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>
This commit is contained in:
adminandClaude Opus 4.8 committed 2026-07-06 09:33:15 +02:00
1 parent 0a1e286a34
commit 0f108fce47
4 files changed
+232 -5

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+83
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@@ -72,6 +72,12 @@ public class MatchManager : MonoBehaviour
"free-cam rig is a separate scene object. Must be a registered network prefab.")]
[SerializeField] private GameObject spectatorPrefab;
[Tooltip("CONVERSION mode only: a frozen, painted 'statue' spawned at the start of Resolution at the exact " +
"spot / stance / painting each hider held the moment it was converted into a hunter, so everyone " +
"sees where each hider was caught. Purely presentational (no controller / collision / role). Must " +
"be a registered network prefab (a stripped Hider variant). Empty = statues disabled.")]
[SerializeField] private GameObject statuePrefab;
[Header("Roles")]
[Tooltip("How many randomly chosen players become Hunters at match start; everyone else is a Hider. " +
"0 = all Hiders; a value at or above the player count makes everyone a Hunter. Default 1.")]
@@ -279,6 +285,13 @@ public class MatchManager : MonoBehaviour
private int _loadGenerationClient;
private Coroutine _clientLoadPoll;
// Server-only. Conversion statues: a snapshot of each converted hider (spot / stance / painting) captured
// on the conversion, materialized as frozen statue objects only at the start of Resolution and despawned
// when the match ends. Only populated in Conversion mode (ConvertToHunter is the sole capture site).
private class StatueRecord { public Vector3 pos; public Quaternion rot; public int poseIndex; public byte[] paint; }
private readonly List<StatueRecord> _conversionRecords = new List<StatueRecord>();
private readonly List<NetworkObject> _statues = new List<NetworkObject>();
private void Awake()
{
if (Instance && Instance != this) { Destroy(this); return; }
@@ -424,6 +437,9 @@ public class MatchManager : MonoBehaviour
_matchAvatarIds.Clear();
_loadTargetIds.Clear();
_clientLoadPoll = null;
// Teardown unloads the gameplay scenes (destroys the statue objects); just drop our references.
_statues.Clear();
_conversionRecords.Clear();
if (_net) UnhookSessionCallbacks();
ReturnToMainOnly();
@@ -613,6 +629,8 @@ public class MatchManager : MonoBehaviour
private IEnumerator MatchSequence(HashSet<ulong> hunterIds)
{
_conversionRecords.Clear(); // fresh match inherits no stale statue captures (EndMatch also clears)
// Freeze everyone in Loading BEFORE unloading the lobby: the lobby floor vanishes a moment before the
// map's is loaded, so the still-bound lobby avatars would otherwise drop into the void during the swap.
// Loading gates movement, gravity AND the local own-body mesh on every client (see GameModeManager); the
@@ -653,6 +671,9 @@ public class MatchManager : MonoBehaviour
yield return RunSeekPhase(seekDuration);
SetPhaseServer(MatchSubPhase.Resolution, resolveDuration);
// Conversion mode: materialize a frozen statue of every converted hider at its capture spot, now that
// Resolution (which reveals everyone) has begun. No-op with no records / no statue prefab / in Classic.
SpawnConversionStatues();
yield return WaitPhase(resolveDuration, null);
_phaseRoutine = null;
@@ -1121,6 +1142,9 @@ public class MatchManager : MonoBehaviour
}
Vector3 pos = current.transform.position;
Quaternion rot = current.transform.rotation;
// Snapshot the hider's spot / stance / painting NOW, before it despawns - a frozen statue is
// materialized from this at the start of Resolution (see SpawnConversionStatues).
