Add player names: settings persistence, replication, screen-space nameplates

- GameSettings: playerName field persisted in Settings.json
- NetworkPlayerSetup: owner-written DisplayName NetworkVariable
  (seeded from settings on spawn, sanitized/truncated, live rename push)
- PlayerNameField: binds the session panel name input to settings
- PlayerNameplates: screen-space overlay labels above players with
  distance-based font scaling (clamped min/max), pooling, FP self-hide

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
adminandClaude Fable 5 committed 2026-07-08 14:58:15 +02:00
1 parent 6db78397da
commit 0e7ce0c410
6 files changed
+252

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@@ -1,4 +1,5 @@
using System.Collections.Generic;
using Unity.Collections;
using Unity.Netcode;
using UnityEngine;
using Chameleon.Components;
@@ -80,6 +81,49 @@ public class NetworkPlayerSetup : NetworkBehaviour
/// target that is already out of play.</summary>
public bool IsFound => _isFound.Value;
// Owner-published display name (seeded from GameSettings on spawn), consumed by the nameplate overlay
// on every client. Empty = unset; DisplayName then falls back to "Player <clientId>".
private readonly NetworkVariable<FixedString64Bytes> _displayName =
new NetworkVariable<FixedString64Bytes>(default, NetworkVariableReadPermission.Everyone, NetworkVariableWritePermission.Owner);
private string _displayNameCache; // resolved lazily, invalidated on replication (no per-frame ToString allocs)
/// <summary>This avatar's nameplate text: the owner-published name, or "Player &lt;clientId&gt;" when unset.
/// Returns the SAME string instance until the name changes, so consumers can change-detect by reference.</summary>
public string DisplayName
{
get
{
if (_displayNameCache == null)
{
FixedString64Bytes raw = _displayName.Value;
_displayNameCache = raw.IsEmpty ? $"Player {OwnerClientId}" : raw.ToString();
}
return _displayNameCache;
}
}
/// <summary>Owner-only: publishes a new display name (trimmed, length-capped) to every client. Called on
/// spawn with the persisted settings value and live from the session panel's name field on a rename.</summary>
public void PublishDisplayName(string name)
{
if (!IsOwner || !IsSpawned) return;
_displayName.Value = SanitizeName(name);
}
private static FixedString64Bytes SanitizeName(string name)
{
name = name == null ? "" : name.Trim();
const int maxChars = 24;
if (name.Length > maxChars) name = name.Substring(0, maxChars);
var fs = new FixedString64Bytes();
fs.CopyFromTruncated(name); // exotic chars can exceed the 61-byte UTF-8 capacity; truncate, never throw
return fs;
}
private void OnDisplayNameChanged(FixedString64Bytes previous, FixedString64Bytes current) =>
_displayNameCache = null;
// Owner-authoritative "this hider is buried too deep" flag: only the OWNER runs the ConcealmentMeter,
// so it compares EmbeddedPercent against the threshold and writes; every client reads it to switch
// the through-walls X-ray glow.
@@ -130,6 +174,7 @@ public class NetworkPlayerSetup : NetworkBehaviour
_paintSync = GetComponentInChildren<PlayerPaintSync>(true);
_concealment = GetComponentInChildren<ConcealmentMeter>(true);
_isFound.OnValueChanged += OnFoundChanged;
_displayName.OnValueChanged += OnDisplayNameChanged;
if (_isFound.Value) ApplyFound(); // defensive: an avatar is never normally spawned already-found
// Push the Conversion position into the replicated override before the spawn snapshot goes out.
@@ -140,6 +185,8 @@ public class NetworkPlayerSetup : NetworkBehaviour
if (IsOwner)
{
PublishDisplayName(GameSettings.PlayerName);
// Conversion respawn: restore the server-tagged position (the owner-authoritative transform
// ignores the server's Instantiate pos); NaN override = normal spawn placement.
Vector3 overridePos = _spawnOverride.Value;
@@ -195,6 +242,7 @@ public class NetworkPlayerSetup : NetworkBehaviour
_active.Remove(this);
ActiveVersion++;
_isFound.OnValueChanged -= OnFoundChanged;
_displayName.OnValueChanged -= OnDisplayNameChanged;
}
/// <summary>Server-only: flag this hider as found by a hunter. Replicates to every client (the body is