This commit is contained in:
2026-04-30 16:52:19 +07:00
parent 0542f5656f
commit 4709fa0c55
6 changed files with 95 additions and 29 deletions

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No previous session history found for this workspace.

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# Technical Summary - HALLUCINATE Project
## Overview
Project HALLUCINATE is a Unity-based multiplayer game utilizing **Photon Fusion** for networking and **UI Toolkit** for front-end management. Recent development has concentrated on the core networking infrastructure and the lobby system.
## Modified Files
- `Assets/Scripts/Network/BasicSpawner.cs`: Centralized `NetworkRunner` management, handling session creation, joining, and player profile initialization.
- `Assets/Scripts/UI/LobbyController.cs`: UI logic for room management, password protection, and lounge interactions.
- `Assets/Scripts/Player Controller/PlayerStateMachine.cs`: Core player logic (referenced in memory).
## Key Logic & Decisions
- **Network Architecture**: Singleton `BasicSpawner` manages the Fusion runner lifecycle. Session joining uses `SessionLobby.ClientServer`.
- **UI Architecture**: `LobbyController` inherits from a base UI class and uses direct `VisualElement` queries for dynamic UI updates (UXML/USS).
- **Security**: Implementation of session passwords via custom properties in Photon sessions.
- **State Sync**: Player status (Ready/Start) and lounge info are synchronized between clients, likely via `PlayerDataManager`.
## Next Steps
- [ ] Verify RPC/SyncVar logic in `LobbyController.cs`.
- [ ] Connect `PlayerStateMachine` to the spawning flow in `BasicSpawner`.
- [ ] Implement/Finalize the chat system within the lobby lounge.
- [ ] Ensure all scene transitions (Main Scene) are robust.

