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Assets/SETUP_GUIDE.md
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# Test Scene Setup Guide
|
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|
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This guide walks you through building the PSXSplash test scene in Unity step by step. The scene exercises every major feature: player movement, collision, Lua scripting (all callbacks), cutscenes (loop + callback), UI, audio, triggers, interactables, persist, controls enable/disable, and scene transitions.
|
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|
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## Prerequisites
|
||||
|
||||
- SplashEdit package installed in Unity
|
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- PSXSplash native project cloned and configured in the Control Panel
|
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- The Lua files from `test-scene/lua/` copied into your Unity project's Assets folder
|
||||
|
||||
---
|
||||
|
||||
## Step 1: Create the Scene
|
||||
|
||||
1. File > New Scene (Basic Built-in)
|
||||
2. Save as `TestScene` in your Scenes folder
|
||||
|
||||
---
|
||||
|
||||
## Step 2: Build the Room
|
||||
|
||||
Create a simple enclosed room for the player to walk around in.
|
||||
|
||||
### Floor
|
||||
1. GameObject > 3D Object > Plane
|
||||
2. Name: `Floor`
|
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3. Position: (0, 0, 0), Scale: (3, 1, 3) (gives a 30x30 unit floor)
|
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4. Add component: **PSX Object Exporter**
|
||||
- Bit Depth: 8bpp
|
||||
- Collision Type: **Mesh** (nav regions will be generated from this)
|
||||
|
||||
### Walls (4 total)
|
||||
Create 4 stretched cubes around the edges:
|
||||
|
||||
| Name | Position | Scale |
|
||||
|------|----------|-------|
|
||||
| WallNorth | (0, 2, 15) | (30, 4, 0.5) |
|
||||
| WallSouth | (0, 2, -15) | (30, 4, 0.5) |
|
||||
| WallEast | (15, 2, 0) | (0.5, 4, 30) |
|
||||
| WallWest | (-15, 2, 0) | (0.5, 4, 30) |
|
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|
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For each wall:
|
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- Add component: **PSX Object Exporter**
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- Bit Depth: 4bpp
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- Collision Type: **Mesh**
|
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|
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---
|
||||
|
||||
## Step 3: Add the Player
|
||||
|
||||
1. Create an empty GameObject named `PSXPlayer`
|
||||
2. Position: (0, 0, -10) (near the south wall)
|
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3. Add component: **PSX Player**
|
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- Move Speed: 2.0
|
||||
- Sprint Speed: 4.0
|
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- Player Height: 3.0
|
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- Player Radius: 1.0
|
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- Jump Velocity: 8.0
|
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- Gravity: 15.0
|
||||
|
||||
---
|
||||
|
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## Step 4: Scene Exporter Setup
|
||||
|
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1. Select the scene root or create an empty `SceneSetup` object
|
||||
2. Add component: **PSX Scene Exporter**
|
||||
- Scene Type: **Exterior**
|
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- GTE Scaling: 100
|
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- Fog: Disabled (or enable for atmosphere)
|
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- Scene Lua File: Assign `scene.lua`
|
||||
|
||||
---
|
||||
|
||||
## Step 5: Create the Objects
|
||||
|
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### Collectibles (3x)
|
||||
|
||||
| Name | Position | Lua File |
|
||||
|------|----------|----------|
|
||||
| Collectible1 | (-8, 1, 8) | collectible.lua |
|
||||
| Collectible2 | (0, 1, 8) | collectible.lua |
|
||||
| Collectible3 | (8, 1, 8) | collectible.lua |
|
||||
|
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For each:
|
||||
1. GameObject > 3D Object > Sphere, scale (0.5, 0.5, 0.5)
|
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2. Add **PSX Object Exporter**
|
||||
- Bit Depth: 4bpp
|
||||
- Collision Type: **Sphere**
|
||||
- Lua File: `collectible.lua`
|
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- Collision Radius: 2.0
|
||||
|
||||
### Spinner
|
||||
|
||||
1. GameObject > 3D Object > Cube, name: `Spinner`
|
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2. Position: (-8, 1, 2), Scale: (1, 1, 1)
|
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3. Add **PSX Object Exporter**
|
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- Lua File: `spinner.lua`
|
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- Collision Type: None
|
||||
|