CaptureConversionStatue(pos, rot, current);
current.Despawn(true);
var go = Instantiate(hunterPrefab, pos, rot);
@@ -1131,6 +1155,63 @@ public class MatchManager : MonoBehaviour
go.GetComponent<NetworkObject>().SpawnAsPlayerObject(clientId);
}
// Server-only. Captures a converting hider's spot / stance / painting so a frozen statue can be
// materialized from it at Resolution. Skipped entirely when no statue prefab is assigned. The painting
// is captured from the SERVER's own replica (the host holds the full paint via the live stream); a
// capture miss stores a null snapshot -> the statue simply stays on the blank seed look.
private void CaptureConversionStatue(Vector3 pos, Quaternion rot, NetworkObject hider)
{
if (!statuePrefab) return;
int poseIndex = 0;
var pose = hider.GetComponentInChildren<PlayerPoseController>(true);
if (pose) poseIndex = pose.CurrentIndex;
byte[] paint = null;
var painter = hider.GetComponentInChildren<MeshPainter>(true);
if (painter) painter.TryCaptureSnapshot(out paint);
_conversionRecords.Add(new StatueRecord { pos = pos, rot = rot, poseIndex = poseIndex, paint = paint });
}
// Server-only. Spawns one frozen statue per captured conversion at its recorded pos/rot, handing each the
// stance + painting snapshot before it spawns (server-owned, non-player). Called once at Resolution start;
// the records are consumed here. No-op with no prefab / no records (Classic never records any).
private void SpawnConversionStatues()
{
if (!statuePrefab || _conversionRecords.Count == 0) return;
foreach (var rec in _conversionRecords)
{
var go = Instantiate(statuePrefab, rec.pos, rec.rot);
var statue = go.GetComponent<MatchStatue>();
if (statue) statue.ServerInit(rec.poseIndex, rec.paint);
var netObj = go.GetComponent<NetworkObject>();
if (netObj)
{
netObj.Spawn(); // server-owned, non-player: replicates to every client as an observer
_statues.Add(netObj);
}
else
{
Debug.LogError("[MatchManager] Statue prefab has no NetworkObject - cannot spawn.", this);
Destroy(go);
}
}
_conversionRecords.Clear();
}
// Server-only. Despawns every live conversion statue (match ending / back to lobby) and drops the list.
private void DespawnConversionStatues()
{
for (int i = 0; i < _statues.Count; i++)
{
var s = _statues[i];
if (s && s.IsSpawned) s.Despawn(true);
}
_statues.Clear();
}
// True if the client's current avatar is a Hunter role variant (used to gate shooting server-side).
private bool IsHunter(ulong clientId)
{
@@ -1150,6 +1231,8 @@ public class MatchManager : MonoBehaviour
// the replicated sub-phase so every client drops its match HUD/visibility before the scene swaps.
if (_phaseRoutine != null) { StopCoroutine(_phaseRoutine); _phaseRoutine = null; }
_pendingHiders.Clear();
DespawnConversionStatues(); // drop any Resolution statues before the map unloads
_conversionRecords.Clear(); // and any captures from a match ended before Resolution
SetPhaseServer(MatchSubPhase.None, 0f);
Phase = MatchPhase.Transitioning;
+131
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@@ -0,0 +1,131 @@
using Unity.Netcode;
using UnityEngine;
using Chameleon.Components;
/// <summary>
/// A frozen, painted "statue" of a hider at the exact spot / stance / painting it held the moment it was
/// CONVERTED into a hunter (Conversion mode only). <see cref="MatchManager"/> captures those on the
/// conversion and spawns one statue per converted hider at the start of the Resolution phase, so every
/// player sees where each hider was caught as a faithful representation (same skinned body, camo painting
/// and fur) - independent of the now-hunter avatar, which has long since moved on.
///
/// Purely presentational: no controller, no collision, no gameplay role. It is a dedicated prefab (NOT a
/// <see cref="NetworkPlayerSetup"/> avatar), so it never pollutes the scoreboard, per-client visibility
/// matrix or resolution X-ray reveal - those all key off NetworkPlayerSetup, which the statue lacks.
