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Server tick (src/systems/SurvivalStats) simulates per-stat drain/regen stored as Player Attributes, which auto-replicate so the client HUD (src/client/Hud) binds reactively via GetAttributeChangedSignal — no RemoteEvents. Stats are defined in src/stats/StatDefs and resolved through three layers (defaults < Config.override < a Studio SurvivalStatsConfig instance) by src/stats/StatConfig, so owners retune rates with no code. The HUD is a real, designer-editable ScreenGui in StarterGui, authored as diff-friendly JSON (assets/hud/SurvivalHud.model.json); bars bind by a `Stat` attribute + a `Fill` child, so re-texturing needs zero code. It ships for every distribution: the demo/Rojo source mount it, the drop-in .rbxm bundles it under a Templates folder and start()/installHud() deploys it, and HudFallback guarantees a HUD always appears. Adds the engine's first client layer (startClient()). Allow committing *.rbxmx/model templates (.gitignore) and skip the CI-fetched globalTypes.d.luau in selene. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
14 lines
530 B
Luau
14 lines
530 B
Luau
--!nonstrict
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--[[
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SurvivorCore HUD loader. Ships into StarterPlayerScripts (mounted by the demo,
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cloned by SurvivorCore.start()/installHud() for drop-in consumers). It just boots
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the client HUD; all logic lives in the engine module so it stays versioned.
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Editing or restyling the HUD is done on the `SurvivalHud` ScreenGui in StarterGui —
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never here.
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]]
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local ReplicatedStorage = game:GetService("ReplicatedStorage")
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local SurvivorCore = require(ReplicatedStorage:WaitForChild("SurvivorCore"))
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SurvivorCore.startClient()
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