
"notes": "Document clue — Planned. Not yet authored."
|
||||
},
|
||||
{
|
||||
"id": "inheritor_intuition",
|
||||
"type": "Intuition",
|
||||
"sceneId": "SC101",
|
||||
"unlockFlag": "$visited_desk",
|
||||
"status": "Authored",
|
||||
"skillId": "standing_order",
|
||||
"notes": "SC-101 Self intuition: correcting an etiquette rule never consciously learned."
|
||||
}
|
||||
]
|
||||
}
|
||||
]
|
||||
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|
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|
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|
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|
||||
// Everything the bartender ever says.
|
||||
//
|
||||
// Stack discipline (the player comes back to the bar, so it matters):
|
||||
// `Bartender_Talk` is the node DialogueInteractable starts, so nothing is
|
||||
// waiting for it to return. Its branches therefore <<jump>> — they are the last
|
||||
// thing the node does — and each destination hands control back with
|
||||
// <<enter_environment>> itself. <<detour>> is only for sub-conversations that
|
||||
// have to resume the caller; a <<jump>> inside one would clear the return stack.
|
||||
|
||||
title: Bartender_Talk
|
||||
position: -121,-60
|
||||
---
|
||||
<<if $spoke_to_bartender>>
|
||||
<<if $revealed_fugue_to_bartender>>
|
||||
Bartender: Ah, still hazy? A drink?
|
||||
<<else>>
|
||||
Bartender: Ah, {$player_alias}. A drink?
|
||||
<<endif>>
|
||||
-> Yes, please.
|
||||
<<jump SC101_Hook_Drink_Bartender_Talk>>
|
||||
-> No, I have questions.
|
||||
<<jump SC101_Hook_Questions_Bartender_Talk>>
|
||||
<<else>>
|
||||
<<set $spoke_to_bartender = true>>
|
||||
Bartender: Ah, {$player_alias}, back again?
|
||||
Narrator: What does he mean? "Back again?"
|
||||
-> Back? I have never been here.
|
||||
<<set $revealed_fugue_to_bartender = true>>
|
||||
Narrator: The bartender squints with a critical look.
|
||||
FACEWORK: He will tell on you. This is the face of a man who is not only here to tend the bar, but to watch, to observe. And to report back to his masters.
|
||||
Bartender: I could have sworn you are {$player_alias}, weren't you with Mr. Doss a few days ago?
|
||||
<<if $looking_for_doss eq false>>
|
||||
<<set $looking_for_doss = true>>
|
||||
Narrator: Mr. Doss?
|
||||
PROVENANCE: Mr. Doss. We need to find him, appraise him, document our findings, file them, cross-reference them ...
|
||||
<<else>>
|
||||
CONFLUENCE: There he is again: Mr. Doss.
|
||||
<<endif>>
|
||||
<<set $self_lean_made_asset += 1>>
|
||||
Bartender: What can I get ya?
|
||||
-> What can you recommend?
|
||||
Bartender: Last time you tooke the Estate.
|
||||
Narrator: You ignore the jab.
|
||||
<<jump SC101_Hook_Drink_Bartender_Talk>>
|
||||
-> Whatever.
|
||||
<<jump SC101_Hook_Drink_Bartender_Talk>>
|
||||
-> Yes. I'll take the usual.
|
||||
Narrator: The bartender doesn't even flinch, while taking ingredients from the bar.
|
||||
PROVENANCE: We cannot remember these substances.
|
||||
AMNESTY: Is this really our favorite drink?
|
||||
<<set $self_lean_inheritor += 1>>
|
||||
<<jump SC101_Hook_Drink_Bartender_Talk>>
|
||||
-> I am, and I have a few questions.
|
||||
<<jump SC101_Hook_Questions_Bartender_Talk>>
|
||||
<<endif>>
|
||||
===
|
||||
|
||||
title: SC101_Hook_Drink_Bartender_Talk
|
||||
position: 116,222
|
||||
---
|
||||
// $had_the_estate_drink is written at the BOTTOM of this node, not here. The whole
|
||||
// node reads first-glass state — the pour, the taste, and the lean write under the
|
||||
// answer — and the glass is only recorded once all of it has run. Setting the flag
|
||||
// up here (as this node used to) leaves the tests below reading a flag this same
|
||||
// run already flipped, and the lean write can never fire.
|
||||
Bartender: One Estate coming right up.
|
||||
<<if $had_the_estate_drink>>
|
||||
Narrator: He puts another amber drink before you.
|
||||
<<else>>
|
||||
Narrator: He puts a deep amber drink before you.
|
||||
HOUSE POUR: It smells like old wood, oak, which went sour with age, like a library shelf that's been rained on once and dried wrong.
|
||||
Narrator: You take a sip.
|
||||
HOUSE POUR: Deceptively soft. Brown sugar, a little burnt. Vanilla that's actually oak-tannin doing an impression of vanilla.
|
||||
<<endif>>
|
||||
AMNESTY: Is that the taste of our favorite drink? I cannot remember ...
|
||||
-> Yes, it is!
|
||||
<<if $had_the_estate_drink eq false>>
|
||||
<<set $self_lean_inheritor += 1>>
|
||||
HOUSE POUR: Long, dry, faintly bitter - gentian root or scorched citrus pith - and it doesn't fade so much as recede, like it's waiting to be poured again.
|
||||
<<else>>
|
||||
HOUSE POUR: Long and dry, it recedes again.
|
||||
<<endif>>
|
||||
-> I don't think so.
|
||||
<<if $had_the_estate_drink eq false>>
|
||||
<<set $self_lean_inheritor -= 1>>
|
||||
HOUSE POUR: Bitter, at the end. Like it's waiting to be poured again.
|
||||
<<else>>
|
||||
HOUSE POUR: Still bitter.
|
||||
<<endif>>
|
||||
<<set $had_the_estate_drink = true>>
|
||||
<<enter_environment>>
|
||||
===
|
||||
|
||||
title: SC101_Hook_Questions_Bartender_Talk
|
||||
position: -139,224
|
||||
---
|
||||
Bartender: Sure, what do you want to know?
|
||||
-> Question 1
|
||||
Bartender: Answer 1
|
||||
-> Question 2
|
||||
Bartender: Answer 2
|
||||
-> Nothing.
|
||||
Bartender: Alright.
|
||||
<<enter_environment>>
|
||||
<<stop>>
|
||||
<<jump SC101_Hook_Questions_Bartender_Talk>>
|
||||
===
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||||
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|
||||
// Everything Bradford Kane ever says.
|
||||
//
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
|
||||
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|
||||
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|
||||
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|
||||
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||||
// Everything Ser Cassian Thal ever says.
|
||||
//
|
||||
// These nodes share a title, which makes them a node group. Callers just
|
||||
// `<<detour Chevalier_Cassian_Thal_Talk>>` and Yarn runs the most specific variation whose
|
||||
// `when:` conditions pass. Adding a new variation later means adding a node,
|
||||
// not editing a growing <<if>> chain.
|
||||
//
|
||||
// Each variation sets $went_inside so the calling scene knows the verdict.
|
||||
|
||||
title: Chevalier_Cassian_Thal_Talk
|
||||
position: 44,-117
|
||||
---
|
||||
<<if $spoke_to_chevalier_cassian_thal>>
|
||||
Chevalier Cassian Thal: Well met good sir.
|
||||
<<else>>
|
||||
<<set $spoke_to_chevalier_cassian_thal = true>>
|
||||
Narrator: You introduce yourself to the man. He takes measure before bowing his head and tipping his forehead with a half-open fist.
|
||||
Chevalier Cassian Thal: {$player_name_full}, nice to meet you. I'm Chevalier Cassian Thal of Basel and Cyprus.
|
||||
THE FLOAT: His name reeks of money. Old money.
|
||||
<<check provenance Hard>>
|
||||
<<if $check_result>>
|
||||
PROVENANCE: Basel? Makes total sense. But which connections does this old codger have to Cyprus?
|
||||
-> Inquire further about Cyprus.
|
||||
<<detour SC101_Inquire_Cypurs_Chevalier_Cassian_Thal_Talk>>
|
||||
-> Leave it be.
|
||||
<<endif>>
|
||||
<<endif>>
|
||||
<<if $saw_knights_atlantean_cross_on_place_card eq true and $had_the_estate_drink eq true>>
|
||||
<<detour SC101_Hook_Asks_Candidate_Chevalier_Cassian_Thal_Talk>>
|
||||
<<endif>>
|
||||
===
|
||||
|
||||
title: SC101_Inquire_Cypurs_Chevalier_Cassian_Thal_Talk
|
||||
position: -175,95
|
||||
---
|
||||
<<set $inquired_about_cyprus = true>>
|
||||
Chevalier Cassian Thal: Oh, a sharp question, {$player_name_full}.