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@@ -6,9 +6,9 @@
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<change beforePath="$PROJECT_DIR$/.idea/.idea.HALLUCINATE/.idea/workspace.xml" beforeDir="false" afterPath="$PROJECT_DIR$/.idea/.idea.HALLUCINATE/.idea/workspace.xml" afterDir="false" />
<change beforePath="$PROJECT_DIR$/Assets/Scripts/Network/BasicSpawner.cs" beforeDir="false" afterPath="$PROJECT_DIR$/Assets/Scripts/Network/BasicSpawner.cs" afterDir="false" />
<change beforePath="$PROJECT_DIR$/Assets/Scripts/Player Controller/PlayerStateMachine.cs" beforeDir="false" afterPath="$PROJECT_DIR$/Assets/Scripts/Player Controller/PlayerStateMachine.cs" afterDir="false" />
<change beforePath="$PROJECT_DIR$/Assets/Scripts/UI/LobbyController.cs" beforeDir="false" afterPath="$PROJECT_DIR$/Assets/Scripts/UI/LobbyController.cs" afterDir="false" />
<change beforePath="$PROJECT_DIR$/Assets/UI/MainPanelSettings.asset" beforeDir="false" afterPath="$PROJECT_DIR$/Assets/UI/MainPanelSettings.asset" afterDir="false" />
<change beforePath="$PROJECT_DIR$/Assets/Scripts/UI/UIManager.cs" beforeDir="false" afterPath="$PROJECT_DIR$/Assets/Scripts/UI/UIManager.cs" afterDir="false" />
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<option name="SHOW_DIALOG" value="false" />
<option name="HIGHLIGHT_CONFLICTS" value="true" />
@@ -148,7 +148,7 @@
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<servers />
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@@ -29,9 +29,15 @@ namespace OnlyScove.Scripts
// Pass-through properties for State Compatibility
public Vector2 MoveInput { get; private set; }
public bool IsSprintHeld { get; private set; }
public float VelocityY { get => Movement.VelocityY; set => Movement.VelocityY = value; }
public bool IsGrounded => Movement.IsGrounded;
public bool WasGrounded => Movement.WasGrounded;
public float VelocityY
{
get => (Object != null && Object.IsValid && Movement != null) ? Movement.VelocityY : 0f;
set { if (Object != null && Object.IsValid && Movement != null) Movement.VelocityY = value; }
}
public bool IsGrounded => (Object != null && Object.IsValid && Movement != null) ? Movement.IsGrounded : true;
public bool WasGrounded => (Object != null && Object.IsValid && Movement != null) ? Movement.WasGrounded : true;
public float WalkSpeed => Movement.WalkSpeed;
public float RunSpeed => Movement.RunSpeed;
@@ -48,11 +54,11 @@ namespace OnlyScove.Scripts
public static PlayerStateMachine Local { get; private set; }
public string CurrentStateName => currentState != null ? currentState.GetType().Name : "None";
public Quaternion CameraRotation
public Quaternion CameraRotation
{
get
get
{
if (Runner != null && Runner.IsRunning && Object != null) return NetworkedCameraRotation;
if (Runner != null && Runner.IsRunning && Object != null && Object.IsValid) return NetworkedCameraRotation;
return Cam != null ? Cam.PlanarRotation : transform.rotation;
}
}
@@ -67,7 +73,7 @@ namespace OnlyScove.Scripts
Input = GetComponent<InputReader>();
Anim = GetComponentInChildren<Animator>();
Scanner = GetComponent<EnvironmentScanner>();
Stats = GetComponent<PlayerStats>();
Interaction = GetComponent<PlayerInteraction>();
Movement = GetComponent<PlayerMovement>();
@@ -107,12 +113,28 @@ namespace OnlyScove.Scripts
Cam.followTarget = transform;
Cam.inputReader = Input;
}
Input.OnNextInteractEvent += Interaction.NextInteract;
Input.OnPreviousInteractEvent += Interaction.PreviousInteract;
if (Input != null)
{
Input.OnNextInteractEvent -= Interaction.NextInteract;
Input.OnNextInteractEvent += Interaction.NextInteract;
Input.OnPreviousInteractEvent -= Interaction.PreviousInteract;
Input.OnPreviousInteractEvent += Interaction.PreviousInteract;
}
if (Controller != null) Controller.enabled = true;
}
}
private void OnDestroy()
{
if (Input != null && Interaction != null)
{
Input.OnNextInteractEvent -= Interaction.NextInteract;
Input.OnPreviousInteractEvent -= Interaction.PreviousInteract;
}
}
public void Rotate(Vector3 moveDirection, float deltaTime)
{
Movement.Rotate(transform, moveDirection, deltaTime);
@@ -120,13 +142,13 @@ namespace OnlyScove.Scripts
public void Move(Vector3 velocity, float animatorSpeed, float deltaTime)
{
bool canMove = (Runner == null || !Runner.IsRunning) || Object.HasInputAuthority || Runner.IsServer;
bool canMove = (Runner == null || !Runner.IsRunning) || (Object != null && Object.IsValid && (Object.HasInputAuthority || Runner.IsServer));
if (!canMove) return;
Movement.Move(Controller, velocity, deltaTime);
localAnimatorSpeed = animatorSpeed;
if (Object != null && Object.HasStateAuthority)
if (Object != null && Object.IsValid && Object.HasStateAuthority)
{
NetworkedSpeed = animatorSpeed;
NetworkedMoveInput = MoveInput;
@@ -136,20 +158,21 @@ namespace OnlyScove.Scripts
private void UpdateAnimator(float deltaTime)
{
float speedValue = (Runner == null || !Runner.IsRunning || Object.HasInputAuthority) ? localAnimatorSpeed : NetworkedSpeed;
Vector2 inputVector = (Runner == null || !Runner.IsRunning || Object.HasInputAuthority) ? MoveInput : NetworkedMoveInput;
bool isNetworked = Runner != null && Runner.IsRunning && Object != null && Object.IsValid;
float speedValue = (!isNetworked || Object.HasInputAuthority) ? localAnimatorSpeed : NetworkedSpeed;
Vector2 inputVector = (!isNetworked || Object.HasInputAuthority) ? MoveInput : NetworkedMoveInput;
AnimationHandler.UpdateAnimator(speedValue, inputVector, deltaTime);
}
public override void FixedUpdateNetwork()
{
bool isRunning = Runner != null && Runner.IsRunning;
if (Object == null && isRunning) return;
if (isRunning && (Object == null || !Object.IsValid)) return;
if (GetInput(out PlayerInputData data))
{
MoveInput = data.Direction;
IsSprintHeld = data.sprint;
IsSprintHeld = (bool)data.sprint;
if (isRunning) NetworkedCameraRotation = data.rot;
}
else if (!isRunning)
@@ -158,7 +181,7 @@ namespace OnlyScove.Scripts
IsSprintHeld = UnityEngine.Input.GetKey(KeyCode.LeftShift);
}
if (!isRunning || Object.HasInputAuthority || Runner.IsServer)
if (!isRunning || (Object != null && Object.IsValid && (Object.HasInputAuthority || Runner.IsServer)))
{
if (hasControl)
{
@@ -172,7 +195,7 @@ namespace OnlyScove.Scripts
public override void Render()
{
bool isRunning = Runner != null && Runner.IsRunning;
if (isRunning && !Object.HasInputAuthority)
if (isRunning && Object != null && Object.IsValid && !Object.HasInputAuthority)
{
// Smooth interpolation for proxies
if (Movement.NetworkedPosition != Vector3.zero)

