diff --git a/GameCharacter.cs b/GameCharacter.cs deleted file mode 100644 index 37f7a42..0000000 --- a/GameCharacter.cs +++ /dev/null @@ -1,431 +0,0 @@ -using System; -using System.Collections.Generic; -using System.Text; -using UnityEngine; - -namespace MSCO -{ - /// - /// Mitspieler-Figur mit dem Aussehen eines echten My-Summer-Car-NPCs (Körper-Mesh "bodymesh" + Skelett "pelvis"). - /// Vom NPC wird nur das Aussehen übernommen: Seine aktuelle Haltung (evtl. Ragdoll, liegend, betrunken) wird - /// verworfen und das Skelett auf die Bind-Pose des Meshes gesetzt. Bewegt wird die Figur komplett selbst - - /// wie die frühere Ersatzfigur: Laufzyklus der Beine, schwingende Arme, Ducken, Lehnen, Kopf-Nicken, Sitzen - /// und Greifen zum Item (Zwei-Knochen-IK, unabhängig von den Achsen des Skeletts). - /// - public class GameCharacter - { - const float StandingEyeHeight = 1.65f; - const float EyeAboveHeadBone = 0.1f; // Augen liegen etwas über dem Kopf-Knochen - const float AnkleHeight = 0.07f; // Fuß-Knochen über dem Boden - - int frames; - bool calibrated; - - public Transform Root { get; private set; } - public string Description { get; private set; } - - Transform pelvis, spine, head; - float walkPhase, walkAmount; // eigener Laufzyklus (0..2π) und wie stark gerade gelaufen wird - string bindInfo = ""; - readonly Transform[] thigh = new Transform[2], knee = new Transform[2], foot = new Transform[2]; - readonly Transform[] upperArm = new Transform[2], forearm = new Transform[2], hand = new Transform[2]; - readonly Vector3[] animatedFoot = new Vector3[2]; - - /// Grundhaltung aller Knochen (Bind-Pose); jedes Frame wird von hier aus neu gebogen. - class BoneState - { - public Transform Bone; - public Vector3 RestPos; - public Quaternion RestRot; - } - readonly List posed = new List(); - - public Vector3 HeadPosition { get { return head.position + Root.up * EyeAboveHeadBone; } } - - // ---------------------------------------------------------------- Vorlage finden und kopieren - - static List templates; - - /// Kopiert einen NPC aus der Spielszene als Figur. null, wenn keine passende Vorlage da ist. - public static GameCharacter TryCreate(Transform parent, int variant) - { - List candidates = FindTemplates(); - if (candidates.Count == 0) return null; - GameObject template = candidates[Mathf.Abs(variant) % candidates.Count]; - - GameObject clone = (GameObject)UnityEngine.Object.Instantiate(template); - clone.name = "Model"; - Strip(clone); - clone.SetActive(true); - clone.transform.SetParent(parent, false); - clone.transform.localPosition = Vector3.zero; - clone.transform.localRotation = Quaternion.identity; - clone.transform.localScale = Vector3.one; - - var c = new GameCharacter { Root = clone.transform }; - // Haltung des Vorbilds verwerfen (Ragdoll/liegend/sitzend) -> saubere Grundhaltung des Meshes - int bound = c.ApplyBindPose(); - if (!c.FindBones()) - { - UnityEngine.Object.Destroy(clone); - return null; - } - c.Normalize(); - c.RememberRestPose(); - c.bindInfo = bound > 0 ? "bind pose " + bound + " bones" : "no bind pose"; - c.Description = template.name + " (" + candidates.Count + " templates) - " + c.BoneReport(); - return c; - } - - /// NPC-Körper in der Szene (auch inaktive): SkinnedMeshRenderer "bodymesh" mit "pelvis"-Knochen. - static List FindTemplates() - { - if (templates != null) - { - templates.RemoveAll(t => t == null); - if (templates.Count > 0) return templates; - } - var scored = new List>(); - var seen = new HashSet(); - foreach (UnityEngine.Object o in Resources.FindObjectsOfTypeAll(typeof(SkinnedMeshRenderer))) - { - var smr = (SkinnedMeshRenderer)o; - if (smr == null || !smr.name.ToLower().Contains("bodymesh") || smr.transform.parent == null) continue; - bool hasPelvis = false; - if (smr.bones != null) - foreach (Transform b in smr.bones) - if (b != null && b.name == "pelvis") { hasPelvis = true; break; } - if (!hasPelvis) continue; - - GameObject root = smr.transform.parent.gameObject; // Körper + Skelett liegen gemeinsam darunter - if (root.transform.root.name == "PLAYER" || root.name.StartsWith("MSCO")) continue; - // Keine Sammelgruppen mit mehreren Personen kopieren (nur eine Figur, evtl. mit Varianten dünn/normal/dick) - if (PelvisCount(root.transform) != 1 || root.GetComponentsInChildren(true).Length > 600) continue; - - int score = AnimationScore(ref root); - if (!seen.Add(root.name + "/" + smr.sharedMesh)) continue; // gleiche Figur nicht mehrfach - scored.Add(new KeyValuePair(root, score)); - } - - // Nur die besten: am liebsten NPCs mit Lauf- UND Steh-Animation (ohne Gesten wie Anhalter/Betrunken) - int best = 0; - foreach (var kv in scored) best = Mathf.Max(best, kv.Value); - templates = new List(); - foreach (var kv in scored) if (kv.Value == best) templates.Add(kv.Key); - templates.Sort((a, b) => string.CompareOrdinal(a.name, b.name)); - return templates; - } - - static int PelvisCount(Transform root) - { - int count = 0; - foreach (Transform t in root.GetComponentsInChildren(true)) if (t.name == "pelvis") count++; - return count; - } - - // Animationen, die keine normale Steh-/Laufhaltung sind - static readonly string[] GestureWords = { "hitch", "drunk", "fat", "lift", "sit", "wave", "point", "dance", "angry", "back", "theatre", "car" }; - - static bool IsGesture(string clip) - { - string n = clip.ToLower(); - foreach (string g in GestureWords) if (n.Contains(g)) return true; - return false; - } - - /// - /// Bewertet die Animationen eines NPCs (liegt die Animation eine Ebene höher, wird dieser Knoten - /// die Vorlage). 3 = normales Laufen + Stehen, 2 = nur Laufen, 1 = nur Stehen, 0 = keine. - /// - static int AnimationScore(ref GameObject root) - { - Animation[] found = root.GetComponentsInChildren(true); // Unity 5.0: auch inaktive finden - Animation anim = found.Length > 0 ? found[0] : null; - if (anim == null) - { - Transform p = root.transform.parent; - for (int i = 0; i < 2 && p != null && anim == null; i++, p = p.parent) - { - var candidate = p.GetComponent(); - if (candidate != null && PelvisCount(p) == 1) - { - anim = candidate; - root = p.gameObject; - } - } - } - if (anim == null) return 0; - - bool walk = false, idle = false; - foreach (AnimationState s in anim) - { - if (IsGesture(s.name)) continue; - string n = s.name.ToLower(); - if (n.Contains("walk")) walk = true; - if (n.Contains("idle")) idle = true; - } - return (walk ? 2 : 0) + (idle ? 1 : 0); - } - - /// - /// Alles außer dem Aussehen entfernen: KI-FSMs, Physik (Ragdoll-Gelenke), Sounds, Trigger und auch die - /// Spiel-Animationen - die Figur wird komplett selbst bewegt. - /// - static void Strip(GameObject go) - { - foreach (Joint j in go.GetComponentsInChildren(true)) UnityEngine.Object.DestroyImmediate(j); - foreach (Rigidbody r in go.GetComponentsInChildren(true)) UnityEngine.Object.DestroyImmediate(r); - foreach (Collider c in go.GetComponentsInChildren(true)) UnityEngine.Object.DestroyImmediate(c); - foreach (Behaviour b in go.GetComponentsInChildren(true)) UnityEngine.Object.DestroyImmediate(b); - foreach (Animation a in go.GetComponentsInChildren(true)) UnityEngine.Object.DestroyImmediate(a); - foreach (AudioSource a in go.GetComponentsInChildren(true)) UnityEngine.Object.DestroyImmediate(a); - // Figur nicht ausblenden, nur weil ihr Ursprung gerade außerhalb des Bildes liegt - foreach (SkinnedMeshRenderer smr in go.GetComponentsInChildren(true)) - smr.updateWhenOffscreen = true; - } - - /// - /// Setzt alle Knochen auf die Haltung, in der das Mesh gebaut wurde (Bind-Pose aus sharedMesh.bindposes). - /// So ist die Figur aufrecht, egal wie das Vorbild gerade lag. Gibt die Zahl der gesetzten Knochen zurück. - /// - int ApplyBindPose() - { - SkinnedMeshRenderer body = null; - foreach (SkinnedMeshRenderer smr in Root.GetComponentsInChildren(true)) - if (smr.name.ToLower().Contains("bodymesh") && smr.sharedMesh != null) { body = smr; break; } - if (body == null || body.bones == null) return 0; - - Matrix4x4[] bindposes = body.sharedMesh.bindposes; - Transform[] bones = body.bones; - int count = Mathf.Min(bindposes.Length, bones.Length); - - // Eltern vor Kindern setzen (Weltwerte; Kinder überschreiben danach nur sich selbst) - var order = new List(); - for (int i = 0; i < count; i++) if (bones[i] != null) order.Add(i); - order.Sort((a, b) => Depth(bones[a]).CompareTo(Depth(bones[b]))); - - Matrix4x4 meshToWorld = body.transform.localToWorldMatrix; - int set = 0; - foreach (int i in order) - { - Matrix4x4 world = meshToWorld * bindposes[i].inverse; - Vector3 forward = world.GetColumn(2), up = world.GetColumn(1); - if (forward.sqrMagnitude < 1e-8f || up.sqrMagnitude < 1e-8f) continue; - bones[i].position = world.GetColumn(3); - bones[i].rotation = Quaternion.LookRotation(forward, up); - set++; - } - return set; - } - - static int Depth(Transform