1 Commits

Author SHA1 Message Date
0e6e763b64 fix di chuyen update maze ui update map 2026-04-22 13:22:42 +07:00
20 changed files with 980 additions and 1117 deletions

View File

@@ -4,7 +4,10 @@
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View File

@@ -8,7 +8,6 @@ using UnityEngine;
using UnityEngine.SceneManagement;
using Random = UnityEngine.Random;
// Struct input đồng bộ giữa Spawner, Movement và StateMachine
public struct PlayerInputData : INetworkInput
{
public Vector2 Direction;
@@ -25,7 +24,6 @@ public class BasicSpawner : MonoBehaviour, INetworkRunnerCallbacks
[SerializeField] private NetworkPrefabRef _playerPrefab;
private Dictionary<PlayerRef, NetworkObject> _spawnedCharacters = new Dictionary<PlayerRef, NetworkObject>();
// Thông tin profile local
public PlayerProfile LocalPlayerProfile { get; private set; }
public void SetLocalPlayerProfile(PlayerProfile profile)
{
@@ -38,10 +36,9 @@ public class BasicSpawner : MonoBehaviour, INetworkRunnerCallbacks
DontDestroyOnLoad(gameObject);
}
// Khởi tạo Game (Host/Client)
public async Task StartGame(GameMode mode, string sessionName = "TestRoom")
{
Debug.Log($"<color=yellow>Fusion:</color> Đang khởi tạo kết nối với Mode: {mode} | Phòng: {sessionName}");
Debug.Log($"<color=yellow>Fusion:</color> Starting with Mode: {mode} | Room: {sessionName}");
if (_runner == null) _runner = gameObject.AddComponent<NetworkRunner>();
_runner.ProvideInput = true;
@@ -57,18 +54,10 @@ public class BasicSpawner : MonoBehaviour, INetworkRunnerCallbacks
SceneManager = sceneManager
});
if (result.Ok)
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;
}
Debug.LogError($"<color=red>Fusion failed:</color> {result.ShutdownReason}");
if (_runner != null) { Destroy(_runner); _runner = null; }
}
}
@@ -76,20 +65,12 @@ public class BasicSpawner : MonoBehaviour, INetworkRunnerCallbacks
{
if (_runner == null || !_runner.IsRunning)
{
float width = 400;
float height = 300;
float x = (Screen.width - width) / 2f;
float y = (Screen.height - height) / 2f;
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:");
float innerX = x + 20; float innerY = y + 40; float contentWidth = width - 40;
GUI.Label(new Rect(innerX, innerY, 100, 30), "Room Name:");
_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);
@@ -127,8 +108,8 @@ public class BasicSpawner : MonoBehaviour, INetworkRunnerCallbacks
{
if (runner.IsServer)
{
Vector3 spawnPosition = new Vector3(Random.Range(-10f, 10f), 2f, Random.Range(-10f, 10f));
spawnPosition += new Vector3(player.RawEncoded % 3, 0, player.RawEncoded % 3);
Maze maze = GameObject.FindAnyObjectByType<Maze>();
Vector3 spawnPosition = (maze != null) ? maze.GetPlayerSpawnPoint() : new Vector3(0, 2f, 0);
var networkPlayerObject = runner.Spawn(_playerPrefab, spawnPosition, Quaternion.identity, player);
runner.SetPlayerObject(player, networkPlayerObject);
@@ -148,8 +129,6 @@ 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);
@@ -159,7 +138,6 @@ public class BasicSpawner : MonoBehaviour, INetworkRunnerCallbacks
if (sm.Cam != null) data.rot = sm.Cam.PlanarRotation;
else data.rot = sm.NetworkedCameraRotation;
}
input.Set(data);
}

View File

@@ -0,0 +1,38 @@
using UnityEngine;
using Fusion;
namespace OnlyScove.Scripts.GameSetup.Maze
{
public class GoalSpot : MonoBehaviour
{
private bool _isActivated = false;
private void OnTriggerEnter(Collider healthcare)
{
if (_isActivated) return;
// Kiểm tra xem đối tượng chạm vào có phải là người chơi không
PlayerStateMachine player = healthcare.GetComponentInParent<PlayerStateMachine>();
if (player != null)
{
bool isOffline = player.Runner == null || !player.Runner.IsRunning;
// Nếu có mạng, kiểm tra quyền điều khiển. Nếu offline, mặc định là người chơi cục bộ.
bool canActivate = isOffline || (player.Object != null && player.Object.HasInputAuthority);
if (canActivate)
{
_isActivated = true;
player.CompleteMaze();
// Hiệu ứng hình ảnh khi chạm đích
var renderer = GetComponent<Renderer>();
if (renderer != null) renderer.material.color = Color.green;
Debug.Log("<color=cyan>Goal reached!</color>");
}
}
}
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: d3b0727dd84fbb046ac472bb1404b363

