Merge remote-tracking branch 'origin/master'
This commit is contained in:
23
.idea/.idea.HALLUCINATE/.idea/workspace.xml
generated
23
.idea/.idea.HALLUCINATE/.idea/workspace.xml
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<change beforePath="$PROJECT_DIR$/ProjectSettings/UnityConnectSettings.asset" beforeDir="false" afterPath="$PROJECT_DIR$/ProjectSettings/UnityConnectSettings.asset" afterDir="false" />
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</list>
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<list default="true" id="f9183c68-daf0-43b8-be4c-fad79983f91b" name="Changes" comment="" />
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<option name="SHOW_DIALOG" value="false" />
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<option name="HIGHLIGHT_CONFLICTS" value="true" />
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<option name="HIGHLIGHT_NON_ACTIVE_CHANGELIST" value="false" />
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@@ -145,6 +125,7 @@
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<workItem from="1775097804358" duration="1044000" />
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<workItem from="1775100366425" duration="2192000" />
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<workItem from="1775313757656" duration="8722000" />
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</task>
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<servers />
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</component>
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@@ -374,6 +374,9 @@ MonoBehaviour:
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<Input>k__BackingField: {fileID: 5600577104145922999}
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<Anim>k__BackingField: {fileID: 9098752589608501196}
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<Scanner>k__BackingField: {fileID: 5811177247042239962}
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speedParamName: Speed
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velocityXParamName: Velocity X
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velocityZParamName: Velocity Z
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<WalkSpeed>k__BackingField: 5
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<RunSpeed>k__BackingField: 10
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<SprintSpeed>k__BackingField: 9
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@@ -393,6 +396,9 @@ MonoBehaviour:
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<InteractionMask>k__BackingField:
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serializedVersion: 2
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m_Bits: 512
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_NetworkedCameraRotation: {x: 0, y: 0, z: 0, w: 0}
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_NetworkedMoveInput: {x: 0, y: 0}
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_NetworkedSpeed: 0
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--- !u!114 &3043298118541876184
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MonoBehaviour:
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m_ObjectHideFlags: 0
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@@ -288,10 +288,10 @@ RectTransform:
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m_Children: []
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m_Father: {fileID: 1956301527}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0.5, y: 0.5}
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m_AnchorMax: {x: 0.5, y: 0.5}
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m_AnchoredPosition: {x: -910, y: -490}
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m_SizeDelta: {x: 100, y: 100}
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m_AnchorMin: {x: 0, y: 0}
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m_AnchorMax: {x: 1, y: 1}
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m_AnchoredPosition: {x: 0, y: 0}
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m_SizeDelta: {x: 0, y: 0}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!114 &884186907
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MonoBehaviour:
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@@ -306,7 +306,7 @@ MonoBehaviour:
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m_Name:
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m_EditorClassIdentifier: UnityEngine.UI::UnityEngine.UI.Image
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m_Material: {fileID: 0}
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m_Color: {r: 1, g: 1, b: 1, a: 1}
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m_Color: {r: 0.21960786, g: 0.21960786, b: 0.21960786, a: 1}
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m_RaycastTarget: 1
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m_RaycastPadding: {x: 0, y: 0, z: 0, w: 0}
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m_Maskable: 1
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@@ -341,6 +341,7 @@ GameObject:
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m_Component:
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- component: {fileID: 966137138}
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- component: {fileID: 966137137}
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- component: {fileID: 966137139}
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m_Layer: 0
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m_Name: NetworkManager
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m_TagString: Untagged
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@@ -360,6 +361,7 @@ MonoBehaviour:
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m_Script: {fileID: 11500000, guid: 44bfaa339c82069418e72a14479a0212, type: 3}
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m_Name:
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m_EditorClassIdentifier: Assembly-CSharp::BasicSpawner
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LobbyManager: {fileID: 966137139}
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_playerPrefab:
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RawGuidValue: 761bdf2e5c0cff4488527355acb975e5
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--- !u!4 &966137138
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@@ -377,6 +379,19 @@ Transform:
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m_Children: []
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m_Father: {fileID: 0}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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--- !u!114 &966137139
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MonoBehaviour:
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m_CorrespondingSourceObject: {fileID: 0}
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m_Script: {fileID: 11500000, guid: b5aeb4670d7bf41499d3aaf409820260, type: 3}
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m_Name:
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m_EditorClassIdentifier: Assembly-CSharp::LobbyManager
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roomListContent: {fileID: 966137138}
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--- !u!1 &1016072950
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GameObject:
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m_ObjectHideFlags: 0
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||||
@@ -20,12 +20,20 @@ namespace OnlyScove.Scripts
|
||||
public string GroundedStatus => (stateMachine != null && stateMachine.IsGrounded) ? "YES" : "NO";
|
||||
public float HorizontalSpeed => stateMachine != null ? new Vector3(stateMachine.Controller.velocity.x, 0, stateMachine.Controller.velocity.z).magnitude : 0f;
|
||||
public float VerticalSpeed => stateMachine != null ? stateMachine.VelocityY : 0f;
|
||||
public Vector2 MoveInput => stateMachine != null ? stateMachine.Input.MoveInput : Vector2.zero;
|
||||
public bool IsSprinting => stateMachine != null ? stateMachine.Input.IsSprintHeld : false;
|
||||
|
||||
// Sửa lỗi truy cập InputReader từ StateMachine
|
||||
public Vector2 MoveInput => (stateMachine != null && stateMachine.Input != null) ? stateMachine.Input.MoveInput : Vector2.zero;
|
||||
public bool IsSprinting => (stateMachine != null && stateMachine.Input != null) ? stateMachine.Input.IsSprintHeld : false;
|
||||
|
||||
public string TargetInteractable => stateMachine != null ? (stateMachine.GetInteractable()?.InteractionPrompt ?? "None") : "N/A";
|
||||
|
||||
public IInteractable GetActiveInteractable() => stateMachine?.GetInteractable();
|
||||
public Vector3 GetInteractionPoint() => stateMachine != null ? stateMachine.Scanner.GetLastInteractionPoint(stateMachine.InteractionRange, stateMachine.InteractionMask) : Vector3.zero;
|
||||
|
||||
public Vector3 GetInteractionPoint()
|
||||
{
|
||||
if (stateMachine == null || stateMachine.Scanner == null) return Vector3.zero;
|
||||
return stateMachine.Scanner.GetLastInteractionPoint(stateMachine.InteractionRange, stateMachine.InteractionMask);
|
||||
}
|
||||
|
||||
private Vector3 currentVelocity;
|
||||
private Transform cameraTransform;
|
||||
|
||||
@@ -1,14 +1,17 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Threading.Tasks;
|
||||
using System.Linq;
|
||||
using Fusion;
|
||||
using Fusion.Sockets;
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
using Random = UnityEngine.Random;
|
||||
|
||||
// ĐỊNH NGHĨA DỮ LIỆU GỬI QUA MẠNG
|
||||
public struct NetworkInputData : INetworkInput
|
||||
// Struct input đồng bộ giữa Spawner, Movement và StateMachine
|
||||
public struct PlayerInputData : INetworkInput
|
||||
{
|
||||
public Vector2 move;
|
||||
public Vector2 Direction;
|
||||
public Quaternion rot;
|
||||
public bool sprint;
|
||||
}
|
||||
@@ -16,31 +19,107 @@ public struct NetworkInputData : INetworkInput
|
||||
public class BasicSpawner : MonoBehaviour, INetworkRunnerCallbacks
|
||||
{
|
||||
private NetworkRunner _runner;
|
||||
private string _roomName = "Room1";
|
||||
|
||||
public LobbyManager LobbyManager;
|
||||
[SerializeField] private NetworkPrefabRef _playerPrefab;
|
||||
private Dictionary<PlayerRef, NetworkObject> _spawnedCharacters = new Dictionary<PlayerRef, NetworkObject>();