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### Door
|
||||
|
||||
1. GameObject > 3D Object > Cube, name: `Door`
|
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2. Position: (8, 2, 5), Scale: (0.5, 4, 3)
|
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3. Add **PSX Object Exporter**
|
||||
- Collision Type: None
|
||||
- Lua File: `door.lua`
|
||||
4. Add **PSX Interactable**
|
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- Interaction Radius: 3.0
|
||||
- Interaction Button: Cross
|
||||
- Show Prompt: true
|
||||
- Repeatable: true
|
||||
|
||||
### Door Blocker
|
||||
|
||||
1. GameObject > 3D Object > Cube, name: `DoorBlocker`
|
||||
2. Position: (8, 2, 5), Scale: (0.5, 4, 3)
|
||||
3. Add **PSX Object Exporter**
|
||||
- Collision Type: **Mesh** (blocks the player)
|
||||
- No Lua file needed - the door script finds it by name
|
||||
|
||||
### NPC
|
||||
|
||||
1. GameObject > 3D Object > Capsule, name: `NPC`
|
||||
2. Position: (0, 1.5, 2), Scale: (1, 1.5, 1)
|
||||
3. Add **PSX Object Exporter**
|
||||
- Collision Type: None
|
||||
- Lua File: `npc.lua`
|
||||
4. Add **PSX Interactable**
|
||||
- Interaction Radius: 3.0
|
||||
- Interaction Button: Cross
|
||||
- Show Prompt: true
|
||||
- Repeatable: true
|
||||
|
||||
### Switch
|
||||
|
||||
1. GameObject > 3D Object > Cube, name: `Switch`
|
||||
2. Position: (-8, 0.5, -5), Scale: (0.5, 1, 0.5)
|
||||
3. Add **PSX Object Exporter**
|
||||
- Lua File: `switch.lua`
|
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4. Add **PSX Interactable**
|
||||
- Interaction Radius: 2.5
|
||||
- Interaction Button: Cross
|
||||
- Show Prompt: true
|
||||
- Repeatable: true
|
||||
|
||||
### Switch Target
|
||||
|
||||
1. GameObject > 3D Object > Cube, name: `SwitchTarget`
|
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2. Position: (-5, 1, -5), Scale: (2, 2, 2)
|
||||
3. Add **PSX Object Exporter**
|
||||
- Active: true (the switch script will toggle it)
|
||||
|
||||
### Movable Object
|
||||
|
||||
1. GameObject > 3D Object > Sphere, name: `Movable`
|
||||
2. Position: (5, 0.5, -5), Scale: (1, 1, 1)
|
||||
3. Add **PSX Object Exporter**
|
||||
- Lua File: `movable.lua`
|
||||
- Collision Type: None
|
||||
|
||||
### Entity Scanner
|
||||
|
||||
1. GameObject > 3D Object > Cylinder, name: `Scanner`
|
||||
2. Position: (0, 1, -8), Scale: (0.5, 1, 0.5)
|
||||
3. Add **PSX Object Exporter**
|
||||
- Lua File: `entity_scanner.lua`
|
||||
4. Add **PSX Interactable**
|
||||
- Interaction Radius: 2.5
|
||||
- Interaction Button: Cross
|
||||
- Show Prompt: true
|
||||
- Repeatable: true
|
||||
|
||||
---
|
||||
|
||||
## Step 6: Trigger Boxes
|
||||
|
||||
### Cutscene Trigger (index 0)
|
||||
|
||||
1. Create empty GameObject, name: `CutsceneTrigger`
|
||||
2. Position: (10, 0, 0)
|
||||
3. Add **PSXTriggerBox**
|
||||
- Size: (4, 4, 4)
|
||||
- Trigger Index: 0
|
||||
|
||||
### Damage Zone (index 1)
|
||||
|
||||
1. Create empty GameObject, name: `DamageZone`
|
||||
2. Position: (-10, 0, -10)
|
||||
3. Add **PSXTriggerBox**
|
||||
- Size: (4, 2, 4)
|
||||
- Trigger Index: 1
|
||||
|
||||
### Scene Portal (index 2)
|
||||
|
||||
1. Create empty GameObject, name: `ScenePortal`
|
||||
2. Position: (0, 0, 12)
|
||||
3. Add **PSXTriggerBox**
|
||||
- Size: (3, 4, 1)
|
||||
- Trigger Index: 2
|
||||
|
||||
---
|
||||
|
||||
## Step 7: UI Canvases
|
||||
|
||||
### HUD Canvas
|
||||
|
||||
1. Create empty GameObject, name: `HUD`
|
||||
2. Add **PSXCanvas**
|
||||
- Visible: true
|
||||
|
||||
Add children with **PSXUIBox** or appropriate UI components:
|
||||
|
||||
| Name | Component | Position | Details |
|
||||
|------|-----------|----------|---------|
|
||||
| ScoreText | PSXUIText | Top-left (10, 10) | Text: "Score: 0" |
|
||||
| StatusText | PSXUIText | Bottom-left (10, 220) | Text: "Welcome!" |
|
||||
| HealthBar | PSXUIProgressBar | Top-right (220, 10) | Value: 100, Width: 80 |
|
||||
|
||||
### Dialogue Canvas
|
||||
|
||||
1. Create empty GameObject, name: `Dialogue`
|
||||
2. Add **PSXCanvas**
|
||||
- Visible: false (hidden by default)
|
||||
|
||||
Add children:
|
||||
|
||||
| Name | Component | Position | Details |
|
||||
|------|-----------|----------|---------|
|
||||
| DialogueText | PSXUIText | Center-bottom (40, 180) | Text: "" |
|
||||
|
||||
### Font
|
||||
|
||||
1. Create a **PSXFontAsset** (Right-click > Create > PSXFontAsset)
|
||||
2. Assign your font texture
|
||||
3. Reference it in the PSX Scene Exporter's font slot
|
||||
|
||||
---
|
||||
|
||||
## Step 8: Audio Clips
|
||||
|
||||
Add the following audio clips to the scene (via PSXAudioClip components or the scene exporter's audio list):
|
||||
|
||||
| Clip Name | Usage |
|
||||
|-----------|-------|
|
||||
| `collect` | Collectible pickup sound |
|
||||
| `door_open` | Door opening sound |
|
||||
| `switch_on` | Switch activation |
|
||||
| `switch_off` | Switch deactivation |
|
||||
|
||||
These names must match what the Lua scripts pass to `Audio.Play()`. Use any short WAV files - they will be converted to PS1 ADPCM during export.
