68 KiB
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 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
ICommandso 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
IEventBussignals or Core contracts. - Core may not contain logic. Interfaces, enums, DTOs, signal records only.
- Core may reference
UniTaskfor async contract signatures. Nothing else.
4. Folder Structure
Assets/Darkmatter/Code/
├── App/
│ ├── Boot/
│ │ └── AppBoot.cs
│ └── LifetimeScopes/
│ ├── RootLifetimeScope.cs
│ ├── MainMenuLifetimeScope.cs
│ ├── ColorBookLifetimeScope.cs
│ └── ArtBookLifetimeScope.cs
│
├── Core/
│ ├── Drawing/
│ │ ├── IDrawingTemplate.cs
│ │ ├── IDrawingTemplateCatalog.cs
│ │ ├── ShapePieceDTO.cs
│ │ └── ColorRegionDTO.cs
│ ├── Coloring/
│ │ ├── IColorPalette.cs
│ │ └── PaintCommandDTO.cs
│ ├── Paper/ (shared art rig — RT-as-paper)
│ │ ├── IPaperRig.cs
│ │ └── IArtInputBridge.cs
│ ├── History/
│ │ ├── ICommand.cs
│ │ └── IUndoStack.cs
│ ├── Gallery/
│ │ ├── IGalleryService.cs
│ │ └── SavedArtworkDTO.cs
│ ├── Capture/
│ │ └── ICaptureService.cs
│ ├── Progression/
│ │ └── IProgressionService.cs
│ └── Signals/
│ ├── DrawingSelectedSignal.cs
│ ├── ShapeAssembledSignal.cs
│ ├── ColorAppliedSignal.cs
│ ├── ArtworkCapturedSignal.cs
│ └── ArtworkSavedSignal.cs
│
├── Libs/
│ ├── CommandStack/ (generic bounded undo/redo)
│ ├── EventBus/ (shared with bus game if monorepo)
│ └── FSM/ (optional, for ColorBookFlow)
│
├── Services/
│ ├── Audio/
│ ├── Inputs/
│ ├── Assets/ (Addressables wrapper — IAssetProviderService)
│ ├── Scenes/
│ ├── Persistence/ (JSON / PlayerPrefs for non-image state)
│ ├── Gallery/ (file IO — PNG + sidecar JSON)
│ └── Capture/ (RenderTexture → PNG, paper bg compositing)
│
└── Features/
├── MainMenu/
├── DrawingCatalog/
├── Paper/ (RT paper rig — ArtCamera + RenderTexture + input bridge)
├── ShapeBuilder/
├── Coloring/
├── History/
├── Capture/
├── Progression/
├── ColorBookFlow/ (orchestrates panel swap, next, capture chain)
└── ArtBook/
Per-feature folder layout
Every feature follows the same internal shape:
Features/[Name]/
├── Installers/ IInstaller — VContainer registrations
├── Systems/ Controllers, services (pure C#)
├── Repository/ In-memory state holders
├── Commands/ ICommand implementations (if feature mutates undoable state)
├── UI/
│ ├── *Presenter.cs Pure C#, listens to model, drives view
│ └── *View.cs MonoBehaviour, setters only
├── Views/ World-space MonoBehaviours (sprites, colliders)
└── Docs/ Feature-specific markdown
Asset folder parallel
Assets/Darkmatter/Contents/
├── Drawings/
│ ├── Animals/<id>/
│ │ ├── Template.asset (DrawingTemplateSO)
│ │ ├── Pieces/*.png
│ │ ├── Regions/*.png
│ │ └── PaperBackground.png
│ └── Vehicles/...
├── Palettes/*.asset (ColorPaletteSO)
├── Audio/
│ ├── UI/ (tap, swipe, button)
│ └── Coloring/ (fill, complete, sparkle)
└── UI/ (HUD prefabs, fonts, icons)
5. Namespaces
Darkmatter.[Layer].[Module]
Darkmatter.Features.ColoringDarkmatter.Features.ShapeBuilderDarkmatter.Services.GalleryDarkmatter.Services.CaptureDarkmatter.Core.DrawingDarkmatter.Lib.CommandStack
Each maps 1:1 to a .asmdef.
6. Scenes & Lifetime Scopes
| Scene | Scope | Contents |
|---|---|---|
Boot.unity |
RootLifetimeScope |
All Services + IEventBus. Persists forever. |
MainMenu.unity |
MainMenuLifetimeScope |
Menu presenter, art book entry. |
ColorBook.unity |
ColorBookLifetimeScope |
DrawingCatalog, ShapeBuilder, Coloring, History, Capture, ColorBookFlow. |
ArtBook.unity |
ArtBookLifetimeScope |
Gallery presenter, viewer, share. |
Scopes nest: Root → (MainMenu | ColorBook | ArtBook). Services resolved from the root parent. Scene scopes only register their own features.
Boot chain
AppBoot runs once, in order:
- Initialize
IAssetProviderService(Addressables init). - Preload essential bundles (palettes, UI sounds).
- Load
IProgressionServicefrom disk. - Load
MainMenuscene.
Failures show a child-friendly retry screen; never crash.
7. Rendering Strategy
RT-as-paper. ArtCamera renders the drawing world to an offscreen RenderTexture. A Canvas RawImage displays that RT. HUD lives on the same Canvas, above the RawImage. The RT is the paper — same fixed coordinate system on every device.