|
||||
|
||||
async void StartGame(GameMode mode)
|
||||
// Thông tin profile local
|
||||
public PlayerProfile LocalPlayerProfile { get; private set; }
|
||||
public void SetLocalPlayerProfile(PlayerProfile profile)
|
||||
{
|
||||
if (_runner != null) return;
|
||||
_runner = gameObject.AddComponent<NetworkRunner>();
|
||||
_runner.ProvideInput = true;
|
||||
LocalPlayerProfile = profile;
|
||||
}
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
if (_runner == null) _runner = gameObject.AddComponent<NetworkRunner>();
|
||||
DontDestroyOnLoad(gameObject);
|
||||
await _runner.StartGame(new StartGameArgs()
|
||||
}
|
||||
|
||||
// Khởi tạo Game (Host/Client)
|
||||
public async Task StartGame(GameMode mode, string sessionName = "TestRoom")
|
||||
{
|
||||
Debug.Log($"<color=yellow>Fusion:</color> Đang khởi tạo kết nối với Mode: {mode} | Phòng: {sessionName}");
|
||||
|
||||
if (_runner == null) _runner = gameObject.AddComponent<NetworkRunner>();
|
||||
_runner.ProvideInput = true;
|
||||
|
||||
var sceneManager = gameObject.GetComponent<NetworkSceneManagerDefault>();
|
||||
if (sceneManager == null) sceneManager = gameObject.AddComponent<NetworkSceneManagerDefault>();
|
||||
|
||||
var result = await _runner.StartGame(new StartGameArgs()
|
||||
{
|
||||
GameMode = mode,
|
||||
SessionName = "TestRoom",
|
||||
SessionName = sessionName,
|
||||
Scene = SceneRef.FromIndex(1),
|
||||
SceneManager = gameObject.AddComponent<NetworkSceneManagerDefault>()
|
||||
SceneManager = sceneManager
|
||||
});
|
||||
|
||||
if (result.Ok)
|
||||
{
|
||||
Debug.Log($"<color=green>Fusion thành công:</color> Đã vào phòng {sessionName}");
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogError($"<color=red>Fusion thất bại:</color> Lý do: {result.ShutdownReason}");
|
||||
if (_runner != null)
|
||||
{
|
||||
Destroy(_runner);
|
||||
_runner = null;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void OnGUI()
|
||||
{
|
||||
if (_runner == null)
|
||||
if (_runner == null || !_runner.IsRunning)
|
||||
{
|
||||
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);
|
||||
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, _roomName);
|
||||
}
|
||||
|
||||
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
|
||||
{
|
||||
string region = (_runner.SessionInfo != null && _runner.SessionInfo.IsValid) ? _runner.SessionInfo.Region : "Connecting...";
|
||||
int playerCount = 0;
|
||||
foreach (var p in _runner.ActivePlayers) playerCount++;
|
||||
|
||||
string info = $"Mode: {_runner.GameMode} | Region: {region} | Players: {playerCount}";
|
||||
GUI.Box(new Rect(10, 10, 400, 30), info);
|
||||
|
||||
if (GUI.Button(new Rect(10, 50, 100, 30), "Thoát"))
|
||||
{
|
||||
_runner.Shutdown();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -48,34 +127,15 @@ public class BasicSpawner : MonoBehaviour, INetworkRunnerCallbacks
|
||||
{
|
||||
if (runner.IsServer)
|
||||
{
|
||||
Vector3 spawnPosition = new Vector3((player.RawEncoded % 10) * 2, 1, 0);
|
||||
NetworkObject networkPlayerObject = runner.Spawn(_playerPrefab, spawnPosition, Quaternion.identity, player);
|
||||
Vector3 spawnPosition = new Vector3(Random.Range(-10f, 10f), 2f, Random.Range(-10f, 10f));
|
||||
spawnPosition += new Vector3(player.RawEncoded % 3, 0, player.RawEncoded % 3);
|
||||
|
||||
var 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))
|
||||
@@ -85,6 +145,29 @@ public class BasicSpawner : MonoBehaviour, INetworkRunnerCallbacks
|
||||
}
|
||||
}
|
||||
|
||||
public void OnInput(NetworkRunner runner, NetworkInput input)
|
||||
{
|
||||
var data = new PlayerInputData();
|
||||
|
||||
// ĐỌC TRỰC TIẾP: Không dùng Buffer để tránh bị trôi phím
|
||||
data.Direction = new Vector2(Input.GetAxisRaw("Horizontal"), Input.GetAxisRaw("Vertical"));
|
||||
data.sprint = Input.GetKey(KeyCode.LeftShift);
|
||||
|
||||
if (OnlyScove.Scripts.PlayerStateMachine.Local != null)
|
||||
{
|
||||
var sm = OnlyScove.Scripts.PlayerStateMachine.Local;
|
||||
if (sm.Cam != null) data.rot = sm.Cam.PlanarRotation;
|
||||
else data.rot = sm.NetworkedCameraRotation;
|
||||
}
|
||||
|
||||
input.Set(data);
|
||||
}
|
||||
|
||||
public void OnSessionListUpdated(NetworkRunner runner, List<SessionInfo> sessionList)
|
||||
{
|
||||
if (LobbyManager != null) LobbyManager.DisplayRoomList(sessionList);
|
||||
}
|
||||
|
||||
public void OnInputMissing(NetworkRunner runner, PlayerRef player, NetworkInput input) { }
|
||||
public void OnShutdown(NetworkRunner runner, ShutdownReason shutdownReason) { }
|
||||
public void OnConnectedToServer(NetworkRunner runner) { }
|
||||
@@ -92,7 +175,6 @@ public class BasicSpawner : MonoBehaviour, INetworkRunnerCallbacks
|
||||
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) { }
|
||||
@@ -101,4 +183,4 @@ public class BasicSpawner : MonoBehaviour, INetworkRunnerCallbacks
|
||||
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) { }
|
||||
}
|
||||
}
|
||||
1
Assets/Scripts/Fusion/LobbyHelper.cs
Normal file
1
Assets/Scripts/Fusion/LobbyHelper.cs
Normal file
@@ -0,0 +1 @@
|
||||
// File này hiện tại không còn nội dung, có thể xóa đi hoặc để trống.
