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>
85 lines
No EOL
2.9 KiB
C#
85 lines
No EOL
2.9 KiB
C#
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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{
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[Key(0)] public string Name = "Anonymous";
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[Key(2)] public bool TutorialPassed;
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[Key(3)] public Dictionary<string, string> HashedStoryFiles = new Dictionary<string, string>();
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[Key(4)] public PlayerGameplaySettings GameplaySettings = new PlayerGameplaySettings();
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[Key(5)] public PlayerInputSettings InputSettings = new PlayerInputSettings();
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[Key(6)] public PlayerGraphicsSettings GraphicsSettings = new PlayerGraphicsSettings();
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public string FormatTemperature(float t)
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{
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return GameplaySettings.TemperatureUnit switch
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{
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TemperatureUnit.Kelvin => $"{Format(t)}°K",
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TemperatureUnit.Celsius => $"{Format(t - 273.15f)}°C",
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TemperatureUnit.Fahrenheit => $"{Format(t * (9f / 5) - 459.67f)}°F",
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_ => throw new ArgumentOutOfRangeException()
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};
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}
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public float ParseTemperature(string s)
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{
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var t = float.Parse(s);
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return GameplaySettings.TemperatureUnit switch
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{
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TemperatureUnit.Kelvin => t,
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TemperatureUnit.Celsius => t + 273.15f,
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TemperatureUnit.Fahrenheit => (t - 32) * (5f / 9) + 273.15f,
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_ => throw new ArgumentOutOfRangeException()
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};
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}
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public string Format(float d)
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{
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var magnitude = d == 0.0f ? 0 : (int)Math.Floor(Math.Log10(Math.Abs(d))) + 1;
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var digits = GameplaySettings.SignificantDigits;
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digits -= magnitude;
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if (digits < 0)
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digits = 0;
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var strdec = d.ToString($"N{digits}");
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var dec = Convert.ToChar(CultureInfo.CurrentCulture.NumberFormat.NumberDecimalSeparator);
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return strdec.Contains(CultureInfo.CurrentCulture.NumberFormat.NumberDecimalSeparator) ? strdec.TrimEnd('0').TrimEnd(dec) : strdec;
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}
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}
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[MessagePackObject]
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public class PlayerGameplaySettings
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{
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[Key(0)] public TemperatureUnit TemperatureUnit = TemperatureUnit.Celsius;
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[Key(1)] public int SignificantDigits = 3;
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}
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[MessagePackObject]
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public class PlayerGraphicsSettings
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{
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[Key(0)] public Quality NebulaQuality = Quality.Normal;
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[Key(1)] public bool ShowAsteroidsInMinimap;
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}
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[MessagePackObject]
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public class PlayerInputSettings
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{
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// Binding override paths by action name, then binding index. A tuple key has no hash-resistant comparer, so
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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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{
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Low,
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Normal,
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High,
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Ultra
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} |