Add host-configurable match settings persisted in settings

- GameSettings: 7 match fields (mode, hunter count, hide/seek/resolve
  durations, radar ping interval/lifetime) with authored defaults
- MatchSettingSlider (new): enum-driven panel binder, seeds from
  settings, saves on change; lifetime label shows one decimal
  (invariant culture)
- MatchManager: ApplyHostMatchSettings() on StartMatch (clamped);
  phase message now carries ping interval so clients tick correctly

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
adminandClaude Fable 5 committed 2026-07-08 22:04:54 +02:00
1 parent 1468921ca2
commit 270c42d85b
4 files changed
+200 -14

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@@ -18,6 +18,18 @@ public static class GameSettings
public float mouseSensitivity = global::MouseSensitivity.Default;
public float masterVolume = global::MasterVolume.Default;
public string playerName = "";
// Host-side match rules (Esc-menu Match Panel). Ranges are authored on the panel sliders; the
// values are applied server-side in MatchManager.StartMatch (with defensive clamps there).
// Defaults mirror the Main scene's authored MatchManager values, so a fresh Settings.json
// starts matches exactly like before the panel existed.
public int matchMode = 0; // MatchManager.MatchMode index (0 = Classic, 1 = Conversion)
public int matchHunterCount = 1;
public float matchHideDuration = 120f;
public float matchSeekDuration = 300f;
public float matchResolveDuration = 50f;
public float matchRadarPingInterval = 30f;
public float matchRadarPingLifetime = 1f;
}
private static Data _data;
@@ -60,6 +72,55 @@ public static class GameSettings
}
}
/// <summary>MatchManager.MatchMode enum index the host starts matches with (0 = Classic, 1 = Conversion).</summary>
public static int MatchModeIndex
{
get => Store.matchMode;
set { if (Store.matchMode != value) { Store.matchMode = value; Save(); } }
}
/// <summary>How many randomly chosen players become Hunters at match start.</summary>
public static int MatchHunterCount
{
get => Store.matchHunterCount;
set { if (Store.matchHunterCount != value) { Store.matchHunterCount = value; Save(); } }
}
/// <summary>HIDE phase length in seconds.</summary>
public static float MatchHideDuration
{
get => Store.matchHideDuration;
set { if (!Mathf.Approximately(Store.matchHideDuration, value)) { Store.matchHideDuration = value; Save(); } }
}
/// <summary>SEEK phase length in seconds.</summary>
public static float MatchSeekDuration
{
get => Store.matchSeekDuration;
set { if (!Mathf.Approximately(Store.matchSeekDuration, value)) { Store.matchSeekDuration = value; Save(); } }
}
/// <summary>RESOLUTION (result screen) phase length in seconds.</summary>
public static float MatchResolveDuration
{
get => Store.matchResolveDuration;
set { if (!Mathf.Approximately(Store.matchResolveDuration, value)) { Store.matchResolveDuration = value; Save(); } }
}
/// <summary>Seconds between radar ping sweeps during Seek (0 = pings disabled).</summary>
public static float MatchRadarPingInterval
{
get => Store.matchRadarPingInterval;
set { if (!Mathf.Approximately(Store.matchRadarPingInterval, value)) { Store.matchRadarPingInterval = value; Save(); } }
}
/// <summary>Seconds each hider radar blip stays alive before it fades.</summary>
public static float MatchRadarPingLifetime
{
get => Store.matchRadarPingLifetime;
set { if (!Mathf.Approximately(Store.matchRadarPingLifetime, value)) { Store.matchRadarPingLifetime = value; Save(); } }
}
private static Data Load()
{
string path = SavePath();