|
||||
2
Assets/Scripts/Fusion/LobbyHelper.cs.meta
Normal file
2
Assets/Scripts/Fusion/LobbyHelper.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 2bf2c7f159565794b87d6f3ca2eb2976
|
||||
28
Assets/Scripts/Fusion/LobbyManager.cs
Normal file
28
Assets/Scripts/Fusion/LobbyManager.cs
Normal file
@@ -0,0 +1,28 @@
|
||||
using System.Collections.Generic;
|
||||
using Fusion;
|
||||
using UnityEngine;
|
||||
|
||||
public class LobbyManager : MonoBehaviour
|
||||
{
|
||||
[Header("UI References")]
|
||||
public Transform roomListContent; // Ô chứa danh sách phòng (nếu có)
|
||||
|
||||
public void DisplayRoomList(List<SessionInfo> sessionList)
|
||||
{
|
||||
Debug.Log($"<color=green>Lobby Update:</color> Đang tìm thấy {sessionList.Count} phòng.");
|
||||
|
||||
// Xóa danh sách cũ (nếu bạn làm UI)
|
||||
/*
|
||||
foreach (Transform child in roomListContent) {
|
||||
Destroy(child.gameObject);
|
||||
}
|
||||
*/
|
||||
|
||||
// Hiển thị danh sách mới
|
||||
foreach (var session in sessionList)
|
||||
{
|
||||
Debug.Log($"- Phòng: {session.Name} | Người chơi: {session.PlayerCount}/{session.MaxPlayers}");
|
||||
// Ở đây bạn sẽ Instantiate các Button đại diện cho mỗi phòng
|
||||
}
|
||||
}
|
||||
}
|
||||
2
Assets/Scripts/Fusion/LobbyManager.cs.meta
Normal file
2
Assets/Scripts/Fusion/LobbyManager.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b5aeb4670d7bf41499d3aaf409820260
|
||||
17
Assets/Scripts/Fusion/PlayerProfile.cs
Normal file
17
Assets/Scripts/Fusion/PlayerProfile.cs
Normal file
@@ -0,0 +1,17 @@
|
||||
using UnityEngine;
|
||||
|
||||
// Enum các loại nhân vật
|
||||
public enum CharacterClass
|
||||
{
|
||||
Warrior,
|
||||
Mage,
|
||||
Archer
|
||||
}
|
||||
|
||||
// Lớp quản lý thông tin nhân vật local
|
||||
[System.Serializable]
|
||||
public class PlayerProfile
|
||||
{
|
||||
public string Name = "Player";
|
||||
public CharacterClass Class = CharacterClass.Warrior;
|
||||
}
|
||||
2
Assets/Scripts/Fusion/PlayerProfile.cs.meta
Normal file
2
Assets/Scripts/Fusion/PlayerProfile.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8a1452ae101af8e43b94c2c778a70fe0
|
||||
@@ -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));
|
||||
}
|
||||
|
||||
@@ -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));
|
||||
|
||||
@@ -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));
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -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));
|
||||
|
||||
@@ -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;
|
||||
@@ -23,26 +24,25 @@ namespace OnlyScove.Scripts
|
||||
|
||||
public override void Tick(float deltaTime)
|
||||
{
|
||||
stateMachine.Anim.SetFloat(speedHash, 0f, stateMachine.AnimationDamping, deltaTime);
|
||||
stateMachine.Anim.SetFloat(speedXHash, 0f, stateMachine.AnimationDamping, deltaTime);
|
||||
stateMachine.Anim.SetFloat(speedZHash, 0f, stateMachine.AnimationDamping, deltaTime);
|
||||
|
||||
if (stateMachine.Input.MoveInput != Vector2.zero)
|
||||
{
|
||||
