- OverviewMenu: taunt button (manual ping + close, hider/seek-only), Tab triggers the Escape chain (TypingGuard-gated) - GameModeManager: LocalPlayerIsHider helper, allow E-ping in free cam (Q/E no longer used for movement) - FreeCamController: vertical movement only via Space/Ctrl - Icons: Icon_taunt (wired), Icon_firstperson_paint (unwired, for later) Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
555 lines
25 KiB
C#
555 lines
25 KiB
C#
using System.Collections.Generic;
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using UnityEngine;
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using Unity.Cinemachine;
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using Chameleon.Components;
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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. Modes are selected via the overview (Esc) menu
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/// (see <see cref="OverviewMenu"/>, which calls <see cref="TrySwitchTo{T}"/>). The mode set is
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/// scoped to the local avatar's <see cref="PlayerRole"/> when it spawns (Hunter: First Person +
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/// Paint; Hider: Player Control + Paint + Free Cam); a non-networked scene uses the full set.
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/// 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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[Header("Switching")]
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[Tooltip("Mode active at startup (0 = Player Control).")]
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public int startModeIndex = 0;
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[Header("Hider radar ping")]
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[Tooltip("Key a HIDER presses to manually ping itself on every hunter's radar during Seek - the same blip " +
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"as the periodic sweep, on demand. Ignored for hunters, outside Seek, and in Free Cam (whose fly " +
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"controls already use this key).")]
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#if ENABLE_INPUT_SYSTEM
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public Key pingKey = Key.E;
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#else
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public KeyCode pingKey = KeyCode.E;
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#endif
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[Header("Player collision")]
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[Tooltip("ON = players physically block each other (default). OFF = the local player passes through every " +
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"other player - their CharacterController stops colliding with other players' body colliders. " +
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"Only affects player-vs-player; environment collision is unchanged. Can be toggled live in Play mode.")]
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[SerializeField] private bool playersCollide = true;
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/// <summary>Whether players physically block each other. Setting it re-applies on the next frame.</summary>
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public bool PlayersCollide
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{
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get => playersCollide;
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set { playersCollide = value; _playerCollisionDirty = true; }
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}
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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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/// <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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/// <summary>Raised when the painter the HUD should edit changes - i.e. when the local
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/// networked avatar spawns and <see cref="BindLocalPlayer"/> binds its per-avatar painter.
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/// With spawn-on-connect there is no painter at scene start, so the paint HUD follows this
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/// to (re)bind its widgets to the live painter once it exists.</summary>
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public event System.Action<MeshPainter> PainterChanged;
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private readonly List<GameMode> _modes = new List<GameMode>();
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private int _activeIndex = -1;
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private bool _paused;
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private int _resumeIndex = -1;
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private bool _loadFrozen; // true while the pre-match Loading barrier is holding the local player still
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private PlayerRole? _localRole; // bound local avatar's role (null = pre-spawn / spectator / unscoped lobby)
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// Player-collision reconciler state (see ReconcilePlayerCollision). Non-serialized: reset each play session.
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private bool _playerCollisionDirty = true; // force a re-apply (startup, toggle flip, inspector edit)
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private CharacterController _localCapsule; // the local player's capsule, cached to detect a respawn swap
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private void OnValidate() => _playerCollisionDirty = true; // an inspector toggle takes effect next frame
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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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/// <summary>The registered role-scoped mode set (read-only; the overview menu builds its buttons from this).</summary>
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public IReadOnlyList<GameMode> Modes => _modes;
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/// <summary>True while gameplay is suspended for a modal overlay (see <see cref="SetPaused"/>).</summary>
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public bool IsPaused => _paused;
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/// <summary>True while the bound local avatar is a hider (drives the overview menu's taunt button).</summary>
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public bool LocalPlayerIsHider => _localRole == PlayerRole.Hider;
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/// <summary>The active mode, or - while paused - the mode that will resume. Null in the no-player state.</summary>
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public GameMode EffectiveMode =>
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ActiveMode ?? ((_resumeIndex >= 0 && _resumeIndex < _modes.Count) ? _modes[_resumeIndex] : null);
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/// <summary>Switches to the registered mode of type <typeparamref name="T"/>; false if the
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/// current role-scoped set has none.</summary>
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public bool TrySwitchTo<T>() where T : GameMode
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{
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for (int i = 0; i < _modes.Count; i++)
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if (_modes[i] is T) { SwitchTo(i); return true; }
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return false;
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}
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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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BuildModes(null);
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}
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private void Start()
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{
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// Go live only when this scene already holds a player to control (a scene-placed avatar). In the
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// networked Main scene the avatar spawns on connect, so the manager stays inert - no camera control,
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// no mode switching - until BindLocalPlayer promotes it once the lobby avatar exists. Without this,
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// the pre-spawn menu already lets you orbit the camera and switch modes with no player.
