Freeze hiders (pose + transform) during the resolution phase
While a match is in the resolution sub-phase, hiders that have not been found hold their current pose and position: the pose graph is frozen (mixer speed 0, current frame re-asserted) and owner input is disabled while gravity/grounding keep them planted. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
1 parent
96528524a6
commit
ff034870fc
2 files changed
+59
No files matched your search
@@ -156,6 +156,12 @@ public class PlayerPoseController : MonoBehaviour
|
||||
/// <summary>Eased per-pose y-offset for the first-person eye, applied on top of the camera target by the FirstPersonController.</summary>
|
||||
public float FirstPersonCameraYOffset => _firstPersonCameraOffset;
|
||||
|
||||
/// <summary>Holds the avatar on its current pose frame: the Playable graph stops advancing (its bones stay
|
||||
/// exactly where they are) and all per-frame locomotion / rest-reset / capsule / camera work is skipped.
|
||||
/// Set per-client for every still-in-play hider during the resolution reveal so nobody can wiggle in place.
|
||||
/// Clearing it resumes normal playback. Independent of network drive — works on the owner and on remotes.</summary>
|
||||
public bool Frozen { get; set; }
|
||||
|
||||
void Awake()
|
||||
{
|
||||
_player = GetComponent<PlayerCharacterController>();
|
||||
@@ -169,6 +175,23 @@ public class PlayerPoseController : MonoBehaviour
|
||||
|
||||
void Update()
|
||||
{
|
||||
// Resolution freeze: hold the currently-evaluated pose. Keep the graph playing (so it re-asserts the
|
||||
// frozen frame every render, even under Animator culling) but zero the mixer's speed so clip time
|
||||
// stops advancing, and skip everything below so no locomotion/rest-reset moves a bone. The per-clip
|
||||
// speeds PlayPose writes onto the mixer INPUTS are unaffected; only the mixer's own multiplier is
|
||||
// zeroed here and restored on the first un-frozen frame just below.
|
||||
if (Frozen)
|
||||
{
|
||||
if (_graph.IsValid())
|
||||
{
|
||||
if (!_graph.IsPlaying()) _graph.Play();
|
||||
if (_mixer.IsValid()) PlayableExtensions.SetSpeed(_mixer, 0d);
|
||||
}
|
||||
return;
|
||||
}
|
||||
if (_mixer.IsValid() && PlayableExtensions.GetSpeed(_mixer) == 0d)
|
||||
PlayableExtensions.SetSpeed(_mixer, 1d);
|
||||
|
||||
// Local control: the cycle key and the sprint reset choose the pose. A network-driven (remote)
|
||||
// avatar skips this — its pose index is pushed in from the owner via SetNetworkState.
|
||||
if (!_networkControlled)
|
||||
|
||||
Reference in new issue
Block a user