Merge remote-tracking branch 'origin/master'

This commit is contained in:
2026-04-09 09:44:42 +07:00
24 changed files with 2467 additions and 265 deletions

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@@ -4,27 +4,7 @@
<option name="autoReloadType" value="SELECTIVE" /> <option name="autoReloadType" value="SELECTIVE" />
</component> </component>
<component name="ChangeListManager"> <component name="ChangeListManager">
<list default="true" id="f9183c68-daf0-43b8-be4c-fad79983f91b" name="Changes" comment=""> <list default="true" id="f9183c68-daf0-43b8-be4c-fad79983f91b" name="Changes" comment="" />
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<change beforePath="$PROJECT_DIR$/Assets/Resources/Player Variant.prefab.meta" beforeDir="false" afterPath="$PROJECT_DIR$/Assets/Resources/Player Variant.prefab.meta" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/Assets/Scripts/Player Controller/InputReader.cs" beforeDir="false" afterPath="$PROJECT_DIR$/Assets/Scripts/Player Controller/InputReader.cs" afterDir="false" />
<change beforePath="$PROJECT_DIR$/Assets/Scripts/Player Controller/PlayerMoveState.cs" beforeDir="false" afterPath="$PROJECT_DIR$/Assets/Scripts/Player Controller/PlayerMoveState.cs" afterDir="false" />
<change beforePath="$PROJECT_DIR$/Assets/Scripts/Player Controller/PlayerStateMachine.cs" beforeDir="false" afterPath="$PROJECT_DIR$/Assets/Scripts/Player Controller/PlayerStateMachine.cs" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/ProjectSettings/UnityConnectSettings.asset" beforeDir="false" afterPath="$PROJECT_DIR$/ProjectSettings/UnityConnectSettings.asset" afterDir="false" />
</list>
<option name="SHOW_DIALOG" value="false" /> <option name="SHOW_DIALOG" value="false" />
<option name="HIGHLIGHT_CONFLICTS" value="true" /> <option name="HIGHLIGHT_CONFLICTS" value="true" />
<option name="HIGHLIGHT_NON_ACTIVE_CHANGELIST" value="false" /> <option name="HIGHLIGHT_NON_ACTIVE_CHANGELIST" value="false" />
@@ -145,6 +125,7 @@
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<workItem from="1775106342316" duration="15040000" /> <workItem from="1775106342316" duration="15040000" />
<workItem from="1775313757656" duration="8722000" />
</task> </task>
<servers /> <servers />
</component> </component>

View File

@@ -374,6 +374,9 @@ MonoBehaviour:
<Input>k__BackingField: {fileID: 5600577104145922999} <Input>k__BackingField: {fileID: 5600577104145922999}
<Anim>k__BackingField: {fileID: 9098752589608501196} <Anim>k__BackingField: {fileID: 9098752589608501196}
<Scanner>k__BackingField: {fileID: 5811177247042239962} <Scanner>k__BackingField: {fileID: 5811177247042239962}
speedParamName: Speed
velocityXParamName: Velocity X
velocityZParamName: Velocity Z
<WalkSpeed>k__BackingField: 5 <WalkSpeed>k__BackingField: 5
<RunSpeed>k__BackingField: 10 <RunSpeed>k__BackingField: 10
<SprintSpeed>k__BackingField: 9 <SprintSpeed>k__BackingField: 9
@@ -393,6 +396,9 @@ MonoBehaviour:
<InteractionMask>k__BackingField: <InteractionMask>k__BackingField:
serializedVersion: 2 serializedVersion: 2
m_Bits: 512 m_Bits: 512
_NetworkedCameraRotation: {x: 0, y: 0, z: 0, w: 0}
_NetworkedMoveInput: {x: 0, y: 0}
_NetworkedSpeed: 0
--- !u!114 &3043298118541876184 --- !u!114 &3043298118541876184
MonoBehaviour: MonoBehaviour:
m_ObjectHideFlags: 0 m_ObjectHideFlags: 0

View File

@@ -288,10 +288,10 @@ RectTransform:
m_Children: [] m_Children: []
m_Father: {fileID: 1956301527} m_Father: {fileID: 1956301527}
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0.5, y: 0.5} m_AnchorMin: {x: 0, y: 0}
m_AnchorMax: {x: 0.5, y: 0.5} m_AnchorMax: {x: 1, y: 1}
m_AnchoredPosition: {x: -910, y: -490} m_AnchoredPosition: {x: 0, y: 0}
m_SizeDelta: {x: 100, y: 100} m_SizeDelta: {x: 0, y: 0}
m_Pivot: {x: 0.5, y: 0.5} m_Pivot: {x: 0.5, y: 0.5}
--- !u!114 &884186907 --- !u!114 &884186907
MonoBehaviour: MonoBehaviour:
@@ -306,7 +306,7 @@ MonoBehaviour:
m_Name: m_Name:
m_EditorClassIdentifier: UnityEngine.UI::UnityEngine.UI.Image m_EditorClassIdentifier: UnityEngine.UI::UnityEngine.UI.Image
m_Material: {fileID: 0} m_Material: {fileID: 0}
m_Color: {r: 1, g: 1, b: 1, a: 1} m_Color: {r: 0.21960786, g: 0.21960786, b: 0.21960786, a: 1}
m_RaycastTarget: 1 m_RaycastTarget: 1
m_RaycastPadding: {x: 0, y: 0, z: 0, w: 0} m_RaycastPadding: {x: 0, y: 0, z: 0, w: 0}
m_Maskable: 1 m_Maskable: 1
@@ -341,6 +341,7 @@ GameObject:
m_Component: m_Component:
- component: {fileID: 966137138} - component: {fileID: 966137138}
- component: {fileID: 966137137} - component: {fileID: 966137137}
- component: {fileID: 966137139}
m_Layer: 0 m_Layer: 0
m_Name: NetworkManager m_Name: NetworkManager
m_TagString: Untagged m_TagString: Untagged
@@ -360,6 +361,7 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: 44bfaa339c82069418e72a14479a0212, type: 3} m_Script: {fileID: 11500000, guid: 44bfaa339c82069418e72a14479a0212, type: 3}
m_Name: m_Name:
m_EditorClassIdentifier: Assembly-CSharp::BasicSpawner m_EditorClassIdentifier: Assembly-CSharp::BasicSpawner
LobbyManager: {fileID: 966137139}
_playerPrefab: _playerPrefab:
RawGuidValue: 761bdf2e5c0cff4488527355acb975e5 RawGuidValue: 761bdf2e5c0cff4488527355acb975e5
--- !u!4 &966137138 --- !u!4 &966137138
@@ -377,6 +379,19 @@ Transform:
m_Children: [] m_Children: []
m_Father: {fileID: 0} m_Father: {fileID: 0}
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!114 &966137139
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 966137136}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: b5aeb4670d7bf41499d3aaf409820260, type: 3}
m_Name:
m_EditorClassIdentifier: Assembly-CSharp::LobbyManager
roomListContent: {fileID: 966137138}
--- !u!1 &1016072950 --- !u!1 &1016072950
GameObject: GameObject:
m_ObjectHideFlags: 0 m_ObjectHideFlags: 0

