Gate the Lobby-to-world transition on a new MatchSubPhase.Loading before Hide: movement stays frozen and the Hide countdown does not start until every connected client has spawned all match avatars and applied their paintings. - MatchManager: Loading phase; matchLoadTimeout tunable; Match_BeginLoad broadcasts the respawned avatar NetworkObjectIds (+ generation tag), Match_Ready collects per-client ACKs (host self-checks locally); barrier coroutine in RunMatchPhases before Hide; disconnect/teardown cleanup. - GameModeManager: freeze local player (movement/paint/tab) during Loading, restored via ActiveMode.Enter() on transition to Hide (no camera jump). - NetworkPlayerSetup: treat Loading like Hide in ComputeVisible so a fast-loading client cannot reveal a hider early. - MatchHud: "Loading" phase label. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
584 lines
30 KiB
C#
584 lines
30 KiB
C#
using System.Collections.Generic;
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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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/// Per-avatar network glue on the spawned player. The local owner binds the scene singletons
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/// (GameModeManager, cameras) to itself via <see cref="GameModeManager.BindLocalPlayer"/>; remote
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/// avatars stop simulating so their transform is driven purely by the NetworkTransform replication.
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/// Position-sync milestone: remote avatars still show their mesh/idle pose, just no local control.
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/// </summary>
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[RequireComponent(typeof(PlayerCharacterController))]
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[DisallowMultipleComponent]
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public class NetworkPlayerSetup : NetworkBehaviour
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{
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[Header("Spawn placement")]
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[Tooltip("All avatars spawn from the same prefab position, so without an offset they stack and shove " +
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"each other on connect. The owner places itself on a ring keyed by its client id (owner-" +
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"authoritative NetworkTransform replicates it). Id 0 (host) stays at the origin; later joiners " +
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"fan out. Spacing between ring slots, in world units. 0 disables placement.")]
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[SerializeField] private float spawnRingRadius = 2.5f;
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[Tooltip("Slots per ring before the radius steps outward, so spacing stays roughly constant as more join.")]
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[SerializeField] private int spawnRingSlots = 8;
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[Tooltip("Role-specific spawn areas, tried FIRST by an owner based on its Role (Hunter uses " +
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"hunterSpawnAreaTag, Hider uses hiderSpawnAreaTag). If a loaded scene holds a GameObject with the " +
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"matching tag, the owner spawns at a random point inside its collider. If this avatar's role area " +
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"is absent it falls back to spawnAreaTag, then to the client-id ring. Empty disables the role lookup.")]
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[SerializeField] private string hunterSpawnAreaTag = "HunterSpawnArea";
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[SerializeField] private string hiderSpawnAreaTag = "HiderSpawnArea";
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[Tooltip("Shared fallback spawn area, used when this avatar's role-specific area (hunter/hiderSpawnAreaTag) " +
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"is not present in any loaded scene. If a loaded scene holds a GameObject with this tag, owners " +
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"spawn at a RANDOM point inside its collider instead of the client-id ring (random scatter already " +
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"prevents the stack-up the ring guards against). Empty disables the lookup. The area collider " +
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"should be convex (a convex MeshCollider or a primitive) so the point is constrained to its actual " +
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"shape, not just its bounding box; a non-convex collider falls back to the bounding box.")]
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[SerializeField] private string spawnAreaTag = "SpawnArea";
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[Tooltip("Metres the spawn is lifted above the spawn area's floor (collider bounds bottom) so the " +
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"CharacterController doesn't start embedded; gravity then settles it. Mirrors the lobby/match " +
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"spawn-centre lift.")]
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[SerializeField] private float spawnAreaGroundLift = 1f;
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// Tries to land a random sample inside the convex footprint before falling back to the bounds centre.
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// The footprint is typically a chunk of its AABB, so a handful of tries hits the inside with near-certainty.
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private const int SpawnAreaSampleAttempts = 24;
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[Header("Conversion (mode 2)")]
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[Tooltip("Seconds a freshly CONVERTED hunter (a hider shot during Seek in Conversion mode) stays hidden " +
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"on other clients after it spawns, so nobody sees it pop in or interpolate from the spawn frame. " +
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"The shot hider is despawned immediately, so there is a brief gap, then the hunter cleanly appears " +
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"in its place. Per-client and cosmetic; the owner is first-person so it is never gated.")]
