Fix the in-place Conversion respawn snapping to the origin (0,0,0), which surfaced when a hider was tagged mid wall-climb. The owner holds authority over the NetworkTransform, so the server's Instantiate position is ignored on the owner. Deliver the tagged world position through a replicated _spawnOverride the server writes in OnNetworkSpawn, and have the owner re-assert it before PlayerCharacterController's first Update snapshots the kill-plane rescue target. This replaces the fragile SpawnedMidSeek phase check. Also hide a freshly converted hunter on other clients for a short settle window (conversionRevealDelay) so nobody sees it pop in or interpolate from the spawn frame; the shot hider is already despawned, then the hunter cleanly materializes in its place. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
429 lines
23 KiB
C#
429 lines
23 KiB
C#
using System.Collections;
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using Unity.Netcode;
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using UnityEngine;
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/// <summary>
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/// Per-avatar network glue on the spawned player. The local owner binds the scene singletons
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/// (GameModeManager, cameras) to itself via <see cref="GameModeManager.BindLocalPlayer"/>; remote
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/// avatars stop simulating so their transform is driven purely by the NetworkTransform replication.
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/// Position-sync milestone: remote avatars still show their mesh/idle pose, just no local control.
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/// </summary>
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[RequireComponent(typeof(PlayerCharacterController))]
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[DisallowMultipleComponent]
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public class NetworkPlayerSetup : NetworkBehaviour
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{
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[Header("Spawn placement")]
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[Tooltip("All avatars spawn from the same prefab position, so without an offset they stack and shove " +
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"each other on connect. The owner places itself on a ring keyed by its client id (owner-" +
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"authoritative NetworkTransform replicates it). Id 0 (host) stays at the origin; later joiners " +
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"fan out. Spacing between ring slots, in world units. 0 disables placement.")]
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[SerializeField] private float spawnRingRadius = 2.5f;
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[Tooltip("Slots per ring before the radius steps outward, so spacing stays roughly constant as more join.")]
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[SerializeField] private int spawnRingSlots = 8;
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[Tooltip("Role-specific spawn areas, tried FIRST by an owner based on its Role (Hunter uses " +
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"hunterSpawnAreaTag, Hider uses hiderSpawnAreaTag). If a loaded scene holds a GameObject with the " +
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"matching tag, the owner spawns at a random point inside its collider. If this avatar's role area " +
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"is absent it falls back to spawnAreaTag, then to the client-id ring. Empty disables the role lookup.")]
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[SerializeField] private string hunterSpawnAreaTag = "HunterSpawnArea";
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[SerializeField] private string hiderSpawnAreaTag = "HiderSpawnArea";
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[Tooltip("Shared fallback spawn area, used when this avatar's role-specific area (hunter/hiderSpawnAreaTag) " +
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"is not present in any loaded scene. If a loaded scene holds a GameObject with this tag, owners " +
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"spawn at a RANDOM point inside its collider instead of the client-id ring (random scatter already " +
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"prevents the stack-up the ring guards against). Empty disables the lookup. The area collider " +
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"should be convex (a convex MeshCollider or a primitive) so the point is constrained to its actual " +
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"shape, not just its bounding box; a non-convex collider falls back to the bounding box.")]
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[SerializeField] private string spawnAreaTag = "SpawnArea";
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[Tooltip("Metres the spawn is lifted above the spawn area's floor (collider bounds bottom) so the " +
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"CharacterController doesn't start embedded; gravity then settles it. Mirrors the lobby/match " +
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"spawn-centre lift.")]
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[SerializeField] private float spawnAreaGroundLift = 1f;
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// Tries to land a random sample inside the convex footprint before falling back to the bounds centre.
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// The footprint is typically a chunk of its AABB, so a handful of tries hits the inside with near-certainty.
