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✨ 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:

  • IStatusImmunity implementations\
  • IStatusResistance implementations\
  • IStatusPotency providers\
  • ITimeSource variants\
  • 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).

  • Runtime / Status Effects --- controller, lifecycle, stacking\
  • Auras / Potency --- scaling behaviour\
  • Authority --- optional mutation gating\
  • UI / Presentation --- visualisation patterns