Files
chameleon/Assets/Scripts/FirstPersonController.cs
T
adminandClaude Opus 4.8 e04868f9c0 Fix first-person camera target and paint HUD rebind after networked spawn
Point the first-person camera at the dedicated FirstPersonTarget anchor
(eye height) instead of the shared CameraTarget, in both the runtime
SetPlayer rebind and the editor ResolveReferences fallback.

Rebind the paint HUD to the locally spawned avatar's MeshPainter via a
new GameModeManager.PainterChanged event. Since the spawn-on-connect
refactor, no player exists at PaintHud.Start(), so the HUD bound to a
null painter (no brush masks shown, color/settings were no-ops).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-27 15:22:23 +02:00

231 lines
8.4 KiB
C#

using UnityEngine;
using Unity.Cinemachine;
#if ENABLE_INPUT_SYSTEM
using UnityEngine.InputSystem;
#endif
/// <summary>
/// First-person camera. Drives its OWN dedicated <see cref="CinemachineCamera"/>: each frame it snaps
/// to the player's dedicated <c>FirstPersonTarget</c> (the eye anchor) for position and
/// applies free mouse-look (yaw/pitch) for rotation. While active the player's mesh is hidden so the
/// body isn't seen from the inside. Movement stays with the player controller, which reads the
/// brain-driven Main Camera forward, so WASD is automatically relative to this view.
///
/// Activation is driven by <see cref="FirstPersonMode"/> via <see cref="SetActive"/>: it raises the
/// vcam priority so the CinemachineBrain blends to it, snaps look to the current view (no jump), hides
/// the mesh and locks the cursor. While inactive the vcam rests at a low priority and this component
/// does nothing.
/// </summary>
[RequireComponent(typeof(CinemachineCamera))]
[DisallowMultipleComponent]
public class FirstPersonController : MonoBehaviour
{
[Header("Target")]
[Tooltip("Eye position the camera sits at (the player's FirstPersonTarget). Empty = auto-resolved from the player's \"FirstPersonTarget\" child.")]
public Transform cameraTarget;
[Tooltip("Renderers hidden while first-person is active (so you don't see your own body). Empty = the player's SkinnedMeshRenderers, auto-resolved.")]
public Renderer[] hiddenRenderers;
[Header("Look")]
[Tooltip("Horizontal look sensitivity (degrees of yaw per pixel).")]
public float horizontalSensitivity = 0.2f;
[Tooltip("Vertical look sensitivity (degrees of pitch per pixel).")]
public float verticalSensitivity = 0.15f;
[Tooltip("Invert vertical look (mouse up tilts the camera down).")]
public bool invertY = false;
[Tooltip("Pitch is clamped to +/- this angle (degrees) so the camera never flips over.")]
[Range(1f, 89.9f)]
public float maxPitch = 89f;
[Header("Smoothing")]
[Tooltip("Look smoothing, in seconds. 0 = raw mouse (instant); small values take the edge off jitter without feeling laggy.")]
[Range(0f, 0.3f)]
public float lookSmoothTime = 0.04f;
[Header("Camera")]
[Tooltip("Priority the dedicated CinemachineCamera takes while active (must beat the gameplay camera).")]
public int activePriority = 100;
[Tooltip("Priority the dedicated CinemachineCamera rests at while inactive (must lose to the gameplay camera).")]
public int inactivePriority = -100;
CinemachineCamera _vcam;
PlayerCharacterController _player; // body whose yaw we pin to the camera while active
PlayerPoseController _poseController; // supplies the active pose's per-pose first-person eye offset
float _yaw; // look target (raw input accumulates here)
float _pitch;
float _displayYaw; // smoothed value actually applied to the transform
float _displayPitch;
float _yawSmoothRef;
float _pitchSmoothRef;
bool _resolved;
void Awake()
{
_vcam = GetComponent<CinemachineCamera>();
if (!_vcam)
Debug.LogError("[FirstPersonController] No CinemachineCamera on this GameObject; first-person cannot go live.", this);
else
_vcam.Priority = inactivePriority;
ResolveReferences();
// Dormant until FirstPersonMode enters; nothing reads input or moves the rig meanwhile.
enabled = false;
}
/// <summary>Enter/leave first-person. Raises/lowers the vcam priority, hides the player mesh, snaps
