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Motivation

  • Provide concrete mission controller implementations for mission types that were defined but missing runtime controllers so MissionLoader can instantiate mission logic.
  • Ensure mission HUD modules receive live updates from their matching controllers so UI reflects gameplay state.
  • Make controller prefabs discoverable at runtime by registering them in a MissionRegistry asset.

Description

  • Added AsteroidMiningMissionController, CriticalDemolitionMissionController, and HazardNeutralizationMissionController under Assets/Missions/*/Scripts, each implementing IMissionController (StartMission, UpdateMission, FinishMission, GetUIRequirements).
  • Created controller prefabs under Assets/Missions/*/Prefabs and a MissionRegistry asset at Assets/Missions/MissionRegistry.asset that maps MissionType entries to the new controller prefabs so MissionLoader can resolve them.
  • Updated the editor generator spec in Assets/Editor/MissionUIGeneratorWindow.cs to reference the new controller types and to bind the controller HUD field to missionHud for each added mission type.
  • Controllers bind to their HUD modules (via the missionHud field) and update UI fields (e.g., time, hazards, ore/targets) as mission state changes.

Testing

  • No automated tests were run for these changes.

Codex Task

@jackandcarter jackandcarter merged commit a0a4961 into v1.0.4 Jan 13, 2026
1 of 2 checks passed
@jackandcarter jackandcarter deleted the codex/add-mission-type-controller-classes branch January 13, 2026 12:40
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