update MUTIPLAY
This commit is contained in:
@@ -20,12 +20,20 @@ namespace OnlyScove.Scripts
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public string GroundedStatus => (stateMachine != null && stateMachine.IsGrounded) ? "YES" : "NO";
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public float HorizontalSpeed => stateMachine != null ? new Vector3(stateMachine.Controller.velocity.x, 0, stateMachine.Controller.velocity.z).magnitude : 0f;
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public float VerticalSpeed => stateMachine != null ? stateMachine.VelocityY : 0f;
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public Vector2 MoveInput => stateMachine != null ? stateMachine.Input.MoveInput : Vector2.zero;
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public bool IsSprinting => stateMachine != null ? stateMachine.Input.IsSprintHeld : false;
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// Sửa lỗi truy cập InputReader từ StateMachine
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public Vector2 MoveInput => (stateMachine != null && stateMachine.Input != null) ? stateMachine.Input.MoveInput : Vector2.zero;
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public bool IsSprinting => (stateMachine != null && stateMachine.Input != null) ? stateMachine.Input.IsSprintHeld : false;
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public string TargetInteractable => stateMachine != null ? (stateMachine.GetInteractable()?.InteractionPrompt ?? "None") : "N/A";
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public IInteractable GetActiveInteractable() => stateMachine?.GetInteractable();
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public Vector3 GetInteractionPoint() => stateMachine != null ? stateMachine.Scanner.GetLastInteractionPoint(stateMachine.InteractionRange, stateMachine.InteractionMask) : Vector3.zero;
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public Vector3 GetInteractionPoint()
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{
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if (stateMachine == null || stateMachine.Scanner == null) return Vector3.zero;
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return stateMachine.Scanner.GetLastInteractionPoint(stateMachine.InteractionRange, stateMachine.InteractionMask);
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}
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private Vector3 currentVelocity;
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private Transform cameraTransform;
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@@ -1,14 +1,17 @@
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using System;
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using System.Collections.Generic;
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using System.Threading.Tasks;
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using System.Linq;
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using Fusion;
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using Fusion.Sockets;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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using Random = UnityEngine.Random;
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// ĐỊNH NGHĨA DỮ LIỆU GỬI QUA MẠNG
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public struct NetworkInputData : INetworkInput
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// Struct input đồng bộ giữa Spawner, Movement và StateMachine
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public struct PlayerInputData : INetworkInput
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{
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public Vector2 move;
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public Vector2 Direction;
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public Quaternion rot;
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public bool sprint;
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}
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@@ -17,30 +20,80 @@ public class BasicSpawner : MonoBehaviour, INetworkRunnerCallbacks
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{
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private NetworkRunner _runner;
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public LobbyManager LobbyManager;
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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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async void StartGame(GameMode mode)
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// Thông tin profile local
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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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if (_runner != null) return;
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_runner = gameObject.AddComponent<NetworkRunner>();
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_runner.ProvideInput = true;
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LocalPlayerProfile = profile;
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}
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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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await _runner.StartGame(new StartGameArgs()
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}
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// Khởi tạo Game (Host/Client)
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public async Task StartGame(GameMode mode, string sessionName = "TestRoom")
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{
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Debug.Log($"<color=yellow>Fusion:</color> Đang khởi tạo kết nối với Mode: {mode} | Phòng: {sessionName}");
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if (_runner == null) _runner = gameObject.AddComponent<NetworkRunner>();
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_runner.ProvideInput = true;
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var sceneManager = gameObject.GetComponent<NetworkSceneManagerDefault>();
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if (sceneManager == null) sceneManager = gameObject.AddComponent<NetworkSceneManagerDefault>();
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var result = await _runner.StartGame(new StartGameArgs()
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{
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GameMode = mode,
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SessionName = "TestRoom",
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SessionName = sessionName,
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Scene = SceneRef.FromIndex(1),
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SceneManager = gameObject.AddComponent<NetworkSceneManagerDefault>()
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SceneManager = sceneManager
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});
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if (result.Ok)
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{
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Debug.Log($"<color=green>Fusion thành công:</color> Đã vào phòng {sessionName}");
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}
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else
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{
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Debug.LogError($"<color=red>Fusion thất bại:</color> Lý do: {result.ShutdownReason}");
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if (_runner != null)
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{
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Destroy(_runner);
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_runner = null;
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}
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}
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}
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private void OnGUI()
