Hunter shot: replicated laser beam + X-ray hit flash; snapshot apply in-place reseed
- Laser.shader + HunterLaserBeam: additive HDR beam, fade in/out over opacity and thickness, code-driven LineRenderer, tunable emission multiplier. - FirstPersonMode: TryShoot computes world endpoint, fires beam with lateral muzzle offset (right) so it isn't dead-center from hunter view. - NetworkPlayerSetup: shot relay RPCs (owner->server->all) + hit-flash RPC (server->all), flash OR-branch in ComputeXRay. - MatchManager: hit reveal broadcasts X-ray flash first, delays hider removal by hitRevealDelay so the glow is visible before the body vanishes. - MeshPainter reseed: in-place fast path avoids full GPU backend teardown on snapshot apply (no ~70MB RT churn), fixes spawn/paint-load hitch. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@@ -0,0 +1,135 @@
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using UnityEngine;
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using UnityEngine.Rendering;
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/// <summary>
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/// Momentary world-space laser beam for a hunter's shot. Purely visual (no networking): a LineRenderer drawn
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/// from the muzzle to the hit point that fades IN fast then OUT over its lifetime, animating both opacity
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/// (via per-vertex colour alpha, read by the Chameleon/Laser shader) and thickness (via widthMultiplier).
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/// Self-contained: it builds its own LineRenderer child + an additive material at runtime, so it can be added
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/// to a hunter avatar purely in code with no prefab authoring. Call <see cref="Fire"/> to trigger; the beam
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/// recycles itself (disables the renderer) once it expires.
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/// </summary>
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[DisallowMultipleComponent]
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public sealed class HunterLaserBeam : MonoBehaviour
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{
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[Header("Look")]
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[ColorUsage(true, true)]
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[Tooltip("HDR beam tint. Its alpha is ignored - the animated opacity envelope drives visibility.")]
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[SerializeField] private Color color = new Color(1f, 0.25f, 0.25f, 1f);
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[Tooltip("HDR emission multiplier applied to the tint. >1 pushes the beam past LDR into bloom.")]
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[Min(0f)]
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[SerializeField] private float emission = 6f;
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[Tooltip("Peak beam thickness in world units (the width envelope scales this).")]
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[Min(0f)]
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[SerializeField] private float maxWidth = 0.06f;
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[Tooltip("Optional material override. Empty -> a built-in additive laser material (Chameleon/Laser) is created at runtime.")]
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[SerializeField] private Material materialOverride;
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[Header("Timing")]
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[Tooltip("Total beam lifetime in seconds (fade-in + fade-out).")]
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[Min(0.01f)]
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[SerializeField] private float lifetime = 0.5f;
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[Tooltip("Fraction of the lifetime spent fading IN (the rest fades out).")]
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[Range(0f, 1f)]
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[SerializeField] private float fadeInFraction = 0.2f;
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[Tooltip("Thickness floor as a fraction of maxWidth at the envelope's ends, so the beam never pinches to a dot.")]