t) - { - int d = 0; - for (; t != null; t = t.parent) d++; - return d; - } - - bool FindBones() - { - pelvis = Find("pelvis"); - spine = Find("spine_upper") ?? Find("spine_middle") ?? Find("spine_mid"); - head = Find("head"); - if (pelvis == null || spine == null || head == null) return false; - - string[] sides = { "left", "right" }; - for (int i = 0; i < 2; i++) - { - knee[i] = Find("knee_" + sides[i]); - if (knee[i] != null) - { - thigh[i] = knee[i].parent; - foot[i] = knee[i].childCount > 0 ? knee[i].GetChild(0) : null; - } - hand[i] = Find("hand_" + sides[i]); - if (hand[i] != null && hand[i].parent != null) - { - forearm[i] = hand[i].parent; - upperArm[i] = forearm[i].parent; - } - } - return true; - } - - Transform Find(string name) - { - foreach (Transform t in Root.GetComponentsInChildren(true)) - if (string.Equals(t.name, name, StringComparison.OrdinalIgnoreCase)) return t; - return null; - } - - /// Größe auf Spielergröße bringen, Füße auf den Boden, Blickrichtung nach +Z. - void Normalize() - { - // Blickrichtung: Zehen (Kind des Fußes) liegen vor dem Fuß - Transform toe = foot[0] != null && foot[0].childCount > 0 ? foot[0].GetChild(0) : null; - if (toe != null && Root.parent.InverseTransformPoint(toe.position).z < Root.parent.InverseTransformPoint(foot[0].position).z - 0.01f) - Root.localRotation = Quaternion.Euler(0f, 180f, 0f); - - float eye = Root.parent.InverseTransformPoint(head.position).y + EyeAboveHeadBone; - if (eye > 0.5f) Root.localScale = Vector3.one * Mathf.Clamp(StandingEyeHeight / eye, 0.6f, 1.6f); - - float lowest = float.MaxValue; - for (int i = 0; i < 2; i++) - if (foot[i] != null) lowest = Mathf.Min(lowest, Root.parent.InverseTransformPoint(foot[i].position).y); - if (lowest < float.MaxValue) Root.localPosition = new Vector3(0f, -lowest + 0.06f, 0f); - } - - /// Grundhaltung aller Knochen merken (nicht Root selbst - den stellt Pose auf den Boden). - void RememberRestPose() - { - foreach (Transform b in Root.GetComponentsInChildren(true)) - if (b != Root) - posed.Add(new BoneState { Bone = b, RestPos = b.localPosition, RestRot = b.localRotation }); - } - - /// Jedes Frame zurück zur Grundhaltung, damit sich nichts aufsummiert. - void ResetToRest() - { - foreach (BoneState st in posed) - { - if (st.Bone == null) continue; - st.Bone.localPosition = st.RestPos; - st.Bone.localRotation = st.RestRot; - } - } - - string BoneReport() - { - var sb = new StringBuilder(); - sb.Append("legs ").Append(knee[0] != null && foot[0] != null ? "ok" : "missing"); - sb.Append(", arms ").Append(hand[1] != null && upperArm[1] != null ? "ok" : "missing"); - sb.Append(", ").Append(bindInfo).Append(", procedural animation"); - return sb.ToString(); - } - - // ---------------------------------------------------------------- Pro Frame (LateUpdate, nach der Animation) - - /// Eigener Laufzyklus: Tempo aus der Geschwindigkeit, weiches Ein-/Ausblenden beim Anhalten. - public void Animate(float speed) - { - float dt = Time.deltaTime; - float target = Mathf.Clamp01((speed - 0.2f) / 1.2f); - walkAmount = Mathf.MoveTowards(walkAmount, target, dt * 4f); - // ca. 1,8 Schritte pro Sekunde beim Gehen, schneller beim Rennen - walkPhase += dt * Mathf.Lerp(0f, Mathf.Clamp(speed * 2.6f, 5f, 13f), walkAmount); - if (walkPhase > Mathf.PI * 2f) walkPhase -= Mathf.PI * 2f; - } - - public void Pose(Transform body, Vector3 headTarget, float pitch, bool seated, bool holding, Vector3 heldPos) - { - Vector3 up = body.up, forward = body.forward, right = body.right; - ResetToRest(); - frames++; - - // 1) Auf den Boden stellen: die (animierten) Füße stehen auf der Bodenhöhe des Spielers. - // Die Grundhaltung eines NPCs passt oft nicht zur Animation - deshalb jedes Frame nachmessen. - float lowestFoot = float.MaxValue; - for (int i = 0; i < 2; i++) - if (foot[i] != null) lowestFoot = Mathf.Min(lowestFoot, Vector3.Dot(foot[i].position - body.position, up)); - if (lowestFoot < float.MaxValue) - { - Vector3 lp = Root.localPosition; - lp.y -= lowestFoot - AnkleHeight; - Root.localPosition = lp; - } - - // 2) Größe einmal an die laufende Animation anpassen (Augenhöhe wie der Spieler) - if (!calibrated && frames > 5 && !seated) - { - calibrated = true; - float eye = Vector3.Dot(head.position + up * EyeAboveHeadBone - body.position, up); - if (eye > 0.5f) Root.localScale *= Mathf.Clamp(StandingEyeHeight / eye, 0.7f, 1.4f); - return; // nächstes Frame mit neuer Größe neu auf den Boden stellen - } - - // Fußziele: Grundstellung unter der Hüfte plus Laufzyklus (Schritt vor/zurück, Fuß anheben) - float stride = 0.28f * walkAmount, lift = 0.13f * walkAmount; - for (int i = 0; i < 2; i++) - { - if (foot[i] == null) continue; - float phase = walkPhase + (i == 0 ? 