diff --git a/.gitignore b/.gitignore
index fd10afe..ecdb17d 100644
--- a/.gitignore
+++ b/.gitignore
@@ -1,4 +1,7 @@
# SplashEdit build output
+./vscode
+*.sln
+*.slnx
/PSXBuild/
/.tools/
/Library
@@ -6,4 +9,4 @@
/UserSettings
/obj
/Build
-/Temp
\ No newline at end of file
+/Temp
diff --git a/.vscode/extensions.json b/.vscode/extensions.json
new file mode 100644
index 0000000..ddb6ff8
--- /dev/null
+++ b/.vscode/extensions.json
@@ -0,0 +1,5 @@
+{
+ "recommendations": [
+ "visualstudiotoolsforunity.vstuc"
+ ]
+}
diff --git a/.vscode/launch.json b/.vscode/launch.json
new file mode 100644
index 0000000..da60e25
--- /dev/null
+++ b/.vscode/launch.json
@@ -0,0 +1,10 @@
+{
+ "version": "0.2.0",
+ "configurations": [
+ {
+ "name": "Attach to Unity",
+ "type": "vstuc",
+ "request": "attach"
+ }
+ ]
+}
\ No newline at end of file
diff --git a/.vscode/settings.json b/.vscode/settings.json
new file mode 100644
index 0000000..fe6741a
--- /dev/null
+++ b/.vscode/settings.json
@@ -0,0 +1,70 @@
+{
+ "files.exclude": {
+ "**/.DS_Store": true,
+ "**/.git": true,
+ "**/.vs": true,
+ "**/.gitmodules": true,
+ "**/.vsconfig": true,
+ "**/*.booproj": true,
+ "**/*.pidb": true,
+ "**/*.suo": true,
+ "**/*.user": true,
+ "**/*.userprefs": true,
+ "**/*.unityproj": true,
+ "**/*.dll": true,
+ "**/*.exe": true,
+ "**/*.pdf": true,
+ "**/*.mid": true,
+ "**/*.midi": true,
+ "**/*.wav": true,
+ "**/*.gif": true,
+ "**/*.ico": true,
+ "**/*.jpg": true,
+ "**/*.jpeg": true,
+ "**/*.png": true,
+ "**/*.psd": true,
+ "**/*.tga": true,
+ "**/*.tif": true,
+ "**/*.tiff": true,
+ "**/*.3ds": true,
+ "**/*.3DS": true,
+ "**/*.fbx": true,
+ "**/*.FBX": true,
+ "**/*.lxo": true,
+ "**/*.LXO": true,
+ "**/*.ma": true,
+ "**/*.MA": true,
+ "**/*.obj": true,
+ "**/*.OBJ": true,
+ "**/*.asset": true,
+ "**/*.cubemap": true,
+ "**/*.flare": true,
+ "**/*.mat": true,
+ "**/*.meta": true,
+ "**/*.prefab": true,
+ "**/*.unity": true,
+ "build/": true,
+ "Build/": true,
+ "Library/": true,
+ "library/": true,
+ "obj/": true,
+ "Obj/": true,
+ "Logs/": true,
+ "logs/": true,
+ "ProjectSettings/": true,
+ "UserSettings/": true,
+ "temp/": true,
+ "Temp/": true
+ },
+ "files.associations": {
+ "*.asset": "yaml",
+ "*.meta": "yaml",
+ "*.prefab": "yaml",
+ "*.unity": "yaml",
+ },
+ "explorer.fileNesting.enabled": true,
+ "explorer.fileNesting.patterns": {
+ "*.sln": "*.csproj",
+ },
+ "dotnet.defaultSolution": "sampleproj.sln"
+}
\ No newline at end of file
diff --git a/Assets/.~lock.SETUP.md# b/Assets/.~lock.SETUP.md#
new file mode 100644
index 0000000..87e3262
--- /dev/null
+++ b/Assets/.~lock.SETUP.md#
@@ -0,0 +1 @@
+,jracek,NTBucitel,29.03.2026 12:52,file:///home/jracek/.config/libreoffice/4;
\ No newline at end of file
diff --git a/Assets/SETUP.md b/Assets/SETUP.md
new file mode 100644
index 0000000..cd1f2bf
--- /dev/null
+++ b/Assets/SETUP.md
@@ -0,0 +1,159 @@
+# PSXSplash Test Scene - Unity Setup Guide
+
+This test scene exercises every Lua API namespace and callback. Follow these steps to set it up in SplashEdit.
