update phtono
This commit is contained in:
@@ -53,6 +53,46 @@ namespace Hallucinate.UI
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DontDestroyOnLoad(gameObject);
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}
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private async void Start()
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{
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// Auto-connect if we bypass the UI and start directly in the Main Scene
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if (UnityEngine.SceneManagement.SceneManager.GetActiveScene().name == "Main Scene")
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{
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Debug.Log("[BasicSpawner] Auto-starting Fusion in AutoHostOrClient mode for testing...");
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if (_isStarting) return;
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_isStarting = true;
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try
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{
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await EnsureRunnerExists();
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var sceneManager = gameObject.GetComponent<NetworkSceneManagerDefault>();
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if (sceneManager == null) sceneManager = gameObject.AddComponent<NetworkSceneManagerDefault>();
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var result = await _runner.StartGame(new StartGameArgs()
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{
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GameMode = GameMode.Shared,
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SessionName = "QuickTestRoom", // Hardcoded session for instant testing
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SceneManager = sceneManager,
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Scene = SceneRef.FromIndex(UnityEngine.SceneManagement.SceneManager.GetActiveScene().buildIndex)
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});
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if (result.Ok)
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{
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Debug.Log("[BasicSpawner] Auto Connect SUCCESS!");
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}
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else
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{
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Debug.LogError($"[BasicSpawner] Auto Connect FAILED: {result.ShutdownReason}");
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}
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}
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finally
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{
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_isStarting = false;
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}
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}
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}
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public PlayerProfile LocalPlayerProfile { get; private set; }
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public void SetLocalPlayerProfile(PlayerProfile _profile)
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{
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@@ -91,8 +131,13 @@ namespace Hallucinate.UI
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if (this == null) return; // BasicSpawner itself might be destroyed
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Debug.Log("[BasicSpawner] Creating new NetworkRunner component.");
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_runner = gameObject.AddComponent<NetworkRunner>();
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_runner = gameObject.GetComponent<NetworkRunner>();
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if (_runner == null)
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{
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Debug.Log("[BasicSpawner] Creating new NetworkRunner component.");
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_runner = gameObject.AddComponent<NetworkRunner>();
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}
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_runner.ProvideInput = true;
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_runner.AddCallbacks(this);
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}
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@@ -244,18 +289,13 @@ namespace Hallucinate.UI
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public void OnPlayerJoined(NetworkRunner runner, PlayerRef player)
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{
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Debug.Log($"[BasicSpawner] PlayerJoined: {player.PlayerId}");
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// In Shared Mode, there is no Server. Each client is responsible for spawning their own player.
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if (player == runner.LocalPlayer)
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{
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SendLocalMetaData(player);
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}
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// If the server receives a player join event and the scene is already loaded, spawn them immediately
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if (runner.IsServer && UnityEngine.SceneManagement.SceneManager.GetActiveScene().name == "Main Scene")
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{
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if (!_spawnedCharacters.ContainsKey(player))
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{
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SpawnPlayer(runner, player);
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}
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SpawnPlayer(runner, player);
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}
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}
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@@ -434,9 +474,12 @@ namespace Hallucinate.UI
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private void SpawnPlayer(NetworkRunner runner, PlayerRef player)
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{
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Debug.Log($"[BasicSpawner] Spawning Player {player.PlayerId} at {Time.time}");
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Vector3 spawnPosition = (player == runner.LocalPlayer) ? new Vector3(-8, 2, 0) : new Vector3(8, 2, 0);
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var networkPlayerObject = runner.Spawn(_playerPrefab, spawnPosition, Quaternion.identity, player);
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// In Shared Mode, runner.Spawn automatically grants State Authority to the caller.
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// We just need to assign Input Authority.
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networkPlayerObject.AssignInputAuthority(player);
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_spawnedCharacters[player] = networkPlayerObject;
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