# Color Book — Architecture Guide A toddler-targeted (ages 2–6) coloring book game built on the same **Strict Modular Monolith** pattern as the Bus Game. Powered by **VContainer** for DI, **UniTask** for async, **Addressables** for shipped content, and a **hybrid Sprites + Canvas** render strategy. This document is the canonical reference for the Color Book game's structure. The Bus Game's [Darkmatter Architecture Guide](../Assets/Darkmatter_Architecture_Guide.md) is the parent contract; this doc only adds game-specific structure. --- ## 1. Game Flow ``` App launch └─ Boot scene (RootLifetimeScope) └─ MainMenu scene ├─ Press "Play" → ColorBook scene │ ├─ Drawing catalog (grid of templates) │ ├─ Select drawing │ ├─ Shape Builder panel (drag pieces → snap to slots) │ ├─ ↓ on assembly complete │ ├─ Color panel (tap color → tap region) │ ├─ Undo / Redo any time │ ├─ "Capture" → save to Gallery with paper background │ └─ "Next" → auto-save + load next drawing └─ Press "Art Book" → ArtBook scene (gallery viewer) ├─ Grid of saved artworks ├─ View / share / delete └─ Save to device camera roll ``` --- ## 2. Philosophy Identical to Bus Game: - **Vertical slices** — code grouped by Feature, not by type. - **Strict layering** — dependencies flow downward only. - **Composition over inheritance** — wired by DI. - **Code vs Content** — `Code/` for logic, `Contents/` for assets. Game-specific additions: - **Toddler-first UX** — large hitboxes, forgiving snap radii, no fail states, no timers. - **Stateless replay** — every action (paint, snap) is an `ICommand` so undo/redo and auto-save are trivial. - **Capture-as-truth** — the gallery is a folder of PNGs on disk, not a serialized scene graph. What the child sees is what gets saved. --- ## 3. Dependency Graph ``` App ──────────┐ ▼ Features ──► Core ◄── Services ▲ └── Libs ``` ### Forbidden actions - Services cannot reference Features. - Features cannot reference Service implementations — only Core contracts via DI. - Features cannot reference other Features — use `IEventBus` signals or Core contracts. - Core may not contain logic. Interfaces, enums, DTOs, signal records only. - Core may reference `UniTask` for async contract signatures. Nothing else. --- ## 4. Folder Structure This section reflects the **actual project on disk today**. Empty folders that have been reserved for upcoming work are marked `(planned)`; everything else has at least one file in it. Aspirational additions for the rest of the game are listed in §4c at the bottom. ### 4a. Actual layout on disk ``` Assets/Darkmatter/ ├── Scenes/ │ └── Boot.unity ← only scene wired so far │ ├── Content/ ← singular ("Content", not "Contents") │ └── Gameplay/ │ └── PaperRig/ ← (planned — paper rig prefabs) │ ├── Data/ │ ├── Inputs/ (Input System .inputactions) │ └── Settings/ │ ├── Persistance/Resources/ (ProtectedPlayerPrefs settings) │ ├── Rendering/ (URP renderer + asset) │ └── Scenes/URP2DSceneTemplate.unity │ └── Code/ ├── App/ │ └── LifetimeScopes/ │ └── RootLifetimeScope.cs ← scope loads serialized IServiceModule list │ Darkmatter.App.asmdef │ ├── Core/ (asmdef name: `Core`, namespace root `Darkmatter.Core.*`) │ ├── Compatibility/ │ │ └── IsExternalInit.cs (C#9 init shim for older runtimes) │ ├── Contracts/ │ │ ├── Paper/ ← misplaced empty folder — move to Contracts/Features/Paper/ when IPaperSurface lands │ │ └── Services/ │ │ ├── Assets/IAssetProviderService.cs │ │ ├── Audio/IAudioService.cs, ISfxPlayer.cs │ │ ├── Camera/ICameraService.cs │ │ ├── Capture/ ← (planned — ICaptureService) │ │ ├── Inputs/IInputReader.cs │ │ └── Scenes/ISceneService.cs │ ├── Data/ │ │ ├── Dynamic/Services/Audio/ (AudioHandle, AudioRequest) │ │ └── Static/Services/Audio/ (SfxCatalogSO) │ └── Enums/ │ └── Services/ │ ├── Audio/ (AudioChannel, AudioPlayMode, SfxId) │ ├── Camera/CameraType.cs (MainCamera, UICamera — ArtCamera not added yet) │ └── Scenes/GameScene.cs │ ├── Features/ ← (planned — empty folder today) │ ├── Libs/ │ ├── FSM/ (IState, State, StateMachine + Docs) │ │ Libs.FSM.asmdef │ ├── Installers/ (IServiceModule — Register(IContainerBuilder)) │ │ Libs.Installers.asmdef │ ├── Observer/ (IEventBus, EventBus — note: not named "EventBus") │ │ Libs.Observer.asmdef │ ├── PlayerPrefs/ (ProtectedPlayerPrefs — used in place of a Persistence service) │ │ ├── Editor/ Libs.PlayerPrefs.Editor.asmdef │ │ └── Runtime/ Libs.PlayerPrefs.asmdef │ └── UI/ (ToggleButton, ToggleButtonGroup) │ Libs.UI.asmdef │ └── Services/ ├── Analytics/ │ ├── Installers/AnalyticsServiceModule.cs │ └── Systems/FirebaseAnalyticsSystem.cs │ Services.Analytics.asmdef ├── Assets/ │ ├── AddressableAssetProviderService.cs │ └── AddressableLoadHandleTracker.cs │ Services.Assets.asmdef ├── Audio/ │ ├── AudioService.cs │ └── SfxPlayer.cs │ Services.Audio.asmdef ├── Camera/ │ ├── Installers/CameraServiceModule.cs │ └── Service/CameraService.cs │ Services.Camera.asmdef ├── Inputs/ │ ├── Generated/GameInputs.cs (Input System codegen) │ ├── Installers/InputServiceModule.cs │ └── Readers/InputReaderSO.cs │ Services.Inputs.asmdef └── Scenes/ └── SceneService.cs Services.Scenes.asmdef ``` ### 4b. Conventions visible in current code - **Asmdef per Service / Lib / App / Core.** No Feature asmdefs yet (folder is empty). - **Core sub-tree shape:** `Core/{Compatibility, Contracts, Data, Enums}` — deeply nested by Service rather than by topic. Game-specific Core types (Drawing, Coloring, Paper, Gallery, History, Progression, Signals) will be added under either `Core/Contracts//` or new top-level `Core//` — pick one convention before adding the first one. - **Service sub-shape varies** — some are flat (`Services/Audio/*.cs`), some split (`Services/Camera/Installers/`, `Services/Camera/Service/`). The "official" per-feature shape (§4d) hasn't been validated against real code yet. - **Installer pattern:** `MonoBehaviour, IServiceModule` with `Register(IContainerBuilder builder)`. **Not** `IInstaller.Install(...)` as older sections of this doc imply. New installers must follow `IServiceModule`. - **No `AppBoot`** entry point exists yet. `RootLifetimeScope` only iterates a serialized `MonoBehaviour[] serviceModules` and calls `Register` on each `IServiceModule`. Boot sequence in §29 is aspirational. - **No Persistence service.** `Libs/PlayerPrefs` (the `ProtectedPlayerPrefs` library) is in place for small-key state. JSON persistence for gallery sidecars will need a separate service when Gallery lands. - **Camera service is a registry**, not a fitter. `ICameraService.Register/Get` only — no aspect-fit logic. ### 4c. Planned additions (not on disk yet) All new game code follows the same nesting pattern as existing Services — `Contracts/Features//`, `Data/{Dynamic,Static}/Features//`, `Features//` — and asmdefs drop the `Darkmatter.` prefix to match `Core`, `Services.Audio`, `Libs.Observer`. Rough landing order for ColorBook scene to be playable: | Path | Role | |---|---| | `Core/Contracts/Features/Paper/IPaperSurface.cs` | Paper surface contract (canvas roots) | | `Core/Contracts/Services/Capture/ICaptureService.cs` | Capture service contract | | `Core/Contracts/Services/Gallery/IGalleryService.cs` | Gallery service contract | | `Core/Contracts/Features/Drawing/IDrawingTemplate.cs`, `IDrawingTemplateCatalog.cs` | Drawing template contracts | | `Core/Contracts/Features/Coloring/IColorPalette.cs` | Palette contract | | `Core/Contracts/Features/History/ICommand.cs`, `IUndoStack.cs` | Undo/redo contracts | | `Core/Contracts/Features/Progression/IProgressionService.cs` | Progression contract (despite the name, it's a feature contract since it's game-specific) | | `Core/Data/Static/Features/Drawing/` (DrawingTemplateSO) | Authored drawing data | | `Core/Data/Static/Features/Coloring/` (ColorPaletteSO) | Authored palette data | | `Core/Data/Dynamic/Features/Drawing/ColorRegionDTO.cs` | Runtime drawing struct (regions only — pieces use `ShapeSO`) | | `Core/Data/Static/Features/Drawing/ShapeSO.cs` | Authored shape ScriptableObject (sprite + snap params) | | `Core/Data/Dynamic/Features/Coloring/PaintCommandDTO.cs` | Runtime coloring struct | | `Core/Data/Dynamic/Features/Gallery/SavedArtworkDTO.cs` | Runtime gallery struct | | `Core/Data/Dynamic/Features/Signals/` (DrawingSelectedSignal, ShapeAssembledSignal, ColorAppliedSignal, ArtworkCapturedSignal, ArtworkSavedSignal) | Cross-feature signal structs | | `Core/Enums/Services/Camera/CameraType.cs` | Add `ArtCamera` enum value to existing file | | `Libs/CommandStack/` (+ `Libs.CommandStack.asmdef`) | Bounded undo/redo | | `Services/Capture/` (+ `Services.Capture.asmdef`) | `RenderTextureCaptureService` drives the disabled `CaptureCamera` | | `Services/Gallery/` (+ `Services.Gallery.asmdef`) | `FileGalleryService` — PNG + sidecar JSON IO | | `Features/Paper/` (+ `Features.Paper.asmdef`) | Scene-bound `PaperSurface` MB + module | | `Features/{MainMenu,DrawingCatalog,ShapeBuilder,Coloring,History,Capture,Progression,ColorBookFlow,ArtBook}/` (+ asmdefs each) | Game features | | `App/LifetimeScopes/{MainMenu,ColorBook,ArtBook}LifetimeScope.cs` | Per-scene scopes | | `App/Boot/AppBoot.cs` | Bootstrap entry point | | `Assets/Darkmatter/Scenes/{MainMenu,ColorBook,ArtBook}.unity` | Scenes | | `Content/Gameplay/Drawings///{Template.asset, Drawing.prefab, Regions/, PaperBackground.png}` | Authored drawings — `Drawing.prefab` holds `SlotMarker`s at slot poses with `ShapeSO` refs | | `Content/Gameplay/Shapes/*.asset` | Reusable `ShapeSO`s (one per shape; shared across drawings) | | `Content/Gameplay/Prefabs/ShapePiece.prefab` | The single piece prefab (`ShapePieceUI` MB on root) | | `Content/Gameplay/Palettes/*.asset` | Color palettes | | `Content/Audio/{UI,Coloring}/` | SFX banks | ### 4d. Per-feature folder layout (matches existing Services pattern) Look at `Services/Camera/` (`Installers/` + `Service/`) and `Services/Analytics/` (`Installers/` + `Systems/`) — that's the convention. Features adopt the same shape, adding `UI/` or `Views/` only when there's something to put in them. ``` Features/[Name]/ ├── Installers/ IServiceModule — VContainer registration ├── Systems/ (or Service/) Controllers, repositories, factories (pure C#) ├── UI/ (only if the feature has Canvas UI) │ ├── *Presenter.cs Pure C#, listens to model, drives view │ └── *View.cs MonoBehaviour, setters only ├── Views/ (only if the feature has world-space MonoBehaviours) └── Features..asmdef ``` Rules of thumb pulled from current Services: - **Use `Service/` (singular)** when the feature has exactly one main implementation class (like `Services/Camera/Service/CameraService.cs`). - **Use `Systems/` (plural)** when there are multiple pure-C# coordinators (like `Services/Analytics/Systems/`). - **Skip nesting entirely** when the feature has only 1–2 files at root (like `Services/Audio/AudioService.cs` + `SfxPlayer.cs` flat). - **`Docs/` is per-folder** in current code — drop a `Docs/` inside any sub-folder that needs notes, don't make a global feature-level Docs. --- ## 5. Namespaces & Asmdef naming C# namespace pattern is `Darkmatter..[.]` — the `Darkmatter.` prefix stays on namespaces. Examples already in code: - `Darkmatter.Core.Contracts.Services.Camera` ([ICameraService.cs](Assets/Darkmatter/Code/Core/Contracts/Services/Camera/ICameraService.cs)) - `Darkmatter.Services.Camera` ([CameraService.cs](Assets/Darkmatter/Code/Services/Camera/Service/CameraService.cs)) - `Darkmatter.Services.Camera.Installers` ([CameraServiceModule.cs](Assets/Darkmatter/Code/Services/Camera/Installers/CameraServiceModule.cs)) - `Darkmatter.Libs.Installers` ([IServiceModule.cs](Assets/Darkmatter/Code/Libs/Installers/IServiceModule.cs)) **Asmdef names drop the `Darkmatter.