diff --git a/.idea/.idea.HALLUCINATE/.idea/workspace.xml b/.idea/.idea.HALLUCINATE/.idea/workspace.xml
index b0fea62f..dc27f1de 100644
--- a/.idea/.idea.HALLUCINATE/.idea/workspace.xml
+++ b/.idea/.idea.HALLUCINATE/.idea/workspace.xml
@@ -4,27 +4,7 @@
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
@@ -145,6 +125,7 @@
+
diff --git a/Assets/Scripts/Player Controller/PlayerAirDashState.cs b/Assets/Scripts/Player Controller/PlayerAirDashState.cs
index 261fb982..afebed27 100644
--- a/Assets/Scripts/Player Controller/PlayerAirDashState.cs
+++ b/Assets/Scripts/Player Controller/PlayerAirDashState.cs
@@ -1,11 +1,10 @@
-using UnityEngine;
+using UnityEngine;
namespace OnlyScove.Scripts
{
public class PlayerAirDashState : PlayerBaseState
{
- private readonly int airDashHash = Animator.StringToHash("AirDash");
- private float dashDuration = 0.2f;
+ private float dashDuration = 0.3f;
private float dashTimer;
private Vector3 dashDirection;
@@ -14,39 +13,31 @@ namespace OnlyScove.Scripts
public override void Enter()
{
dashTimer = dashDuration;
- stateMachine.Anim.SetTrigger(airDashHash);
+ stateMachine.Anim.SetTrigger("Dash");
- // Reset vertical velocity so we don't carry falling momentum into the dash
- stateMachine.VelocityY = 0f;
-
- // Determine dash direction
- Vector2 input = stateMachine.Input.MoveInput;
+ // ĐÚNG: Sử dụng MoveInput đã đồng bộ
+ Vector2 input = stateMachine.MoveInput;
if (input != Vector2.zero)
{
- dashDirection = new Vector3(input.x, 0f, input.y).normalized;
-
- if (stateMachine.Cam != null)
- {
- dashDirection = stateMachine.Cam.PlanarRotation * dashDirection;
- }
-
- stateMachine.transform.rotation = Quaternion.LookRotation(dashDirection);
+ dashDirection = new Vector3(input.x, 0, input.y).normalized;
+ dashDirection = stateMachine.NetworkedCameraRotation * dashDirection;
}
else
{
dashDirection = stateMachine.transform.forward;
}
+ dashDirection.y = 0;
+ dashDirection.Normalize();
}
public override void Tick(float deltaTime)
{
dashTimer -= deltaTime;
- // Move horizontally, ignoring gravity for this brief moment
- stateMachine.Controller.Move(dashDirection * stateMachine.DashForce * deltaTime);
+ // Sử dụng hàm Move tập trung
+ stateMachine.Move(dashDirection * stateMachine.DashForce, 1.0f, deltaTime);
- // When the air dash ends, return to falling
- if (dashTimer <= 0f)
+ if (dashTimer <= 0)
{
stateMachine.SwitchState(new PlayerFallState(stateMachine));
}
diff --git a/Assets/Scripts/Player Controller/PlayerDashState.cs b/Assets/Scripts/Player Controller/PlayerDashState.cs
index 03891e85..7315a190 100644
--- a/Assets/Scripts/Player Controller/PlayerDashState.cs
+++ b/Assets/Scripts/Player Controller/PlayerDashState.cs
@@ -20,16 +20,14 @@ namespace OnlyScove.Scripts
stateMachine.Input.OnJumpEvent += OnJump;
- // Determine dash direction based on input, or default to forward if no input
- Vector2 input = stateMachine.Input.MoveInput;
+ // ĐÚNG: Sử dụng MoveInput đã đồng bộ mạng (Quan trọng để Client không bị phụ thuộc vào phím của Host)
+ Vector2 input = stateMachine.MoveInput;
if (input != Vector2.zero)
{
dashDirection = new Vector3(input.x, 0f, input.y).normalized;
-
- if (stateMachine.Cam != null)
- {
- dashDirection = stateMachine.Cam.PlanarRotation * dashDirection;
- }
+ dashDirection = stateMachine.NetworkedCameraRotation * dashDirection;
+ dashDirection.y = 0;
+ dashDirection.Normalize();
