feat(stage-tamagotchi-godot): initiation of Godot stage (#1697)

## Description

This PR introduces `@proj-airi/stage-tamagotchi-godot` as the initial
Godot C# workspace package for the desktop-only `stage-tamagotchi` stage
runtime track.

The current scope is intentionally limited to G0 bootstrap work:
- add the Godot/.NET project files and workspace wrapper files
- establish the package boundary for the Godot-backed desktop stage
runtime
- add a minimal runnable scene and script so the Godot project can be
opened, built, and executed inside the repo

Concretely, this PR adds:
- the new `packages/stage-tamagotchi-godot` package
- Godot project files (`project.godot`, `.csproj`, `.sln`, editor/config
files)
- a minimal `stage-root` scene and `StageRoot.cs` script
- basic visible scene contents for runtime validation (`Camera3D`,
`OmniLight3D`, `Box`)
- a package README describing scope and ownership boundaries
- minimal package scripts for build/typecheck via `dotnet build`

---------

Co-authored-by: autofix-ci[bot] <114827586+autofix-ci[bot]@users.noreply.github.com>
Co-authored-by: LemonNeko <self@lemonneko.moe>
Co-authored-by: Garfield Lee <Garfield550@users.noreply.github.com>
Co-authored-by: gemini-code-assist[bot] <176961590+gemini-code-assist[bot]@users.noreply.github.com>
Co-authored-by: Neko <neko@ayaka.moe>
This commit is contained in:
Lilia_Chen
2026-04-23 01:04:01 +08:00
committed by GitHub
co-authored by autofix-ci[bot] LemonNeko Garfield Lee gemini-code-assist[bot] Neko
parent c259cec35f
commit 567fd6666e
16 changed files with 246 additions and 0 deletions
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root = true
[*]
charset = utf-8
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# Normalize EOL for all files that Git considers text files.
* text=auto eol=lf
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# Godot 4+ specific ignores
.godot/
/android/
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# `@proj-airi/stage-tamagotchi-godot`
Godot-native desktop stage runtime project for `stage-tamagotchi`.
## What It Does
- Hosts the Godot project used as the desktop-only stage runtime baseline.
- Provides the minimal scene, script, and .NET project structure for G0 stage work.
- Keeps Godot-owned assets, scenes, scripts, and future add-ons local to one workspace package.
## What It Is Not
- It is not the Electron host app.
- It does not own AIRI agent logic or adaptation-layer IPC contracts.
- It is not a web or mobile renderer package.
## Current Scope
- Desktop-only Godot sidecar runtime exploration for `stage-tamagotchi`.
- Godot C# project structure and minimal runtime skeleton.
- Early-stage scene and runtime validation work.
## Directory Layout
- `scenes/`: Godot scene files such as the current stage root.
- `scripts/`: C# runtime scripts attached to Godot nodes.
- `assets/`: Imported models, textures, materials, and other runtime assets.
- `addons/`: Godot plugins, editor/runtime add-ons, or vendored third-party Godot extensions.
## When To Use It
- Use it when working on the Godot-backed desktop stage runtime.
- Use it for Godot scene, asset, rendering, and character-runtime work.
- Use it as the package boundary for the desktop Godot stage project itself.
## When Not To Use It
- Do not put Electron main/renderer host logic here.
- Do not put AIRI agent orchestration or cross-process protocol definitions here.
- Do not use it as a generic cross-platform stage abstraction package.
## Build
- `pnpm -F @proj-airi/stage-tamagotchi-godot build`
- `pnpm -F @proj-airi/stage-tamagotchi-godot typecheck`
Both commands currently run `dotnet build` against the Godot-generated C# project file.
## Notes
### Environment Management
Recommended to use [GodotEnv](https://github.com/chickensoft-games/GodotEnv) to manage Godot versions.
You can use the command below to set current Godot version for this project:
```bash
godotenv godot use 4.6.2
```
Then run the Godot editor with the current project:
```bash
"$(godotenv godot env path)" ./packages/stage-tamagotchi-godot/project.godot
```
You can also run the game directly from the command line:
```bash
"$(godotenv godot env path)" --path ./packages/stage-tamagotchi-godot
```
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importer="texture"