` prefix.** Existing pattern: | Namespace | Asmdef | |---|---| | `Darkmatter.Core.*` | `Core` | | `Darkmatter.App` | `Darkmatter.App` (one exception — keep as-is, don't churn) | | `Darkmatter.Libs.Observer` | `Libs.Observer` | | `Darkmatter.Libs.FSM` | `Libs.FSM` | | `Darkmatter.Libs.Installers` | `Libs.Installers` | | `Darkmatter.Libs.PlayerPrefs` | `Libs.PlayerPrefs` (+ `Libs.PlayerPrefs.Editor`) | | `Darkmatter.Libs.UI` | `Libs.UI` | | `Darkmatter.Services.Audio` | `Services.Audio` | | `Darkmatter.Services.Assets` | `Services.Assets` | | `Darkmatter.Services.Camera` | `Services.Camera` | | `Darkmatter.Services.Inputs` | `Services.Inputs` | | `Darkmatter.Services.Scenes` | `Services.Scenes` | | `Darkmatter.Services.Analytics` | `Services.Analytics` | New asmdefs follow the same convention: `Services.Capture`, `Services.Gallery`, `Libs.CommandStack`, `Features.Paper`, `Features.Coloring`, etc. --- ## 6. Scenes & Lifetime Scopes | Scene | Scope | Status | Contents | |---|---|---|---| | `Boot.unity` | `RootLifetimeScope` | ✅ exists | All Services + Libs. Persists forever. | | `MainMenu.unity` | `MainMenuLifetimeScope` | ⚠️ planned | Menu presenter, art book entry. | | `ColorBook.unity` | `ColorBookLifetimeScope` | ⚠️ planned | `PaperRig`, DrawingCatalog, ShapeBuilder, Coloring, History, Capture, ColorBookFlow. | | `ArtBook.unity` | `ArtBookLifetimeScope` | ⚠️ planned | Gallery presenter, viewer, share. | Only `Boot.unity` exists today; the three scene scope classes haven't been written yet either (only `RootLifetimeScope` exists in [App/LifetimeScopes/](Assets/Darkmatter/Code/App/LifetimeScopes/)). Scopes nest: `Root → (MainMenu | ColorBook | ArtBook)`. Services resolved from the root parent. Scene scopes only register their own features. ### Boot chain (planned) No `AppBoot` class exists yet — today `RootLifetimeScope` only registers services and stops there. When `AppBoot` is added (as an `IAsyncStartable` registered via `builder.RegisterEntryPoint()`), it should run once, in order: 1. Initialize `IAssetProviderService` (Addressables init). 2. Preload essential bundles (palettes, UI sounds). 3. Load `IProgressionService` from disk. 4. Load `MainMenu` scene. Failures show a child-friendly retry screen; never crash. --- ## 7. Rendering Strategy **Full Canvas UI.** No `SpriteRenderer`, no `Physics2D`, no offscreen `RenderTexture` for the live view. The paper, slots, pieces, and color regions are all `Image` components on a Screen-Space-Camera canvas. Standard Unity UI eventing (`IPointerDownHandler`, `IDragHandler`) handles all input. ``` ┌──────────────────────────────────────────────────────────┐ │ PaperCanvas (Screen Space - Camera, UICamera) │ │ layer: PaperUI │ │ │ │ ┌──────────────────────────────────────────────────┐ │ │ │ PaperPanel (RectTransform, 2048×2048 ref units) │ │ │ │ ├─ BackgroundImage │ │ │ │ ├─ SlotsPanel (slot Image outlines) │ │ │ │ ├─ PiecesPanel (draggable piece Images) │ │ │ │ └─ RegionsPanel (colorable region Images) │ │ │ └──────────────────────────────────────────────────┘ │ │ │ └──────────────────────────────────────────────────────────┘ ┌──────────────────────────────────────────────────────────┐ │ HUDCanvas (Screen Space - Overlay, OR separate camera) │ │ layer: HUDUI │ │ ├─ Palette panel │ │ ├─ Undo / Redo buttons │ │ ├─ Capture / Next buttons │ │ └─ Tray panel (during build phase) │ └──────────────────────────────────────────────────────────┘ CaptureCamera (disabled by default, one-shot Render() on capture) orthographic, projection cloned from UICamera cullingMask = PaperUI only targetTexture = temp RT allocated per capture (2048×2048) ``` ### Cameras | Camera | Render mode | Culling Mask | Render Target | Purpose | |---|---|---|---|---| | `UICamera` | Screen-Space - Camera (orthographic) | `PaperUI`, `HUDUI` | Screen | Normal display each frame. | | `CaptureCamera` | Orthographic, disabled | `PaperUI` only | temp `RenderTexture` | One-shot `Render()` invoked by `ICaptureService.CaptureAsync()`. | `CaptureCamera` shares `UICamera`'s position, orthographic size, and clip planes so the captured frame matches what the player sees — minus the HUD because of the culling mask. ### Layers | Layer | Used by | |---|---| | `PaperUI` | `PaperCanvas` and all of its children (background, slots, pieces, regions, completion FX). Visible in capture. | | `HUDUI` | `HUDCanvas` and tray panel (palette, undo/redo, capture button, drawing catalog grid, etc.). Excluded from capture. | | `EventSystem` | Unity's input layer — managed automatically. | ### Why full UI | Need | Choice | Why | |---|---|---| | Tap-to-paint region | `Image` + `Image.alphaHitTestMinimumThreshold` + `IPointerClickHandler` | Tight alpha-based hit shape per region. No mesh / collider authoring. Tap events route through `EventSystem` natively. | | Drag/drop shape pieces | `Image` + `IBeginDragHandler` / `IDragHandler` / `IEndDragHandler` | Standard Unity UI drag. Pointer events come in canvas-local coords already. No screen→world math anywhere. | | Visual transition during drag → snap | `DOAnchorPos`, `DOSizeDelta`, `DOLocalRotate` | All pose is in `RectTransform` units. The "transition" is a tween over canvas-local values — no swap of render context. | | Capture to PNG | Dedicated `CaptureCamera` with `cullingMask = PaperUI` | One `Render()` call into a temp RT. HUD physically can't appear. | | Multi-resolution support | `CanvasScaler` on `PaperCanvas` (Scale With Screen Size) | Reference resolution `2048 × 2048`, Match = 1 (height). All `anchoredPosition` units are constant across devices. | | HUD layout independent of paper | `HUDCanvas` (separate Canvas) | HUD scales/anchors per its own rules without affecting the paper layout. | | Drawing catalog grid, palette, etc. | Standard UI (`GridLayoutGroup`, `ScrollRect`, `Button`) | Anchors handle aspect ratios. Async thumbnail loader. | ### Multi-resolution rule The paper content is **canvas-unit-stable.** Author every drawing against a fixed 2048 × 2048 reference resolution. Slot positions, piece sizes, region rects, hit shapes — all expressed in `anchoredPosition` / `sizeDelta` units. `CanvasScaler` on `PaperCanvas` does the screen mapping. `PaperPanel` is anchored center, fixed 2048×2048 (or whatever you pick for the reference). On a wider screen, `CanvasScaler` pillarboxes the panel; on a narrower screen, it letterboxes. The panel's contents never resize relative to each other. If you want a backdrop (wood/cloth behind the paper area), it's a sibling `Image` of `PaperPanel` (still on `PaperUI` layer) sized to fill the canvas. The backdrop *is* captured into the PNG by default — set its layer to `HUDUI` if you want it excluded. ### Tradeoff vs the old RT-paper-rig design | Concern | RT-paper-rig (old) | Canvas-only (current) | |---|---|---| | Files in `IPaperRig` / `IArtInputBridge` | 2 contracts + ~80 lines of math | gone | | Input pipeline | `IInputReader` → bridge → `Physics2D.OverlapPoint` | native `EventSystem` (`IPointerDownHandler` etc.) | | Coloring hit shape | `PolygonCollider2D` from `Sprite.Editor` physics shape | `Image.alphaHitTestMinimumThreshold = 0.5f` on the region sprite | | Per-frame render passes | 2 (ArtCamera into RT + UICamera draws RawImage) | 1 (UICamera draws everything) | | Capture | read persistent RT | one-shot `CaptureCamera.Render()` | | Coordinate gotchas | mismatches between screen / RT / world | none — everything is canvas-local | If you ever need world-space effects (particle sparkles that physically explode outside the paper, free-draw brush stroke, pinch zoom on the artwork), revisit the RT approach. For the v1 tap-to-fill + drag-to-snap design, Canvas-only is correct. --- ## 8. Core Contracts All Core types are pure data or interfaces. ### Drawing > Contracts live in `Darkmatter.Core.Contracts.Features.Drawing`; DTOs in `Darkmatter.Core.Data.Dynamic.Features.Drawing`. ```csharp namespace Darkmatter.Core.Contracts.Features.Drawing; public interface IDrawingTemplate { string Id { get; } string DisplayName { get; } Sprite DefaultThumbnail { get; } // authored fallback (used when user has no captures for this template) Sprite PaperBackground { get; } IReadOnlyList Pieces { get; } // shapes that get spawned in the tray for this drawing IReadOnlyList Regions { get; } } public readonly struct ColorRegionDTO { public string RegionId { get; } public Sprite Sprite { get; } // assigned to Image.sprite public Vector2 AnchoredPosition { get; } // canvas units, relative to RegionsParent public Vector2 SizeDelta { get; } // canvas units public Color InitialColor { get; } // usually white // Hit shape comes from the sprite alpha — set Image.alphaHitTestMinimumThreshold = 0.5. // No polygon path needed; sprite import settings ("Read/Write Enabled") provide it. } ``` ### Shape authoring (`ShapeSO` + one prefab) Shapes are authored as ScriptableObject assets via the Project Create menu (`Assets > Create > Darkmatter > Drawing > Shape`). One asset per shape — reusable across many drawings. ```csharp namespace Darkmatter.Core.Data.Static.Features.Drawing; [CreateAssetMenu(menuName = "Darkmatter/Drawing/Shape", fileName = "Shape_")] public sealed class ShapeSO : ScriptableObject { [field: SerializeField] public string Id { get; private set; } [field: SerializeField] public Sprite Sprite { get; private set; } [field: SerializeField] public Vector2 DefaultSizeDelta { get; private set; } = new(256, 256); [field: SerializeField] public float SnapRadius { get; private set; } = 100f; [field: SerializeField] public float PreviewRadius { get; private set; } = 200f; } ``` How the runtime uses it: 1. **One piece prefab.** A `ShapePiecePrefab` in `Content/Gameplay/Prefabs/` carries `Image` + `ShapePieceUI`. The `ShapePieceUI` MonoBehaviour has a `[SerializeField] ShapeSO _shape` field — empty on the raw prefab, filled in by the controller at spawn time (or pre-assigned in inspector for testing scenes). 2. **`SlotMarker`** lives in the drawing's per-drawing scene/prefab at the slot's authored pose. Its `[SerializeField] ShapeSO _shape` field tells which shape fits this slot. The slot's `RectTransform` (`anchoredPosition`, `sizeDelta`, `localRotation`) *is* the target snap pose. 3. **Matching is by `ShapeSO` reference equality.** Piece P matches slot S iff `P._shape == S._shape`. No string-id lookups at runtime. 4. **Identity follows the asset.