@dcl-regenesislabs/web-editor 0.3.22-41448555429.commit-da528c6 → 0.3.22
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/editor.js +847 -485
- package/package.json +2 -3
- package/prefabs/catalog.json +1 -1
- package/prefabs/leaderboard/ai.md +1 -1
- package/prefabs/leaderboard/data.json +5 -1
- package/prefabs/leaderboard/scripts/leaderboard-hud.tsx +16 -13
- package/prefabs/pickup-item/ai.md +9 -4
- package/prefabs/pickup-item/data.json +5 -1
- package/prefabs/run-progress/ai.md +6 -10
- package/prefabs/run-progress/data.json +5 -1
- package/prefabs/spawner/ai.md +4 -1
- package/prefabs/spawner/data.json +5 -2
- package/prefabs/ui-theme/ai.md +4 -4
- package/prefabs/ui-theme/data.json +5 -1
- package/scene/about +1 -1
- package/scene/{bafkreihd3gtmg3p2azy5yfmzwihyk2pwunwuqkhrjybqzdp6vavsosna4y → bafkreiggnrw7rgpjgljpbnvnppvxysckstguvp4s7zf65nfsm34vsenit4} +1 -1
- package/scene/{bafybeifiaotfpb4kis6f46xdw6a2rm6c534wewr55bq7zwcidmthvd4y7m → bafybeig5grcn3rsku5eccniexikk7dwggcvdjbzdmx5lguwjiz742x7yfu} +6 -6
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@@ -13,8 +13,12 @@
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"multiplayer"
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],
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"requiresSdk": "auth-server",
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"version": "1.0.
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"version": "1.0.1",
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"changelog": [
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{
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"version": "1.0.1",
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"notes": "The assistant's guide says how the phone buttons the item declares combine with the ones a game's own scripts declare."
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},
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{
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"version": "1.0.0",
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"notes": "Initial release: one holder at a time decided by the Multiplayer Server, held in the right hand and shown at once, a floating prompt with the device's own control, drop, optional throw, endless supply crates, and a script API to read, give and take what players carry."
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@@ -68,9 +68,12 @@ Confirmed finishes also publish a persisted top-25 board at
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first. Place Leaderboard, choose Source "Run best times" and the same Course Id.
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It works without another script; restart and player departure retain the board.
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For a moving deck
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For a moving deck: attachScript takes only src/scripts/, so write a class there
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that extends `MovingPlatform` from this folder's `scripts/moving-platform.ts`
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(from src/scripts/: `../../custom/run_progress/scripts/moving-platform`, check the
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folder) with the same constructor, `super(src, entity, axis, distance,
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periodSeconds)`, and attach it to an authored platform with a MeshCollider.
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`axis` is x/y/z, `distance` the travel amplitude in metres, `periodSeconds` one cycle.
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Keep its whole path inside the parcels. Every player uses the same shared clock;
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test riding and jumping from it in the engine before treating it as reachable.
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@@ -93,10 +96,3 @@ Start Spawn and Spawn 1–3. Place Health & Respawn with respawnAt Start Spawn a
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dieBelowHeight below the platforms. Place Run Progress with its default names.
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The HUD and full run loop then work without another scene script.
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## Creator workflow
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Add and name Trigger Areas, then place Run Progress. In its inspector choose Start Area, Finish Area and
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Start Marker, and use **+ Add** in the checkpoint, spawn-marker and collectible lists; row order is the
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matching order. These are scene entity pickers, so no CSV or generated script is needed; names have no commas.
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Place **UI Theme**, choose one accent color and Dark or Light, and Play. The HUD, result dialog, progress,
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buttons and Announcer use that theme. Keep one UI Theme per scene; its settings override the fallback accent.
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"restart"
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],
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"requiresSdk": "auth-server",
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"version": "1.4.
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"version": "1.4.1",
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"changelog": [
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{
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"version": "1.4.1",
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"notes": "The assistant's guide sets up a moving platform the way the assistant can attach it: a script of its own that extends the bundled one."
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},
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{
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"version": "1.4.0",
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"notes": "The run HUD fits phones: Restart moves from the bottom-right corner (under the jump button) to under the clock, panels stack in the shared HUD layout instead of overlapping other HUDs, the controls hint matches the device, and the completion screen hides the touch controls while it is open."
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package/prefabs/spawner/ai.md
CHANGED
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@@ -13,7 +13,10 @@ copy is custom/spawner_2/.
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## When to use
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Anything that shows up DURING play
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Anything that shows up DURING play for the player who set it off: an enemy, a
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crate, a target, a vehicle. Copies exist only on that player's client, so a thing
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players share or carry (a coin they race for, an item to pick up) is never one:
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that is a Pickup Item or a placed entity.
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By default a copy is built at the Spawner's own spot, so place it where the
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thing belongs — the `where` param below covers the other landings.
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"tags": [
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"spawner",
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"spawn",
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"pickup",
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"enemy"
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],
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"version": "1.0.
