diff --git a/Assets/Scenes/M1_Arena.unity b/Assets/Scenes/M1_Arena.unity
index a9f7918..2983be5 100644
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+ robotOffset: {x: 0, y: 8, z: -12}
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+ orbitHeight: 9
+ orbitSpeed: 18
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- {fileID: 850707848}
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+ - {fileID: 1532509717}
diff --git a/Assets/Scripts/Camera/CameraDirector.cs b/Assets/Scripts/Camera/CameraDirector.cs
new file mode 100644
index 0000000..ecc6e50
--- /dev/null
+++ b/Assets/Scripts/Camera/CameraDirector.cs
@@ -0,0 +1,143 @@
+using Unity.Cinemachine;
+using UnityEngine;
+using UnityEngine.InputSystem;
+
+namespace Jankenbots.Prototype
+{
+ ///
+ /// 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
+ /// (). 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.
+ ///
+ [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() == null) gameObject.AddComponent();
+ // Retire the old bespoke bot-only follow cam if it's still on this camera.
+ var legacy = GetComponent();
+ 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();
+ 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(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;
+ }
+ }
+}
diff --git a/Assets/Scripts/Camera/CameraDirector.cs.meta b/Assets/Scripts/Camera/CameraDirector.cs.meta
new file mode 100644
index 0000000..1e54c67
--- /dev/null
+++ b/Assets/Scripts/Camera/CameraDirector.cs.meta
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: cd21368c9a8b1064d913c375fb607c0b
\ No newline at end of file
diff --git a/Assets/Scripts/Player/PlayerAvatar.cs b/Assets/Scripts/Player/PlayerAvatar.cs
index 6c9eaaf..097acd6 100644
--- a/Assets/Scripts/Player/PlayerAvatar.cs
+++ b/Assets/Scripts/Player/PlayerAvatar.cs
@@ -1,4 +1,5 @@
using Unity.Netcode;
+using Unity.Netcode.Components;
using UnityEngine;
using UnityEngine.InputSystem;
@@ -6,25 +7,24 @@ namespace Jankenbots.Prototype
{
///
/// 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 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? ().
+ /// • 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 ).
+ /// 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).
///
[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");
+ /// True while the LOCAL owner is seated/driving — read by the camera director.
+ public bool IsSeatedLocal => _seated;
+
void Awake()
{
_cc = GetComponent();
_anim = GetComponentInChildren();
+ _nt = GetComponent();
_lastPos = transform.position;
}
public override void OnNetworkSpawn()
{
_lastPos = transform.position;
+ _seats = FindFirstObjectByType();
+ 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));
diff --git a/Packages/manifest.json b/Packages/manifest.json
index 8eb26be..d4e8afd 100644
--- a/Packages/manifest.json
+++ b/Packages/manifest.json
@@ -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",
diff --git a/Packages/packages-lock.json b/Packages/packages-lock.json
index 5639ded..67e0777 100644
--- a/Packages/packages-lock.json
+++ b/Packages/packages-lock.json
@@ -36,6 +36,16 @@
},
"url": "https://packages.unity.com"
},
+ "com.unity.cinemachine": {
+ "version": "3.1.7",
+ "depth": 0,
+ "source": "registry",
+ "dependencies": {
+ "com.unity.splines": "2.0.0",
+ "com.unity.modules.imgui": "1.0.0"
+ },
+ "url": "https://packages.unity.com"
+ },
"com.unity.collab-proxy": {
"version": "2.12.4",
"depth": 0,
@@ -242,6 +252,13 @@
},
"url": "https://packages.unity.com"
},
+ "com.unity.settings-manager": {
+ "version": "2.1.1",
+ "depth": 2,
+ "source": "registry",
+ "dependencies": {},
+ "url": "https://packages.unity.com"
+ },
"com.unity.shadergraph": {
"version": "17.5.0",
"depth": 1,
@@ -251,6 +268,17 @@
"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,