┌──────────────────────────────────────────────────────┐
│ UICanvas (Screen-Space - Camera, UICamera) │
│ │
│ ┌────────────────────────────────────┐ │
│ │ RawImage (AspectRatioFitter 1:1) │ [HUD] │
│ │ └─ texture = PaperRig.Surface │ palette │
│ │ │ undo etc │
│ │ ArtCamera renders → here │ │
│ └────────────────────────────────────┘ │
│ │
└──────────────────────────────────────────────────────┘
▲
│ rendered offscreen
│
ArtCamera (orthographicSize fixed, aspect = 1f)
culling mask: Artwork, PaperBackground, Effects
target texture: PaperRig.Surface (2048×2048 ARGB32)
Cameras
| Camera | Type | Culling Mask | Render Target | Purpose |
|---|---|---|---|---|
ArtCamera |
Orthographic, fixed ortho size, aspect = 1 | Artwork, PaperBackground, Effects |
PaperRig.Surface (offscreen RT) |
Renders the drawing world. Never sees the screen. |
UICamera |
Camera (Screen-Space – Camera) | UI |
Screen | Displays the paper RawImage + HUD. |
Layers
| Layer | Used by |
|---|---|
Artwork |
Drawing region sprites, shape pieces, paper bg, all in ArtCamera world |
Effects |
Particle bursts, sparkles — also in ArtCamera world (so they're captured into the PNG) |
UI |
All Canvas elements (RawImage paper + HUD) |
Why RT-as-paper
| Need | Choice | Why |
|---|---|---|
| Per-region tap-to-fill | Sprites + PolygonCollider2D in ArtCamera world; tapped via IArtInputBridge |
Coordinate system is fixed (RT space). One Physics2D.OverlapPoint call after screen→art-world conversion. |
| Drag/drop shape pieces | Sprites + Physics2D in art world | Same fixed bounds on every device — no per-aspect tray layout. |
| Capture to PNG | RT → Texture2D → PNG |
The RT is the saved image. No camera state override, no compositing pass, no determinism worries. |
| Multi-resolution support | AspectRatioFitter (1:1, FitInParent) on the RawImage |
The "fit camera" problem reduces to a single Canvas property. Letterbox/pillarbox = whatever the Canvas around the RawImage looks like. |
| Color palette, buttons | Canvas above the RawImage | Anchors handle aspect ratios. Buttons + ScrollRect free. |
| Drawing catalog grid | Canvas | GridLayoutGroup + ScrollRect, async thumbnail loader. |
Multi-resolution rule
The artwork world is screen-size-independent by construction. Author every drawing in a fixed 2048×2048 design rect (or 20×20 world units at PPU=100). Pieces, regions, snap radii, slot positions — all expressed in this space and never scaled at runtime. Different screen sizes only change how the RawImage is laid out on the Canvas; the contents of the RT stay identical.
If you need a backdrop (wood/cloth behind the paper), it's a sibling Canvas Image outside the RawImage, sized to fill the screen. The RT itself has a transparent or paper-colored background.
8. Core Contracts
All Core types are pure data or interfaces.
Drawing
namespace Darkmatter.Core.Drawing;
public interface IDrawingTemplate {
string Id { get; }
string DisplayName { get; }
Sprite Thumbnail { get; }
Sprite PaperBackground { get; }
IReadOnlyList<ShapePieceDTO> Pieces { get; }
IReadOnlyList<ColorRegionDTO> Regions { get; }
}
public readonly struct ShapePieceDTO {
public string PieceId { get; }
public Sprite Sprite { get; }
public Vector2 SlotPosition { get; }
public float SlotRotation { get; }
public float SnapRadius { get; } // generous for toddlers
}
public readonly struct ColorRegionDTO {
public string RegionId { get; }
public Sprite Sprite { get; } // sprite renderer source
public Vector2[] ColliderPath { get; } // polygon collider points
public Color InitialColor { get; } // usually white
}
Coloring
namespace Darkmatter.Core.Coloring;
public interface IColorPalette {
string Id { get; }
IReadOnlyList<Color> Colors { get; }
}
public readonly struct PaintCommandDTO {
public string RegionId { get; }
public Color FromColor { get; }
public Color ToColor { get; }
}
Paper (RT rig + input bridge)
namespace Darkmatter.Core.Paper;
public interface IPaperRig {
Camera ArtCamera { get; } // offscreen, targetTexture = Surface
RenderTexture Surface { get; } // 2048×2048 ARGB32; the paper itself
Transform PaperRoot { get; } // parent of regions/pieces/paper bg
Vector2 DesignSize { get; } // world units, e.g. (20, 20)
Rect DesignRect { get; } // centered on origin, DesignSize wide
}
public interface IArtInputBridge {
// Converts a screen-space pointer (Input System) to art-world coords
// inside the RT. Returns false if the pointer is outside the RawImage.
bool TryScreenToArtWorld(Vector2 screenPos, out Vector2 artWorldPos);
}
IPaperRigis implemented byPaperRig : MonoBehaviourin the ColorBook scene.IArtInputBridgedoes the screen → RawImage local → UV →ArtCamera.ViewportToWorldPointchain.- All consumers (Coloring, ShapeBuilder, Capture, particle effects) read these from DI; they never touch
Screen.width/heightdirectly.
History
namespace Darkmatter.Core.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
namespace Darkmatter.Core.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; }
}
public interface IGalleryService {
UniTask<SavedArtworkDTO> SaveAsync(byte[] png, string templateId);
UniTask<IReadOnlyList<SavedArtworkDTO>> ListAsync();
UniTask<Texture2D> LoadFullAsync(string artworkId);
UniTask DeleteAsync(string artworkId);
}
namespace Darkmatter.Core.Capture;
public interface ICaptureService {
// No camera or paperBg args — capture reads directly from IPaperRig.Surface.
// Dimensions inherited from the RT; no resize, no compositing.
UniTask<byte[]> CaptureAsync();
}
ICaptureService resolves IPaperRig via DI and reads Surface directly. The paper background is already baked into the RT because it sits in PaperRoot under the ArtCamera. No special compositing pass is ever needed.
