using System.Collections.Generic;
using UnityEngine;
using Unity.Cinemachine;
#if ENABLE_INPUT_SYSTEM
using UnityEngine.InputSystem;
#endif
///
/// Switches the game between high-level modes. The switch key (Tab) cycles to the next registered
/// mode. The mode set is scoped to the local avatar's when it spawns
/// (Hunter: First Person + Paint; Hider: Player Control + Paint + Free Cam); a non-networked scene
/// uses the full set. Attach to a single, persistent scene GameObject.
///
[DisallowMultipleComponent]
public class GameModeManager : MonoBehaviour
{
[Header("Controlled Systems")]
[Tooltip("Player movement controller. Empty = found automatically.")]
public PlayerCharacterController player;
[Tooltip("Third-person orbit camera input. Empty = found automatically.")]
public ThirdPersonOrbitInput cameraInput;
[Tooltip("Mesh painter. Empty = found automatically.")]
public MeshPainter painter;
[Tooltip("Free-fly spectator camera. Empty = found automatically. Absent = Free Cam is left out of the cycle.")]
public FreeCamController freeCam;
[Tooltip("First-person camera. Empty = found automatically. Absent = First Person is left out of the cycle.")]
public FirstPersonController firstPerson;
[Header("Switching")]
[Tooltip("Key that cycles to the next mode.")]
#if ENABLE_INPUT_SYSTEM
public Key switchKey = Key.Tab;
#else
public KeyCode switchKey = KeyCode.Tab;
#endif
[Tooltip("Mode active at startup (0 = Player Control).")]
public int startModeIndex = 0;
public PlayerCharacterController Player => player;
public ThirdPersonOrbitInput CameraInput => cameraInput;
public MeshPainter Painter => painter;
public FreeCamController FreeCam => freeCam;
public FirstPersonController FirstPerson => firstPerson;
/// Raised after a mode switch finishes (the new mode's Enter has already run).
/// Argument = the now-active mode. Used by UI (e.g. the paint HUD) to follow the mode.
public event System.Action ModeChanged;
/// Raised when the painter the HUD should edit changes - i.e. when the local
/// networked avatar spawns and binds its per-avatar painter.
/// With spawn-on-connect there is no painter at scene start, so the paint HUD follows this
/// to (re)bind its widgets to the live painter once it exists.
public event System.Action PainterChanged;
private readonly List _modes = new List();
private int _activeIndex = -1;
private bool _paused;
private int _resumeIndex = -1;
/// True while local gameplay is suspended for a modal overlay (see ).
public bool IsPaused => _paused;
/// The currently active mode (null before startup).
public GameMode ActiveMode =>
(_activeIndex >= 0 && _activeIndex < _modes.Count) ? _modes[_activeIndex] : null;
private void Awake()
{
if (!player) player = FindFirstObjectByType();
if (!cameraInput) cameraInput = FindFirstObjectByType();
if (!painter) painter = FindFirstObjectByType();
// Include inactive so a freecam rig that starts disabled is still found and wired.
if (!freeCam) freeCam = FindFirstObjectByType(FindObjectsInactive.Include);
if (!firstPerson) firstPerson = FindFirstObjectByType(FindObjectsInactive.Include);
BuildModes();
}
private void Start()
{
if (_modes.Count > 0)
SwitchTo(Mathf.Clamp(startModeIndex, 0, _modes.Count - 1));
}
/// Registers the modes for the current context. Without a role (no networked avatar yet,
/// or a non-networked scene) the full set is built from whichever rigs are present. With a role the
/// set is scoped to that side and ordered so index 0 is its intended start mode. Add new modes here.
private void BuildModes() => BuildModes(null);
private void BuildModes(PlayerRole? role)
{
_modes.Clear();
switch (role)
{
case PlayerRole.Hunter:
if (firstPerson) _modes.Add(new FirstPersonMode());
_modes.Add(new PaintMode());
break;
case PlayerRole.Hider:
if (player) _modes.Add(new PlayerControlMode());
_modes.Add(new PaintMode());
if (freeCam) _modes.Add(new FreeCamMode());
break;
default:
// No role: legacy full set, gated on whichever rigs exist (a player-less pre-spawn
// stays in Paint rather than a dead frozen Player Control).
