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BABA_YAGA/Assets/Scripts/Fusion/BasicSpawner.cs

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2026-04-03 22:46:17 +07:00
using System;
using System.Collections.Generic;
using Fusion;
using Fusion.Sockets;
using UnityEngine;
using UnityEngine.SceneManagement;
// ĐỊNH NGHĨA DỮ LIỆU GỬI QUA MẠNG
public struct NetworkInputData : INetworkInput
{
public Vector2 move;
public Quaternion rot;
public bool sprint;
}
public class BasicSpawner : MonoBehaviour, INetworkRunnerCallbacks
{
private NetworkRunner _runner;
[SerializeField] private NetworkPrefabRef _playerPrefab;
private Dictionary<PlayerRef, NetworkObject> _spawnedCharacters = new Dictionary<PlayerRef, NetworkObject>();
async void StartGame(GameMode mode)
{
if (_runner != null) return;
_runner = gameObject.AddComponent<NetworkRunner>();
_runner.ProvideInput = true;
DontDestroyOnLoad(gameObject);
await _runner.StartGame(new StartGameArgs()
{
GameMode = mode,
SessionName = "TestRoom",
Scene = SceneRef.FromIndex(1),
SceneManager = gameObject.AddComponent<NetworkSceneManagerDefault>()
});
}
private void OnGUI()
{
if (_runner == null)
{
if (GUI.Button(new Rect(10, 10, 200, 40), "Host (Tạo phòng)")) StartGame(GameMode.AutoHostOrClient);
if (GUI.Button(new Rect(10, 60, 200, 40), "Join (Vào phòng)")) StartGame(GameMode.Client);
}
}
public void OnPlayerJoined(NetworkRunner runner, PlayerRef player)
{
if (runner.IsServer)
{
Vector3 spawnPosition = new Vector3((player.RawEncoded % 10) * 2, 1, 0);
NetworkObject networkPlayerObject = runner.Spawn(_playerPrefab, spawnPosition, Quaternion.identity, player);
runner.SetPlayerObject(player, networkPlayerObject);
_spawnedCharacters.Add(player, networkPlayerObject);
}
}
public void OnInput(NetworkRunner runner, NetworkInput input)
{
var data = new NetworkInputData();
// Lấy dữ liệu từ nhân vật local của chính mình
if (OnlyScove.Scripts.PlayerStateMachine.Local != null)
{
var sm = OnlyScove.Scripts.PlayerStateMachine.Local;
data.move = sm.Input.MoveInput;
data.sprint = sm.Input.IsSprintHeld;
// Lấy hướng xoay từ Camera (nếu có)
if (sm.Cam != null)
data.rot = sm.Cam.PlanarRotation;
else
data.rot = sm.NetworkedCameraRotation; // Fallback
}
input.Set(data);
}
public void OnPlayerLeft(NetworkRunner runner, PlayerRef player)
{
if (_spawnedCharacters.TryGetValue(player, out NetworkObject networkObject))
{
if (networkObject != null) runner.Despawn(networkObject);
_spawnedCharacters.Remove(player);
}
}
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 OnSessionListUpdated(NetworkRunner runner, List<SessionInfo> sessionList) { }
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) { }
}