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>
366 lines
15 KiB
C#
366 lines
15 KiB
C#
using System.Collections.Generic;
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using UnityEngine;
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using Unity.Cinemachine;
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#if ENABLE_INPUT_SYSTEM
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using UnityEngine.InputSystem;
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#endif
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/// <summary>
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/// Switches the game between high-level modes. The switch key (Tab) cycles to the next registered
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/// mode. The mode set is scoped to the local avatar's <see cref="PlayerRole"/> when it spawns
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/// (Hunter: First Person + Paint; Hider: Player Control + Paint + Free Cam); a non-networked scene
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/// uses the full set. Attach to a single, persistent scene GameObject.
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/// </summary>
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[DisallowMultipleComponent]
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public class GameModeManager : MonoBehaviour
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{
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[Header("Controlled Systems")]
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[Tooltip("Player movement controller. Empty = found automatically.")]
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public PlayerCharacterController player;
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[Tooltip("Third-person orbit camera input. Empty = found automatically.")]
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public ThirdPersonOrbitInput cameraInput;
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[Tooltip("Mesh painter. Empty = found automatically.")]
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public MeshPainter painter;
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[Tooltip("Free-fly spectator camera. Empty = found automatically. Absent = Free Cam is left out of the cycle.")]
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public FreeCamController freeCam;
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[Tooltip("First-person camera. Empty = found automatically. Absent = First Person is left out of the cycle.")]
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public FirstPersonController firstPerson;
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[Header("Switching")]
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[Tooltip("Key that cycles to the next mode.")]
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#if ENABLE_INPUT_SYSTEM
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public Key switchKey = Key.Tab;
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#else
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public KeyCode switchKey = KeyCode.Tab;
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#endif
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[Tooltip("Mode active at startup (0 = Player Control).")]
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public int startModeIndex = 0;
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public PlayerCharacterController Player => player;
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public ThirdPersonOrbitInput CameraInput => cameraInput;
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public MeshPainter Painter => painter;
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public FreeCamController FreeCam => freeCam;
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public FirstPersonController FirstPerson => firstPerson;
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/// <summary>Raised after a mode switch finishes (the new mode's Enter has already run).
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/// Argument = the now-active mode. Used by UI (e.g. the paint HUD) to follow the mode.</summary>
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public event System.Action<GameMode> ModeChanged;
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/// <summary>Raised when the painter the HUD should edit changes - i.e. when the local
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/// networked avatar spawns and <see cref="BindLocalPlayer"/> binds its per-avatar painter.
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/// With spawn-on-connect there is no painter at scene start, so the paint HUD follows this
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/// to (re)bind its widgets to the live painter once it exists.</summary>
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public event System.Action<MeshPainter> PainterChanged;
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private readonly List<GameMode> _modes = new List<GameMode>();
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private int _activeIndex = -1;
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private bool _paused;
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private int _resumeIndex = -1;
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/// <summary>True while local gameplay is suspended for a modal overlay (see <see cref="SetPaused"/>).</summary>
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public bool IsPaused => _paused;
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/// <summary>The currently active mode (null before startup).</summary>
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public GameMode ActiveMode =>
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(_activeIndex >= 0 && _activeIndex < _modes.Count) ? _modes[_activeIndex] : null;
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private void Awake()
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{
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if (!player) player = FindFirstObjectByType<PlayerCharacterController>();
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if (!cameraInput) cameraInput = FindFirstObjectByType<ThirdPersonOrbitInput>();
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if (!painter) painter = FindFirstObjectByType<MeshPainter>();
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// Include inactive so a freecam rig that starts disabled is still found and wired.
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if (!freeCam) freeCam = FindFirstObjectByType<FreeCamController>(FindObjectsInactive.Include);
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if (!firstPerson) firstPerson = FindFirstObjectByType<FirstPersonController>(FindObjectsInactive.Include);
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BuildModes();
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}
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private void Start()
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{
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if (_modes.Count > 0)
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SwitchTo(Mathf.Clamp(startModeIndex, 0, _modes.Count - 1));
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}
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/// <summary>Registers the modes for the current context. Without a role (no networked avatar yet,
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/// or a non-networked scene) the full set is built from whichever rigs are present. With a role the
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/// set is scoped to that side and ordered so index 0 is its intended start mode. Add new modes here.</summary>
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private void BuildModes() => BuildModes(null);
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private void BuildModes(PlayerRole? role)
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{
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_modes.Clear();
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switch (role)
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{
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case PlayerRole.Hunter:
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if (firstPerson) _modes.Add(new FirstPersonMode());
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_modes.Add(new PaintMode());
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break;
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case PlayerRole.Hider:
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if (player) _modes.Add(new PlayerControlMode());
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_modes.Add(new PaintMode());
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if (freeCam) _modes.Add(new FreeCamMode());
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break;
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default:
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// No role: legacy full set, gated on whichever rigs exist (a player-less pre-spawn
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// stays in Paint rather than a dead frozen Player Control).
