Commit graph

4 commits

Author SHA1 Message Date
30d0b27813 controls: on-foot always-on mouse-look + camera-relative WASD + E/Q claim
- CameraDirector: AvatarFollow now uses always-on mouse-look (no RMB) with a
  locked/hidden cursor; Esc toggles the cursor free; RobotFollow keeps RMB-look.
- PlayerAvatar: movement is camera-relative (W = camera forward, character turns
  to face where it runs) instead of world/cardinal.
- PlayerAvatar: E claims a tread on foot, Q leaves while seated (locked cursor
  makes the OnGUI buttons unclickable).
- Verified in play: cursor locks in on-foot mode, camera-relative basis correct,
  no runtime errors.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-12 21:02:22 +01:00
e92be317f5 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>
2026-07-12 20:44:18 +01:00
a94b42ae36 M1: smooth player movement — ramp velocity (accel/decel) not instant
Instant full-speed-on-press / dead-stop-on-release was the jerky/jarring feel
and made the anim pop Idle->Run. Now MoveTowards-ramps horizontal velocity
(accel 45, decel 60 m/s^2), so starts/stops ease and Idle->Walk->Run blends.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-12 18:52:44 +01:00
94951ec70a 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>
2026-07-12 18:43:39 +01:00