Onboarding + loop flow for a hands-off demo; GoalTarget 4->2
Lap-1 Fabricator affordable (StartingOre 50->90); mine prompt shows IN the room; Return no longer false-completes on death (WasOnExpedition latch + soft timeout, never the 1-tick Returning edge); HUD keeps room/siege/ammo cues during combat steps; Welcome needs an explicit confirm; READY panel shows FINAL DEFENSE when goal-full; dev Force-Each-Launch hidden from public Settings. GoalProgress.Target 4->2 (~10-20 min demo). Onboarding tests updated to the new contracts (456/456). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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@@ -68,9 +68,13 @@ namespace ProjectM.Client
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// DEV: forces the first-run coach-marks to replay fresh on every launch (wipes the completed-step mask at
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// each boot — see SettingsService.Boot). Off = normal once-only first-run behaviour.
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card.Add(CycleRow("Force Each Launch (Dev)",
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#if UNITY_EDITOR // D7: dev-only onboarding replay toggle — hidden from the public demo Settings so a player can't lock themselves into permanent tutorial
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card.Add(CycleRow("Force Each Launch (Dev)",
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() => onoff[Mathf.Clamp(working.ForceOnboardingEachLaunch, 0, 1)],
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dir => working.ForceOnboardingEachLaunch = Wrap(working.ForceOnboardingEachLaunch + dir, 2)));
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#endif
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// ---------------- Buttons ----------------
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var apply = MenuUi.Button("Apply", () => SettingsService.SaveAndApply(working));
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