// Instantly snap rotation to face the dash direction
stateMachine.transform.rotation = Quaternion.LookRotation(dashDirection);
@@ -45,17 +43,18 @@ namespace OnlyScove.Scripts
dashTimer -= deltaTime;
// Apply high speed for the dash (Burst speed)
- stateMachine.Controller.Move(dashDirection * stateMachine.SprintSpeed * deltaTime);
+ // Sử dụng Move tập trung để đồng bộ mạng
+ stateMachine.Move(dashDirection * stateMachine.SprintSpeed, 1.0f, deltaTime);
// When the dash finishes, decide the next state
if (dashTimer <= 0f)
{
- if (stateMachine.Input.IsSprintHeld && stateMachine.Input.MoveInput != Vector2.zero)
+ if (stateMachine.IsSprintHeld && stateMachine.MoveInput != Vector2.zero)
{
// Kept holding Shift -> Go to Sprint
stateMachine.SwitchState(new PlayerRunState(stateMachine));
}
- else if (stateMachine.Input.MoveInput != Vector2.zero)
+ else if (stateMachine.MoveInput != Vector2.zero)
{
// Released Shift but still moving -> Go to Walk
stateMachine.SwitchState(new PlayerMoveState(stateMachine));
diff --git a/Assets/Scripts/Player Controller/PlayerDodgeState.cs b/Assets/Scripts/Player Controller/PlayerDodgeState.cs
index 1a1adc18..c673a942 100644
--- a/Assets/Scripts/Player Controller/PlayerDodgeState.cs
+++ b/Assets/Scripts/Player Controller/PlayerDodgeState.cs
@@ -1,11 +1,11 @@
-using UnityEngine;
+using UnityEngine;
namespace OnlyScove.Scripts
{
public class PlayerDodgeState : PlayerBaseState
{
private readonly int dodgeHash = Animator.StringToHash("Dodge");
- private float dodgeDuration = 0.4f; // Adjust based on your dodge animation length
+ private float dodgeDuration = 0.5f;
private float dodgeTimer;
private Vector3 dodgeDirection;
@@ -16,46 +16,32 @@ namespace OnlyScove.Scripts
dodgeTimer = dodgeDuration;
stateMachine.Anim.SetTrigger(dodgeHash);
- // Calculate dodge direction based on current input
- Vector2 input = stateMachine.Input.MoveInput;
+ Vector2 input = stateMachine.MoveInput;
if (input != Vector2.zero)
{
- // Dodge in the input direction (Left, Right, Back, Forward)
- dodgeDirection = new Vector3(input.x, 0f, input.y).normalized;
-
- if (stateMachine.Cam != null)
- {
- dodgeDirection = stateMachine.Cam.PlanarRotation * dodgeDirection;
- }
-
- // Instantly rotate the player to face the dodge direction
- stateMachine.transform.rotation = Quaternion.LookRotation(dodgeDirection);
+ dodgeDirection = new Vector3(input.x, 0, input.y).normalized;
+ dodgeDirection = stateMachine.NetworkedCameraRotation * dodgeDirection;
}
else
{
- // If no input, just roll straight forward
- dodgeDirection = stateMachine.transform.forward;
+ dodgeDirection = -stateMachine.transform.forward;
}
+ dodgeDirection.y = 0;
+ dodgeDirection.Normalize();
+
+ stateMachine.transform.rotation = Quaternion.LookRotation(dodgeDirection);
}
public override void Tick(float deltaTime)
{
dodgeTimer -= deltaTime;
- // Apply movement force for the dodge (usually slightly slower than a Dash)
- stateMachine.Controller.Move(dodgeDirection * (stateMachine.DashForce * 0.8f) * deltaTime);
+ // Sử dụng hàm Move tập trung
+ stateMachine.Move(dodgeDirection * (stateMachine.DashForce * 0.8f), 1.0f, deltaTime);
- // Once the roll finishes, transition back to Idle or Move
- if (dodgeTimer <= 0f)
+ if (dodgeTimer <= 0)
{
- if (stateMachine.Input.MoveInput != Vector2.zero)
- {
- stateMachine.SwitchState(new PlayerMoveState(stateMachine));