|
||||
Narrator: The knight laughs.
|
||||
Chevalier Cassian Thal: I assume you should ask your friend Mr. Doss, I am of no right to reveal this connection.
|
||||
<<if $looking_for_doss eq false>>
|
||||
<<set $looking_for_doss = true>>
|
||||
Narrator: Mr. Doss?
|
||||
PROVENANCE: Mr. Doss. We need to find him, appraise him, document our findings, file them, cross-reference them ...
|
||||
<<else>>
|
||||
CONFLUENCE: There he is again: Mr. Doss.
|
||||
<<endif>>
|
||||
===
|
||||
|
||||
title: SC101_Hook_Asks_Candidate_Chevalier_Cassian_Thal_Talk
|
||||
position: 146,85
|
||||
---
|
||||
<<if $inquired_about_cyprus>>
|
||||
Chevalier Cassian Thal: This were a lot of questions. Now tell me something about yourself, old chap.
|
||||
<<endif>>
|
||||
<<detour SC101_Asks_Candidate_Chevalier_Cassian_Thal_Talk>>
|
||||
<<if $declared_candidate_to_chevalier_cassian_thal>>
|
||||
Narrator: Chevalier Cassian Thal turns towards the head of the table again, just, when another man stands up.
|
||||
<<jump SC102_Table>>
|
||||
<<endif>>
|
||||
===
|
||||
|
||||
title: SC101_Asks_Candidate_Chevalier_Cassian_Thal_Talk
|
||||
position: 157,261
|
||||
---
|
||||
<<set $winner = top_skill($self_lean_made_asset, "asset", $self_lean_journalist, "journalist", $self_lean_inheritor, "inheritor")>>
|
||||
<<set $previous_winner = $winner>>
|
||||
<<if $winner eq "asset">>
|
||||
Narrator: He leans in and whispers:
|
||||
Chevalier Cassian Thal: I assume you are here to observe the gathering in the interest of ... our friends of the Vaselian Concordat?
|
||||
-> Yes, I am.
|
||||
<<set $self_lean_made_asset += 1>>
|
||||
<<detour SC101_Declares_Asset_Chevalier_Cassian_Thal_Talk>>
|
||||
-> You must be mistaken.
|
||||
<<set $self_lean_journalist += 1>>
|
||||
<<set $self_lean_inheritor += 1>>
|
||||
<<detour SC101_Deny_Candidate_Chevalier_Cassian_Thal_Talk>>
|
||||
<<elseif $winner eq "journalist">>
|
||||
Chevalier Cassian Thal: I got the feeling I may read my answers in tomorrow's newspaper.
|
||||
Narrator: He says it with a boyish grin, as if he is sure he hasn't disclosed anything contentious.
|
||||
-> You actually may.
|
||||
<<set $self_lean_journalist += 1>>
|
||||
<<detour SC101_Declares_Journalist_Chevalier_Cassian_Thal_Talk>>
|
||||
-> No, I got nothing to do with newspapers and such!
|
||||
<<set $self_lean_made_asset += 1>>
|
||||
<<set $self_lean_inheritor += 1>>
|
||||
<<detour SC101_Deny_Candidate_Chevalier_Cassian_Thal_Talk>>
|
||||
<<else>>
|
||||
Chevalier Cassian Thal: You probably look to settle your parent's debts?
|
||||
FACEWORK: He doesn't seem emotional about it, he is just interested.
|
||||
-> I actually am.
|
||||
<<set $self_lean_inheritor += 1>>
|
||||
<<detour SC101_Declares_Inheritor_Chevalier_Cassian_Thal_Talk>>
|
||||
-> Oh, I don't know about any debt, I hope they didn't borrow money from you?
|
||||
<<set $self_lean_journalist += 1>>
|
||||
<<set $self_lean_made_asset +=1>>
|
||||
Chevalier Cassian Thal: Oh god, no, they didn't borrow anything from us.
|
||||
CONFLUENCE: Us?
|
||||
<<detour SC101_Deny_Candidate_Chevalier_Cassian_Thal_Talk>>
|
||||
<<endif>>
|
||||
===
|
||||
|
||||
title: SC101_Declares_Asset_Chevalier_Cassian_Thal_Talk
|
||||
position: -9,670
|
||||
---
|
||||
<<set $declared_candidate_to_chevalier_cassian_thal = true>>
|
||||
Narrator: Chevalier Cassian Thal looks knowingly and cannot hide a little smirk.
|
||||
Chevalier Cassian Thal: Well, then let us hope the ... others follow the Knight's compromise.
|
||||
Narrator: He winks at you.
|
||||
FACEWORK: He seems to know more about us, than we know about ourselves. Though if we back out now he will become suspicious.
|
||||
===
|
||||
|
||||
title: SC101_Declares_Journalist_Chevalier_Cassian_Thal_Talk
|
||||
position: -222,667
|
||||
---
|
||||
<<set $declared_candidate_to_chevalier_cassian_thal = true>>
|
||||
Narrator: Chevalier Cassian Thal laughs.
|
||||
Chevalier Cassian Thal: Well, then let me give you something to write about: You and your readers will be surprised to hear, what you will witness in a second.
|
||||
CONFLUENCE: He can hardly hide his smirk.
|
||||
===
|
||||
|
||||
title: SC101_Declares_Inheritor_Chevalier_Cassian_Thal_Talk
|
||||
position: 207,664
|
||||
---
|
||||
<<set $declared_candidate_to_chevalier_cassian_thal = true>>
|
||||
Chevalier Cassian Thal: You may very well get your chance this week, my boy.
|
||||
FACEWORK: His look is benevolent, nearly fatherly.
|
||||
CONFLUENCE: What should our parents have done, that requires repayment?
|
||||
===
|
||||
|
||||
title: SC101_Deny_Candidate_Chevalier_Cassian_Thal_Talk
|
||||
position: 436,260
|
||||
---
|
||||
Chevalier Cassian Thal: Oh, I am rarely wrong in matters like these. Though enlighten me: What else could have been your wish coming here?
|
||||
FACEWORK: He looks genuinely interested.
|
||||
<<set $winner = top_skill($self_lean_made_asset, "asset", $self_lean_journalist, "journalist", $self_lean_inheritor, "inheritor")>>
|
||||
<<if $previous_winner == $winner>>
|
||||
-> No, you are totally right, indeed.
|
||||
<<if $winner == "asset">>
|
||||
<<detour SC101_Declares_Asset_Chevalier_Cassian_Thal_Talk>>
|
||||
<<elseif $winner == "journalist">>
|
||||
<<detour SC101_Declares_Journalist_Chevalier_Cassian_Thal_Talk>>
|
||||
<<else>>
|
||||
<<detour SC101_Declares_Inheritor_Chevalier_Cassian_Thal_Talk>>
|
||||
<<endif>>
|
||||
-> Actually ...
|
||||
<<detour SC101_Asks_Candidate_Chevalier_Cassian_Thal_Talk>>
|
||||
<<else>>
|
||||
<<detour SC101_Asks_Candidate_Chevalier_Cassian_Thal_Talk>>
|
||||
<<endif>>
|
||||
===
|
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|
||||
// Passive skill commentary. Fired by CommentarySystem, never <<jump>>ed to.
|
||||
// One node per (context, skill) pair; if a skill has nothing to say about a
|
||||
// context, simply omit the node and it won't be considered.
|
||||
//
|
||||
// Writing rules (code does not enforce these):
|
||||
// - Wrong Truth failures: no failure signal in the prose; the UI banner is the only tell.
|
||||
// - Documentary routes are gated on Act and errand state, never on a voice.
|
||||
//
|
||||
// TODO: ambient fallback. Every voice in the Skill Bible has one context-free
|
||||
// PASSIVE VOICE line, and right now those lines have nowhere to live — a voice
|
||||
// with no Commentary_{context}_{id} node simply stays silent in that context.
|
||||
// Proposal: when no context node matches an eligible skill, CommentarySystem
|
||||
// falls back to Commentary_Ambient_{id}. Deferred from the refactor as optional;
|
||||
// only worth doing if it doesn't complicate the candidate loop.
|
||||
// See docs/skill-system-refactor-plan.md §5.6.
