Update
This commit is contained in:
@@ -6,296 +6,150 @@ using Fusion;
|
||||
using Fusion.Sockets;
|
||||
using UnityEngine;
|
||||
|
||||
|
||||
// ghi nhận các input của người chơi, ở đây chỉ có hướng di chuyển
|
||||
|
||||
|
||||
public class _BasicSpawner : MonoBehaviour, INetworkRunnerCallbacks
|
||||
namespace Hallucinate.UI
|
||||
{
|
||||
private NetworkRunner _runner { get; set; }
|
||||
public class _BasicSpawner : MonoBehaviour, INetworkRunnerCallbacks
|
||||
{
|
||||
private NetworkRunner _runner { get; set; }
|
||||
|
||||
public _LobbyManager LobbyManager;
|
||||
|
||||
public event Action<List<SessionInfo>> OnSessionListUpdatedEvent;
|
||||
public event Action<string> OnShutdownEvent;
|
||||
public event Action OnJoinStartedEvent;
|
||||
public event Action OnJoinFailedEvent;
|
||||
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
if (_runner == null) _runner = gameObject.AddComponent<NetworkRunner>();
|
||||
DontDestroyOnLoad(gameObject);
|
||||
}
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
|
||||
// dont destroy this object when loading new scenes
|
||||
if(_runner == null) _runner = gameObject.AddComponent<NetworkRunner>();
|
||||
DontDestroyOnLoad(gameObject);
|
||||
}
|
||||
|
||||
// thông tin profile của player local, sẽ được tạo ra từ lobby và gửi lên host để tạo player object, ở đây tạm thời chỉ tạo 1 profile mặc định
|
||||
public _PlayerProfile LocalPlayerProfile { get; private set; }
|
||||
public void SetLocalPlayerProfile(_PlayerProfile _profile)
|
||||
{
|
||||
LocalPlayerProfile = _profile;
|
||||
}
|
||||
|
||||
// start lobby
|
||||
public async Task StartLobby()
|
||||
{
|
||||
if(_runner == null) _runner = gameObject.AddComponent<NetworkRunner>();
|
||||
_runner.ProvideInput = true;
|
||||
_runner.AddCallbacks(this);
|
||||
var result = await _runner.JoinSessionLobby(SessionLobby.ClientServer);
|
||||
if (result.Ok)
|
||||
public _PlayerProfile LocalPlayerProfile { get; private set; }
|
||||
public void SetLocalPlayerProfile(_PlayerProfile _profile)
|
||||
{
|
||||
Debug.Log("Joined lobby successfully!");
|
||||
LocalPlayerProfile = _profile;
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogError($"Failed to join lobby: {result.ShutdownReason}");
|
||||
}
|
||||
}
|
||||
|
||||
// tạo phòng
|
||||
public async Task StartHost(string sessionName, SceneRef scene)
|
||||
{
|
||||
var result = await _runner.StartGame(new StartGameArgs()
|
||||
{
|
||||
GameMode = GameMode.Host,
|
||||
SessionName = sessionName,
|
||||
Scene = scene,
|
||||
PlayerCount = 2,
|
||||
SceneManager = gameObject.AddComponent<NetworkSceneManagerDefault>()
|
||||
});
|
||||
if (result.Ok)
|
||||
{
|
||||
Debug.Log("Started host successfully!");
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogError($"Failed to start host: {result.ShutdownReason}");
|
||||
}
|
||||
}
|
||||
|
||||
// tham gia phòng
|
||||
public async Task StartClient(string sessionName)
|
||||
{
|
||||
var result = await _runner.StartGame(new StartGameArgs()
|
||||
{
|
||||
GameMode = GameMode.Client,
|
||||
SessionName = sessionName,
|
||||
SceneManager = gameObject.AddComponent<NetworkSceneManagerDefault>()
|
||||
});
|
||||