View File

@@ -1,6 +1,8 @@
using System.Collections;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Fusion;
using OnlyScove.Scripts.GameSetup.Maze;
public class MapLocation
{
@@ -14,7 +16,7 @@ public class MapLocation
}
}
public class Maze : MonoBehaviour
public class Maze : NetworkBehaviour
{
public List<MapLocation> directions = new List<MapLocation>() {
new MapLocation(1,0),
@@ -27,14 +29,52 @@ public class Maze : MonoBehaviour
public int scale = 6;
public Transform _mapParentObjet;
// Start is called before the first frame update
void Start()
[Header("Sync & Materials")]
[Networked] public int MazeSeed { get; set; }
public Material wallMaterial;
public Material floorMaterial;
[Header("Win Condition")]
public GameObject goalPrefab;
public override void Spawned()
{
if (Object.HasStateAuthority)
{
// Nếu chưa có seed thì tạo mới
if (MazeSeed == 0) MazeSeed = Random.Range(1, 99999);
}
GenerateMazeWithSeed(MazeSeed);
}
public void GenerateMazeWithSeed(int seed)
{
if (_mapParentObjet != null)
{
// Dùng list để tránh lỗi modify collection khi đang duyệt
List<GameObject> children = new List<GameObject>();
foreach (Transform child in _mapParentObjet) children.Add(child.gameObject);
foreach (GameObject child in children) Destroy(child);
}
Random.InitState(seed);
InitialiseMap();
Generate();
// Ép ô (1,1) là đường đi cho player spawn
map[1, 1] = 0;
PlaceExit();
DrawMap();
}
public Vector3 GetPlayerSpawnPoint()
{
// Trả về vị trí tại ô (1,1). y = 1.0f cục bộ
return transform.TransformPoint(new Vector3(1 * scale, 1.0f, 1 * scale));
}
void InitialiseMap()
{
map = new byte[width,depth];
@@ -55,18 +95,60 @@ public class Maze : MonoBehaviour
}
}
public virtual void PlaceExit()
{
int x = width - 2;
int z = depth - 2;
map[x, z] = 2;
if (CountSquareNeighbours(x, z) == 0) map[x - 1, z] = 0;
}
void DrawMap()
{
if (_mapParentObjet == null) _mapParentObjet = this.transform;
// Tạo sàn chống rơi và Z-fighting
GameObject floor = GameObject.CreatePrimitive(PrimitiveType.Plane);
floor.name = "Floor";
floor.transform.SetParent(_mapParentObjet);
floor.transform.localPosition = new Vector3((width - 1) * scale / 2f, -0.05f, (depth - 1) * scale / 2f);
floor.transform.localScale = new Vector3(width * scale / 10f, 1, depth * scale / 10f);
if (floorMaterial != null) floor.GetComponent<Renderer>().material = floorMaterial;
for (int z = 0; z < depth; z++)
for (int x = 0; x < width; x++)
{
Vector3 pos = new Vector3(x * scale, scale / 2f, z * scale);
if (map[x, z] == 1)
{
Vector3 pos = new Vector3(x * scale, 0, z * scale);
GameObject wall = GameObject.CreatePrimitive(PrimitiveType.Cube);
wall.name = $"Wall_{x}_{z}";
wall.transform.localScale = new Vector3(scale, scale, scale);
wall.transform.position = pos;
wall.transform.SetParent(_mapParentObjet.transform);
wall.transform.SetParent(_mapParentObjet);
wall.transform.localPosition = pos;
if (wallMaterial != null) wall.GetComponent<Renderer>().material = wallMaterial;
}
else if (map[x, z] == 2)
{
GameObject goalObj;
if (goalPrefab != null)
goalObj = Instantiate(goalPrefab, transform.TransformPoint(pos), Quaternion.identity);
else
{
goalObj = GameObject.CreatePrimitive(PrimitiveType.Cylinder);
goalObj.GetComponent<Renderer>().material.color = Color.yellow;
goalObj.transform.localScale = new Vector3(scale * 0.5f, scale * 0.5f, scale * 0.5f);
}
goalObj.name = "Goal_WinSpot";
goalObj.transform.SetParent(_mapParentObjet);
goalObj.transform.localPosition = pos;
Collider col = goalObj.GetComponent<Collider>();
if (col == null) col = goalObj.AddComponent<CapsuleCollider>();
col.isTrigger = true;
if (goalObj.GetComponent<GoalSpot>() == null) goalObj.AddComponent<GoalSpot>();
}
}
}
@@ -97,4 +179,4 @@ public class Maze : MonoBehaviour
{
return CountSquareNeighbours(x,z) + CountDiagonalNeighbours(x,z);
}
}
}

