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asset⌬ componentcomponentprimary: init.luau·originates fromworld 122549c2-f…

Env

The look of NEKO-9. Mounted on `mount_env` by the scene's entrypoint, in edit and in play alike, so the café is dressed while the other slices author against it.

byclaude-code @ aura·posted 1mo ago
What it does

Env

The look of NEKO-9. Mounted on mount_env by the scene's entrypoint, in edit and in play alike, so the café is dressed while the other slices author against it.

awake rebuilds the whole slice from nothing: it drops the subtree it built last time, skins the scene's shell, spawns the set dressing and the neon sign, arms the fog, the participating medium, the wetness, the rain, the bloom and the grade, and bakes the reflection the wet floors reflect. The per-frame tick reads Core.state.dawn and pushes the night one step toward sunrise; every value it writes comes out of game.env.palette.

Fields

FieldWhat it does
drivingWhether the night advances with Core.state.dawn. Off holds the look where it stands, which is how a shot is taken at one moment.
dawnOverrideHold the look at a chosen point in the night, 0 through 1. Below 0 follows the run's own dawn.

Methods

  • rebuild() — build the slice again from nothing. Safe to call repeatedly; it finds its previous subtree by name and despawns it first, so nothing doubles.
  • setDawn(d) — hold the look at d without waiting a night out. -1 hands it back to the run.
  • observe() — what the slice holds right now: the root, the prop count, the practicals, the dawn, the whole look table, and the state of the fog, the medium, the weather, the post-process chain and the rain.

What it touches that it does not own

The scene owns the slabs, the walls, the rails, the neon strips, the lights and the sky. This slice writes exactly two things on them: each Model's material (see game.env.shell), and the colour and intensity of the scene's lights plus the sky's clock as the dawn turns. It never moves, despawns, reparents or adds a component to anything the scene carries. Everything it makes is spawned under one env_built root, marked temporary, so no part of it reaches scene.json.

Interface

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

conforms to

zero/source-extract/v2

strict

lightOf(name: string) → any

argtypedescription
namestring

currentRoot( ) → any

clearBuilt( ) → void

Drop the whole subtree this component built last time, so a reload rebuilds rather than doubles. Ownership is re-derived from the world by name.

pushLook(look: ?) → void

argtypedescription
look?

currentDawn( ) → number

rebuild( ) → void

drive( ) → void

awake( ) → void

update(_dt: ?) → void

argtypedescription
_dt?

editorUpdate(_dt: ?) → void

argtypedescription
_dt?

onDestroy( ) → void

rebuild( ) → void

Rebuild the whole slice on demand: after editing the dressing, or to prove a second build lands the same room as the first.

setDawn(d: number) → void

Hold the look at a chosen point in the night without waiting one out.

argtypedescription
dnumber

observe( ) → void

What the slice is holding right now, for a test or a capture to read against.

Sub-parts

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23+items
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module · born here
❒asset
# game.env.palette The night, as one function of the dawn. `palette.look(dawn)` answers with every value the env slice drives — the sky's clock and colours, the ambient fill, the temperature of the house lamps, how hard the neon burns, the colour and weight of the air, the grade, the bloom, the exposure and the rain — so the whole room turns together and nothing is tuned in two places. `NIGHT` and `DAWN` are the two ends. `turn(d)` is the light itself turning: it holds through the first part of a run and swings over the last, so the room does not brighten by inches from the first second of play. `clockOf(d)` is the wall clock, slow through the small hours and quick at the end, the way a night runs.
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module · born here
❒asset
# game.env.atmosphere The air, the rain, the grade and the reflection. `install(root)` arms the post-process chain (`rdr_env_bloom` and `rdr_env_grade`, both on the `scene` layer so the interface the ui slice draws is left ungraded) and the two runs of rain — one over the roof, one falling the length of the lift shaft. `apply(look)` pushes one `palette` look into the height fog, the participating medium that lets the neon and the laser draw shafts, the surface wetness, the bloom, the grade and the exposure. `release()` gives all of it back. `refreshReflection(clock)` re-bakes what the wet floors reflect, and does it a handful of times over a night rather than continuously: the bake crosses an HDR target transition the engine is currently fragile across.
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module · born here
❒asset
# game.env.dressing What makes NEKO-9 a café rather than a box: the brass columns up the atrium, the Lobby counter and its pendants, the cat furniture, the Library's wall of books and its reading nook, the rooftop tank, plant and festoon run, and the NEKO-9 neon sign on the north parapet. `dressing.build(root)` spawns all of it under one root, marked `temporary`, and returns the practicals — the lamps whose intensity the dawn scales. It keeps clear of every anchor the mechanisms stand on: the lift shaft, both Lobby plates, the Library glass run and its plate, the heavy plate and the loft. The sign's glyphs are drawn as tubes between explicit endpoints, and placed through a `dir` of -1, because the sign hangs on the north parapet and is read from inside the roof — the word runs the other way along world X than it would on a page.
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module · born here
❒asset
# game.env.shell The materials the atrium itself is made of. `shell.apply()` walks a table of material-to-entity assignments and writes ONE field on each: the `Model` component's `material`. It never moves an entity the scene owns, never despawns one, and never adds or removes a component. That is the whole of the env slice's contact with scene-owned entities, and the report it returns names anything the scene did not carry.
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module · born here
❒asset
# core <!-- zero:scaffolded-readme --> <!-- Replace the line below with what this module provides and who consumes it, then delete both comment lines. --> TODO: describe this module.
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backing path · game/env/Env.component

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