|
||||
|
||||
title: Commentary_Entrance_Queue_facework
|
||||
---
|
||||
FACEWORK: His hands are too still for someone this far back in a queue. What's he practising not to reach for?
|
||||
===
|
||||
|
||||
title: Commentary_Entrance_Queue_long_shift
|
||||
---
|
||||
THE LONG SHIFT: Forty minutes. Nobody's shifted their weight the way cold people do. They're paying for this wait in something else.
|
||||
===
|
||||
|
||||
title: Commentary_Entrance_Queue_the_float
|
||||
---
|
||||
THE FLOAT: Door's been "slow tonight" for forty minutes. Convert that: it's a price, not a queue. Who's eating that?
|
||||
===
|
||||
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|
||||
// Shared declarations for the whole project.
|
||||
//
|
||||
// This node is never played. Declaring every variable in one place means the
|
||||
// compiler catches typos ("$reputaton") instead of silently creating a second
|
||||
// variable at runtime.
|
||||
//
|
||||
// Writing rules the code deliberately does not enforce (Skill Bible §7 / refactor plan §2.1):
|
||||
// - Wrong Truth failures carry no failure signal in the prose — the UI banner is the only tell.
|
||||
// - Documentary routes are gated on Act and errand state, never on a voice.
|
||||
//
|
||||
// Modifier Yarn commands (see YarnSkillCommands):
|
||||
// <<skill_mod scene facework 2>> — source key "scene" = situational; clear on scene exit
|
||||
// <<clear_skill_mods scene>>
|
||||
// Other source keys (drunk, injured, …) are state buckets.
|
||||
|
||||
title: Declarations
|
||||
---
|
||||
// How much the door staff likes you.
|
||||
<<declare $reputation = 0 as number>>
|
||||
|
||||
// Written by <<check>> (YarnSkillCommands). Never <<set>> these by hand.
|
||||
<<declare $check_result = false as bool>>
|
||||
<<declare $check_roll = 0 as number>>
|
||||
<<declare $check_total = 0 as number>>
|
||||
<<declare $check_dc = 0 as number>>
|
||||
<<declare $check_modifier = 0 as number>>
|
||||
<<declare $check_degree = "" as string>>
|
||||
<<declare $check_skill = "" as string>>
|
||||
|
||||
// Used by top_skill
|
||||
<<declare $winner = "" as string>>
|
||||
<<declare $previous_winner = "" as string>>
|
||||
|
||||
// Candidate lean. Three permanently-live readings of who the PC is; they are
|
||||
// not mutually exclusive and never resolve into a canonical identity.
|
||||
//
|
||||
// DESIGN DECISION 2026-08-16 — amends the "no code ever reads lean" guardrail in
|
||||
// docs/candidate-system-implementation-plan.md §6.1: scenes are meant to tilt
|
||||
// toward one reading and NPCs are meant to act on the current tilt, so that a
|
||||
// player who thinks they have settled on a path gets challenged on it in the
|
||||
// next scene. Reading lean through top_skill(...) is therefore sanctioned, as in
|
||||
// SC101_Asks_Candidate_Chevalier_Cassian_Thal_Talk. top_skill returns its FIRST
|
||||
// argument on a tie, which is why made_asset is passed first — the Made Asset
|
||||
// bias on an even score is deliberate, not an accident of argument order.
|
||||
//
|
||||
// What the amendment does NOT license: a stored winner. There is still no
|
||||
// $dominant_candidate, no ground-truth identity field, and nothing in save data
|
||||
// beyond these three integers. $winner above is scratch, recomputed per use.
|
||||
<<declare $self_lean_made_asset = 0 as number>>
|
||||
<<declare $self_lean_journalist = 0 as number>>
|
||||
<<declare $self_lean_inheritor = 0 as number>>
|
||||
|
||||
// Scene witnessed. Convention: $seen_<scene_id>.
|
||||
<<declare $seen_sc_101 = false as bool>>
|
||||
|
||||
// Clue coverage flags. One per registry clue id ($found_<clue_id>). Writers
|
||||
// <<set>> these at the discovery beat alongside the lean write. Lean tracks
|
||||
// belief (and can move on a Wrong Truth failure); $found_* tracks coverage.
|
||||
// No code reads these.
|
||||
<<declare $found_made_asset_object = false as bool>>
|
||||
<<declare $found_made_asset_testimony = false as bool>>
|
||||
<<declare $found_made_asset_document = false as bool>>
|
||||
<<declare $found_made_asset_intuition = false as bool>>
|
||||
|
||||
<<declare $found_journalist_object = false as bool>>
|
||||
<<declare $found_journalist_testimony = false as bool>>
|
||||
<<declare $found_journalist_document = false as bool>>
|
||||
<<declare $found_journalist_intuition = false as bool>>
|
||||
|
||||
<<declare $found_inheritor_object = false as bool>>
|
||||
<<declare $found_inheritor_testimony = false as bool>>
|
||||
<<declare $looking_for_doss = false as bool>>
|
||||
<<declare $had_the_estate_drink = false as bool>>
|
||||
<<declare $found_inheritor_document = false as bool>>
|
||||
<<declare $found_inheritor_intuition = false as bool>>
|
||||
|
||||
// Exploration gating. Clue availability is exploration-gated, never skill-gated.
|
||||
// Convention: $visited_<location_id> on first arrival; $errand_<errand_id> when
|
||||
// an errand reaches the state that matters. Writers <<set>> these from scene
|
||||
// content. unlockFlag fields in candidates.json may only name these families.
|
||||
<<declare $visited_desk = false as bool>>
|
||||
<<declare $visited_back_office = false as bool>>
|
||||
<<declare $visited_archives = false as bool>>
|
||||
<<declare $visited_coat_check = false as bool>>
|
||||
<<declare $visited_press_room = false as bool>>
|
||||
<<declare $visited_private_box = false as bool>>
|
||||
<<declare $visited_membership_ledger = false as bool>>
|
||||
<<declare $errand_door_list = false as bool>>
|
||||
<<declare $errand_find_contact = false as bool>>
|
||||
<<declare $errand_ask_about_name = false as bool>>
|
||||
<<declare $spoke_to_bartender = false as bool>>
|
||||
<<declare $revealed_fugue_to_bartender = false as bool>>
|
||||
|
||||
// Player name substitution. Uppercase [PC] in the Skill Bible means the full,
|
||||
// formal form (STANDING ORDER, PROVENANCE); lowercase [pc] means the familiar
|
||||
// short form (CONFLUENCE, FACEWORK). Two variables, not one — collapsing them
|
||||
// loses a characterisation rule the bible states for four separate voices.
|
||||
// Defaults are placeholders; naming the PC is design's call.
|
||||
<<declare $player_name = "Vesper" as string>>
|
||||
<<declare $player_name_full = "Vesper Adaire" as string>>
|
||||
|
||||
// Club alias. Smart variable: deterministically derived from $player_name via
|
||||
// AliasNameGenerator.alias_name (hash-seeded pick from two word pools), so it
|
||||
// is never in sync-drift and never <<set>> by hand. Same real name always
|
||||
// yields the same alias; the alias itself bears no resemblance to the input.
|
||||
<<declare $player_alias = alias_name($player_name) as string>>
|
||||
|
||||
// Information about history and symbols
|
||||
<<declare $sat_down_at_table = false as bool>>
|
||||
<<declare $saw_knights_atlantean_cross_on_place_card = false as bool>>
|
||||
|
||||
// Character dialogue gates
|
||||
<<declare $spoke_to_chevalier_cassian_thal = false as bool>>
|
||||
<<declare $spoke_to_bradford_kane = false as bool>>
|
||||
<<declare $inquired_about_cyprus = false as bool>>
|
||||
<<declare $declared_candidate_to_chevalier_cassian_thal = false as bool>>
|
||||
===
|
||||
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|
||||
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|
||||
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|
||||
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
"Debug.yarn": {
|
||||
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|
||||
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|
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|
||||
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|
||||
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||||
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|
||||
// Everything that can be interacted with the chair.
|
||||
//
|
||||
// Stack discipline (the player re-enters all of this, so it matters):
|
||||
// `Chair_Interaction` is the node DialogueInteractable starts, so nothing above
|
||||
// it is waiting for a return. The menu therefore LOOPS with <<jump>>, which
|
||||
// replaces the current node and pushes nothing, and only sub-conversations that
|
||||
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|
||||
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|
||||
//
|
||||
// The sit-down line lives in its own node so the menu loop can't replay it,
|
||||
// while a player who stands up and sits down again still gets it.
