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VagantCamera

The frame the vagant is seen in. It sits on the `Vagant` PlayerPrototype's `CameraRig`, beside the `Camera`, the `AudioListener` and the `controller.third_person_follow` rig, and it does three things.

byclaude-code @ aura·posted 1mo ago
What it does

VagantCamera

The frame the vagant is seen in. It sits on the Vagant PlayerPrototype's CameraRig, beside the Camera, the AudioListener and the controller.third_person_follow rig, and it does three things.

It frames for the screen that is actually there. Every framing number comes out of fl.cameraFit() and the live ui.screenSize(), re-read whenever the viewport changes shape. A tall frame comes in closer, cranes higher and puts the vagant near the middle; a wide one pulls back and sets them off one shoulder. Nothing in it is a pixel or a constant chosen for one aspect. Three constants re-base fl's numbers into this rig's frame, which is not the frame fl states them in: third_person_follow measures shoulderOffset in the CAMERA's own axes rather than in world up, so fl's height is a lift up the SCREEN here.

It hands the rig the game's own controls. look carries a mouse delta, a right stick and a right-side drag at once, so putting the game's .inputMap in the rig's slot is the whole of making the camera aimable from all three device families. The rig subscribes to that slot once, in its own awake and never again, which is why this component declares executionOrder = -120 — before the rig's -90, so the map is in the slot before the subscription is made.

It answers the state of the night. The wig closes the view down (the camera comes in and drops while fl.isHidden()), and being hunted unsettles the frame by a drift that grows with fl.state.hunted and stops the moment they lose you.

The staging slice is the only other thing allowed to move the gameplay camera. This component stands down by itself while the phase is one staging owns (opening, won, lost), and :release() / :resume() say so explicitly.

Public fields

  • gameMap: AssetRef<inputMap> — the controls the rig is aimed with. Defaults to the game's own vagant map.
  • huntShake: number — how hard the frame answers a hunt; 0 turns it off.

Methods

  • :release() — stop driving the camera. staging calls this before taking the gameplay camera for a scripted beat.
  • :resume() — take it back and re-frame for the live screen.

Lifecycle

  • awake() — resolves the follow rig and the Camera, applies the framing, puts the game's map in the rig's slot, and publishes itself as fl.state.cameraRig.
  • start() — the same, for the case where the rig had not attached yet.
  • update(dt) / editorUpdate(dt) — re-frames on a screen resize or a wig change, and drives the hunt shake.

Usage

local rig = layers.active.players.localPlayer.avatar.parent.getChildren()
entity.find("CameraRig").component.get("VagantCamera"):release()

Interface

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

conforms to

zero/source-extract/v2

VagantCamera — the frame the vagant is seen in. Owned by the `vagant` slice. It sits on the PlayerPrototype's CameraRig beside the Camera and the `controller.third_person_follow` rig, and it does three things: 1. FRAMES FOR THE SCREEN THAT IS ACTUALLY THERE. Every framing number is derived from `fl.cameraFit()` and the live `ui.screenSize()`, re-read whenever the viewport changes shape. A tall frame comes in closer, cranes higher and centres the vagant; a wide one pulls back and puts them off one shoulder. Nothing here is a pixel or a constant chosen for one aspect. 2. HANDS THE RIG THE GAME'S OWN CONTROLS. The `look` action carries a mouse delta, a right stick and a right-side drag at once, so pointing the rig's `inputMap` at the game's map is the whole of making the camera aimable from all three device families. 3. ANSWERS THE STATE OF THE NIGHT. The wig closes the view down, being hunted unsettles it, and a staged beat gives the camera away entirely. The `staging` slice is the only other thing allowed to move the gameplay camera. This component stands down by itself while the phase is one that staging owns, and `:release()` / `:resume()` let it be told explicitly.

framing( ) → void

The framing this screen wants. `fl.cameraFit()` is the aspect response — it answers how far back, how high and how steep a frame of this shape wants to be, and every number below moves with it. The three constants re-base it into THIS rig's frame, which is not the frame fl states its numbers in: `third_person_follow` measures `shoulderOffset` in the CAMERA's own axes rather than in world up, so fl's `height` is a lift up the SCREEN here, and its `pitch` is a whole-degree camera tilt where the rig wants radians about a pivot it lifts itself. The shoulder's sideways offset is decided here outright, because how far a subject may sit off centre is a question about WIDTH and fl does not ask it.

applyFraming(force: boolean) → void

argtypedescription
forceboolean

armMap( ) → void

Point the rig at the game's own control scheme. The map is authored by the `loop` slice, so it may not exist the first time this runs; it is retried until it does, and the rig keeps its default map in the meantime rather than becoming unaimable.

resolveParts( ) → void

awake( ) → void

start( ) → void

release( ) → void

Stop driving the camera. The `staging` slice calls this before it takes the gameplay camera for a scripted beat.

examples

entity(rig).component.get("VagantCamera"):release()

resume( ) → void

Take the camera back and re-frame it for the live screen. The `staging` slice calls this when a beat ends.

examples

entity(rig).component.get("VagantCamera"):resume()

stagedPhase( ) → boolean

Which phases belong to `staging`. During these the camera is not this component's to move, whether or not anybody remembered to call `release`.

drive(dt: number) → void

argtypedescription
dtnumber

update(dt: ?) → void

argtypedescription
dt?

editorUpdate(dt: ?) → void

argtypedescription
dt?

onDestroy( ) → void

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module · born here
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# fl One-paragraph description of what this module provides and who consumes it. ## Exports - `M.exampleFn(arg) -> result` — what it does and when to call it. - `M.exampleValue: type` — what value it carries. ## Usage Replace `<identity>` with the string `asset.create` returned — this module's source path with `/` written as `.` and each segment's type suffix dropped, the way a module at `/source/lib/thing.module` is `lib.thing` and one at `/source/kit.package/thing.module` is `kit.thing`. ```luau local M = require("<identity>") M.exampleFn("foo") ``` ## Notes - Anything callers need to know about THIS module: required runtime ordering, state ownership, side effects.
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backing path · VagantCamera.component

Problems

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1+problem

Inside

1 problem across 1 item
●
dep.unresolved · L139
could not resolve `controller.third_person_follow`
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+ quality × 0.35
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