M1: player stand + control handoff + Cinemachine camera system

- Install Cinemachine 3.1.7
- Stand (raised platform behind north wall) with StandPoint_0/_1
- PlayerAvatar: seat-ownership drives the mode — hold a seat => teleport to your
  stand, freeze, refuse input (control transfers/locks to your tread); release =>
  teleport back, resume on-foot. Resolves the WASD overlap off one flag.
- CameraDirector on Main Camera: 4 Cinemachine vcams (AvatarFollow / RobotFollow
  / StandView / CinematicOrbit), Brain blends; V cycles; default auto-follows the
  seat flag (on-foot=Avatar, driving=Robot). Retires the old FollowCamera.
- Verified in play: claim->teleport+freeze+RobotFollow, release->return+AvatarFollow

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
megaproxy 2026-07-12 20:44:18 +01:00
parent e93e6e76a3
commit e92be317f5
6 changed files with 490 additions and 25 deletions

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@ -0,0 +1,143 @@
using Unity.Cinemachine;
using UnityEngine;
using UnityEngine.InputSystem;
namespace Jankenbots.Prototype
{
/// <summary>
/// JANKENBOTS — client-local camera director. Owns four Cinemachine cameras and
/// lets the local player cycle between them; the CinemachineBrain on this Camera
/// blends smoothly on every switch.
///
/// • AvatarFollow — 3rd-person chase on YOUR character (on-foot).
/// • RobotFollow — chase cam on the bot (driving; the robot-follow cam).
/// • StandView — fixed view from your player stand, looking at the bot.
/// • CinematicOrbit— slow auto-orbit of the bot (spectate / flavor).
///
/// The default mode auto-follows the control state: on foot → AvatarFollow, seated
/// (driving) → RobotFollow — reading the SAME seat flag as the control handoff
/// (<see cref="PlayerAvatar.IsSeatedLocal"/>). Press V to cycle manually; claiming
/// or leaving a seat re-asserts the sensible default.
///
/// The vcams are intentionally "bare" (no procedural body/aim) — the director poses
/// their transforms each LateUpdate from the live targets, and the Brain just blends
/// between whichever is prioritised. Cameras are purely client-local, never networked.
/// </summary>
[RequireComponent(typeof(Camera))]
public class CameraDirector : MonoBehaviour
{
public enum Mode { AvatarFollow, RobotFollow, StandView, CinematicOrbit }
[Header("Framing")]
public Vector3 avatarOffset = new Vector3(0f, 4f, -6f);
public Vector3 robotOffset = new Vector3(0f, 8f, -12f);
public float orbitRadius = 20f;
public float orbitHeight = 9f;
public float orbitSpeed = 18f; // deg/sec
public float lookHeight = 1.2f; // aim a bit above the target pivot
Transform _bot, _standOverlook;
CinemachineCamera _avatar, _robot, _stand, _orbit;
CinemachineCamera[] _all;
Mode _mode = Mode.AvatarFollow;
bool _userOverride;
bool _lastSeated;
float _orbitAngle;
PlayerAvatar _local;
void Start()
{
if (GetComponent<CinemachineBrain>() == null) gameObject.AddComponent<CinemachineBrain>();
// Retire the old bespoke bot-only follow cam if it's still on this camera.
var legacy = GetComponent<FollowCamera>();
if (legacy != null) legacy.enabled = false;
var b = GameObject.Find("Bot"); if (b != null) _bot = b.transform;
var s = GameObject.Find("StandPoint_0"); if (s != null) _standOverlook = s.transform;
var holder = new GameObject("CameraRigs").transform;
_avatar = Make(holder, "CM_AvatarFollow");
_robot = Make(holder, "CM_RobotFollow");
_stand = Make(holder, "CM_StandView");
_orbit = Make(holder, "CM_CinematicOrbit");
_all = new[] { _avatar, _robot, _stand, _orbit };
Apply(_mode);
}
CinemachineCamera Make(Transform parent, string name)
{
var go = new GameObject(name);
go.transform.SetParent(parent, false);
var vc = go.AddComponent<CinemachineCamera>();
vc.Priority = 0;
return vc;
}
void Update()
{
if (_local == null) _local = FindLocal();
var kb = Keyboard.current;
if (kb != null && kb.vKey.wasPressedThisFrame)
{
_mode = (Mode)(((int)_mode + 1) % _all.Length);
_userOverride = true;
Apply(_mode);
}
// A seat claim/leave re-asserts the sensible default (clears a manual override).
if (_local != null && _local.IsSeatedLocal != _lastSeated)
{
_lastSeated = _local.IsSeatedLocal;
_userOverride = false;
}
if (!_userOverride && _local != null)
{
Mode want = _local.IsSeatedLocal ? Mode.RobotFollow : Mode.AvatarFollow;
if (want != _mode) { _mode = want; Apply(_mode); }
}
}
void LateUpdate()
{
if (_local != null) PoseFollow(_avatar, _local.transform, avatarOffset);
if (_bot != null)
{
PoseFollow(_robot, _bot, robotOffset);
_orbitAngle += orbitSpeed * Time.deltaTime;
Vector3 off = Quaternion.Euler(0f, _orbitAngle, 0f) * new Vector3(0f, orbitHeight, -orbitRadius);
PoseFollow(_orbit, _bot, off);
if (_standOverlook != null)
{
_stand.transform.position = _standOverlook.position + Vector3.up * 1.5f;
_stand.transform.rotation = Quaternion.LookRotation(
(_bot.position + Vector3.up * lookHeight) - _stand.transform.position);
}
}
}
void PoseFollow(CinemachineCamera vc, Transform target, Vector3 worldOffset)
{
Vector3 pos = target.position + worldOffset;
vc.transform.position = pos;
vc.transform.rotation = Quaternion.LookRotation((target.position + Vector3.up * lookHeight) - pos);
}
PlayerAvatar FindLocal()
{
foreach (var a in FindObjectsByType<PlayerAvatar>(FindObjectsSortMode.None))
if (a.IsOwner) return a;
return null;
}
void Apply(Mode m)
{
for (int i = 0; i < _all.Length; i++)
_all[i].Priority = ((int)m == i) ? 20 : 0;
}
}
}