|
||||
|
||||
title: Chair_Interaction
|
||||
position: -334,-601
|
||||
---
|
||||
Narrator: An empty chair with a place card: {$player_name}.
|
||||
-> Sit down.
|
||||
<<set $sat_down_at_table = true>>
|
||||
<<jump SC101_Hook_Sitting_Chair_Interaction>>
|
||||
-> Not yet.
|
||||
<<enter_environment>>
|
||||
===
|
||||
|
||||
title: SC101_Hook_Sitting_Chair_Interaction
|
||||
position: -328,-360
|
||||
---
|
||||
Narrator: You sit down between two very distinguished gentlemen.
|
||||
<<jump SC101_Hook_Menu_Chair_Interaction>>
|
||||
===
|
||||
|
||||
// The loop target. Every menu variation jumps back here when its sub-conversation
|
||||
// returns, so which variation shows is re-evaluated after every interaction.
|
||||
title: SC101_Hook_Menu_Chair_Interaction
|
||||
position: -328,-205
|
||||
---
|
||||
<<if $spoke_to_chevalier_cassian_thal eq true and $spoke_to_bradford_kane eq true>>
|
||||
<<jump SC101_Hook_Both_Chair_Interaction>>
|
||||
<<elseif $spoke_to_chevalier_cassian_thal eq true and $spoke_to_bradford_kane eq false>>
|
||||
<<jump SC101_Hook_Left_Not_Right_Chair_Interaction>>
|
||||
<<elseif $spoke_to_chevalier_cassian_thal eq false and $spoke_to_bradford_kane eq true>>
|
||||
<<jump SC101_Hook_Right_Not_Left_Chair_Interaction>>
|
||||
<<else>>
|
||||
<<jump SC101_Hook_First_Sitting_Chair_Interaction>>
|
||||
<<endif>>
|
||||
===
|
||||
|
||||
title: SC101_Hook_First_Sitting_Chair_Interaction
|
||||
position: -320,-51
|
||||
---
|
||||
-> Look at the details of the place card.
|
||||
<<detour SC101_Hook_Place_Card_Chair_Interaction>>
|
||||
-> Introduce yourself to the gentleman on your left, sitting closer to the head of the table.
|
||||
<<detour Chevalier_Cassian_Thal_Talk>>
|
||||
-> Introduce yourself to the gentleman on your right.
|
||||
<<detour Bradford_Kane_Talk>>
|
||||
-> Stand up.
|
||||
<<enter_environment>>
|
||||
<<stop>>
|
||||
<<jump SC101_Hook_Menu_Chair_Interaction>>
|
||||
===
|
||||
|
||||
title: SC101_Hook_Left_Not_Right_Chair_Interaction
|
||||
position: -95,-48
|
||||
---
|
||||
-> Look at the details of the place card.
|
||||
<<detour SC101_Hook_Place_Card_Chair_Interaction>>
|
||||
-> Talk to Chevalier Cassian Thal.
|
||||
<<detour Chevalier_Cassian_Thal_Talk>>
|
||||
-> Introduce yourself to the gentleman on your right.
|
||||
<<detour Bradford_Kane_Talk>>
|
||||
-> Stand up.
|
||||
<<enter_environment>>
|
||||
<<stop>>
|
||||
<<jump SC101_Hook_Menu_Chair_Interaction>>
|
||||
===
|
||||
|
||||
title: SC101_Hook_Right_Not_Left_Chair_Interaction
|
||||
position: 134,-32
|
||||
---
|
||||
-> Look at the details of the place card.
|
||||
<<detour SC101_Hook_Place_Card_Chair_Interaction>>
|
||||
-> Introduce yourself to the gentleman on your left, sitting closer to the head of the table.
|
||||
<<detour Chevalier_Cassian_Thal_Talk>>
|
||||
-> Talk to Bradford Kane.
|
||||
<<detour Bradford_Kane_Talk>>
|
||||
-> Stand up.
|
||||
<<enter_environment>>
|
||||
<<stop>>
|
||||
<<jump SC101_Hook_Menu_Chair_Interaction>>
|
||||
===
|
||||
|
||||
title: SC101_Hook_Both_Chair_Interaction
|
||||
position: 363,-36
|
||||
---
|
||||
-> Look at the details of the place card.
|
||||
<<detour SC101_Hook_Place_Card_Chair_Interaction>>
|
||||
-> Talk to Chevalier Cassian Thal.
|
||||
<<detour Chevalier_Cassian_Thal_Talk>>
|
||||
-> Talk to Bradford Kane.
|
||||
<<detour Bradford_Kane_Talk>>
|
||||
-> Stand up.
|
||||
<<enter_environment>>
|
||||
<<stop>>
|
||||
<<jump SC101_Hook_Menu_Chair_Interaction>>
|
||||
===
|
||||
|
||||
title: SC101_Hook_Place_Card_Chair_Interaction
|
||||
position: -296,331
|
||||
---
|
||||
Narrator: You take the place card and take a look.
|
||||
<<check provenance Hard>>
|
||||
<<if $check_result>>
|
||||
<<set $saw_knights_atlantean_cross_on_place_card = true>>
|
||||
PROVENANCE: What is this?
|
||||
Narrator: You see a plain equal-armed cross inside a circle embossed in the upper right corner.
|
||||
PROVENANCE: We are in Switzerland, after all. Though this symbol is not known to be associated with Switzerland. Most peculiar.
|
||||
<<else>>
|
||||
Narrator: You see a cross inside a circle embossed in the upper right corner.
|
||||
PROVENANCE: This is probably related to Switzerland.
|
||||
<<endif>>
|
||||
===
|
||||
@@ -0,0 +1,10 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 6f6437b77328240e590f205a6605cfcb
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||||
ScriptedImporter:
|
||||
internalIDToNameTable: []
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
userData:
|
||||
assetBundleName:
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||||
assetBundleVariant:
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||||
script: {fileID: 11500000, guid: 94073015eacc34c1d8fc6786e43d60ca, type: 3}
|
||||
@@ -0,0 +1,8 @@
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||||
fileFormatVersion: 2
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||||
guid: 3c89177cea38e403eb2f13330e1245be
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||||
folderAsset: yes
|
||||
DefaultImporter:
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||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,59 @@
|
||||
// Scratch nodes for verifying mechanics in isolation. Not part of the story.
|
||||
// Point DialogueRunner.startNode at the node you want to run, then set it
|
||||
// back to "Start" when you're done.
|
||||
//
|
||||
// Candidate active-check pattern (docs/candidate-system-implementation-plan.md §5 Phase 3):
|
||||
// <<check skillId band>>
|
||||
// <<if $check_result>> success branch writes $found_* + $self_lean_*
|
||||
// <<else>> failure is a Wrong Truth — equally confident, unmarked in prose,
|
||||
// and still writes lean (belief, not truth). Banner is the only tell.
|
||||
|
||||
title: Debug_SkillCheck
|
||||
---
|
||||
Narrator: Skill check harness.
|
||||
<<check placement routine>>
|
||||
<<if $check_result>>
|
||||
Narrator: Passed. Rolled {$check_roll}, total {$check_total} against DC {$check_dc}.
|
||||
<<else>>
|
||||
Narrator: Failed. Rolled {$check_roll}, total {$check_total} against DC {$check_dc}.
|
||||
<<endif>>
|
||||
|
||||
// Explicit numeric DC plus a situational modifier.
|
||||
<<check confluence 16 2>>
|
||||
Narrator: Confluence came out {$check_degree}.
|
||||
|
||||
// Deliberate typo: should log an error and continue, not deadlock.
|
||||
<<check nosuchskill routine>>
|
||||
Narrator: Survived the bad skill id.
|
||||
===
|
||||
|
||||
// Candidate lean accumulator round-trip. Expect made_asset 2 / journalist 1 /
|
||||
// inheritor 0, and the threshold branch to fire.
|
||||
title: Debug_CandidateLean
|
||||
---
|
||||
<<set $self_lean_made_asset += 1>>
|
||||
<<set $self_lean_made_asset += 1>>
|
||||
<<set $self_lean_journalist += 1>>
|
||||
Narrator: made_asset {$self_lean_made_asset} / journalist {$self_lean_journalist} / inheritor {$self_lean_inheritor}
|
||||
<<if $self_lean_made_asset >= 2>>
|
||||
Narrator: threshold branch reached.
|
||||
<<endif>>
|
||||
===
|
||||
|
||||
// Candidate active-check pattern. Set SkillRuntime.rollSeed non-zero for a
|
||||
// SeededRollSource so both branches are reachable deterministically across runs.