Signals
namespace Darkmatter.Core.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
DrawingCatalog
- Loads the catalog manifest (list of available template IDs + thumbnail addresses).
- Presents a scrollable grid of thumbnails (Canvas).
- On select → fires
DrawingSelectedSignal(templateId)and unloads the catalog UI.
Paper
- Scene-scoped infrastructure. Lives in
ColorBook.unityonly. - Owns
PaperRig(MonoBehaviour) — exposesArtCamera, theRenderTexture Surface,PaperRoottransform, and the design rect. - Owns
ArtInputBridge— converts pointer screen positions to art-world coords inside the RT. - Registered in
ColorBookLifetimeScopeviaPaperRigModule. All other features in the scene resolveIPaperRig/IArtInputBridgefrom DI. - Lifetime is scene-scoped: created on scene load, destroyed on scene unload. RT is allocated in
Awake, released inOnDestroy.
ShapeBuilder
- Listens to
DrawingSelectedSignal. - Loads template via
IDrawingTemplateLoader, parents shape pieces underIPaperRig.PaperRootat off-slot positions inside the design rect. - Per piece: drag with
ShapePieceView(sprite + collider). Pointer events go throughIArtInputBridge.TryScreenToArtWorld. On drop, check distance toSlotPositionagainstSnapRadius; if within, snap and lock. - Fires
ShapeAssembledSignalwhen all pieces locked.
Coloring
- Listens to
ShapeAssembledSignal. - Spawns one
ColorRegionViewperColorRegionDTOunderIPaperRig.PaperRoot(sprite + polygon collider onArtworklayer). - Listens to palette selection (current color held in
ColoringStateRepository). - On pointer down:
IArtInputBridge.TryScreenToArtWorld(screenPos, out var artPos)→Physics2D.OverlapPoint(artPos, artworkMask)→ if hit, buildPaintRegionCommand(regionId, oldColor, newColor), push toIUndoStack. - Command sets
SpriteRenderer.coloron undo/redo. - Fires
ColorAppliedSignalfor SFX / sparkle effects.
History
- Owns the singleton
IUndoStackfor 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 / CanRedois false.
Capture
- Bound to the "Capture" button.
- Calls
ICaptureService.CaptureAsync()→ PNG bytes. Capture readsIPaperRig.Surfacedirectly; no camera or paper-bg args needed. - Hands bytes to
IGalleryService.SaveAsync(...). - Fires
ArtworkCapturedSignalthenArtworkSavedSignal. - 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→ICaptureServiceautosave →IDrawingTemplateLoader.Release(currentId)→ load next. - Built as a small FSM (
Catalog → Building → Coloring → Done).
ArtBook
- Separate scene.
GalleryPresentercallsIGalleryService.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. |
| Shape piece sprites | Only needed when active. |
| Region sprites + polygon paths | 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. |
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)
Palettes (label: palette)
Audio_UI (label: sfx, ui)
Audio_Coloring (label: sfx, coloring)
Lifecycle
- Catalog loads thumbnail handles only (cheap).
- On select → full template loads (pieces + regions + paper).
- On "Next" or scene exit → previous template
Released 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). ListAsyncenumerates sidecar JSONs sorted byCreatedUtc desc.- Thumbnail generation happens once at save time on a worker thread.
12. Capture Pipeline
With the RT-paper-rig, capture has no setup phase. The RT is already the final image at all times.
[Capture button or Next button]
│
▼
ICaptureService.CaptureAsync()
│
├─ rt = _paperRig.Surface (already populated each frame)
├─ prev = RenderTexture.active
├─ RenderTexture.active = rt
├─ tex = new Texture2D(rt.width, rt.height, RGBA32, false)
├─ tex.ReadPixels(full rect, 0, 0); tex.Apply()
├─ RenderTexture.active = prev
├─ 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 the HUD is on
UICamera/ Canvas — it is physically in a different render path. The RT only ever seesArtCamera's output. - Paper background is a sprite parented under
IPaperRig.PaperRootand is rendered into the RT every frame — already baked in. - Saved PNGs are byte-comparable across devices because the RT dimensions and ArtCamera matrix never depend on screen size.
CaptureAsyncis safe to call repeatedly — no camera state is ever mutated.
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<Color>)). - Presenter — pure C#, subscribes to model events, calls view setters.
Inspector bridge
For palette icons, undo buttons, region prefabs:
[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 px; snap radius ≥ 60 px for shape pieces.
- 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
- Is it a cross-assembly interface / enum / DTO? →
Core/ - Is it a generic, sellable utility? →
Libs/ - Is it infrastructure (input, audio, file IO, addressables, capture)? →
Services/ - Is it gameplay logic specific to coloring books? →
Features/ - 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
BrushStrokeCommandand a dynamic texture per region; out of scope for v1. - Multi-child profiles — single-profile for v1; multi-profile would slot in behind
IProgressionServiceandIGalleryServicekeyed byprofileId. - 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. Do not break the dependency arrows.
