Add lobby/match-start matchmaking flow with additive scene management
Replace the connection-approval role selection with a server-authoritative match flow built on NGO additive scene management: - Scenes: Main is the persistent foundation (NetworkManager, GameModeManager, cameras, HUD); Lobby and Test Map load/unload additively. Add Lobby + Test Map to the build settings; remove the obsolete SampleScene. - MatchManager (plain MonoBehaviour singleton): loads Lobby on server start, StartMatchTrigger lets the host start the match, rolls one random Hunter (rest Hider), swaps Lobby -> Test Map (strictly serialized per NGO), respawns each player as its role variant. Forces additive client sync mode so clients keep Main instead of single-loading it (fixes "Destination scene is not valid"). - Server-driven spawning: null out NetworkConfig.PlayerPrefab at runtime to disable auto-spawn, then spawn players after the lobby floor exists (fixes falling through the floor) with double-spawn and transition guards. - StartMatchTrigger: server-gated OnTriggerEnter, only the host's own player starts the match. - NetworkBootstrap: drop role selection / connection approval; everyone spawns as the neutral Player prefab. Host/Client/Server/Shutdown buttons stay. - NetworkPlayerSetup.ScopedModes flag (baked on Hunter/Hider prefabs): lobby avatar gets the full mode set, match variants get the role-scoped set. - GameModeManager.BindLocalPlayer reads ScopedModes and rebinds the painter unconditionally (fixes stale painter binding on respawn -> brush painting in every mode). - MeshPainter.PaintingEnabled defaults to false (unbound/pre-spawn/remote never paints); PaintHud visibility now also gates on a bound painter (fixes the HUD showing at startup before any avatar exists). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
1 parent
301f7e64cb
commit
bd70f3b8b9
18 files changed
+1813
-997
No files matched your search
@@ -49,8 +49,10 @@ public partial class MeshPainter : MonoBehaviour
|
||||
OnSurface
|
||||
}
|
||||
|
||||
/// <summary>When false, mouse painting is ignored. Toggled by the GameModeManager.</summary>
|
||||
public bool PaintingEnabled { get; set; } = true;
|
||||
/// <summary>When false, mouse painting is ignored. Driven by the GameModeManager (true only in
|
||||
/// PaintMode on the local owner). Defaults OFF so a painter that is not (yet) managed by a mode -
|
||||
/// the pre-spawn window, a remote replica, or any binding gap - never paints from local input.</summary>
|
||||
public bool PaintingEnabled { get; set; } = false;
|
||||
|
||||
[Header("Backend")]
|
||||
[Tooltip("ON = GPU painting (fast), OFF = CPU painting. Can be toggled live in Play mode.")]
|
||||
|
||||
Reference in new issue
Block a user