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:
@@ -24,6 +24,9 @@ namespace MSCO
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float lastYaw;
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readonly List<Behaviour> disabled = new List<Behaviour>();
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CharacterController controller;
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// Feste Collider des Spielers, die während der Fahrt aus sind (sonst stecken sie in Sitzen und Teilen des Autos)
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readonly List<Collider> disabledColliders = new List<Collider>();
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readonly List<Rigidbody> frozenBodies = new List<Rigidbody>();
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public bool IsRiding { get { return vehicle != null; } }
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@@ -142,6 +145,23 @@ namespace MSCO
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controller = player.GetComponent<CharacterController>();
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if (controller != null && controller.enabled) controller.enabled = false;
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else controller = null;
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// Der Spieler sitzt mitten im Auto: seine festen Collider würden Sitze und Teile wegdrücken
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// (Teile reißen ab, Sitze fliegen, bei Tempo stürzt die Physik ab). Wie beim echten Einsteigen: aus.
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disabledColliders.Clear();
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foreach (Collider c in player.GetComponentsInChildren<Collider>())
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{
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if (c == null || !c.enabled || c.isTrigger || c is CharacterController) continue;
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c.enabled = false;
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disabledColliders.Add(c);
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}
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frozenBodies.Clear();
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foreach (Rigidbody rb in player.GetComponentsInChildren<Rigidbody>())
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{
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if (rb == null || rb.isKinematic) continue;
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rb.isKinematic = true;
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frozenBodies.Add(rb);
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}
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}
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else
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{
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@@ -149,6 +169,10 @@ namespace MSCO
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disabled.Clear();
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if (controller != null) controller.enabled = true;
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controller = null;
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foreach (Collider c in disabledColliders) if (c != null) c.enabled = true;
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disabledColliders.Clear();
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foreach (Rigidbody rb in frozenBodies) if (rb != null) rb.isKinematic = false;
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frozenBodies.Clear();
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}
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}
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}
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