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[Min(0f)]
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[SerializeField] private float conversionRevealDelay = 0.2f;
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[Header("Role")]
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[Tooltip("Which side this avatar plays. Baked per prefab variant (Hider on the base/Hider prefab, " +
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"Hunter on the Hunter prefab); GameModeManager reads it on spawn to build this role's mode set.")]
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[SerializeField] private PlayerRole role = PlayerRole.Hider;
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[Tooltip("False = lobby/neutral avatar (the base Player prefab) gets the FULL mode set; true = match " +
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"avatar (Hunter/Hider variant) gets only its role's modes. Baked per prefab variant, so the " +
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"mode set follows the spawned avatar with no replicated-phase timing race.")]
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[SerializeField] private bool scopedModes = false;
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/// <summary>The side this avatar plays (Hunter/Hider), baked into the prefab variant.</summary>
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public PlayerRole Role => role;
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/// <summary>True on the match role variants (scope the mode set to <see cref="Role"/>); false on the
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/// neutral lobby Player prefab (full mode set). Baked per prefab variant.</summary>
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public bool ScopedModes => scopedModes;
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// Server-authoritative "this hider has been shot/found" (a hit is validated on the server, not by the
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// hider's owner). When it flips true the body hides on every client and the owner drops to spectating.
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private readonly NetworkVariable<bool> _isFound =
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new NetworkVariable<bool>(false, NetworkVariableReadPermission.Everyone, NetworkVariableWritePermission.Server);
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/// <summary>True once a hunter has found this hider (replicated). Read by the shoot raycast to skip a
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/// target that is already out of play.</summary>
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public bool IsFound => _isFound.Value;
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// Owner-authoritative "this hider is buried too deep" flag: only the OWNER runs the ConcealmentMeter,
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// so it compares EmbeddedPercent against the threshold and writes; every client reads it to switch
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// the through-walls X-ray glow.
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private readonly NetworkVariable<bool> _embeddedReveal =
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new NetworkVariable<bool>(false, NetworkVariableReadPermission.Everyone, NetworkVariableWritePermission.Owner);
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// Conversion-mode in-place respawn position. The owner holds transform authority, so the server's
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// Instantiate position is NOT honoured there; the server writes the tagged position here so it rides
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// the spawn snapshot and the owner restores it itself. NaN sentinel = no override (normal placement).
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private static readonly Vector3 NoSpawnOverride = new Vector3(float.NaN, float.NaN, float.NaN);
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private readonly NetworkVariable<Vector3> _spawnOverride =
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new NetworkVariable<Vector3>(NoSpawnOverride, NetworkVariableReadPermission.Everyone, NetworkVariableWritePermission.Server);
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// Server-only handoff from MatchManager.ConvertToHunter, pushed into _spawnOverride during
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// OnNetworkSpawn (a pre-spawn write to the NetworkVariable is silently dropped).
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private Vector3? _conversionSpawnPos;
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/// <summary>Server-only. Call on a freshly-instantiated Conversion hunter BEFORE spawning it so the owner
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/// restores the tagged position (the owner-authoritative transform ignores the server's Instantiate pos).</summary>
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public void MarkConversionSpawn(Vector3 worldPos) => _conversionSpawnPos = worldPos;
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private Renderer[] _bodyRenderers; // skinned body mesh(es), toggled by the per-client visibility pass
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private FurShellRenderer[] _furRenderers; // fur draws via a custom GPU-instanced pass (NOT a Renderer); gated with the body so the avatar reveals atomically and never shows stale pooled fur
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private bool _visibilityApplied;
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private bool _lastVisible = true;
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private bool _renderGate; // conversion: body force-hidden until the fresh hunter has settled into place
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private float _renderGateUntil; // Time.time deadline that lifts _renderGate; frame-driven (see UpdateVisibility) so a mid-settle disable/despawn can't strand the body hidden forever
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private MeshPainter _painter; // owns the per-avatar material instance carrying _XRayColor
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private PlayerPaintSync _paintSync; // receiver-side reveal gate: body hidden until this client applied the painting
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private ConcealmentMeter _concealment; // owner-only embedded-percent source (disabled on remotes)
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private PlayerCharacterController _controller; // sibling, cached (the freeze re-asserts per frame)
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private bool _xrayApplied;
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private bool _lastXRay;
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private bool _lastFlash;
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private bool _frozenApplied;
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private bool _lastFrozen;
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private float _xrayFlashUntil; // Time.time deadline for the just-shot X-ray flash (local per client)
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private HunterLaserBeam _laser; // shot beam visual, lazily attached on the hunter avatar
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public override void OnNetworkSpawn()
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{
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_active.Add(this); // scoreboard registry (paired with OnNetworkDespawn)
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_bodyRenderers = GetComponentsInChildren<SkinnedMeshRenderer>(true);
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_furRenderers = GetComponentsInChildren<FurShellRenderer>(true);
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_painter = GetComponentInChildren<MeshPainter>(true);
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_paintSync = GetComponentInChildren<PlayerPaintSync>(true);
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_concealment = GetComponentInChildren<ConcealmentMeter>(true);
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_isFound.OnValueChanged += OnFoundChanged;
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if (_isFound.Value) ApplyFound(); // defensive: an avatar is never normally spawned already-found
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// Push the Conversion position into the replicated override before the spawn snapshot goes out.
