This commit is contained in:
emDuy
2026-06-26 03:10:15 +07:00
38 changed files with 95310 additions and 69123 deletions

View File

@@ -53,6 +53,46 @@ namespace Hallucinate.UI
DontDestroyOnLoad(gameObject);
}
private async void Start()
{
// Auto-connect if we bypass the UI and start directly in the Main Scene
if (UnityEngine.SceneManagement.SceneManager.GetActiveScene().name == "Main Scene")
{
Debug.Log("[BasicSpawner] Auto-starting Fusion in AutoHostOrClient mode for testing...");
if (_isStarting) return;
_isStarting = true;
try
{
await EnsureRunnerExists();
var sceneManager = gameObject.GetComponent<NetworkSceneManagerDefault>();
if (sceneManager == null) sceneManager = gameObject.AddComponent<NetworkSceneManagerDefault>();
var result = await _runner.StartGame(new StartGameArgs()
{
GameMode = GameMode.Shared,
SessionName = "QuickTestRoom", // Hardcoded session for instant testing
SceneManager = sceneManager,
Scene = SceneRef.FromIndex(UnityEngine.SceneManagement.SceneManager.GetActiveScene().buildIndex)
});
if (result.Ok)
{
Debug.Log("[BasicSpawner] Auto Connect SUCCESS!");
}
else
{
Debug.LogError($"[BasicSpawner] Auto Connect FAILED: {result.ShutdownReason}");
}
}
finally
{
_isStarting = false;
}
}
}
public PlayerProfile LocalPlayerProfile { get; private set; }
public void SetLocalPlayerProfile(PlayerProfile _profile)
{
@@ -91,8 +131,13 @@ namespace Hallucinate.UI
if (this == null) return; // BasicSpawner itself might be destroyed
Debug.Log("[BasicSpawner] Creating new NetworkRunner component.");
_runner = gameObject.AddComponent<NetworkRunner>();
_runner = gameObject.GetComponent<NetworkRunner>();
if (_runner == null)
{
Debug.Log("[BasicSpawner] Creating new NetworkRunner component.");
_runner = gameObject.AddComponent<NetworkRunner>();
}
_runner.ProvideInput = true;
_runner.AddCallbacks(this);
}
@@ -244,9 +289,13 @@ namespace Hallucinate.UI
public void OnPlayerJoined(NetworkRunner runner, PlayerRef player)
{
Debug.Log($"[BasicSpawner] PlayerJoined: {player.PlayerId}");
// In Shared Mode, there is no Server. Each client is responsible for spawning their own player.
if (player == runner.LocalPlayer)
{
SendLocalMetaData(player);
SpawnPlayer(runner, player);
}
}
@@ -405,19 +454,43 @@ namespace Hallucinate.UI
{
foreach (var player in runner.ActivePlayers)
{
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);
if (!_spawnedCharacters.ContainsKey(player))
{
SpawnPlayer(runner, player);
}
}
}
/*if (currentSceneName == "Main Scene")
{
UIManager.Instance?.OnGameStarted();
/
BNM098TYU78I98IU7Y6T57U8I9I8U7Y6T57U8I7Y6T5Y67U8IU7Y6T57U8IU7Y6E4XDER45ESZXSDCER45EDSXZSDCEFR45TTRFGHJUIYTRW
}*/
}
private void SpawnPlayer(NetworkRunner runner, PlayerRef player)
{
Debug.Log($"[BasicSpawner] Spawning Player {player.PlayerId} at {Time.time}");
Vector3 spawnPosition = (player == runner.LocalPlayer) ? new Vector3(-8, 2, 0) : new Vector3(8, 2, 0);
var networkPlayerObject = runner.Spawn(_playerPrefab, spawnPosition, Quaternion.identity, player);
// In Shared Mode, runner.Spawn automatically grants State Authority to the caller.
// We just need to assign Input Authority.
networkPlayerObject.AssignInputAuthority(player);
_spawnedCharacters[player] = networkPlayerObject;
}
private void OnGUI()
{
if (_runner != null && _runner.IsRunning)
{
GUI.color = Color.green;
GUI.Label(new Rect(10, 10, 300, 30), $"[Network] Session: {_runner.SessionInfo?.Name}");
GUI.Label(new Rect(10, 30, 300, 30), $"[Network] Players in Room: {_runner.ActivePlayers.Count()}");
GUI.Label(new Rect(10, 50, 300, 30), $"[Network] Am I Server?: {_runner.IsServer}");
}
}
public void OnSceneLoadStart(NetworkRunner runner) { }
}