A scene now stores only the container object; its content is resolved from the template on every read, with deviations kept as sparse instanceEdits on the container object. This drops the propagation bookkeeping entirely -- templateSync.ts is gone and the three structural gaps (add, remove, reparent) cannot diverge any more. Values stay editable on an instance, structure does not; Unpack writes the content into the scene, keeping ids. Play mode bakes containers into the throwaway copy before entities are built. No migration: formatVersion is 2 and the seeders write the new format. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
66 lines
3.3 KiB
JavaScript
66 lines
3.3 KiB
JavaScript
/** Text assets rendered in the scene, and the enabled switch in the editor and in the running game. */
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export async function textAndEnabled(t) {
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const { check, sleep, evaluate, json, shot, click, clickText, mutate, object, play, stop } = t;
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const has = (text) => evaluate(`Boolean(__gm.locate(${JSON.stringify(text)}))`);
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// 17. Text assets: created through the + menu, placed, and rendered as real text in the scene.
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await clickText('+');
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await clickText('Text');
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await sleep(100);
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const textAssetId = await evaluate(`(__gm.state.project.assets.find(a => a.type === 'text') || {}).id`);
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check('+ menu creates a text asset', Boolean(textAssetId));
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await mutate(`
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const id = ${JSON.stringify(textAssetId)};
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__gm.state.project.assets.find(a => a.id === id).props.text = 'Hello world';
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// On the camera so the game view really renders it (outside the frame it would be culled).
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const cam = __gm.state.activeScene.objects.find(o => o.id === 'o3').position;
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__gm.state.activeScene.objects.push({ id: 'otext', assetId: id, name: '', position: { x: cam.x, y: cam.y, z: 5 }, editorOffset: { x: 0, y: 0 }, overrides: {}, parentId: '' });
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__gm.state.select({ kind: 'object', holderId: 'scene1', objectIds: ['otext'], objectId: 'otext' })`);
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await sleep(100);
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check('a placed text object draws its content in the scene', await has('Hello world'));
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await shot('29-text-object');
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// 17a. The enabled switch: every object has it, switching it off is a normal override, and a
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// switched-off object disappears from the scene view too (it stays in the hierarchy).
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const enabledRow = await evaluate(`__gm.locate('Enabled')`);
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check('the inspector shows the Enabled switch for a scene object', Boolean(enabledRow));
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const visibleBefore = (await json('__gm.viewportInfo()')).visibleItems;
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// The checkbox sits right of the 64 px label column; locate() gives the label's text centre.
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await click(enabledRow.x + 55, enabledRow.y);
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await sleep(100);
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const textObject = await object('otext');
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check(
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'clicking it writes an override instead of changing the asset',
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textObject.overrides.enabled === false,
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JSON.stringify(textObject.overrides),
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);
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check(
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'a switched-off object is not drawn in the scene view',
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!(await json('__gm.drawOrder()')).includes('otext'),
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);
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const visibleAfter = (await json('__gm.viewportInfo()')).visibleItems;
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check(
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'the scene view renders one item less',
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visibleAfter === visibleBefore - 1,
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`${visibleBefore} → ${visibleAfter}`,
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);
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check('it stays selectable in the hierarchy, so its switch stays reachable', await has('Enabled'));
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await shot('30-disabled');
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// 17b. In the running game a switched-off object does not exist: it is not rendered, and
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// switching it back on brings it back.
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await play();
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await sleep(200);
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const offItems = (await json('__gm.gameInfo()')).visibleItems;
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await mutate(`__gm.state.activeScene.objects.find(o => o.id === 'otext').overrides.enabled = true`);
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await sleep(200);
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const onItems = (await json('__gm.gameInfo()')).visibleItems;
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check(
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'the game renders one item more once the object is switched on',
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onItems === offItems + 1,
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`${offItems} → ${onItems}`,
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);
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await stop();
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check('stop leaves the play-mode switch behind', (await object('otext')).overrides.enabled === false);
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}
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