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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@@ -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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