- }
- else
- {
- stateMachine.SwitchState(new PlayerIdleState(stateMachine));
- }
+ stateMachine.SwitchState(new PlayerIdleState(stateMachine));
}
}
diff --git a/Assets/Scripts/Player Controller/PlayerFallState.cs b/Assets/Scripts/Player Controller/PlayerFallState.cs
index ca842684..2646549b 100644
--- a/Assets/Scripts/Player Controller/PlayerFallState.cs
+++ b/Assets/Scripts/Player Controller/PlayerFallState.cs
@@ -32,36 +32,25 @@ namespace OnlyScove.Scripts
public override void Tick(float deltaTime)
{
- stateMachine.VelocityY += Physics.gravity.y * deltaTime;
+ stateMachine.VelocityY += stateMachine.Gravity * deltaTime;
- Vector2 input = stateMachine.Input.MoveInput;
+ // ĐÚNG: Sử dụng MoveInput đã đồng bộ mạng
+ Vector2 input = stateMachine.MoveInput;
Vector3 inputDir = new Vector3(input.x, 0, input.y).normalized;
- Vector3 moveDirection = stateMachine.Cam != null ? stateMachine.Cam.PlanarRotation * inputDir : inputDir;
+ Vector3 moveDirection = stateMachine.NetworkedCameraRotation * inputDir;
+ moveDirection.y = 0;
+ moveDirection.Normalize();
Vector3 velocity = moveDirection * fallSpeed;
velocity.y = stateMachine.VelocityY;
- stateMachine.Controller.Move(velocity * deltaTime);
-
- // Cập nhật Animator cho việc rơi trên không
- float multiplier = stateMachine.Input.IsSprintHeld ? 2f : 0.5f;
- stateMachine.Anim.SetFloat(speedHash, stateMachine.Input.IsSprintHeld ? 1f : 0.7f, stateMachine.AnimationDamping, deltaTime);
- stateMachine.Anim.SetFloat(speedXHash, input.x * multiplier, stateMachine.AnimationDamping, deltaTime);
- stateMachine.Anim.SetFloat(speedZHash, input.y * multiplier, stateMachine.AnimationDamping, deltaTime);
-
- if (moveDirection != Vector3.zero)
- {
- Quaternion targetRot = Quaternion.LookRotation(moveDirection);
- stateMachine.transform.rotation = Quaternion.RotateTowards(
- stateMachine.transform.rotation,
- targetRot,
- stateMachine.RotationSpeed * deltaTime
- );
- }
+ // Sử dụng hàm Move tập trung của StateMachine để đồng bộ
+ stateMachine.Move(velocity, 0.5f, deltaTime);
+ stateMachine.Rotate(moveDirection, deltaTime);
if (stateMachine.IsGrounded)
{
- // Landing Shake from PlayerController.cs
+ // Landing Shake
if (!stateMachine.WasGrounded && stateMachine.VelocityY < -1f)
{
if (stateMachine.Cam != null)
@@ -76,8 +65,7 @@ namespace OnlyScove.Scripts
stateMachine.SwitchState(new PlayerIdleState(stateMachine));
else
{
- // Return to the appropriate movement state based on sprint input
- if (stateMachine.Input.IsSprintHeld)
+ if (stateMachine.IsSprintHeld)
stateMachine.SwitchState(new PlayerRunState(stateMachine));
else
stateMachine.SwitchState(new PlayerMoveState(stateMachine));
diff --git a/Assets/Scripts/Player Controller/PlayerIdleState.cs b/Assets/Scripts/Player Controller/PlayerIdleState.cs
index c43c5757..45fdba93 100644
--- a/Assets/Scripts/Player Controller/PlayerIdleState.cs
+++ b/Assets/Scripts/Player Controller/PlayerIdleState.cs
@@ -10,8 +10,9 @@ namespace OnlyScove.Scripts
public override void Enter()
{
- stateMachine.Anim.ResetTrigger("Jump");
- stateMachine.Anim.ResetTrigger("Fall");
+ // Tạm thời bỏ ResetTrigger nếu chúng không tồn tại trong Animator của bạn
+ // stateMachine.Anim.ResetTrigger("Jump");
+ // stateMachine.Anim.ResetTrigger("Fall");
stateMachine.Input.OnJumpEvent += OnJump;
stateMachine.Input.OnDodgeEvent += OnDodge;
