Radar-Sichtbarkeitsgates, Hider-Pings im Seek + Ping-Countdown

Radar: nur sichtbar bei >=1 Target, in First-Person und in der Seek-Phase
(Overlay-Kamera getoggelt, Blip-Skripte laufen weiter). Singleton fuer
Server-Zugriff. GameModeManager: Kamera + Tab-Moduswechsel erst ab
gebundenem Lobby-Player (Inert-Zustand ohne Player, Orbit-Input geparkt).

MatchManager: Server tickt im Seek alle radarPingInterval (30s) und
broadcastet noch nicht gefundene Hider (NetworkObjectId + radarPingLifetime
3s) nur an Hunter-Clients; jeder Hunter loest lokal auf und spawnt Blips.
Ping-Loop in die Seek-Coroutine gefaltet (EndMatch stoppt ihn mit).

MatchHud: Ping-Countdown lokal aus Seek-Start + Kadenz berechnet, Format
m:ss (0:30..0:01), ausserhalb Seek / bei deaktivierten Pings 0:00.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
adminandClaude Opus 4.8 committed 2026-07-05 21:45:10 +02:00
1 parent 23b51d07a4
commit de82ce25de
4 files changed
+240 -12

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@@ -80,8 +80,14 @@ public class GameModeManager : MonoBehaviour
private void Start()
{
if (_modes.Count > 0)
// Go live only when this scene already holds a player to control (a scene-placed avatar). In the
// networked Main scene the avatar spawns on connect, so the manager stays inert - no camera control,
// no mode switching - until BindLocalPlayer promotes it once the lobby avatar exists. Without this,
// the pre-spawn menu already lets you orbit the camera and Tab-cycle modes with no player.
if (player && _modes.Count > 0)
SwitchTo(Mathf.Clamp(startModeIndex, 0, _modes.Count - 1));
else
EnterNoPlayerState();
}
/// <summary>Registers the modes for the current context. Without a role (no networked avatar yet,
@@ -228,22 +234,35 @@ public class GameModeManager : MonoBehaviour
/// </summary>
public void ReleaseToNoPlayer()
{
_paused = false;
_resumeIndex = -1;
TearDownActiveMode();
_modes.Clear();
ClearPlayerBindings();
EnterNoPlayerState();
}
// The cycle is empty (no SwitchTo runs), so notify mode-following UI explicitly - otherwise the
// paint HUD (hides only via ModeChanged) would stay open after a shutdown during PaintMode.
ModeChanged?.Invoke(null);
/// <summary>
/// Puts the manager in the inert "no local player" state: no active mode, the persistent orbit input
/// parked in Disabled (it otherwise re-locks the cursor every frame while AlwaysActive, so a one-off
/// unlock would be reverted next frame) and the cursor freed. Entered at startup in a networked scene
/// before the lobby avatar spawns, and again after it is gone (see <see cref="ReleaseToNoPlayer"/>).
/// <see cref="BindLocalPlayer"/> / <see cref="BindSpectator"/> promote out of it. With no active mode
/// (_activeIndex &lt; 0) Update ignores the switch key, so Tab cannot bootstrap a mode from here.
/// </summary>
private void EnterNoPlayerState()
{
_paused = false;
_resumeIndex = -1;
_activeIndex = -1;
if (cameraInput)
cameraInput.LookMode = ThirdPersonOrbitInput.OrbitLookMode.Disabled;
// Belt-and-braces explicit release (covers the orbit input being absent/disabled).
InputUtil.SetCursorLocked(false);
// The cycle is inert (no SwitchTo runs), so notify mode-following UI explicitly - otherwise the
// paint HUD (hides only via ModeChanged) would stay open after a shutdown during PaintMode.
ModeChanged?.Invoke(null);
}
/// <summary>
@@ -299,6 +318,9 @@ public class GameModeManager : MonoBehaviour
{
if (_paused) return;
if (_modes.Count == 0) return;
// No active mode = the inert no-player state (pre-lobby, or after ReleaseToNoPlayer). Ignore the
// switch key and Tick so Tab can't bootstrap a mode and no camera rig is driven until a bind.
if (_activeIndex < 0) return;
// Resolution (the reveal window) is watch-only: force out of Paint and keep the switch key from
// re-entering. No restore needed - the end-of-match respawn rebuilds the cycle at index 0.