View File

@@ -20,12 +20,20 @@ namespace OnlyScove.Scripts
public string GroundedStatus => (stateMachine != null && stateMachine.IsGrounded) ? "YES" : "NO"; public string GroundedStatus => (stateMachine != null && stateMachine.IsGrounded) ? "YES" : "NO";
public float HorizontalSpeed => stateMachine != null ? new Vector3(stateMachine.Controller.velocity.x, 0, stateMachine.Controller.velocity.z).magnitude : 0f; public float HorizontalSpeed => stateMachine != null ? new Vector3(stateMachine.Controller.velocity.x, 0, stateMachine.Controller.velocity.z).magnitude : 0f;
public float VerticalSpeed => stateMachine != null ? stateMachine.VelocityY : 0f; public float VerticalSpeed => stateMachine != null ? stateMachine.VelocityY : 0f;
public Vector2 MoveInput => stateMachine != null ? stateMachine.Input.MoveInput : Vector2.zero;
public bool IsSprinting => stateMachine != null ? stateMachine.Input.IsSprintHeld : false; // Sửa lỗi truy cập InputReader từ StateMachine
public Vector2 MoveInput => (stateMachine != null && stateMachine.Input != null) ? stateMachine.Input.MoveInput : Vector2.zero;
public bool IsSprinting => (stateMachine != null && stateMachine.Input != null) ? stateMachine.Input.IsSprintHeld : false;
public string TargetInteractable => stateMachine != null ? (stateMachine.GetInteractable()?.InteractionPrompt ?? "None") : "N/A"; public string TargetInteractable => stateMachine != null ? (stateMachine.GetInteractable()?.InteractionPrompt ?? "None") : "N/A";
public IInteractable GetActiveInteractable() => stateMachine?.GetInteractable(); public IInteractable GetActiveInteractable() => stateMachine?.GetInteractable();
public Vector3 GetInteractionPoint() => stateMachine != null ? stateMachine.Scanner.GetLastInteractionPoint(stateMachine.InteractionRange, stateMachine.InteractionMask) : Vector3.zero;
public Vector3 GetInteractionPoint()
{
if (stateMachine == null || stateMachine.Scanner == null) return Vector3.zero;
return stateMachine.Scanner.GetLastInteractionPoint(stateMachine.InteractionRange, stateMachine.InteractionMask);
}
private Vector3 currentVelocity; private Vector3 currentVelocity;
private Transform cameraTransform; private Transform cameraTransform;

