using Unity.Netcode;
using Unity.Netcode.Components;
using UnityEngine;
using UnityEngine.InputSystem;
namespace Jankenbots.Prototype
{
///
/// JANKENBOTS — networked run-around PLAYER avatar (the rigged low-poly
/// character), PLUS the on-foot ↔ driving control handoff.
///
/// 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.
///
/// NETCODE: OWNER-authoritative movement (see ).
/// Teleports use NetworkTransform.Teleport so observers don't see a slide.
///
/// 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
{
[Header("Movement")]
[Tooltip("Run speed in m/s.")]
public float moveSpeed = 5f;
[Tooltip("How fast the avatar ramps UP to full speed (m/s^2). Lower = floatier start.")]
public float acceleration = 45f;
[Tooltip("How fast the avatar ramps DOWN to a stop (m/s^2). Higher = snappier stop.")]
public float deceleration = 60f;
[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;
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)
{
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)
{
// 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();
}
// Claim / leave a tread by KEY. On-foot mouse-look locks the cursor, so
// the OnGUI Claim/Leave buttons aren't clickable — E claims, Q leaves.
var kb = Keyboard.current;
if (_seats != null && kb != null)
{
if (!_seated && kb.eKey.wasPressedThisFrame) _seats.ClaimSeatRpc();
else if (_seated && kb.qKey.wasPressedThisFrame) _seats.ReleaseSeatRpc();
}
// 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;
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);
}
// 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;
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;
}
// CAMERA-RELATIVE movement: W goes the way the camera (mouse) is looking,
// not world +Z. Basis is the active game camera flattened onto the ground.
Vector3 camF = Vector3.forward, camR = Vector3.right;
var cam = Camera.main;
if (cam != null)
{
camF = Vector3.ProjectOnPlane(cam.transform.forward, Vector3.up);
if (camF.sqrMagnitude < 1e-4f) camF = Vector3.ProjectOnPlane(cam.transform.up, Vector3.up); // looking straight down
camF.Normalize();
camR = Vector3.ProjectOnPlane(cam.transform.right, Vector3.up).normalized;
}
Vector3 input = camR * h + camF * v;
if (input.sqrMagnitude > 1f) input.Normalize();
Vector3 desired = input * moveSpeed;
// 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);
if (_cc.isGrounded && _vy < 0f) _vy = -2f;
_vy += gravity * Time.deltaTime;
_cc.Move((_horizVel + new Vector3(0f, _vy, 0f)) * Time.deltaTime);
if (_horizVel.sqrMagnitude > 0.05f)
{
Quaternion target = Quaternion.LookRotation(new Vector3(_horizVel.x, 0f, _horizVel.z));
transform.rotation = Quaternion.RotateTowards(transform.rotation, target, turnSpeed * Time.deltaTime);
}
}
}
}