This commit is contained in:
2026-04-23 23:09:54 +07:00
parent 133f2de285
commit 62cdf7c754
39 changed files with 3100 additions and 488 deletions

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using UnityEditor;
using UnityEngine;
using UI;
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EditorGUILayout.Space(20);
EditorGUILayout.LabelField("QUICK DASHBOARD", EditorStyles.boldLabel);
EditorGUILayout.HelpBox("Click các nút dưới đây để xem nhanh giao diện mà không cần Play game.", MessageType.Info);
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@@ -48,7 +48,6 @@ namespace OnlyScove.Scripts
[Networked] public Quaternion NetworkedCameraRotation { get; set; }
// Thuộc tính hỗ trợ lấy rotation của Camera an toàn cho cả Online và Offline
public Quaternion CameraRotation
{
get
@@ -67,6 +66,22 @@ namespace OnlyScove.Scripts
[Networked] public float NetworkedSpeed { get; set; }
[Networked] public Vector3 NetworkedPosition { get; set; }
[Header("Player Stats")]
[Networked, OnChangedRender(nameof(OnHealthChangedRender))]
public float Health { get; set; } = 100f;
[Networked, OnChangedRender(nameof(OnStaminaChangedRender))]
public float Stamina { get; set; } = 100f;
[Networked, OnChangedRender(nameof(OnNoiseLevelChangedRender))]
public float NoiseLevel { get; set; } = 0f;
// Sự kiện để UI lắng nghe
public event System.Action<float> OnHealthChanged;
public event System.Action<float> OnStaminaChanged;
public event System.Action<float> OnNoiseLevelChanged;
public event System.Action<IInteractable> OnInteractableTargetChanged;
public Vector2 MoveInput { get; private set; }
public bool IsSprintHeld { get; private set; }
public float VelocityY { get; set; }
@@ -82,7 +97,6 @@ namespace OnlyScove.Scripts
private PlayerBaseState currentState;
private bool hasControl = true;
private bool hasSpeedParam;
private bool hasVelocityXParam;
private bool hasVelocityZParam;
@@ -94,7 +108,6 @@ namespace OnlyScove.Scripts
Anim = GetComponentInChildren<Animator>();
Scanner = GetComponent<EnvironmentScanner>();
// 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)
@@ -112,8 +125,6 @@ namespace OnlyScove.Scripts
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();
@@ -122,16 +133,19 @@ namespace OnlyScove.Scripts
public override void Spawned()
{
// 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;
}
}
// Callbacks từ attribute OnChangedRender
void OnHealthChangedRender() => OnHealthChanged?.Invoke(Health);
void OnStaminaChangedRender() => OnStaminaChanged?.Invoke(Stamina);
void OnNoiseLevelChangedRender() => OnNoiseLevelChanged?.Invoke(NoiseLevel);
private void InitializePlayer()
{
if (currentState == null)
@@ -157,7 +171,6 @@ namespace OnlyScove.Scripts
Input.OnNextInteractEvent += OnNextInteract;
Input.OnPreviousInteractEvent += OnPreviousInteract;
// Đảm bảo Controller được bật
if (Controller != null) Controller.enabled = true;
}
}
@@ -178,17 +191,12 @@ namespace OnlyScove.Scripts
public void Move(Vector3 velocity, float animatorSpeed, float deltaTime)
{
// 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;
if (Controller != null && Controller.enabled)
{
Controller.Move(velocity * deltaTime);
// Cập nhật vị trí mạng ngay sau khi di chuyển
if (Object != null && Runner != null && Runner.IsRunning)
{
NetworkedPosition = transform.position;
@@ -224,7 +232,6 @@ namespace OnlyScove.Scripts
inputVector = NetworkedMoveInput;
}
// 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);
@@ -235,7 +242,6 @@ namespace OnlyScove.Scripts
bool isRunning = Runner != null && Runner.IsRunning;
if (Object == null && isRunning) return;
// ĐỒNG BỘ VỊ TRÍ: Ép nhân vật về vị trí mạng trước khi tính toán tick mới
if (isRunning && NetworkedPosition != Vector3.zero)
{
if (Controller != null && !Object.HasInputAuthority)
@@ -250,15 +256,12 @@ namespace OnlyScove.Scripts
{
MoveInput = data.Direction;
IsSprintHeld = data.sprint;
// 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
}
else
{
@@ -286,8 +289,6 @@ namespace OnlyScove.Scripts
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();
@@ -303,7 +304,17 @@ namespace OnlyScove.Scripts
{
interactablesNearby.Clear();
IInteractable target = Scanner.ScanForInteractable(InteractionRange, InteractionMask);
if (target != null) interactablesNearby.Add(target);
if (target != null)
{
interactablesNearby.Add(target);
OnInteractableTargetChanged?.Invoke(target);
}
else
{
OnInteractableTargetChanged?.Invoke(null);
}
currentInteractableIndex = 0;
}
@@ -311,6 +322,7 @@ namespace OnlyScove.Scripts
{
if (interactablesNearby.Count <= 1) return;
currentInteractableIndex = (currentInteractableIndex + 1) % interactablesNearby.Count;
OnInteractableTargetChanged?.Invoke(GetInteractable());
}
private void OnPreviousInteract()
@@ -318,6 +330,7 @@ namespace OnlyScove.Scripts
if (interactablesNearby.Count <= 1) return;
currentInteractableIndex--;
if (currentInteractableIndex < 0) currentInteractableIndex = interactablesNearby.Count - 1;
OnInteractableTargetChanged?.Invoke(GetInteractable());
}
public IInteractable GetInteractable()
@@ -352,4 +365,4 @@ namespace OnlyScove.Scripts
Gizmos.DrawSphere(transform.TransformPoint(GroundCheckOffset), GroundCheckRadius);
}
}
}
}