0f : Mathf.PI); - animatedFoot[i] = foot[i].position + forward * (Mathf.Sin(phase) * stride) + up * (Mathf.Max(0f, Mathf.Cos(phase)) * lift); - } - // Leichtes Wippen beim Gehen - pelvis.position += up * (Mathf.Abs(Mathf.Sin(walkPhase)) * 0.03f * walkAmount); - - // 3) Becken: beim Ducken/Sitzen absenken, beim Lehnen nach hinten ausweichen - Vector3 eyeNow = head.position + up * EyeAboveHeadBone; - Vector3 offset = headTarget - eyeNow; - Vector3 horizontal = offset - up * Vector3.Dot(offset, up); - if (horizontal.magnitude > 0.6f) horizontal = horizontal.normalized * 0.6f; - float drop = Mathf.Clamp(Vector3.Dot(offset, up), -1.1f, 0f); - pelvis.position += up * drop - horizontal * 0.25f; - - // Wirbelsäule so drehen, dass der Kopf an der Kamera sitzt (nur wenn nötig) - if (horizontal.sqrMagnitude > 0.0025f || drop < -0.05f) - Aim(spine, head.position + up * EyeAboveHeadBone, head.position + up * EyeAboveHeadBone + horizontal * 0.75f); - // Kopf nicken - head.rotation = Quaternion.AngleAxis(pitch, right) * head.rotation; - - // Beine - for (int i = 0; i < 2; i++) - { - if (thigh[i] == null || knee[i] == null || foot[i] == null) continue; - Vector3 target = seated - ? thigh[i].position + forward * 0.45f - up * 0.4f - : animatedFoot[i]; - SolveTwoBone(thigh[i], knee[i], foot[i], target, forward); - } - - // Arme: rechts zum gehaltenen Item, im Auto beide nach vorne (Lenkrad), sonst locker hängend und beim - // Gehen gegengleich zu den Beinen schwingend (die Grundhaltung ist oft ein T mit waagrechten Armen) - for (int i = 0; i < 2; i++) - { - if (upperArm[i] == null || forearm[i] == null || hand[i] == null) continue; - Vector3 shoulder = upperArm[i].position; - float armLength = (forearm[i].position - shoulder).magnitude + (hand[i].position - forearm[i].position).magnitude; - float side = Vector3.Dot(shoulder - body.position, right) >= 0f ? 1f : -1f; - if (i == 1 && holding) - SolveTwoBone(upperArm[i], forearm[i], hand[i], heldPos, -forward - up * 0.5f); - else if (seated) - SolveTwoBone(upperArm[i], forearm[i], hand[i], shoulder + forward * 0.38f - up * 0.28f, -up); - else - { - float swing = Mathf.Sin(walkPhase + (i == 0 ? Mathf.PI : 0f)) * 0.22f * walkAmount; - Vector3 handTarget = shoulder - up * (armLength * 0.92f) + right * (side * 0.07f) + forward * (0.05f + swing); - SolveTwoBone(upperArm[i], forearm[i], hand[i], handTarget, -forward); - } - } - } - - /// Knochen so drehen, dass "child" in Richtung "target" zeigt - egal wie das Skelett ausgerichtet ist. - static void Aim(Transform bone, Vector3 childPos, Vector3 target) - { - Vector3 from = childPos - bone.position; - Vector3 to = target - bone.position; - if (from.sqrMagnitude < 1e-6f || to.sqrMagnitude < 1e-6f) return; - bone.rotation = Quaternion.FromToRotation(from, to) * bone.rotation; - } - - static void SolveTwoBone(Transform upper, Transform lower, Transform end, Vector3 target, Vector3 bendHint) - { - float a = (lower.position - upper.position).magnitude; - float b = (end.position - lower.position).magnitude; - if (a < 0.01f || b < 0.01f) return; - - Vector3 root = upper.position; - Vector3 toTarget = target - root; - float d = Mathf.Clamp(toTarget.magnitude, 0.01f, a + b - 0.001f); - Vector3 dir = toTarget.normalized; - float along = (a * a - b * b + d * d) / (2f * d); - float sideways = Mathf.Sqrt(Mathf.Max(0f, a * a - along * along)); - Vector3 bend = bendHint - dir * Vector3.Dot(bendHint, dir); - if (bend.sqrMagnitude < 1e-6f) bend = Vector3.up - dir * Vector3.Dot(Vector3.up, dir); - Vector3 joint = root + dir * along + bend.normalized * sideways; - - Aim(upper, lower.position, joint); - Aim(lower, end.position, root + dir * d); - } - } -} diff --git a/MSCO.csproj b/MSCO.csproj index 6b90015..91eec66 100644 --- a/MSCO.csproj +++ b/MSCO.csproj @@ -86,7 +86,6 @@ - diff --git a/MultiplayerManager.cs b/MultiplayerManager.cs index 2ceeb71..57a5506 100644 --- a/MultiplayerManager.cs +++ b/MultiplayerManager.cs @@ -1435,8 +1435,12 @@ namespace MSCO static Color PlayerColor(int id) { - Color[] colors = { Color.cyan, new Color(1f, 0.55f, 0.1f), Color.green, Color.magenta, - Color.yellow, new