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@@ -236,7 +236,13 @@ namespace Hallucinate.UI
: null;
bool success = await spawner.StartHost(id, name, pass);
if (success) ShowLounge(name);
if (success)
{
ShowLounge(name);
// Explicitly push the LobbyController to ensure it's the active UI screen.
// This helps prevent unintended navigation away from the lounge.
await uiManager.Push<LobbyController>();
}
}
private void UpdateRoomList(List<SessionInfo> sessions)
@@ -319,12 +325,12 @@ namespace Hallucinate.UI
BasicSpawner.Instance?.StartGame();
}
private void OnLeaveLoungeClicked()
private async void OnLeaveLoungeClicked()
{
var runner = Object.FindFirstObjectByType<NetworkRunner>();
if (runner != null)
{
runner.Shutdown();
await runner.Shutdown();
}
if (_playerDataManager != null)
{
@@ -355,7 +361,7 @@ namespace Hallucinate.UI
}
}
if (_playerDataManager == null || !_playerDataManager.Object.IsValid) return;
if (_playerDataManager == null || _playerDataManager.Object == null || !_playerDataManager.Object.IsValid) return;
PlayerRef hostRef = PlayerRef.None;
PlayerRef guestRef = PlayerRef.None;

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@@ -63,6 +63,9 @@ namespace Hallucinate.UI
private const string UI_SCALE_KEY = "UIScale";
[Header("Development Settings")]
[SerializeField] private bool allowMultipleInstances = true;
private void Awake()
{
if (Instance != null && Instance != this)
@@ -73,6 +76,19 @@ namespace Hallucinate.UI
Instance = this;
DontDestroyOnLoad(gameObject);
// Single instance guard
if (!Application.isEditor && !allowMultipleInstances)
{
var currentProcess = System.Diagnostics.Process.GetCurrentProcess();
var processes = System.Diagnostics.Process.GetProcessesByName(currentProcess.ProcessName);
if (processes.Length > 1)
{
Debug.LogError("[UIManager] Another instance is already running. Quitting to prevent save conflict.");
Application.Quit();
return;
}
}
_uiDocument = GetComponent<UIDocument>();
UnityEngine.Cursor.visible = false;
@@ -92,10 +108,10 @@ namespace Hallucinate.UI
public void SetUIScale(float scale)
{
if (_uiDocument == null || _uiDocument.panelSettings == null) return;
// Unity UI Toolkit dùng panelSettings để điều khiển tỉ lệ
// Chúng ta thay đổi scale multiplier
_uiDocument.panelSettings.scale = scale;
// Chúng ta thay đổi scale multiplier. Mặc định 1.0 sẽ tương ứng với visual scale là 1.3
_uiDocument.panelSettings.scale = scale * 1.3f;
PlayerPrefs.SetFloat(UI_SCALE_KEY, scale);
PlayerPrefs.Save();
}
@@ -105,7 +121,6 @@ namespace Hallucinate.UI
float savedScale = PlayerPrefs.GetFloat(UI_SCALE_KEY, 1.0f);
SetUIScale(savedScale);
}
private void Start()
{
if (_uiDocument == null) _uiDocument = GetComponent<UIDocument>();