+
+## Prerequisites
+
+- Unity project with SplashEdit (the `splashedit` package)
+- A font atlas configured (for UI text)
+- Audio clips imported (or skip audio-related tests)
+
+## Step 1: Create the Scene
+
+1. Create a new Unity scene
+2. Add a **PSXSceneExporter** component to a root GameObject
+3. Add a **PSXPlayer** prefab (for player movement, gravity, collision)
+4. Add **PSXNavRegion** components to define walkable floor areas
+
+## Step 2: Create Lua Files
+
+Create **LuaFile** ScriptableObjects (Assets > Create > PSXSplash > Lua File) for each script:
+
+| Lua File Name | Script |
+|---------------|--------|
+| `scene` | `scene.lua` (attach to scene, not an object) |
+| `collectible` | `collectible.lua` |
+| `door` | `door.lua` |
+| `npc` | `npc.lua` |
+| `switch` | `switch.lua` |
+| `spinner` | `spinner.lua` |
+| `movable` | `movable.lua` |
+| `entity_scanner` | `entity_scanner.lua` |
+
+Paste each `.lua` file's content into the corresponding LuaFile asset's text field.
+
+## Step 3: Set Up Scene Script
+
+On the PSXSceneExporter, assign the `scene` LuaFile to the **Scene Script** field. This handles `onSceneCreationStart`, `onSceneCreationEnd`, and `onTriggerEnter/Exit`.
+
+## Step 4: Create Game Objects
+
+For each entity script, create a GameObject in the scene:
+
+### Collectibles (x3)
+- Create 3 GameObjects with mesh renderers (cubes, spheres, etc.)
+- Add **PSXObjectExporter** to each, assign the `collectible` LuaFile
+- Space them around the scene so the player can walk into them
+- They use `onCollideWithPlayer` - no PSXInteractable needed
+
+### NPC
+- Create a GameObject with a character mesh
+- Add **PSXObjectExporter**, assign `npc` LuaFile
+- Add **PSXInteractable** component (so `onInteract` fires when player presses Cross nearby)
+
+### Door
+- Create a door mesh GameObject
+- Add **PSXObjectExporter**, assign `door` LuaFile
+- Add **PSXInteractable** component
+- Create a second GameObject named exactly **"DoorBlocker"** (invisible wall blocking the doorway)
+ - Add **PSXObjectExporter** to DoorBlocker (no script needed)
+ - The door script finds it by name and hides it when opened
+
+### Switch
+- Create a switch/lever mesh GameObject
+- Add **PSXObjectExporter**, assign `switch` LuaFile
+- Add **PSXInteractable** component
+- Create a second GameObject named exactly **"SwitchTarget"**
+ - Add **PSXObjectExporter** (no script needed)
+ - The switch toggles this object's active state
+
+### Spinner
+- Create a decorative mesh (pillar, gem, etc.)
+- Add **PSXObjectExporter**, assign `spinner` LuaFile
+- Add **PSXInteractable** component (so player can start/stop the spin)
+
+### Movable
+- Create a box/crate mesh
+- Add **PSXObjectExporter**, assign `movable` LuaFile
+- Add **PSXInteractable** component (interact to select, then D-pad to move)
+
+### Entity Scanner
+- Create a terminal/pedestal mesh
+- Add **PSXObjectExporter**, assign `entity_scanner` LuaFile
+- Add **PSXInteractable** component
+
+## Step 5: Create Trigger Boxes
+
+Add **PSXTriggerBox** components to empty GameObjects. The scene script handles these by index:
+
+| Trigger Index | Purpose | Placement |
+|---------------|---------|-----------|
+| 0 | Cutscene zone | Near a scenic viewpoint |
+| 1 | Damage zone | In a hazard area (lava, spikes, etc.) |
+| 2 | Scene transition portal | At a doorway/exit |
+| 3 | Heal zone | Near a health pickup area |
+
+Trigger indices are assigned in the order they appear in the scene hierarchy.
+
+## Step 6: Create UI Canvases
+
+In the SplashEdit UI editor, create two canvases:
+
+### Canvas: "HUD"
+| Element Name | Type | Purpose |
+|-------------|------|---------|
+| ScoreText | Text | Shows "Score: 0" |
+| StatusText | Text | Shows status messages |
+| HealthBar | Progress | Shows health 0-100 |
+
+### Canvas: "Dialogue"
+| Element Name | Type | Purpose |
+|-------------|------|---------|
+| DialogueText | Text | Shows NPC dialogue lines |
+
+Set the Dialogue canvas to **initially hidden**.
