This commit is contained in:
2026-06-25 16:27:34 +07:00
parent 89763fda5e
commit 003fcf6b6f
11 changed files with 276 additions and 57 deletions

View File

@@ -14,9 +14,8 @@ namespace Hallucinate.Network
{
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;
// We use InputAuthority to identify the local player because this is Host mode.
bool isLocal = Object.HasInputAuthority;
// 1. Isolate Input: Only the local player should read keyboard/mouse inputs.
var locoHandler = GetComponent<UltimateCharacterLocomotionHandler>();
@@ -33,26 +32,68 @@ namespace Hallucinate.Network
{
cameraController.Character = gameObject;
}
// CRITICAL: Disable NetworkTransform on the local client so Fusion doesn't pull the character back!
var nt = GetComponent<NetworkTransform>();
if (nt != null) nt.enabled = false;
}
}
// --- INetworkInfo Implementation ---
public bool IsLocalPlayer() => Object.HasStateAuthority;
// We use InputAuthority to identify the local player in Host/Client mode
public bool IsLocalPlayer() => Object.HasInputAuthority;
public bool IsServer() => Runner.IsServer;
// Return FALSE because we are doing Client-Authoritative movement!
public bool IsServerAuthoritative() => false;
public bool IsServerAuthoritative() => false;
// --- Client-Auth Movement Sync via RPC ---
// Since the Server holds State Authority, the client must send its transform to the server.
// The server then broadcasts it to everyone else via NetworkTransform.
// --- 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 override void FixedUpdateNetwork()
{
if (Object.HasInputAuthority)
{
RPC_UpdateTransform(transform.position, transform.rotation);
}
}
public override void Render()
{
// If this is a remote proxy, Fusion's NetworkTransform will update the Unity transform.
// But Opsive maintains its own internal position and will snap it back unless we tell it to update!
if (!Object.HasInputAuthority)
{
var loco = GetComponent<UltimateCharacterLocomotion>();
if (loco != null)
{
// Feed the NetworkTransform's current position to Opsive so it knows we moved,
// which also allows the Animator to play the correct movement animations!
loco.SetPositionAndRotation(transform.position, transform.rotation, false);
}
}
}
[Rpc(RpcSources.InputAuthority, RpcTargets.StateAuthority)]
private void RPC_UpdateTransform(Vector3 pos, Quaternion rot)
{
// The Server receives this and applies it. NetworkTransform then syncs it to all other clients.
transform.position = pos;
transform.rotation = rot;
}
public void SetPosition(Vector3 position, bool snapAnimator)
{
if (Object.HasInputAuthority) transform.position = position;
}
public void SetRotation(Quaternion rotation, bool snapAnimator)
{
if (Object.HasInputAuthority) transform.rotation = rotation;
}
public void SetPositionAndRotation(Vector3 position, Quaternion rotation, bool snapAnimator)
{
if (Object.HasInputAuthority) transform.SetPositionAndRotation(position, rotation);
}
public void ResetRotationPosition() { }
public void SetActive(bool active, bool uiEvent) { }