** Whenever `_shape` changes (inspector edit or runtime assign), `ShapePieceUI` re-applies `_shape.Sprite` to its `Image`, sets `RectTransform.sizeDelta = _shape.DefaultSizeDelta`, and exposes `PieceId => _shape.Id`. Done via `OnValidate` (editor) + `Awake` (runtime) + an explicit `Assign(ShapeSO)` method (controller-driven). > Optional future editor tool: a wizard window for bulk-creating `ShapeSO`s from a folder of sprites — sets `Id` from filename, assigns sprite, applies sensible default radii. For v1, the plain Create-Asset-Menu is enough. ### Coloring > Contracts in `Darkmatter.Core.Contracts.Features.Coloring`; DTOs in `Darkmatter.Core.Data.Dynamic.Features.Coloring`. ```csharp namespace Darkmatter.Core.Contracts.Features.Coloring; public interface IColorPalette { string Id { get; } IReadOnlyList Colors { get; } } public readonly struct PaintCommandDTO { public string RegionId { get; } public Color FromColor { get; } public Color ToColor { get; } } ``` ### Paper (canvas surface root) > Contracts live in `Darkmatter.Core.Contracts.Features.Paper`. Files at `Core/Contracts/Features/Paper/`. ```csharp namespace Darkmatter.Core.Contracts.Features.Paper; public interface IPaperSurface { RectTransform Root { get; } // PaperPanel — parent of slots/pieces/regions RectTransform SlotsParent { get; } // parent for slot Images RectTransform PiecesParent { get; } // parent for piece Images RectTransform RegionsParent { get; } // parent for region Images float DesignHalfSize { get; } // half of the reference square (e.g. 1024) } ``` - Implemented by `PaperSurface : MonoBehaviour` in the ColorBook scene (sits on the `PaperPanel` GameObject). - All paper-side features (`Coloring`, `ShapeBuilder`, `Capture`) parent their UI under one of these `RectTransform` slots and use canvas-local coords throughout. - No `IPaperRig`. No `IArtInputBridge`. Input runs through Unity's `EventSystem` directly on the UI children. ### History > Contracts in `Darkmatter.Core.Contracts.Features.History`. ```csharp namespace Darkmatter.Core.Contracts.Features.History; public interface ICommand { void Execute(); void Undo(); } public interface IUndoStack { bool CanUndo { get; } bool CanRedo { get; } void Push(ICommand cmd); // executes + appends void Undo(); void Redo(); void Clear(); } ``` ### Gallery & Capture > `IGalleryService` is a Service contract → `Darkmatter.Core.Contracts.Services.Gallery`. `SavedArtworkDTO` is a runtime data struct → `Darkmatter.Core.Data.Dynamic.Features.Gallery`. `ICaptureService` → `Darkmatter.Core.Contracts.Services.Capture`. `CaptureAsync` takes no args — implementation owns the `CaptureCamera` reference and renders the `PaperUI` layer to a one-shot RT. ```csharp namespace Darkmatter.Core.Data.Dynamic.Features.Gallery; public readonly struct SavedArtworkDTO { public string Id { get; } public string TemplateId { get; } public DateTime CreatedUtc { get; } public string ImagePath { get; } // persistentDataPath PNG public string ThumbnailPath { get; } } namespace Darkmatter.Core.Contracts.Services.Gallery; public interface IGalleryService { UniTask SaveAsync(byte[] png, string templateId); UniTask> ListAsync(); UniTask LoadFullAsync(string artworkId); UniTask LoadThumbnailAsync(string artworkId); UniTask DeleteAsync(string artworkId); // Newest captured thumbnail for the given template, or null if none exist. // Catalog cells fall back to IDrawingTemplate.DefaultThumbnail when this returns null. UniTask GetLatestThumbnailAsync(string templateId); } namespace Darkmatter.Core.Contracts.Services.Capture; public interface ICaptureService { // Allocates a temp RT, renders the CaptureCamera once (PaperUI layer only), // ReadPixels into a Texture2D, encodes PNG, releases the RT. UniTask CaptureAsync(); } ``` `ICaptureService` owns a reference to `CaptureCamera` (a disabled `Camera` in the ColorBook scene). The capture camera's `cullingMask` is set to `PaperUI` so the HUD physically cannot appear in the PNG. The paper background is part of `PaperPanel`, so it's already in the right layer — no compositing pass. ### Signals > Signal structs live in `Darkmatter.Core.Data.Dynamic.Features.Signals` (runtime data, cross-feature). ```csharp namespace Darkmatter.Core.Data.Dynamic.Features.Signals; public readonly struct DrawingSelectedSignal { public string TemplateId { get; } } public readonly struct ShapeAssembledSignal { public string TemplateId { get; } } public readonly struct ColorAppliedSignal { public string RegionId { get; } public Color Color { get; } } public readonly struct ArtworkCapturedSignal { public string ArtworkId { get; } } public readonly struct ArtworkSavedSignal { public SavedArtworkDTO Artwork { get; } } ``` --- ## 9. Feature Responsibilities ### `MainMenu` - Lives in `MainMenu.unity`. Two main entry buttons: **Play** (→ `ColorBook` scene) and **Art Book** (→ `ArtBook` scene). - Hosts a **Spine character mascot** (via `SkeletonGraphic` for Canvas). The mascot has multiple authored animations — idle loop, wave, react-to-button, victory dance. - `MenuMascotPresenter` (pure C#) drives the mascot from code: subscribes to button hover / click events and the model's idle timer, calls `IMenuMascotView.Play(animName, loop)`. - View is setter-only. Spine-Unity's `SkeletonGraphic.AnimationState.SetAnimation(track, name, loop)` is encapsulated behind `IMenuMascotView`. - Mascot's skeleton + atlas ship via Addressables (see §10). ### `DrawingCatalog` - Loads the catalog manifest (list of available template IDs). - Presents a scrollable grid of thumbnails (Canvas). - **Each cell shows the latest captured thumbnail** for that template via `IGalleryService.GetLatestThumbnailAsync(templateId)`. If the user has no captures yet for that template, falls back to `IDrawingTemplate.DefaultThumbnail` (the authored sprite). - Subscribes to `ArtworkSavedSignal` — re-fetches the cell's thumbnail for the affected `TemplateId` so the grid reflects user progress without a reopen. - On select → fires `DrawingSelectedSignal(templateId)` and unloads the catalog UI. ### `Paper` - Scene-scoped infrastructure. Lives in `ColorBook.unity` only. - Owns `PaperSurface` (MonoBehaviour) on the `PaperPanel` GameObject. Implements `IPaperSurface`, exposes `Root`, `SlotsParent`, `PiecesParent`, `RegionsParent`, `DesignHalfSize`. - Registered in `ColorBookLifetimeScope` via `PaperSurfaceModule`. Other features resolve `IPaperSurface` from DI when they need to parent their UI under one of the role-specific `RectTransform`s. - No render-target ownership. No input bridge. No coordinate conversion. The paper *is* the canvas children — nothing more. ### `ShapeBuilder` - Listens to `DrawingSelectedSignal`. - Loads template, spawns UI `Image` per piece under either `IPaperSurface.PiecesParent` or the HUD tray (depending on the FSM start state — usually tray). - Each piece has `IBeginDragHandler` / `IDragHandler` / `IEndDragHandler` plus a per-piece `ShapePieceFsm`. Drag updates `RectTransform.anchoredPosition` directly from `PointerEventData` (converted to canvas-local via `RectTransformUtility.ScreenPointToLocalPointInRectangle`). - On entering preview radius of the matching slot: reactive `Lerp` of `anchoredPosition` / `sizeDelta` / `localRotation` toward `SlotMarker`'s `RectTransform`. Drives off pointer distance, not time. - On `OnEndDrag` inside snap radius: DOTween ease-out to exact slot pose, disable input. Otherwise DOTween back to tray slot. - Fires `ShapeAssembledSignal` when all pieces locked. ### `Coloring` - Listens to `ShapeAssembledSignal`. - Spawns one UI `Image` per `ColorRegionDTO` under `IPaperSurface.RegionsParent`. Each region's `Image.alphaHitTestMinimumThreshold = 0.5f` so taps on transparent pixels pass through to the next region. - Each region has `IPointerClickHandler`. On click → `ColoringController.PaintRegion(view)`. - Listens to palette selection (current color held in `ColoringStateRepository`). - Controller builds `PaintRegionCommand(regionId, oldColor, newColor)` and pushes to `IUndoStack`. - Command sets `Image.color` on undo/redo. - Fires `ColorAppliedSignal` for SFX / sparkle effects. ### `History` - Owns the singleton `IUndoStack` for the current ColorBook session. - Cleared on `DrawingSelectedSignal` (new drawing = fresh history). - Capped at ~20 entries (memory + cognitive simplicity). - UI: two big arrow buttons; disabled state when `CanUndo / CanRedo` is false. ### `Capture` - Bound to the "Capture" button. - Calls `ICaptureService.CaptureAsync()` → PNG bytes. Implementation owns the disabled `CaptureCamera`, sets its `targetTexture` to a temp RT, calls `Render()` once, reads pixels, releases. - Hands bytes to `IGalleryService.SaveAsync(...)`. - Fires `ArtworkCapturedSignal` then `ArtworkSavedSignal`. - Shows a quick "saved!" toast with a thumbnail of the new entry. ### `Progression` - Tracks completed template IDs and the in-progress draft. - On "Next" button: silently runs Capture pipeline (auto-save), marks current as completed, calls `IDrawingTemplateCatalog.NextUnseen()`. - Persists JSON via `IPersistenceService`. ### `ColorBookFlow` - The only orchestrator inside ColorBook scope. - Subscribes to flow-relevant signals and toggles UI panels (catalog → builder → coloring). - Coordinates "Next" sequence: `IProgressionService.MarkCompleted` → `ICaptureService` autosave → `IDrawingTemplateLoader.Release(currentId)` → load next. - Built as a small FSM (`Catalog → Building → Coloring → Done`). ### `ArtBook` - Separate scene. - `GalleryPresenter` calls `IGalleryService.ListAsync()` → grid of thumbnails. - Tap → fullscreen view, share-sheet button, delete. - Saved-to-device-camera-roll uses an optional platform plugin behind `IExternalShareService` (Core contract). --- ## 10. Addressables Strategy Mirror the Bus Game pattern via `IAssetProviderService`. ### What ships through Addressables | Asset | Why | |---|---| | `DrawingTemplate` ScriptableObject (per drawing) | Many; load on demand. | | `ShapeSO` assets | Reused across drawings; load once per drawing batch. | | Region sprites | Heavy; loaded per drawing. | | Paper backgrounds | Per template, sometimes shared. | | Color palette SOs | Swap per theme. | | Audio clips (tap, snap, complete, sparkle) | Shared SFX bank. | | Spine mascot (`SkeletonDataAsset` + atlas) | Heavy textures; load with `MainMenu` scene, release on scene exit. | ### What does NOT use Addressables - HUD prefabs (palette button, undo icon) — always loaded with scene. - Core UI canvases. - Boot scene assets. - User-saved gallery PNGs — those live in `Application.persistentDataPath`. ### Group layout ``` Drawings_Animals (label: drawing, animals) Drawings_Vehicles (label: drawing, vehicles) Drawings_Shapes (label: drawing, shapes) Shapes_Library (label: shape) — reusable ShapeSO assets Palettes (label: palette) Audio_UI (label: sfx, ui) Audio_Coloring (label: sfx, coloring) Spine_MainMenu (label: spine, menu) — mascot skeleton + atlas ``` ### Lifecycle - Catalog loads **thumbnail handles only** (cheap). - On select → full template loads (pieces + regions + paper). - On "Next" or scene exit → previous template `Release`d before next loads. - This bound matters on toddler tablets with limited RAM. ### Remote groups (future) Drawing packs ship as remote bundles. New theme packs (Christmas, Dinosaurs) update without an app store release. --- ## 11. Persistence Two distinct stores, each behind its own Core contract. ### `IPersistenceService` (JSON / PlayerPrefs) Holds: - Completed template IDs. - Last opened drawing. - Audio volume, simple settings. Path: `Application.persistentDataPath/save.json`. ### `IGalleryService` (file IO) Holds user artworks: ``` persistentDataPath/Gallery/ ├── {guid}.png full-res render (~2048×2048) ├── {guid}.thumb.png 256×256 for grid └── {guid}.json SavedArtworkDTO sidecar ``` - Writes are atomic (`.tmp` → rename). - `ListAsync` enumerates sidecar JSONs sorted by `CreatedUtc desc`. - Thumbnail generation happens once at save time on a worker thread. --- ## 12. Capture Pipeline A dedicated `CaptureCamera` lives in the scene, disabled by default. It renders only the `PaperUI` layer into a temp `RenderTexture` when capture fires. ``` [Capture button or Next button] │ ▼ ICaptureService.CaptureAsync() │ ├─ rt = RenderTexture.GetTemporary(2048, 2048, 0, ARGB32) ├─ _captureCam.targetTexture = rt ├─ _captureCam.Render() (one-shot; cullingMask = PaperUI only) ├─ _captureCam.targetTexture = null ├─ prev = RenderTexture.active ├─ RenderTexture.active = rt ├─ tex = new Texture2D(2048, 2048, RGBA32, false) ├─ tex.ReadPixels(full rect, 0, 0); tex.Apply() ├─ RenderTexture.active = prev ├─ RenderTexture.ReleaseTemporary(rt) ├─ bytes = tex.EncodeToPNG() (on