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BABA_YAGA/Assets/Scripts/Player Controller/PlayerStateMachine.cs

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using System.Collections.Generic;
using UnityEngine;
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using Fusion;
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namespace OnlyScove.Scripts
{
[RequireComponent(typeof(CharacterController), typeof(InputReader), typeof(Animator))]
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public class PlayerStateMachine : NetworkBehaviour
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{
[field: Header("References")]
[field: SerializeField] public CharacterController Controller { get; private set; }
[field: SerializeField] public virtual InputReader Input { get; private set; }
[field: SerializeField] public Animator Anim { get; private set; }
[field: SerializeField] public EnvironmentScanner Scanner { get; private set; }
public CameraController Cam { get; private set; }
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[field: Header("Animator Settings")]
[SerializeField] private string speedParamName = "Speed";
[SerializeField] private string velocityXParamName = "Velocity X";
[SerializeField] private string velocityZParamName = "Velocity Z";
private int speedHash;
private int velocityXHash;
private int velocityZHash;
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[field: Header("Movement Settings")]
[field: SerializeField] public float WalkSpeed { get; private set; } = 3f;
[field: SerializeField] public float RunSpeed { get; private set; } = 6f;
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[field: SerializeField] public float SprintSpeed { get; private set; } = 9f;
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[field: SerializeField] public float SneakSpeed { get; private set; } = 1.5f;
[field: SerializeField] public float DashForce { get; private set; } = 10f;
[field: SerializeField] public float RotationSpeed { get; private set; } = 500f;
[field: SerializeField] public float AnimationDamping { get; private set; } = 0.2f;
[field: Header("Airborne Settings")]
[field: SerializeField] public float JumpHeight { get; private set; } = 2f;
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[field: SerializeField] public float Gravity { get; private set; } = -15f;
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[field: SerializeField] public float ThrustDownwardForce { get; private set; } = -20f;
[field: Header("Ground Check")]
[field: SerializeField] public float GroundCheckRadius { get; private set; } = 0.2f;
[field: SerializeField] public Vector3 GroundCheckOffset { get; private set; }
[field: SerializeField] public LayerMask GroundMask { get; private set; }
[field: Header("Interaction")]
[field: SerializeField] public float InteractionRange { get; private set; } = 2f;
[field: SerializeField] public LayerMask InteractionMask { get; private set; }
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[Networked] public Quaternion NetworkedCameraRotation { get; set; }
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// Thuộc tính hỗ trợ lấy rotation của Camera an toàn cho cả Online và Offline
public Quaternion CameraRotation
{
get
{
if (Runner != null && Runner.IsRunning && Object != null)
return NetworkedCameraRotation;
if (Cam != null)
return Cam.PlanarRotation;
return transform.rotation;
}
}
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[Networked] public Vector2 NetworkedMoveInput { get; set; }
[Networked] public float NetworkedSpeed { get; set; }
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[Networked] public Vector3 NetworkedPosition { get; set; }
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public Vector2 MoveInput { get; private set; }
public bool IsSprintHeld { get; private set; }
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public float VelocityY { get; set; }
public bool IsGrounded { get; private set; }
public bool WasGrounded { get; private set; }
private List<IInteractable> interactablesNearby = new List<IInteractable>();
private int currentInteractableIndex = 0;
public string CurrentStateName => currentState != null ? currentState.GetType().Name : "None";
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public static PlayerStateMachine Local { get; private set; }
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private PlayerBaseState currentState;
private bool hasControl = true;
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private bool hasSpeedParam;
private bool hasVelocityXParam;
private bool hasVelocityZParam;
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protected virtual void Awake()
{
Controller = GetComponent<CharacterController>();
Input = GetComponent<InputReader>();
Anim = GetComponentInChildren<Animator>();
Scanner = GetComponent<EnvironmentScanner>();
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// Kiểm tra tham số có tồn tại trong Animator không để tránh lỗi log gây Disconnect
if (Anim != null)
{
foreach (AnimatorControllerParameter param in Anim.parameters)
{
if (param.name == speedParamName) hasSpeedParam = true;
if (param.name == velocityXParamName) hasVelocityXParam = true;
if (param.name == velocityZParamName) hasVelocityZParam = true;
}
}
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speedHash = Animator.StringToHash(speedParamName);
velocityXHash = Animator.StringToHash(velocityXParamName);
velocityZHash = Animator.StringToHash(velocityZParamName);
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}
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private void Start()
{
// Nếu chạy Offline (kéo prefab vào scene), Spawned() sẽ không được gọi.