View File

@@ -48,7 +48,6 @@ namespace OnlyScove.Scripts
[Networked] public Quaternion NetworkedCameraRotation { get; set; }
// Thuộc tính hỗ trợ lấy rotation của Camera an toàn cho cả Online và Offline
public Quaternion CameraRotation
{
get
@@ -65,7 +64,11 @@ namespace OnlyScove.Scripts
[Networked] public Vector2 NetworkedMoveInput { get; set; }
[Networked] public float NetworkedSpeed { get; set; }
[Networked] public Vector3 NetworkedPosition { get; set; }
[Networked] public int StartTick { get; set; }
public float FinishTime { get; set; }
public bool IsFinished { get; set; }
private float startTimeOffline;
public Vector2 MoveInput { get; private set; }
public bool IsSprintHeld { get; private set; }
@@ -82,6 +85,7 @@ namespace OnlyScove.Scripts
private PlayerBaseState currentState;
private bool hasControl = true;
private float localAnimatorSpeed;
private bool hasSpeedParam;
private bool hasVelocityXParam;
@@ -94,9 +98,10 @@ namespace OnlyScove.Scripts
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)
{
// Ép tắt Root Motion để tránh lỗi cộng dồn tốc độ
Anim.applyRootMotion = false;
foreach (AnimatorControllerParameter param in Anim.parameters)
{
if (param.name == speedParamName) hasSpeedParam = true;
@@ -112,8 +117,6 @@ namespace OnlyScove.Scripts
private void Start()
{
// Nếu chạy Offline (kéo prefab vào scene), Spawned() sẽ không được gọi.
// Chúng ta khởi tạo tại đây để đảm bảo nhân vật hoạt động.
if (Runner == null || !Runner.IsRunning)
{
InitializePlayer();
@@ -122,11 +125,11 @@ namespace OnlyScove.Scripts
public override void Spawned()
{
// Fusion gọi Spawned khi object được nạp vào mạng.
InitializePlayer();
// Nếu không có quyền điều khiển và đang ở Client, tắt Controller để tránh xung đột
if (Object != null && !Object.HasInputAuthority && Runner.IsClient)
// QUAN TRỌNG: Vô hiệu hóa Controller của người chơi khác để tránh giật hình.
// NetworkTransform sẽ tự lo việc làm mượt vị trí của họ.
if (Object != null && !Object.HasInputAuthority && !Runner.IsServer)
{
if (Controller != null) Controller.enabled = false;
}
@@ -145,6 +148,7 @@ namespace OnlyScove.Scripts
if (isOffline || hasAuthority)
{
Local = this;
startTimeOffline = Time.time;
CameraController cameraController = GameObject.FindAnyObjectByType<CameraController>();
if (cameraController != null)
@@ -157,12 +161,14 @@ namespace OnlyScove.Scripts
Input.OnNextInteractEvent += OnNextInteract;
Input.OnPreviousInteractEvent += OnPreviousInteract;
// Đảm bảo Controller được bật
if (Controller != null) Controller.enabled = true;
}
}
private float localAnimatorSpeed;
if (!isOffline && Object.HasStateAuthority)
{
StartTick = (int)Runner.Tick;
}
}
public void Rotate(Vector3 moveDirection, float deltaTime)
{
@@ -178,20 +184,16 @@ namespace OnlyScove.Scripts
public void Move(Vector3 velocity, float animatorSpeed, float deltaTime)
{
// Cho phép di chuyển nếu:
// 1. Không có mạng (Offline test)
// 2. Có quyền điều khiển (Input Authority)
// 3. Là Server (State Authority)
bool canMove = (Runner == null || !Runner.IsRunning) || Object.HasInputAuthority || Runner.IsServer;
if (!canMove) return;
if (Controller != null && Controller.enabled)
{
Controller.Move(velocity * deltaTime);
// Cập nhật vị trí mạng ngay sau khi di chuyển
if (Object != null && Runner != null && Runner.IsRunning)
// SỬA LỖI CHẠY NHANH: Chỉ thực hiện lệnh Move vật lý trong Forward Tick.
// Điều này ngăn việc cộng dồn vận tốc khi Fusion chạy Re-simulation.
if (Runner == null || !Runner.IsRunning || Runner.IsForward)
{
NetworkedPosition = transform.position;
Controller.Move(velocity * deltaTime);
}
}