|
||||
|
||||
---
|
||||
|
||||
## Step 9: Cutscenes
|
||||
|
||||
Create the following PSXCutsceneClip assets and add them to the Scene Exporter's cutscene list:
|
||||
|
||||
### ambient_spin
|
||||
|
||||
A looping animation that rotates an object continuously (used with `loop = true`).
|
||||
|
||||
- 1 track: **Object RotationY** targeting `Spinner`
|
||||
- Keyframes: frame 0 = 0.0, frame 60 = 2.0 (full rotation in 2 seconds)
|
||||
- Interpolation: Linear
|
||||
- Total frames: 60
|
||||
|
||||
### camera_flyover
|
||||
|
||||
A camera pan triggered by trigger box 0.
|
||||
|
||||
- Track 1: **Camera Position**
|
||||
- Frame 0: Player position (0, 3, -10)
|
||||
- Frame 30: Above room (0, 15, 0)
|
||||
- Frame 60: Back to player (0, 3, -10)
|
||||
- Interpolation: EaseInOut
|
||||
- Track 2: **Camera Rotation**
|
||||
- Frame 0: (0.15, 0, 0) (slight downward tilt)
|
||||
- Frame 30: (0.5, 0, 0) (looking straight down)
|
||||
- Frame 60: (0.15, 0, 0) (back to normal)
|
||||
- Interpolation: EaseInOut
|
||||
- Total frames: 60
|
||||
|
||||
### door_open
|
||||
|
||||
Animates the door object and camera for the door interaction.
|
||||
|
||||
- Track 1: **Camera Position** (pan to look at door)
|
||||
- Frame 0: (current position, captured automatically)
|
||||
- Frame 15: (7, 3, 2) (viewing angle on door)
|
||||
- Frame 45: (7, 3, 2) (hold)
|
||||
- Frame 60: (current position, blends back)
|
||||
- Interpolation: EaseInOut
|
||||
- Track 2: **Object Position** targeting `Door`
|
||||
- Frame 15: (8, 2, 5) (closed position)
|
||||
- Frame 45: (8, 6, 5) (moved up / opened)
|
||||
- Interpolation: EaseOut
|
||||
- Total frames: 60
|
||||
|
||||
---
|
||||
|
||||
## Step 10: Navigation Setup
|
||||
|
||||
1. Select the Floor and Wall objects
|
||||
2. In the PSX Scene Exporter, configure navigation:
|
||||
- Agent Radius: 1.0
|
||||
- Agent Height: 3.0
|
||||
- Max Step Height: 0.5
|
||||
- Max Slope: 45
|
||||
3. Bake navigation (this generates the nav regions from the floor mesh)
|
||||
4. Verify the blue nav region overlay covers the walkable area
|
||||
|
||||
---
|
||||
|
||||
## Step 11: Export and Build
|
||||
|
||||
1. Open the SplashEdit Control Panel (Window > SplashEdit > Control Panel)
|
||||
2. Go to the Scenes tab
|
||||
3. Add `TestScene` as Scene 0
|
||||
4. Go to the Build tab
|
||||
5. Click **Export All Scenes**
|
||||
6. Click **Build & Run** (for emulator) or **Build ISO** (for real hardware)
|
||||
|
||||
---
|
||||
|
||||
## What the Test Scene Verifies
|
||||
|
||||
| Feature | How it's tested |
|
||||
|---------|-----------------|
|
||||
| Player movement | Walk around the room |
|
||||
| Jumping | Jump with Cross button |
|
||||
| Collision | Walk into walls, they block you |
|
||||
| Nav regions | Floor constrains movement |
|
||||
| Gravity | Fall back down after jumping |
|
||||
| onCollideWithPlayer | Touch the collectible spheres |
|
||||
| onInteract | Press Cross near Door, NPC, Switch, Scanner |
|
||||
| onTriggerEnter/Exit | Walk into the trigger boxes |
|
||||
| onButtonPress/Release | Hold Square near the Movable object |
|
||||
| onUpdate | Watch the Spinner rotate continuously |
|
||||
| onCreate/onDestroy | Check debug log at scene load |
|
||||
| onEnable/onDisable | Collect an item (disables it) |
|
||||
| onSceneCreationStart/End | Check debug log |
|
||||
| Cutscene.Play | Walk into trigger box 0 |
|
||||
| Cutscene loop | ambient_spin runs from scene start |
|
||||
| Cutscene onComplete | Door cutscene re-enables controls |
|
||||
| Cutscene.Stop | Stop ambient when needed |
|
||||
| Cutscene.IsPlaying | Door script checks before playing |
|
||||
| Controls.SetEnabled | Disabled during cutscenes and dialogue |
|
||||
| Controls.IsEnabled | Available for query |
|
||||
| Camera.GetPosition | Used by movable.lua |
|
||||
| Camera.SetPosition | Tested via cutscene camera tracks |
|
||||
| Camera.SetRotation | Tested via cutscene camera tracks |
|
||||
| Entity.Find | Door finds DoorBlocker, Switch finds SwitchTarget |
|
||||
| Entity.FindByIndex | Scanner tests this |
|
||||