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private const int SpawnAreaSampleAttempts = 24;
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[Header("Conversion (mode 2)")]
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[Tooltip("Seconds a freshly CONVERTED hunter (a hider shot during Seek in Conversion mode) stays hidden " +
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"on other clients after it spawns, so nobody sees it pop in or interpolate from the spawn frame. " +
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"The shot hider is despawned immediately, so there is a brief gap, then the hunter cleanly appears " +
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"in its place. Per-client and cosmetic; the owner is first-person so it is never gated.")]
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[Min(0f)]
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[SerializeField] private float conversionRevealDelay = 0.2f;
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[Header("Role")]
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[Tooltip("Which side this avatar plays. Baked per prefab variant (Hider on the base/Hider prefab, " +
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"Hunter on the Hunter prefab); GameModeManager reads it on spawn to build this role's mode set.")]
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[SerializeField] private PlayerRole role = PlayerRole.Hider;
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[Tooltip("False = lobby/neutral avatar (the base Player prefab) gets the FULL mode set; true = match " +
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"avatar (Hunter/Hider variant) gets only its role's modes. Baked per prefab variant, so the " +
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"mode set follows the spawned avatar with no replicated-phase timing race.")]
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[SerializeField] private bool scopedModes = false;
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/// <summary>The side this avatar plays (Hunter/Hider), baked into the prefab variant.</summary>
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public PlayerRole Role => role;
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/// <summary>True on the match role variants (scope the mode set to <see cref="Role"/>); false on the
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/// neutral lobby Player prefab (full mode set). Baked per prefab variant.</summary>
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public bool ScopedModes => scopedModes;
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// Server-authoritative "this hider has been shot/found". Server-write (a hunter's hit is validated on
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// the server, not by the hider's owner); read by everyone. When it flips true the body is hidden on
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// every client and the owning client drops into free-cam-only spectating. Stays false on hunters/lobby.
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private readonly NetworkVariable<bool> _isFound =
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new NetworkVariable<bool>(false, NetworkVariableReadPermission.Everyone, NetworkVariableWritePermission.Server);
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/// <summary>True once a hunter has found this hider (replicated). Read by the shoot raycast to skip a
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/// target that is already out of play.</summary>
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public bool IsFound => _isFound.Value;
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// Conversion-mode in-place respawn position. The owner holds authority over the NetworkTransform, so the
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// server's Instantiate position is NOT honoured on the owner (it would otherwise snap to the prefab origin,
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// 0,0,0). The server writes the tagged world position here in its OnNetworkSpawn so it rides the initial
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// spawn snapshot to the owner, which then restores it itself. The NaN sentinel means "no override" (a
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// normal lobby/match-start spawn) -> the owner runs its usual spawn-area/ring placement.
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private static readonly Vector3 NoSpawnOverride = new Vector3(float.NaN, float.NaN, float.NaN);
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private readonly NetworkVariable<Vector3> _spawnOverride =
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new NetworkVariable<Vector3>(NoSpawnOverride, NetworkVariableReadPermission.Everyone, NetworkVariableWritePermission.Server);
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// Server-only handoff from MatchManager.ConvertToHunter: the world position the converted hunter must keep.
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// Pushed into the replicated _spawnOverride during OnNetworkSpawn (where the variable is spawned and the
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// server is allowed to write it - a pre-spawn write is silently dropped); a plain field needs no replication.
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private Vector3? _conversionSpawnPos;
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/// <summary>Server-only. Call on a freshly-instantiated Conversion hunter BEFORE spawning it so the owner
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/// restores the tagged position (the owner-authoritative transform ignores the server's Instantiate pos).</summary>
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public void MarkConversionSpawn(Vector3 worldPos) => _conversionSpawnPos = worldPos;
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private Renderer[] _bodyRenderers; // skinned body mesh(es), toggled by the per-client visibility pass
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private bool _visibilityApplied;
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private bool _lastVisible = true;
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private bool _renderGate; // conversion: body force-hidden until the fresh hunter has settled into place
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public override void OnNetworkSpawn()
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{
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_bodyRenderers = GetComponentsInChildren<SkinnedMeshRenderer>(true);
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_isFound.OnValueChanged += OnFoundChanged;
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if (_isFound.Value) ApplyFound(); // defensive: an avatar is never normally spawned already-found
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// Server pushes a Conversion respawn's tagged position into the replicated override before the spawn
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// snapshot goes out, so the owner (which owns the transform) can restore it in its own OnNetworkSpawn.
