This commit is contained in:
2026-06-25 10:18:13 +07:00
parent 419558b0d3
commit 6ed87d22eb
38 changed files with 5634 additions and 3384 deletions

View File

@@ -3,11 +3,24 @@
<component name="AutoImportSettings">
<option name="autoReloadType" value="SELECTIVE" />
</component>
<component name="CMakeProjectFlavorService">
<option name="flavorId" value="CMakePlainProjectFlavor" />
</component>
<component name="CMakeSettings">
<configurations />
</component>
<component name="ChangeListManager">
<list default="true" id="d308d1cb-09fc-4331-ba20-00f7b43d1576" name="Changes" comment="">
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<change beforePath="$PROJECT_DIR$/Assets/Materials/Ground.mat" beforeDir="false" afterPath="$PROJECT_DIR$/Assets/Materials/Ground.mat" afterDir="false" />
<change beforePath="$PROJECT_DIR$/Assets/Scenes/Main Scene.unity" beforeDir="false" afterPath="$PROJECT_DIR$/Assets/Scenes/Main Scene.unity" afterDir="false" />
<change beforePath="$PROJECT_DIR$/Assets/Scripts/Input.meta" beforeDir="false" />
<change beforePath="$PROJECT_DIR$/ProjectSettings/TagManager.asset" beforeDir="false" afterPath="$PROJECT_DIR$/ProjectSettings/TagManager.asset" afterDir="false" />
<change beforePath="$PROJECT_DIR$/Assets/Scenes/Main Scene.unity.meta" beforeDir="false" afterPath="$PROJECT_DIR$/Assets/Scenes/Main Scene.unity.meta" afterDir="false" />
<change beforePath="$PROJECT_DIR$/Assets/Scenes/Test site/TEST.unity" beforeDir="false" afterPath="$PROJECT_DIR$/Assets/Scenes/Test site/TEST.unity" afterDir="false" />
<change beforePath="$PROJECT_DIR$/Assets/Scenes/Test site/testing 2.unity" beforeDir="false" afterPath="$PROJECT_DIR$/Assets/Scenes/Test site/testing 2.unity" afterDir="false" />
<change beforePath="$PROJECT_DIR$/Assets/Scripts/Network/BasicSpawner.cs" beforeDir="false" afterPath="$PROJECT_DIR$/Assets/Scripts/Network/BasicSpawner.cs" afterDir="false" />
<change beforePath="$PROJECT_DIR$/Assets/Third Parties/Opsive/UltimateCharacterController/Scripts/Character/Abilities/Ragdoll.cs" beforeDir="false" afterPath="$PROJECT_DIR$/Assets/Third Parties/Opsive/UltimateCharacterController/Scripts/Character/Abilities/Ragdoll.cs" afterDir="false" />
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<option name="HIGHLIGHT_CONFLICTS" value="true" />
@@ -46,26 +59,31 @@
<option name="hideEmptyMiddlePackages" value="true" />
<option name="showLibraryContents" value="true" />
</component>
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&quot;keyToString&quot;: {
&quot;ModuleVcsDetector.initialDetectionPerformed&quot;: &quot;true&quot;,
&quot;RunOnceActivity.MCP Project settings loaded&quot;: &quot;true&quot;,
&quot;RunOnceActivity.ShowReadmeOnStart&quot;: &quot;true&quot;,
&quot;RunOnceActivity.TerminalTabsStorage.copyFrom.TerminalArrangementManager.252&quot;: &quot;true&quot;,
&quot;RunOnceActivity.git.unshallow&quot;: &quot;true&quot;,
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&quot;com.intellij.ml.llm.matterhorn.ej.ui.settings.DefaultModelSelectionForGA.v1&quot;: &quot;true&quot;,
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&quot;node.js.detected.package.eslint&quot;: &quot;true&quot;,
&quot;node.js.detected.package.tslint&quot;: &quot;true&quot;,
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&quot;node.js.selected.package.tslint&quot;: &quot;(autodetect)&quot;,
&quot;nodejs_package_manager_path&quot;: &quot;npm&quot;,
&quot;to.speed.mode.migration.done&quot;: &quot;true&quot;,
&quot;vue.rearranger.settings.migration&quot;: &quot;true&quot;
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"node.js.selected.package.eslint": "(autodetect)",
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"nodejs_package_manager_path": "npm",
"settings.editor.selected.configurable": "preferences.lookFeel",
"to.speed.mode.migration.done": "true",
"vue.rearranger.settings.migration": "true"
}
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@@ -87,7 +105,7 @@
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<method v="2" />
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<option name="allowRunningInParallel" value="false" />
<option name="listenPortForConnections" value="false" />
<option name="pid" />
@@ -98,7 +116,6 @@
<option name="selectedOptions">
<list />
</option>
<option name="useMixedMode" value="false" />
<method v="2" />
</configuration>
<configuration name="Attach to" type="UnityDevicePlayer" factoryName="UnityAttachToDevicePlayer">
@@ -122,6 +139,8 @@
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<workItem from="1781727437862" duration="1257000" />
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<servers />
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View File

