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Health — Teaching Panels

The Teaching folder contains a set of lightweight IMGUI panels used for learning, debugging, and hands-on testing of the Health System directly inside your scenes.
These panels demonstrate how rules, shields, regeneration, combat state, and effects interact in real time.

Each panel is intentionally minimal and code-first — ideal for understanding behaviour, copying patterns, and wiring your own production UI later.

Status: Sample / Teaching UI — intended for development/testing scenes only. Not for shipping.

Define Guard: REV_TEACHABLES + REV_HEALTH_PRESENT

Teaching content never ships in a player build: RevTeachablesBuildGuard raises a compile #error while REV_TEACHABLES is set for a Player build, which is intended — a debug overlay in a shipped game is always a mistake.
To build, run Tools > RevGaming > RevFramework > Validate > Pre-Build Clean, or delete/move Assets/RevFramework/Teaching.


Teaching Panel Categories

Health teaching panels are divided into two categories.

HostileConsumer

Panels that operate strictly through public APIs and supported extension seams.

These panels verify that the Health system can be used by an external project without internal access.

They act as API verification tools.

Demo

Panels designed to demonstrate behaviour interactively.

Demo panels may:

  • rebuild shield stacks
  • attach rules dynamically
  • configure handlers for demonstration

These panels exist for learning and debugging, not API verification.


Panel Overview

Panel Category Focus
RulesBasicsTagPanel HostileConsumer Pre-rule damage flow
CritExecuteBuffsPanel HostileConsumer Crits, execute, attacker buffs
DotHotStacksPanel HostileConsumer DOT/HOT stacks
RegenIFramesCombatPanel HostileConsumer Regen, i-frames, combat state
DeathFXHandlersPanel HostileConsumer Death pipeline
HealthSavePanel HostileConsumer What a save holds about health, and what it leaves out
ShieldsPanel Demo Shield systems & chaining
TeamsFriendlyFirePanel Demo Team damage behaviour
HealthDebugPanel Demo Live read-out of every HealthSystem in the scene

Each panel is self-contained and demonstrates one clear concept.
All panels inherit from TeachablePanelBase and use pure IMGUI. None of them binds a Backquote toggle. A panel draws while its component is enabled; disable the component to hide it, and drag or resize the window at runtime. The one exception is HealthDebugPanel, which has a toggleKey field defaulting to F9 — it is a scene-wide read-out rather than a lesson, so it is the one panel you want to be able to hide without leaving Play Mode.


Learning Goals

Across all panels you’ll learn to:

  • Preview and apply damage using engine-accurate calculations
  • Understand rule ordering (pre-rule vs post-rule evaluation)
  • Configure and test shield behaviours and chains
  • Observe critical hits, execute rules, and buffs
  • Manage regeneration, invincibility frames, and combat state
  • Apply and inspect DOT/HOT effects and stack logic
  • Test team rules and friendly-fire scaling
  • Inspect death handling and effect pipelines
  • See what a health save carries — and what RestoreSnapshot deliberately leaves out
  • Read every HealthSystem in the scene at once through the debug panel

Example: Damage Preview vs Apply

Teaching panels demonstrate the same call patterns your production code will use:

var preview = health.PreviewDamage(ctx);

if (preview > 0)
{
    var result = health.ApplyDamage(ctx);
}

No mock logic.
No demo-only shortcuts.
These panels show exactly what the runtime systems calculate.


Integration Tips

  • Teaching panels are IMGUI-based and intended for development scenes only.
  • They cannot reach a player build: the build guard raises a compile #error while REV_TEACHABLES is set for a Player build, so a Teaching panel left in a scene fails the build rather than shipping in it.
  • Safe to keep in dev scenes — they won’t affect runtime systems.
  • Copy service calls, result handling, and rule configuration into your own UI.
  • Ignore IMGUI/layout code — it’s scaffolding only.

Panels will clearly warn if required references or rules are missing.


Teaching Folder Layout

Teaching/Health/
 ├─ Demos/
 │   HealthDebugPanel.cs
 │   ShieldsPanel.cs
 │   TeamsFriendlyFirePanel.cs
 │
 ├─ HostileConsumers/
 │   CritExecuteBuffsPanel.cs
 │   DeathFXHandlersPanel.cs
 │   DotHotStacksPanel.cs
 │   HealthSavePanel.cs
 │   RegenIFramesCombatPanel.cs
 │   RulesBasicsTagPanel.cs
 │
 └─ Support/
     HealthReasonText.cs

Teaching Support Helpers

The Support folder contains small helper utilities used by teaching panels.

Examples include:

  • HealthReasonText – maps damage rejection reasons to readable teaching text
  • formatting helpers shared across panels

These helpers exist purely for the teaching layer and are not part of the Health runtime API.


Quick Review

Attribute Summary
Audience Developers integrating or exploring the Health system
Goal Teach rule flow, effects, and combat behaviour
Style Code-first, readable, and dependency-light
Location Assets/RevFramework/Teaching/Health/
Safety Dev-scene focused; must not be shipped with scenes
Theme IMGUI — consistent with all RevFramework teaching panels

TL;DR

The Teaching folder is your in-engine classroom for the Health system.
Use it to explore damage rules, shields, effects, and death handling — then copy the patterns into your own UI.