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"version": "1.0.1",
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"changelog": [
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{
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"version": "1.0.1",
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"notes": "The assistant's guide says copies are for one player only, so something players share or carry is never a Spawner copy, and a search for \"pickup\" no longer lists it."
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},
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{
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"version": "1.0.0",
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"notes": "Initial release: copies of a prefab appear while playing — on a click, when a player walks in, on a timer, or when another Script asks — made on that player's own client, with a per-spot cap, a lifetime and scatter."
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package/prefabs/ui-theme/ai.md
CHANGED
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@@ -13,15 +13,15 @@ Place one UI Theme from the library. Pick Accent Color and Dark or Light in its
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- `accentColor`: six-digit hex color, edited with a color picker.
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- `appearance`: Dark or Light.
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For custom UI, import `sceneUiTheme` from `~runtime/uiTheme`, `UiPanel`, `UiText`, `UiButton`, `ProgressPips`, `UiNotice` from `~runtime/uiComponents`, and place every panel with `addHudItem(slot, render)` from `~runtime/hudLayout` (its header documents the slots) instead of `ReactEcsRenderer.addUiRenderer`. Each panel declares width and height and is at most `HUD_COLUMN_WIDTH` wide; handlers go on actual buttons. Inspect a screenshot in the real preview, including completion.
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For custom UI, import `sceneUiTheme` from `~runtime/uiTheme`, `UiPanel`, `UiText`, `UiButton`, `ProgressPips`, `UiNotice` and `uiSizes` from `~runtime/uiComponents`, the compact HUD pieces from `~runtime/hudKit` and windows (shop, dialog, results) from `~runtime/uiWindow`, and place every panel with `addHudItem(slot, render)` from `~runtime/hudLayout` (its header documents the slots) instead of `ReactEcsRenderer.addUiRenderer`. Each panel declares width and height and is at most `HUD_COLUMN_WIDTH` wide; handlers go on actual buttons. Inspect a screenshot in the real preview, including completion.
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`ColorHex`, `EntityName`, `EntityNames`, `ZoneName` and `ZoneNames` from `~runtime/authoring` are string aliases that give constructor parameters color or entity pickers. Plural references are ordered comma-separated names; creators pick and reorder them in the inspector. Names must be unique and contain no commas. The assistant can provide arrays to the plural parameters.
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## Do / Don't
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- Use one theme per scene
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- Never put UI in the bottom corners or the screen's left edge: phones draw the joystick and the jump/E/F buttons there. Results, shops and rule cards
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- No hover-only states and no emoji in text
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- Use one theme per scene and small non-blocking HUDs; take text and button sizes from `uiSizes('hud' | 'window')` (on phones text 20 or more and presses 80 or more).
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- Never put UI in the bottom corners or the screen's left edge: phones draw the joystick and the jump/E/F buttons there. Results, shops and rule cards are windows in the `modal` slot, which hides the touch controls while open.
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- No hover-only states and no emoji in text.
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- Do not write a separate palette for each prefab or use default pink SDK buttons.
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- Verify running and finished states in a real preview screenshot.
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"hud",
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"design"
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],
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"version": "1.
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"version": "1.2.0",
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"changelog": [
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{
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"version": "1.2.0",
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"notes": "The guide points custom UI at the shared size set (uiSizes), the compact HUD pieces and the ready-made windows, so a HUD stays small and a shop or dialog is comfortable to tap on a phone."
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},
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{
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"version": "1.1.0",
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"notes": "Custom HUDs are placed through the shared HUD layout, which keeps them clear of the phone touch controls and of each other."
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package/scene/about
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"networkId": 0,
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"globalScenesUrn": [],
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"scenesUrn": [
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"urn:decentraland:entity:
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"urn:decentraland:entity:bafkreiggnrw7rgpjgljpbnvnppvxysckstguvp4s7zf65nfsm34vsenit4"
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],
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"realmName": "editor-scene"
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},
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@@ -1 +1 @@
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{"content":[{"file":"scene.json","hash":"bafkreiby2gmthtauf7cckttphmhpecsueyypi2hzlke4lcodg7fm4cm2sq"},{"file":"bin/index.js","hash":"
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{"content":[{"file":"scene.json","hash":"bafkreiby2gmthtauf7cckttphmhpecsueyypi2hzlke4lcodg7fm4cm2sq"},{"file":"bin/index.js","hash":"bafybeig5grcn3rsku5eccniexikk7dwggcvdjbzdmx5lguwjiz742x7yfu"}],"pointers":[],"timestamp":0,"type":"scene","metadata":{"ecs7":true,"runtimeVersion":"7","display":{"title":"Component Inspector","description":"Inspect and modify component state of the current scene"},"owner":"","contact":{"name":"","email":""},"main":"bin/index.js","tags":[],"scene":{"parcels":["0,0"],"base":"0,0"},"spawnPoints":[],"featureToggles":{"portableExperiences":"enabled"}},"version":"v3"}
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