stateMachine.SwitchState(new PlayerMoveState(stateMachine));
|
||||
return;
|
||||
}
|
||||
|
||||
// Cập nhật trọng lực
|
||||
if (stateMachine.IsGrounded && stateMachine.VelocityY < 0)
|
||||
{
|
||||
stateMachine.VelocityY = -2f;
|
||||
}
|
||||
else
|
||||
{
|
||||
stateMachine.VelocityY += Physics.gravity.y * deltaTime;
|
||||
stateMachine.VelocityY += stateMachine.Gravity * deltaTime;
|
||||
}
|
||||
|
||||
// Sử dụng hàm Move tập trung để đồng bộ Animator và Vị trí
|
||||
stateMachine.Move(new Vector3(0, stateMachine.VelocityY, 0), 0f, deltaTime);
|
||||
|
||||
// QUAN TRỌNG: Đọc dữ liệu đã đồng bộ từ mạng (stateMachine.MoveInput)
|
||||
if (stateMachine.MoveInput != Vector2.zero)
|
||||
{
|
||||
stateMachine.SwitchState(new PlayerMoveState(stateMachine));
|
||||
return;
|
||||
}
|
||||
|
||||
stateMachine.Controller.Move(new Vector3(0, stateMachine.VelocityY, 0) * deltaTime);
|
||||
}
|
||||
|
||||
public override void PhysicsTick(float fixedDeltaTime) {}
|
||||
|
||||
@@ -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)
|
||||
{
|
||||
|
||||
@@ -20,7 +20,8 @@ namespace OnlyScove.Scripts
|
||||
|
||||
public override void Tick(float deltaTime)
|
||||
{
|
||||
Vector2 input = stateMachine.Input.MoveInput;
|
||||
// QUAN TRỌNG: Đọc trực tiếp từ stateMachine (Dữ liệu đã đồng bộ mạng)
|
||||
Vector2 input = stateMachine.MoveInput;
|
||||
float moveAmount = Mathf.Clamp01(Mathf.Abs(input.x) + Mathf.Abs(input.y));
|
||||
|
||||
if (moveAmount <= 0.01f)
|
||||
@@ -29,25 +30,17 @@ namespace OnlyScove.Scripts
|
||||
return;
|
||||
}
|
||||
|
||||
if (stateMachine.Input.IsSprintHeld)
|
||||
if (stateMachine.IsSprintHeld)
|
||||
{
|
||||
stateMachine.SwitchState(new PlayerDashState(stateMachine));
|
||||
return;
|
||||
}
|
||||
|
||||
Vector3 inputDir = new Vector3(input.x, 0, input.y).normalized;
|
||||
|
||||
// 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.y = 0;
|
||||
moveDirection.Normalize();
|
||||
|
||||
if (stateMachine.Cam != null && stateMachine.Object.HasInputAuthority)
|
||||
{
|
||||
// Log chỉ hiện ở máy khách để debug hướng xoay
|
||||
// Debug.Log($"[Move] Input: {inputDir}, MoveDir: {moveDirection}");
|
||||
}
|
||||
|
||||
Vector3 velocity = moveDirection * stateMachine.WalkSpeed;
|
||||
|
||||
if (stateMachine.IsGrounded && stateMachine.VelocityY < 0)
|
||||
@@ -56,25 +49,13 @@ 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, 0.7f, stateMachine.AnimationDamping, deltaTime);
|
||||
stateMachine.Anim.SetFloat(speedXHash, input.x * 0.5f, stateMachine.AnimationDamping, deltaTime);
|
||||
stateMachine.Anim.SetFloat(speedZHash, input.y * 0.5f, stateMachine.AnimationDamping, deltaTime);
|
||||
// Sử dụng hàm Move tập trung (0.7f là giá trị Speed cho Animator khi đi bộ)
|
||||
stateMachine.Move(velocity, 0.7f, deltaTime);
|
||||
stateMachine.Rotate(moveDirection, deltaTime);
|
||||
}
|
||||
|
||||
public override void PhysicsTick(float fixedDeltaTime) {}
|
||||
|
||||
@@ -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.