+
+## Step 7: Create Cutscenes
+
+Create **PSXCutsceneClip** assets for:
+
+| Cutscene Name | Type | Description |
+|---------------|------|-------------|
+| `ambient_spin` | Looping | Background ambient animation (object rotation, etc.) |
+| `camera_flyover` | One-shot | Camera pan across the scene (Camera Position + Rotation tracks) |
+| `door_open` | One-shot | Door opening animation (Object Position track) |
+| `spin_loop` | Looping | Full 360-degree rotation for the spinner object (Object Rotation track) |
+
+## Step 8: Audio Clips
+
+Import or create placeholder audio clips named:
+- `collect` - pickup sound
+- `door_open` - door opening
+- `switch_on` / `switch_off` - switch toggle sounds
+- `heal` - healing sound
+
+## Step 9: Build and Test
+
+1. Open Splash Control Panel (Window > PSXSplash > Control Panel)
+2. Click **Build and Run**
+3. Watch the PSX Console for Debug.Log output from all scripts
+4. Walk around and interact with objects to test each callback
+
+## What Each Script Tests
+
+| Script | Callbacks | API Namespaces |
+|--------|-----------|----------------|
+| scene.lua | onSceneCreationStart, onSceneCreationEnd, onTriggerEnter, onTriggerExit | Scene, Persist, UI, Audio, Controls, Cutscene, Timer, Debug, PSXMath, Vec3 |
+| collectible.lua | onCreate, onDestroy, onEnable, onDisable, onCollideWithPlayer | Entity, Audio, Persist |
+| door.lua | onCreate, onInteract | Entity, Audio, Controls, Cutscene |
+| npc.lua | onCreate, onInteract, onButtonPress | Input, Controls, UI |
+| switch.lua | onCreate, onInteract | Entity, Audio |
+| spinner.lua | onCreate, onInteract, onCollideWithPlayer | Cutscene, Entity, Timer |
+| movable.lua | onCreate, onInteract, onButtonPress | Entity, Vec3, Camera, Input |
+| entity_scanner.lua | onInteract | Entity, Vec3 |
+
+## Key Design Notes
+
+- **No onUpdate anywhere.** All logic is event-driven. Rotation uses a looping cutscene.
+- **No float literals.** PS1 Lua uses integer-only numbers. Use `1/2` instead of `0.5`, `1/4` instead of `0.25`, etc.
+- **Scene globals.** `scene.lua` defines `addScore()`, `setStatus()`, `startDialogue()`, `advanceDialogue()`, `isInDialogue()`, `endDialogue()` as globals. Other scripts call these directly.
diff --git a/Assets/SETUP.md.meta b/Assets/SETUP.md.meta
new file mode 100644
index 0000000..d7be3fe
--- /dev/null
+++ b/Assets/SETUP.md.meta
@@ -0,0 +1,7 @@
+fileFormatVersion: 2
+guid: 302b4fd6078e4e32da249346a54e7647
+TextScriptImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/SETUP_GUIDE.md b/Assets/SETUP_GUIDE.md
index c6cc0a4..a0618e2 100644
--- a/Assets/SETUP_GUIDE.md
+++ b/Assets/SETUP_GUIDE.md
@@ -1,382 +1,78 @@
-# Test Scene Setup Guide
-
-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.
-
-## Prerequisites
-
-- SplashEdit package installed in Unity
-- PSXSplash native project cloned and configured in the Control Panel
-- 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`
-3. Position: (0, 0, 0), Scale: (3, 1, 3) (gives a 30x30 unit floor)
-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) |
-
-For each wall:
-- Add component: **PSX Object Exporter**
-- Bit Depth: 4bpp
-- Collision Type: **Mesh**
-
----
-
-## Step 3: Add the Player
-
-1. Create an empty GameObject named `PSXPlayer`
-2. Position: (0, 0, -10) (near the south wall)
-3. Add component: **PSX Player**
- - Move Speed: 2.0
- - Sprint Speed: 4.0
- - Player Height: 3.0
- - Player Radius: 1.0
- - Jump Velocity: 8.0
- - Gravity: 15.0
-
----
-
-## Step 4: Scene Exporter Setup
-
-1. Select the scene root or create an empty `SceneSetup` object
-2. Add component: **PSX Scene Exporter**
- - Scene Type: **Exterior**
- - GTE Scaling: 100
- - Fog: Disabled (or enable for atmosphere)
- - Scene Lua File: Assign `scene.lua`
-
----
-
-## Step 5: Create the Objects
-
-### Collectibles (3x)
-
-| Name | Position | Lua File |
-|------|----------|----------|
-| Collectible1 | (-8, 1, 8) | collectible.lua |
-| Collectible2 | (0, 1, 8) | collectible.lua |
-| Collectible3 | (8, 1, 8) | collectible.lua |
-
-For each:
-1. GameObject > 3D Object > Sphere, scale (0.5, 0.5, 0.5)
-2. Add **PSX Object Exporter**
- - Bit Depth: 4bpp
- - Collision Type: **Sphere**
- - Lua File: `collectible.lua`
- - Collision Radius: 2.0
-
-### Spinner
-
-1. GameObject > 3D Object > Cube, name: `Spinner`
-2. Position: (-8, 1, 2), Scale: (1, 1, 1)
-3. Add **PSX Object Exporter**
- - Lua File: `spinner.lua`
- - Collision Type: None
-
-### Door
-
-1. GameObject > 3D Object > Cube, name: `Door`
-2. Position: (8, 2, 5), Scale: (0.5, 4, 3)
-3. Add **PSX Object Exporter**
- - Collision Type: None
- - Lua File: `door.lua`
-4. Add **PSX Interactable**
- - 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`
-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`
-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
+# PSXSplash Test Scene
+
+This Unity project is a complete test scene for PSXSplash's Lua scripting API.
+Open it in Unity with the SplashEdit package installed.