if (player) _modes.Add(new PlayerControlMode());
_modes.Add(new PaintMode());
if (freeCam) _modes.Add(new FreeCamMode());
if (firstPerson) _modes.Add(new FirstPersonMode());
break;
}
foreach (var m in _modes)
m.Bind(this);
}
/// Spectator mode set for a mid-match joiner: free-fly camera only (no player control, no
/// paint). They can fly around and watch, but not play, until the host ends the match (then they
/// respawn as a neutral lobby Player). Falls back to nothing if the scene has no free-cam rig.
private void BuildSpectatorModes()
{
_modes.Clear();
if (freeCam) _modes.Add(new FreeCamMode());
foreach (var m in _modes)
m.Bind(this);
}
///
/// Binds a mid-match spectator. The spectator object is empty (no body/painter to bind), so just clear
/// the player/painter and switch the cycle to free-cam-only. The free-cam rig is a separate persistent
/// scene object that flies off Camera.main, so it needs nothing from the spectator. Called from
/// on the owning client.
///
public void BindSpectator()
{
_paused = false;
_resumeIndex = -1;
player = null;
painter = null;
PainterChanged?.Invoke(null);
ActiveMode?.Exit();
_activeIndex = -1;
BuildSpectatorModes();
SwitchTo(0);
}
///
/// Binds the scene singletons (this manager, the orbit/first-person cameras, the painter) to the
/// locally-owned networked player after it spawns, then enters Player Control. Called from
/// on the owning client. Before this runs the scene has no player,
/// so the cycle sits in a player-less mode (Paint); this promotes it once the avatar exists.
///
public void BindLocalPlayer(PlayerCharacterController localPlayer)
{
if (!localPlayer) return;
// A fresh bind is a definitive state reset - drop any modal pause so the new avatar starts live.
_paused = false;
_resumeIndex = -1;
var setup = localPlayer.GetComponent();
player = localPlayer;
// Re-point UNCONDITIONALLY: on a lobby->match respawn the old painter is Destroy-pending (still
// non-null), so a `if (!painter)` guard would keep the stale reference and the new avatar's
// painter would never be mode-toggled.
painter = localPlayer.GetComponentInChildren(true);
PainterChanged?.Invoke(painter);
Transform camTarget = localPlayer.transform.Find("CameraTarget");
if (cameraInput)
{
var vcam = cameraInput.GetComponent();
if (vcam)
{
vcam.Follow = camTarget;
vcam.LookAt = camTarget;
// Follow (and its lossyScale) is live now - start at this avatar's scaled default zoom
// instead of inheriting the previous avatar's radius.
cameraInput.ResetZoom();
}
}
if (firstPerson)
firstPerson.SetPlayer(localPlayer);
// Tear down the pre-spawn (player-less) mode and rebuild scoped to this avatar's role.
ActiveMode?.Exit();
_activeIndex = -1;
// Lobby avatar -> full set; match variant -> its role's modes. Scope is baked per prefab
// variant, so it follows the spawned avatar with no replicated-phase timing race.
if (setup && setup.ScopedModes)
BuildModes(setup.Role);
else
BuildModes(null);
// Index 0 is each set's intended start mode.
SwitchTo(0);
}
///
/// Drops back to a player-less state when the local avatar is gone (disconnect / server shutdown
/// returns the session to the empty Main scene). Tears down the active mode so any FreeCam/First-Person
/// camera takeover is undone (which unlocks the cursor), clears the mode cycle, and - crucially - parks
/// the persistent orbit input in Disabled: it otherwise re-locks the cursor every frame while
/// AlwaysActive, so a one-off unlock would be reverted next frame and the OS cursor would stay captured
/// with no avatar to control. A reconnect's restores everything.
///
public void ReleaseToNoPlayer()
{
_paused = false;
_resumeIndex = -1;
ActiveMode?.Exit();
_activeIndex = -1;
_modes.Clear();
player = null;
painter = null;
PainterChanged?.Invoke(null);
// 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);
if (cameraInput)
cameraInput.LookMode = ThirdPersonOrbitInput.OrbitLookMode.Disabled;
// Belt-and-braces explicit release (covers the orbit input being absent/disabled).