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if (IsServer && _conversionSpawnPos.HasValue)
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_spawnOverride.Value = _conversionSpawnPos.Value;
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var controller = _controller = GetComponent<PlayerCharacterController>();
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if (IsOwner)
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{
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// Conversion respawn: restore the server-tagged position (the owner-authoritative transform
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// ignores the server's Instantiate pos); NaN override = normal spawn placement.
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Vector3 overridePos = _spawnOverride.Value;
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if (float.IsNaN(overridePos.x))
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PlaceAtSpawn();
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else
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ApplyOwnerPosition(overridePos);
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var manager = FindFirstObjectByType<GameModeManager>(FindObjectsInactive.Include);
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if (manager)
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manager.BindLocalPlayer(controller);
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return;
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}
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// Remote avatar: NetworkTransform owns the transform here, so disable the local
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// simulation (input/movement) and the CharacterController's own depenetration.
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DisableLocalSimulation();
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// Receiver-side reveal gate: hide the body from the very first frame until this client has applied
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// the owner's painting baseline (see PlayerPaintSync.PaintRevealReady). Without this a freshly
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// spawned remote flashes the default grey/white material before its painting arrives.
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SetBodyRenderers(false);
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// The concealment meter (per-frame bake + voxelization + overlap) only feeds the LOCAL player;
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// a remote's concealment is computed on its own owner's machine, so here it is wasted CPU.
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if (_concealment) _concealment.enabled = false;
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// NOTE: SkinnedColliderBaker deliberately stays ENABLED on remotes - stamp replay rasterizes its
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// live per-frame BakedMesh to map 3D brush placements into UV space; freezing the bake would
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// mis-map replicated paint onto any non-rest pose.
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// Force AlwaysAnimate so the rig keeps evaluating while this body is HIDDEN locally (hide phase /
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// off-screen): the authored CullUpdateTransforms stops writing bones when the renderer isn't
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// visible, the pose reset then freezes the rig at rest, SkinnedColliderBaker bakes that wrong
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// pose, and replicated paint lands on the wrong body part - a desync that persists once shown
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// again. Remote replicas only (an owner is never hidden from its own camera).
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foreach (var anim in GetComponentsInChildren<Animator>(true))
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anim.cullingMode = AnimatorCullingMode.AlwaysAnimate;
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// Conversion: keep the fresh in-place hunter hidden on this remote client for a short settle
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// window so nobody sees it pop in or interpolate from the spawn frame. Detected via the
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// replicated override (already valid here); the owner returned early above, so it is never gated.
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if (!float.IsNaN(_spawnOverride.Value.x))
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{
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_renderGate = true;
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_renderGateUntil = Time.time + conversionRevealDelay;
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SetBodyRenderers(false); // hide immediately, before the first UpdateVisibility runs
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}
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}
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public override void OnNetworkDespawn()
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{
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_active.Remove(this);
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_isFound.OnValueChanged -= OnFoundChanged;
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}
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/// <summary>Server-only: flag this hider as found by a hunter. Replicates to every client (the body is
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/// hidden for all; the owner drops into free-cam-only spectating). Idempotent.</summary>
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public void ServerMarkFound()
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{
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if (!IsServer || _isFound.Value) return;
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_isFound.Value = true; // OnValueChanged -> ApplyFound on every machine, including this server/host
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}
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private void OnFoundChanged(bool previous, bool current)
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{
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if (current) ApplyFound();
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}
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// A found hider leaves play: the per-client visibility pass hides its body, its baked collider is dropped
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// (so the invisible body neither blocks nor can be hit again), and on the owning client it switches to
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// free-cam-only so the player can still watch the rest of the match. Idempotent.
