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com.amanotes.echo.superbooster

v1.0.3

Published

Win-streak booster module for Echo games. Tracks consecutive wins per booster type, unlocks at a configurable player level, and auto-applies/reset boosters around level start/win/loss/quit.

Readme

Echo SuperBooster

Package: com.amanotes.echo.superbooster v1.0.1
Unity: 2022.3+
Namespace: Amanotes.Echo.SuperBooster
Dependencies: com.amanotes.orchestra 0.2.41, com.amanotes.echo.foundation 1.0.1

Win-streak booster module for Echo games. Tracks consecutive wins per booster type, unlocks at a configurable player level, and auto-applies / resets boosters around level start / win / loss / quit.

Setup

  1. Add the package: it's already embedded under Packages/ in this repo, or install it into another project via a scoped registry. In that project's Packages/manifest.json:
    {
      "scopedRegistries": [
        {
          "name": "Amanotes",
          "url": "https://registry.npmjs.org",
          "scopes": ["com.amanotes"]
        }
      ],
      "dependencies": {
        "com.amanotes.echo.superbooster": "1.0.1"
      }
    }
    com.amanotes.echo.foundation resolves automatically as a transitive dependency. No auth token needed — these are public packages on npmjs.org.
  2. Optional: try it standalone first via the bundled UPM sample — Package Manager → Echo SuperBoosterSamplesImport "SuperBooster Entry Point" (or open Packages/com.amanotes.echo.superbooster/Samples/Scenes/SuperBoosterSample.unity directly if the package is embedded). Press Play: SuperBoosterSampleBootstrap initializes SuperBoosterManager and force-unlocks it; SuperBoosterDebugGUI shows a toggleable panel to drive win/loss/quit and observe every booster's progress. This sample is state-only — SuperBooster has no standalone view or floating icon, so there's no popup UI to demo (its only UI, BoosterItemUI, is meant to be embedded inside the host-layer PreplayPopup).
  3. Run Echo → SuperBooster → Setup Wizard to generate the host-integration layer (SuperBoosterBridge, SuperBoosterConfigBridge, SRCheat.SuperBooster) into your game's Assets/_Echo/.
  4. Wire the bridge // TODO: markers to your host systems (PlayerData, Boosters, Gameplay events).

Debug tooling

Two interchangeable options — both call the same SuperBoosterManager/SuperBoosterService public API, so their cheats never drift out of sync:

  • With SRDebugger: SRCheat.SuperBooster.cs, generated by the Setup Wizard, adds a Force Unlock / Simulate Level Win / Simulate Level Loss / Simulate Level Quit / Log State panel to the SRDebugger overlay.
  • Without SRDebugger: drop SuperBoosterDebugGUI (Scripts/Debug/SuperBoosterDebugGUI.cs, ships with the module, zero third-party dependencies) onto any scene GameObject for the same cheats via a plain OnGUI() toggle panel, listing every configured booster's id/wins/IsActive (SuperBooster tracks independent per-booster counters, not one cumulative streak). Already included in the sample scene.

Architecture

SuperBoosterManager (thin) + SuperBoosterService (streak logic) implementing IWinningStreakService, with SuperBoosterConfig (root-array JSON), per-booster independent counters, and a host bridge. The module emits KEventBus events and never references host systems directly.

See SuperBooster.md for the full design doc.