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if (IsServer && _conversionSpawnPos.HasValue)
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_spawnOverride.Value = _conversionSpawnPos.Value;
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var controller = GetComponent<PlayerCharacterController>();
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if (IsOwner)
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{
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// A Conversion-mode tag respawns the hider as this Hunter variant in place. The owner-authoritative
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// transform ignores the server's Instantiate position, so without help the owner snaps to the prefab
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// origin (0,0,0); the server delivers the tagged position via _spawnOverride, restored here. A normal
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// spawn (NaN override) runs the usual spawn-area/ring placement instead.
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Vector3 overridePos = _spawnOverride.Value;
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if (float.IsNaN(overridePos.x))
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PlaceAtSpawn();
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else
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ApplyOwnerPosition(overridePos);
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var manager = FindFirstObjectByType<GameModeManager>(FindObjectsInactive.Include);
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if (manager)
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manager.BindLocalPlayer(controller);
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return;
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}
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// Remote avatar: NetworkTransform owns the transform here, so disable the local
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// simulation (input/movement) and the CharacterController's own depenetration.
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if (controller) controller.enabled = false;
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var cc = GetComponent<CharacterController>();
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if (cc) cc.enabled = false;
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// Owner cleanup: the concealment meter is a per-frame skinned-mesh bake + voxelization +
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// physics overlap whose result only feeds the LOCAL player (HUD / gameplay). A remote avatar's
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// concealment is computed on its own owner's machine, so running it here is pure wasted CPU.
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var concealment = GetComponentInChildren<ConcealmentMeter>(true);
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if (concealment) concealment.enabled = false;
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// NOTE: SkinnedColliderBaker deliberately stays ENABLED on remotes. MeshPainter's stamp replay
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// (ApplyNetworkStamp -> DrawBrushGpu) rasterizes the baker's live, per-frame BakedMesh to map a
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// 3D brush placement into UV space; freezing the bake would mis-map replicated paint onto any
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// non-rest pose. Its bake is the necessary cost of correct remote paint, not wasted work.
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// The rig must keep evaluating even while this body is HIDDEN on the local client. During the hide
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// phase a hider's body is hidden on hunter clients (UpdateVisibility sets renderer.enabled = false),
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// and a remote can also sit off-screen. The avatar's Animator is authored as CullUpdateTransforms,
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// which STOPS writing the bone transforms whenever its renderer isn't visible. PlayerPoseController
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// drives the rig through a PlayableGraph on this Animator and resets un-keyed bones to rest every
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// frame, so a culled Animator leaves the rig frozen at the rest/T-pose. SkinnedColliderBaker then
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// bakes that wrong pose, and any paint stamp replicated during the hidden window lands on the wrong
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// body part - a desync that persists once the body is shown again. Forcing AlwaysAnimate keeps the
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// pose (and thus the baked mesh paint replay rasterizes) correct regardless of visibility. Remote
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// replicas only: an owner is never hidden from its own camera.
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foreach (var anim in GetComponentsInChildren<Animator>(true))
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anim.cullingMode = AnimatorCullingMode.AlwaysAnimate;
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// Conversion mode: a hider shot during Seek is despawned and respawned in place as this Hunter
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// variant. Keep the fresh hunter hidden on this (remote) client for a short settle window so nobody
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// sees it appear or interpolate from the spawn frame - the shot hider is already gone, then the
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// hunter cleanly materializes in its place. Detected via the replicated override the server wrote
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// above; it rides the spawn snapshot, so it is already valid here. The owner returned early above
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// (first-person, own body self-hidden), so it is never gated.