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@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: cd21368c9a8b1064d913c375fb607c0b

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@ -1,4 +1,5 @@
using Unity.Netcode;
using Unity.Netcode.Components;
using UnityEngine;
using UnityEngine.InputSystem;
@ -6,25 +7,24 @@ 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.
/// character), PLUS the on-foot ↔ driving control handoff.
///
/// 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.
/// CONTROL MODEL (the spine): a player is in exactly one mode, derived from a
/// single fact — do I currently hold a bot seat? (<see cref="SeatManager"/>).
/// • ON FOOT (no seat) → WASD drives THIS avatar; free-roaming.
/// • DRIVING (holds a seat)→ avatar TELEPORTS to its player stand and FREEZES;
/// it refuses all input, so control transfers and
/// locks to the claimed tread (TreadPart already only
/// listens when you hold its seat). Release the seat →
/// teleport back and resume on-foot control.
/// This is what resolves the WASD overlap: PlayerAvatar and TreadPart become
/// mutually exclusive off one flag — never both live at once.
///
/// 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.
/// NETCODE: OWNER-authoritative movement (see <see cref="OwnerAuthNetworkTransform"/>).
/// Teleports use NetworkTransform.Teleport so observers don't see a slide.
///
/// 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.
/// ANIMATION: derived locally on every client from measured horizontal speed →
/// Animator "Speed" → Idle/Walk/Run blend (stays in sync with no extra traffic).
/// </summary>
[RequireComponent(typeof(CharacterController))]
public class PlayerAvatar : NetworkBehaviour
@ -45,28 +45,41 @@ namespace Jankenbots.Prototype
[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;
NetworkTransform _nt;
SeatManager _seats;
Transform _standLeft, _standRight; // where each pilot teleports (found by name)
float _vy; // vertical velocity (gravity)
Vector3 _horizVel; // smoothed horizontal velocity (ramped, not instant)
Vector3 _lastPos;
float _animSpeed;
bool _seated; // am I (owner) currently piloting a tread?
Vector3 _returnPos; // where to drop me back when I leave the seat
bool _hasReturn;
static readonly int SpeedHash = Animator.StringToHash("Speed");
/// <summary>True while the LOCAL owner is seated/driving — read by the camera director.</summary>
public bool IsSeatedLocal => _seated;
void Awake()
{
_cc = GetComponent<CharacterController>();
_anim = GetComponentInChildren<Animator>();
_nt = GetComponent<NetworkTransform>();
_lastPos = transform.position;
}
public override void OnNetworkSpawn()
{
_lastPos = transform.position;
_seats = FindFirstObjectByType<SeatManager>();
var sl = GameObject.Find("StandPoint_0"); if (sl != null) _standLeft = sl.transform;
var sr = GameObject.Find("StandPoint_1"); if (sr != null) _standRight = sr.transform;
// Fan owners out a little so multiple players don't stack on the origin.
if (IsOwner)
{
@ -80,7 +93,20 @@ namespace Jankenbots.Prototype
{
if (!IsSpawned) return;
if (IsOwner) OwnerMove();
if (IsOwner)
{
// Derive mode from seat ownership and handle the transition.
SeatManager.Seat? seat = LocalSeat();
bool wantSeated = seat.HasValue;
if (wantSeated != _seated)
{
if (wantSeated) EnterSeated(seat.Value);
else ExitSeated();
}
// On foot → drive the avatar. Seated → do nothing (control is on the tread).
if (!_seated) OwnerMove();
}
// Animation on EVERY client, from measured horizontal speed.
Vector3 delta = transform.position - _lastPos;
@ -91,6 +117,46 @@ namespace Jankenbots.Prototype
if (_anim != null) _anim.SetFloat(SpeedHash, _animSpeed);