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[Range(0f, 1f)]
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[SerializeField] private float minWidthFraction = 0.35f;
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private LineRenderer _line;
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private Material _material;
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private bool _ownsMaterial;
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private float _age;
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private bool _active;
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private static readonly int ColorId = Shader.PropertyToID("_Color");
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private void Awake()
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{
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var go = new GameObject("LaserBeamLine");
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go.transform.SetParent(transform, false);
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_line = go.AddComponent<LineRenderer>();
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_line.useWorldSpace = true; // endpoints are fixed world points; the beam ignores avatar motion
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_line.positionCount = 2;
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_line.numCapVertices = 2;
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_line.numCornerVertices = 0;
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_line.alignment = LineAlignment.View;
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_line.textureMode = LineTextureMode.Stretch;
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_line.shadowCastingMode = ShadowCastingMode.Off;
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_line.receiveShadows = false;
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_line.lightProbeUsage = LightProbeUsage.Off;
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_line.reflectionProbeUsage = ReflectionProbeUsage.Off;
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if (materialOverride)
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{
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_material = materialOverride;
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}
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else
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{
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_material = new Material(Shader.Find("Chameleon/Laser"));
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_ownsMaterial = true;
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}
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_line.material = _material;
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if (_material && _material.HasProperty(ColorId))
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{
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Color hdr = color * emission; // push the tint into HDR so bloom picks it up
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hdr.a = 1f; // alpha is unused by the additive shader
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_material.SetColor(ColorId, hdr);
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}
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_line.enabled = false;
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}
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/// <summary>Fires a one-shot beam along the given world-space segment; restarts the animation if already running.</summary>
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public void Fire(Vector3 start, Vector3 end)
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{
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if (!_line) return;
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_line.SetPosition(0, start);
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_line.SetPosition(1, end);
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_age = 0f;
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_active = true;
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_line.enabled = true;
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ApplyEnvelope(0f);
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}
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private void Update()
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{
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if (!_active) return;
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_age += Time.deltaTime;
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float t = lifetime > 0f ? _age / lifetime : 1f;
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if (t >= 1f)
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{
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_active = false;
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_line.enabled = false;
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return;
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}
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ApplyEnvelope(t);
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}
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// Maps normalized life t (0..1) to opacity + thickness: rises over fadeInFraction, then eases back down.
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private void ApplyEnvelope(float t)
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{
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float inFrac = Mathf.Clamp01(fadeInFraction);
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float e = t < inFrac
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? (inFrac > 0f ? t / inFrac : 1f)
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: (inFrac < 1f ? 1f - (t - inFrac) / (1f - inFrac) : 1f);
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e = Mathf.Clamp01(e);
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e = e * e * (3f - 2f * e); // smoothstep for a softer ramp
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_line.widthMultiplier = maxWidth * Mathf.Lerp(minWidthFraction, 1f, e);
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var vc = new Color(1f, 1f, 1f, e); // hue from the material _Color; alpha carries the fade envelope
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_line.startColor = vc;
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_line.endColor = vc;
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}
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private void OnDestroy()
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{
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if (_ownsMaterial && _material) Destroy(_material);
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}
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}
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: 3755898ae12d28e4585f6e55547c768d
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@@ -32,11 +32,27 @@ public partial class MeshPainter
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}
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/// <summary>
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/// Tears down the active backend and rebuilds it from externally supplied canonical maps (load /
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/// late-join snapshot / undo). Runs the island/dilation seeding path so edge padding is rebuilt for
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/// the new content. The input arrays are never mutated (SetupBackend clones its seed).
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/// Re-seeds the backend from externally supplied canonical maps (load / late-join snapshot / undo),
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/// rebuilding the island/dilation edge padding for the new content. The input arrays are never mutated
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/// (both seed paths clone before touching a map).
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///
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/// Fast path: when the backend is already built on this same type + size - the common runtime reseed
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/// (remote snapshot apply, carry/library load, undo/redo) - the existing RTs/textures are re-filled in
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/// place instead of a full teardown+rebuild. At 1024² a rebuild frees and re-creates nine ARGBHalf RTs
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/// (~70 MB of GPU allocation) every call, which stalls the frame and shows up as a hitch on every
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/// observer when a (freshly painted) avatar spawns. Re-seeding reuses the RTs (identical size/format)
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/// for a bit-identical result. A pending GPU<->CPU switch or an un-built backend falls through to the
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/// full rebuild.
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/// </summary>
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private void ReseedCanonical(Color32[][] canonical) => RebuildBackend(useGpu, canonical);
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private void ReseedCanonical(Color32[][] canonical)
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{
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if (_setupValid)
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{
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if (useGpu && _gpuActive && _gpu != null) { ReseedGpuInPlace(canonical); _hasLastScreen = false; return; }
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if (!useGpu && !_gpuActive && _cpu != null) { ReseedCpuInPlace(canonical); _hasLastScreen = false; return; }
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}
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RebuildBackend(useGpu, canonical);
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}
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/// <summary>Tears down the active backend and sets up the requested one on the given maps.</summary>
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private void RebuildBackend(bool gpu, Color32[][] canonical)
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@@ -43,6 +43,27 @@ public partial class MeshPainter
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return px;
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}
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/// <summary>
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/// Re-seeds the ALREADY-built CPU maps from canonical data without recreating the Texture2D mirrors:
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/// each map's pixel buffer + island guard are re-seeded and re-uploaded into the existing texture,
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/// mirroring SetupCpu but reusing the textures. The GPU counterpart is ReseedGpuInPlace. Callers ensure
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/// !_gpuActive && _cpu != null.