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if (!float.IsNaN(_spawnOverride.Value.x))
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{
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_renderGate = true;
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SetBodyRenderers(false); // hide immediately, before the first UpdateVisibility runs
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StartCoroutine(RevealAfterSettle());
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}
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}
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public override void OnNetworkDespawn()
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{
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_isFound.OnValueChanged -= OnFoundChanged;
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}
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/// <summary>Server-only: flag this hider as found by a hunter. Replicates to every client (the body is
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/// hidden for all; the owner drops into free-cam-only spectating). Idempotent.</summary>
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public void ServerMarkFound()
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{
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if (!IsServer || _isFound.Value) return;
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_isFound.Value = true; // OnValueChanged -> ApplyFound on every machine, including this server/host
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}
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private void OnFoundChanged(bool previous, bool current)
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{
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if (current) ApplyFound();
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}
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// A found hider leaves play: the per-client visibility pass hides its body, its baked collider is dropped
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// (so the invisible body neither blocks nor can be hit again), and on the owning client it switches to
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// free-cam-only so the player can still watch the rest of the match. Idempotent.
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private void ApplyFound()
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{
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var baker = GetComponentInChildren<SkinnedColliderBaker>(true);
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if (baker) baker.enabled = false;
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var meshCol = GetComponentInChildren<MeshCollider>(true);
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if (meshCol) meshCol.enabled = false;
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if (IsOwner)
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{
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var controller = GetComponent<PlayerCharacterController>();
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if (controller) controller.enabled = false;
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var cc = GetComponent<CharacterController>();
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if (cc) cc.enabled = false;
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var manager = FindFirstObjectByType<GameModeManager>(FindObjectsInactive.Include);
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if (manager) manager.BindSpectator();
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}
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}
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private void Update() => UpdateVisibility();
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// Per-client visibility: each machine decides whether to render THIS avatar's body from the LOCAL
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// viewer's perspective (hunter bodies are always visible; only hider bodies are ever hidden). A found
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// hider (Classic) is hidden for everyone. Otherwise it depends on the match MODE - see ComputeVisible.
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// The local owner's own body is left alone unless found, so this never fights the FirstPersonController's
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// own-body self-hide.
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private void UpdateVisibility()
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{
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bool found = _isFound.Value;
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if (IsOwner && !found) return;
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// While the conversion render gate is up, the body stays hidden no matter what ComputeVisible says.
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bool visible = !_renderGate && ComputeVisible(found);
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if (_visibilityApplied && visible == _lastVisible) return;
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SetBodyRenderers(visible);
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}
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// Toggles every body renderer and records the applied state for the change-guard above.
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private void SetBodyRenderers(bool visible)
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{
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if (_bodyRenderers != null)
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foreach (var r in _bodyRenderers)
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if (r) r.enabled = visible;
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_lastVisible = visible;
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_visibilityApplied = true;
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}
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// Conversion: drop the render gate after the settle delay so the next visibility pass reveals the hunter
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// at its final, replicated position. Per-client and cosmetic (each client reveals on its own clock).
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private IEnumerator RevealAfterSettle()
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{
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yield return new WaitForSeconds(conversionRevealDelay);
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_renderGate = false;
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}
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// Decides whether THIS avatar's body is rendered for the local viewer. Hunters and non-match avatars are
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// always visible; a Classic-found hider is always hidden; Resolution reveals everyone. The rest is the
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// hider-visibility matrix per mode:
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// Classic - Hide: hidden from hunters only (hiders still see each other); Seek: visible to all.
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// Conversion - Hide: hidden from EVERYONE (hiders don't see each other either); Seek: only hunters see
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// hiders (so they can shoot them; hiders stay blind to each other).
