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>
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3 changed files with 48 additions and 2 deletions
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@ -2,7 +2,9 @@ using GameCult.Caching;
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using System;
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using System.Collections.Generic;
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using System.Globalization;
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using CultMath;
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using MessagePack;
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using static CultMath.math;
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[CultDocument("aetheria.playersettings", "1"), CultGlobal, MessagePackObject]
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public class PlayerSettings
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@ -71,6 +73,7 @@ public class PlayerInputSettings
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// MessagePack's untrusted-data security refuses to read it back.
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[Key(0)] public Dictionary<string, Dictionary<int, string>> InputActionMap = new Dictionary<string, Dictionary<int, string>>();
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[Key(1)] public List<string> ActionBarInputs = new List<string>();
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[Key(2)] public float2 Sensitivity = float2(-0.001f, 0.001f);
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}
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public enum Quality
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