This commit is contained in:
2026-04-03 22:46:17 +07:00
parent 72f2a5f3e8
commit 95b94260ac
367 changed files with 94940 additions and 648 deletions

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@@ -7,8 +7,8 @@ namespace OnlyScove.Scripts
{
public enum CameraViewMode { ThirdPerson, FirstPerson }
[SerializeField] InputReader inputReader;
[SerializeField] Transform followTarget; // Player's root for TPV
public InputReader inputReader; // Đổi từ [SerializeField] thành public
public Transform followTarget; // Player's root for TPV
[SerializeField] float positionSmoothTime = 0.12f;
[SerializeField] float rotationSmoothTime = 5f;
[SerializeField] Vector2 framingOffset;
@@ -72,6 +72,7 @@ namespace OnlyScove.Scripts
private void Update()
{
if (followTarget == null) return;
HandleViewTransition();
if (inputReader != null)

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@@ -0,0 +1,8 @@
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guid: 6aa851b2c7ee553439ee0065f77665cb
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
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@@ -0,0 +1,104 @@
using System;
using System.Collections.Generic;
using Fusion;
using Fusion.Sockets;
using UnityEngine;
using UnityEngine.SceneManagement;
// ĐỊNH NGHĨA DỮ LIỆU GỬI QUA MẠNG
public struct NetworkInputData : INetworkInput
{
public Vector2 move;
public Quaternion rot;
public bool sprint;
}
public class BasicSpawner : MonoBehaviour, INetworkRunnerCallbacks
{
private NetworkRunner _runner;
[SerializeField] private NetworkPrefabRef _playerPrefab;
private Dictionary<PlayerRef, NetworkObject> _spawnedCharacters = new Dictionary<PlayerRef, NetworkObject>();
async void StartGame(GameMode mode)
{
if (_runner != null) return;
_runner = gameObject.AddComponent<NetworkRunner>();
_runner.ProvideInput = true;
DontDestroyOnLoad(gameObject);
await _runner.StartGame(new StartGameArgs()
{
GameMode = mode,
SessionName = "TestRoom",
Scene = SceneRef.FromIndex(1),
SceneManager = gameObject.AddComponent<NetworkSceneManagerDefault>()
});
}
private void OnGUI()
{
if (_runner == null)
{
if (GUI.Button(new Rect(10, 10, 200, 40), "Host (Tạo phòng)")) StartGame(GameMode.AutoHostOrClient);
if (GUI.Button(new Rect(10, 60, 200, 40), "Join (Vào phòng)")) StartGame(GameMode.Client);
}
}
public void OnPlayerJoined(NetworkRunner runner, PlayerRef player)
{
if (runner.IsServer)
{
Vector3 spawnPosition = new Vector3((player.RawEncoded % 10) * 2, 1, 0);
NetworkObject networkPlayerObject = runner.Spawn(_playerPrefab, spawnPosition, Quaternion.identity, player);
runner.SetPlayerObject(player, networkPlayerObject);
_spawnedCharacters.Add(player, networkPlayerObject);
}
}
public void OnInput(NetworkRunner runner, NetworkInput input)
{
var data = new NetworkInputData();
// Lấy dữ liệu từ nhân vật local của chính mình
if (OnlyScove.Scripts.PlayerStateMachine.Local != null)
{
var sm = OnlyScove.Scripts.PlayerStateMachine.Local;
data.move = sm.Input.MoveInput;
data.sprint = sm.Input.IsSprintHeld;
// Lấy hướng xoay từ Camera (nếu có)
if (sm.Cam != null)
data.rot = sm.Cam.PlanarRotation;
else
data.rot = sm.NetworkedCameraRotation; // Fallback
}
input.Set(data);
}
public void OnPlayerLeft(NetworkRunner runner, PlayerRef player)
{
if (_spawnedCharacters.TryGetValue(player, out NetworkObject networkObject))
{
if (networkObject != null) runner.Despawn(networkObject);
_spawnedCharacters.Remove(player);
}
}
public void OnInputMissing(NetworkRunner runner, PlayerRef player, NetworkInput input) { }
public void OnShutdown(NetworkRunner runner, ShutdownReason shutdownReason) { }
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 OnSessionListUpdated(NetworkRunner runner, List<SessionInfo> 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 OnObjectExitAOI(NetworkRunner runner, NetworkObject obj, PlayerRef player) { }
public void OnObjectEnterAOI(NetworkRunner runner, NetworkObject obj, PlayerRef player) { }
public void OnReliableDataReceived(NetworkRunner runner, PlayerRef player, ReliableKey key, ArraySegment<byte> data) { }
public void OnReliableDataProgress(NetworkRunner runner, PlayerRef player, ReliableKey key, float progress) { }
}