View File

@@ -1,14 +1,17 @@
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.Threading.Tasks;
using System.Linq;
using Fusion; using Fusion;
using Fusion.Sockets; using Fusion.Sockets;
using UnityEngine; using UnityEngine;
using UnityEngine.SceneManagement; using UnityEngine.SceneManagement;
using Random = UnityEngine.Random;
// ĐỊNH NGHĨA DỮ LIỆU GỬI QUA MẠNG // Struct input đồng bộ giữa Spawner, Movement và StateMachine
public struct NetworkInputData : INetworkInput public struct PlayerInputData : INetworkInput
{ {
public Vector2 move; public Vector2 Direction;
public Quaternion rot; public Quaternion rot;
public bool sprint; public bool sprint;
} }
@@ -16,31 +19,107 @@ public struct NetworkInputData : INetworkInput
public class BasicSpawner : MonoBehaviour, INetworkRunnerCallbacks public class BasicSpawner : MonoBehaviour, INetworkRunnerCallbacks
{ {
private NetworkRunner _runner; private NetworkRunner _runner;
private string _roomName = "Room1";
public LobbyManager LobbyManager;
[SerializeField] private NetworkPrefabRef _playerPrefab; [SerializeField] private NetworkPrefabRef _playerPrefab;
private Dictionary<PlayerRef, NetworkObject> _spawnedCharacters = new Dictionary<PlayerRef, NetworkObject>(); private Dictionary<PlayerRef, NetworkObject> _spawnedCharacters = new Dictionary<PlayerRef, NetworkObject>();
async void StartGame(GameMode mode) // Thông tin profile local
public PlayerProfile LocalPlayerProfile { get; private set; }
public void SetLocalPlayerProfile(PlayerProfile profile)
{ {
if (_runner != null) return; LocalPlayerProfile = profile;
_runner = gameObject.AddComponent<NetworkRunner>(); }
_runner.ProvideInput = true;
private void Awake()
{
if (_runner == null) _runner = gameObject.AddComponent<NetworkRunner>();
DontDestroyOnLoad(gameObject); DontDestroyOnLoad(gameObject);
await _runner.StartGame(new StartGameArgs() }
// Khởi tạo Game (Host/Client)
public async Task StartGame(GameMode mode, string sessionName = "TestRoom")
{
Debug.Log($"<color=yellow>Fusion:</color> Đang khởi tạo kết nối với Mode: {mode} | Phòng: {sessionName}");
if (_runner == null) _runner = gameObject.AddComponent<NetworkRunner>();
_runner.ProvideInput = true;
var sceneManager = gameObject.GetComponent<NetworkSceneManagerDefault>();
if (sceneManager == null) sceneManager = gameObject.AddComponent<NetworkSceneManagerDefault>();
var result = await _runner.StartGame(new StartGameArgs()
{ {
GameMode = mode, GameMode = mode,
SessionName = "TestRoom", SessionName = sessionName,
Scene = SceneRef.FromIndex(1), Scene = SceneRef.FromIndex(1),
SceneManager = gameObject.AddComponent<NetworkSceneManagerDefault>() SceneManager = sceneManager
}); });
if (result.Ok)
{
Debug.Log($"<color=green>Fusion thành công:</color> Đã vào phòng {sessionName}");
}
else
{
Debug.LogError($"<color=red>Fusion thất bại:</color> Lý do: {result.ShutdownReason}");
if (_runner != null)
{
Destroy(_runner);
_runner = null;
}
}
} }
private void OnGUI() private void OnGUI()
{ {
if (_runner == null) if (_runner == null || !_runner.IsRunning)
{ {
if (GUI.Button(new Rect(10, 10, 200, 40), "Host (Tạo phòng)")) StartGame(GameMode.AutoHostOrClient); float width = 400;
if (GUI.Button(new Rect(10, 60, 200, 40), "Join (Vào phòng)")) StartGame(GameMode.Client); float height = 300;
float x = (Screen.width - width) / 2f;
float y = (Screen.height - height) / 2f;
GUI.Box(new Rect(x, y, width, height), "FUSION MULTIPLAYER");
float innerX = x + 20;
float innerY = y + 40;
float contentWidth = width - 40;
GUI.Label(new Rect(innerX, innerY, 100, 30), "Tên phòng:");
_roomName = GUI.TextField(new Rect(innerX + 100, innerY, contentWidth - 100, 30), _roomName);
if (GUI.Button(new Rect(innerX, innerY + 50, contentWidth, 60), "VÀO PHÒNG\n(Tự động Host/Client)"))
{
_ = StartGame(GameMode.AutoHostOrClient, _roomName);
}
if (GUI.Button(new Rect(innerX, innerY + 120, (contentWidth / 2) - 5, 50), "Tạo phòng\n(Host)"))
{
_ = StartGame(GameMode.Host, _roomName);
}
if (GUI.Button(new Rect(innerX + (contentWidth / 2) + 5, innerY + 120, (contentWidth / 2) - 5, 50), "Tham gia\n(Client)"))
{
_ = StartGame(GameMode.Client, _roomName);
}
GUI.Label(new Rect(innerX, innerY + 180, contentWidth, 50), "Gợi ý: Nhập cùng tên phòng để chơi chung.\nNếu phòng chưa có, máy sẽ tự tạo mới.");
}
else
{
string region = (_runner.SessionInfo != null && _runner.SessionInfo.IsValid) ? _runner.SessionInfo.Region : "Connecting...";
int playerCount = 0;
foreach (var p in _runner.ActivePlayers) playerCount++;
string info = $"Mode: {_runner.GameMode} | Region: {region} | Players: {playerCount}";
GUI.Box(new Rect(10, 10, 400, 30), info);
if (GUI.Button(new Rect(10, 50, 100, 30), "Thoát"))
{
_runner.Shutdown();
}
} }
} }
@@ -48,34 +127,15 @@ public class BasicSpawner : MonoBehaviour, INetworkRunnerCallbacks
{ {
if (runner.IsServer) if (runner.IsServer)
{ {
Vector3 spawnPosition = new Vector3((player.RawEncoded % 10) * 2, 1, 0); Vector3 spawnPosition = new Vector3(Random.Range(-10f, 10f), 2f, Random.Range(-10f, 10f));
NetworkObject networkPlayerObject = runner.Spawn(_playerPrefab, spawnPosition, Quaternion.identity, player); spawnPosition += new Vector3(player.RawEncoded % 3, 0, player.RawEncoded % 3);
var networkPlayerObject = runner.Spawn(_playerPrefab, spawnPosition, Quaternion.identity, player);
runner.SetPlayerObject(player, networkPlayerObject); runner.SetPlayerObject(player, networkPlayerObject);
_spawnedCharacters.Add(player, networkPlayerObject); _spawnedCharacters.Add(player, networkPlayerObject);
} }
} }
public void OnInput(NetworkRunner runner, NetworkInput input)
{
var data = new NetworkInputData();
// Lấy dữ liệu từ nhân vật local của chính mình
if (OnlyScove.Scripts.PlayerStateMachine.Local != null)
{
var sm = OnlyScove.Scripts.PlayerStateMachine.Local;
data.move = sm.Input.MoveInput;
data.sprint = sm.Input.IsSprintHeld;
// Lấy hướng xoay từ Camera (nếu có)
if (sm.Cam != null)
data.rot = sm.Cam.PlanarRotation;
else
data.rot = sm.NetworkedCameraRotation; // Fallback
}
input.Set(data);
}
public void OnPlayerLeft(NetworkRunner runner, PlayerRef player) public void OnPlayerLeft(NetworkRunner runner, PlayerRef player)
{ {
if (_spawnedCharacters.TryGetValue(player, out NetworkObject networkObject)) if (_spawnedCharacters.TryGetValue(player, out NetworkObject networkObject))
@@ -85,6 +145,29 @@ public class BasicSpawner : MonoBehaviour, INetworkRunnerCallbacks
} }
} }
public void OnInput(NetworkRunner runner, NetworkInput input)
{
var data = new PlayerInputData();
// ĐỌC TRỰC TIẾP: Không dùng Buffer để tránh bị trôi phím
data.Direction = new Vector2(Input.GetAxisRaw("Horizontal"), Input.GetAxisRaw("Vertical"));
data.sprint = Input.GetKey(KeyCode.LeftShift);
if (OnlyScove.Scripts.PlayerStateMachine.Local != null)
{
var sm = OnlyScove.Scripts.PlayerStateMachine.Local;
if (sm.Cam != null) data.rot = sm.Cam.PlanarRotation;
else data.rot = sm.NetworkedCameraRotation;
}
input.Set(data);
}
public void OnSessionListUpdated(NetworkRunner runner, List<SessionInfo> sessionList)
{
if (LobbyManager != null) LobbyManager.DisplayRoomList(sessionList);
}
public void OnInputMissing(NetworkRunner runner, PlayerRef player, NetworkInput input) { } public void OnInputMissing(NetworkRunner runner, PlayerRef player, NetworkInput input) { }
public void OnShutdown(NetworkRunner runner, ShutdownReason shutdownReason) { } public void OnShutdown(NetworkRunner runner, ShutdownReason shutdownReason) { }
public void OnConnectedToServer(NetworkRunner runner) { } public void OnConnectedToServer(NetworkRunner runner) { }
@@ -92,7 +175,6 @@ public class BasicSpawner : MonoBehaviour, INetworkRunnerCallbacks
public void OnConnectRequest(NetworkRunner runner, NetworkRunnerCallbackArgs.ConnectRequest request, byte[] token) { } public void OnConnectRequest(NetworkRunner runner, NetworkRunnerCallbackArgs.ConnectRequest request, byte[] token) { }
public void OnConnectFailed(NetworkRunner runner, NetAddress remoteAddress, NetConnectFailedReason reason) { } public void OnConnectFailed(NetworkRunner runner, NetAddress remoteAddress, NetConnectFailedReason reason) { }
public void OnUserSimulationMessage(NetworkRunner runner, SimulationMessagePtr message) { } public void OnUserSimulationMessage(NetworkRunner runner, SimulationMessagePtr message) { }
public void OnSessionListUpdated(NetworkRunner runner, List<SessionInfo> sessionList) { }
public void OnCustomAuthenticationResponse(NetworkRunner runner, Dictionary<string, object> data) { } public void OnCustomAuthenticationResponse(NetworkRunner runner, Dictionary<string, object> data) { }
public void OnHostMigration(NetworkRunner runner, HostMigrationToken hostMigrationToken) { } public void OnHostMigration(NetworkRunner runner, HostMigrationToken hostMigrationToken) { }
public void OnSceneLoadDone(NetworkRunner runner) { } public void OnSceneLoadDone(NetworkRunner runner) { }

View File

@@ -0,0 +1 @@
// File này hiện tại không còn nội dung, có thể xóa đi hoặc để trống.

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 2bf2c7f159565794b87d6f3ca2eb2976

View File

@@ -0,0 +1,28 @@
using System.Collections.Generic;
using Fusion;
using UnityEngine;
public class LobbyManager : MonoBehaviour
{
[Header("UI References")]
public Transform roomListContent; // Ô chứa danh sách phòng (nếu có)
public void DisplayRoomList(List<SessionInfo> sessionList)
{
Debug.Log($"<color=green>Lobby Update:</color> Đang tìm thấy {sessionList.Count} phòng.");
// Xóa danh sách cũ (nếu bạn làm UI)
/*
foreach (Transform child in roomListContent) {
Destroy(child.gameObject);
}
*/
// Hiển thị danh sách mới
foreach (var session in sessionList)
{
Debug.Log($"- Phòng: {session.Name} | Người chơi: {session.PlayerCount}/{session.MaxPlayers}");
// Ở đây bạn sẽ Instantiate các Button đại diện cho mỗi phòng
}
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: b5aeb4670d7bf41499d3aaf409820260

