using Unity.Netcode;
using UnityEngine;
///
/// Per-avatar network glue on the spawned player. The local owner binds the scene singletons
/// (GameModeManager, cameras) to itself via ; remote
/// avatars stop simulating so their transform is driven purely by the NetworkTransform replication.
/// Position-sync milestone: remote avatars still show their mesh/idle pose, just no local control.
///
[RequireComponent(typeof(PlayerCharacterController))]
[DisallowMultipleComponent]
public class NetworkPlayerSetup : NetworkBehaviour
{
public override void OnNetworkSpawn()
{
var controller = GetComponent();
if (IsOwner)
{
var manager = FindFirstObjectByType(FindObjectsInactive.Include);
if (manager)
manager.BindLocalPlayer(controller);
return;
}
// Remote avatar: NetworkTransform owns the transform here, so disable the local
// simulation (input/movement) and the CharacterController's own depenetration.
if (controller) controller.enabled = false;
var cc = GetComponent();
if (cc) cc.enabled = false;
}
}