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/// </summary>
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private void ReseedCpuInPlace(Color32[][] canonical)
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{
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for (int mi = 0; mi < MAP_COUNT; mi++)
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{
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var cm = _cpu[mi];
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cm.pixels = SeedCpuPixels(mi, canonical);
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cm.painted = (bool[])GetIslandMask().Clone();
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if (cm.fillStamp != null) System.Array.Clear(cm.fillStamp, 0, cm.fillStamp.Length);
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cm.dilateStamp = 0;
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cm.dx0 = textureSize; cm.dy0 = textureSize; cm.dx1 = -1; cm.dy1 = -1; // no pending dirty region
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cm.tex.SetPixels32(cm.pixels);
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cm.tex.Apply(false);
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}
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}
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private void TeardownCpu()
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{
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if (_cpu == null) return;
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@@ -100,6 +100,23 @@ public partial class MeshPainter
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}
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}
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/// <summary>
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/// Re-seeds the ALREADY-built GPU maps from canonical data without recreating the RenderTextures or
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/// materials: each map's display RT is re-uploaded + re-stamped (MSO re-packed) exactly as SetupGpu
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/// does, but the existing RTs (same size/format) are reused, so the fur/albedo RTs a sibling
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/// FurShellRenderer samples keep their references. Avoids the per-apply ~70 MB RT alloc/free churn a
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/// full RebuildBackend incurs at 1024². Callers ensure _gpuActive && _gpu != null.
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/// </summary>
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private void ReseedGpuInPlace(Color32[][] canonical)
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{
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for (int mi = 0; mi < MAP_COUNT; mi++)
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{
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SeedGpuMap(mi, canonical);
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var gm = _gpu[mi];
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AssignMapTexture(mi, gm.final != null ? gm.final : gm.display);
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}
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}
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/// <summary>
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/// Stamps the dilation coverage guard into a map's alpha: rasterizes the mesh with the brush
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/// shader's coverage pass (pass 1), writing alpha = 1 on exactly the texels the GPU brush can
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@@ -78,36 +78,58 @@ public class FirstPersonMode : GameMode
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return _setup && _setup.ScopedModes && _setup.Role == PlayerRole.Hunter;
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}
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// Beam starts a touch ahead of the eye so the FP near plane doesn't clip it and it reads as coming from
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// the player rather than the exact camera pivot.
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private const float MuzzleForwardOffset = 0.2f;
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// Lateral muzzle offset (world right of the eye) so the beam originates off-centre instead of dead ahead
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// - a dead-centre beam looks bad in first person. Purely visual; the shot raycast stays centred (aim
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// unchanged), only the beam's drawn origin shifts, and the world-space endpoints replicate to peers.
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private const float MuzzleRightOffset = 0.15f;
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private void TryShoot()
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{
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var match = MatchManager.Instance;
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Transform cam = Manager.FirstPerson.transform; // FP vcam sits at the eye, facing the look direction
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float range = Mathf.Max(0f, match.ShootRange);
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Vector3 origin = cam.position;
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Vector3 dir = cam.forward;
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int count = Physics.RaycastNonAlloc(cam.position, cam.forward, _hits, range, ~0, QueryTriggerInteraction.Ignore);
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int count = Physics.RaycastNonAlloc(origin, dir, _hits, range, ~0, QueryTriggerInteraction.Ignore);
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if (count == _hits.Length && !_hitsSaturated)
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{
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_hitsSaturated = true;
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Debug.LogWarning($"FirstPersonMode: shot raycast buffer saturated ({count}); the nearest blocker may be missed.");
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}
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if (count == 0) return;
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// Nearest-first so the shot stops at the first solid thing it meets (a wall blocks; a nearer avatar
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// shields a farther one). The hunter's own body is skipped so looking down doesn't self-block.