worker via UniTask.RunOnThreadPool) ├─ Object.Destroy(tex) └─ return bytes ▼ IGalleryService.SaveAsync(bytes, templateId) │ ├─ Write .png atomically ├─ Generate + write thumbnail ├─ Write sidecar JSON └─ return SavedArtworkDTO ▼ EventBus.Publish(new ArtworkSavedSignal(dto)) ``` Notes: - HUD never appears in capture because `CaptureCamera.cullingMask` excludes `HUDUI`. Layer mask, not coincidence — even if you accidentally parent a HUD element under `PaperPanel`, putting it on the wrong layer keeps it out. - Paper background is just an `Image` on `PaperUI`. Already in the right layer; no special compositing. - Saved PNGs are 2048×2048 on every device. `CaptureCamera` has fixed `orthographicSize` and aspect, independent of screen size. - `CaptureAsync` is safe to call repeatedly. The CaptureCamera's transform / projection are set once at scene start and never modified. - The temp RT is allocated via `RenderTexture.GetTemporary` so successive captures don't leak GPU memory. --- ## 13. Communication Rules | Use case | Mechanism | |---|---| | Load template, return result | Direct DI call (`IDrawingTemplateLoader.LoadAsync`). | | Capture → save chain | Direct DI calls, sequenced. | | Notify HUD that a region was painted | `IEventBus` signal. | | Notify Progression that a drawing was completed | `IEventBus` signal. | | Tell ColorBookFlow that pieces are assembled | `IEventBus` signal. | | Tell Coloring which color is currently selected | Direct DI on `ColoringStateRepository`. | **Never** use signals for request/response. If you need a return value or guaranteed single handler, define a Core interface. --- ## 14. UI (MVP — Passive View) Identical to Bus Game. - **Model** — controller / repository, fires C# events. - **View** — `MonoBehaviour`, only setters (`SetColors(IReadOnlyList)`). - **Presenter** — pure C#, subscribes to model events, calls view setters. ### Inspector bridge For palette icons, undo buttons, region prefabs: ```csharp [SerializeField, RequireInterface(typeof(IColorButtonView))] private MonoBehaviour[] _colorButtons; ``` --- ## 15. Toddler UX Constraints These shape several design decisions and are **non-negotiable**: - **No fail states.** Drawings cannot be "wrong". - **No timers.** Nothing decays or runs out. - **No tiny hitboxes.** Drag tolerance ≥ 40 canvas units; snap radius ≥ 80 canvas units for shape pieces. (Canvas reference resolution is 2048×2048 — these are anchored-position deltas, not screen px.) - **Auto-snap on near-miss.** If a piece is dropped within `1.5 × SnapRadius`, snap anyway and play a happy sound. - **No text-heavy UI.** Icons everywhere. Single-word labels max. - **Loud, immediate feedback.** Every tap plays a sound; every fill bursts a small particle effect. - **Undo cap = 20.** Toddlers will mash undo. Bound the memory. - **Long-press = quick menu off.** Avoid surprise modals. --- ## 16. Testing | Layer | Test type | Location | |---|---|---| | `Libs/CommandStack` | EditMode unit tests | `Libs/CommandStack/Tests/` | | `Core` DTOs | EditMode | rarely needed, but for `SavedArtworkDTO` serialization, yes. | | `Services/Gallery` | EditMode w/ temp directory | mocks `Application.persistentDataPath`. | | `Services/Capture` | PlayMode | requires a Camera in the test scene. | | `Features/*/Systems` | EditMode w/ DI test container | inject fakes for `IUndoStack`, signals captured by a fake `IEventBus`. | | Full flow | PlayMode smoke test | one drawing → assemble → color → capture → assert gallery has 1 file. | --- ## 17. "Where do I put this?" Checklist 1. **Is it a cross-assembly interface / enum / DTO?** → `Core/` 2. **Is it a generic, sellable utility?** → `Libs/` 3. **Is it infrastructure (input, audio, file IO, addressables, capture)?** → `Services/` 4. **Is it gameplay logic specific to coloring books?** → `Features/` 5. **Is it composition / scene wiring?** → `App/` When in doubt, ask: *would deleting this feature break Core?* If yes, the dependency is wrong. --- ## 18. Open Questions / Future Work - **Pencil/brush mode** — currently the design is tap-to-fill regions. A free-draw brush mode would need a `BrushStrokeCommand` and a dynamic texture per region; out of scope for v1. - **Multi-child profiles** — single-profile for v1; multi-profile would slot in behind `IProgressionService` and `IGalleryService` keyed by `profileId`. - **Cloud sync** — gallery sync would happen behind `IGalleryService` (decorator pattern); local-first stays the source of truth. - **Sticker / decoration layer** — additive sprite layer above coloring, also `ICommand`-driven so it integrates with undo/redo cleanly. --- ## 19. Quick Reference — Feature ↔ Signal Map | Feature | Subscribes to | Publishes | |---|---|---| | `DrawingCatalog` | — | `DrawingSelectedSignal` | | `ShapeBuilder` | `DrawingSelectedSignal` | `ShapeAssembledSignal` | | `Coloring` | `ShapeAssembledSignal` | `ColorAppliedSignal` | | `History` | `DrawingSelectedSignal` (to clear) | — | | `Capture` | — (button-driven) | `ArtworkCapturedSignal`, `ArtworkSavedSignal` | | `Progression` | `ArtworkSavedSignal` | — | | `ColorBookFlow` | `ShapeAssembledSignal`, `ArtworkSavedSignal` | — | | `ArtBook (Gallery)` | `ArtworkSavedSignal` (if open) | — | --- Maintained alongside the [Darkmatter Architecture Guide](../Assets/Darkmatter_Architecture_Guide.md). Do not break the dependency arrows. --- ## 20. Assembly Definition Map Every Lib / Service / Feature is its own `.asmdef`. The `Darkmatter.` prefix is **only** on the App asmdef; everything else uses bare `.` names. References follow the layer rules. ### On disk today | Asmdef | Path | References | |---|---|---| | `Darkmatter.App` | `App/` | All Services, Libs, Core (Features when they land) | | `Core` | `Core/` | (none — `UniTask` allowed in async signatures) | | `Libs.FSM` | `Libs/FSM/` | `Core` | | `Libs.Installers` | `Libs/Installers/` | (VContainer only) | | `Libs.Observer` | `Libs/Observer/` | `Core` | | `Libs.PlayerPrefs` | `Libs/PlayerPrefs/Runtime/` | (standalone) | | `Libs.PlayerPrefs.Editor` | `Libs/PlayerPrefs/Editor/` | `Libs.PlayerPrefs` | | `Libs.UI` | `Libs/UI/` | `Core` | | `Services.Analytics` | `Services/Analytics/` | `Core`, `Libs.Installers` | | `Services.Assets` | `Services/Assets/` | `Core`, `Libs.Installers` | | `Services.Audio` | `Services/Audio/` | `Core`, `Libs.Installers` | | `Services.Camera` | `Services/Camera/` | `Core`, `Libs.Installers` | | `Services.Inputs` | `Services/Inputs/` | `Core`, `Libs.Installers` | | `Services.Scenes` | `Services/Scenes/` | `Core`, `Libs.Installers` | ### Planned (not on disk yet) | Asmdef | Path | References | |---|---|---| | `Libs.CommandStack` | `Libs/CommandStack/` | `Core` | | `Services.Capture` | `Services/Capture/` | `Core`, `Libs.Installers` | | `Services.Gallery` | `Services/Gallery/` | `Core`, `Libs.Installers` | | `Features.Paper` | `Features/Paper/` | `Core`, `Libs.Installers` | | `Features.MainMenu` | `Features/MainMenu/` | `Core`, `Libs.Installers` | | `Features.DrawingCatalog` | `Features/DrawingCatalog/` | `Core`, `Libs.Installers` | | `Features.ShapeBuilder` | `Features/ShapeBuilder/` | `Core`, `Libs.Installers` | | `Features.Coloring` | `Features/Coloring/` | `Core`, `Libs.Installers`, `Libs.CommandStack` | | `Features.History` | `Features/History/` | `Core`, `Libs.Installers`, `Libs.CommandStack` | | `Features.Capture` | `Features/Capture/` | `Core`, `Libs.Installers` | | `Features.Progression` | `Features/Progression/` | `Core`, `Libs.Installers`, `Libs.PlayerPrefs` | | `Features.ColorBookFlow` | `Features/ColorBookFlow/` | `Core`, `Libs.Installers`, `Libs.FSM` | | `Features.ArtBook` | `Features/ArtBook/` | `Core`, `Libs.Installers` | **Hard rules:** - No Service asmdef references any Feature asmdef. - No Feature asmdef references another Feature asmdef. - All Services and Features depend on `Libs.Installers` so they can implement `IServiceModule`. - The compiler enforces this — if a `using` won't resolve, the dependency is wrong. --- ## 21. LifetimeScope Concrete Sample All scopes use the same pattern: a serialized `MonoBehaviour[]` list of `IServiceModule` installers. Each installer is a MonoBehaviour on a child GameObject of the scope. Scope iterates and calls `Register`. **No hardcoded registrations in the scope itself.** This is exactly what [RootLifetimeScope.cs](Assets/Darkmatter/Code/App/LifetimeScopes/RootLifetimeScope.cs) already does today. ### `RootLifetimeScope` (Boot scene, persists forever) — actual code ```csharp using Darkmatter.Libs.Installers; using UnityEngine; using VContainer; using VContainer.Unity; public class RootLifetimeScope : LifetimeScope { [SerializeField] private MonoBehaviour[] serviceModules; protected override void Configure(IContainerBuilder builder) { foreach (var module in serviceModules) { if (module is IServiceModule serviceModule) serviceModule.Register(builder); } } } ``` The inspector lists the installer MonoBehaviours in `serviceModules[]`. Drag the children of the Boot scope GameObject (e.g. `AudioServiceModule`, `CameraServiceModule`, `InputServiceModule`, `AssetProviderServiceModule`, `AnalyticsServiceModule`, `SceneServiceModule`) into that slot. Each is a `MonoBehaviour, IServiceModule`. ### `ColorBookLifetimeScope` (per-scene, child of Root) — same pattern ```csharp namespace Darkmatter.App.LifetimeScopes; public sealed class ColorBookLifetimeScope : LifetimeScope { [SerializeField] private MonoBehaviour[] sceneModules; protected override void Configure(IContainerBuilder builder) { foreach (var module in sceneModules) { if (module is IServiceModule serviceModule) serviceModule.Register(builder); } } } ``` Drag the scene's installer MonoBehaviours into `sceneModules[]`: - `PaperRigModule` - `DrawingCatalogModule` - `ShapeBuilderModule` - `ColoringModule` - `HistoryModule` - `CaptureModule` - `ProgressionModule` - `ColorBookFlowModule` Each registers its own classes via `IServiceModule.Register(IContainerBuilder)`. > If a scope needs a non-installer reference (e.g. a `ColorBookSceneRefs` MB holding camera + roots), expose it as a separate `[SerializeField]` and `builder.RegisterInstance(...)