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if (player) _modes.Add(new PlayerControlMode());
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_modes.Add(new PaintMode());
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if (freeCam) _modes.Add(new FreeCamMode());
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if (firstPerson) _modes.Add(new FirstPersonMode());
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break;
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}
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foreach (var m in _modes)
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m.Bind(this);
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}
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/// <summary>Spectator mode set for a mid-match joiner: free-fly camera only (no player control, no
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/// paint). They can fly around and watch, but not play, until the host ends the match (then they
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/// respawn as a neutral lobby Player). Falls back to nothing if the scene has no free-cam rig.</summary>
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private void BuildSpectatorModes()
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{
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_modes.Clear();
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if (freeCam) _modes.Add(new FreeCamMode());
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foreach (var m in _modes)
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m.Bind(this);
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}
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/// <summary>
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/// Binds a mid-match spectator. The spectator object is empty (no body/painter to bind), so just clear
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/// the player/painter and switch the cycle to free-cam-only. The free-cam rig is a separate persistent
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/// scene object that flies off Camera.main, so it needs nothing from the spectator. Called from
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/// <see cref="SpectatorSetup"/> on the owning client.
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/// </summary>
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public void BindSpectator()
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{
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_paused = false;
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_resumeIndex = -1;
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ClearPlayerBindings();
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TearDownActiveMode();
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BuildSpectatorModes();
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SwitchTo(0);
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}
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/// <summary>Drops the player/painter bindings and notifies painter-following UI.</summary>
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private void ClearPlayerBindings()
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{
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player = null;
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painter = null;
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PainterChanged?.Invoke(null);
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}
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/// <summary>Exits the active mode and marks no mode active.</summary>
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private void TearDownActiveMode()
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{
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ActiveMode?.Exit();
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_activeIndex = -1;
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}
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/// <summary>
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/// Binds the scene singletons (this manager, the orbit/first-person cameras, the painter) to the
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/// locally-owned networked player after it spawns, then enters Player Control. Called from
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/// <see cref="NetworkPlayerSetup"/> on the owning client. Before this runs the scene has no player,
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/// so the cycle sits in a player-less mode (Paint); this promotes it once the avatar exists.
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/// </summary>
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public void BindLocalPlayer(PlayerCharacterController localPlayer)
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{
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if (!localPlayer) return;
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// A fresh bind is a definitive state reset - drop any modal pause so the new avatar starts live.
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_paused = false;
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_resumeIndex = -1;
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var setup = localPlayer.GetComponent<NetworkPlayerSetup>();
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player = localPlayer;
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// Re-point UNCONDITIONALLY: on a lobby->match respawn the old painter is Destroy-pending (still
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// non-null), so a `if (!painter)` guard would keep the stale reference and the new avatar's
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// painter would never be mode-toggled.
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painter = localPlayer.GetComponentInChildren<MeshPainter>(true);
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PainterChanged?.Invoke(painter);
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Transform camTarget = localPlayer.transform.Find("CameraTarget");
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if (cameraInput)
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{
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var vcam = cameraInput.GetComponent<CinemachineCamera>();
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if (vcam)
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{
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vcam.Follow = camTarget;
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vcam.LookAt = camTarget;
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// Follow (and its lossyScale) is live now - start at this avatar's scaled default zoom
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// instead of inheriting the previous avatar's radius.
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cameraInput.ResetZoom();
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}
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}
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if (firstPerson)
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firstPerson.SetPlayer(localPlayer);
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// Tear down the pre-spawn (player-less) mode and rebuild scoped to this avatar's role.
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TearDownActiveMode();
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// Lobby avatar -> full set; match variant -> its role's modes. Scope is baked per prefab
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// variant, so it follows the spawned avatar with no replicated-phase timing race.
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if (setup && setup.ScopedModes)
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BuildModes(setup.Role);
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else
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BuildModes(null);
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// Index 0 is each set's intended start mode.
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SwitchTo(0);
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}
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/// <summary>
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/// Drops back to a player-less state when the local avatar is gone (disconnect / server shutdown
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/// returns the session to the empty Main scene). Tears down the active mode so any FreeCam/First-Person
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/// camera takeover is undone (which unlocks the cursor), clears the mode cycle, and - crucially - parks
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/// the persistent orbit input in Disabled: it otherwise re-locks the cursor every frame while
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/// AlwaysActive, so a one-off unlock would be reverted next frame and the OS cursor would stay captured
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/// with no avatar to control. A reconnect's <see cref="BindLocalPlayer"/> restores everything.
