Add Phase 3a Core Director Functionality
- Introduced `PHASE_3a_CORE_DIRECTOR.md` detailing the core functionality for directors, including navigation, action queue, UI, waypoint visualization, and action execution. - Implemented `StageDirectorVisuals` for drawing stickman action queues in edit mode, including waypoints and action badges. - Created `SpeechBubble` class for displaying speech bubbles above stickmen, with customizable text and styling.
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@@ -38,6 +38,7 @@ A kid-friendly (ages 10–15) interactive physics sandbox where users build envi
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| **Phase 1** | Physics & Ragdolls | Terrain shapes, prop physics, and Kinematic-to-Ragdoll swap | `RigidBody2D` + `PinJoint2D` |
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| **Phase 2** | Play / Edit Engine | World building harness, object spawner, selection & transform gizmos | State Machine & Canvas Layer |
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| **Phase 3** | Character Actions | Waypoint pathfinding, speech bubbles, animation/action queuing | `NavigationAgent2D` + Action Runner |
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| **Phase 3a** (✅) | Core Director Functionality | Direct tool + action popup, per-stickman action queues, waypoint/badge visuals, nav mesh + runner | `NavigationAgent2D` + `NavigationRegion2D` + Action Runner |
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| **Phase 4** | Visual Logic | Sensor zones, trigger-action mapping, interactive props | Event Bus & Logic Nodes |
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| **Phase 5** | UX Polish & Saving | Radial context menus, sidebar palette, JSON scene serialization | UI Theme & JSON Parser |
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@@ -56,9 +57,9 @@ A kid-friendly (ages 10–15) interactive physics sandbox where users build envi
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3. Add hover, selection outline, and 2D transform gizmos (translate, rotate, delete) active during `EDIT` mode.
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### Phase 3: Character Command System
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1. Integrate `NavigationAgent2D` on stickmen for walking across user-built terrain.
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2. Build a directive queue manager (`WalkTo`, `PlayAnim`, `SayText`, `Wait`).
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3. Add floating UI speech bubbles tied to the `Head` bone transform.
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1. Integrate `NavigationAgent2D` on stickmen for walking across user-built terrain. *(✅ Phase 3a: code-built `NavigationRegion2D` re-baked on terrain edits; `walk_to` paths across placed blocks.)*
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2. Build a directive queue manager (`WalkTo`, `PlayAnim`, `SayText`, `Wait`). *(✅ Phase 3a: `walk_to` / `speak` / `wait` / `ragdoll` / `recover` actions + per-rig action queue + queue runner.)*
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3. Add floating UI speech bubbles tied to the `Head` bone transform. *(✅ Phase 3a: `SpeechBubble`, a world-space `_draw()` bubble child of the rig above the head.)*
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### Phase 4: Logic & Triggers
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1. Create `TriggerArea2D` nodes with visual boundaries visible in Edit Mode.
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