Aetheria/Assets/Scripts/ServerShared/PlayerSettings.cs
Meta Vens 00ebe46abe 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>
2026-09-17 17:22:09 +02:00

85 lines
No EOL
2.9 KiB
C#

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