+
+## What's In the Scene
+
+### Game Objects
+- **PSXPlayer** - Player controller at (0, 0, -10)
+- **Floor** - Walkable ground plane
+- **Wall1-4** - Boundary walls
+- **Collectible1-3** - Pickup items (onCollideWithPlayer)
+- **NPC** - Interactable NPC with multi-line dialogue
+- **Door** - Interactable door with cutscene animation
+- **DoorBlocker** - Invisible wall removed when door opens
+- **Switch** - Toggle switch controlling SwitchTarget
+- **SwitchTarget** - Object toggled by the switch
+- **Spinner** - Object with looping cutscene rotation (onInteract to toggle)
+- **Movable** - Object selected via onInteract, moved via D-pad button presses
+- **Scanner** - Entity scanner terminal (onInteract)
+
+### Trigger Boxes (PSXTriggerBox)
+Each trigger has its own Lua script - no trigger index routing.
+- **CutsceneTrigger** at (-8, 0, 5) - Plays camera_flyover cutscene
+- **DamageTrigger** at (8, 0, 5) - Damages player on entry
+- **PortalTrigger** at (0, 0, 12) - Scene transition
+- **HealTrigger** at (-8, 0, -5) - Heals player on entry
+
+### UI Canvases (PSXCanvas)
+- **HUD** (always visible, sort order 10):
+ - ScoreText - shows "Score: 0"
+ - StatusText - shows status messages
+ - HealthBar - progress bar 0-100
+- **Dialogue** (hidden by default, sort order 20):
+ - DialogueText - shows NPC dialogue lines
+
+## Still Needed
+
+### Cutscenes
+Create PSXCutsceneClip assets with these names and add to SceneExporter:
+- `ambient_spin` - Looping background animation
+- `camera_flyover` - One-shot camera pan (Camera Position + Rotation tracks)
+- `door_open` - Door opening animation (Object Position track)
+- `spin_loop` - Full 360 rotation for Spinner (Object Rotation track)
+
+### Audio Clips
+- `collect` - pickup sound
+- `door_open` - door opening
+- `switch_on` / `switch_off` - switch toggle
+- `heal` - healing sound
+
+### Navigation
+Bake nav regions from the floor geometry via PlayStation 1 > Nav Region Builder.
+
+## Design Notes
+
+- **Zero onUpdate.** All logic is event-driven.
+- **Zero float literals.** Uses `1/2` instead of `0.5` etc.
+- **Each trigger has its own script.** No index-based routing.
+- **Scene globals.** scene.lua defines: setStatus(), addScore(), applyDamage(),
+ applyHeal(), startDialogue(), advanceDialogue(), isInDialogue(), endDialogue().
+
+## API Coverage
+
+| Script | Callbacks | Namespaces |
+|--------|-----------|------------|
+| scene.lua | onSceneCreationStart/End | Scene, Persist, UI, Audio, Controls, Cutscene, Timer, Debug, PSXMath, Vec3 |
+| collectible.lua | onCreate, onDestroy, onEnable, onDisable, onCollideWithPlayer | Entity, Audio, Persist |
+| door.lua | onCreate, onInteract | Entity, Audio, Controls, Cutscene |
+| npc.lua | onCreate, onInteract, onButtonPress | Input, Controls, UI |
+| switch.lua | onCreate, onInteract | Entity, Audio |
+| spinner.lua | onCreate, onInteract, onCollideWithPlayer | Cutscene, Entity, Timer |
+| movable.lua | onCreate, onInteract, onButtonPress | Entity, Vec3, Camera, Input |
+| entity_scanner.lua | onInteract | Entity, Vec3 |
+| cutscene_trigger.lua | onTriggerEnter | Controls, Cutscene |
+| damage_trigger.lua | onTriggerEnter, onTriggerExit | Debug |
+| portal_trigger.lua | onTriggerEnter | Persist, Scene |
+| heal_trigger.lua | onTriggerEnter, onTriggerExit | Audio, Debug |
diff --git a/Assets/SETUP_GUIDE.md.meta b/Assets/SETUP_GUIDE.md.meta
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+ m_Script: {fileID: 11500000, guid: 9b542f4ca31fa6548b8914e96dd0fae2, type: 3}
+ m_Name:
+ m_EditorClassIdentifier: net.psxsplash.splashedit.Runtime::SplashEdit.RuntimeCode.PSXInteractable
+ interactionRadius: 3
+ interactButton: 15
+ isRepeatable: 1
+ cooldownFrames: 30
+ showPrompt: 1
+ promptCanvasName: canvas_int
+ requireLineOfSight: 0
+--- !u!114 &900000302
+MonoBehaviour:
+ m_ObjectHideFlags: 0
+ m_CorrespondingSourceObject: {fileID: 0}
+ m_PrefabInstance: {fileID: 0}
+ m_PrefabAsset: {fileID: 0}
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+ m_Name:
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+ interactionRadius: 3
+ interactButton: 15
+ isRepeatable: 1
+ cooldownFrames: 30
+ showPrompt: 1
+ promptCanvasName: canvas_int