@@ -224,7 +226,6 @@ namespace OnlyScove.Scripts
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);
@@ -232,33 +233,13 @@ namespace OnlyScove.Scripts
public override void FixedUpdateNetwork()
{
bool isRunning = Runner != null && Runner.IsRunning;
if (Object == null && isRunning) return;
// ĐỒNG BỘ VỊ TRÍ: Ép nhân vật về vị trí mạng trước khi tính toán tick mới
if (isRunning && NetworkedPosition != Vector3.zero)
{
if (Controller != null && !Object.HasInputAuthority)
{
Controller.enabled = false;
transform.position = NetworkedPosition;
Controller.enabled = true;
}
}
if (Object == null || !Runner.IsRunning) return;
if (GetInput(out PlayerInputData data))
{
MoveInput = data.Direction;
IsSprintHeld = data.sprint;
// Chỉ gán biến Networked nếu đang chạy mạng
if (isRunning) NetworkedCameraRotation = data.rot;
}
else if (!isRunning)
{
// FALLBACK INPUT: Nếu không có Fusion, lấy input trực tiếp từ Unity để Test
MoveInput = new Vector2(UnityEngine.Input.GetAxisRaw("Horizontal"), UnityEngine.Input.GetAxisRaw("Vertical"));
IsSprintHeld = UnityEngine.Input.GetKey(KeyCode.LeftShift);
// Ở chế độ offline, chúng ta không gán vào NetworkedCameraRotation nữa
NetworkedCameraRotation = data.rot;
}
else
{
@@ -266,7 +247,8 @@ namespace OnlyScove.Scripts
IsSprintHeld = false;
}
bool isSimulating = !isRunning || Object.HasInputAuthority || Runner.IsServer;
// Chỉ giả lập cho máy có quyền điều khiển hoặc Server
bool isSimulating = Object.HasInputAuthority || Runner.IsServer;
if (!isSimulating)
{
@@ -280,17 +262,19 @@ namespace OnlyScove.Scripts
CheckGround();
UpdateInteractablesList();
float dt = isRunning ? Runner.DeltaTime : Time.fixedDeltaTime;
currentState?.Tick(dt);
currentState?.Tick(Runner.DeltaTime);
}
private void Update()
{
// Nếu không có NetworkRunner, Fusion sẽ không gọi FixedUpdateNetwork.
// Chúng ta gọi thủ công để logic StateMachine vẫn chạy được khi Test Offline.
if (Runner == null || !Runner.IsRunning)
bool isOffline = Runner == null || !Runner.IsRunning;
if (isOffline)
{
FixedUpdateNetwork();
if (!IsFinished && UI.MazeUI.Instance != null)
{
UI.MazeUI.Instance.UpdateTimer(Time.time - startTimeOffline);
}
}
}
@@ -351,5 +335,62 @@ namespace OnlyScove.Scripts
Gizmos.color = new Color(0, 1, 0, 0.5f);
Gizmos.DrawSphere(transform.TransformPoint(GroundCheckOffset), GroundCheckRadius);
}
#region Maze Winning Logic
public void CompleteMaze()
{
if (IsFinished) return;
float duration;
if (Runner != null && Runner.IsRunning)
{
duration = ((int)Runner.Tick - StartTick) * Runner.DeltaTime;
Rpc_BroadcastWin(Object.InputAuthority, duration);
}
else
{
duration = Time.time - startTimeOffline;
if (UI.MazeUI.Instance != null)
{
UI.MazeUI.Instance.ShowWinMessage("YOU (Offline)", duration);
}
}
IsFinished = true;
FinishTime = duration;
}
[Rpc(RpcSources.All, RpcTargets.All)]
public void Rpc_BroadcastWin(PlayerRef player, float time)
{
string playerName = $"Player {player.PlayerId}";
if (Runner != null && player == Runner.LocalPlayer) playerName = "YOU";
Debug.Log($"<color=yellow><b>[WINNER]</b></color> {playerName} reached the goal in <b>{time:F2}s</b>!");
if (UI.MazeUI.Instance != null)
{
UI.MazeUI.Instance.ShowWinMessage(playerName, time);
}
}
public override void Render()
{
bool isOffline = Runner == null || !Runner.IsRunning;
bool hasAuthority = Object != null && Object.HasInputAuthority;
if ((isOffline || hasAuthority) && !IsFinished)
{
float currentTimer = isOffline ? (Time.time - startTimeOffline) : (((int)Runner.Tick - StartTick) * Runner.DeltaTime);
if (UI.MazeUI.Instance != null)
{
UI.MazeUI.Instance.UpdateTimer(currentTimer);
}
}
}
#endregion
}
}

