Reorganize scripts into subfolders by responsibility
Move scripts under Assets/Scripts/ into Components, GameMode, Helper, Network, Enum, Struct and ScriptableObject folders. Pure file moves (plus folder .meta files); no code changes. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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using Unity.Netcode;
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using UnityEngine;
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/// <summary>
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/// Sits on the Lobby's "Start Match" trigger volume (a BoxCollider with isTrigger on). When the match
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/// AUTHORITY's avatar stands inside it, it asks the <see cref="MatchManager"/> to start the match.
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///
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/// Detection POLLS a server-side physics overlap every frame instead of relying on OnTriggerEnter.
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/// Why: the authority can be a REMOTE client (a dedicated server with no host player hands authority to
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/// the first client). On the server that client's avatar is a NetworkTransform-driven replica - its
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/// CharacterController is disabled (<see cref="NetworkPlayerSetup"/>) and it carries no Rigidbody, so it
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/// is moved by direct transform writes. Unity only sends OnTriggerEnter when one of the two colliders has
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/// a Rigidbody (or is a CharacterController moving via Move()); a transform-moved non-Rigidbody collider
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/// against a static trigger fires nothing. That is exactly why a host's own (Move()-driven) avatar tripped
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/// the trigger but a remote authority never did. An explicit overlap query finds the avatar's (baked)
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/// collider regardless of HOW it is moved, so start works for a host and a dedicated server alike.
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///
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/// Server-gated: pure clients query nothing. Only the authority avatar starts the match; a passing
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/// non-authority avatar is ignored. Runs only while in the lobby phase and stops once it has started a
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/// match. The trigger lives in the additively-loaded Lobby and is destroyed when the lobby unloads, so a
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/// re-match (back in the lobby) gets a fresh instance with its guard reset.
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/// </summary>
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[RequireComponent(typeof(Collider))]
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[DisallowMultipleComponent]
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public class StartMatchTrigger : MonoBehaviour
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{
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private Collider _collider;
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private readonly Collider[] _overlap = new Collider[32];
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private bool _started;
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private bool _overlapSaturated; // log-once: a full buffer could silently drop the authority's avatar
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private void Awake() => _collider = GetComponent<Collider>();
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private void Update()
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{
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if (_started) return;
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var nm = NetworkManager.Singleton;
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if (!nm || !nm.IsServer) return; // detection + start are server-side
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var match = MatchManager.Instance;
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if (!match || match.Phase != MatchManager.MatchPhase.Lobby) return;
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int count = OverlapTrigger();
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if (count == _overlap.Length && !_overlapSaturated)
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{
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_overlapSaturated = true;
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Debug.LogWarning($"StartMatchTrigger: overlap buffer saturated ({count}); the authority avatar may be missed.", this);
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}
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for (int i = 0; i < count; i++)
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{
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var netObj = _overlap[i].GetComponentInParent<NetworkObject>();
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if (!netObj || !netObj.IsPlayerObject) continue; // must be a player avatar
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if (!match.IsMatchAuthority(netObj.OwnerClientId)) continue; // ...the authority's
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_started = true;
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match.StartMatch();
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return;
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}
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}
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// Overlaps the trigger's own volume. Uses the oriented box for a BoxCollider (the authored shape);
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// falls back to the collider's world AABB for any other collider type. Triggers are ignored so the
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// query skips this volume itself and reports only solid avatar colliders (e.g. the baked mesh).
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private int OverlapTrigger()
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{
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if (_collider is BoxCollider box)
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{
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Vector3 center = transform.TransformPoint(box.center);
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Vector3 scale = transform.lossyScale;
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Vector3 half = new Vector3(
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Mathf.Abs(box.size.x * scale.x),
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Mathf.Abs(box.size.y * scale.y),
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Mathf.Abs(box.size.z * scale.z)) * 0.5f;
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return Physics.OverlapBoxNonAlloc(
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center, half, _overlap, transform.rotation, ~0, QueryTriggerInteraction.Ignore);
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}
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Bounds b = _collider.bounds;
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return Physics.OverlapBoxNonAlloc(
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b.center, b.extents, _overlap, Quaternion.identity, ~0, QueryTriggerInteraction.Ignore);
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}
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}
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