Each story starts with owners and data flow, then explains why an API fits and what fails safely. Use the smallest communication path that matches what the caller knows. A feature does not need every path.
- Player, Camera, And HUD -> fixed ref + typed node + signal
- Switch Calls Door -> one target + return value
- Manager And Spawned Enemies -> dynamic membership
- Pickup, Inventory, And UI -> method + signal + adapter
- Scene-Injected Asset Variants -> path -> typed nested state
- Timer-Driven Cooldown -> delayed state transition
- Dynamic Inspector Adapter -> runtime-selected member
- Player Health Signal Updates HUD -> focused signal example
Runnable source: ScriptPatterns.
Each script file in these stories follows the same shape: imports and helper
types, one #[State] root, lifecycle!, then methods!. Private methods
serve same-script calls; pub fn marks only externally dispatched methods.
Fixed trees and reusable wiring belong in the referenced .scn scene. Runtime
creation belongs only to dynamic instances.