Commit Graph
4 Commits
Author SHA1 Message Date
adminandClaude Opus 4.8 a2c8a2c75d Freeze players during map load: kill gravity and hide own mesh
- PlayerCharacterController: GravityEnabled toggle. When off, hold
  vertical velocity at zero and skip steep-slope sliding so a frozen
  avatar neither falls nor drifts; true is byte-for-byte the old path.
- GameModeManager: during Loading, additionally disable gravity and
  hide the local body (SkinnedMesh + fur shell), re-asserted each frame
  to catch the mid-load lobby->match respawn. Restored (body shown,
  gravity on) before ActiveMode.Enter() on release to Hide.
- MatchManager: enter Loading *before* SwapScenes so still-bound lobby
  avatars are frozen before their floor unloads. Fixes the player
  falling into the void during the lobby->map scene swap.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-06 07:55:40 +02:00
adminandClaude Opus 4.8 fba4780c0e Add match-start readiness barrier (Loading phase)
Gate the Lobby-to-world transition on a new MatchSubPhase.Loading before
Hide: movement stays frozen and the Hide countdown does not start until
every connected client has spawned all match avatars and applied their
paintings.

- MatchManager: Loading phase; matchLoadTimeout tunable; Match_BeginLoad
  broadcasts the respawned avatar NetworkObjectIds (+ generation tag),
  Match_Ready collects per-client ACKs (host self-checks locally); barrier
  coroutine in RunMatchPhases before Hide; disconnect/teardown cleanup.
- GameModeManager: freeze local player (movement/paint/tab) during Loading,
  restored via ActiveMode.Enter() on transition to Hide (no camera jump).
- NetworkPlayerSetup: treat Loading like Hide in ComputeVisible so a
  fast-loading client cannot reveal a hider early.
- MatchHud: "Loading" phase label.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-05 22:07:59 +02:00
adminandClaude Opus 4.8 de82ce25de 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>
2026-07-05 21:45:10 +02:00
adminandClaude Opus 4.8 e23fae0c50 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>
2026-07-02 15:02:15 +02:00