///
/// Server-owned. Three replicated ingredients rebuild it identically on every client:
/// <list type="bullet">
/// <item><b>Transform</b> - the server Instantiates it at the captured pos/rot; the (server-authoritative)
/// NetworkTransform replicates that.</item>
/// <item><b>Painting</b> - rides the existing <see cref="PlayerPaintSync"/> snapshot transfer; this object
/// drives the push explicitly (server loads the captured snapshot, then broadcasts it), and PlayerPaintSync
/// suppresses its own auto pull/publish for a statue receiver so the two never race.</item>
/// <item><b>Stance</b> - a single replicated pose index the pose controller reproduces (network-driven),
/// then freezes.</item>
/// </list>
/// </summary>
[DisallowMultipleComponent]
public class MatchStatue : NetworkBehaviour
{
[Tooltip("Seconds the captured stance is allowed to blend in (as the network-driven idle of that pose) " +
"before the rig is frozen on that frame. Keeps the pose from snapping in mid-blend.")]
[Min(0f)]
[SerializeField] private float poseSettle = 0.35f;
// Server-only handoff from MatchManager.SpawnConversionStatues, consumed in OnNetworkSpawn / the first
// ready frame. The paint may be null (capture failed) -> the statue stays on the blank seed look.
private byte[] _serverPaint;
private int _serverPoseIndex;
// The captured stance, replicated so every client poses the rig identically (server-written on spawn).
private readonly NetworkVariable<int> _poseIndex =
new NetworkVariable<int>(0, NetworkVariableReadPermission.Everyone, NetworkVariableWritePermission.Server);
private MeshPainter _painter;
private PlayerPaintSync _paintSync;
private PlayerPoseController _pose;
private SkinnedMeshRenderer[] _bodyRenderers;
private FurShellRenderer[] _furRenderers;
private bool _hostPaintDone; // server: the captured snapshot has been loaded + pushed to peers (one-shot)
private bool _bodyShown; // reveal-gate change guard
private bool _frozen; // pose freeze applied
private float _freezeAt; // Time.time deadline that pins the settled pose
/// <summary>Server-only. Call on a freshly-instantiated statue BEFORE spawning it: the captured painting
/// snapshot (may be null) and the stance pose index to reproduce.</summary>
public void ServerInit(int poseIndex, byte[] paint)
{
_serverPoseIndex = poseIndex;
_serverPaint = paint;
}
public override void OnNetworkSpawn()
{
_painter = GetComponentInChildren<MeshPainter>(true);
_paintSync = GetComponentInChildren<PlayerPaintSync>(true);
_pose = GetComponentInChildren<PlayerPoseController>(true);
_bodyRenderers = GetComponentsInChildren<SkinnedMeshRenderer>(true);
_furRenderers = GetComponentsInChildren<FurShellRenderer>(true);
// Pure presentation: kill any inherited simulation so nothing moves/falls or fights the held pose.
// Done before the disabled controllers' first Update (OnNetworkSpawn runs during the spawn), so no
// gravity frame slips through.
var controller = GetComponent<PlayerCharacterController>();
if (controller) controller.enabled = false;
var cc = GetComponent<CharacterController>();
if (cc) cc.enabled = false;
if (IsServer) _poseIndex.Value = _serverPoseIndex;
// Hide the body until the painting has actually landed locally, so no client flashes the blank seed
// material before its snapshot applies (mirrors the avatar's receiver-side reveal gate).
SetBodyVisible(false);
// Reproduce the captured stance: network-driven so no local input / capsule / camera work runs; the
// idle of that pose plays for a short settle, then Update freezes the rig on that frame.
if (_pose)
{
_pose.EnableNetworkDrive();
_pose.SetNetworkState(_poseIndex.Value, PlayerPoseController.Locomotion.Idle);
}
_freezeAt = Time.time + Mathf.Max(0f, poseSettle);
}
private void Update()
{
// Server owner: once the painter is set up, load the captured snapshot and push it to every peer over
// the existing PlayerPaintSync transfer. Always publish a baseline (even a null capture -> the blank
// seed) so a client's receiver-side gate opens and the body can reveal. One-shot.
