Update
This commit is contained in:
65
.idea/.idea.BABA_YAGA/.idea/workspace.xml
generated
65
.idea/.idea.BABA_YAGA/.idea/workspace.xml
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@@ -46,26 +59,31 @@
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@@ -87,7 +105,7 @@
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@@ -98,7 +116,6 @@
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@@ -122,6 +139,8 @@
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21
Assets/Editors/ForceCleanupNavMesh.cs
Normal file
21
Assets/Editors/ForceCleanupNavMesh.cs
Normal file
@@ -0,0 +1,21 @@
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#if UNITY_EDITOR
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using UnityEditor;
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||||
using UnityEngine;
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using UnityEngine.AI;
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namespace Editors
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{
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public static class ForceCleanupNavMeshTool
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{
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[MenuItem("Tools/Force Cleanup NavMesh")]
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public static void ForceCleanupNavMesh()
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{
|
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if (Application.isPlaying)
|
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return;
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NavMesh.RemoveAllNavMeshData();
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Debug.Log("Force Cleanup NavMesh: Successfully removed all baked NavMesh data.");
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}
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}
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}
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#endif
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2
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8
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vertices: []
|
||||
indices:
|
||||
edges: []
|
||||
weights: []
|
||||
secondaryTextures: []
|
||||
spriteCustomMetadata:
|
||||
entries: []
|
||||
nameFileIdTable: {}
|
||||
mipmapLimitGroupName:
|
||||
pSDRemoveMatte: 0
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -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);
|
||||
}
|
||||
}
|
||||
|
||||
81
Assets/Scripts/Network/FusionClientMovementBridge.cs
Normal file
81
Assets/Scripts/Network/FusionClientMovementBridge.cs
Normal 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) { }
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 39343fbd597ed5947b34fa2777fa1b7c
|
||||
23
Assets/Settings/Resources/AstarGizmos.asset
Normal file
23
Assets/Settings/Resources/AstarGizmos.asset
Normal file
@@ -0,0 +1,23 @@
|
||||
%YAML 1.1
|
||||
%TAG !u! tag:unity3d.com,2011:
|
||||
--- !u!114 &11400000
|
||||
MonoBehaviour:
|
||||
m_ObjectHideFlags: 0
|
||||
m_CorrespondingSourceObject: {fileID: 0}
|
||||
m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
m_GameObject: {fileID: 0}
|
||||
m_Enabled: 1
|
||||
m_EditorHideFlags: 0
|
||||
m_Script: {fileID: 11500000, guid: 98e3089fbc7bff2b78412546c703c554, type: 3}
|
||||
m_Name: AstarGizmos
|
||||
m_EditorClassIdentifier: Drawing::Pathfinding.Drawing.DrawingSettings
|
||||
version: 0
|
||||
settings:
|
||||
lineOpacity: 1
|
||||
solidOpacity: 0.55
|
||||
textOpacity: 1
|
||||
lineOpacityBehindObjects: 0.12
|
||||
solidOpacityBehindObjects: 0.45
|
||||
textOpacityBehindObjects: 0.9
|
||||
curveResolution: 1
|
||||
8
Assets/Settings/Resources/AstarGizmos.asset.meta
Normal file
8
Assets/Settings/Resources/AstarGizmos.asset.meta
Normal file
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 15cbf00e67333ac4c99d7023fc196768
|
||||
NativeFormatImporter:
|
||||
externalObjects: {}
|
||||
mainObjectFileID: 11400000
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -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];
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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
|
||||
|
||||
Reference in New Issue
Block a user