✨ Status Effects Samples --- Scenes & Diagnostics¶
The Status Effects Samples folder contains demonstration scenes, helper setups, and lightweight diagnostics for exploring the Status Effects system in action.
These samples are intended for:
- learning system behaviour\
- debugging integrations\
- validating performance assumptions
👉 They are not part of the runtime framework and are safe to remove.
📂 Folder Layout¶
Samples/StatusEffects/
Scenes/ // Core behaviour demonstrations (00–05)
Diagnostics/ // Lightweight performance smoke tests
Demo scaffolding used by these scenes lives in the Teaching layer, not inside Samples.
🎬 Sample Scenes¶
Each scene focuses on a core Status Effects concept.
Scene Demonstrates
00_StatusBasics Apply / refresh / remove, stacking rules, policies.
01_CleanseDispelImmunity Cleanse, dispel, immunity, resistance.
02_PotencyAuras Potency scaling, aura-style modifiers, recompute flow.
05_SnapshotsTime Snapshots, time modes, pause/control flow.
💡 All scenes pair with Teachable Panels to show live behaviour, including timers, stacking, and recompute logic.
🧪 Diagnostics¶
Located in:
Samples/StatusEffects/Diagnostics/
These scripts provide lightweight performance smoke tests for common Status operations:
- applying effects at scale\
- stacking behaviour under load\
- time/authority edge cases
They are designed to:
- validate expected performance characteristics\
- detect obvious allocation or scaling issues\
- give a rough baseline using the Unity Profiler
⚠️ These are not benchmark guarantees and do not simulate full gameplay stacks.
🔧 Demo Support¶
Demo scaffolding used by scenes and panels lives in:
Assets/RevFramework/Teaching/StatusEffects/Support/
This includes demo-only components such as:
IStatusImmunityimplementations\IStatusResistanceimplementations\IStatusPotencyproviders\ITimeSourcevariants\DemoHealth(IDamageable stub)
These exist purely for demonstration and are not required in production.
🧠 Tips¶
- Scenes reflect real runtime behaviour --- no fake logic.
- Teachable Panels show exactly what the system is doing internally.
- Diagnostics help validate that your usage patterns are sane.
- You can copy/paste patterns directly into your own gameplay code.
⚠️ Gotchas¶
- Samples are Editor-only --- they do not affect builds.\
- Demo components are intentionally minimal and not production-ready.\
- Performance depends on how you use the system (rules, UI, integrations).
🔗 Related Documentation¶
- Runtime / Status Effects --- controller, lifecycle, stacking\
- Auras / Potency --- scaling behaviour\
- Authority --- optional mutation gating\
- UI / Presentation --- visualisation patterns