diff --git a/Assets/Scripts/Player Controller/PlayerJumpState.cs b/Assets/Scripts/Player Controller/PlayerJumpState.cs
index 0abe819d..268bb046 100644
--- a/Assets/Scripts/Player Controller/PlayerJumpState.cs
+++ b/Assets/Scripts/Player Controller/PlayerJumpState.cs
@@ -25,51 +25,34 @@ namespace OnlyScove.Scripts
public override void Enter()
{
- // Set initial velocity for the Jump Blend Tree (2D Freeform)
- Vector2 input = stateMachine.Input.MoveInput;
- stateMachine.Anim.SetFloat(speedXHash, input.x);
- stateMachine.Anim.SetFloat(speedZHash, input.y);
-
- // Set Speed parameter to help distinguish between Idle Jump (0) and Run Jump (0.7+)
- float moveAmount = input.magnitude;
- stateMachine.Anim.SetFloat(speedHash, moveAmount > 0.1f ? 1.0f : 0f);
-
+ // Sử dụng dữ liệu đồng bộ
+ Vector2 input = stateMachine.MoveInput;
+
stateMachine.Anim.ResetTrigger(jumpHash);
stateMachine.Anim.SetTrigger(jumpHash);
// Physic formula: v = sqrt(h * -2 * g)
- stateMachine.VelocityY = Mathf.Sqrt(stateMachine.JumpHeight * -2f * Physics.gravity.y);
+ stateMachine.VelocityY = Mathf.Sqrt(stateMachine.JumpHeight * -2f * stateMachine.Gravity);
stateMachine.Input.OnSprintEvent += OnAirDash;
}
public override void Tick(float deltaTime)
{
- stateMachine.VelocityY += Physics.gravity.y * deltaTime;
+ stateMachine.VelocityY += stateMachine.Gravity * deltaTime;
- Vector2 input = stateMachine.Input.MoveInput;
+ Vector2 input = stateMachine.MoveInput;
Vector3 inputDir = new Vector3(input.x, 0, input.y).normalized;
- Vector3 moveDirection = stateMachine.Cam != null ? stateMachine.Cam.PlanarRotation * inputDir : inputDir;
+ Vector3 moveDirection = stateMachine.NetworkedCameraRotation * inputDir;
+ moveDirection.y = 0;
+ moveDirection.Normalize();
Vector3 velocity = moveDirection * jumpSpeed;
velocity.y = stateMachine.VelocityY;
- stateMachine.Controller.Move(velocity * deltaTime);
-
- // Cập nhật Animator cho việc di chuyển trên không (Blend Tree sẽ tự mượt mà theo các giá trị này)
- float multiplier = stateMachine.Input.IsSprintHeld ? 1f : 0.5f;
- stateMachine.Anim.SetFloat(speedXHash, input.x * multiplier, stateMachine.AnimationDamping, deltaTime);
- stateMachine.Anim.SetFloat(speedZHash, input.y * multiplier, stateMachine.AnimationDamping, deltaTime);
-
- if (moveDirection != Vector3.zero)
- {
- Quaternion targetRot = Quaternion.LookRotation(moveDirection);
- stateMachine.transform.rotation = Quaternion.RotateTowards(
- stateMachine.transform.rotation,
- targetRot,
- stateMachine.RotationSpeed * deltaTime
- );
- }
+ // Đồng bộ di chuyển và xoay
+ stateMachine.Move(velocity, 1.0f, deltaTime);
+ stateMachine.Rotate(moveDirection, deltaTime);
if (stateMachine.VelocityY <= 0f)
{
diff --git a/Assets/Scripts/Player Controller/PlayerMoveState.cs b/Assets/Scripts/Player Controller/PlayerMoveState.cs
index 0abac5d7..bd9dddec 100644
--- a/Assets/Scripts/Player Controller/PlayerMoveState.cs
+++ b/Assets/Scripts/Player Controller/PlayerMoveState.cs
@@ -53,18 +53,9 @@ namespace OnlyScove.Scripts
}
velocity.y = stateMachine.VelocityY;
- // DÙNG HÀM MOVE TẬP TRUNG ĐỂ ĐỒNG BỘ TỐC ĐỘ VỚI MẠNG
+ // Sử dụng hàm Move tập trung (0.7f là giá trị Speed cho Animator khi đi bộ)
stateMachine.Move(velocity, 0.7f, deltaTime);
-
- if (moveDirection != Vector3.zero)
- {
- Quaternion targetRot = Quaternion.LookRotation(moveDirection);
- stateMachine.transform.rotation = Quaternion.RotateTowards(