|
||||
// Success feeds made_asset; failure feeds inheritor (Wrong Truth lean — §4.4).
|
||||
title: Debug_CandidateCheck
|
||||
---
|
||||
Narrator: Candidate check harness. Banner is the only pass/fail tell.
|
||||
<<check confluence hard>>
|
||||
<<if $check_result>>
|
||||
CONFLUENCE: One: the card's stock matches the Concordat watermark. Two: the date is a week before the invitation went out. Three — and three is the one — somebody left this for you to find. Which means you were expected.
|
||||
<<set $found_made_asset_document = true>>
|
||||
<<set $self_lean_made_asset += 1>>
|
||||
<<else>>
|
||||
CONFLUENCE: One: the card's stock matches a wedding invitation from the thirties. Two: the date is your mother's. Three — and three is the one — you already knew the seating. Which means this was never yours to choose.
|
||||
<<set $self_lean_inheritor += 1>>
|
||||
<<endif>>
|
||||
Narrator: lean made_asset {$self_lean_made_asset} / inheritor {$self_lean_inheritor}. Degree {$check_degree}.
|
||||
===
|
||||
@@ -0,0 +1,10 @@
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fileFormatVersion: 2
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ScriptedImporter:
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internalIDToNameTable: []
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externalObjects: {}
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serializedVersion: 2
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userData:
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assetBundleName:
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assetBundleVariant:
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script: {fileID: 11500000, guid: 94073015eacc34c1d8fc6786e43d60ca, type: 3}
|
||||
@@ -0,0 +1,72 @@
|
||||
// SC-101 — The Card at the Desk. Opening candidate hooks.
|
||||
//
|
||||
// Brief, beats, checks and the reasoning behind every rule below:
|
||||
// writing/scenes/sc101-the-card-at-the-desk.md
|
||||
//
|
||||
// Rules that bind while editing THIS file — all six are deliberate, none is a
|
||||
// leftover. The brief says why; this is the short form so you do not have to
|
||||
// leave the file to avoid breaking it.
|
||||
//
|
||||
// 1. Scene files stay thin: set the stage, <<detour>> into hook nodes, return.
|
||||
// 2. Evidence balance — one object / testimony / document / intuition per
|
||||
// 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(...).
|
||||
// 4. Passive pattern for a clue-bearing hook: one voice, from the candidate's
|
||||
// attached pair; the line is that voice's argument, never a report; exactly
|
||||
// one $self_lean_* write, with $found_<clue_id> set alongside it.
|
||||
// 5. Four voice introductions, against the handbook cap of three. Deliberate,
|
||||
// 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.
|
||||
|
||||
title: Start
|
||||
position: -17,-276
|
||||
---
|
||||
<<jump SC101_Desk>>
|
||||
===
|
||||
|
||||
title: SC101_Desk
|
||||
position: -19,-36
|
||||
---
|
||||
<<set $seen_sc_101 = true>>
|
||||
<<set $visited_desk = true>>
|
||||
Narrator: The mahogany doors are too heavy for the hinges someone recently, badly, tightened — you feel the extra half-second of resistance before either side gives. Beyond them: a hall built for four hundred people politely disagreeing about tariffs, hosting perhaps sixty, none of whom look like they've read the programme.
|
||||
Narrator: Someone left a card with your name on it at the registration desk three hours before you decided to come. You don't remember deciding.
|
||||
<<detour SC101_Hook_Inheritor>>
|
||||
<<detour SC101_Hook_Neutral>>
|
||||
<<detour SC101_Hook_Journalist>>
|
||||
<<detour SC101_Hook_MadeAsset>>
|
||||
Narrator: You're drawn toward a seat — toward a waiting conversation you didn't agree to have yet.
|
||||
<<enter_environment>>
|
||||
===
|
||||
|
||||
title: SC101_Hook_MadeAsset
|
||||
position: -40,567
|
||||
---
|
||||
CONFLUENCE: One: the seating chart's alphabetical. Two: one gap in it, held open past the start time. Three, and three is the one, {$player_name}: whoever printed this knew you'd be late to your own arrival. Which means somebody in this room has already met you, {$player_name}, and you're the only one who doesn't know it.
|
||||
<<set $found_made_asset_intuition = true>>
|
||||
<<set $self_lean_made_asset += 1>>
|
||||
===
|
||||
|
||||
title: SC101_Hook_Journalist
|
||||
position: -299,452
|
||||
---
|
||||
FACEWORK: His hands gave it away before his face did — a flinch toward you, checked, turned into reaching for a drink that wasn't there. That's not a stranger's hands. What did you do to earn that flinch?
|
||||
<<set $found_journalist_intuition = true>>
|
||||
<<set $self_lean_journalist += 1>>
|
||||
===
|
||||
|
||||
title: SC101_Hook_Inheritor
|
||||
position: 335,366
|
||||
---
|
||||
STANDING ORDER: You are standing in a doorway, {$player_name_full}. That's the whole of what's certain. Build outward from there — a person who starts anywhere else is a person coming apart in public.
|
||||
<<set $found_inheritor_intuition = true>>
|
||||
<<set $self_lean_inheritor += 1>>
|
||||
===
|
||||
|
||||
title: SC101_Hook_Neutral
|
||||
position: 87,310
|
||||
---
|
||||
HOUSE POUR: Cigar smoke, spilled aperitif, and under it — cold, sharp — the ammonia bite of a floor mopped in a hurry, love. Someone's trying to make this room smell like money. It smells like panic with good cologne on top.
|
||||
===
|
||||
@@ -0,0 +1,10 @@
|
||||
fileFormatVersion: 2
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||||
guid: ef4adc1687e744cd0afd7041ab38c377
|
||||
ScriptedImporter:
|
||||
internalIDToNameTable: []
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
script: {fileID: 11500000, guid: 94073015eacc34c1d8fc6786e43d60ca, type: 3}
|
||||
@@ -0,0 +1,6 @@
|
||||
// SC-102 — The figure at the head of the table just stood up.
|
||||
|
||||
title: SC102_Table
|
||||
---
|
||||
Figure at the head of the table: "Welcome."
|
||||
===
|
||||
@@ -0,0 +1,10 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 717dc562b961f41c49f5615fb8415f67
|
||||
ScriptedImporter:
|
||||
internalIDToNameTable: []
|
||||
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|
||||
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|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
script: {fileID: 11500000, guid: 94073015eacc34c1d8fc6786e43d60ca, type: 3}
|
||||
@@ -0,0 +1,218 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using NightclubArcadia.Skills;
|
||||
using UnityEditor;
|
||||
using UnityEditor.Callbacks;
|
||||
using UnityEngine;
|
||||
|
||||
/// <summary>
|
||||
/// Regenerates CandidateDefinition assets + CandidateDatabase from candidates.json.
|
||||
///
|
||||
/// The JSON is the source of truth; .asset files are build output and hand-edits are lost
|
||||
/// on script reload by EnsureCandidateAssetsOnly.
|
||||
/// </summary>
|
||||
public static class CandidateSystemSetup
|
||||
{
|
||||
const string CandidatesFolder = "Assets/Candidates";
|
||||
const string DefinitionsFolder = "Assets/Candidates/Definitions";
|
||||
const string JsonPath = "Assets/Candidates/candidates.json";
|
||||
const string DatabasePath = "Assets/Candidates/CandidateDatabase.asset";
|
||||
const string AutoSetupSessionKey = "NightclubArcadia.CandidateSystem.AutoSetupDone";
|
||||
|
||||
[DidReloadScripts]
|
||||
static void AutoSetupAfterReload()
|
||||
{
|
||||
if (EditorApplication.isPlayingOrWillChangePlaymode)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (SessionState.GetBool(AutoSetupSessionKey, false))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
EditorApplication.delayCall += () =>
|
||||
{
|
||||
if (SessionState.GetBool(AutoSetupSessionKey, false))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
SessionState.SetBool(AutoSetupSessionKey, true);
|
||||
EnsureCandidateAssetsOnly();
|
||||
};
|
||||
}
|
||||
|
||||
[MenuItem("Tools/Nightclub Arcadia/Set Up Candidate System")]
|
||||
public static void SetUpCandidateSystem()
|
||||
{
|
||||
EnsureCandidateAssetsOnly();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Creates/updates ScriptableObject assets without opening a scene.
|
||||
/// Safe to run on domain reload.
