Update
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@@ -1,4 +1,4 @@
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using System;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Threading.Tasks;
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@@ -19,7 +19,7 @@ namespace Hallucinate.UI
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public event Action OnJoinStartedEvent;
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public event Action OnJoinFailedEvent;
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[Header(""Prefabs"")]
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[Header("Prefabs")]
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[SerializeField] private NetworkPrefabRef _playerPrefab;
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[SerializeField] private NetworkPrefabRef _playerDataManagerPrefab;
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@@ -71,7 +71,7 @@ namespace Hallucinate.UI
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var result = await _runner.JoinSessionLobby(SessionLobby.ClientServer);
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if (!result.Ok)
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{
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Debug.LogWarning($""Join lobby result: {result.ShutdownReason}. This is often normal on first run if already connecting."");
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Debug.LogWarning($"Join lobby result: {result.ShutdownReason}. This is often normal on first run if already connecting.");
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}
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}
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@@ -82,7 +82,7 @@ namespace Hallucinate.UI
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bool sceneExists = false;
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for (int i = 0; i < UnityEngine.SceneManagement.SceneManager.sceneCountInBuildSettings; i++)
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{
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if (UnityEngine.SceneManagement.SceneUtility.GetScenePathByBuildIndex(i).Contains(""Main Scene""))
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if (UnityEngine.SceneManagement.SceneUtility.GetScenePathByBuildIndex(i).Contains("Main Scene"))
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{
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sceneExists = true;
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break;
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@@ -91,7 +91,7 @@ namespace Hallucinate.UI
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if (!sceneExists)
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{
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Debug.LogError(""CRITICAL: 'Main Scene' is NOT in Build Settings!"");
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Debug.LogError("CRITICAL: 'Main Scene' is NOT in Build Settings!");
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return false;
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}
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@@ -100,9 +100,9 @@ namespace Hallucinate.UI
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var customProps = new Dictionary<string, SessionProperty>();
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if (!string.IsNullOrEmpty(password))
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{
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customProps.Add(""pw"", password);
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customProps.Add("pw", password);
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}
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customProps.Add(""rn"", displayName);
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customProps.Add("rn", displayName);
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var result = await _runner.StartGame(new StartGameArgs()
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{
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@@ -126,7 +126,7 @@ namespace Hallucinate.UI
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}
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else
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{
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Debug.LogError($""Fusion StartHost Failed: {result.ShutdownReason}."");
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Debug.LogError($"Fusion StartHost Failed: {result.ShutdownReason}.");
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OnJoinFailedEvent?.Invoke();
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return false;
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}
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@@ -150,7 +150,7 @@ namespace Hallucinate.UI
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}
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else
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{
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Debug.LogError($""Fusion StartClient Failed: {result.ShutdownReason}"");
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Debug.LogError($"Fusion StartClient Failed: {result.ShutdownReason}");
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OnJoinFailedEvent?.Invoke();
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return false;
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}
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@@ -180,10 +180,10 @@ namespace Hallucinate.UI
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if (pdm != null)
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{
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string playerName = LocalPlayerProfile != null ? LocalPlayerProfile.Name : ""Player "" + player.PlayerId;
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string playerName = LocalPlayerProfile != null ? LocalPlayerProfile.Name : "Player " + player.PlayerId;
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// Thêm hậu tố (HOST) nếu là server để dễ phân biệt
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if (_runner.IsServer) playerName += "" (HOST)"";
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if (_runner.IsServer) playerName += " (HOST)";
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_Role playerRole = _Role.Seeker;
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@@ -197,7 +197,7 @@ namespace Hallucinate.UI
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}
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else
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{
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Debug.LogError(""[BasicSpawner] Could not find PlayerDataManager after retries. Data will not sync."");
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Debug.LogError("[BasicSpawner] Could not find PlayerDataManager after retries. Data will not sync.");
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}
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}
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@@ -205,7 +205,7 @@ namespace Hallucinate.UI
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{
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if (_runner != null && _runner.IsServer)
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{
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_runner.LoadScene(""Main Scene"");
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_runner.LoadScene("Main Scene");
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}
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}
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@@ -225,7 +225,7 @@ namespace Hallucinate.UI
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public void OnShutdown(NetworkRunner runner, ShutdownReason shutdownReason)
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{
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Debug.LogWarning($""[Fusion] Shutdown occurred. Reason: {shutdownReason}"");
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Debug.LogWarning($"[Fusion] Shutdown occurred. Reason: {shutdownReason}");
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OnShutdownEvent?.Invoke(shutdownReason.ToString());
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if (UIManager.Instance != null)
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@@ -268,7 +268,7 @@ namespace Hallucinate.UI
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public void OnSceneLoadDone(NetworkRunner runner)
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{
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string currentSceneName = UnityEngine.SceneManagement.SceneManager.GetActiveScene().name;
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if (runner.IsServer && currentSceneName == ""Main Scene"")
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if (runner.IsServer && currentSceneName == "Main Scene")
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{
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foreach (var player in runner.ActivePlayers)
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{
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@@ -277,12 +277,20 @@ namespace Hallucinate.UI
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_spawnedCharacters.Add(player, networkPlayerObject);
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}
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}
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if (currentSceneName == ""Main Scene"")
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// Removed incorrect UI transition for Lobby/Menu scenes to allow LobbyController to manage its state.
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// The original logic incorrectly called UIManager.OnBackToMenu() when entering the Lobby scene,
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// causing the redirect to the Main Menu after creating a room.
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// This block ensures that only the Main Scene triggers a specific UI transition (OnGameStarted).
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// If other scenes like "Lobby" or "Menu" are loaded, no automatic transition is forced from here,
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// letting scene-specific controllers (like LobbyController) manage their UI.
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if (currentSceneName == "Main Scene")
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{
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UIManager.Instance?.OnGameStarted();
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else if (currentSceneName == ""Lobby"" || currentSceneName == ""Menu"")
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UIManager.Instance?.OnBackToMenu();
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}
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// Removed the problematic else-if block that would incorrectly call OnBackToMenu for "Lobby" or "Menu" scenes.
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}
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public void OnSceneLoadStart(NetworkRunner runner) { }
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}
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}
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