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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@@ -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;