M1: add networked rigged player avatar (run-around character)

- Import Hodaart Low Poly Character Collection 3 (humanoid-rigged, LFS)
- PlayerAvatar.cs: owner-authoritative CharacterController movement, animation
  derived from measured speed on every client (no NetworkAnimator needed)
- OwnerAuthNetworkTransform.cs: owner-authoritative NetworkTransform
- PlayerLocomotion.controller: Idle/Walk/Run 1D blend tree on Speed (reuses
  Hodaart clips)
- PlayerCharacter.prefab (Character 01 + CC + NetworkObject + owner NT +
  PlayerAvatar + Animator w/ humanoid avatar); registered as PlayerPrefab
- Verified in play: spawns, visible, Idle pose (rig animates), owner-auth

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
megaproxy 2026-07-12 18:43:39 +01:00
parent 5db61fdb57
commit 94951ec70a
141 changed files with 287727 additions and 1 deletions

View file

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using Unity.Netcode;
using UnityEngine;
using UnityEngine.InputSystem;
namespace Jankenbots.Prototype
{
/// <summary>
/// JANKENBOTS — networked run-around PLAYER avatar (the rigged low-poly
/// character). This is the foundation for the timed junkyard "gather parts"
/// phase: each player controls one of these, runs around, and (later) hauls
/// scrap back to build the bot. Driving the finished bot happens from player
/// stands, so the avatar and the tread controls are separate systems.
///
/// NETCODE: OWNER-authoritative. Only the owning client reads input and moves
/// its CharacterController; an <see cref="OwnerAuthNetworkTransform"/> on the
/// same object replicates the resulting motion to everyone. No host round-trip
/// on your own movement → it feels responsive.
///
/// ANIMATION: derived LOCALLY on every client from the avatar's measured
/// horizontal speed (position delta / dt), fed into the Animator's "Speed"
/// float, which drives an Idle→Walk→Run 1-D blend tree. Because observers
/// measure the same replicated motion the owner produces, the animation stays
/// in sync with zero extra network traffic — no NetworkAnimator needed.
///
/// NOTE: reads WASD, same keys as the bot's TreadPart — fine while testing the
/// avatar in isolation; the real game separates "running" from "driving" via
/// the (future) player-stand flow, so a player is never doing both at once.
/// </summary>
[RequireComponent(typeof(CharacterController))]
public class PlayerAvatar : NetworkBehaviour
{
[Header("Movement")]
[Tooltip("Run speed in m/s.")]
public float moveSpeed = 5f;
[Tooltip("How fast the avatar turns to face its movement direction (deg/s).")]
public float turnSpeed = 720f;
[Tooltip("Gravity (m/s^2, negative). Keeps the CharacterController grounded.")]
public float gravity = -20f;
[Header("Animation")]
[Tooltip("Speed value the Animator treats as full-run, for normalising the blend.")]
public float runAnimSpeed = 5f;
CharacterController _cc;
Animator _anim;
float _vy; // vertical velocity (gravity)
Vector3 _lastPos;
float _animSpeed;
static readonly int SpeedHash = Animator.StringToHash("Speed");
void Awake()
{
_cc = GetComponent<CharacterController>();
_anim = GetComponentInChildren<Animator>();
_lastPos = transform.position;
}
public override void OnNetworkSpawn()
{
_lastPos = transform.position;
// Fan owners out a little so multiple players don't stack on the origin.
if (IsOwner)
{
float a = OwnerClientId * 1.3f;
transform.position += new Vector3(Mathf.Cos(a), 0f, Mathf.Sin(a)) * (2f + OwnerClientId);
_lastPos = transform.position;
}
}
void Update()
{
if (!IsSpawned) return;
if (IsOwner) OwnerMove();
// Animation on EVERY client, from measured horizontal speed.
Vector3 delta = transform.position - _lastPos;
delta.y = 0f;
float measured = delta.magnitude / Mathf.Max(Time.deltaTime, 1e-4f);
_lastPos = transform.position;
_animSpeed = Mathf.Lerp(_animSpeed, measured, 12f * Time.deltaTime);
if (_anim != null) _anim.SetFloat(SpeedHash, _animSpeed);
}
void OwnerMove()
{
var kb = Keyboard.current;
float h = 0f, v = 0f;
if (kb != null)
{
if (kb.aKey.isPressed || kb.leftArrowKey.isPressed) h -= 1f;
if (kb.dKey.isPressed || kb.rightArrowKey.isPressed) h += 1f;
if (kb.wKey.isPressed || kb.upArrowKey.isPressed) v += 1f;
if (kb.sKey.isPressed || kb.downArrowKey.isPressed) v -= 1f;
}
Vector3 input = new Vector3(h, 0f, v);
if (input.sqrMagnitude > 1f) input.Normalize();
Vector3 move = input * moveSpeed;
if (_cc.isGrounded && _vy < 0f) _vy = -2f;
_vy += gravity * Time.deltaTime;
_cc.Move((move + new Vector3(0f, _vy, 0f)) * Time.deltaTime);
if (move.sqrMagnitude > 0.01f)
{
Quaternion target = Quaternion.LookRotation(new Vector3(move.x, 0f, move.z));
transform.rotation = Quaternion.RotateTowards(transform.rotation, target, turnSpeed * Time.deltaTime);
}
}
}
}