Passenger: player colliders off while riding (they pushed seats/parts out, physics crashed); last position: not overwritten by the save's start point, invalid positions ignored, saved when a player leaves

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
2026-09-27 09:51:25 +02:00
co-authored by Claude Opus 5.5
parent b853425037
commit 1dc65ac553
2 changed files with 34 additions and 1 deletions
+24
View File
@@ -24,6 +24,9 @@ namespace MSCO
float lastYaw;
readonly List<Behaviour> disabled = new List<Behaviour>();
CharacterController controller;
// Feste Collider des Spielers, die während der Fahrt aus sind (sonst stecken sie in Sitzen und Teilen des Autos)
readonly List<Collider> disabledColliders = new List<Collider>();
readonly List<Rigidbody> frozenBodies = new List<Rigidbody>();
public bool IsRiding { get { return vehicle != null; } }
@@ -142,6 +145,23 @@ namespace MSCO
controller = player.GetComponent<CharacterController>();
if (controller != null && controller.enabled) controller.enabled = false;
else controller = null;
// Der Spieler sitzt mitten im Auto: seine festen Collider würden Sitze und Teile wegdrücken
// (Teile reißen ab, Sitze fliegen, bei Tempo stürzt die Physik ab). Wie beim echten Einsteigen: aus.
disabledColliders.Clear();
foreach (Collider c in player.GetComponentsInChildren<Collider>())
{
if (c == null || !c.enabled || c.isTrigger || c is CharacterController) continue;
c.enabled = false;
disabledColliders.Add(c);
}
frozenBodies.Clear();
foreach (Rigidbody rb in player.GetComponentsInChildren<Rigidbody>())
{
if (rb == null || rb.isKinematic) continue;
rb.isKinematic = true;
frozenBodies.Add(rb);
}
}
else
{
@@ -149,6 +169,10 @@ namespace MSCO
disabled.Clear();
if (controller != null) controller.enabled = true;
controller = null;
foreach (Collider c in disabledColliders) if (c != null) c.enabled = true;
disabledColliders.Clear();
foreach (Rigidbody rb in frozenBodies) if (rb != null) rb.isKinematic = false;
frozenBodies.Clear();
}
}
}