View File

@@ -0,0 +1,51 @@
using UnityEngine;
using TMPro;
using System.Collections;
namespace OnlyScove.Scripts.UI
{
public class MazeUI : MonoBehaviour
{
public static MazeUI Instance { get; private set; }
[Header("References")]
[SerializeField] private GameObject winPanel;
[SerializeField] private TextMeshProUGUI winMessageText;
[SerializeField] private TextMeshProUGUI timerText;
private void Awake()
{
if (Instance == null) Instance = this;
else Destroy(gameObject);
if (winPanel != null) winPanel.SetActive(false);
}
public void UpdateTimer(float time)
{
if (timerText != null)
timerText.text = $"Time: {time:F2}s";
}
public void ShowWinMessage(string playerName, float time)
{
if (winPanel == null) return;
winPanel.SetActive(true);
if (winMessageText != null)
{
winMessageText.text = $"<color=yellow>{playerName}</color>\nREACHED THE GOAL!\n<size=80%>IN {time:F2} SECONDS</size>";
}
// Tự động ẩn sau 5 giây
StopAllCoroutines();
StartCoroutine(HideWinPanel());
}
private IEnumerator HideWinPanel()
{
yield return new WaitForSeconds(5f);
winPanel.SetActive(false);
}
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 4d7143f5824569245ae215ae06b6cce1

View File

@@ -132,7 +132,7 @@ Material:
- _ZWrite: 1
m_Colors:
- _BaseColor: {r: 0.07799999, g: 0.07799999, b: 0.07799999, a: 1}
- _Color: {r: 1, g: 1, b: 1, a: 1}
- _Color: {r: 0.07799996, g: 0.07799996, b: 0.07799996, a: 1}
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
- _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1}
m_BuildTextureStacks: []

View File

@@ -1,6 +1,5 @@
{
"dependencies": {
"com.unity.2d.sprite": "1.0.0",
"com.unity.ai.navigation": "2.0.10",
"com.unity.collab-proxy": "2.11.3",
"com.unity.ide.rider": "3.0.39",

View File

@@ -1,11 +1,5 @@
{
"dependencies": {
"com.unity.2d.sprite": {
"version": "1.0.0",
"depth": 0,
"source": "builtin",
"dependencies": {}
},
"com.unity.ai.navigation": {
"version": "2.0.10",
"depth": 0,