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{
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if (_runner == null)
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if (_runner == null || !_runner.IsRunning)
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{
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if (GUI.Button(new Rect(10, 10, 200, 40), "Host (Tạo phòng)")) StartGame(GameMode.AutoHostOrClient);
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if (GUI.Button(new Rect(10, 60, 200, 40), "Join (Vào phòng)")) StartGame(GameMode.Client);
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if (GUI.Button(new Rect(10, 10, 250, 40), "Bắt đầu (Auto Host/Client)"))
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{
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_ = StartGame(GameMode.AutoHostOrClient);
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}
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GUI.Label(new Rect(10, 60, 300, 20), "Gợi ý: Mở bản Build trước, sau đó mở Unity bấm nút trên.");
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}
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else
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{
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string region = (_runner.SessionInfo != null && _runner.SessionInfo.IsValid) ? _runner.SessionInfo.Region : "Connecting...";
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int playerCount = 0;
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foreach (var p in _runner.ActivePlayers) playerCount++;
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string info = $"Mode: {_runner.GameMode} | Region: {region} | Players: {playerCount}";
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GUI.Box(new Rect(10, 10, 400, 30), info);
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if (GUI.Button(new Rect(10, 50, 100, 30), "Thoát"))
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{
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_runner.Shutdown();
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}
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}
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}
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@@ -48,34 +101,15 @@ public class BasicSpawner : MonoBehaviour, INetworkRunnerCallbacks
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{
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if (runner.IsServer)
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{
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Vector3 spawnPosition = new Vector3((player.RawEncoded % 10) * 2, 1, 0);
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NetworkObject networkPlayerObject = runner.Spawn(_playerPrefab, spawnPosition, Quaternion.identity, player);
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Vector3 spawnPosition = new Vector3(Random.Range(-10f, 10f), 2f, Random.Range(-10f, 10f));
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spawnPosition += new Vector3(player.RawEncoded % 3, 0, player.RawEncoded % 3);
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var networkPlayerObject = runner.Spawn(_playerPrefab, spawnPosition, Quaternion.identity, player);
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runner.SetPlayerObject(player, networkPlayerObject);
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_spawnedCharacters.Add(player, networkPlayerObject);
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}
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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 NetworkInputData();
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// Lấy dữ liệu từ nhân vật local của chính mình
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if (OnlyScove.Scripts.PlayerStateMachine.Local != null)
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{
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var sm = OnlyScove.Scripts.PlayerStateMachine.Local;
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data.move = sm.Input.MoveInput;
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data.sprint = sm.Input.IsSprintHeld;
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// Lấy hướng xoay từ Camera (nếu có)
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if (sm.Cam != null)
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data.rot = sm.Cam.PlanarRotation;
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else
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data.rot = sm.NetworkedCameraRotation; // Fallback
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}
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input.Set(data);
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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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@@ -85,6 +119,29 @@ public class BasicSpawner : MonoBehaviour, INetworkRunnerCallbacks
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}
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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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// ĐỌC TRỰC TIẾP: Không dùng Buffer để tránh bị trôi phím
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data.Direction = new Vector2(Input.GetAxisRaw("Horizontal"), Input.GetAxisRaw("Vertical"));
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data.sprint = Input.GetKey(KeyCode.LeftShift);
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if (OnlyScove.Scripts.PlayerStateMachine.Local != null)
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{
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var sm = OnlyScove.Scripts.PlayerStateMachine.Local;
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if (sm.Cam != null) data.rot = sm.Cam.PlanarRotation;
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else data.rot = sm.NetworkedCameraRotation;
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}
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input.Set(data);
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}
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public void OnSessionListUpdated(NetworkRunner runner, List<SessionInfo> sessionList)
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{
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if (LobbyManager != null) LobbyManager.DisplayRoomList(sessionList);
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}
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public void OnInputMissing(NetworkRunner runner, PlayerRef player, NetworkInput input) { }
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public void OnShutdown(NetworkRunner runner, ShutdownReason shutdownReason) { }
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public void OnConnectedToServer(NetworkRunner runner) { }
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@@ -92,7 +149,6 @@ public class BasicSpawner : MonoBehaviour, INetworkRunnerCallbacks
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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 OnSessionListUpdated(NetworkRunner runner, List<SessionInfo> sessionList) { }
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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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@@ -101,4 +157,4 @@ public class BasicSpawner : MonoBehaviour, INetworkRunnerCallbacks
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public void OnObjectEnterAOI(NetworkRunner runner, NetworkObject obj, PlayerRef player) { }
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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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}
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}
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1
Assets/Scripts/Fusion/LobbyHelper.cs
Normal file
1
Assets/Scripts/Fusion/LobbyHelper.cs
Normal file
@@ -0,0 +1 @@
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// File này hiện tại không còn nội dung, có thể xóa đi hoặc để trống.