+ requireLineOfSight: 0
--- !u!1 &903185315
GameObject:
m_ObjectHideFlags: 0
@@ -1974,8 +2613,8 @@ MonoBehaviour:
SceneType: 1
Cutscenes: []
LoadingScreenPrefab: {fileID: 7823618876958668176, guid: c528a266b6b4ef649a6dac4e7d5a71aa, type: 3}
- PreviewBVH: 1
- PreviewRoomsPortals: 1
+ PreviewBVH: 0
+ PreviewRoomsPortals: 0
BVHPreviewDepth: 9999
--- !u!4 &1233752199
Transform:
@@ -2797,3 +3436,10 @@ SceneRoots:
- {fileID: 172047741}
- {fileID: 836539219110679941}
- {fileID: 284994642}
+ - {fileID: 900000002}
+ - {fileID: 900000012}
+ - {fileID: 900000022}
+ - {fileID: 900000032}
+ - {fileID: 900000102}
+ - {fileID: 900000202}
+ - {fileID: 717858645}
diff --git a/Assets/lua/collectible.lua b/Assets/lua/collectible.lua
index e935857..4fe9da4 100644
--- a/Assets/lua/collectible.lua
+++ b/Assets/lua/collectible.lua
@@ -1,14 +1,13 @@
--- ============================================================================
-- collectible.lua - Pickup item
--- ============================================================================
--- Tests: onCreate, onDestroy, onCollideWithPlayer, onEnable, onDisable,
+-- Tests: onCreate, onDestroy, onEnable, onDisable, onCollideWithPlayer,
-- 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)
+ Debug.Log("Collectible created at "
+ .. self.position.x .. "," .. self.position.y .. "," .. self.position.z)
end
function onDestroy(self)
@@ -28,9 +27,8 @@ function onCollideWithPlayer(self)
collected = true
Audio.Play("collect", 127, 64)
-
- -- Update score via scene script global
+ Entity.SetActive(self, false)
+
addScore(100)
setStatus("Collected! +100 points")
- Entity.SetActive(self, false)
end
diff --git a/Assets/lua/cutscene_trigger.lua b/Assets/lua/cutscene_trigger.lua
new file mode 100644
index 0000000..f8d40fb
--- /dev/null
+++ b/Assets/lua/cutscene_trigger.lua
@@ -0,0 +1,18 @@
+-- cutscene_trigger.lua - Plays a camera flyover cutscene when player enters
+-- Attach to a PSXTriggerBox in the cutscene area
+
+local played = false
+
+function onTriggerEnter()
+ if played then return end
+ played = true
+ setStatus("Cutscene playing...")
+ Controls.SetEnabled(false)
+ Cutscene.Play("camera_flyover", {
+ onComplete = function()
+ Controls.SetEnabled(true)
+ setStatus("Cutscene complete!")
+ played = false -- allow replay
+ end
+ })
+end
diff --git a/Assets/lua/cutscene_trigger.lua.meta b/Assets/lua/cutscene_trigger.lua.meta
new file mode 100644
index 0000000..6466655
--- /dev/null
+++ b/Assets/lua/cutscene_trigger.lua.meta
@@ -0,0 +1,7 @@
+fileFormatVersion: 2
+guid: a1b2c3d4e5f6a7b8c9d0e1f2a3b4c5d6
+DefaultImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/lua/damage_trigger.lua b/Assets/lua/damage_trigger.lua
new file mode 100644
index 0000000..f124941
--- /dev/null
+++ b/Assets/lua/damage_trigger.lua
@@ -0,0 +1,13 @@
+-- damage_trigger.lua - Damages player on entry, heals on exit area
+-- Attach to a PSXTriggerBox in a hazard zone
+
+function onTriggerEnter()
+ Debug.Log("Entered damage zone")
+ setStatus("Ouch! Taking damage!")
+ applyDamage(25)
+end
+
+function onTriggerExit()
+ Debug.Log("Exited damage zone")
+ setStatus("Escaped the danger!")
+end
diff --git a/Assets/lua/damage_trigger.lua.meta b/Assets/lua/damage_trigger.lua.meta
new file mode 100644
index 0000000..6fb94b4
--- /dev/null
+++ b/Assets/lua/damage_trigger.lua.meta
@@ -0,0 +1,7 @@
+fileFormatVersion: 2
+guid: b2c3d4e5f6a7b8c9d0e1f2a3b4c5d6e7
+DefaultImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/lua/entity_scanner.lua b/Assets/lua/entity_scanner.lua
index 1926c53..27425d6 100644
--- a/Assets/lua/entity_scanner.lua
+++ b/Assets/lua/entity_scanner.lua
@@ -1,34 +1,43 @@
--- ============================================================================
--- entity_scanner.lua - Scans all entities on interact (Entity.ForEach test)
--- ============================================================================
+-- entity_scanner.lua - Scans all entities on interact
-- Tests: Entity.ForEach, Entity.GetPosition, Entity.IsActive, Entity.GetCount,
--- Entity.FindByIndex, onInteract
+-- Entity.FindByIndex, Entity.FindByScriptIndex, Vec3.lerp, Vec3.distanceSq
function onInteract(self)
setStatus("Scanning all entities...")
