Files
BABA_YAGA/Assets/Scripts/Duy/_BasicSpawner.cs

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Threading.Tasks;
using Fusion;
using Fusion.Sockets;
using UnityEngine;
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using OnlyScove.Scripts;
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namespace Hallucinate.UI
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{
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public class _BasicSpawner : MonoBehaviour, INetworkRunnerCallbacks
{
private NetworkRunner _runner { get; set; }
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public event Action<List<SessionInfo>> OnSessionListUpdatedEvent;
public event Action<string> OnShutdownEvent;
public event Action OnJoinStartedEvent;
public event Action OnJoinFailedEvent;
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private void Awake()
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{
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if (_runner == null) _runner = gameObject.AddComponent<NetworkRunner>();
DontDestroyOnLoad(gameObject);
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}
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public _PlayerProfile LocalPlayerProfile { get; private set; }
public void SetLocalPlayerProfile(_PlayerProfile _profile)
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{
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LocalPlayerProfile = _profile;
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}
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public async Task StartLobby()
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{
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if (_runner == null) _runner = gameObject.AddComponent<NetworkRunner>();
_runner.ProvideInput = true;
_runner.AddCallbacks(this);
var result = await _runner.JoinSessionLobby(SessionLobby.ClientServer);
if (!result.Ok) Debug.LogError($"Failed to join lobby: {result.ShutdownReason}");
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}
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public async Task StartHost(string sessionName, string password = null)
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{
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OnJoinStartedEvent?.Invoke();
var customProps = new Dictionary<string, SessionProperty>();
if (!string.IsNullOrEmpty(password))
{
customProps.Add("pw", password);
}
var result = await _runner.StartGame(new StartGameArgs()
{
GameMode = GameMode.Host,
SessionName = sessionName,
SessionProperties = customProps,
PlayerCount = 2,
SceneManager = gameObject.AddComponent<NetworkSceneManagerDefault>()
});
if (!result.Ok)
{
Debug.LogError($"Failed to start host: {result.ShutdownReason}");
OnJoinFailedEvent?.Invoke();
}
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}
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public async Task StartClient(string sessionName, string password = null)
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{
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OnJoinStartedEvent?.Invoke();
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var result = await _runner.StartGame(new StartGameArgs()
{
GameMode = GameMode.Client,
SessionName = sessionName,
SceneManager = gameObject.AddComponent<NetworkSceneManagerDefault>()
});
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if (!result.Ok)
{
Debug.LogError($"Failed to join client: {result.ShutdownReason}");
OnJoinFailedEvent?.Invoke();
}
}
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[SerializeField] private NetworkPrefabRef _playerPrefab;
private Dictionary<PlayerRef, NetworkObject> _spawnedCharacters = new Dictionary<PlayerRef, NetworkObject>();
public void OnPlayerJoined(NetworkRunner runner, PlayerRef player)
{
if (player == runner.LocalPlayer)
{
var pdm = FindFirstObjectByType<_PlayerDataManager>();
if (pdm != null)
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{
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var metaData = new _PlayerMetaData()
{
Name = LocalPlayerProfile.Name,
Role = LocalPlayerProfile.Role,
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IsReady = false
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};
pdm.RPC_UpdatePlayerMetaData(player, metaData);
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}
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}
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}
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public void StartGame()
{
if (_runner.IsServer)
{
_runner.LoadScene("Main Scene");
}
}
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public void OnPlayerLeft(NetworkRunner runner, PlayerRef player)
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{
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if (_spawnedCharacters.TryGetValue(player, out NetworkObject networkObject))
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{
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runner.Despawn(networkObject);
_spawnedCharacters.Remove(player);
if (runner.IsServer) runner.Shutdown();
}
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}
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public void OnShutdown(NetworkRunner runner, ShutdownReason shutdownReason)
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{
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OnShutdownEvent?.Invoke(shutdownReason.ToString());
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}
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public void OnSessionListUpdated(NetworkRunner runner, List<SessionInfo> sessionList)
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{
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OnSessionListUpdatedEvent?.Invoke(sessionList);
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}
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public void OnInput(NetworkRunner runner, NetworkInput input)
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{
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var data = new PlayerInputData();
// Try to get input from the local player's InputReader
if (PlayerStateMachine.Local != null && PlayerStateMachine.Local.Input != null)
{
var inputReader = PlayerStateMachine.Local.Input;
data.Direction = inputReader.MoveInput;
data.sprint = inputReader.IsSprintHeld;
if (PlayerStateMachine.Local.Cam != null)
{
data.rot = PlayerStateMachine.Local.Cam.PlanarRotation;
}
}
else
{
// Fallback to basic input if player not spawned or InputReader missing
data.Direction = new Vector2(Input.GetAxis("Horizontal"), Input.GetAxis("Vertical"));
data.sprint = Input.GetKey(KeyCode.LeftShift);
}
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input.Set(data);
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}
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public void OnConnectedToServer(NetworkRunner runner) { }
public void OnDisconnectedFromServer(NetworkRunner runner, NetDisconnectReason reason) { }
public void OnConnectRequest(NetworkRunner runner, NetworkRunnerCallbackArgs.ConnectRequest request, byte[] token) { }
public void OnConnectFailed(NetworkRunner runner, NetAddress remoteAddress, NetConnectFailedReason reason) { }
public void OnUserSimulationMessage(NetworkRunner runner, SimulationMessagePtr message) { }
public void OnReliableDataReceived(NetworkRunner runner, PlayerRef player, ReliableKey key, ArraySegment<byte> data) { }
public void OnReliableDataProgress(NetworkRunner runner, PlayerRef player, ReliableKey key, float progress) { }
public void OnInputMissing(NetworkRunner runner, PlayerRef player, NetworkInput input) { }
public void OnObjectExitAOI(NetworkRunner runner, NetworkObject obj, PlayerRef player) { }
public void OnObjectEnterAOI(NetworkRunner runner, NetworkObject obj, PlayerRef player) { }
public void OnCustomAuthenticationResponse(NetworkRunner runner, Dictionary<string, object> data) { }
public void OnHostMigration(NetworkRunner runner, HostMigrationToken hostMigrationToken) { }
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public void OnSceneLoadDone(NetworkRunner runner)
{
string currentSceneName = UnityEngine.SceneManagement.SceneManager.GetActiveScene().name;
if (runner.IsServer && currentSceneName == "Main Scene")
{
foreach (var player in runner.ActivePlayers)
{
Vector2 spawnPosition = (player == runner.LocalPlayer) ? new Vector2(-8, 0) : new Vector2(8, 0);
var networkPlayerObject = runner.Spawn(_playerPrefab, spawnPosition, Quaternion.identity, player);
_spawnedCharacters.Add(player, networkPlayerObject);
}
}
if (currentSceneName == "Main Scene")
{
if (UIManager.Instance != null) UIManager.Instance.OnGameStarted();
}
else if (currentSceneName == "Lobby" || currentSceneName == "Menu")
{
if (UIManager.Instance != null) UIManager.Instance.OnBackToMenu();
}
}
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public void OnSceneLoadStart(NetworkRunner runner) { }
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}
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}