Add conversion statues shown in resolution phase
In Conversion mode, capture a snapshot (pose index + paint) of each hider at conversion time and materialize a frozen, painted statue at the found spot for the resolution phase, independent of the now-hunter avatar. - MatchStatue.cs (new): server-init pose/paint, network-driven pose then freeze, reveal-gate (hidden until paint applied), kills inherited sim. - PlayerPaintSync: _isStatue (sibling auto-detect) suppresses the three auto-behaviours so MatchStatue drives the paint flow deterministically. - MatchManager: statuePrefab; capture in ConvertToHunter; spawn on resolution enter; despawn + record clear on EndMatch/teardown/start. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@@ -72,6 +72,12 @@ public class MatchManager : MonoBehaviour
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"free-cam rig is a separate scene object. Must be a registered network prefab.")]
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[SerializeField] private GameObject spectatorPrefab;
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[Tooltip("CONVERSION mode only: a frozen, painted 'statue' spawned at the start of Resolution at the exact " +
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"spot / stance / painting each hider held the moment it was converted into a hunter, so everyone " +
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"sees where each hider was caught. Purely presentational (no controller / collision / role). Must " +
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"be a registered network prefab (a stripped Hider variant). Empty = statues disabled.")]
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[SerializeField] private GameObject statuePrefab;
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[Header("Roles")]
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[Tooltip("How many randomly chosen players become Hunters at match start; everyone else is a Hider. " +
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"0 = all Hiders; a value at or above the player count makes everyone a Hunter. Default 1.")]
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@@ -279,6 +285,13 @@ public class MatchManager : MonoBehaviour
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private int _loadGenerationClient;
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private Coroutine _clientLoadPoll;
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// Server-only. Conversion statues: a snapshot of each converted hider (spot / stance / painting) captured
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// on the conversion, materialized as frozen statue objects only at the start of Resolution and despawned
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// when the match ends. Only populated in Conversion mode (ConvertToHunter is the sole capture site).
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private class StatueRecord { public Vector3 pos; public Quaternion rot; public int poseIndex; public byte[] paint; }
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private readonly List<StatueRecord> _conversionRecords = new List<StatueRecord>();
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private readonly List<NetworkObject> _statues = new List<NetworkObject>();
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private void Awake()
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{
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if (Instance && Instance != this) { Destroy(this); return; }
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@@ -424,6 +437,9 @@ public class MatchManager : MonoBehaviour
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_matchAvatarIds.Clear();
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_loadTargetIds.Clear();
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_clientLoadPoll = null;
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// Teardown unloads the gameplay scenes (destroys the statue objects); just drop our references.
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_statues.Clear();
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_conversionRecords.Clear();
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if (_net) UnhookSessionCallbacks();
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ReturnToMainOnly();
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@@ -613,6 +629,8 @@ public class MatchManager : MonoBehaviour
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private IEnumerator MatchSequence(HashSet<ulong> hunterIds)
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{
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_conversionRecords.Clear(); // fresh match inherits no stale statue captures (EndMatch also clears)
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// Freeze everyone in Loading BEFORE unloading the lobby: the lobby floor vanishes a moment before the
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// map's is loaded, so the still-bound lobby avatars would otherwise drop into the void during the swap.
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// Loading gates movement, gravity AND the local own-body mesh on every client (see GameModeManager); the
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@@ -653,6 +671,9 @@ public class MatchManager : MonoBehaviour
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yield return RunSeekPhase(seekDuration);
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SetPhaseServer(MatchSubPhase.Resolution, resolveDuration);
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// Conversion mode: materialize a frozen statue of every converted hider at its capture spot, now that
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// Resolution (which reveals everyone) has begun. No-op with no records / no statue prefab / in Classic.
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SpawnConversionStatues();
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yield return WaitPhase(resolveDuration, null);
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_phaseRoutine = null;
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@@ -1121,6 +1142,9 @@ public class MatchManager : MonoBehaviour
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}
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Vector3 pos = current.transform.position;
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Quaternion rot = current.transform.rotation;
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// Snapshot the hider's spot / stance / painting NOW, before it despawns - a frozen statue is
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// materialized from this at the start of Resolution (see SpawnConversionStatues).