Debug.Log("=== Entity Scan ===")
- Debug.Log("Total entities: " .. Entity.GetCount())
+
+ local total = Entity.GetCount()
+ Debug.Log("Total entities: " .. total)
local activeCount = 0
- local inactiveCount = 0
- Entity.ForEach(function(obj)
+ Entity.ForEach(function(obj, index)
local pos = Entity.GetPosition(obj)
- local active = Entity.IsActive(obj)
- if active then
- activeCount = activeCount + 1
- else
- inactiveCount = inactiveCount + 1
- end
+ activeCount = activeCount + 1
+ Debug.Log(" [" .. index .. "] pos="
+ .. pos.x .. "," .. pos.y .. "," .. pos.z
+ .. " active=" .. tostring(Entity.IsActive(obj)))
end)
- Debug.Log("Active: " .. activeCount .. " Inactive: " .. inactiveCount)
- setStatus("Scan: " .. activeCount .. " active, " .. inactiveCount .. " inactive")
+ Debug.Log("Active: " .. activeCount .. " of " .. total)
+ setStatus("Scan: " .. activeCount .. "/" .. total .. " active")
- -- 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
+
+ local byScript = Entity.FindByScriptIndex(0)
+ if byScript then
+ Debug.Log("Found entity using script 0")
+ end
+
+ local a = Vec3.new(0, 0, 0)
+ local b = Vec3.new(10, 20, 30)
+ local mid = Vec3.lerp(a, b, 1/2)
+ Debug.Log("Vec3.lerp midpoint: " .. mid.x .. "," .. mid.y .. "," .. mid.z)
+
+ local dsq = Vec3.distanceSq(a, b)
+ Debug.Log("Vec3.distanceSq: " .. dsq)
end
diff --git a/Assets/lua/heal_trigger.lua b/Assets/lua/heal_trigger.lua
new file mode 100644
index 0000000..f2a1fdb
--- /dev/null
+++ b/Assets/lua/heal_trigger.lua
@@ -0,0 +1,14 @@
+-- heal_trigger.lua - Heals player when entering the zone
+-- Attach to a PSXTriggerBox near a health pickup
+
+function onTriggerEnter()
+ Debug.Log("Entered heal zone")
+ setStatus("Healing!")
+ applyHeal(50)
+ Audio.Play("heal", 100, 64)
+end
+
+function onTriggerExit()
+ Debug.Log("Left heal zone")
+ setStatus("Left the healing area")
+end
diff --git a/Assets/lua/heal_trigger.lua.meta b/Assets/lua/heal_trigger.lua.meta
new file mode 100644
index 0000000..2ce50b7
--- /dev/null
+++ b/Assets/lua/heal_trigger.lua.meta
@@ -0,0 +1,7 @@
+fileFormatVersion: 2
+guid: d4e5f6a7b8c9d0e1f2a3b4c5d6e7f8a9
+DefaultImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/lua/movable.lua b/Assets/lua/movable.lua
index 17392ae..71e9b08 100644
--- a/Assets/lua/movable.lua
+++ b/Assets/lua/movable.lua
@@ -1,43 +1,52 @@
--- ============================================================================
--- movable.lua - Object that can be pushed with button presses
--- ============================================================================
--- Tests: onButtonPress, onButtonRelease, Entity.SetPosition, Vec3 math,
--- Camera.GetPosition, Input constants, self.position
+-- movable.lua - Object that teleports on button press (event-driven)
+-- Tests: onButtonPress, Entity.SetPosition, Vec3 math, Camera.GetPosition,
+-- Input constants, self.position, self.rotationY
-local pushing = false
+local selected = false
function onCreate(self)
- pushing = false
- Debug.Log("Movable object created")
+ selected = false
+ Debug.Log("Movable object created at "
+ .. self.position.x .. "," .. self.position.y .. "," .. self.position.z)
+end
+
+function onInteract(self)
+ selected = not selected
+ if selected then
+ setStatus("Object selected! D-pad to move, Triangle to deselect.")
+ else
+ setStatus("Object deselected.")
+ end
end
function onButtonPress(self, button)
- if button == Input.SQUARE then
- pushing = true
+ if not selected then return end
+
+ local pos = self.position
+ local step = 1
+
+ if button == Input.UP then
+ Entity.SetPosition(self, Vec3.new(pos.x, pos.y, pos.z + step))
+ elseif button == Input.DOWN then
+ Entity.SetPosition(self, Vec3.new(pos.x, pos.y, pos.z - step))
+ elseif button == Input.LEFT then
+ Entity.SetPosition(self, Vec3.new(pos.x - step, pos.y, pos.z))
+ elseif button == Input.RIGHT then
+ Entity.SetPosition(self, Vec3.new(pos.x + step, pos.y, pos.z))
+ elseif button == Input.L1 then
+ Entity.SetPosition(self, Vec3.new(pos.x, pos.y + step, pos.z))
+ elseif button == Input.R1 then
+ Entity.SetPosition(self, Vec3.new(pos.x, pos.y - step, pos.z))
+ elseif button == Input.TRIANGLE then
+ selected = false
+ setStatus("Object deselected.")
