The game now starts from Bootstrap.unity, which additively loads Systems (the dialogue runner, skills, UI layer, camera rig and the player) and then a level (geometry, light, navmesh, reveal cameras). The level becomes the active scene so new objects and lighting land there. The player moved into Systems. It had been parented under Room_101 — under level geometry — and it is persistent content, not level content. Moving it also removes most of the cross-scene breakage on its own. Unity nulls any serialized reference that crosses a scene boundary. Measured rather than guessed: the pre-split scene was pulled from git and its null references diffed against the split result. Exactly seven were lost — both NPCs' dialogueRunner, dialogueUI and player, plus the reveal camera's tracking target. A first naive audit reported 210, which turned out to be pre-existing Unity defaults like Image.m_Material; the baseline diff is what separated the two. Each of the seven now resolves at runtime. SceneServices.Resolve fills in a null Inspector reference by searching the loaded scenes, keeping an assigned value if there is one; CinemachineFollowsPlayer binds the reveal camera once the player exists. Both follow the pattern already used by CameraFramingVolume and by NPCStandIn's player lookup, rather than introducing a new one. Assets/Tests/PlayMode is new, and it immediately paid for itself. BootstrapTests loads Bootstrap and asserts the whole game comes up; on its first run it caught a real bug the split had introduced. The player's NavMeshAgent lives in Systems while the NavMesh is baked into the level, so during load the agent exists off-mesh and ResetPath logs an error. ClickToMoveController now guards on agent.isOnNavMesh rather than a bare null check. No EditMode test could have seen that, because none of it has run yet. Two of those checks reach their types by name through reflection: NPCStandIn and the Cinematics namespace live in Assembly-CSharp, and an asmdef test assembly cannot reference the predefined assemblies. Per-area asmdefs remove the need. Build settings list all three scenes with Bootstrap at index 0, which LoadSceneAsync by name requires. EditMode 42/42, PlayMode 5/5, YarnCheck 9 files / 35 nodes. Co-Authored-By: Claude Opus 5 <[email protected]>
50 lines
1.6 KiB
C#
50 lines
1.6 KiB
C#
using System.Collections;
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using Unity.Cinemachine;
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using UnityEngine;
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using NightclubArcadia.Core;
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namespace NightclubArcadia.Cinematics
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{
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/// <summary>
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/// Points a CinemachineCamera at the player once the player exists.
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///
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/// Level cameras — the reveal cameras in particular — used to hold a serialized
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/// reference to the PlayerArmature. The player now lives in the Systems scene, so
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/// that reference cannot be serialized any more and has to be bound at runtime.
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/// </summary>
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[RequireComponent(typeof(CinemachineCamera))]
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public sealed class CinemachineFollowsPlayer : MonoBehaviour
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{
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[Tooltip("Also drive LookAt, not just Follow.")]
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[SerializeField] bool alsoLookAt;
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[Tooltip("Seconds to keep retrying while the Systems scene finishes loading.")]
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[SerializeField] float resolveTimeout = 5f;
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IEnumerator Start()
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{
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var cam = GetComponent<CinemachineCamera>();
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var deadline = Time.unscaledTime + resolveTimeout;
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while (SceneServices.Player == null && Time.unscaledTime < deadline)
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{
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yield return null;
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}
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var player = SceneServices.Player;
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if (player == null)
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{
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Debug.LogError($"[CinemachineFollowsPlayer] {name}: no object tagged Player appeared " +
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$"within {resolveTimeout}s.", this);
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yield break;
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}
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cam.Follow = player;
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if (alsoLookAt)
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{
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cam.LookAt = player;
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}
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}
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}
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}
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