Files
adminandClaude Opus 4.8 dcfd668422 Add concealment meter and skinned collider baker; reorganize assets
- ConcealmentMeter: standalone component measuring the percentage of the
  character volume embedded inside environment geometry (bake -> voxelize via
  column ray-stabbing parity -> classify interior voxels against box/sphere/
  capsule/convex colliders and terrain). Always-on, throttled, gizmo debug.
- SkinnedColliderBaker: sole per-frame collider bake owner for skinned rigs.
  MeshPainter now delegates baking and only borrows BakedMesh for the GPU
  raster and cache refresh, so the collider stays fresh outside paint mode.
- Move pose assets to Assets/Poses, retire unused Insect scripts to
  Assets/Unused, restore Paintman.controller; mode scripts and scene updated.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-26 12:37:02 +02:00

39 lines
1.2 KiB
C#

/// <summary>
/// Insect / surface-walk mode: the player crawls along any surface (walls, ceilings,
/// arbitrary slopes) via <see cref="InsectController"/>. The gravity-based
/// <see cref="PlayerCharacterController"/> is disabled so the two never fight. The
/// camera keeps its world-up orbit; painting is off.
/// </summary>
public class InsectMode : GameMode
{
public override string DisplayName => "Insect";
public override void Enter()
{
if (Manager.Player)
Manager.Player.enabled = false; // stop the gravity controller (its Update/gravity)
//if (Manager.Insect)
//{
// Manager.Insect.enabled = true;
// Manager.Insect.ControlEnabled = true;
// Manager.Insect.SnapToSurface();
//}
if (Manager.CameraInput)
Manager.CameraInput.LookMode = ThirdPersonOrbitInput.OrbitLookMode.AlwaysActive;
if (Manager.Painter)
Manager.Painter.PaintingEnabled = false;
}
public override void Exit()
{
//if (Manager.Insect)
// Manager.Insect.enabled = false;
if (Manager.Player)
Manager.Player.enabled = true;
}
}