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dest_files=["res://.godot/imported/icon.svg-218a8f2b3041327d8a5756f3a245f83b.ctex"]
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{
"name": "@proj-airi/stage-tamagotchi-godot",
"type": "module",
"version": "0.9.0",
"private": true,
"description": "Godot-native desktop stage runtime workspace package for stage-tamagotchi",
"author": {
"name": "Moeru AI Project AIRI Team",
"email": "airi@moeru.ai",
"url": "https://github.com/moeru-ai"
},
"license": "MIT",
"repository": {
"type": "git",
"url": "https://github.com/moeru-ai/airi.git",
"directory": "packages/stage-tamagotchi-godot"
},
"scripts": {
"build": "dotnet build ./stage-tamagotchi-godot.csproj",
"typecheck": "dotnet build ./stage-tamagotchi-godot.csproj"
}
}
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; Engine configuration file.
; It's best edited using the editor UI and not directly,
; since the parameters that go here are not all obvious.
;
; Format:
; [section] ; section goes between []
; param=value ; assign values to parameters
config_version=5
[application]
config/name="stage-tamagotchi-godot"
run/main_scene="uid://c4t68p7ibkjxg"
config/features=PackedStringArray("4.6", "C#", "Forward Plus")
config/icon="res://icon.svg"
[dotnet]
project/assembly_name="stage-tamagotchi-godot"
[physics]
3d/physics_engine="Jolt Physics"
[rendering]
rendering_device/driver.windows="d3d12"
@@ -0,0 +1,24 @@
[gd_scene format=3 uid="uid://c4t68p7ibkjxg"]
[ext_resource type="Script" uid="uid://cwngwb6eal55x" path="res://scripts/StageRoot.cs" id="1_k8kx6"]
[sub_resource type="BoxMesh" id="BoxMesh_mr4xw"]
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_f1a2p"]
albedo_color = Color(0.772549, 0.882353, 0.984314, 1)
[node name="Node3D" type="Node3D" unique_id=1704384288]
script = ExtResource("1_k8kx6")
[node name="Camera3D" type="Camera3D" parent="." unique_id=1342789791]
transform = Transform3D(1, 0, 0, 0, 0.93969274, 0.34201992, 0, -0.34201992, 0.93969274, 0, 1.2, 3.5)
current = true
[node name="OmniLight3D" type="OmniLight3D" parent="." unique_id=1692990068]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 2, 2, 2)
light_color = Color(1, 0.956863, 0.909804, 1)
omni_range = 12.0
[node name="Box" type="MeshInstance3D" parent="." unique_id=840596041]
mesh = SubResource("BoxMesh_mr4xw")
surface_material_override/0 = SubResource("StandardMaterial3D_f1a2p")
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using Godot;
using System;
public partial class StageRoot : Node3D
{
// Called when the node enters the scene tree for the first time.
public override void _Ready()
{
GD.Print("StageRoot ready");
}
// Called every frame. 'delta' is the elapsed time since the previous frame.
public override void _Process(double delta)
{
}
}
@@ -0,0 +1 @@
uid://cwngwb6eal55x
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<Project Sdk="Godot.NET.Sdk/4.6.2">
<PropertyGroup>
<TargetFramework>net8.0</TargetFramework>
<TargetFramework Condition=" '$(GodotTargetPlatform)' == 'android' ">net9.0</TargetFramework>
<EnableDynamicLoading>true</EnableDynamicLoading>
<RootNamespace>StageTamagotchiGodot</RootNamespace>
</PropertyGroup>
</Project>
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Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio 2012
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EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
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ExportDebug|Any CPU = ExportDebug|Any CPU
ExportRelease|Any CPU = ExportRelease|Any CPU
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GlobalSection(ProjectConfigurationPlatforms) = postSolution
{95468D0F-8DA0-4018-8339-3723064F84F3}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{95468D0F-8DA0-4018-8339-3723064F84F3}.Debug|Any CPU.Build.0 = Debug|Any CPU
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{95468D0F-8DA0-4018-8339-3723064F84F3}.ExportDebug|Any CPU.Build.0 = ExportDebug|Any CPU
{95468D0F-8DA0-4018-8339-3723064F84F3}.ExportRelease|Any CPU.ActiveCfg = ExportRelease|Any CPU
{95468D0F-8DA0-4018-8339-3723064F84F3}.ExportRelease|Any CPU.Build.0 = ExportRelease|Any CPU
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@@ -3044,6 +3044,8 @@ importers:
specifier: 'catalog:'
version: 0.0.97
packages/stage-tamagotchi-godot: {}
packages/stage-ui:
dependencies:
'@date-fns/utc':