Add player-collision toggle and make conversion statues follow it

Add a per-machine "Players Collide" switch on GameModeManager: a
self-healing reconciler routes the local capsule through other avatars'
body colliders via Physics.IgnoreCollision when disabled, re-asserting
every frame while off to survive the late-created runtime MeshCollider,
conversion respawns and teleport resets. Expose Active/ActiveVersion/
BodyCollider on NetworkPlayerSetup for the reconciler.

Give MatchStatue the same Active registry + BodyCollider pattern so the
frozen conversion statues obey the same toggle (they carry their own
paint MeshCollider but are deliberately not NetworkPlayerSetup avatars).
Also drive the statue's steady X-ray reveal in Resolution, matching an
un-found hider.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
adminandClaude Opus 4.8 committed 2026-07-06 11:17:19 +02:00
1 parent 8bafa2f10a
commit 414beaa403
3 files changed
+142 -1

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@@ -42,6 +42,19 @@ public class GameModeManager : MonoBehaviour
[Tooltip("Mode active at startup (0 = Player Control).")]
public int startModeIndex = 0;
[Header("Player collision")]
[Tooltip("ON = players physically block each other (default). OFF = the local player passes through every " +
"other player - their CharacterController stops colliding with other players' body colliders. " +
"Only affects player-vs-player; environment collision is unchanged. Can be toggled live in Play mode.")]
[SerializeField] private bool playersCollide = true;
/// <summary>Whether players physically block each other. Setting it re-applies on the next frame.</summary>
public bool PlayersCollide
{
get => playersCollide;
set { playersCollide = value; _playerCollisionDirty = true; }
}
public PlayerCharacterController Player => player;
public ThirdPersonOrbitInput CameraInput => cameraInput;
public MeshPainter Painter => painter;
@@ -64,6 +77,12 @@ public class GameModeManager : MonoBehaviour
private int _resumeIndex = -1;
private bool _loadFrozen; // true while the pre-match Loading barrier is holding the local player still
// Player-collision reconciler state (see ReconcilePlayerCollision). Non-serialized: reset each play session.
private bool _playerCollisionDirty = true; // force a re-apply (startup, toggle flip, inspector edit)
private CharacterController _localCapsule; // the local player's capsule, cached to detect a respawn swap
private void OnValidate() => _playerCollisionDirty = true; // an inspector toggle takes effect next frame
/// <summary>The currently active mode (null before startup).</summary>
public GameMode ActiveMode =>
(_activeIndex >= 0 && _activeIndex < _modes.Count) ? _modes[_activeIndex] : null;
@@ -318,6 +337,9 @@ public class GameModeManager : MonoBehaviour
private void Update()
{
// Independent of mode/pause: keep player-vs-player collision matching the toggle every frame.
ReconcilePlayerCollision();
if (_paused) return;
if (_modes.Count == 0) return;
// No active mode = the inert no-player state (pre-lobby, or after ReleaseToNoPlayer). Ignore the
@@ -393,6 +415,61 @@ public class GameModeManager : MonoBehaviour
match.LocalSubPhase == MatchManager.MatchSubPhase.Loading;
}
// Keeps player-vs-player collision in sync with `playersCollide`. Only the LOCAL owner's CharacterController
// actively depenetrates (remote replicas run with their controller disabled), and it collides with the other
// avatars' body MeshColliders (and conversion statues, which carry the same runtime paint collider) - so
// making the local capsule ignore those colliders is a complete, per-machine way to let the player pass
// through both. Environment collision is untouched.
//
// While OFF this re-asserts every frame (n = a handful of avatars, so it is cheap) because Physics.IgnoreCollision
// is fragile exactly here: its state resets whenever a collider is disabled/re-enabled (teleports toggle the
// capsule) and a freshly-spawned avatar's MeshCollider only appears a frame after spawn. Re-applying each frame
// sidesteps all of that. While ON it does one restoring pass on a change, then stays idle (collision is the default).
private void ReconcilePlayerCollision()
{
var capsule = player ? player.GetComponent<CharacterController>() : null;
bool changed = _playerCollisionDirty || capsule != _localCapsule;
_playerCollisionDirty = false;
_localCapsule = capsule;
if (playersCollide)
{
// Collisions on: only act on a transition (toggle flip / new capsule) to restore the pairs we ignored.
if (changed) ApplyPlayerCollisionIgnore(capsule, false);
return;
}
// Collisions off: re-assert the ignore against every current avatar (see the fragility note above).
ApplyPlayerCollisionIgnore(capsule, true);
}
// Ignores (or restores) collision between the local capsule and every OTHER avatar's body collider,
// plus every conversion statue (its own paint MeshCollider - otherwise the local player still bumps into
// statues while the toggle is off, since statues aren't NetworkPlayerSetup avatars).
private void ApplyPlayerCollisionIgnore(CharacterController capsule, bool ignore)
{
if (!capsule) return; // no local player (pre-spawn / spectator / found) - nothing to gate
var avatars = NetworkPlayerSetup.Active;
for (int i = 0; i < avatars.Count; i++)
{
var avatar = avatars[i];
if (!avatar || avatar.IsOwner) continue; // skip the local player's own avatar
var col = avatar.BodyCollider;
if (col && col.enabled) Physics.IgnoreCollision(capsule, col, ignore);
}
var statues = MatchStatue.Active;
for (int i = 0; i < statues.Count; i++)
{
var statue = statues[i];
if (!statue) continue;
var col = statue.BodyCollider;
if (col && col.enabled) Physics.IgnoreCollision(capsule, col, ignore);
}
}
// Cached body/fur renderers of the currently bound local avatar, re-resolved only when `player` changes
// (a lobby->match respawn rebinds mid-load), so the per-frame Loading hide doesn't walk the hierarchy each tick.
private PlayerCharacterController _bodyHideOwner;