Add the conversion match mode

Introduce a second match mode alongside Classic. In Conversion mode
hiders are invisible to each other (and to hunters during Hide), and a
hunter hit converts the hider into a full hunter in place instead of
sending them to the spectator freecam. The mode is replicated to all
clients through the existing phase named-message byte; visibility is
computed locally per client per mode.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
adminandClaude Opus 4.8 committed 2026-06-30 15:20:54 +02:00
1 parent 1f46e6258d
commit f485d1676b
2 files changed
+113 -28

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+71 -18
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@@ -71,6 +71,18 @@ public class MatchManager : MonoBehaviour
/// and the match HUD countdown.</summary> /// and the match HUD countdown.</summary>
public enum MatchSubPhase { None, Hide, Seek, Resolution } public enum MatchSubPhase { None, Hide, Seek, Resolution }
/// <summary>How the running match behaves. Chosen server-side (<see cref="matchMode"/>) and replicated
/// to every client alongside the sub-phase (so visibility is right from the first Hide frame and late
/// joiners sync it). Differs only in hider visibility and what a hit does:
/// <list type="bullet">
/// <item><b>Classic</b> - hiders hidden from hunters during Hide only; a hit marks the hider FOUND
/// (body hidden for all, owner drops to free-cam spectating).</item>
/// <item><b>Conversion</b> - hiders are hidden from EACH OTHER too (Hide and Seek); during Seek only
/// hunters see hiders; a hit CONVERTS the hider into a Hunter (respawned as the Hunter variant in place),
/// so it keeps playing on the hunters' side. Resolution reveals everyone in both modes.</item>
/// </list></summary>
public enum MatchMode { Classic, Conversion }
public static MatchManager Instance { get; private set; } public static MatchManager Instance { get; private set; }
[Header("Scenes (must be in Build Settings)")] [Header("Scenes (must be in Build Settings)")]
@@ -103,6 +115,12 @@ public class MatchManager : MonoBehaviour
"fan-out is applied on top (NetworkPlayerSetup.PlaceOnSpawnRing).")] "fan-out is applied on top (NetworkPlayerSetup.PlaceOnSpawnRing).")]
[SerializeField] private Vector3 matchSpawnCenter = new Vector3(0f, 1f, 0f); [SerializeField] private Vector3 matchSpawnCenter = new Vector3(0f, 1f, 0f);
[Header("Match mode")]
[Tooltip("Classic = hiders are visible to each other, a hit marks them FOUND (free-cam spectating). " +
"Conversion = hiders are hidden from each other too (only hunters see them during Seek), and a " +
"hit CONVERTS the hider into a Hunter that keeps playing. Replicated to clients on match start.")]
[SerializeField] private MatchMode matchMode = MatchMode.Classic;
[Header("Match phases (seconds)")] [Header("Match phases (seconds)")]
[Tooltip("HIDE phase length. Hunters move freely but cannot see the hiders (hider meshes are hidden on " + [Tooltip("HIDE phase length. Hunters move freely but cannot see the hiders (hider meshes are hidden on " +
"hunter clients); hiders scatter and hide.")] "hunter clients); hiders scatter and hide.")]
