Add game mode manager with player-control and paint modes
Introduce an extensible game mode system toggled with Tab: - Player Control: WASD movement with always-on mouse camera orbit - Paint: player frozen, left-click paints, right-click holds to orbit Add GameMode base class, GameModeManager, and the two concrete modes. Refactor controlled scripts to expose clean state flags instead of handling input themselves: ThirdPersonOrbitInput.LookMode, PlayerCharacterController.ControlEnabled, MeshPainter.PaintingEnabled. Also fix camera zoom: remove the obsolete /120 wheel normalization so one scroll notch maps to one zoomSpeed step under the new Input System. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@@ -71,6 +71,13 @@ public class PlayerCharacterController : MonoBehaviour
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[Range(0f, 1f)]
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public float slideControl = 0.3f;
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/// <summary>
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/// When false, movement/jump input is ignored (the player stands still), but
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/// gravity and ground contact keep running so the character stays grounded.
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/// Toggled by the GameModeManager (e.g. disabled in paint mode).
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/// </summary>
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public bool ControlEnabled { get; set; } = true;
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private CharacterController _controller;
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private float _verticalVelocity;
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@@ -92,21 +99,26 @@ public class PlayerCharacterController : MonoBehaviour
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float h = 0f, v = 0f;
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bool jumpPressed = false;
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#if ENABLE_INPUT_SYSTEM
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var keyboard = Keyboard.current;
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if (keyboard != null)
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// Skip input entirely when control is disabled (e.g. paint mode); gravity
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// and grounding below still run so the player stays planted on the ground.
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if (ControlEnabled)
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{
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if (keyboard.aKey.isPressed) h -= 1f;
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if (keyboard.dKey.isPressed) h += 1f;
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if (keyboard.sKey.isPressed) v -= 1f;
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if (keyboard.wKey.isPressed) v += 1f;
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jumpPressed = keyboard.spaceKey.wasPressedThisFrame;
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}
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#if ENABLE_INPUT_SYSTEM
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var keyboard = Keyboard.current;
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if (keyboard != null)
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{
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if (keyboard.aKey.isPressed) h -= 1f;
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if (keyboard.dKey.isPressed) h += 1f;
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if (keyboard.sKey.isPressed) v -= 1f;
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if (keyboard.wKey.isPressed) v += 1f;
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jumpPressed = keyboard.spaceKey.wasPressedThisFrame;
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}
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#else
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h = Input.GetAxisRaw("Horizontal");
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v = Input.GetAxisRaw("Vertical");
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jumpPressed = Input.GetButtonDown("Jump");
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h = Input.GetAxisRaw("Horizontal");
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v = Input.GetAxisRaw("Vertical");
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jumpPressed = Input.GetButtonDown("Jump");
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#endif
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}
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// --- Build the horizontal move direction ----------------------------
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Vector3 inputDir = new Vector3(h, 0f, v);
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