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private bool ComputeVisible(bool found)
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{
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if (found) return false; // Classic: a found hider is out of play, hidden for all
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var match = MatchManager.Instance;
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if (!match || !match.MatchActive) return true; // lobby / no match -> everything visible
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if (role != PlayerRole.Hider) return true; // hunters are always visible
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var phase = match.LocalSubPhase;
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if (phase == MatchManager.MatchSubPhase.Resolution) return true; // all revealed at the end
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if (match.LocalMatchMode == MatchManager.MatchMode.Conversion)
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{
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// Hiders are hidden from each other the whole match; only hunters get to see them, and only
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// during Seek (so the hide phase truly hides them from everyone but themselves).
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if (phase == MatchManager.MatchSubPhase.Hide) return false;
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if (phase == MatchManager.MatchSubPhase.Seek) return LocalViewerIsHunter();
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return true;
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}
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// Classic: hiders are hidden from hunters during Hide only; visible to everyone otherwise.
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if (phase == MatchManager.MatchSubPhase.Hide && LocalViewerIsHunter()) return false;
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return true;
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}
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// True if THIS machine's local player is a Hunter role variant (so it must not see hiders during hide).
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private static bool LocalViewerIsHunter()
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{
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var nm = NetworkManager.Singleton;
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if (!nm || nm.LocalClient == null) return false;
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var po = nm.LocalClient.PlayerObject;
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if (!po) return false;
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var setup = po.GetComponent<NetworkPlayerSetup>();
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return setup && setup.ScopedModes && setup.Role == PlayerRole.Hunter;
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}
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/// <summary>
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/// Places the freshly-spawned owner. Prefers this avatar's role-specific spawn area (Hunter/Hider tag),
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/// then the shared <see cref="spawnAreaTag"/> area; if a matching area is loaded the owner drops at a
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/// random point inside that collider (designer-authored spawn region). With no area present it falls back
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/// to the deterministic client-id ring. Owner-authoritative either way - the NetworkTransform replicates
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/// the result, and PlayerCharacterController captures it on its first Update as the kill-plane rescue target.
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/// </summary>
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private void PlaceAtSpawn()
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{
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if (TryGetSpawnArea(out Collider area))
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PlaceRandomlyInArea(area);
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else
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PlaceOnSpawnRing();
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}
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/// <summary>
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/// Re-asserts the server-delivered Conversion position on the owner. The owner-authoritative
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/// NetworkTransform makes the owner's transform the source of truth, so the server's Instantiate
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/// position alone doesn't stick - the owner must set it here, BEFORE PlayerCharacterController's first
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/// Update snapshots the kill-plane rescue target (otherwise a hider tagged mid-wall-climb spawns, falls
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/// off the fresh hunter capsule below the kill plane, and is rescued to the still-zero default target =
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/// origin). The CharacterController is toggled around the write because it otherwise overrides direct
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/// transform writes (same pattern as PlaceOnSpawnRing/PlaceRandomlyInArea).
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/// </summary>
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private void ApplyOwnerPosition(Vector3 worldPos)
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{
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var cc = GetComponent<CharacterController>();
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bool reenable = cc && cc.enabled;
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if (cc) cc.enabled = false;
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transform.position = worldPos;
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if (cc) cc.enabled = reenable;
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}
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// Resolves the spawn-area collider for this avatar: the Role-specific area (Hunter/Hider) takes priority,
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// then the shared spawnAreaTag area; a miss on both leaves it to the caller's client-id ring fallback.
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private bool TryGetSpawnArea(out Collider area)
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{
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string roleTag = role == PlayerRole.Hunter ? hunterSpawnAreaTag : hiderSpawnAreaTag;
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return TryFindAreaByTag(roleTag, out area) || TryFindAreaByTag(spawnAreaTag, out area);
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}
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// Finds a collider tagged 'tag' in any loaded scene, if present. FindWithTag throws when the tag is
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// undefined (e.g. stripped from a build), so it is guarded - a missing/undefined tag just means "not here".
