Files
rolld/game/Assets/Scripts/Network/VehicleLocalSetup.cs
kerboul 103f8859d4 feat(Car): wire NWH Vehicle Physics 2 — scripts only, scene/prefabs still TODO
Code-only first pass. The local Player.prefab (ball) is still in the scene
until the user creates the PlayerCar / RemoteCar prefab variants in the Editor.

New scripts:
- VehicleLocalSetup: attaches name label + colored capsule marker to the local
  vehicle, registers its Rigidbody with NetworkManager for broadcast.
- RemoteVehicleSync: snapshot interpolation for remote vehicles. Disables the
  NWH VehicleController + every WheelController + every AudioSource on init.
  Makes the rigidbody kinematic, MovePosition-driven from network. Disables all
  non-trigger colliders during the 1.5s spawn grace window to avoid ejecting
  overlapping locals at connect.

Adapted scripts:
- NetworkManager: RegisterLocalVehicle(Transform, Rigidbody) replaces the
  FindFirstObjectByType<PlayerController>() lookup. Remote spawn now wires
  RemoteVehicleSync instead of RemotePlayerController.
- LobbyUI: OnConnected drives VehicleLocalSetup.SetupLocal; OnDisconnected
  toggles NWH.VehicleController instead of PlayerController.
- GameManager.SetPlayerActive: toggles VehicleController, not PlayerController.
- DebugNetworkUI: live position read from VehicleController.vehicleRigidbody.
- ChatUI: drops PlayerController.ResetInputs() (NWH polls Input System each
  frame; no manual reset needed when chat opens).
- StatsTracker: drops dead _pc field; Rigidbody still gets resolved via
  GetComponent on the host GameObject (will be the vehicle on Car).

Frontend (deployed earlier on master): build_ball replaces pretty_build assets.
2026-05-20 18:34:40 +02:00

110 lines
4.2 KiB
C#

using UnityEngine;
using NWH.VehiclePhysics2;
/// <summary>
/// Equivalent of <c>PlayerController.SetupLocalPlayer</c> for the NWH vehicle local player.
/// Attaches a floating name label, a colored marker above the car so other players can
/// spot us at distance, and registers the vehicle's Rigidbody with the NetworkManager
/// so it is broadcast over the wire.
/// </summary>
[RequireComponent(typeof(VehicleController))]
public class VehicleLocalSetup : MonoBehaviour
{
private GameObject _nameLabelObj;
private TextMesh _nameLabel;
private GameObject _markerObj;
private VehicleController _vehicle;
void Awake()
{
_vehicle = GetComponent<VehicleController>();
}
public void SetupLocal(string playerName, Color playerColor)
{
if (_vehicle == null) _vehicle = GetComponent<VehicleController>();
var rb = _vehicle.vehicleRigidbody != null ? _vehicle.vehicleRigidbody : GetComponent<Rigidbody>();
// Register with NetworkManager so it broadcasts position from THIS Rigidbody.
if (NetworkManager.Instance != null)
NetworkManager.Instance.RegisterLocalVehicle(transform, rb);
BuildNameLabel(playerName, playerColor);
BuildColorMarker(playerColor);
Debug.Log($"[VehicleLocal] Setup complete: {playerName} color={playerColor}");
}
private void BuildNameLabel(string playerName, Color color)
{
if (_nameLabelObj != null) Destroy(_nameLabelObj);
_nameLabelObj = new GameObject("LocalNameLabel");
_nameLabelObj.transform.SetParent(transform.parent, false);
_nameLabelObj.transform.localScale = Vector3.one * 0.1f;
_nameLabel = _nameLabelObj.AddComponent<TextMesh>();
_nameLabel.text = playerName;
_nameLabel.fontSize = 144;
_nameLabel.characterSize = 0.15f;
_nameLabel.anchor = TextAnchor.MiddleCenter;
_nameLabel.alignment = TextAlignment.Center;
_nameLabel.color = color;
if (PlayerController.LabelFont != null) _nameLabel.font = PlayerController.LabelFont;
var renderer = _nameLabel.GetComponent<MeshRenderer>();
if (PlayerController.LabelFont != null && PlayerController.LabelFont.material != null)
renderer.material = PlayerController.LabelFont.material;
else
{
var textShader = Shader.Find("GUI/Text Shader") ?? Shader.Find("Unlit/Texture");
if (textShader != null) renderer.material = new Material(textShader);
}
}
private void BuildColorMarker(Color color)
{
// Cone-ish marker above the car so other players can identify us at distance.
if (_markerObj != null) Destroy(_markerObj);
_markerObj = GameObject.CreatePrimitive(PrimitiveType.Capsule);
_markerObj.name = "LocalMarker";
DestroyImmediate(_markerObj.GetComponent<Collider>());
_markerObj.transform.SetParent(transform, false);
_markerObj.transform.localPosition = new Vector3(0f, 2.4f, 0f);
_markerObj.transform.localScale = new Vector3(0.25f, 0.4f, 0.25f);
var r = _markerObj.GetComponent<Renderer>();
if (r != null)
{
var shader = Shader.Find("Universal Render Pipeline/Lit") ?? Shader.Find("Standard");
var mat = new Material(shader);
if (mat.HasProperty("_BaseColor")) mat.SetColor("_BaseColor", color);
else mat.color = color;
if (mat.HasProperty("_EmissionColor")) mat.SetColor("_EmissionColor", color * 0.6f);
mat.EnableKeyword("_EMISSION");
r.material = mat;
}
}
void LateUpdate()
{
if (_nameLabelObj != null)
{
_nameLabelObj.transform.position = transform.position + Vector3.up * 2.8f;
var cam = Camera.main;
if (cam != null)
{
Vector3 lookDir = cam.transform.position - _nameLabelObj.transform.position;
lookDir.y = 0f;
if (lookDir.sqrMagnitude > 0.001f)
_nameLabelObj.transform.rotation = Quaternion.LookRotation(lookDir);
}
}
}
void OnDestroy()
{
if (_nameLabelObj != null) Destroy(_nameLabelObj);
if (_markerObj != null) Destroy(_markerObj);
}
}