update MUTIPLAY

This commit is contained in:
2026-04-05 00:08:43 +07:00
parent 95b94260ac
commit e6deb358df
13 changed files with 285 additions and 91 deletions

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@@ -374,6 +374,9 @@ MonoBehaviour:
<Input>k__BackingField: {fileID: 5600577104145922999} <Input>k__BackingField: {fileID: 5600577104145922999}
<Anim>k__BackingField: {fileID: 9098752589608501196} <Anim>k__BackingField: {fileID: 9098752589608501196}
<Scanner>k__BackingField: {fileID: 5811177247042239962} <Scanner>k__BackingField: {fileID: 5811177247042239962}
speedParamName: Speed
velocityXParamName: Velocity X
velocityZParamName: Velocity Z
<WalkSpeed>k__BackingField: 5 <WalkSpeed>k__BackingField: 5
<RunSpeed>k__BackingField: 10 <RunSpeed>k__BackingField: 10
<SprintSpeed>k__BackingField: 9 <SprintSpeed>k__BackingField: 9
@@ -393,6 +396,9 @@ MonoBehaviour:
<InteractionMask>k__BackingField: <InteractionMask>k__BackingField:
serializedVersion: 2 serializedVersion: 2
m_Bits: 512 m_Bits: 512
_NetworkedCameraRotation: {x: 0, y: 0, z: 0, w: 0}
_NetworkedMoveInput: {x: 0, y: 0}
_NetworkedSpeed: 0
--- !u!114 &3043298118541876184 --- !u!114 &3043298118541876184
MonoBehaviour: MonoBehaviour:
m_ObjectHideFlags: 0 m_ObjectHideFlags: 0

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@@ -341,6 +341,7 @@ GameObject:
m_Component: m_Component:
- component: {fileID: 966137138} - component: {fileID: 966137138}
- component: {fileID: 966137137} - component: {fileID: 966137137}
- component: {fileID: 966137139}
m_Layer: 0 m_Layer: 0
m_Name: NetworkManager m_Name: NetworkManager
m_TagString: Untagged m_TagString: Untagged
@@ -360,6 +361,7 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: 44bfaa339c82069418e72a14479a0212, type: 3} m_Script: {fileID: 11500000, guid: 44bfaa339c82069418e72a14479a0212, type: 3}
m_Name: m_Name:
m_EditorClassIdentifier: Assembly-CSharp::BasicSpawner m_EditorClassIdentifier: Assembly-CSharp::BasicSpawner
LobbyManager: {fileID: 966137139}
_playerPrefab: _playerPrefab:
RawGuidValue: 761bdf2e5c0cff4488527355acb975e5 RawGuidValue: 761bdf2e5c0cff4488527355acb975e5
--- !u!4 &966137138 --- !u!4 &966137138
@@ -377,6 +379,19 @@ Transform:
m_Children: [] m_Children: []
m_Father: {fileID: 0} m_Father: {fileID: 0}
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!114 &966137139
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 966137136}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: b5aeb4670d7bf41499d3aaf409820260, type: 3}
m_Name:
m_EditorClassIdentifier: Assembly-CSharp::LobbyManager
roomListContent: {fileID: 966137138}
--- !u!1 &1016072950 --- !u!1 &1016072950
GameObject: GameObject:
m_ObjectHideFlags: 0 m_ObjectHideFlags: 0

View File

@@ -20,12 +20,20 @@ namespace OnlyScove.Scripts
public string GroundedStatus => (stateMachine != null && stateMachine.IsGrounded) ? "YES" : "NO"; 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 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 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 string TargetInteractable => stateMachine != null ? (stateMachine.GetInteractable()?.InteractionPrompt ?? "None") : "N/A";
public IInteractable GetActiveInteractable() => stateMachine?.GetInteractable(); 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 Vector3 currentVelocity;
private Transform cameraTransform; private Transform cameraTransform;