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private void ApplyFound()
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{
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var baker = GetComponentInChildren<SkinnedColliderBaker>(true);
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if (baker) baker.enabled = false;
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var meshCol = GetComponentInChildren<MeshCollider>(true);
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if (meshCol) meshCol.enabled = false;
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if (IsOwner)
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{
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DisableLocalSimulation();
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var manager = FindFirstObjectByType<GameModeManager>(FindObjectsInactive.Include);
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if (manager) manager.BindSpectator();
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}
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}
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// Stops this avatar simulating locally: movement input and the CharacterController's own depenetration.
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private void DisableLocalSimulation()
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{
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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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}
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private void Update()
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{
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UpdateVisibility();
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UpdateEmbeddedReveal();
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UpdateXRayReveal();
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UpdateResolutionFreeze();
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}
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// Per-client. During Resolution every still-in-play hider is frozen: the pose graph holds the frame
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// (PlayerPoseController.Frozen, change-guarded) and the owner's movement input is cut - re-asserted
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// every frozen frame so a stray mode toggle can't quietly re-enable movement during the reveal.
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// Nothing is restored: EndMatch despawns this avatar.
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private void UpdateResolutionFreeze()
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{
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bool freeze = ComputeResolutionFreeze();
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if (freeze && IsOwner && _controller)
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_controller.ControlEnabled = false;
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if (_frozenApplied && freeze == _lastFrozen) return;
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_lastFrozen = freeze;
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_frozenApplied = true;
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var pose = GetComponent<PlayerPoseController>();
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if (pose) pose.Frozen = freeze;
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}
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// True while THIS avatar is a still-in-play hider during the local resolution phase (the reveal window).
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private bool ComputeResolutionFreeze()
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{
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var match = MatchManager.Instance;
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return match && match.MatchActive &&
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match.LocalSubPhase == MatchManager.MatchSubPhase.Resolution &&
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role == PlayerRole.Hider && !_isFound.Value;
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}
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// Per-client visibility: each machine decides whether to render THIS avatar's body from the LOCAL
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// viewer's perspective (see ComputeVisible). The owner's own body is left alone unless found, so this
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// never fights the FirstPersonController's own-body self-hide.
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private void UpdateVisibility()
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{
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// Frame-driven gate expiry (replaces a WaitForSeconds coroutine): a coroutine is stranded if the
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// object is disabled or the converting owner disconnects mid-settle, leaving the body hidden forever.
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// Time.time lifts it here every frame the component runs, so the gate can never get stuck.
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if (_renderGate && Time.time >= _renderGateUntil) _renderGate = false;
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bool found = _isFound.Value;
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if (IsOwner && !found) return;
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// While the conversion render gate is up, the body stays hidden no matter what ComputeVisible says.
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// The paint gate is an additional hard hide: a remote body never shows before this client has
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// applied its painting (owner is always ready; a null sync - offline/single-player - never gates).
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bool paintReady = !_paintSync || _paintSync.PaintRevealReady;
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bool visible = paintReady && !_renderGate && ComputeVisible(found);
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if (_visibilityApplied && visible == _lastVisible) return;
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SetBodyRenderers(visible);
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}
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// Toggles every body renderer and records the applied state for the change-guard above.
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private void SetBodyRenderers(bool visible)
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{
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if (_bodyRenderers != null)
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foreach (var r in _bodyRenderers)
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if (r) r.enabled = visible;
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// Fur is drawn by a custom GPU-instanced pass, NOT a Renderer, so the skinned-mesh toggle above
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// misses it; gate it too (enabled=false unsubscribes its camera hook), or a deferred/reveal-gated
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// body would show stale pooled fur strands while its own mesh is hidden.
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if (_furRenderers != null)
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foreach (var f in _furRenderers)
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if (f) f.enabled = visible;
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_lastVisible = visible;
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_visibilityApplied = true;
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}
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// Decides whether THIS avatar's body is rendered for the local viewer. Hunters and non-match avatars are
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// always visible; a Classic-found hider is always hidden; Resolution reveals everyone. The rest is the
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// hider-visibility matrix per mode:
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// Classic - Hide: hidden from hunters only (hiders still see each other); Seek: visible to all.
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// Conversion - Hide: hidden from EVERYONE (hiders don't see each other either); Seek: only hunters see
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// hiders (so they can shoot them; hiders stay blind to each other).