Color(0.4f, 0.6f, 1f), Color.red, Color.white }; + // Gedeckte Farben wie Flanellhemden/Arbeitsjacken in MSC + Color[] colors = + { + new Color(0.6f, 0.13f, 0.12f), new Color(0.16f, 0.25f, 0.5f), new Color(0.2f, 0.38f, 0.2f), new Color(0.7f, 0.52f, 0.14f), + new Color(0.42f, 0.28f, 0.17f), new Color(0.33f, 0.36f, 0.4f), new Color(0.45f, 0.14f, 0.3f), new Color(0.38f, 0.4f, 0.16f) + }; return colors[id % colors.Length]; } diff --git a/ObjectSync.cs b/ObjectSync.cs index 4984abd..5f3c519 100644 --- a/ObjectSync.cs +++ b/ObjectSync.cs @@ -63,6 +63,7 @@ namespace MSCO const float ReleaseAfterStill = 1f; const float SnapDistance = 10f; const float RemoteTimeout = 3f; // Besitzer meldet sich nicht mehr (z.B. Teil wurde dort montiert) + const float RunawaySpeed = 90f; // m/s - schneller fährt in MSC nichts; darüber hat die Physik es weggeschleudert const float HandoverCooldown = 3f; // nach Freigabe/Übergabe keine Übernahme durch Bewegung const float MaxHoldDistance = 1.5f; // gehaltene Items sind so nah an der Kamera const float VehicleClaimSpeed = 0.7f; // Fahrzeuge erst ab echter Bewegung übernehmen (nicht Federn) @@ -245,6 +246,7 @@ namespace MSCO if (!b.Rb.gameObject.activeInHierarchy) continue; bool active = b == held || b == driven; + if (!IsRemoteOwned(b)) StopRunaway(b); if (b.OwnerId == SyncedBody.NoOwner) { if (active) Claim(b, true); @@ -461,6 +463,25 @@ namespace MSCO } } + /// + /// Wird ein Objekt von der Physik weggeschleudert (z.B. nach dem Setzen einer Position, die im Boden lag), + /// sofort anhalten und auf die letzte gute Position zurücksetzen - statt es quer über die Karte fliegen zu lassen. + /// + void StopRunaway(SyncedBody b) + { + Rigidbody rb = b.Rb; + if (rb.isKinematic || rb.velocity.sqrMagnitude < RunawaySpeed * RunawaySpeed) return; + rb.velocity = Vector3.zero; + rb.angularVelocity = Vector3.zero; + if (IsLocal(b) && b.LastSentTime > 0f && IsValidPose(b.LastSentPos, b.LastSentRot)) + { + rb.transform.position = AboveGround(b.LastSentPos, rb.transform); + rb.transform.rotation = b.LastSentRot; + } + else rb.transform.position = AboveGround(rb.position, rb.transform); + ModConsole.Warning("[MSCO] Stopped " + b.RootName + " - it was flung away by the physics"); + } + /// Position innerhalb der Karte, Drehung gültig (gleiche Regel wie auf dem Server). static bool IsValidPose(Vector3 p, Quaternion q) { diff --git a/README.md b/README.md index 5665535..786014b 100644 --- a/README.md +++ b/README.md @@ -20,7 +20,8 @@ Multiplayer-Mod für **My Summer Car** (MSCLoader). Spiel mit bis zu 3 Spielern und nach dem Spielen wiederhergestellt **Synchronisiert** -- Spieler als Spielfigur (Modell aus den NPCs des Spiels) mit Blickrichtung, Ducken/Lehnen, Namensschild +- Spieler als eigene Figur im MSC-Stil (Karohemd, Jeans, Schnurrbart, Kappe – je Spieler etwas anders) mit + Blickrichtung, Laufen, Ducken/Lehnen, Sitzen, gehaltenem Item und Namensschild - Items, lose Teile, Schrauben und Fahrzeuge (auch mit G geschoben) mit Besitzer-System – inkl. was jemand in der Hand hält - Fahrzeuge: Position, Lichter, Motorgeräusch; als **Beifahrer** mitfahren (Taste P) - **Fahrzeugzustand:** Tank, Öl, Kühlwasser, Bremsflüssigkeit, Batterie, Schrauben-Festigkeit, Schäden, Verschleiß, @@ -99,7 +100,7 @@ msbuild MSCO.csproj -p:Configuration=Release | `ObjectSync.cs` | Items/Teile/Fahrzeuge mit Besitzer-System | | `VehicleStateSync.cs`, `VehicleFx.cs`, `Passenger.cs` | Fahrzeugzustand, Lichter/Sound, Beifahrer | | `FsmSync.cs`, `DoorSync.cs`, `WorldSync.cs`, `MoneySync.cs` | Montage-Events, Türen, Zeit/Wetter, Geld | -| `RemotePlayer.cs`, `GameCharacter.cs` | Spielfiguren der Mitspieler | +| `RemotePlayer.cs` | Spielfiguren der Mitspieler | | `SaveSync.cs`, `MenuHelper.cs` | Spielstand übertragen/sichern, Laden aus dem Menü | | `SteamLobby.cs`, `JoinLinks.cs`, `DiscordPresence.cs` | Steam-Lobbys, `msco://`-Links, Discord | | `SafetyPatches.cs`, `InputLock.cs`, `SceneCache.cs` | Absturzschutz, Eingabesperre, geteilte FSM-Suche | diff --git a/RemotePlayer.cs b/RemotePlayer.cs index b54fa78..90cd1e1 100644 --- a/RemotePlayer.cs +++ b/RemotePlayer.cs @@ -3,10 +3,11 @@ using UnityEngine; namespace MSCO { /// - /// Figur eines Mitspielers mit echter Körperhaltung. Aus Kopfposition (Kamera) und Bodenhöhe wird - /// jedes Frame die Pose berechnet: Ducken beugt die Knie, nach vorne Lehnen neigt den Oberkörper, - /// Laufen bewegt