update mutiplay

This commit is contained in:
2026-04-08 12:38:39 +07:00
parent e6deb358df
commit 8ef5ecbe0f
10 changed files with 138 additions and 180 deletions

View File

@@ -4,27 +4,7 @@
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@@ -145,6 +125,7 @@
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View File

@@ -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));
}

View File

@@ -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));

View File

@@ -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;
@@ -16,48 +16,34 @@ 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 (stateMachine.Input.MoveInput != Vector2.zero)
{
stateMachine.SwitchState(new PlayerMoveState(stateMachine));
}
else
if (dodgeTimer <= 0)
{
stateMachine.SwitchState(new PlayerIdleState(stateMachine));
}
}
}
public override void PhysicsTick(float fixedDeltaTime) {}
public override void Exit() {}

View File

@@ -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));

View File

@@ -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;

View File

@@ -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)
{

View File

@@ -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) {}

View File

@@ -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) {}

View File

@@ -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<CharacterController>();
@@ -73,6 +78,17 @@ 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)
{
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;