@@ -142,11 +160,14 @@ public class MatchManager : MonoBehaviour
private MatchSubPhase _subPhase = MatchSubPhase.None; private MatchSubPhase _subPhase = MatchSubPhase.None;
private float _phaseEndTime; // Time.time when the current sub-phase ends (for the HUD countdown) private float _phaseEndTime; // Time.time when the current sub-phase ends (for the HUD countdown)
private float _phaseDuration; private float _phaseDuration;
private MatchMode _localMode = MatchMode.Classic; // mirror of the server's matchMode, carried in the phase message
/// <summary>True while a match sub-phase (Hide/Seek/Resolution) is running on this machine.</summary> /// <summary>True while a match sub-phase (Hide/Seek/Resolution) is running on this machine.</summary>
public bool MatchActive => _subPhase != MatchSubPhase.None; public bool MatchActive => _subPhase != MatchSubPhase.None;
/// <summary>This machine's current sub-phase (mirror of the server's broadcast).</summary> /// <summary>This machine's current sub-phase (mirror of the server's broadcast).</summary>
public MatchSubPhase LocalSubPhase => _subPhase; public MatchSubPhase LocalSubPhase => _subPhase;
/// <summary>The running match's mode (mirror of the server's choice). Drives per-client hider visibility.</summary>
public MatchMode LocalMatchMode => _localMode;
/// <summary>Seconds left in the current sub-phase for the HUD (clamped to 0; cosmetic).</summary> /// <summary>Seconds left in the current sub-phase for the HUD (clamped to 0; cosmetic).</summary>
public float LocalPhaseRemaining => Mathf.Max(0f, _phaseEndTime - Time.time); public float LocalPhaseRemaining => Mathf.Max(0f, _phaseEndTime - Time.time);
/// <summary>Total length of the current sub-phase (for a HUD progress bar, if wanted).</summary> /// <summary>Total length of the current sub-phase (for a HUD progress bar, if wanted).</summary>
@@ -316,7 +337,7 @@ public class MatchManager : MonoBehaviour
_hasAuthorityClient = false; _hasAuthorityClient = false;
_isLocalAuthority = false; _isLocalAuthority = false;
Phase = MatchPhase.Lobby; Phase = MatchPhase.Lobby;
ApplyPhaseLocal(MatchSubPhase.None, 0f); ApplyPhaseLocal(MatchSubPhase.None, 0f, _localMode);
_pendingHiders.Clear(); _pendingHiders.Clear();
if (_net) if (_net)
{ {
@@ -389,8 +410,8 @@ public class MatchManager : MonoBehaviour
if (Phase == MatchPhase.InMatch) if (Phase == MatchPhase.InMatch)
{ {
SpawnFor(clientId, spectatorPrefab, matchSpawnCenter); SpawnFor(clientId, spectatorPrefab, matchSpawnCenter);
// Sync the joiner's HUD/visibility to the running sub-phase (remaining time as the duration). // Sync the joiner's HUD/visibility to the running sub-phase + mode (remaining time as the duration).
BroadcastPhase(_subPhase, LocalPhaseRemaining, clientId, false); BroadcastPhase(_subPhase, LocalPhaseRemaining, matchMode, clientId, false);
return; return;
} }
SpawnFor(clientId, _playerPrefab, lobbySpawnCenter); SpawnFor(clientId, _playerPrefab, lobbySpawnCenter);
@@ -532,31 +553,34 @@ public class MatchManager : MonoBehaviour
// Server-only. Applies the sub-phase to the server's own mirror and broadcasts it to every other client. // Server-only. Applies the sub-phase to the server's own mirror and broadcasts it to every other client.
private void SetPhaseServer(MatchSubPhase phase, float duration) private void SetPhaseServer(MatchSubPhase phase, float duration)
{ {
ApplyPhaseLocal(phase, duration); ApplyPhaseLocal(phase, duration, matchMode);
BroadcastPhase(phase, duration, 0, true); BroadcastPhase(phase, duration, matchMode, 0, true);
} }
// Sets this machine's sub-phase mirror + countdown and notifies followers (HUD / visibility). Shared by // Sets this machine's sub-phase mirror + countdown + mode and notifies followers (HUD / visibility).
// the server's SetPhaseServer and a client's OnPhaseMessage handler. // Shared by the server's SetPhaseServer and a client's OnPhaseMessage handler.
private void ApplyPhaseLocal(MatchSubPhase phase, float duration) private void ApplyPhaseLocal(MatchSubPhase phase, float duration, MatchMode mode)
{ {
bool changed = _subPhase != phase; bool changed = _subPhase != phase;
_subPhase = phase; _subPhase = phase;
_phaseDuration = duration; _phaseDuration = duration;
_phaseEndTime = Time.time + duration; _phaseEndTime = Time.time + duration;
_localMode = mode;
if (changed) SubPhaseChanged?.Invoke(phase); if (changed) SubPhaseChanged?.Invoke(phase);
} }
// Sends a sub-phase (byte) + its remaining duration (float) to one client, or to all clients except the // Sends a sub-phase (byte) + its remaining duration (float) + the match mode (byte) to one client, or to
// server itself (which applied it directly in SetPhaseServer, so it must not double-apply via loopback). // all clients except the server itself (which applied it directly in SetPhaseServer, so it must not
private void BroadcastPhase(MatchSubPhase phase, float duration, ulong targetClient, bool toAll) // double-apply via loopback).