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/// </summary>
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public void ReleaseToNoPlayer()
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{
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_paused = false;
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_resumeIndex = -1;
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TearDownActiveMode();
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_modes.Clear();
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ClearPlayerBindings();
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// The cycle is empty (no SwitchTo runs), so notify mode-following UI explicitly - otherwise the
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// paint HUD (hides only via ModeChanged) would stay open after a shutdown during PaintMode.
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ModeChanged?.Invoke(null);
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if (cameraInput)
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cameraInput.LookMode = ThirdPersonOrbitInput.OrbitLookMode.Disabled;
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// Belt-and-braces explicit release (covers the orbit input being absent/disabled).
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Cursor.lockState = CursorLockMode.None;
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Cursor.visible = true;
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}
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/// <summary>
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/// Pauses/resumes local gameplay for a full-screen modal overlay (the Esc session panel). Suppresses
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/// ALL local input and frees the cursor WITHOUT tearing down the mode cycle, so resuming re-enters
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/// the exact mode that was active. Deliberately never Exits the active mode: the FP/free-cam vcam
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/// keeps its priority, so the view stays frozen instead of blending back to the orbit camera (no
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/// jump on open), and the resumed mode's snap-to-current-view is a no-op (no jump on close).
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/// </summary>
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public void SetPaused(bool paused)
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{
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if (paused == _paused) return;
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_paused = paused;
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if (paused)
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{
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_resumeIndex = _activeIndex;
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_activeIndex = -1; // bookkeeping: no live mode while paused (Tick won't run)
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// Freeze every input source without touching vcam priorities: dropping the FP/freecam
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// `enabled` freezes their look in place; a Disabled orbit look-mode stops the per-frame
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// cursor re-grab. At most one rig is ever enabled, so disabling both is safe.
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if (player) player.ControlEnabled = false;
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if (painter) painter.PaintingEnabled = false;
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if (firstPerson) firstPerson.enabled = false;
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if (freeCam) freeCam.enabled = false;
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if (cameraInput)
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{
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cameraInput.enabled = true;
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cameraInput.LookMode = ThirdPersonOrbitInput.OrbitLookMode.Disabled;
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}
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Cursor.lockState = CursorLockMode.None;
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Cursor.visible = true;
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ModeChanged?.Invoke(null); // hide mode-following UI (the paint HUD) beneath the overlay
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}
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else
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{
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int resume = _resumeIndex;
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_resumeIndex = -1;
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if (resume >= 0 && resume < _modes.Count)
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{
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// Re-Enter the SAME mode (never Exited): its sync-to-current-view is a no-op -> no jump.
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_activeIndex = resume;
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ActiveMode.Enter();
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ModeChanged?.Invoke(ActiveMode);
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}
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else
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ModeChanged?.Invoke(ActiveMode);
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}
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}
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private void Update()
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{
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if (_paused) return;
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if (_modes.Count == 0) return;
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// Resolution (the reveal window) is watch-only: force out of Paint and keep the switch key from
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// re-entering. No restore needed - the end-of-match respawn rebuilds the cycle at index 0.
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bool suppressPaint = PaintSuppressed();
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if (suppressPaint && ActiveMode is PaintMode)
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{
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int fallback = FirstNonPaintFrom(0);
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if (fallback >= 0) SwitchTo(fallback);
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else if (painter) painter.PaintingEnabled = false; // degenerate paint-only set: at least stop painting
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}
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if (InputUtil.GameplayKeyPressed(switchKey))
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{
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int next = (_activeIndex + 1) % _modes.Count;
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if (suppressPaint && _modes[next] is PaintMode)
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{
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int skip = FirstNonPaintFrom(next);
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if (skip >= 0) next = skip;
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}
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SwitchTo(next);
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}
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ActiveMode?.Tick();
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}
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/// <summary>True while the local match is in its resolution (reveal) phase, during which painting is
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/// disabled for the local player regardless of role.</summary>
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private bool PaintSuppressed()
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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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}
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/// <summary>First non-Paint mode index at or after <paramref name="start"/> (wrapping once through the
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/// cycle); -1 if the set has no non-paint mode (a degenerate paint-only configuration).</summary>
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private int FirstNonPaintFrom(int start)
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{
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for (int step = 0; step < _modes.Count; step++)
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{
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int i = (start + step) % _modes.Count;
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if (!(_modes[i] is PaintMode)) return i;
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}
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return -1;
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}
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/// <summary>Activates the mode at <paramref name="index"/> (Exit old, Enter new).</summary>
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public void SwitchTo(int index)
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{
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if (index < 0 || index >= _modes.Count || index == _activeIndex) return;
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ActiveMode?.Exit();
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_activeIndex = index;
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ActiveMode.Enter();
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Debug.Log($"[GameModeManager] Mode -> {ActiveMode.DisplayName}", this);
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ModeChanged?.Invoke(ActiveMode);
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}
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}
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