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if (player && _modes.Count > 0)
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SwitchTo(Mathf.Clamp(startModeIndex, 0, _modes.Count - 1));
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else
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EnterNoPlayerState();
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}
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/// <summary>Registers the modes for the current context. Without a role (no networked avatar yet,
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/// or a non-networked scene) the full set is built from whichever rigs are present. With a role the
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/// set is scoped to that side and ordered so index 0 is its intended start mode. Add new modes here.</summary>
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private void BuildModes(PlayerRole? role)
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{
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_modes.Clear();
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switch (role)
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{
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case PlayerRole.Hunter:
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if (firstPerson) _modes.Add(new FirstPersonMode());
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_modes.Add(new PaintMode());
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break;
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case PlayerRole.Hider:
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if (player) _modes.Add(new PlayerControlMode());
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_modes.Add(new PaintMode());
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if (freeCam) _modes.Add(new FreeCamMode());
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break;
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default:
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// No role: legacy full set, gated on whichever rigs exist (a player-less pre-spawn
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// stays in Paint rather than a dead frozen Player Control).
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if (player) _modes.Add(new PlayerControlMode());
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_modes.Add(new PaintMode());
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if (freeCam) _modes.Add(new FreeCamMode());
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if (firstPerson) _modes.Add(new FirstPersonMode());
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break;
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}
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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>Spectator mode set for a mid-match joiner: free-fly camera only (no player control, no
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/// paint). They can fly around and watch, but not play, until the host ends the match (then they
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/// respawn as a neutral lobby Player). Falls back to nothing if the scene has no free-cam rig.</summary>
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private void BuildSpectatorModes()
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{
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_modes.Clear();
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if (freeCam) _modes.Add(new FreeCamMode());
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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 a mid-match spectator. The spectator object is empty (no body/painter to bind), so just clear
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/// the player/painter and switch the cycle to free-cam-only. The free-cam rig is a separate persistent
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/// scene object that flies off Camera.main, so it needs nothing from the spectator. Called from
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/// <see cref="SpectatorSetup"/> on the owning client.
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/// </summary>
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public void BindSpectator()
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{
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_paused = false;
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_resumeIndex = -1;
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ClearPlayerBindings();
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TearDownActiveMode();
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BuildSpectatorModes();
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SwitchTo(0);
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}
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/// <summary>Drops the player/painter bindings and notifies painter-following UI.</summary>
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private void ClearPlayerBindings()
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{
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player = null;
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painter = null;
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_localRole = null; // spectator / released: no hider ping
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PainterChanged?.Invoke(null);
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}
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/// <summary>Exits the active mode and marks no mode active.</summary>
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private void TearDownActiveMode()
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{
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ActiveMode?.Exit();
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_activeIndex = -1;
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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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// A fresh bind is a definitive state reset - drop any modal pause so the new avatar starts live.
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_paused = false;
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_resumeIndex = -1;
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var setup = localPlayer.GetComponent<NetworkPlayerSetup>();
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player = localPlayer;
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// Re-point UNCONDITIONALLY: on a lobby->match respawn the old painter is Destroy-pending (still
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// non-null), so a `if (!painter)` guard would keep the stale reference and the new avatar's
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// painter would never be mode-toggled.
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painter = localPlayer.GetComponentInChildren<MeshPainter>(true);
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PainterChanged?.Invoke(painter);
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Transform camTarget = localPlayer.transform.Find("CameraTarget");
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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)
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{
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vcam.Follow = camTarget;
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vcam.LookAt = camTarget;
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// Follow (and its lossyScale) is live now - start at this avatar's scaled default zoom
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// instead of inheriting the previous avatar's radius.
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cameraInput.ResetZoom();
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}
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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 scoped to this avatar's role.
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TearDownActiveMode();
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// Lobby avatar -> full set; match variant -> its role's modes. Scope is baked per prefab
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// variant, so it follows the spawned avatar with no replicated-phase timing race.
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if (setup && setup.ScopedModes)
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{
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_localRole = setup.Role;
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BuildModes(setup.Role);
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}
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else
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{
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_localRole = null; // unscoped lobby avatar: no hider ping
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BuildModes(null);
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}
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// Index 0 is each set's intended start mode.
