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>
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6 changed files with 490 additions and 25 deletions
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@ -1,4 +1,5 @@
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using Unity.Netcode;
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using Unity.Netcode.Components;
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using UnityEngine;
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using UnityEngine.InputSystem;
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@ -6,25 +7,24 @@ namespace Jankenbots.Prototype
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{
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/// <summary>
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/// JANKENBOTS — networked run-around PLAYER avatar (the rigged low-poly
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/// character). This is the foundation for the timed junkyard "gather parts"
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/// phase: each player controls one of these, runs around, and (later) hauls
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/// scrap back to build the bot. Driving the finished bot happens from player
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/// stands, so the avatar and the tread controls are separate systems.
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/// character), PLUS the on-foot ↔ driving control handoff.
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///
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/// NETCODE: OWNER-authoritative. Only the owning client reads input and moves
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/// its CharacterController; an <see cref="OwnerAuthNetworkTransform"/> on the
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/// same object replicates the resulting motion to everyone. No host round-trip
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/// on your own movement → it feels responsive.
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/// CONTROL MODEL (the spine): a player is in exactly one mode, derived from a
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/// single fact — do I currently hold a bot seat? (<see cref="SeatManager"/>).
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/// • ON FOOT (no seat) → WASD drives THIS avatar; free-roaming.
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/// • DRIVING (holds a seat)→ avatar TELEPORTS to its player stand and FREEZES;
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/// it refuses all input, so control transfers and
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/// locks to the claimed tread (TreadPart already only
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/// listens when you hold its seat). Release the seat →
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/// teleport back and resume on-foot control.
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/// This is what resolves the WASD overlap: PlayerAvatar and TreadPart become
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/// mutually exclusive off one flag — never both live at once.
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///
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/// ANIMATION: derived LOCALLY on every client from the avatar's measured
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/// horizontal speed (position delta / dt), fed into the Animator's "Speed"
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/// float, which drives an Idle→Walk→Run 1-D blend tree. Because observers
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/// measure the same replicated motion the owner produces, the animation stays
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/// in sync with zero extra network traffic — no NetworkAnimator needed.
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/// NETCODE: OWNER-authoritative movement (see <see cref="OwnerAuthNetworkTransform"/>).
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/// Teleports use NetworkTransform.Teleport so observers don't see a slide.
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///
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/// NOTE: reads WASD, same keys as the bot's TreadPart — fine while testing the
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/// avatar in isolation; the real game separates "running" from "driving" via
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/// the (future) player-stand flow, so a player is never doing both at once.
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/// ANIMATION: derived locally on every client from measured horizontal speed →
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/// Animator "Speed" → Idle/Walk/Run blend (stays in sync with no extra traffic).
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/// </summary>
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[RequireComponent(typeof(CharacterController))]
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public class PlayerAvatar : NetworkBehaviour
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@ -45,28 +45,41 @@ namespace Jankenbots.Prototype
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[Tooltip("Gravity (m/s^2, negative). Keeps the CharacterController grounded.")]
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public float gravity = -20f;
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[Header("Animation")]
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[Tooltip("Speed value the Animator treats as full-run, for normalising the blend.")]
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public float runAnimSpeed = 5f;
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CharacterController _cc;
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Animator _anim;
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NetworkTransform _nt;
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SeatManager _seats;
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Transform _standLeft, _standRight; // where each pilot teleports (found by name)
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float _vy; // vertical velocity (gravity)
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Vector3 _horizVel; // smoothed horizontal velocity (ramped, not instant)
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Vector3 _lastPos;
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float _animSpeed;
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bool _seated; // am I (owner) currently piloting a tread?
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Vector3 _returnPos; // where to drop me back when I leave the seat
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bool _hasReturn;
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static readonly int SpeedHash = Animator.StringToHash("Speed");
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/// <summary>True while the LOCAL owner is seated/driving — read by the camera director.</summary>
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public bool IsSeatedLocal => _seated;
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void Awake()
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{
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_cc = GetComponent<CharacterController>();
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_anim = GetComponentInChildren<Animator>();
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_nt = GetComponent<NetworkTransform>();
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_lastPos = transform.position;
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}
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public override void OnNetworkSpawn()
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{
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_lastPos = transform.position;
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_seats = FindFirstObjectByType<SeatManager>();
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var sl = GameObject.Find("StandPoint_0"); if (sl != null) _standLeft = sl.transform;
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var sr = GameObject.Find("StandPoint_1"); if (sr != null) _standRight = sr.transform;
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// Fan owners out a little so multiple players don't stack on the origin.