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#if UNITY_EDITOR
using UnityEditor;
using UnityEngine;
using UnityEngine.AI;
namespace Editors
{
public static class ForceCleanupNavMeshTool
{
[MenuItem("Tools/Force Cleanup NavMesh")]
public static void ForceCleanupNavMesh()
{
if (Application.isPlaying)
return;
NavMesh.RemoveAllNavMeshData();
Debug.Log("Force Cleanup NavMesh: Successfully removed all baked NavMesh data.");
}
}
}
#endif

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@@ -411,6 +411,8 @@ namespace Hallucinate.UI
{
Vector2 spawnPosition = (player == runner.LocalPlayer) ? new Vector2(-8, 0) : new Vector2(8, 0);
var networkPlayerObject = runner.Spawn(_playerPrefab, spawnPosition, Quaternion.identity, player);
// Give the client State Authority so they can move themselves
// networkPlayerObject.AssignStateAuthority(player);
_spawnedCharacters.Add(player, networkPlayerObject);
}
}

View File

@@ -0,0 +1,81 @@
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) { }
}
}

View File

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@@ -213,7 +213,7 @@ namespace Opsive.UltimateCharacterController.Character.Abilities
for (int i = 0; i < m_Rigidbodies.Length; ++i) {
m_StartData[(i * 3)] = m_Rigidbodies[i].position;
m_StartData[(i * 3) + 1] = m_Rigidbodies[i].rotation;
m_StartData[(i * 3) + 2] = m_Rigidbodies[i].velocity;
m_StartData[(i * 3) + 2] = m_Rigidbodies[i].linearVelocity;
m_StartData[(i * 3) + 3] = m_Rigidbodies[i].angularVelocity;
}
return m_StartData;
@@ -233,7 +233,7 @@ namespace Opsive.UltimateCharacterController.Character.Abilities
for (int i = 0; i < m_Rigidbodies.Length; ++i) {
m_Rigidbodies[i].position = (Vector3)m_StartData[(i * 3)];
m_Rigidbodies[i].rotation = (Quaternion)m_StartData[(i * 3) + 1];
m_Rigidbodies[i].velocity = (Vector3)m_StartData[(i * 3) + 2];
m_Rigidbodies[i].linearVelocity = (Vector3)m_StartData[(i * 3) + 2];
m_Rigidbodies[i].angularVelocity = (Vector3)m_StartData[(i * 3) + 3];
}
}

View File

@@ -12,7 +12,7 @@ PlayerSettings:
targetDevice: 2
useOnDemandResources: 0
accelerometerFrequency: 60
companyName: DefaultCompany
companyName: Scovania
productName: BABA_YAGA
defaultCursor: {fileID: 0}
cursorHotspot: {x: 0, y: 0}
@@ -784,7 +784,7 @@ PlayerSettings:
PS4: DOTWEEN
PS5: DOTWEEN
QNX: DOTWEEN
Standalone: FUSION_WEAVER;FUSION2;FUSION_2;FUSION_2_0;FUSION_2_0_12;FUSION_2_OR_NEWER;FUSION_2_0_OR_NEWER;FUSION_LOGLEVEL_INFO;ODIN_INSPECTOR;ODIN_INSPECTOR_3;ODIN_INSPECTOR_3_1;ODIN_INSPECTOR_3_2;ODIN_INSPECTOR_3_3;FIRST_PERSON_CONTROLLER;THIRD_PERSON_CONTROLLER;ULTIMATE_CHARACTER_CONTROLLER_SHOOTER;FIRST_PERSON_SHOOTER;ULTIMATE_CHARACTER_CONTROLLER_MELEE;FIRST_PERSON_MELEE;ULTIMATE_CHARACTER_CONTROLLER_UNIVERSALRP;INVECTOR_MELEE;INVECTOR_SHOOTER;INVECTOR_BASIC;DOTWEEN
Standalone: FUSION_WEAVER;FUSION2;FUSION_2;FUSION_2_0;FUSION_2_0_12;FUSION_2_OR_NEWER;FUSION_2_0_OR_NEWER;FUSION_LOGLEVEL_INFO;ODIN_INSPECTOR;ODIN_INSPECTOR_3;ODIN_INSPECTOR_3_1;ODIN_INSPECTOR_3_2;ODIN_INSPECTOR_3_3;FIRST_PERSON_CONTROLLER;THIRD_PERSON_CONTROLLER;ULTIMATE_CHARACTER_CONTROLLER_SHOOTER;FIRST_PERSON_SHOOTER;ULTIMATE_CHARACTER_CONTROLLER_MELEE;FIRST_PERSON_MELEE;ULTIMATE_CHARACTER_CONTROLLER_UNIVERSALRP;INVECTOR_MELEE;INVECTOR_SHOOTER;INVECTOR_BASIC;DOTWEEN;ULTIMATE_CHARACTER_CONTROLLER_MULTIPLAYER
VisionOS: DOTWEEN
WebGL: DOTWEEN
Windows Store Apps: DOTWEEN