di chuyen nhu cc

This commit is contained in:
2026-04-15 19:53:29 +07:00
parent 928918c840
commit 666b4a5058
11 changed files with 164 additions and 57 deletions

View File

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<change beforePath="$PROJECT_DIR$/Assets/Scripts/Player Controller/PlayerStateMachine.cs" beforeDir="false" afterPath="$PROJECT_DIR$/Assets/Scripts/Player Controller/PlayerStateMachine.cs" afterDir="false" />
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<option name="HIGHLIGHT_CONFLICTS" value="true" /> <option name="HIGHLIGHT_CONFLICTS" value="true" />
@@ -40,27 +47,27 @@
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<option name="showLibraryContents" value="true" /> <option name="showLibraryContents" value="true" />
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&quot;nodejs_package_manager_path&quot;: &quot;npm&quot;, "nodejs_package_manager_path": "npm",
&quot;settings.editor.selected.configurable&quot;: &quot;preferences.pluginManager&quot;, "settings.editor.selected.configurable": "preferences.pluginManager",
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<component name="RunManager" selected="Attach to Unity Editor.Attach to Unity Editor"> <component name="RunManager" selected="Attach to Unity Editor.Attach to Unity Editor">
<configuration name="Standalone Player" type="RunUnityExe" factoryName="Unity Executable"> <configuration name="Standalone Player" type="RunUnityExe" factoryName="Unity Executable">
<option name="EXE_PATH" value="$PROJECT_DIR$/../BAI MUTIPLAY\HALLUCINATE.exe" /> <option name="EXE_PATH" value="$PROJECT_DIR$/../BAI MUTIPLAY\HALLUCINATE.exe" />
@@ -133,6 +140,7 @@
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@@ -3158,7 +3158,7 @@ MonoBehaviour:
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m_Name: m_Name:
m_EditorClassIdentifier: Assembly-CSharp::BasicSpawner m_EditorClassIdentifier: Assembly-CSharp::BasicSpawner
LobbyManager: {fileID: 0} LobbyManager: {fileID: 2023167162}
_playerPrefab: _playerPrefab:
RawGuidValue: 761bdf2e5c0cff4488527355acb975e5 RawGuidValue: 761bdf2e5c0cff4488527355acb975e5
--- !u!1660057539 &9223372036854775807 --- !u!1660057539 &9223372036854775807

View File

@@ -704,8 +704,10 @@ GameObject:
serializedVersion: 6 serializedVersion: 6
m_Component: m_Component:
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- component: {fileID: 2116497669}
- component: {fileID: 2116497668}
m_Layer: 0 m_Layer: 0
m_Name: _MANAGER m_Name: Lobby Manager
m_TagString: Untagged m_TagString: Untagged
m_Icon: {fileID: 0} m_Icon: {fileID: 0}
m_NavMeshLayer: 0 m_NavMeshLayer: 0
@@ -726,6 +728,34 @@ Transform:
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m_Script: {fileID: 11500000, guid: b5aeb4670d7bf41499d3aaf409820260, type: 3}
m_Name:
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roomListContent: {fileID: 2116497667}
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m_Script: {fileID: 11500000, guid: ca752d01bdc2c5e42938776307031da3, type: 3}
m_Name:
m_EditorClassIdentifier: Assembly-CSharp::_BasicSpawner
LobbyManager: {fileID: 0}
_playerPrefab:
RawGuidValue: 761bdf2e5c0cff4488527355acb975e5
--- !u!1001 &3886963620680427248 --- !u!1001 &3886963620680427248
PrefabInstance: PrefabInstance:
m_ObjectHideFlags: 0 m_ObjectHideFlags: 0
@@ -893,7 +923,7 @@ PrefabInstance:
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propertyPath: m_LocalPosition.x propertyPath: m_LocalPosition.x
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objectReference: {fileID: 0} objectReference: {fileID: 0}
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propertyPath: m_LocalPosition.y propertyPath: m_LocalPosition.y
@@ -901,7 +931,7 @@ PrefabInstance:
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propertyPath: m_LocalRotation.w propertyPath: m_LocalRotation.w

View File

@@ -20,7 +20,7 @@ namespace OnlyScove.Scripts
if (input != Vector2.zero) if (input != Vector2.zero)
{ {
dashDirection = new Vector3(input.x, 0, input.y).normalized; dashDirection = new Vector3(input.x, 0, input.y).normalized;
dashDirection = stateMachine.NetworkedCameraRotation * dashDirection; dashDirection = stateMachine.CameraRotation * dashDirection;
} }
else else
{ {