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if (IsOwner)
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{
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@ -80,7 +93,20 @@ namespace Jankenbots.Prototype
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{
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if (!IsSpawned) return;
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if (IsOwner) OwnerMove();
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if (IsOwner)
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{
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// Derive mode from seat ownership and handle the transition.
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SeatManager.Seat? seat = LocalSeat();
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bool wantSeated = seat.HasValue;
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if (wantSeated != _seated)
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{
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if (wantSeated) EnterSeated(seat.Value);
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else ExitSeated();
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}
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// On foot → drive the avatar. Seated → do nothing (control is on the tread).
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if (!_seated) OwnerMove();
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}
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// Animation on EVERY client, from measured horizontal speed.
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Vector3 delta = transform.position - _lastPos;
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@ -91,6 +117,46 @@ namespace Jankenbots.Prototype
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if (_anim != null) _anim.SetFloat(SpeedHash, _animSpeed);
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}
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// Which seat (if any) the local player holds — the single source of truth for mode.
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SeatManager.Seat? LocalSeat()
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{
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if (_seats == null || NetworkManager.Singleton == null) return null;
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ulong me = NetworkManager.Singleton.LocalClientId;
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if (_seats.PilotOf(SeatManager.Seat.Left) == me) return SeatManager.Seat.Left;
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if (_seats.PilotOf(SeatManager.Seat.Right) == me) return SeatManager.Seat.Right;
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return null;
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}
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void EnterSeated(SeatManager.Seat seat)
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{
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_seated = true;
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_returnPos = transform.position; // remember where I left the arena
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_hasReturn = true;
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_horizVel = Vector3.zero; _vy = 0f;
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Transform sp = seat == SeatManager.Seat.Left ? _standLeft : _standRight;
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if (sp != null) TeleportTo(sp.position, sp.rotation);
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}
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void ExitSeated()
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{
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_seated = false;
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_horizVel = Vector3.zero; _vy = 0f;
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if (_hasReturn) TeleportTo(_returnPos + Vector3.up * 0.2f, transform.rotation);
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}
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// Interpolation-free teleport (CharacterController must be off to move it directly;
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// NetworkTransform.Teleport keeps observers from seeing a slide across the map).
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void TeleportTo(Vector3 pos, Quaternion rot)
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{
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bool ccWas = _cc.enabled;
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_cc.enabled = false;
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transform.SetPositionAndRotation(pos, rot);
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_cc.enabled = ccWas;
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_lastPos = pos;
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if (_nt != null) _nt.Teleport(pos, rot, transform.localScale);
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}
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void OwnerMove()
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{
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var kb = Keyboard.current;
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@ -107,8 +173,7 @@ namespace Jankenbots.Prototype
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if (input.sqrMagnitude > 1f) input.Normalize();
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Vector3 desired = input * moveSpeed;
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// Ramp velocity toward the target instead of snapping — this is what kills
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// the "jerky/jarring" feel and lets the anim blend Idle→Walk→Run smoothly.
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// Ramp velocity toward the target instead of snapping (smooth start/stop).
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float rate = input.sqrMagnitude > 0.001f ? acceleration : deceleration;
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_horizVel = Vector3.MoveTowards(_horizVel, desired, rate * Time.deltaTime);
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@ -117,8 +182,6 @@ namespace Jankenbots.Prototype
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_cc.Move((_horizVel + new Vector3(0f, _vy, 0f)) * Time.deltaTime);
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// Face the way we're actually moving (uses the smoothed velocity, so turns
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// ease too rather than snapping on a key change).
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if (_horizVel.sqrMagnitude > 0.05f)
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{
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Quaternion target = Quaternion.LookRotation(new Vector3(_horizVel.x, 0f, _horizVel.z));
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