View File

@@ -1,14 +1,17 @@
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.Threading.Tasks;
using System.Linq;
using Fusion; using Fusion;
using Fusion.Sockets; using Fusion.Sockets;
using UnityEngine; using UnityEngine;
using UnityEngine.SceneManagement; using UnityEngine.SceneManagement;
using Random = UnityEngine.Random;
// ĐỊNH NGHĨA DỮ LIỆU GỬI QUA MẠNG // Struct input đồng bộ giữa Spawner, Movement và StateMachine
public struct NetworkInputData : INetworkInput public struct PlayerInputData : INetworkInput
{ {
public Vector2 move; public Vector2 Direction;
public Quaternion rot; public Quaternion rot;
public bool sprint; public bool sprint;
} }
@@ -17,30 +20,80 @@ public class BasicSpawner : MonoBehaviour, INetworkRunnerCallbacks
{ {
private NetworkRunner _runner; private NetworkRunner _runner;
public LobbyManager LobbyManager;
[SerializeField] private NetworkPrefabRef _playerPrefab; [SerializeField] private NetworkPrefabRef _playerPrefab;
private Dictionary<PlayerRef, NetworkObject> _spawnedCharacters = new Dictionary<PlayerRef, NetworkObject>(); 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; LocalPlayerProfile = profile;
_runner = gameObject.AddComponent<NetworkRunner>(); }
_runner.ProvideInput = true;
private void Awake()
{
if (_runner == null) _runner = gameObject.AddComponent<NetworkRunner>();
DontDestroyOnLoad(gameObject); DontDestroyOnLoad(gameObject);
await _runner.StartGame(new StartGameArgs() }
// Khởi tạo Game (Host/Client)
public async Task StartGame(GameMode mode, string sessionName = "TestRoom")
{
Debug.Log($"<color=yellow>Fusion:</color> Đang khởi tạo kết nối với Mode: {mode} | Phòng: {sessionName}");
if (_runner == null) _runner = gameObject.AddComponent<NetworkRunner>();
_runner.ProvideInput = true;
var sceneManager = gameObject.GetComponent<NetworkSceneManagerDefault>();
if (sceneManager == null) sceneManager = gameObject.AddComponent<NetworkSceneManagerDefault>();
var result = await _runner.StartGame(new StartGameArgs()
{ {
GameMode = mode, GameMode = mode,
SessionName = "TestRoom", SessionName = sessionName,
Scene = SceneRef.FromIndex(1), Scene = SceneRef.FromIndex(1),
SceneManager = gameObject.AddComponent<NetworkSceneManagerDefault>() SceneManager = sceneManager
}); });
if (result.Ok)
{
Debug.Log($"<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() 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, 10, 250, 40), "Bắt đầu (Auto Host/Client)"))
if (GUI.Button(new Rect(10, 60, 200, 40), "Join (Vào phòng)")) StartGame(GameMode.Client); {
_ = StartGame(GameMode.AutoHostOrClient);
}
GUI.Label(new Rect(10, 60, 300, 20), "Gợi ý: Mở bản Build trước, sau đó mở Unity bấm nút trên.");
}
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 +101,15 @@ public class BasicSpawner : MonoBehaviour, INetworkRunnerCallbacks
{ {
if (runner.IsServer) if (runner.IsServer)
{ {
Vector3 spawnPosition = new Vector3((player.RawEncoded % 10) * 2, 1, 0); Vector3 spawnPosition = new Vector3(Random.Range(-10f, 10f), 2f, Random.Range(-10f, 10f));
NetworkObject networkPlayerObject = runner.Spawn(_playerPrefab, spawnPosition, Quaternion.identity, player); spawnPosition += new Vector3(player.RawEncoded % 3, 0, player.RawEncoded % 3);
var networkPlayerObject = runner.Spawn(_playerPrefab, spawnPosition, Quaternion.identity, player);
runner.SetPlayerObject(player, networkPlayerObject); runner.SetPlayerObject(player, networkPlayerObject);
_spawnedCharacters.Add(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) public void OnPlayerLeft(NetworkRunner runner, PlayerRef player)
{ {
if (_spawnedCharacters.TryGetValue(player, out NetworkObject networkObject)) if (_spawnedCharacters.TryGetValue(player, out NetworkObject networkObject))
@@ -85,6 +119,29 @@ 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 OnInputMissing(NetworkRunner runner, PlayerRef player, NetworkInput input) { }
public void OnShutdown(NetworkRunner runner, ShutdownReason shutdownReason) { } public void OnShutdown(NetworkRunner runner, ShutdownReason shutdownReason) { }
public void OnConnectedToServer(NetworkRunner runner) { } public void OnConnectedToServer(NetworkRunner runner) { }
@@ -92,7 +149,6 @@ public class BasicSpawner : MonoBehaviour, INetworkRunnerCallbacks
public void OnConnectRequest(NetworkRunner runner, NetworkRunnerCallbackArgs.ConnectRequest request, byte[] token) { } public void OnConnectRequest(NetworkRunner runner, NetworkRunnerCallbackArgs.ConnectRequest request, byte[] token) { }
public void OnConnectFailed(NetworkRunner runner, NetAddress remoteAddress, NetConnectFailedReason reason) { } public void OnConnectFailed(NetworkRunner runner, NetAddress remoteAddress, NetConnectFailedReason reason) { }
public void OnUserSimulationMessage(NetworkRunner runner, SimulationMessagePtr message) { } 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 OnCustomAuthenticationResponse(NetworkRunner runner, Dictionary<string, object> data) { }
public void OnHostMigration(NetworkRunner runner, HostMigrationToken hostMigrationToken) { } public void OnHostMigration(NetworkRunner runner, HostMigrationToken hostMigrationToken) { }
public void OnSceneLoadDone(NetworkRunner runner) { } public void OnSceneLoadDone(NetworkRunner runner) { }
@@ -101,4 +157,4 @@ public class BasicSpawner : MonoBehaviour, INetworkRunnerCallbacks
public void OnObjectEnterAOI(NetworkRunner runner, NetworkObject obj, PlayerRef player) { } public void OnObjectEnterAOI(NetworkRunner runner, NetworkObject obj, PlayerRef player) { }
public void OnReliableDataReceived(NetworkRunner runner, PlayerRef player, ReliableKey key, ArraySegment<byte> data) { } public void OnReliableDataReceived(NetworkRunner runner, PlayerRef player, ReliableKey key, ArraySegment<byte> data) { }
public void OnReliableDataProgress(NetworkRunner runner, PlayerRef player, ReliableKey key, float progress) { } public void OnReliableDataProgress(NetworkRunner runner, PlayerRef player, ReliableKey key, float progress) { }
} }