|
||||
/// </summary>
|
||||
public static void EnsureCandidateAssetsOnly()
|
||||
{
|
||||
if (!TryLoadRoster(out var roster))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
EnsureFolder("Assets", "Candidates");
|
||||
EnsureFolder("Assets/Candidates", "Definitions");
|
||||
|
||||
var definitions = new List<CandidateDefinition>();
|
||||
var rosterIds = new HashSet<string>(StringComparer.Ordinal);
|
||||
foreach (var entry in roster)
|
||||
{
|
||||
rosterIds.Add(entry.id);
|
||||
definitions.Add(CreateOrUpdateDefinition(entry));
|
||||
}
|
||||
|
||||
DeleteOrphanDefinitions(rosterIds);
|
||||
|
||||
var database = AssetDatabase.LoadAssetAtPath<CandidateDatabase>(DatabasePath);
|
||||
if (database == null)
|
||||
{
|
||||
database = ScriptableObject.CreateInstance<CandidateDatabase>();
|
||||
AssetDatabase.CreateAsset(database, DatabasePath);
|
||||
}
|
||||
|
||||
database.EditorSetCandidates(definitions);
|
||||
EditorUtility.SetDirty(database);
|
||||
AssetDatabase.SaveAssets();
|
||||
Debug.Log($"[CandidateSystemSetup] Candidate assets ready at {DatabasePath}.");
|
||||
}
|
||||
|
||||
static bool TryLoadRoster(out CandidateEntry[] roster)
|
||||
{
|
||||
roster = null;
|
||||
var text = AssetDatabase.LoadAssetAtPath<TextAsset>(JsonPath);
|
||||
if (text == null)
|
||||
{
|
||||
// JSON may exist on disk before Unity has imported it as a TextAsset.
|
||||
if (!File.Exists(JsonPath))
|
||||
{
|
||||
Debug.LogError($"[CandidateSystemSetup] Missing registry at {JsonPath}.");
|
||||
return false;
|
||||
}
|
||||
|
||||
text = new TextAsset(File.ReadAllText(JsonPath));
|
||||
}
|
||||
|
||||
CandidateRoot root;
|
||||
try
|
||||
{
|
||||
root = JsonUtility.FromJson<CandidateRoot>(text.text);
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
Debug.LogError($"[CandidateSystemSetup] Failed to parse {JsonPath}: {ex.Message}");
|
||||
return false;
|
||||
}
|
||||
|
||||
if (root?.candidates == null || root.candidates.Length == 0)
|
||||
{
|
||||
Debug.LogError($"[CandidateSystemSetup] {JsonPath} has no candidates.");
|
||||
return false;
|
||||
}
|
||||
|
||||
foreach (var entry in root.candidates)
|
||||
{
|
||||
if (entry == null || string.IsNullOrEmpty(entry.id))
|
||||
{
|
||||
Debug.LogError($"[CandidateSystemSetup] {JsonPath} contains a candidate with empty id.");
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!Enum.TryParse<SkillAxis>(entry.intuitionAxis, ignoreCase: true, out _))
|
||||
{
|
||||
Debug.LogError(
|
||||
$"[CandidateSystemSetup] Candidate '{entry.id}': invalid intuitionAxis '{entry.intuitionAxis}'.");
|
||||
return false;
|
||||
}
|
||||
|
||||
if (entry.clues == null)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
foreach (var clue in entry.clues)
|
||||
{
|
||||
if (clue == null || string.IsNullOrEmpty(clue.id))
|
||||
{
|
||||
Debug.LogError($"[CandidateSystemSetup] Candidate '{entry.id}' has a clue with empty id.");
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!Enum.TryParse<CandidateEvidenceType>(clue.type, ignoreCase: true, out _))
|
||||
{
|
||||
Debug.LogError(
|
||||
$"[CandidateSystemSetup] Clue '{clue.id}': invalid type '{clue.type}'.");
|
||||
return false;
|
||||
}
|
||||
|
||||
var status = string.IsNullOrEmpty(clue.status) ? "Planned" : clue.status;
|
||||
if (!Enum.TryParse<CandidateClueStatus>(status, ignoreCase: true, out _))
|
||||
{
|
||||
Debug.LogError(
|
||||
$"[CandidateSystemSetup] Clue '{clue.id}': invalid status '{clue.status}'.");
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
roster = root.candidates;
|
||||
return true;
|
||||
}
|
||||
|
||||
static CandidateDefinition CreateOrUpdateDefinition(CandidateEntry entry)
|
||||
{
|
||||
var path = $"{DefinitionsFolder}/{entry.id}.asset";
|
||||
var asset = AssetDatabase.LoadAssetAtPath<CandidateDefinition>(path);
|
||||
if (asset == null)
|
||||
{
|
||||
asset = ScriptableObject.CreateInstance<CandidateDefinition>();
|
||||
AssetDatabase.CreateAsset(asset, path);
|
||||
}
|
||||
|
||||
asset.EditorSet(entry);
|
||||
EditorUtility.SetDirty(asset);
|
||||
return asset;
|
||||
}
|
||||
|
||||
static void DeleteOrphanDefinitions(HashSet<string> rosterIds)
|
||||
{
|
||||
if (!AssetDatabase.IsValidFolder(DefinitionsFolder))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
var guids = AssetDatabase.FindAssets("t:CandidateDefinition", new[] { DefinitionsFolder });
|
||||
foreach (var guid in guids)
|
||||
{
|
||||
var path = AssetDatabase.GUIDToAssetPath(guid);
|
||||
var fileName = Path.GetFileNameWithoutExtension(path);
|
||||
if (rosterIds.Contains(fileName))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
Debug.Log($"[CandidateSystemSetup] Deleting orphan definition {path}");
|
||||
AssetDatabase.DeleteAsset(path);
|
||||
}
|
||||
}
|
||||
|
||||
static void EnsureFolder(string parent, string child)
|
||||
{
|
||||
var path = $"{parent}/{child}";
|
||||
if (!AssetDatabase.IsValidFolder(path))
|
||||
{
|
||||
AssetDatabase.CreateFolder(parent, child);
|
||||
}
|
||||
}
|
||||
}
|
||||
+2
-3
@@ -1,8 +1,7 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 476cc7d7cd9874016adc216baab94a0a
|
||||
timeCreated: 1484146680
|
||||
licenseType: Store
|
||||
guid: 871be622b3a34b8fb46ce81bb87272d0
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
@@ -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"));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 9cbb2b742dcc4031a4e0cfc0c0544faf
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,129 @@
|
||||
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}");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 0e05a1f05ef74ff7a53f6e24ab37e51e
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -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 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 7ec643a873224cc89e1f94dfb735037d
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,22 @@
|
||||
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";
|
||||
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 3a3f10ec1f9042358ed09c1cdcc345d8
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,355 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using NightclubArcadia.Skills;
|
||||
using TMPro;
|
||||
using UnityEditor;
|
||||
using UnityEditor.Callbacks;
|
||||
using UnityEditor.SceneManagement;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using Yarn.Unity;
|
||||
|
||||
/// <summary>
|
||||
/// Regenerates SkillDefinition assets + SkillDatabase from the Skill Bible JSON mirror.
|
||||
///
|
||||
/// Source of truth for prose/roster: the Obsidian Skill System Draft.md.
|
||||
/// Checked-in machine mirror: Assets/Skills/skill_bible.json (edit that, not the .assets).
|
||||
/// Hand-edits to Definitions/*.asset are overwritten on script reload by EnsureSkillAssetsOnly.
|
||||
/// </summary>
|
||||
public static class SkillSystemSetup
|
||||
{
|
||||
const string DefinitionsFolder = "Assets/Skills/Definitions";
|
||||
const string SkillsFolder = "Assets/Skills";
|
||||
const string BiblePath = "Assets/Skills/skill_bible.json";
|
||||
const string DatabasePath = "Assets/Skills/SkillDatabase.asset";
|
||||
const string ScenePath = NightclubArcadia.EditorTools.ScenePaths.Systems;
|
||||
const string AutoSetupSessionKey = "NightclubArcadia.SkillSystem.AutoSetupDone";
|
||||
|
||||
[DidReloadScripts]
|
||||
static void AutoSetupAfterReload()
|
||||
{
|
||||
if (EditorApplication.isPlayingOrWillChangePlaymode)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (SessionState.GetBool(AutoSetupSessionKey, false))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// Defer one frame so AssetDatabase is fully ready after domain reload.
