Add Hunter/Hider role selection on connect with role-scoped modes
Roles are chosen in the bootstrap dev panel before Host/Client. NGO
ConnectionApproval is enabled at runtime and maps the role payload to
the matching prefab variant per connection (Hunter/Hider), so each peer
spawns the correct avatar including the host.
- PlayerRole.cs (new): single source of truth enum { Hider, Hunter }.
- NetworkBootstrap.cs: role toggle, ConnectionApproval + role payload,
server ApprovalCheck mapping role -> PrefabIdHash.
- NetworkPlayerSetup.cs: serialized PlayerRole field + Role property.
- GameModeManager.cs: BuildModes(role) - Hunter -> [First Person, Paint],
Hider -> [Third Person, Paint, Free Cam]; binds role from spawned avatar.
- Hunter.prefab: role = Hunter override.
- SampleScene.unity: NetworkBootstrap prefab references wired.
Also includes user inspector scale tuning (Hunter 2.5->2.4, Hider 0.5->0.7).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@@ -6,9 +6,10 @@ using UnityEngine.InputSystem;
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#endif
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/// <summary>
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/// Switches the game between high-level modes (Player Control, Paint, Free Cam). The switch
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/// key (Tab) cycles to the next registered mode. Register additional modes in
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/// <see cref="BuildModes"/>. Attach to a single, persistent scene GameObject.
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/// Switches the game between high-level modes. The switch key (Tab) cycles to the next registered
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/// mode. The mode set is scoped to the local avatar's <see cref="PlayerRole"/> when it spawns
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/// (Hunter: First Person + Paint; Hider: Player Control + Paint + Free Cam); a non-networked scene
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/// uses the full set. Attach to a single, persistent scene GameObject.
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/// </summary>
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[DisallowMultipleComponent]
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public class GameModeManager : MonoBehaviour
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@@ -86,30 +87,40 @@ public class GameModeManager : MonoBehaviour
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SwitchTo(Mathf.Clamp(startModeIndex, 0, _modes.Count - 1));
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}
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/// <summary>Registers all available modes. Add new modes here.</summary>
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private void BuildModes()
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/// <summary>Registers the modes for the current context. Without a role (no networked avatar yet,
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/// or a non-networked scene) the full set is built from whichever rigs are present. With a role the
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/// set is scoped to that side and ordered so index 0 is its intended start mode. Add new modes here.</summary>
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private void BuildModes() => BuildModes(null);
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private void BuildModes(PlayerRole? role)
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{
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_modes.Clear();
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// Player Control only joins the Tab cycle when a gravity player is present, so a scene
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// running only the insect walker doesn't trap input in a dead, player-freezing mode.
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if (player)
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_modes.Add(new PlayerControlMode());
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switch (role)
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{
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case PlayerRole.Hunter:
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// Hunter: first person + paint. Index 0 (First Person, if its rig exists) is the start mode.
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if (firstPerson) _modes.Add(new FirstPersonMode());
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_modes.Add(new PaintMode());
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break;
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_modes.Add(new PaintMode());
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case PlayerRole.Hider:
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// Hider: third person (player control) + paint + free cam. Index 0 (Player Control) is the start.
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if (player) _modes.Add(new PlayerControlMode());
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_modes.Add(new PaintMode());
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if (freeCam) _modes.Add(new FreeCamMode());
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break;
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// Free Cam only joins the cycle when a freecam rig is present, so scenes without one are unchanged.
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if (freeCam)
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_modes.Add(new FreeCamMode());
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// First Person only joins the cycle when a first-person rig is present, so scenes without one are unchanged.
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if (firstPerson)
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_modes.Add(new FirstPersonMode());
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// Insect mode only joins the Tab cycle when a surface walker is present, so a scene
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// without one behaves exactly as before (no dead, player-freezing mode in the cycle).
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//if (insect)
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// _modes.Add(new InsectMode());
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default:
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// No role: legacy full set, gated on whichever rigs exist. Player Control only joins when a
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// gravity player is present (player-less pre-spawn stays in Paint, not a dead frozen mode);
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// Free Cam / First Person only when their rigs exist, so non-networked scenes are unchanged.
