Camera: Cinemachine-based rig with an anchor, a state director, point-of- interest framing, pan input, and dialogue framing volumes. Player: click-to-move over the NavMesh, a pointer input layer, and a motion arbiter that reconciles direct stick input with navigation-driven movement. The pure math is isolated in NightclubArcadia.Locomotion.Math with an EditMode suite, so the arbitration rules are testable without a scene. Interaction: IClickInteractable plus a bridge that routes pointer clicks to it. Supporting project settings: adds the Cinemachine package, the Interactable and Ground tags the raycasts depend on, and NavMesh agent dimensions matched to the player capsule (radius 0.3, height 1.8, climb 0.25). Co-Authored-By: Claude Opus 5 <[email protected]>
65 lines
2.4 KiB
C#
65 lines
2.4 KiB
C#
using NightclubArcadia.Player.Math;
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using NUnit.Framework;
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using UnityEngine;
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namespace NightclubArcadia.Locomotion.Math.Tests
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{
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public class MotionInputMathTests
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{
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[Test]
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public void WorldToCameraRelativeInput_ZeroVelocity_ReturnsZero()
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{
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var result = MotionInputMath.WorldToCameraRelativeInput(Vector3.zero, 2f, 0f);
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Assert.AreEqual(Vector2.zero, result);
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}
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[Test]
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public void WorldToCameraRelativeInput_YawZero_PreservesForward()
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{
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var world = new Vector3(0f, 0f, 2f);
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var result = MotionInputMath.WorldToCameraRelativeInput(world, 2f, 0f);
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Assert.AreEqual(new Vector2(0f, 1f), result);
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}
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[Test]
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public void WorldToCameraRelativeInput_Yaw90_RotatesCorrectly()
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{
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var world = new Vector3(0f, 0f, 2f);
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var result = MotionInputMath.WorldToCameraRelativeInput(world, 2f, 90f);
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Assert.That(result.x, Is.EqualTo(1f).Within(0.001f));
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Assert.That(result.y, Is.EqualTo(0f).Within(0.001f));
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}
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[Test]
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public void WorldToCameraRelativeInput_ClampFractionToOne()
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{
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var world = new Vector3(0f, 0f, 10f);
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var result = MotionInputMath.WorldToCameraRelativeInput(world, 2f, 0f);
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Assert.That(result.magnitude, Is.EqualTo(1f).Within(0.001f));
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}
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[Test]
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public void WorldToCameraRelativeInput_RoundTripsThroughAtan2()
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{
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var world = new Vector3(1f, 0f, 2f).normalized;
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var cameraYaw = 15f;
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var input = MotionInputMath.WorldToCameraRelativeInput(world, 1f, cameraYaw);
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var targetRotation = Mathf.Atan2(input.x, input.y) * Mathf.Rad2Deg + cameraYaw;
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var reconstructed = Quaternion.Euler(0f, targetRotation, 0f) * Vector3.forward;
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var flatWorld = new Vector3(world.x, 0f, world.z).normalized;
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Assert.That(Vector3.Dot(reconstructed, flatWorld), Is.EqualTo(1f).Within(0.001f));
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}
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[Test]
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public void ScreenDeltaToWorldPan_UsesCameraBasis()
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{
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var right = Vector3.right;
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var forward = Vector3.forward;
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var delta = new Vector2(10f, 0f);
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var result = MotionInputMath.ScreenDeltaToWorldPan(delta, right, forward, 0.02f);
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Assert.AreEqual(new Vector3(-0.2f, 0f, 0f), result);
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}
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}
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}
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