using System.Collections.Generic; using UnityEngine; using Unity.Cinemachine; using Chameleon.Components; #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; [Header("Hider radar ping")] [Tooltip("Key a HIDER presses to manually ping itself on every hunter's radar during Seek - the same blip " + "as the periodic sweep, on demand. Ignored for hunters, outside Seek, and in Free Cam (whose fly " + "controls already use this key).")] #if ENABLE_INPUT_SYSTEM public Key pingKey = Key.E; #else public KeyCode pingKey = KeyCode.E; #endif [Header("Player collision")] [Tooltip("ON = players physically block each other (default). OFF = the local player passes through every " + "other player - their CharacterController stops colliding with other players' body colliders. " + "Only affects player-vs-player; environment collision is unchanged. Can be toggled live in Play mode.")] [SerializeField] private bool playersCollide = true; /// Whether players physically block each other. Setting it re-applies on the next frame. public bool PlayersCollide { get => playersCollide; set { playersCollide = value; _playerCollisionDirty = true; } } 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; private bool _loadFrozen; // true while the pre-match Loading barrier is holding the local player still private PlayerRole? _localRole; // bound local avatar's role (null = pre-spawn / spectator / unscoped lobby) // Player-collision reconciler state (see ReconcilePlayerCollision). Non-serialized: reset each play session. private bool _playerCollisionDirty = true; // force a re-apply (startup, toggle flip, inspector edit) private CharacterController _localCapsule; // the local player's capsule, cached to detect a respawn swap private void OnValidate() => _playerCollisionDirty = true; // an inspector toggle takes effect next frame /// 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(null); } private void Start() { // Go live only when this scene already holds a player to control (a scene-placed avatar). In the // networked Main scene the avatar spawns on connect, so the manager stays inert - no camera control, // no mode switching - until BindLocalPlayer promotes it once the lobby avatar exists. Without this, // the pre-spawn menu already lets you orbit the camera and Tab-cycle modes with no player. if (player && _modes.Count > 0) SwitchTo(Mathf.Clamp(startModeIndex, 0, _modes.Count - 1)); else EnterNoPlayerState(); } /// 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(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; ClearPlayerBindings(); TearDownActiveMode(); BuildSpectatorModes(); SwitchTo(0); } /// Drops the player/painter bindings and notifies painter-following UI. private void ClearPlayerBindings() { player = null; painter = null; _localRole = null; // spectator / released: no hider ping PainterChanged?.Invoke(null); } /// Exits the active mode and marks no mode active. private void TearDownActiveMode() { ActiveMode?.Exit(); _activeIndex = -1; } /// /// 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. TearDownActiveMode(); // 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) { _localRole = setup.Role; BuildModes(setup.Role); } else { _localRole = null; // unscoped lobby avatar: no hider ping 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() { TearDownActiveMode(); _modes.Clear(); ClearPlayerBindings(); EnterNoPlayerState(); } /// /// Puts the manager in the inert "no local player" state: no active mode, the persistent orbit input /// parked in Disabled (it otherwise re-locks the cursor every frame while AlwaysActive, so a one-off /// unlock would be reverted next frame) and the cursor freed. Entered at startup in a networked scene /// before the lobby avatar spawns, and again after it is gone (see ). /// / promote out of it. With no active mode /// (_activeIndex < 0) Update ignores the switch key, so Tab cannot bootstrap a mode from here. /// private void EnterNoPlayerState() { _paused = false; _resumeIndex = -1; _activeIndex = -1; if (cameraInput) cameraInput.LookMode = ThirdPersonOrbitInput.OrbitLookMode.Disabled; // Belt-and-braces explicit release (covers the orbit input being absent/disabled). InputUtil.SetCursorLocked(false); // The cycle is inert (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); } /// /// 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; } InputUtil.SetCursorLocked(false); 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() { // Independent of mode/pause: keep player-vs-player collision matching the toggle every frame. ReconcilePlayerCollision(); if (_paused) return; if (_modes.Count == 0) return; // No active mode = the inert no-player state (pre-lobby, or after ReleaseToNoPlayer). Ignore the // switch key and Tick so Tab can't bootstrap a mode and no camera rig is driven until a bind. if (_activeIndex < 0) return; // Pre-match loading barrier: hold the local player frozen (no movement, painting or mode switching) // until every client has finished loading and the Hide phase begins. Re-asserted each frame so nothing // sneaks input in; on release the active mode is re-entered to restore its intended control state // without a camera jump (exactly like SetPaused's resume - the mode was never Exited). if (MovementGated()) { if (player) { player.ControlEnabled = false; player.GravityEnabled = false; // hover in place; don't settle to the floor while loading } if (painter) painter.PaintingEnabled = false; // Hide the own body so the frozen avatar doesn't hang in the half-loaded