if (result.Ok) {
|
||||
Debug.Log("Started client successfully!");
|
||||
}
|
||||
else {
|
||||
Debug.LogError($"Failed to start client: {result.ShutdownReason}");
|
||||
}
|
||||
}
|
||||
|
||||
public void OnObjectExitAOI(NetworkRunner runner, NetworkObject obj, PlayerRef player)
|
||||
{
|
||||
|
||||
}
|
||||
public async Task StartLobby()
|
||||
{
|
||||
if (_runner == null) _runner = gameObject.AddComponent<NetworkRunner>();
|
||||
_runner.ProvideInput = true;
|
||||
_runner.AddCallbacks(this);
|
||||
var result = await _runner.JoinSessionLobby(SessionLobby.ClientServer);
|
||||
if (!result.Ok) Debug.LogError($"Failed to join lobby: {result.ShutdownReason}");
|
||||
}
|
||||
|
||||
public void OnObjectEnterAOI(NetworkRunner runner, NetworkObject obj, PlayerRef player)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
[SerializeField] private NetworkPrefabRef _playerPrefab;
|
||||
private Dictionary<PlayerRef, NetworkObject> _spawnedCharacters = new Dictionary<PlayerRef, NetworkObject>();
|
||||
public async Task StartHost(string sessionName, string password = null)
|
||||
{
|
||||
OnJoinStartedEvent?.Invoke();
|
||||
|
||||
public void OnPlayerJoined(NetworkRunner runner, PlayerRef player)
|
||||
{
|
||||
// nếu là host
|
||||
if (runner.IsServer)
|
||||
// Sử dụng SessionProperties để lưu mật khẩu
|
||||
var customProps = new Dictionary<string, SessionProperty>();
|
||||
if (!string.IsNullOrEmpty(password))
|
||||
{
|
||||
Vector2 spawnPosition;
|
||||
customProps.Add("pw", password);
|
||||
}
|
||||
|
||||
if (player == runner.LocalPlayer)
|
||||
{
|
||||
spawnPosition = new Vector2(-8, 0);
|
||||
}
|
||||
else
|
||||
{
|
||||
spawnPosition = new Vector2(8, 0);
|
||||
}
|
||||
|
||||
|
||||
// Create a unique position for the player
|
||||
// var spawnPosition = new Vector2(Random.Range(0, 5), Random.Range(0, 5));
|
||||
var networkPlayerObject = runner.Spawn(
|
||||
_playerPrefab,
|
||||
spawnPosition,
|
||||
Quaternion.identity,
|
||||
player);
|
||||
// Keep track of the player avatars for easy access
|
||||
_spawnedCharacters.Add(player, networkPlayerObject);
|
||||
// if (runner.ActivePlayers.Count() == 2 && !_ballStarted)
|
||||
// {
|
||||
// var ball = FindFirstObjectByType<Ball>();
|
||||
// ball.Launch();
|
||||
// _ballStarted = true;
|
||||
// }
|
||||
|
||||
|
||||
}
|
||||
|
||||
Debug.Log("Player joined: " + player + ", is local player: " + (player == runner.LocalPlayer));
|
||||
if (player == runner.LocalPlayer)
|
||||
{
|
||||
var pdm = FindFirstObjectByType<_PlayerDataManager>();
|
||||
if (pdm == null) return;
|
||||
var metaData = new _PlayerMetaData()
|
||||
var result = await _runner.StartGame(new StartGameArgs()
|
||||
{
|
||||
Name = LocalPlayerProfile.Name,
|
||||
Role = LocalPlayerProfile.Role,
|
||||
|
||||
};
|
||||
pdm.RPC_UpdatePlayerMetaData(player, metaData);
|
||||
}
|
||||
|
||||
}
|
||||
GameMode = GameMode.Host,
|
||||
SessionName = sessionName,
|
||||
SessionProperties = customProps,
|
||||
PlayerCount = 2,
|
||||
SceneManager = gameObject.AddComponent<NetworkSceneManagerDefault>()
|
||||
});
|
||||
|
||||
public void OnPlayerLeft(NetworkRunner runner, PlayerRef player)
|
||||