| Entity.ForEach | Scanner iterates all entities |
|
||||
| Entity.GetCount | Switch and Scanner log it |
|
||||
| Entity.SetActive | Collectible, Switch, Door all toggle objects |
|
||||
| Entity.IsActive | Switch checks target state |
|
||||
| Entity.Get/SetPosition | Movable object moves via Lua |
|
||||
| Entity.Get/SetRotationY | Spinner rotates via Lua |
|
||||
| Vec3 (all functions) | scene.lua tests in onSceneCreationEnd |
|
||||
| PSXMath (all functions) | scene.lua tests in onSceneCreationEnd |
|
||||
| Audio.Play | Collectible, Door, Switch play sounds |
|
||||
| UI.FindCanvas | scene.lua resolves HUD and Dialogue |
|
||||
| UI.FindElement | scene.lua resolves text and progress bar |
|
||||
| UI.SetText | Score, status, dialogue display |
|
||||
| UI.SetProgress | Health bar updates on damage |
|
||||
| UI.SetCanvasVisible | Dialogue canvas show/hide |
|
||||
| Persist.Get/Set | Score persists across scene reloads |
|
||||
| Scene.Load | Portal trigger reloads scene |
|
||||
| Scene.GetIndex | Logged on scene start |
|
||||
| Timer.GetFrameCount | Spinner logs periodically |
|
||||
| Debug.Log | Used throughout all scripts |
|
||||
| Input constants | NPC dialogue uses Input.CROSS |
|
||||
|
||||
---
|
||||
|
||||
## Debugging Tips
|
||||
|
||||
- Open the PSX Console window (Window > SplashEdit > PSX Console) to see Debug.Log output
|
||||
- In PCSX-Redux, enable the Lua console to see printf output
|
||||
- In Duckstation, check the CD-ROM debug window for drive state
|
||||
- If something doesn't work, check the debug log for error messages from the Lua scripts
|
||||
7
Assets/SETUP_GUIDE.md.meta
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2799
Assets/Scenes/TestScene.unity
Normal file
7
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Normal file
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982
Assets/Settings/DefaultVolumeProfile.asset
Normal file
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36
Assets/lua/collectible.lua
Normal file
@@ -0,0 +1,36 @@
|
||||
-- ============================================================================
|
||||
-- collectible.lua - Pickup item
|
||||
-- ============================================================================
|
||||
-- Tests: onCreate, onDestroy, onCollideWithPlayer, onEnable, onDisable,
|
||||
-- Entity.SetActive, Audio.Play, Persist, self.active, self.position
|
||||
|
||||
local collected = false
|
||||
|
||||
function onCreate(self)
|
||||
collected = false
|
||||
Debug.Log("Collectible created at " .. self.position.x .. "," .. self.position.y .. "," .. self.position.z)
|
||||
end
|
||||
|
||||
function onDestroy(self)
|
||||
Debug.Log("Collectible destroyed")
|
||||
end
|
||||
|
||||
function onEnable(self)
|
||||
Debug.Log("Collectible enabled")
|
||||
end
|
||||
|
||||
function onDisable(self)
|
||||
Debug.Log("Collectible disabled")
|
||||
end
|
||||
|
||||
function onCollideWithPlayer(self)
|
||||
if collected then return end
|
||||
collected = true
|
||||
|
||||
Audio.Play("collect", 127, 64)
|
||||
|
||||
-- Update score via scene script global
|
||||
addScore(100)
|
||||
setStatus("Collected! +100 points")
|
||||
Entity.SetActive(self, false)
|
||||
end
|
||||
7
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38
Assets/lua/door.lua
Normal file
@@ -0,0 +1,38 @@
|
||||
-- ============================================================================
|
||||
-- door.lua - Interactable door that plays an open cutscene
|
||||
-- ============================================================================
|
||||
-- Tests: onInteract, Cutscene.Play with onComplete, Entity.Find,
|
||||
-- Entity.SetActive, Controls, Audio
|
||||
|
||||
local isOpen = false
|
||||
|
||||
function onCreate(self)
|
||||
isOpen = false
|
||||
Debug.Log("Door created")
|
||||
end
|
||||
|
||||
function onInteract(self)
|
||||
if isOpen then
|
||||
setStatus("Door is already open")
|
||||
return
|
||||
end
|
||||
if Cutscene.IsPlaying() then return end
|
||||
|
||||
isOpen = true
|
||||
Audio.Play("door_open", 100, 64)
|
||||
Controls.SetEnabled(false)
|
||||
setStatus("Opening door...")
