Files
chameleon/Assets/Scripts/GameMode.cs
T
adminandClaude Fable 5 2243cc823e Refactor: extract shared helpers across scripts, trim remaining doc redundancy
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>
2026-07-02 12:33:48 +02:00

50 lines
1.7 KiB
C#

/// <summary>
/// Base class for a high-level game mode handled by <see cref="GameModeManager"/>.
/// Modes are plain C# classes (not MonoBehaviours); Enter/Exit/Tick are driven
/// manually by the manager. Derive from this and register an instance in
/// GameModeManager.BuildModes().
/// </summary>
public abstract class GameMode
{
protected GameModeManager Manager { get; private set; }
/// <summary>Human-readable name (shown in logs).</summary>
public abstract string DisplayName { get; }
internal void Bind(GameModeManager manager) => Manager = manager;
/// <summary>Called once when this mode becomes active.</summary>
public virtual void Enter() { }
/// <summary>Called once when this mode stops being active.</summary>
public virtual void Exit() { }
/// <summary>Called every frame while this mode is active.</summary>
public virtual void Tick() { }
/// <summary>Enables the player component and sets whether it accepts movement input.</summary>
protected void SetPlayerControl(bool controlEnabled)
{
if (Manager.Player)
{
Manager.Player.enabled = true;
Manager.Player.ControlEnabled = controlEnabled;
}
}
/// <summary>Toggles painting on the mesh painter.</summary>
protected void SetPainting(bool on)
{
if (Manager.Painter)
Manager.Painter.PaintingEnabled = on;
}
/// <summary>Enables/disables the orbit camera input component. Off while a dedicated camera rig is
/// live: the orbit rig would otherwise keep grabbing the cursor and reading the mouse every frame.</summary>
protected void SetOrbitInputEnabled(bool on)
{
if (Manager.CameraInput)
Manager.CameraInput.enabled = on;
}
}