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SwitchTo(0);
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}
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/// <summary>
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/// Drops back to a player-less state when the local avatar is gone (disconnect / server shutdown
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/// returns the session to the empty Main scene). Tears down the active mode so any FreeCam/First-Person
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/// camera takeover is undone (which unlocks the cursor), clears the mode cycle, and - crucially - parks
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/// the persistent orbit input in Disabled: it otherwise re-locks the cursor every frame while
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/// AlwaysActive, so a one-off unlock would be reverted next frame and the OS cursor would stay captured
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/// with no avatar to control. A reconnect's <see cref="BindLocalPlayer"/> restores everything.
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/// </summary>
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public void ReleaseToNoPlayer()
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{
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TearDownActiveMode();
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_modes.Clear();
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ClearPlayerBindings();
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EnterNoPlayerState();
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}
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/// <summary>
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/// Puts the manager in the inert "no local player" state: no active mode, the persistent orbit input
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/// parked in Disabled (it otherwise re-locks the cursor every frame while AlwaysActive, so a one-off
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/// unlock would be reverted next frame) and the cursor freed. Entered at startup in a networked scene
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/// before the lobby avatar spawns, and again after it is gone (see <see cref="ReleaseToNoPlayer"/>).
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/// <see cref="BindLocalPlayer"/> / <see cref="BindSpectator"/> promote out of it. With no active mode
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/// (_activeIndex < 0) Update is inert and the overview menu refuses to open, so nothing can
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/// bootstrap a mode from here.
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/// </summary>
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private void EnterNoPlayerState()
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{
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_paused = false;
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_resumeIndex = -1;
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_activeIndex = -1;
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if (cameraInput)
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cameraInput.LookMode = ThirdPersonOrbitInput.OrbitLookMode.Disabled;
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// Belt-and-braces explicit release (covers the orbit input being absent/disabled).
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InputUtil.SetCursorLocked(false);
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// The cycle is inert (no SwitchTo runs), so notify mode-following UI explicitly - otherwise the
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// paint HUD (hides only via ModeChanged) would stay open after a shutdown during PaintMode.
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ModeChanged?.Invoke(null);
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}
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/// <summary>
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/// Pauses/resumes local gameplay for a full-screen modal overlay (the Esc session panel). Suppresses
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/// ALL local input and frees the cursor WITHOUT tearing down the mode cycle, so resuming re-enters
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/// the exact mode that was active. Deliberately never Exits the active mode: the FP/free-cam vcam
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/// keeps its priority, so the view stays frozen instead of blending back to the orbit camera (no
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/// jump on open), and the resumed mode's snap-to-current-view is a no-op (no jump on close).
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/// </summary>
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public void SetPaused(bool paused)
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{
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if (paused == _paused) return;
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_paused = paused;
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if (paused)
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{
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_resumeIndex = _activeIndex;
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_activeIndex = -1; // bookkeeping: no live mode while paused (Tick won't run)
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// Freeze every input source without touching vcam priorities: dropping the FP/freecam
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// `enabled` freezes their look in place; a Disabled orbit look-mode stops the per-frame
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// cursor re-grab. At most one rig is ever enabled, so disabling both is safe.
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if (player) player.ControlEnabled = false;
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if (painter) painter.PaintingEnabled = false;
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if (firstPerson) firstPerson.enabled = false;
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if (freeCam) freeCam.enabled = false;
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if (cameraInput)
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{
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cameraInput.enabled = true;
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cameraInput.LookMode = ThirdPersonOrbitInput.OrbitLookMode.Disabled;
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}
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InputUtil.SetCursorLocked(false);
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ModeChanged?.Invoke(null); // hide mode-following UI (the paint HUD) beneath the overlay
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}
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else
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{
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int resume = _resumeIndex;
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_resumeIndex = -1;
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if (resume >= 0 && resume < _modes.Count)
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{
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// Re-Enter the SAME mode (never Exited): its sync-to-current-view is a no-op -> no jump.
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_activeIndex = resume;
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ActiveMode.Enter();
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ModeChanged?.Invoke(ActiveMode);
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}
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else
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ModeChanged?.Invoke(ActiveMode);
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}
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}
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private void Update()
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{
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// Independent of mode/pause: keep player-vs-player collision matching the toggle every frame.
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ReconcilePlayerCollision();
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if (_paused) return;
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if (_modes.Count == 0) return;
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// No active mode = the inert no-player state (pre-lobby, or after ReleaseToNoPlayer). Skip the
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// Tick so no camera rig is driven until a bind.