` it inside the scope's `Configure`. Don't put scene refs inside an installer — keep installers stateless across scenes. --- ## 22. Installer Pattern — Concrete Coloring Sample Mirrors the existing [CameraServiceModule.cs](Assets/Darkmatter/Code/Services/Camera/Installers/CameraServiceModule.cs) and [InputServiceModule.cs](Assets/Darkmatter/Code/Services/Inputs/Installers/InputServiceModule.cs) — a `MonoBehaviour` implementing `IServiceModule.Register`. ```csharp namespace Darkmatter.Features.Coloring.Installers; public sealed class ColoringModule : MonoBehaviour, IServiceModule { [SerializeField] private ColoringConfig _config; public void Register(IContainerBuilder builder) { builder.RegisterInstance(_config); builder.Register(Lifetime.Scoped).AsSelf(); builder.Register(Lifetime.Scoped) .As() .AsSelf(); builder.Register(Lifetime.Scoped).AsSelf(); builder.RegisterEntryPoint(); } } ``` Convention: - One `IServiceModule` per feature, named `Module` (matches `CameraServiceModule`, `InputServiceModule`, `AnalyticsServiceModule` already in the project). - `MonoBehaviour` lives on a GameObject under the scope's hierarchy; dragged into the scope's `serviceModules[]` / `sceneModules[]` inspector list. - Method name is `Register`, not `Install`. There is **no `IInstaller`** in this project — uses `IServiceModule` from [Libs.Installers](Assets/Darkmatter/Code/Libs/Installers/IServiceModule.cs). - Registers only its own types. Never touches another feature's types. - If the installer needs to wire scene-bound MonoBehaviours into DI, expose them as `[SerializeField]` fields on the installer itself and `builder.RegisterInstance(_foo)` them. See the planned `PaperRigModule` in §32.5b for an example. --- ## 23. Command Pattern — `PaintRegionCommand` ```csharp namespace Darkmatter.Features.Coloring.Commands; internal sealed class PaintRegionCommand : ICommand { private readonly ColorRegionView _view; private readonly Color _fromColor; private readonly Color _toColor; private readonly IEventBus _bus; public PaintRegionCommand(ColorRegionView view, Color from, Color to, IEventBus bus) { _view = view; _fromColor = from; _toColor = to; _bus = bus; } public void Execute() { _view.SetColor(_toColor); _bus.Publish(new ColorAppliedSignal(_view.RegionId, _toColor)); } public void Undo() { _view.SetColor(_fromColor); _bus.Publish(new ColorAppliedSignal(_view.RegionId, _fromColor)); } } ``` Usage in controller: ```csharp public void PaintRegion(ColorRegionView view) { var current = _state.CurrentColor; if (view.Color == current) return; // no-op var cmd = new PaintRegionCommand(view, view.Color, current, _bus); _undoStack.Push(cmd); // Push executes + records } ``` Same pattern applies to `SnapPieceCommand` if shape-builder steps should be undoable (optional for v1). --- ## 24. CommandStack — `Libs/CommandStack` ```csharp namespace Darkmatter.Lib.CommandStack; public sealed class BoundedUndoStack : IUndoStack { private readonly Deque _undo = new(); private readonly Stack _redo = new(); private readonly int _capacity; public BoundedUndoStack(int capacity = 20) => _capacity = capacity; public bool CanUndo => _undo.Count > 0; public bool CanRedo => _redo.Count > 0; public void Push(ICommand cmd) { cmd.Execute(); _undo.AddLast(cmd); if (_undo.Count > _capacity) _undo.RemoveFirst(); _redo.Clear(); } public void Undo() { if (!CanUndo) return; var cmd = _undo.Last; _undo.RemoveLast(); cmd.Undo(); _redo.Push(cmd); } public void Redo() { if (!CanRedo) return; var cmd = _redo.Pop(); cmd.Execute(); _undo.AddLast(cmd); } public void Clear() { _undo.Clear(); _redo.Clear(); } } ``` `Deque` keeps the oldest entry cheap to evict when the cap fires. --- ## 25. View / Presenter Pair — Color Palette ### View (MonoBehaviour, setters only) ```csharp namespace Darkmatter.Features.Coloring.UI; public sealed class ColorPaletteView : MonoBehaviour, IColorPaletteView { [SerializeField, RequireInterface(typeof(IColorButtonView))] private MonoBehaviour[] _buttonsRaw; private IColorButtonView[] _buttons; public event Action OnColorButtonClicked; private void Awake() { _buttons = _buttonsRaw.Cast().ToArray(); for (var i = 0; i < _buttons.Length; i++) { var idx = i; _buttons[i].OnClicked += () => OnColorButtonClicked?.Invoke(idx); } } public void SetColors(IReadOnlyList colors) { for (var i = 0; i < _buttons.Length; i++) _buttons[i].SetVisible(i < colors.Count); for (var i = 0; i < colors.Count; i++) _buttons[i].SetColor(colors[i]); } public void SetSelected(int index) { for (var i = 0; i < _buttons.Length; i++) _buttons[i].SetSelected(i == index); } } ``` ### Presenter (pure C#) ```csharp namespace Darkmatter.Features.Coloring.UI; public sealed class ColorPalettePresenter : IStartable, IDisposable { private readonly IColorPaletteView _view; private readonly ColoringStateRepository _state; public ColorPalettePresenter(IColorPaletteView view, ColoringStateRepository state) { _view = view; _state = state; } public void Start() { _view.SetColors(_state.Palette.Colors); _view.SetSelected(_state.SelectedIndex); _view.OnColorButtonClicked += OnClicked; _state.SelectedIndexChanged += OnIndexChanged; } private void OnClicked(int index) => _state.SelectColor(index); private void OnIndexChanged(int index) => _view.SetSelected(index); public void Dispose() { _view.OnColorButtonClicked -= OnClicked; _state.SelectedIndexChanged -= OnIndexChanged; } } ``` Same shape repeats for every feature's UI. --- ## 26. ShapeBuilder — Snap Algorithm All math is in canvas-local space — `anchoredPosition`, `sizeDelta`, `localRotation`. No world coords. ```csharp // In ShapePieceFsm.OnDragEnd (state: Dragging or Preview): public void OnDragEnd() { var pieceRT = _ui.RectTransform; var slotRT = _targetSlot.RectTransform; var d = Vector2.Distance(pieceRT.anchoredPosition, slotRT.anchoredPosition); if (d <= _cfg.SnapRadius) { SnapToSlot(); } else if (d <= _cfg.SnapRadius * 1.5f) { // Toddler grace zone — snap anyway, play happy sound SnapToSlot(); _audio.PlayOneShot(SfxId.NiceTry); } else { ReturnToTrayAnimated(); } } private void SnapToSlot() { _ui.RectTransform.SetParent(_paper.PiecesParent, worldPositionStays: false); var slot = _targetSlot.RectTransform; _ui.RectTransform.DOAnchorPos(slot.anchoredPosition, 0.25f).SetEase(Ease.OutBack); _ui.RectTransform.DOSizeDelta(slot.sizeDelta, 0.25f).SetEase(Ease.OutBack); _ui.RectTransform.DOLocalRotateQuaternion(slot.localRotation, 0.25f).SetEase(Ease.OutBack); _audio.PlayOneShot(SfxId.Snap); _bus.Publish(new PieceSnappedSignal(_ui.PieceId)); } ``` Three things to note: 1. **Reparent** the piece from `TrayPanel` (HUD canvas) to `IPaperSurface.PiecesParent` (PaperCanvas) so it'll be included in capture. `worldPositionStays: false` because we want the new `anchoredPosition` to be relative to the new parent, not the world. 2. **Three simultaneous tweens** — position, size, rotation. Use `DOAnchorPos`, `DOSizeDelta`, `DOLocalRotateQuaternion`. They start together so the piece visually snaps as one motion. 3. **`SnapRadius` is in canvas units** (from `ShapeBuilderConfig`, e.g. 80–120), not world units. Same `CanvasScaler` reference resolution across devices = same hit feel. Controller listens for `PieceSnappedSignal`, counts against expected piece count, fires `ShapeAssembledSignal` when complete. --- ## 27. Rendering Order & Sorting Canvas-only — order is sibling index inside `PaperPanel` (front-most is last in hierarchy). No URP 2D sorting layers. `PaperPanel` children (bottom → top): ``` PaperPanel ├─ BackgroundImage (paper texture) ├─ RegionsPanel (colorable region Images) ├─ SlotsPanel (slot outline Images — under pieces so snapped pieces hide them) ├─ PiecesPanel (draggable / snapped piece Images) └─ EffectsPanel (sparkle / particle UI for completion FX, optional) ``` `HUDCanvas` is a separate Canvas at a higher sorting order (or Screen Space - Overlay). It never sorts against `PaperCanvas` because they're different canvases. `CaptureCamera` renders only the `PaperUI` layer. The HUD physically cannot leak into the saved PNG because of the culling mask, regardless of sibling order. > If you ever need particles outside the canvas (e.g. confetti falling across the full screen on completion), use a separate Canvas above the HUD with its own sub-tree of UI particles. Don't add `ParticleSystem`s under PaperPanel — they don't render in UI canvases without `UIParticleSystem` or similar packages. --- ## 28. SavedArtwork JSON Schema ```json { "id": "f3a8e2d4-...", "templateId": "animals/elephant", "createdUtc": "2026-05-26T16:42:11Z", "imagePath": "Gallery/f3a8e2d4-....png", "thumbnailPath": "Gallery/f3a8e2d4-....thumb.png", "regions": [ { "regionId": "body", "color": "#FFB347" }, { "regionId": "ears", "color": "#FF6961" } ] } ``` `regions[]` lets the gallery reopen an artwork for further edits in a future version (out of scope v1, but the schema reserves the field now to avoid migration later). Paths are **relative** to `persistentDataPath`. Never store absolute paths — they change between OS updates on some platforms. --- ## 29. Boot & Error Handling > **Status: not implemented.** No `AppBoot` class exists. Today, [RootLifetimeScope.cs](Assets/Darkmatter/Code/App/LifetimeScopes/RootLifetimeScope.cs) only iterates installer MonoBehaviours and registers them — nothing runs after that. The block below is the *target* sequence when `AppBoot` is added as an `IAsyncStartable` entry point under `App/Boot/`. ``` AppBoot.StartAsync() (planned — Features/Boot/AppBoot.cs, registered via builder.RegisterEntryPoint()) ├─ try Addressables.InitializeAsync() │ fail → show "Tap to retry" splash ├─ try preload palette + UI sounds (Addressables labels) │ fail → log + continue (non-fatal) ├─ try _persistence.LoadAsync() │ fail → start with empty progression (don't crash) ├─ _scenes.LoadAsync("MainMenu") └─ done ``` Toddler-mode error UI: - One large smiling icon. - One big "tap" button. - No text, no error codes. - A small upper-right gear opens a parent-only diagnostic screen (long-press 3 s to unlock). --- ## 30. Setup Checklist (new dev, day one) 1. Open `Colorbook.sln` at the repo root. 2. Verify required Unity packages are installed (check `Packages/manifest.json`): VContainer, UniTask, Addressables, Input System, URP, **Spine-Unity runtime** (`com.esotericsoftware.spine.spine-unity`) for the main-menu mascot, DOTween (for snap/return tweens). 3. Open `Assets/Darkmatter/Scenes/Boot.unity` (currently the only scene wired). 4. Inspect the `RootLifetimeScope` GameObject — confirm its `serviceModules[]` list references the child installer MonoBehaviours (`AudioServiceModule`, `CameraServiceModule`, `InputServiceModule`, etc.). 5. Hit Play from `Boot.unity`. Other scenes (`MainMenu`, `ColorBook`, `ArtBook`) don't exist yet — they're listed in §6 / §4c as planned work. 6. When new scene scopes land, the same rule applies: never start a scene mid-flow, always enter from `Boot.unity` so the root scope exists. 7. When drawings are authored: duplicate the template folder under `Content/Gameplay/Drawings///`, edit `Template.asset` (pieces + regions), add to the appropriate Addressables group. 8. Run `Tests > EditMode` and `Tests > PlayMode` before pushing (test infra not set up yet — see §16). --- ## 31. Quick Reference — Class ↔ Layer ↔ Asmdef | Class | Layer | Asmdef | |---|---|---| | `IDrawingTemplate`, `ColorRegionDTO` | Core | `Core` | | `ShapeSO` (ScriptableObject) | Core | `Core` | | `IPaperSurface` | Core | `Core` | | `ICommand`, `IUndoStack` | Core | `Core` | | `BoundedUndoStack` | Libs | `Libs.CommandStack` | | `AddressableAssetProviderService` | Services | `Services.Assets` | | `FileGalleryService` | Services | `Services.Gallery` | | `RenderTextureCaptureService` | Services | `Services.Capture` | | `PaperSurface`, `PaperSurfaceModule` | Features | `Features.Paper` | | `ColoringController`, `PaintRegionCommand` | Features | `Features.Coloring` | | `ShapeBuilderController`, `ShapePieceView` | Features | `Features.ShapeBuilder` | | `HistoryController` | Features | `Features.History` | | `ColorBookFlowController` | Features | `Features.ColorBookFlow` | | `GalleryPresenter`, `GalleryGridView` | Features | `Features.ArtBook` | | `MenuMascotView`, `MenuMascotPresenter` | Features | `Features.MainMenu` | | `ColorBookLifetimeScope`, `AppBoot` | App | `Darkmatter.App` | If a class's natural home doesn't match its asmdef, the architecture is bent — fix the placement, don't add a reference. --- ## 32. Class Reference (Detailed) > **Status: target spec, mostly unimplemented.