}
// Which seat (if any) the local player holds — the single source of truth for mode.
SeatManager.Seat? LocalSeat()
{
if (_seats == null || NetworkManager.Singleton == null) return null;
ulong me = NetworkManager.Singleton.LocalClientId;
if (_seats.PilotOf(SeatManager.Seat.Left) == me) return SeatManager.Seat.Left;
if (_seats.PilotOf(SeatManager.Seat.Right) == me) return SeatManager.Seat.Right;
return null;
}
void EnterSeated(SeatManager.Seat seat)
{
_seated = true;
_returnPos = transform.position; // remember where I left the arena
_hasReturn = true;
_horizVel = Vector3.zero; _vy = 0f;
Transform sp = seat == SeatManager.Seat.Left ? _standLeft : _standRight;
if (sp != null) TeleportTo(sp.position, sp.rotation);
}
void ExitSeated()
{
_seated = false;
_horizVel = Vector3.zero; _vy = 0f;
if (_hasReturn) TeleportTo(_returnPos + Vector3.up * 0.2f, transform.rotation);
}
// Interpolation-free teleport (CharacterController must be off to move it directly;
// NetworkTransform.Teleport keeps observers from seeing a slide across the map).
void TeleportTo(Vector3 pos, Quaternion rot)
{
bool ccWas = _cc.enabled;
_cc.enabled = false;
transform.SetPositionAndRotation(pos, rot);
_cc.enabled = ccWas;
_lastPos = pos;
if (_nt != null) _nt.Teleport(pos, rot, transform.localScale);
}
void OwnerMove()
{
var kb = Keyboard.current;
@ -107,8 +173,7 @@ namespace Jankenbots.Prototype
if (input.sqrMagnitude > 1f) input.Normalize();
Vector3 desired = input * moveSpeed;
// Ramp velocity toward the target instead of snapping — this is what kills
// the "jerky/jarring" feel and lets the anim blend Idle→Walk→Run smoothly.
// Ramp velocity toward the target instead of snapping (smooth start/stop).
float rate = input.sqrMagnitude > 0.001f ? acceleration : deceleration;
_horizVel = Vector3.MoveTowards(_horizVel, desired, rate * Time.deltaTime);
@ -117,8 +182,6 @@ namespace Jankenbots.Prototype
_cc.Move((_horizVel + new Vector3(0f, _vy, 0f)) * Time.deltaTime);
// Face the way we're actually moving (uses the smoothed velocity, so turns
// ease too rather than snapping on a key change).
if (_horizVel.sqrMagnitude > 0.05f)
{
Quaternion target = Quaternion.LookRotation(new Vector3(_horizVel.x, 0f, _horizVel.z));

View file

@ -2,6 +2,7 @@
"dependencies": {
"com.coplaydev.unity-mcp": "https://github.com/CoplayDev/unity-mcp.git?path=/MCPForUnity#main",
"com.unity.ai.navigation": "2.0.13",
"com.unity.cinemachine": "3.1.7",
"com.unity.collab-proxy": "2.12.4",
"com.unity.ide.rider": "3.0.38",
"com.unity.ide.visualstudio": "2.0.26",

View file

@ -36,6 +36,16 @@
},
"url": "https://packages.unity.com"
},
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"depth": 0,
"source": "registry",
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"com.unity.modules.imgui": "1.0.0"
},
"url": "https://packages.unity.com"
},
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"depth": 0,
@ -242,6 +252,13 @@
},
"url": "https://packages.unity.com"
},
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"depth": 2,
"source": "registry",
"dependencies": {},
"url": "https://packages.unity.com"
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"com.unity.shadergraph": {
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"depth": 1,
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"com.unity.searcher": "4.9.3"
}
},
"com.unity.splines": {
"version": "2.9.0",
"depth": 1,
"source": "registry",
"dependencies": {
"com.unity.mathematics": "1.2.1",
"com.unity.modules.imgui": "1.0.0",
"com.unity.settings-manager": "1.0.3"
},
"url": "https://packages.unity.com"
},
"com.unity.test-framework": {
"version": "1.7.0",
"depth": 0,