private void BroadcastPhase(MatchSubPhase phase, float duration, MatchMode mode, ulong targetClient, bool toAll)
{ {
var cmm = _net != null ? _net.CustomMessagingManager : null; var cmm = _net != null ? _net.CustomMessagingManager : null;
if (cmm == null) return; if (cmm == null) return;
using (var writer = new FastBufferWriter(sizeof(byte) + sizeof(float), Allocator.Temp)) using (var writer = new FastBufferWriter(sizeof(byte) + sizeof(float) + sizeof(byte), Allocator.Temp))
{ {
writer.WriteValueSafe((byte)phase); writer.WriteValueSafe((byte)phase);
writer.WriteValueSafe(duration); writer.WriteValueSafe(duration);
writer.WriteValueSafe((byte)mode);
if (toAll) if (toAll)
{ {
// Every client except the server itself (the host already applied it directly in // Every client except the server itself (the host already applied it directly in
@@ -579,7 +603,8 @@ public class MatchManager : MonoBehaviour
{ {
reader.ReadValueSafe(out byte phase); reader.ReadValueSafe(out byte phase);
reader.ReadValueSafe(out float duration); reader.ReadValueSafe(out float duration);
ApplyPhaseLocal((MatchSubPhase)phase, duration); reader.ReadValueSafe(out byte mode);
ApplyPhaseLocal((MatchSubPhase)phase, duration, (MatchMode)mode);
} }
/// <summary>Client-side: the local hunter's shoot raycast hit the hider owned by <paramref name="targetClientId"/>. /// <summary>Client-side: the local hunter's shoot raycast hit the hider owned by <paramref name="targetClientId"/>.
@@ -619,17 +644,45 @@ public class MatchManager : MonoBehaviour
MarkHiderFound(targetClientId); MarkHiderFound(targetClientId);
} }
// Server-only. Flags the hider's avatar found (replicated by its NetworkPlayerSetup) and drops it from // Server-only. Resolves a hit on a hider for the active mode, and drops it from the pending set; the seek
// the pending set; the seek loop ends the phase early once that empties. // loop ends the phase early once that empties (no hiders left to find/convert). Classic flags the avatar
// found (replicated by its NetworkPlayerSetup -> free-cam); Conversion respawns it as a Hunter.
private void MarkHiderFound(ulong hiderClientId) private void MarkHiderFound(ulong hiderClientId)
{ {
_pendingHiders.Remove(hiderClientId); _pendingHiders.Remove(hiderClientId);
if (_net.ConnectedClients.TryGetValue(hiderClientId, out var c) && c.PlayerObject) if (_net.ConnectedClients.TryGetValue(hiderClientId, out var c) && c.PlayerObject)
{ {
var setup = c.PlayerObject.GetComponent<NetworkPlayerSetup>(); if (matchMode == MatchMode.Conversion)
if (setup) setup.ServerMarkFound(); ConvertToHunter(hiderClientId, c.PlayerObject);
else
{
var setup = c.PlayerObject.GetComponent<NetworkPlayerSetup>();
if (setup) setup.ServerMarkFound();
}
} }
Debug.Log($"[MatchManager] Hider {hiderClientId} found - {_pendingHiders.Count} hider(s) left.", this); string verb = matchMode == MatchMode.Conversion ? "converted to hunter" : "found";
Debug.Log($"[MatchManager] Hider {hiderClientId} {verb} - {_pendingHiders.Count} hider(s) left.", this);
}
// Server-only (Conversion mode). Despawns the tagged hider's avatar and respawns it as the Hunter prefab
// variant for the same client, AT THE SAME position/rotation - it converts where it was tagged, no teleport.
// The fresh Hunter's owner skips its spawn-placement because the match is mid-Seek (see NetworkPlayerSetup),
// so the server-set position sticks. Same despawn-then-spawn pattern as RespawnAll; the owner's painting
// carries across via the per-machine paint carry. After this the client plays as a full hunter (size,
// sprint, first-person, shooting) with no special-case runtime state.
private void ConvertToHunter(ulong clientId, NetworkObject current)
{
if (!hunterPrefab)
{
Debug.LogError("[MatchManager] Hunter prefab missing - cannot convert hider.", this);
return;
}
Vector3 pos = current.transform.position;
Quaternion rot = current.transform.rotation;
current.Despawn(true);
var go = Instantiate(hunterPrefab, pos, rot);
go.GetComponent<NetworkObject>().SpawnAsPlayerObject(clientId);
} }
// True if the client's current avatar is a Hunter role variant (used to gate shooting server-side). // True if the client's current avatar is a Hunter role variant (used to gate shooting server-side).