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if (_activeIndex < 0) return;
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// Pre-match loading barrier: hold the local player frozen (no movement, painting or mode switching)
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// until every client has finished loading and the Hide phase begins. Re-asserted each frame so nothing
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// sneaks input in; on release the active mode is re-entered to restore its intended control state
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// without a camera jump (exactly like SetPaused's resume - the mode was never Exited).
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if (MovementGated())
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{
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if (player)
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{
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player.ControlEnabled = false;
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player.GravityEnabled = false; // hover in place; don't settle to the floor while loading
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}
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if (painter) painter.PaintingEnabled = false;
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// Hide the own body so the frozen avatar doesn't hang in the half-loaded world. Re-asserted every
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// frame (not once) because a lobby->match respawn rebinds `player` mid-load, so the fresh avatar
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// must be hidden too.
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SetOwnerBodyHidden(true);
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_loadFrozen = true;
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return;
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}
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if (_loadFrozen)
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{
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_loadFrozen = false;
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if (player) player.GravityEnabled = true; // Enter() doesn't touch gravity, so restore it here
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SetOwnerBodyHidden(false); // show the body, then let Enter() re-hide it if first-person
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ActiveMode?.Enter();
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}
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// Resolution (the reveal window) is watch-only: force out of Paint and keep mode switching from
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// re-entering. No restore needed - the end-of-match respawn rebuilds the cycle at index 0.
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if (PaintSuppressed() && ActiveMode is PaintMode)
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{
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int fallback = FirstNonPaintFrom(0);
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if (fallback >= 0) SwitchTo(fallback);
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else if (painter) painter.PaintingEnabled = false; // degenerate paint-only set: at least stop painting
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}
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// A hider manually pings itself onto every hunter's radar (same blip as the periodic sweep), on demand.
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// Works in every mode incl. Free Cam (its fly controls no longer use Q/E); the phase/role gate lives in
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// MatchManager (RequestManualPing no-ops outside Seek / for a found hider), so a stray press is harmless.
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if (_localRole == PlayerRole.Hider &&
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InputUtil.GameplayKeyPressed(pingKey) && MatchManager.Instance)
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MatchManager.Instance.RequestManualPing();
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ActiveMode?.Tick();
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}
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/// <summary>True while the local match is in its resolution (reveal) phase, during which painting is
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/// disabled for the local player regardless of role.</summary>
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private bool PaintSuppressed()
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{
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var match = MatchManager.Instance;
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return match && match.MatchActive &&
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match.LocalSubPhase == MatchManager.MatchSubPhase.Resolution;
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}
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/// <summary>True while the local match is in its pre-Hide LOADING barrier, during which the local player is
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/// frozen (no movement, painting or mode switching) until every client has finished loading.</summary>
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private bool MovementGated()
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{
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var match = MatchManager.Instance;
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return match && match.MatchActive &&
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match.LocalSubPhase == MatchManager.MatchSubPhase.Loading;
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}
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// Keeps player-vs-player collision in sync with `playersCollide`. Only the LOCAL owner's CharacterController
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// actively depenetrates (remote replicas run with their controller disabled), and it collides with the other
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// avatars' body MeshColliders (and conversion statues, which carry the same runtime paint collider) - so
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// making the local capsule ignore those colliders is a complete, per-machine way to let the player pass
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|
// through both. Environment collision is untouched.
|
|
//
|
|
// While OFF this re-asserts every frame (n = a handful of avatars, so it is cheap) because Physics.IgnoreCollision
|
|
// is fragile exactly here: its state resets whenever a collider is disabled/re-enabled (teleports toggle the
|
|
// capsule) and a freshly-spawned avatar's MeshCollider only appears a frame after spawn. Re-applying each frame
|
|
// sidesteps all of that. While ON it does one restoring pass on a change, then stays idle (collision is the default).
|
|
private void ReconcilePlayerCollision()
|
|
{
|
|
var capsule = player ? player.GetComponent<CharacterController>() : null;
|
|
|
|
bool changed = _playerCollisionDirty || capsule != _localCapsule;
|
|
_playerCollisionDirty = false;
|
|
_localCapsule = capsule;
|
|
|
|
if (playersCollide)
|
|
{
|
|
// Collisions on: only act on a transition (toggle flip / new capsule) to restore the pairs we ignored.
|
|
if (changed) ApplyPlayerCollisionIgnore(capsule, false);
|
|
return;
|
|
}
|
|
|
|
// Collisions off: re-assert the ignore against every current avatar (see the fragility note above).
