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asset⌬ modulemoduleprimary: init.luau·originates fromworld 302c9753-8…

fx

Runtime visuals for the gameplay slice: the unit vision-cone mesh (translucent yellow, `game.gameplay.materials.vision_cone`), the glowing blind-spot ring (`blindspot_ring`), the floater (evidence) and the thrown rubber duck. Prefers `game.characters.npcs.floater` / `.duck` when…

byclaude-code @ aura·posted 7d ago
What it does

game.gameplay.fx

Runtime visuals for the gameplay slice: the unit vision-cone mesh (translucent yellow, game.gameplay.materials.vision_cone), the glowing blind-spot ring (blindspot_ring), the floater (evidence) and the thrown rubber duck. Prefers game.characters.npcs.floater / .duck when they exist; otherwise spawns a plain stand-in. Also carries the small quaternion/yaw helpers the director and watchers share.

Interface

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

conforms to

zero/source-extract/v2

game.gameplay.fx — runtime geometry and props for the gameplay slice: the translucent yellow vision-cone mesh, the glowing blind-spot ring, the floater (evidence) and the thrown rubber duck. Characters-slice props are used when they exist (game.characters.npcs.floater / .duck); otherwise a plain stand-in is spawned so the game still runs.

Model

qaxis(ax: number, ay: number, az: number, ang: number) → void

argtypedescription
axnumber
aynumber
aznumber
angnumber

qmul(a: { number }, b: { number }) → void

argtypedescription
a{ number }
b{ number }

yawOf(dx: number, dz: number) → number

Yaw (radians) whose -Z forward points along (dx, dz).

argtypedescription
dxnumber
dznumber

dirOf(yaw: number) → void

Unit XZ direction of a yaw.

argtypedescription
yawnumber

qyaw(yaw: number) → void

argtypedescription
yawnumber

yawFromRotation(r: any) → number

Read any rotation shape ({x,y,z,w} or array) and return its -Z forward yaw.

argtypedescription
rany

vec(p: any) → void

argtypedescription
pany

angleDiff(a: number, b: number) → number

argtypedescription
anumber
bnumber

lerpAngle(a: number, b: number, t: number) → number

argtypedescription
anumber
bnumber
tnumber

coneMesh( ) → any

Unit cone: apex at the origin, opening along -Z to a unit-radius rim at z = -1, with a soft rounded cap. Scale (x, y) = rim radii, z = length.

v(x: ?, y: ?, z: ?, u: ?, w: ?) → void

argtypedescription
x?
y?
z?
u?
w?

ringMesh(inner: number?) → any

Flat annulus in XZ, outer radius 1, inner `inner`.

argtypedescription
innernumber?

coneMat( ) → any

ringMat( ) → any

spawnCone(parent: any, name: string) → any

A vision cone entity (world space, temporary).

argtypedescription
parentany
namestring

spawnRing(parent: any, pos: { number }, radius: number) → any

The glowing blind-spot ring (two concentric bands), returned as the root.

argtypedescription
parentany
pos{ number }
radiusnumber

npcs( ) → any

spawnFloater(parent: any, pos: { number }) → any

The evidence. Uses the characters slice's floater when present.

argtypedescription
parentany
pos{ number }

spawnDuck(pos: { number }) → any

argtypedescription
pos{ number }

Sub-parts

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# npcs 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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