- stateMachine.transform.rotation,
- targetRot,
- stateMachine.RotationSpeed * deltaTime
- );
- }
+ stateMachine.Rotate(moveDirection, deltaTime);
}
public override void PhysicsTick(float fixedDeltaTime) {}
diff --git a/Assets/Scripts/Player Controller/PlayerRunState.cs b/Assets/Scripts/Player Controller/PlayerRunState.cs
index 9b8b1dd6..234dedf7 100644
--- a/Assets/Scripts/Player Controller/PlayerRunState.cs
+++ b/Assets/Scripts/Player Controller/PlayerRunState.cs
@@ -19,7 +19,8 @@ namespace OnlyScove.Scripts
public override void Tick(float deltaTime)
{
- Vector2 input = stateMachine.Input.MoveInput;
+ // ĐÚNG: Sử dụng dữ liệu đã đồng bộ qua mạng
+ Vector2 input = stateMachine.MoveInput;
float moveAmount = Mathf.Clamp01(Mathf.Abs(input.x) + Mathf.Abs(input.y));
if (moveAmount <= 0.01f)
@@ -28,14 +29,16 @@ namespace OnlyScove.Scripts
return;
}
- if (!stateMachine.Input.IsSprintHeld)
+ if (!stateMachine.IsSprintHeld)
{
stateMachine.SwitchState(new PlayerMoveState(stateMachine));
return;
}
Vector3 inputDir = new Vector3(input.x, 0, input.y).normalized;
- Vector3 moveDirection = stateMachine.Cam != null ? stateMachine.Cam.PlanarRotation * inputDir : inputDir;
+ Vector3 moveDirection = stateMachine.NetworkedCameraRotation * inputDir;
+ moveDirection.y = 0;
+ moveDirection.Normalize();
Vector3 velocity = moveDirection * stateMachine.SprintSpeed;
@@ -45,25 +48,13 @@ namespace OnlyScove.Scripts
}
else
{
- stateMachine.VelocityY += Physics.gravity.y * deltaTime;
+ stateMachine.VelocityY += stateMachine.Gravity * deltaTime;
}
velocity.y = stateMachine.VelocityY;
- stateMachine.Controller.Move(velocity * deltaTime);
-
- if (moveDirection != Vector3.zero)
- {
- Quaternion targetRot = Quaternion.LookRotation(moveDirection);
- stateMachine.transform.rotation = Quaternion.RotateTowards(
- stateMachine.transform.rotation,
- targetRot,
- stateMachine.RotationSpeed * deltaTime
- );
- }
-
- stateMachine.Anim.SetFloat(speedHash, 1f, stateMachine.AnimationDamping, deltaTime);
- stateMachine.Anim.SetFloat(speedXHash, input.x * 2f, stateMachine.AnimationDamping, deltaTime);
- stateMachine.Anim.SetFloat(speedZHash, input.y * 2f, stateMachine.AnimationDamping, deltaTime);
+ // Sử dụng hàm Move tập trung (1.0f là giá trị Speed cho Animator khi chạy)
+ stateMachine.Move(velocity, 1.0f, deltaTime);
+ stateMachine.Rotate(moveDirection, deltaTime);
}
public override void PhysicsTick(float fixedDeltaTime) {}
diff --git a/Assets/Scripts/Player Controller/PlayerStateMachine.cs b/Assets/Scripts/Player Controller/PlayerStateMachine.cs
index d1ea438e..715a5b7b 100644
--- a/Assets/Scripts/Player Controller/PlayerStateMachine.cs
+++ b/Assets/Scripts/Player Controller/PlayerStateMachine.cs
@@ -49,6 +49,7 @@ namespace OnlyScove.Scripts
[Networked] public Quaternion NetworkedCameraRotation { get; set; }
[Networked] public Vector2 NetworkedMoveInput { get; set; }
[Networked] public float NetworkedSpeed { get; set; }
+ [Networked] public Vector3 NetworkedPosition { get; set; }
public Vector2 MoveInput { get; private set; }
public bool IsSprintHeld { get; private set; }
@@ -66,6 +67,10 @@ namespace OnlyScove.Scripts
private PlayerBaseState currentState;
private bool hasControl = true;
+ private bool hasSpeedParam;
+ private bool hasVelocityXParam;
+ private bool hasVelocityZParam;
+
protected virtual void Awake()
{
