- Laser.shader + HunterLaserBeam: additive HDR beam, fade in/out over opacity and thickness, code-driven LineRenderer, tunable emission multiplier. - FirstPersonMode: TryShoot computes world endpoint, fires beam with lateral muzzle offset (right) so it isn't dead-center from hunter view. - NetworkPlayerSetup: shot relay RPCs (owner->server->all) + hit-flash RPC (server->all), flash OR-branch in ComputeXRay. - MatchManager: hit reveal broadcasts X-ray flash first, delays hider removal by hitRevealDelay so the glow is visible before the body vanishes. - MeshPainter reseed: in-place fast path avoids full GPU backend teardown on snapshot apply (no ~70MB RT churn), fixes spawn/paint-load hitch. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
141 lines
6.4 KiB
C#
141 lines
6.4 KiB
C#
using UnityEngine;
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using Unity.Netcode;
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/// <summary>
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/// First-person mode. The player keeps walking (WASD, camera-relative) but the camera moves to the
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/// player's eye (the CameraTarget) with free mouse-look, and the player's mesh is hidden so the body
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/// isn't seen from the inside. The orbit camera input is disabled while here so it doesn't fight for
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/// the cursor; the <see cref="FirstPersonController"/> drives its own dedicated CinemachineCamera.
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/// </summary>
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public class FirstPersonMode : GameMode
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{
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public override string DisplayName => "First Person";
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public override void Enter()
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{
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// Player stays fully controllable; only the view changes.
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SetPlayerControl(true);
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SetPainting(false);
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SetOrbitInputEnabled(false);
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if (Manager.FirstPerson)
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Manager.FirstPerson.SetActive(true);
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}
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public override void Exit()
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{
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// Modes are Enter-only, so first-person must undo its own camera takeover (and unhide the mesh)
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// here; the next mode's Enter restores the player/painter/look-mode state.
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if (Manager.FirstPerson)
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Manager.FirstPerson.SetActive(false);
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SetOrbitInputEnabled(true);
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if (Manager.CameraInput)
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{
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// Carry the first-person facing into the orbit camera so the next orbit mode (Paint / Player
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// Control) keeps the current view angle instead of snapping back to the orbit's last-used angle.
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// Camera.main still shows the first-person view this frame (the brain hasn't blended yet).
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Manager.CameraInput.SyncToView();
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}
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}
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// --- Hunter shooting -------------------------------------------------------------------------------
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// A hunter in first person shoots a single ray from the camera centre on left-click (with a cooldown),
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// but only during the SEEK sub-phase. A hit on an un-found hider is reported to the server, which
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// validates and marks the hider found. Gated on the local avatar actually being a hunter role variant,
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// so the legacy lobby first-person view never shoots.
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private float _nextShootTime;
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private static readonly RaycastHit[] _hits = new RaycastHit[32];
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private static bool _hitsSaturated; // log-once: a saturated buffer can silently drop the true blocker
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// Cached per bound avatar: CanShoot runs every Tick during a match.
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private PlayerCharacterController _setupSource;
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private NetworkPlayerSetup _setup;
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public override void Tick()
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{
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if (!CanShoot()) return;
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if (Time.time < _nextShootTime) return;
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if (!InputUtil.LeftClickedThisFrame()) return;
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_nextShootTime = Time.time + Mathf.Max(0f, MatchManager.Instance.ShootCooldown);
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TryShoot();
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}
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private bool CanShoot()
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{
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var match = MatchManager.Instance;
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if (!match || !match.MatchActive || match.LocalSubPhase != MatchManager.MatchSubPhase.Seek) return false;
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var player = Manager.Player;
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if (!player || !Manager.FirstPerson) return false;
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if (player != _setupSource)
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{
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_setupSource = player;
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_setup = player.GetComponent<NetworkPlayerSetup>();
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}
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return _setup && _setup.ScopedModes && _setup.Role == PlayerRole.Hunter;
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}
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// Beam starts a touch ahead of the eye so the FP near plane doesn't clip it and it reads as coming from
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// the player rather than the exact camera pivot.
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private const float MuzzleForwardOffset = 0.2f;
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// Lateral muzzle offset (world right of the eye) so the beam originates off-centre instead of dead ahead
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// - a dead-centre beam looks bad in first person. Purely visual; the shot raycast stays centred (aim
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// unchanged), only the beam's drawn origin shifts, and the world-space endpoints replicate to peers.
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private const float MuzzleRightOffset = 0.15f;
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private void TryShoot()
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{
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var match = MatchManager.Instance;
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Transform cam = Manager.FirstPerson.transform; // FP vcam sits at the eye, facing the look direction
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float range = Mathf.Max(0f, match.ShootRange);
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Vector3 origin = cam.position;
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Vector3 dir = cam.forward;
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int count = Physics.RaycastNonAlloc(origin, dir, _hits, range, ~0, QueryTriggerInteraction.Ignore);
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if (count == _hits.Length && !_hitsSaturated)
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{
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_hitsSaturated = true;
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Debug.LogWarning($"FirstPersonMode: shot raycast buffer saturated ({count}); the nearest blocker may be missed.");
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}
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Vector3 end = origin + dir * range; // nothing hit -> the beam runs to max range
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if (count > 0)
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{
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// Nearest-first so the shot stops at the first solid thing it meets (a wall blocks; a nearer avatar
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// shields a farther one). The hunter's own body is skipped so looking down doesn't self-block.
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System.Array.Sort(_hits, 0, count, RaycastDistanceComparer.Instance);
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NetworkObject self = Manager.Player ? Manager.Player.GetComponent<NetworkObject>() : null;
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for (int i = 0; i < count; i++)
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{
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var netObj = _hits[i].collider.GetComponentInParent<NetworkObject>();
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if (netObj && self && netObj == self) continue; // skip own body
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end = _hits[i].point; // first non-self solid hit stops the beam here (wall or avatar)
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if (netObj && netObj.IsPlayerObject)
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{
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var setup = netObj.GetComponent<NetworkPlayerSetup>();
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if (setup && setup.Role == PlayerRole.Hider && !setup.IsFound)
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match.ReportHit(netObj.OwnerClientId);
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}
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break; // the first non-self hit decides the shot
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}
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}
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// Fire the beam on every shot (hit or miss), drawn locally and replicated to the other clients.
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// The muzzle sits slightly forward + right of the eye so the beam is off-centre (see MuzzleRightOffset).
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Vector3 muzzle = origin + dir * MuzzleForwardOffset + cam.right * MuzzleRightOffset;
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if (_setup) _setup.FireShot(muzzle, end);
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}
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private sealed class RaycastDistanceComparer : System.Collections.Generic.IComparer<RaycastHit>
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{
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public static readonly RaycastDistanceComparer Instance = new RaycastDistanceComparer();
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public int Compare(RaycastHit a, RaycastHit b) => a.distance.CompareTo(b.distance);
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}
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}
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