Beine und Arme, beim Halten greift der rechte Arm (mit Ellbogen) zum Item, im Auto - /// sitzt die Figur. Die Körperteile sind abgerundete Kapseln zwischen den Gelenken. + /// Figur eines Mitspielers im Stil der My-Summer-Car-Leute (selbst gebaut, keine NPC-Kopie): + /// Karohemd/Arbeitsjacke, Jeans, Arbeitsschuhe, Schnurrbart, Kappe oder Haare, leichter Bauch. + /// Aus Kopfposition (Kamera) und Bodenhöhe wird jedes Frame die Pose berechnet: Ducken beugt die Knie, + /// nach vorne Lehnen neigt den Oberkörper, Laufen bewegt Beine und Arme, beim Halten greift der rechte Arm + /// zum Item, im Auto sitzt die Figur. /// public class RemotePlayer : MonoBehaviour { @@ -21,16 +22,24 @@ namespace MSCO const float HipWidth = 0.1f, ShoulderWidth = 0.21f; const float AnkleHeight = 0.07f; - static readonly Color Skin = new Color(0.93f, 0.76f, 0.62f); - static readonly Color Jeans = new Color(0.18f, 0.25f, 0.42f); - static readonly Color Boots = new Color(0.24f, 0.16f, 0.1f); + static readonly Color Skin = new Color(0.86f, 0.66f, 0.52f); + static readonly Color Jeans = new Color(0.2f, 0.26f, 0.38f); + static readonly Color Boots = new Color(0.22f, 0.15f, 0.09f); + static readonly Color Sole = new Color(0.07f, 0.06f, 0.05f); static readonly Color Dark = new Color(0.08f, 0.08f, 0.08f); + static readonly Color Metal = new Color(0.62f, 0.62f, 0.6f); + static readonly Color[] HairColors = + { + new Color(0.23f, 0.15f, 0.09f), new Color(0.45f, 0.33f, 0.2f), new Color(0.12f, 0.1f, 0.08f), new Color(0.55f, 0.5f, 0.45f) + }; Color jacket; + int variant; Transform headPivot, view; - Transform pelvis, torso, belt, neck; + Transform pelvis, torso, belt, neck, belly, collar, placket, buckle; readonly Transform[] thigh = new Transform[2], shin = new Transform[2], boot = new Transform[2]; readonly Transform[] upperArm = new Transform[2], forearm = new Transform[2], hand = new Transform[2]; + readonly Transform[] sole = new Transform[2], cuff = new Transform[2]; Vector3 targetFeet; Vector3 targetHead; @@ -42,13 +51,10 @@ namespace MSCO Vector3 lastPosition; float walkPhase, walkAmount, speed; - // Echtes Spielmodell (NPC aus der Szene); null = eigene Figur als Rückfall - GameCharacter model; - public int HeldId { get { return last.HeldId; } } public PlayerState LastState { get { return last; } } - public Vector3 HeadPosition { get { return model != null ? model.HeadPosition : headPivot.position; } } - public string ModelDescription { get { return model != null ? "game model: " + model.Description : "fallback figure (no NPC template found)"; } } + public Vector3 HeadPosition { get { return headPivot.position; } } + public string ModelDescription { get { return "MSCO figure, variant " + variant; } } // ---------------------------------------------------------------- Aufbau @@ -57,43 +63,48 @@ namespace MSCO var root = new GameObject(name); var rp = root.AddComponent(); rp.jacket = jacketColor; + rp.variant = Mathf.Abs(variant); rp.Build(); rp.SetTarget(state); root.transform.position = rp.targetFeet; root.transform.rotation = Quaternion.Euler(0f, rp.targetYaw, 0f); - - // Wenn möglich einen echten NPC aus dem Spiel als Figur nehmen, sonst die eigene Figur - try { rp.model = GameCharacter.TryCreate(root.transform, variant); } - catch (System.Exception e) { MSCLoader.ModConsole.Warning("[MSCO] Game model failed: " + e.Message); } - if (rp.model != null) - foreach (Renderer r in root.GetComponentsInChildren(true)) - if (!r.transform.IsChildOf(rp.model.Root)) r.enabled = false; rp.headWorld = rp.targetHead; rp.pitch = rp.targetPitch; rp.view.rotation = rp.targetViewRot; rp.lastPosition = root.transform.position; - if (rp.model == null) rp.Pose(0f); + rp.Pose(0f); return rp; } void Build() { Transform r = transform; - Color jacketDark = jacket * 0.75f; + Color jacketDark = jacket * 0.7f; jacketDark.a = 1f; + Color hairColor = HairColors[variant % HairColors.Length]; + bool wearsCap = variant % 3 != 2; + bool sunglasses = variant % 4 == 1; + Texture2D plaid = Plaid(jacket); + // Körper: Karohemd/Jacke, Jeans, Gürtel, leichter Bauch (wie die Leute in MSC) pelvis = Capsule("Pelvis", r, Jeans); - torso = Capsule("Torso", r, jacket); - belt = Capsule("Belt", r, Dark); + torso = Textured(Capsule("Torso", r, Color.white), plaid, new Vector2(2f, 3f)); + belly = Textured(Sphere("Belly", r, Color.white, 1f), plaid, new Vector2(2f, 2f)); + belt = Capsule("Belt", r, new