{
|
||||
if (_spawnedCharacters.TryGetValue(player, out NetworkObject networkObject))
|
||||
{
|
||||
runner.Despawn(networkObject);
|
||||
_spawnedCharacters.Remove(player);
|
||||
if (runner.IsServer)
|
||||
if (!result.Ok)
|
||||
{
|
||||
runner.Shutdown();
|
||||
Debug.LogError($"Failed to start host: {result.ShutdownReason}");
|
||||
OnJoinFailedEvent?.Invoke();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private bool IsGameReady(NetworkRunner runner)
|
||||
{
|
||||
|
||||
return runner.ActivePlayers.Count() >= 2;
|
||||
}
|
||||
|
||||
public void OnShutdown(NetworkRunner runner, ShutdownReason shutdownReason)
|
||||
{
|
||||
Debug.Log("Game shutdown: " + shutdownReason);
|
||||
|
||||
|
||||
UnityEngine.SceneManagement.SceneManager.LoadScene("Lobby");
|
||||
}
|
||||
|
||||
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 OnReliableDataReceived(NetworkRunner runner, PlayerRef player, ReliableKey key, ArraySegment<byte> data)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public void OnReliableDataProgress(NetworkRunner runner, PlayerRef player, ReliableKey key, float progress)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
|
||||
public void OnInput(NetworkRunner runner, NetworkInput input)
|
||||
{
|
||||
// collect the input and send it to the runner, which will then be sent to the server and other clients
|
||||
var data = new _PlayerInputData();
|
||||
data.direction = Input.GetAxis("Vertical");
|
||||
input.Set(data);
|
||||
}
|
||||
|
||||
public void OnInputMissing(NetworkRunner runner, PlayerRef player, NetworkInput input)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public void OnConnectedToServer(NetworkRunner runner)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
// khi có update về danh sách phòng,
|
||||
// ví dụ khi có phòng mới được tạo hoặc phòng bị xóa,
|
||||
// host sẽ gửi update này cho tất cả client trong lobby
|
||||
public void OnSessionListUpdated(NetworkRunner runner, List<SessionInfo> sessionList)
|
||||
{
|
||||
Debug.Log("Session list updated, total sessions: " + sessionList.Count);
|
||||
LobbyManager.DisplayRoomList(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 DespawnGO(NetworkObject networkObject)
|
||||
{
|
||||
if (_runner != null && networkObject != null)
|
||||
public async Task StartClient(string sessionName, string password = null)
|
||||
{
|
||||
_runner.Despawn(networkObject);
|
||||
}
|
||||
}
|
||||
OnJoinStartedEvent?.Invoke();
|
||||
|
||||
public NetworkObject SpawnGO(NetworkPrefabRef prefabRef, Vector2 position,Quaternion rotation, PlayerRef owner = default)
|
||||
{
|
||||
if (_runner != null)
|
||||
var result = await _runner.StartGame(new StartGameArgs()
|
||||
{
|
||||
GameMode = GameMode.Client,
|
||||
SessionName = sessionName,
|
||||
SceneManager = gameObject.AddComponent<NetworkSceneManagerDefault>()
|
||||
});
|
||||
|
||||
if (!result.Ok)
|
||||
{
|
||||
Debug.LogError($"Failed to join client: {result.ShutdownReason}");
|
||||
OnJoinFailedEvent?.Invoke();
|
||||
}
|
||||
}
|
||||
|
||||
[SerializeField] private NetworkPrefabRef _playerPrefab;
|
||||
private Dictionary<PlayerRef, NetworkObject> _spawnedCharacters = new Dictionary<PlayerRef, NetworkObject>();