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@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 44bfaa339c82069418e72a14479a0212

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@@ -12,6 +12,13 @@ namespace OnlyScove.Scripts
public virtual Vector2 ScrollInput { get; protected set; }
public virtual bool IsSprintHeld { get; protected set; } // Left Shift
public virtual bool IsAttackHeld { get; protected set; } // Left Mouse Button
// THÊM HÀM NÀY ĐỂ ĐỒNG BỘ MẠNG
public void ApplyNetworkInput(Vector2 move, bool isSprint)
{
MoveInput = move;
IsSprintHeld = isSprint;
}
// One-shot Events
public event Action OnJumpEvent; // Space

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@@ -36,11 +36,16 @@ namespace OnlyScove.Scripts
}
Vector3 inputDir = new Vector3(input.x, 0, input.y).normalized;
Vector3 moveDirection = stateMachine.Cam != null ? stateMachine.Cam.PlanarRotation * inputDir : inputDir;
// DÙNG HƯỚNG CAMERA TỪ MẠNG ĐỂ ĐỒNG BỘ MÁY CHỦ
Vector3 moveDirection = stateMachine.NetworkedCameraRotation * inputDir;
moveDirection.y = 0; // Đảm bảo không bay lên trời
moveDirection.Normalize();
if (stateMachine.Cam != null)
if (stateMachine.Cam != null && stateMachine.Object.HasInputAuthority)
{
Debug.Log($"[PlayerMoveState] View: {(stateMachine.Cam.PlanarRotation.eulerAngles.y)}, InputDir: {inputDir}, MoveDir: {moveDirection}, PlayerRot: {stateMachine.transform.rotation.eulerAngles.y}");
// Log chỉ hiện ở máy khách để debug hướng xoay
// Debug.Log($"[Move] Input: {inputDir}, MoveDir: {moveDirection}");
}
Vector3 velocity = moveDirection * stateMachine.WalkSpeed;