+42 -10
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@@ -86,7 +86,12 @@ public class NetworkPlayerSetup : NetworkBehaviour
if (IsOwner) if (IsOwner)
{ {
PlaceAtSpawn(); // A Conversion-mode tag respawns the hider as this Hunter variant mid-Seek; keep the server-set
// position (it converts where it was tagged) by skipping the spawn-area/ring placement. Match-start
// variants spawn while the sub-phase is still None, so they DO place; end-match lobby avatars spawn
// after the sub-phase is cleared, so they place too. Only an in-place conversion lands here mid-Seek.
if (!SpawnedMidSeek())
PlaceAtSpawn();
var manager = FindFirstObjectByType<GameModeManager>(FindObjectsInactive.Include); var manager = FindFirstObjectByType<GameModeManager>(FindObjectsInactive.Include);
if (manager) if (manager)
@@ -168,9 +173,10 @@ public class NetworkPlayerSetup : NetworkBehaviour
private void Update() => UpdateVisibility(); private void Update() => UpdateVisibility();
// Per-client visibility: each machine decides whether to render THIS avatar's body from the LOCAL // Per-client visibility: each machine decides whether to render THIS avatar's body from the LOCAL
// viewer's perspective. A found hider is hidden for everyone; during HIDE, hiders are hidden on hunter // viewer's perspective (hunter bodies are always visible; only hider bodies are ever hidden). A found
// clients only (the spec - hunters can't see hiders yet). The local owner's own body is left alone unless // hider (Classic) is hidden for everyone. Otherwise it depends on the match MODE - see ComputeVisible.
// found, so this never fights the FirstPersonController's own-body self-hide. // The local owner's own body is left alone unless found, so this never fights the FirstPersonController's
// own-body self-hide.
private void UpdateVisibility() private void UpdateVisibility()
{ {
bool found = _isFound.Value; bool found = _isFound.Value;
@@ -187,20 +193,46 @@ public class NetworkPlayerSetup : NetworkBehaviour
_visibilityApplied = true; _visibilityApplied = true;
} }
// Decides whether THIS avatar's body is rendered for the local viewer. Hunters and non-match avatars are
// always visible; a Classic-found hider is always hidden; Resolution reveals everyone. The rest is the
// hider-visibility matrix per mode:
// Classic - Hide: hidden from hunters only (hiders still see each other); Seek: visible to all.
// Conversion - Hide: hidden from EVERYONE (hiders don't see each other either); Seek: only hunters see
// hiders (so they can shoot them; hiders stay blind to each other).
private bool ComputeVisible(bool found) private bool ComputeVisible(bool found)
{ {
if (found) return false; if (found) return false; // Classic: a found hider is out of play, hidden for all
var match = MatchManager.Instance; var match = MatchManager.Instance;
if (match && match.MatchActive if (!match || !match.MatchActive) return true; // lobby / no match -> everything visible
&& match.LocalSubPhase == MatchManager.MatchSubPhase.Hide if (role != PlayerRole.Hider) return true; // hunters are always visible
&& role == PlayerRole.Hider
&& LocalViewerIsHunter())
return false;
var phase = match.LocalSubPhase;
if (phase == MatchManager.MatchSubPhase.Resolution) return true; // all revealed at the end
if (match.LocalMatchMode == MatchManager.MatchMode.Conversion)
{
// Hiders are hidden from each other the whole match; only hunters get to see them, and only
// during Seek (so the hide phase truly hides them from everyone but themselves).
if (phase == MatchManager.MatchSubPhase.Hide) return false;
if (phase == MatchManager.MatchSubPhase.Seek) return LocalViewerIsHunter();
return true;
}
// Classic: hiders are hidden from hunters during Hide only; visible to everyone otherwise.
if (phase == MatchManager.MatchSubPhase.Hide && LocalViewerIsHunter()) return false;
return true; return true;
} }
// True if this avatar is spawning during the SEEK sub-phase - i.e. a Conversion-mode tag respawning a
// hider as the Hunter variant in place. Match-start and end-match respawns never happen during Seek
// (start spawns before Hide, end spawns after the phase is cleared), so this uniquely flags a conversion.
private static bool SpawnedMidSeek()
{
var match = MatchManager.Instance;
return match && match.LocalSubPhase == MatchManager.MatchSubPhase.Seek;
}
// True if THIS machine's local player is a Hunter role variant (so it must not see hiders during hide). // True if THIS machine's local player is a Hunter role variant (so it must not see hiders during hide).
private static bool LocalViewerIsHunter() private static bool LocalViewerIsHunter()
{ {