Files
BABA_YAGA/Assets/Scripts/Fusion/BasicSpawner.cs

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using System;
using System.Collections.Generic;
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using System.Threading.Tasks;
using System.Linq;
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using Fusion;
using Fusion.Sockets;
using UnityEngine;
using UnityEngine.SceneManagement;
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using Random = UnityEngine.Random;
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// Struct input đồng bộ giữa Spawner, Movement và StateMachine
public struct PlayerInputData : INetworkInput
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{
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public Vector2 Direction;
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public Quaternion rot;
public bool sprint;
}
public class BasicSpawner : MonoBehaviour, INetworkRunnerCallbacks
{
private NetworkRunner _runner;
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private string _roomName = "Room1";
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public LobbyManager LobbyManager;
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[SerializeField] private NetworkPrefabRef _playerPrefab;
private Dictionary<PlayerRef, NetworkObject> _spawnedCharacters = new Dictionary<PlayerRef, NetworkObject>();
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// Thông tin profile local
public PlayerProfile LocalPlayerProfile { get; private set; }
public void SetLocalPlayerProfile(PlayerProfile profile)
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{
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LocalPlayerProfile = profile;
}
private void Awake()
{
if (_runner == null) _runner = gameObject.AddComponent<NetworkRunner>();
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DontDestroyOnLoad(gameObject);
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}
// Khởi tạo Game (Host/Client)
public async Task StartGame(GameMode mode, string sessionName = "TestRoom")
{
Debug.Log($"<color=yellow>Fusion:</color> Đang khởi tạo kết nối với Mode: {mode} | Phòng: {sessionName}");
if (_runner == null) _runner = gameObject.AddComponent<NetworkRunner>();
_runner.ProvideInput = true;
var sceneManager = gameObject.GetComponent<NetworkSceneManagerDefault>();
if (sceneManager == null) sceneManager = gameObject.AddComponent<NetworkSceneManagerDefault>();
var result = await _runner.StartGame(new StartGameArgs()
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{
GameMode = mode,
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SessionName = sessionName,
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Scene = SceneRef.FromIndex(1),
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SceneManager = sceneManager
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});
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if (result.Ok)
{
Debug.Log($"<color=green>Fusion thành công:</color> Đã vào phòng {sessionName}");
}
else
{
Debug.LogError($"<color=red>Fusion thất bại:</color> Lý do: {result.ShutdownReason}");
if (_runner != null)
{
Destroy(_runner);
_runner = null;
}
}
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}
private void OnGUI()
{
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if (_runner == null || !_runner.IsRunning)
{
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float width = 400;
float height = 300;
float x = (Screen.width - width) / 2f;
float y = (Screen.height - height) / 2f;
GUI.Box(new Rect(x, y, width, height), "FUSION MULTIPLAYER");
float innerX = x + 20;
float innerY = y + 40;
float contentWidth = width - 40;
GUI.Label(new Rect(innerX, innerY, 100, 30), "Tên phòng:");
_roomName = GUI.TextField(new Rect(innerX + 100, innerY, contentWidth - 100, 30), _roomName);
if (GUI.Button(new Rect(innerX, innerY + 50, contentWidth, 60), "VÀO PHÒNG\n(Tự động Host/Client)"))
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{
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_ = StartGame(GameMode.AutoHostOrClient, _roomName);
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}
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if (GUI.Button(new Rect(innerX, innerY + 120, (contentWidth / 2) - 5, 50), "Tạo phòng\n(Host)"))
{
_ = StartGame(GameMode.Host, _roomName);
}
if (GUI.Button(new Rect(innerX + (contentWidth / 2) + 5, innerY + 120, (contentWidth / 2) - 5, 50), "Tham gia\n(Client)"))
{
_ = StartGame(GameMode.Client, _roomName);
}
GUI.Label(new Rect(innerX, innerY + 180, contentWidth, 50), "Gợi ý: Nhập cùng tên phòng để chơi chung.\nNếu phòng chưa có, máy sẽ tự tạo mới.");
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}
else
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{
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string region = (_runner.SessionInfo != null && _runner.SessionInfo.IsValid) ? _runner.SessionInfo.Region : "Connecting...";
int playerCount = 0;
foreach (var p in _runner.ActivePlayers) playerCount++;
string info = $"Mode: {_runner.GameMode} | Region: {region} | Players: {playerCount}";
GUI.Box(new Rect(10, 10, 400, 30), info);
if (GUI.Button(new Rect(10, 50, 100, 30), "Thoát"))
{
_runner.Shutdown();
}
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}
}
public void OnPlayerJoined(NetworkRunner runner, PlayerRef player)
{
if (runner.IsServer)
{
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Vector3 spawnPosition = new Vector3(Random.Range(-10f, 10f), 2f, Random.Range(-10f, 10f));
spawnPosition += new Vector3(player.RawEncoded % 3, 0, player.RawEncoded % 3);
var networkPlayerObject = runner.Spawn(_playerPrefab, spawnPosition, Quaternion.identity, player);
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runner.SetPlayerObject(player, networkPlayerObject);
_spawnedCharacters.Add(player, networkPlayerObject);
}
}
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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))
{
if (networkObject != null) runner.Despawn(networkObject);
_spawnedCharacters.Remove(player);
}
}
public void OnInput(NetworkRunner runner, NetworkInput input)
{
var data = new PlayerInputData();
// ĐỌC TRỰC TIẾP: Không dùng Buffer để tránh bị trôi phím
data.Direction = new Vector2(Input.GetAxisRaw("Horizontal"), Input.GetAxisRaw("Vertical"));
data.sprint = Input.GetKey(KeyCode.LeftShift);
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if (OnlyScove.Scripts.PlayerStateMachine.Local != null)
{
var sm = OnlyScove.Scripts.PlayerStateMachine.Local;
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if (sm.Cam != null) data.rot = sm.Cam.PlanarRotation;
else data.rot = sm.NetworkedCameraRotation;
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}
input.Set(data);
}
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public void OnSessionListUpdated(NetworkRunner runner, List<SessionInfo> sessionList)
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{
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if (LobbyManager != null) LobbyManager.DisplayRoomList(sessionList);
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}
public void OnInputMissing(NetworkRunner runner, PlayerRef player, NetworkInput input) { }
public void OnShutdown(NetworkRunner runner, ShutdownReason shutdownReason) { }
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 OnCustomAuthenticationResponse(NetworkRunner runner, Dictionary<string, object> data) { }
public void OnHostMigration(NetworkRunner runner, HostMigrationToken hostMigrationToken) { }
public void OnSceneLoadDone(NetworkRunner runner) { }
public void OnSceneLoadStart(NetworkRunner runner) { }
public void OnObjectExitAOI(NetworkRunner runner, NetworkObject obj, PlayerRef player) { }
public void OnObjectEnterAOI(NetworkRunner runner, NetworkObject obj, PlayerRef player) { }
public void OnReliableDataReceived(NetworkRunner runner, PlayerRef player, ReliableKey key, ArraySegment<byte> data) { }
public void OnReliableDataProgress(NetworkRunner runner, PlayerRef player, ReliableKey key, float progress) { }
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}