Radar: nur sichtbar bei >=1 Target, in First-Person und in der Seek-Phase (Overlay-Kamera getoggelt, Blip-Skripte laufen weiter). Singleton fuer Server-Zugriff. GameModeManager: Kamera + Tab-Moduswechsel erst ab gebundenem Lobby-Player (Inert-Zustand ohne Player, Orbit-Input geparkt). MatchManager: Server tickt im Seek alle radarPingInterval (30s) und broadcastet noch nicht gefundene Hider (NetworkObjectId + radarPingLifetime 3s) nur an Hunter-Clients; jeder Hunter loest lokal auf und spawnt Blips. Ping-Loop in die Seek-Coroutine gefaltet (EndMatch stoppt ihn mit). MatchHud: Ping-Countdown lokal aus Seek-Start + Kadenz berechnet, Format m:ss (0:30..0:01), ausserhalb Seek / bei deaktivierten Pings 0:00. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
116 lines
5.1 KiB
C#
116 lines
5.1 KiB
C#
using System.Collections.Generic;
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using UnityEngine;
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/// <summary>
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/// Sits on the "Radar" overlay object (a disc rendered by the Radar Camera in front of the main camera).
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/// Spawns "Target" blips - clones of the child "Target Template" - each of which continuously points from
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/// the reference camera toward a world-space transform (visualising the bearing camera -> target) and then
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/// destroys itself after a given lifetime. See <see cref="RadarTarget"/> for the per-blip behaviour.
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///
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/// The whole radar overlay is only shown while it is useful: at least one live target, first-person is active,
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/// AND the match is in its Seek phase. It is hidden by switching the overlay camera's rendering off (not by
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/// deactivating the GameObjects), so hidden blips keep counting down their lifetime and self-destruct on schedule.
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/// </summary>
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[DisallowMultipleComponent]
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public sealed class Radar : MonoBehaviour
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{
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/// <summary>The scene's single radar overlay (lives in the persistent Main scene). Hunter clients spawn
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/// hider blips onto it from MatchManager's radar-ping sweep.</summary>
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public static Radar Instance { get; private set; }
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[Tooltip("Template each spawned Target is cloned from. Auto-resolves to the child \"Target Template\".")]
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[SerializeField] private Transform targetTemplate;
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[Tooltip("Camera the direction is measured FROM (camera -> target). Auto-resolves to the Camera this radar sits under.")]
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[SerializeField] private Camera referenceCamera;
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[Tooltip("Overlay camera that renders the radar. Its rendering is toggled off unless the radar should show " +
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"(at least one live target AND first-person active). Auto-resolves to the Camera this radar sits under.")]
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[SerializeField] private Camera radarCamera;
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[Tooltip("First-person rig. The radar is only shown while first-person is active. Empty = found automatically.")]
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[SerializeField] private FirstPersonController firstPerson;
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// Live blips, pruned as they self-destruct; the radar shows only while at least one is alive.
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private readonly List<RadarTarget> _blips = new List<RadarTarget>();
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private void Awake()
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{
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Instance = this;
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if (!targetTemplate)
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{
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var t = transform.Find("Target Template");
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if (t) targetTemplate = t;
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}
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if (!referenceCamera) referenceCamera = GetComponentInParent<Camera>();
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if (!radarCamera) radarCamera = GetComponentInParent<Camera>();
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if (!firstPerson) firstPerson = FindFirstObjectByType<FirstPersonController>(FindObjectsInactive.Include);
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ApplyVisibility(false); // hidden until a target exists, first-person is live AND the match is seeking
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}
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private void OnDestroy()
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{
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if (Instance == this) Instance = null;
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}
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/// <summary>
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/// Spawns a Target blip that each frame orients toward <paramref name="target"/> (from the reference
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/// camera) and destroys itself after <paramref name="lifetime"/> seconds. Returns the spawned blip, or
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/// null if it could not be created.
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/// </summary>
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public RadarTarget Spawn(Transform target, float lifetime)
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{
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if (!target)
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{
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Debug.LogWarning("[Radar] Spawn called without a target transform.", this);
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return null;
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}
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if (!targetTemplate)
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{
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Debug.LogWarning("[Radar] No Target Template assigned or found.", this);
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return null;
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}
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Transform clone = Instantiate(targetTemplate, targetTemplate.parent);
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clone.name = "Target";
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clone.localPosition = targetTemplate.localPosition;
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clone.localScale = targetTemplate.localScale;
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clone.gameObject.SetActive(true);
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var blip = clone.GetComponent<RadarTarget>();
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blip.Init(target, referenceCamera, lifetime);
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_blips.Add(blip);
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return blip;
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}
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// LateUpdate so the count reflects any blip that self-destructed this frame, in step with RadarTarget's aim.
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private void LateUpdate()
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{
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// Drop self-destructed blips (Destroy leaves a fake-null entry behind).
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for (int i = _blips.Count - 1; i >= 0; i--)
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if (!_blips[i]) _blips.RemoveAt(i);
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bool visible = _blips.Count > 0 && firstPerson && firstPerson.enabled && InSeekPhase();
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ApplyVisibility(visible);
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}
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// The radar only makes sense during the seek phase (hunters chasing hiders). Blips only spawn then anyway,
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// but a blip's lifetime can outlast the phase edge, so gating here hides the overlay the instant Seek ends.
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private static bool InSeekPhase()
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{
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var m = MatchManager.Instance;
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return m && m.MatchActive && m.LocalSubPhase == MatchManager.MatchSubPhase.Seek;
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}
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// Shows/hides the whole radar overlay in one toggle (disc + blips) by switching the overlay camera's
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// rendering. The GameObjects stay active, so blips keep ticking down their lifetime while hidden. The
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// overlay renders only the Radar layer, so nothing else is affected.
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private void ApplyVisibility(bool visible)
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{
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if (radarCamera && radarCamera.enabled != visible)
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radarCamera.enabled = visible;
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}
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}
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