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System.Array.Sort(_hits, 0, count, RaycastDistanceComparer.Instance);
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NetworkObject self = Manager.Player ? Manager.Player.GetComponent<NetworkObject>() : null;
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for (int i = 0; i < count; i++)
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Vector3 end = origin + dir * range; // nothing hit -> the beam runs to max range
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if (count > 0)
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{
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var netObj = _hits[i].collider.GetComponentInParent<NetworkObject>();
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if (netObj && self && netObj == self) continue;
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if (!netObj || !netObj.IsPlayerObject) return; // first solid hit is world geometry -> blocked
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// Nearest-first so the shot stops at the first solid thing it meets (a wall blocks; a nearer avatar
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// shields a farther one). The hunter's own body is skipped so looking down doesn't self-block.
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System.Array.Sort(_hits, 0, count, RaycastDistanceComparer.Instance);
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var setup = netObj.GetComponent<NetworkPlayerSetup>();
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if (setup && setup.Role == PlayerRole.Hider && !setup.IsFound)
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match.ReportHit(netObj.OwnerClientId);
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return; // the first non-self hit decides the shot
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NetworkObject self = Manager.Player ? Manager.Player.GetComponent<NetworkObject>() : null;
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for (int i = 0; i < count; i++)
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{
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var netObj = _hits[i].collider.GetComponentInParent<NetworkObject>();
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if (netObj && self && netObj == self) continue; // skip own body
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end = _hits[i].point; // first non-self solid hit stops the beam here (wall or avatar)
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if (netObj && netObj.IsPlayerObject)
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{
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var setup = netObj.GetComponent<NetworkPlayerSetup>();
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if (setup && setup.Role == PlayerRole.Hider && !setup.IsFound)
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match.ReportHit(netObj.OwnerClientId);
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}
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break; // the first non-self hit decides the shot
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}
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}
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// Fire the beam on every shot (hit or miss), drawn locally and replicated to the other clients.
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// The muzzle sits slightly forward + right of the eye so the beam is off-centre (see MuzzleRightOffset).
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Vector3 muzzle = origin + dir * MuzzleForwardOffset + cam.right * MuzzleRightOffset;
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if (_setup) _setup.FireShot(muzzle, end);
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}
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private sealed class RaycastDistanceComparer : System.Collections.Generic.IComparer<RaycastHit>
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@@ -115,6 +115,12 @@ public class MatchManager : MonoBehaviour
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[Min(0f)]
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[SerializeField] private float shootCooldown = 0.4f;
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[Tooltip("Seconds a shot hider stays lit with the X-ray glow before it is actually removed from play " +
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"(Classic: hidden as found; Conversion: respawned as a hunter). Gives the just-shot flash time to " +
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"be seen. The hider stays a live target during this window; 0 = remove instantly (no visible flash).")]
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[Min(0f)]
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[SerializeField] private float hitRevealDelay = 0.35f;
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[Header("Concealment reveal")]
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[Tooltip("A hider whose ConcealmentMeter EmbeddedPercent reaches this value (while a match is running) is " +
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"revealed through walls with the material's X-ray glow, so nobody can hide by burying itself deep " +
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@@ -192,6 +198,9 @@ public class MatchManager : MonoBehaviour
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// empties. _phaseRoutine is the running Hide->Seek->Resolution coroutine (stopped if the match is ended
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// early via the authority's Back-to-Lobby).
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private readonly HashSet<ulong> _pendingHiders = new HashSet<ulong>();
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// Server-only. Hiders that were hit and are in their X-ray flash window, not yet removed. Kept out of the
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// seek-end check by staying in _pendingHiders; this set only dedupes a second shot during the flash.
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private readonly HashSet<ulong> _revealingHiders = new HashSet<ulong>();
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// Server-only. Live NGO clientId -> persistent per-install id, reported by each client on connect. The
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// clientId is ephemeral (reused after a disconnect); the value is stable across that client's restarts.
