From 3f462d34820424acd7b56a750c47a244b86c7adf Mon Sep 17 00:00:00 2001 From: Jan Racek Date: Sun, 29 Mar 2026 13:18:13 +0200 Subject: [PATCH] Better testscene --- .gitignore | 5 +- .vscode/extensions.json | 5 + .vscode/launch.json | 10 + .vscode/settings.json | 70 + Assets/.~lock.SETUP.md# | 1 + Assets/SETUP.md | 159 ++ Assets/SETUP.md.meta | 7 + Assets/SETUP_GUIDE.md | 460 +--- Assets/SETUP_GUIDE.md.meta | 2 +- Assets/Scenes/TestScene.unity | 650 +++++- Assets/lua/collectible.lua | 12 +- Assets/lua/cutscene_trigger.lua | 18 + Assets/lua/cutscene_trigger.lua.meta | 7 + Assets/lua/damage_trigger.lua | 13 + Assets/lua/damage_trigger.lua.meta | 7 + Assets/lua/entity_scanner.lua | 41 +- Assets/lua/heal_trigger.lua | 14 + Assets/lua/heal_trigger.lua.meta | 7 + Assets/lua/movable.lua | 75 +- Assets/lua/portal_trigger.lua | 8 + Assets/lua/portal_trigger.lua.meta | 7 + Assets/lua/scene.lua | 113 +- Assets/lua/spinner.lua | 35 +- Packages/manifest.json | 3 +- Packages/packages-lock.json | 28 +- net.psxsplash.splashedit.Editor.csproj | 2544 +++++++++++------------ net.psxsplash.splashedit.Runtime.csproj | 2449 +++++++++++----------- 27 files changed, 3714 insertions(+), 3036 deletions(-) create mode 100644 .vscode/extensions.json create mode 100644 .vscode/launch.json create mode 100644 .vscode/settings.json create mode 100644 Assets/.~lock.SETUP.md# create mode 100644 Assets/SETUP.md create mode 100644 Assets/SETUP.md.meta create mode 100644 Assets/lua/cutscene_trigger.lua create mode 100644 Assets/lua/cutscene_trigger.lua.meta create mode 100644 Assets/lua/damage_trigger.lua create mode 100644 Assets/lua/damage_trigger.lua.meta create mode 100644 Assets/lua/heal_trigger.lua create mode 100644 Assets/lua/heal_trigger.lua.meta create mode 100644 Assets/lua/portal_trigger.lua create mode 100644 Assets/lua/portal_trigger.lua.meta 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 index bbd354d..dc87c8d 100644 --- a/Assets/SETUP_GUIDE.md.meta +++ b/Assets/SETUP_GUIDE.md.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: e49b0a0d77a22f64c80581f45d810ac5 +guid: 5ac18ef38b923116eab9127de3b028e0 TextScriptImporter: externalObjects: {} userData: diff --git a/Assets/Scenes/TestScene.unity b/Assets/Scenes/TestScene.unity index 9aa3358..df6ed96 100644 --- a/Assets/Scenes/TestScene.unity +++ b/Assets/Scenes/TestScene.unity @@ -132,6 +132,7 @@ GameObject: - 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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 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