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Architecture
Assets/Starhelm/ is the installed package (framework code, read-only once installed):
- Core/ - contracts: tags, contexts, buyer-facing interfaces (zero dependencies)
- Runtime/ - definitions, execution, job board, behavior trees, speech, time, skills
- Modules/ - built-in conditions, costs, effects and targeting
- Diagnostics/ - runtime overlay and scene gizmos
- Editor/ - UI Toolkit editor windows
- Template/ - the playable management-game starter
- Tests/ - the test suites: 146 EditMode plus 6 PlayMode
- Samples~/ - Colony sim, Horror management, and Light RTS samples
- Documentation~/ - Manual.md and Quickstart.md
Assets/Starhelm Data/ is where you author your own content (created by Tools > Starhelm > Setup):
- Actions/
- Behavior Graphs/
- Dialogue/Libraries/ and Dialogue/Profiles/
- Demo/
Adding a new condition, cost, effect, target or behavior node is done by writing one [Serializable] class that derives from the matching base class. There is no manual registration step, the new class appears automatically in every relevant editor menu, thanks to Unity's TypeCache.
Example, a custom condition:
[System.Serializable]
public sealed class HasLineOfSight : Starhelm.Runtime.Condition
{
public override Starhelm.Core.ValidationResult Evaluate(Starhelm.Core.ExecutionContext ctx)
=> /* your check */ Starhelm.Core.ValidationResult.Valid;
}Starhelm plugs into your project through five small interfaces:
- IActorContext
- IActionTarget
- IStatProvider
- IResourceStore
- IWorldQuery
Nothing in the Template is required, these interfaces are enough to connect the framework to a game built entirely from scratch.
See Installation to get the package into your project, and Quick Start to generate a first playable scene.