Deduplication pass (44 extractions): - New SmoothedLook: shared smoothed yaw/pitch look tick + view seeding (FirstPersonController, FreeCamController) - New CharacterTeleport: disable-CC-around-teleport idiom (rescue, owner position apply, free-cam sync) - New GeometryUtil: RescaleToUnitScale + TransformBounds (concealment meter/volume, skinned collider baker) - Paint family: canonical map read/write shared between Net and Persistence, snapshot decode, backend stroke dispatch, RebuildBackend, ResolveSeed, chunked RPC send/gate/copy, CamoKnobs/HeightKnobs aggregates, SanitizeFileKey, NewMaskTexture, AdoptAlbedo, FindSlider - Player/modes: GameMode SetPlayerControl/SetPainting/SetOrbitInputEnabled, InputUtil.GameplayKeyPressed, NearestClimbHit, ComputeXRay delegates to ComputeResolutionFreeze, FingerIK TryInPlaneAngle - Match/misc: UnhookSessionCallbacks, SendEmptyNamedMessage, SwapScenes, RunSessionOpAsync, CovarianceEigen, CollectClusterPoints, MatchHud GUIStyle cache, HsvColorPicker rehook, VoxelCenter Documentation pass: remove 6 triplicated doc blocks and 2 restating inline comments left after the previous reduction. Behavior-neutral; hot-path rasterizer loops intentionally untouched. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
104 lines
4.5 KiB
C#
104 lines
4.5 KiB
C#
using UnityEngine;
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using Unity.Netcode;
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/// <summary>
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/// First-person mode. The player keeps walking (WASD, camera-relative) but the camera moves to the
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/// player's eye (the CameraTarget) with free mouse-look, and the player's mesh is hidden so the body
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/// isn't seen from the inside. The orbit camera input is disabled while here so it doesn't fight for
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/// the cursor; the <see cref="FirstPersonController"/> drives its own dedicated CinemachineCamera.
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/// </summary>
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public class FirstPersonMode : GameMode
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{
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public override string DisplayName => "First Person";
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public override void Enter()
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{
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// Player stays fully controllable; only the view changes.
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SetPlayerControl(true);
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SetPainting(false);
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SetOrbitInputEnabled(false);
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if (Manager.FirstPerson)
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Manager.FirstPerson.SetActive(true);
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}
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public override void Exit()
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{
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// Modes are Enter-only, so first-person must undo its own camera takeover (and unhide the mesh)
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// here; the next mode's Enter restores the player/painter/look-mode state.
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if (Manager.FirstPerson)
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Manager.FirstPerson.SetActive(false);
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SetOrbitInputEnabled(true);
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if (Manager.CameraInput)
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{
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// Carry the first-person facing into the orbit camera so the next orbit mode (Paint / Player
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// Control) keeps the current view angle instead of snapping back to the orbit's last-used angle.
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// Camera.main still shows the first-person view this frame (the brain hasn't blended yet).
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Manager.CameraInput.SyncToView();
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}
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}
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// --- Hunter shooting -------------------------------------------------------------------------------
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// A hunter in first person shoots a single ray from the camera centre on left-click (with a cooldown),
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// but only during the SEEK sub-phase. A hit on an un-found hider is reported to the server, which
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// validates and marks the hider found. Gated on the local avatar actually being a hunter role variant,
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// so the legacy lobby first-person view never shoots.
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private float _nextShootTime;
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private static readonly RaycastHit[] _hits = new RaycastHit[16];
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public override void Tick()
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{
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if (!CanShoot()) return;
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if (Time.time < _nextShootTime) return;
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if (!InputUtil.LeftClickedThisFrame()) return;
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_nextShootTime = Time.time + Mathf.Max(0f, MatchManager.Instance.ShootCooldown);
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TryShoot();
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}
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private bool CanShoot()
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{
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var match = MatchManager.Instance;
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if (!match || !match.MatchActive || match.LocalSubPhase != MatchManager.MatchSubPhase.Seek) return false;
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if (!Manager.Player || !Manager.FirstPerson) return false;
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var setup = Manager.Player.GetComponent<NetworkPlayerSetup>();
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return setup && setup.ScopedModes && setup.Role == PlayerRole.Hunter;
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}
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private void TryShoot()
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{
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var match = MatchManager.Instance;
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Transform cam = Manager.FirstPerson.transform; // FP vcam sits at the eye, facing the look direction
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float range = Mathf.Max(0f, match.ShootRange);
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int count = Physics.RaycastNonAlloc(cam.position, cam.forward, _hits, range, ~0, QueryTriggerInteraction.Ignore);
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if (count == 0) return;
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// Nearest-first so the shot stops at the first solid thing it meets (a wall blocks; a nearer avatar
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// shields a farther one). The hunter's own body is skipped so looking down doesn't self-block.
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System.Array.Sort(_hits, 0, count, RaycastDistanceComparer.Instance);
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NetworkObject self = Manager.Player ? Manager.Player.GetComponent<NetworkObject>() : null;
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for (int i = 0; i < count; i++)
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{
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var netObj = _hits[i].collider.GetComponentInParent<NetworkObject>();
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if (netObj && self && netObj == self) continue;
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if (!netObj || !netObj.IsPlayerObject) return; // first solid hit is world geometry -> blocked
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var setup = netObj.GetComponent<NetworkPlayerSetup>();
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if (setup && setup.Role == PlayerRole.Hider && !setup.IsFound)
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match.ReportHit(netObj.OwnerClientId);
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return; // the first non-self hit decides the shot
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}
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}
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private sealed class RaycastDistanceComparer : System.Collections.Generic.IComparer<RaycastHit>
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{
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public static readonly RaycastDistanceComparer Instance = new RaycastDistanceComparer();
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public int Compare(RaycastHit a, RaycastHit b) => a.distance.CompareTo(b.distance);
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}
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}
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