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@@ -0,0 +1 @@
// File này hiện tại không còn nội dung, có thể xóa đi hoặc để trống.

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@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 2bf2c7f159565794b87d6f3ca2eb2976

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@@ -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
}
}
}

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@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: b5aeb4670d7bf41499d3aaf409820260

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@@ -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;
}

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@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 8a1452ae101af8e43b94c2c778a70fe0

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@@ -23,26 +23,25 @@ namespace OnlyScove.Scripts
public override void Tick(float deltaTime) public override void Tick(float deltaTime)
{ {
stateMachine.Anim.SetFloat(speedHash, 0f, stateMachine.AnimationDamping, deltaTime); // Cập nhật trọng lực
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;
}
if (stateMachine.IsGrounded && stateMachine.VelocityY < 0) if (stateMachine.IsGrounded && stateMachine.VelocityY < 0)
{ {
stateMachine.VelocityY = -2f; stateMachine.VelocityY = -2f;
} }
else 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) {} public override void PhysicsTick(float fixedDeltaTime) {}

View File

@@ -20,7 +20,8 @@ namespace OnlyScove.Scripts
public override void Tick(float deltaTime) 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)); float moveAmount = Mathf.Clamp01(Mathf.Abs(input.x) + Mathf.Abs(input.y));
if (moveAmount <= 0.01f) if (moveAmount <= 0.01f)
@@ -29,25 +30,17 @@ namespace OnlyScove.Scripts
return; return;
} }
if (stateMachine.Input.IsSprintHeld) if (stateMachine.IsSprintHeld)
{ {
stateMachine.SwitchState(new PlayerDashState(stateMachine)); stateMachine.SwitchState(new PlayerDashState(stateMachine));
return; return;
} }
Vector3 inputDir = new Vector3(input.x, 0, input.y).normalized; 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; Vector3 moveDirection = stateMachine.NetworkedCameraRotation * inputDir;
moveDirection.y = 0; // Đảm bảo không bay lên trời moveDirection.y = 0;
moveDirection.Normalize(); 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; Vector3 velocity = moveDirection * stateMachine.WalkSpeed;
if (stateMachine.IsGrounded && stateMachine.VelocityY < 0) if (stateMachine.IsGrounded && stateMachine.VelocityY < 0)
@@ -56,11 +49,12 @@ namespace OnlyScove.Scripts
} }
else else
{ {
stateMachine.VelocityY += Physics.gravity.y * deltaTime; stateMachine.VelocityY += stateMachine.Gravity * deltaTime;
} }
velocity.y = stateMachine.VelocityY; velocity.y = stateMachine.VelocityY;
stateMachine.Controller.Move(velocity * deltaTime); // DÙNG HÀM MOVE TẬP TRUNG ĐỂ ĐỒNG BỘ TỐC ĐỘ VỚI MẠNG
stateMachine.Move(velocity, 0.7f, deltaTime);
if (moveDirection != Vector3.zero) if (moveDirection != Vector3.zero)
{ {
@@ -71,10 +65,6 @@ namespace OnlyScove.Scripts
stateMachine.RotationSpeed * deltaTime 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);
} }
public override void PhysicsTick(float fixedDeltaTime) {} public override void PhysicsTick(float fixedDeltaTime) {}