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@@ -1,10 +1,11 @@
using System.Collections.Generic;
using UnityEngine;
using Fusion;
namespace OnlyScove.Scripts
{
[RequireComponent(typeof(CharacterController), typeof(InputReader), typeof(Animator))]
public class PlayerStateMachine : MonoBehaviour
public class PlayerStateMachine : NetworkBehaviour
{
[field: Header("References")]
[field: SerializeField] public CharacterController Controller { get; private set; }
@@ -36,16 +37,19 @@ namespace OnlyScove.Scripts
[field: SerializeField] public float InteractionRange { get; private set; } = 2f;
[field: SerializeField] public LayerMask InteractionMask { get; private set; }
[Networked] public Quaternion NetworkedCameraRotation { get; set; }
public float VelocityY { get; set; }
public bool IsGrounded { get; private set; }
public bool WasGrounded { get; private set; }
// Interaction system variables
private List<IInteractable> interactablesNearby = new List<IInteractable>();
private int currentInteractableIndex = 0;
public string CurrentStateName => currentState != null ? currentState.GetType().Name : "None";
public static PlayerStateMachine Local { get; private set; } // THÊM DÒNG NÀY
private PlayerBaseState currentState;
private bool hasControl = true;
@@ -55,43 +59,56 @@ namespace OnlyScove.Scripts
Input = GetComponent<InputReader>();
Anim = GetComponentInChildren<Animator>();
Scanner = GetComponent<EnvironmentScanner>();
Cam = Camera.main?.GetComponent<CameraController>();
}
private void Start()
public override void Spawned()
{
// BẮT BUỘC: Mọi máy (Server và Client) đều phải khởi tạo trạng thái ban đầu
SwitchState(new PlayerIdleState(this));
// Subscribe to cycle events
Input.OnNextInteractEvent += OnNextInteract;
Input.OnPreviousInteractEvent += OnPreviousInteract;
}
private void OnDestroy()
{
if (Input != null)
if (Object.HasInputAuthority)
{
Input.OnNextInteractEvent -= OnNextInteract;
Input.OnPreviousInteractEvent -= OnPreviousInteract;
Local = this;
CameraController cameraController = GameObject.FindAnyObjectByType<CameraController>();
if (cameraController != null)
{
Cam = cameraController;
Cam.followTarget = this.transform;
Cam.inputReader = this.Input;
}
Input.OnNextInteractEvent += OnNextInteract;
Input.OnPreviousInteractEvent += OnPreviousInteract;
}
}
protected virtual void Update()
public override void FixedUpdateNetwork()
{
if (Object == null) return;
// 1. NHẬN DỮ LIỆU TỪ MẠNG
if (GetInput(out NetworkInputData data))
{
// Gán phím bấm vào InputReader để các State (Move, Jump...) sử dụng
Input.ApplyNetworkInput(data.move, data.sprint);
// CẬP NHẬT HƯỚNG CAMERA (Cho cả Server và Client)
// Đây là mấu chốt để Server tính toán hướng chạy đúng
NetworkedCameraRotation = data.rot;
}
// 2. CHẶN MÁY KHÁCH KHÁC, NHƯNG CHO PHÉP SERVER VÀ LOCAL PLAYER CHẠY LOGIC
if (!Object.HasInputAuthority && !Runner.IsServer) return;
if (!hasControl) return;
WasGrounded = IsGrounded;
CheckGround();
UpdateInteractablesList();
currentState?.Tick(Time.deltaTime);
currentState?.Tick(Runner.DeltaTime);
}
private void FixedUpdate()
{
if (!hasControl) return;
currentState?.PhysicsTick(Time.fixedDeltaTime);
}
protected virtual void Update() { }
private void CheckGround()
{
@@ -101,16 +118,8 @@ namespace OnlyScove.Scripts
private void UpdateInteractablesList()
{
interactablesNearby.Clear();
// Sử dụng Scanner để tìm vật thể người chơi đang nhìn vào
IInteractable target = Scanner.ScanForInteractable(InteractionRange, InteractionMask);
if (target != null)
{
interactablesNearby.Add(target);
}
// Reset index vì hiện tại Scanner trả về 1 kết quả chính xác nhất
if (target != null) interactablesNearby.Add(target);
currentInteractableIndex = 0;
}
@@ -118,7 +127,6 @@ namespace OnlyScove.Scripts
{
if (interactablesNearby.Count <= 1) return;
currentInteractableIndex = (currentInteractableIndex + 1) % interactablesNearby.Count;
Debug.Log($"[Interaction] Switched to: {interactablesNearby[currentInteractableIndex].InteractionPrompt}");
}
private void OnPreviousInteract()
@@ -126,7 +134,6 @@ namespace OnlyScove.Scripts
if (interactablesNearby.Count <= 1) return;
currentInteractableIndex--;
if (currentInteractableIndex < 0) currentInteractableIndex = interactablesNearby.Count - 1;
Debug.Log($"[Interaction] Switched to: {interactablesNearby[currentInteractableIndex].InteractionPrompt}");
}
public IInteractable GetInteractable()
@@ -152,19 +159,13 @@ namespace OnlyScove.Scripts
{
hasControl = control;
Controller.enabled = control;
if (!control)
{
Anim.SetFloat("Speed", 0f);
}
if (!control) Anim.SetFloat("Speed", 0f);
}
private void OnDrawGizmosSelected()
{
Gizmos.color = new Color(0, 1, 0, 0.5f);
Gizmos.DrawSphere(transform.TransformPoint(GroundCheckOffset), GroundCheckRadius);
Gizmos.color = Color.blue;
Gizmos.DrawWireSphere(transform.position + transform.forward * (InteractionRange / 2), InteractionRange);
}
}
}
}