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CaptureConversionStatue(pos, rot, current);
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current.Despawn(true);
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var go = Instantiate(hunterPrefab, pos, rot);
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@@ -1131,6 +1155,63 @@ public class MatchManager : MonoBehaviour
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go.GetComponent<NetworkObject>().SpawnAsPlayerObject(clientId);
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}
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// Server-only. Captures a converting hider's spot / stance / painting so a frozen statue can be
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// materialized from it at Resolution. Skipped entirely when no statue prefab is assigned. The painting
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// is captured from the SERVER's own replica (the host holds the full paint via the live stream); a
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// capture miss stores a null snapshot -> the statue simply stays on the blank seed look.
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private void CaptureConversionStatue(Vector3 pos, Quaternion rot, NetworkObject hider)
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{
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if (!statuePrefab) return;
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int poseIndex = 0;
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var pose = hider.GetComponentInChildren<PlayerPoseController>(true);
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if (pose) poseIndex = pose.CurrentIndex;
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byte[] paint = null;
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var painter = hider.GetComponentInChildren<MeshPainter>(true);
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if (painter) painter.TryCaptureSnapshot(out paint);
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_conversionRecords.Add(new StatueRecord { pos = pos, rot = rot, poseIndex = poseIndex, paint = paint });
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}
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// Server-only. Spawns one frozen statue per captured conversion at its recorded pos/rot, handing each the
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// stance + painting snapshot before it spawns (server-owned, non-player). Called once at Resolution start;
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// the records are consumed here. No-op with no prefab / no records (Classic never records any).
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private void SpawnConversionStatues()
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{
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if (!statuePrefab || _conversionRecords.Count == 0) return;
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foreach (var rec in _conversionRecords)
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{
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var go = Instantiate(statuePrefab, rec.pos, rec.rot);
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var statue = go.GetComponent<MatchStatue>();
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if (statue) statue.ServerInit(rec.poseIndex, rec.paint);
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var netObj = go.GetComponent<NetworkObject>();
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if (netObj)
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{
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netObj.Spawn(); // server-owned, non-player: replicates to every client as an observer
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_statues.Add(netObj);
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}
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else
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{
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Debug.LogError("[MatchManager] Statue prefab has no NetworkObject - cannot spawn.", this);
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Destroy(go);
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}
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}
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_conversionRecords.Clear();
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}
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// Server-only. Despawns every live conversion statue (match ending / back to lobby) and drops the list.
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private void DespawnConversionStatues()
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{
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for (int i = 0; i < _statues.Count; i++)
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{
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var s = _statues[i];
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if (s && s.IsSpawned) s.Despawn(true);
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}
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_statues.Clear();
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}
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// True if the client's current avatar is a Hunter role variant (used to gate shooting server-side).
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private bool IsHunter(ulong clientId)
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{
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@@ -1150,6 +1231,8 @@ public class MatchManager : MonoBehaviour
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// the replicated sub-phase so every client drops its match HUD/visibility before the scene swaps.
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if (_phaseRoutine != null) { StopCoroutine(_phaseRoutine); _phaseRoutine = null; }
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_pendingHiders.Clear();
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DespawnConversionStatues(); // drop any Resolution statues before the map unloads
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_conversionRecords.Clear(); // and any captures from a match ended before Resolution
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SetPhaseServer(MatchSubPhase.None, 0f);
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Phase = MatchPhase.Transitioning;
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@@ -0,0 +1,131 @@
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using Unity.Netcode;
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using UnityEngine;
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using Chameleon.Components;
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/// <summary>
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/// A frozen, painted "statue" of a hider at the exact spot / stance / painting it held the moment it was
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/// CONVERTED into a hunter (Conversion mode only). <see cref="MatchManager"/> captures those on the
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/// conversion and spawns one statue per converted hider at the start of the Resolution phase, so every
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/// player sees where each hider was caught as a faithful representation (same skinned body, camo painting
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/// and fur) - independent of the now-hunter avatar, which has long since moved on.
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///
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/// Purely presentational: no controller, no collision, no gameplay role. It is a dedicated prefab (NOT a
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/// <see cref="NetworkPlayerSetup"/> avatar), so it never pollutes the scoreboard, per-client visibility
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/// matrix or resolution X-ray reveal - those all key off NetworkPlayerSetup, which the statue lacks.
