In Conversion mode, capture a snapshot (pose index + paint) of each hider at conversion time and materialize a frozen, painted statue at the found spot for the resolution phase, independent of the now-hunter avatar. - MatchStatue.cs (new): server-init pose/paint, network-driven pose then freeze, reveal-gate (hidden until paint applied), kills inherited sim. - PlayerPaintSync: _isStatue (sibling auto-detect) suppresses the three auto-behaviours so MatchStatue drives the paint flow deterministically. - MatchManager: statuePrefab; capture in ConvertToHunter; spawn on resolution enter; despawn + record clear on EndMatch/teardown/start. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
132 lines
6.7 KiB
C#
132 lines
6.7 KiB
C#
using Unity.Netcode;
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using UnityEngine;
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using Chameleon.Components;
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/// <summary>
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/// A frozen, painted "statue" of a hider at the exact spot / stance / painting it held the moment it was
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/// CONVERTED into a hunter (Conversion mode only). <see cref="MatchManager"/> captures those on the
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/// conversion and spawns one statue per converted hider at the start of the Resolution phase, so every
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/// player sees where each hider was caught as a faithful representation (same skinned body, camo painting
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/// and fur) - independent of the now-hunter avatar, which has long since moved on.
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///
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/// Purely presentational: no controller, no collision, no gameplay role. It is a dedicated prefab (NOT a
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/// <see cref="NetworkPlayerSetup"/> avatar), so it never pollutes the scoreboard, per-client visibility
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/// matrix or resolution X-ray reveal - those all key off NetworkPlayerSetup, which the statue lacks.
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///
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/// Server-owned. Three replicated ingredients rebuild it identically on every client:
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/// <list type="bullet">
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/// <item><b>Transform</b> - the server Instantiates it at the captured pos/rot; the (server-authoritative)
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/// NetworkTransform replicates that.</item>
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/// <item><b>Painting</b> - rides the existing <see cref="PlayerPaintSync"/> snapshot transfer; this object
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/// drives the push explicitly (server loads the captured snapshot, then broadcasts it), and PlayerPaintSync
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/// suppresses its own auto pull/publish for a statue receiver so the two never race.</item>
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/// <item><b>Stance</b> - a single replicated pose index the pose controller reproduces (network-driven),
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/// then freezes.</item>
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/// </list>
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/// </summary>
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[DisallowMultipleComponent]
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public class MatchStatue : NetworkBehaviour
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{
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[Tooltip("Seconds the captured stance is allowed to blend in (as the network-driven idle of that pose) " +
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"before the rig is frozen on that frame. Keeps the pose from snapping in mid-blend.")]
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[Min(0f)]
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[SerializeField] private float poseSettle = 0.35f;
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// Server-only handoff from MatchManager.SpawnConversionStatues, consumed in OnNetworkSpawn / the first
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// ready frame. The paint may be null (capture failed) -> the statue stays on the blank seed look.
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private byte[] _serverPaint;
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private int _serverPoseIndex;
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// The captured stance, replicated so every client poses the rig identically (server-written on spawn).
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private readonly NetworkVariable<int> _poseIndex =
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new NetworkVariable<int>(0, NetworkVariableReadPermission.Everyone, NetworkVariableWritePermission.Server);
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private MeshPainter _painter;
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private PlayerPaintSync _paintSync;
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private PlayerPoseController _pose;
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private SkinnedMeshRenderer[] _bodyRenderers;
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private FurShellRenderer[] _furRenderers;
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private bool _hostPaintDone; // server: the captured snapshot has been loaded + pushed to peers (one-shot)
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private bool _bodyShown; // reveal-gate change guard
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private bool _frozen; // pose freeze applied
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private float _freezeAt; // Time.time deadline that pins the settled pose
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/// <summary>Server-only. Call on a freshly-instantiated statue BEFORE spawning it: the captured painting
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/// snapshot (may be null) and the stance pose index to reproduce.</summary>
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public void ServerInit(int poseIndex, byte[] paint)
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{
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_serverPoseIndex = poseIndex;
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_serverPaint = paint;
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}
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public override void OnNetworkSpawn()
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{
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_painter = GetComponentInChildren<MeshPainter>(true);
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_paintSync = GetComponentInChildren<PlayerPaintSync>(true);
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_pose = GetComponentInChildren<PlayerPoseController>(true);
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_bodyRenderers = GetComponentsInChildren<SkinnedMeshRenderer>(true);
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_furRenderers = GetComponentsInChildren<FurShellRenderer>(true);
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// Pure presentation: kill any inherited simulation so nothing moves/falls or fights the held pose.
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// Done before the disabled controllers' first Update (OnNetworkSpawn runs during the spawn), so no
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// gravity frame slips through.
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var controller = GetComponent<PlayerCharacterController>();
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if (controller) controller.enabled = false;
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var cc = GetComponent<CharacterController>();
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if (cc) cc.enabled = false;
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if (IsServer) _poseIndex.Value = _serverPoseIndex;
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// Hide the body until the painting has actually landed locally, so no client flashes the blank seed
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// material before its snapshot applies (mirrors the avatar's receiver-side reveal gate).
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SetBodyVisible(false);
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// Reproduce the captured stance: network-driven so no local input / capsule / camera work runs; the
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// idle of that pose plays for a short settle, then Update freezes the rig on that frame.
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if (_pose)
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{
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_pose.EnableNetworkDrive();
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_pose.SetNetworkState(_poseIndex.Value, PlayerPoseController.Locomotion.Idle);
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}
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_freezeAt = Time.time + Mathf.Max(0f, poseSettle);
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}
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private void Update()
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{
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// Server owner: once the painter is set up, load the captured snapshot and push it to every peer over
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// the existing PlayerPaintSync transfer. Always publish a baseline (even a null capture -> the blank
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// seed) so a client's receiver-side gate opens and the body can reveal. One-shot.
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if (IsServer && !_hostPaintDone && _painter && _painter.IsPaintReady && _paintSync)
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{
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_hostPaintDone = true;
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if (_serverPaint != null) _painter.LoadPaintFromSnapshot(_serverPaint);
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_paintSync.BroadcastLoadedPaint();
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_serverPaint = null;
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}
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// Reveal once the painting is applied locally: the server right after its load/publish, a client once
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// its received snapshot has caught up to the published baseline.
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bool paintReady = IsServer ? _hostPaintDone : (_paintSync && _paintSync.PaintRevealReady);
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if (paintReady && !_bodyShown) SetBodyVisible(true);
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// Re-assert the stance until it has settled (covers a pose index arriving a frame late), then freeze.
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if (_pose && !_frozen)
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{
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_pose.SetNetworkState(_poseIndex.Value, PlayerPoseController.Locomotion.Idle);
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if (Time.time >= _freezeAt) { _pose.Frozen = true; _frozen = true; }
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}
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}
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// Toggles the skinned body AND the custom-pass fur together (the fur is not a Renderer, so the skinned
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// toggle misses it) - same atomic reveal the avatar uses, so a statue never shows stale pooled fur.
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private void SetBodyVisible(bool visible)
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{
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_bodyShown = visible;
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if (_bodyRenderers != null)
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foreach (var r in _bodyRenderers) if (r) r.enabled = visible;
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if (_furRenderers != null)
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foreach (var f in _furRenderers) if (f) f.enabled = visible;
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}
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}
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