|
||||
EditorApplication.delayCall += () =>
|
||||
{
|
||||
if (SessionState.GetBool(AutoSetupSessionKey, false))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
SessionState.SetBool(AutoSetupSessionKey, true);
|
||||
EnsureSkillAssetsOnly();
|
||||
};
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Creates/updates ScriptableObject assets without opening a scene.
|
||||
/// Safe to run on domain reload. Scene wiring stays on the menu item /
|
||||
/// the checked-in Systems.unity Skill System objects.
|
||||
/// </summary>
|
||||
static void EnsureSkillAssetsOnly()
|
||||
{
|
||||
if (!TryLoadRoster(out var roster))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
EnsureFolder("Assets", "Skills");
|
||||
EnsureFolder("Assets/Skills", "Definitions");
|
||||
|
||||
var definitions = new List<SkillDefinition>();
|
||||
var rosterIds = new HashSet<string>(StringComparer.Ordinal);
|
||||
foreach (var entry in roster)
|
||||
{
|
||||
rosterIds.Add(entry.id);
|
||||
definitions.Add(CreateOrUpdateDefinition(entry));
|
||||
}
|
||||
|
||||
DeleteOrphanDefinitions(rosterIds);
|
||||
|
||||
var database = AssetDatabase.LoadAssetAtPath<SkillDatabase>(DatabasePath);
|
||||
if (database == null)
|
||||
{
|
||||
database = ScriptableObject.CreateInstance<SkillDatabase>();
|
||||
AssetDatabase.CreateAsset(database, DatabasePath);
|
||||
}
|
||||
|
||||
database.EditorSetSkills(definitions);
|
||||
EditorUtility.SetDirty(database);
|
||||
AssetDatabase.SaveAssets();
|
||||
Debug.Log($"[SkillSystemSetup] Skill assets ready at {DatabasePath}. Run Tools/Nightclub Arcadia/Set Up Skill System if scene refs need rewiring.");
|
||||
}
|
||||
|
||||
[MenuItem("Tools/Nightclub Arcadia/Set Up Skill System")]
|
||||
public static void SetUpSkillSystem()
|
||||
{
|
||||
if (!TryLoadRoster(out var roster))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
EnsureFolder("Assets", "Skills");
|
||||
EnsureFolder("Assets/Skills", "Definitions");
|
||||
|
||||
var definitions = new List<SkillDefinition>();
|
||||
var rosterIds = new HashSet<string>(StringComparer.Ordinal);
|
||||
foreach (var entry in roster)
|
||||
{
|
||||
rosterIds.Add(entry.id);
|
||||
definitions.Add(CreateOrUpdateDefinition(entry));
|
||||
}
|
||||
|
||||
DeleteOrphanDefinitions(rosterIds);
|
||||
|
||||
var database = AssetDatabase.LoadAssetAtPath<SkillDatabase>(DatabasePath);
|
||||
if (database == null)
|
||||
{
|
||||
database = ScriptableObject.CreateInstance<SkillDatabase>();
|
||||
AssetDatabase.CreateAsset(database, DatabasePath);
|
||||
}
|
||||
|
||||
database.EditorSetSkills(definitions);
|
||||
EditorUtility.SetDirty(database);
|
||||
AssetDatabase.SaveAssets();
|
||||
|
||||
// Scene wiring deliberately skipped: the Skill System objects live in
|
||||
// Systems.unity and are already wired there. Regenerating the assets is
|
||||
// still useful and touches no scene. See LegacySceneSetup.
|
||||
AssetDatabase.SaveAssets();
|
||||
Debug.Log($"Skill assets regenerated. Database at {DatabasePath}. Scene wiring skipped — "
|
||||
+ "the Skill System already exists in Systems.unity.");
|
||||
}
|
||||
|
||||
static bool TryLoadRoster(out SkillBibleEntry[] roster)
|
||||
{
|
||||
roster = null;
|
||||
var text = AssetDatabase.LoadAssetAtPath<TextAsset>(BiblePath);
|
||||
if (text == null)
|
||||
{
|
||||
Debug.LogError($"[SkillSystemSetup] Missing bible at {BiblePath}.");
|
||||
return false;
|
||||
}
|
||||
|
||||
SkillBibleRoot root;
|
||||
try
|
||||
{
|
||||
root = JsonUtility.FromJson<SkillBibleRoot>(text.text);
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
Debug.LogError($"[SkillSystemSetup] Failed to parse {BiblePath}: {ex.Message}");
|
||||
return false;
|
||||
}
|
||||
|
||||
if (root?.skills == null || root.skills.Length == 0)
|
||||
{
|
||||
Debug.LogError($"[SkillSystemSetup] {BiblePath} has no skills.");
|
||||
return false;
|
||||
}
|
||||
|
||||
foreach (var entry in root.skills)
|
||||
{
|
||||
if (entry == null || string.IsNullOrEmpty(entry.id))
|
||||
{
|
||||
Debug.LogError($"[SkillSystemSetup] {BiblePath} contains a skill with empty id.");
|
||||
return false;
|
||||
}
|
||||
|
||||
// Fail loudly on enum typos — silent defaults are content bugs.
|
||||
if (!Enum.TryParse<SkillAxis>(entry.axis, ignoreCase: true, out _))
|
||||
{
|
||||
Debug.LogError($"[SkillSystemSetup] Skill '{entry.id}': invalid axis '{entry.axis}'.");
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!Enum.TryParse<TraceChannel>(entry.primaryChannel, ignoreCase: true, out _))
|
||||
{
|
||||
Debug.LogError($"[SkillSystemSetup] Skill '{entry.id}': invalid primaryChannel '{entry.primaryChannel}'.");
|
||||
return false;
|
||||
}
|
||||
|
||||
var secondary = string.IsNullOrEmpty(entry.secondaryChannel) ? "None" : entry.secondaryChannel;
|
||||
if (!Enum.TryParse<TraceChannel>(secondary, ignoreCase: true, out _))
|
||||
{
|
||||
Debug.LogError($"[SkillSystemSetup] Skill '{entry.id}': invalid secondaryChannel '{entry.secondaryChannel}'.");
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!Enum.TryParse<ClueYield>(entry.clueYield, ignoreCase: true, out _))
|
||||
{
|
||||
Debug.LogError($"[SkillSystemSetup] Skill '{entry.id}': invalid clueYield '{entry.clueYield}'.");
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
roster = root.skills;
|
||||
return true;
|
||||
}
|
||||
|
||||
static SkillDefinition CreateOrUpdateDefinition(SkillBibleEntry entry)
|
||||
{
|
||||
var path = $"{DefinitionsFolder}/{entry.id}.asset";
|
||||
var asset = AssetDatabase.LoadAssetAtPath<SkillDefinition>(path);
|
||||
if (asset == null)
|
||||
{
|
||||
asset = ScriptableObject.CreateInstance<SkillDefinition>();
|
||||
AssetDatabase.CreateAsset(asset, path);
|
||||
}
|
||||
|
||||
asset.EditorSet(entry);
|
||||
EditorUtility.SetDirty(asset);
|
||||
return asset;
|
||||
}
|
||||
|
||||
static void DeleteOrphanDefinitions(HashSet<string> rosterIds)
|
||||
{
|
||||
if (!AssetDatabase.IsValidFolder(DefinitionsFolder))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
var guids = AssetDatabase.FindAssets("t:SkillDefinition", new[] { DefinitionsFolder });
|
||||
foreach (var guid in guids)
|
||||
{
|
||||
var path = AssetDatabase.GUIDToAssetPath(guid);
|
||||
var fileName = Path.GetFileNameWithoutExtension(path);
|
||||
if (rosterIds.Contains(fileName))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
Debug.Log($"[SkillSystemSetup] Deleting orphan definition {path}");
|
||||
AssetDatabase.DeleteAsset(path);
|
||||
}
|
||||
}
|
||||
|
||||
static void WireWorkingLevelScene(SkillDatabase database)
|
||||
{
|
||||
if (!File.Exists(ScenePath))
|
||||
{
|
||||
Debug.LogError($"Scene not found at {ScenePath}. Run Tools/Nightclub Arcadia/Set Up Yarn Dialogue Test first.");
|
||||
return;
|
||||
}
|
||||
|
||||
var scene = EditorSceneManager.OpenScene(ScenePath, OpenSceneMode.Single);
|
||||
|
||||
var runner = UnityEngine.Object.FindAnyObjectByType<DialogueRunner>();
|
||||
if (runner == null)
|
||||
{
|
||||
Debug.LogError("No DialogueRunner in Systems.unity.");
|
||||
return;
|
||||
}
|
||||
|
||||
var skillGo = GameObject.Find("Skill System");
|
||||
if (skillGo == null)
|
||||
{
|
||||
skillGo = new GameObject("Skill System");
|
||||
}
|
||||
|
||||
