Add PlayerAnimationSync NetworkBehaviour with owner-authoritative NetworkVariables for pose index and locomotion category (idle/walk/run/fall). Remote avatars switch their PlayerPoseController into network-controlled mode, skipping local input, sprint reset, capsule resize and camera framing, and take pose index plus locomotion externally. Disable pose persistence on network-driven remotes so foreign avatars can't overwrite the local save. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
71 lines
3.0 KiB
C#
71 lines
3.0 KiB
C#
using Unity.Netcode;
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using UnityEngine;
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/// <summary>
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/// Replicates the pose system's animation state across the network. The owner publishes its selected
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/// pose index and resolved locomotion category (idle / walk / run / fall); remote avatars switch their
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/// <see cref="PlayerPoseController"/> to network-driven mode and play the matching clip, so a remote
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/// player shows the same pose and walk/run/fall animation the owner sees — not just a sliding idle.
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///
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/// Position/rotation come from the NetworkTransform; this only carries the small animation state. Both
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/// values are owner-authoritative and change rarely (a pose cycle, a locomotion transition), so the
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/// NetworkVariables send a delta only when the value actually changes.
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///
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/// Runs after the PlayerPoseController (execution order 100) so the owner reads this frame's resolved
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/// state; remote avatars apply via OnValueChanged, independent of frame order.
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/// </summary>
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[RequireComponent(typeof(PlayerPoseController))]
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[DisallowMultipleComponent]
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[DefaultExecutionOrder(200)]
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public class PlayerAnimationSync : NetworkBehaviour
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{
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private readonly NetworkVariable<int> _poseIndex =
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new(0, NetworkVariableReadPermission.Everyone, NetworkVariableWritePermission.Owner);
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// Locomotion category stored as a byte (PlayerPoseController.Locomotion has only a handful of values).
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private readonly NetworkVariable<byte> _locomotion =
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new(0, NetworkVariableReadPermission.Everyone, NetworkVariableWritePermission.Owner);
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private PlayerPoseController _pose;
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void Awake() => _pose = GetComponent<PlayerPoseController>();
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public override void OnNetworkSpawn()
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{
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if (IsOwner)
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return;
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// Remote avatar: stop reading local input/physics and drive the pose from replicated state.
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_pose.EnableNetworkDrive();
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_poseIndex.OnValueChanged += OnPoseIndexChanged;
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_locomotion.OnValueChanged += OnLocomotionChanged;
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ApplyRemote(); // spawn-time values are already replicated
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}
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public override void OnNetworkDespawn()
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{
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_poseIndex.OnValueChanged -= OnPoseIndexChanged;
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_locomotion.OnValueChanged -= OnLocomotionChanged;
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}
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void Update()
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{
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if (!IsOwner || !_pose)
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return;
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// Publish the owner's resolved animation state. Assigning the same value is a no-op for
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// replication (the NetworkVariable dirties only on an actual change), but guard anyway to keep
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// intent clear.
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int index = _pose.CurrentIndex;
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byte loco = (byte)_pose.CurrentLocomotion;
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if (_poseIndex.Value != index) _poseIndex.Value = index;
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if (_locomotion.Value != loco) _locomotion.Value = loco;
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}
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private void OnPoseIndexChanged(int previous, int current) => ApplyRemote();
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private void OnLocomotionChanged(byte previous, byte current) => ApplyRemote();
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private void ApplyRemote() =>
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_pose.SetNetworkState(_poseIndex.Value, (PlayerPoseController.Locomotion)_locomotion.Value);
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}
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