|
||||
|
||||
public void OnPlayerJoined(NetworkRunner runner, PlayerRef player)
|
||||
{
|
||||
return _runner.Spawn(prefabRef, position, rotation, owner);
|
||||
if (runner.IsServer)
|
||||
{
|
||||
Vector2 spawnPosition = (player == runner.LocalPlayer) ? new Vector2(-8, 0) : new Vector2(8, 0);
|
||||
var networkPlayerObject = runner.Spawn(_playerPrefab, spawnPosition, Quaternion.identity, player);
|
||||
_spawnedCharacters.Add(player, networkPlayerObject);
|
||||
}
|
||||
|
||||
if (player == runner.LocalPlayer)
|
||||
{
|
||||
var pdm = FindFirstObjectByType<_PlayerDataManager>();
|
||||
if (pdm != null)
|
||||
{
|
||||
var metaData = new _PlayerMetaData()
|
||||
{
|
||||
Name = LocalPlayerProfile.Name,
|
||||
Role = LocalPlayerProfile.Role,
|
||||
};
|
||||
pdm.RPC_UpdatePlayerMetaData(player, metaData);
|
||||
}
|
||||
}
|
||||
}
|
||||
return null;
|
||||
}
|
||||
void AssignRoles(NetworkRunner runner)
|
||||
{
|
||||
var players = runner.ActivePlayers.ToList();
|
||||
|
||||
if (players.Count < 2) return;
|
||||
public void OnPlayerLeft(NetworkRunner runner, PlayerRef player)
|
||||
{
|
||||
if (_spawnedCharacters.TryGetValue(player, out NetworkObject networkObject))
|
||||
{
|
||||
runner.Despawn(networkObject);
|
||||
_spawnedCharacters.Remove(player);
|
||||
if (runner.IsServer) runner.Shutdown();
|
||||
}
|
||||
}
|
||||
|
||||
var p1 = players[0];
|
||||
var p2 = players[1];
|
||||
public void OnShutdown(NetworkRunner runner, ShutdownReason shutdownReason)
|
||||
{
|
||||
OnShutdownEvent?.Invoke(shutdownReason.ToString());
|
||||
}
|
||||
|
||||
bool random = UnityEngine.Random.value > 0.5f;
|
||||
public void OnSessionListUpdated(NetworkRunner runner, List<SessionInfo> sessionList)
|
||||
{
|
||||
OnSessionListUpdatedEvent?.Invoke(sessionList);
|
||||
}
|
||||
|
||||
SetRole(runner, p1, random ? _Role.Seeker : _Role.Trapper);
|
||||
SetRole(runner, p2, random ? _Role.Trapper : _Role.Seeker);
|
||||
}
|
||||
void SetRole(NetworkRunner runner, PlayerRef player, _Role role)
|
||||
{
|
||||
var obj = runner.GetPlayerObject(player);
|
||||
var data = obj.GetComponent<_PlayerData>();
|
||||
public void OnInput(NetworkRunner runner, NetworkInput input)
|
||||
{
|
||||
var data = new _PlayerInputData();
|
||||
data.direction = Input.GetAxis("Vertical");
|
||||
input.Set(data);
|
||||
}
|
||||
|
||||
data.PlayerRole = role;
|
||||
|
||||
Debug.Log($"Player {player} assigned role: {role}");
|
||||
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 OnReliableDataReceived(NetworkRunner runner, PlayerRef player, ReliableKey key, ArraySegment<byte> data) { }
|
||||
public void OnReliableDataProgress(NetworkRunner runner, PlayerRef player, ReliableKey key, float progress) { }
|
||||
public void OnInputMissing(NetworkRunner runner, PlayerRef player, NetworkInput input) { }
|
||||
public void OnObjectExitAOI(NetworkRunner runner, NetworkObject obj, PlayerRef player) { }
|
||||
public void OnObjectEnterAOI(NetworkRunner runner, NetworkObject obj, PlayerRef player) { }
|
||||
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) { }
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user