// Chúng ta khởi tạo tại đây để đảm bảo nhân vật hoạt động.
if (Runner == null || !Runner.IsRunning)
{
InitializePlayer();
}
}
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public override void Spawned()
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{
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// Fusion gọi Spawned khi object được nạp vào mạng.
InitializePlayer();
// Nếu không có quyền điều khiển và đang ở Client, tắt Controller để tránh xung đột
if (Object != null && !Object.HasInputAuthority && Runner.IsClient)
{
if (Controller != null) Controller.enabled = false;
}
}
private void InitializePlayer()
{
if (currentState == null)
{
SwitchState(new PlayerIdleState(this));
}
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bool isOffline = Runner == null || !Runner.IsRunning;
bool hasAuthority = Object != null && Object.HasInputAuthority;
if (isOffline || hasAuthority)
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{
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Local = this;
CameraController cameraController = GameObject.FindAnyObjectByType<CameraController>();
if (cameraController != null)
{
Cam = cameraController;
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Cam.followTarget = transform;
Cam.inputReader = Input;
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}
Input.OnNextInteractEvent += OnNextInteract;
Input.OnPreviousInteractEvent += OnPreviousInteract;
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// Đảm bảo Controller được bật
if (Controller != null) Controller.enabled = true;
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}
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}
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private float localAnimatorSpeed;
public void Rotate(Vector3 moveDirection, float deltaTime)
{
if (moveDirection == Vector3.zero) return;
Quaternion targetRot = Quaternion.LookRotation(moveDirection);
transform.rotation = Quaternion.RotateTowards(
transform.rotation,
targetRot,
RotationSpeed * deltaTime
);
}
public void Move(Vector3 velocity, float animatorSpeed, float deltaTime)
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{
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// Cho phép di chuyển nếu:
// 1. Không có mạng (Offline test)
// 2. Có quyền điều khiển (Input Authority)
// 3. Là Server (State Authority)
bool canMove = (Runner == null || !Runner.IsRunning) || Object.HasInputAuthority || Runner.IsServer;
if (!canMove) return;
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if (Controller != null && Controller.enabled)
{
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Controller.Move(velocity * deltaTime);
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// Cập nhật vị trí mạng ngay sau khi di chuyển
if (Object != null && Runner != null && Runner.IsRunning)
{
NetworkedPosition = transform.position;
}
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}
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localAnimatorSpeed = animatorSpeed;
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if (Object != null && Object.HasStateAuthority)
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{
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NetworkedSpeed = animatorSpeed;
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NetworkedMoveInput = MoveInput;
}
UpdateAnimator(deltaTime);
}
private void UpdateAnimator(float deltaTime)
{
if (Anim == null) return;
float speedValue;
Vector2 inputVector;
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if (Runner == null || !Runner.IsRunning || Object.HasInputAuthority)
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{
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speedValue = localAnimatorSpeed;
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inputVector = MoveInput;
}
else
{
speedValue = NetworkedSpeed;
inputVector = NetworkedMoveInput;
}
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// Chỉ Set nếu tham số thực sự tồn tại (Tránh lỗi Hash does not exist)
if (hasSpeedParam) Anim.SetFloat(speedHash, speedValue, AnimationDamping, deltaTime);
if (hasVelocityXParam) Anim.SetFloat(velocityXHash, inputVector.x * speedValue, AnimationDamping, deltaTime);
if (hasVelocityZParam) Anim.SetFloat(velocityZHash, inputVector.y * speedValue, AnimationDamping, deltaTime);
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}
