Mod naming rule and engine UI in engine mods

Mods are renamed by role (shell2d_base, menu_base, ui_base, live2d_base,
editor_tools, cthangover_story, cthangover_murakami, cthangover_party) and
every reference follows. Engine UI prefabs (dialog, answers, message, game
menu, inventory, map, skills) and their panel entries moved out of the story
mod into the subsystem mods; the card_novel and vn_starter_novel collections
are removed.
This commit is contained in:
cthangover committed 2026-10-18 19:00:09 +02:00
1 parent f11cbbb651
commit 0bc9040c28
3 files changed
+4 -4

No files matched your search

+1 -1
View File
@@ -11,7 +11,7 @@
"test_sources": [
"tests/*.cs"
],
"depends": [ "visual_novel_core>=1", "interface>=1", "items_base>=1", "time_base>=1" ],
"depends": [ "cthangover_story>=1", "ui_base>=1", "items_base>=1", "time_base>=1" ],
"ui": [
{
"id": "cooking_workbench",
+2 -2
View File
@@ -5,9 +5,9 @@
"src/*.cs"
],
"depends": [
"visual_novel_core>=1",
"cthangover_story>=1",
"items_base>=1",
"interface>=1",
"ui_base>=1",
"dialog_base>=1"
]
}
+1 -1
View File
@@ -89,7 +89,7 @@ namespace Cthangover.Cooking.Tests
ModAssert.NotNull(raw, "manifest.json exists");
using var doc = JsonDocument.Parse(raw);
var depends = doc.RootElement.GetProperty("depends");
var found = new[] { "visual_novel_core", "interface", "items_base", "time_base" };
var found = new[] { "cthangover_story", "ui_base", "items_base", "time_base" };
foreach (var dep in found)
{
var ok = false;