82 lines
4.7 KiB
C#
82 lines
4.7 KiB
C#
|
|
using UnityEngine;
|
||
|
|
using Fusion;
|
||
|
|
using Opsive.UltimateCharacterController.Networking;
|
||
|
|
using Opsive.UltimateCharacterController.Networking.Character;
|
||
|
|
using Opsive.UltimateCharacterController.Character;
|
||
|
|
using Opsive.UltimateCharacterController.Camera; // Corrected namespace
|
||
|
|
using Opsive.UltimateCharacterController.Input; // Corrected namespace
|
||
|
|
|
||
|
|
namespace Hallucinate.Network
|
||
|
|
{
|
||
|
|
// Ensure Opsive components load before this
|
||
|
|
[DefaultExecutionOrder(100)]
|
||
|
|
public class FusionClientMovementBridge : NetworkBehaviour, INetworkInfo, INetworkCharacter
|
||
|
|
{
|
||
|
|
public override void Spawned()
|
||
|
|
{
|
||
|
|
// Because we passed State Authority to the client in BasicSpawner,
|
||
|
|
// HasStateAuthority is true ONLY for the local player.
|
||
|
|
bool isLocal = Object.HasStateAuthority;
|
||
|
|
|
||
|
|
// 1. Isolate Input: Only the local player should read keyboard/mouse inputs.
|
||
|
|
var locoHandler = GetComponent<UltimateCharacterLocomotionHandler>();
|
||
|
|
if (locoHandler != null) locoHandler.enabled = isLocal;
|
||
|
|
|
||
|
|
var activeInput = GetComponent<UnityInput>(); // Corrected class reference
|
||
|
|
if (activeInput != null) activeInput.enabled = isLocal;
|
||
|
|
|
||
|
|
// 2. Isolate Camera: Only attach the camera if this is the local player.
|
||
|
|
if (isLocal)
|
||
|
|
{
|
||
|
|
var cameraController = UnityEngine.Object.FindFirstObjectByType<CameraController>();
|
||
|
|
if (cameraController != null)
|
||
|
|
{
|
||
|
|
cameraController.Character = gameObject;
|
||
|
|
}
|
||
|
|
}
|
||
|
|
}
|
||
|
|
|
||
|
|
// --- INetworkInfo Implementation ---
|
||
|
|
|
||
|
|
public bool IsLocalPlayer() => Object.HasStateAuthority;
|
||
|
|
public bool IsServer() => Runner.IsServer;
|
||
|
|
|
||
|
|
// Return FALSE because we are doing Client-Authoritative movement!
|
||
|
|
public bool IsServerAuthoritative() => false;
|
||
|
|
|
||
|
|
|
||
|
|
// --- INetworkCharacter Implementation ---
|
||
|
|
// Since we are using Fusion's NetworkTransform to sync position,
|
||
|
|
// we can leave these methods empty. Opsive will handle the local
|
||
|
|
// movement, and Fusion's NetworkTransform will drag the remote players.
|
||
|
|
|
||
|
|
public void SetPosition(Vector3 position, bool snapAnimator) { }
|
||
|
|
public void SetRotation(Quaternion rotation, bool snapAnimator) { }
|
||
|
|
public void SetPositionAndRotation(Vector3 position, Quaternion rotation, bool snapAnimator) { }
|
||
|
|
public void ResetRotationPosition() { }
|
||
|
|
public void SetActive(bool active, bool uiEvent) { }
|
||
|
|
|
||
|
|
// Optional interface stubs for weapons/items (leave empty for now to focus on movement)
|
||
|
|
public void LoadDefaultLoadout() { }
|
||
|
|
public void EquipUnequipItem(uint itemID, int slotID, bool equip) { }
|
||
|
|
public void ItemIdentifierPickup(uint id, int amount, int slot, bool immediate, bool force) { }
|
||
|
|
public void RemoveAllItems() { }
|
||
|
|
|
||
|
|
// New missing interface stubs for Shooter/Melee compiled code
|
||
|
|
public void Fire(Opsive.UltimateCharacterController.Items.Actions.ItemAction itemAction, float strength) { }
|
||
|
|
public void StartItemReload(Opsive.UltimateCharacterController.Items.Actions.ItemAction itemAction) { }
|
||
|
|
public void ReloadItem(Opsive.UltimateCharacterController.Items.Actions.ItemAction itemAction, bool fullClip) { }
|
||
|
|
public void ItemReloadComplete(Opsive.UltimateCharacterController.Items.Actions.ItemAction itemAction, bool success, bool immediateReload) { }
|
||
|
|
public void MeleeHitCollider(Opsive.UltimateCharacterController.Items.Actions.ItemAction itemAction, int hitboxIndex, RaycastHit raycastHit, GameObject hitGameObject, UltimateCharacterLocomotion hitCharacterLocomotion) { }
|
||
|
|
|
||
|
|
public void ThrowItem(Opsive.UltimateCharacterController.Items.Actions.ItemAction action) { }
|
||
|
|
public void EnableThrowableObjectMeshRenderers(Opsive.UltimateCharacterController.Items.Actions.ItemAction action) { }
|
||
|
|
public void StartStopBeginEndMagicActions(Opsive.UltimateCharacterController.Items.Actions.ItemAction action, bool begin, bool start) { }
|
||
|
|
public void MagicCast(Opsive.UltimateCharacterController.Items.Actions.ItemAction action, int index, uint castID, Vector3 dir, Vector3 target) { }
|
||
|
|
public void MagicImpact(Opsive.UltimateCharacterController.Items.Actions.ItemAction action, uint castID, GameObject source, GameObject target, Vector3 pos, Vector3 norm) { }
|
||
|
|
public void StopMagicCast(Opsive.UltimateCharacterController.Items.Actions.ItemAction action, int index, uint castID) { }
|
||
|
|
public void ToggleFlashlight(Opsive.UltimateCharacterController.Items.Actions.ItemAction action, bool active) { }
|
||
|
|
public void PushRigidbody(Rigidbody rb, Vector3 force, Vector3 point) { }
|
||
|
|
}
|
||
|
|
}
|