View File

@@ -25,7 +25,7 @@ namespace OnlyScove.Scripts
if (input != Vector2.zero) if (input != Vector2.zero)
{ {
dashDirection = new Vector3(input.x, 0f, input.y).normalized; dashDirection = new Vector3(input.x, 0f, input.y).normalized;
dashDirection = stateMachine.NetworkedCameraRotation * dashDirection; dashDirection = stateMachine.CameraRotation * dashDirection;
dashDirection.y = 0; dashDirection.y = 0;
dashDirection.Normalize(); dashDirection.Normalize();

View File

@@ -20,7 +20,7 @@ namespace OnlyScove.Scripts
if (input != Vector2.zero) if (input != Vector2.zero)
{ {
dodgeDirection = new Vector3(input.x, 0, input.y).normalized; dodgeDirection = new Vector3(input.x, 0, input.y).normalized;
dodgeDirection = stateMachine.NetworkedCameraRotation * dodgeDirection; dodgeDirection = stateMachine.CameraRotation * dodgeDirection;
} }
else else
{ {

View File

@@ -37,7 +37,7 @@ namespace OnlyScove.Scripts
// ĐÚNG: Sử dụng MoveInput đã đồng bộ mạng // ĐÚNG: Sử dụng MoveInput đã đồng bộ mạng
Vector2 input = stateMachine.MoveInput; Vector2 input = stateMachine.MoveInput;
Vector3 inputDir = new Vector3(input.x, 0, input.y).normalized; Vector3 inputDir = new Vector3(input.x, 0, input.y).normalized;
Vector3 moveDirection = stateMachine.NetworkedCameraRotation * inputDir; Vector3 moveDirection = stateMachine.CameraRotation * inputDir;
moveDirection.y = 0; moveDirection.y = 0;
moveDirection.Normalize(); moveDirection.Normalize();

View File

@@ -43,7 +43,7 @@ namespace OnlyScove.Scripts
Vector2 input = stateMachine.MoveInput; Vector2 input = stateMachine.MoveInput;
Vector3 inputDir = new Vector3(input.x, 0, input.y).normalized; Vector3 inputDir = new Vector3(input.x, 0, input.y).normalized;
Vector3 moveDirection = stateMachine.NetworkedCameraRotation * inputDir; Vector3 moveDirection = stateMachine.CameraRotation * inputDir;
moveDirection.y = 0; moveDirection.y = 0;
moveDirection.Normalize(); moveDirection.Normalize();

View File

@@ -37,7 +37,7 @@ namespace OnlyScove.Scripts
} }
Vector3 inputDir = new Vector3(input.x, 0, input.y).normalized; Vector3 inputDir = new Vector3(input.x, 0, input.y).normalized;
Vector3 moveDirection = stateMachine.NetworkedCameraRotation * inputDir; Vector3 moveDirection = stateMachine.CameraRotation * inputDir;
moveDirection.y = 0; moveDirection.y = 0;
moveDirection.Normalize(); moveDirection.Normalize();

View File

@@ -36,7 +36,7 @@ namespace OnlyScove.Scripts
} }
Vector3 inputDir = new Vector3(input.x, 0, input.y).normalized; Vector3 inputDir = new Vector3(input.x, 0, input.y).normalized;
Vector3 moveDirection = stateMachine.NetworkedCameraRotation * inputDir; Vector3 moveDirection = stateMachine.CameraRotation * inputDir;
moveDirection.y = 0; moveDirection.y = 0;
moveDirection.Normalize(); moveDirection.Normalize();