|
|
ApplyPlayerCollisionIgnore(capsule, true);
|
|
}
|
|
|
|
// Ignores (or restores) collision between the local capsule and every OTHER avatar's body collider,
|
|
// plus every conversion statue (its own paint MeshCollider - otherwise the local player still bumps into
|
|
// statues while the toggle is off, since statues aren't NetworkPlayerSetup avatars).
|
|
private void ApplyPlayerCollisionIgnore(CharacterController capsule, bool ignore)
|
|
{
|
|
if (!capsule) return; // no local player (pre-spawn / spectator / found) - nothing to gate
|
|
|
|
var avatars = NetworkPlayerSetup.Active;
|
|
for (int i = 0; i < avatars.Count; i++)
|
|
{
|
|
var avatar = avatars[i];
|
|
if (!avatar || avatar.IsOwner) continue;
|
|
var col = avatar.BodyCollider;
|
|
if (col && col.enabled) Physics.IgnoreCollision(capsule, col, ignore);
|
|
}
|
|
|
|
var statues = MatchStatue.Active;
|
|
for (int i = 0; i < statues.Count; i++)
|
|
{
|
|
var statue = statues[i];
|
|
if (!statue) continue;
|
|
var col = statue.BodyCollider;
|
|
if (col && col.enabled) Physics.IgnoreCollision(capsule, col, ignore);
|
|
}
|
|
}
|
|
|
|
// Cached body/fur renderers of the currently bound local avatar, re-resolved only when `player` changes
|
|
// (a lobby->match respawn rebinds mid-load), so the per-frame Loading hide doesn't walk the hierarchy each tick.
|
|
private PlayerCharacterController _bodyHideOwner;
|
|
private SkinnedMeshRenderer[] _bodyHideRenderers;
|
|
private FurShellRenderer[] _bodyHideFur;
|
|
|
|
/// <summary>Hides/shows the LOCAL player's own body (skinned mesh + fur) during the pre-match loading freeze,
|
|
/// so the owner doesn't watch its frozen avatar hang in the half-loaded world. Local-only (renderer.enabled
|
|
/// is not replicated, so remotes are unaffected - their view is driven by <see cref="NetworkPlayerSetup"/>).
|
|
/// On show the freeze release re-enters the active mode, so first-person re-applies its own-body self-hide.</summary>
|
|
private void SetOwnerBodyHidden(bool hidden)
|
|
{
|
|
if (player != _bodyHideOwner)
|
|
{
|
|
_bodyHideOwner = player;
|
|
_bodyHideRenderers = player ? player.GetComponentsInChildren<SkinnedMeshRenderer>(true) : null;
|
|
_bodyHideFur = player ? player.GetComponentsInChildren<FurShellRenderer>(true) : null;
|
|
}
|
|
|
|
if (_bodyHideRenderers != null)
|
|
foreach (var r in _bodyHideRenderers)
|
|
if (r) r.enabled = !hidden;
|
|
// Fur draws via a GPU-instanced camera hook, not a Renderer, so the skinned-mesh toggle misses it;
|
|
// disabling the component unsubscribes that hook (mirrors FirstPersonController.SetMeshHidden).
|
|
if (_bodyHideFur != null)
|
|
foreach (var f in _bodyHideFur)
|
|
if (f) f.enabled = !hidden;
|
|
}
|
|
|
|
/// <summary>First non-Paint mode index at or after <paramref name="start"/> (wrapping once through the
|
|
/// cycle); -1 if the set has no non-paint mode (a degenerate paint-only configuration).</summary>
|
|
private int FirstNonPaintFrom(int start)
|
|
{
|
|
for (int step = 0; step < _modes.Count; step++)
|
|
{
|
|
int i = (start + step) % _modes.Count;
|
|
if (!(_modes[i] is PaintMode)) return i;
|
|
}
|
|
return -1;
|
|
}
|
|
|
|
/// <summary>Activates the mode at <paramref name="index"/> (Exit old, Enter new).</summary>
|
|
public void SwitchTo(int index)
|
|
{
|
|
if (index < 0 || index >= _modes.Count || index == _activeIndex) return;
|
|
|
|
ActiveMode?.Exit();
|
|
_activeIndex = index;
|
|
ActiveMode.Enter();
|
|
|
|
Debug.Log($"[GameModeManager] Mode -> {ActiveMode.DisplayName}", this);
|
|
ModeChanged?.Invoke(ActiveMode);
|
|
}
|
|
}
|