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