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2
Assets/Scripts/Fusion/LobbyHelper.cs.meta
Normal file
2
Assets/Scripts/Fusion/LobbyHelper.cs.meta
Normal file
@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: 2bf2c7f159565794b87d6f3ca2eb2976
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28
Assets/Scripts/Fusion/LobbyManager.cs
Normal file
28
Assets/Scripts/Fusion/LobbyManager.cs
Normal file
@@ -0,0 +1,28 @@
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using System.Collections.Generic;
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using Fusion;
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using UnityEngine;
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public class LobbyManager : MonoBehaviour
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{
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[Header("UI References")]
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public Transform roomListContent; // Ô chứa danh sách phòng (nếu có)
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public void DisplayRoomList(List<SessionInfo> sessionList)
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{
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Debug.Log($"<color=green>Lobby Update:</color> Đang tìm thấy {sessionList.Count} phòng.");
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// Xóa danh sách cũ (nếu bạn làm UI)
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/*
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foreach (Transform child in roomListContent) {
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Destroy(child.gameObject);
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}
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*/
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// Hiển thị danh sách mới
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foreach (var session in sessionList)
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{
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Debug.Log($"- Phòng: {session.Name} | Người chơi: {session.PlayerCount}/{session.MaxPlayers}");
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// Ở đây bạn sẽ Instantiate các Button đại diện cho mỗi phòng
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}
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}
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}
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2
Assets/Scripts/Fusion/LobbyManager.cs.meta
Normal file
2
Assets/Scripts/Fusion/LobbyManager.cs.meta
Normal file
@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: b5aeb4670d7bf41499d3aaf409820260
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17
Assets/Scripts/Fusion/PlayerProfile.cs
Normal file
17
Assets/Scripts/Fusion/PlayerProfile.cs
Normal file
@@ -0,0 +1,17 @@
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using UnityEngine;
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// Enum các loại nhân vật
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public enum CharacterClass
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{
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Warrior,
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Mage,
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Archer
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}
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// Lớp quản lý thông tin nhân vật local
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[System.Serializable]
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public class PlayerProfile
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{
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public string Name = "Player";
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public CharacterClass Class = CharacterClass.Warrior;
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}
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2
Assets/Scripts/Fusion/PlayerProfile.cs.meta
Normal file
2
Assets/Scripts/Fusion/PlayerProfile.cs.meta
Normal file
@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: 8a1452ae101af8e43b94c2c778a70fe0
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@@ -23,26 +23,25 @@ namespace OnlyScove.Scripts
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public override void Tick(float deltaTime)
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{
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stateMachine.Anim.SetFloat(speedHash, 0f, stateMachine.AnimationDamping, deltaTime);
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stateMachine.Anim.SetFloat(speedXHash, 0f, stateMachine.AnimationDamping, deltaTime);
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stateMachine.Anim.SetFloat(speedZHash, 0f, stateMachine.AnimationDamping, deltaTime);
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if (stateMachine.Input.MoveInput != Vector2.zero)
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{
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stateMachine.SwitchState(new PlayerMoveState(stateMachine));
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return;
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}
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// Cập nhật trọng lực
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if (stateMachine.IsGrounded && stateMachine.VelocityY < 0)
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{
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stateMachine.VelocityY = -2f;