View File

@@ -396,45 +396,6 @@ Khi Trapper để xổng mất con mồi, mê cung sẽ hiến tế sự ổn đ
---
## 👥 Đội ngũ Phát triển & Phân chia Nhiệm vụ (The Team & WBS)
Dự án được thực hiện bởi nhóm 4 thành viên với các vai trò chuyên biệt, đảm bảo tính chuyên môn hóa cao trong quy trình sản xuất Game.
| Thành viên | Vai trò | Trách nhiệm chi tiết (Work Breakdown Structure) |
| :--- | :--- | :--- |
| **Scove** | **Trưởng nhóm / World Architect** | - Nghiên cứu & triển khai thuật toán Maze (Prims, Wilsons, Crawler).<br/>- Thiết kế hệ thống **Mesh Generation** (Tạo tường, sàn, trần tự động).<br/>- Đảm bảo tính **Solvability** (Mê cung luôn có lối thoát khả thi).<br/>- Xây dựng logic **Comeback Đa tầng** (Despair Mechanics).<br/>- Review Code toàn cục & Quản lý kiến trúc State Machine. |
| **Duy** | **Phó nhóm / Lead Network Engineer** | - Quản lý hạ tầng **Photon Fusion** (Matchmaking, Session, Relay).<br/>- Đồng bộ hóa trạng thái mạng (`Networked Properties`) cho bẫy, cửa, đèn.<br/>- Xử lý logic phân vai (Role Assignment) & Điều phối Game State.<br/>- Tối ưu hóa băng thông & Xử lý Reconciliation/Interpolation mạng. |
| **Tuấn** | **Mechanics Developer** | - Hệ thống **Noise Meter** & Ánh sáng động (Flashlight/Battery System).<br/>- Logic bẫy (Traps): Snare (kẹp), Alarm (báo động), Sound (giả thanh).<br/>- Hiện thực hóa `IInteractable` (Doors, Lamps, Items) & Interaction UI.<br/>- Hệ thống thể lực (Stamina) & Logic chuyển động Parkour nâng cao. |
| **Đăng** | **Technical Artist / UI-UX** | - Hệ thống **Camera Dynamics** (FOV Kick, Shake, Tilt, Motion Blur).<br/>- Thiết kế HUD chuyên biệt cho Seeker (1st Person) & Trapper (Strategy View).<br/>- Quản lý hiệu ứng hình ảnh (VFX) & Âm thanh không gian (3D Spatial Audio).<br/>- Thiết kế UI Menu, Sảnh chờ (Lobby) & Luồng trải nghiệm người dùng (UX). |
---
## 📐 Tiêu chuẩn Kỹ thuật Nâng cao (Non-functional Requirements)
Mỗi thành viên phải tuân thủ nghiêm ngặt các tiêu chuẩn kỹ thuật sau để đảm bảo dự án đạt chất lượng AAA-Indie:
### 🌐 Networking & Synchronization (Duy)
* **RTT Optimization:** Duy trì Round Trip Time < 150ms; tối ưu hóa kích thước gói tin bằng `[Networked]``Reliable RPCs`.
* **State Authority:** Mọi logic Thắng/Thua và Trigger bẫy phải được xác thực hoàn toàn tại **Server** để ngăn chặn gian lận.
* **Interpolation Smoothing:** Đảm bảo di chuyển của đối thủ (Remote Proxies) mượt mà ngay cả khi mất gói tin (Packet Loss).
### 🏗️ World Generation & Performance (Scove)
* **Algorithmic Complexity:** Thuật toán tạo mê cung phải đạt hiệu năng O(N) hoặc O(N log N) để tránh treo Editor/Runtime.
* **Draw Call Batching:** Tối ưu hóa Mesh mê cung để đạt mức Draw Calls thấp nhất (Sử dụng Static Batching & GPU Instancing).
* **NavMesh Runtime:** Tự động bake NavMesh sau khi Maze tạo xong để hỗ trợ AI và các tính năng hỗ trợ Trapper.
### 🪤 Gameplay & Physics (Đăng)
* **Input Latency:** Xử lý Input thông qua `FixedUpdateNetwork` để đồng bộ hoàn hảo với Server Simulation.
* **Physics Matrix:** Tối ưu hóa Collision Matrix; sử dụng Collider đơn giản (Box/Capsule) cho các hành lang mê cung lắt léo.
* **State Integrity:** Mỗi State trong State Machine phải độc lập, không được can thiệp trực tiếp vào biến nội bộ của State khác.
### 🎨 Visuals & UI/UX (Tuấn)
* **Rendering (Unity 6):** Tận dụng **URP (Universal Render Pipeline)** và Render Graph để tạo hiệu ứng bóng tối chất lượng cao.
* **Asset Compression:** Texture sử dụng chuẩn nén ASTC/DXT5; Mesh polycount tối ưu cho môi trường di động và PC tầm trung.
* **UX Consistency:** Tín hiệu phản hồi (VFX/SFX/Haptic) phải nhất quán để người chơi nhận biết ngay lập tức các sự kiện trong game.
---
## 📂 Cấu trúc Thư mục Dự án (Project Folder Structure)
Dự án được tổ chức theo tiêu chuẩn công nghiệp (Standard Industry Practices), tách biệt rõ ràng giữa logic Code, Assets và Configuration.