|
||||
|
||||
Cutscene.Play("door_open", {
|
||||
onComplete = function()
|
||||
Controls.SetEnabled(true)
|
||||
setStatus("Door opened! Path is clear.")
|
||||
|
||||
-- Disable the door blocker object
|
||||
local blocker = Entity.Find("DoorBlocker")
|
||||
if blocker then
|
||||
Entity.SetActive(blocker, false)
|
||||
end
|
||||
end
|
||||
})
|
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end
|
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7
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34
Assets/lua/entity_scanner.lua
Normal file
@@ -0,0 +1,34 @@
|
||||
-- ============================================================================
|
||||
-- entity_scanner.lua - Scans all entities on interact (Entity.ForEach test)
|
||||
-- ============================================================================
|
||||
-- Tests: Entity.ForEach, Entity.GetPosition, Entity.IsActive, Entity.GetCount,
|
||||
-- Entity.FindByIndex, onInteract
|
||||
|
||||
function onInteract(self)
|
||||
setStatus("Scanning all entities...")
|
||||
Debug.Log("=== Entity Scan ===")
|
||||
Debug.Log("Total entities: " .. Entity.GetCount())
|
||||
|
||||
local activeCount = 0
|
||||
local inactiveCount = 0
|
||||
|
||||
Entity.ForEach(function(obj)
|
||||
local pos = Entity.GetPosition(obj)
|
||||
local active = Entity.IsActive(obj)
|
||||
if active then
|
||||
activeCount = activeCount + 1
|
||||
else
|
||||
inactiveCount = inactiveCount + 1
|
||||
end
|
||||
end)
|
||||
|
||||
Debug.Log("Active: " .. activeCount .. " Inactive: " .. inactiveCount)
|
||||
setStatus("Scan: " .. activeCount .. " active, " .. inactiveCount .. " inactive")
|
||||
|
||||
-- Test FindByIndex
|
||||
local first = Entity.FindByIndex(0)
|
||||
if first then
|
||||
local pos = Entity.GetPosition(first)
|
||||
Debug.Log("Entity 0 at " .. pos.x .. "," .. pos.y .. "," .. pos.z)
|
||||
end
|
||||
end
|
||||
7
Assets/lua/entity_scanner.lua.meta
Normal file
@@ -0,0 +1,7 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 546867c47b97ec14980a0766ec1b8781
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
43
Assets/lua/movable.lua
Normal file
@@ -0,0 +1,43 @@
|
||||
-- ============================================================================
|
||||
-- movable.lua - Object that can be pushed with button presses
|
||||
-- ============================================================================
|
||||
-- Tests: onButtonPress, onButtonRelease, Entity.SetPosition, Vec3 math,
|
||||
-- Camera.GetPosition, Input constants, self.position
|
||||
|
||||
local pushing = false
|
||||
|
||||
function onCreate(self)
|
||||
pushing = false
|
||||
Debug.Log("Movable object created")
|
||||
end
|
||||
|
||||
function onButtonPress(self, button)
|
||||
if button == Input.SQUARE then
|
||||
pushing = true
|
||||
end
|
||||
end
|
||||
|
||||
function onButtonRelease(self, button)
|
||||
if button == Input.SQUARE then
|
||||
pushing = false
|
||||
end
|
||||
end
|
||||
|
||||
function onUpdate(self, dt)
|
||||
if not pushing then return end
|
||||
|
||||
-- Move toward the camera position (player) slowly
|
||||
local myPos = self.position
|
||||
local camPos = Camera.GetPosition()
|
||||
local dir = Vec3.sub(camPos, myPos)
|
||||
local dist = Vec3.length(dir)
|
||||
|
||||
if dist > 1 then
|
||||
local norm = Vec3.normalize(dir)
|
||||
local step = Vec3.mul(norm, dt)
|
||||
local newPos = Vec3.add(myPos, step)
|
||||
-- Keep Y the same (don't float)
