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Motivation

  • Improve the editor UI generator so generated mission UI is wired to the scene-level mission systems automatically.
  • Reduce manual scene setup by ensuring a MissionLoader/scene root and MissionUIManager exist or are created.
  • Surface missing HUD/controller bindings to the user immediately after generation to reduce runtime mismatches.
  • Encode mission-specific wiring expectations so the generator can make best-effort connections for each MissionType.

Description

  • Added a post-generation step PostProcessMissionSetup(...) to Assets/Editor/MissionUIGeneratorWindow.cs that performs mission-specific wiring and validation.
  • The generator now ensures a MissionLoader/scene root (instantiating Assets/Missions/Prefabs/M2SceneRoot.prefab or creating a root), and attempts to assign or locate a MissionRegistry.
  • Implemented mission-controller discovery/creation, controller-prefab discovery and registration into MissionRegistry, and controller-to-HUD field wiring helpers.
  • Added an in-code MissionUISpec mapping that documents per-MissionType expected UI module type, required HUD serialized fields, controller type, and controller HUD field names used for validation and wiring.

Testing

  • No automated tests were run for this change.
  • Changes are editor tooling only and should be validated in the Unity Editor by running M2 → Tools → Mission UI Generator and verifying dialogs and scene wiring.
  • No CI or playmode tests were executed as part of this PR.
  • Please run the Unity editor to compile and verify inspector/serialized-field behavior after merging.

Codex Task

@jackandcarter jackandcarter merged commit 0a51fbb into v1.0.4 Jan 13, 2026
1 of 2 checks passed
@jackandcarter jackandcarter deleted the codex/implement-mission-ui-generator-changes branch January 13, 2026 12:26
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