From 943cb480560c79ad8b5412e35213ee5c9ff701fc Mon Sep 17 00:00:00 2001 From: ngtuanz1 Date: Thu, 9 Apr 2026 09:34:46 +0700 Subject: [PATCH] hahahaha --- Assets/Scove/DEMO FUSION.unity | 10 +- Assets/Scripts/Fusion/BasicSpawner.cs | 32 +- .../Player Controller/PlayerParkourState.cs | 11 +- Assets/_Recovery.meta | 8 + Assets/_Recovery/0.unity | 2008 +++++++++++++++++ Assets/_Recovery/0.unity.meta | 7 + 6 files changed, 2063 insertions(+), 13 deletions(-) create mode 100644 Assets/_Recovery.meta create mode 100644 Assets/_Recovery/0.unity create mode 100644 Assets/_Recovery/0.unity.meta diff --git a/Assets/Scove/DEMO FUSION.unity b/Assets/Scove/DEMO FUSION.unity index af2a0848..8b283778 100644 --- a/Assets/Scove/DEMO FUSION.unity +++ b/Assets/Scove/DEMO FUSION.unity @@ -288,10 +288,10 @@ RectTransform: m_Children: [] m_Father: {fileID: 1956301527} m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} - m_AnchorMin: {x: 0.5, y: 0.5} - m_AnchorMax: {x: 0.5, y: 0.5} - m_AnchoredPosition: {x: -910, y: -490} - m_SizeDelta: {x: 100, y: 100} + m_AnchorMin: {x: 0, y: 0} + m_AnchorMax: {x: 1, y: 1} + m_AnchoredPosition: {x: 0, y: 0} + m_SizeDelta: {x: 0, y: 0} m_Pivot: {x: 0.5, y: 0.5} --- !u!114 &884186907 MonoBehaviour: @@ -306,7 +306,7 @@ MonoBehaviour: m_Name: m_EditorClassIdentifier: UnityEngine.UI::UnityEngine.UI.Image m_Material: {fileID: 0} - m_Color: {r: 1, g: 1, b: 1, a: 1} + m_Color: {r: 0.21960786, g: 0.21960786, b: 0.21960786, a: 1} m_RaycastTarget: 1 m_RaycastPadding: {x: 0, y: 0, z: 0, w: 0} m_Maskable: 1 diff --git a/Assets/Scripts/Fusion/BasicSpawner.cs b/Assets/Scripts/Fusion/BasicSpawner.cs index 104a32b8..ebf2d098 100644 --- a/Assets/Scripts/Fusion/BasicSpawner.cs +++ b/Assets/Scripts/Fusion/BasicSpawner.cs @@ -19,6 +19,7 @@ public struct PlayerInputData : INetworkInput public class BasicSpawner : MonoBehaviour, INetworkRunnerCallbacks { private NetworkRunner _runner; + private string _roomName = "Room1"; public LobbyManager LobbyManager; [SerializeField] private NetworkPrefabRef _playerPrefab; @@ -75,11 +76,36 @@ public class BasicSpawner : MonoBehaviour, INetworkRunnerCallbacks { if (_runner == null || !_runner.IsRunning) { - if (GUI.Button(new Rect(10, 10, 250, 40), "Bắt đầu (Auto Host/Client)")) + float width = 400; + float height = 300; + float x = (Screen.width - width) / 2f; + float y = (Screen.height - height) / 2f; + + GUI.Box(new Rect(x, y, width, height), "FUSION MULTIPLAYER"); + + float innerX = x + 20; + float innerY = y + 40; + float contentWidth = width - 40; + + GUI.Label(new Rect(innerX, innerY, 100, 30), "Tên phòng:"); + _roomName = GUI.TextField(new Rect(innerX + 100, innerY, contentWidth - 100, 30), _roomName); + + if (GUI.Button(new Rect(innerX, innerY + 50, contentWidth, 60), "VÀO PHÒNG\n(Tự động Host/Client)")) { - _ = StartGame(GameMode.AutoHostOrClient); + _ = StartGame(GameMode.AutoHostOrClient, _roomName); } - GUI.Label(new Rect(10, 60, 300, 20), "Gợi ý: Mở bản Build trước, sau đó mở Unity bấm nút trên."); + + if (GUI.Button(new Rect(innerX, innerY + 120, (contentWidth / 2) - 5, 50), "Tạo phòng\n(Host)")) + { + _ = StartGame(GameMode.Host, _roomName); + } + + if (GUI.Button(new Rect(innerX + (contentWidth / 2) + 5, innerY + 120, (contentWidth / 2) - 5, 50), "Tham gia\n(Client)")) + { + _ = StartGame(GameMode.Client, _roomName); + } + + GUI.Label(new Rect(innerX, innerY + 180, contentWidth, 50), "Gợi ý: Nhập cùng tên phòng để chơi chung.\nNếu phòng chưa có, máy sẽ tự tạo mới."); } else { diff --git a/Assets/Scripts/Player Controller/PlayerParkourState.cs b/Assets/Scripts/Player Controller/PlayerParkourState.cs index 6e7b8a42..c6eb2979 100644 --- a/Assets/Scripts/Player Controller/PlayerParkourState.cs +++ b/Assets/Scripts/Player Controller/PlayerParkourState.cs @@ -12,12 +12,13 @@ namespace OnlyScove.Scripts public override void Enter() { - // Play the Parkour animation (Step Up) - stateMachine.Anim.CrossFadeInFixedTime(parkourHash, 0.1f); + if (stateMachine.Anim != null && stateMachine.Anim.layerCount > 0) + { + // Play the Parkour animation (Step Up) + // Use the overload with layer index 0 to be explicit + stateMachine.Anim.CrossFadeInFixedTime(parkourHash, 0.1f, 0); + } - // We'll wait for the animation to finish. - // In a real project, you might get the exact duration from the Animator. - 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