Roles are chosen in the bootstrap dev panel before Host/Client. NGO
ConnectionApproval is enabled at runtime and maps the role payload to
the matching prefab variant per connection (Hunter/Hider), so each peer
spawns the correct avatar including the host.
- PlayerRole.cs (new): single source of truth enum { Hider, Hunter }.
- NetworkBootstrap.cs: role toggle, ConnectionApproval + role payload,
server ApprovalCheck mapping role -> PrefabIdHash.
- NetworkPlayerSetup.cs: serialized PlayerRole field + Role property.
- GameModeManager.cs: BuildModes(role) - Hunter -> [First Person, Paint],
Hider -> [Third Person, Paint, Free Cam]; binds role from spawned avatar.
- Hunter.prefab: role = Hunter override.
- SampleScene.unity: NetworkBootstrap prefab references wired.
Also includes user inspector scale tuning (Hunter 2.5->2.4, Hider 0.5->0.7).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
200 lines
8.0 KiB
C#
200 lines
8.0 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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//[Tooltip("Insect / surface-walk controller. Empty = found automatically.")]
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//public InsectController insect;
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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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//public InsectController Insect => insect;
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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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/// <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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//if (!insect) insect = FindFirstObjectByType<InsectController>();
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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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// Hunter: first person + paint. Index 0 (First Person, if its rig exists) is the start mode.
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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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// Hider: third person (player control) + paint + free cam. Index 0 (Player Control) is the start.
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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. Player Control only joins when a
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// gravity player is present (player-less pre-spawn stays in Paint, not a dead frozen mode);
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// Free Cam / First Person only when their rigs exist, so non-networked scenes are unchanged.
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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>
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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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player = localPlayer;
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// The painter lives on the player (per-avatar), so bind the local one.
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if (!painter) 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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// Re-point the third-person orbit camera (Cinemachine Follow/LookAt) at the local avatar.
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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) { vcam.Follow = camTarget; vcam.LookAt = camTarget; }
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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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ActiveMode?.Exit();
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_activeIndex = -1;
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var setup = localPlayer.GetComponent<NetworkPlayerSetup>();
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PlayerRole role = setup ? setup.Role : PlayerRole.Hider;
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BuildModes(role);
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// Each role list is ordered so index 0 is its start mode (Hunter -> First Person, Hider -> Player Control).
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SwitchTo(0);
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}
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private void Update()
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{
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if (_modes.Count == 0) return;
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if (WasSwitchPressed())
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SwitchTo((_activeIndex + 1) % _modes.Count);
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ActiveMode?.Tick();
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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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private bool WasSwitchPressed()
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{
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#if ENABLE_INPUT_SYSTEM
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return Keyboard.current != null && Keyboard.current[switchKey].wasPressedThisFrame;
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#else
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return Input.GetKeyDown(switchKey);
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#endif
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}
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}
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