View File

@@ -0,0 +1,17 @@
using UnityEngine;
// Enum các loại nhân vật
public enum CharacterClass
{
Warrior,
Mage,
Archer
}
// Lớp quản lý thông tin nhân vật local
[System.Serializable]
public class PlayerProfile
{
public string Name = "Player";
public CharacterClass Class = CharacterClass.Warrior;
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 8a1452ae101af8e43b94c2c778a70fe0

View File

@@ -1,11 +1,10 @@
using UnityEngine; using UnityEngine;
namespace OnlyScove.Scripts namespace OnlyScove.Scripts
{ {
public class PlayerAirDashState : PlayerBaseState public class PlayerAirDashState : PlayerBaseState
{ {
private readonly int airDashHash = Animator.StringToHash("AirDash"); private float dashDuration = 0.3f;
private float dashDuration = 0.2f;
private float dashTimer; private float dashTimer;
private Vector3 dashDirection; private Vector3 dashDirection;
@@ -14,39 +13,31 @@ namespace OnlyScove.Scripts
public override void Enter() public override void Enter()
{ {
dashTimer = dashDuration; dashTimer = dashDuration;
stateMachine.Anim.SetTrigger(airDashHash); stateMachine.Anim.SetTrigger("Dash");
// Reset vertical velocity so we don't carry falling momentum into the dash // ĐÚNG: Sử dụng MoveInput đã đồng bộ
stateMachine.VelocityY = 0f; Vector2 input = stateMachine.MoveInput;
// Determine dash direction
Vector2 input = stateMachine.Input.MoveInput;
if (input != Vector2.zero) if (input != Vector2.zero)
{ {
dashDirection = new Vector3(input.x, 0f, input.y).normalized; dashDirection = new Vector3(input.x, 0, input.y).normalized;
dashDirection = stateMachine.NetworkedCameraRotation * dashDirection;
if (stateMachine.Cam != null)
{
dashDirection = stateMachine.Cam.PlanarRotation * dashDirection;
}
stateMachine.transform.rotation = Quaternion.LookRotation(dashDirection);
} }
else else
{ {
dashDirection = stateMachine.transform.forward; dashDirection = stateMachine.transform.forward;
} }
dashDirection.y = 0;
dashDirection.Normalize();
} }
public override void Tick(float deltaTime) public override void Tick(float deltaTime)
{ {
dashTimer -= deltaTime; dashTimer -= deltaTime;
// Move horizontally, ignoring gravity for this brief moment // Sử dụng hàm Move tập trung
stateMachine.Controller.Move(dashDirection * stateMachine.DashForce * deltaTime); stateMachine.Move(dashDirection * stateMachine.DashForce, 1.0f, deltaTime);
// When the air dash ends, return to falling if (dashTimer <= 0)
if (dashTimer <= 0f)
{ {
stateMachine.SwitchState(new PlayerFallState(stateMachine)); stateMachine.SwitchState(new PlayerFallState(stateMachine));
} }

View File

@@ -20,16 +20,14 @@ namespace OnlyScove.Scripts
stateMachine.Input.OnJumpEvent += OnJump; stateMachine.Input.OnJumpEvent += OnJump;
// Determine dash direction based on input, or default to forward if no input // ĐÚNG: Sử dụng MoveInput đã đồng bộ mạng (Quan trọng để Client không bị phụ thuộc vào phím của Host)
Vector2 input = stateMachine.Input.MoveInput; Vector2 input = stateMachine.MoveInput;
if (input != Vector2.zero) if (input != Vector2.zero)
{ {
dashDirection = new Vector3(input.x, 0f, input.y).normalized; dashDirection = new Vector3(input.x, 0f, input.y).normalized;
dashDirection = stateMachine.NetworkedCameraRotation * dashDirection;
if (stateMachine.Cam != null) dashDirection.y = 0;
{ dashDirection.Normalize();
dashDirection = stateMachine.Cam.PlanarRotation * dashDirection;
}
// Instantly snap rotation to face the dash direction // Instantly snap rotation to face the dash direction
stateMachine.transform.rotation = Quaternion.LookRotation(dashDirection); stateMachine.transform.rotation = Quaternion.LookRotation(dashDirection);
@@ -45,17 +43,18 @@ namespace OnlyScove.Scripts
dashTimer -= deltaTime; dashTimer -= deltaTime;
// Apply high speed for the dash (Burst speed) // Apply high speed for the dash (Burst speed)
stateMachine.Controller.Move(dashDirection * stateMachine.SprintSpeed * deltaTime); // Sử dụng Move tập trung để đồng bộ mạng
stateMachine.Move(dashDirection * stateMachine.SprintSpeed, 1.0f, deltaTime);
// When the dash finishes, decide the next state // When the dash finishes, decide the next state
if (dashTimer <= 0f) if (dashTimer <= 0f)
{ {
if (stateMachine.Input.IsSprintHeld && stateMachine.Input.MoveInput != Vector2.zero) if (stateMachine.IsSprintHeld && stateMachine.MoveInput != Vector2.zero)
{ {
// Kept holding Shift -> Go to Sprint // Kept holding Shift -> Go to Sprint
stateMachine.SwitchState(new PlayerRunState(stateMachine)); stateMachine.SwitchState(new PlayerRunState(stateMachine));
} }
else if (stateMachine.Input.MoveInput != Vector2.zero) else if (stateMachine.MoveInput != Vector2.zero)
{ {
// Released Shift but still moving -> Go to Walk // Released Shift but still moving -> Go to Walk
stateMachine.SwitchState(new PlayerMoveState(stateMachine)); stateMachine.SwitchState(new PlayerMoveState(stateMachine));

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@@ -1,11 +1,11 @@
using UnityEngine; using UnityEngine;
namespace OnlyScove.Scripts namespace OnlyScove.Scripts
{ {
public class PlayerDodgeState : PlayerBaseState public class PlayerDodgeState : PlayerBaseState
{ {
private readonly int dodgeHash = Animator.StringToHash("Dodge"); private readonly int dodgeHash = Animator.StringToHash("Dodge");
private float dodgeDuration = 0.4f; // Adjust based on your dodge animation length private float dodgeDuration = 0.5f;
private float dodgeTimer; private float dodgeTimer;
private Vector3 dodgeDirection; private Vector3 dodgeDirection;
@@ -16,46 +16,32 @@ namespace OnlyScove.Scripts
dodgeTimer = dodgeDuration; dodgeTimer = dodgeDuration;
stateMachine.Anim.SetTrigger(dodgeHash); stateMachine.Anim.SetTrigger(dodgeHash);
// Calculate dodge direction based on current input Vector2 input = stateMachine.MoveInput;
Vector2 input = stateMachine.Input.MoveInput;
if (input != Vector2.zero) if (input != Vector2.zero)
{ {
// Dodge in the input direction (Left, Right, Back, Forward) dodgeDirection = new Vector3(input.x, 0, input.y).normalized;
dodgeDirection = new Vector3(input.x, 0f, input.y).normalized; dodgeDirection = stateMachine.NetworkedCameraRotation * dodgeDirection;
if (stateMachine.Cam != null)
{
dodgeDirection = stateMachine.Cam.PlanarRotation * dodgeDirection;
}
// Instantly rotate the player to face the dodge direction
stateMachine.transform.rotation = Quaternion.LookRotation(dodgeDirection);
} }
else else
{ {
// If no input, just roll straight forward dodgeDirection = -stateMachine.transform.forward;
dodgeDirection = stateMachine.transform.forward;
} }
dodgeDirection.y = 0;
dodgeDirection.Normalize();
stateMachine.transform.rotation = Quaternion.LookRotation(dodgeDirection);
} }
public override void Tick(float deltaTime) public override void Tick(float deltaTime)
{ {
dodgeTimer -= deltaTime; dodgeTimer -= deltaTime;
// Apply movement force for the dodge (usually slightly slower than a Dash) // Sử dụng hàm Move tập trung
stateMachine.Controller.Move(dodgeDirection * (stateMachine.DashForce * 0.8f) * deltaTime); stateMachine.Move(dodgeDirection * (stateMachine.DashForce * 0.8f), 1.0f, deltaTime);
// Once the roll finishes, transition back to Idle or Move if (dodgeTimer <= 0)
if (dodgeTimer <= 0f)
{ {
if (stateMachine.Input.MoveInput != Vector2.zero) stateMachine.SwitchState(new PlayerIdleState(stateMachine));
{
stateMachine.SwitchState(new PlayerMoveState(stateMachine));
}
else
{
stateMachine.SwitchState(new PlayerIdleState(stateMachine));
}
} }
} }