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if (player) _modes.Add(new PlayerControlMode());
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_modes.Add(new PaintMode());
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if (freeCam) _modes.Add(new FreeCamMode());
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if (firstPerson) _modes.Add(new FirstPersonMode());
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break;
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}
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foreach (var m in _modes)
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m.Bind(this);
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@@ -142,13 +153,16 @@ public class GameModeManager : MonoBehaviour
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if (firstPerson)
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firstPerson.SetPlayer(localPlayer);
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// Tear down the pre-spawn (player-less) mode and rebuild with Player Control available.
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// Tear down the pre-spawn (player-less) mode and rebuild scoped to this avatar's role.
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ActiveMode?.Exit();
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_activeIndex = -1;
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BuildModes();
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int idx = _modes.FindIndex(m => m is PlayerControlMode);
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SwitchTo(idx >= 0 ? idx : Mathf.Clamp(startModeIndex, 0, _modes.Count - 1));
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var setup = localPlayer.GetComponent<NetworkPlayerSetup>();
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PlayerRole role = setup ? setup.Role : PlayerRole.Hider;
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BuildModes(role);
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// Each role list is ordered so index 0 is its start mode (Hunter -> First Person, Hider -> Player Control).
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SwitchTo(0);
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}
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private void Update()
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@@ -6,10 +6,11 @@ using UnityEngine.InputSystem;
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/// <summary>
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/// Dev-only connection harness for local multiplayer testing across the junction-mirror clones:
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/// one instance clicks Host, the others click Client (loopback 127.0.0.1 via the configured
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/// UnityTransport). Draws a small on-screen panel and exposes hotkeys (H = Host, C = Client,
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/// J = Server, K = Shutdown). Purely a testing scaffold — replace with real lobby/menu UI later.
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/// Attach to the same GameObject as the NetworkManager.
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/// pick a role (Hunter/Hider) in the panel, then one instance clicks Host and the others click
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/// Client (loopback 127.0.0.1 via the configured UnityTransport). The chosen role rides along as the
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/// connection-approval payload, so the server spawns that role's prefab variant for the connection.
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/// Hotkeys: H = Host, C = Client, J = Server, K = Shutdown. Purely a testing scaffold - replace with
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/// real lobby/menu UI later. Attach to the same GameObject as the NetworkManager.
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/// </summary>
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[RequireComponent(typeof(NetworkManager))]
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[DisallowMultipleComponent]
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@@ -21,9 +22,51 @@ public class NetworkBootstrap : MonoBehaviour
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[Tooltip("Allow the H/C/J/K keyboard shortcuts.")]
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public bool enableHotkeys = true;
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[Header("Role prefabs")]
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[Tooltip("Prefab spawned for a connection that picked Hunter. Must be registered as a network prefab.")]
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[SerializeField] private GameObject hunterPrefab;
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[Tooltip("Prefab spawned for a connection that picked Hider. Must be registered as a network prefab.")]
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[SerializeField] private GameObject hiderPrefab;
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[Tooltip("Role this instance connects as. Toggle it in the dev panel before hosting/joining.")]
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[SerializeField] private PlayerRole selectedRole = PlayerRole.Hider;
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private NetworkManager _net;
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private void Awake() => _net = GetComponent<NetworkManager>();
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private void Awake()
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{
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_net = GetComponent<NetworkManager>();
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// Per-connection prefab selection needs connection approval: the callback maps the role byte
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// the joiner sent to the matching prefab hash. Enabled here so the scene asset needn't carry it.
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_net.NetworkConfig.ConnectionApproval = true;
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_net.ConnectionApprovalCallback = ApprovalCheck;
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}
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/// <summary>Stamps the chosen role into the connection payload, then starts the given mode.
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/// StartHost runs approval on its own client too, so the host's role is read from this same payload.</summary>
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private void StartAs(System.Func<bool> start)
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{
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_net.NetworkConfig.ConnectionData = new[] { (byte)selectedRole };
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start();
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}
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private void ApprovalCheck(NetworkManager.ConnectionApprovalRequest request,
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NetworkManager.ConnectionApprovalResponse response)
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{
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PlayerRole role = (request.Payload != null && request.Payload.Length > 0)
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? (PlayerRole)request.Payload[0]
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: PlayerRole.Hider;
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GameObject prefab = role == PlayerRole.Hunter ? hunterPrefab : hiderPrefab;
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var netObj = prefab ? prefab.GetComponent<NetworkObject>() : null;
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response.Approved = true;
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response.CreatePlayerObject = true;
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// Null prefab/ref falls back to the NetworkManager's default PlayerPrefab.