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}
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else
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{
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stateMachine.VelocityY += Physics.gravity.y * deltaTime;
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stateMachine.VelocityY += stateMachine.Gravity * deltaTime;
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}
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// Sử dụng hàm Move tập trung để đồng bộ Animator và Vị trí
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stateMachine.Move(new Vector3(0, stateMachine.VelocityY, 0), 0f, deltaTime);
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// QUAN TRỌNG: Đọc dữ liệu đã đồng bộ từ mạng (stateMachine.MoveInput)
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if (stateMachine.MoveInput != Vector2.zero)
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{
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stateMachine.SwitchState(new PlayerMoveState(stateMachine));
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return;
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}
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stateMachine.Controller.Move(new Vector3(0, stateMachine.VelocityY, 0) * deltaTime);
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}
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public override void PhysicsTick(float fixedDeltaTime) {}
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@@ -20,7 +20,8 @@ namespace OnlyScove.Scripts
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public override void Tick(float deltaTime)
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{
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Vector2 input = stateMachine.Input.MoveInput;
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// QUAN TRỌNG: Đọc trực tiếp từ stateMachine (Dữ liệu đã đồng bộ mạng)
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Vector2 input = stateMachine.MoveInput;
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float moveAmount = Mathf.Clamp01(Mathf.Abs(input.x) + Mathf.Abs(input.y));
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if (moveAmount <= 0.01f)
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@@ -29,25 +30,17 @@ namespace OnlyScove.Scripts
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return;
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}
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if (stateMachine.Input.IsSprintHeld)
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if (stateMachine.IsSprintHeld)
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{
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stateMachine.SwitchState(new PlayerDashState(stateMachine));
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return;
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}
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Vector3 inputDir = new Vector3(input.x, 0, input.y).normalized;
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// DÙNG HƯỚNG CAMERA TỪ MẠNG ĐỂ ĐỒNG BỘ MÁY CHỦ
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Vector3 moveDirection = stateMachine.NetworkedCameraRotation * inputDir;
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moveDirection.y = 0; // Đảm bảo không bay lên trời
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moveDirection.y = 0;
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moveDirection.Normalize();
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if (stateMachine.Cam != null && stateMachine.Object.HasInputAuthority)
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{
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// Log chỉ hiện ở máy khách để debug hướng xoay
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// Debug.Log($"[Move] Input: {inputDir}, MoveDir: {moveDirection}");
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}
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Vector3 velocity = moveDirection * stateMachine.WalkSpeed;
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if (stateMachine.IsGrounded && stateMachine.VelocityY < 0)
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@@ -56,11 +49,12 @@ namespace OnlyScove.Scripts
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}
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else
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{
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stateMachine.VelocityY += Physics.gravity.y * deltaTime;
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stateMachine.VelocityY += stateMachine.Gravity * deltaTime;
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}
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velocity.y = stateMachine.VelocityY;
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stateMachine.Controller.Move(velocity * deltaTime);
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// DÙNG HÀM MOVE TẬP TRUNG ĐỂ ĐỒNG BỘ TỐC ĐỘ VỚI MẠNG
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stateMachine.Move(velocity, 0.7f, deltaTime);
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if (moveDirection != Vector3.zero)
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{
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@@ -71,10 +65,6 @@ namespace OnlyScove.Scripts
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stateMachine.RotationSpeed * deltaTime
