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; //[Tooltip("Insect / surface-walk controller. Empty = found automatically.")] //public InsectController insect; [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; //public InsectController Insect => insect; /// 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; /// 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); //if (!insect) insect = FindFirstObjectByType(); 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: // Hunter: first person + paint. Index 0 (First Person, if its rig exists) is the start mode. if (firstPerson) _modes.Add(new FirstPersonMode()); _modes.Add(new PaintMode()); break; case PlayerRole.Hider: // Hider: third person (player control) + paint + free cam. Index 0 (Player Control) is the start. 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. Player Control only joins when a // gravity player is present (player-less pre-spawn stays in Paint, not a dead frozen mode); // Free Cam / First Person only when their rigs exist, so non-networked scenes are unchanged. 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); } /// /// 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; player = localPlayer; // The painter lives on the player (per-avatar), so bind the local one - UNCONDITIONALLY. On a // lobby->match respawn the previous avatar is despawned and the role variant spawned in the same // server frame; the old painter is Destroy-pending (still non-null) when this runs, so a // `if (!painter)` guard would keep the stale reference and the new avatar's painter would never be // mode-toggled - it would paint in every mode. Always re-point to the freshly spawned avatar. painter = localPlayer.GetComponentInChildren(true); PainterChanged?.Invoke(painter); Transform camTarget = localPlayer.transform.Find("CameraTarget"); // Re-point the third-person orbit camera (Cinemachine Follow/LookAt) at the local avatar. if (cameraInput) { var vcam = cameraInput.GetComponent(); if (vcam) { vcam.Follow = camTarget; vcam.LookAt = camTarget; } } 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/neutral avatar (base Player prefab) -> full mode set; match avatar (Hunter/Hider // variant) -> only its role's modes. Baked per prefab, so no replicated-phase timing race. var setup = localPlayer.GetComponent(); if (setup && setup.ScopedModes) BuildModes(setup.Role); else BuildModes(null); // Role lists are ordered so index 0 is the start mode (Hunter -> First Person, Hider -> Player // Control); the full lobby set starts at Player Control too. SwitchTo(0); } private void Update() { if (_modes.Count == 0) return; if (WasSwitchPressed()) SwitchTo((_activeIndex + 1) % _modes.Count); ActiveMode?.Tick(); } /// 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 ENABLE_INPUT_SYSTEM return Keyboard.current != null && Keyboard.current[switchKey].wasPressedThisFrame; #else return Input.GetKeyDown(switchKey); #endif } }