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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@@ -1,6 +1,6 @@
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{
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"id": "interface",
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"name": "Interface",
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"id": "ui_base",
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"name": "UI",
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"version": "1.0.0",
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"author": "ct",
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"description": "Engine UI subsystem: widget toolkit (Widget/ModWidget/lists), ViewBox background viewport, ToolBox toolbar, GameMenu/SaveIcon, notification panels, UiKit design system, DeviceInput. Kernel keeps only contracts (IWidget, IDialogBox, IToolbarHost, ISaveIconHost, IBackgroundView, IUiLazyConstruct, MenuRegistry, ToolFactory, NotificationBuffer, SceneEventController, CthangoverTheme/UiTokens boot styling) and drives this mod through those seams.",
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@@ -8,5 +8,19 @@
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"depends": [],
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"sources": [
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"src/**/*.cs"
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],
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"ui": [
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{
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"id": "game_menu",
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"kind": "panel",
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"slot": "ModBeforeUIPanel",
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"scene_path": "scenes/menu/game_menu.tscn",
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"button": {
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"icon": "settings",
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"locale": "menu/settings",
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"index": 50
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},
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"priority": 10
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}
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]
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}
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