+ elseif button == Input.SQUARE then
+ local rot = Entity.GetRotationY(self)
+ Entity.SetRotationY(self, rot + 1/2)
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
+ local diff = Vec3.sub(self.position, camPos)
+ local dist = Vec3.length(diff)
+ Debug.Log("Movable moved. Dist to camera: " .. dist)
end
diff --git a/Assets/lua/portal_trigger.lua b/Assets/lua/portal_trigger.lua
new file mode 100644
index 0000000..a38a9c8
--- /dev/null
+++ b/Assets/lua/portal_trigger.lua
@@ -0,0 +1,8 @@
+-- portal_trigger.lua - Scene transition when player enters
+-- Attach to a PSXTriggerBox at a doorway/exit
+
+function onTriggerEnter()
+ setStatus("Loading next scene...")
+ Persist.Set("came_from", Scene.GetIndex())
+ Scene.Load(0) -- reload scene 0 as demo
+end
diff --git a/Assets/lua/portal_trigger.lua.meta b/Assets/lua/portal_trigger.lua.meta
new file mode 100644
index 0000000..cf24435
--- /dev/null
+++ b/Assets/lua/portal_trigger.lua.meta
@@ -0,0 +1,7 @@
+fileFormatVersion: 2
+guid: c3d4e5f6a7b8c9d0e1f2a3b4c5d6e7f8
+DefaultImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/lua/scene.lua b/Assets/lua/scene.lua
index d4654e2..cb342f2 100644
--- a/Assets/lua/scene.lua
+++ b/Assets/lua/scene.lua
@@ -1,8 +1,8 @@
-- ============================================================================
-- 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
+-- Tests: onSceneCreationStart, onSceneCreationEnd, Persist, UI, Audio,
+-- Controls, Cutscene, Scene, Timer, Debug, PSXMath, Vec3
-- HUD handles (resolved in onSceneCreationEnd)
local hudCanvas = -1
@@ -48,17 +48,17 @@ function onSceneCreationEnd()
UI.SetCanvasVisible(dialogueCanvas, false)
end
- -- Play ambient looping cutscene (tests loop feature)
+ -- Play ambient looping cutscene
Cutscene.Play("ambient_spin", {loop = true})
- -- Test PSXMath functions
+ -- Test PSXMath functions (all integer args)
local clamped = PSXMath.Clamp(150, 0, 100)
- local lerped = PSXMath.Lerp(0, 10, 1)
+ local lerped = PSXMath.Lerp(0, 10, 1/2)
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
+ Debug.Log("PSXMath: clamp=" .. clamped .. " lerp=" .. lerped
.. " sign=" .. sign .. " abs=" .. abs .. " min=" .. mn .. " max=" .. mx)
-- Test Vec3 functions
@@ -67,55 +67,17 @@ function onSceneCreationEnd()
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
+ Debug.Log("Vec3: 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
+ local scaled = Vec3.mul(a, 3)
+ local dotVal = Vec3.dot(a, b)
+ local lenSq = Vec3.lengthSq(Vec3.new(3, 4, 0))
+ local norm = Vec3.normalize(Vec3.new(0, 5, 0))
+ Debug.Log("Vec3: mul=" .. scaled.x .. "," .. scaled.y .. "," .. scaled.z
+ .. " dot=" .. dotVal .. " lenSq=" .. lenSq
+ .. " norm=" .. norm.x .. "," .. norm.y .. "," .. norm.z)
end
-- ============================================================================
@@ -163,7 +125,27 @@ function isInDialogue()
end
-- ============================================================================
--- Helpers
+-- Health system (called from trigger scripts)
+-- ============================================================================
+
+function applyDamage(amount)
+ health = PSXMath.Clamp(health - amount, 0, 100)
+ updateHealthBar()
+ if health <= 0 then
+ setStatus("You died! Reloading...")
+ Controls.SetEnabled(false)
+ Persist.Set("score", 0)
+ Scene.Load(Scene.GetIndex())
+ end
+end
+
+function applyHeal(amount)
+ health = PSXMath.Clamp(health + amount, 0, 100)
+ updateHealthBar()
+end
+
+-- ============================================================================
+-- Helpers (globals accessible from other scripts)
-- ============================================================================
function updateScoreDisplay()
@@ -176,6 +158,13 @@ end
function updateHealthBar()
if healthBar >= 0 then
UI.SetProgress(healthBar, health)
+ if health > 50 then
+ UI.SetProgressColors(healthBar, 0, 40, 0, 0, 255, 0)
+ elseif health > 25 then
+ UI.SetProgressColors(healthBar, 40, 40, 0, 255, 255, 0)
+ else
+ UI.SetProgressColors(healthBar, 40, 0, 0, 255, 0, 0)
+ end
end
end
@@ -191,3 +180,21 @@ function addScore(amount)
Persist.Set("score", score)
updateScoreDisplay()
end
+
+-- ============================================================================
+-- Export shared functions to _G so per-object scripts can call them.