|
||||
// For now, we'll assume a fixed duration or check state.
|
||||
timer = 0f;
|
||||
}
|
||||
|
||||
|
||||
@@ -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) {}
|
||||
|
||||
@@ -14,10 +14,19 @@ namespace OnlyScove.Scripts
|
||||
[field: SerializeField] public EnvironmentScanner Scanner { get; private set; }
|
||||
public CameraController Cam { get; private set; }
|
||||
|
||||
[field: Header("Animator Settings")]
|
||||
[SerializeField] private string speedParamName = "Speed";
|
||||
[SerializeField] private string velocityXParamName = "Velocity X";
|
||||
[SerializeField] private string velocityZParamName = "Velocity Z";
|
||||
|
||||
private int speedHash;
|
||||
private int velocityXHash;
|
||||
private int velocityZHash;
|
||||
|
||||
[field: Header("Movement Settings")]
|
||||
[field: SerializeField] public float WalkSpeed { get; private set; } = 3f;
|
||||
[field: SerializeField] public float RunSpeed { get; private set; } = 6f;
|
||||
[field: SerializeField] public float SprintSpeed { get; private set; } = 9f; // 150% of RunSpeed
|
||||
[field: SerializeField] public float SprintSpeed { get; private set; } = 9f;
|
||||
[field: SerializeField] public float SneakSpeed { get; private set; } = 1.5f;
|
||||
[field: SerializeField] public float DashForce { get; private set; } = 10f;
|
||||
[field: SerializeField] public float RotationSpeed { get; private set; } = 500f;
|
||||
@@ -25,7 +34,7 @@ namespace OnlyScove.Scripts
|
||||
|
||||
[field: Header("Airborne Settings")]
|
||||
[field: SerializeField] public float JumpHeight { get; private set; } = 2f;
|
||||
[field: SerializeField] public float Gravity { get; private set; } = -9.81f;
|
||||
[field: SerializeField] public float Gravity { get; private set; } = -15f;
|
||||
[field: SerializeField] public float ThrustDownwardForce { get; private set; } = -20f;
|
||||
|
||||
[field: Header("Ground Check")]
|
||||
@@ -38,7 +47,12 @@ namespace OnlyScove.Scripts
|
||||
[field: SerializeField] public LayerMask InteractionMask { get; private set; }
|
||||
|
||||
[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; }
|
||||
public float VelocityY { get; set; }
|
||||
public bool IsGrounded { get; private set; }
|
||||
public bool WasGrounded { get; private set; }
|
||||
@@ -48,22 +62,40 @@ namespace OnlyScove.Scripts
|
||||
|
||||
public string CurrentStateName => currentState != null ? currentState.GetType().Name : "None";
|
||||
|
||||
public static PlayerStateMachine Local { get; private set; } // THÊM DÒNG NÀY
|
||||
public static PlayerStateMachine Local { get; private set; }
|
||||
|
||||
private PlayerBaseState currentState;
|
||||
private bool hasControl = true;
|
||||
|
||||
private bool hasSpeedParam;
|
||||
private bool hasVelocityXParam;
|
||||
private bool hasVelocityZParam;
|
||||
|
||||
protected virtual void Awake()
|
||||
{
|
||||
Controller = GetComponent<CharacterController>();
|
||||
Input = GetComponent<InputReader>();
|
||||
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);
|
||||
}
|
||||
|
||||
public override void Spawned()
|
||||
{
|
||||
// BẮT BUỘC: Mọi máy (Server và Client) đều phải khởi tạo trạng thái ban đầu
|
||||
SwitchState(new PlayerIdleState(this));
|
||||
|
||||
if (Object.HasInputAuthority)
|
||||
@@ -74,42 +106,125 @@ namespace OnlyScove.Scripts
|
||||
if (cameraController != null)
|
||||
{
|
||||
Cam = cameraController;
|
||||
Cam.followTarget = this.transform;
|
||||
Cam.inputReader = this.Input;
|
||||
Cam.followTarget = transform;
|
||||