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);
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}
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stateMachine.Anim.SetFloat(speedHash, 0.7f, stateMachine.AnimationDamping, deltaTime);
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stateMachine.Anim.SetFloat(speedXHash, input.x * 0.5f, stateMachine.AnimationDamping, deltaTime);
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stateMachine.Anim.SetFloat(speedZHash, input.y * 0.5f, stateMachine.AnimationDamping, deltaTime);
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}
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public override void PhysicsTick(float fixedDeltaTime) {}
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@@ -14,10 +14,19 @@ namespace OnlyScove.Scripts
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[field: SerializeField] public EnvironmentScanner Scanner { get; private set; }
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public CameraController Cam { get; private set; }
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[field: Header("Animator Settings")]
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[SerializeField] private string speedParamName = "Speed";
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[SerializeField] private string velocityXParamName = "Velocity X";
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[SerializeField] private string velocityZParamName = "Velocity Z";
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private int speedHash;
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private int velocityXHash;
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private int velocityZHash;
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[field: Header("Movement Settings")]
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[field: SerializeField] public float WalkSpeed { get; private set; } = 3f;
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[field: SerializeField] public float RunSpeed { get; private set; } = 6f;
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[field: SerializeField] public float SprintSpeed { get; private set; } = 9f; // 150% of RunSpeed
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[field: SerializeField] public float SprintSpeed { get; private set; } = 9f;
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[field: SerializeField] public float SneakSpeed { get; private set; } = 1.5f;
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[field: SerializeField] public float DashForce { get; private set; } = 10f;
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[field: SerializeField] public float RotationSpeed { get; private set; } = 500f;
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@@ -25,7 +34,7 @@ namespace OnlyScove.Scripts
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[field: Header("Airborne Settings")]
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[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 +47,11 @@ 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; }
|
||||
|
||||
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; }
|
||||
@@ -48,7 +61,7 @@ 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;
|
||||
@@ -59,13 +72,21 @@ namespace OnlyScove.Scripts
|
||||
Input = GetComponent<InputReader>();
|
||||
Anim = GetComponentInChildren<Animator>();
|
||||
Scanner = GetComponent<EnvironmentScanner>();
|
||||
|
||||
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 (Runner.IsClient && !Object.HasInputAuthority)
|
||||
{
|
||||
if (Controller != null) Controller.enabled = false;
|
||||
}
|
||||
|
||||
if (Object.HasInputAuthority)
|
||||
{
|
||||
Local = this;
|
||||
@@ -74,8 +95,8 @@ 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;
|
||||
@@ -83,33 +104,80 @@ namespace OnlyScove.Scripts
|
||||
}
|
||||
}
|
||||
|
||||
public void Move(Vector3 motion, float speed, float deltaTime)
|
||||
{
|
||||
if (Controller != null && Controller.enabled)
|
||||
{
|
||||
Controller.Move(motion * deltaTime);
|
||||
}
|
||||
|
||||
if (Object.HasStateAuthority)
|
||||
{
|
||||
NetworkedSpeed = speed;
|
||||
NetworkedMoveInput = MoveInput;
|
||||
}
|
||||
|
||||
UpdateAnimator(deltaTime);
|
||||
}
|
||||
|
||||
private void UpdateAnimator(float deltaTime)
|
||||
{
|
||||
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;
|
||||
inputVector = MoveInput;
|
||||
}
|
||||
else
|
||||
{
|
||||
speedValue = NetworkedSpeed;
|
||||
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 { }
|
||||
}
|
||||
|
||||
public override void FixedUpdateNetwork()
|
||||
{
|
||||
if (Object == null) return;
|
||||
|
||||
// 1. NHẬN DỮ LIỆU TỪ MẠNG
|
||||
if (GetInput(out NetworkInputData data))
|
||||
if (GetInput(out PlayerInputData 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
|
||||
MoveInput = data.Direction;
|
||||
IsSprintHeld = data.sprint;
|
||||
NetworkedCameraRotation = data.rot;
|
||||
}
|
||||
else
|
||||
{
|
||||
MoveInput = Vector2.zero;
|
||||
IsSprintHeld = false;
|
||||
}
|
||||
|
||||
// 2. CHẶN MÁY KHÁCH KHÁC, NHƯNG CHO PHÉP SERVER VÀ LOCAL PLAYER CHẠY LOGIC
|
||||
if (!Object.HasInputAuthority && !Runner.IsServer) return;
|
||||
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 +226,8 @@ 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 +236,4 @@ namespace OnlyScove.Scripts
|
||||
Gizmos.DrawSphere(transform.TransformPoint(GroundCheckOffset), GroundCheckRadius);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user