+-- Each script gets its own environment with __index = _G as fallback.
+-- Functions defined here live in the scene's environment, not _G itself,
+-- so we must explicitly publish them.
+-- ============================================================================
+
+_G.setStatus = setStatus
+_G.addScore = addScore
+_G.startDialogue = startDialogue
+_G.advanceDialogue = advanceDialogue
+_G.isInDialogue = isInDialogue
+_G.endDialogue = endDialogue
+_G.applyDamage = applyDamage
+_G.applyHeal = applyHeal
+_G.updateScoreDisplay = updateScoreDisplay
+_G.updateHealthBar = updateHealthBar
diff --git a/Assets/lua/spinner.lua b/Assets/lua/spinner.lua
index f21fda4..662746f 100644
--- a/Assets/lua/spinner.lua
+++ b/Assets/lua/spinner.lua
@@ -1,25 +1,24 @@
--- ============================================================================
--- 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
+-- spinner.lua - Object that spins using a looping cutscene
+-- Tests: onCreate, Cutscene.Play with loop, Cutscene.Stop, Cutscene.IsPlaying,
+-- onInteract, onCollideWithPlayer, Entity.GetRotationY, Timer
function onCreate(self)
Debug.Log("Spinner created, initial rotY: " .. self.rotationY)
+ Cutscene.Play("spin_loop", {loop = true})
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))
+function onInteract(self)
+ if Cutscene.IsPlaying() then
+ Cutscene.Stop()
+ setStatus("Spinner stopped!")
+ Debug.Log("Spinner stopped at rotY=" .. Entity.GetRotationY(self)
+ .. " frame=" .. Timer.GetFrameCount())
+ else
+ Cutscene.Play("spin_loop", {loop = true})
+ setStatus("Spinner started!")
end
end
+
+function onCollideWithPlayer(self)
+ Debug.Log("Player touched spinner at frame " .. Timer.GetFrameCount())
+end
diff --git a/Packages/manifest.json b/Packages/manifest.json
index a05b919..d1efcf9 100644
--- a/Packages/manifest.json
+++ b/Packages/manifest.json
@@ -9,9 +9,10 @@
"com.unity.render-pipelines.universal": "17.2.0",
"com.unity.test-framework": "1.6.0",
"com.unity.timeline": "1.8.9",
+ "com.unity.toolchain.linux-x86_64": "2.0.11",
"com.unity.ugui": "2.0.0",
"com.unity.visualscripting": "1.9.7",
- "net.psxsplash.splashedit": "file:E:/Code/psxsplashfix/splashedit",
+ "net.psxsplash.splashedit": "file:/home/jracek/code/secretsplash",
"com.unity.modules.accessibility": "1.0.0",
"com.unity.modules.ai": "1.0.0",
"com.unity.modules.androidjni": "1.0.0",
diff --git a/Packages/packages-lock.json b/Packages/packages-lock.json
index bda7853..a0b78dd 100644
--- a/Packages/packages-lock.json
+++ b/Packages/packages-lock.json
@@ -153,6 +153,22 @@
"com.unity.searcher": "4.9.3"
}
},
+ "com.unity.sysroot": {
+ "version": "2.0.10",
+ "depth": 1,
+ "source": "registry",
+ "dependencies": {},
+ "url": "https://packages.unity.com"
+ },
+ "com.unity.sysroot.linux-x86_64": {
+ "version": "2.0.9",
+ "depth": 1,
+ "source": "registry",
+ "dependencies": {
+ "com.unity.sysroot": "2.0.10"
+ },
+ "url": "https://packages.unity.com"
+ },
"com.unity.test-framework": {
"version": "1.6.0",
"depth": 0,
@@ -185,6 +201,16 @@
},
"url": "https://packages.unity.com"
},
+ "com.unity.toolchain.linux-x86_64": {
+ "version": "2.0.11",
+ "depth": 0,
+ "source": "registry",
+ "dependencies": {
+ "com.unity.sysroot": "2.0.10",
+ "com.unity.sysroot.linux-x86_64": "2.0.9"
+ },
+ "url": "https://packages.unity.com"
+ },
"com.unity.ugui": {
"version": "2.0.0",
"depth": 0,
@@ -205,7 +231,7 @@
"url": "https://packages.unity.com"
},
"net.psxsplash.splashedit": {
- "version": "file:E:/Code/psxsplashfix/splashedit",
+ "version": "file:/home/jracek/code/secretsplash",
"depth": 0,
"source": "local",
"dependencies": {}
diff --git a/net.psxsplash.splashedit.Editor.csproj b/net.psxsplash.splashedit.Editor.csproj
index d3873d3..53073a8 100644
--- a/net.psxsplash.splashedit.Editor.csproj
+++ b/net.psxsplash.splashedit.Editor.csproj
@@ -1,1283 +1,1261 @@
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