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@@ -32,36 +32,25 @@ namespace OnlyScove.Scripts
public override void Tick(float deltaTime) public override void Tick(float deltaTime)
{ {
stateMachine.VelocityY += Physics.gravity.y * deltaTime; stateMachine.VelocityY += stateMachine.Gravity * deltaTime;
Vector2 input = stateMachine.Input.MoveInput; // ĐÚNG: Sử dụng MoveInput đã đồng bộ mạng
Vector2 input = stateMachine.MoveInput;
Vector3 inputDir = new Vector3(input.x, 0, input.y).normalized; Vector3 inputDir = new Vector3(input.x, 0, input.y).normalized;
Vector3 moveDirection = stateMachine.Cam != null ? stateMachine.Cam.PlanarRotation * inputDir : inputDir; Vector3 moveDirection = stateMachine.NetworkedCameraRotation * inputDir;
moveDirection.y = 0;
moveDirection.Normalize();
Vector3 velocity = moveDirection * fallSpeed; Vector3 velocity = moveDirection * fallSpeed;
velocity.y = stateMachine.VelocityY; velocity.y = stateMachine.VelocityY;
stateMachine.Controller.Move(velocity * deltaTime); // Sử dụng hàm Move tập trung của StateMachine để đồng bộ
stateMachine.Move(velocity, 0.5f, deltaTime);
// Cập nhật Animator cho việc rơi trên không stateMachine.Rotate(moveDirection, deltaTime);
float multiplier = stateMachine.Input.IsSprintHeld ? 2f : 0.5f;
stateMachine.Anim.SetFloat(speedHash, stateMachine.Input.IsSprintHeld ? 1f : 0.7f, stateMachine.AnimationDamping, deltaTime);
stateMachine.Anim.SetFloat(speedXHash, input.x * multiplier, stateMachine.AnimationDamping, deltaTime);
stateMachine.Anim.SetFloat(speedZHash, input.y * multiplier, stateMachine.AnimationDamping, deltaTime);
if (moveDirection != Vector3.zero)
{
Quaternion targetRot = Quaternion.LookRotation(moveDirection);
stateMachine.transform.rotation = Quaternion.RotateTowards(
stateMachine.transform.rotation,
targetRot,
stateMachine.RotationSpeed * deltaTime
);
}
if (stateMachine.IsGrounded) if (stateMachine.IsGrounded)
{ {
// Landing Shake from PlayerController.cs // Landing Shake
if (!stateMachine.WasGrounded && stateMachine.VelocityY < -1f) if (!stateMachine.WasGrounded && stateMachine.VelocityY < -1f)
{ {
if (stateMachine.Cam != null) if (stateMachine.Cam != null)
@@ -76,8 +65,7 @@ namespace OnlyScove.Scripts
stateMachine.SwitchState(new PlayerIdleState(stateMachine)); stateMachine.SwitchState(new PlayerIdleState(stateMachine));
else else
{ {
// Return to the appropriate movement state based on sprint input if (stateMachine.IsSprintHeld)
if (stateMachine.Input.IsSprintHeld)
stateMachine.SwitchState(new PlayerRunState(stateMachine)); stateMachine.SwitchState(new PlayerRunState(stateMachine));
else else
stateMachine.SwitchState(new PlayerMoveState(stateMachine)); stateMachine.SwitchState(new PlayerMoveState(stateMachine));

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@@ -10,8 +10,9 @@ namespace OnlyScove.Scripts
public override void Enter() public override void Enter()
{ {
stateMachine.Anim.ResetTrigger("Jump"); // Tạm thời bỏ ResetTrigger nếu chúng không tồn tại trong Animator của bạn
stateMachine.Anim.ResetTrigger("Fall"); // stateMachine.Anim.ResetTrigger("Jump");
// stateMachine.Anim.ResetTrigger("Fall");
stateMachine.Input.OnJumpEvent += OnJump; stateMachine.Input.OnJumpEvent += OnJump;
stateMachine.Input.OnDodgeEvent += OnDodge; stateMachine.Input.OnDodgeEvent += OnDodge;
@@ -23,26 +24,25 @@ namespace OnlyScove.Scripts
public override void Tick(float deltaTime) public override void Tick(float deltaTime)
{ {
stateMachine.Anim.SetFloat(speedHash, 0f, stateMachine.AnimationDamping, deltaTime); // Cập nhật trọng lực
stateMachine.Anim.SetFloat(speedXHash, 0f, stateMachine.AnimationDamping, deltaTime);
stateMachine.Anim.SetFloat(speedZHash, 0f, stateMachine.AnimationDamping, deltaTime);
if (stateMachine.Input.MoveInput != Vector2.zero)
{
stateMachine.SwitchState(new PlayerMoveState(stateMachine));
return;
}
if (stateMachine.IsGrounded && stateMachine.VelocityY < 0) if (stateMachine.IsGrounded && stateMachine.VelocityY < 0)
{ {
stateMachine.VelocityY = -2f; stateMachine.VelocityY = -2f;
} }
else else
{ {
stateMachine.VelocityY += Physics.gravity.y * deltaTime; stateMachine.VelocityY += stateMachine.Gravity * deltaTime;
} }
stateMachine.Controller.Move(new Vector3(0, stateMachine.VelocityY, 0) * deltaTime); // Sử dụng hàm Move tập trung để đồng bộ Animator và Vị trí
stateMachine.Move(new Vector3(0, stateMachine.VelocityY, 0), 0f, deltaTime);
// QUAN TRỌNG: Đọc dữ liệu đã đồng bộ từ mạng (stateMachine.MoveInput)
if (stateMachine.MoveInput != Vector2.zero)
{
stateMachine.SwitchState(new PlayerMoveState(stateMachine));
return;
}
} }
public override void PhysicsTick(float fixedDeltaTime) {} public override void PhysicsTick(float fixedDeltaTime) {}

