M1: add client-local follow camera (position-follow, anti-nausea)

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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megaproxy 2026-07-12 17:13:28 +01:00
parent 41d8e29632
commit 03cbfc8cc9

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using UnityEngine;
namespace Jankenbots.Prototype
{
/// <summary>
/// JANKENBOTS M1 — client-local follow camera for the shared bot.
///
/// WHY THIS EXISTS: two pilots are each fighting for control of one janky body;
/// the camera's whole job is to let a friend WATCH that chaos without becoming
/// part of it. This is deliberately NOT a NetworkBehaviour — every client frames
/// their own view locally off the shared, replicated chassis transform. There is
/// nothing here for the host to authorize or sync.
///
/// THE NAUSEA DECISION: the bot is designed to tip, spin, and lurch (that's the
/// whole "janky" bit — see TreadPart's lock-pivot + passive-lean). A camera that
/// rigidly inherits the chassis' rotation would roll and yaw right along with it,
/// which reads as motion-sickness fuel, not slapstick. So this rig follows the
/// chassis POSITION ONLY, holds a FIXED WORLD-SPACE offset (behind + above, using
/// world axes, not the bot's own forward/up), and separately looks-at the bot.
/// The tradeoff: the camera won't "face the way the bot is facing" the way a
/// chase-cam in a racing game would, so if the bot spins in place the framing
/// doesn't spin with it — on purpose. If M1 playtesting says the view feels too
/// detached (the bot wanders out of frame during a hard turn), the next lever to
/// pull is following bot YAW ONLY (ignore pitch/roll) rather than full rotation —
/// not implemented here to keep v0.1 dead simple and guaranteed comfortable.
///
/// Position smooths with SmoothDamp (velocity-aware, no overshoot-then-snap-back);
/// the look-at direction smooths separately with a Slerp so the camera doesn't
/// whip-pan when the bot lurches sideways. Tuning fields are public so we can dial
/// the feel live in the inspector while friends are playing.
/// </summary>
public class FollowCamera : MonoBehaviour
{
[Header("Target")]
[Tooltip("The bot chassis to follow. Leave empty to auto-find at Start (by name 'Bot', falling back to any SeatManager in the scene) — handy if the bot ends up spawned rather than placed in-scene.")]
public Transform target;
[Tooltip("Name to search for if Target is empty. Matches the in-scene Bot chassis GameObject.")]
public string targetFallbackName = "Bot";
[Header("Framing — fixed WORLD-space offset from the target")]
[Tooltip("Offset from the target's position, in WORLD axes (NOT the bot's local axes — see the nausea note in the class doc). Default sits behind and above a bot-scale body.")]
public Vector3 worldOffset = new Vector3(0f, 8f, -12f);
[Header("Smoothing")]
[Tooltip("Approximate time (seconds) for the camera position to catch up to the target. Bigger = lazier/smoother, smaller = snappier/closer to rigid.")]
[Range(0.02f, 2f)]
public float positionSmoothTime = 0.25f;
[Tooltip("Degrees/sec cap the look-at direction can rotate. Keeps a sudden bot lurch from whip-panning the view.")]
public float lookAtDegreesPerSecond = 180f;
[Tooltip("Extra height added to the look-at point above the target's pivot, so we frame the bot's body rather than staring at its feet.")]
public float lookAtHeightOffset = 1f;
// SmoothDamp's running velocity state — it owns this between calls, we just hand it back each frame.
Vector3 _positionVelocity;
// Current look direction, slewed toward the target each frame — separate from position
// smoothing so a fast reposition doesn't also whip the facing around.
Quaternion _currentLookRotation;
void Start()
{
if (target == null)
target = FindTarget();
if (target != null)
{
// Snap framing on the first frame instead of smoothing in from wherever the
// camera happens to sit in the scene/editor.
transform.position = target.position + worldOffset;
_currentLookRotation = Quaternion.LookRotation(LookPoint() - transform.position, Vector3.up);
transform.rotation = _currentLookRotation;
}
}
// Runs AFTER Update/physics/NetworkTransform have moved the target this frame, so we're
// always chasing its latest replicated position rather than a stale one.
void LateUpdate()
{
if (target == null)
{
target = FindTarget();
if (target == null) return; // bot not in the scene yet — nothing to frame
}
// ---- Position: SmoothDamp toward target + fixed world offset ---------------
Vector3 desiredPosition = target.position + worldOffset;
transform.position = Vector3.SmoothDamp(
transform.position, desiredPosition, ref _positionVelocity, positionSmoothTime);
// ---- Look-at: Slerp the facing toward the target, capped in degrees/sec -----
// Position-follow-only (see class doc) means we still need to actively aim at
// the bot rather than inherit its rotation — this is that aim, smoothed so a
// sudden tip doesn't snap the view.
Vector3 toTarget = LookPoint() - transform.position;
if (toTarget.sqrMagnitude > 0.0001f)
{
Quaternion desiredLook = Quaternion.LookRotation(toTarget, Vector3.up);
_currentLookRotation = Quaternion.RotateTowards(
_currentLookRotation, desiredLook, lookAtDegreesPerSecond * Time.deltaTime);
transform.rotation = _currentLookRotation;
}
}
Vector3 LookPoint() => target.position + Vector3.up * lookAtHeightOffset;
// Fallback target resolution: by name first (matches the in-scene "Bot" chassis),
// then by any SeatManager in the scene (the chassis is where SeatManager lives —
// see SeatManager.cs) in case the bot ends up renamed or spawned from a prefab.
Transform FindTarget()
{
if (!string.IsNullOrEmpty(targetFallbackName))
{
var byName = GameObject.Find(targetFallbackName);
if (byName != null) return byName.transform;
}
var seats = Object.FindFirstObjectByType<SeatManager>();
return seats != null ? seats.transform : null;
}
}
}