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>
This commit is contained in:
adminandClaude Opus 4.8 committed 2026-06-27 17:01:43 +02:00
1 parent dec537a60f
commit 56caa0edd8
8 files changed
+138 -47

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+63 -13
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@@ -6,10 +6,11 @@ using UnityEngine.InputSystem;
/// <summary>
/// Dev-only connection harness for local multiplayer testing across the junction-mirror clones:
/// one instance clicks Host, the others click Client (loopback 127.0.0.1 via the configured
/// UnityTransport). Draws a small on-screen panel and exposes hotkeys (H = Host, C = Client,
/// J = Server, K = Shutdown). Purely a testing scaffold — replace with real lobby/menu UI later.
/// Attach to the same GameObject as the NetworkManager.
/// pick a role (Hunter/Hider) in the panel, then one instance clicks Host and the others click
/// Client (loopback 127.0.0.1 via the configured UnityTransport). The chosen role rides along as the
/// connection-approval payload, so the server spawns that role's prefab variant for the connection.
/// Hotkeys: H = Host, C = Client, J = Server, K = Shutdown. Purely a testing scaffold - replace with
/// real lobby/menu UI later. Attach to the same GameObject as the NetworkManager.
/// </summary>
[RequireComponent(typeof(NetworkManager))]
[DisallowMultipleComponent]
@@ -21,9 +22,51 @@ public class NetworkBootstrap : MonoBehaviour
[Tooltip("Allow the H/C/J/K keyboard shortcuts.")]
public bool enableHotkeys = true;
[Header("Role prefabs")]
[Tooltip("Prefab spawned for a connection that picked Hunter. Must be registered as a network prefab.")]
[SerializeField] private GameObject hunterPrefab;
[Tooltip("Prefab spawned for a connection that picked Hider. Must be registered as a network prefab.")]
[SerializeField] private GameObject hiderPrefab;
[Tooltip("Role this instance connects as. Toggle it in the dev panel before hosting/joining.")]
[SerializeField] private PlayerRole selectedRole = PlayerRole.Hider;
private NetworkManager _net;
private void Awake() => _net = GetComponent<NetworkManager>();
private void Awake()
{
_net = GetComponent<NetworkManager>();
// Per-connection prefab selection needs connection approval: the callback maps the role byte
// the joiner sent to the matching prefab hash. Enabled here so the scene asset needn't carry it.
_net.NetworkConfig.ConnectionApproval = true;
_net.ConnectionApprovalCallback = ApprovalCheck;
}
/// <summary>Stamps the chosen role into the connection payload, then starts the given mode.
/// StartHost runs approval on its own client too, so the host's role is read from this same payload.</summary>
private void StartAs(System.Func<bool> start)
{
_net.NetworkConfig.ConnectionData = new[] { (byte)selectedRole };
start();
}
private void ApprovalCheck(NetworkManager.ConnectionApprovalRequest request,
NetworkManager.ConnectionApprovalResponse response)
{
PlayerRole role = (request.Payload != null && request.Payload.Length > 0)
? (PlayerRole)request.Payload[0]
: PlayerRole.Hider;
GameObject prefab = role == PlayerRole.Hunter ? hunterPrefab : hiderPrefab;
var netObj = prefab ? prefab.GetComponent<NetworkObject>() : null;
response.Approved = true;
response.CreatePlayerObject = true;
// Null prefab/ref falls back to the NetworkManager's default PlayerPrefab.
if (netObj) response.PlayerPrefabHash = netObj.PrefabIdHash;
}
private void Update()
{
@@ -33,9 +76,9 @@ public class NetworkBootstrap : MonoBehaviour
if (kb == null || _net == null) return;
if (!_net.IsListening)
{
if (kb.hKey.wasPressedThisFrame) _net.StartHost();
else if (kb.cKey.wasPressedThisFrame) _net.StartClient();
else if (kb.jKey.wasPressedThisFrame) _net.StartServer();
if (kb.hKey.wasPressedThisFrame) StartAs(_net.StartHost);
else if (kb.cKey.wasPressedThisFrame) StartAs(_net.StartClient);
else if (kb.jKey.wasPressedThisFrame) StartAs(_net.StartServer);
}
else if (kb.kKey.wasPressedThisFrame)
{
@@ -48,18 +91,25 @@ public class NetworkBootstrap : MonoBehaviour
{
if (!showGui || _net == null) return;
GUILayout.BeginArea(new Rect(10, 10, 220, 160), GUI.skin.box);
GUILayout.BeginArea(new Rect(10, 10, 220, 200), GUI.skin.box);
if (!_net.IsListening)
{
GUILayout.Label("Netcode (dev)");
if (GUILayout.Button("Host (H)")) _net.StartHost();
if (GUILayout.Button("Client (C)")) _net.StartClient();
if (GUILayout.Button("Server (J)")) _net.StartServer();
GUILayout.BeginHorizontal();
GUILayout.Label("Role:", GUILayout.Width(38));
if (GUILayout.Toggle(selectedRole == PlayerRole.Hider, "Hider", GUI.skin.button)) selectedRole = PlayerRole.Hider;
if (GUILayout.Toggle(selectedRole == PlayerRole.Hunter, "Hunter", GUI.skin.button)) selectedRole = PlayerRole.Hunter;
GUILayout.EndHorizontal();
if (GUILayout.Button("Host (H)")) StartAs(_net.StartHost);
if (GUILayout.Button("Client (C)")) StartAs(_net.StartClient);
if (GUILayout.Button("Server (J)")) StartAs(_net.StartServer);
}
else
{
string role = _net.IsHost ? "Host" : _net.IsServer ? "Server" : "Client";
GUILayout.Label($"Role: {role}");
GUILayout.Label($"Role: {role} ({selectedRole})");
GUILayout.Label($"ClientId: {_net.LocalClientId}");
GUILayout.Label($"Clients: {(_net.IsServer ? _net.ConnectedClients.Count : (_net.IsConnectedClient ? 1 : 0))}");
if (GUILayout.Button("Shutdown (K)")) _net.Shutdown();