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///
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/// Server-owned. Three replicated ingredients rebuild it identically on every client:
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/// <list type="bullet">
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/// <item><b>Transform</b> - the server Instantiates it at the captured pos/rot; the (server-authoritative)
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/// NetworkTransform replicates that.</item>
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/// <item><b>Painting</b> - rides the existing <see cref="PlayerPaintSync"/> snapshot transfer; this object
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/// drives the push explicitly (server loads the captured snapshot, then broadcasts it), and PlayerPaintSync
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/// suppresses its own auto pull/publish for a statue receiver so the two never race.</item>
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/// <item><b>Stance</b> - a single replicated pose index the pose controller reproduces (network-driven),
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/// then freezes.</item>
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/// </list>
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/// </summary>
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[DisallowMultipleComponent]
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public class MatchStatue : NetworkBehaviour
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{
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[Tooltip("Seconds the captured stance is allowed to blend in (as the network-driven idle of that pose) " +
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"before the rig is frozen on that frame. Keeps the pose from snapping in mid-blend.")]
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[Min(0f)]
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[SerializeField] private float poseSettle = 0.35f;
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// Server-only handoff from MatchManager.SpawnConversionStatues, consumed in OnNetworkSpawn / the first
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// ready frame. The paint may be null (capture failed) -> the statue stays on the blank seed look.
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private byte[] _serverPaint;
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private int _serverPoseIndex;
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// The captured stance, replicated so every client poses the rig identically (server-written on spawn).
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private readonly NetworkVariable<int> _poseIndex =
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new NetworkVariable<int>(0, NetworkVariableReadPermission.Everyone, NetworkVariableWritePermission.Server);
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private MeshPainter _painter;
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private PlayerPaintSync _paintSync;
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private PlayerPoseController _pose;
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private SkinnedMeshRenderer[] _bodyRenderers;
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private FurShellRenderer[] _furRenderers;
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private bool _hostPaintDone; // server: the captured snapshot has been loaded + pushed to peers (one-shot)
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private bool _bodyShown; // reveal-gate change guard
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private bool _frozen; // pose freeze applied
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private float _freezeAt; // Time.time deadline that pins the settled pose
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/// <summary>Server-only. Call on a freshly-instantiated statue BEFORE spawning it: the captured painting
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/// snapshot (may be null) and the stance pose index to reproduce.</summary>
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public void ServerInit(int poseIndex, byte[] paint)
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{
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_serverPoseIndex = poseIndex;
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_serverPaint = paint;
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}
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public override void OnNetworkSpawn()
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{
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_painter = GetComponentInChildren<MeshPainter>(true);
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_paintSync = GetComponentInChildren<PlayerPaintSync>(true);
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_pose = GetComponentInChildren<PlayerPoseController>(true);
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_bodyRenderers = GetComponentsInChildren<SkinnedMeshRenderer>(true);
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_furRenderers = GetComponentsInChildren<FurShellRenderer>(true);
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// Pure presentation: kill any inherited simulation so nothing moves/falls or fights the held pose.
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// Done before the disabled controllers' first Update (OnNetworkSpawn runs during the spawn), so no
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// gravity frame slips through.
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var controller = GetComponent<PlayerCharacterController>();
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if (controller) controller.enabled = false;
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var cc = GetComponent<CharacterController>();
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if (cc) cc.enabled = false;
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if (IsServer) _poseIndex.Value = _serverPoseIndex;
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// Hide the body until the painting has actually landed locally, so no client flashes the blank seed
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// material before its snapshot applies (mirrors the avatar's receiver-side reveal gate).
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SetBodyVisible(false);
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// Reproduce the captured stance: network-driven so no local input / capsule / camera work runs; the
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// idle of that pose plays for a short settle, then Update freezes the rig on that frame.
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if (_pose)
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{
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_pose.EnableNetworkDrive();
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_pose.SetNetworkState(_poseIndex.Value, PlayerPoseController.Locomotion.Idle);
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}
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_freezeAt = Time.time + Mathf.Max(0f, poseSettle);
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}
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private void Update()
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{
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// Server owner: once the painter is set up, load the captured snapshot and push it to every peer over
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// the existing PlayerPaintSync transfer. Always publish a baseline (even a null capture -> the blank
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// seed) so a client's receiver-side gate opens and the body can reveal. One-shot.