world. Re-asserted every // frame (not once) because a lobby->match respawn rebinds `player` mid-load, so the fresh avatar // must be hidden too. SetOwnerBodyHidden(true); _loadFrozen = true; return; } if (_loadFrozen) { _loadFrozen = false; if (player) player.GravityEnabled = true; // Enter() doesn't touch gravity, so restore it here SetOwnerBodyHidden(false); // show the body, then let Enter() re-hide it if first-person ActiveMode?.Enter(); } // 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 (InputUtil.GameplayKeyPressed(switchKey)) { int next = (_activeIndex + 1) % _modes.Count; if (suppressPaint && _modes[next] is PaintMode) { int skip = FirstNonPaintFrom(next); if (skip >= 0) next = skip; } SwitchTo(next); } // A hider manually pings itself onto every hunter's radar (same blip as the periodic sweep), on demand. // Excluded in Free Cam whose fly controls already use this key; the phase/role gate lives in MatchManager // (RequestManualPing no-ops outside Seek / for a found hider), so a stray press is harmless. if (_localRole == PlayerRole.Hider && !(ActiveMode is FreeCamMode) && InputUtil.GameplayKeyPressed(pingKey) && MatchManager.Instance) MatchManager.Instance.RequestManualPing(); 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; } /// True while the local match is in its pre-Hide LOADING barrier, during which the local player is /// frozen (no movement, painting or mode switching) until every client has finished loading. private bool MovementGated() { var match = MatchManager.Instance; return match && match.MatchActive && match.LocalSubPhase == MatchManager.MatchSubPhase.Loading; } // Keeps player-vs-player collision in sync with `playersCollide`. Only the LOCAL owner's CharacterController // actively depenetrates (remote replicas run with their controller disabled), and it collides with the other // avatars' body MeshColliders (and conversion statues, which carry the same runtime paint collider) - so // making the local capsule ignore those colliders is a complete, per-machine way to let the player pass // through both. Environment collision is untouched. // // While OFF this re-asserts every frame (n = a handful of avatars, so it is cheap) because Physics.IgnoreCollision // is fragile exactly here: its state resets whenever a collider is disabled/re-enabled (teleports toggle the // capsule) and a freshly-spawned avatar's MeshCollider only appears a frame after spawn. Re-applying each frame // sidesteps all of that. While ON it does one restoring pass on a change, then stays idle (collision is the default). private void ReconcilePlayerCollision() { var capsule = player ? player.GetComponent() : null; bool changed = _playerCollisionDirty || capsule != _localCapsule; _playerCollisionDirty = false; _localCapsule = capsule; if (playersCollide) { // Collisions on: only act on a transition (toggle flip / new capsule) to restore the pairs we ignored. if (changed) ApplyPlayerCollisionIgnore(capsule, false); return; } // Collisions off: re-assert the ignore against every current avatar (see the fragility note above). ApplyPlayerCollisionIgnore(capsule, true); } // Ignores (or restores) collision between the local capsule and every OTHER avatar's body collider, // plus every conversion statue (its own paint MeshCollider - otherwise the local player still bumps into // statues while the toggle is off, since statues aren't NetworkPlayerSetup avatars). private void ApplyPlayerCollisionIgnore(CharacterController capsule, bool ignore) { if (!capsule) return; // no local player (pre-spawn / spectator / found) - nothing to gate var avatars = NetworkPlayerSetup.Active; for (int i = 0; i < avatars.Count; i++) { var avatar = avatars[i]; if (!avatar || avatar.IsOwner) continue; var col = avatar.BodyCollider; if (col && col.enabled) Physics.IgnoreCollision(capsule, col, ignore); } var statues = MatchStatue.Active; for (int i = 0; i < statues.Count; i++) { var statue = statues[i]; if (!statue) continue; var col = statue.BodyCollider; if (col && col.enabled) Physics.IgnoreCollision(capsule, col, ignore); } } // Cached body/fur renderers of the currently bound local avatar, re-resolved only when `player` changes // (a lobby->match respawn rebinds mid-load), so the per-frame Loading hide doesn't walk the hierarchy each tick. private PlayerCharacterController _bodyHideOwner; private SkinnedMeshRenderer[] _bodyHideRenderers; private FurShellRenderer[] _bodyHideFur; /// Hides/shows the LOCAL player's own body (skinned mesh + fur) during the pre-match loading freeze, /// so the owner doesn't watch its frozen avatar hang in the half-loaded world. Local-only (renderer.enabled /// is not replicated, so remotes are unaffected - their view is driven by ). /// On show the freeze release re-enters the active mode, so first-person re-applies its own-body self-hide. private void SetOwnerBodyHidden(bool hidden) { if (player != _bodyHideOwner) { _bodyHideOwner = player; _bodyHideRenderers = player ? player.GetComponentsInChildren(true) : null; _bodyHideFur = player ? player.GetComponentsInChildren(true) : null; } if (_bodyHideRenderers != null) foreach (var r in _bodyHideRenderers) if (r) r.enabled = !hidden; // Fur draws via a GPU-instanced camera hook, not a Renderer, so the skinned-mesh toggle misses it; // disabling the component unsubscribes that hook (mirrors FirstPersonController.SetMeshHidden). if (_bodyHideFur != null) foreach (var f in _bodyHideFur) if (f) f.enabled = !hidden; } /// 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); } }