Update
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using Fusion;
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using UnityEngine;
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namespace OnlyScove.Scripts
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{
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public struct PlayerInputData : INetworkInput
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{
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public Vector2 Direction;
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public NetworkBool sprint;
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public Quaternion rot;
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}
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}
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@@ -1,2 +0,0 @@
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fileFormatVersion: 2
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guid: 731ed4a4b6e0ae64c8194463a76646c7
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@@ -1,200 +0,0 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Threading.Tasks;
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using Fusion;
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using Fusion.Sockets;
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using UnityEngine;
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using OnlyScove.Scripts;
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namespace Hallucinate.UI
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{
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public class _BasicSpawner : MonoBehaviour, INetworkRunnerCallbacks
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{
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private NetworkRunner _runner { get; set; }
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public event Action<List<SessionInfo>> OnSessionListUpdatedEvent;
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public event Action<string> OnShutdownEvent;
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public event Action OnJoinStartedEvent;
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public event Action OnJoinFailedEvent;
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private void Awake()
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{
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if (_runner == null) _runner = gameObject.AddComponent<NetworkRunner>();
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DontDestroyOnLoad(gameObject);
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}
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public _PlayerProfile LocalPlayerProfile { get; private set; }
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public void SetLocalPlayerProfile(_PlayerProfile _profile)
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{
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LocalPlayerProfile = _profile;
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}
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public async Task StartLobby()
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{
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if (_runner == null) _runner = gameObject.AddComponent<NetworkRunner>();
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_runner.ProvideInput = true;
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_runner.AddCallbacks(this);
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var result = await _runner.JoinSessionLobby(SessionLobby.ClientServer);
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if (!result.Ok) Debug.LogError($"Failed to join lobby: {result.ShutdownReason}");
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}
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public async Task StartHost(string sessionName, string password = null)
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{
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OnJoinStartedEvent?.Invoke();
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var customProps = new Dictionary<string, SessionProperty>();
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if (!string.IsNullOrEmpty(password))
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{
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customProps.Add("pw", password);
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}
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var result = await _runner.StartGame(new StartGameArgs()
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{
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GameMode = GameMode.Host,
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SessionName = sessionName,
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SessionProperties = customProps,
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PlayerCount = 2,
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SceneManager = gameObject.AddComponent<NetworkSceneManagerDefault>()
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});
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if (!result.Ok)
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{
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Debug.LogError($"Failed to start host: {result.ShutdownReason}");
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OnJoinFailedEvent?.Invoke();
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}
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}
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public async Task StartClient(string sessionName, string password = null)
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{
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OnJoinStartedEvent?.Invoke();
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var result = await _runner.StartGame(new StartGameArgs()
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{
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GameMode = GameMode.Client,
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SessionName = sessionName,
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SceneManager = gameObject.AddComponent<NetworkSceneManagerDefault>()
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});
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if (!result.Ok)
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{
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Debug.LogError($"Failed to join client: {result.ShutdownReason}");
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OnJoinFailedEvent?.Invoke();
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}
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}
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[SerializeField] private NetworkPrefabRef _playerPrefab;
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private Dictionary<PlayerRef, NetworkObject> _spawnedCharacters = new Dictionary<PlayerRef, NetworkObject>();
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public void OnPlayerJoined(NetworkRunner runner, PlayerRef player)
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{
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if (player == runner.LocalPlayer)
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{
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var pdm = FindFirstObjectByType<_PlayerDataManager>();
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if (pdm != null)
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{
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var metaData = new _PlayerMetaData()
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{
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Name = LocalPlayerProfile.Name,
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Role = LocalPlayerProfile.Role,
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IsReady = false
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};
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pdm.RPC_UpdatePlayerMetaData(player, metaData);
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}
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}
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}
