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