- ConcealmentMeter: standalone component measuring the percentage of the character volume embedded inside environment geometry (bake -> voxelize via column ray-stabbing parity -> classify interior voxels against box/sphere/ capsule/convex colliders and terrain). Always-on, throttled, gizmo debug. - SkinnedColliderBaker: sole per-frame collider bake owner for skinned rigs. MeshPainter now delegates baking and only borrows BakedMesh for the GPU raster and cache refresh, so the collider stays fresh outside paint mode. - Move pose assets to Assets/Poses, retire unused Insect scripts to Assets/Unused, restore Paintman.controller; mode scripts and scene updated. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
124 lines
4.0 KiB
C#
124 lines
4.0 KiB
C#
using System.Collections.Generic;
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using UnityEngine;
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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 (Player Control, Paint). The switch
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/// key (Tab) cycles to the next registered mode. Register additional modes in
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/// <see cref="BuildModes"/>. 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("Insect / surface-walk controller. Empty = found automatically.")]
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//public InsectController insect;
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[Header("Switching")]
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[Tooltip("Key that cycles to the next mode.")]
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#if ENABLE_INPUT_SYSTEM
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public Key switchKey = Key.Tab;
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#else
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public KeyCode switchKey = KeyCode.Tab;
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#endif
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[Tooltip("Mode active at startup (0 = Player Control).")]
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public int startModeIndex = 0;
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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 InsectController Insect => insect;
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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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private readonly List<GameMode> _modes = new List<GameMode>();
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private int _activeIndex = -1;
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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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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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//if (!insect) insect = FindFirstObjectByType<InsectController>();
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BuildModes();
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}
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private void Start()
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{
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if (_modes.Count > 0)
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SwitchTo(Mathf.Clamp(startModeIndex, 0, _modes.Count - 1));
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}
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/// <summary>Registers all available modes. Add new modes here.</summary>
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private void BuildModes()
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{
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_modes.Clear();
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// Player Control only joins the Tab cycle when a gravity player is present, so a scene
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// running only the insect walker doesn't trap input in a dead, player-freezing mode.
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if (player)
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_modes.Add(new PlayerControlMode());
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_modes.Add(new PaintMode());
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// Insect mode only joins the Tab cycle when a surface walker is present, so a scene
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// without one behaves exactly as before (no dead, player-freezing mode in the cycle).
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//if (insect)
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// _modes.Add(new InsectMode());
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foreach (var m in _modes)
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m.Bind(this);
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}
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private void Update()
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{
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if (_modes.Count == 0) return;
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if (WasSwitchPressed())
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SwitchTo((_activeIndex + 1) % _modes.Count);
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ActiveMode?.Tick();
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}
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/// <summary>Activates the mode at <paramref name="index"/> (Exit old, Enter new).</summary>
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public void SwitchTo(int index)
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{
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if (index < 0 || index >= _modes.Count || index == _activeIndex) return;
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ActiveMode?.Exit();
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_activeIndex = index;
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ActiveMode.Enter();
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Debug.Log($"[GameModeManager] Mode -> {ActiveMode.DisplayName}", this);
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ModeChanged?.Invoke(ActiveMode);
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}
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private bool WasSwitchPressed()
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{
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#if ENABLE_INPUT_SYSTEM
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return Keyboard.current != null && Keyboard.current[switchKey].wasPressedThisFrame;
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#else
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return Input.GetKeyDown(switchKey);
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#endif
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}
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}
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