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@@ -0,0 +1,104 @@
using UnityEngine;
using UnityEngine.UIElements;
using OnlyScove.Scripts;
namespace UI
{
public class HUDController : MonoBehaviour
{
[Header("UI Document")]
public UIDocument hudDocument;
private VisualElement _healthFill;
private VisualElement _staminaFill;
private Label _healthText;
private Label _noiseLabel;
private Label _interactionLabel;
private VisualElement _interactionPrompt;
private void OnEnable()
{
if (hudDocument == null)
hudDocument = GetComponent<UIDocument>();
var root = hudDocument.rootVisualElement;
// Tìm các thành phần UI theo Name (Bạn cần đặt tên này trong UXML)
_healthFill = root.Q<VisualElement>("health-fill");
_staminaFill = root.Q<VisualElement>("stamina-fill");
_healthText = root.Q<Label>("health-text");
_noiseLabel = root.Q<Label>("noise-label");
_interactionLabel = root.Q<Label>("interaction-text");
_interactionPrompt = root.Q<VisualElement>("interaction-prompt");
}
private void Update()
{
// Kết nối với Local Player
if (PlayerStateMachine.Local != null)
{
SubscribeToPlayer(PlayerStateMachine.Local);
}
}
private PlayerStateMachine _currentPlayer;
private void SubscribeToPlayer(PlayerStateMachine player)
{
if (_currentPlayer == player) return;
// Hủy đăng ký player cũ nếu có
if (_currentPlayer != null)
{
_currentPlayer.OnHealthChanged -= UpdateHealth;
_currentPlayer.OnStaminaChanged -= UpdateStamina;
_currentPlayer.OnNoiseLevelChanged -= UpdateNoise;
_currentPlayer.OnInteractableTargetChanged -= UpdateInteraction;
}
_currentPlayer = player;
// Đăng ký player mới
_currentPlayer.OnHealthChanged += UpdateHealth;
_currentPlayer.OnStaminaChanged += UpdateStamina;
_currentPlayer.OnNoiseLevelChanged += UpdateNoise;
_currentPlayer.OnInteractableTargetChanged += UpdateInteraction;
// Cập nhật giá trị ban đầu
UpdateHealth(_currentPlayer.Health);
UpdateStamina(_currentPlayer.Stamina);
UpdateNoise(_currentPlayer.NoiseLevel);
}
private void UpdateHealth(float health)
{
if (_healthFill != null) _healthFill.style.width = Length.Percent(health);
if (_healthText != null) _healthText.text = $"HEALTH: {Mathf.RoundToInt(health)}/100";
}
private void UpdateStamina(float stamina)
{
if (_staminaFill != null) _staminaFill.style.width = Length.Percent(stamina);
}
private void UpdateNoise(float noise)
{
if (_noiseLabel != null) _noiseLabel.text = $"NOISE: {Mathf.RoundToInt(noise)}%";
}
private void UpdateInteraction(IInteractable interactable)
{
if (_interactionPrompt == null) return;
if (interactable != null)
{
_interactionPrompt.style.display = DisplayStyle.Flex;
if (_interactionLabel != null) _interactionLabel.text = interactable.InteractionPrompt;
}
else
{
_interactionPrompt.style.display = DisplayStyle.None;
}
}
}
}

