Files
chameleon/Assets/Scripts/SpectatorSetup.cs
T
adminandClaude Opus 4.8 91ce8ff329 Replace stripped-player spectator with a minimal dedicated prefab
Mid-match joiners now spawn a dedicated empty Spectator prefab (NetworkObject
+ SpectatorSetup only) instead of a fully stripped Player prefab. The FreeCam
rig is a standalone scene object in Main, so the spectator needs no avatar body,
renderer, collider, or CharacterController -- eliminating the leftover-body
artifact and the fragile per-peer strip path entirely.

- SpectatorSetup.cs (new): owner binds GameModeManager.BindSpectator (FreeCam-only)
- Spectator.prefab (new): empty avatar (Transform + NetworkObject + SpectatorSetup),
  registered in DefaultNetworkPrefabs, wired on MatchManager in Main
- GameModeManager: add BindSpectator/BuildSpectatorModes; drop the spectator
  branch from BindLocalPlayer; ReleaseToNoPlayer frees the cursor on teardown
- MatchManager: independent entropy-seeded RNG for fair hunter pick (was sharing
  the global engine RNG and always landing on the same client); spawn the
  spectator prefab for mid-match joiners; cursor-safe return-to-Main teardown
- FreeCamController: guard IgnorePlayerCollision against a disabled capsule

Also bundled (unrelated user asset/UI edits): PaintHudPanel layout tuning,
font atlas (arialroundedmtprocyr_bold SDF), forestpack_foliage material.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-28 00:31:49 +02:00

23 lines
978 B
C#

using Unity.Netcode;
using UnityEngine;
/// <summary>
/// Per-avatar glue for a mid-match SPECTATOR. The spectator object is deliberately empty - no body, no
/// renderer, no collider, no controller - because the free-fly camera is a separate, persistent scene
/// object (in Main) that drives its own rig off Camera.main and needs nothing from this avatar. So the
/// spectator only has to exist as the owner's player object and flip the local mode set to free-cam-only.
/// The owner does that here; remote peers do nothing (there is no body to show or simulate). When the
/// host ends the match, MatchManager respawns this client as a neutral lobby Player.
/// </summary>
[DisallowMultipleComponent]
public class SpectatorSetup : NetworkBehaviour
{
public override void OnNetworkSpawn()
{
if (!IsOwner) return;
var manager = FindFirstObjectByType<GameModeManager>(FindObjectsInactive.Include);
if (manager) manager.BindSpectator();
}
}