Spawn hider statues in resolution phase for classic mode too

Classic hit path now captures a statue record like conversion does;
rename the statue infrastructure (CaptureStatue/SpawnStatues/
DespawnStatues/_statueRecords) since it is no longer conversion-only.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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adminandClaude Fable 5 committed 2026-07-10 22:37:11 +02:00
1 parent 14015d7134
commit a2a0e85831
2 files changed
+34 -30

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@@ -5,8 +5,8 @@ using Chameleon.Components;
/// <summary>
/// A frozen, painted "statue" of a hider at the exact spot / stance / painting it held the moment it was
/// CONVERTED into a hunter (Conversion mode only); <see cref="MatchManager"/> captures those on the
/// conversion and spawns one statue per converted hider at Resolution start. Purely presentational (no
/// hit (Conversion: converted into a hunter; Classic: marked found); <see cref="MatchManager"/> captures
/// those on the hit and spawns one statue per hit hider at Resolution start. Purely presentational (no
/// controller / collision / role) and a dedicated prefab, NOT a <see cref="NetworkPlayerSetup"/> avatar -
/// so it never pollutes the scoreboard, per-client visibility matrix or resolution X-ray reveal.
///
@@ -24,7 +24,7 @@ public class MatchStatue : NetworkBehaviour
[Min(0f)]
[SerializeField] private float poseSettle = 0.35f;
// Server-only handoff from MatchManager.SpawnConversionStatues, consumed in OnNetworkSpawn / the first
// Server-only handoff from MatchManager.SpawnStatues, consumed in OnNetworkSpawn / the first
// ready frame. The paint may be null (capture failed) -> the statue stays on the blank seed look.
private byte[] _serverPaint;
private int _serverPoseIndex;