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@@ -0,0 +1,92 @@
using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UIElements;
namespace UI
{
[ExecuteAlways]
public class UIManager : MonoBehaviour
{
[Serializable]
public class ScreenData
{
public string screenName;
public UIDocument document;
public bool isActive;
}
[Header("Screens Management")]
public List<ScreenData> screens = new List<ScreenData>();
[Header("Live Preview (Editor Only)")]
[Range(0, 1)] public float globalOpacity = 1f;
private void OnValidate()
{
// Tự động cập nhật giao diện ngay khi thay đổi thông số trong Inspector (không cần Play)
SyncScreens();
}
private void OnEnable()
{
if (Application.isPlaying)
{
SetupEvents();
}
SyncScreens();
}
public void SyncScreens()
{
foreach (var screen in screens)
{
if (screen.document == null) continue;
var root = screen.document.rootVisualElement;
if (root == null) continue;
// Bật tắt display dựa trên biến isActive
root.style.display = screen.isActive ? DisplayStyle.Flex : DisplayStyle.None;
root.style.opacity = globalOpacity;
}
}
// Hàm tiện ích để bật duy nhất 1 màn hình từ Code hoặc Button
public void ShowOnly(string name)
{
foreach (var screen in screens)
{
screen.isActive = (screen.screenName == name);
}
SyncScreens();
}
private void SetupEvents()
{
// Logic đăng ký event thông minh ở đây (tương tự như trước nhưng linh hoạt hơn)
var mainMenu = GetDocument("MainMenu");
if (mainMenu != null)
{
mainMenu.rootVisualElement.Q<Button>("btn-settings")?.RegisterCallback<ClickEvent>(e => ShowOnly("Settings"));
mainMenu.rootVisualElement.Q<Button>("btn-create")?.RegisterCallback<ClickEvent>(e => ShowOnly("Lobby"));
}
var settings = GetDocument("Settings");
settings?.rootVisualElement.Q<Button>("btn-back")?.RegisterCallback<ClickEvent>(e => ShowOnly("MainMenu"));
}
public UIDocument GetDocument(string name)
{
return screens.Find(s => s.screenName == name)?.document;
}
// Thêm hàm để Update Text/Image nhanh từ Inspector hoặc Script khác
public void SetElementText(string screenName, string elementName, string newText)
{
var doc = GetDocument(screenName);
var label = doc?.rootVisualElement.Q<Label>(elementName);
if (label != null) label.text = newText;
}
}
}

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<ui:UXML xmlns:ui="UnityEngine.UIElements" xmlns:uie="UnityEditor.UIElements" xsi="http://www.w3.org/2001/XMLSchema-instance" engine="UnityEngine.UIElements" editor="UnityEditor.UIElements" noNamespaceSchemaLocation="../../../UIElementsSchema/UIElements.xsd" editor-extension-mode="False">
<Style src="project:/Assets/UI/Styles/Global.uss" />
<ui:VisualElement class="screen-root">
<ui:VisualElement class="panel" style="width: 600px;">
<ui:Label text="LOBBY" class="header-text" />
<ui:Label text="Room Code: #H4L2" style="color: #AAAAAA; -unity-text-align: middle-center; margin-bottom: 10px;" />
<ui:ScrollView name="player-list" style="height: 300px; background-color: rgba(0,0,0,0.2); margin-bottom: 20px; padding: 10px;">
<!-- Placeholder players -->
<ui:Label text="Player 1 (Host)" style="color: #FFD700;" />
<ui:Label text="Player 2" />
<ui:Label text="Searching for players..." style="color: #666; font-style: italic;" />
</ui:ScrollView>
<ui:VisualElement style="flex-direction: row; justify-content: space-between;">
<ui:Button text="LEAVE" name="btn-leave" class="button-primary button-danger" style="flex-grow: 1;" />
<ui:Button text="START GAME" name="btn-start" class="button-primary" style="flex-grow: 2;" />
</ui:VisualElement>
</ui:VisualElement>
</ui:VisualElement>
</ui:UXML>

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<ui:UXML xmlns:ui="UnityEngine.UIElements" xmlns:uie="UnityEditor.UIElements" xsi="http://www.w3.org/2001/XMLSchema-instance" engine="UnityEngine.UIElements" editor="UnityEditor.UIElements" noNamespaceSchemaLocation="../../../UIElementsSchema/UIElements.xsd" editor-extension-mode="False">
<Style src="project:/Assets/UI/Styles/Global.uss" />
<ui:VisualElement style="flex-grow: 1; justify-content: flex-end; padding: 40px;">
<!-- Top Left: Stats -->
<ui:VisualElement style="position: absolute; top: 40px; left: 40px; background-color: rgba(0,0,0,0.5); padding: 15px; border-radius: 5px;">
<ui:Label name="health-text" text="HEALTH: 100/100" style="color: #ff4d4d; -unity-font-style: bold; margin-bottom: 5px;" />
<ui:VisualElement name="health-bar-bg" style="width: 200px; height: 12px; background-color: #333; border-radius: 3px; overflow: hidden; margin-bottom: 10px;">
<ui:VisualElement name="health-fill" style="width: 100%; height: 100%; background-color: #ff4d4d;" />
</ui:VisualElement>
<ui:Label text="STAMINA" style="color: #4da6ff; font-size: 12px; -unity-font-style: bold; margin-bottom: 3px;" />
<ui:VisualElement name="stamina-bar-bg" style="width: 150px; height: 8px; background-color: #333; border-radius: 2px; overflow: hidden;">
<ui:VisualElement name="stamina-fill" style="width: 100%; height: 100%; background-color: #4da6ff;" />
</ui:VisualElement>
</ui:VisualElement>
<!-- Center: Interaction Prompt -->
<ui:VisualElement name="interaction-prompt" style="align-self: center; margin-bottom: 150px; background-color: rgba(0,0,0,0.6); padding: 10px 20px; border-radius: 20px; border-width: 1px; border-color: white; display: none;">
<ui:Label name="interaction-text" text="Press [E] to Interact" style="color: white; font-size: 20px; -unity-text-align: middle-center;" />
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