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private readonly Dictionary<ulong, string> _persistentIds = new Dictionary<ulong, string>();
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@@ -398,6 +407,7 @@ public class MatchManager : MonoBehaviour
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// A hider that leaves mid-match can never be found - drop it so "all hiders found" can still trigger.
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_pendingHiders.Remove(clientId);
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_revealingHiders.Remove(clientId); // and out of the in-flight flash set (its resolve coroutine no-ops)
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// Free the ephemeral clientId -> identity mapping (the clientId will be reused by a later joiner).
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_persistentIds.Remove(clientId);
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@@ -517,6 +527,7 @@ public class MatchManager : MonoBehaviour
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RespawnAll(id => hunterIds.Contains(id) ? hunterPrefab : hiderPrefab, matchSpawnCenter);
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_pendingHiders.Clear();
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_revealingHiders.Clear();
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foreach (ulong id in _net.ConnectedClientsIds)
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if (!hunterIds.Contains(id)) _pendingHiders.Add(id);
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@@ -656,13 +667,40 @@ public class MatchManager : MonoBehaviour
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MarkHiderFound(targetClientId);
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}
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// Server-only. Resolves a hit on a hider for the active mode, and drops it from the pending set; the seek
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// loop ends the phase early once that empties (no hiders left to find/convert). Classic flags the avatar
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// found (replicated by its NetworkPlayerSetup -> free-cam); Conversion respawns it as a Hunter.
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// Server-only. Resolves a hit on a hider: flashes its X-ray glow on every client, then (after hitRevealDelay
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// so the flash is actually seen) drops it from the pending set and applies the mode outcome - Classic flags
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// the avatar found (replicated by its NetworkPlayerSetup -> free-cam); Conversion respawns it as a Hunter.
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// The hider stays in _pendingHiders during the flash so seek doesn't end early on the last hit; the seek
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// loop ends the phase once _pendingHiders empties (no hiders left to find/convert).
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private void MarkHiderFound(ulong hiderClientId)
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{
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_pendingHiders.Remove(hiderClientId);
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if (_revealingHiders.Contains(hiderClientId)) return; // already flashing / being resolved
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if (_net.ConnectedClients.TryGetValue(hiderClientId, out var c) && c.PlayerObject)
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{
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var setup = c.PlayerObject.GetComponent<NetworkPlayerSetup>();
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if (setup) setup.FlashHitReveal(hitRevealDelay); // light it up on every client, now
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}
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_revealingHiders.Add(hiderClientId);
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StartCoroutine(ResolveHitAfterReveal(hiderClientId));
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}
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// Server-only. Waits out the reveal flash, then removes the hider and applies the mode outcome. Split from
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// MarkHiderFound so the glow is visible before the avatar leaves play (Classic hide / Conversion despawn).
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private IEnumerator ResolveHitAfterReveal(ulong hiderClientId)
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{
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if (hitRevealDelay > 0f) yield return new WaitForSeconds(hitRevealDelay);
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_revealingHiders.Remove(hiderClientId);
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if (_net == null || !_net.IsServer) yield break;
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_pendingHiders.Remove(hiderClientId);
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// A Back-to-Lobby (EndMatch) during the flash tears the match down and respawns everyone; don't then
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// convert/found a stale avatar.
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if (Phase == MatchPhase.InMatch &&
|
||||
_net.ConnectedClients.TryGetValue(hiderClientId, out var c) && c.PlayerObject)
|
||||
{
|
||||
if (matchMode == MatchMode.Conversion)
|
||||
ConvertToHunter(hiderClientId, c.PlayerObject);
|
||||
@@ -672,6 +710,7 @@ public class MatchManager : MonoBehaviour
|
||||
if (setup) setup.ServerMarkFound();
|
||||
}
|
||||
}
|
||||
|
||||
string verb = matchMode == MatchMode.Conversion ? "converted to hunter" : "found";
|
||||
Debug.Log($"[MatchManager] Hider {hiderClientId} {verb} - {_pendingHiders.Count} hider(s) left.", this);
|
||||
}
|
||||
|
||||
@@ -115,6 +115,8 @@ public class NetworkPlayerSetup : NetworkBehaviour
|
||||
private bool _lastXRay;
|
||||
private bool _frozenApplied;
|
||||
private bool _lastFrozen;
|
||||
private float _xrayFlashUntil; // Time.time deadline for the just-shot X-ray flash (local per client)
|
||||
private HunterLaserBeam _laser; // shot beam visual, lazily attached on the hunter avatar
|
||||
|
||||
public override void OnNetworkSpawn()
|
||||
{
|
||||
@@ -361,6 +363,10 @@ public class NetworkPlayerSetup : NetworkBehaviour
|
||||
// The X-ray reveal predicate for this avatar on the local machine.