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if (IsServer && !_hostPaintDone && _painter && _painter.IsPaintReady && _paintSync)
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{
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_hostPaintDone = true;
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if (_serverPaint != null) _painter.LoadPaintFromSnapshot(_serverPaint);
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_paintSync.BroadcastLoadedPaint();
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_serverPaint = null;
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}
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// Reveal once the painting is applied locally: the server right after its load/publish, a client once
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// its received snapshot has caught up to the published baseline.
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bool paintReady = IsServer ? _hostPaintDone : (_paintSync && _paintSync.PaintRevealReady);
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if (paintReady && !_bodyShown) SetBodyVisible(true);
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// Re-assert the stance until it has settled (covers a pose index arriving a frame late), then freeze.
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if (_pose && !_frozen)
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{
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_pose.SetNetworkState(_poseIndex.Value, PlayerPoseController.Locomotion.Idle);
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if (Time.time >= _freezeAt) { _pose.Frozen = true; _frozen = true; }
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}
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}
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// Toggles the skinned body AND the custom-pass fur together (the fur is not a Renderer, so the skinned
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// toggle misses it) - same atomic reveal the avatar uses, so a statue never shows stale pooled fur.
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private void SetBodyVisible(bool visible)
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{
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_bodyShown = visible;
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if (_bodyRenderers != null)
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foreach (var r in _bodyRenderers) if (r) r.enabled = visible;
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if (_furRenderers != null)
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foreach (var f in _furRenderers) if (f) f.enabled = visible;
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}
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}
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: eeaab136fd6a85343b3ffe981dad693f
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@@ -138,7 +138,18 @@ public class PlayerPaintSync : NetworkBehaviour
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// spawn), applied in LateUpdate once this fresh painter is ready. Null = nothing to carry.
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private byte[] _pendingCarry;
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private void Awake() => _painter = GetComponentInChildren<MeshPainter>(true);
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// True when this receiver sits on a MatchStatue: a statue drives its painting explicitly (the server
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// loads the captured snapshot then broadcasts it), so the owner-carry take, the client auto snapshot-
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// request and the no-carry blank publish are all suppressed to keep them from racing that push.
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private bool _isStatue;
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private void Awake()
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{
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_painter = GetComponentInChildren<MeshPainter>(true);
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// Detected from the sibling component so no inspector flag can be forgotten on the prefab.
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var statue = GetComponentInChildren<MatchStatue>(true);
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_isStatue = statue;
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}
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public override void OnNetworkSpawn()
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{
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@@ -151,7 +162,7 @@ public class PlayerPaintSync : NetworkBehaviour
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_painter.OnHistoryCheckpoint += OnLocalCheckpoint;
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_painter.OnHistoryRestore += OnLocalRestore;
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if (MatchManager.Instance) _pendingCarry = MatchManager.Instance.TakeCarriedPaint();
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if (MatchManager.Instance && !_isStatue) _pendingCarry = MatchManager.Instance.TakeCarriedPaint();
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}
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else
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{
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@@ -178,8 +189,8 @@ public class PlayerPaintSync : NetworkBehaviour
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_heightApplyPending = true;
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// The host's replica already holds the full paint via the live stream; only a genuine
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// late joiner needs the baseline pulled over.
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if (!IsServer)
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// late joiner needs the baseline pulled over. A statue never pulls - the server pushes it.
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if (!IsServer && !_isStatue)
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{
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_awaitingSnapshot = true;
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if (logSync) LogSync("late joiner: requesting baseline snapshot");
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@@ -293,7 +304,7 @@ public class PlayerPaintSync : NetworkBehaviour
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// avatar must still hand every peer an explicit (blank) snapshot, otherwise its body stays hidden
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// forever behind the receiver-side reveal gate. Carry/manual-load already publish (and set the
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// cutoff), so this only fires for the no-carry case.
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if (_publishedCutoff.Value < 0 && _pendingCarry == null && _painter && _painter.IsPaintReady)
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if (_publishedCutoff.Value < 0 && _pendingCarry == null && !_isStatue && _painter && _painter.IsPaintReady)
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BroadcastLoadedPaint();
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// Delta-only publish: the NetworkVariable dirties only on an actual change.
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