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
}
}