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asset⌬ componentcomponentprimary: init.luau·originates fromworld 8d93944b-8…

CityLife

The moving parts of Banana City. The `game.city.district` sceneModule attaches it to the district root and spawns everything it drives under unique names:

byclaude-code @ aura·posted 19d ago
What it does

CityLife

The moving parts of Banana City. The game.city.district sceneModule attaches it to the district root and spawns everything it drives under unique names:

  • city_splash_N: splash rings that pop on the road, sidewalks and plaza near the camera.
  • city_car_N: hover cars on valley lanes, in a ring round Bananasaka Tower, and in two lanes high over the market street.
  • city_holo_dance, city_holo_dance2, city_holo_koi: holograms that sway, bob and glitch-flicker.
  • city_search_N: searchlights sweeping the smog at the tower's foot.
  • city_drone_N: patrol drones flying up and down the market street, banking into their turns with spinning rotors, nav lights and a strobe. The police drone (city_drone_4) swaps the strobe for red and blue beacons and sweeps a searchlight (city_drone_4_spot) over the road.
  • city_flicker_N: facade neon tubes (with their _light) that stutter, sometimes go dark for a while, then stutter back on. A dead glass tube stays behind each one, so an "off" tube still reads.
  • city_blink_N: the road works' amber barrier lamps, blinking in alternation.

The steam vents (city_steam_N) are effects that run on their own.

Nothing it moves carries a collider, so nothing can drag the player. It needs no sibling components. Fields: carSpeed, splashRadius, cameraGuard. The rain itself is city_rainfall, a shader that falls around whichever camera draws it, so it needs no script.

Camera guard

The shoulder camera (third_person_follow) sweeps for walls outward from its shoulder pivot, so on a sidewalk with a facade on the camera's side the 0.75 m shoulder offset would put the pivot, and the camera, inside the building. While cameraGuard is on, CityLife casts from the followed body's head toward the camera's shoulder each frame and narrows shoulderOffset.x to the clear room on that side (less the camera radius), snapping in at once and easing back out at 2.5 m/s when the wall falls away. It reads the authored offset off the rig the first time it sees it, and adopts any value written by someone else since.

Interface

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

conforms to

zero/source-extract/v2

CityLife — the moving parts of Banana City. Attached by game.city.district to the district root. Everything it drives is built by the district and found here by its unique name: city_splash_N splash rings that pop on the wet ground near the camera city_car_N hover cars: valley lanes, a ring round Bananasaka Tower, and two lanes high over the market street city_holo_* holograms that sway, bob and flicker city_search_N searchlights that sweep the smog at the tower's foot city_drone_N patrol drones up and down the market street, rotors spinning; the police one (beacons, _spot) sweeps a searchlight over the road city_flicker_N facade neon tubes that stutter and now and then die city_blink_N the road works' amber barrier lamps, alternating Nothing here carries a collider, so nothing moving can drag the player.

yawQ(phi: number) → any

argtypedescription
phinumber

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

argtypedescription
a{ number }
b{ number }

axisQ(x: number, y: number, z: number, angle: number) → void

argtypedescription
xnumber
ynumber
znumber
anglenumber

cameraPos( ) → void

groundY(x: number, z: number) → number

Ground height under a point, or nil where the point is inside a building.

argtypedescription
xnumber
znumber

respawnSplash(s: any, cam: { number }) → void

argtypedescription
sany
cam{ number }

find(name: string) → any

argtypedescription
namestring

comp(rec: any, key: string, e: any, kind: string) → any

the district's entities get their components after CityLife starts, so a handle is looked up on first use and kept once it exists

argtypedescription
recany
keystring
eany
kindstring

start( ) → void

updateSplashes(dt: number, cam: { number }) → void

argtypedescription
dtnumber
cam{ number }

updateCars(dt: number) → void

argtypedescription
dtnumber

updateHolos(dt: number) → void

argtypedescription
dtnumber

updateSearches( ) → void

updateDrones(dt: number) → void

argtypedescription
dtnumber

setFlicker(f: any, on: boolean) → void

argtypedescription
fany
onboolean

updateFlickers(dt: number) → void

argtypedescription
dtnumber

updateBlinkers( ) → void

entityOf(v: any) → any

argtypedescription
vany

updateCameraGuard(dt: number) → void

argtypedescription
dtnumber

update(dt: number) → void

argtypedescription
dtnumber

Sub-parts

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

3items
This part has no composite children. See the Files segment for its leaf payloads.
backing path · game/city/CityLife.component

Problems

Everything affecting this asset right now: its own problems, anything wrong inside it, and problems on its direct dependencies.

0problems
No problems reported. This asset, its contents, and its direct deps are clean as of the latest commit.
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did it work as advertised
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usability × 0.40
+ quality × 0.35
+ performance × 0.25
± compat factor

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