Cursor.lockState = CursorLockMode.None;
Cursor.visible = true;
}
///
/// Pauses/resumes local gameplay for a full-screen modal overlay (the Esc session panel). Suppresses
/// ALL local input and frees the cursor WITHOUT tearing down the mode cycle, so resuming re-enters
/// the exact mode that was active. Deliberately never Exits the active mode: the FP/free-cam vcam
/// keeps its priority, so the view stays frozen instead of blending back to the orbit camera (no
/// jump on open), and the resumed mode's snap-to-current-view is a no-op (no jump on close).
///
public void SetPaused(bool paused)
{
if (paused == _paused) return;
_paused = paused;
if (paused)
{
_resumeIndex = _activeIndex;
_activeIndex = -1; // bookkeeping: no live mode while paused (Tick won't run)
// Freeze every input source without touching vcam priorities: dropping the FP/freecam
// `enabled` freezes their look in place; a Disabled orbit look-mode stops the per-frame
// cursor re-grab. At most one rig is ever enabled, so disabling both is safe.
if (player) player.ControlEnabled = false;
if (painter) painter.PaintingEnabled = false;
if (firstPerson) firstPerson.enabled = false;
if (freeCam) freeCam.enabled = false;
if (cameraInput)
{
cameraInput.enabled = true;
cameraInput.LookMode = ThirdPersonOrbitInput.OrbitLookMode.Disabled;
}
Cursor.lockState = CursorLockMode.None;
Cursor.visible = true;
ModeChanged?.Invoke(null); // hide mode-following UI (the paint HUD) beneath the overlay
}
else
{
int resume = _resumeIndex;
_resumeIndex = -1;
if (resume >= 0 && resume < _modes.Count)
{
// Re-Enter the SAME mode (never Exited): its sync-to-current-view is a no-op -> no jump.
_activeIndex = resume;
ActiveMode.Enter();
ModeChanged?.Invoke(ActiveMode);
}
else
ModeChanged?.Invoke(ActiveMode);
}
}
private void Update()
{
if (_paused) return;
if (_modes.Count == 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.
bool suppressPaint = PaintSuppressed();
if (suppressPaint && ActiveMode is PaintMode)
{
int fallback = FirstNonPaintFrom(0);
if (fallback >= 0) SwitchTo(fallback);
else if (painter) painter.PaintingEnabled = false; // degenerate paint-only set: at least stop painting
}
if (WasSwitchPressed())
{
int next = (_activeIndex + 1) % _modes.Count;
if (suppressPaint && _modes[next] is PaintMode)
{
int skip = FirstNonPaintFrom(next);
if (skip >= 0) next = skip;
}
SwitchTo(next);
}
ActiveMode?.Tick();
}
/// True while the local match is in its resolution (reveal) phase, during which painting is
/// disabled for the local player regardless of role.
private bool PaintSuppressed()
{
var match = MatchManager.Instance;
return match && match.MatchActive &&
match.LocalSubPhase == MatchManager.MatchSubPhase.Resolution;
}
/// First non-Paint mode index at or after (wrapping once through the
/// cycle); -1 if the set has no non-paint mode (a degenerate paint-only configuration).
private int FirstNonPaintFrom(int start)
{
for (int step = 0; step < _modes.Count; step++)
{
int i = (start + step) % _modes.Count;
if (!(_modes[i] is PaintMode)) return i;
}
return -1;
}
/// Activates the mode at (Exit old, Enter new).
public void SwitchTo(int index)
{
if (index < 0 || index >= _modes.Count || index == _activeIndex) return;
ActiveMode?.Exit();
_activeIndex = index;
ActiveMode.Enter();
Debug.Log($"[GameModeManager] Mode -> {ActiveMode.DisplayName}", this);
ModeChanged?.Invoke(ActiveMode);
}
private bool WasSwitchPressed()
{
if (TypingGuard.IsTyping) return false;
#if ENABLE_INPUT_SYSTEM
return Keyboard.current != null && Keyboard.current[switchKey].wasPressedThisFrame;
#else
return Input.GetKeyDown(switchKey);
#endif
}
}