|
||||
newPos.y = myPos.y
|
||||
Entity.SetPosition(self, newPos)
|
||||
end
|
||||
end
|
||||
7
Assets/lua/movable.lua.meta
Normal file
@@ -0,0 +1,7 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 75ac8896aea8c054cbad7aaada876d7a
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
40
Assets/lua/npc.lua
Normal file
@@ -0,0 +1,40 @@
|
||||
-- ============================================================================
|
||||
-- npc.lua - NPC with multi-line dialogue
|
||||
-- ============================================================================
|
||||
-- Tests: onInteract, onButtonPress, Controls, UI text,
|
||||
-- scene-level dialogue system, Input constants
|
||||
|
||||
local talked = false
|
||||
|
||||
function onCreate(self)
|
||||
talked = false
|
||||
end
|
||||
|
||||
function onInteract(self)
|
||||
if isInDialogue() then return end
|
||||
|
||||
if not talked then
|
||||
talked = true
|
||||
startDialogue({
|
||||
"Hello, traveler!",
|
||||
"Welcome to the test scene.",
|
||||
"There are collectibles, a door,",
|
||||
"triggers, and a portal here.",
|
||||
"Press CROSS to advance dialogue.",
|
||||
"Good luck exploring!"
|
||||
})
|
||||
else
|
||||
startDialogue({
|
||||
"You again?",
|
||||
"Go find the collectibles!",
|
||||
"There should be three of them."
|
||||
})
|
||||
end
|
||||
end
|
||||
|
||||
function onButtonPress(self, button)
|
||||
if not isInDialogue() then return end
|
||||
if button == Input.CROSS then
|
||||
advanceDialogue()
|
||||
end
|
||||
end
|
||||
7
Assets/lua/npc.lua.meta
Normal file
@@ -0,0 +1,7 @@
|
||||
fileFormatVersion: 2
|
||||
guid: de833f331b443b149b403ce5e60009dc
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
193
Assets/lua/scene.lua
Normal file
@@ -0,0 +1,193 @@
|
||||
-- ============================================================================
|
||||
-- scene.lua - Scene-level script for the PSXSplash test scene
|
||||
-- ============================================================================
|
||||
-- Tests: onSceneCreationStart, onSceneCreationEnd, onTriggerEnter/Exit (scene),
|
||||
-- Persist, UI, Audio, Controls, Cutscene, Scene, Timer, Debug, PSXMath
|
||||
|
||||
-- HUD handles (resolved in onSceneCreationEnd)
|
||||
local hudCanvas = -1
|
||||
local scoreText = -1
|
||||
local statusText = -1
|
||||
local healthBar = -1
|
||||
local dialogueCanvas = -1
|
||||
local dialogueText = -1
|
||||
|
||||
-- State
|
||||
local health = 100
|
||||
local inDialogue = false
|
||||
local dialogueLines = {}
|
||||
local dialogueLine = 0
|
||||
|
||||
function onSceneCreationStart()
|
||||
Debug.Log("=== PSXSplash Test Scene ===")
|
||||
Debug.Log("Scene index: " .. Scene.GetIndex())
|
||||
|
||||
-- Restore score from previous scene (tests Persist)
|
||||
local score = Persist.Get("score") or 0
|
||||
Debug.Log("Loaded score from persist: " .. score)
|
||||
end
|
||||
|
||||
function onSceneCreationEnd()
|
||||
Debug.Log("Scene creation complete at frame " .. Timer.GetFrameCount())
|
||||
|
||||
-- Resolve UI handles
|
||||
hudCanvas = UI.FindCanvas("HUD")
|
||||
if hudCanvas >= 0 then
|
||||
scoreText = UI.FindElement(hudCanvas, "ScoreText")
|
||||
statusText = UI.FindElement(hudCanvas, "StatusText")
|
||||
healthBar = UI.FindElement(hudCanvas, "HealthBar")
|
||||
UI.SetCanvasVisible(hudCanvas, true)
|
||||
updateScoreDisplay()
|
||||
updateHealthBar()
|
||||
setStatus("Welcome! Explore the test room.")