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public void StartGame()
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{
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if (_runner.IsServer)
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{
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_runner.LoadScene("Main Scene");
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}
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}
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public void OnPlayerLeft(NetworkRunner runner, PlayerRef player)
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{
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if (_spawnedCharacters.TryGetValue(player, out NetworkObject networkObject))
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{
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runner.Despawn(networkObject);
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_spawnedCharacters.Remove(player);
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if (runner.IsServer) runner.Shutdown();
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}
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}
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public void OnShutdown(NetworkRunner runner, ShutdownReason shutdownReason)
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{
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OnShutdownEvent?.Invoke(shutdownReason.ToString());
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}
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public void OnSessionListUpdated(NetworkRunner runner, List<SessionInfo> sessionList)
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{
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OnSessionListUpdatedEvent?.Invoke(sessionList);
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}
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public void OnInput(NetworkRunner runner, NetworkInput input)
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{
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var data = new PlayerInputData();
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// Try to get input from the local player's InputReader
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if (PlayerStateMachine.Local != null && PlayerStateMachine.Local.Input != null)
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{
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var inputReader = PlayerStateMachine.Local.Input;
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data.Direction = inputReader.MoveInput;
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data.sprint = inputReader.IsSprintHeld;
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if (PlayerStateMachine.Local.Cam != null)
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{
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data.rot = PlayerStateMachine.Local.Cam.PlanarRotation;
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}
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}
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else
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{
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// Fallback to basic input if player not spawned or InputReader missing
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data.Direction = new Vector2(Input.GetAxis("Horizontal"), Input.GetAxis("Vertical"));
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data.sprint = Input.GetKey(KeyCode.LeftShift);
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}
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input.Set(data);
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}
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public void OnConnectedToServer(NetworkRunner runner) { }
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public void OnDisconnectedFromServer(NetworkRunner runner, NetDisconnectReason reason) { }
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public void OnConnectRequest(NetworkRunner runner, NetworkRunnerCallbackArgs.ConnectRequest request, byte[] token) { }
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public void OnConnectFailed(NetworkRunner runner, NetAddress remoteAddress, NetConnectFailedReason reason) { }
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public void OnUserSimulationMessage(NetworkRunner runner, SimulationMessagePtr message) { }
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public void OnReliableDataReceived(NetworkRunner runner, PlayerRef player, ReliableKey key, ArraySegment<byte> data) { }
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public void OnReliableDataProgress(NetworkRunner runner, PlayerRef player, ReliableKey key, float progress) { }
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public void OnInputMissing(NetworkRunner runner, PlayerRef player, NetworkInput input) { }
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public void OnObjectExitAOI(NetworkRunner runner, NetworkObject obj, PlayerRef player) { }
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public void OnObjectEnterAOI(NetworkRunner runner, NetworkObject obj, PlayerRef player) { }
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public void OnCustomAuthenticationResponse(NetworkRunner runner, Dictionary<string, object> data) { }
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public void OnHostMigration(NetworkRunner runner, HostMigrationToken hostMigrationToken) { }
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public void OnSceneLoadDone(NetworkRunner runner)
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{
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string currentSceneName = UnityEngine.SceneManagement.SceneManager.GetActiveScene().name;
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if (runner.IsServer && currentSceneName == "Main Scene")
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{
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foreach (var player in runner.ActivePlayers)
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{
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Vector2 spawnPosition = (player == runner.LocalPlayer) ? new Vector2(-8, 0) : new Vector2(8, 0);
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var networkPlayerObject = runner.Spawn(_playerPrefab, spawnPosition, Quaternion.identity, player);
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_spawnedCharacters.Add(player, networkPlayerObject);
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}
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}
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if (currentSceneName == "Main Scene")
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{
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if (UIManager.Instance != null) UIManager.Instance.OnGameStarted();
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}
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else if (currentSceneName == "Lobby" || currentSceneName == "Menu")
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{
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if (UIManager.Instance != null) UIManager.Instance.OnBackToMenu();
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}
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}
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public void OnSceneLoadStart(NetworkRunner runner) { }
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}
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}
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@@ -1,2 +0,0 @@
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fileFormatVersion: 2
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guid: ca752d01bdc2c5e42938776307031da3
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@@ -1,30 +0,0 @@
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using Fusion;
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using UnityEngine;
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public class _PlayerData : NetworkBehaviour
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{