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@@ -25,51 +25,34 @@ namespace OnlyScove.Scripts
public override void Enter() public override void Enter()
{ {
// Set initial velocity for the Jump Blend Tree (2D Freeform) // Sử dụng dữ liệu đồng bộ
Vector2 input = stateMachine.Input.MoveInput; Vector2 input = stateMachine.MoveInput;
stateMachine.Anim.SetFloat(speedXHash, input.x);
stateMachine.Anim.SetFloat(speedZHash, input.y);
// Set Speed parameter to help distinguish between Idle Jump (0) and Run Jump (0.7+)
float moveAmount = input.magnitude;
stateMachine.Anim.SetFloat(speedHash, moveAmount > 0.1f ? 1.0f : 0f);
stateMachine.Anim.ResetTrigger(jumpHash); stateMachine.Anim.ResetTrigger(jumpHash);
stateMachine.Anim.SetTrigger(jumpHash); stateMachine.Anim.SetTrigger(jumpHash);
// Physic formula: v = sqrt(h * -2 * g) // Physic formula: v = sqrt(h * -2 * g)
stateMachine.VelocityY = Mathf.Sqrt(stateMachine.JumpHeight * -2f * Physics.gravity.y); stateMachine.VelocityY = Mathf.Sqrt(stateMachine.JumpHeight * -2f * stateMachine.Gravity);
stateMachine.Input.OnSprintEvent += OnAirDash; stateMachine.Input.OnSprintEvent += OnAirDash;
} }
public override void Tick(float deltaTime) public override void Tick(float deltaTime)
{ {
stateMachine.VelocityY += Physics.gravity.y * deltaTime; stateMachine.VelocityY += stateMachine.Gravity * deltaTime;
Vector2 input = stateMachine.Input.MoveInput; Vector2 input = stateMachine.MoveInput;
Vector3 inputDir = new Vector3(input.x, 0, input.y).normalized; Vector3 inputDir = new Vector3(input.x, 0, input.y).normalized;
Vector3 moveDirection = stateMachine.Cam != null ? stateMachine.Cam.PlanarRotation * inputDir : inputDir; Vector3 moveDirection = stateMachine.NetworkedCameraRotation * inputDir;
moveDirection.y = 0;
moveDirection.Normalize();
Vector3 velocity = moveDirection * jumpSpeed; Vector3 velocity = moveDirection * jumpSpeed;
velocity.y = stateMachine.VelocityY; velocity.y = stateMachine.VelocityY;
stateMachine.Controller.Move(velocity * deltaTime); // Đồng bộ di chuyển và xoay
stateMachine.Move(velocity, 1.0f, deltaTime);
// Cập nhật Animator cho việc di chuyển trên không (Blend Tree sẽ tự mượt mà theo các giá trị này) stateMachine.Rotate(moveDirection, deltaTime);
float multiplier = stateMachine.Input.IsSprintHeld ? 1f : 0.5f;
stateMachine.Anim.SetFloat(speedXHash, input.x * multiplier, stateMachine.AnimationDamping, deltaTime);
stateMachine.Anim.SetFloat(speedZHash, input.y * multiplier, stateMachine.AnimationDamping, deltaTime);
if (moveDirection != Vector3.zero)
{
Quaternion targetRot = Quaternion.LookRotation(moveDirection);
stateMachine.transform.rotation = Quaternion.RotateTowards(
stateMachine.transform.rotation,
targetRot,
stateMachine.RotationSpeed * deltaTime
);
}
if (stateMachine.VelocityY <= 0f) if (stateMachine.VelocityY <= 0f)
{ {

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@@ -20,7 +20,8 @@ namespace OnlyScove.Scripts
public override void Tick(float deltaTime) public override void Tick(float deltaTime)
{ {
Vector2 input = stateMachine.Input.MoveInput; // QUAN TRỌNG: Đọc trực tiếp từ stateMachine (Dữ liệu đã đồng bộ mạng)
Vector2 input = stateMachine.MoveInput;
float moveAmount = Mathf.Clamp01(Mathf.Abs(input.x) + Mathf.Abs(input.y)); float moveAmount = Mathf.Clamp01(Mathf.Abs(input.x) + Mathf.Abs(input.y));
if (moveAmount <= 0.01f) if (moveAmount <= 0.01f)
@@ -29,25 +30,17 @@ namespace OnlyScove.Scripts
return; return;
} }
if (stateMachine.Input.IsSprintHeld) if (stateMachine.IsSprintHeld)
{ {
stateMachine.SwitchState(new PlayerDashState(stateMachine)); stateMachine.SwitchState(new PlayerDashState(stateMachine));
return; return;
} }
Vector3 inputDir = new Vector3(input.x, 0, input.y).normalized; Vector3 inputDir = new Vector3(input.x, 0, input.y).normalized;
// DÙNG HƯỚNG CAMERA TỪ MẠNG ĐỂ ĐỒNG BỘ MÁY CHỦ
Vector3 moveDirection = stateMachine.NetworkedCameraRotation * inputDir; Vector3 moveDirection = stateMachine.NetworkedCameraRotation * inputDir;
moveDirection.y = 0; // Đảm bảo không bay lên trời moveDirection.y = 0;
moveDirection.Normalize(); moveDirection.Normalize();
if (stateMachine.Cam != null && stateMachine.Object.HasInputAuthority)
{
// Log chỉ hiện ở máy khách để debug hướng xoay
// Debug.Log($"[Move] Input: {inputDir}, MoveDir: {moveDirection}");
}
Vector3 velocity = moveDirection * stateMachine.WalkSpeed; Vector3 velocity = moveDirection * stateMachine.WalkSpeed;
if (stateMachine.IsGrounded && stateMachine.VelocityY < 0) if (stateMachine.IsGrounded && stateMachine.VelocityY < 0)
@@ -56,25 +49,13 @@ namespace OnlyScove.Scripts
} }
else else
{ {
stateMachine.VelocityY += Physics.gravity.y * deltaTime; stateMachine.VelocityY += stateMachine.Gravity * deltaTime;
} }
velocity.y = stateMachine.VelocityY; velocity.y = stateMachine.VelocityY;
stateMachine.Controller.Move(velocity * deltaTime); // Sử dụng hàm Move tập trung (0.7f là giá trị Speed cho Animator khi đi bộ)
stateMachine.Move(velocity, 0.7f, deltaTime);
if (moveDirection != Vector3.zero) stateMachine.Rotate(moveDirection, deltaTime);
{
Quaternion targetRot = Quaternion.LookRotation(moveDirection);
stateMachine.transform.rotation = Quaternion.RotateTowards(
stateMachine.transform.rotation,
targetRot,
stateMachine.RotationSpeed * deltaTime
);
}
stateMachine.Anim.SetFloat(speedHash, 0.7f, stateMachine.AnimationDamping, deltaTime);
stateMachine.Anim.SetFloat(speedXHash, input.x * 0.5f, stateMachine.AnimationDamping, deltaTime);
stateMachine.Anim.SetFloat(speedZHash, input.y * 0.5f, stateMachine.AnimationDamping, deltaTime);
} }
public override void PhysicsTick(float fixedDeltaTime) {} public override void PhysicsTick(float fixedDeltaTime) {}

