Files
nightclub-arcadia/NightclubArcadia/Assets/Tests/PlayMode/SceneOrderTests.cs
T
lennartandClaude Opus 5 9a0618fd31 replace the NPC scaffold with data-driven prefabs, and retire the builders
NPCStandIn was written to be dropped on a sphere and carried its identity in
per-instance public fields. The cost of that showed up in the scene itself: of
the two spheres, one was the Bartender and the other was named "Bartender (1)"
in the hierarchy while being configured as the Chair — data changed, name never
was. Nothing outside the scene could see what existed, and two copies could
disagree.

Identity now lives in an InteractableDefinition asset and the scene only places
a prefab. The migration matched the old objects by yarn node rather than by
name, which is the only reason the chair ended up as the chair.

InteractableDefinition rather than the planned "character definition": it covers
a character and a talkable object equally, so Bartender.prefab sits under
Prefabs/Characters and Chair.prefab under Prefabs/Interactables.

Three components collapse into one. DialogueInteractable was in no scene at all
— a dead trigger-zone variant of the same idea. ClickInteractableBridge existed
only to adapt NPCStandIn without modifying it, a constraint that died with
NPCStandIn; DialogueInteractor implements IClickInteractable itself. The parts
worth keeping were lifted out rather than discarded: WorldSpaceLabel and
InteractionPrompt are now normal components on prefab children, so a label can
be seen and positioned in the Editor instead of existing only at runtime.
InputDeviceTracker moved into NightclubArcadia.Core and gained a namespace,
leaving no global-namespace runtime types.

Characters get the same pipeline as Skills and Candidates:
Assets/Characters/characters.json is the source of truth, CharacterSetup
regenerates the definition assets on script reload and removes orphans. Adding
an NPC is a JSON entry plus a prefab — no code, and no Unity for the data half.

Phase 5.4 deletes the one-shot builders rather than disabling them. UILayerSetup,
PlayerControlSetup, UILayerSetupAutoRun and YarnDemoSetup assumed the
single-scene layout, had already destroyed a level scene and turned Systems
binary once each, and after NPCStandIn went they no longer compiled. The prefabs
they used to generate are authored and committed; the wiring knowledge is in
those prefabs and in git history. The asset generators — Skill, Candidate,
Character — are untouched and still work.

EditMode 42/42, PlayMode 7/7, YarnCheck 9 files / 35 nodes. All three scenes
still text.

Co-Authored-By: Claude Opus 5 <[email protected]>
2026-08-25 21:53:06 +02:00

71 lines
2.9 KiB
C#

using System.Collections;
using NUnit.Framework;
using NightclubArcadia.Interaction;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.TestTools;
using Yarn.Unity;
namespace NightclubArcadia.PlayMode.Tests
{
/// <summary>
/// The level must survive being loaded BEFORE the systems it depends on.
///
/// BootstrapTests only covers the happy order — Bootstrap loads Systems, then the
/// level, so by the time an interactor needs the dialogue runner it is already there.
/// The Editor does not guarantee that. Open the level on its own, press Play, and
/// nothing in it can reach the runner. Resolving in Awake and caching the result
/// produced exactly that, permanently, for the whole session:
///
/// [SceneServices] Bartender: could not resolve dialogueRunner
///
/// DialogueInteractor resolves at the point of use and caches only success, so load
/// order stops mattering. This is the test that holds that.
/// </summary>
public class SceneOrderTests
{
const string Systems = "Systems";
const string Level = "SC101_ConferenceHall";
[UnityTearDown]
public IEnumerator TearDown()
{
yield return SceneManager.LoadSceneAsync("Bootstrap", LoadSceneMode.Single);
}
[UnityTest]
public IEnumerator LevelLoadedBeforeSystems_InteractorsStillResolveTheRunner()
{
yield return SceneManager.LoadSceneAsync(Level, LoadSceneMode.Single);
for (var i = 0; i < 2; i++)
{
yield return null;
}
var interactors = Object.FindObjectsByType<DialogueInteractor>(
FindObjectsInactive.Include, FindObjectsSortMode.None);
Assert.IsNotEmpty(interactors, "Expected interactors in the level scene");
// Non-vacuity: with only the level loaded there must genuinely be no runner
// to find. If this ever fails, the dependency stopped being cross-scene and
// the rest of this test proves nothing.
Assert.IsNull(Object.FindFirstObjectByType<DialogueRunner>(FindObjectsInactive.Include),
"A DialogueRunner exists with only the level loaded, so this test is no " +
"longer exercising cross-scene resolution. Rewrite it before trusting it.");
yield return SceneManager.LoadSceneAsync(Systems, LoadSceneMode.Additive);
for (var i = 0; i < 2; i++)
{
yield return null;
}
foreach (var interactor in interactors)
{
Assert.IsNotNull(interactor.ResolvedRunner,
$"'{interactor.name}' could not reach the DialogueRunner when the level " +
"loaded before Systems. Cross-scene resolution must not depend on load order.");
}
}
}
}