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private bool ComputeVisible(bool found)
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{
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if (found) return false; // Classic: a found hider is out of play, hidden for all
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var match = MatchManager.Instance;
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if (!match || !match.MatchActive) return true; // lobby / no match -> everything visible
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if (role != PlayerRole.Hider) return true; // hunters are always visible
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var phase = match.LocalSubPhase;
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// The pre-match loading window conceals hiders exactly like Hide, so a fast-loading client can't reveal
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// a hider (once its paint applies) before the match proper even begins.
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if (phase == MatchManager.MatchSubPhase.Loading) phase = MatchManager.MatchSubPhase.Hide;
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if (phase == MatchManager.MatchSubPhase.Resolution) return true; // all revealed at the end
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if (match.LocalMatchMode == MatchManager.MatchMode.Conversion)
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{
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// Hiders are hidden from each other the whole match; only hunters get to see them, and only
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// during Seek (so the hide phase truly hides them from everyone but themselves).
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if (phase == MatchManager.MatchSubPhase.Hide) return false;
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if (phase == MatchManager.MatchSubPhase.Seek) return LocalViewerIsHunter();
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return true;
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}
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// Classic: hiders are hidden from hunters during Hide only; visible to everyone otherwise.
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if (phase == MatchManager.MatchSubPhase.Hide && LocalViewerIsHunter()) return false;
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return true;
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}
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// Owner-only (the meter runs owner-side, so EmbeddedPercent is only available here). Publishes the
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// buried-too-deep flag; one network write per actual edge (guarded - the variable dirties on assignment).
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private void UpdateEmbeddedReveal()
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{
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if (!IsOwner) return;
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bool over = false;
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var match = MatchManager.Instance;
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if (match && match.MatchActive && role == PlayerRole.Hider && !_isFound.Value &&
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_concealment && _concealment.HasResult)
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over = _concealment.EmbeddedPercent >= match.EmbeddedRevealPercent;
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if (over != _embeddedReveal.Value) _embeddedReveal.Value = over;
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}
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// Per-client X-ray glow via the material's _XRayColor alpha (through MeshPainter). Two OR-combined
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// triggers: the replicated embedded flag and the local resolution phase. Change-guarded so the
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// material is only touched on an actual transition.
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private void UpdateXRayReveal()
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{
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if (!_painter) return;
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// Just-shot flash: a hunter's hit lights this hider up for a brief window (server-broadcast). It drives
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// a distinct, much stronger flash mode (steady + boosted), so it is tracked apart from the normal reveal.
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bool flash = Time.time < _xrayFlashUntil;
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bool reveal = flash || ComputeXRay();
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if (_xrayApplied && reveal == _lastXRay && flash == _lastFlash) return;
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_painter.SetXRayReveal(reveal, flash);
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_lastXRay = reveal;
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_lastFlash = flash;
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_xrayApplied = true;
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}
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// The normal (non-flash) X-ray reveal predicate for this avatar on the local machine. The just-shot flash
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// is OR-combined by the caller so it can select the stronger flash mode.
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private bool ComputeXRay()
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{
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// Buried-hider reveal: already gated to hider + running match on the owner before it is published.
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if (_embeddedReveal.Value) return true;
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// Resolution reveals every remaining (un-found) hider through walls, on every client -
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// exactly the still-in-play-hider-during-Resolution predicate the freeze uses.
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return ComputeResolutionFreeze();
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}
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// --- Hunter shot beam ------------------------------------------------------------------------------
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// Cosmetic and client-trusted (a co-op hide & seek, matching the ReportHit trust model). The local
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// shooter draws its own beam instantly for responsiveness and relays the world-space segment to the
|
|
// server, which echoes it to every other client. The RPCs live on the hunter avatar (this
|
|
// NetworkObject), so they only run on this shooter's instances - other avatars never draw a beam.