20. Assembly Definition Map
Every folder under Code/ is its own .asmdef. References follow the layer rules exactly.
| Asmdef | Path | References |
|---|---|---|
Darkmatter.App |
App/ |
All Features, all Services, Core, Libs |
Darkmatter.Core |
Core/ |
(none — UniTask allowed in async signatures) |
Darkmatter.Lib.CommandStack |
Libs/CommandStack/ |
Darkmatter.Core |
Darkmatter.Lib.EventBus |
Libs/EventBus/ |
Darkmatter.Core |
Darkmatter.Lib.FSM |
Libs/FSM/ |
Darkmatter.Core |
Darkmatter.Services.Audio |
Services/Audio/ |
Darkmatter.Core |
Darkmatter.Services.Inputs |
Services/Inputs/ |
Darkmatter.Core |
Darkmatter.Services.Assets |
Services/Assets/ |
Darkmatter.Core |
Darkmatter.Services.Scenes |
Services/Scenes/ |
Darkmatter.Core |
Darkmatter.Services.Persistence |
Services/Persistence/ |
Darkmatter.Core |
Darkmatter.Services.Gallery |
Services/Gallery/ |
Darkmatter.Core |
Darkmatter.Services.Capture |
Services/Capture/ |
Darkmatter.Core |
Darkmatter.Features.MainMenu |
Features/MainMenu/ |
Darkmatter.Core, Libs |
Darkmatter.Features.DrawingCatalog |
Features/DrawingCatalog/ |
Darkmatter.Core, Libs |
Darkmatter.Features.Paper |
Features/Paper/ |
Darkmatter.Core, Lib.Installers |
Darkmatter.Features.ShapeBuilder |
Features/ShapeBuilder/ |
Darkmatter.Core, Libs |
Darkmatter.Features.Coloring |
Features/Coloring/ |
Darkmatter.Core, Lib.CommandStack |
Darkmatter.Features.History |
Features/History/ |
Darkmatter.Core, Lib.CommandStack |
Darkmatter.Features.Capture |
Features/Capture/ |
Darkmatter.Core |
Darkmatter.Features.Progression |
Features/Progression/ |
Darkmatter.Core |
Darkmatter.Features.ColorBookFlow |
Features/ColorBookFlow/ |
Darkmatter.Core, Lib.FSM |
Darkmatter.Features.ArtBook |
Features/ArtBook/ |
Darkmatter.Core |
Hard rule: No Service asmdef references any Feature asmdef. No Feature asmdef references another Feature asmdef. Compiler enforces the architecture.
21. LifetimeScope Concrete Sample
RootLifetimeScope (Boot scene, persists forever)
namespace Darkmatter.App.LifetimeScopes;
public sealed class RootLifetimeScope : LifetimeScope {
[SerializeField] private AudioServiceConfig _audioConfig;
[SerializeField] private InputReaderSO _inputReader;
protected override void Configure(IContainerBuilder builder) {
// EventBus
builder.Register<IEventBus, EventBus>(Lifetime.Singleton);
// Services
builder.RegisterInstance(_inputReader).As<IInputReader>();
builder.Register<IAudioService, AudioService>(Lifetime.Singleton)
.WithParameter(_audioConfig);
builder.Register<IAssetProviderService, AddressableAssetProviderService>(Lifetime.Singleton);
builder.Register<ISceneService, SceneService>(Lifetime.Singleton);
builder.Register<IPersistenceService, JsonPersistenceService>(Lifetime.Singleton);
builder.Register<IGalleryService, FileGalleryService>(Lifetime.Singleton);
builder.Register<ICaptureService, RenderTextureCaptureService>(Lifetime.Singleton);
// App entry
builder.RegisterEntryPoint<AppBoot>();
}
}
ColorBookLifetimeScope (per-scene, child of Root)
namespace Darkmatter.App.LifetimeScopes;
public sealed class ColorBookLifetimeScope : LifetimeScope {
[SerializeField] private ColorBookSceneRefs _sceneRefs; // ArtCamera, panel roots, prefabs
[SerializeField] private IInstaller[] _installers; // assigned in inspector
protected override void Configure(IContainerBuilder builder) {
builder.RegisterInstance(_sceneRefs);
// Each feature ships an IInstaller
foreach (var installer in _installers) installer.Install(builder);
// Scene-scoped orchestrator
builder.RegisterEntryPoint<ColorBookFlowController>();
}
}
Drag these installers in the inspector:
DrawingCatalogServiceModuleShapeBuilderServiceModuleColoringServiceModuleHistoryServiceModuleCaptureFeatureModuleProgressionServiceModule
22. Installer Pattern — Concrete Coloring Sample
namespace Darkmatter.Features.Coloring.Installers;
[CreateAssetMenu(menuName = "Darkmatter/Installers/Coloring")]
public sealed class ColoringServiceModule : ScriptableObject, IInstaller {
[SerializeField] private ColoringConfig _config;
public void Install(IContainerBuilder builder) {
builder.RegisterInstance(_config);
builder.Register<ColoringStateRepository>(Lifetime.Scoped).AsSelf();
builder.Register<ColoringController>(Lifetime.Scoped)
.As<IColoringController>()
.AsSelf();
builder.Register<ColorPalettePresenter>(Lifetime.Scoped).AsSelf();
builder.RegisterEntryPoint<ColoringInputBinder>();
}
}
Convention:
- One
IInstallerper feature. ScriptableObjectso it can be referenced by scene scope inspector.- Registers only its own types. Never touches another feature's types.
23. Command Pattern — PaintRegionCommand
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:
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
namespace Darkmatter.Lib.CommandStack;
public sealed class BoundedUndoStack : IUndoStack {
private readonly Deque<ICommand> _undo = new();
private readonly Stack<ICommand> _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<T> keeps the oldest entry cheap to evict when the cap fires.
