Add a node that names the render layer of an object (#305)
The issue asked for Set render layer, Set sees and Render layer of. As with #211, a probe showed that writing already works. A Properties node of the object's type writes Render layer during a run, Inherit included, and one of type Camera writes Sees. The next picture follows both. As agreed, only Render layer of is built, and writing stays with Properties. - Render layer of is a data node with the input object and the outputs name and number. It answers the layer that holds, so an object without a choice of its own names its parent's. - NodeContext.renderLayerOf answers the number with the same rule the drawing uses (renderLayerAlong). The new field renderLayers on GraphLookup brings the names to the node. - hasRenderLayer in PropertySchema says which types are drawn. - Decided here: for an object that is not drawn (a camera, a behavior, a collider) the name is empty and the number -1, as Layer of does without a collider. Changing the render layer or Sees during a run had no test so far. Three unit tests now hold the proof from the issue. Tests: - Gate: 231 files, 3534 tests (3526 + 8), exit 0 - e2e 6: 149 checks passed, e2e 63: 13 checks passed (+1) - Unit: the coin moves into the overlay with Set and back with Inherit, a HUD container takes its sprite along, the main camera sees a second layer once its Sees is set, and Render layer of names the inherited layer, and none for a behavior - Node catalog: four cases for Render layer of - 63c3 moves a sprite onto UI in a Play run: the main camera no longer draws it, and the log reads "UI" and "1" - Three counter-probes fail 1, 1 and 2 tests: without inheriting in the node, without the check for a drawn type, and without inheriting in the drawing - "layer of" in the palette still finds Layer of first (6z-x) - The e2e sum is 1731 (1730 plus 1) Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -45,8 +45,8 @@ export interface StateMachine {
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* What a node may look up in the project around its graph: the behaviors it can run, the state
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* machines it can read, the curves a `Lerp` eases along (#247) and the struct types `Add item`
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* checks (#254), what a variable written by a graph is held to (#271), how long an animation is
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* (#233) and what the collision layers are called (#211). One handle, so no caller can resolve a
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* node with half of it.
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* (#233) and what the collision and render layers are called (#211, #305). One handle, so no caller
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* can resolve a node with half of it.
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*/
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export interface GraphLookup {
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behavior(assetId: string): BehaviorProgram | null;
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@@ -62,6 +62,8 @@ export interface GraphLookup {
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animation(assetId: string): AnimationClip | null;
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/** The project's collision layers by number, as `Layer of` names them (#211). */
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collisionLayers(): readonly string[];
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/** The project's render layers by number, as `Render layer of` names them (#305). */
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renderLayers(): readonly string[];
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/** The asset whose graph this is, `''` for none. */
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ownerOf(graph: Graph): string;
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/** What a variable of that asset declares about the structs it holds (#271); none for nothing typed. */
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@@ -94,6 +96,7 @@ export const NO_LOOKUP: GraphLookup = {
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textureSize: () => null,
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animation: () => null,
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collisionLayers: () => [],
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renderLayers: () => [],
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ownerOf: () => '',
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variableTyping: () => undefined,
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};
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