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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@@ -8,7 +8,7 @@ namespace Cthangover.Mods.Interface.Menu
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/// <summary>
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/// In-game pause menu: save/load/settings/quit. The settings and save/load
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/// panels are not referenced by type: they are registered in the
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/// <see cref="MenuRegistry"/> (by the <c>base_menu</c> mod or any other mod
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/// <see cref="MenuRegistry"/> (by the <c>menu_base</c> mod or any other mod
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/// that wants to provide them) and instantiated here by id, so the panel
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/// implementations can live entirely inside mods. Both panels stay hidden
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/// children created on _Ready to avoid loading delays when the player opens
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@@ -268,7 +268,7 @@ namespace Cthangover.Mods.Interface.Theming
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/// backdrop let scene buttons bleed through, which made the panel close
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/// buttons look noisy; an opaque backing removes them. The colour stays
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/// underneath as a fallback because the texture ships in the optional
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/// "interface" mod and may not resolve, in which case the panel still
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/// "ui_base" mod and may not resolve, in which case the panel still
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/// gets a solid surface.
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/// </summary>
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public static void ApplyPanelBackdrop(ColorRect backdrop)
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