|
||||
private bool ComputeXRay()
|
||||
{
|
||||
// Just-shot flash: a hunter's hit lights this hider up for a brief window (server-broadcast), on top
|
||||
// of the normal reveal triggers, so the moment of the hit reads before the hider leaves play.
|
||||
if (Time.time < _xrayFlashUntil) return true;
|
||||
|
||||
// Buried-hider reveal: already gated to hider + running match on the owner before it is published.
|
||||
if (_embeddedReveal.Value) return true;
|
||||
|
||||
@@ -369,6 +375,52 @@ public class NetworkPlayerSetup : NetworkBehaviour
|
||||
return ComputeResolutionFreeze();
|
||||
}
|
||||
|
||||
// --- Hunter shot beam ------------------------------------------------------------------------------
|
||||
// Cosmetic and client-trusted (a co-op hide & seek, matching the ReportHit trust model). The local
|
||||
// shooter draws its own beam instantly for responsiveness and relays the world-space segment to the
|
||||
// server, which echoes it to every other client. The RPCs live on the hunter avatar (this
|
||||
// NetworkObject), so they only run on this shooter's instances - other avatars never draw a beam.
|
||||
|
||||
/// <summary>Owner-only. Draws the shot beam locally now and replicates the world-space segment so every
|
||||
/// other client sees the same shot.</summary>
|
||||
public void FireShot(Vector3 start, Vector3 end)
|
||||
{
|
||||
if (!IsOwner) return;
|
||||
EnsureLaser().Fire(start, end);
|
||||
FireShotServerRpc(start, end);
|
||||
}
|
||||
|
||||
[ServerRpc]
|
||||
private void FireShotServerRpc(Vector3 start, Vector3 end) => FireShotClientRpc(start, end);
|
||||
|
||||
[ClientRpc]
|
||||
private void FireShotClientRpc(Vector3 start, Vector3 end)
|
||||
{
|
||||
if (IsOwner) return; // the shooter already drew it locally
|
||||
EnsureLaser().Fire(start, end);
|
||||
}
|
||||
|
||||
private HunterLaserBeam EnsureLaser()
|
||||
{
|
||||
if (!_laser) _laser = GetComponentInChildren<HunterLaserBeam>(true);
|
||||
if (!_laser) _laser = gameObject.AddComponent<HunterLaserBeam>();
|
||||
return _laser;
|
||||
}
|
||||
|
||||
// --- Hunter hit flash ------------------------------------------------------------------------------
|
||||
|
||||
/// <summary>Server-only. Flashes THIS hider's through-walls X-ray glow on every client for
|
||||
/// <paramref name="seconds"/> (the just-shot feedback), overriding the normal reveal predicate for that
|
||||
/// window. MatchManager delays the actual removal by the same span so the glow is seen before it leaves play.</summary>
|
||||
public void FlashHitReveal(float seconds)
|
||||
{
|
||||
if (!IsServer) return;
|
||||
FlashHitRevealClientRpc(Mathf.Max(0f, seconds));
|
||||
}
|
||||
|
||||
[ClientRpc]
|
||||
private void FlashHitRevealClientRpc(float seconds) => _xrayFlashUntil = Time.time + seconds;
|
||||
|
||||
// True if THIS machine's local player is a Hunter role variant (so it must not see hiders during hide).
|
||||
// Shared with MatchHud. Called per frame per avatar during hide/seek, so the GetComponent result is
|
||||
// cached per local PlayerObject; a respawn/conversion swaps the object and refreshes the cache.
|
||||
|
||||
Reference in new issue
Block a user