25. View / Presenter Pair — Color Palette
View (MonoBehaviour, setters only)
namespace Darkmatter.Features.Coloring.UI;
public sealed class ColorPaletteView : MonoBehaviour, IColorPaletteView {
[SerializeField, RequireInterface(typeof(IColorButtonView))]
private MonoBehaviour[] _buttonsRaw;
private IColorButtonView[] _buttons;
public event Action<int> OnColorButtonClicked;
private void Awake() {
_buttons = _buttonsRaw.Cast<IColorButtonView>().ToArray();
for (var i = 0; i < _buttons.Length; i++) {
var idx = i;
_buttons[i].OnClicked += () => OnColorButtonClicked?.Invoke(idx);
}
}
public void SetColors(IReadOnlyList<Color> 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#)
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
// In ShapePieceView.OnPointerUp:
public void OnDragEnd(Vector2 worldPos) {
var slot = transform.position; // assigned target slot
var d = Vector2.Distance(worldPos, slot);
if (d <= _piece.SnapRadius) {
SnapToSlot();
} else if (d <= _piece.SnapRadius * 1.5f) {
// Toddler grace zone — snap anyway, play happy sound
SnapToSlot();
_audio.PlayOneShot(_clips.NiceTry);
} else {
ReturnToTrayAnimated();
}
}
private void SnapToSlot() {
_locked = true;
transform.DOMove(_piece.SlotPosition, 0.25f).SetEase(Ease.OutBack);
_audio.PlayOneShot(_clips.Snap);
_bus.Publish(new PieceSnappedSignal(_piece.PieceId));
}
Controller listens for PieceSnappedSignal, counts against expected piece count, fires ShapeAssembledSignal when complete.
27. Rendering Order & Sorting
URP 2D with a single ArtCamera ortho cam.
| Sorting Layer | Order | Contents |
|---|---|---|
PaperBackground |
0 | Paper bg sprite (under everything) |
ArtworkRegions |
100 | ColorRegionView sprites (the colorable shapes) |
ArtworkPieces |
200 | ShapePieceView sprites (during build) |
Effects |
300 | Particle bursts, sparkles |
UIWorld |
400 | World-space prompts (rare; mostly Canvas) |
Canvas HUD lives on UICamera (Overlay), never sorts against ArtCamera. Capture renders only ArtCamera's layers → HUD physically cannot leak into saved PNG.
28. SavedArtwork JSON Schema
{
"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
AppBoot.StartAsync()
├─ 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)
- Open
Bus Game.sln(color book lives in same repo / Unity project per plan). - Verify Addressables groups exist:
Drawings_*,Palettes,Audio_*. - Open
Boot.unity→ confirmRootLifetimeScopereferences the right configs. - Open
ColorBook.unity→ confirmColorBookLifetimeScope._installers[]is fully populated. - Hit Play from
Boot.unity(entry scene). Never start mid-flow — DI parent scope must exist. - To author a new drawing: duplicate
Animals/elephant/, editTemplate.asset(pieces + regions), add to the appropriate Addressables group. - Run
Tests > EditModeandTests > PlayModebefore pushing.
31. Quick Reference — Class ↔ Layer ↔ Asmdef
| Class | Layer | Asmdef |
|---|---|---|
IDrawingTemplate, ShapePieceDTO, ColorRegionDTO |
Core | Darkmatter.Core |
IPaperRig, IArtInputBridge |
Core | Darkmatter.Core |
ICommand, IUndoStack |
Core | Darkmatter.Core |
BoundedUndoStack |
Libs | Darkmatter.Lib.CommandStack |
AddressableAssetProviderService |
Services | Darkmatter.Services.Assets |
FileGalleryService |
Services | Darkmatter.Services.Gallery |
RenderTextureCaptureService |
Services | Darkmatter.Services.Capture |
PaperRig, ArtInputBridge, PaperRigModule |
Features | Darkmatter.Features.Paper |
ColoringController, PaintRegionCommand |
Features | Darkmatter.Features.Coloring |
ShapeBuilderController, ShapePieceView |
Features | Darkmatter.Features.ShapeBuilder |
HistoryController |
Features | Darkmatter.Features.History |
ColorBookFlowController |
Features | Darkmatter.Features.ColorBookFlow |
GalleryPresenter, GalleryGridView |
Features | Darkmatter.Features.ArtBook |
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)
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
UniTaskunless noted.
32.1 Core Contracts
Pure interfaces and DTOs. Zero logic.
IDrawingTemplate (Core/Drawing)
Immutable view of a single drawing's authored data.
public interface IDrawingTemplate {
string Id { get; } // e.g. "animals/elephant"
string DisplayName { get; } // user-facing
Sprite Thumbnail { get; } // 256×256 for catalog grid
Sprite PaperBackground { get; } // composited under artwork
IReadOnlyList<ShapePieceDTO> Pieces { get; } // for ShapeBuilder
IReadOnlyList<ColorRegionDTO> Regions { get; } // for Coloring
}
Implemented by DrawingTemplateSO (ScriptableObject) loaded via Addressables.
IDrawingTemplateCatalog (Core/Drawing)
Authority on which drawings exist, completion state, and "next" selection.
public interface IDrawingTemplateCatalog {
UniTask InitializeAsync(); // pulls manifest from Addressables
IReadOnlyList<string> AllTemplateIds { get; }
UniTask<Sprite> GetThumbnailAsync(string id); // cheap; for grid
UniTask<IDrawingTemplate> LoadAsync(string id); // expensive; full template
void Release(string id); // Addressables ref count down
string NextUnseen(string currentId); // progression hint
}
IColorPalette (Core/Coloring)
Set of colors offered to the child. Authored as ColorPaletteSO.
public interface IColorPalette {
string Id { get; }
IReadOnlyList<Color> Colors { get; } // 6–10 entries typical
}
ICommand & IUndoStack (Core/History)
Already shown in section 8. Each undoable user action is one ICommand; the stack is bounded.