if (IsServer && !_hostPaintDone && _painter && _painter.IsPaintReady && _paintSync)
{
_hostPaintDone = true;
if (_serverPaint != null) _painter.LoadPaintFromSnapshot(_serverPaint);
_paintSync.BroadcastLoadedPaint();
_serverPaint = null;
}
// Reveal once the painting is applied locally: the server right after its load/publish, a client once
// its received snapshot has caught up to the published baseline.
bool paintReady = IsServer ? _hostPaintDone : (_paintSync && _paintSync.PaintRevealReady);
if (paintReady && !_bodyShown) SetBodyVisible(true);
// Re-assert the stance until it has settled (covers a pose index arriving a frame late), then freeze.
if (_pose && !_frozen)
{
_pose.SetNetworkState(_poseIndex.Value, PlayerPoseController.Locomotion.Idle);
if (Time.time >= _freezeAt) { _pose.Frozen = true; _frozen = true; }
}
}
// Toggles the skinned body AND the custom-pass fur together (the fur is not a Renderer, so the skinned
// toggle misses it) - same atomic reveal the avatar uses, so a statue never shows stale pooled fur.
private void SetBodyVisible(bool visible)
{
_bodyShown = visible;
if (_bodyRenderers != null)
foreach (var r in _bodyRenderers) if (r) r.enabled = visible;
if (_furRenderers != null)
foreach (var f in _furRenderers) if (f) f.enabled = visible;
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: eeaab136fd6a85343b3ffe981dad693f
+16 -5
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@@ -138,7 +138,18 @@ public class PlayerPaintSync : NetworkBehaviour
// spawn), applied in LateUpdate once this fresh painter is ready. Null = nothing to carry.
private byte[] _pendingCarry;
private void Awake() => _painter = GetComponentInChildren<MeshPainter>(true);
// True when this receiver sits on a MatchStatue: a statue drives its painting explicitly (the server
// loads the captured snapshot then broadcasts it), so the owner-carry take, the client auto snapshot-
// request and the no-carry blank publish are all suppressed to keep them from racing that push.
private bool _isStatue;
private void Awake()
{
_painter = GetComponentInChildren<MeshPainter>(true);
// Detected from the sibling component so no inspector flag can be forgotten on the prefab.
var statue = GetComponentInChildren<MatchStatue>(true);
_isStatue = statue;
}
public override void OnNetworkSpawn()
{
@@ -151,7 +162,7 @@ public class PlayerPaintSync : NetworkBehaviour
_painter.OnHistoryCheckpoint += OnLocalCheckpoint;
_painter.OnHistoryRestore += OnLocalRestore;
if (MatchManager.Instance) _pendingCarry = MatchManager.Instance.TakeCarriedPaint();
if (MatchManager.Instance && !_isStatue) _pendingCarry = MatchManager.Instance.TakeCarriedPaint();
}
else
{
@@ -178,8 +189,8 @@ public class PlayerPaintSync : NetworkBehaviour
_heightApplyPending = true;
// The host's replica already holds the full paint via the live stream; only a genuine
// late joiner needs the baseline pulled over.
if (!IsServer)
// late joiner needs the baseline pulled over. A statue never pulls - the server pushes it.
if (!IsServer && !_isStatue)
{
_awaitingSnapshot = true;
if (logSync) LogSync("late joiner: requesting baseline snapshot");
@@ -293,7 +304,7 @@ public class PlayerPaintSync : NetworkBehaviour
// avatar must still hand every peer an explicit (blank) snapshot, otherwise its body stays hidden
// forever behind the receiver-side reveal gate. Carry/manual-load already publish (and set the
// cutoff), so this only fires for the no-carry case.
if (_publishedCutoff.Value < 0 && _pendingCarry == null && _painter && _painter.IsPaintReady)
if (_publishedCutoff.Value < 0 && _pendingCarry == null && !_isStatue && _painter && _painter.IsPaintReady)
BroadcastLoadedPaint();
// Delta-only publish: the NetworkVariable dirties only on an actual change.