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using Unity.Netcode;
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using UnityEngine;
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namespace AfterHours.Networking
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{
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/// <summary>
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/// Spielerbewegung mit Client-Prediction: der Owner bewegt sich sofort,
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/// NetworkTransform repliziert. Bewegung ist der EINZIGE Bereich, in dem
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/// wir dem Client vertrauen – siehe CLAUDE.md §3.
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/// </summary>
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[RequireComponent(typeof(CharacterController))]
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public sealed class PlayerAvatar : NetworkBehaviour
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{
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[SerializeField] private float _walkSpeed = 3.4f;
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[SerializeField] private float _mouseSensitivity = 2f;
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[SerializeField] private Transform _cameraRoot;
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[SerializeField] private float _gravity = -12f;
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private CharacterController _controller;
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private float _pitch;
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private float _verticalVelocity;
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private void Awake() => _controller = GetComponent<CharacterController>();
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public override void OnNetworkSpawn()
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{
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if (!IsOwner)
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{
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if (_cameraRoot != null && _cameraRoot.GetComponentInChildren<Camera>() is { } cam)
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cam.gameObject.SetActive(false);
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enabled = false;
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return;
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}
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Cursor.lockState = CursorLockMode.Locked;
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}
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private void Update()
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{
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if (!IsOwner) return;
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Look();
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Move();
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}
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private void Look()
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{
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float mouseX = Input.GetAxis("Mouse X") * _mouseSensitivity;
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float mouseY = Input.GetAxis("Mouse Y") * _mouseSensitivity;
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transform.Rotate(Vector3.up, mouseX);
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_pitch = Mathf.Clamp(_pitch - mouseY, -85f, 85f);
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if (_cameraRoot != null)
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_cameraRoot.localRotation = Quaternion.Euler(_pitch, 0f, 0f);
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}
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private void Move()
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{
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Vector3 input = new(Input.GetAxisRaw("Horizontal"), 0f, Input.GetAxisRaw("Vertical"));
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Vector3 direction = transform.TransformDirection(Vector3.ClampMagnitude(input, 1f));
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_verticalVelocity = _controller.isGrounded
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? -1f
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: _verticalVelocity + _gravity * Time.deltaTime;
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Vector3 velocity = direction * _walkSpeed + Vector3.up * _verticalVelocity;
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_controller.Move(velocity * Time.deltaTime);
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}
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}
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}
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