105 lines
4.3 KiB
C#
105 lines
4.3 KiB
C#
using System;
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using System.Collections.Generic;
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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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// ĐỊNH NGHĨA DỮ LIỆU GỬI QUA MẠNG
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public struct NetworkInputData : INetworkInput
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{
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public Vector2 move;
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public Quaternion rot;
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public bool sprint;
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}
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public class BasicSpawner : MonoBehaviour, INetworkRunnerCallbacks
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{
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private NetworkRunner _runner;
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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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{
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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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DontDestroyOnLoad(gameObject);
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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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Scene = SceneRef.FromIndex(1),
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SceneManager = gameObject.AddComponent<NetworkSceneManagerDefault>()
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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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{
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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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}
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}
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public void OnPlayerJoined(NetworkRunner runner, PlayerRef player)
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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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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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{
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if (networkObject != null) runner.Despawn(networkObject);
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_spawnedCharacters.Remove(player);
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}
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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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public void OnDisconnectedFromServer(NetworkRunner runner, NetDisconnectReason reason) { }
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public void OnConnectRequest(NetworkRunner runner, NetworkRunnerCallbackArgs.ConnectRequest request, byte[] token) { }
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public void OnConnectFailed(NetworkRunner runner, NetAddress remoteAddress, NetConnectFailedReason reason) { }
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public void OnUserSimulationMessage(NetworkRunner runner, SimulationMessagePtr message) { }
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public void 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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public void OnSceneLoadStart(NetworkRunner runner) { }
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public void OnObjectExitAOI(NetworkRunner runner, NetworkObject obj, PlayerRef player) { }
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public void OnObjectEnterAOI(NetworkRunner runner, NetworkObject obj, PlayerRef player) { }
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public void 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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