View File

@@ -47,6 +47,22 @@ namespace OnlyScove.Scripts
[field: SerializeField] public LayerMask InteractionMask { get; private set; } [field: SerializeField] public LayerMask InteractionMask { get; private set; }
[Networked] public Quaternion NetworkedCameraRotation { get; set; } [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
{
if (Runner != null && Runner.IsRunning && Object != null)
return NetworkedCameraRotation;
if (Cam != null)
return Cam.PlanarRotation;
return transform.rotation;
}
}
[Networked] public Vector2 NetworkedMoveInput { get; set; } [Networked] public Vector2 NetworkedMoveInput { get; set; }
[Networked] public float NetworkedSpeed { get; set; } [Networked] public float NetworkedSpeed { get; set; }
[Networked] public Vector3 NetworkedPosition { get; set; } [Networked] public Vector3 NetworkedPosition { get; set; }
@@ -94,11 +110,39 @@ namespace OnlyScove.Scripts
velocityZHash = Animator.StringToHash(velocityZParamName); velocityZHash = Animator.StringToHash(velocityZParamName);
} }
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();
}
}
public override void Spawned() public override void Spawned()
{ {
SwitchState(new PlayerIdleState(this)); // Fusion gọi Spawned khi object được nạp vào mạng.
InitializePlayer();
if (Object.HasInputAuthority) // 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;
}
}
private void InitializePlayer()
{
if (currentState == null)
{
SwitchState(new PlayerIdleState(this));
}
bool isOffline = Runner == null || !Runner.IsRunning;
bool hasAuthority = Object != null && Object.HasInputAuthority;
if (isOffline || hasAuthority)
{ {
Local = this; Local = this;
@@ -112,11 +156,9 @@ namespace OnlyScove.Scripts
Input.OnNextInteractEvent += OnNextInteract; Input.OnNextInteractEvent += OnNextInteract;
Input.OnPreviousInteractEvent += OnPreviousInteract; Input.OnPreviousInteractEvent += OnPreviousInteract;
}
else // Đảm bảo Controller được bật
{ if (Controller != null) Controller.enabled = true;
// Vô hiệu hóa Controller của người chơi khác trên máy khách để tránh xung đột vật lý
if (Runner.IsClient && Controller != null) Controller.enabled = false;
} }
} }
@@ -136,19 +178,26 @@ namespace OnlyScove.Scripts
public void Move(Vector3 velocity, float animatorSpeed, float deltaTime) public void Move(Vector3 velocity, float animatorSpeed, float deltaTime)
{ {
// CHỈ thực hiện di chuyển nếu có quyền điều khiển hoặc là Server // Cho phép di chuyển nếu:
if (!Object.HasInputAuthority && !Runner.IsServer) return; // 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) if (Controller != null && Controller.enabled)
{ {
Controller.Move(velocity * deltaTime); Controller.Move(velocity * deltaTime);
// Cập nhật vị trí mạng ngay sau khi di chuyển để tick sau quay lại đây // Cập nhật vị trí mạng ngay sau khi di chuyển
NetworkedPosition = transform.position; if (Object != null && Runner != null && Runner.IsRunning)
{
NetworkedPosition = transform.position;
}
} }
localAnimatorSpeed = animatorSpeed; localAnimatorSpeed = animatorSpeed;
if (Object.HasStateAuthority) if (Object != null && Object.HasStateAuthority)
{ {
NetworkedSpeed = animatorSpeed; NetworkedSpeed = animatorSpeed;
NetworkedMoveInput = MoveInput; NetworkedMoveInput = MoveInput;
@@ -164,7 +213,7 @@ namespace OnlyScove.Scripts
float speedValue; float speedValue;
Vector2 inputVector; Vector2 inputVector;
if (Object.HasInputAuthority) if (Runner == null || !Runner.IsRunning || Object.HasInputAuthority)
{ {
speedValue = localAnimatorSpeed; speedValue = localAnimatorSpeed;
inputVector = MoveInput; inputVector = MoveInput;
@@ -183,15 +232,14 @@ namespace OnlyScove.Scripts
public override void FixedUpdateNetwork() public override void FixedUpdateNetwork()
{ {
if (Object == null) return; 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 // ĐỒNG BỘ VỊ TRÍ: Ép nhân vật về vị trí mạng trước khi tính toán tick mới
// Điều này cực kỳ quan trọng để CharacterController không bị nhân đôi vận tốc khi Resimulation if (isRunning && NetworkedPosition != Vector3.zero)
if (NetworkedPosition != Vector3.zero)
{ {
if (Controller != null) if (Controller != null && !Object.HasInputAuthority)
{ {
// Tạm thời tắt Controller để dịch chuyển Transform chính xác
Controller.enabled = false; Controller.enabled = false;
transform.position = NetworkedPosition; transform.position = NetworkedPosition;
Controller.enabled = true; Controller.enabled = true;
@@ -202,7 +250,15 @@ namespace OnlyScove.Scripts
{ {
MoveInput = data.Direction; MoveInput = data.Direction;
IsSprintHeld = data.sprint; IsSprintHeld = data.sprint;
NetworkedCameraRotation = data.rot; // 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 else
{ {
@@ -210,7 +266,9 @@ namespace OnlyScove.Scripts
IsSprintHeld = false; IsSprintHeld = false;
} }
if (!Object.HasInputAuthority && !Runner.IsServer) bool isSimulating = !isRunning || Object.HasInputAuthority || Runner.IsServer;
if (!isSimulating)
{ {
UpdateAnimator(Runner.DeltaTime); UpdateAnimator(Runner.DeltaTime);
return; return;
@@ -222,7 +280,18 @@ namespace OnlyScove.Scripts
CheckGround(); CheckGround();
UpdateInteractablesList(); UpdateInteractablesList();
currentState?.Tick(Runner.DeltaTime); float dt = isRunning ? Runner.DeltaTime : Time.fixedDeltaTime;
currentState?.Tick(dt);
}
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();
}
} }
private void CheckGround() private void CheckGround()