Use provider-native runtime access in menus

This commit is contained in:
Meta Vens 2026-06-29 06:25:07 +01:00
commit 3d48c762de
6 changed files with 98 additions and 52 deletions

View file

@ -343,7 +343,8 @@ public class InputDisplayLayout : MonoBehaviour
{
try
{
var submitted = ResolveClient()
var submitted = AetheriaUnityRuntimeClientProvider
.RuntimeClient(RequireLocalStateBoot(), "unity-input-screen")
.Ui.InputSettingsAsync(command, body, "unity-input-screen")
.GetAwaiter()
.GetResult();
@ -356,7 +357,7 @@ public class InputDisplayLayout : MonoBehaviour
}
}
private AetheriaClient ResolveClient()
private AetheriaRuntimeStateBootReport RequireLocalStateBoot()
{
var stateBoot = AetheriaRuntimeStateBoot.Inspect(AetheriaUnityRuntimePaths.GameDataDirectory);
if (!stateBoot.SupportsLocalStateFileRead || !stateBoot.StateFileExists)
@ -371,7 +372,7 @@ public class InputDisplayLayout : MonoBehaviour
ClearClientCaches();
}
return AetheriaUnityRuntimeClientProvider.ResolveClient(stateBoot, "unity-input-screen");
return stateBoot;
}
private void ClearClientCaches()
@ -387,8 +388,10 @@ public class InputDisplayLayout : MonoBehaviour
try
{
_playerSettings = ResolveClient()
.State.Reactive<AetheriaRuntimePlayerSettingsDocument>();
_playerSettings = AetheriaUnityRuntimeClientProvider
.Reactive<AetheriaRuntimePlayerSettingsDocument>(
RequireLocalStateBoot(),
"unity-input-screen");
}
catch (Exception ex)
{