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.
Maintainers
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
- 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'sPackages/manifest.json:{ "scopedRegistries": [ { "name": "Amanotes", "url": "https://registry.npmjs.org", "scopes": ["com.amanotes"] } ], "dependencies": { "com.amanotes.echo.superbooster": "1.0.1" } }com.amanotes.echo.foundationresolves automatically as a transitive dependency. No auth token needed — these are public packages on npmjs.org. - Optional: try it standalone first via the bundled UPM sample — Package Manager → Echo SuperBooster
→ Samples → Import "SuperBooster Entry Point" (or open
Packages/com.amanotes.echo.superbooster/Samples/Scenes/SuperBoosterSample.unitydirectly if the package is embedded). Press Play:SuperBoosterSampleBootstrapinitializesSuperBoosterManagerand force-unlocks it;SuperBoosterDebugGUIshows 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-layerPreplayPopup). - Run Echo → SuperBooster → Setup Wizard to generate the host-integration layer (
SuperBoosterBridge,SuperBoosterConfigBridge,SRCheat.SuperBooster) into your game'sAssets/_Echo/. - 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 plainOnGUI()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.