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if (netObj) response.PlayerPrefabHash = netObj.PrefabIdHash;
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}
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private void Update()
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{
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@@ -33,9 +76,9 @@ public class NetworkBootstrap : MonoBehaviour
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if (kb == null || _net == null) return;
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if (!_net.IsListening)
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{
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if (kb.hKey.wasPressedThisFrame) _net.StartHost();
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else if (kb.cKey.wasPressedThisFrame) _net.StartClient();
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else if (kb.jKey.wasPressedThisFrame) _net.StartServer();
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if (kb.hKey.wasPressedThisFrame) StartAs(_net.StartHost);
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else if (kb.cKey.wasPressedThisFrame) StartAs(_net.StartClient);
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else if (kb.jKey.wasPressedThisFrame) StartAs(_net.StartServer);
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}
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else if (kb.kKey.wasPressedThisFrame)
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{
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@@ -48,18 +91,25 @@ public class NetworkBootstrap : MonoBehaviour
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{
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if (!showGui || _net == null) return;
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GUILayout.BeginArea(new Rect(10, 10, 220, 160), GUI.skin.box);
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GUILayout.BeginArea(new Rect(10, 10, 220, 200), GUI.skin.box);
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if (!_net.IsListening)
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{
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GUILayout.Label("Netcode (dev)");
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if (GUILayout.Button("Host (H)")) _net.StartHost();
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if (GUILayout.Button("Client (C)")) _net.StartClient();
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if (GUILayout.Button("Server (J)")) _net.StartServer();
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GUILayout.BeginHorizontal();
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GUILayout.Label("Role:", GUILayout.Width(38));
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if (GUILayout.Toggle(selectedRole == PlayerRole.Hider, "Hider", GUI.skin.button)) selectedRole = PlayerRole.Hider;
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if (GUILayout.Toggle(selectedRole == PlayerRole.Hunter, "Hunter", GUI.skin.button)) selectedRole = PlayerRole.Hunter;
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GUILayout.EndHorizontal();
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if (GUILayout.Button("Host (H)")) StartAs(_net.StartHost);
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if (GUILayout.Button("Client (C)")) StartAs(_net.StartClient);
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if (GUILayout.Button("Server (J)")) StartAs(_net.StartServer);
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}
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else
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{
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string role = _net.IsHost ? "Host" : _net.IsServer ? "Server" : "Client";
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GUILayout.Label($"Role: {role}");
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GUILayout.Label($"Role: {role} ({selectedRole})");
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GUILayout.Label($"ClientId: {_net.LocalClientId}");
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GUILayout.Label($"Clients: {(_net.IsServer ? _net.ConnectedClients.Count : (_net.IsConnectedClient ? 1 : 0))}");
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if (GUILayout.Button("Shutdown (K)")) _net.Shutdown();
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@@ -21,6 +21,14 @@ public class NetworkPlayerSetup : NetworkBehaviour
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[Tooltip("Slots per ring before the radius steps outward, so spacing stays roughly constant as more join.")]
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[SerializeField] private int spawnRingSlots = 8;
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[Header("Role")]
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[Tooltip("Which side this avatar plays. Baked per prefab variant (Hider on the base/Hider prefab, " +
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"Hunter on the Hunter prefab); GameModeManager reads it on spawn to build this role's mode set.")]
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[SerializeField] private PlayerRole role = PlayerRole.Hider;
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/// <summary>The side this avatar plays (Hunter/Hider), baked into the prefab variant.</summary>
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public PlayerRole Role => role;
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public override void OnNetworkSpawn()
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{
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var controller = GetComponent<PlayerCharacterController>();
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@@ -0,0 +1,10 @@
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/// <summary>
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/// Which side a spawned avatar plays. Picked at connect time (NetworkBootstrap) and sent as the
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/// connection-approval payload so the server spawns the matching prefab variant, then baked into
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/// that prefab and read back by GameModeManager to build the role's mode set.
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/// </summary>
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public enum PlayerRole
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{
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Hider = 0,
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Hunter = 1,
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}
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: 4c3a46956c5cf5446ab2698d8da6b2d8
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