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@@ -12,12 +12,13 @@ namespace OnlyScove.Scripts
public override void Enter() public override void Enter()
{ {
// Play the Parkour animation (Step Up) if (stateMachine.Anim != null && stateMachine.Anim.layerCount > 0)
stateMachine.Anim.CrossFadeInFixedTime(parkourHash, 0.1f); {
// Play the Parkour animation (Step Up)
// Use the overload with layer index 0 to be explicit
stateMachine.Anim.CrossFadeInFixedTime(parkourHash, 0.1f, 0);
}
// We'll wait for the animation to finish.
// In a real project, you might get the exact duration from the Animator.
// For now, we'll assume a fixed duration or check state.
timer = 0f; timer = 0f;
} }

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@@ -19,7 +19,8 @@ namespace OnlyScove.Scripts
public override void Tick(float deltaTime) public override void Tick(float deltaTime)
{ {
Vector2 input = stateMachine.Input.MoveInput; // ĐÚNG: Sử dụng dữ liệu đã đồng bộ qua mạng
Vector2 input = stateMachine.MoveInput;
float moveAmount = Mathf.Clamp01(Mathf.Abs(input.x) + Mathf.Abs(input.y)); float moveAmount = Mathf.Clamp01(Mathf.Abs(input.x) + Mathf.Abs(input.y));
if (moveAmount <= 0.01f) if (moveAmount <= 0.01f)
@@ -28,14 +29,16 @@ namespace OnlyScove.Scripts
return; return;
} }
if (!stateMachine.Input.IsSprintHeld) if (!stateMachine.IsSprintHeld)
{ {
stateMachine.SwitchState(new PlayerMoveState(stateMachine)); stateMachine.SwitchState(new PlayerMoveState(stateMachine));
return; return;
} }
Vector3 inputDir = new Vector3(input.x, 0, input.y).normalized; Vector3 inputDir = new Vector3(input.x, 0, input.y).normalized;
Vector3 moveDirection = stateMachine.Cam != null ? stateMachine.Cam.PlanarRotation * inputDir : inputDir; Vector3 moveDirection = stateMachine.NetworkedCameraRotation * inputDir;
moveDirection.y = 0;
moveDirection.Normalize();
Vector3 velocity = moveDirection * stateMachine.SprintSpeed; Vector3 velocity = moveDirection * stateMachine.SprintSpeed;
@@ -45,25 +48,13 @@ namespace OnlyScove.Scripts
} }
else else
{ {
stateMachine.VelocityY += Physics.gravity.y * deltaTime; stateMachine.VelocityY += stateMachine.Gravity * deltaTime;
} }
velocity.y = stateMachine.VelocityY; velocity.y = stateMachine.VelocityY;
stateMachine.Controller.Move(velocity * deltaTime); // Sử dụng hàm Move tập trung (1.0f là giá trị Speed cho Animator khi chạy)
stateMachine.Move(velocity, 1.0f, deltaTime);
if (moveDirection != Vector3.zero) stateMachine.Rotate(moveDirection, deltaTime);
{
Quaternion targetRot = Quaternion.LookRotation(moveDirection);
stateMachine.transform.rotation = Quaternion.RotateTowards(
stateMachine.transform.rotation,
targetRot,
stateMachine.RotationSpeed * deltaTime
);
}
stateMachine.Anim.SetFloat(speedHash, 1f, stateMachine.AnimationDamping, deltaTime);
stateMachine.Anim.SetFloat(speedXHash, input.x * 2f, stateMachine.AnimationDamping, deltaTime);
stateMachine.Anim.SetFloat(speedZHash, input.y * 2f, stateMachine.AnimationDamping, deltaTime);
} }
public override void PhysicsTick(float fixedDeltaTime) {} public override void PhysicsTick(float fixedDeltaTime) {}