Cam.inputReader = Input;
|
||||
}
|
||||
|
||||
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;
|
||||
}
|
||||
}
|
||||
|
||||
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(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 = animatorSpeed;
|
||||
NetworkedMoveInput = MoveInput;
|
||||
}
|
||||
|
||||
UpdateAnimator(deltaTime);
|
||||
}
|
||||
|
||||
private void UpdateAnimator(float deltaTime)
|
||||
{
|
||||
if (Anim == null) return;
|
||||
|
||||
float speedValue;
|
||||
Vector2 inputVector;
|
||||
|
||||
if (Object.HasInputAuthority)
|
||||
{
|
||||
speedValue = localAnimatorSpeed;
|
||||
inputVector = MoveInput;
|
||||
}
|
||||
else
|
||||
{
|
||||
speedValue = NetworkedSpeed;
|
||||
inputVector = NetworkedMoveInput;
|
||||
}
|
||||
|
||||
// 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;
|
||||
|
||||
// 1. NHẬN DỮ LIỆU TỪ MẠNG
|
||||
if (GetInput(out NetworkInputData data))
|
||||
// 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)
|
||||
{
|
||||
// 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;
|
||||
if (Controller != null)
|
||||
{
|
||||
// Tạm thời tắt Controller để dịch chuyển Transform chính xác
|
||||
Controller.enabled = false;
|
||||
transform.position = NetworkedPosition;
|
||||
Controller.enabled = true;
|
||||
}
|
||||
}
|
||||
|
||||
// 2. CHẶN MÁY KHÁCH KHÁC, NHƯNG CHO PHÉP SERVER VÀ LOCAL PLAYER CHẠY LOGIC
|
||||
if (!Object.HasInputAuthority && !Runner.IsServer) return;
|
||||
if (GetInput(out PlayerInputData data))
|
||||
{
|
||||
MoveInput = data.Direction;
|
||||
IsSprintHeld = data.sprint;
|
||||
NetworkedCameraRotation = data.rot;
|
||||
}
|
||||
else
|
||||
{
|
||||
MoveInput = Vector2.zero;
|
||||
IsSprintHeld = false;
|
||||
}
|
||||
|
||||
if (!Object.HasInputAuthority && !Runner.IsServer)
|
||||
{
|
||||
UpdateAnimator(Runner.DeltaTime);
|
||||
return;
|
||||
}
|
||||
|
||||
if (!hasControl) return;
|
||||
|
||||
WasGrounded = IsGrounded;
|
||||
CheckGround();
|
||||
UpdateInteractablesList();
|
||||
|
||||
currentState?.Tick(Runner.DeltaTime);
|
||||
}
|
||||
|
||||
protected virtual void Update() { }
|
||||
|
||||
private void CheckGround()
|
||||
{
|
||||
IsGrounded = Physics.CheckSphere(transform.TransformPoint(GroundCheckOffset), GroundCheckRadius, GroundMask);
|
||||
@@ -158,8 +273,8 @@ namespace OnlyScove.Scripts
|
||||
public void SetControl(bool control)
|
||||
{
|
||||
hasControl = control;
|
||||
Controller.enabled = control;
|
||||
if (!control) Anim.SetFloat("Speed", 0f);
|
||||
if (Controller != null) Controller.enabled = control;
|
||||
if (!control && Anim != null) Anim.SetFloat(speedHash, 0f);
|
||||
}
|
||||
|
||||
private void OnDrawGizmosSelected()
|
||||
@@ -168,4 +283,4 @@ namespace OnlyScove.Scripts
|
||||
Gizmos.DrawSphere(transform.TransformPoint(GroundCheckOffset), GroundCheckRadius);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
8
Assets/_Recovery.meta
Normal file
8
Assets/_Recovery.meta
Normal file
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d2a193aae7ad2c940be4fc9041026670
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
2008
Assets/_Recovery/0.unity
Normal file
2008
Assets/_Recovery/0.unity
Normal file
File diff suppressed because it is too large
Load Diff
7
Assets/_Recovery/0.unity.meta
Normal file
7
Assets/_Recovery/0.unity.meta
Normal file
@@ -0,0 +1,7 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b6727156c95850341911776ca68a1086
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Reference in New Issue
Block a user