Move mouse-look sensitivity into the PlayerSettings CultCache global

ActionGameManager.Sensitivity was a Unity-serialized public float2, but
CultMath's float2 isn't Unity-serializable, so ARPG.unity's stored value
loaded as zero and mouse look went dead. Sensitivity is a player
preference, so it belongs in PlayerInputSettings (key 2) with the prior
default (-0.001, 0.001) as a field initializer, so a pre-existing player
store missing the key still deserializes to the working default instead
of zero. ActionGameManager now reads PlayerSettings.InputSettings.Sensitivity
directly; no cached copy on the MonoBehaviour. Adds a pinning test that
simulates an old store lacking key 2 and asserts the default, plus a
round-trip test for a non-default value.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
Meta Vens 2026-09-17 17:22:09 +02:00
commit 00ebe46abe
3 changed files with 48 additions and 2 deletions

View file

@ -98,7 +98,6 @@ public class ActionGameManager : MonoBehaviour
public GameSettings Settings;
//public string StarterShipTemplate = "Longinus";
public float2 Sensitivity;
public int Credits = 15000000;
public float TargetSpottedBlinkFrequency = 20;
public float TargetSpottedBlinkOffset = -.25f;
@ -1226,7 +1225,8 @@ public class ActionGameManager : MonoBehaviour
}
}
var look = Input.Player.Look.ReadValue<Vector2>();
_entityYawPitch = float2(_entityYawPitch.x + look.x * Sensitivity.x, clamp(_entityYawPitch.y + look.y * Sensitivity.y, -.45f * PI, .45f * PI));
var sensitivity = PlayerSettings.InputSettings.Sensitivity;
_entityYawPitch = float2(_entityYawPitch.x + look.x * sensitivity.x, clamp(_entityYawPitch.y + look.y * sensitivity.y, -.45f * PI, .45f * PI));
_viewDirection = mul(float3(0, 0, 1), CultMath.float3x3.Euler(float3(_entityYawPitch.yx, 0), RotationOrder.YXZ));
CurrentEntity.LookDirection = _viewDirection;
HeatstrokePost.weight = saturate(unlerp(0, Settings.GameplaySettings.SevereHeatstrokeRiskThreshold, CurrentEntity.Heatstroke));

View file

@ -2,7 +2,9 @@ using GameCult.Caching;
using System;
using System.Collections.Generic;
using System.Globalization;
using CultMath;
using MessagePack;
using static CultMath.math;
[CultDocument("aetheria.playersettings", "1"), CultGlobal, MessagePackObject]
public class PlayerSettings
@ -71,6 +73,7 @@ public class PlayerInputSettings
// MessagePack's untrusted-data security refuses to read it back.
[Key(0)] public Dictionary<string, Dictionary<int, string>> InputActionMap = new Dictionary<string, Dictionary<int, string>>();
[Key(1)] public List<string> ActionBarInputs = new List<string>();
[Key(2)] public float2 Sensitivity = float2(-0.001f, 0.001f);
}
public enum Quality

View file

@ -0,0 +1,43 @@
using CultMath;
using GameCult.Caching.MessagePack;
using MessagePack;
using Xunit;
using static CultMath.math;
// Pins the fix for the zero-sensitivity regression: ActionGameManager.Sensitivity (a Unity-serialized float2) was
// deleted because CultMath's float2 isn't Unity-serializable, and the setting moved into the CultCache
// PlayerInputSettings global. A player store written before this field existed has no key 2 for Sensitivity; it must
// deserialize with the look-sensitivity default, not zero, or mouse look goes dead again.
public sealed class PlayerSettingsSensitivityTests
{
private static readonly MessagePackSerializerOptions Options =
CultDocumentMessagePackSerialization.OptionsFor(typeof(PlayerInputSettings).Assembly);
[Fact]
public void MissingSensitivityKeyDeserializesToDefault()
{
// Simulate a pre-existing store: a PlayerInputSettings array holding only keys 0 and 1, so key 2
// (Sensitivity) was never written.
var buffer = new System.Buffers.ArrayBufferWriter<byte>();
var writer = new MessagePackWriter(buffer);
writer.WriteArrayHeader(2);
MessagePackSerializer.Serialize(ref writer, new System.Collections.Generic.Dictionary<string, System.Collections.Generic.Dictionary<int, string>>(), Options);
MessagePackSerializer.Serialize(ref writer, new System.Collections.Generic.List<string>(), Options);
writer.Flush();
var settings = MessagePackSerializer.Deserialize<PlayerInputSettings>(buffer.WrittenMemory, Options);
Assert.Equal(float2(-0.001f, 0.001f), settings.Sensitivity);
}
[Fact]
public void NonDefaultSensitivityRoundTrips()
{
var settings = new PlayerInputSettings { Sensitivity = float2(0.5f, -0.25f) };
var bytes = MessagePackSerializer.Serialize(settings, Options);
var result = MessagePackSerializer.Deserialize<PlayerInputSettings>(bytes, Options);
Assert.Equal(float2(0.5f, -0.25f), result.Sensitivity);
}
}