Controller = GetComponent();
@@ -73,6 +78,17 @@ namespace OnlyScove.Scripts
Anim = GetComponentInChildren();
Scanner = GetComponent();
+ // 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)
+ {
+ if (param.name == speedParamName) hasSpeedParam = true;
+ if (param.name == velocityXParamName) hasVelocityXParam = true;
+ if (param.name == velocityZParamName) hasVelocityZParam = true;
+ }
+ }
+
speedHash = Animator.StringToHash(speedParamName);
velocityXHash = Animator.StringToHash(velocityXParamName);
velocityZHash = Animator.StringToHash(velocityZParamName);
@@ -82,11 +98,6 @@ namespace OnlyScove.Scripts
{
SwitchState(new PlayerIdleState(this));
- if (Runner.IsClient && !Object.HasInputAuthority)
- {
- if (Controller != null) Controller.enabled = false;
- }
-
if (Object.HasInputAuthority)
{
Local = this;
@@ -102,18 +113,44 @@ namespace OnlyScove.Scripts
Input.OnNextInteractEvent += OnNextInteract;
Input.OnPreviousInteractEvent += OnPreviousInteract;
}
+ else
+ {
+ // 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;
+ }
}
- public void Move(Vector3 motion, float speed, float deltaTime)
+ private float localAnimatorSpeed;
+
+ public void Rotate(Vector3 moveDirection, float deltaTime)
{
+ if (moveDirection == Vector3.zero) return;
+
+ Quaternion targetRot = Quaternion.LookRotation(moveDirection);
+ transform.rotation = Quaternion.RotateTowards(
+ transform.rotation,
+ targetRot,
+ RotationSpeed * deltaTime
+ );
+ }
+
+ public void Move(Vector3 velocity, float animatorSpeed, float deltaTime)
+ {
+ // CHỈ thực hiện di chuyển nếu có quyền điều khiển hoặc là Server
+ if (!Object.HasInputAuthority && !Runner.IsServer) return;
+
if (Controller != null && Controller.enabled)
{
- Controller.Move(motion * deltaTime);
+ Controller.Move(velocity * deltaTime);
+ // Cập nhật vị trí mạng ngay sau khi di chuyển để tick sau quay lại đây
+ NetworkedPosition = transform.position;
}
+ localAnimatorSpeed = animatorSpeed;
+
if (Object.HasStateAuthority)
{
- NetworkedSpeed = speed;
+ NetworkedSpeed = animatorSpeed;
NetworkedMoveInput = MoveInput;
}
@@ -124,14 +161,12 @@ namespace OnlyScove.Scripts
{
if (Anim == null) return;
- // Nếu là chính mình (Input Authority): Dùng dữ liệu phím bấm trực tiếp (Mượt nhất)
- // Nếu là người khác (Proxy/Server): Dùng dữ liệu đã đồng bộ qua mạng
float speedValue;
Vector2 inputVector;
if (Object.HasInputAuthority)
{
- speedValue = (MoveInput.magnitude > 0.01f) ? NetworkedSpeed : 0f;
+ speedValue = localAnimatorSpeed;
inputVector = MoveInput;
}
else
@@ -140,17 +175,29 @@ namespace OnlyScove.Scripts
inputVector = NetworkedMoveInput;
}
- try {
- Anim.SetFloat(speedHash, speedValue, AnimationDamping, deltaTime);
- Anim.SetFloat(velocityXHash, inputVector.x * speedValue, AnimationDamping, deltaTime);
- Anim.SetFloat(velocityZHash, inputVector.y * speedValue, AnimationDamping, deltaTime);
- } catch { }
+ // 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);
}
public override void FixedUpdateNetwork()
{
if (Object == null) return;
+ // 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 (NetworkedPosition != Vector3.zero)
+ {
+ if (Controller != null)
+ {
+ // Tạm thời tắt Controller để dịch chuyển Transform chính xác
+ Controller.enabled = false;
+ transform.position = NetworkedPosition;
+ Controller.enabled = true;
+ }
+ }
+
if (GetInput(out PlayerInputData data))
{
MoveInput = data.Direction;