|
||||
end
|
||||
|
||||
dialogueCanvas = UI.FindCanvas("Dialogue")
|
||||
if dialogueCanvas >= 0 then
|
||||
dialogueText = UI.FindElement(dialogueCanvas, "DialogueText")
|
||||
UI.SetCanvasVisible(dialogueCanvas, false)
|
||||
end
|
||||
|
||||
-- Play ambient looping cutscene (tests loop feature)
|
||||
Cutscene.Play("ambient_spin", {loop = true})
|
||||
|
||||
-- Test PSXMath functions
|
||||
local clamped = PSXMath.Clamp(150, 0, 100)
|
||||
local lerped = PSXMath.Lerp(0, 10, 1)
|
||||
local sign = PSXMath.Sign(-42)
|
||||
local abs = PSXMath.Abs(-7)
|
||||
local mn = PSXMath.Min(3, 5)
|
||||
local mx = PSXMath.Max(3, 5)
|
||||
Debug.Log("PSXMath tests: clamp=" .. clamped .. " lerp=" .. lerped
|
||||
.. " sign=" .. sign .. " abs=" .. abs .. " min=" .. mn .. " max=" .. mx)
|
||||
|
||||
-- Test Vec3 functions
|
||||
local a = Vec3.new(1, 0, 0)
|
||||
local b = Vec3.new(0, 1, 0)
|
||||
local c = Vec3.add(a, b)
|
||||
local d = Vec3.cross(a, b)
|
||||
local dist = Vec3.distance(a, b)
|
||||
Debug.Log("Vec3 tests: add=" .. c.x .. "," .. c.y .. "," .. c.z
|
||||
.. " cross=" .. d.x .. "," .. d.y .. "," .. d.z
|
||||
.. " dist=" .. dist)
|
||||
end
|
||||
|
||||
-- ============================================================================
|
||||
-- Scene-level trigger callbacks (PSXTriggerBox)
|
||||
-- ============================================================================
|
||||
|
||||
function onTriggerEnter(triggerIndex)
|
||||
Debug.Log("Trigger entered: " .. triggerIndex)
|
||||
|
||||
if triggerIndex == 0 then
|
||||
-- Trigger 0: Cutscene zone
|
||||
setStatus("Cutscene playing...")
|
||||
Controls.SetEnabled(false)
|
||||
Cutscene.Play("camera_flyover", {
|
||||
onComplete = function()
|
||||
Controls.SetEnabled(true)
|
||||
setStatus("Cutscene complete!")
|
||||
end
|
||||
})
|
||||
elseif triggerIndex == 1 then
|
||||
-- Trigger 1: Damage zone
|
||||
health = PSXMath.Clamp(health - 25, 0, 100)
|
||||
updateHealthBar()
|
||||
setStatus("Ouch! Health: " .. health)
|
||||
if health <= 0 then
|
||||
setStatus("You died! Reloading...")
|
||||
Controls.SetEnabled(false)
|
||||
Persist.Set("score", 0)
|
||||
Scene.Load(Scene.GetIndex())
|
||||
end
|
||||
elseif triggerIndex == 2 then
|
||||
-- Trigger 2: Scene transition portal
|
||||
setStatus("Loading next scene...")
|
||||
Persist.Set("came_from", Scene.GetIndex())
|
||||
Scene.Load(0) -- Reload scene 0 as demo
|
||||
end
|
||||
end
|
||||
|
||||
function onTriggerExit(triggerIndex)
|
||||
Debug.Log("Trigger exited: " .. triggerIndex)
|
||||
|
||||
if triggerIndex == 0 then
|
||||
setStatus("Left cutscene zone")
|
||||
elseif triggerIndex == 1 then
|
||||
setStatus("Escaped damage zone")
|
||||
end
|
||||
end
|
||||
|
||||
-- ============================================================================
|
||||
-- Dialogue system (called from NPC scripts)
|
||||
-- ============================================================================
|
||||
|
||||
function startDialogue(lines)
|
||||
if inDialogue then return end
|
||||
inDialogue = true
|
||||
dialogueLines = lines
|
||||
dialogueLine = 1
|
||||
Controls.SetEnabled(false)
|
||||
showDialogueLine()
|
||||
end
|
||||
|
||||
function showDialogueLine()
|
||||
if dialogueCanvas >= 0 then
|
||||
UI.SetCanvasVisible(dialogueCanvas, true)
|
||||
if dialogueText >= 0 and dialogueLine <= #dialogueLines then
|
||||
UI.SetText(dialogueText, dialogueLines[dialogueLine])
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function advanceDialogue()
|
||||
if not inDialogue then return end
|
||||
dialogueLine = dialogueLine + 1
|
||||
if dialogueLine > #dialogueLines then
|
||||
endDialogue()
|
||||
else
|
||||
showDialogueLine()
|
||||
end
|
||||
end
|
||||
|
||||
function endDialogue()
|
||||
inDialogue = false
|
||||
Controls.SetEnabled(true)
|
||||
if dialogueCanvas >= 0 then
|
||||
UI.SetCanvasVisible(dialogueCanvas, false)
|
||||
end
|
||||
end
|
||||
|
||||
function isInDialogue()
|
||||
return inDialogue
|
||||
end
|
||||
|
||||