IGalleryService (Core/Gallery)
Persistent store of saved artwork PNGs.
public interface IGalleryService {
UniTask<SavedArtworkDTO> SaveAsync(byte[] png, string templateId);
UniTask<IReadOnlyList<SavedArtworkDTO>> ListAsync(); // sorted newest first
UniTask<Texture2D> LoadFullAsync(string artworkId); // for fullscreen view
UniTask<Texture2D> LoadThumbnailAsync(string artworkId);
UniTask DeleteAsync(string artworkId);
}
ICaptureService (Core/Capture)
Snapshots the paper RT to a PNG blob. No arguments — dimensions and content come from IPaperRig.Surface.
public interface ICaptureService {
UniTask<byte[]> CaptureAsync();
}
IPaperRig (Core/Paper)
Shared art rig. The single source of truth for everything that lives in the drawing world.
public interface IPaperRig {
Camera ArtCamera { get; } // offscreen, targetTexture = Surface
RenderTexture Surface { get; } // 2048×2048 ARGB32 — the paper itself
Transform PaperRoot { get; } // parent of regions/pieces/paper bg
Vector2 DesignSize { get; } // world units, e.g. (20, 20)
Rect DesignRect { get; } // centered on origin
}
IArtInputBridge (Core/Paper)
Converts screen-space pointer coords to art-world coords inside the RT.
public interface IArtInputBridge {
bool TryScreenToArtWorld(Vector2 screenPos, out Vector2 artWorldPos);
}
Returns false when the pointer is outside the displayed RawImage rect (toddler tapped the HUD or backdrop). Every art-world raycast goes through this.
IProgressionService (Core/Progression)
Tracks which templates the child has completed and what they last opened.
public interface IProgressionService {
UniTask LoadAsync();
UniTask SaveAsync();
IReadOnlyCollection<string> CompletedTemplateIds { get; }
string LastOpenedTemplateId { get; }
void MarkCompleted(string templateId);
void SetLastOpened(string templateId);
}
IAssetProviderService (Core/Assets)
Addressables wrapper. Hides handle bookkeeping from features.
public interface IAssetProviderService {
UniTask InitializeAsync();
UniTask<T> LoadAsync<T>(string address) where T : UnityEngine.Object;
UniTask<IReadOnlyList<T>> LoadByLabelAsync<T>(string label) where T : UnityEngine.Object;
void Release(string address);
void ReleaseAll();
}
IEventBus (Libs/EventBus, also referenced from Core)
public interface IEventBus {
void Publish<T>(T signal) where T : struct;
IDisposable Subscribe<T>(Action<T> 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.
AddressableAssetProviderService (Services/Assets)
Implements IAssetProviderService.
- Responsibility: Wrap
Addressables.LoadAssetAsync<T>and ref-count handles by address. - State:
Dictionary<string, AsyncOperationHandle>keyed by address. - Notes:
Release(address)decrements;ReleaseAll()for scene teardown. Initialization must complete before any other service may load.
FileGalleryService (Services/Gallery)
Implements IGalleryService.
// 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
*.jsoninGallery/, deserialize, sort byCreatedUtc desc. - Delete flow: delete png + thumb + json; missing files ignored (idempotent).
RenderTextureCaptureService (Services/Capture)
Implements ICaptureService.
- Steps: allocate
RenderTexture(width, height, 0, ARGB32)→ bind toartCamera.targetTexture→artCamera.Render()→ReadPixelsintoTexture2D→ compositepaperBackgroundunderneath (single shader blit) →EncodeToPNG→ release RT + textures. - Threading: PNG encode happens on a
UniTask.RunOnThreadPoolto avoid hitching the main thread on tablets. - Sizing: default 2048², overridable. Capped at device max texture size.
JsonPersistenceService (Services/Persistence)
Implements IPersistenceService (small JSON blob; not the gallery).
public interface IPersistenceService {
UniTask<T> LoadAsync<T>(string key) where T : class, new();
UniTask SaveAsync<T>(string key, T value);
}
- Path:
Application.persistentDataPath/save.json. - Format: single JSON object keyed by
keyso multiple services can share one file. - Atomicity: write to
save.json.tmp→ rename.
SceneService (Services/Scenes)
Implements ISceneService. Wraps SceneManager.LoadSceneAsync with UniTask plus a fade-curtain.
public interface ISceneService {
UniTask LoadAsync(string sceneName, LoadSceneMode mode = LoadSceneMode.Single);
UniTask UnloadAsync(string sceneName);
}
AudioService (Services/Audio)
Implements IAudioService. Plays SFX clips loaded by address, mixes via Unity AudioMixer groups.
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<string, AudioClip> populated at preload.
InputReaderSO (Services/Inputs)
ScriptableObject wrapping the new Input System; exposes events.
public interface IInputReader {
event Action<Vector2> PointerDown; // world pos
event Action<Vector2> PointerDrag;
event Action<Vector2> PointerUp;
}
- Why an SO: assignable in inspector and survives scene loads, but still resolvable via DI (
builder.RegisterInstance(_inputReader).As<IInputReader>()).
32.3 Libs
Generic, project-agnostic utilities.
BoundedUndoStack (Libs/CommandStack)
Implements IUndoStack. Source already in section 24.
- Capacity: default 20.
- Invariant:
_redocleared on any newPush. - Edge cases:
Undo/Redoon empty stack is a no-op (never throws).
EventBus (Libs/EventBus)
Implements IEventBus with a Dictionary<Type, Delegate> of Action<T> per signal type.
- Subscribe returns an
IDisposablethat removes the handler onDispose. - Publish snapshots the invocation list before iterating (so handlers may safely unsubscribe during dispatch).
Fsm<TState> (Libs/FSM)
Generic state machine used by ColorBookFlowController.
public sealed class Fsm<TState> where TState : struct, Enum {
public TState Current { get; }
public event Action<TState, TState> 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(); }
32.4 Feature — DrawingCatalog
DrawingCatalogController (Systems)
Headless logic. Owns the list of template IDs visible in the grid.
// fields: IDrawingTemplateCatalog _catalog, IEventBus _bus
public sealed class DrawingCatalogController : IAsyncStartable {
public IReadOnlyList<string> 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.
