chore: Project Restructuring & Theatre
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using System.Collections.Generic;
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using UnityEngine;
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using Unheimlich.Features.Hallucination;
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namespace Unheimlich.World.Environment
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{
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/// <summary>
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/// Configuration for a single stair slot.
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/// Slot indices are relative: 0 = ground level, positive = up, negative = down.
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/// </summary>
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[System.Serializable]
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public class StaircaseSlotData
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{
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[Tooltip("Slot index this data applies to. 0 = ground, positive = up, negative = down.")]
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public int SlotIndex;
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[Tooltip("Word displayed on the FloatingLabel of this segment.")]
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public string Word;
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[Tooltip("Optional hallucination event fired when the player enters this segment's zone.")]
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public HallucinationEvent HallucinationEvent;
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}
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/// <summary>
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/// ScriptableObject holding the full word/event sequence for one staircase.
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/// Each slot entry binds a display word and an optional hallucination event to a given slot index.
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/// Slots not listed here receive no word and fire no event.
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/// </summary>
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/// <remarks>
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/// Create via Assets › Create › Unheimlich › Hallucination › Staircase Sequence Data.
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/// </remarks>
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[CreateAssetMenu(
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fileName = "StaircaseSequenceData",
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menuName = "Unheimlich/Hallucination/Staircase Sequence Data")]
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public class StaircaseSequenceData : ScriptableObject
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{
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[Tooltip("Per-slot configuration. Slots not listed here get no word and no event.")]
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public List<StaircaseSlotData> Slots = new();
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}
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}
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fileFormatVersion: 2
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guid: 7f9be4fbaead86548b21371bf4598477
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