var runtime = skillGo.GetComponent<SkillRuntime>() ?? skillGo.AddComponent<SkillRuntime>();
|
||||
var commentary = skillGo.GetComponent<CommentarySystem>() ?? skillGo.AddComponent<CommentarySystem>();
|
||||
var idle = skillGo.GetComponent<CommentaryIdleTimer>() ?? skillGo.AddComponent<CommentaryIdleTimer>();
|
||||
|
||||
var banner = EnsureBanner(runner.transform);
|
||||
var view = banner.GetComponent<SkillCheckResultView>() ?? banner.AddComponent<SkillCheckResultView>();
|
||||
|
||||
var runtimeSo = new SerializedObject(runtime);
|
||||
runtimeSo.FindProperty("database").objectReferenceValue = database;
|
||||
runtimeSo.FindProperty("dialogueRunner").objectReferenceValue = runner;
|
||||
runtimeSo.FindProperty("resultView").objectReferenceValue = view;
|
||||
runtimeSo.FindProperty("commentary").objectReferenceValue = commentary;
|
||||
runtimeSo.FindProperty("debugContextId").stringValue = "Entrance_Queue";
|
||||
runtimeSo.ApplyModifiedPropertiesWithoutUndo();
|
||||
|
||||
var commentarySo = new SerializedObject(commentary);
|
||||
commentarySo.FindProperty("dialogueRunner").objectReferenceValue = runner;
|
||||
commentarySo.FindProperty("database").objectReferenceValue = database;
|
||||
commentarySo.ApplyModifiedPropertiesWithoutUndo();
|
||||
|
||||
var idleSo = new SerializedObject(idle);
|
||||
idleSo.FindProperty("dialogueRunner").objectReferenceValue = runner;
|
||||
idleSo.FindProperty("contextId").stringValue = "Entrance_Queue";
|
||||
idleSo.ApplyModifiedPropertiesWithoutUndo();
|
||||
|
||||
var group = banner.GetComponent<CanvasGroup>();
|
||||
var label = banner.GetComponentInChildren<TMP_Text>(true);
|
||||
var viewSo = new SerializedObject(view);
|
||||
viewSo.FindProperty("group").objectReferenceValue = group;
|
||||
viewSo.FindProperty("label").objectReferenceValue = label;
|
||||
viewSo.ApplyModifiedPropertiesWithoutUndo();
|
||||
|
||||
EditorSceneManager.MarkSceneDirty(scene);
|
||||
EditorSceneManager.SaveScene(scene);
|
||||
}
|
||||
|
||||
static GameObject EnsureBanner(Transform dialogueRoot)
|
||||
{
|
||||
var canvas = dialogueRoot.GetComponentInChildren<Canvas>(true);
|
||||
if (canvas == null)
|
||||
{
|
||||
var canvasGo = new GameObject("Skill Check Canvas", typeof(Canvas), typeof(CanvasScaler), typeof(GraphicRaycaster));
|
||||
canvas = canvasGo.GetComponent<Canvas>();
|
||||
canvas.renderMode = RenderMode.ScreenSpaceOverlay;
|
||||
canvasGo.transform.SetParent(dialogueRoot, false);
|
||||
}
|
||||
|
||||
var existing = canvas.transform.Find("Skill Check Banner");
|
||||
if (existing != null)
|
||||
{
|
||||
return existing.gameObject;
|
||||
}
|
||||
|
||||
var banner = new GameObject("Skill Check Banner", typeof(RectTransform), typeof(CanvasGroup), typeof(Image));
|
||||
banner.transform.SetParent(canvas.transform, false);
|
||||
|
||||
var rt = banner.GetComponent<RectTransform>();
|
||||
rt.anchorMin = new Vector2(0.1f, 0.82f);
|
||||
rt.anchorMax = new Vector2(0.9f, 0.95f);
|
||||
rt.offsetMin = Vector2.zero;
|
||||
rt.offsetMax = Vector2.zero;
|
||||
|
||||
var image = banner.GetComponent<Image>();
|
||||
image.color = new Color(0f, 0f, 0f, 0.75f);
|
||||
|
||||
var group = banner.GetComponent<CanvasGroup>();
|
||||
group.alpha = 0f;
|
||||
group.blocksRaycasts = false;
|
||||
group.interactable = false;
|
||||
|
||||
var labelGo = new GameObject("Label", typeof(RectTransform));
|
||||
labelGo.transform.SetParent(banner.transform, false);
|
||||
var labelRt = labelGo.GetComponent<RectTransform>();
|
||||
labelRt.anchorMin = Vector2.zero;
|
||||
labelRt.anchorMax = Vector2.one;
|
||||
labelRt.offsetMin = new Vector2(16f, 8f);
|
||||
labelRt.offsetMax = new Vector2(-16f, -8f);
|
||||
|
||||
var tmp = labelGo.AddComponent<TextMeshProUGUI>();
|
||||
tmp.text = string.Empty;
|
||||
tmp.alignment = TextAlignmentOptions.Center;
|
||||
tmp.fontSize = 28f;
|
||||
tmp.textWrappingMode = TextWrappingModes.Normal;
|
||||
tmp.color = Color.white;
|
||||
|
||||
return banner;
|
||||
}
|
||||
|
||||
static void EnsureFolder(string parent, string child)
|
||||
{
|
||||
var path = $"{parent}/{child}";
|
||||
if (!AssetDatabase.IsValidFolder(path))
|
||||
{
|
||||
AssetDatabase.CreateFolder(parent, child);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
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fileFormatVersion: 2
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guid: 231654cf350a49ce9920bc4f24a1f002
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MonoImporter:
|
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
|
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,48 @@
|
||||
using UnityEditor;
|
||||
using UnityEditor.TestTools.TestRunner.Api;
|
||||
using UnityEngine;
|
||||
|
||||
/// <summary>
|
||||
/// One-click EditMode test run for the skill system.
|
||||
/// </summary>
|
||||
public static class SkillSystemTestRunner
|
||||
{
|
||||
[MenuItem("Tools/Nightclub Arcadia/Run Skill EditMode Tests")]
|
||||
public static void RunEditModeTests()
|
||||
{
|
||||
var api = ScriptableObject.CreateInstance<TestRunnerApi>();
|
||||
var filter = new Filter
|
||||
{
|
||||
testMode = TestMode.EditMode,
|
||||
assemblyNames = new[] { "NightclubArcadia.Skills.Tests" },
|
||||
};
|
||||
|
||||
api.RegisterCallbacks(new Callbacks());
|
||||
api.Execute(new ExecutionSettings(filter));
|
||||
Debug.Log("[SkillSystemTestRunner] EditMode tests started — watch the Console / Test Runner.");
|
||||
}
|
||||
|
||||
sealed class Callbacks : ICallbacks
|
||||
{
|
||||
public void RunStarted(ITestAdaptor testsToRun) { }
|
||||
|
||||
public void RunFinished(ITestResultAdaptor result)
|
||||
{
|
||||
Debug.Log($"[SkillSystemTestRunner] Finished. Pass:{result.PassCount} Fail:{result.FailCount} Skip:{result.SkipCount}");
|
||||
if (result.FailCount > 0)
|
||||
{
|
||||
Debug.LogError("[SkillSystemTestRunner] One or more skill EditMode tests failed.");
|
||||
}
|
||||
}
|
||||
|
||||
public void TestStarted(ITestAdaptor test) { }
|
||||
|
||||
public void TestFinished(ITestResultAdaptor result)
|
||||
{
|
||||
if (result.TestStatus == TestStatus.Failed)
|
||||
{
|
||||
Debug.LogError($"[SkillSystemTestRunner] FAIL {result.FullName}\n{result.Message}\n{result.StackTrace}");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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MonoImporter:
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serializedVersion: 2
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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fileFormatVersion: 2
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guid: fe41419ba50842189534933e2b64e958
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folderAsset: yes
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,539 @@
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folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
File diff suppressed because it is too large
Load Diff
+2
-3
@@ -1,8 +1,7 @@
|
||||
fileFormatVersion: 2
|
||||
guid: eabc9546105bf4accac1fd62a63e88e6
|
||||
timeCreated: 1487337779
|
||||
licenseType: Store
|
||||
guid: a4910059112fe4675827519a3f55afe5
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Binary file not shown.
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Reference in New Issue
Block a user