// 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.
public interface IDrawingCatalogView {
event Action<string> OnItemClicked;
void SetItems(IReadOnlyList<CatalogItemVM> items); // vm = id + Sprite thumbnail
}
32.5 Feature — ShapeBuilder
ShapeBuilderController (Systems)
Spawns shape pieces for the selected template, tracks snap progress, fires ShapeAssembledSignal when complete.
// fields: IDrawingTemplateCatalog _catalog, ShapePieceFactory _factory, IEventBus _bus, ShapeBuilderConfig _cfg
public sealed class ShapeBuilderController : IDisposable {
public IReadOnlyList<ShapePieceView> Active { get; }
public UniTask BuildAsync(string templateId); // load template, spawn pieces in tray
public void Reset(); // clear, unsubscribe
}
// sub: DrawingSelectedSignal
// pub: ShapeAssembledSignal
- Internal: counts
PieceSnappedSignalagainst expected piece count.
ShapePieceView : MonoBehaviour (Views)
World-space draggable sprite with collider. Source for snap-or-return logic shown in section 26.
public sealed class ShapePieceView : MonoBehaviour {
public string PieceId { get; }
public bool IsLocked { get; }
public event Action<string> Snapped; // raised when piece locks into slot
public void Initialize(ShapePieceDTO dto, IInputReader input, IAudioService audio);
}
- No public mutators for position once locked — controller treats
IsLockedas the source of truth.
ShapePieceFactory (Systems)
Instantiates ShapePieceView prefabs from a pool. Avoids re-instantiating across "Next" cycles on the same template family.
public sealed class ShapePieceFactory {
public ShapePieceView Spawn(ShapePieceDTO dto, Transform parent);
public void Despawn(ShapePieceView view);
}
32.5b Feature — Paper
The shared art rig — RT, offscreen camera, screen↔world bridge. Every other feature in the ColorBook scene resolves IPaperRig and IArtInputBridge from DI and never touches Screen.* or Camera.* directly.
PaperRig : MonoBehaviour, IPaperRig (Rig)
Scene-bound component placed on a GameObject in ColorBook.unity. Owns the RT lifecycle.
// inspector fields:
// Camera _artCamera (Orthographic, aspect=1, fixed ortho size)
// Transform _paperRoot (parent of regions/pieces)
// Vector2 _designSize = (20, 20) (world units; matches 2048×2048 at PPU=100)
// int _surfaceSize = 2048 (RT side length, square)
public sealed class PaperRig : MonoBehaviour, IPaperRig {
public Camera ArtCamera => _artCamera;
public RenderTexture Surface => _surface;
public Transform PaperRoot => _paperRoot;
public Vector2 DesignSize => _designSize;
public Rect DesignRect => new(-_designSize / 2f, _designSize);
}
- Awake: allocate
_surface = new RenderTexture(_surfaceSize, _surfaceSize, 0, ARGB32) { name = "PaperSurface" };then_surface.Create()and_artCamera.targetTexture = _surface; _artCamera.aspect = 1f; _artCamera.orthographicSize = _designSize.y / 2f;. - OnDestroy:
_surface.Release(); Object.Destroy(_surface);. - No update logic — the camera renders every frame automatically because
targetTextureis set. - Important:
_artCamera'sorthographicSizeandaspectare set once and never touched again. The RT contents are deterministic.
ArtInputBridge : MonoBehaviour, IArtInputBridge (Input)
Lives on the same UI Canvas as the paper RawImage.
// inspector fields:
// RawImage _paperImage (the on-screen paper)
// RectTransform _paperRect (== _paperImage.rectTransform)
// Camera _uiCamera (Canvas event camera)
// IPaperRig _rig (injected via VContainer + IInjectable, or resolved in Start)
public bool TryScreenToArtWorld(Vector2 screenPos, out Vector2 artWorldPos) {
if (!RectTransformUtility.ScreenPointToLocalPointInRectangle(
_paperRect, screenPos, _uiCamera, out var local)) {
artWorldPos = default; return false;
}
var rect = _paperRect.rect;
var uv = new Vector2(
(local.x - rect.xMin) / rect.width,
(local.y - rect.yMin) / rect.height);
if (uv.x < 0 || uv.x > 1 || uv.y < 0 || uv.y > 1) {
artWorldPos = default; return false;
}
artWorldPos = _rig.ArtCamera.ViewportToWorldPoint(uv);
return true;
}
- Returns
falsewhen the toddler tapped outside the RawImage (HUD button area, backdrop, off-screen). - Used by every feature that does world-space picking —
Coloring,ShapeBuilder, and any future feature like stickers.
PaperRigModule : MonoBehaviour, IServiceModule (Installers)
Scene-scoped installer. Dragged onto ColorBookLifetimeScope._installers[].
// inspector fields:
// PaperRig _rig
// ArtInputBridge _bridge
public void Register(IContainerBuilder builder) {
builder.RegisterInstance<IPaperRig>(_rig);
builder.RegisterInstance<IArtInputBridge>(_bridge);
}
- Registers as
Instancebecause both are MonoBehaviours already in the scene. - Lifetime is implicitly tied to the scene (Unity destroys them on unload).
32.6 Feature — Coloring
ColoringStateRepository (Repository)
In-memory model. Owns "currently selected color" and the palette in use.
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<int> 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.
// fields: IUndoStack _undo, ColoringStateRepository _state, ColorRegionFactory _factory, 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)
ColorRegionView : MonoBehaviour (Views)
Sprite + PolygonCollider2D, on Artwork layer. Tapped via Physics2D.OverlapPoint from ColoringInputBinder.
public sealed class ColorRegionView : MonoBehaviour {
public string RegionId { get; }
public Color Color { get; } // current paint
public void Initialize(ColorRegionDTO dto);
public void SetColor(Color c); // setter only; no logic
}
ColoringInputBinder (Systems) — IStartable, IDisposable
Subscribes to IInputReader.PointerDown. On each tap:
_bridge.TryScreenToArtWorld(screenPos, out var artPos)— bail if outside the paper.Physics2D.OverlapPoint(artPos, _artworkMask)against theArtworklayer.- If hit,
ColoringController.PaintRegion(hit.GetComponent<ColorRegionView>()).