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[Networked]
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public _Role PlayerRole { get; set; }
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public override void Spawned()
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{
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if (Object.HasInputAuthority)
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{
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SetupByRole(PlayerRole);
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}
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}
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void SetupByRole(_Role role)
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{
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if (role == _Role.Seeker)
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{
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Debug.Log("I am Seeker");
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// bật flashlight
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}
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else
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{
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Debug.Log("I am Trapper");
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// bật trap UI
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}
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}
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}
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@@ -1,2 +0,0 @@
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fileFormatVersion: 2
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guid: 96ce77b74a34e7440a0b54af32c6d402
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@@ -1,37 +0,0 @@
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using Fusion;
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using UnityEngine;
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// struct quản lý thông tin
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public struct _PlayerMetaData : INetworkStruct
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{
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public NetworkString<_16> Name;
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public _Role Role;
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public NetworkBool IsReady;
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}
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public class _PlayerDataManager : NetworkBehaviour
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{
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[Networked]
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public NetworkDictionary<PlayerRef, _PlayerMetaData> Players => default;
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[Rpc(RpcSources.All, RpcTargets.StateAuthority)]
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public void RPC_UpdatePlayerMetaData(PlayerRef playerRef, _PlayerMetaData metaData)
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{
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Players.Set(playerRef, metaData);
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}
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[Rpc(RpcSources.All, RpcTargets.StateAuthority)]
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public void RPC_SetReady(PlayerRef playerRef, bool ready)
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{
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if (Players.TryGet(playerRef, out var data))
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{
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data.IsReady = ready;
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Players.Set(playerRef, data);
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}
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}
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public bool TryGetPlayerMetaData(PlayerRef playerRef, out _PlayerMetaData metaData)
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{
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return Players.TryGet(playerRef, out metaData);
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}
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}
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@@ -1,2 +0,0 @@
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fileFormatVersion: 2
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guid: b3d9934ebd60c9c4ea3e464b77fd7ae0
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@@ -1,50 +0,0 @@
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using Fusion;
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using TMPro;
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using UnityEngine;
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public enum _Role
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{
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Seeker,
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Trapper
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}
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public struct _PlayerProfile
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{
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public string Name;
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public _Role Role;
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}
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public class _PlayerInfo : NetworkBehaviour
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{
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[Networked] public string playerName { get; set; }
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public _PlayerDataManager playerDataManager;
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public TextMeshProUGUI nameText;
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public GameObject[] characterIcons; // mảng chứa icon tương ứng với từng class, có thể gán trong inspector
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// sau khi game object được tạo ra trên mạng,
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// sẽ gọi phương thức này để khởi tạo thông tin player
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public override void Spawned()
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{
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playerDataManager = FindFirstObjectByType<_PlayerDataManager>(); // tìm PlayerDataManager trong scene
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}
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// phương thức này sẽ được gọi mỗi frame để cập nhật thông tin hiển thị của player
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public override void Render()
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{
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if (playerDataManager == null) return;
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if (playerDataManager.TryGetPlayerMetaData(Object.InputAuthority, out var metadata))
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{
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var name = metadata.Name;
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var charClass = metadata.Role;
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nameText.text = $"{name} ({charClass})";
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for (var i = 0; i < characterIcons.Length; i++)
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{
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characterIcons[i].SetActive(i == (int)charClass); // hiển thị icon tương ứng với class của player
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}
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}
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}
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}
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@@ -1,2 +0,0 @@
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fileFormatVersion: 2
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guid: 70abb536cf50f2948882e913634daedf
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