** Of everything below, only the following Service classes exist on disk today: `AddressableAssetProviderService`, `AudioService` / `SfxPlayer`, `CameraService`, `SceneService`, `InputReaderSO`, `FirebaseAnalyticsSystem`. Everything else (Paper, Drawing, Coloring, History, Capture, Gallery, Progression, ColorBookFlow, ArtBook, AppBoot) is the target shape for when those classes are written. Treat this section as a contract for new code, not documentation of current state. Canonical breakdown of every concrete class and interface. For each: **purpose**, **public surface** (signatures), **injected dependencies**, and **collaborators** (signals or interfaces it talks to). > Convention used below > - `// fields:` = constructor-injected dependencies > - `// pub:` = events / signals fired > - `// sub:` = events / signals consumed > - All async returns are `UniTask` unless noted. > - Folder labels follow the actual nesting pattern: `Core/Contracts/Features//`, `Core/Contracts/Services//`, `Core/Data/Dynamic/Features//`, `Features///`, `Services///`. --- ### 32.1 Core Contracts Pure interfaces and DTOs. Zero logic. #### `IDrawingTemplate` *(Core/Contracts/Features/Drawing — planned)* Immutable view of a single drawing's authored data. ```csharp public interface IDrawingTemplate { string Id { get; } // e.g. "animals/elephant" string DisplayName { get; } // user-facing Sprite DefaultThumbnail { get; } // 256×256 authored fallback for the catalog grid Sprite PaperBackground { get; } // image under all paper content IReadOnlyList Pieces { get; } // shapes spawned in tray (reusable across drawings) IReadOnlyList Regions { get; } // for Coloring } ``` Implemented by `DrawingTemplateSO` (ScriptableObject) loaded via Addressables. The per-drawing slot positions live in the drawing's authored scene/prefab as `SlotMarker` MonoBehaviours, not in the template SO. > The catalog grid shows the latest user-captured thumbnail (via `IGalleryService.GetLatestThumbnailAsync`) when available, falling back to `DefaultThumbnail` when the user hasn't completed this template yet. The template itself stays immutable. #### `IDrawingTemplateCatalog` *(Core/Contracts/Features/Drawing — planned)* Authority on which drawings exist, completion state, and "next" selection. ```csharp public interface IDrawingTemplateCatalog { UniTask InitializeAsync(); // pulls manifest from Addressables IReadOnlyList AllTemplateIds { get; } UniTask GetThumbnailAsync(string id); // cheap; for grid UniTask LoadAsync(string id); // expensive; full template void Release(string id); // Addressables ref count down string NextUnseen(string currentId); // progression hint } ``` #### `IColorPalette` *(Core/Contracts/Features/Coloring — planned)* Set of colors offered to the child. Authored as `ColorPaletteSO`. ```csharp public interface IColorPalette { string Id { get; } IReadOnlyList Colors { get; } // 6–10 entries typical } ``` #### `ICommand` & `IUndoStack` *(Core/Contracts/Features/History — planned)* Already shown in section 8. Each undoable user action is one `ICommand`; the stack is bounded. #### `IGalleryService` *(Core/Contracts/Services/Gallery — planned)* Persistent store of saved artwork PNGs. ```csharp public interface IGalleryService { UniTask SaveAsync(byte[] png, string templateId); UniTask> ListAsync(); // sorted newest first UniTask LoadFullAsync(string artworkId); // fullscreen view UniTask LoadThumbnailAsync(string artworkId); UniTask DeleteAsync(string artworkId); // Newest captured thumbnail for the given template, or null if the user has // no captures for it. Used by the catalog grid; null → caller falls back to // IDrawingTemplate.DefaultThumbnail. UniTask GetLatestThumbnailAsync(string templateId); } ``` For v1 the latest-thumbnail lookup can list-and-filter (tens of templates max). Add an in-memory `Dictionary` cache later if perf becomes a concern. #### `ICaptureService` *(Core/Contracts/Services/Capture — planned)* Snapshots the paper RT to a PNG blob. No arguments — dimensions and content come from `IPaperRig.Surface`. ```csharp public interface ICaptureService { UniTask CaptureAsync(); } ``` #### `IPaperSurface` *(Core/Contracts/Features/Paper — planned)* The paper is just RectTransform real estate. Features parent their UI children under one of the role-specific roots. ```csharp public interface IPaperSurface { RectTransform Root { get; } // PaperPanel itself RectTransform SlotsParent { get; } // child of Root — for ShapeBuilder slot outlines RectTransform PiecesParent { get; } // child of Root — for ShapeBuilder pieces (post-snap) RectTransform RegionsParent { get; } // child of Root — for Coloring region Images float DesignHalfSize { get; } // half the reference resolution side, in canvas units } ``` No render-target ownership. No coordinate conversion. The contract just hands out RectTransforms so features don't have to `Find` them. #### `IProgressionService` *(Core/Contracts/Features/Progression — planned)* Tracks which templates the child has completed and what they last opened. ```csharp public interface IProgressionService { UniTask LoadAsync(); UniTask SaveAsync(); IReadOnlyCollection CompletedTemplateIds { get; } string LastOpenedTemplateId { get; } void MarkCompleted(string templateId); void SetLastOpened(string templateId); } ``` #### `IAssetProviderService` *(Core/Contracts/Services/Assets — ✅ exists)* Addressables wrapper. Hides handle bookkeeping from features. ```csharp public interface IAssetProviderService { UniTask InitializeAsync(); UniTask LoadAsync(string address) where T : UnityEngine.Object; UniTask> LoadByLabelAsync(string label) where T : UnityEngine.Object; void Release(string address); void ReleaseAll(); } ``` #### `IEventBus` *(Libs/Observer — ✅ exists; note the folder is `Observer`, not `EventBus`)* ```csharp public interface IEventBus { void Publish(T signal) where T : struct; IDisposable Subscribe(Action handler) where T : struct; } ``` Signals are structs to avoid GC. Disposable subscription so presenters can unsubscribe in `Dispose()`. --- ### 32.2 Services Layer Concrete infrastructure. One implementation each. All singletons in `RootLifetimeScope`, registered via per-service `MonoBehaviour, IServiceModule` installers. #### `AddressableAssetProviderService` *(Services/Assets — ✅ exists)* Implements `IAssetProviderService`. - **Responsibility:** Wrap `Addressables.LoadAssetAsync` and ref-count handles by address. - **State:** `Dictionary` keyed by address. - **Notes:** `Release(address)` decrements; `ReleaseAll()` for scene teardown. Initialization must complete before any other service may load. #### `FileGalleryService` *(Services/Gallery — planned)* Implements `IGalleryService`. ```csharp // fields: // IPathProvider _paths (wraps Application.persistentDataPath for tests) // IThumbnailGenerator _thumb (downscale + encode) // IEventBus _bus // pub: ArtworkSavedSignal, ArtworkDeletedSignal ``` - **Save flow:** write `{guid}.png.tmp` → fsync → rename; generate thumbnail on a worker; write sidecar JSON last (so partial saves are detectable by absence of JSON). - **List flow:** enumerate `*.json` in `Gallery/`, deserialize, sort by `CreatedUtc desc`. - **Delete flow:** delete png + thumb + json; missing files ignored (idempotent). #### `RenderTextureCaptureService` *(Services/Capture — planned)* Implements `ICaptureService`. Drives the scene's disabled `CaptureCamera` once per capture. ```csharp // fields: // Camera _captureCam (scene-bound, registered via CaptureServiceModule) // int _surfaceSize = 2048 // IPathProvider _paths (only if you want to expose paths — usually not needed here) ``` - **Steps:** `RenderTexture.GetTemporary(size, size, 0, ARGB32)` → set `_captureCam.targetTexture = rt` → `_captureCam.Render()` → `ReadPixels` into a `Texture2D` → null out the target texture → `RenderTexture.ReleaseTemporary(rt)` → `EncodeToPNG` → return bytes. - **Threading:** PNG encode happens on `UniTask.RunOnThreadPool` to avoid hitching the main thread on tablets. - **Camera setup:** `_captureCam` has `cullingMask = PaperUI`, `clearFlags = SolidColor` (white or paper color), `orthographicSize` and `aspect` cloned from `UICamera` once at scene start. Stays disabled — `Render()` is the only call site. - **Sizing:** default 2048², overridable. Capped at device max texture size. #### `JsonPersistenceService` *(Services/Persistence — planned; today `Libs/PlayerPrefs` covers small-key state)* Implements `IPersistenceService` (small JSON blob; not the gallery). ```csharp public interface IPersistenceService { UniTask LoadAsync(string key) where T : class, new(); UniTask SaveAsync(string key, T value); } ``` - **Path:** `Application.persistentDataPath/save.json`. - **Format:** single JSON object keyed by `key` so multiple services can share one file. - **Atomicity:** write to `save.json.tmp` → rename. #### `SceneService` *(Services/Scenes — ✅ exists)* Implements `ISceneService`. Wraps `SceneManager.LoadSceneAsync` with `UniTask` plus a fade-curtain. ```csharp public interface ISceneService { UniTask LoadAsync(string sceneName, LoadSceneMode mode = LoadSceneMode.Single); UniTask UnloadAsync(string sceneName); } ``` #### `AudioService` *(Services/Audio — ✅ exists; see also `SfxPlayer`)* Implements `IAudioService`. Plays SFX clips loaded by address, mixes via Unity AudioMixer groups. ```csharp public interface IAudioService { UniTask PreloadAsync(string label); // e.g. "sfx,ui" void PlayOneShot(string clipId, float volume = 1f); void SetCategoryVolume(AudioCategory cat, float v01); } ``` Holds an internal `Dictionary` populated at preload. #### `InputReaderSO` *(Services/Inputs/Readers — ✅ exists)* ScriptableObject wrapping the new Input System; exposes events. ```csharp public interface IInputReader { event Action PointerDown; // world pos event Action PointerDrag; event Action PointerUp; } ``` - **Why an SO:** assignable in inspector and survives scene loads, but still resolvable via DI (`builder.RegisterInstance(_inputReader).As()`). --- ### 32.3 Libs Generic, project-agnostic utilities. #### `BoundedUndoStack` *(Libs/CommandStack — planned)* Implements `IUndoStack`. Source already in section 24. - **Capacity:** default 20. - **Invariant:** `_redo` cleared on any new `Push`. - **Edge cases:** `Undo`/`Redo` on empty stack is a no-op (never throws). #### `EventBus` *(Libs/Observer — ✅ exists)* Implements `IEventBus` with a `Dictionary` of `Action` per signal type. - **Subscribe** returns an `IDisposable` that removes the handler on `Dispose`. - **Publish** snapshots the invocation list before iterating (so handlers may safely unsubscribe during dispatch). #### `StateMachine` / `IState` / `State` *(Libs/FSM — ✅ exists)* Generic state machine. Current shape on disk uses `IState` / `State` / `StateMachine` (see [Libs/FSM/](Assets/Darkmatter/Code/Libs/FSM/)). `ColorBookFlowController` (planned) will use this. The generic sketch below is the target shape if you decide to make it strongly-typed via an enum — verify against actual API before consuming. ```csharp public sealed class Fsm where TState : struct, Enum { public TState Current { get; } public event Action Transitioned; public void Bind(TState state, IFsmState handler); public void Go(TState next); // calls Exit on old, Enter on new } public interface IFsmState { void Enter(); void Exit(); } ``` --- ### 32.3b Feature — `MainMenu` *(planned)* Lives in `MainMenu.unity`. Hosts the **Play** / **Art Book** entry buttons plus the **Spine character mascot**. #### `IMenuMascotView` *(UI contract)* Setter-only view interface. Hides Spine-Unity's API behind a tiny surface. ```csharp public interface IMenuMascotView { event Action AnimationComplete; // fires when a non-looping anim ends void Play(string animName, bool loop); void SetSkin(string skinName); // optional — character variants } ``` #### `MenuMascotView : MonoBehaviour, IMenuMascotView` *(UI)* Concrete view. Wraps a `SkeletonGraphic` component (Spine-Unity's Canvas-compatible renderer). ```csharp public sealed class MenuMascotView : MonoBehaviour, IMenuMascotView { [SerializeField] private SkeletonGraphic _skeleton; // Spine UI component public event Action AnimationComplete; public void Play(string animName, bool loop) { var track = _skeleton.AnimationState.SetAnimation(0, animName, loop); track.Complete += _ => AnimationComplete?.Invoke(animName); } public void SetSkin(string skinName) { _skeleton.Skeleton.SetSkin(skinName); _skeleton.Skeleton.SetSlotsToSetupPose(); _skeleton.AnimationState.Apply(_skeleton.Skeleton); } } ``` - `SkeletonGraphic` lives on a child of `MainMenuCanvas`. It's a `Graphic`, so it interacts with `CanvasRenderer` just like an `Image`. - The Spine asset (`SkeletonDataAsset`) is loaded via Addressables, assigned at scene setup, and released on scene exit. #### `MenuMascotPresenter` *(UI)* — `IStartable, IDisposable` Pure C#. Subscribes to button events + idle timer, drives the view. ```csharp // fields: IMenuMascotView _view, MainMenuModel _model, IInputReader _input public sealed class MenuMascotPresenter : IStartable, IDisposable { public void Start() { _view.Play("idle", loop: true); _model.PlayButtonHovered += () => _view.Play("hover_play", loop: false); _model.ArtBookButtonHovered += () => _view.Play("hover_artbook", loop: false); _view.AnimationComplete += OnAnimationComplete; } private void OnAnimationComplete(string anim) { if (anim != "idle") _view.Play("idle", loop: true); // always return to idle } } ``` - Mascot reactions are pure presenter logic — the view never decides what to play. - If you want randomized idle variants, add an idle timer in the model + a list of clip names. #### `MainMenuModel` *(Repository)* Holds menu state — current selected skin, fires hover/click events from button presenters. #### `MainMenuModule : MonoBehaviour, IServiceModule` *(Installers)* Registers the view (`RegisterInstance(_view)`), the presenter as a startable entry point, and the model. > **Package dependency:** [Spine-Unity runtime](http://esotericsoftware.com/spine-unity) (`com.esotericsoftware.spine.spine-unity`). Add to `Packages/manifest.json`. The `SkeletonGraphic` component lives in `Spine.Unity` namespace. --- ### 32.4 Feature — `DrawingCatalog` *(planned)* #### `DrawingCatalogController` *(Systems)* Headless logic. Owns the list of template IDs visible in the grid. ```csharp // fields: IDrawingTemplateCatalog _catalog, IEventBus _bus public sealed class DrawingCatalogController : IAsyncStartable { public IReadOnlyList VisibleIds { get; } public event Action ListChanged; public UniTask StartAsync(CancellationToken ct); // pulls catalog, refreshes list public void OnTemplateSelected(string id); // bus.Publish(new DrawingSelectedSignal(id)) } // pub: DrawingSelectedSignal ``` #### `DrawingCatalogPresenter` *(UI)* Bridges controller ↔ view. ```csharp // fields: IDrawingCatalogView _view, DrawingCatalogController _ctrl, IDrawingTemplateCatalog _catalog public sealed class DrawingCatalogPresenter : IStartable, IDisposable { public void Start(); // wires view.OnItemClicked → _ctrl.OnTemplateSelected public void Dispose(); } ``` - **Thumbnail load:** `_catalog.GetThumbnailAsync(id)` per visible cell, with placeholder while loading. #### `DrawingCatalogView : MonoBehaviour` *(UI)* Implements `IDrawingCatalogView`. Pure setters + click event. ```csharp public interface IDrawingCatalogView { event Action OnItemClicked; void SetItems(IReadOnlyList items); // vm = id + Sprite thumbnail } ``` --- ### 32.5 Feature — `ShapeBuilder` *(planned)* #### `ShapeBuilderController` *(Systems)* Spawns shape pieces for the selected template, tracks snap progress, fires `ShapeAssembledSignal` when complete. ```csharp // fields: IDrawingTemplateCatalog _catalog, ShapePieceFactory _factory, // IPaperSurface _paper, TrayPanel _tray, IEventBus _bus, ShapeBuilderConfig _cfg public sealed class ShapeBuilderController : IDisposable { public IReadOnlyList Active { get; } public UniTask BuildAsync(string templateId); // load template, spawn pieces in tray public void Reset(); // clear, unsubscribe } // sub: DrawingSelectedSignal // pub: ShapeAssembledSignal ``` - **Internal:** counts `PieceSnappedSignal` against expected piece count. - **Slot discovery:** after a drawing's per-drawing prefab is instantiated under `IPaperSurface.Root`, the controller queries `GetComponentsInChildren()` to discover all slots in the loaded drawing. Each slot's `_shape` field tells which `ShapeSO` it expects; matching pieces are spawned in the tray. #### `ShapePieceUI : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDragHandler` *(UI)* The UI Image that the toddler drags. One prefab; the assigned `ShapeSO` determines visual identity and snap params. ```csharp public sealed class ShapePieceUI : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDragHandler { [SerializeField] private ShapeSO _shape; // set by controller at spawn (or in inspector for testing) [SerializeField] private Image _image; public string PieceId => _shape != null ? _shape.Id : null; public ShapeSO Shape => _shape; public RectTransform RectTransform => (RectTransform)transform; public bool IsLocked { get; private set; } public event Action Snapped; // Controller calls this at spawn time public void Assign(ShapeSO shape) { _shape = shape; ApplyShape(); } private void OnValidate() => ApplyShape(); // editor inspector edits private void Awake() => ApplyShape(); // runtime safety private void ApplyShape() { if (_shape == null || _image == null) return; _image.sprite = _shape.Sprite; RectTransform.sizeDelta = _shape.DefaultSizeDelta; } } ``` - Handlers forward to `ShapePieceFsm` (`OnDragBegin / OnDrag(localPos) / OnDragEnd`). - `OnDrag` converts `PointerEventData.position` to canvas-local via `RectTransformUtility.ScreenPointToLocalPointInRectangle` against the piece's parent rect. - No collider, no Physics2D anywhere. - **Identity follows the SO** — change `_shape` in inspector and the visual + ID update on the next `OnValidate`. At runtime, `Assign(...)` is the only mutation path. #### `ShapePieceFsm` *(Systems)* Per-piece state machine using `Libs.FSM`. States: `InTray → Dragging → Preview → (Snapped | Returning)`. ```csharp // fields: ShapePieceUI _ui, SlotMarker _targetSlot, ShapeBuilderConfig _cfg, // IAudioService _audio, IEventBus _bus public sealed class ShapePieceFsm { public void OnDragBegin(); public void OnDrag(Vector2 canvasLocalPos); public void OnDragEnd(); public bool IsLocked { get; } } ``` - **Preview-state update**: reactive lerp of `anchoredPosition / sizeDelta / localRotation` toward `_targetSlot`'s pose, driven by `1 - dist/PreviewRadius`. No DOTween while previewing — it's per-frame. - **Snapped enter**: DOTween ease-out to exact slot pose (~0.2s), disable drag, fire `PieceSnappedSignal`. - **Returning enter**: DOTween back to tray slot (`anchoredPosition` from `TrayLayout`). #### `SlotMarker : MonoBehaviour` *(UI)* The outline `Image` on `IPaperSurface.SlotsParent` showing where a piece should snap. Authored per drawing — designer places one in the scene at each slot location, with its `RectTransform` set to the target pose and `_shape` field assigned to the matching `ShapeSO`. ```csharp public sealed class SlotMarker : MonoBehaviour { [SerializeField] private ShapeSO _shape; // which shape fits here [SerializeField] private Image _outline; // optional faint outline UI public ShapeSO Shape => _shape; public string SlotId => _shape != null ? _shape.Id : null; public RectTransform RectTransform => (RectTransform)transform; } ``` - **Pose lives on this MB's `RectTransform`** — `anchoredPosition`, `sizeDelta`, `localRotation` directly. No pose data on the SO. - **Matching:** `ShapePieceFsm` compares `_piece.Shape == _slot.Shape` (Unity Object reference equality). No string lookups. #### `TrayPanel : MonoBehaviour` *(UI)* HUD-side panel (on `HUDCanvas`) where pieces start out. Has a `HorizontalLayoutGroup` + `ContentSizeFitter`. Provides spawn anchors via `RectTransform Slot(int index)` for the controller. #### `ShapePieceFactory` *(Systems)* Pool of `ShapePieceUI` GameObjects (one prefab) + their associated FSMs. Reused across template loads. ```csharp public sealed class ShapePieceFactory { // Instantiates the single piece prefab under `parent`, calls Assign(shape) on it, // and wires up its FSM with the matching SlotMarker. public ShapePieceUI Spawn(ShapeSO shape, SlotMarker targetSlot, RectTransform parent); public void Despawn(ShapePieceUI piece); } ``` - One prefab in `Content/Gameplay/Prefabs/ShapePiece.prefab` is instantiated repeatedly. Visual identity comes from the `ShapeSO` passed to `Assign`. #### `ShapeBuilderInputBinder` *(Systems)* With UI handlers on the piece itself, an explicit input binder isn't strictly needed — drag events route via the EventSystem. Keep this class only if you need to listen for "any tap outside any piece" (e.g. to dismiss a preview). Otherwise skip. --- ### 32.5b Feature — `Paper` *(planned)* A tiny feature. Just exposes the paper RectTransforms via DI so consumers don't `Find` them. #### `PaperSurface : MonoBehaviour, IPaperSurface` *(Surface)* Scene-bound component placed on the `PaperPanel` GameObject in `ColorBook.unity`. ```csharp // inspector fields: // RectTransform _slotsParent // RectTransform _piecesParent // RectTransform _regionsParent // float _designHalfSize = 1024f // half of 2048 reference resolution public sealed class PaperSurface : MonoBehaviour, IPaperSurface { public RectTransform Root => (RectTransform)transform; public RectTransform SlotsParent => _slotsParent; public RectTransform PiecesParent => _piecesParent; public RectTransform RegionsParent => _regionsParent; public float DesignHalfSize => _designHalfSize; } ``` - No `Awake` / `OnDestroy` logic. The component is a pure pass-through to the RectTransforms. - All four child rects share the same anchors and size as `Root` (anchored center, stretched to fill). #### `PaperSurfaceModule : MonoBehaviour, IServiceModule` *(Installers)* Scene-scoped installer. Dragged into `ColorBookLifetimeScope.sceneModules[]`. ```csharp // inspector fields: // PaperSurface _surface public void Register(IContainerBuilder builder) { builder.RegisterInstance(_surface); } ``` Registers as `Instance` because `PaperSurface` is a MonoBehaviour already in the scene. Lifetime tied to the scene. --- ### 32.6 Feature — `Coloring` *(planned)* #### `ColoringStateRepository` *(Repository)* In-memory model. Owns "currently selected color" and the palette in use. ```csharp public sealed class ColoringStateRepository { public IColorPalette Palette { get; private set; } public int SelectedIndex { get; private set; } public Color CurrentColor => Palette.Colors[SelectedIndex]; public event Action SelectedIndexChanged; public void SetPalette(IColorPalette palette); // resets SelectedIndex to 0 public void SelectColor(int index); } ``` - **Why a repository:** presenter and controller both need to read/write current color; an event-emitting POCO is simpler than wiring two signals. #### `ColoringController` *(Systems)* — implements `IColoringController` Builds and pushes `PaintRegionCommand` instances; spawns `ColorRegionView` per region. ```csharp // fields: IUndoStack _undo, ColoringStateRepository _state, ColorRegionFactory _factory, // IPaperSurface _paper, IEventBus _bus public interface IColoringController { UniTask SpawnRegionsAsync(IDrawingTemplate template); void PaintRegion(ColorRegionView view); // builds command, pushes to undo stack void Clear(); } // sub: ShapeAssembledSignal (via flow controller, not direct) // pub: ColorAppliedSignal (via PaintRegionCommand) ``` Spawns each region as a