|
|
|
|
/// <summary>Owner-only. Draws the shot beam locally now and replicates the world-space segment so every
|
|
/// other client sees the same shot.</summary>
|
|
public void FireShot(Vector3 start, Vector3 end)
|
|
{
|
|
if (!IsOwner) return;
|
|
EnsureLaser().Fire(start, end);
|
|
FireShotServerRpc(start, end);
|
|
}
|
|
|
|
[ServerRpc]
|
|
private void FireShotServerRpc(Vector3 start, Vector3 end) => FireShotClientRpc(start, end);
|
|
|
|
[ClientRpc]
|
|
private void FireShotClientRpc(Vector3 start, Vector3 end)
|
|
{
|
|
if (IsOwner) return; // the shooter already drew it locally
|
|
EnsureLaser().Fire(start, end);
|
|
}
|
|
|
|
private HunterLaserBeam EnsureLaser()
|
|
{
|
|
if (!_laser) _laser = GetComponentInChildren<HunterLaserBeam>(true);
|
|
if (!_laser) _laser = gameObject.AddComponent<HunterLaserBeam>();
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|
return _laser;
|
|
}
|
|
|
|
// --- Hunter hit flash ------------------------------------------------------------------------------
|
|
|
|
/// <summary>Server-only. Flashes THIS hider's through-walls X-ray glow on every client for
|
|
/// <paramref name="seconds"/> (the just-shot feedback), overriding the normal reveal predicate for that
|
|
/// window. MatchManager delays the actual removal by the same span so the glow is seen before it leaves play.</summary>
|
|
public void FlashHitReveal(float seconds)
|
|
{
|
|
if (!IsServer) return;
|
|
FlashHitRevealClientRpc(Mathf.Max(0f, seconds));
|
|
}
|
|
|
|
[ClientRpc]
|
|
private void FlashHitRevealClientRpc(float seconds) => _xrayFlashUntil = Time.time + seconds;
|
|
|
|
// True if THIS machine's local player is a Hunter role variant (so it must not see hiders during hide).
|
|
// Shared with MatchHud. Called per frame per avatar during hide/seek, so the GetComponent result is
|
|
// cached per local PlayerObject; a respawn/conversion swaps the object and refreshes the cache.
|
|
private static NetworkObject _localViewerPo;
|
|
private static bool _localViewerIsHunter;
|
|
|
|
internal static bool LocalViewerIsHunter()
|
|
{
|
|
var nm = NetworkManager.Singleton;
|
|
if (!nm || nm.LocalClient == null) return false;
|
|
var po = nm.LocalClient.PlayerObject;
|
|
if (!po) return false;
|
|
if (po != _localViewerPo)
|
|
{
|
|
_localViewerPo = po;
|
|
var setup = po.GetComponent<NetworkPlayerSetup>();
|
|
_localViewerIsHunter = setup && setup.ScopedModes && setup.Role == PlayerRole.Hunter;
|
|
}
|
|
return _localViewerIsHunter;
|
|
}
|
|
|
|
// Live scoreboard source. Every match avatar is a network object present on ALL machines, so counting the
|
|
// spawned role variants is client-safe - no server-only match state (e.g. _pendingHiders) is needed.
|
|
// Hunters = hunter variants; hiders = un-found hider variants (a Classic-found hider leaves the count, a
|
|
// Conversion hit despawns the hider object and spawns a hunter one, so both sides update from the registry).
|
|
private static readonly List<NetworkPlayerSetup> _active = new List<NetworkPlayerSetup>();
|
|
|
|
internal static void CountRoles(out int hunters, out int hiders)
|
|
{
|
|
hunters = 0;
|
|
hiders = 0;
|
|
for (int i = 0; i < _active.Count; i++)
|
|
{
|
|
var p = _active[i];
|
|
if (!p || !p.scopedModes) continue; // ignore the neutral lobby avatar
|
|
if (p.role == PlayerRole.Hunter) hunters++;
|
|
else if (!p._isFound.Value) hiders++;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Places the freshly-spawned owner: role-specific spawn area first, then the shared area (a random
|
|
/// point inside the collider), falling back to the deterministic client-id ring. Owner-authoritative -
|
|
/// the NetworkTransform replicates the result.
|
|
/// </summary>
|
|
private void PlaceAtSpawn()
|
|
{
|
|
if (TryGetSpawnArea(out Collider area))
|
|
PlaceRandomlyInArea(area);
|
|
else
|
|
PlaceOnSpawnRing();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Re-asserts the server-delivered Conversion position on the owner (whose transform is the source of
|
|
/// truth), BEFORE PlayerCharacterController's first Update snapshots the kill-plane rescue target -
|
|
/// otherwise a hider tagged mid-climb could fall and be rescued to the still-zero default (origin).
|
|
/// The CharacterController is toggled around the write (it overrides direct transform writes).