// fields: IInputReader _input, IArtInputBridge _bridge, IColoringController _coloring, LayerMask _artworkMask
Note: _bridge is the same instance the entire scene uses — no per-feature coordinate math.
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
HistoryController (Systems) — IStartable, IDisposable
Owns the per-session IUndoStack (registered scoped, so a new ColorBook scene = new stack).
// 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.
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
CaptureController (Systems)
The orchestrator behind the "Capture" button. Stateless other than guarding against concurrent captures.
// fields: ICaptureService _capture, IGalleryService _gallery, IEventBus _bus
public sealed class CaptureController {
public bool IsCapturing { get; }
public UniTask<SavedArtworkDTO> CaptureCurrentAsync(string templateId);
}
// pub: ArtworkCapturedSignal (mid-flow), ArtworkSavedSignal (post-save)
- Flow:
_capture.CaptureAsync()→_gallery.SaveAsync(bytes, templateId)→ publish signals. - Concurrency: sets
IsCapturing = trueon entry; UI binds button enabled to!IsCapturingto prevent double-tap. - No camera or sprite args — capture reads
IPaperRig.Surfacedirectly inside the service.
CaptureButtonPresenter (UI)
Wires button click → CaptureController.CaptureCurrentAsync. Disables button while in progress. Shows toast on ArtworkSavedSignal.
32.9 Feature — Progression
ProgressionService (Systems) — implements IProgressionService
The only place that knows what "completed" means.
- Persistence: delegates to
IPersistenceServiceunder key"progression". - Load order:
AppBootcallsLoadAsync()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
ColorBookFlowController (Systems) — IStartable, IDisposable
The only orchestrator inside the ColorBook scene. Drives the panel FSM: Catalog → Building → Coloring → Done.
// fields:
// IEventBus _bus
// IDrawingTemplateCatalog _catalog
// ShapeBuilderController _builder
// IColoringController _coloring
// CaptureController _capture
// IProgressionService _progression
// ColorBookSceneRefs _refs (panel roots to enable/disable)
// Fsm<ColorBookState> _fsm
-
State table:
State On enter Triggers exit CatalogShow catalog panel DrawingSelectedSignalBuilding_builder.BuildAsync(id)ShapeAssembledSignalColoring_coloring.SpawnRegionsAsync(template)"Next" or "Capture" pressed DoneRun autosave capture, mark completed, Go(Catalog)for nextalways advances -
"Next" sequence:
_capture.CaptureCurrentAsync→_progression.MarkCompleted→_catalog.Release(current)→_catalog.LoadAsync(_catalog.NextUnseen(current))→ re-enterBuilding.
32.11 Feature — ArtBook
GalleryPresenter (UI) — IAsyncStartable, IDisposable
Lists artworks, opens fullscreen view, deletes, shares.
// fields: IGalleryService _gallery, IGalleryView _view, IExternalShareService _share, IEventBus _bus
- Start:
_gallery.ListAsync()→_view.SetItems(...). - Subscribes to
ArtworkSavedSignalto live-refresh if the user pops back in.
IGalleryView (UI)
public interface IGalleryView {
event Action<string> OnArtworkTapped;
event Action<string> OnDeleteRequested;
event Action<string> OnShareRequested;
void SetItems(IReadOnlyList<GalleryItemVM> items);
void ShowFullscreen(Texture2D full);
void HideFullscreen();
}
IExternalShareService (Core)
Platform plugin shim (iOS Photos / Android MediaStore).
public interface IExternalShareService {
UniTask SaveToCameraRollAsync(byte[] png);
UniTask ShareAsync(byte[] png, string subject);
}
32.12 App Layer
AppBoot (App/Boot) — IAsyncStartable
Single entry point. Steps in section 29.
// 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— section 21. Registers all services +IEventBus. Persists for app lifetime.MainMenuLifetimeScope— registersMainMenuPresenterand view.ColorBookLifetimeScope— section 21. Registers feature installers +ColorBookFlowControlleras entry point.ArtBookLifetimeScope— registersGalleryPresenter+ view +IExternalShareService.
All scope classes are thin: serialized fields for scene refs, Configure(IContainerBuilder) only.
32.13 Cross-cutting types
ColorBookSceneRefs : MonoBehaviour (App)
Aggregates all scene-bound Unity references that features need: Camera artCamera, Transform catalogRoot, Transform builderRoot, Transform coloringRoot, RectTransform hudRoot, ColorPaletteView paletteView, HistoryButtonsView historyView. Registered as a singleton in ColorBookLifetimeScope so features don't Find things.
IInstaller (App)
public interface IInstaller { void Install(IContainerBuilder builder); }
Implemented as ScriptableObject per feature so scopes can drag them in the inspector (section 22).
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, bus, cfg |
ShapePieceView |
Feature | Draggable piece MB | input, audio |
ColoringStateRepository |
Feature | Current color model | — |
ColoringController |
Feature | Region spawn + paint cmd | undo, state, factory, bus |
ColorRegionView |
Feature | Region sprite MB | — |
PaintRegionCommand |
Feature | Undoable paint | view, bus |
PaperRig |
Feature | RT + ArtCamera owner | — |
ArtInputBridge |
Feature | Screen→art-world picking | rig, raw image, ui cam |
PaperRigModule |
Feature | DI registration | rig, bridge |
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 |
BoundedUndoStack |
Lib | Capped undo store | — |
EventBus |
Lib | Pub/sub | — |
Fsm<TState> |
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.