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Update Eagle scene setup docs (#6986)
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@@ -68,7 +68,7 @@ private GameObject GetEffectPrefab(string beastName) {
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### 4. Wire up in the scene
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In `Gameplay.unity`, find the `ProvinceBeastsController` component and assign your new prefab to the new field.
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In `Assets/Scenes/Eagle.unity`, find the `ProvinceBeastsController` component on the Eagle map object and assign your new prefab to the new field.
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### 5. Test
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@@ -136,7 +136,7 @@ Create a tool to programmatically regenerate the Eagle strategic map images with
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| `Assets/Eagle/Materials/*.png` | Replaced province masks |
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| `Assets/Eagle/map_bw_labels.png` | Either: regenerated, or removed if using dynamic labels |
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| `province_map.tsv` | Add centroid columns |
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| `Assets/Gameplay.unity` | Add ProvinceLabelsController, label prefab instances |
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| `Assets/Scenes/Eagle.unity` | Add ProvinceLabelsController, label prefab instances |
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---
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@@ -87,7 +87,7 @@ Create these prefabs in `Assets/Eagle/Effects/`:
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### Scene Setup
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Wire up in `Gameplay.unity`:
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Wire up in `Assets/Scenes/Eagle.unity`:
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1. Add controller components to the Map GameObject
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2. Assign `mapContainer`, `centroidsJson` (shared with other controllers)
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3. Assign the effect prefab for each controller
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