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@@ -14,10 +14,19 @@ namespace OnlyScove.Scripts
[field: SerializeField] public EnvironmentScanner Scanner { get; private set; } [field: SerializeField] public EnvironmentScanner Scanner { get; private set; }
public CameraController Cam { get; private set; } public CameraController Cam { get; private set; }
[field: Header("Animator Settings")]
[SerializeField] private string speedParamName = "Speed";
[SerializeField] private string velocityXParamName = "Velocity X";
[SerializeField] private string velocityZParamName = "Velocity Z";
private int speedHash;
private int velocityXHash;
private int velocityZHash;
[field: Header("Movement Settings")] [field: Header("Movement Settings")]
[field: SerializeField] public float WalkSpeed { get; private set; } = 3f; [field: SerializeField] public float WalkSpeed { get; private set; } = 3f;
[field: SerializeField] public float RunSpeed { get; private set; } = 6f; [field: SerializeField] public float RunSpeed { get; private set; } = 6f;
[field: SerializeField] public float SprintSpeed { get; private set; } = 9f; // 150% of RunSpeed [field: SerializeField] public float SprintSpeed { get; private set; } = 9f;
[field: SerializeField] public float SneakSpeed { get; private set; } = 1.5f; [field: SerializeField] public float SneakSpeed { get; private set; } = 1.5f;
[field: SerializeField] public float DashForce { get; private set; } = 10f; [field: SerializeField] public float DashForce { get; private set; } = 10f;
[field: SerializeField] public float RotationSpeed { get; private set; } = 500f; [field: SerializeField] public float RotationSpeed { get; private set; } = 500f;
@@ -25,7 +34,7 @@ namespace OnlyScove.Scripts
[field: Header("Airborne Settings")] [field: Header("Airborne Settings")]
[field: SerializeField] public float JumpHeight { get; private set; } = 2f; [field: SerializeField] public float JumpHeight { get; private set; } = 2f;
[field: SerializeField] public float Gravity { get; private set; } = -9.81f; [field: SerializeField] public float Gravity { get; private set; } = -15f;
[field: SerializeField] public float ThrustDownwardForce { get; private set; } = -20f; [field: SerializeField] public float ThrustDownwardForce { get; private set; } = -20f;
[field: Header("Ground Check")] [field: Header("Ground Check")]
@@ -38,7 +47,12 @@ namespace OnlyScove.Scripts
[field: SerializeField] public LayerMask InteractionMask { get; private set; } [field: SerializeField] public LayerMask InteractionMask { get; private set; }
[Networked] public Quaternion NetworkedCameraRotation { get; set; } [Networked] public Quaternion NetworkedCameraRotation { get; set; }
[Networked] public Vector2 NetworkedMoveInput { get; set; }
[Networked] public float NetworkedSpeed { get; set; }
[Networked] public Vector3 NetworkedPosition { get; set; }
public Vector2 MoveInput { get; private set; }
public bool IsSprintHeld { get; private set; }
public float VelocityY { get; set; } public float VelocityY { get; set; }
public bool IsGrounded { get; private set; } public bool IsGrounded { get; private set; }
public bool WasGrounded { get; private set; } public bool WasGrounded { get; private set; }
@@ -48,22 +62,40 @@ namespace OnlyScove.Scripts
public string CurrentStateName => currentState != null ? currentState.GetType().Name : "None"; public string CurrentStateName => currentState != null ? currentState.GetType().Name : "None";
public static PlayerStateMachine Local { get; private set; } // THÊM DÒNG NÀY public static PlayerStateMachine Local { get; private set; }
private PlayerBaseState currentState; private PlayerBaseState currentState;
private bool hasControl = true; private bool hasControl = true;
private bool hasSpeedParam;
private bool hasVelocityXParam;
private bool hasVelocityZParam;
protected virtual void Awake() protected virtual void Awake()
{ {
Controller = GetComponent<CharacterController>(); Controller = GetComponent<CharacterController>();
Input = GetComponent<InputReader>(); Input = GetComponent<InputReader>();
Anim = GetComponentInChildren<Animator>(); Anim = GetComponentInChildren<Animator>();
Scanner = GetComponent<EnvironmentScanner>(); Scanner = GetComponent<EnvironmentScanner>();
// Kiểm tra tham số có tồn tại trong Animator không để tránh lỗi log gây Disconnect
if (Anim != null)
{
foreach (AnimatorControllerParameter param in Anim.parameters)
{
if (param.name == speedParamName) hasSpeedParam = true;
if (param.name == velocityXParamName) hasVelocityXParam = true;
if (param.name == velocityZParamName) hasVelocityZParam = true;
}
}
speedHash = Animator.StringToHash(speedParamName);
velocityXHash = Animator.StringToHash(velocityXParamName);
velocityZHash = Animator.StringToHash(velocityZParamName);
} }
public override void Spawned() public override void Spawned()
{ {
// BẮT BUỘC: Mọi máy (Server và Client) đều phải khởi tạo trạng thái ban đầu
SwitchState(new PlayerIdleState(this)); SwitchState(new PlayerIdleState(this));
if (Object.HasInputAuthority) if (Object.HasInputAuthority)
@@ -74,42 +106,125 @@ namespace OnlyScove.Scripts
if (cameraController != null) if (cameraController != null)
{ {
Cam = cameraController; Cam = cameraController;
Cam.followTarget = this.transform; Cam.followTarget = transform;
Cam.inputReader = this.Input; Cam.inputReader = Input;
} }
Input.OnNextInteractEvent += OnNextInteract; Input.OnNextInteractEvent += OnNextInteract;
Input.OnPreviousInteractEvent += OnPreviousInteract; Input.OnPreviousInteractEvent += OnPreviousInteract;
} }
else
{
// Vô hiệu hóa Controller của người chơi khác trên máy khách để tránh xung đột vật lý
if (Runner.IsClient && Controller != null) Controller.enabled = false;
}
}
private float localAnimatorSpeed;
public void Rotate(Vector3 moveDirection, float deltaTime)
{
if (moveDirection == Vector3.zero) return;
Quaternion targetRot = Quaternion.LookRotation(moveDirection);
transform.rotation = Quaternion.RotateTowards(
transform.rotation,
targetRot,
RotationSpeed * deltaTime
);
}
public void Move(Vector3 velocity, float animatorSpeed, float deltaTime)
{
// CHỈ thực hiện di chuyển nếu có quyền điều khiển hoặc là Server
if (!Object.HasInputAuthority && !Runner.IsServer) return;
if (Controller != null && Controller.enabled)
{
Controller.Move(velocity * deltaTime);
// Cập nhật vị trí mạng ngay sau khi di chuyển để tick sau quay lại đây
NetworkedPosition = transform.position;
}
localAnimatorSpeed = animatorSpeed;
if (Object.HasStateAuthority)
{
NetworkedSpeed = animatorSpeed;
NetworkedMoveInput = MoveInput;
}
UpdateAnimator(deltaTime);
}
private void UpdateAnimator(float deltaTime)
{
if (Anim == null) return;
float speedValue;
Vector2 inputVector;
if (Object.HasInputAuthority)
{
speedValue = localAnimatorSpeed;
inputVector = MoveInput;
}
else
{
speedValue = NetworkedSpeed;
inputVector = NetworkedMoveInput;
}
// Chỉ Set nếu tham số thực sự tồn tại (Tránh lỗi Hash does not exist)
if (hasSpeedParam) Anim.SetFloat(speedHash, speedValue, AnimationDamping, deltaTime);
if (hasVelocityXParam) Anim.SetFloat(velocityXHash, inputVector.x * speedValue, AnimationDamping, deltaTime);
if (hasVelocityZParam) Anim.SetFloat(velocityZHash, inputVector.y * speedValue, AnimationDamping, deltaTime);
} }
public override void FixedUpdateNetwork() public override void FixedUpdateNetwork()
{ {
if (Object == null) return; if (Object == null) return;
// 1. NHẬN DỮ LIỆU TỪ MẠNG // ĐỒNG BỘ VỊ TRÍ: Ép nhân vật về vị trí mạng trước khi tính toán tick mới
if (GetInput(out NetworkInputData data)) // Điều này cực kỳ quan trọng để CharacterController không bị nhân đôi vận tốc khi Resimulation
if (NetworkedPosition != Vector3.zero)
{ {
// Gán phím bấm vào InputReader để các State (Move, Jump...) sử dụng if (Controller != null)
Input.ApplyNetworkInput(data.move, data.sprint); {
// Tạm thời tắt Controller để dịch chuyển Transform chính xác
// CẬP NHẬT HƯỚNG CAMERA (Cho cả Server và Client) Controller.enabled = false;
// Đây là mấu chốt để Server tính toán hướng chạy đúng transform.position = NetworkedPosition;
NetworkedCameraRotation = data.rot; Controller.enabled = true;
}
}
if (GetInput(out PlayerInputData data))
{
MoveInput = data.Direction;
IsSprintHeld = data.sprint;
NetworkedCameraRotation = data.rot;
}
else
{
MoveInput = Vector2.zero;
IsSprintHeld = false;
}
if (!Object.HasInputAuthority && !Runner.IsServer)
{
UpdateAnimator(Runner.DeltaTime);
return;
} }
// 2. CHẶN MÁY KHÁCH KHÁC, NHƯNG CHO PHÉP SERVER VÀ LOCAL PLAYER CHẠY LOGIC
if (!Object.HasInputAuthority && !Runner.IsServer) return;
if (!hasControl) return; if (!hasControl) return;
WasGrounded = IsGrounded; WasGrounded = IsGrounded;
CheckGround(); CheckGround();
UpdateInteractablesList(); UpdateInteractablesList();
currentState?.Tick(Runner.DeltaTime); currentState?.Tick(Runner.DeltaTime);
} }
protected virtual void Update() { }
private void CheckGround() private void CheckGround()
{ {
IsGrounded = Physics.CheckSphere(transform.TransformPoint(GroundCheckOffset), GroundCheckRadius, GroundMask); IsGrounded = Physics.CheckSphere(transform.TransformPoint(GroundCheckOffset), GroundCheckRadius, GroundMask);
@@ -158,8 +273,8 @@ namespace OnlyScove.Scripts
public void SetControl(bool control) public void SetControl(bool control)
{ {
hasControl = control; hasControl = control;
Controller.enabled = control; if (Controller != null) Controller.enabled = control;
if (!control) Anim.SetFloat("Speed", 0f); if (!control && Anim != null) Anim.SetFloat(speedHash, 0f);
} }
private void OnDrawGizmosSelected() private void OnDrawGizmosSelected()

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