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public override void FixedUpdateNetwork()
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{
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bool isRunning = Runner != null && Runner.IsRunning;
if (Object == null && isRunning) return;
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// ĐỒNG BỘ VỊ TRÍ: Ép nhân vật về vị trí mạng trước khi tính toán tick mới
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if (isRunning && NetworkedPosition != Vector3.zero)
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{
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if (Controller != null && !Object.HasInputAuthority)
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{
Controller.enabled = false;
transform.position = NetworkedPosition;
Controller.enabled = true;
}
}
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if (GetInput(out PlayerInputData data))
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{
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MoveInput = data.Direction;
IsSprintHeld = data.sprint;
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// Chỉ gán biến Networked nếu đang chạy mạng
if (isRunning) NetworkedCameraRotation = data.rot;
}
else if (!isRunning)
{
// FALLBACK INPUT: Nếu không có Fusion, lấy input trực tiếp từ Unity để Test
MoveInput = new Vector2(UnityEngine.Input.GetAxisRaw("Horizontal"), UnityEngine.Input.GetAxisRaw("Vertical"));
IsSprintHeld = UnityEngine.Input.GetKey(KeyCode.LeftShift);
// Ở chế độ offline, chúng ta không gán vào NetworkedCameraRotation nữa
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}
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else
{
MoveInput = Vector2.zero;
IsSprintHeld = false;
}
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bool isSimulating = !isRunning || Object.HasInputAuthority || Runner.IsServer;
if (!isSimulating)
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{
UpdateAnimator(Runner.DeltaTime);
return;
}
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if (!hasControl) return;
WasGrounded = IsGrounded;
CheckGround();
UpdateInteractablesList();
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float dt = isRunning ? Runner.DeltaTime : Time.fixedDeltaTime;
currentState?.Tick(dt);
}
private void Update()
{
// Nếu không có NetworkRunner, Fusion sẽ không gọi FixedUpdateNetwork.
// Chúng ta gọi thủ công để logic StateMachine vẫn chạy được khi Test Offline.
if (Runner == null || !Runner.IsRunning)
{
FixedUpdateNetwork();
}
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}
private void CheckGround()
{
IsGrounded = Physics.CheckSphere(transform.TransformPoint(GroundCheckOffset), GroundCheckRadius, GroundMask);
}
private void UpdateInteractablesList()
{
interactablesNearby.Clear();
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IInteractable target = Scanner.ScanForInteractable(InteractionRange, InteractionMask);
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if (target != null) interactablesNearby.Add(target);
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currentInteractableIndex = 0;
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}
private void OnNextInteract()
{
if (interactablesNearby.Count <= 1) return;
currentInteractableIndex = (currentInteractableIndex + 1) % interactablesNearby.Count;
}
private void OnPreviousInteract()
{
if (interactablesNearby.Count <= 1) return;
currentInteractableIndex--;
if (currentInteractableIndex < 0) currentInteractableIndex = interactablesNearby.Count - 1;
}
public IInteractable GetInteractable()
{
if (interactablesNearby.Count == 0) return null;
return interactablesNearby[currentInteractableIndex];
}
public void SetGroundCheck(float radius, Vector3 offset)
{
GroundCheckRadius = radius;
GroundCheckOffset = offset;
}
public void SwitchState(PlayerBaseState newState)
{
currentState?.Exit();
currentState = newState;
currentState?.Enter();
}
public void SetControl(bool control)
{
hasControl = control;
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if (Controller != null) Controller.enabled = control;
if (!control && Anim != null) Anim.SetFloat(speedHash, 0f);
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}
private void OnDrawGizmosSelected()
{
Gizmos.color = new Color(0, 1, 0, 0.5f);
Gizmos.DrawSphere(transform.TransformPoint(GroundCheckOffset), GroundCheckRadius);
}
}
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}