Install Netcode for GameObjects 2.13.0 + Unity Transport 2.6.0 and wire up the first networking milestone: syncing player position/rotation across clients. - NetworkBootstrap: Host/Client/Server controls (OnGUI + H/C hotkeys) for local clone testing over loopback 127.0.0.1:7777. - NetworkPlayerSetup: per-avatar owner gating. The local owner binds the GameModeManager and cameras to itself; remote avatars disable their controller/CharacterController and receive transform via NetworkTransform. - GameModeManager.BindLocalPlayer: central runtime rebind to the locally spawned player. - FirstPersonController.SetPlayer: explicit runtime rebind hook. - Player prefab: NetworkObject + NetworkTransform (owner-authoritative, position + rotation) + NetworkPlayerSetup; registered as PlayerPrefab. - Scene: NetworkManager + UnityTransport added; the fixed scene player instance removed in favor of spawn-on-connect. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
179 lines
6.6 KiB
C#
179 lines
6.6 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 (Player Control, Paint, Free Cam). The switch
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/// key (Tab) cycles to the next registered mode. Register additional modes in
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/// <see cref="BuildModes"/>. 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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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 all available modes. Add new modes here.</summary>
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private void BuildModes()
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{
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_modes.Clear();
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// Player Control only joins the Tab cycle when a gravity player is present, so a scene
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// running only the insect walker doesn't trap input in a dead, player-freezing mode.
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if (player)
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_modes.Add(new PlayerControlMode());
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_modes.Add(new PaintMode());
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// Free Cam only joins the cycle when a freecam rig is present, so scenes without one are unchanged.
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if (freeCam)
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_modes.Add(new FreeCamMode());
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// First Person only joins the cycle when a first-person rig is present, so scenes without one are unchanged.
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if (firstPerson)
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_modes.Add(new FirstPersonMode());
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// Insect mode only joins the Tab cycle when a surface walker is present, so a scene
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// without one behaves exactly as before (no dead, player-freezing mode in the cycle).
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//if (insect)
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// _modes.Add(new InsectMode());
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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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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 with Player Control available.
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ActiveMode?.Exit();
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_activeIndex = -1;
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BuildModes();
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int idx = _modes.FindIndex(m => m is PlayerControlMode);
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SwitchTo(idx >= 0 ? idx : Mathf.Clamp(startModeIndex, 0, _modes.Count - 1));
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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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