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@@ -14,10 +14,19 @@ namespace OnlyScove.Scripts
[field: SerializeField] public EnvironmentScanner Scanner { get; private set; } [field: SerializeField] public EnvironmentScanner Scanner { get; private set; }
public CameraController Cam { 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: Header("Movement Settings")]
[field: SerializeField] public float WalkSpeed { get; private set; } = 3f; [field: SerializeField] public float WalkSpeed { get; private set; } = 3f;
[field: SerializeField] public float RunSpeed { get; private set; } = 6f; [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 SneakSpeed { get; private set; } = 1.5f;
[field: SerializeField] public float DashForce { get; private set; } = 10f; [field: SerializeField] public float DashForce { get; private set; } = 10f;
[field: SerializeField] public float RotationSpeed { get; private set; } = 500f; [field: SerializeField] public float RotationSpeed { get; private set; } = 500f;
@@ -25,7 +34,7 @@ namespace OnlyScove.Scripts
[field: Header("Airborne Settings")] [field: Header("Airborne Settings")]
[field: SerializeField] public float JumpHeight { get; private set; } = 2f; [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: SerializeField] public float ThrustDownwardForce { get; private set; } = -20f;
[field: Header("Ground Check")] [field: Header("Ground Check")]
@@ -38,7 +47,11 @@ namespace OnlyScove.Scripts
[field: SerializeField] public LayerMask InteractionMask { get; private set; } [field: SerializeField] public LayerMask InteractionMask { get; private set; }
[Networked] public Quaternion NetworkedCameraRotation { get; 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 float VelocityY { get; set; }
public bool IsGrounded { get; private set; } public bool IsGrounded { get; private set; }
public bool WasGrounded { 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 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 PlayerBaseState currentState;
private bool hasControl = true; private bool hasControl = true;
@@ -59,13 +72,21 @@ namespace OnlyScove.Scripts
Input = GetComponent<InputReader>(); Input = GetComponent<InputReader>();
Anim = GetComponentInChildren<Animator>(); Anim = GetComponentInChildren<Animator>();
Scanner = GetComponent<EnvironmentScanner>(); Scanner = GetComponent<EnvironmentScanner>();
speedHash = Animator.StringToHash(speedParamName);
velocityXHash = Animator.StringToHash(velocityXParamName);
velocityZHash = Animator.StringToHash(velocityZParamName);
} }
public override void Spawned() public override void Spawned()
{ {
// BẮT BUỘC: Mọi máy (Server và Client) đều phải khởi tạo trạng thái ban đầu
SwitchState(new PlayerIdleState(this)); SwitchState(new PlayerIdleState(this));
if (Runner.IsClient && !Object.HasInputAuthority)
{
if (Controller != null) Controller.enabled = false;
}
if (Object.HasInputAuthority) if (Object.HasInputAuthority)
{ {
Local = this; Local = this;
@@ -74,8 +95,8 @@ namespace OnlyScove.Scripts
if (cameraController != null) if (cameraController != null)
{ {
Cam = cameraController; Cam = cameraController;
Cam.followTarget = this.transform; Cam.followTarget = transform;
Cam.inputReader = this.Input; Cam.inputReader = Input;
} }
Input.OnNextInteractEvent += OnNextInteract; 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() public override void FixedUpdateNetwork()
{ {
if (Object == null) return; if (Object == null) return;
// 1. NHẬN DỮ LIỆU TỪ MẠNG if (GetInput(out PlayerInputData data))
if (GetInput(out NetworkInputData data))
{ {
// Gán phím bấm vào InputReader để các State (Move, Jump...) sử dụng MoveInput = data.Direction;
Input.ApplyNetworkInput(data.move, data.sprint); IsSprintHeld = 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; 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)
if (!Object.HasInputAuthority && !Runner.IsServer) return; {
UpdateAnimator(Runner.DeltaTime);
return;
}
if (!hasControl) return; if (!hasControl) return;
WasGrounded = IsGrounded; WasGrounded = IsGrounded;
CheckGround(); CheckGround();
UpdateInteractablesList(); UpdateInteractablesList();
currentState?.Tick(Runner.DeltaTime); currentState?.Tick(Runner.DeltaTime);
} }
protected virtual void Update() { }
private void CheckGround() private void CheckGround()
{ {
IsGrounded = Physics.CheckSphere(transform.TransformPoint(GroundCheckOffset), GroundCheckRadius, GroundMask); IsGrounded = Physics.CheckSphere(transform.TransformPoint(GroundCheckOffset), GroundCheckRadius, GroundMask);
@@ -158,8 +226,8 @@ namespace OnlyScove.Scripts
public void SetControl(bool control) public void SetControl(bool control)
{ {
hasControl = control; hasControl = control;
Controller.enabled = control; if (Controller != null) Controller.enabled = control;
if (!control) Anim.SetFloat("Speed", 0f); if (!control && Anim != null) Anim.SetFloat(speedHash, 0f);
} }
private void OnDrawGizmosSelected() private void OnDrawGizmosSelected()
@@ -168,4 +236,4 @@ namespace OnlyScove.Scripts
Gizmos.DrawSphere(transform.TransformPoint(GroundCheckOffset), GroundCheckRadius); Gizmos.DrawSphere(transform.TransformPoint(GroundCheckOffset), GroundCheckRadius);
} }
} }
} }