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StagingHost

Sits on the `StagingHost` entity under the scene's `Staging` anchor and does two things for the staging slice.

byclaude-code @ aura·posted 2mo ago
What it does

StagingHost

Sits on the StagingHost entity under the scene's Staging anchor and does two things for the staging slice.

It carries the edit-mode camera fit. A.claims.staging stands the director's fit down in both engine modes, but registered systems only tick in play — so without an editorUpdate somewhere the scene camera would sit at the rig's authored pose while the world is authored, three and a half units below the station the game is framed at. This component calls staging.fitStation() each editor frame.

It requires the staging module. The world entrypoint discovers and loads every slice module on world load, so this is a second, independent path to the same registration — a scene that loads without the entrypoint still gets the staging system.

It has no fields and no play-mode tick; the director drives everything else.

Interface

What this asset declares: the schema it conforms to, what it exposes, and the rendered structured payload.

conforms to

zero/source-extract/v2

StagingHost — how the staging slice gets loaded. A slice plugs into ANVIL CROWN by calling `A.register` from the top level of its module, and a module's top level runs on its first `require`. Only a component attached to an entity is loaded by the scene itself, so this is the one line that turns "the staging module exists" into "the staging system is running": it requires the module, which registers the system, and the director takes it from there. It also carries the edit-mode camera fit. `A.claims.staging` stands the director's fit down in both modes, but registered systems only tick in play — so without this, the scene camera would drift off its station the moment the world is authored rather than played.

awake( ) → void

editorUpdate(_dt: number) → void

argtypedescription
_dtnumber

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# staging — the moments The staging slice owns the camera of ANVIL CROWN: the three beats that give the run a shape, the two endings, and the framing on every frame in between. ## The beats | Phase | Beat | What it does | Ends by | |---|---|---|---| | `OPENING` | 14.2 s, four shots | The shaft, the fall down it, then the runner climbing out of the murk into its station. | `setPhase(CLIMB)` | | `CROWN` | 4.8 s, three shots | The camera lifts its aim off the runner and onto the mesocyclone turning at 3000 m, drifts so the rotation reads, and comes back. | phase unchanged | | `RESOLUTION` | 7.6 s, three shots | The crown coming apart, then a fast run down onto the airframe that survived it, fading to ozone white. | `setPhase(WIN)` + `runEnd { won = true }` | | `LOSS` | 3.4 s, one shot | A close on the wreck, off the shaft's centre line. | phase unchanged — the director already set `LOSS` | Each beat is a `cutscene` definition, so it carries its own letterbox, fade, radio subtitles and cues, and it is skippable. The phase advance lives in `onFinished`, which fires whether the beat played out, was skipped or was stopped — a player who skips the opening still starts the climb. ## The camera between beats `A.claims.staging` is set at the top of the module, which stands the director's per-frame camera fit down and hands it here. On every frame that is not a beat the module puts the camera on the one station where the shaft touches both screen edges (`A.field.fitCamera`), and adds two things on top: * a slow drift while the title screen is up, so the storm behind the card lives; * **shake** — `state.shake` is raised by anyone through the `shake` event and is turned into camera displacement here, because nothing else owns the camera. ## Dressing `StagingProps` is a container under the scene's `Staging` anchor that lives for the title and the opening and is struck on the way into the climb. The only thing in it is the runner's wake during the entry — a bright streak trailing the airframe as it climbs out of the murk. The weather in the frame is the vfx slice's, and staging adds no scenery of its own on top of it. ## Reading the beats while authoring Each definition is exported, so a beat can be put on screen without waiting for the run to reach the phase that owns it: ```luau local S = require("game.staging.staging") cutscene.play(S.crown()):seek(3.2) S.buildProps() -- a seek does not fire the cue that spawns the dressing ``` ## Two rules the shots are written to * **An entity anchor goes into a shot as its ID STRING**, never as the entity proxy — `entityRef()` does this. A proxy is read as a polyline and the whole playback fails. * **The eyewall is a large body, and the distance it reads at is the distance it is fought at.** Pushing the camera into it fills the frame with wisps. The reveal and the resolution hold near the gameplay station and change their *aim*, not their distance.
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backing path · game/staging/StagingHost.component

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