Color(0.2f, 0.13f, 0.08f)); + buckle = Box("Buckle", r, Metal); + placket = Box("Buttons", r, jacketDark); + collar = Capsule("Collar", r, jacketDark); neck = Capsule("Neck", r, Skin); for (int i = 0; i < 2; i++) { thigh[i] = Capsule("Thigh", r, Jeans); - shin[i] = Capsule("Shin", r, Jeans); + shin[i] = Capsule("Shin", r, Jeans * 0.92f); boot[i] = Box("Boot", r, Boots); - upperArm[i] = Capsule("UpperArm", r, jacket); - forearm[i] = Capsule("Forearm", r, jacketDark); + sole[i] = Box("Sole", r, Sole); + upperArm[i] = Textured(Capsule("UpperArm", r, Color.white), plaid, new Vector2(1f, 2f)); + forearm[i] = Textured(Capsule("Forearm", r, Color.white), plaid, new Vector2(1f, 2f)); + cuff[i] = Capsule("Cuff", r, jacketDark); hand[i] = Sphere("Hand", r, Skin, 0.1f); } @@ -101,31 +112,96 @@ namespace MSCO headPivot = new GameObject("Head").transform; headPivot.SetParent(r, false); Transform skull = Sphere("Skull", headPivot, Skin, 0.24f); - skull.localScale = new Vector3(0.22f, 0.26f, 0.24f); - Transform hair = Sphere("Hair", headPivot, new Color(0.25f, 0.17f, 0.1f), 0.24f); - hair.localPosition = new Vector3(0f, 0.02f, -0.025f); - hair.localScale = new Vector3(0.23f, 0.25f, 0.23f); - Transform cap = Sphere("Cap", headPivot, jacketDark, 0.25f); - cap.localPosition = new Vector3(0f, 0.07f, -0.005f); - cap.localScale = new Vector3(0.245f, 0.16f, 0.255f); - Transform brim = Box("CapBrim", headPivot, jacketDark); - brim.localPosition = new Vector3(0f, 0.075f, 0.13f); - brim.localScale = new Vector3(0.2f, 0.02f, 0.11f); - brim.localRotation = Quaternion.Euler(-8f, 0f, 0f); + skull.localScale = new Vector3(0.21f, 0.255f, 0.235f); + Transform jaw = Sphere("Jaw", headPivot, Skin, 0.2f); + jaw.localPosition = new Vector3(0f, -0.065f, 0.02f); + jaw.localScale = new Vector3(0.18f, 0.13f, 0.19f); + Transform hair = Sphere("Hair", headPivot, hairColor, 0.24f); + hair.localPosition = new Vector3(0f, 0.025f, -0.03f); + hair.localScale = new Vector3(0.22f, 0.24f, 0.22f); for (int i = 0; i < 2; i++) { - Transform eye = Sphere("Eye", headPivot, Dark, 0.035f); - eye.localPosition = new Vector3(i == 0 ? -0.045f : 0.045f, 0.015f, 0.105f); + float side = i == 0 ? -1f : 1f; + Transform ear = Sphere("Ear", headPivot, Skin * 0.96f, 0.05f); + ear.localPosition = new Vector3(side * 0.105f, -0.005f, 0f); + ear.localScale = new Vector3(0.035f, 0.065f, 0.05f); + Transform eye = Sphere("Eye", headPivot, Dark, 0.028f); + eye.localPosition = new Vector3(side * 0.042f, 0.018f, 0.105f); + Transform brow = Box("Brow", headPivot, hairColor); + brow.localPosition = new Vector3(side * 0.043f, 0.045f, 0.108f); + brow.localScale = new Vector3(0.045f, 0.012f, 0.012f); + brow.localRotation = Quaternion.Euler(0f, 0f, side * -8f); + } + Transform nose = Box("Nose", headPivot, Skin * 0.93f); + nose.localPosition = new Vector3(0f, -0.012f, 0.12f); + nose.localScale = new Vector3(0.035f, 0.055f, 0.045f); + // Der typische Schnurrbart + Transform mustache = Box("Mustache", headPivot, hairColor); + mustache.localPosition = new Vector3(0f, -0.052f, 0.113f); + mustache.localScale = new Vector3(0.085f, 0.024f, 0.03f); + Transform mouth = Box("Mouth", headPivot, new Color(0.45f, 0.25f, 0.22f)); + mouth.localPosition = new Vector3(0f, -0.078f, 0.108f); + mouth.localScale = new Vector3(0.05f, 0.01f, 0.01f); + + if (sunglasses) + { + Transform glasses = Box("Sunglasses", headPivot, Dark); + glasses.localPosition = new Vector3(0f, 0.018f, 0.113f); + glasses.localScale = new Vector3(0.14f, 0.035f, 0.012f); + } + if (wearsCap) + { + // Kappe ("lippis") in der Jackenfarbe + Transform cap = Sphere("Cap", headPivot, jacketDark, 0.25f); + cap.localPosition = new Vector3(0f, 0.075f, -0.005f); + cap.localScale = new Vector3(0.235f, 0.15f, 0.245f); + Transform brim = Box("CapBrim", headPivot, jacketDark); + brim.localPosition = new Vector3(0f, 0.078f, 0.13f); + brim.localScale = new Vector3(0.19f, 0.018f, 0.11f); + brim.localRotation = Quaternion.Euler(-10f, 0f, 0f); + Transform patch = Box("CapPatch", headPivot, new Color(0.9f, 0.88f, 0.8f)); + patch.localPosition = new Vector3(0f, 0.105f, 0.112f); + patch.localScale = new Vector3(0.06f, 0.035f, 0.01f); + patch.localRotation = Quaternion.Euler(-25f, 0f, 0f); } - Transform nose = Box("Nose", headPivot, Skin * 0.95f); - nose.localPosition = new Vector3(0f, -0.02f, 0.12f); - nose.localScale = new Vector3(0.035f, 0.05f, 0.04f); // Unsichtbarer "Blick" mit der