|
|
/// </summary>
|
|
private void ApplyOwnerPosition(Vector3 worldPos)
|
|
{
|
|
var cc = GetComponent<CharacterController>();
|
|
CharacterTeleport.Move(cc, transform, worldPos);
|
|
}
|
|
|
|
// Resolves the spawn-area collider for this avatar: the Role-specific area (Hunter/Hider) takes priority,
|
|
// then the shared spawnAreaTag area; a miss on both leaves it to the caller's client-id ring fallback.
|
|
private bool TryGetSpawnArea(out Collider area)
|
|
{
|
|
string roleTag = role == PlayerRole.Hunter ? hunterSpawnAreaTag : hiderSpawnAreaTag;
|
|
return TryFindAreaByTag(roleTag, out area) || TryFindAreaByTag(spawnAreaTag, out area);
|
|
}
|
|
|
|
// Finds a collider tagged 'tag' in any loaded scene, if present. FindWithTag throws when the tag is
|
|
// undefined (e.g. stripped from a build), so it is guarded - a missing/undefined tag just means "not here".
|
|
private static bool TryFindAreaByTag(string tag, out Collider area)
|
|
{
|
|
area = null;
|
|
if (string.IsNullOrEmpty(tag)) return false;
|
|
|
|
GameObject go;
|
|
try { go = GameObject.FindWithTag(tag); }
|
|
catch (UnityException) { return false; }
|
|
|
|
if (!go) return false;
|
|
area = go.GetComponent<Collider>();
|
|
return area;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Drops the owner at a random point inside the spawn-area collider: X/Z rejection-sampled against
|
|
/// the convex shape (honours the real outline, not just the AABB), Y a touch above the floor so
|
|
/// gravity settles. The CharacterController is toggled around the move (see ApplyOwnerPosition).
|
|
/// </summary>
|
|
private void PlaceRandomlyInArea(Collider area)
|
|
{
|
|
Bounds b = area.bounds;
|
|
bool convex = SupportsClosestPoint(area);
|
|
|
|
Vector3 pick = b.center;
|
|
for (int i = 0; i < SpawnAreaSampleAttempts; i++)
|
|
{
|
|
Vector3 p = new Vector3(Random.Range(b.min.x, b.max.x), b.center.y, Random.Range(b.min.z, b.max.z));
|
|
// ClosestPoint returns the input unchanged when it lies inside a convex collider, so an unchanged
|
|
// sample is a point within the real (possibly non-box) footprint.
|
|
if (!convex || (area.ClosestPoint(p) - p).sqrMagnitude <= 1e-6f)
|
|
{
|
|
pick = p;
|
|
break;
|
|
}
|
|
}
|
|
|
|
Vector3 target = new Vector3(pick.x, b.min.y + spawnAreaGroundLift, pick.z);
|
|
ApplyOwnerPosition(target);
|
|
}
|
|
|
|
// Collider.ClosestPoint only constrains to the real shape for primitives and CONVEX mesh colliders;
|
|
// a non-convex mesh returns the input unchanged (no containment info), so we fall back to its AABB.
|
|
private static bool SupportsClosestPoint(Collider c)
|
|
{
|
|
return !(c is MeshCollider mc) || mc.convex;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Offsets the freshly-spawned owner onto a deterministic ring keyed by its client id so avatars
|
|
/// don't pile up at the shared prefab spawn point. Id 0 (host) keeps the origin; later joiners take
|
|
/// ring slots, stepping the radius out once a ring fills. Only X/Z shift (gravity settles Y).
|
|
/// </summary>
|
|
private void PlaceOnSpawnRing()
|
|
{
|
|
if (spawnRingRadius <= 0f || spawnRingSlots < 1) return;
|
|
|
|
ulong id = OwnerClientId;
|
|
if (id == 0) return; // host stays centered
|
|
|
|
ulong k = id - 1;
|
|
int ring = (int)(k / (ulong)spawnRingSlots);
|
|
int slot = (int)(k % (ulong)spawnRingSlots);
|
|
|
|
float radius = spawnRingRadius * (ring + 1);
|
|
// Half-slot stagger per ring so outer slots don't line up radially with inner ones.
|
|
float angle = (slot / (float)spawnRingSlots + ring * 0.5f / spawnRingSlots) * Mathf.PI * 2f;
|
|
Vector3 offset = new Vector3(Mathf.Cos(angle), 0f, Mathf.Sin(angle)) * radius;
|
|
ApplyOwnerPosition(transform.position + offset);
|
|
}
|
|
}
|