Add free-camera mode with player-equivalent collision

Introduce a free-fly camera as the next entry in the Tab mode cycle
(Player Control -> Paint -> Free Cam):

- FreeCamController: dedicated CinemachineCamera plus a CharacterController
  mirroring the player capsule (radius 0.1, height 1.3, slope 59, step 0.15)
  so the free camera collides with walls/ceiling/floor exactly like the
  player. WASD/Q-E (and Space/Ctrl) fly relative to view; mouse looks.
- FreeCamMode: plain-C# GameMode mirroring PaintMode, with an Exit() that
  restores camera priority and re-enables player control + camera input.
- GameModeManager: register freeCam in the Tab cycle (gated like player).
- Scene: FreeCamera object wired, Main Camera custom blends (0.4s) for the
  vcam priority hand-off.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
adminandClaude Opus 4.8 committed 2026-06-26 23:01:14 +02:00
1 parent 0edc59555a
commit a3ef7055b4
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@@ -5,7 +5,7 @@ using UnityEngine.InputSystem;
#endif
/// <summary>
/// Switches the game between high-level modes (Player Control, Paint). The switch
/// Switches the game between high-level modes (Player Control, Paint, Free Cam). The switch
/// key (Tab) cycles to the next registered mode. Register additional modes in
/// <see cref="BuildModes"/>. Attach to a single, persistent scene GameObject.
/// </summary>
@@ -22,6 +22,9 @@ public class GameModeManager : MonoBehaviour
[Tooltip("Mesh painter. Empty = found automatically.")]
public MeshPainter painter;
[Tooltip("Free-fly spectator camera. Empty = found automatically. Absent = Free Cam is left out of the cycle.")]
public FreeCamController freeCam;
//[Tooltip("Insect / surface-walk controller. Empty = found automatically.")]
//public InsectController insect;
@@ -39,6 +42,7 @@ public class GameModeManager : MonoBehaviour
public PlayerCharacterController Player => player;
public ThirdPersonOrbitInput CameraInput => cameraInput;
public MeshPainter Painter => painter;
public FreeCamController FreeCam => freeCam;
//public InsectController Insect => insect;
/// <summary>Raised after a mode switch finishes (the new mode's Enter has already run).
@@ -57,6 +61,8 @@ public class GameModeManager : MonoBehaviour
if (!player) player = FindFirstObjectByType<PlayerCharacterController>();
if (!cameraInput) cameraInput = FindFirstObjectByType<ThirdPersonOrbitInput>();
if (!painter) painter = FindFirstObjectByType<MeshPainter>();
// Include inactive so a freecam rig that starts disabled is still found and wired.
if (!freeCam) freeCam = FindFirstObjectByType<FreeCamController>(FindObjectsInactive.Include);
//if (!insect) insect = FindFirstObjectByType<InsectController>();
BuildModes();
@@ -80,6 +86,10 @@ public class GameModeManager : MonoBehaviour
_modes.Add(new PaintMode());
// Free Cam only joins the cycle when a freecam rig is present, so scenes without one are unchanged.
if (freeCam)
_modes.Add(new FreeCamMode());
// Insect mode only joins the Tab cycle when a surface walker is present, so a scene
// without one behaves exactly as before (no dead, player-freezing mode in the cycle).
//if (insect)