-- ============================================================================
|
||||
-- Helpers
|
||||
-- ============================================================================
|
||||
|
||||
function updateScoreDisplay()
|
||||
if scoreText >= 0 then
|
||||
local score = Persist.Get("score") or 0
|
||||
UI.SetText(scoreText, "Score: " .. score)
|
||||
end
|
||||
end
|
||||
|
||||
function updateHealthBar()
|
||||
if healthBar >= 0 then
|
||||
UI.SetProgress(healthBar, health)
|
||||
end
|
||||
end
|
||||
|
||||
function setStatus(msg)
|
||||
Debug.Log("[Status] " .. msg)
|
||||
if statusText >= 0 then
|
||||
UI.SetText(statusText, msg)
|
||||
end
|
||||
end
|
||||
|
||||
function addScore(amount)
|
||||
local score = (Persist.Get("score") or 0) + amount
|
||||
Persist.Set("score", score)
|
||||
updateScoreDisplay()
|
||||
end
|
||||
7
Assets/lua/scene.lua.meta
Normal file
@@ -0,0 +1,7 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 3ce0e258477fc2047bd97e1198b8a701
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
25
Assets/lua/spinner.lua
Normal file
@@ -0,0 +1,25 @@
|
||||
-- ============================================================================
|
||||
-- spinner.lua - Continuously rotating object (onUpdate demo)
|
||||
-- ============================================================================
|
||||
-- Tests: onUpdate, self.rotationY, Entity.GetRotationY, Entity.SetRotationY,
|
||||
-- Timer.GetFrameCount, self.position, Entity.GetPosition
|
||||
|
||||
local speed = 1 -- pi-units per frame
|
||||
|
||||
function onCreate(self)
|
||||
Debug.Log("Spinner created, initial rotY: " .. self.rotationY)
|
||||
end
|
||||
|
||||
function onUpdate(self, dt)
|
||||
-- Rotate the object by speed * dt each frame
|
||||
local current = Entity.GetRotationY(self)
|
||||
Entity.SetRotationY(self, current + speed * dt)
|
||||
|
||||
-- Every 300 frames, log position and rotation (test Timer)
|
||||
if Timer.GetFrameCount() % 300 == 0 then
|
||||
local pos = Entity.GetPosition(self)
|
||||
Debug.Log("Spinner at frame " .. Timer.GetFrameCount()
|
||||
.. " pos=" .. pos.x .. "," .. pos.y .. "," .. pos.z
|
||||
.. " rotY=" .. Entity.GetRotationY(self))
|
||||
end
|
||||
end
|
||||
7
Assets/lua/spinner.lua.meta
Normal file
@@ -0,0 +1,7 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d7401857254e372469edfcd09b92d7a1
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
41
Assets/lua/switch.lua
Normal file
@@ -0,0 +1,41 @@
|
||||
-- ============================================================================
|
||||
-- switch.lua - Toggle switch that activates/deactivates a target object
|
||||
-- ============================================================================
|
||||
-- Tests: onInteract, Entity.Find, Entity.IsActive, Entity.SetActive,
|
||||
-- Audio, self properties
|
||||
|
||||
local target = nil
|
||||
local switchOn = false
|
||||
|
||||
function onCreate(self)
|
||||
switchOn = false
|
||||
-- Find the object this switch controls (named "SwitchTarget")
|
||||
target = Entity.Find("SwitchTarget")
|
||||
if target then
|
||||
Entity.SetActive(target, false)
|
||||
Debug.Log("Switch: found target, initially off")
|
||||
else
|
||||
Debug.Log("Switch: WARNING - SwitchTarget not found!")
|
||||
end
|
||||
end
|
||||
|
||||
function onInteract(self)
|
||||
switchOn = not switchOn
|
||||
|
||||
if target then
|
||||
Entity.SetActive(target, switchOn)
|
||||
end
|
||||
|
||||
if switchOn then
|
||||
Audio.Play("switch_on", 100, 64)
|
||||
setStatus("Switch ON")
|
||||
else
|
||||
Audio.Play("switch_off", 100, 64)
|
||||
setStatus("Switch OFF")
|
||||
end
|
||||
|
||||
-- Test Entity queries
|
||||
local count = Entity.GetCount()
|
||||
Debug.Log("Switch toggled. Total entities: " .. count)
|
||||
Debug.Log("Target active: " .. tostring(Entity.IsActive(target)))
|
||||
end
|
||||
7
Assets/lua/switch.lua.meta
Normal file
@@ -0,0 +1,7 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e6fb27fb693abcd4092b5bbc5e78afcb
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||