Sweep over 48 files (Editor/ excluded): remove comments that restate the code, condense class summaries, fix three stale doc statements (HsvColorPicker alpha bar, PaintHud layoutPrefab, MasterVolume FallbackDefault). Inline two single-use wrappers (IsPointerOverUi, BuildModes), drop an unused using, replace a magic literal with the existing ParallaxBase constant, and convert ~10 UnityEngine.Object null checks to the implicit-bool convention. No serialized fields, signatures, RPC/NetworkVariable names, defaults, or #if blocks touched. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
80 lines
3.6 KiB
C#
80 lines
3.6 KiB
C#
using Unity.Netcode;
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using UnityEngine;
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/// <summary>
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/// Sits on the Lobby's "Start Match" trigger volume (a BoxCollider with isTrigger on). When the match
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/// AUTHORITY's avatar stands inside it, it asks the <see cref="MatchManager"/> to start the match.
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///
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/// Detection POLLS a server-side physics overlap every frame instead of relying on OnTriggerEnter.
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/// Why: the authority can be a REMOTE client, whose server-side avatar is a NetworkTransform-driven
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/// replica - CharacterController disabled (<see cref="NetworkPlayerSetup"/>), no Rigidbody, moved by
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/// direct transform writes. Unity only sends OnTriggerEnter when one of the two colliders has a
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/// Rigidbody (or is a CharacterController moving via Move()), so a host's own (Move()-driven) avatar
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/// tripped the trigger but a remote authority never did. An explicit overlap query finds the avatar's
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/// (baked) collider regardless of HOW it is moved.
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///
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/// Server-gated: pure clients query nothing. Only the authority avatar starts the match, only during
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/// the lobby phase, once. The trigger lives in the additively-loaded Lobby and is destroyed when the
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/// lobby unloads, so a re-match gets a fresh instance with its guard reset.
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/// </summary>
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[RequireComponent(typeof(Collider))]
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[DisallowMultipleComponent]
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public class StartMatchTrigger : MonoBehaviour
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{
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private Collider _collider;
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private readonly Collider[] _overlap = new Collider[32];
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private bool _started;
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private bool _overlapSaturated; // log-once: a full buffer could silently drop the authority's avatar
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private void Awake() => _collider = GetComponent<Collider>();
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private void Update()
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{
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if (_started) return;
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var nm = NetworkManager.Singleton;
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if (!nm || !nm.IsServer) return; // detection + start are server-side
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var match = MatchManager.Instance;
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if (!match || match.Phase != MatchManager.MatchPhase.Lobby) return;
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int count = OverlapTrigger();
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if (count == _overlap.Length && !_overlapSaturated)
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{
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_overlapSaturated = true;
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Debug.LogWarning($"StartMatchTrigger: overlap buffer saturated ({count}); the authority avatar may be missed.", this);
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}
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for (int i = 0; i < count; i++)
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{
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var netObj = _overlap[i].GetComponentInParent<NetworkObject>();
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if (!netObj || !netObj.IsPlayerObject) continue; // must be a player avatar
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if (!match.IsMatchAuthority(netObj.OwnerClientId)) continue; // ...the authority's
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_started = true;
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match.StartMatch();
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return;
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}
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}
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// Overlaps the trigger's own volume. Uses the oriented box for a BoxCollider (the authored shape);
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// falls back to the collider's world AABB for any other collider type. Triggers are ignored so the
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// query skips this volume itself and reports only solid avatar colliders (e.g. the baked mesh).
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private int OverlapTrigger()
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{
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if (_collider is BoxCollider box)
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{
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Vector3 center = transform.TransformPoint(box.center);
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Vector3 scale = transform.lossyScale;
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Vector3 half = new Vector3(
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Mathf.Abs(box.size.x * scale.x),
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Mathf.Abs(box.size.y * scale.y),
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Mathf.Abs(box.size.z * scale.z)) * 0.5f;
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return Physics.OverlapBoxNonAlloc(
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center, half, _overlap, transform.rotation, ~0, QueryTriggerInteraction.Ignore);
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}
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Bounds b = _collider.bounds;
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return Physics.OverlapBoxNonAlloc(
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b.center, b.extents, _overlap, Quaternion.identity, ~0, QueryTriggerInteraction.Ignore);
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}
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}
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