Variables and state machines can reset with every scene (#164)
A shared variable or machine used to live either per object or for the
whole run. Levels need a third lifetime: shared like global, but built
fresh from the declarations whenever a scene is loaded.
- New scope `scene` for Variables assets and state machines. A missing
field keeps the old meaning: `global` for assets, `local` for
machines, so existing projects do not change.
- Returning to a scene that was visited before is fresh as well. There
is no memory per scene.
- A `scene` machine announces its start state again after a scene swap,
so `On state entered` in the new scene hears it. A global machine
stays quiet because it never left its state.
- The rule lives in two pure functions in `sharedState.ts`
(`carriedForward`, `restartedAssets`). BehaviorSystem only calls them.
- The inspector shows a Scope dropdown on Variables assets and a third
step on the machine dropdown, with a note on what `scene` means.
Decisions:
- `scene` and `persistent` exclude each other (variant A). The choice
dialog was cancelled, so this is an assumption to revisit. A
scene-scoped asset hides the Persistent switch, and switching to
`scene` drops the flag (undo restores it). The guard sits in
`isPersistent` itself, so no path can save values the scope throws
away anyway.
Findings:
- `clickText('Scene')` hits the Scene tab, not the menu entry. One e2e
check was red because of that, and its partner was falsely green
because it compared `undefined` with `undefined`. Both use `clickLast`
now.
Tests:
- ./check.sh: 144 files, 2142 tests, CHECK EXIT 0 (before 143 / 2133)
- 9 new unit tests in tests/core/scene-scope.test.ts
- e2e 32 fresh: ALL PASSED, 17 checks
- e2e 1-3,17,18,26,32,35 fresh: ALL PASSED, 213 checks
- 3 new e2e checks (35: scene-scoped asset resets on swap, 32h: dropdown,
note, hidden Persistent switch)
- Counter-checks bite: ignoring `restarted` fails 2 unit tests and the
new check in 35, the old announcement rule fails 1, dropping the scope
guard in `isPersistent` fails 1. Originals restored, cmp IDENTICAL.
- Check sum 1307 (1304 + 3) is computed. Last CI measurement: 1293.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -43,11 +43,16 @@ export interface BehaviorAsset extends AssetBase {
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*
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* A `persistent` asset keeps its values past the end of the run (#166): the next run starts from
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* what the last one left, not from `props`. Absent is not persistent.
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*
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* `scope` says how long one set of values lives: absent is `global`, the whole run, and `scene`
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* builds them again from the declarations with every scene that is loaded (#164). A `scene` asset
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* is never persistent – what a scene swap throws away has nothing to keep between runs.
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*/
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export interface VariablesAsset extends AssetBase {
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type: 'variables';
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variables: PropertyDef[];
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persistent?: boolean;
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scope?: Scope;
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}
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/** Placed as a child of the object it belongs to; its position is the offset from that body. */
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@@ -159,7 +164,8 @@ export interface AnimationAsset extends AssetBase {
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/**
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* The graph holds one `State` node per state and an edge per transition; a behavior reads the
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* machine's current state through `State branch` and moves it through `Set state` or `State transition`.
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* A `global` machine has one current state for the whole run instead of one per behavior instance.
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* A `global` machine has one current state for the whole run instead of one per behavior instance;
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* a `scene` machine shares one too, but starts over with every scene that is loaded (#164).
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*
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* `start` is the id of the state every instance begins in, empty when the machine has no start –
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* then it is in no state until `Set state` runs. It lives on the asset rather than on the node
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