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private static bool TryFindAreaByTag(string tag, out Collider area)
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{
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area = null;
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if (string.IsNullOrEmpty(tag)) return false;
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GameObject go;
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try { go = GameObject.FindWithTag(tag); }
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catch (UnityException) { return false; }
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if (!go) return false;
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area = go.GetComponent<Collider>();
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return area;
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}
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/// <summary>
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/// Drops the owner at a random point inside the spawn-area collider. X/Z are sampled within the
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/// collider's footprint (rejection-sampled against the convex shape so the irregular outline is honoured,
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/// not just its bounding box); Y sits a touch above the area floor so gravity settles the avatar onto the
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/// ground. The CharacterController is toggled around the move because it otherwise overrides direct
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/// transform writes (same pattern as <see cref="PlaceOnSpawnRing"/>).
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/// </summary>
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private void PlaceRandomlyInArea(Collider area)
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{
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Bounds b = area.bounds;
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bool convex = SupportsClosestPoint(area);
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Vector3 pick = b.center;
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for (int i = 0; i < SpawnAreaSampleAttempts; i++)
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{
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Vector3 p = new Vector3(Random.Range(b.min.x, b.max.x), b.center.y, Random.Range(b.min.z, b.max.z));
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// ClosestPoint returns the input unchanged when it lies inside a convex collider, so an unchanged
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// sample is a point within the real (possibly non-box) footprint.
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if (!convex || (area.ClosestPoint(p) - p).sqrMagnitude <= 1e-6f)
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{
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pick = p;
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break;
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}
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}
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Vector3 target = new Vector3(pick.x, b.min.y + spawnAreaGroundLift, pick.z);
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var cc = GetComponent<CharacterController>();
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bool reenable = cc && cc.enabled;
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if (cc) cc.enabled = false;
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transform.position = target;
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if (cc) cc.enabled = reenable;
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}
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// Collider.ClosestPoint only constrains to the real shape for primitives and CONVEX mesh colliders;
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// a non-convex mesh returns the input unchanged (no containment info), so we fall back to its AABB.
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private static bool SupportsClosestPoint(Collider c)
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|
{
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|
return !(c is MeshCollider mc) || mc.convex;
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|
}
|
|
|
|
/// <summary>
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|
/// Offsets the freshly-spawned owner onto a deterministic ring keyed by its client id so avatars
|
|
/// don't pile up at the shared prefab spawn point. Id 0 (the host) keeps the origin so single-player
|
|
/// "host alone" is unchanged; every later joiner takes the next ring slot, stepping the radius out
|
|
/// once a ring fills. Only X/Z are shifted (gravity settles Y), and the CharacterController is toggled
|
|
/// around the move because it otherwise overrides direct transform writes. Owner-authoritative, so the
|
|
/// NetworkTransform replicates the placement outward.
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|
/// </summary>
|
|
private void PlaceOnSpawnRing()
|
|
{
|
|
if (spawnRingRadius <= 0f || spawnRingSlots < 1) return;
|
|
|
|
ulong id = OwnerClientId;
|
|
if (id == 0) return; // host stays centered
|
|
|
|
ulong k = id - 1;
|
|
int ring = (int)(k / (ulong)spawnRingSlots);
|
|
int slot = (int)(k % (ulong)spawnRingSlots);
|
|
|
|
float radius = spawnRingRadius * (ring + 1);
|
|
// Half-slot stagger per ring so outer slots don't line up radially with inner ones.
|
|
float angle = (slot / (float)spawnRingSlots + ring * 0.5f / spawnRingSlots) * Mathf.PI * 2f;
|
|
Vector3 offset = new Vector3(Mathf.Cos(angle), 0f, Mathf.Sin(angle)) * radius;
|
|
|
|
var cc = GetComponent<CharacterController>();
|
|
bool reenable = cc && cc.enabled;
|
|
if (cc) cc.enabled = false;
|
|
transform.position += offset;
|
|
if (cc) cc.enabled = reenable;
|
|
}
|
|
}
|