exakten Kameradrehung - daran hängt das gehaltene Item view = new GameObject("View").transform; view.SetParent(r, false); } + /// Kleines Karomuster (Flanellhemd) in der Grundfarbe; wird auf die Kapseln gekachelt. + static Texture2D Plaid(Color baseColor) + { + const int size = 16; + var tex = new Texture2D(size, size, TextureFormat.RGB24, false); + Color light = Color.Lerp(baseColor, Color.white, 0.18f); + Color dark = baseColor * 0.62f; + for (int y = 0; y < size; y++) + { + for (int x = 0; x < size; x++) + { + bool bandX = (x / 4) % 2 == 0, bandY = (y / 4) % 2 == 0; + Color c = bandX && bandY ? dark : bandX || bandY ? baseColor : light; + if (x % 8 == 1 || y % 8 == 1) c = Color.Lerp(c, Color.black, 0.45f); // dünne dunkle Linien + c.a = 1f; + tex.SetPixel(x, y, c); + } + } + tex.filterMode = FilterMode.Point; + tex.wrapMode = TextureWrapMode.Repeat; + tex.Apply(); + return tex; + } + + static Transform Textured(Transform part, Texture2D tex, Vector2 tiling) + { + Material m = part.GetComponent().material; + m.mainTexture = tex; + m.mainTextureScale = tiling; + return part; + } + static Transform Capsule(string name, Transform parent, Color color) { return Primitive(PrimitiveType.Capsule, name, parent, color); } static Transform Box(string name, Transform parent, Color color) { return Primitive(PrimitiveType.Cube, name, parent, color); } @@ -186,18 +262,7 @@ namespace MSCO view.rotation = Quaternion.Slerp(view.rotation, targetViewRot, t); UpdateWalk(dt); - if (model != null) model.Animate(speed); // Spiel-Animation (Idle/Walk) läuft vor LateUpdate - else Pose(dt); - } - - /// Spielmodell: nach der Animation Ducken/Lehnen/Kopf/Arme anpassen. - void LateUpdate() - { - if (model == null) return; - Vector3 heldPos; - Quaternion heldRot; - bool holding = TryGetHeldPose(out heldPos, out heldRot); - model.Pose(transform, headWorld, pitch, last.Seated, holding, heldPos); + Pose(dt); } void UpdateWalk(float dt) @@ -240,10 +305,21 @@ namespace MSCO Vector3 forward = Vector3.Cross(right, up).normalized; // Rumpf - Segment(torso, hip + up * 0.08f, neckBase, 0.38f, 0.24f); - Segment(belt, hip + up * 0.06f, hip + up * 0.1f, 0.37f, 0.23f); - Segment(pelvis, hip - right * HipWidth, hip + right * HipWidth, 0.2f, 0.22f); - Segment(neck, neckBase, neckTop, 0.09f, 0.09f); + Quaternion torsoRot = Quaternion.LookRotation(forward, up); + Segment(torso, hip + up * 0.08f, neckBase, 0.4f, 0.25f); + belly.localPosition = hip + up * 0.2f + forward * 0.06f; + belly.localRotation = torsoRot; + belly.localScale = new Vector3(0.34f, 0.28f, 0.27f); + Segment(belt, hip + up * 0.05f, hip + up * 0.1f, 0.38f, 0.26f); + buckle.localPosition = hip + up * 0.075f + forward * 0.13f; + buckle.localRotation = torsoRot; + buckle.localScale = new Vector3(0.06f, 0.045f, 0.015f); + placket.localPosition = Vector3.Lerp(hip + up * 0.1f, neckBase, 0.62f) + forward * 0.122f; + placket.localRotation = torsoRot; + placket.localScale = new Vector3(0.025f, 0.26f, 0.01f); + Segment(pelvis, hip - right * HipWidth, hip + right * HipWidth, 0.22f, 0.24f); + Segment(collar, neckBase - up * 0.02f, neckBase + up * 0.035f, 0.17f, 0.15f); + Segment(neck, neckBase, neckTop, 0.1f, 0.1f); // Kopf headPivot.localPosition = head; @@ -265,9 +341,12 @@ namespace MSCO Vector3 knee = Joint(hipJoint, ankle, ThighLength, ShinLength, Vector3.forward); Segment(thigh[i], hipJoint, knee, 0.17f, 0.17f); Segment(shin[i], knee, ankle, 0.14f, 0.14f); - boot[i].localPosition = ankle + new Vector3(0f, -0.02f, 0.05f); + boot[i].localPosition = ankle + new Vector3(0f, -0.015f, 0.05f); boot[i].localRotation = Quaternion.identity; boot[i].localScale = new Vector3(0.12f, 0.1f, 0.27f); + sole[i].localPosition = ankle + new Vector3(0f, -0.065f, 0.05f); + sole[i].localRotation = Quaternion.identity; + sole[i].localScale = new Vector3(0.13f, 0.025f, 0.29f); // Arme Vector3 shoulder = neckBase - up * 0.06f + right * (ShoulderWidth * side); @@ -289,7 +368,10 @@ namespace MSCO Vector3 elbow = Joint(shoulder, handTarget, UpperArmLength, ForearmLength, new Vector3(side * 0.4f, -0.2f, -1f)); Segment(upperArm[i], shoulder, elbow, 0.12f, 0.12f); Segment(forearm[i], elbow, handTarget, 0.11f, 0.11f); + Vector3 wrist = Vector3.Lerp(elbow, handTarget, 0.86f); + Segment(cuff[i], wrist, Vector3.Lerp(elbow, handTarget, 0.94f), 0.12f, 0.12f); hand[i].localPosition = handTarget; + hand[i].localScale = new Vector3(0.085f, 0.1f, 0.1f); } }