/// look to the live view and manages the cursor. Called by <see cref="FirstPersonMode"/>.</summary>
public void SetActive(bool active)
{
if (_vcam)
_vcam.Priority = active ? activePriority : inactivePriority;
SetMeshHidden(active);
if (active)
{
SyncToCurrentView();
SetCursorLocked(true);
ApplyTransform(); // place at the eye on the same frame so the blend starts from there
if (_player) _player.FaceYaw = _displayYaw; // body faces the camera from frame one
}
else
{
SetCursorLocked(false);
if (_player) _player.FaceYaw = null; // restore movement-facing
}
enabled = active;
}
void LateUpdate()
{
// LateUpdate so the player has already moved the CameraTarget this frame.
LookTick();
ApplyTransform();
if (_player) _player.FaceYaw = _displayYaw; // keep the body's yaw locked to the camera
}
void LookTick()
{
Vector2 delta = ReadMouseDelta();
_yaw += delta.x * horizontalSensitivity;
float vs = verticalSensitivity * (invertY ? 1f : -1f);
_pitch = Mathf.Clamp(_pitch + delta.y * vs, -maxPitch, maxPitch);
if (lookSmoothTime > 0f)
{
// SmoothDampAngle is frame-rate-independent and wraps yaw correctly.
_displayYaw = Mathf.SmoothDampAngle(_displayYaw, _yaw, ref _yawSmoothRef, lookSmoothTime);
_displayPitch = Mathf.SmoothDampAngle(_displayPitch, _pitch, ref _pitchSmoothRef, lookSmoothTime);
}
else
{
_displayYaw = _yaw;
_displayPitch = _pitch;
}
}
void ApplyTransform()
{
Quaternion rot = Quaternion.Euler(_displayPitch, _displayYaw, 0f);
if (cameraTarget)
{
// Sit at the first-person eye anchor, then raise/lower the eye by the active pose's first-person
// offset. TransformVector keeps it in the target's local up and scales with the player (so it
// tracks PlayerScaler).
Vector3 pos = cameraTarget.position;
float offset = _poseController ? _poseController.FirstPersonCameraYOffset : 0f;
if (offset != 0f)
pos += cameraTarget.TransformVector(Vector3.up * offset);
transform.SetPositionAndRotation(pos, rot);
}
else
transform.rotation = rot;
}
/// <summary>Seed look from the currently rendered view so going live produces no visible jump.</summary>
void SyncToCurrentView()
{
var cam = Camera.main;
if (cam)
{
Vector3 e = cam.transform.rotation.eulerAngles;
_yaw = e.y;
float p = e.x > 180f ? e.x - 360f : e.x;
_pitch = Mathf.Clamp(p, -maxPitch, maxPitch);
}
// Snap the smoothed state to the fresh pose so entering never lags/jumps to catch up.
_displayYaw = _yaw;
_displayPitch = _pitch;
_yawSmoothRef = 0f;
_pitchSmoothRef = 0f;
}
void SetMeshHidden(bool hidden)
{
if (hiddenRenderers == null) return;
foreach (var r in hiddenRenderers)
if (r) r.enabled = !hidden;
}
/// <summary>
/// Explicitly binds this rig to the locally-owned networked player (overriding the scene-wide
/// auto-resolve, which could otherwise latch onto a remote avatar). Called by the GameModeManager
/// when the local player spawns.
/// </summary>
public void SetPlayer(PlayerCharacterController p)
{
if (!p) return;
_player = p;
_poseController = p.GetComponent<PlayerPoseController>();
Transform t = p.transform.Find("FirstPersonTarget");
if (t) cameraTarget = t;
hiddenRenderers = p.GetComponentsInChildren<SkinnedMeshRenderer>(true);
_resolved = true;
}
void ResolveReferences()
{
if (_resolved) return;
_resolved = true;
var player = FindFirstObjectByType<PlayerCharacterController>(FindObjectsInactive.Include);
if (!player) return;
_player = player;
if (!_poseController)
_poseController = player.GetComponent<PlayerPoseController>();
if (!cameraTarget)
{
Transform t = player.transform.Find("FirstPersonTarget");
if (t) cameraTarget = t;
}
if (hiddenRenderers == null || hiddenRenderers.Length == 0)
hiddenRenderers = player.GetComponentsInChildren<SkinnedMeshRenderer>(true);
}
Vector2 ReadMouseDelta()
{
#if ENABLE_INPUT_SYSTEM
return Mouse.current != null ? Mouse.current.delta.ReadValue() : Vector2.zero;
#else
return new Vector2(Input.GetAxisRaw("Mouse X"), Input.GetAxisRaw("Mouse Y")) * 10f;
#endif
}
static void SetCursorLocked(bool locked)
{
Cursor.lockState = locked ? CursorLockMode.Locked : CursorLockMode.None;
Cursor.visible = !locked;
}
}