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 19:00:31 +02:00
1 parent bec5743f13
commit a5908227e6
6 files changed
+11 -11

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@@ -1,2 +1,2 @@
mod_live2d_name = Live2D Cubism mod_live2d_base_name = Live2D Cubism
mod_live2d_desc = Live2D Cubism C# runtime: model loading, rendering, physics, animation, effects. mod_live2d_base_desc = Live2D Cubism C# runtime: model loading, rendering, physics, animation, effects.
+2 -2
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@@ -1,2 +1,2 @@
mod_live2d_name = Live2D Cubism mod_live2d_base_name = Live2D Cubism
mod_live2d_desc = C#-рантайм Live2D Cubism: загрузка и отрисовка моделей, физика, анимации и эффекты. mod_live2d_base_desc = C#-рантайм Live2D Cubism: загрузка и отрисовка моделей, физика, анимации и эффекты.
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@@ -1,11 +1,11 @@
{ {
"id": "live2d", "id": "live2d_base",
"name": "Live2D Cubism", "name": "Live2D Cubism",
"version": "1.0.0", "version": "1.0.0",
"author": "ct", "author": "ct",
"description": "Live2D Cubism C# runtime: model loading, rendering, physics, animation, effects", "description": "Live2D Cubism C# runtime: model loading, rendering, physics, animation, effects",
"category": "library, visual", "category": "library, visual",
"depends": ["interface>=1"], "depends": ["ui_base>=1"],
"depends_native": ["native/*.dll", "native/*.so"], "depends_native": ["native/*.dll", "native/*.so"],
"test_suites": [ "test_suites": [
{"id": "avatar", "activate": ["--itest=live2d_avatar"]} {"id": "avatar", "activate": ["--itest=live2d_avatar"]}
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@@ -1,6 +1,6 @@
{ {
"name": "Live2D Test", "name": "Live2D Test",
"description": "Test and demo mod for the live2d runtime: the sample Ren model (expressions, motions) shown by the home_outside overlay scene plus an avatar test driver. Requires live2d>=1.", "description": "Test and demo mod for the live2d runtime: the sample Ren model (expressions, motions) shown by the home_outside overlay scene plus an avatar test driver. Requires live2d_base>=1.",
"sources": [ "sources": [
"src/*.cs" "src/*.cs"
], ],
@@ -17,7 +17,7 @@
} }
], ],
"depends": [ "depends": [
"visual_novel_core>=1", "cthangover_story>=1",
"interface>=1" "ui_base>=1"
] ]
} }
@@ -28,7 +28,7 @@ namespace Mods.Live2DTest
/// </summary> /// </summary>
public partial class Live2DAvatarTestDriver : Node2D public partial class Live2DAvatarTestDriver : Node2D
{ {
private const string ModId = "live2d__avatar"; private const string ModId = "live2d_base__avatar";
private const string ModelPath = "models/runtime/ren.model3.json"; private const string ModelPath = "models/runtime/ren.model3.json";
private const string LeftArmParam = "ParamArmL01"; private const string LeftArmParam = "ParamArmL01";
private const string RightArmParam = "ParamArmR01"; private const string RightArmParam = "ParamArmR01";
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@@ -40,7 +40,7 @@ namespace Mods.Live2DTest
return; return;
} }
model = Live2DService.CreateModel(container, ModelPath, ModelNodeName, "live2d__avatar"); model = Live2DService.CreateModel(container, ModelPath, ModelNodeName, "live2d_base__avatar");
if (model == null) if (model == null)
{ {
GameLogger.Log("LIVE2D_TEST", "Live2DOverlay: model creation failed", LogLevel.Error); GameLogger.Log("LIVE2D_TEST", "Live2DOverlay: model creation failed", LogLevel.Error);