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component · drop-in viewer
Lightbearer
The player slice's runtime component, on the scene's `Game` entity. It activates the `luminaria` input map (E/Q turn, F crystal, R reset, Space/Enter begin) and turns the controls into `game.core` actions. It also:
by·posted 8d ago
What it does
Lightbearer
The player slice's runtime component, on the scene's Game entity. It activates the
luminaria input map (E/Q turn, F crystal, R reset, Space/Enter begin) and turns the
controls into game.core actions. It also:
- Dresses the body (
Core.body()) at runtime as the hooded Lightbearer ofdesign/references/player.png. The skinned humanoid is kept, so Locomotion still animates the legs, and it wearslb_cloak_dark. Under the body's heading entity it addsLB_Cloak(a cone cloak with a tattered hem, mantle, violet rune trim, belt and brass brooch),LB_Hood(follows the Head bone: a hood, a dark void and two glowing eyes) andLB_Staff(follows Hand_R: a wood and brass staff with a caged crystal and the warmLanternLightpoint light). The cloak trails back with walk speed. - Tunes the walk:
walkSpeed3.0 m/s andsprintMultiplier1.6 on the CharacterController. - Device prompt:
LB_DevicePromptputs a turning brass rune ring on the floor under the nearest touchable device, a billboarded GaramondCore.promptFortext and a warm glow. The ring pulses when E, Q or F acts. - Carried crystal: while
Core.state.carryis set, a crystal of that colour (lb_carry_<mask>) floats above the lantern and casts a light of the same colour. - Descent: on
descend(from, to)it disables the controller, pulls the body to the seal and sinks it into a column of white light (LB_DescentShaft), then fades to black (lum_lb_fadescreen, layer 940). Next it moves the body aboveCore.spawnPoint(to), callsCore.arrive(to)and floats the body down a light column as the fade lifts. Control is only given back once a floor exists under the spawn. - Puts a body that has fallen more than 25 m below its spawn back on the spawn.
Public fields
inputMap— the control scheme (game.luminaria).walkSpeed(m/s),sprintMultiplier.lanternIntensity,lanternRadius— the warm lantern light.
Slots (stand-ins for the polish pass)
LB_Cloak/LB_Hood— primitive cloak and hood over the builtin humanoid. They stand for a rigged hooded-cloak character mesh from player.png. mesh_gen failed upstream with 402/400 on every try.LB_Staff— a primitive lantern-staff. It stands for a generated staff mesh.materials/lb_*— flat PBR colours with no cloth or brass textures.
Discussion
Scoped to this part · feeds back into the world's score.
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