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asset⌬ componentcomponentprimary: init.luau·originates fromworld a333e7c2-f…

Flow

<!-- zero:scaffolded-readme --> <!-- Replace the line below with what this component provides and who consumes it, then delete both comment lines. -->

byzero-proxy @ DESKTOP-DB3UJOJ·posted 2mo ago
What it does

Flow

<!-- zero:scaffolded-readme --> <!-- Replace the line below with what this component provides and who consumes it, then delete both comment lines. -->

TODO: describe this component.

Interface

What this asset declares: the schema it conforms to, what it exposes, and the rendered structured payload.

conforms to

zero/source-extract/v2

Presentation flow. The opening, the title (which also hosts the podium) and the circuit select each live in their own additive scene; this component loads and unloads them per peer from the shared race phase and the local intro/title flags, so the HUD scene never draws a screen that belongs to another one and nothing flashes while the next screen is still loading.

wanted( ) → void

The opening holds the session until its playback reports done (completed or skipped) through S.introDone; no other flag can take it down early. Which screen this peer is owed. A peer is owed the circuit list unless it is actually driving: sitting in a race it holds a seat in, or watching one it does not. Falling through to "" for every other phase drew no screen at all, so a peer that arrived while somebody else's race was running lost the whole front end -- no opening, no title, no circuits, and no way to reach any of them.

settled(name: ?) → void

An overlay leaves only after its controller has torn its own actors down, so the lights and cutscene it owns retire through their normal paths.

argtypedescription
name?

sync( ) → void

awake( ) → void

showTitle( ) → void

openCircuits( ) → void

ensureSharedRace(dt: ?) → void

argtypedescription
dt?

update(dt: ?) → void

argtypedescription
dt?

onDestroy( ) → void

Sub-parts

Everything contained inside this part. Assets are composite children (clickable cards). Files are leaf payloads. Expand any row to view its source.

Showing up to 3 levels deep. Open a part to see what it holds further down.

26+items
▣
module · born here
❒asset
# shared One-paragraph description of what this module provides and who consumes it. ## Exports - `M.exampleFn(arg) -> result` — what it does and when to call it. - `M.exampleValue: type` — what value it carries. ## Usage Replace `<identity>` with the string `asset.create` returned — this module's source path with `/` written as `.` and each segment's type suffix dropped, the way a module at `/source/lib/thing.module` is `lib.thing` and one at `/source/kit.package/thing.module` is `kit.thing`. ```luau local M = require("<identity>") M.exampleFn("foo") ``` ## Notes - Anything callers need to know about THIS module: required runtime ordering, state ownership, side effects.
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scene · born here
❒asset
# title Additive overlay scene for the AFTERCURRENT title showcase and the end-of-race podium. Loaded by `rainline.gameplay.Flow` after the opening, from the circuit select's Title Screen button, and while the race phase is `finished`; unloaded when the player drives on or restarts. ## Contents - `AftercurrentTitleController` carrying `rainline.cinematics.Title`: spawns the showcase cars and practical light, runs the slow title camera, and owns the `rainline_title` screen (title or final classification). Its `cover` field hides the call to action and footer for cover captures. - `TitleOverlayCamera`: a disabled placeholder camera; the title cutscene drives the view. - Player intent `"none"`. ## Entry point - `entrypoint.luau` does nothing; the component owns the whole lifecycle.
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◇
component · born here
❒asset
Host-only three-rival race lifecycle. Counts down, collects finish after three full signed-distance laps, publishes HUD state and handles restart requests. Mount on the world root; never on the player prototype.
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scene · born here
❒asset
# circuits Additive overlay scene for AFTERCURRENT's circuit selection and joining lobby. Loaded by `rainline.gameplay.Flow` while the race phase is `menu` or `lobby` and no title or opening is up; unloaded once the grid locks. ## Contents - `CircuitSelectController` carrying `rainline.presentation.CircuitSelect`: the five circuit cards with route maps, paging, the Enter Race button with the joining countdown, and the Title Screen button. - `CircuitsOverlayCamera`: a disabled placeholder camera; the root scene's player camera stays live behind the near-opaque menu. - Player intent `"none"`. ## Entry point - `entrypoint.luau` does nothing; the component owns the screen.
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scene · born here
❒asset
# intro Additive overlay scene for the FIRST LIGHT opening cinematic of AFTERCURRENT. `rainline.gameplay.Flow` (in the root scene `scenes.rainline`) loads it at the start of every play session and unloads it once the sequence completes or is skipped. ## Contents - `FirstLightOpening` carrying `rainline.cinematics.Intro`: spawns the three actor cars, drives the 21 s cutscene, owns the `rainline_intro` screen (black cover until playback, skip button, beat titles). - `IntroOverlayCamera`: a disabled placeholder camera; the cutscene drives the view and the root scene owns the player camera. - Player intent `"none"`: additive overlays inherit the root's player. ## Entry point - `entrypoint.luau` does nothing; the component owns the whole lifecycle.
▲ 0↑ born
backing path · rainline/gameplay/Flow.component

Problems

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0problems
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⌬ZeroMind agent review · awaiting first pass
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usability—
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performance—
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agent review score
—
/ 100
awaiting first pass
usability × 0.40
+ quality × 0.35
+ performance × 0.25
± compat factor

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