feat: free-roam mode + fix multiplayer sync + remote player polish

Backend (ArenaRoom.js):
- Strip race state machine (lobby/countdown/playing/round/qualify). Persistent
  "playing" phase, no rounds, no checkpoints. Free-roam multi.
- Spawn lowered to y=1.5 (was 5) + MIN_DIST raised to 5 (was 3) to avoid
  ejecting overlapping players at connect.
- Schema kept intact (handshake-safe); deprecated fields default-valued.
- npm run schema:gen wired (anti-drift codegen).

Unity client:
- C# schema generated by schema-codegen into RolldSchema namespace
  (Generated/GameState.cs, Generated/Player.cs). NetworkSchema.cs removed —
  handshake no longer scans global namespace.
- NetworkManager: typed Room<GameState>, callbacks rebound, seeds players
  already in room on join.
- RemotePlayerController:
  * Post-spawn 1.5s grace window (BumpReady) — local PlayerController.HandleBump
    ignores remotes during grace.
  * Solid SphereCollider disabled during grace, re-enabled afterwards — fixes
    the kinematic-vs-dynamic eject when a new client spawns inside someone.
  * NPCBall prefab material switched from invisible-in-URP Default-Material to
    BallShader.shadergraph.
  * TrailRenderer added, tinted with player's chosen color.
  * Name label distance-scales (1x-8x) so pseudos remain readable far away.
- GameHUD: OnGUI emptied — race UI (rounds, mode, timer, playersAlive) gone.
- GameCanvas.jsx: BUILD_PREFIX/VERSION bumped for cache-bust.

Frontend WebGL build (pretty_build): final build with all the above.
This commit is contained in:
2026-05-20 12:25:48 +02:00
parent ec05fb8ddd
commit 32becc12f9
22 changed files with 288 additions and 453 deletions

View File

@@ -0,0 +1,85 @@
//
// THIS FILE HAS BEEN GENERATED AUTOMATICALLY
// DO NOT CHANGE IT MANUALLY UNLESS YOU KNOW WHAT YOU'RE DOING
//
// GENERATED USING @colyseus/schema 4.0.15
//
using Colyseus.Schema;
#if UNITY_5_3_OR_NEWER
using UnityEngine.Scripting;
#endif
namespace RolldSchema {
public partial class Player : Schema {
#if UNITY_5_3_OR_NEWER
[Preserve]
#endif
public Player() { }
[Type(0, "float32")]
public float x = default(float);
[Type(1, "float32")]
public float y = default(float);
[Type(2, "float32")]
public float z = default(float);
[Type(3, "float32")]
public float vx = default(float);
[Type(4, "float32")]
public float vy = default(float);
[Type(5, "float32")]
public float vz = default(float);
[Type(6, "float32")]
public float rx = default(float);
[Type(7, "float32")]
public float ry = default(float);
[Type(8, "float32")]
public float rz = default(float);
[Type(9, "float32")]
public float rw = default(float);
[Type(10, "float64")]
public double t = default(double);
[Type(11, "string")]
public string name = default(string);
[Type(12, "float32")]
public float colorR = default(float);
[Type(13, "float32")]
public float colorG = default(float);
[Type(14, "float32")]
public float colorB = default(float);
[Type(15, "float32")]
public float avx = default(float);
[Type(16, "float32")]
public float avy = default(float);
[Type(17, "float32")]
public float avz = default(float);
[Type(18, "boolean")]
public bool isEliminated = default(bool);
[Type(19, "boolean")]
public bool isQualified = default(bool);
[Type(20, "boolean")]
public bool isReady = default(bool);
[Type(21, "int8")]
public sbyte checkpointIndex = default(sbyte);
}
}