UI `Image` under `_paper.RegionsParent`. No `Physics2D`. #### `ColorRegionView : MonoBehaviour, IPointerClickHandler` *(UI)* UI Image with alpha-based hit detection. Tap routes through Unity's EventSystem directly to `OnPointerClick`. ```csharp public sealed class ColorRegionView : MonoBehaviour, IPointerClickHandler { public string RegionId { get; } public Color Color => _image.color; public void Initialize(ColorRegionDTO dto, IColoringController controller); public void SetColor(Color c); // setter only; no logic public void OnPointerClick(PointerEventData e) => _controller.PaintRegion(this); } ``` - **Required sprite setup:** sprite import inspector → **Read/Write Enabled = on**, **Generate Physics Shape = off** (not needed). `Image.alphaHitTestMinimumThreshold = 0.5f` on Initialize so taps on transparent pixels pass through to the next region below. - **Sibling order matters** for stacked regions — top sibling gets first crack at the click; with alpha hit-test, transparent areas defer correctly. No `ColoringInputBinder` class needed. Unity's EventSystem fires `OnPointerClick` on the topmost UI element under the pointer that consumes it — exactly what we want. #### `PaintRegionCommand` *(Commands)* Source in section 23. Holds `view`, `fromColor`, `toColor`, `bus`. Symmetrical execute/undo. #### `ColorPaletteView`, `ColorPalettePresenter` *(UI)* Sources in section 25. Presenter binds `ColoringStateRepository.SelectedIndexChanged` ↔ `IColorPaletteView`. #### `ColorRegionFactory` *(Systems)* Mirror of `ShapePieceFactory` for regions. Pool-friendly. --- ### 32.7 Feature — `History` *(planned)* #### `HistoryController` *(Systems)* — `IStartable, IDisposable` Owns the per-session `IUndoStack` (registered scoped, so a new ColorBook scene = new stack). ```csharp // fields: IUndoStack _stack, IEventBus _bus public sealed class HistoryController : IStartable, IDisposable { public bool CanUndo => _stack.CanUndo; public bool CanRedo => _stack.CanRedo; public event Action StateChanged; public void Undo(); // _stack.Undo() + StateChanged public void Redo(); // sub: DrawingSelectedSignal → _stack.Clear() } ``` #### `HistoryButtonsView : MonoBehaviour` *(UI)* Two big arrow buttons. Setters only. ```csharp public interface IHistoryButtonsView { event Action UndoClicked; event Action RedoClicked; void SetUndoEnabled(bool enabled); void SetRedoEnabled(bool enabled); } ``` #### `HistoryPresenter` *(UI)* Wires controller `StateChanged` ↔ view enable/disable; view click events → controller. --- ### 32.8 Feature — `Capture` *(planned)* #### `CaptureController` *(Systems)* The orchestrator behind the "Capture" button. Stateless other than guarding against concurrent captures. ```csharp // fields: ICaptureService _capture, IGalleryService _gallery, IEventBus _bus public sealed class CaptureController { public bool IsCapturing { get; } public UniTask CaptureCurrentAsync(string templateId); } // pub: ArtworkCapturedSignal (mid-flow), ArtworkSavedSignal (post-save) ``` - **Flow:** `_capture.CaptureAsync()` → `_gallery.SaveAsync(bytes, templateId)` → publish signals. - **Concurrency:** sets `IsCapturing = true` on entry; UI binds button enabled to `!IsCapturing` to prevent double-tap. - **No camera or sprite args** — the implementation owns a reference to the disabled `CaptureCamera` and drives the one-shot render internally. #### `CaptureButtonPresenter` *(UI)* Wires button click → `CaptureController.CaptureCurrentAsync`. Disables button while in progress. Shows toast on `ArtworkSavedSignal`. --- ### 32.9 Feature — `Progression` *(planned)* #### `ProgressionService` *(Systems)* — implements `IProgressionService` The only place that knows what "completed" means. - **Persistence:** delegates to `IPersistenceService` under key `"progression"`. - **Load order:** `AppBoot` calls `LoadAsync()` early. - **Save trigger:** after `MarkCompleted`, debounced 500 ms to coalesce a burst of "Next" presses. #### `ProgressionRepository` *(Repository)* Pure in-memory holder used by the service. Separated so tests can inspect state without going through file IO. --- ### 32.10 Feature — `ColorBookFlow` *(planned)* #### `ColorBookFlowController` *(Systems)* — `IStartable, IDisposable` **The only orchestrator inside the ColorBook scene.** Drives the panel FSM: `Catalog → Building → Coloring → Done`. ```csharp // fields: // IEventBus _bus // IDrawingTemplateCatalog _catalog // ShapeBuilderController _builder // IColoringController _coloring // CaptureController _capture // IProgressionService _progression // ColorBookSceneRefs _refs (panel roots to enable/disable) // Fsm _fsm ``` - **State table:** | State | On enter | Triggers exit | |------------|-----------------------------------------------|--------------------------------| | `Catalog` | Show catalog panel | `DrawingSelectedSignal` | | `Building` | `_builder.BuildAsync(id)` | `ShapeAssembledSignal` | | `Coloring` | `_coloring.SpawnRegionsAsync(template)` | "Next" or "Capture" pressed | | `Done` | Run autosave capture, mark completed, `Go(Catalog)` for next | always advances | - **"Next" sequence:** `_capture.CaptureCurrentAsync` → `_progression.MarkCompleted` → `_catalog.Release(current)` → `_catalog.LoadAsync(_catalog.NextUnseen(current))` → re-enter `Building`. --- ### 32.11 Feature — `ArtBook` *(planned)* #### `GalleryPresenter` *(UI)* — `IAsyncStartable, IDisposable` Lists artworks, opens fullscreen view, deletes, shares. ```csharp // fields: IGalleryService _gallery, IGalleryView _view, IExternalShareService _share, IEventBus _bus ``` - **Start:** `_gallery.ListAsync()` → `_view.SetItems(...)`. - **Subscribes** to `ArtworkSavedSignal` to live-refresh if the user pops back in. #### `IGalleryView` *(UI)* ```csharp public interface IGalleryView { event Action OnArtworkTapped; event Action OnDeleteRequested; event Action OnShareRequested; void SetItems(IReadOnlyList items); void ShowFullscreen(Texture2D full); void HideFullscreen(); } ``` #### `IExternalShareService` *(Core)* Platform plugin shim (iOS Photos / Android MediaStore). ```csharp public interface IExternalShareService { UniTask SaveToCameraRollAsync(byte[] png); UniTask ShareAsync(byte[] png, string subject); } ``` --- ### 32.12 App Layer #### `AppBoot` *(App/Boot — planned; folder doesn't exist yet)* — `IAsyncStartable` Single entry point. Steps in section 29. ```csharp // fields: IAssetProviderService _assets, IPersistenceService _persist, IProgressionService _progress, // IAudioService _audio, ISceneService _scenes, BootConfig _cfg public sealed class AppBoot : IAsyncStartable { public UniTask StartAsync(CancellationToken ct); } ``` #### LifetimeScopes - `RootLifetimeScope` — ✅ exists ([source](Assets/Darkmatter/Code/App/LifetimeScopes/RootLifetimeScope.cs)). Iterates a serialized `MonoBehaviour[] serviceModules` and calls `Register` on each `IServiceModule`. Persists for app lifetime. - `MainMenuLifetimeScope` — planned. Same pattern as Root (serialized installer list, no hardcoded registrations). - `ColorBookLifetimeScope` — planned. Same pattern; installer list includes `PaperRigModule`, feature installers, and the flow controller installer. - `ArtBookLifetimeScope` — planned. All scope classes are thin: a serialized installer-MonoBehaviour list (+ optional scene refs as separate fields) and a `Configure(IContainerBuilder)` that iterates and calls `Register`. --- ### 32.13 Cross-cutting types #### `ColorBookSceneRefs : MonoBehaviour` *(App — planned, optional)* Aggregates HUD-side scene-bound Unity references that don't fit any single feature. Examples: `Camera captureCamera`, `RectTransform hudRoot`, `ColorPaletteView paletteView`, `HistoryButtonsView historyView`, `TrayPanel trayPanel`. Registered in `ColorBookLifetimeScope` via `builder.RegisterInstance(_sceneRefs)` so features don't `Find` things. > Paper-side refs are subsumed by `IPaperSurface` (which exposes the four canvas RectTransform roots). `CaptureCamera` could either live here or be exposed via its own dedicated `ICaptureCameraSource` contract — for v1, putting it on `ColorBookSceneRefs` is fine. #### `IServiceModule` *(Libs/Installers — ✅ exists)* ```csharp public interface IServiceModule { void Register(IContainerBuilder builder); } ``` Implemented as `MonoBehaviour` per feature/service so scopes can drag them in the inspector ([CameraServiceModule.cs](Assets/Darkmatter/Code/Services/Camera/Installers/CameraServiceModule.cs) shows the pattern). The method is `Register`, not `Install` — there is no `IInstaller` in this project. --- ### 32.14 Class summary table | Class | Layer | Role | Key dependencies | |---|---|---|---| | `AppBoot` | App | Startup sequencer | assets, persist, progression, scenes | | `RootLifetimeScope` | App | Root DI | configs | | `ColorBookLifetimeScope` | App | Scene DI | scene refs, installers | | `DrawingCatalogController` | Feature | Grid logic | catalog, bus | | `DrawingCatalogPresenter` | Feature | UI bridge | view, controller, catalog | | `ShapeBuilderController` | Feature | Piece spawn + snap tracking | catalog, factory, paper, tray, bus, cfg | | `ShapeSO` | Core asset | Authored shape (sprite + snap params) | — | | `ShapePieceUI` | Feature | Draggable UI piece prefab; holds `[SerializeField] ShapeSO _shape` | fsm | | `ShapePieceFsm` | Feature | Per-piece state machine | ui, slot, cfg, audio, bus | | `SlotMarker` | Feature | Slot outline UI Image at target pose | — | | `TrayPanel` | Feature | HUD-side tray with LayoutGroup | — | | `ColoringStateRepository` | Feature | Current color model | — | | `ColoringController` | Feature | Region spawn + paint cmd | undo, state, factory, paper, bus | | `ColorRegionView` | Feature | Region UI Image + IPointerClickHandler | controller | | `PaintRegionCommand` | Feature | Undoable paint (sets Image.color) | view, bus | | `PaperSurface` | Feature | IPaperSurface (Root + child rects) | — | | `PaperSurfaceModule` | Feature | DI registration | surface | | `HistoryController` | Feature | Undo/redo facade | undo stack, bus | | `CaptureController` | Feature | Capture+save orchestration | capture svc, gallery, bus | | `ColorBookFlowController` | Feature | Scene FSM | bus, catalog, builder, coloring, capture, progression | | `GalleryPresenter` | Feature | Art book listing | gallery, share, view, bus | | `MenuMascotView` | Feature | Spine mascot UI (SkeletonGraphic wrapper) | — | | `MenuMascotPresenter` | Feature | Drives mascot animations from model events | view, model | | `BoundedUndoStack` | Lib | Capped undo store | — | | `EventBus` | Lib | Pub/sub | — | | `Fsm` | Lib | Generic FSM | — | | `AddressableAssetProviderService` | Service | Addressables wrapper | — | | `FileGalleryService` | Service | Gallery file IO | paths, thumb gen, bus | | `RenderTextureCaptureService` | Service | PNG render from rig.Surface | paper rig | | `JsonPersistenceService` | Service | Settings/progression IO | — | | `SceneService` | Service | Async scene loads | — | | `AudioService` | Service | SFX playback | assets | | `ProgressionService` | Service | Completion tracking | persistence | If you add a class not in this table, add it here in the same PR. This table is the cheap mental-model index — keep it honest. > Today only these rows are real on disk: `RootLifetimeScope` (App), `AddressableAssetProviderService` (Service), `AudioService` (Service), `CameraService` (Service), `SceneService` (Service), `InputReaderSO` (Service), plus the Firebase analytics class, plus the `Libs.*` entries (`EventBus`, `StateMachine`, `IServiceModule`, PlayerPrefs lib, UI toggles). Everything else is the target.